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It's worth trying the mod if you can. Some very beautiful things to see. For instance, in the grass/riverside campsite at night, there's a beautiful full moon in the sky that you can only see if you're able to look up at the sky a bit (or catch a companion dialogue at the right angle). They've clearly modelled assets at this angle, to an extent at least.
not sure I want to go through the trouble of modding the game just to see that but you do bring up an interesting point, why bother modelling it at all if nobody is going to see it?
I'm assuming there must be some other reason they've restricted the camera, as the glitches really are minor. As I say, I wondered if it was because it broke the immersion of the world, showing how close the various points of interest were. i.e. the way the gameworld is constructed, the distance between assets, is not designed for that third person camera view.
A bit pedantic, but also true. It's a 3/4th's perspective game which at this point is largely synonymous with isometric view even though it isn't technically correct.
The simple reason why Larian didn't make the game free camera is because it simplified design significantly thus letting them focus their efforts on the parts of the game you can see.
Note that in most games, there is never anything noteworthy on the ceiling even in games that are entirely free camera. Why let the character look up when there is never anything there?
https://www.youtube.com/watch?v=syjR971rlBA
https://www.youtube.com/watch?v=1nTaoykX7-Q
There definitely are things you will never see throughout the game that you can with being able to freely tilt the camera with the mod. The random islands above in the astral plane and the moon at night are a couple that come to mind. It also gives you a "photo mode" where you can zoom in or get at better photo angle for screen shots.
notes: the native camera tweaks mod needs to be reinstalled after patches sometimes to start working again. It also is configurable with a text file and gives the player control over what range of angles to display in and out of combat.