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Baldur's Gate & Baldur's Gate II Mod Thread

ds

Cipher
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Jul 17, 2013
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Infinite pathfinding nodes won't change the fact that the game considers one of your characters standing in a narrow corridor to be blocking the path of your other characters even when moving them together, sending some of your party on a wild detour. It also won't prevent characters from getting temporarily stuck when walking past other characters, which can already happen in BG1 without EE.
 

Glop_dweller

Prophet
Joined
Sep 29, 2007
Messages
1,218
This is true; so what?

The PCs can exist separately anywhere on the map, or on
—different— maps; hence it scans paths for each character individually. Presumably the same system is used in combat as well.

The game was designed for early Pentiums that couldn't play an MP3 in real time. It does what it does. Higher number of pathfinding nodes ultimately solves the (otherwise unsolvable) problem, and at little cost.
 

Ryzer

Arcane
Joined
May 1, 2020
Messages
7,265
Infinite pathfinding nodes won't change the fact that the game considers one of your characters standing in a narrow corridor to be blocking the path of your other characters even when moving them together, sending some of your party on a wild detour. It also won't prevent characters from getting temporarily stuck when walking past other characters, which can already happen in BG1 without EE.
This is why I can't stand a 6-man party in BG, it turns into chaos 90% of the time, and sometimes some characters can be wiped out stupidly, whereas a 2-3-4 man party has no issue. I had more fun with soloing personally because everything happens as intended.
 

Melcar

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Oct 20, 2008
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Merida, again
4 characters is really all you need to cover the bases. 6 is fine the first few times if you want to get the most out of NPC interactions and content, but subsequent runs can (and should) be done with 3-4 size parties. Less headaches.
 

Glop_dweller

Prophet
Joined
Sep 29, 2007
Messages
1,218
Myself, I tend to play using the multiplayer option, playing four custom characters myself, and leaving room for two NPCs. I will sometimes be playing on two or more maps (interior) at once—especially with thieves burgling (as thieves will do), since it won't do to have a lawful paladin tagging along on their midnight maladventures; nor to have lawful characters knowingly accept stolen goods, which would be against their ethics (and so being an action out of character).


The problem I have with Infinity's pathing system is with Icewind Dale 2. where enemies in combat who lose sight of a party member on one side of a map will form a twisting conga-line directly to the rest of the party (even when completely obscured) hidden away on the far side of the map; it's absurd.
 
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