Baldur's Gate 3

Baldur's Gate 3

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Walk. Don't run.
Is there a way to make the characters walk instead of running? Other than holding left mouse close to them, that is. Beacuse it is not very healthy to run in a place that might be full of things to notice and traps to avoid.
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Showing 1-12 of 12 comments
A yellow overburden?
Originally posted by Bray of Cats (N/A):
A yellow overburden?
Well, that would work.
Originally posted by moonlightavenger:
Originally posted by Bray of Cats (N/A):
A yellow overburden?
Well, that would work.
I have no idea modwise, I would wait for the mod support patch before though, but that is up to you.
Kappa Apr 30 @ 6:40am 
Aren’t all ( or the majority of ) traps well marked on the floor ( I mean there are specific tiles for both trigger and trap )? I can easily spot them, and if I don’t succeed a perception check I can just jump over their trigger ( or destroy the origin of damage ).
Last edited by Kappa; Apr 30 @ 6:41am
holding down Left click near your character makes him walk the way you point your cursor. The closer the cursor is to the character the slower he walks
It would be nice if the game allowed some kind of auto-cancel option when a character successfully perceives something potentially dangerous.

As a controller user, walking and immediately stopping even when running isn't an issue for me, but clicking and a character continues to blindly jog to the targeted point after passing a check to notice traps or ambushes or whatnot without at least an option to auto-stop/auto-TB the action seems like a slight oversight. Environmental damage auto-TBs (without the option to prevent the auto-TB).

I wonder what it would take to extend the environmental damage auto-TB to optionally include successful perception checks. (Auto-cancel would be preferred, but auto-TB is already a feature for environmental damage.)
Last edited by EricHVela; Apr 30 @ 7:27am
Originally posted by EricHVela:
It would be nice if the game allowed some kind of auto-cancel option when a character successfully perceives something potentially dangerous.

As a controller user, walking and immediately stopping even when running isn't an issue for me, but clicking and a character continues to blindly jog to the targeted point after passing a check to notice traps or ambushes or whatnot without at least an option to auto-stop/auto-TB the action seems like a slight oversight. Environmental damage auto-TBs (without the option to prevent the auto-TB).

I wonder what it would take to extend the environmental damage auto-TB to optionally include successful perception checks. (Auto-cancel would be preferred, but auto-TB is already a feature for environmental damage.)
RT pauses when a trap is spotted.
seeker1 Apr 30 @ 8:19am 
It's an optional setting in RTwP games (you usually can set a variety of auto pause conditions), but a setting I happen to like greatly. What I like about RTwP is the ability to pause the game OUTSIDE of combat. Usually in this situation.

BG3's a bit weird. A room full of necrotic energy, and "the environment" shifts you into turn-based mode automatically. But if there's a bunch of traps nearby, or sometimes just "hazardous surfaces," and then it doesn't do this.
guard65 Apr 30 @ 10:46am 
you can just apply MovementSpeedLimit(Walk) via a mod supporting a toggle ability. Not sure if any one has done it but you could ask around on github.com, maybe someone would toss something together. It is a simple mod.
Every game where the characters walk slowly: "Damn this game crawls! My grandmother could move faster and she uses a walker!"

Every game where the characters run: "They keep running into traps! Can't we slow them down?"
Last edited by Mike Garrison; Apr 30 @ 2:52pm
Originally posted by seeker1:
What I like about RTwP is the ability to pause the game OUTSIDE of combat.
You can go to turn-based mode any time you want to in BG3. You could play the whole game in it, if you wanted to.
seeker1 Apr 30 @ 11:30am 
Sure, but the only time I want to go into it outside of combat is when a trap is spotted. That's when I'd like an auto pause, rather than relying on my own personal reaction time.

In point of fact, I wish that would happen, rather than opening a door to a room full of necrotic energy, making it happen (automatically).

I'm surprised there's no mod for this already - again might have to do with what parts of the game can be accessed - maybe something will show up after modding tools are released.
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Date Posted: Apr 30 @ 6:29am
Posts: 12