I think this happens when they get bunched up and attempt to move around static obstacles (like a mountain or a dungeon wall). Even then it is a pretty rare occurrence. All I really know is that I only see this when I tell the entire party to move somewhere usually pretty distant.
But they don't even end up going to the spot that they're supposed to go to. For me they just kept walking straight. But yes, it is rare, I've only seen it happen once myself. I honestly don't really care if this particular issue gets fixed, and I don't even think it's worth spending time to diagnose it since it's so uncommon, and even if you don't use the console reloading should fix the problem anyway. It's just a weird thing worth mentioning in my opinion.
I have no idea what causes this, but I've had people walk through walls of all sorts... Not even in an attempt to reach their actual destination... When it happens, they usually just take a random direction and start moving it ignoring everything in their path, walls and all.
You know... I'm starting to think this is maybe not being caused by bumping. Every time I am watching my people when this happens they are moving around obstacles.
Dorn was standing in front of the cave entrance and walked through the cave, and above the water and walked north-east to the end of the map and even beyond that.
This has happened to me twice. Once, I had six team members, and it was in one of the open forest areas. With Viconia, I clicked on an item on the ground to pick it up. She walked towards the item, and when she reached the item I saw the pick up item menu as usual, but she didn't stop walking and instead continued to walk straight forward through an impenetrable forest.
Still happening with 1.2 patch. If you look at the attached screenshot - Yeslick is running cheerfully somewhere off to the west, moving through solid wall. I wish I could provide reliable instruction on how to replicate this, but the only thing I did to cause this was completely common - selected all, clicked on a spot on the ground (somewhere in the area where the 3 other characters can be seen in the upper-right).
It appears that blocked / unreachable destination is not in any way a prerequisite of replicating this bug - today it manifested even after clicking to set destination in a completely unobstructed empty room.
The 1st screenshot shows the group formation of non-glitching characters after they reached their destinations. Instead of moving to a position above Xan as she should have, Alora started running north to the map edge, moving through walls. The party's point of origin when I clicked to move was in the northern-western room with lots of ghasts and a lootable pile of bodies (outlined with green rectangle in map screenshot).
So the problem likely lies in the code responsible for pathfinding, and is not reliant on whether destination is in an unreachable area (which causes the mouse cursor to change).
I just encountered this bug, or one very much like it. While strolling in the Cloakwood Mines I suddenly realized that Yeslick was walking off the screen, at least the green directional arrow pointed north. Saving and reloading made Yeslick spawn to the southern, unexplored part of the map.
I just encountered this bug, or one very much like it. While strolling in the Cloakwood Mines I suddenly realized that Yeslick was walking off the screen, at least the green directional arrow pointed north. Saving and reloading made Yeslick spawn to the southern, unexplored part of the map.
I think we'll call this "the snake effect", since it seems like Yeslick has managed to enter one end of the area by exiting the area one the opposite end.
My guess would be that the thread which tells the engine which way to move a character locks up. The variable it is updating (or the events being sent) stops, and so the thread that actually moves the character continues in whatever direction it was going before the last event / assignment, waiting for an update (like saying that an obstacle has been encountered and the route needs to be changed / movement needs to be stopped) that never comes. So the character keeps chugging along.
Just had this bug happen twice to me. Kagain walked through the wall in the Cloakwood mines. Almost at the same time a hobgoblin he was fighting vanished into the ether only to reappear a few seconds later in the same place.
Just seen this. Monteron walked through walls in the Candlekeep Catacombs, from the trapped but empty tomb to the one with the phase spiders and strength tomb.
I assume there are tiny holes in the walk map, perhaps related to the change in screen resolution?
How does pathfinding update itself? I mean, how is the pathfinding updating coded? Because it seems like it forgets to correct itself for a party member, then they just keep going...
Hmm, I actually found a way to reliably reproduce this. Well, ok, maybe not exactly... I just so happened to save my game with my character standing in a spot where clicking on the doors to the Candlekeep Inn will cause him to walk off into oblivion. As for whether or not this will actually help solve the problem... I somewhat doubt it. At the very least there is one instance where we can now make this happen on command... I will upload the save file on the tracker and here as well.
This bug has been happening ever since BGee came out, but for some obscure reason I'm getting it a lot more often in my current run. Is there any progress on fixing it?
This bug has been happening ever since BGee came out, but for some obscure reason I'm getting it a lot more often in my current run. Is there any progress on fixing it?
Actually, this happened to me in vanilla SoA, in the s- sah- sa-, err, the shark people city. Arie walked though the wall of the temple bit, which has a "gather you party" entrance, and I could gather my party because arie was on the opposite side. I had to make her kill herself so the party could get over there to raise her. Very annoying. This has also happened in BG:EE numerous times.
Comments
Still no idea how to reproduce.
The 1st screenshot shows the group formation of non-glitching characters after they reached their destinations. Instead of moving to a position above Xan as she should have, Alora started running north to the map edge, moving through walls. The party's point of origin when I clicked to move was in the northern-western room with lots of ghasts and a lootable pile of bodies (outlined with green rectangle in map screenshot).
So the problem likely lies in the code responsible for pathfinding, and is not reliant on whether destination is in an unreachable area (which causes the mouse cursor to change).
I assume there are tiny holes in the walk map, perhaps related to the change in screen resolution?