My characters keep getting stuck on each other
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Never noticed it this badly when i played a couple of years ago. Did something happen or am i misremembering?? This is kinda starting to get on my nerves, i mean the pathfinding was always atrocious but it feels a lot worse now for some reason.
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It's less of a problem in SoD and BG2EE because the dungeons are less cramped, but the underlying issue is still there.
You can generally unstick the characters by issuing a group "stop" command and then moving them one at a time. This is an annoyance that slows you down, not something that locks you out permanently.
Great in mid battle...
Good riddance !
Obviously you have to set the AI to off to be able to do this, while in combat. But it's a very simple kind of trick and gets around all of the pathfinding shortcomings imo. I hope I explained it well. So even if you're in a cramped hallway in combat or whatever, and need to get your tanky characters to the other side of your party, you just freeze everyone they might need to walk through, and let your one character move through or push aside the stopped characters.
Just general advice for anyone who comes and has this issue.
The exceptions come when it's not just party members involved. And there's a clear worst area for this - Abazigal's lair in ToB.
- When Draconis transforms, his selection circle gets much better and usually overlaps anyone that was in melee with him. Which means they're unable to retreat and have to stay in melee, against one of the most dangerous enemies in the game. You're not getting out until he's dead or you are. Ouch.
- In the eyeball cave, the "Vigilant" monsters are non-hostile, with scripting that tells them to move to a party member they can see then run away when they get too close. But because scripts are only checked so often, they sometimes catch up with their target and end up in the exact same space, stuck. You can get out of this one by killing the Vigilant, of course ... but that means force-attacking an enemy that's right on top of someone you don't want to attack. Easier said than done.
The second thing is the "two quest characters are on top of each other inside an area" bug if they are spawned at the same coordinates. Without this behavior, they would have been moved a little away from each other. With this, you only see one of them and players report the other one missing - or if they know the other one is there, there is no way to interact with them.