I have problems with deleteing this mod and make my savegame to a "no mod" savegame. I have only 1 mod. This mod (ok and mod fixer). When i delete both mods and load the savefile the game warns me that this mod is missing and the game can be instable. When i load it the npcs run away or follow me.
When i load a savefile from weeks ago (the time i not instale mods) The patch worked. Also its something with the safestate what i must change/delete first that the safestate can handle the new version without mods. or didnt you can a "modded" safesgame not change to a sacegame without mods ?
Edit: Ok found te problem. You must "re-summon" also when you use the new patch the npc fears your summon but after the patch all "new" summons are fine
You can remove this mod without problems. The patch 3 from the main game include that npc dont fear summons. But you must re-summon all your summons and summon them new. because Npc fears summons that you summon before the patch. But not summons that you summon after the patch
after the act3 fixes and mac update today. i just walked around the grove, and arron the trader was chasing my skeleton archer. so first thing i thought was to come here looking for an update... because i had tactician smarter enemies before the update, and that didnt happen. same goes with 200% hp enemies and 2x damage npcs. everything was working fine, before todays update.
arron didnt attack the pet, but he kept arming himself, and chasing it for a while.
As of Patch 3, this mod is basically obselete. NPCs no longer run from summons/companions, though I've seen a shopkeeper comment, barely anyone even reacts. It was a great mod though, and I was grateful to have it for this long. thank you! EDIT: Others may still be having problems. I just haven't encountered any myself
Thanks for this mod! The other mod that did something similar looked way too sketchy for gameplay stability for my liking. This seems like a much more clever solution.
Any chance that this works in MP? I'm playing coop with my gf as a ranger and it gets annoying when we have to chase around NPCs because they're scared of my pets
Whats the point of removing interactions like this? The NPC react because its actually reasonable to. You can still ignore them since theres no penalty for having your pets out. This just makes the game even less immersive.
Some of the NPCs will run away or turn hostile, which causes A LOT of problems. This is what this mod is for, if you don't like it, don't use it. It's clear you haven't played with a Summoner/Pet Class.
I had Undead summons when heading Last Light and it caused Dammon to flee into the darkness and die from it on my first run. I agree that it is realistic, but it causes too many gameplay problems to be in the game. By default, the behavior should've been at least only unfriendly/neutral NPCs reacting that way.
Do you really want to tell me that npcs without even seeing my summons come rushing towards them from like 30 meters away and constantly repeating the same 2-3 lines is more immersive? Or that a NECROMANCER fears for his life because he saw a ZOMBIE/SKELETON summon? Or DRUIDS abandoning their guard duty because of a SPIDER summon? Mate this mod and the older one before it is not a QoL improvement, it is a MUST HAVE otherwise you're in for a very annoying ride while playing with summons...
Its clear? Hello im playing Druid and warlock with a beast master in my party since Early access. Its clear that you make an ass out of yourself assuming about someone before knowing them. If my opinion stings that much, lock the comments. It was my opinion so dont get nasty.
i don't know how far you've gotten, but it gets damned awkward in BG when the pets are out... i was seeing the issue in other areas, but it was far, far worse there. not only do some runaway, which makes talking to them difficult, you then have some following you everywhere as well because of the pets. you are constantly followed and watched. want to go to a shop? they will follow you in and then the shopkeeper will join the crowd following you around, after you manage to corner them and do some trading... it's a serious hamper on interaction in the game after a while and just plain silly, it should have been fixed by larian already.
The only one being "nasty" here is YOU for trying to shame people into not using this COMPLETELY OPTIONAL MOD. No one's forcing you to use it so why the hell would you go around trying to impose your own preferences onto other people who clearly disagree with you. Pull your head out of your ass and realize that you're not the main character. Loser.
Here is a thought, if you don't like a mod....don't use it. Put the mod author on ignore so ye shall never again need to put thine eyes upon such mods! I don't much see the point in bashing a mod you have not used, have no intent to use and thus can not offer any constructive criticism. Here is what I do: I look on Nexus, I see a mod which I do not have use for say....adding a third eye to PC, I shrug and move on to the next mod. Easy peasy lemon squeezy.
yeah... going to have to agree with all the others. you're the only one making yourself look bad here.
i actually share the same stance as you as someone using elementals/druids in my party. it's not a big deal to me personally. i have zero plans to use this mod, but you're definitely the one starting things here lol
I think for some pets, it is not realistic for npcs to run like they are being murdered when your peaceful pet is just standing next to you not doing anything. I can maybe understand like necromancer pets being out being against the law, but this is Forgotten Realms, I would think it is fairly common to see adventurers with tamed or summoned pets with them from time to time.
The reason for this mod is that it's actually not very realistic, in my opinion, for absolutely every NPC to see me walking around with an ordinary dog, and just freak out about it. They shout at it, call for help, and run around screaming, like they've never seen a doggo before. I suspect this is why dogs aren't allowed in Baldur's Gate.
I could see this response making perfect sense for terrifying undead, fiends, or elementals... perhaps especially frightening animals... but not for any and all summons. Also, not from every NPC. Some of them should be less shocked.
Before this mod (or others like it), I had to dismiss summons before entering anywhere that had NPC's I might want to talk to, or just want to allow them to go through the actions they normally would. It meant I needed more rests, effectively. Not the biggest deal, but this is a huge QoL improvement, with basically zero downside, really.
Also in a proper answer, I completely missed a cutscene after a fight in Act 3 because the npc reacted to my wizard elemental and said "go away" instead of triggering the cutscene. So there you go
What's the point of you posting like this? They make make mods because it's reasonable to. You can ignore the mod since no one cares. Your post just ruined our immersion.
No it actually breaks immersion when NPC's run away from you because you have a summon, even though those same NPC's should at this point trust you considering you saved their lives a dozen times, and are supporting their fight against the absolute.
I immediately thought how badly implemented this was in the game. Fair enough if im at moonrise and acting as a double agent, their guards rightfully should be suspicious, but NPC's at places like Last Light Inn and Druids Grove...come on.
Nope, the way it happens in the original game is not immersive at all. Every npc without any regard to story events act very weirdly, follow you or run directly to environmental hazards that are supposed to be more scary and they all say the same things too which definitely feels more gamey and even less immersive than what this mod does. I don't mean the mod is realistic or whatsoever but the supposed realism isn't working properly either.
Because while it was neat in Act 1 and 2, it was a PAIN in the ass in Act 3 considering it takes place ENTIRELY in a city with civilians constantly running away screaming "Help!" despite the fact there's a circus right there with undead as carnies.
Also, guards following your summons around is really annoying - not because it makes it harder to do illegal things, but because I've had multiple times where guards followed me from one side of the city to another, and then when I got into combat later the guards that followed me would then be added to the battle, and every time it was their turn the camera would zoom over to them dashing across the city.
Again. VERY cool idea but it just was not implemented properly at all.
Ye genius. How about you go to bank, and someone scared of your pets, go through gates with traps - die there - everyone is hostile against you. What larian did - the most stupid thing.
Just putting this out there cause i'm not sure if this mod is the cause but there might be a bug that the hotfix caused that was forcibly causing the goblins in the goblin camp to turn hostile if you quicksaved in dialogue and reloaded it. Hard to replicate but just maybe something to look into
I know it's unlikely, but is it possible that this is causing a bug where Find Familiar doesn't actually summon anything? I can use the spell, but nothing shows up. Or does anyone know what other mod might cause that? I've been able to summon Valkrana's Glow in the Dark Skeletons, so it doesn't seem like summoning as a whole is bugged out for me. Thanks for any help anyone might have!
65 comments
I have only 1 mod. This mod (ok and mod fixer). When i delete both mods and load the savefile the game warns me that this mod
is missing and the game can be instable.
When i load it the npcs run away or follow me.
When i load a savefile from weeks ago (the time i not instale mods) The patch worked.
Also its something with the safestate what i must change/delete first that
the safestate can handle the new version without mods.
or didnt you can a "modded" safesgame not change to a sacegame without mods ?
Edit:
Ok found te problem. You must "re-summon" also when you use the new patch the npc fears your summon but after the patch all "new" summons are fine
But you must re-summon all your summons and summon them new. because Npc fears summons that you summon before the patch. But not summons that you summon after the patch
arron didnt attack the pet, but he kept arming himself, and chasing it for a while.
EDIT: Others may still be having problems. I just haven't encountered any myself
10/10 must have.
i actually share the same stance as you as someone using elementals/druids in my party. it's not a big deal to me personally. i have zero plans to use this mod, but you're definitely the one starting things here lol
I could see this response making perfect sense for terrifying undead, fiends, or elementals... perhaps especially frightening animals... but not for any and all summons. Also, not from every NPC. Some of them should be less shocked.
Before this mod (or others like it), I had to dismiss summons before entering anywhere that had NPC's I might want to talk to, or just want to allow them to go through the actions they normally would. It meant I needed more rests, effectively. Not the biggest deal, but this is a huge QoL improvement, with basically zero downside, really.
What is the point of living
What is the worth of a single mortal life
So there you go
I immediately thought how badly implemented this was in the game. Fair enough if im at moonrise and acting as a double agent, their guards rightfully should be suspicious, but NPC's at places like Last Light Inn and Druids Grove...come on.
Also, guards following your summons around is really annoying - not because it makes it harder to do illegal things, but because I've had multiple times where guards followed me from one side of the city to another, and then when I got into combat later the guards that followed me would then be added to the battle, and every time it was their turn the camera would zoom over to them dashing across the city.
Again. VERY cool idea but it just was not implemented properly at all.