NPCs Don't Run From Summons and Druid Forms
⚪ Last updated 2023Preview

🔍 Analysis
- 👍 2.0% endorsement rate — high engagement, a strong quality signal
- 🏆 #152 of 515 Gameplay mods in this game by downloads
📋 About This Mod
NPCs no longer run from summons and shapeshifted druids. Now you can finally use your animal companions, zombies, elementals, and wildshapes in peace!
After hours of poring over data files, I finally figured out what was causing NPCs to run from animal companions and wild shaped druids. Turns out it was completely intentional behavior, but it just makes for annoying gameplay. Many NPCs would run straight into their deaths, and it would often bug out scripting and pathing.
This mod should stop NPCs from fleeing and running away from all summons as well as shapeshifted forms. And honestly, in the crazy world of BG3, I really don't think people would be so afraid of a Ranger's bear they would run straight to their deaths. Zombies I can maybe understand from an RP perspective, but it's just an annoying handicap to summoner builds.
If anyone finds something that people still run from, please let me know and I'll try and change it.
Now Comes in TWO VERSIONS:
Version 1: NPCs will still comment on the creature or animal, and may briefly stop and look, but WILL NOT RUN AWAY! This way you still get reactions and comments, but it's not going to ruin the game.
Version 2: NPCs will not react at all. Might seem not RP-friendly at first, but in reality there were pretty limited reaction lines and it got old and repetitive very quickly for everyone to constantly say the same things. I suspect most people are going to start with version 1 first, then get sick of the stuff people say and switch to this version.
Some minor quirks:
-
[]As some people have noted, NPCs near these creatures will still exhibit strange behavior like standing up and sitting back down constantly. You might have to still move a summon away if you are trying to get NPCs to behave in a certain way, but at least they don't run to their deaths. A minor inconvenience.
[
]I can fix this and will try to do so when I have time, but it's a little more involved. This happens because this mod works by changing the NPC response to summons from 'run for your life' or 'follow around suspiciously' to 'do nothing' (or look and say something but do nothing). However, the 'do nothing' response seems to make NPCs revert to their default "doing nothing" state rather than actually being unaffected. So if they are engaged in some action like sitting, telling them to "do nothing" seems to make them stand up because sitting is "doing something."[]In order to fix this, I either have to create a new response that truly does nothing, or somehow figure out how to delete this reaction altogether which is likely even more complicated. You'd think it's simply a case of removing some code that flags these creatures as scary, but that doesn't seem to be the case. The way it is coded is pretty weird.
Potential Updates:
- []A few people asked for a version where NPCs still flee from undead but not animals. I'll look into this but it's more complicated than you might think.
📊 Mod Details
- Game
- Baldursgate3 Mods
- Author
- pwyb
- Version
- 1.0.0
- Downloads
- 129,739
- Endorsements
- 2,583
- Category
- Gameplay
- Created
- 8/14/2023
- Updated
- 8/14/2023
🔧 How to Install Baldur's Gate 3 Mods
Download from Nexus Mods.
📖 Full step-by-step install guide for Baldur's Gate 3 →
Visit the official mod page for specific installation instructions for this mod.
🎮 Need cheat codes or console commands? Check ur gaming wiki for Baldur's Gate 3 commands, item IDs, and more.
Keep browsing — more Baldur's Gate 3 mods await