Why does sorcery care about being overencumbered?

This. From what I remember a character would get stuck in the walking up animation and I don’t quite remember if you could just move out of that or if you had to reload. And I think the materials poofed without getting the upgrade.

Thanks for clarifying, that’s what I thought you meant but I wanted to be sure. It’s too easy to accidentally misinterpret what people mean when we’re having written conversations.

In that case I still disagree (with them) that’s terrible logic. Sorcery work stations should have the same logic as any other work station, that logic is completely different from riding a mount. That sounds more like FC is trying to find an excuse to justify not bothering to fix sorcery stations.

What’s funny is that this happens all the time anyway, even after removing the weight. Almost every single time we want to use any of the sorcery stations it takes multiple attempts because the character gets caught in this wierd little stutter-step dance that just goes on endlessly until you use a movement key to break them out of it, then have to attempt it again. Even when we place them on foundations that problem keeps coming up.

Sounds like FC has two-bugs-in-one that need to be fixed together.

This happens because your sacrificial stone is set on a not entirely level surface, and the edge of the stone closest to you with the blood container rises slightly above the ground. I carry this stone with me, often install it and take it back into my inventory, so I noted its sensitivity to installation. Reinstall it so that this edge is close to the ground or even slightly recessed into the ground, and then the start of the animation will be no problem.

That’s only partially true. Even if you put them on foundations the problem still exists. This makes the problem better, but still doesn’t fix it entirely.

And for the summoning circles it doesn’t fix it at all, it can still happen that it takes multiple attempts to get the circle to work. I realize in hindsight that I didn’t list the summoning circly in my starting post, but this issue applies to the circle too. No matter how flat the surface is, if the sorcery workstation requires the character to move/walk to a specific spot then the animation can glitch out, often multiple times in a row.

And even if your suggestion was 100% successful that would still means that FC didn’t implement them properly. FC made the design decision to allow the stone/circle/etc. to be placed on the ground, which means that they should work on the ground, failure to do so is still a bug.

At this point we’re up to 3 separate issues:

  1. Sorcery workstations don’t do a check for the Beast of Burden perk. This was either something FC overlooked or it was a bad/unfriendly decision.

  2. Sorcery workstations frequently don’t work at all if you place them on the ground, they have to be placed multiple times and even then they don’t work 100% of the time, which mean the design of the workstations doesn’t interact properly with the collision/mes system.

  3. Even if you put them on foundations they still frequently fail to work properly.

I don’t know, in this case I never have any problems with animation.

After playing with it some more since this thread, one of the things I’ve discovered is that having a problem even when the stations are placed on foundations is dependent on where you’re standing when you initiate the activity.

For example, with the sorcery circle thing (forget what it’s called) whenever I die and want to call my belongings to me rather than do a corpse run, there are spots I can stand that never cause a problem and other spots that cause a problem almost every time. Standing closer to the center of the circle before initiating the recall seems to work every time, but if I stand on any of the decorative tidbits outside the center of the solid circle then I get the stutter-step problem pretty consistently. It took me a while to develop the habit of only standing inside the solid circle.

I also found it was better after I picked up the circle and placed new one, which to me indicates that it’s a mesh issue. If the circle somehow gets embedded in the mesh of hte foundations at the time you build the circle it will cause more problems. I’m not going to spend a lot of time testing this hypothesis because the problem is mostly resolved for me at this point - but I’ll bet that it happens more often on official servers, followed by private servers and least of all in single player.

I bet its one of those things thats on the list to address, but just way below all the other things as its currently workable and fits a whole “need your arms for incantations” rationale. A pop up saying “overencumbered” would be a fine idea as mentioned above, but probably just as fast to implement as a beast of burden check.

I call BS on this. I can do every emote over encunbered (beast of Burden or not). Why are they not affected?

None of the emotes have you moving around from a stationary spots or interacting with other objects. They’re just animations you can do in place that have zero interactions elsewhere.

There’s also the fact that emotes are entirely cosmetic in nature. They don’t have gameplay associated with them.

But I can run around with some emotes???

Also, mounting a horse is a controlled animation, yet i can mount over encumbered. So maybe just use that blueprints auto animation???

Are you making that argument as an example of the technical/programming differences between emotes and sorcery work stations, which would then help explain why being overencumbered causes this problem

-or-

are you making that argument as being a point in favor of sorcery having its own unique gameplay-logic which somehow justifies a decision to not allow overencumbered players to use them?

Sorcerer probably can’t do incantations correctly with armfuls of shopping

Yup. Same here. I’ve worked around it for a while now by standing in the center as you describe.

If I understood the explanation correctly, the emotes don’t actually move your toon’s location, they simply perform the animation on and around the spot where the toon is physically located.

You can test this by standing (or placing a thrall) close to a wall and performing some of the dance emotes. Your toon appears to go through the wall during those dance moves, even though we know our characters cannot pass through walls. The physical location doesn’t change. That’s why the emote animations don’t need to care about collision.

But when trying to operate a sorcery bench, your character starts by moving into the precise location where the animation is performed. The toon’s actual location changes before the throat-cutting animation or whatever is performed.

Mounting movea you, and is still enabled even over encumbered.

Add it to the polish to-do pile. Okay… RTX cards should have the math to calculate collision. Detecting and canceling some animations should happen before it goes through the wall as stated above. It will be new to remaster the games with RTX.

I can imagine RTX snapshots that use full detail (more than one bounce).

No matter what explanation is used, none of them should matter once you have the Beast of Burden perk.

Even if we’re 100% on board with the concept that being overburdened should be allowed to affect sorcery (I’m not, that’s pretty silly, but for the sake of discussion let’s say it’s acceptable) all of the sorcery stuff should still work for an overburdened player if they have the Beast of Burden perk. That’s the whole point of allocating points to BoB, specifically to not be affected by being overburdened.

I don’t know if this is a bug, an oversight or just bad logic, but no matter what the cause is they should fix sorcery so that BoB works the way it’s supposed to when using sorcery work stations.

Unlike other games, this one chops the animation at ground level. I was expecting to see half of the body stick out below the ground, but no… it did it right.