Even the most polished adventures can carry a few rough edges and ‘Baldur’s Gate 3’ is no exception. Little quirks sneak into big games and once you catch them they tend to show up again and again. None of these break a save or stop the story. They are simply the kind of small slip that your eyes will keep finding.
Here are ten noticeable goofs and inconsistencies that players keep spotting. You will see where they happen most often, what triggers them, and how they usually look in the world. If you like hunting for details these are easy to reproduce and simple to share with friends.
Weapons Vanishing In Dialogues
During cinematic conversations your character model sometimes hides equipped weapons. A blade that sits on the hip during exploration can disappear when the camera tightens for a cutscene. This is common with long weapons and staves since the scene rig swaps to a clean animation set.
You can test this by equipping a two handed weapon then speaking to key NPCs in the Emerald Grove or at the Last Light Inn. Start the talk then back out and watch the weapon pop in again when control returns. It is a model visibility toggle tied to dialogue entry.
Hair And Cloth Clipping Through Armor
Companion hairstyles and robes occasionally pass through armor pieces during movement. Shadowheart and Lae’zel show this most on turns and climbs since their hair rigs move independently of torso plates.
You can trigger it by rotating the camera during jumps or by using ladders in the Goblin Camp. The animation blends prioritize pathing and collision over cosmetic bones which lets strands and fabric intersect with breastplates and pauldrons.
Floating Props In Camps And Taverns
Tables and bedrolls sometimes hover a few inches above terrain. Camps placed on uneven ground make this easy to spot since the furniture uses flat placement while the ground mesh is sloped.
Set up a long rest near the Risen Road or on rocky ledges then pan the camera low. You will see gaps under chests or stools. The placement grid keeps props level which creates a small but visible air pocket under them.
Lip Sync And Voice Timing Mismatch
There are moments when mouth shapes finish early or keep moving after a line ends. This shows up in busy hubs where multiple barks fire at once since the scene uses shared timing for several actors.
Listen for it during combat start shouts in the Shadow Cursed lands or when you click quickly through dialogue choices. The audio plays on cue while the facial animation runs the full clip which makes the last syllables look out of step.
Duplicate Townsfolk Appearing Together
Certain civilian models spawn twice within the same shot. You may see twins standing side by side repeating the same idle loop. This happens when the encounter pulls from a small pool and the distance culling resets as you swing the camera.
Walk a circle in Baldur’s Gate lower city markets and keep an eye on vendors and background walkers. If the camera unloads and reloads a cluster you can catch two identical characters reappearing with synced gestures.
Items Misaligned With Hands In Cutscenes
Characters sometimes drink from mugs that sit slightly off their mouths or hand over letters that pass through fingers. The prop sockets do not always reconcile with the taller or shorter body variants used by different races.
Look for this during celebration scenes after major quest beats or during negotiation tables in Moonrise Towers. The same animation plays for every body size which shifts the prop a little to the left or right of the intended grip.
Footstep Sounds On The Wrong Surface
Audio occasionally tags stone as wood or sand as grass which makes the steps sound off for a few strides. This occurs where several surface volumes meet and the game chooses the topmost one rather than the visible floor.
You can hear it on bridges near the Githyanki crèche and along dock ramps in the city. Walk forward then back and the sound set can change as your feet cross a seam between overlapping materials.
Capes And Long Coats Stiff During Wind Gusts
When wind kicks up during storms some capes and long coats stay rigid. The cloth solver pauses to keep performance steady around heavy particle scenes which leaves garments locked while hair and foliage keep moving.
Head to cliff edges or ship decks where gusts are common and spin the camera during a squall. You will notice hair reacting while the cape updates only when you come out of a major effect burst like lightning or dense fog.
Camera Passing Through Walls During Dialogue
The cinematic camera sometimes clips through pillars or door frames. This happens in cramped hallways and tight stairwells where the chosen angle cannot fully clear geometry.
You can reproduce it by initiating a conversation near the narrow stairs in Moonrise Towers or the catwalks in the Steel Watch Foundry. The camera anchor tracks the speaker but the field of view intersects with nearby meshes and lets background walls slice the frame.
Daylight References In Areas With Fixed Lighting
Characters occasionally talk about dawn or night in places that hold a constant light setup. Act based zones sometimes use a fixed time of day while the script line still references a passing hour.
You can see this at the Last Light Inn where some lines mention late night while the environment stays at the same brightness. The dialogue condition checks the story beat while the level keeps its baked lighting which creates a mismatch between words and scene.
Share the little slip you notice most in the comments so everyone can try spotting it too.