[i]This mod removes the red trajectory line when moving an NPC by force, giving you full freedom with your knockbacks.[/i]
[list]
[*][b]Ledges and cliffs:[/b] no more being unable to push an enemy off a cliff because you can't find an angle.[/*]
[*][b]Chasms:[/b] pushing into chasms will now always work, even if they don't land directly inside it. They will fall into it.[/*]
[*][b]Solid walls still stop you.[/b] No clipping through walls or rocks![/*]
[*][b]Awkward ground:[/b] landing on a boulder, a crate or something you usually aren't able to walk on will select the nearest sensible spot to end the fall.[/*]
[*][b]Functional fall damage.[/b][/*]
[/list]Applies to NPCs, companions, enemies and items alike.
[*][b]Baldur's Gate 3 Script Extender[/b] (Norbyte) - [b]required[/b]. The mod is pure Script Extender Lua; without it nothing loads.[/*]
[*][b]BG3 Mod Manager[/b] - recommended, for installing the pak and exporting the load order.[/*]
[*][b]Native Mod Loader[/b] (tinybike) - only for the optional [i]RabbetForceMove.dll[/i]. [b]Highly recommended[/b]: see "Why the native patch?" above.[/*]
[*]Import the zip with BG3 Mod Manager, or drop [i]RabbetKnockback.pak[/i] into [i]%LOCALAPPDATA%\Larian Studios\Baldur's Gate 3\Mods\[/i] yourself.[/*]
[*]Enable [b]Rabbet Knockback Fix[/b] and export the load order. Its position in the order does not matter.[/*]
The pak alone already completes every cancelled push, but it does so from script: it notices the engine gave up, then flies the target along its own arc. That works everywhere, and it is the whole mod if you would rather not touch [i]bin[/i].
The optional [b]RabbetForceMove.dll[/b] moves that work into the engine. It patches the game's landing selection in memory at start-up so the engine performs the push itself: