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Rob Lapham

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Palderon

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623 comments

  1. Palderon
    Palderon
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    Planned Additions & Tweaks
    (Not including bugs which always have priority)

    Act 1

    • Githyanki & Dragon bridge fight - Make dragon optional hardmode - high priority
    • Add reward to juvenile dragon - medium priority
    • Hag hard mode - low priority
    • Ambient animals - low priority
    • Expand first assault on Grove - low priority
    • Expand second assault on Grove - medium priority but isn't something I can just teleport to
    • Reactive Zhentarim Storage NPCs - low priority
    • Redo Perception check system - medium priority (only Gish'Ra left)
    • Asses Grym 2.0 - medium priority
    • Evaluate checks for Dawnmaster - lowish priority
    • Add visual and audio effects to events - medium priority
    • Sight ranges and fight ranges - highish priority
    • Add skills to minibosses - medium priority
    • Make sure everything has base game loot - high priority
    • Add unique loot to minibosses/bosses - last in priority

    Act 2

    • Add visual and audio effects to events missing them - medium priority
    • Expand Necrofex fight - lowish priority
    • Redo fight flags along Karniss trail - high priority
    • Add skills to minibosses - medium priority
    • Make sure everything has base game loot - high priority
    • Add unique loot to minibosses/bosses - last in priority


    Act 3

    • TBD
    (List is ongoing and liable to change based on feedback.  Mostly here so I remember what to come back to and so you guys know what I'm aware of.)
  2. Palderon
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    If you guys enjoy the mod and want to support all the work I put into it make sure you endorse it so it appears higher in searches and more people can see and also download it.
  3. Hipertex
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    As of 3.4.0 mod causes saves to fail to load in Act 2. I narrowed it down to this mod. I tried downgrading to 3.3.1 as someone else suggested but that did not work either. Sucks to get all the way to act 2 just to find a save bricked because this mod cannot be disabled. Beware!
    1. darthsith66
      darthsith66
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      ooof glad you posted this, ill wait till it's addressed
    2. kuhni
      kuhni
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      I also found the same problem, but after upgrading the existing mod manager patch 7 to patch 8, it works normally.
    3. Hipertex
      Hipertex
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      I updated my mod manager and I am still crashing on load
    4. Palderon
      Palderon
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      People need to post in the bug thread with their system specs and antivirus because the error seems to be related to memory
    5. peleski
      peleski
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      By Act 3 I was getting frieze on game load.  The only way I can save my run is disabling all mods in mod manager, booting the game, and letting the game add them back when loading the save game. 
  4. billko
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    Could you do a huge favor for me and check if there is anything going on in the code around Wyrm's Crossing?  I just entered Rivington and whenever I get near Wyrm's crossing the game CTD.  I tried removing a bunch of mods, but it still crashed.  When I try removing Many More Monsters, I can't load my game, so I cannot determine whether it was the cause or not.

    So I'd super-appreciate if you could just do a quick once-over of the code to see if you can spot any mistakes.  I can't seem to get the latest SE to create an SE log, only an OSIRIS one.

    Thanks!
    1. peleski
      peleski
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      I really get a game slow down at Act3, and later on it was causing my computer to seize up.  Like most I'm probably running too many mods to isolate the problem, but i suspect it's this one.
  5. Khozech
    Khozech
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    Still looking for someone to do explorer notebook sketches? c: it sounds fun!
  6. chareloy
    chareloy
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    Dont think it works with patch, an orge unit is missing during the first fight at the emerald groove when party first encountered with Wyll
    1. chareloy
      chareloy
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      To be fair, I think most part of the mod is still functioning, except some missing enemies.
    2. DemonEyesZero
      DemonEyesZero
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      same Oof goes invisible in fight
    3. peleski
      peleski
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      I had a clumsy ogre turn up at that fight.   Downloaded the mod a few days ago
    4. DemonEyesZero
      DemonEyesZero
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      @peleski lol that's just the script of Oof
  7. kaalfeyn
    kaalfeyn
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    Hello, 

    I'm using 3 encounter mob currently:
    extra-encounters-and-minibosse
    Deadlier Honour Mode
    and this one

    asking here because none of the first two advertise altering the creche in the mountain pass and this mod seems to be the one with the most added fight and encounter

    I have an issue wit a fight against gith that are immediately hostile even if I entered the creche peacefully.

    after doing this fight i'm completely unable to trigger the custscene to continue the quest in the creche, I can talk to the leader and show the object but that's as far as I can go.

    if it's not this mod that add this encounter i'm sorry, have a nice day.

    issue was in another of the mod, thanks for this mod
    1. laurentmadking
      laurentmadking
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      Do you know which module has the problem? Because I encountered the same situation.
  8. Easylor
    Easylor
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    Anyone knows how much additional experience approximately you gain for all encounters in this mod? Wanna create custom xp curve with this numbers in mind.
    Tried 0 xp version but it kinda lack accomplishment when i don't get any xp, mo so for honor mod.
    1. Olorin69
      Olorin69
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      I would be interested in this information as well.
    2. djkovrik
      djkovrik
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      +1, having something like less xp addon would be nice. Tried to adjust original ExperienceRewards table (and playing with Higher EXP Requirements mod) but still might be too much, haven't fully tested yet.
  9. Hipertex
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    Could you create a patch for Extra encounters and Minibosses on Mod.io? It is actually being updated unlike the mod you currently have a patch for and aligns much closer to your mod.
    1. DemonEyesZero
      DemonEyesZero
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      +1
    2. TheDWG22
      TheDWG22
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      A patch would be nice. But is there any serious conflict between the two modes?
    3. Hipertex
      Hipertex
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      Several double pulls, but maybe not any hard conflicts?
    4. DemonEyesZero
      DemonEyesZero
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      there is no conflict issue type thing but both mods put enemies in the same areas where there will be overlaps
    5. Olorin69
      Olorin69
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      +1
  10. mmacola1
    mmacola1
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    Any chance for a version with disabled "tombstones"? While I truly appreciate the warning/optionality of it, I personally find it a bit immersion breaking (yeah, I know, muh immersion)
  11. Chnams
    Chnams
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    Great mod so far! I've got one small request, would it be possible to reduce the noise that the mini-Grym pet does while walking? It STOMPS STOMPS STOMPS extremely loudly, and since I have two of them (because of another mod, Home Brew, that lets me learn the spell for summoning mini-grym and lets me cast it an additional time) the noise is absolutely unbearable and sometimes bugs out my sound completely.

    I understand that it's interactions between different mods that cause the problem in the first place, but I think it might be mitigated if the mini-grym just didn't sound so loud when it walks around in the first place. Could that be a possible change, or should I just bear with it?
  12. mk4l
    mk4l
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    Does anyone know if this would conflict with Valkrana's Undead Encounters? 
    1. DemonEyesZero
      DemonEyesZero
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      No it do not conflict, they work fine together