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imCioco

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imCioco

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  1. imCioco
    imCioco
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    If you are on patch 8 - do not use the mod until updated. It will break your savegame.
    ------------------
    Hey everyone! Just wanted to give you a quick update—I’ve decided to take a little break from Baldur’s Gate 3 since I’ve been feeling a bit burned out lately. Don’t worry, I haven’t given up on my mod! I just need some time to recharge, at least until Larian drops their next patch.
    In the meantime, if you come across any bugs, issues, or have ideas for improvements, I’d really appreciate it if you let me know. I’ll check back when I’m ready and do my best to fix things up. Thanks so much for understanding and sticking with me!
  2. Spartansam0034
    Spartansam0034
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    sooo on patch 8, this currently soft locks the game. after combat anyone you revive immediately becomes a party member instead of staying a summon 😵 and when they die, the game acts like they're dead party members, even though withers cannot revive them. I tried a mod that lets you use revive scrolls on NPCs, and they're still considered party members even if you dismiss them... that means whether they're alive or dead, your first long rest soft locks because the game thinks you have missing party members not resting. supposedly this was patched out per the history, but not on mine.

    Unless there's some base game way to delete party members idk about, my new game save is toast. maybe I could go get a bigger party size mod to be able to delete them 🤷‍♂️ but why bother. I would avoid this mod currently.
    1. imCioco
      imCioco
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      hey! Thanks for bringing this up! I was not aware that the new patch has broke the mod functionality. 
      I'll try to make an update in the following week
  3. KotaShini
    KotaShini
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    Is there an option, or would you consider adding an option to be unable to resurrect them twice? Like either the bodies are destroyed when they die or the spell just says invalid target.

    Considering using this for a super hard core run using difficulty mods and playing with only Dark Urge Necroshroomancer, but I wouldn't be able to keep track of which corpses were fresh and which weren't by myself.

    Oh bonus question! Do these count as summons for bonuses? Do they also count as undead?
    1. imCioco
      imCioco
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      Hey! Haven't worked on this mod for a long while, so I hope I don't mislead with this comments, but as far as I remember, you shouldn't be able to revive the same corpse twice.

      As for the bonuses, no, those are not applicable on them and they are not considered undead. 
  4. NikkLi
    NikkLi
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    This mod is my absolute favourite because it's so much fun! I'm especially enjoying Flind. Thank you very much.
  5. M4gnos00
    M4gnos00
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    Hello, I loved the mod proposal, but I'm having problems with Kar'Niss. As soon as I revive him, he goes into combat mode. Can anyone tell me why?
    1. imCioco
      imCioco
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      Was he resurrected in a certain fight? Can you provide some more details?
      I used Kar'Niss as a summon in 2 separate playthroughs and never had an issue with him (though he is pretty useless as a summon). So I'm thinking that his faction was not changed due to some predefined game flags
  6. Romlgkiller
    Romlgkiller
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    i think i messed up something in the load order but im 30 hours into the run, what is the console command to give the spell?
    ty
    1. imCioco
      imCioco
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      Here it is:

      List of spells:
      Target_CCO_AnimatingSpores - this is the normal spell learned from the spell scroll.
      Target_CCO_AnimatingSpores_Druids - spell used by druids.
      Target_CCO_AnimatingSpores_Class - spell with unlimited use (available on items)
      Target_CCO_AnimatingSpores_Cheat_Limited - spell with limited use but from items.


      Commands for consoles:
      AddSpell(GetHostCharacter(), "Target_CCO_AnimatingSpores") - to add the spell;
      RemoveSpell(GetHostCharacter(), "Target_CCO_AnimatingSpores") - to remove the spell.
    2. Romlgkiller
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      tysm
    3. everruche
      everruche
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      where did you find those? I have only been able to find "Target_AnimatingSpores" but not the "Target_CCO_AnimatingSpores" 
      anyways, using 
      AddSpell(GetHostCharacter(), "Target_CCO_AnimatingSpores") - does nothing in the game

      AddSpell(GetHostCharacter(), " Target_AnimatingSpores") - this one does add the spell, however it seems to be glitchy, the spore servant is not under control of the player. Maybe it only works if use by a not party member as can be seen in the conditions

      data "TargetConditions""Dead() and not Tagged('BLOCK_RESURRECTION') and not HasStatus('CREATURE_SPORE_SERVANT') and (Tagged('MONSTROSITY') or Tagged('HUMANOID') or Tagged('BEAST')) and not Party()" 
    4. imCioco
      imCioco
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      It's because you are not using the mod (or at least not looking in its files) What you mentioned there is Glut's spell, hence why you're saying it's glitchy.
  7. JustinWPU
    JustinWPU
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    Please port to console:(
    1. imCioco
      imCioco
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      The mod is pending approval for consoles for a few month now. It's really not up to me. It has to be approved by Larian 
      I wish the process was faster, but is it what it is.
  8. 9zAZO
    9zAZO
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    Once again I keep loving this mod, it's just so fun to use the enemy exclusive skills or make enemies friends in a twist of irony.
    I want to mention that the Myconid summon might be a little too strong. He can pretty much to everything, has massive damage all around, can haste the entire team per turn and he can attack two times per turn. My suggestion would be removing his ability to attack twice; that should make him act more like a support and set-up attacker rather than being super overpowered right off the bat.

    That being said, I was so bummed that you cannot use certain special actions : (

    So far, I have found:

    -Balthazar basically cannot do anything except Cloudkill, as every other action will give a "Target can't be a player", rendering him useless. Bonus oddity: if you bring him in the morphic pool, a special scene will trigger when you reach the place where you are normally held captive. Funny thing is that you can actually persuade him, and this will turn all the undead in the room neutral.

    -Sarevok works almost perfectly, but sadly you can't use his Deathbringer's Legacy. No matter what, it will always show as not available.

    -Gortash has been the biggest disappointment because I was so hyped up to use him :'(
    When you resurrect him, he loses every action he can take. You can't use his special crossbow action nor Invoke the Black Hand as a reaction, leaving him just with a tiny dagger.

    So far these are the biggest issues I could find. Keep up the good work, I love this mod ; )
    1. imCioco
      imCioco
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      Thank you so much for pointing all of these. The cutscenes are triggered because the game reads the entity as being alive (even though he's under your party). I can't do much about that without breaking the game
      As for their abilities, that is a tricky situation, but when I'll get back into updating this mod, I will try to fix some of them.
  9. Spung1720
    Spung1720
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    Just shot the stone block trap at the chapel entrance in act 1 and all my spore servants turned hostile towards me and my main character couldn’t flee combat
    1. imCioco
      imCioco
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      That's a strange interaction and I've never heard about it before. Did the servants turned hostile as soon as you hit the cracked floor? Would like some more details so I can test this when I have some time.
  10. craftycreeps101
    craftycreeps101
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    How do install this? Where do I place the .pak file?
    1. imCioco
      imCioco
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      If you want to manually install, press WIN+R and paste this location: %LocalAppData%\Larian Studios\Baldur's Gate 3\Mod

      Otherwise, I do recommend using BG3 Mod Manager for installing any mod for the game.
  11. NaIlkaiserBeretta
    NaIlkaiserBeretta
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    this mod can be conflict with clone enemy mod, the clone version of the enemy doesn't have the dismiss option like the regular enemy. I were sweating bullet when saw how broken Grym is if you take him out of the forge after you turn him into a spore minion, since he cant be damage unless there's puddle of lava for him to step on, so i able to dismiss his regular version just fine, but when it come to his clone version it doesnt have that option, so were pulling my hair out on how to get rid of him since he cant be damage at all, since i already warp the group away from the forge we cant get him back there to douse lava on him because he cant jump, luckily any lava still work it doesn't have to be specific the lava from the forge so had him stand on the lava near the 1st mithril ore location and have him punch himself to death to get rid of him.