Recent Changes: * Multiple changes, primary file is on mod.io page Notes: * You can increase spawn rates by having companions drink the potions and toggling on the passive for each. The timers are random so they will almost never sync up, which means that even in dialogue-heavy areas you should see spawns.
Hi Gabe, I have been loving your mod though I've had one consistent issue with toggles.
I have the steam app, so Larian's mod version. Initially, I had the nexus mod, though. The behavior is on games started with the mod and established games with the mod added. I only had one other mod [Astral Tiefling Variants and the Updated UI dependency].
The Difficulty Scaling seems to activate, even though I have it inactive. As a workaround, I can toggle it on and then off during combat, and that drops the enemies back down towards inactive, but new enemies will often spawn with the Difficulty Increase. (Both from the same Portal and future Portals. Shadow Quakes did the same thing, long ago.)
Since Patch 8, I have had Arena Mode also proceeding while the toggle is inactive. (I did not understand my unending battles at first because I hadn't used Arena Mode before.) Toggling Arena Mode (on, then off) destroys the enemies and portals. (Not a complaint, just a description of what happens, if that helps.)
(2 weird cases: 1) After defeating all enemies and the portal, the Log said "Astarion used Wild Magic" and enemies were summoned and killed a few characters. I reloaded and sent Astarion to camp immediately after battle and he summoned enemies at our Camp, via the Wild Magic according to the Combat Log. Luckily we survived. 😅
Once, in a reload, prior to my Camp escape, whatever Astarion summoned via Wild Magic somehow damaged an NPC and turned the Goblin Camp temporarily hostile. (This was how I started learning about Arena Mode).
2) Minor but interesting: Shovel was invisible and hiding, and enemies were constantly summoned because she was not in combat, so the "timer" allowed Wild Magic to proc. I placed her into Turn Mode, and then Wild Magic would only proc on her turn.
It was kind of fun, until the inactive Difficulty Increase would have us randomly one-shotted 😅)
No other toggles have done this (Learn Spells, etc and Clones worked as described, no issues ever.) I only have 1 character with the toggles, because only one drank the potion.
___ The only other thing I noticed was the Portals take 20 seconds for their turn. Is there anything that can be done for that? The Shadow Quakes did not. Reading the comments, I learned about the Lost Umbral Gem, so I could try that out.
It can be exciting and/or frustrating to have spawns appear appear surrounding my casters blocking AOE, lol. I was going to ask a suggestion for randomizing Portals or Shadow Quakes (or jittering spawn positions from Portals) but I'm flexible.
___ At any rate, I adore your mod! It's been tremendous fun and I use it like crazy! (I haven't even beaten the game, lol I'm enjoying combat and needed moar lol. I'll finish Act 2, eventually lol.)
Some enemies will spawn with a difficulty increase if they are part of the previous tier. If you're level 8 and a Goblin (usually first-tier mob) spawns, it scales. This is intended, and was done to increase the spawn pool at higher levels.
I have 0 idea what the Arena mode issue is, if I see other reports I'll look into it. I'm backing away from modding and am, at this point, only in maintenance mode. If I see a commonly-reported issue I'll look at it, but if one person has an issue I'm not going to dive into it. It sounds like an issue with toggles in general, and if that's the case it's a Larian issue. Toggles worked fine in Patch 7, and they definitely need a hotfix patch for patch 8 because there are multiple issues with it.
There is nothing I can do about the portal pauses. I've tried, it bugs me too, and even the skip-turn status won't help. I won't randomize SQ vs Portals, they are actually 2 different entities. SQ are creatures, portals are objects. I was going to disable SQ alltogether, but came up with the Lost Gem thing to give you a choice.
Thanks for responding! I did a lot of testing and figured a lot out. Toggles seem to work fine.
Yes, the spawning with Difficulty Increase and the Toggle for Difficulty Increase had confused me, since only some enemies (goblins, crawling hands, bugbears, armored skeletons, etc) had the damage increase.
If I could only please make one request, would it be possible to separate the Health and Damage Scaling, perhaps into toggles? I love the health increase, but the damage one... one shots me and my summons a lot, lol. :p I suppose I could alternatively Get Gud, lol ... or let the party rest very regularly... :p
"I was going to disable SQ alltogether, but came up with the Lost Gem thing to give you a choice."
Thanks for keeping the Shadow Quakes!! I like the option, though I do miss the Event Horizon Toggle.
I wonder how Arcane Turrets or Emerald Grove Guardian Statue turrets have fast turns, but the Portals are more like the Environmental Turn's speed? hmm.
I have 0 idea what the Arena mode issue is
I figured it out and it's no big deal. After destroying the last enemy/portal, one last summons sometimes spawns; "**** used Wild Magic". (Seems to be Portal destroyed, then last enemy defeated, then Wild Magic.) Also, Spawning continuously will happen if a nearby ally is in Real Time Mode, like invisible. Also, not a concern, and quite fun sometimes, lol. (Interestingly, the Wild Magic summoning isn't "Silent" tagged, so its summoning breaks Hiding status of party members.)
Thanks again! I can definitely understand not wanting to tinker around forever.
"Spawning continuously will happen if a nearby ally is in Real Time Mode, like invisible" This is good info, thanks.
You get the Wild Magic notice because the way it's set up, I use the system for spawns. Portals apply a status on party members if they roll X number, and that is what triggers the WM. So yeah, if it applies the spawn trigger before it dies, you get that.
Hellooo, for some reason, when using this mod, when my character dies, it drops its whole inventory. Only one person has the issue at a time. And its the person with the "Kill spawn" toggle.
Yes. But this is happening to someone else who only has difficulty mods and the only mod we share, is this one.. I tried disabling other mods, instead of this one, to see if it stops. but it hasnt. I never had this issue until patch 8
I need the exact name of the toggle you are referring to. I just started a new game, gave Gale the potion, he drank it, I murdered him, and no loot/inventory dropped.
hi im having the same problem here, it only happens when a characters use the "kill switch" on the clones made by the unusual diamons, then when they die there body is no longer a bag so all the loot falls on the ground and some times explode if there is no more space or overlap
So the companion uses Kill Switch, and does the NPC drop the loot or does the companion drop the loot on death? If it's the NPCs that drop the loot I know what caused it and can fix it easily.
In my case it's the PC or the companion who used the kill switch ability.
Steps to reproduce bug: 1. Diamond in PC inventory 2. PC goes to battle alone 3. PC gets hit by enemy, triggering enemy cloning 4. PC uses clone kill switch to get rid of enemy clones 5. PC gets downed, then killed -> All of PC's loot explodes onto the ground
This is also happening to me with your mod.io version. I had to start putting everything into backpacks incase I die or else my loot just goes all over the ground
Having the same issue with my character specifically regardless of if they have a diamond or if they're in combat (even dropped the diamonds from my camp chest). They drank the potion but all toggles are off. Did some testing out of combat, gave Astarion the potion and diamond, killed him and he didn't drop anything.
Great mod, thanks a lot for making it! One request though, could you please make an option to turn off the enemy freeze effect that happens when a portal spawns? This effect almost always makes battles easier rather than harder because you almost always get a free turn where the existing enemies are frozen and before the portal has spawned a monster that allows you to heal up and set up positions for the portal spawns. Also turn off portal actions or make them force skip turn because waiting for 20 seconds for the portal to auto-pass makes every battle into a snorefest.
Also turn off portal actions or make them force skip turn because waiting for 20 seconds for the portal to auto-pass makes every battle into a snorefest.
I've been fighting the shadowquake portals and the fact that they're immune to everything until they spawn something, but won't spawn something until they feel they have space to do so makes running around with a bigger party or a lot of summons pretty tedious at times (given they spawn right in the middle of the party). I have to meticulously clear space and pass multiple (full party) turns so that they can get over their shyness all while it spams Event Horizon to pull my party back towards it (so that it doesn't have space to spawn what it wants to spawn).
Hey Gabe! My friends and I had the mod installed and through some changing of the mod list it got removed and readded however we can’t find the potion of random spawns anywhere? There’s no bag in our inventory and it’s not being dropped. Is there any fixes for this I’m not thinking of?
Gabe! Thank you for creating this mod. After Combat Randomizer 2.1 was hidden for some reason I needed another mod to replace it with and this is it (along with Absolute Wrath). Any chance you'd be able to add some more randomizing capabilities to this mod such as giving the enemy random spells (not only ones we hit them with) or grenades/weapons/armors? Adds a bit more chaos to the mix which I always enjoyed. To reiterate thanks again for this mod!
Great mod. My singular complaint is that all the item descriptions ingame are incredibly vague (the other potions in the bag of chaos, the Lost Umbral gem and so on) and there doesn't seem to be anything on the mod page documenting what they actually do. I was able to find out what the lost umbral gem was via a mod that let me see it's from this mod and then string searching the comments here. You could probably save yourself a lot of time consuming responses to questions by just adding precise descriptions to the mod description page for what each item does so you could keep the ingame version vague.
Huh, I had no idea that was a thing. Noted, thanks. As an aside, that isn't my mod, that's something to do with Larian. I didn't do anything that would make it act that way.
I have been testing this mod for console and it's perfect one of the best combat mods not sure if this was intended but whenever enemies get duplicated the copies don't dissappear when they die but please don't change it I actually love making a mess in may game and it doesn't happen often combat is more satisfying when u can bask in you triumph by standing victorious over the corpses you just made I was actually hoping their is a way to make it so that all corpses won't dissappear until after having a long rest but I'll take what I can get thanks for this amazing mod 👍
245 comments
* Multiple changes, primary file is on mod.io page
Notes:
* You can increase spawn rates by having companions drink the potions and toggling on the passive for each. The timers are random so they will almost never sync up, which means that even in dialogue-heavy areas you should see spawns.
I have the steam app, so Larian's mod version. Initially, I had the nexus mod, though. The behavior is on games started with the mod and established games with the mod added. I only had one other mod [Astral Tiefling Variants and the Updated UI dependency].
The Difficulty Scaling seems to activate, even though I have it inactive. As a workaround, I can toggle it on
and then off during combat, and that drops the enemies back down towards inactive, but new enemies will often spawn with the Difficulty Increase. (Both from the same Portal and future Portals. Shadow Quakes did the same thing, long ago.)
Since Patch 8, I have had Arena Mode also proceeding while the toggle is inactive. (I did not understand my unending battles at first because I hadn't used Arena Mode before.)
Toggling Arena Mode (on, then off) destroys the enemies and portals. (Not a complaint, just a description of what happens, if that helps.)
(2 weird cases:
1) After defeating all enemies and the portal, the Log said "Astarion used Wild Magic" and enemies were summoned and killed a few characters. I reloaded and sent Astarion to camp immediately after battle and he summoned enemies at our Camp, via the Wild Magic according to the Combat Log. Luckily we survived. 😅
Once, in a reload, prior to my Camp escape, whatever Astarion summoned via Wild Magic somehow damaged an NPC and turned the Goblin Camp temporarily hostile. (This was how I started learning about Arena Mode).
2) Minor but interesting: Shovel was invisible and hiding, and enemies were constantly summoned because she was not in combat, so the "timer" allowed Wild Magic to proc. I placed her into Turn Mode, and then Wild Magic would only proc on her turn.
It was kind of fun, until the inactive Difficulty Increase would have us randomly one-shotted 😅)
No other toggles have done this (Learn Spells, etc and Clones worked as described, no issues ever.) I only have 1 character with the toggles, because only one drank the potion.
___
The only other thing I noticed was the Portals take 20 seconds for their turn. Is there anything that can be done for that?
The Shadow Quakes did not. Reading the comments, I learned about the Lost Umbral Gem, so I could try that out.
It can be exciting and/or frustrating to have spawns appear appear surrounding my casters blocking AOE, lol. I was going to ask a suggestion for randomizing Portals or Shadow Quakes (or jittering spawn positions from Portals) but I'm flexible.
___
At any rate, I adore your mod! It's been tremendous fun and I use it like crazy! (I haven't even beaten the game, lol I'm enjoying combat and needed moar lol.
I'll finish Act 2, eventually lol.)
Thanks!
I have 0 idea what the Arena mode issue is, if I see other reports I'll look into it. I'm backing away from modding and am, at this point, only in maintenance mode. If I see a commonly-reported issue I'll look at it, but if one person has an issue I'm not going to dive into it. It sounds like an issue with toggles in general, and if that's the case it's a Larian issue. Toggles worked fine in Patch 7, and they definitely need a hotfix patch for patch 8 because there are multiple issues with it.
There is nothing I can do about the portal pauses. I've tried, it bugs me too, and even the skip-turn status won't help. I won't randomize SQ vs Portals, they are actually 2 different entities. SQ are creatures, portals are objects. I was going to disable SQ alltogether, but came up with the Lost Gem thing to give you a choice.
Yes, the spawning with Difficulty Increase and the Toggle for Difficulty Increase had confused me, since only some enemies (goblins, crawling hands, bugbears, armored skeletons, etc) had the damage increase.
If I could only please make one request, would it be possible to separate the Health and Damage Scaling, perhaps into toggles?
I love the health increase, but the damage one... one shots me and my summons a lot, lol. :p
I suppose I could alternatively Get Gud, lol ... or let the party rest very regularly... :p
Thanks for keeping the Shadow Quakes!! I like the option, though I do miss the Event Horizon Toggle.
I wonder how Arcane Turrets or Emerald Grove Guardian Statue turrets have fast turns, but the Portals are more like the Environmental Turn's speed? hmm.
Also, Spawning continuously will happen if a nearby ally is in Real Time Mode, like invisible. Also, not a concern, and quite fun sometimes, lol.
(Interestingly, the Wild Magic summoning isn't "Silent" tagged, so its summoning breaks Hiding status of party members.)
Thanks again! I can definitely understand not wanting to tinker around forever.
This is good info, thanks.
You get the Wild Magic notice because the way it's set up, I use the system for spawns. Portals apply a status on party members if they roll X number, and that is what triggers the WM. So yeah, if it applies the spawn trigger before it dies, you get that.
Steps to reproduce bug:
1. Diamond in PC inventory
2. PC goes to battle alone
3. PC gets hit by enemy, triggering enemy cloning
4. PC uses clone kill switch to get rid of enemy clones
5. PC gets downed, then killed
-> All of PC's loot explodes onto the ground
Thanks!
you have to right click it and press "drop it" in order for the mod to recognize you no longer have said diamond in your inventory.
As an aside, that isn't my mod, that's something to do with Larian. I didn't do anything that would make it act that way.