Updates: - Due to multiple requests, I am level-restricting some drops from the Goblin. Special item drops are not restricted and never will be, but things like scrolls and gold have been adjusted (but not yet tested). This is a simple "start level" and "end level" thing for the table so shouldn't be a problem. Players over level 99 will see no drops from the Goblin at all. - The Goblins were on a 20d100 timer and I decided maybe that's a bit much, so it has been reduced to 20d20. - I rewrote some code now that I know how to actually remove characters from the game. These Goblins may sometimes leave behind pouches. The pouches only have their base weapon, and it fits the theme (they teleport away and drop it, or explode and... drop it) so I'm not going to try to "fix" it. - Completely rewrote treasure table. -- Item drops will now be more random -- Uncommon (green) and rare (blue) items drop from levels 1-4, very rare (purple) items are added at level 4 and legendary items are added at level 8. -- All items are either from the unobtainable item list on the wiki, or mildly edited NPC-only spells (Bat Swarm, Shield of Screams, etc)
Hey there! I think you fixed the bug and the loot is much better now / more balanced! But I do agree, it should be a bit harder to kill them (Although I only tried it on ACT 1, maybe they get stronger later?)
For those of you wanting harder kills... did you play Diablo AT ALL? These are clearly designed to mimic Diablo Treasure Goblins and those are not hard to kill AT ALL.
Hey, do you know why i keep getting bags of overwhelming chaos randomly when looting things? They always contain the treasure goblin potion plus a few other items, but it's just filling my inventory and i keep finding more of those
Is there anything outside of installing the mod thru the PC version Mod Manager, that I need to get this to work? Are there any user options to this mod? And is there any certain load order that needs to be done such as loading before/after the dependency mod?
Hi hi, thank you for this mod. The goblins seems to be spawning too frequently for me; seemingly back to back to back to back. I've had all my companions just drink the potion. I'm wondering if I can turn the Goblin Sight passive off after drinking the potion, and if so what's the best way to do that? Thanks.
Not sure about the person who asked, but I usually turn them off, however whenever I take a long rest or change regions it turns itself back. And I made the fatal mistake that I'm with a party of 8 (with no party limit) and I drank the potion with all of them.:'D
I can't seem to be able to remove the passive with this command: RemovePassive(GetHostCharacter(), "TG_GoblinSight")
Do you have a tip how I could? (I don't wanna remove it from everyone, just most of them)
hi, i'm loving the mod so far, but here's a couple of - hopefully constructive - feedback: - i also feel they spawn a bit too often, but i have it activated on all companions so maybe that's the reason, - for me they don't drop any gold and aside from the unique items they keep dropping the same scrolls and basilisk potions not sure if that's intended, - on act 2 they keep dying to the shadow curse, i don't even have to hunt them down unfortunately (aside from when they come back as shadow zombies), - i also think they die a bit too easily, when i spot one i just press turn based button and kill them with 1 char in 1 round (unless if they are in a city)
Is there a way to ramp up the spawn rate? I'm not asking you to do so. I unpacked the mod and searched (briefly) for the timestables and what not but very novice on coding. A point in the right direction would be appreciated.
I have only ever seen one and it was the first 10 minutes of a new save. I am CONSTANTLY looking for them. Over 25 hours gameplay now on that save and can't find another. Do I have to activate the potion on every bootup of the game?
Hey there! I'm not sure what you changed in the latest update, but they doesn't seem to disappear again unfortunately. In the previous version I think they did!
Something is wonky. The only thing i did in .89 was add code to remove the corpse, but now not only do you see it, the explosions do damage (which I fixed like 10 versions ago). I archived .89 and made .88 the main file until I can figure this out.
No biggie, I'll fix it up. May as well rewrite some code while I'm at it, now that I know how to actually remove the corpse and not just hide it. Gimme a day or two, not in a major rush.
Hey there! Just another feedback if you don't mind: I started another playthru, and NOW they finally appeared (in my previous one, only one or two did). However... this time it was very easy to kill them, too easy I'm afraid, especially on act 1. And they dropped a bit too much for the early game so I left them there instead to not mess with the economy. (Also I couldn't test if they can still be looted if they escape, because they never escaped.)
Is it possible do you think, to make them harder to kill at least on ACT 1 and/or give them less loot for ACT 1?
Like some others said before me, I really like the mod too, it's just needs a bit of tweaking imho!
[Edit] on second thought, I may adjust the drops by level, but not any time soon. Still adjusting mods the need more attention and, for this issue, you can simply turn off the passive.
Hello there! Unfortunately the gobs doesn't actually disappear, if you hold ALT you can still loot them for some reason. Also I had 3(!) appearing on the Nautiloid just now in a new playthru, and they were fairly easy to kill, yet they dropped tons of loot. Maybe they should be either harder to kill or drop less stuff in early game?
I love this mod a LOT, so I hope you'll refine it in the future!
Them not disappearing is known, I haven't found a reliable way to completely remove a spawn from the game without it messing something up. As it stands they should be so small they're almost impossible to see, which has the same visual effect. That's all I am going for. The Osiris (script) command I know that can remove things from the game does not work on characters.
I'm absolutely clueless about modding, but isn't it possible to just teleport them to somewhere inaccessible on the map if you can't remove them, or something along those lines?
Yeah, probably, but that means I need coordinates and the same coordinates won't work on every map. Currently, I essentially toss them into a chasm. And if you want an example of that, check out my Explosives mod, it has 2 portable chasm items.
56 comments
- Due to multiple requests, I am level-restricting some drops from the Goblin. Special item drops are not restricted and never will be, but things like scrolls and gold have been adjusted (but not yet tested). This is a simple "start level" and "end level" thing for the table so shouldn't be a problem. Players over level 99 will see no drops from the Goblin at all.
- The Goblins were on a 20d100 timer and I decided maybe that's a bit much, so it has been reduced to 20d20.
- I rewrote some code now that I know how to actually remove characters from the game. These Goblins may sometimes leave behind pouches. The pouches only have their base weapon, and it fits the theme (they teleport away and drop it, or explode and... drop it) so I'm not going to try to "fix" it.
- Completely rewrote treasure table.
-- Item drops will now be more random
-- Uncommon (green) and rare (blue) items drop from levels 1-4, very rare (purple) items are added at level 4 and legendary items are added at level 8.
-- All items are either from the unobtainable item list on the wiki, or mildly edited NPC-only spells (Bat Swarm, Shield of Screams, etc)
No, I am not making them harder, so STOP ASKING.
Should I use it with this mod???
But it's easier to just turn it off.
I can't seem to be able to remove the passive with this command: RemovePassive(GetHostCharacter(), "TG_GoblinSight")
Do you have a tip how I could? (I don't wanna remove it from everyone, just most of them)
- i also feel they spawn a bit too often, but i have it activated on all companions so maybe that's the reason,
- for me they don't drop any gold and aside from the unique items they keep dropping the same scrolls and basilisk potions not sure if that's intended,
- on act 2 they keep dying to the shadow curse, i don't even have to hunt them down unfortunately (aside from when they come back as shadow zombies),
- i also think they die a bit too easily, when i spot one i just press turn based button and kill them with 1 char in 1 round (unless if they are in a city)
I have only ever seen one and it was the first 10 minutes of a new save. I am CONSTANTLY looking for them. Over 25 hours gameplay now on that save and can't find another.
Do I have to activate the potion on every bootup of the game?
Is it possible do you think, to make them harder to kill at least on ACT 1 and/or give them less loot for ACT 1?
Like some others said before me, I really like the mod too, it's just needs a bit of tweaking imho!
I love this mod a LOT, so I hope you'll refine it in the future!
I'm absolutely clueless about modding, but isn't it possible to just teleport them to somewhere inaccessible on the map if you can't remove them, or something along those lines?