Respectful feedback is always appreciated. If you are interested in helping me test in a more active role, feel free to DM me on Nexus!
There is a bug in version 0.66 that will apply multiple stacks of "Legendary CC Resistance" to certain NPCs. This will be fixed in the next patch.
Edit 04-May-2025: I am still waiting for a revised version of the toolkit for Patch 8 to continue working on this. I know they are actively working it and big kudos to the Moonglasses team for putting it together. I should have a new version out shortly after the revised toolkit gets released with more content.
Unfortunately, probably not. Currently it relies heavily on Script Extender which (as far as I am aware) is not available on console. I'm certain there is a way to use the built in Osiris tools to accomplish the same things but I don't have the bandwidth right now to reprogram it.
1. The Zhentarim hideout in Act I will turn hostile as I approach Zarys
2. The added high-level enemies in the Goblin Camp won't turn hostile even when other guards turn hostile. It seems they are not calculated as the same faction
Under what conditions are they hostile? How are you approaching them? Did you have the dialog with them where they disabled the traps? There are many different conditions of entering the hideout.
Which high-level enemies are you referring to and what version are you running?
1. Well, I approached them after putting the shipment chest in my camp. I rescued the 2 Zhentarim NPCs, and I remember not triggering traps behind the gate as I descended to them.
2. Patch 8, and the Elites with 10+ levels won't be marked as enemies after I rescue Halsin and start fighting the 3 bosses. This situation happened in a blighted village and inside the temple in the Goblin camp.
1. It appears I can't talk to Zarys for some reason (I managed to get to her after she opened the gate for me but she still appeared to mark me as a trespasser)
Yes I have a minor update mostly ready to go, just I am waiting on the BG3 Toolkit to be updated for patch 8.
I just tested the Zhenterim cave after saving the caravan guards (and not messing with the chest), Zarys did not turn hostile and I received the reward. I didn't change any scripting in this area (other than adding additional NPCs).
There's a couple weird interactions with the Zhent. If you do not give them the chest, they will be hostile if either of the two guys in the cave are alive after encountering them. Doesn't matter if you convinced them to stay quiet, the Zhent will still be hostile (I think they hunt them down or something and interrogate them). In order for the Zhent to not be hostile, you have to give them the chest or convince them that you will help look for the chest (obviously before saving the two in the cave).
I'm saying it might not be a bug, but just a feature of the quest. They said that they stole the shipment chest, and I think if you steal it and leave the NPCs in the cave alive. According to the wiki, one of the following conditions need to be met:
Do not unlock the chest and give it to Zerys
Have Rugen deliver the chest
Kill Rugen and Olly and steal the chest
If Rugen is alive (idk about Olly) and you intimidated him into giving the chest, the Zhent will give you one chance to kill Rugen and return the shipment to Baldur's Gate, otherwise hostile. If the chest was opened, even if you don't take the flask, then the Zhent will become hostile If you just return the flask, then the Zhent will become hostile.
There's a lot of outcomes to this quest, so I'm thinking, based on what op said, it's just a feature of the game, but I could be wrong. Plus all my info is based off the wiki, so they could be wrong as well.
I love this mod. I'm running it alongside several other mods: Extra Encounters, Nightmare Difficulty, Tactician Enhanced, Expansion and Adjustable Party Limit. It's brutal and fun. I almost didn't make it off the initial beach. 3 mindflayers in that area resulted in at least half a dozen wipes of my poor two initial characters. Short and long rests now happen out of necessity and not to get all the story events, camp supplies are constantly short.
But I also feel properly powerful. Starting the game with almost fully developed builds is much more fun than having almost nothing at your disposal initially. Once I managed to kill one mind flayer and stealthed my way past the other I went on to grab Gale and Lae'zel, then returned to the mind flayers for vengeance. Still seeing casualties, especially since the AI beelines for my casters, but I prevail. I'm now level 12 and have access to counterspell (my whole party is multiclassed, my highest class level is 8).
Skill checks on the other had are a breeze. My party has all relevant proficiencies at +5 or even +7. Seeing a DC 10 lock being destroyed by a 35 roll is comical. All in all the game has transformed into a proper high level challenge, while not making you feel weak. One thing I always hate about single player RPGs is how you only unlock your maximum power late in the game, and then it ends. This mod let's you experience the whole game with high power characters, while still maintaining the sense of progression through the gear upgrades throughout the game and the journey to level 20.
Thanks for the comments! I do want to revisit skill checks in the future, I agree they are too easy. Note though, that if you talk your way through these encounters you will not receive as much experience as fighting.
So, I'm a little further along in my playthrough, and EXP is certainly no issue. In my vanilla playthroughs with level 20 enabled I had set the EXP requirements per level to 75% of normal. That was about right to reach 20 in Act 3. With NG+ and Extra Encounters I should in hindsight have at least left the EXP per level at default or even increase it. I've finished Act 1 at level 16 or 17, and now I'm level 19, just from the Shadowcursed Lands map. Not complaining, hitting max level and have my full builds at my disposal for a good chunk of the game is not a bad thing. Others might want to stretch it a little more though.
Any idea how much of that xp came from the other mods? My goal was to have players hit Level 20 at the very end of Act 3, at best (my personal opinion is that Act 3 suffered in Vanilla quite a bit because players hit the level cap early, and it lost a sense of progression). In my testing I was Level 13 going into Act 2, although I didn't exhaust all of the content and probably could have gotten to Level 14 if I tried.
When I loaded this onto an existing save in act 1 I noticed it only set my player character to level 10. Is there anyway to fix this or will I have to start a new run for the mod to work properly?
Loving the mod so far,, but have noticed it is causing some stuttering. Ive heard somewhere that this can happen with level 20 mods. Im running a 9800x3d and RTX 5080, so ive never had stuttering at max setting with other mods, but this one seems to cause them. Turning down my setting did not help either. Still enjoying it quite a lot, just figured i should let you know about it. Keep up the good work
Thanks for the comment. Do you have any other mods enabled (besides Expansion)? Not sure why NGP would cause performance issues, the scripting it adds is pretty light.
i dont run many mods (usually 4-5 others, all low impact) and they havent ever caused problems. Maybe my save is just not great, ill test again. im am enjoying though, this mod was exactly what i was looking for
I haven't gotten around to try this mod out yet, but I just wanted you to know that I love that you're making this. I've always thought "what if BG3 had a NG+ mode where you could level up to 20," and here you are literally making what I could only fantasize about.
Thank you for taking the time to do this! I'll download the mod now just so I can endorse it, and I hope you'll be able to see this project through to the end!
Would it be possible for you to add a new game plus (an optional file) that actually makes the game easy?... Like... only player character has all the end-game level stuff and player character is the strongest and the best! It feels good to me to be a God in video games. It feels good to be the best and naturally talented (or gifted) and destroy my enemies effortlessly.
I will look into difficulty options once I get a version 1.0 released (including things like having high-level items available at the beginning). In the meantime, you can play on "Balanced" to have a god-mode experience. Balanced does not have any additional scaling modifiers and thus should be very easy.
Hi there. I'm having an Issue where my NGB part B was not deactivated and I've started a run. Long after, I noticed this and deactivated it, but the game wont open anymore. And when I downloaded to try to open again, the mobs from NGB part A were there and wiped me out ;-;
If you start a game with NGP it's very likely you will have problems if you try to remove the mod and continue the game. The game has a problem with the extra NPCs that no longer exist.
I would highly recommend not trying to activate/deactivate the mod with an existing save file. I have no reasonable way to test this and the results will be unpredictable.
131 comments
There is a bug in version 0.66 that will apply multiple stacks of "Legendary CC Resistance" to certain NPCs. This will be fixed in the next patch.
Edit 04-May-2025: I am still waiting for a revised version of the toolkit for Patch 8 to continue working on this. I know they are actively working it and big kudos to the Moonglasses team for putting it together. I should have a new version out shortly after the revised toolkit gets released with more content.
1. The Zhentarim hideout in Act I will turn hostile as I approach Zarys
2. The added high-level enemies in the Goblin Camp won't turn hostile even when other guards turn hostile. It seems they are not calculated as the same faction
2. Patch 8, and the Elites with 10+ levels won't be marked as enemies after I rescue Halsin and start fighting the 3 bosses. This situation happened in a blighted village and inside the temple in the Goblin camp.
I just tested the Zhenterim cave after saving the caravan guards (and not messing with the chest), Zarys did not turn hostile and I received the reward. I didn't change any scripting in this area (other than adding additional NPCs).
If Rugen is alive (idk about Olly) and you intimidated him into giving the chest, the Zhent will give you one chance to kill Rugen and return the shipment to Baldur's Gate, otherwise hostile.
If the chest was opened, even if you don't take the flask, then the Zhent will become hostile
If you just return the flask, then the Zhent will become hostile.
There's a lot of outcomes to this quest, so I'm thinking, based on what op said, it's just a feature of the game, but I could be wrong. Plus all my info is based off the wiki, so they could be wrong as well.
But I also feel properly powerful. Starting the game with almost fully developed builds is much more fun than having almost nothing at your disposal initially. Once I managed to kill one mind flayer and stealthed my way past the other I went on to grab Gale and Lae'zel, then returned to the mind flayers for vengeance. Still seeing casualties, especially since the AI beelines for my casters, but I prevail. I'm now level 12 and have access to counterspell (my whole party is multiclassed, my highest class level is 8).
Skill checks on the other had are a breeze. My party has all relevant proficiencies at +5 or even +7. Seeing a DC 10 lock being destroyed by a 35 roll is comical. All in all the game has transformed into a proper high level challenge, while not making you feel weak. One thing I always hate about single player RPGs is how you only unlock your maximum power late in the game, and then it ends. This mod let's you experience the whole game with high power characters, while still maintaining the sense of progression through the gear upgrades throughout the game and the journey to level 20.
Tactician Enhanced
Adjustable Party Limit
Extra Encounters is only on the ingame mod manager.
Nightmare Difficulty
You can find all 4 on the ingame mod manager as well. Oops, wrong info, Expansion is only on Nexus, since it needs the script extender.
Thank you for taking the time to do this! I'll download the mod now just so I can endorse it, and I hope you'll be able to see this project through to the end!
I would highly recommend not trying to activate/deactivate the mod with an existing save file. I have no reasonable way to test this and the results will be unpredictable.