It's best practice not to include mods that you're not intentionally using.
Make sure you're updating all of your mods for Patch 8.
——
Trials is an extensive Lua application; it will never be ported to the in-game mod manager. Osiris can't replicate all of the functionality, and the effort involved in replicating the basics would be ridiculous.
If you intend to give feedback about gameplay, please state upfront whether you are playing normally or in Lone Wolf mode. Solo and party play have completely different expectations and considerations, bordering on being different games entirely.
As of 2.0.1.1, there's now an automated prompt in-game to regenerate the enemy and item tables.
You only need to delete the User/AppData/Local/LarianStudios/Baldur'sGate3/ScriptExtender/TrialsofTav folder if you want to clear persistent unlocks, like NewGame+.
In order to prevent multiple game-breaking bugs, monsters are immune to damage until they join combat. This does potentially impact use of Glyph of Warding as a trap, but spells that last multiple turns (Wall of Fire, Moonbeam, etc.) will still do their tick damage when it reaches the monster's turn, so it does not negate the value of battlefield preparation. For the most part, it just prevents double-dipping (and game-breaking bugs).
I based Jon's and Bodhi's appearances on their depictions in Minsc and Boo's Journal of Villainy, so please don't ask me why they look different than they did in BG2. The book was written by Bioware alumni, so I'm going with it.
Also: Patch 8 is required for ATTSpells, which is a required dependency for this mod.
All balancing is done with the assumption of a game that doesn't have difficulty mods. If you want hard encounters to be paced more, use Bias: Balanced (recommended) or even Bias: Low Tier. If you want new monsters to come out at a slower rate in general, turn off Challenge Mode.
Rules Modifier Lexicon:
Challenge Mode:
Increases Encounter Budget, so more enemies spawn per encounter
Decreases thresholds between monster tiers, so higher-tier monsters appear earlier in a run
Increase rate of monster stat scaling by about 1.3x (before the tier-based modifier is applied
Hell Mode: Significantly accelerates the first two bullets of Challenge Mode and slightly accelerates the third.
Bias:
Bias Balanced: The "normal" enemy selection function, where a good spread of high and low tier monsters is selected. I generally recommend this.
Bias High Tier: The function that heavily weights the selection algorithm to spawn the highest-tier monsters possible at that point in the run, resulting in much fewer but more powerful monsters. This can easily result in very swingy encounters where the player either immediately dominates or is immediately destroyed.
Bias Low Tier: The function that heavily weights the selection algorithm to spawn low-tier monsters. Results in high round-counts, as low-tier monsters consume very little of the encounter budget and there is a limit to how many monsters can be included in a single round.
Something that wasn't obvious to me before: If you're using lots of summons, it's extremely easy to eat the entire 20 second timeout on AI turns just by provoking their Legendary Actions with Opportunity Attacks.
This is a massive problem for essentially every Legendary creature that gets worse and worse as a run progresses. If anyone knows of a way to extend the failsafe timer, please let me know, because Larian's default is not compatible with Trials.
What's weird is that this is not a problem of my creation. This could be happening in the base game as early as the Gith Inquisitor.
I'm playing TOTR with Expansion and used Command Undead (Necromancy Wizard feature) on an enemy, and noticed the fight won't end unless the creature actually dies. Fleeing combat resulted in the creature just disappearing. I'm assuming this happnes intentionally to prevent fights from ending when the last enemy is dominated or some such, causing choas once returning to camp, and of course I understand there may be balancing concerns aswell. Just wondering if it's possible/if you would ever consider making it so that the Commanded undead remains upon completing the rest of the scenario.
I was happy to just play around with the Staff of Cherished Necromancy so I wasn't too bummed out but wanted to point it out since Expansion is one of the number one mods paired with TOT, and others may point it out aswell.
I'm going to quote what I said in response to a similar question about the vanilla Oathbreaker ability.
Despite dozens of youtube videos about "getting the Spectator as a follower", Control Undead mechanically doesn't turn a creature into a follower. It just changes their Faction, same as any form of Dominate, and lets them generally tag along within one map, as Dominate does. Only global characters can cross loading zones, and only with scripting specifically for that purpose. This alone makes your suggestion untenable for Trials.
As for the rewards and the conclusion, Trials requires all creatures on the enemy table to die for its programming, regardless of what Faction they currently have. The AI plays the same way; you may notice that they'll attack PCs that they have Dominated.
I'll add that I don't really want free permanent followers to cost a single Action and Saving Throw. If you turn Ketheric for the duration of one fight, that seems like good value for your Action already.
Thanks for the reply! Completely understandable and definitely good value even if it's just for the fight, though I've chosen to just ignore the feature as I can't be bothered bonking a friendly undead over and over after everything else is killed xD.
Another thing I wanna ask, if you don't mind. A lot of instant kill features (Such as Ravager's spell that kills anyone less than 100HP, any spells that Mephistopheles casts, etc) will kill Druids when their Wildshape health are reduced to zero. At the moment I have a Druid who has 450+ HP in Humanoid form but since all if not most Wildshapes' health caps below 100HP, it can often feel like a hinderence in these encounters when they are removed in just a few attacks. Just wondering if it's something you'd ever consider dealing with.
That is the correct behavior of Power Word Kill. Famously, it's one of the only ways to actually kill a level 20 Druid in 5e.
As for "any spell Mephistopheles casts", you mean one. Hellfire Ray is the only "<=0 is death" spell he has, and it's an intentional Pathfinder reference. (Divine Word can kill, but it has very specific conditions).
As far as Wildshape in general goes, I don't make class mods. The value of a particular class feature at high levels is not my concern or responsibility. From what I've always seen though, 5e Druids would generally lean more and more into casting after level 11.
Hi, can you add a purchase option to buy random scroll packs of different rarities similar to loot? This can actively add some combat tools, and also provide some ways for mages to learn spells (compared to other professions that upgrade to get all spells, mages have a very poor spell list because they don't have many scrolls). You can limit the amount that can be purchased if you are worried that players will get too many.
Does anyone experienced unlocks absence? Unlocks section is completely empty so I cannot even see the unlocks... Everything else seems works just fine but... I've tried to downgrade MCM(just in case) but no luck
This has been seen before with translation patches, but it's good to know that it can be fixed while using the translation. You have provided helpful information.
So, for some reason, in my most recent run, the game had the level cap set to 19 when I had a level cap extender mod put in. Any idea why this might be?
Meazel Garrote ability is not removed when moving away or teleporting to camp, the condition is a guaranteed 10 turns of 3d6 damage without any way of avoiding it.
Garotte is not changed or affected by Trials in any way whatsoever. You either have other mods interacting with it, or you discovered some kind of vanilla bug.
Hey, what does New Game plus do exactly? Does it let me play the main story again with the unlocks, or is it just the trials of tav mode. Great mod, btw. Really enjoying the combat challenges.
New Game+ is a very misleading name for that unlock, and I've only really left it in for legacy's sake.
What it does is make some extra unlocks available for purchase, most of which are about accelerating the rate at which new runs start. Get items for free, accelerate EXP gain, accelerate RogueScore (difficulty) gain, things like that.
What this also means, is that it lets you deviate from the normal balance of a run. Historically, this means people unbalance their own runs without realizing, shortly before complaining to me about how unbalanced their run is. As I said, I really only left it in for the sake of legacy.
If I start a playthrough with the wrong load order (trials at the top and ATTSpells directly under it), can I switch the load order to the correct order (which I [now] believe has them both at the bottom, with ATTSpells *above* the Trials mod) and still get access to level 7+ spells? That's currently what's happening, and it doesn't seem like switching the load orders is making a difference, it just shows me the normal spell list 😔 (but maybe I'm being dumb and missing something)
It's not sent to your inventory. It's added directly to your tadpole powers menu. If you're certain you selected a party member in the unlock menu and spent the currency to purchase it, but you never gained the tadpole, it begs the question of what is different between your game and the majority. You described another unusual behavior in the other post as well.
I'd like to see your mod list, because any ScriptExtender or translation mod could cause strange behavior, but I'm beginning to suspect a particularly unusual situation, such as what adaliabooks experienced with leftover files. You can type "except localization" in the search bar to find that thread.
These all say "enabled". This is your load order? I am shocked you can run Reloaded at all.
Mod Fixer needs to go. It became unnecessary with Patch 7 and began breaking things with Patch 8.
The original Trials cannot be in the same load order as Reloaded. That's causing more problems. Remove that.
Reloaded needs to be last in load order so that it has the final say on anything it touches.
And there are so many assorted mods and frameworks and compilations made for older patches, any of which could also break things in Patch 8. I can't evaluate every single one, so that's something for you to keep in mind.
This happened to me because i was using custom companions mod. It will not work for them, you need to use the spell of that mod for giving them tadpoles.
747 comments
The "Extra Encounters and Minibosses" mod conflicts with Trials. Don't use both at the same time.
It's best practice not to include mods that you're not intentionally using.
Make sure you're updating all of your mods for Patch 8.
——
Trials is an extensive Lua application; it will never be ported to the in-game mod manager. Osiris can't replicate all of the functionality, and the effort involved in replicating the basics would be ridiculous.
If you intend to give feedback about gameplay, please state upfront whether you are playing normally or in Lone Wolf mode. Solo and party play have completely different expectations and considerations, bordering on being different games entirely.
As of 2.0.1.1, there's now an automated prompt in-game to regenerate the enemy and item tables.
You only need to delete the User/AppData/Local/LarianStudios/Baldur'sGate3/ScriptExtender/TrialsofTav folder if you want to clear persistent unlocks, like NewGame+.
In order to prevent multiple game-breaking bugs, monsters are immune to damage until they join combat. This does potentially impact use of Glyph of Warding as a trap, but spells that last multiple turns (Wall of Fire, Moonbeam, etc.) will still do their tick damage when it reaches the monster's turn, so it does not negate the value of battlefield preparation. For the most part, it just prevents double-dipping (and game-breaking bugs).
I based Jon's and Bodhi's appearances on their depictions in Minsc and Boo's Journal of Villainy, so please don't ask me why they look different than they did in BG2. The book was written by Bioware alumni, so I'm going with it.
Version 1.1.1.3 of ATTSpells is required for the 2.2.1.9 update.
Also: Patch 8 is required for ATTSpells, which is a required dependency for this mod.
All balancing is done with the assumption of a game that doesn't have difficulty mods. If you want hard encounters to be paced more, use Bias: Balanced (recommended) or even Bias: Low Tier. If you want new monsters to come out at a slower rate in general, turn off Challenge Mode.
Rules Modifier Lexicon:
Challenge Mode:
Hell Mode: Significantly accelerates the first two bullets of Challenge Mode and slightly accelerates the third.
Bias:
This is a massive problem for essentially every Legendary creature that gets worse and worse as a run progresses. If anyone knows of a way to extend the failsafe timer, please let me know, because Larian's default is not compatible with Trials.
What's weird is that this is not a problem of my creation. This could be happening in the base game as early as the Gith Inquisitor.
I'm playing TOTR with Expansion and used Command Undead (Necromancy Wizard feature) on an enemy, and noticed the fight won't end unless the creature actually dies. Fleeing combat resulted in the creature just disappearing. I'm assuming this happnes intentionally to prevent fights from ending when the last enemy is dominated or some such, causing choas once returning to camp, and of course I understand there may be balancing concerns aswell. Just wondering if it's possible/if you would ever consider making it so that the Commanded undead remains upon completing the rest of the scenario.
I was happy to just play around with the Staff of Cherished Necromancy so I wasn't too bummed out but wanted to point it out since Expansion is one of the number one mods paired with TOT, and others may point it out aswell.
Cheers
Another thing I wanna ask, if you don't mind. A lot of instant kill features (Such as Ravager's spell that kills anyone less than 100HP, any spells that Mephistopheles casts, etc) will kill Druids when their Wildshape health are reduced to zero. At the moment I have a Druid who has 450+ HP in Humanoid form but since all if not most Wildshapes' health caps below 100HP, it can often feel like a hinderence in these encounters when they are removed in just a few attacks. Just wondering if it's something you'd ever consider dealing with.
Cheers in advance.
As for "any spell Mephistopheles casts", you mean one. Hellfire Ray is the only "<=0 is death" spell he has, and it's an intentional Pathfinder reference. (Divine Word can kill, but it has very specific conditions).
As far as Wildshape in general goes, I don't make class mods. The value of a particular class feature at high levels is not my concern or responsibility. From what I've always seen though, 5e Druids would generally lean more and more into casting after level 11.
You can limit the amount that can be purchased if you are worried that players will get too many.
Does anyone experienced unlocks absence?
Unlocks section is completely empty so I cannot even see the unlocks...
Everything else seems works just fine but...
I've tried to downgrade MCM(just in case) but no luck
Thanks in advance
Revoked AppData/Local/LarianStudios/Baldur'sGate3/ScriptExtender/TrialsofTav and shop restored.
What it does is make some extra unlocks available for purchase, most of which are about accelerating the rate at which new runs start. Get items for free, accelerate EXP gain, accelerate RogueScore (difficulty) gain, things like that.
What this also means, is that it lets you deviate from the normal balance of a run. Historically, this means people unbalance their own runs without realizing, shortly before complaining to me about how unbalanced their run is. As I said, I really only left it in for the sake of legacy.
correct order (which I [now] believe has them both at the bottom, with
ATTSpells *above* the Trials mod) and still get access to level 7+
spells? That's currently what's happening, and it doesn't seem like
switching the load orders is making a difference, it just shows me the
normal spell list 😔 (but maybe I'm being dumb and missing something)
I'd like to see your mod list, because any ScriptExtender or translation mod could cause strange behavior, but I'm beginning to suspect a particularly unusual situation, such as what adaliabooks experienced with leftover files. You can type "except localization" in the search bar to find that thread.
My list of mods in Vortex is: https://imgur.com/a/J7n4PsH
Mod Fixer needs to go. It became unnecessary with Patch 7 and began breaking things with Patch 8.
The original Trials cannot be in the same load order as Reloaded. That's causing more problems. Remove that.
Reloaded needs to be last in load order so that it has the final say on anything it touches.
And there are so many assorted mods and frameworks and compilations made for older patches, any of which could also break things in Patch 8. I can't evaluate every single one, so that's something for you to keep in mind.