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.
when using the roll for legendery gear option in the store front its very bugged 90% of the time it drops the same item and baseicly does not drop modded items modded items in general drop way way less then normal items is there a way to change this?
Your experience is not universal. I've watched Ancient Mega Pack players go whole runs with barely any vanilla equipment, but I am curious about your load order. Comprehensive Reworks players have reported that mod removing all vanilla loot from the game, as an example of something breaking. Also, if you enable Debug, you can scroll to the bottom of the Debug tab to see if your loot tables generated correctly. If there aren't hundreds of items, that's a cause for concern.
That said, the "Roll 1 Legendary" item purchase that you can only buy 3 times in a run is very much not a sample size.
The loot rates are balanced rather intentionally, both in terms of loot type and rarity, which each have set values. With that said, if you'd like to remove the level 7, 8, and 9 spell scrolls from the pool, given that they occupy space in the Very Rare and Legendary pools, you can go the bottom of the Loot tab and block AdvancedTabletopSpells' items from dropping.
I used disarming strike on one of the Cambion enemies and it dropped an epic weapon Infernal Longsword, but weirdly it seems like I can't equip it to any character, I just get a message that it can't be equipped right now. It shows up in the weapon equip thing that appears when you click on the weapon slot on an inventory screen.
Not sure if this is a bug or if it's a weapon not attainable in the basegame. Anyways thought I'd point it out. Very minor! I've been super loving this mod otherwise it's been so much fun having some new stuff to do in BG3.
Not a bug, that behavior is completely intended. The Erinyes Devil (not a Cambion) has weapons that effectively serve the same function as the weapons for creatures like Apostle of Myrkul, Myrmidons, or Devas. It breaks convention and has a large amount of bonus damage; so it is not player-equippable even when you can remove it from the source creature. (Which does happen in some cases; e.g., the Apostle also does not have the Permanently Armed passive.)
Those weapons won't drop from generated loot, rest assured, so you're not losing anything in the process.
Hey celerev, can you please check if the condition applied by the Ravager works correctly (the one similar to bone-chilled)? Tooltip says Greater Restoration should remove it but it didn't for me today in my run. I was trying it on a downed character. Am I missing something? Thanks.
Did this just now on the latest version. It behaved exactly as expected. When I tried it on a downed Shadowheart, it had the peculiar behavior of not appearing in the combat log, but it still removed the condition. Without knowing the exact circumstances of your experience, I couldn't tell you anything further.
Well..it was human Gale, downed, bladesinging (my bet's on this, glitchy thing that it is), hasted by the haste potion, lying in the haste spore cloud, but not lethargic, steeped in bliss. I tried Greater Restoration two times back to back to no effect. I was trying to recreate these conditions today and noticed another thing with Death's Grip - casting Greater Restoration removed the condition not only from the character it was casted on but also from the caster themselves. I thought at first it was some life domain feature, but it doesn't seem like it.
casting Greater Restoration removed the condition not only from the character it was casted on but also from the caster themselves
That's a known technical limitation of the code involved. I did not want to override Greater Restoration for multiple reasons, especially just to hardcode an extra status into it, and I was trying to avoid Osiris scripting for a single condition. The Death's Grip condition is checking for certain types of interactions that contain the spell Greater Restoration, and there was no easy check for whether it came from the caster or target.
Given that it benefits the player, I've been in no hurry to fix this small mercy.
Hi, I'm trying to use this mod but I can't get the ATTSpells or Expansion mods that are recommended to use to work. It won't even start a new game. Any idea why they would have an issue?
Your BG3 version. Update to the latest. The current version of ATTSpells requires Patch 8.
Your BG3ModManager version. Make sure that's updated to the latest, also because of Patch 8 and its hotfixes.
Your ScriptExtender version. This should automatically update if you have installed it, but double check that it's on v24.
Other mods in your load order. Make sure they're all updated to a current version for Patch 8, make sure they don't conflict, and make sure they are in the appropriate order.
Once you have a correct load order, save the load order and choose the export-to-game option in BG3ModManager. If you want me to give you any input on your specific situation, I need to know all of this information. Generally speaking, if you want any mod author for BG3 to be able to help you with any mod, your load order is the first thing you need to provide.
"Doesn't work" is also too vague. That could really mean three or more different things. My first assumption is that it's getting kicked out of load order by the game's in-game mod manager, and you're not checking the in-game mod manager to realize that, but that is correctable on the fly. There's also a million reasons why that might be the case, many of which have to do with leftover override mods like Mod Fixer, but I can tell you that the latest updates to Expansion and ATTSpells were both assembled post-Hotfix.
It stops when I try to load a New Game, gives me a message about not being able to start because of my mods and boots me back to the main menu.
I did have Mod Fixer but got rid of it when I read it wasn't necessary any more.
I don't usually look at the in game mod manager because I assumed it might cause issues, but I'll check everything is still activated when I start the game.
Edit: This is the error message:
Everything is still showing up in the in game mod manager and seems to be ok.
That's more helpful. This indicates that it's mad about leftover data from something, or something previously attempted to kick Patch 8 modules out of your load order. I'm going to double check that your BG3ModManager version is 1.0.12.8, because it won't necessarily update to that automatically from an especially old version.
If it is 1.0.12.8 already, the next step is deleting modsettings.lsx wholesale, re-entering the game, then enabling the mods in the in-game mod manager and starting a new game from there in the same session.
This is also worth reading: https://discord.com/channels/98922182746329088/779732568202280960/1367356910398865430
If you still have issues at that point, then we need to start looking at inactive mods, because they can still cause problems.
I've seen that and tried it but it hasn't seem to make any difference. I am on GOG, not sure if that would be a problem.
I've deleted the mod settings file and still no joy. Same error.
If I just remove the .pak files of any other mods should that help? I've also got an empty mod project from the toolkit that shows up, should I get rid of that too?
Given the download numbers that 1.1.0.6 has reached, whatever you're experiencing is certainly not common, so I could believe it's exclusive to GOG players. GOG does confirm that you're on Hotfix #30, right?
Inactive mods are the least likely thing to matter, but they can, it's happened before. Removing any irrelevant paks from the mods folder is a reasonable step. And if there's no reason for that toolkit project to exist, sure, remove it.
Thanks for all the help. It may well be a GOG specific thing, or that I need a GOG solution to the appID thing. I'll have a bit of a look around myself and see what I can find now that I know what I'm looking for.
I'm fairly sure I'm on the latest hotfix but I'll confirm. I did auto-update with Galaxy so that might be an issue. It's looking like some kind of reinstall might be necessary, which I've been trying to avoid since the game is so damn big but oh well.
I tried pulling it off Nexus and throwing it into a separate install just to be completely sure, and this had no issues starting a new game (Graceful Cloth was the only cosmetic mod I had on hand to test with, it worked fine with and without):
Without further information, the most likely cause of your problems seems to be your install.
Ok, with a lot of help from the good folks in the bg3 modding discord we figured this out. There were some other mods that I had had issues with but I'd been trying to add them to an ongoing run with other mods and just assumed there was some conflicts. However I noticed that all the mods I had issue with were ones marked by BG3MM as having Osiris scripting. This led me to find this post on Reddit, https://www.reddit.com/r/BG3mods/comments/1k11dwt/patch_8_osiris_mods/ At first I tried the mentioned method and updated/applied the Toolkit data DLC, but no luck. Then I followed the instructions here: https://wiki.bg3.community/en/Tutorials/Mod-Use/How-to-remove-mods Specifically section "2.2 Delete all folders in your Data folder, EXCEPT LOCALIZATION" Having not realised these were mod and toolkit related folders I hadn't touched them before. But having cleared them all out everything works again.
Hope this might of some help to someone else with similar problems.
Idk if I don't know how to use Faerie Fire or if it doesn't work properly, but every time I use it it disappears after a little while, even if I don't take any turns. I don't do anything to break concentration and no turns are passing, yet Faerie Fire dissapears. Is this a game bug, or mod ?
I tested it beforehand and there's already been about 1000 downloads of 1.1.0.6, so I doubt that.
But also, how, in what way, and what is your load order? What's your game version? What's your version of BG3ModManager? I need to know all of this to determine literally anything about your situation.
I am purely guessing here since you didn't say, but if you're having issues starting a new game, make sure deleting modsettings.lsx is part of your process. Apparently the hotfix routinely made a mess of it for many people.
There's a pinned message about it in the Larian discord: https://discord.com/channels/98922182746329088/779732568202280960/1367356910398865430
That achievement comes from killing the Dominated Red Dragon in the final battle, which would get cleaned with the rest of the NPCs on an Act3c map. I'm a little surprised you wouldn't have already had that. You must have just rushed around it to get to the brain when you played the story.
I know Hippoo0o recommended it way back in the day, but I only ever hear about the Full Custom Companions mod causing trouble. Ever since we gained the ability to use the Magic Mirror on Hirelings, I think it's pretty unnecessary for Trials.
Well, I only did it once and didn't know you can get it with more rounds, even than dragon was rough and have to go for the brain.
I exit the area and still be gone, only saving, exiting the game and came back, the spells to make more hirelings are back, but items in bag are gone for good on that save file lol
Most likely, something interrupted the generation of the tables.
Back out of all open menus and prompts. Then open the menu, navigate to the bottom of the Config tab, and press Reset Templates. Close the menu, and reopen it. You should be able to start a Roguelike Scenario at that point.
Also, I really recommend having a Level 20 mod, Expansion in this case because you're already using the Script Extender for Trials. TOTR is designed with the assumption the player has 1-20 level progression.
I'm surprised it wasn't in the FAQ: Can Items from mods show up in the loot pools? (it state the pool is based on item rarity so I was wondering if I could find items from Might and Metal: Fighter Equipment) Can you gain some of the permanent buffs in BG3 in this mode? (Ethel's hair or Lovitar's love for example) Thank you and have a wonderful rest of your day
If items from mods are constructed in the same format as vanilla items, with a Stat Entry and a Root Template, then TOTR will automatically pull them into the Loot table. Each mod's Loot can be manually enabled or disabled at the bottom of the Loot tab. The chance of an item appearing is based on rarity.
The Unlocks tab in TOTR's menu contains a shop where currency earned by killing enemies in TOTR is spent for rewards, some of which are permanent buffs.
579 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 1.1.0.5 or newer of ATTSpells is required for the 2.2.1.2 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.
That said, the "Roll 1 Legendary" item purchase that you can only buy 3 times in a run is very much not a sample size.
Not sure if this is a bug or if it's a weapon not attainable in the basegame. Anyways thought I'd point it out. Very minor! I've been super loving this mod otherwise it's been so much fun having some new stuff to do in BG3.
Those weapons won't drop from generated loot, rest assured, so you're not losing anything in the process.
Given that it benefits the player, I've been in no hurry to fix this small mercy.
The following things matter:
- Your BG3 version. Update to the latest. The current version of ATTSpells requires Patch 8.
- Your BG3ModManager version. Make sure that's updated to the latest, also because of Patch 8 and its hotfixes.
- Your ScriptExtender version. This should automatically update if you have installed it, but double check that it's on v24.
- Other mods in your load order. Make sure they're all updated to a current version for Patch 8, make sure they don't conflict, and make sure they are in the appropriate order.
Once you have a correct load order, save the load order and choose the export-to-game option in BG3ModManager.If you want me to give you any input on your specific situation, I need to know all of this information. Generally speaking, if you want any mod author for BG3 to be able to help you with any mod, your load order is the first thing you need to provide.
It works if I take Expansion and AdvancedTTSpells out and works with other stuff in as long as those two aren't.
I did have Mod Fixer but got rid of it when I read it wasn't necessary any more.
I don't usually look at the in game mod manager because I assumed it might cause issues, but I'll check everything is still activated when I start the game.
Edit:
This is the error message:
Everything is still showing up in the in game mod manager and seems to be ok.
If it is 1.0.12.8 already, the next step is deleting modsettings.lsx wholesale, re-entering the game, then enabling the mods in the in-game mod manager and starting a new game from there in the same session.
This is also worth reading: https://discord.com/channels/98922182746329088/779732568202280960/1367356910398865430
If you still have issues at that point, then we need to start looking at inactive mods, because they can still cause problems.
Let me try deleting the mod settings and see what happens.
Thanks for the help, I appreciate it
I've deleted the mod settings file and still no joy. Same error.
If I just remove the .pak files of any other mods should that help? I've also got an empty mod project from the toolkit that shows up, should I get rid of that too?
Given the download numbers that 1.1.0.6 has reached, whatever you're experiencing is certainly not common, so I could believe it's exclusive to GOG players. GOG does confirm that you're on Hotfix #30, right?
Inactive mods are the least likely thing to matter, but they can, it's happened before. Removing any irrelevant paks from the mods folder is a reasonable step. And if there's no reason for that toolkit project to exist, sure, remove it.
I'm fairly sure I'm on the latest hotfix but I'll confirm. I did auto-update with Galaxy so that might be an issue. It's looking like some kind of reinstall might be necessary, which I've been trying to avoid since the game is so damn big but oh well.
Without further information, the most likely cause of your problems seems to be your install.
There were some other mods that I had had issues with but I'd been trying to add them to an ongoing run with other mods and just assumed there was some conflicts. However I noticed that all the mods I had issue with were ones marked by BG3MM as having Osiris scripting.
This led me to find this post on Reddit, https://www.reddit.com/r/BG3mods/comments/1k11dwt/patch_8_osiris_mods/
At first I tried the mentioned method and updated/applied the Toolkit data DLC, but no luck.
Then I followed the instructions here: https://wiki.bg3.community/en/Tutorials/Mod-Use/How-to-remove-mods
Specifically section "2.2 Delete all folders in your Data folder, EXCEPT LOCALIZATION"
Having not realised these were mod and toolkit related folders I hadn't touched them before. But having cleared them all out everything works again.
Hope this might of some help to someone else with similar problems.
I don't do anything to break concentration and no turns are passing, yet Faerie Fire dissapears.
Is this a game bug, or mod ?
But also, how, in what way, and what is your load order? What's your game version? What's your version of BG3ModManager? I need to know all of this to determine literally anything about your situation.
There's a pinned message about it in the Larian discord: https://discord.com/channels/98922182746329088/779732568202280960/1367356910398865430
Edit: it became no longer funny when it cause my ability to make hirelings with Custom Hirelings mod gotten broken, now I am sad.
I know Hippoo0o recommended it way back in the day, but I only ever hear about the Full Custom Companions mod causing trouble. Ever since we gained the ability to use the Magic Mirror on Hirelings, I think it's pretty unnecessary for Trials.
I exit the area and still be gone, only saving, exiting the game and came back, the spells to make more hirelings are back, but items in bag are gone for good on that save file lol
Hi,
The mod seems well installed but it keep telling me "select a roguelike scenario to start" and "scénario error" when I click on start.
Any idea?
Back out of all open menus and prompts. Then open the menu, navigate to the bottom of the Config tab, and press Reset Templates. Close the menu, and reopen it. You should be able to start a Roguelike Scenario at that point.
Also, I really recommend having a Level 20 mod, Expansion in this case because you're already using the Script Extender for Trials. TOTR is designed with the assumption the player has 1-20 level progression.
Can Items from mods show up in the loot pools? (it state the pool is based on item rarity so I was wondering if I could find items from Might and Metal: Fighter Equipment)
Can you gain some of the permanent buffs in BG3 in this mode? (Ethel's hair or Lovitar's love for example)
Thank you and have a wonderful rest of your day
The Unlocks tab in TOTR's menu contains a shop where currency earned by killing enemies in TOTR is spent for rewards, some of which are permanent buffs.