This post will get updates when I make updates to the mod, here on Nexusmods.
Possible Bugs (Build 1.0.0.106) (Note: Version naming has been changed to reflect the one from mod.io) - Infinite initiative on NPCs at seemingly random times and places (no idea what's caused it; have yet to encounter in this build) - In and out of combat loop on certain NPCs (hopefully fixed as I've not encountered it, however killing Zhalk or the initial Mind Flayer could trigger it at helm area; so kill them off as late as possible) - Shadowheart's in combat in pod again for some reason (can't fix, need moonglasses plugin, but it will not affect the game) - Some attacks from Dekantru might have no animation (might have to replace these attacks; unsure what's causing it) - If you skip cutscenes it could break NPC AI and it might start skipping turns
Gameplay Tips: 1. If you AFK in the first room the patrol will move without you, making the fight with Kraszeusz much harder than intended. If you don't skip cutscenes the fights are rough, if you do skip cutscenes then follow the helpers closely so the fights are easier. 2. Avatar of Mammon and Avatar of Raphael can be brutal fights, that is intentional, you're meant to let the NPCs do the work for you and try to survive to the end. Us might die if you're not actively trying to keep it safe. 3. For Avatar of Mammon fight, either get sanctuary or just run and stay out of his lance charge range, if he has a certain effect active he might jump you in retaliation, so be aware. If you can't fight, you're encouraged to run and hide, that's intentional. Tactical retreat is also an option. Ideally, you'd make use of the gith helpers. If you manage to leave the area and disengage, Avatar of Mammon will not follow unless you're still in combat. 4. For Avatar of Raphael fight, ideally, don't run up to him, unless you just wanna get out, in this case you use Lae'zel's super leaps and get out fast or you will get one-shot. If you wanna fight him, you will have to use the helper NPCs, good luck. I cannot provide more help than this, just stall for the other NPCs to do their jobs.
They each have their own loot, with Avatar of Mammon's being easier to get, though you might be forced to run. (Let me know if Avatar of Mammon or Avatar of Raphael fights don't function randomly and if you use mods, they're not entirely compatible with some AI mods apparently.)
Some random guy said this:
Quasits are not in Avernus. They are demons, not devils.
To that I have to say this, think of the Quasits from my mod as contract demons for the cambions, and it'll make more sense to you why I've done it the way I've done it.
Devlog #2(early look at build 0.100)
Stay tuned on my discord or youtube channel for devlogs on upcoming changes and additions as well as previews.
Compatibility - Should be compatible with Cut Content Restored Early Access Nautiloid, but there is nothing there yet. I'll work on a version that will include that as well at some point. Note that this mod breaks the middle area at the helm and you will have to move on the sides.
- Is compatible with Nautiloid Hard or any other mods that add extras in the Nautiloid. Some mods can mess it up real bad when combined with mine, because ToTF Nautiloid Overhaul has many additions, it's a complete overhaul of the area. That said, Nautiloid Hard might be made much easier by the NPCs from ToTF Nautiloid Overhaul, so maybe try them out together? NOTE: Nautiloid Hard might trigger the Allezzorah fight in the room with the intellect devourers, which in turn might accidentally trigger Avatar of Raphael at the helm. I'll fix it when moonglasses plugin gets updated. If it does trigger the fight or an infinite initiative roll, make sure you're not in combat in front of them. Saving before entering that room is highly advised, so you can roll back. Consider loading ToTF Nautiloid Overhaul after it to overwrite changes.
- Bloody Allegiance is ruining the helm area because it has 2 overpowered cambions with very broken weapons that just ruin my mod (unsure what to do with this because I like it but those cambions at the helm area gotta go)
- The full install of Deadlier Honour Mode is causing Avatar of Mammon to skip turns as he is using stuff from Sarevok. I'm trying to figure it out as I want the mods to be compatible with each other in full. Please use the Dungeons Only version of Deadlier Honour Mode or the compatibility patch made by 0CH and let us know if it's all good.
Other difficulty mods If you add too much (like I have in the mod collection) it's going to get really rough really fast, especially because a certain pair of NPCs get buffed too hard and they are strong enough even without that; in this case you do actually want to run and spread out as fast as possible (however if you somehow manage to kill said NPCs, the loot is pretty substantial);
Also note that with mods like Combat AI/Extender or Stronger Bosses and Enemies for example, this certain someone has a tendency to rush for you first, not the ideal scenario considering he hits extremely hard with too many difficulty scaling mods.
NOTE: Some AI mods have a tendency to make NPCs skip turns.
Again the only problem even with the difficulty mods added, is usually at the helm; the exception from this is Nautiloid Hard which adds too much difficulty in the room with Us and in the room with Shadowheart. I would avoid Nautiloid Hard if you wanna use ToTF Nautiloid Overhaul because we have too many additions and they don't seem to play nice together.
NOTE: DO NOT add mods that duplicate enemies on the Nautiloid or that add too many extras, ToTF Nautiloid Overhaul is already handling the Nautiloid at pretty much maximum capacity.
I am NOT responsible for handling your load orders, please do NOT report bugs which aren't SPECIFICALLY for ToTF Nautiloid Overhaul.
Not something to be fixed, but if you use cheats to raise the enemies from the dead, you can lead the NPCs mindflayers and Gith to the Helm area before going in. The only person you cannot get you to follow them to the Helm is the Dragonborn. He will only follow you up to the artery ladder before Shadowheart pod area. He will not teleport up or climb the ladder. (Nor will any teleportation cheats work either since he is immune to be moved.)
Anyway, the outcome of leading all the NPCs to the helm was my character ended up having his own little army. :-) Although poor little Kazzak (Goblin archer) can't catch a break as he kept getting obliterated by the Avatar of Raphael with soul pillar attack. It didn't help that Michael can't bring her back to life in the middle of it. X-D
The Durge cutscene was a little long and I might've AFKed slightly in the initial room, not long though, maybe like half a minute. Which means the patrol was long gone so the Mammon fight was played entirely without them, which forced me to run because the giths were slightly weaker on 0.104 and they ended up dying because of the Merrum addition. If Avatar of Mammon's AI doesn't randomly start skipping turns, they should still die if the fight happens without the patrol, or at least some of the giths might.
Well d@mn. AoM was hard even when I brought the NPC army with me. He killed Michael, Hobgoblin, all three goblins, all of the Mindflayers, Intellectual devours except for us, and one of the gith.
Mhm, this is what Avatar of Mammon was initially supposed to be😂 he's finally working as intended, for the most part (he's still not using his entire spell kit for some reason, idk what's up with AI doing this to me on all of the NPCs). When I get access to the toolkit properly, I'll start thinking about Mammon himself and the next mod I'm planning on making, which will also include Merazul. But first, I'll try to figure out the dialogue part of this mod.
Hey friend, I loved playing through this! That said i updated this mod today (same day as the hotfix) and now it won't load my saves (in act 2)
could you enable downloading of previous versions so i can hopefully fix my issue? I didn't even need to update it but this is the only mod i can't roll back
I'll see what I can do about that to avoid it breaking in the future. Also Larian kind of ninja'd this hotfix in as I updated the mod. I was hoping nothing breaks, especially since I've uploaded the mod onto mod.io on the same day. Luckily, I've saved my archives locally, I'll upload the last 3 versions prior to 0.104.
The instructions for the mod talks about cut-scenes and making it easier if you skip them ... but I am not seeing cut-scenes. Can someone give me an idea of what they look like and when they are supposed to appear? Thanks.
Thanks. I've never had the chance since there is so much fighting. When I survive I run away. I tried to talk to one and he didn't like me so I figured they were all like that. TBH, I have yet to survive the fight in Shadowheart's room, and I sort of gave up then. But when I go back to it I will try talking to them.
They are all like that, it's placeholder dialogue since I can't add any unless it's through scripting currently. I need the moonglasses plugin for the toolkit to get updated. But, I was talking about the normal cutscenes that the game has... when you talk with Us, Lae'zel and Shadowheart.
Endorsing this, cuz it was great to see all the care you put into it! The fights were insane!
My one point of contention is that some of the drops can really break the early game gearing. (Raphael left me with three unique armor pieces: 2 legendary and a very rare.)
So I was thinking! What if his avatar instead drops a unique summoning scroll?
It'd be akin to a certain special egg that hatches lots of little pets, but this one summons six merregons for 10 turns.
With the tiny little downside of you can't control them at all and they try to kill everyone, including the party.
It'd still be super strong in the early game, but you've also gotta be very careful to survive using it.
And you can only use it the once. Kind of a one-time "I win" button, if you can survive casting it.
I'm honestly shocked you even managed to kill Avatar of Raphael, because I can't ever get him to die lately. Now to answer your question, I don't plan on altering the rewards because they are mostly there for the mod collection I'm working on, which has a lot of difficulty mods stacked on top of each other.
HOWEVER, if I get more requests for this, I will consider it, mostly because it's a cute idea that I do in fact like.
I support the idea with a scroll. In general, I prefer consumable loot to new weapons and gear. You get too swamped with equipment otherwise (adds up with other mods).
I'll see what I can do about it with the current access the toolkit allows. I might require the moonglasses plugin which isn't up to date yet. Because I'd have to make a new item essentially and I've also never done that before.
Hi, I briefly tested your mod. I find it exciting, but the starting loaction should remain a savezone for me. I like to create a full custom party and boost it via command console or using new saves for general testing purposes, but if you're interrupted and rushed in the first room like that, it's rather a hindrance. And as others have reported, there are fights going on in other places at the same time, where you then arrive too late is also annoying. Maybe you can adapt this or create a second version where the first room remains a savezone?
I am unable to do so until the moonglasses plugin gets updated for the toolkit. It's because of the npc patrol which needs to be adjusted if that were to be done and I can't touch that for now because of moonglasses being outdated. The fight in the next room will not happen unless you're in rendering range, which should be about 8-16 meters or so. What you can do to avoid the fight in the first room is to move over to the left side, you'll only miss on 50exp, but you're getting a lot of exp anyway if you're fighting all of the fights.
It's slightly new problem if you don't follow the n p c's clthey will teleport to the next room and it can make it harder than what it already is.
When leaving out the first room if you do not fall them closely for example if you're trying to equip your stuff some of the npc will straight up disappear nobody's left behind or anything.
This will sometimes happen in the area you meet lae'zal if the npc go into the pod area.
That's not a bug or a problem, that's functioning as intended because they're following their set patrol route. The game is rendering them as intended, if they're out of rendering distance they will not fight the other NPCs and you will meet up in the room prior to the helm area. This is also why I've told everyone that you have two choices when playing, the easy way is to follow them and skip cutscenes, the normal and harder way is to play the game as intended, by watching the cutscenes. This is also why I've included so many helpers, the NPC patrol is not a necessity, unless we count the helm area where they can be of actual use by stalling for you. It can also end up in some interesting dynamic combat when you accidentally skip a cutscene or two. The only way to fix this would be through scripting, which I don't know how to do at the moment.
PS: I'm taking a break from BG3 for a couple of days/weeks, I need mods to get updated and I'm burnt out by this mod's troubleshooting at the moment. No updates for a while, I'm tryna catch up on some other games in the meantime.
Would this mean that it would be advisable to follow the patrol until certain points, or maybe near the Helm(where the door to the main vanilla mindflayer fight is). Then, i might be wrong, but the patrol does stand around in certain points waiting for the player, does it not? These would be the backtracking and looting opportunities?
They're set for patrols with pauses, as in they sometimes wait around but don't sit for long. I don't usually go with them when I play, for example, and loot and such before moving on, without backtracking too much. They stop completely in the room prior to the helm battle and will help you once the battle starts, usually.
I do think this is mod related. But the Nautiloid chest area crashes if you re-enter the area after killing all the demon inside. I have never had this problem until now even when playing past versions of this mod.
Update: The crash last up to 2 minutes before resuming.
1. Same as before the previous update. Some fights have started prior to you getting there.
2. The Avatar in the circle area is always dead by the time I meet him where I fight Lae'zal.
3. The New Gith npcs are a nice touch...but the only stay in one area.
4. The dragonborn dark urge wanna be is a nice touch, but he doesn't sell anything, he doesn't like you, and he doesn't follow either.
5. The goblins need a slight upgrade. (weapon wise too) If some much as a sneeze can kill them...then why have them in at all? Or maybe that was intended
1. intended for the most part; the only fights not intended to start before you're there are the ones with Avatar of Mammon, Aureate Bronzom, Allezzorah, Megaerasz and Rudeusz and the one at the helm with Zhalk and the rest 2. I know but it never happens when playtesting in the toolkit so unsure how to fix yet; I don't know what's causing it 3. intended, will be dialog when moonglasses plugin gets updated 4. needs moonglasses for further updates; you also find him at crash site where he's a pseudo boss and also has items on him; will have a quest once moonglasses gets updated and I figure it out 5. it was never intended for them to survive until the end, they're there for immersion purposes
Give me some time to figure out why Avatar of Mammon is dying, it's gonna take a minute since I have no clues whatsoever...
One more thing. The Nautiloid chest room has turn into a term I have used for nearly 30 years...Death Valley.
To put it short Death Valley = Nigh impossibly to beat. Every demon has cloak of dagger aura, which makes it hard, but not impossible to beat. You would have to allow most of the npcs to do the work.
That's the point, you're not meant to fight there for the most part. The idea is that you wait for illithids to take aggro and you rush in for the rune and get out asap. That said, I will make it easier next time and only 1 of them will have the aura, so it's actually beatable if you want to. Rudeusz happens to be a little overtuned for some reason.
Even without smart AI, they can wipe a team because they will land near you and you do damage. The Mindflayers will unintendedly stand where you stand at times and because your HP isn't high, unless you have a potent healer on the team, you will drop. Also you have use Blade Ward to lower the affects because they can do up to 17 or more damage standing near you. That's not even counting their charms and attacks.
I manage to beat it with my fighter/barbarian tav, paladin Lae'zal, and Shadowheart cleric.
Update: Don't get me wrong. I love a good challenge, but for some playthroughs, players will either skip or cheat in getting Shadowheart out. I just happen to play combinations that have barbarian, mage, or warlock built into them.
No, but you're only missing on 50exp in case you don't fight. Small amount considering you should be around lvl 4 by the end of the Nautiloid. This mod was not created with stalling in mind either so if you wait you'll let the patrol move way ahead of you and it could be harder, thought I'd let you know. What you can do is move to the left side so you don't enter combat, but you'll lose the exp.
Would be great if there is a trigger for player to start everything on their own term, like when we started talking to the NPCs for example. I'm using tutorial exit, and the tutorial chest is placed right next to the starting pod. It would be cool to be able to gear up before diving straight to the canage.
Gearing up before having to start the fights defeats the purpose of this mod. As for the triggers, I'd have to learn Osiris scripting and I have no idea where to even begin with that. It's going to take at least a couple of months for me to understand it.
160 comments
This post will get updates when I make updates to the mod, here on Nexusmods.
Possible Bugs (Build 1.0.0.106) (Note: Version naming has been changed to reflect the one from mod.io)
- Infinite initiative on NPCs at seemingly random times and places (no idea what's caused it; have yet to encounter in this build)
- In and out of combat loop on certain NPCs (hopefully fixed as I've not encountered it, however killing Zhalk or the initial Mind Flayer could trigger it at helm area; so kill them off as late as possible)
- Shadowheart's in combat in pod again for some reason (can't fix, need moonglasses plugin, but it will not affect the game)
- Some attacks from Dekantru might have no animation (might have to replace these attacks; unsure what's causing it)
- If you skip cutscenes it could break NPC AI and it might start skipping turns
Gameplay Tips:
1. If you AFK in the first room the patrol will move without you, making the fight with Kraszeusz much harder than intended. If you don't skip cutscenes the fights are rough, if you do skip cutscenes then follow the helpers closely so the fights are easier.
2. Avatar of Mammon and Avatar of Raphael can be brutal fights, that is intentional, you're meant to let the NPCs do the work for you and try to survive to the end. Us might die if you're not actively trying to keep it safe.
3. For Avatar of Mammon fight, either get sanctuary or just run and stay out of his lance charge range, if he has a certain effect active he might jump you in retaliation, so be aware. If you can't fight, you're encouraged to run and hide, that's intentional. Tactical retreat is also an option. Ideally, you'd make use of the gith helpers. If you manage to leave the area and disengage, Avatar of Mammon will not follow unless you're still in combat.
4. For Avatar of Raphael fight, ideally, don't run up to him, unless you just wanna get out, in this case you use Lae'zel's super leaps and get out fast or you will get one-shot. If you wanna fight him, you will have to use the helper NPCs, good luck. I cannot provide more help than this, just stall for the other NPCs to do their jobs.
They each have their own loot, with Avatar of Mammon's being easier to get, though you might be forced to run. (Let me know if Avatar of Mammon or Avatar of Raphael fights don't function randomly and if you use mods, they're not entirely compatible with some AI mods apparently.)
Some random guy said this:
To that I have to say this, think of the Quasits from my mod as contract demons for the cambions, and it'll make more sense to you why I've done it the way I've done it.
Devlog #2(early look at build 0.100)
Stay tuned on my discord or youtube channel for devlogs on upcoming changes and additions as well as previews.
- Should be compatible with Cut Content Restored Early Access Nautiloid, but there is nothing there yet. I'll work on a version that will include that as well at some point. Note that this mod breaks the middle area at the helm and you will have to move on the sides.
- Is compatible with Nautiloid Hard or any other mods that add extras in the Nautiloid.
Some mods can mess it up real bad when combined with mine, because ToTF Nautiloid Overhaul has many additions, it's a complete overhaul of the area. That said, Nautiloid Hard might be made much easier by the NPCs from ToTF Nautiloid Overhaul, so maybe try them out together? NOTE: Nautiloid Hard might trigger the Allezzorah fight in the room with the intellect devourers, which in turn might accidentally trigger Avatar of Raphael at the helm. I'll fix it when moonglasses plugin gets updated. If it does trigger the fight or an infinite initiative roll, make sure you're not in combat in front of them. Saving before entering that room is highly advised, so you can roll back. Consider loading ToTF Nautiloid Overhaul after it to overwrite changes.
- Bloody Allegiance is ruining the helm area because it has 2 overpowered cambions with very broken weapons that just ruin my mod (unsure what to do with this because I like it but those cambions at the helm area gotta go)
- The full install of Deadlier Honour Mode is causing Avatar of Mammon to skip turns as he is using stuff from Sarevok. I'm trying to figure it out as I want the mods to be compatible with each other in full. Please use the Dungeons Only version of Deadlier Honour Mode or the compatibility patch made by 0CH and let us know if it's all good.
Other difficulty mods
If you add too much (like I have in the mod collection) it's going to get really rough really fast, especially because a certain pair of NPCs get buffed too hard and they are strong enough even without that; in this case you do actually want to run and spread out as fast as possible (however if you somehow manage to kill said NPCs, the loot is pretty substantial);
Also note that with mods like Combat AI/Extender or Stronger Bosses and Enemies for example, this certain someone has a tendency to rush for you first, not the ideal scenario considering he hits extremely hard with too many difficulty scaling mods.
NOTE: Some AI mods have a tendency to make NPCs skip turns.
Again the only problem even with the difficulty mods added, is usually at the helm; the exception from this is Nautiloid Hard which adds too much difficulty in the room with Us and in the room with Shadowheart. I would avoid Nautiloid Hard if you wanna use ToTF Nautiloid Overhaul because we have too many additions and they don't seem to play nice together.
NOTE: DO NOT add mods that duplicate enemies on the Nautiloid or that add too many extras, ToTF Nautiloid Overhaul is already handling the Nautiloid at pretty much maximum capacity.
I am NOT responsible for handling your load orders, please do NOT report bugs which aren't SPECIFICALLY for ToTF Nautiloid Overhaul.
IF and when it gets approved for consoles, you can find it there!
Anyway, the outcome of leading all the NPCs to the helm was my character ended up having his own little army. :-) Although poor little Kazzak (Goblin archer) can't catch a break as he kept getting obliterated by the Avatar of Raphael with soul pillar attack. It didn't help that Michael can't bring her back to life in the middle of it. X-D
If Avatar of Mammon's AI doesn't randomly start skipping turns, they should still die if the fight happens without the patrol, or at least some of the giths might.
Sent msg
could you enable downloading of previous versions so i can hopefully fix my issue? I didn't even need to update it but this is the only mod i can't roll back
Also Larian kind of ninja'd this hotfix in as I updated the mod. I was hoping nothing breaks, especially since I've uploaded the mod onto mod.io on the same day.
Luckily, I've saved my archives locally, I'll upload the last 3 versions prior to 0.104.
The instructions for the mod talks about cut-scenes and making it easier if you skip them ... but I am not seeing cut-scenes. Can someone give me an idea of what they look like and when they are supposed to appear? Thanks.
My one point of contention is that some of the drops can really break the early game gearing. (Raphael left me with three unique armor pieces: 2 legendary and a very rare.)
So I was thinking! What if his avatar instead drops a unique summoning scroll?
It'd be akin to a certain special egg that hatches lots of little pets, but this one summons six merregons for 10 turns.
With the tiny little downside of you can't control them at all and they try to kill everyone, including the party.
It'd still be super strong in the early game, but you've also gotta be very careful to survive using it.
And you can only use it the once. Kind of a one-time "I win" button, if you can survive casting it.
HOWEVER, if I get more requests for this, I will consider it, mostly because it's a cute idea that I do in fact like.
When leaving out the first room if you do not fall them closely for example if you're trying to equip your stuff some of the npc will straight up disappear nobody's left behind or anything.
This will sometimes happen in the area you meet lae'zal if the npc go into the pod area.
The only way to fix this would be through scripting, which I don't know how to do at the moment.
PS: I'm taking a break from BG3 for a couple of days/weeks, I need mods to get updated and I'm burnt out by this mod's troubleshooting at the moment. No updates for a while, I'm tryna catch up on some other games in the meantime.
Update: The crash last up to 2 minutes before resuming.
1. Same as before the previous update. Some fights have started prior to you getting there.
2. The Avatar in the circle area is always dead by the time I meet him where I fight Lae'zal.
3. The New Gith npcs are a nice touch...but the only stay in one area.
4. The dragonborn dark urge wanna be is a nice touch, but he doesn't sell anything, he doesn't like you, and he doesn't follow either.
5. The goblins need a slight upgrade. (weapon wise too) If some much as a sneeze can kill them...then why have them in at all? Or maybe that was intended
2. I know but it never happens when playtesting in the toolkit so unsure how to fix yet; I don't know what's causing it
3. intended, will be dialog when moonglasses plugin gets updated
4. needs moonglasses for further updates; you also find him at crash site where he's a pseudo boss and also has items on him; will have a quest once moonglasses gets updated and I figure it out
5. it was never intended for them to survive until the end, they're there for immersion purposes
Give me some time to figure out why Avatar of Mammon is dying, it's gonna take a minute since I have no clues whatsoever...
To put it short Death Valley = Nigh impossibly to beat. Every demon has cloak of dagger aura, which makes it hard, but not impossible to beat. You would have to allow most of the npcs to do the work.
I manage to beat it with my fighter/barbarian tav, paladin Lae'zal, and Shadowheart cleric.
Update: Don't get me wrong. I love a good challenge, but for some playthroughs, players will either skip or cheat in getting Shadowheart out. I just happen to play combinations that have barbarian, mage, or warlock built into them.
What you can do is move to the left side so you don't enter combat, but you'll lose the exp.