I've had a crash to desktop, and it happened consistently when trying to use the Ilithid wisdom thingie for the 2nd time on a day (not 100% sure, but close to it), and suspecting the patch might have broken the mod.
Disabling the mod and loading a save doesn't seem to fix it. After a long rest, will check it out again in the goblin village to see if its consistent, but was wondering if anyone else realized it happening.
I had the same issue in the Goblin Village pre-patch 3. Haven't gotten around to removing it and loading a save yet but pretty sure it is because of this MOD and/or the "Speak with the Dead Rework" mod. Some conversations were crashing, some were not.
Doesn't need an update, only Script Extender does and it was updated 2 hours after the patch released. I just ran through the Goblin Camp and did 9 different tadpole dialogues with no issue, so it's something on your end.
Just a suggestion, but i think this mod should have "Illithid Power" in it's name.
This is what the narrator says when you cant use it
Your illithid power is beyond reach, until you rest.
So most people will search with this criteria (me included) and will find jack sh*t :D I'm here only by a pure coincidence and just realized this is the exact mod I needed.
Great work tho. Saved me several hours of creating the same concept myself and calling it "Illithid Power without Long Rest". Gratitude
I noticed the scene where the party realizes the tadpole allows them to control minds is not triggering at all in new save, will this affect other interactions or prevent them from triggering ?
This mod addresses the first complaint I had about the game: the fact that the goblin fortress has like 8 illithid dialogue checks so the player is expected to spend a whole week just in that fortress. Bad design that killed immersion
The problem is that you can't swithc a character when you engaged in dialogue. So if you quit it, you can't pretend like it's still the 1st time that NPC has engaged in dialogue with you. You must save scum which is a bad design. Dragon Age could do it properly why not Larian? Years of EA and such a basic thing isn't implemented. A lot of encounters in this game are proximity based, so the closest character to NPC gets the dialogue, this also doesn't help.
The illithid power is "essentially" mind control. Quite the powerful tool to have on a lowbie character (with an undeveloped, partially-artifact-suppressed youngling tadpole at that) to say the least. Not being able to use in an unlimited way is only immersion breaking if your immersion hinges on your character being basically a demigod from the get-go. The limited uses also incentivize you to look for different solutions, to actually work with the world and the characters instead of just pressing a button and having half the goblins obey you. And there is A lot of ways available for dealing with the goblins without the illithid power. And even if you don't manage to get the perfect result you might want, that's life...you're not a god, not supposed to be anyway. Complications open experiences and paths we wouldn't have found otherwise
Tip - roll a drow, or disguise-self as drow. All the goblins gonna assume you in charge unless you say, or do anything to break their illusion. Opens some amusing interactions too (hint - many of the gobbos are terrified outta their minds around drows, lean into that and watch hilarity ensue) Or you can just lace their big bowls of booze with some poison Get creative. THAT's what the game is about
I mean, nothing wrong with wanting to experience the game with unlimited access to the ability. But calling anything else bad design is silly. On the contrary. Having a simple "you do what I want and there's nothing you can do about it" button can diminish the incentive to go looking for solutions and running into all them options and possibilities in the process. Especially if introduced right at the start of the game before people realize just how many possible solutions and approaches there are and get used to the lazy approach instead
Care to post some installation instructions then? Does it have to be installed manually or can we use the BG3 Mod Manager? Because I have a similar issue where this mod is first in my load order and I still can't use Illithid Dialogue without long resting every time. Script extension is installed manually.
Hello! I used to console to remove the status myself before re-applying it before rest. Are you sure that there's only one check to avoid story progression problems?
Yes, I meant the GLO flag. I made a little console helper to add/remove these flags every time I used it. I did not know that there was only a single check for story progression, the first time you used it, otherwise I would have done differently. I'm just wondering if you are certain of this :)
There are 2 GLO flags for Tadpole consumption: GLO_Tadpoled_UsedToday1 and GLO_Tadpoled_UsedToday2. I found out that if I cleared those, I could bypass the restrictions on Illithid dialogues.
I also knew that those flags were used in story progression related to tadpole stuff. Which means I manually set them back before sleep with my script. I am just wondering if you are CERTAIN that there always is only one check for story progression per act. :)
This mod clears those flags the moment they're set - those are not used for progression. There are separate flags that are used for that, something like GLO_Tadpoled_UsedCountX, x being the number of times you've used it. Once you use the Tadpole while having UsedCount6, your [Illithid] dialogues get replaced with [True Soul]
Nice! Thank you very much for all your investigation on this process! I hadn't managed to sift the story log and get everything that happened. I'm very grateful you shared you findings with me! Thanks! 🙏
You're welcome. I dug deeper in the process of trying to fix the "must rest after first use in each act" caveat and found out that basically no matter what I did, I could not work around that issue. If you find a way around it that doesn't require a native mod I'd appreciate any info you can give me.
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The author has locked this comment topic for the time beingUSE THE BUGS TAB TO REPORT ANY ISSUES THAT ARE REPRODUCIBLE WITH A MINIMAL MOD CONFIG.
IF IT CANNOT BE REPRODUCED WITH ONLY THIS MOD + ITS REQUIREMENTS, IT'S NOT THIS MOD'S PROBLEM, AND THERE IS NOTHING I CAN DO.
I've had a crash to desktop, and it happened consistently when trying to use the Ilithid wisdom thingie for the 2nd time on a day (not 100% sure, but close to it), and suspecting the patch might have broken the mod.
Disabling the mod and loading a save doesn't seem to fix it. After a long rest, will check it out again in the goblin village to see if its consistent, but was wondering if anyone else realized it happening.
I just ran through the Goblin Camp and did 9 different tadpole dialogues with no issue, so it's something on your end.
This is what the narrator says when you cant use it
I'm here only by a pure coincidence and just realized this is the exact mod I needed.
Great work tho. Saved me several hours of creating the same concept myself and calling it "Illithid Power without Long Rest".
Gratitude
Uh...no, you're just expected to go with different options lol. Or use different party members who haven't used their illithid powers yet.
"This game doesn't let me do whatever I want with no limitations! Bad design!"
Tip - roll a drow, or disguise-self as drow. All the goblins gonna assume you in charge unless you say, or do anything to break their illusion. Opens some amusing interactions too (hint - many of the gobbos are terrified outta their minds around drows, lean into that and watch hilarity ensue)
Or you can just lace their big bowls of booze with some poison
Get creative. THAT's what the game is about
I mean, nothing wrong with wanting to experience the game with unlimited access to the ability. But calling anything else bad design is silly. On the contrary. Having a simple "you do what I want and there's nothing you can do about it" button can diminish the incentive to go looking for solutions and running into all them options and possibilities in the process. Especially if introduced right at the start of the game before people realize just how many possible solutions and approaches there are and get used to the lazy approach instead
There are 2 GLO flags for Tadpole consumption: GLO_Tadpoled_UsedToday1 and GLO_Tadpoled_UsedToday2.
I found out that if I cleared those, I could bypass the restrictions on Illithid dialogues.
I also knew that those flags were used in story progression related to tadpole stuff. Which means I manually set them back before sleep with my script. I am just wondering if you are CERTAIN that there always is only one check for story progression per act. :)
You're welcome. I dug deeper in the process of trying to fix the "must rest after first use in each act" caveat and found out that basically no matter what I did, I could not work around that issue. If you find a way around it that doesn't require a native mod I'd appreciate any info you can give me.