Baldur's Gate 3

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Rodrigo Soave Max Ichigo Digaones

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Maxichigo

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801 comments

  1. Maxichigo
    Maxichigo
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    Thank you all for the good feedback! I'm keeping myself busy with work/study and trying to update the mod so i may not answer every post, but i'm definetly reading every opinion!

    Making the world more filled was the intention since the very begginning, i also try to design the encounters the more vanilla-like and lore-friendly as possible so the new enemies won't feel misplaced. 

    In later updates (after i've finished the position and polished the fights) i plan to make some unique loot too because the lack of it may draw the new enemies to feel too "excluded" from the vanilla design, since most of the unique base-game enemies have loot adequated to it. The idea is to make all those encounters feel like they've always been in the game.

    I'll keep this post sticky and use it to notify about future updates and possible bugs and fixes.

    READ THIS BEFORE UPDATING THE MOD: As i said in lots of comments through here, there are only 3 ways as of now to make sure the update will be properly loaded by the game:

    1- New game with the new version
    2- Load a save from a section of the game where the act that's been changed by the update had not yet been initialized (i.e loading a save still in Nautiloid for updates in Act1)
    3- Load a save that did not have the mod installed at all or had it in a version that the specific encounter did not exist in the code.

    If you have not tried any of those methods please don't comment that "something is still not fixed" in the current update, that's the way the game works, it saves some of the NPCs information in your save as you load the Act and i can't do anything about it. 

    UPDATED TO V2.0: CHECK THE DESCRIPTION FOR MORE INFORMATION
    It took a bit longer than i expected to update to Act 2 but i think i'm being able to plan the encounters better and this time i have learnt how to fix some of the common issues the mod used to have.

    SAVE CRASH BUG: The New V1.5 update may crash your old saves with the mod, unfortunately i can't do anything about this but this isn't to be expected in future updates since the reason is the change of "CombatGroupIDs" from one version to another to fix the previous major bug with encounters triggering distant fights. In next versions the new placements will come with already stable and unique CombatGroupIDs.

    To do list for version v2.0:

    Bring the mod to Act2.

    Make some more encounters to Act1, specially for Underdark.

    Make at least a few new items with new abilities and bonuses.

    Highly increase the general difficult.
  2. Bergfriedenjoyer
    Bergfriedenjoyer
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    I believe it is this mod i dont know but i think so. So there is the nightwalker ,,boss" where the shadow dogs are and his ability where he summons a ghoul just kept on activating so pls fix that
  3. Royaltiess
    Royaltiess
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    the Varion fight was absolutely insane, 10/10 mod
  4. ckx777
    ckx777
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    I've only started Act 1 and I'm running this is conjunction with Combat Extender, Combat AI, D20 Initiative and a whole host of difficulty increasing mods and this mod works great and is compatible with them all!

    Thanks for working on this!

    Also, is there any word on if/when Act 3 will be developed?
    1. WizzOzz11
      WizzOzz11
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      Hi i'm a modding noob I installed the mod and mod fixer but none of the extra enemies or features are showing up what am I missing can you help plz or direct me to a video to watch
    2. ckx777
      ckx777
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      Hmm, I'm not sure to be honest, I'm kind of new to modding myself. Do you have other mods installed that are working correctly? Is there any other mods that could be conflicting with this one? I installed this with Vortex mod manager and just left it near the top of my load order(with my other combat enhancing mods) and it's been working fine.
  5. RageBisquit
    RageBisquit
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    <answered>
  6. ghostofsparta55
    ghostofsparta55
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    will this mod work with AdditionalEnemies Extended mod?
    1. Kamei86
      Kamei86
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      NO
  7. StarRinger
    StarRinger
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    Are the maps up to date? I just had an encounter at the Bibberbang field and I assumed it was from this mod.
  8. adifbagong
    adifbagong
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    hi,

    thank you for the mod.

    I have been experiencing bug that the reconstituted warrior in ACT 2 inside gauntlet of shar is already dead when I enter the temple, and instead a new enemies and summoning gate is there, hence I cant progress with balthazaar quest.. 

    any one else experiencing the same?

    thank you!
    1. BobbY19029
      BobbY19029
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      same thing here, going to try and fix it with the mod above and pray that it works otherwise i'm gonna have to start my 55h playthrough over for the 4th time due to mod issues. If I find anything that works I'll come back and let you know otherwise take silence as a lack of solutions.
  9. GenshoTheGreat
    GenshoTheGreat
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    So I have heard from multiple bug reports and posts that a few enemies are bugged due to later inconveniences with questlines or dialogues not happeneing. Since I learned from other posts how to remove enemies I would love to remove said bugged enemy types to continue using this mod, since the author seems to be inactive for a longer time.

    I would appreciate if someone could give me the exact NAMES of the enemies which are clones of npcs, for example the name of the minsc clone. 
    I gladly share the pak file once I removed all characters.

    Until then I would recommend trying to activate the passive to hit them unconcious instead of killing them. That might prevent the characters bugging out later since the would not count as ressurected. I don't know if this will work, it's just something that came to mind.

    peace
    1. F3ly
      F3ly
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      Just download the bugfix mod that did exactly what you are asking for
    2. GenshoTheGreat
      GenshoTheGreat
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      I was not aware that something like this exists, but where can I download it? 
    3. lukangamer
      lukangamer
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      • 4 kudos
      Sadly the fixer hid it
    4. GenshoTheGreat
      GenshoTheGreat
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      if you have the file, can you share it here pls?
    5. Teirdalin
      Teirdalin
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      • 49 kudos
      Why in the world would the fixer hide it.
    6. garfieldcat
      garfieldcat
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      I believe he fixed it and builds up on it - last update is very recent:
      https://www.nexusmods.com/baldursgate3/mods/7740?tab=description
    7. TyeDyeGuy
      TyeDyeGuy
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      Thanks for the link!
  10. Naamnu
    Naamnu
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    The game has removed the extra attack from 2-hand weapons. I need to use the attack action, then either take a bonus action or use another skill that doesn't take action or BA, only after these steps, I am able to use the extra attack from both meele and ranged weapons
  11. renardblagueur
    renardblagueur
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    Hi,

    Thank you for your work, it is very appreciated !

    I am trying to create some creatures spawn spot on my own and I have a question :
    how did you get the coordinates of yours ? I can get x-y from the in game minimap but not the z
          
          
    from _merged.lsx
              
    <node id="Transform">
     <attribute id="Position" type="fvec3" value="154.9604 42.01337 373.15236" />
     <attribute id="RotationQuat" type="fvec4" value="0 0 0 1" />
     <attribute id="Scale" type="float" value="1.3" />
    </node>


    In this example from your mod, does this read as : x=154,... y=373,... and z=42,... ?
    And this code is the spot where the creature should appear, correct ?

    thank you in advance for any help :)