I saw in the comments that you said this should work with raise dead plus, but i tried it, and it doesn't seem to. Even with level sync toggled on, the skeletons remain at level 3.
If you mean Animate Dead++. It should work, ive used it. However it does not increase their level. Only their stats, so check their str, wis, con etc. A specific stat increase version of this mod under downloads does this and it boosts their stats by a ton btw.
Hello! Very cool Mod you have here. Really makes a summoner build more viable beyond them all being meat shields. Will you be getting this on the new mod manager in the game for people on console?
Damn. Well thanks for replying. I was so hopeful that most mods would make it in with patch 7 but I really don't know the technical aspects. Unfortunate.
Did this mod have something like "Summoner Level scaling" affect each of a summon's stats? It was written in like code and capitals SUMMONER_LEVEL_SCALING +3. To each stat, each hit of a summon and their hp. Note that this was under inactives in BG3MM. I have somehow managed to lose it entirely. All i did was install a few mods like owlbear cub find familiar. Better bing bong, which is a brown override mod. Could it override this scaling. Oh it also added extra attack to every summon on character level 6 i think and improved ex atk at 11. I quite enjoyed this. However cant get it back anymore, even when putting this mod in actives. My load order looks like this, This is just a few mods, in reality i have 300+ ive just picked out a few that i think might affect the summons. MCM CommunityLibrary Combat Extender AI Scratch and Shovel Unlock Summon Skills Unofficial Bug fixer AI Allies Summon Utility Summon Utility Nerfed Scaling Automated Summons SE Compatibiity Framework Bunch of targeted spell tweaks(multiple mods) Death March The summoner Level buff (sync toggle) can be used alone right, and have their AI controlled by Automated Summons, meaning i am not activating Summoner Utility AI toggle. I dont know if their level scaling should take affect immidently after summoning or does it trigger in combat.
This is from a different mod then, the scaling here does not do that. the non-nerfed version increases each ability point by 1 per the summoner's level, increase HP by x3 the summoner's level and increase movement points by 3.
The nerfed addon will replace this scaling with +1 damage/HP per the summoner's level.
I see. I think there should be another version of nerfed with ability boost as well kinda like balanced, inbetween. The normal version makes your summons way too op and well the nerfed is fine, besides not giving ability points. Maybe i am wrong, but wouldnt they miss targets have bad DCs when facing higher level enemies? With Enemy Stats etc scaling, which most people will probably use enemies will easily be in some cases up to level 20. I am the odd one out as i plan on using a level 60 cap. No idea what chaos will happen, but since i like multiclassing, might as well have enemies scale near my level. Can always be disabled with no consequences as well. I wish i had a way to find what that mod was that tweaked my game like that. Cause i have no idea.
I reached level 13. Necro wizard level 9. For some reason all of my summons such as valkrana ones have like 29-40 in ability stats, which is insane. I am using nerfed version as well latest version on both. EDIT: Sorry i am wrong, i used an older version, latest one does not scale stats. But has Not Found error. I am on patch 6
Since I am not experiencing this issue and cannot replicate it, I can't really fix it. However, I was informed that the passives themselves are usable and work fine; it’s just a localization issue.
It's possibly an issue on non-English versions of the game.
i have the latest updates of "improved ui", but even that diddnt helped...
but! i found a fix! solid and working!: use the converting tools "LSLib Toolkit" https://github.com/Norbyte/lslib/releases/tag/v1.19.5 and unpack the "SummonUtility.pak" - after that, repack it with minimum +40 priority!! i have tested it, and it works all the time now!
InfernalSkys? what priority have you used for packing your mod?
Testet it 4 times: no compression + 0 priority = not found no compression + 40 priority = all fine! LZ4 + 0 priority = not found LZ4 + 40 priority = all fine!
I guess this has to do with how "improved ui" handle mods that calls for something... i watched the same with the mod "Death Knight Class", without priority, the icons are begone. ;-)
Very interesting! Thank you for testing, it has been quite impossible for me to test this since I am not experiencing this issue. I'll reupload the file
I just downloaded the new files from one August for the main file. In mod manager though it still shows version 1.0 etcetera. I just wanted to confirm whether it should be showing the new version number you have showing on the file download page instead?
New features do require Script Extender in order to function. I believe the last version that didn't require it was 1.3.2. You can find it in the old files section.
What is the condition for passives to appear? Installed some mods recently, and want to be shure if im not broke enything. Do they only appear on companions when loading the game with them in the squad? Im recruit Karlach and Wyll, and they initialy dont get passives when joined my squad for the first time, only when save/load after.
Currently it listens for events that trigger when starting new game/entering area and also when loading a save game. I will add another one for when a character joins the party.
219 comments
Note that this was under inactives in BG3MM.
I have somehow managed to lose it entirely.
All i did was install a few mods like owlbear cub find familiar. Better bing bong, which is a brown override mod.
Could it override this scaling.
Oh it also added extra attack to every summon on character level 6 i think and improved ex atk at 11.
I quite enjoyed this. However cant get it back anymore, even when putting this mod in actives.
My load order looks like this, This is just a few mods, in reality i have 300+ ive just picked out a few that i think might affect the summons.
MCM
CommunityLibrary
Combat Extender AI
Scratch and Shovel
Unlock Summon Skills
Unofficial Bug fixer
AI Allies
Summon Utility
Summon Utility Nerfed Scaling
Automated Summons SE
Compatibiity Framework
Bunch of targeted spell tweaks(multiple mods)
Death March
The summoner Level buff (sync toggle) can be used alone right, and have their AI controlled by Automated Summons, meaning i am not activating Summoner Utility AI toggle.
I dont know if their level scaling should take affect immidently after summoning or does it trigger in combat.
The nerfed addon will replace this scaling with +1 damage/HP per the summoner's level.
The normal version makes your summons way too op and well the nerfed is fine, besides not giving ability points. Maybe i am wrong, but wouldnt they miss targets have bad DCs when facing higher level enemies? With Enemy Stats etc scaling, which most people will probably use enemies will easily be in some cases up to level 20. I am the odd one out as i plan on using a level 60 cap. No idea what chaos will happen, but since i like multiclassing, might as well have enemies scale near my level. Can always be disabled with no consequences as well.
I wish i had a way to find what that mod was that tweaked my game like that. Cause i have no idea.
For some reason all of my summons such as valkrana ones have like 29-40 in ability stats, which is insane.
I am using nerfed version as well latest version on both.
EDIT: Sorry i am wrong, i used an older version, latest one does not scale stats. But has Not Found error. I am on patch 6
It's possibly an issue on non-English versions of the game.
Just to clarify, was the solution to update an outdated version or to install it as an addition to your mods?
but! i found a fix! solid and working!: use the converting tools "LSLib Toolkit" https://github.com/Norbyte/lslib/releases/tag/v1.19.5 and unpack the "SummonUtility.pak" - after that, repack it with minimum +40 priority!! i have tested it, and it works all the time now!
InfernalSkys? what priority have you used for packing your mod?
no compression + 0 priority = not found
no compression + 40 priority = all fine!
LZ4 + 0 priority = not found
LZ4 + 40 priority = all fine!
I guess this has to do with how "improved ui" handle mods that calls for something... i watched the same with the mod "Death Knight Class", without priority, the icons are begone. ;-)
Both of them (AI Allies) ;-)
(^_^)
I'm still getting used to figuring out what mods work on Mac and what mods don't haha