A little clarification on how the mod works. The Act 1 mod is a copy of the original Levels\WLD_Main_A\Characters\_merged.lsf file with a modified MapKey parameter for each creature. So it "spawns" copies of the creatures at the same coordinates and with the same parameters including loot. The original file has 65000 lines. It contains parameters about NPCs, corpses and for example spawn points of Bulette. When updating the mod I will delete or change these parameters.
If you decide to update to a newer version of the mod, the save most likely will not load. Because the game will check for missing parameters and will crash.
Act 1 1.5 released 1) Bugfixes 2) Now more enemies affected, report if you find any that are not doubled. Except Hag and OwlBear ofc.
Act 2 and Creche 0.5 released
The parameters that affect Creche and Act 2 are in other files. These files can be paired with any version of the Act 1 mod.
in case i never make a mod with it here a script to double enemy in fight we's you the copy is not always perfect but it seem to work fine 99% of the time at least it's enough for me i post it here in case it give you idea to continue your mod (right now i just write that in the console when i am in fight)
party = {} for key, item in ipairs(Osi.DB_PartyMembers:Get(nil)) do table.insert(party,item[1]) end for key, item in ipairs(Osi.DB_PartyMembers:Get(nil)) do Osi.DB_Is_InCombat:Delete(item[1], nil) end enemyWithDoublon = {} for key, item in ipairs(Osi.DB_Is_InCombat:Get(nil,nil)) do for i = #party,1,-1 doif(IsEnemy(item[1],party[i]) == 1) then table.insert (enemyWithDoublon, item[1])end end end local seen = {} enemy = {} for key,item in ipairs(enemyWithDoublon) do if (not seen[item]) then table.insert(enemy, item) seen[item] = true end end for key, item in ipairs(enemy) do print (item) x,y,z = GetPosition(item) template = GetTemplate (item) newGuy = CreateAt (template, x, y, z, 1, 0, "") Transform(newGuy, item, "60434d3e-38ce-4b74-a483-cf88fa2940ac") Osi.SetFaction(newGuy,GetFaction(item)) Osi.CopyCharacterEquipment (newGuy, item) Osi.SetCharacterLootable (newGuy, 0) end
Thank you! But I'm not very familiar with BG3 script, so I probably won't do this type of mod. But maybe someone brave enough will do it. I'll stick this comment.
Hey, I'm not sure if someone knows how to fix this issue i'm having but whenever i go to fight Thorm and defeat him, I go through the portal and then my game crashes. It looks as though there's enemies in the base of the tower still because when it starts to load i can hear the encounter sound and see people crouching in the background. I've tried going back to an earlier save to send companions back to camp thinking that would solve the problem but it is still happening... Any help would be much appreciated :)
I like the idea of doubling the enemy but can you choose which enemy is doubled. I find it not immersive fighting npc clones like those named bandits at the crypt, I fooled one group to retreat and still their clones are there. Instaed can you choose that the not named monsters that is doubled if possible.
Is it possible that some creatures spawn without their complete inventory because of this mod ? In goblin camp, I have Klagga (the blue pant gobelin) who has lost the dwarf poetry "someone robbed it", and Gribbo, the guardian of Volo, has lost the key of the cell, blocking the dialogs to free him
I love your mod, but I would like to make some changes for myself, like duplicate some npcs-enemies that are not currently in the mod. I have unpacked the files but as you said, it has so many lines I get lost, also I have no idea how to locate npcs on the files. Could you tell me where to start to know these things? How do you find certain enemies-npcs on these files? also what is the difference between _merged.lsf.lsx and _merged.lsx? sorry if I ask too much
A lot of people are being very demanding of you finishing act 3. Regardless of if you finish it I would you to know this is a tremendous mod that has been an absolute pleasure to use. I check back every few days to check for updates. Just know you've done a great job!
110 comments
The Act 1 mod is a copy of the original Levels\WLD_Main_A\Characters\_merged.lsf file with a modified MapKey parameter for each creature.
So it "spawns" copies of the creatures at the same coordinates and with the same parameters including loot.
The original file has 65000 lines. It contains parameters about NPCs, corpses and for example spawn points of Bulette.
When updating the mod I will delete or change these parameters.
If you decide to update to a newer version of the mod, the save most likely will not load.
Because the game will check for missing parameters and will crash.
Act 1 1.5 released
1) Bugfixes
2) Now more enemies affected, report if you find any that are not doubled. Except Hag and OwlBear ofc.
Act 2 and Creche 0.5 released
The parameters that affect Creche and Act 2 are in other files.
These files can be paired with any version of the Act 1 mod.
(right now i just write that in the console when i am in fight)
party = {} for key, item in ipairs(Osi.DB_PartyMembers:Get(nil)) do table.insert(party,item[1]) end for key, item in ipairs(Osi.DB_PartyMembers:Get(nil)) do Osi.DB_Is_InCombat:Delete(item[1], nil) end enemyWithDoublon = {} for key, item in ipairs(Osi.DB_Is_InCombat:Get(nil,nil)) do for i = #party,1,-1 doif(IsEnemy(item[1],party[i]) == 1) then table.insert (enemyWithDoublon, item[1])end end end local seen = {} enemy = {} for key,item in ipairs(enemyWithDoublon) do if (not seen[item]) then table.insert(enemy, item) seen[item] = true end end for key, item in ipairs(enemy) do print (item) x,y,z = GetPosition(item) template = GetTemplate (item) newGuy = CreateAt (template, x, y, z, 1, 0, "") Transform(newGuy, item, "60434d3e-38ce-4b74-a483-cf88fa2940ac") Osi.SetFaction(newGuy,GetFaction(item)) Osi.CopyCharacterEquipment (newGuy, item) Osi.SetCharacterLootable (newGuy, 0) end
In goblin camp, I have Klagga (the blue pant gobelin) who has lost the dwarf poetry "someone robbed it", and Gribbo, the guardian of Volo, has lost the key of the cell, blocking the dialogs to free him
thank you