Haha, brilliant! Congratulations, you've used up all your luck on that less than 1% chance. Happy someone else enjoys that feeling of seeing what random bone dude you get at the start of combat. Just now, I finally got a wild magic skeleton for the first time during testing.
got mine at the first set of gnolls. Had to run away and let my summons gang up on it. Luckly I had about 20 summons going in my solo run. Was playing the Necromancer Warlock https://www.nexusmods.com/baldursgate3/mods/394 link to necromancer warlock.
Really enjoy it for my necromancer run. though I dont like that I have to disable the mod if I play another run that doesnt use summons. maybe a toggle spell to turn it on/off in game would be great.
Congrats! You got it after it got the mini-boss treatment with legendary action and [redacted] mechanics, yeah? Did your dudes annihilate it? Dread Overlord is a great mod.
I recommend getting BG3MM for easy load order swapping.
Omg, I just got a gilded skeleton in a difficult battle! ._. I barely managed to kill it, basically everyone had 1 hp by the end of it, and poor Laezel got turned to gold. What do I do? She's just stuck like that. XD I suppose I'll have to kill her then resurrect her, huh. Sad day. Or maybe not, I got the limited edition bone, so the golden gith was totally worth it. Heading into Moonrise will be extra fun.
Hi. Using this mod alongside AI Allies seems to cause a ton of crashes. Mostly in the bigger fights where the moment I defeat the boss, the game insta desktops me. I am only using the AI mod on 1 ally. If I kill the random skeleton ally before the battle ends, everything works fine. Could it be a load order issue or would these mods conflict with each other too much? My load order looks like this.
Spoiler:
Show
Animate dead++ Animate dead++ Passives Animate dead++ Perma addon Valkrana Skele Crew Nightmare Diff Stronger Bosses Stronger Bosses - EE Tact+ Health Tact+ Stats AI Allies.
I'm not really sure why that interaction would occur. If you can enable Lua logging for SE and send me the log surrounding the crash, I might be able to find something.
What this does at the end of combat is remove any skeletons spawned by the mod specifically. It's possible that AI Allies gives your allied dudes something that the game doesn't like disappearing alongside the skeleton, but that's just conjecture. I don't have the time to test it myself at the moment.
Had the same kind of conjecture. The timing of AI Allies trying to place my party members back in my party while Valkrana Skele Crew removes an ally from the party...yeah my pc might just be too slow to handle the interaction fast enough so it gives up. For the most part it is tolerable so I was just curious. If it gets much worse i'll send a log. Thanks.
Hmmm... may explain some of what I'm seeing while running both this and AI Allies... I have plenty of Lua-enabled SE logs (but I've never been able to make any sense of the passive statuses that seem to be occurring around the time of the crashes, as they're not consistent; and like Zail, it hasn't been intolerable, so I'll keep testing {lots of other potential culprits in my overly-ambitious l/o}).
Hello my friend and I have started using this mod and wanted to hold off on it until act 2. We disabled all three mods: encounters, Skeleton challenge and the feat file. When we start trying to reload the game we get crashes to desktop. Is there a safe way to uninstall this?
You probably won't have luck removing Encounters, because it spawns creatures onto your map. Encounters requires this mod. You can safely remove Skeletal Challenge in your scenario, then just don't take the feat that activates this mod.
Yeah. You can keep the Feat version of this mod without taking the feat (or re-spec if you already have it), and no friendly or hostile skeletons will spawn outside of the set-placed map encounters from the Undead Encounters mod.
Is it possible to disable the gilded skeleton? I really enjoy having the talent for random skele friends, but getting shafted by a random gold boy is less fun. I know it's rare but even a 1 in 200 chance of making combat way harder makes the feat a lot less appealing.
There isn't one. Assuming you have the Emporium mod since you're asking about it, you can open SE console and type and enter !vsem to get an idea of each. I'd do it at camp or somewhere less hardware intensive.
Summoned a gilded skeleton. Got my ass handed over to me at a crucial moment. Lost lot of gameplay time maybe hours and mentally suffering from it right now. It was so violent that I had to comeback to the mod page to get info on why it happened
Summon inventories are a problem afaik. Mage hand guy did it, but had to make them effectively a dummy player in so doing. Skeletons can pick up weapons though, and I will eventually capitalize on that.
I mean if we are going into the companion direction anyway, why not make a special companion exclusive to a certain class?
My head instantly floods with all sorts of cool ideas for this. Like their unique and bespoke equipment being part of the random loot pool, either upgradable or having stronger versions exclusive to harder enemies and/or bosses.
Accessd to all player classes if they take up an actual companion slot, or truncated player classes or bespoke ones (like the stuff coming with the ghouls race mod) if they are extra companions like Halsin in the goblin castle.
Or maybe make it so you have to craft your own undead companion with a hint of RNG by combining base loot such as bones, chunks of flesh and vendor trash equipment. That would make that kind of loot exciting for once. And I guess the simplest way would be by having the ability to summon a "soul" item and then combining that with the required ingredients one by one using the basic combination "crafting" tool used by the game and mods.
Going even further we could make copies of spell scrolls and change them into spells and abilities your undead company only can absorb.
Dang, maybe I should try my hands at modding too, but I don't know coding or game file structures...
Frankly, because most scaling anyone wants to do with companions and equipment is broken as all get out (and undermines rarity and loot in the latter). That and I'm not personally interested.
I do like to be able to equip my dudes at the tabletop though, and I'd implement it fully if the engine weren't against it being done in a way that isn't jank. I have been giving thought to some workarounds in that regard, though, but don't have the free time to code and test them alongside everything else.
Just like one of the posts has mentioned in the "Bugs" section, I also had a skele boy from the feat not die after combat. For the record, I did have both normal ability and the feat active on my character. One did despawn but the other stayed alive. Upon attacking it just to get rid of it, shadowheart suddenly turned hostile to the whole party but I could still control her. I had to make her flee to exit from combat mode. It wasn't the skeleton that goes against you after a battle i'm pretty sure otherwise i'd assume it would attack you immediately after whoever you fought. Hope i'm explaining myself well here lol just trying to be specific as I can if it helps. I really appreciate the mods! Almost forgot to mention long rest doesn't despawn them either.
Edit: So I decided to load before the combat started just to see what triggered it to happen. This time it did despawn after combat. My guess is it was actually in combat this time and could properly despawn as intended. I say that because the time it didn't despawn, it was far away from any interaction with the enemies. The way it happened was my character spawned them but because it spawned a bit further away from the combat area, it wasn't officially in combat along with my character and because the battle ended right after it spawned, there was nothing else for it to do but stand there lol
FYI to anyone who reads this: 1. As mentioned in the past, they will despawn after a long rest. 2. They'll now also despawn after a short rest. 3. You can manually remove them with !vsc_sweeper command in SE console. 4. These leftover skeletons aren't a common thing.
Weird. It did before. Might be the skill added with the subclass. What skill is it using? (Shouldn't've been the game freezing, just no animation playing.)
163 comments
I've been having fun seeing all the different skeletons. I even got a giant skeleton!
Was playing the Necromancer Warlock
https://www.nexusmods.com/baldursgate3/mods/394 link to necromancer warlock.
Really enjoy it for my necromancer run. though I dont like that I have to disable the mod if I play another run that doesnt use summons. maybe a toggle spell to turn it on/off in game would be great.
I recommend getting BG3MM for easy load order swapping.
You can use Basilisk Oil or the Restoration spell to return Lae'zel to flesh. It's like petrification, but they're gold instead of stone.
Could it be a load order issue or would these mods conflict with each other too much? My load order looks like this.
Animate dead++
Animate dead++ Passives
Animate dead++ Perma addon
Valkrana Skele Crew
Nightmare Diff
Stronger Bosses
Stronger Bosses - EE
Tact+ Health
Tact+ Stats
AI Allies.
What this does at the end of combat is remove any skeletons spawned by the mod specifically. It's possible that AI Allies gives your allied dudes something that the game doesn't like disappearing alongside the skeleton, but that's just conjecture. I don't have the time to test it myself at the moment.
I have plenty of Lua-enabled SE logs (but I've never been able to make any sense of the passive statuses that seem to be occurring around the time of the crashes, as they're not consistent; and like Zail, it hasn't been intolerable, so I'll keep testing {lots of other potential culprits in my overly-ambitious l/o}).
Thanks!
I miss my EQ1 Shadowknight and the ability to equip my skeleton companion with weapons and armor.
Ideally someone would make it part of a "death knight" class, or whatever Shadowknights are called in DnD.
I mean if we are going into the companion direction anyway, why not make a special companion exclusive to a certain class?
My head instantly floods with all sorts of cool ideas for this.
Like their unique and bespoke equipment being part of the random loot pool, either upgradable or having stronger versions exclusive to harder enemies and/or bosses.
Accessd to all player classes if they take up an actual companion slot, or truncated player classes or bespoke ones (like the stuff coming with the ghouls race mod) if they are extra companions like Halsin in the goblin castle.
Or maybe make it so you have to craft your own undead companion with a hint of RNG by combining base loot such as bones, chunks of flesh and vendor trash equipment. That would make that kind of loot exciting for once.
And I guess the simplest way would be by having the ability to summon a "soul" item and then combining that with the required ingredients one by one using the basic combination "crafting" tool used by the game and mods.
Going even further we could make copies of spell scrolls and change them into spells and abilities your undead company only can absorb.
Dang, maybe I should try my hands at modding too, but I don't know coding or game file structures...
I do like to be able to equip my dudes at the tabletop though, and I'd implement it fully if the engine weren't against it being done in a way that isn't jank. I have been giving thought to some workarounds in that regard, though, but don't have the free time to code and test them alongside everything else.
Edit: So I decided to load before the combat started just to see what triggered it to happen. This time it did despawn after combat. My guess is it was actually in combat this time and could properly despawn as intended. I say that because the time it didn't despawn, it was far away from any interaction with the enemies. The way it happened was my character spawned them but because it spawned a bit further away from the combat area, it wasn't officially in combat along with my character and because the battle ended right after it spawned, there was nothing else for it to do but stand there lol
(If one of these edge cases happen, they'll despawn after a long rest.)
1. As mentioned in the past, they will despawn after a long rest.
2. They'll now also despawn after a short rest.
3. You can manually remove them with !vsc_sweeper command in SE console.
4. These leftover skeletons aren't a common thing.