Hello! I had a bug, I urge new campany (undead) but they did not call on .. I installed everything that I could but did not help (I urge you through spells)
хорошо, если вкратце: призываю новых скелетов или любую другую нежить, то она не появляется на поле боя, труп просто взрывается и всё(яйчека заклинания тратится)
Hey I have a bunch of your mods downloaded on a new playthrough. I am playing the new death domain cleric. I only can summon the base game summons with animate dead and all the others do the summon animation with the sigil but then dont appear. It also uses a spell slot so I tried downloading ritual casting (animate dead++) and same problem. I can summon as much as I want outside of combat but they dont appear just the same animation glitch. Went through every mod and pretty positive I have the correct load order. Do you know a fix to this?
Oh thank you for the clarification. Most of them are your mods do you mind if I send you the load order? Cause I’ve tried a ton of different orders and read the descriptions to see where they need to be placed and can’t find it. I’m sorry
You're welcome to send a screenshot. It's also the case that using the in-game mod manager can (and will) f*#@ up whatever load order you've set, so that's another point of failure to look out for. Sometimes, Vortex won't deploy properly, and you'll want to try and re-deploy.
I don’t know why it’s coming through like that but I can try to shoot you a message with a cleaned up list. It bunches all the mods together when I tried sending it in here
Has no one ever experienced skeletons jumping over the years breaking combat? The four times since full release i have come back to this game and it always happens. It goes down like this, a very small amount of time a skele will jump and it like quick ends the turn, doesn't complete the jump and breaks ai for enemies and summons, using SE automation too. The fish head one, not sure why there is two or where that came from but im pretty sure its bundled into SE. It effects all summons too, thats why I use it.
Is there any clues in there that could be a viable solution? Loading mid combat after the break fixes it however it completely ruins the fight as all the stats are reset and the game magic is gone. I've used a different mod load outs over the years each time I come back, this is the really the one mod that never leaves the load order. Thank you in advance.
I'm a huge fan of your work and this is the one mod I cannot live without honestly with my high-end difficulty campaign designs. I was not blaming your mod respectfully, I suppose I was thinking it might brandish a solution or another person's memory or experience with this problem. I use a pretty brand name mod set, you know, not much that isn't on the first 10 - 15 pages of nexus. Thats usually how it's always been. Thanks for the great work over the years, you truly deserve the credit.
I do have one final question for you. Would you say there is like a safe hard cap on max summons during combat? With all my characters, about 5 - 7 summons each, I guess we could be looking at anywhere from 35 - 50 summons in combat.
Thanks, and yeah, if I could think of a solution that isn't "make sure you don't have CX AI, CX, or mods that edit initiative", I would've answered, but the issue you're having just doesn't track with any of my experience.
As far as safe summons, I'm not sure. It's a mix of what your hardware can handle and what the engine can handle. There's no hard and fast rule besides the fewer the better. I've gone up to well over 50 in testing with no issue, but in practice, only ever used maybe 10 in rare circumstances (don't use many undead or summons in actual play myself).
Thats interesting you mention ai initiative, I just started using combat extender for the first time hoping that might correct the issue seeing all the praise its gotten, however that didn't change anything, I also use and have used the true initiative mod as well. Perhaps I cut those and see what happens. In the past I have used mithras combat enhancement stuff mostly.
Might use it if I can rip off the ghost effect, so pretty cool for that! I thought it was just a ghost when someone mentioned it, so thanks for the info. 4-armed ghosts was just part of the "ad" flavor text, but a reference to Valkrana's graftling race and some older skeletons from other editions.
Hey there! I'm loving the mod a lot, using it on my necro+death cleric duo run! <3
But as much as I enjoy it, I feel like the skelies with Mark of Putrefaction are waaaaaay too strong, especially combined with those 2 classes. It can be spammed endlessly, there's no save against it and it makes every necro spell lowkey OP.
I know it's an existing ability in the game and some enemies have it, but in players' hands it's a bit too strong and makes it pointless to use the other 50+ skellies. :( Just an opinion though!
I perfectly understand your goal weren't to make them super balanced necessarily, but instead to have far more options which is great and fun in itself. I just think it'd elevate the mod to the next level if we'd need to brainstorm before every fight/day what combinations of skeletons we should be using and what not. But I get that it'd be difficult/time-consuming to rebalance all of them (although I'm sure some members - I personally would as well - be happy to help if you'd even want to bother with it at all).
Also I understand the argument 'if you think its too strong, simply don't use it' which is true, but sometimes some things are so much fun you do want to use them you just can't because they're either too weak or too strong that they trivialize things.
I do get where you're coming from, but frankly, I just don't and won't design around people who play like that. There's nothing wrong with that sort of play—enjoy the game how you like—but it also shouldn't be the focus of design IMO. That said, I also know that some mobs need to be higher level spell slots. If I were serious about it, I'd move everything that isn't a reskin of your basic skeleton to at least a 5th-level slot. But I don't want to poop on people's fun with this one (when I use it, I just use the 3rd-level reskins).
Yeah it's perfectly understandable + the game is full of imbalanced stuff anyways (I'm looking at you Titanstring bow and the likes.)
I just really like the idea of this mod, and with a bit of tweaking it'd be 'next level' in my opinion. If you are willing I could give a couple suggestions here (or in DM) to consider, but if it'd then I'll just use and enjoy it as it is!
Honestly, I'd just be moving things to much higher spell slots wholesale if I did address things to any real extent. But I'll change the frequency with which the Reconstituted Marksman can use its ability, and increase its slot level, since as you said, it synergizes with necro way too heavily for something a necro will be using. Internally, the skill has a recharge of 3–6, but that doesn't work if a player is controlling it (I only ever use AI control besides).
Yeah that could be a nice solution for the putrefaction mark indeed, I'd limit its usage by quite a bit. Also having the AI to control them might be more balanced indeed, I'll give that a try!
There are other minor things that I'd personally look into/change, such as some of the melee skellies have very low STR despite wielding great weapons (more often than not they have 10 STR but 14 DEX). Also the base skeleton archers (and the marksman too) have a +d10 necrotic damage (due to their makeshift bows) while the melees don't, which makes them far stronger than almost any of the other 3rd level options. I'd either remove that bow or give the extra +d10 damage (or some other buff) to other skellies of the same level as well.
So yes, just some smaller tweaks here and there that could probably go a long way.
There's a mod to nerf the bows. Did update just now to change the Reconstituted Marksman. As for the melee ones, level 3's are intentionally just everyday skeletons, anything that isn't Larian.
Hey there! Sorry for asking but undead thralls additional undead doesn't seem to summon one extra (when using animate dead++), you probably answered it already I just can't search for it. :(
When I'm trying to summon the normal 3 it works, just not with the custom ones. Thx a lot for the help in advance!
Are you using the Undead Thralls Fix, and is it loaded late on your list, and what creatures, and are you using Warlock slots? Just double-checked, and it's working fine with both VSE and AD++ spells with wizard slots. You can also try to respec to see if that makes a difference. Osi.StartRespec(GetHostCharacter()) in SE console.
For some reason, it's a little bit finicky (on my end at least), when I level up it stops working again, sometimes it gets fixed by respecing again, other times it needs a restart to work.
I personally don't mind it too much as long as I can make it work, just thought I'd report it.
Ive been trying to get this mod list to work (dread overlord + valkranas emporium + animate dead ++) but the game refuses to increase the animate dead (gotten from dread overlord passive) spell to my warlock level and add the corresponding undead to it, the other animate dead spell (added from the DreadOverlordAddOn for animate dead ++ ) that uses warlock spell slots bugs out at 5th level and removes all the 4th level summons from emporium. Im crashing out, any help would be greatly appreciated! Please and Thank You!
The mods (I saw your mod list for testing so I tried making it identical even turned back the patches) (Ive even tried creating new characters in old saves from 2023 too)
The long rest animate dead (from dreadwarlock passive)
The spell slots animate dead (from DreadOverlordAddOn)
If theres nothing to be done and its a strange twist of fate that refuses to let me play properly. Im prepared to bite the bullet and go on cus I absolutely love the mods that you and dread overlord have created. Thanks!
It's due to how it's being unlocked for Dread Overlord (which is due to warlock spell slots being stupid as f*#@ in BG3). It'll work fine with other warlock subclasses.
273 comments
FYI: Your mods are the reason why I keep playing BG3, makes Necromancy feel so good.
Is there any clues in there that could be a viable solution? Loading mid combat after the break fixes it however it completely ruins the fight as all the stats are reset and the game magic is gone. I've used a different mod load outs over the years each time I come back, this is the really the one mod that never leaves the load order. Thank you in advance.
I do have one final question for you. Would you say there is like a safe hard cap on max summons during combat? With all my characters, about 5 - 7 summons each, I guess we could be looking at anywhere from 35 - 50 summons in combat.
As far as safe summons, I'm not sure. It's a mix of what your hardware can handle and what the engine can handle. There's no hard and fast rule besides the fewer the better. I've gone up to well over 50 in testing with no issue, but in practice, only ever used maybe 10 in rare circumstances (don't use many undead or summons in actual play myself).
But as much as I enjoy it, I feel like the skelies with Mark of Putrefaction are waaaaaay too strong, especially combined with those 2 classes. It can be spammed endlessly, there's no save against it and it makes every necro spell lowkey OP.
I know it's an existing ability in the game and some enemies have it, but in players' hands it's a bit too strong and makes it pointless to use the other 50+ skellies. :( Just an opinion though!
Also I understand the argument 'if you think its too strong, simply don't use it' which is true, but sometimes some things are so much fun you do want to use them you just can't because they're either too weak or too strong that they trivialize things.
I just really like the idea of this mod, and with a bit of tweaking it'd be 'next level' in my opinion. If you are willing I could give a couple suggestions here (or in DM) to consider, but if it'd then I'll just use and enjoy it as it is!
There are other minor things that I'd personally look into/change, such as some of the melee skellies have very low STR despite wielding great weapons (more often than not they have 10 STR but 14 DEX). Also the base skeleton archers (and the marksman too) have a +d10 necrotic damage (due to their makeshift bows) while the melees don't, which makes them far stronger than almost any of the other 3rd level options. I'd either remove that bow or give the extra +d10 damage (or some other buff) to other skellies of the same level as well.
So yes, just some smaller tweaks here and there that could probably go a long way.
When I'm trying to summon the normal 3 it works, just not with the custom ones. Thx a lot for the help in advance!
Thanks I'll give respecing a try!
I personally don't mind it too much as long as I can make it work, just thought I'd report it.
The mods (I saw your mod list for testing so I tried making it identical even turned back the patches) (Ive even tried creating new characters in old saves from 2023 too)
The long rest animate dead (from dreadwarlock passive)
The spell slots animate dead (from DreadOverlordAddOn)
If theres nothing to be done and its a strange twist of fate that refuses to let me play properly. Im prepared to bite the bullet and go on cus I absolutely love the mods that you and dread overlord have created. Thanks!