The Skeletons seems to have an unlabeled -HP modifier when they first spawn in combat, which is fine. That is until reloading a save mid combat where the -HP modifier is removed and the Skeletons HP essentially increases mid fight due to a reload. What is this HP reducing effect and how do I make it so it doesn't reset mid combat save? I'm fine either with or without but its super annoying that the HP is different whether I reload a save or not.
How the HP modifier looks like in the first fight in the Nautiloid. On a reload of this save the -8 HP disappears and the Skeleton gets 16/16 HP for the rest of combat.
I reduced my modlist as much as possible to do the test.
This was tactician, I was reading the Article 'Boosts' on this page and it seems Skeletons should have their HP halved when players are below level 4.
Player-character level lower than 4: Skeletons have half HP, no bonus cold damage, and no bonus to initiative. Half HP takes a few seconds to come into effect due to BG3 engine timing. Max 2 skeletons per encounter on the Nautiloid.
There's still the issue of this change in HP disappearing when loading a save mid-combat though, which I presume is not intentional.
Yeah, you're right, sorry. I was thinking of the Nautiloid. It's not intentional, but I am aware that boosts will be removed on reload. It's an unfortunate engine idiosyncrasy, but it's limited to this functionality in this mod (HP), so the rest should be safe.
Thank you! It's easy enough to deal with, just something I noticed.
Is there a way to influence the levels that the Skeletons come in? I tried using Combat Extender's "Level" and "MaxLevel" configs but it only seems to apply to the Skeletons after the fight is finished and they're already dead. Is there another way to influence the skeletons' levels?
Unless there's some internal level reckoning that CX uses as a hook for its buff/debuff application, levels don't actually mean anything for skeletons besides the archetype skeletons you get starting at level 8, and some bosses. They're tied to race and class progressions that most skeletons just don't have.
It's possible to use the SetLevel() function in SE console (and this mod does level skeletons at a rate of something like 1:4 to your party level IIRC).
There are LevelIncrement stuff that depends on the target's level which I'd like to be able to fine-tune with the Skeleton's Levels. Scaling at 1/4 of your Party Level sounds pretty good actually, I'd like to be able to edit it myself but I'll try tinkering inside the pak file for that.
If there were optional mods to change the levels of the skeletons that would be appreciated, but that's a very niche request so I'm not expecting it. I'll try looking inside the mod, like trying to make it 1/2 the Party Level instead.
I managed to edit the pak files to make the skeletons the same level as the player character for combat extender. If you haven't been able to do so, I can help with that.
....I nuked my mod load order and updated. I hope you're happy! lol but in all seriousness, very fun! Cursed Tav, hunted by angry skeletons. really changed things up. Really whupped me with an unlucky roll when I was testing 🤣better get used to that I guess. I'll be keeping an eye out for any more mods to make me abandon my save. Thanks for all your hard work, it's really made a great game even more special!
Haha, I hope it can add something fun to your new playthrough at least. I usually use the Skill Issue edition to keep it fresh and so battles don't drag out, but I've seen many play with the full version, too.
I am using the skill issue one currently. Mostly because I am using other encounter mods, including your own undead one. Mostly...😂 It already has been fun, it's neat seeing what random skeleton will come up next, both for and against me. I've definitely been saved by a skeletal ally more than once, either with them soaking damage, or getting a lucky hit in.
Let's say if a team member is your 5th party member and he has the limited bones.
If he used the limited bones to summon a skeleton and it didn't diebefore long rest. When you long rest, (PixellBytes' Adjustable Party Limit will let you dismiss the 5th party member before long rest), the skeleton becomes the summons for TAV and it stays even it's dead.
Replied to this earlier and Nexus ate my comment. Great. It's a known issue that I addressed in Command Undead and Control Undead Complete. It's something Larian does when you dismiss. PITA to address. For now, fix is to not use em with people you plan to get rid of.
Realized that might've been terse af. Was typing while gaming, and Nexus deleted the original so I was blasting it out. It's something I know about and can fix, just haven't gotten around to it in this mod. The "solution" is still the same for now, though.
Do yourself a favor and use "Skill Issue" version if you are also using Savage Enemy Doubler. Otherwise every initiative is a feedback loop of clones + summons until the upper limit of 40+ is reached.
When I was troubleshooting it over a month ago adjusting any of the settings in the Savage Enemy MCM had no effect on changing that so I finally swapped to the skill issue file
I've come to this mod after not having used it in a little over a year to see you added a, "Skill issue edition". The deep belly rumbling laugh reading that caused, words do no justice haha!!!
Time to re-add this to my game, along with Absolute Wrath, and go through Honour Mode once more.
319 comments
How the HP modifier looks like in the first fight in the Nautiloid. On a reload of this save the -8 HP disappears and the
Skeleton gets 16/16 HP for the rest of combat.
I reduced my modlist as much as possible to do the test.
There's still the issue of this change in HP disappearing when loading a save mid-combat though, which I presume is not intentional.
Is there a way to influence the levels that the Skeletons come in? I tried using Combat Extender's "Level" and "MaxLevel" configs but it only seems to apply to the Skeletons after the fight is finished and they're already dead. Is there another way to influence the skeletons' levels?
It's possible to use the SetLevel() function in SE console (and this mod does level skeletons at a rate of something like 1:4 to your party level IIRC).
If there were optional mods to change the levels of the skeletons that would be appreciated, but that's a very niche request so I'm not expecting it. I'll try looking inside the mod, like trying to make it 1/2 the Party Level instead.
your skeleton just killed his majesty
Let's say if a team member is your 5th party member and he has the limited bones.
If he used the limited bones to summon a skeleton and it didn't diebefore long rest. When you long rest, (PixellBytes' Adjustable Party Limit will let you dismiss the 5th party member before long rest), the skeleton becomes the summons for TAV and it stays even it's dead.
Any way to fix this?
Thanks
love the mod though, makes my latest duo playthrough so much more chaotic and unpredictable
When I was troubleshooting it over a month ago adjusting any of the settings in the Savage Enemy MCM had no effect on changing that so I finally swapped to the skill issue file
Time to re-add this to my game, along with Absolute Wrath, and go through Honour Mode once more.
Is it safe to download this mod mid play-through?