Patch 8: Larian fixed neither Undead Thralls (despite responding to my bug report) nor the longstanding bugs addressed by this mod, so if you spot something that's broken, leave a comment. Unlikely Larian'll fix it if it isn't related to someone's Second Life character. Undead Thralls Additional Summons is broken when upcasting. This is a vanilla bug. Fix here. Larian broke this at least once already with some console hotfix. Not sure what caused it this time, but I've submitted a bug report. When upcasting at 4th-level or higher, Undead Thralls' Additional Undead will come into effect for a split-second, allowing 4 targets, then drop to 3 targets.
Balance Observations Hundreds of tabletop sessions + multiple BG3 campaigns as a necro. Conservative when it comes to player power level. With that in mind, this mod was made at launch for myself, to fix bugs or oversights I'd discovered. Balance-wise, most is either fine or can be avoided. Some claim Toggle Corpse Requirements is imbalanced. However, 5e's Sage Advice tells us we can recycle skeletons. What's more, Animate Dead can normally be recast to reassert control over its undead overnight. That is, you shouldn't lose them after a long rest. Those're two noteworthy sources of corpses crossed out in BG3. My main concern is the necrotic damage on the skeleton's shortbow, but I don't want to remove it in a necromancy patch that so many use (Skeleton Shortbow Nerf). My advice: avoid the extra reanimation options besides the 3rd-level melee skeleton. These were added by request, and are not in line with the mod's balance.
"A SubMod of Animate Dead Plus Plus and Valkrana's Spellbook" If using this SubMod, please also download the fix from AD++ optional files. Otherwise, that mod will strip some undead of their Undead creature type, screw with Valkrana's Spellbook, erroneously add automation to undead, and probably more. It's still the case that this mod erroneously burns automation into some creatures, but I don't have the time to fix all these issues.
Necromancy Expanded NE mod has baked in support for an early version of the automation. Because of that, NE creatures always have automation.
Larian's mod manager and Mod.io Mod.io sucks. My mods work (mostly) perfectly fine as-is. There's little reason and no necessity to recreate mods in the Toolkit (which also royally blows for handling data) just to re-release on a dollar store mod platform.
Toggles Toggle non-lethal attacks or take a short rest to add toggles to your character. If this doesn't work, either directions aren't being followed, or another mod is at fault. Turn toggles off and on if one stops working after a long rest.
Good day, dear author. Help or tell me what I'm doing wrong. I turn off automation for the dead, but outside of combat I can control them, but during combat the AI controls them. Although I've already turned it on and off, the AI still controls them during combat. ANd i also don't have orange "Block Automation". How can this be fixed ?
Animation of the dead plus plus and added Undead Automation SE and they seemed to conflict somehow (strangely Nexus mod manager did not say anything about the conflict on disabling/enabling AI) I disabled the Undead Automation SE mod and the AI turned off. But now I can't create undead anywhere now it requires a corpse. But when I left only Undead Automation SE enabled, I was able to summon undead (zombies, skeletons) without a corpse, but the appearance of the archer's skeleton changed.
Hey! I just did a pure modding session and only really added Dread Overlord and this mod along with some other things and I'm having an issue where I have unlimited summons, is this normal? I have script extender v24 installed too.
Edit: A reinstall made it work. Going to file it under "Vortex likes to derp out"
So, I'm doing something wrong and I was wondering if someone could give me advice. the toggles do not appear when I short rest or toggle non-lethal. I installed this mod using Vortex, plus the Undead Thralls fix listed as a prereq. What could I be doing incorrectly?
Hello there !! best mod ever i should say , just wanted to bring to your attention this mod Necromancy extended: Raise Corpse spell for Baldur's Gate 3 - mod.io maybe to give you some awesode ideas to implement in your mod , it would be the ultimate necromancer experience i think , thanks again for your awesome mod
Thanks, but I've intentionally avoided this sort of thing. Besides the inherent balance issues, there were a lot of Glut annoyances from users and prospective modders early on that soured me to the idea.
Is there some way to disable the toggles? I love the mod, but I really dislike that it clutters my passive features tab, I like to look at it from time to time to reflect on a character's growth and having the toggles there breaks my immersion. I realize you can disable them momentarily, but they come back after every short rest.
By "disable" I assume you mean "remove" given the context, since you can disable them just fine. The answer is no, because Larian fucked hidden passives in patch 8, like many other things. So blame Larian. :(
Yes, I meant something like hide or remove, even more because I'll likely use the default setting for the whole game. It's a shame it used to be doable, but I'll live. Anyway, thank you for your great mods.
I have localized this mod into Chinese because previous translations were too outdated to use. How should I submit the translated XML file to you to complete the embedded localization?
It's generally better to upload your own TL to Nexus where possible, so you don't have to get in touch with me whenever you need to update (and so you can get DP if you want), but you can send me the file in a DM.
Currently I am not at a point in the game to test later summons but "Undead thralls" doesn't seem to work on "Animate Skeleton (Melee)" from this mod, even when I do have the Undead thralls fix. It does work on the vanilla archer skeleton and zombie. Level 3 spell slot only gives 1 skeleton, Level 4 gives 3, though I should note they still get the profiency bonus and extra health. I've tried the undead thralls fix both above and below this mod, so I don't think it's a load order issue (nothing I have below SHOULD matter I think) This is all assuming the melee skeletons aren't intentionally reduced in number for balance etc of course.
EDIT: Okay so this is actually a mod conflict with something, so going to check that instead. I guess something was making a change to undead thralls unexpectedly. Sorry for false report.
Sailorcat, I know this is not your mod but, I would not sure how to bring it to your attention if you wanted to take it over and update it for the people or make one of your own. It would go so when with your site of nerco mods. Maybe you have heard of it, "True Animate Dead" the creator appears to have orphaned the mod. I appears to work for the most part but, I am sure it could us a few updates. The modder created and spell call Animate Thrall that reanimated the actual body of the dead, it doesn't have the zombie look (body). I figured it does not hurt to bring it up and see if you were interested. I provided the link. I am sorry to bring this up on your mod forum. I know you are active with your mods, and this would be the easiest way to see what you thought about creating your own or working with what was already there. I am happy to move the discussion somewhere else if there even is a discussion. Thank you for your time.
1936 comments
Undead Thralls Additional Summons is broken when upcasting. This is a vanilla bug. Fix here.
Larian broke this at least once already with some console hotfix. Not sure what caused it this time, but I've submitted a bug report. When upcasting at 4th-level or higher, Undead Thralls' Additional Undead will come into effect for a split-second, allowing 4 targets, then drop to 3 targets.
Balance Observations
Hundreds of tabletop sessions + multiple BG3 campaigns as a necro. Conservative when it comes to player power level. With that in mind, this mod was made at launch for myself, to fix bugs or oversights I'd discovered. Balance-wise, most is either fine or can be avoided. Some claim Toggle Corpse Requirements is imbalanced. However, 5e's Sage Advice tells us we can recycle skeletons. What's more, Animate Dead can normally be recast to reassert control over its undead overnight. That is, you shouldn't lose them after a long rest. Those're two noteworthy sources of corpses crossed out in BG3. My main concern is the necrotic damage on the skeleton's shortbow, but I don't want to remove it in a necromancy patch that so many use (Skeleton Shortbow Nerf). My advice: avoid the extra reanimation options besides the 3rd-level melee skeleton. These were added by request, and are not in line with the mod's balance.
"A SubMod of Animate Dead Plus Plus and Valkrana's Spellbook"
If using this SubMod, please also download the fix from AD++ optional files. Otherwise, that mod will strip some undead of their Undead creature type, screw with Valkrana's Spellbook, erroneously add automation to undead, and probably more. It's still the case that this mod erroneously burns automation into some creatures, but I don't have the time to fix all these issues.
Necromancy Expanded
NE mod has baked in support for an early version of the automation. Because of that, NE creatures always have automation.
Larian's mod manager and Mod.io
Mod.io sucks. My mods work (mostly) perfectly fine as-is. There's little reason and no necessity to recreate mods in the Toolkit (which also royally blows for handling data) just to re-release on a dollar store mod platform.
Toggles
Toggle non-lethal attacks or take a short rest to add toggles to your character. If this doesn't work, either directions aren't being followed, or another mod is at fault. Turn toggles off and on if one stops working after a long rest.
We were on the Duergar boats in the Underdark.
Gale drowned.
10/10.
https://imgur.com/a/qITmpRz
So, I'm doing something wrong and I was wondering if someone could give me advice. the toggles do not appear when I short rest or toggle non-lethal. I installed this mod using Vortex, plus the Undead Thralls fix listed as a prereq. What could I be doing incorrectly?Currently I am not at a point in the game to test later summons but "Undead thralls" doesn't seem to work on "Animate Skeleton (Melee)" from this mod, even when I do have the Undead thralls fix.
It does work on the vanilla archer skeleton and zombie.
Level 3 spell slot only gives 1 skeleton, Level 4 gives 3, though I should note they still get the profiency bonus and extra health.
I've tried the undead thralls fix both above and below this mod, so I don't think it's a load order issue (nothing I have below SHOULD matter I think)
This is all assuming the melee skeletons aren't intentionally reduced in number for balance etc of course.
EDIT:
Okay so this is actually a mod conflict with something, so going to check that instead.
I guess something was making a change to undead thralls unexpectedly.
Sorry for false report.
https://www.nexusmods.com/baldursgate3/mods/3003?