File information

Last updated

Original upload

Created by

dragoni7

Uploaded by

dragoni7

Virus scan

Safe to use

Tags for this mod

23 comments

  1. Illidan277
    Illidan277
    • member
    • 0 kudos
    I found a glitch when playing with a big-ish modset that I made.  Not sure exactly what's causing it, but whenever I killed (or looted, not sure exactly which) the Worshipers of Talos encounter and loaded the save with them dead/the loot in my inventory, I was suddenly unable to interact with things.  Couldn't start dialogues with party members/NPCs, couldn't go to camp, if I tried using Warp it would only warp the active character and nobody else, and if I were to save with this glitch active it would always list my location as wherever I loaded the save, not my current location (ex: loaded save in Grymforge, then went to the goblin camp and saved, but the save said Locaton: Grymforge)

    Again, I'm not sure exactly what caused it, but I was able to load a save before killing/looting them and was fine, but after killing/looting I was glitched, so it seems to be connected to that encounter specifically.
    1. Wikt0r1us
      Wikt0r1us
      • premium
      • 7 kudos
      If you can't start dialogues or interact with things it's usually because something is being calculated like inventory items or something else in script extender. If you have way too many items in your camp chest and try to transfer them you'll see what I mean.
  2. Cahooots
    Cahooots
    • member
    • 10 kudos
    Has anyone noticed a bug with the Talos worshipper fight in the Underdark? When the cleric (Dahlia) enters her second phase (forgot the name of the spell, but when she enlarges), she gets the passive "Destructive Revenge". From the tooltip, it's supposed to reflect all PHYSICAL damage back to the attacker as Thunder damage. However in my playthroughs, ALL damage is reflected back as both Thunder AND Bludgeoning damage. In other words, all damage is reflected as double the amount. 

    The passive as-is would already be extremely strong if not over the top, but with the bug it just makes the fight stupid. Since it's a passive and not a reaction, even hitting her with Hold Person won't stop the damage reflect.

    This obviously completely breaks the fight, especially if using a mod like Combat Extender that increases enemy health, as to kill her, you're forced to tank DOUBLE her health across her party before even taking into account any damage she does herself. Wouldn't be a huge deal if she was a low hp enemy, but unfortunately she's not.
  3. Drirlake
    Drirlake
    • premium
    • 1 kudos
    What is the gith checkpoint encounter? Do you mean at the mountain pass? There is nothing there after the gith leave.
    1. Illidan277
      Illidan277
      • member
      • 0 kudos
      Its hidden to the south a bit from the bridge encounter with the Gith.  If you go to the Gith encounter location and head south, you'll see a place that you can jump across.  Normally it leads to a place to overlook the Goblin Camp and a secret passage to Priestess Gut's room that you can only enter as a critter.  There you'll find a bunch of Red Dragonborn doing a magic thingy.  Also, found this out, they don't aggro if you just shoot at them from outside their vision, even if you aren't stealth'd.  Just spammed bowshots until I was able to kill them before they got their 'out of combat heal' off.
  4. killjoint666
    killjoint666
    • member
    • 0 kudos
    So I installed this mod and then had to do a restart (unrelated to the mod) with a few new mods mixed in, and now the encounters won't load. Started a new game, same thing. Not sure what is conflicting but any advice would be appreciated.
  5. deleted192233552
    deleted192233552
    • account closed
    • 0 kudos
    I've been playing for a few hours and haven't noticed any additional encounters.  What am I supposed to be looking for?  Thanks!
    1. dragoni7
      dragoni7
      • member
      • 4 kudos
      There's an article on the mod page that shows each location if you can't find them
      https://www.nexusmods.com/baldursgate3/articles/543
    2. deleted192233552
      deleted192233552
      • account closed
      • 0 kudos
      Thanks!
  6. Sylien
    Sylien
    • premium
    • 2 kudos
    Hi! As the person who's taken on the - maybe futile - task of fixing up Additional Enemies, I just want to pass on one warning, when adding new enemies: ensure you don't copy existing enemies that aren't just grunts. Every single enemy that has dialogue, even with speak with animals, are unique and cannot be copied. If you kill a clone of an enemy, it breaks the original enemy, and you can't communicate with them anymore. So yeah, just wanted to warn you ahead of time! I love that you're making a mod like this! Godspeed to ya!
    1. DemonEyesZero
      DemonEyesZero
      • member
      • 6 kudos
      Yes i agree Sylien, Additional Enemies top problem was clones but this mod seem to not follow that by this sentence

      • This mod does not alter any base game encounters.
    2. Sylien
      Sylien
      • premium
      • 2 kudos
      @DemonEyesZero Sadly, at a glance, neither does Additional Enemies. It only indirectly changes any base game encounters, by corrupting NPCs. Thus, I wanted to warn @dragoni7 ahead of time 😅
    3. dragoni7
      dragoni7
      • member
      • 4 kudos
      Thanks for the heads up!
      I tried to avoid having enemies inherit from important enemies, or enemies with anubis config name and speaker group list attributes.
      Most of the enemies inherit from base or citizen templates.

      So hopefully this mod doesn't run into the same issues!

      I will add a link to the source code on GitHub just in case anyone wants to check it out tho!
    4. DemonEyesZero
      DemonEyesZero
      • member
      • 6 kudos
      @Sylien yea i know i just dont like few placement in Additional Enemies where some get stuck and sum r place in the way in events, Other then that Additional Enemies would be perfect from the stuff u fix already. @dragoni7 Yeah long as they dont effect major quests and stuff it should be fine, in main OG Additional Enemies Mod had issues where it clone major bosses and those bosses effect there real self, either crashin game or disappear from quests, i say go the death march mod type route where it adds encounters in fights and like Additional Enemies mod add in open spaces that r super empty but all in all i want to see a great mod 
  7. headdownrunna
    headdownrunna
    • supporter
    • 1 kudos
    Sorry my mistake.. no issues with your mod, I was using an outdated version of VFX. 
  8. InDepKiller
    InDepKiller
    • member
    • 1 kudos
    Is it compatible with death march and additional encounters enemies?
    1. dragoni7
      dragoni7
      • member
      • 4 kudos
      As long as the enemies from those mods aren't in the same area. Otherwise there will be overlap
  9. Erick4401
    Erick4401
    • member
    • 0 kudos
    I like the concept of the items and would love to use this mod but the 5e spells mod adds too much content for me, some other mods put it as optional, is it really a requirement??
    1. dragoni7
      dragoni7
      • member
      • 4 kudos
      Some enemies have 5e Spells in their spells list. I haven't tested it without 5e but I assume it would still work since the missing spell would be ignored
  10. BNodius
    BNodius
    • member
    • 2 kudos
    Can this be added and will the encounters function mid game?
    1. dragoni7
      dragoni7
      • member
      • 4 kudos
      It will only add the encounters to areas not loaded