Notes: * You MUST reload the game once for the mod to activate. It's a simple F5 then F8. * Spawn rate is 2-20 minutes (10d20 turns, each turn being 6 seconds) * Spawn rate can be INCREASED by toggling your companions spawn passive on or off to modify the spawn rates as needed (default is OFF for spawns). * Goblin Plaguedoctor is a random spawn on the same list as the rest. With The Plague also active, the Plague version of the Goblin Plaguedoctor will spawn until you have the Plaguedoctor's Book of Pathogens. The book will not prevent the standard spawn. * BEFORE posting a bug report or comment about spawn rates, please check the following: - Make sure your file is updated. Post the version you are using. - Make sure companion Random Spawn passives are toggled OFF. Post this to confirm you checked. - If you see bones and skulls floating before a spawn, don't post it as a bug, it is the Call for Backup taking effect. - If you are using the Difficulty Increase passive, it has a bug that I cannot fix, so I worked around it. Once your spawn has the Scaling buff, it will not only reflect the damage you do, but also trigger the Scaling damage. To fix this I halved some of the figures, but rounding in this game is screwy, so the math you see may not make sense. Regardless, it DOES increase the difficulty and it DOES mean the character that does the damage gets the reflect now (versus it always hitting Tav like before). Upcoming changes (next bug fix): * Recent changes: * Fixed a spawning issue * Fixed an issue with some spawns not being aggressive (I think). If they continue to be a problem, DM me on the BG3 Discord (same name) * Added pets to Extras Pack, pulled and modified from The Hunted * v 2.2.11 - Disables AI use of Animating Spores (mod version only, does not affect Glut)
I have been using the mod and enjoying it, but I noticed that my main character (who is using an AI mod) is spamming skills he should not have, like animating spores. Can I remove or disable those in any way? :)
Fixed. I added the following line to the mod version. It won't affect Glut at all. If you continue having issues with this, let me know. I may have bugs, but I do try to fix them quickly.
data "AIFlags" "CanNotUse"
As a note, this mod has it's own AI functionality. CX AI works well with it.
Found a couple of odd things, now i do have a lot of mods. However random spawns was only toggled on shadowheart(random party member not leader if it matters). Most of my party members with modded classes didnt even seem to get the toggle. Each time a random encounter comes, they have certain hp, first time when hit their hp gets scaled up, maybe 50% and game shows like they healed. This might be cause of other enemy difficulty mods i have like combat extender or absolute wrath. Not sure. Another more annoying thing that happened was an undead Apostate Destroyer spawned, i thought id use Control Undead on it. And after i did it followed me around, however for some reason all of the later spawns near the spider matriarch started to get frozen status. Permanent, all instances of damages were 0 and they were always out of combat. Any ideas? Is the hp scaling thing normal?
Tav gets the passives by default. Companions can be given passives via a spell in the AI container.
The HP regen you mentioned is intended. It prevents instanuking random spawns and scales their HP and damage based on Tav's level.
And yeah, don't raise dead random spawns. I have code in there to make them behave how I need them to behave, making them friendly has not been planned for and may get... weird.
Thats a bit dissapointing, controlling undead and npcs is kinda what i like to do :D Otherwise a nice mod tho, i would hope that you consider enabling controlling them if you could. If its not ever intended then thats fine as well.
Won't ever happen, would cause too many other issues. There are plenty of Undead from the base game to mess around with. There are other mods that use Undead, too, one force-spawns them every fight.
Using version 2.2.8 companion Random Spawn passives are toggled OFF
Not able to figure out why this mod is not working for me but I get the passives on my main character on reload as normal. Companions however get no passives added (this was user error). Toggling on "Enable Random Spawns" seems to not be spawning anything for me. I also have Treasure goblin and it works fine.
My load order: Improved UI Treasure Goblins The Hunted (Random Encounters Version) The Hunted (REV version No Scaling)
Edit: Just now noticed after 2 days of trying to get it to work that Companion passives is tied to the spell Haunted AI... Still does not seem to be spawning anything for me though.
So basically the mods above are the only ones loaded, and trying to figure out why the random encounters are not working, though treasure goblins work fine. I've been running around Act 1 in a new test game at level 3 long enough to see about 8 treasure goblins, but no encounter spawns.
Main character has Enable Random Spawns toggled on, all others are turned off
Found the issue. Long story short, this is how the mod works: - You turn it on. - A hidden status (Randomizer) gets applied with a random timeframe attached. - When the timer runs out, Randomizer triggers Spawner. - Spawner picks a random spawn from a list. - Spawner checks conditions I put in place to make spawns seem more reasonable. If they are met for that specific spawn, it spawns. If they are NOT met, both Buffer and Randomizer get applied to you. Buffer exists to fix the lockup issue the cycle looping used to cause. - When Buffer runs out (also a random timer), if you do NOT meet certain conditions, Randomizer gets reapplied with a shorter (random) timer and should overwrite the first/current Randomizer application. This is where it got borked. So the spawner was working, but you kept getting spawns that wouldn't trigger (probably because you are level 3) so it looked fully broken when it was only slightly broken.
All fixed now, and as an aside, your timeframes between spawns should shorten a bit after level 4 and level 6. Some spawns would be unreasonably difficult at low levels and I wanted that to be optional, hence companions also having spawner options.
Yep. When the spawner tries to trigger, you get electrocuted (no damage, just an effect). You should see it more often now. A successful spawn has an 8d20 timer for the next one, a failed spawn has 1d20, so you should see that electrocution more often.
Level is a major factor, but there are things like being in/out of sunlight, wet, bloody, etc that also affect spawns. Redcaps, for instance, only spawn above level 3 AND if you are standing in blood.
* You MUST reload the game once for the mod to activate. It's a simple F5 then F8 Been busy lately but question, so once i reload all characters should get passive and stuff rite or do i need to activate a potion like the hunted?
[Edit] I did miss the "all characters" bit, sorry. You get it automatically, there is a spell in the AI container that will give the passives to companions.
Hi! How to correctly switch from the old version mod (The Hunted - Random encounters and optional difficulty increases) to the current? Sorry for my bad english.
You can't swap mid-game, there are too many things going on in the background, you will crash your game.
But if you start a new run, just use BG3MM and remove The Hunted (move to the right side) and add Random Encounters (move to the left). Remember to add any Random Encounters addons after the main mod.
Mods in general are cheats, though you should probably look at them a bit more before calling them that. No, they can't be turned off. You can... not use them, but if you use the AI function for your companions, THEY may use them.
So I noticed I am seeing the toggles for the all of the addons even though I have only installed: Random Spawns (The Hunted lite) Random Spawns (Multispawn addon pack) Random Spawns (No Scaling addon pack)
I have then enabled in BG3MM in that order as well. Is this intended?
Send me a screenshot on Discord, same name, BG3 modder server. Those addon packs have no toggles of their own. The only other toggles you should see via addon is the Extras pack.
Hi! Thanks for the mod. I recently installed it and it looks like a lot of fun. However, I don't understand how the additional passive features(On-Death experience loss, On-Downed debuffs, traps) work. Should I activate them for each character individually, or is it enough to activate them once and they'll work for all characters?
I'm wondering the same thing. I activated the On-Death experience loss on all my characters, but it does not seem to do anyting when a character dies🤔
Just Tav is what I recommend, but they only affect the character they are active on. Using the traps on companions can get messy.
You should see 10% of your existing experience disappear if you die with the exp loss active. Die, not get downed. I have not tested it in a while because I have gotten no bug reports on it, but last time I did test it, it worked.
137 comments
* You MUST reload the game once for the mod to activate. It's a simple F5 then F8.
* Spawn rate is 2-20 minutes (10d20 turns, each turn being 6 seconds)
* Spawn rate can be INCREASED by toggling your companions spawn passive on or off to modify the spawn rates as needed (default is OFF for spawns).
* Goblin Plaguedoctor is a random spawn on the same list as the rest. With The Plague also active, the Plague version of the Goblin Plaguedoctor will spawn until you have the Plaguedoctor's Book of Pathogens. The book will not prevent the standard spawn.
* BEFORE posting a bug report or comment about spawn rates, please check the following:
- Make sure your file is updated. Post the version you are using.
- Make sure companion Random Spawn passives are toggled OFF. Post this to confirm you checked.
- If you see bones and skulls floating before a spawn, don't post it as a bug, it is the Call for Backup taking effect.
- If you are using the Difficulty Increase passive, it has a bug that I cannot fix, so I worked around it. Once your spawn has the Scaling buff, it will not only reflect the damage you do, but also trigger the Scaling damage. To fix this I halved some of the figures, but rounding in this game is screwy, so the math you see may not make sense. Regardless, it DOES increase the difficulty and it DOES mean the character that does the damage gets the reflect now (versus it always hitting Tav like before).
Upcoming changes (next bug fix):
*
Recent changes:
* Fixed a spawning issue
* Fixed an issue with some spawns not being aggressive (I think). If they continue to be a problem, DM me on the BG3 Discord (same name)
* Added pets to Extras Pack, pulled and modified from The Hunted
* v 2.2.11 - Disables AI use of Animating Spores (mod version only, does not affect Glut)
data "AIFlags" "CanNotUse"
As a note, this mod has it's own AI functionality. CX AI works well with it.
2) to prevent power nuke builds that 1shot things and skip fights entirely
Will I do it? No.
What is the point of a turn-based game, or fights, if you end them before they actually start?
Misanthropism has been blocked from all of my content.
Each time a random encounter comes, they have certain hp, first time when hit their hp gets scaled up, maybe 50% and game shows like they healed. This might be cause of other enemy difficulty mods i have like combat extender or absolute wrath. Not sure.
Another more annoying thing that happened was an undead Apostate Destroyer spawned, i thought id use Control Undead on it. And after i did it followed me around, however for some reason all of the later spawns near the spider matriarch started to get frozen status. Permanent, all instances of damages were 0 and they were always out of combat. Any ideas? Is the hp scaling thing normal?
The HP regen you mentioned is intended. It prevents instanuking random spawns and scales their HP and damage based on Tav's level.
And yeah, don't raise dead random spawns. I have code in there to make them behave how I need them to behave, making them friendly has not been planned for and may get... weird.
Otherwise a nice mod tho, i would hope that you consider enabling controlling them if you could.
If its not ever intended then thats fine as well.
companion Random Spawn passives are toggled OFF
Not able to figure out why this mod is not working for me but I get the passives on my main character on reload as normal.
Companions however get no passives added(this was user error). Toggling on "Enable Random Spawns" seems to not be spawning anything for me. I also have Treasure goblin and it works fine.My load order:
Improved UI
Treasure Goblins
The Hunted (Random Encounters Version)
The Hunted (REV version No Scaling)
Edit: Just now noticed after 2 days of trying to get it to work that Companion passives is tied to the spell Haunted AI...
Still does not seem to be spawning anything for me though.
So basically the mods above are the only ones loaded, and trying to figure out why the random encounters are not working, though treasure goblins work fine. I've been running around Act 1 in a new test game at level 3 long enough to see about 8 treasure goblins, but no encounter spawns.
Main character has Enable Random Spawns toggled on, all others are turned off
Found the issue. Long story short, this is how the mod works:
- You turn it on.
- A hidden status (Randomizer) gets applied with a random timeframe attached.
- When the timer runs out, Randomizer triggers Spawner.
- Spawner picks a random spawn from a list.
- Spawner checks conditions I put in place to make spawns seem more reasonable. If they are met for that specific spawn, it spawns. If they are NOT met, both Buffer and Randomizer get applied to you. Buffer exists to fix the lockup issue the cycle looping used to cause.
- When Buffer runs out (also a random timer), if you do NOT meet certain conditions, Randomizer gets reapplied with a shorter (random) timer and should overwrite the first/current Randomizer application. This is where it got borked. So the spawner was working, but you kept getting spawns that wouldn't trigger (probably because you are level 3) so it looked fully broken when it was only slightly broken.
All fixed now, and as an aside, your timeframes between spawns should shorten a bit after level 4 and level 6. Some spawns would be unreasonably difficult at low levels and I wanted that to be optional, hence companions also having spawner options.
Is this a sign that it is working for me? (assuming I am too low still for the spawns to actually activate, though they are going off?)
Level is a major factor, but there are things like being in/out of sunlight, wet, bloody, etc that also affect spawns. Redcaps, for instance, only spawn above level 3 AND if you are standing in blood.
Been busy lately but question, so once i reload all characters should get passive and stuff rite or do i need to activate a potion like the hunted?
[Edit] I did miss the "all characters" bit, sorry. You get it automatically, there is a spell in the AI container that will give the passives to companions.
* You MUST reload the game once for the mod to activate. It's a simple F5 then F8."
Does this mean the mod cannot be used in Honor mode?
If you are in HM, just save it and reload.
But if you start a new run, just use BG3MM and remove The Hunted (move to the right side) and add Random Encounters (move to the left). Remember to add any Random Encounters addons after the main mod.
And your English is fine :D
- Doppelganger shapeshifting;
- AI for companions.
The first and second look like cheats.
Random Spawns (The Hunted lite)
Random Spawns (Multispawn addon pack)
Random Spawns (No Scaling addon pack)
I have then enabled in BG3MM in that order as well. Is this intended?
You should see 10% of your existing experience disappear if you die with the exp loss active. Die, not get downed. I have not tested it in a while because I have gotten no bug reports on it, but last time I did test it, it worked.