Baldur's Gate 3

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utut

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kvnbass

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503 comments

  1. kvnbass
    kvnbass
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    BUGS?
    Please try to provide screenshots, console messages and steps to reproduce.

    Encounter too hard/too easy?
    Tell what encounter it is and specify what makes it hard for you.
  2. kvnbass
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    Thank you all for the nice feedback! Hopefully, I balanced the encounters enough that your feedback won't change until you finish Act 2.
  3. Applejaxc
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    Have you considered revising the Act 1 Kuo-Toa fight such that only one (or neither) drops the shield that makes enemies wet and adds electric damage to melee? Receiving 2 so early in the game seems like a lot.
    1. kvnbass
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      Hey, in vanilla the shield doesn’t have that bonus. It may come from a mod, armor/weapon overhaul if my memory is correct. In general, early items are stronger in armor overhaul, as I remember, Arabella's amulet that you get after saving her from Kagha has Otto’s Irresistible Dance.

      It’s out of scope but its also not a big deal actually, I might try to remove that loot from that encounter next patch. There is also a kuotoa encounter on the hag swamp, might leave 1 shield there and that encounter also drops the sickle of boooal which becomes a very rare item when used with weapons overhaul. This items are never used by users most of the time, so I think I’ll just leave some of those items on the hag swamp encounter.
  4. CommonwealthWanderer
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    First of all just wanted to say I love this mod. I've collected over 1300hrs on BG3 since the start of EA and this really spices things up and keeps it fresh, looking forward to Act3 additions too! I do have one question though, I can't seem to get the mod to work in multiplayer, even with my friends and I having the exact same mods/versions/load order it sends them back to the lobby. Is this a problem on our end or does the mod simply not function in multiplayer? 
    1. kvnbass
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      I am not sure, the only multiplayer option I tested with this mod is through LAN and Direct Connect. As of now I only receive 1 feedback from a user that this works on multiplayer and that was a month ago. There are also other mods that are incompatible with multiplayer, I suggest deactivating your mods, narrowing it down to know if this mod is the problem. I also suggest to go to Larian's discord, the people on the troubleshooting section has more knowledge on this kind of issue than me.
    2. BasementCat13
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      Its definitely not this mod stopping you, works fine
  5. YungJamez
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    The mod author who created Combat Extender has added a feature to clone enemies in the game, any plans to work with him to create a config for extender with additional enemies?
  6. Skreenger
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    Question, is Lone Monk Kael neutral in Act 2? Or should he be an enemy? Because for me it is neutral.
    1. kvnbass
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      Its neutral by default. He should fight back when you attack him.
    2. YungJamez
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      i think its weird you have to attack him first to get him to aggro, you always start the fight at an advantage there
  7. dbbrownie27
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    i love this mod so much. i'm in act 2 and i've noticed that a bunch of the encounters wont agro, even if i attack them. i'll get the usual "you harmed someone get ready for a fight" type of message but then nothing happens. is there something i should do to fix this? i apologize if you already answered this in another comment.
    1. kvnbass
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      Didn't expect the latest patch won't work for people who skipped v3.3.6. Will upload a fix in a few minutes.
      Edit: Should be fixed on v3.3.7.1
    2. dbbrownie27
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      thanks! I may be past all the additional encounters in act 2 already, but if I am not, I will let you know if it's all working. If I am past them all, I'm sure I'll be starting a new playthrough soon and will let you know then!!
      edit: it definitely works now, thanks! I will say my game keeps crashing every so often since I downloaded the new version, but I’m going to see if it’s from this or something else. Thanks again!! 
  8. choco1212
    choco1212
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    hello, just wanted to start off saying I love the mod and it's been such a huge blast and improvement after beating the game so many times. I did want to report that the Hollow Armor in the House of Healing: Morgue is attacking the additional enemies in that location. Not sure if it's intended or not but I wanted to report it anyways.
    1. kvnbass
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      It is intended. While it may make the encounter easier, thematically I think Shadows are not in an alliance with the Absolute.
    2. choco1212
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      totally fair, was thinking the same thing
  9. beccatoria
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    wanted to return with feedback following completion of act 2 - had a ton of fun with it and didn't find any encounters too hard or too easy. i enjoyed the unexpected enemies, such as the lone monk. a shame modding doesn't currently allow for things like dialogue and interactions, but it's the type of character whose presence was intriguing and kind of...created a sense of environmental storytelling even without that. 

    great work, really missing this mod in act 3. mean that as a compliment and a measure of how much it added to my game, not an attempt to hurry you. good mods take as long as they take.
  10. Nekr0s142
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    I am blown away by how much better this mod is compared to the original Enemies Extended, huge props to kvnbass for building up on the original and improving it so much, great job man. I really hope to see more content added to this in the future.
  11. Volantis
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    This is amazingly done. The locations you picked for the encounters are perfect, at least from what I've seen so far, still on act 1. I couldn't stop chuckling when I ran into that hob so early on, I was like rufkm?? I was pleasantly surprised but also panicking lol. And that other one near the beach was so unexpected. I love this, great for replayability 
  12. Daygi
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    I still don't really understand what the difference is between this one and the original?
    Will the original project no longer be updated?
    Because I installed this mod replacing the original but now my saves won't open. How do I disable the old one and activate this one without having a problem with the save?
    1. kvnbass
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      The old one has game breaking bugs and the npcs have absurd amount of hp that just makes them a damage sponge. This one has different enemies, more balanced and minus the bugs. The mod is incompatible with the old one so you’ll need to make a new playthrough if you want to play this. You can also install this mid playthrough if you have a save file where the old one is not installed.
    2. squalltheonly
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      If you cannot load a save due to a mod that was deleted, then do the following:
      -Remove the Script Extender file from the game folder.
      -Load the save.
      -Save the game and quit.
      -Bring back the Script Extender file.
      -Load the save.
    3. Daygi
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      I did this, I removed lua and deactivated the mod, but when I went to open the save again it gave an error and didn't open
    4. kvnbass
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      You cannot remove the old AE from your playthrough. This as well, as I said, either you create a new campaign or use it on a save where the old AE is not installed.