File information

Last updated

Original upload

Created by

Rob Lapham

Uploaded by

Palderon

Virus scan

Safe to use

599 comments

  1. Palderon
    Palderon
    • premium
    • 29 kudos
    Locked
    Sticky
    Planned Additions & Tweaks
    (Not including bugs which always have priority)

    Act 1

    • Githyanki & Dragon bridge fight - Make dragon optional hardmode - high priority
    • Add reward to juvenile dragon - medium priority
    • Hag hard mode - low priority
    • Ambient animals - low priority
    • Expand first assault on Grove - low priority
    • Expand second assault on Grove - medium priority but isn't something I can just teleport to
    • Reactive Zhentarim Storage NPCs - low priority
    • Redo Perception check system - medium priority (only Gish'Ra left)
    • Asses Grym 2.0 - medium priority
    • Evaluate checks for Dawnmaster - lowish priority
    • Add visual and audio effects to events - medium priority
    • Sight ranges and fight ranges - highish priority
    • Add skills to minibosses - medium priority
    • Make sure everything has base game loot - high priority
    • Add unique loot to minibosses/bosses - last in priority

    Act 2

    • Add visual and audio effects to events missing them - medium priority
    • Expand Necrofex fight - lowish priority
    • Redo fight flags along Karniss trail - high priority
    • Add skills to minibosses - medium priority
    • Make sure everything has base game loot - high priority
    • Add unique loot to minibosses/bosses - last in priority


    Act 3

    • TBD
    (List is ongoing and liable to change based on feedback.  Mostly here so I remember what to come back to and so you guys know what I'm aware of.)
  2. Palderon
    Palderon
    • premium
    • 29 kudos
    Sticky
    Patch 7's New Mod Manager

    Does not support Script Extender and, by extension, anything made with Script Extender.  As I make liberal use of SE, no this mod won't appear in the new mod manage anytime soon.

    Frankly, the new mod manager was made primarily for console players (who can't install things like Script Extender) and has limited functionality.  PC players are better off continuing to use bg3mm and Nexus.  Most people putting mods on the new mod manager are also uploading them to Nexus.

    But if you want to use the new mod manager you can use it and bg3mm at the same time to continue using SE mods from Nexus.
    1. BigBozat
      BigBozat
      • member
      • 20 kudos
      Word ^
    2. ericajthomas1993
      ericajthomas1993
      • supporter
      • 0 kudos
      I am not sure what you are talking about. Script Extender is fine. Its Mod Fixer that is the issue. 
    3. They're not saying Script Extender is the issue, just that it's arbitrary to the new internal manager and toolkit. Some mods rely on SE to function, so they have to be rebuilt or can't at all for the new toolkit/manager. Meaning, console won't ever receive those mods since they can't install the SE. At least for now. Someone might figure something crazy out
    4. TwelveWounds
      TwelveWounds
      • premium
      • 0 kudos
      Sorry wrong spot
    5. KiwiLifter
      KiwiLifter
      • supporter
      • 0 kudos
      I've tried all the encounter mods, and this is the most satisfying. You've made some hard encounters with unexpected twists. The Absolutists and Undead taking on the Githyanki was a lot of fun, and the little necromancer was a tough foe. 

      I particularly like the ambushes. I lost an early honour run to those goblins by the Druid Grove. These are welcome,  and as long as it's just one attack, are plenty fair considering the advantages given to the player.

      I don't know how easy it would be to randomize encounters for future replayability, but that would be an outstanding addition.

      Adding better items to many of the characters also makes the ai much better: i.e. when the Goblins get special arrows, they are actually a decent foe. I'd love to see the battle for the Grove made a little harder, such as fire arrows for the Goblins, maybe adding a few more Teiflings to the fight to create a truly epic battle.

      I'll gladly give more feedback as I play on, but at this point I'm focused on enjoying the mod. 

      Cheers,

      Brad
  3. OasisFirewall
    OasisFirewall
    • member
    • 0 kudos
    Love the additions so far! One encounter that felt a little under-populated was the Emerald Grove gate battle. To give it more of a “siege” vibe without upping the difficulty too much, might you consider:

    • Adding two more archers perched on the cliffs, one on either side of the gate—positioned in a way that they have clear line of sight so they can safely pepper enemies from above.
    • Sprinkling in a handful of low-health goblins around the gate’s base—to make it feel like the defenders are really holding the line.
    That way it plays out as a slightly longer skirmish for control of the gate rather than just a quick scuffle. Thanks for all your hard work—this mod has already made my runs so much more dynamic!
  4. mjthefirst
    mjthefirst
    • supporter
    • 25 kudos
    There's an easy cheese for the Ancient Owlbear for low level party: sit everyone at the cliff on the other side of the river, accessible from the grove via jumping, then have Laezel summon invisible mage hand to attack the owlbear, then have everyone lobs ranged attack on it, the owlbear just sits there and take it after it kills the mage hand.
    Not sure if it's worth patching out, since it's really time consuming with high AC and disadvantages from attacking out of normal range.
  5. MelricMagus
    MelricMagus
    • premium
    • 1 kudos
    Hello, I love your mod. I was wondering how compatible this is with Deadlier Honour Mode at Baldur's Gate 3 Nexus - Mods and community Do you know of any issues. I only ask, because it was not listed with the mods compatible with this on your description.  
    1. Palderon
      Palderon
      • premium
      • 29 kudos
      Probably won't have any issues, if it's added via script it'll add stuff to my enemies, if it's added via editing files it'll only apply to base game enemies
  6. verykindperson
    verykindperson
    • supporter
    • 5 kudos
    Have the mod issues been fixed in the last update?
    Will i be able to safely update the mod mid playthrough if i start now and the fix will only be discovered later on?
    1. Palderon
      Palderon
      • premium
      • 29 kudos
      So far people who have been effected have been saying 3.4.4 works.  It doesn't effect everyone, including me so I have no way of testing it.  If you want to be sure then watch the bug reports for more people saying it works.

  7. xxzz8822
    xxzz8822
    • member
    • 2 kudos
    Hello!

    Compatibility With Other Mods  -- how about with this one?https://mod.io/g/baldursgate3/m/extra-encounters-and-minibosses#description
    1. Palderon
      Palderon
      • premium
      • 29 kudos
      Same as with all other things adding enemies, if they're in the same place you'll have to fight everything
    2. toshkindl
      toshkindl
      • member
      • 2 kudos
      I used to use both together, but I opted to drop the encounters and minibosses mod, bc it is quite buggy (in act 3) and it overwrites some of the encounters of this mod
  8. Rekinky
    Rekinky
    • member
    • 0 kudos
    Okay I legit lmao'd when one of the balthazar zombies was named Rekin Ky on the first encounter near last light. I missed it since I havent played/recorded any bg3 since January. Love the mod thus far however I cant seem to find how to trigger the Ellie-May event. The monk is there but nothing else? Im using the Mod version from when you were just about to start act 3 enemies and hadnt rerouted the karnis mobs that spawn next to the toilet guy. Edit: Just checked, its version 3.2.0 ( im running patch 7 beta version of bg3 cause I dont want to have to replay the whole campaign again to update mods yet. Goon's collection is way too big for mid campaign changes.)
    1. Palderon
      Palderon
      • premium
      • 29 kudos
      You need to return her ring to her grave (has nothing to do with the monk)
    2. Rekinky
      Rekinky
      • member
      • 0 kudos
      oooooooooh that makes sense, thanks man
  9. Lordevan83
    Lordevan83
    • member
    • 0 kudos
    Does this mod stack well with other mods that add more monsters such as the "Many more monsters in basic fights" on the in game mod manager?
    1. Hipertex
      Hipertex
      • member
      • 0 kudos
      oops
    2. Jakuri007
      Jakuri007
      • member
      • 3 kudos
      You'll probably have some enemy overlaps, but encounter mods will run alongside each other.  I have several installed at once, and yes, there are overlapping fights.  It's chaos, but it's fun.
  10. Hipertex
    Hipertex
    • member
    • 0 kudos
    As of 3.4.0 mod causes saves to fail to load in Act 2. I narrowed it down to this mod. I tried downgrading to 3.3.1 as someone else suggested but that did not work either. Sucks to get all the way to act 2 just to find a save bricked because this mod cannot be disabled. Beware!
    1. darthsith66
      darthsith66
      • member
      • 0 kudos
      ooof glad you posted this, ill wait till it's addressed
    2. kuhni
      kuhni
      • member
      • 0 kudos
      I also found the same problem, but after upgrading the existing mod manager patch 7 to patch 8, it works normally.
    3. Hipertex
      Hipertex
      • member
      • 0 kudos
      I updated my mod manager and I am still crashing on load
    4. Palderon
      Palderon
      • premium
      • 29 kudos
      People need to post in the bug thread with their system specs and antivirus because the error seems to be related to memory
  11. LotusNoctus86
    LotusNoctus86
    • member
    • 0 kudos
    Hello, this is a fantastic mod. May I make a suggestion for act 1? Could you pls consider to remove the extra Owlbear above the Owlbear Cave (two inside are enough) and fill the many empty Hunter's Stashes with animal encounters instead. They could have a dead tadpole in it, spawn an injured and hostile boar, a fleeing Squirrel and an aggressive snake, among others. I think it's a shame that Larian has so many empty containers in the game that could be of use.
  12. chareloy
    chareloy
    • member
    • 0 kudos
    Dont think it works with patch, an orge unit is missing during the first fight at the emerald groove when party first encountered with Wyll
    1. chareloy
      chareloy
      • member
      • 0 kudos
      To be fair, I think most part of the mod is still functioning, except some missing enemies.
    2. DemonEyesZero
      DemonEyesZero
      • member
      • 3 kudos
      same Oof goes invisible in fight