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.
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
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.
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!
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.
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
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?
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.
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
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.)
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.
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!
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.
599 comments
Act 1
Githyanki & Dragon bridge fight - Make dragon optional hardmode - high prioritySight ranges and fight ranges - highish priorityAct 2
Redo fight flags along Karniss trail - high priorityAct 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.)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.
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
- 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!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.
Will i be able to safely update the mod mid playthrough if i start now and the fix will only be discovered later on?
Compatibility With Other Mods -- how about with this one?https://mod.io/g/baldursgate3/m/extra-encounters-and-minibosses#description