It's best practice not to include mods that you're not intentionally using.
Make sure you're updating all of your mods for Patch 8.
——
Trials is an extensive Lua application; it will never be ported to the in-game mod manager. Osiris can't replicate all of the functionality, and the effort involved in replicating the basics would be ridiculous.
If you intend to give feedback about gameplay, please state upfront whether you are playing normally or in Lone Wolf mode. Solo and party play have completely different expectations and considerations, bordering on being different games entirely.
As of 2.0.1.1, there's now an automated prompt in-game to regenerate the enemy and item tables.
You only need to delete the User/AppData/Local/LarianStudios/Baldur'sGate3/ScriptExtender/TrialsofTav folder if you want to clear persistent unlocks, like NewGame+.
In order to prevent multiple game-breaking bugs, monsters are immune to damage until they join combat. This does potentially impact use of Glyph of Warding as a trap, but spells that last multiple turns (Wall of Fire, Moonbeam, etc.) will still do their tick damage when it reaches the monster's turn, so it does not negate the value of battlefield preparation. For the most part, it just prevents double-dipping (and game-breaking bugs).
I based Jon's and Bodhi's appearances on their depictions in Minsc and Boo's Journal of Villainy, so please don't ask me why they look different than they did in BG2. The book was written by Bioware alumni, so I'm going with it.
Also: Patch 8 is required for ATTSpells, which is a required dependency for this mod.
All balancing is done with the assumption of a game that doesn't have difficulty mods. If you want hard encounters to be paced more, use Bias: Balanced (recommended) or even Bias: Low Tier. If you want new monsters to come out at a slower rate in general, turn off Challenge Mode.
Rules Modifier Lexicon:
Challenge Mode:
Increases Encounter Budget, so more enemies spawn per encounter
Decreases thresholds between monster tiers, so higher-tier monsters appear earlier in a run
Increase rate of monster stat scaling by about 1.3x (before the tier-based modifier is applied
Hell Mode: Significantly accelerates the first two bullets of Challenge Mode and slightly accelerates the third.
Bias:
Bias Balanced: The "normal" enemy selection function, where a good spread of high and low tier monsters is selected. I generally recommend this.
Bias High Tier: The function that heavily weights the selection algorithm to spawn the highest-tier monsters possible at that point in the run, resulting in much fewer but more powerful monsters. This can easily result in very swingy encounters where the player either immediately dominates or is immediately destroyed.
Bias Low Tier: The function that heavily weights the selection algorithm to spawn low-tier monsters. Results in high round-counts, as low-tier monsters consume very little of the encounter budget and there is a limit to how many monsters can be included in a single round.
Something that wasn't obvious to me before: If you're using lots of summons, it's extremely easy to eat the entire 20 second timeout on AI turns just by provoking their Legendary Actions with Opportunity Attacks.
This is a massive problem for essentially every Legendary creature that gets worse and worse as a run progresses. If anyone knows of a way to extend the failsafe timer, please let me know, because Larian's default is not compatible with Trials.
What's weird is that this is not a problem of my creation. This could be happening in the base game as early as the Gith Inquisitor.
So, for some reason, in my most recent run, the game had the level cap set to 19 when I had a level cap extender mod put in. Any idea why this might be?
Hi, can you add a purchase option to buy random scroll packs of different rarities similar to loot? This can actively add some combat tools, and also provide some ways for mages to learn spells (compared to other professions that upgrade to get all spells, mages have a very poor spell list because they don't have many scrolls). You can limit the amount that can be purchased if you are worried that players will get too many.
Meazel Garrote ability is not removed when moving away or teleporting to camp, the condition is a guaranteed 10 turns of 3d6 damage without any way of avoiding it.
Garotte is not changed or affected by Trials in any way whatsoever. You either have other mods interacting with it, or you discovered some kind of vanilla bug.
Hey, what does New Game plus do exactly? Does it let me play the main story again with the unlocks, or is it just the trials of tav mode. Great mod, btw. Really enjoying the combat challenges.
New Game+ is a very misleading name for that unlock, and I've only really left it in for legacy's sake.
What it does is make some extra unlocks available for purchase, most of which are about accelerating the rate at which new runs start. Get items for free, accelerate EXP gain, accelerate RogueScore (difficulty) gain, things like that.
What this also means, is that it lets you deviate from the normal balance of a run. Historically, this means people unbalance their own runs without realizing, shortly before complaining to me about how unbalanced their run is. As I said, I really only left it in for the sake of legacy.
If I start a playthrough with the wrong load order (trials at the top and ATTSpells directly under it), can I switch the load order to the correct order (which I [now] believe has them both at the bottom, with ATTSpells *above* the Trials mod) and still get access to level 7+ spells? That's currently what's happening, and it doesn't seem like switching the load orders is making a difference, it just shows me the normal spell list 😔 (but maybe I'm being dumb and missing something)
It's not sent to your inventory. It's added directly to your tadpole powers menu. If you're certain you selected a party member in the unlock menu and spent the currency to purchase it, but you never gained the tadpole, it begs the question of what is different between your game and the majority. You described another unusual behavior in the other post as well.
I'd like to see your mod list, because any ScriptExtender or translation mod could cause strange behavior, but I'm beginning to suspect a particularly unusual situation, such as what adaliabooks experienced with leftover files. You can type "except localization" in the search bar to find that thread.
These all say "enabled". This is your load order? I am shocked you can run Reloaded at all.
Mod Fixer needs to go. It became unnecessary with Patch 7 and began breaking things with Patch 8.
The original Trials cannot be in the same load order as Reloaded. That's causing more problems. Remove that.
Reloaded needs to be last in load order so that it has the final say on anything it touches.
And there are so many assorted mods and frameworks and compilations made for older patches, any of which could also break things in Patch 8. I can't evaluate every single one, so that's something for you to keep in mind.
This happened to me because i was using custom companions mod. It will not work for them, you need to use the spell of that mod for giving them tadpoles.
Honour dramatically increases the difficulty, as around 40 creatures have Legendary Actions, and the Legendary Actions only become more and more powerful as you climb the ranks. It also adds some other niche mechanics.
Balanced vs Tactician is less of a difference, but there is one. Aside from the obvious stat differences that just come from the difficulty settings, both basegame and modded monsters gain additional spells and abilities to use on Tactician.
Just wanted to add that resting for 80 instead of 40 also raises the difficulty of this mod quite a bit. Im playing with a friend in honor with hell mode and at around level 8 things get really really hard, you need to use everything to survive and there is not enough food.
Hello everybody, first of all thank you for this amazing mod maybe it's a game mechanic but i find it quite annoying when it happens i'm talking about the selunite cove statues, these statues take a whole 20 seconds turn each and do nothing. Is there a way to disable them or skip their turn? thank you very much
That's a bug. Those are the original statues and their behavior is completely unchanged. They normally end their turn within 3 seconds if they evaluate no valid targets in range. I don't know why the random halt happens to some people and not others. If it's 100% consistent, I would imagine it's related to other mods, most likely AI mods, but if it's not consistent, then the fault is just with Larian.
739 comments
The "Extra Encounters and Minibosses" mod conflicts with Trials. Don't use both at the same time.
It's best practice not to include mods that you're not intentionally using.
Make sure you're updating all of your mods for Patch 8.
——
Trials is an extensive Lua application; it will never be ported to the in-game mod manager. Osiris can't replicate all of the functionality, and the effort involved in replicating the basics would be ridiculous.
If you intend to give feedback about gameplay, please state upfront whether you are playing normally or in Lone Wolf mode. Solo and party play have completely different expectations and considerations, bordering on being different games entirely.
As of 2.0.1.1, there's now an automated prompt in-game to regenerate the enemy and item tables.
You only need to delete the User/AppData/Local/LarianStudios/Baldur'sGate3/ScriptExtender/TrialsofTav folder if you want to clear persistent unlocks, like NewGame+.
In order to prevent multiple game-breaking bugs, monsters are immune to damage until they join combat. This does potentially impact use of Glyph of Warding as a trap, but spells that last multiple turns (Wall of Fire, Moonbeam, etc.) will still do their tick damage when it reaches the monster's turn, so it does not negate the value of battlefield preparation. For the most part, it just prevents double-dipping (and game-breaking bugs).
I based Jon's and Bodhi's appearances on their depictions in Minsc and Boo's Journal of Villainy, so please don't ask me why they look different than they did in BG2. The book was written by Bioware alumni, so I'm going with it.
Version 1.1.1.3 of ATTSpells is required for the 2.2.1.9 update.
Also: Patch 8 is required for ATTSpells, which is a required dependency for this mod.
All balancing is done with the assumption of a game that doesn't have difficulty mods. If you want hard encounters to be paced more, use Bias: Balanced (recommended) or even Bias: Low Tier. If you want new monsters to come out at a slower rate in general, turn off Challenge Mode.
Rules Modifier Lexicon:
Challenge Mode:
Hell Mode: Significantly accelerates the first two bullets of Challenge Mode and slightly accelerates the third.
Bias:
This is a massive problem for essentially every Legendary creature that gets worse and worse as a run progresses. If anyone knows of a way to extend the failsafe timer, please let me know, because Larian's default is not compatible with Trials.
What's weird is that this is not a problem of my creation. This could be happening in the base game as early as the Gith Inquisitor.
You can limit the amount that can be purchased if you are worried that players will get too many.
What it does is make some extra unlocks available for purchase, most of which are about accelerating the rate at which new runs start. Get items for free, accelerate EXP gain, accelerate RogueScore (difficulty) gain, things like that.
What this also means, is that it lets you deviate from the normal balance of a run. Historically, this means people unbalance their own runs without realizing, shortly before complaining to me about how unbalanced their run is. As I said, I really only left it in for the sake of legacy.
correct order (which I [now] believe has them both at the bottom, with
ATTSpells *above* the Trials mod) and still get access to level 7+
spells? That's currently what's happening, and it doesn't seem like
switching the load orders is making a difference, it just shows me the
normal spell list 😔 (but maybe I'm being dumb and missing something)
I'd like to see your mod list, because any ScriptExtender or translation mod could cause strange behavior, but I'm beginning to suspect a particularly unusual situation, such as what adaliabooks experienced with leftover files. You can type "except localization" in the search bar to find that thread.
My list of mods in Vortex is: https://imgur.com/a/J7n4PsH
Mod Fixer needs to go. It became unnecessary with Patch 7 and began breaking things with Patch 8.
The original Trials cannot be in the same load order as Reloaded. That's causing more problems. Remove that.
Reloaded needs to be last in load order so that it has the final say on anything it touches.
And there are so many assorted mods and frameworks and compilations made for older patches, any of which could also break things in Patch 8. I can't evaluate every single one, so that's something for you to keep in mind.
Honour dramatically increases the difficulty, as around 40 creatures have Legendary Actions, and the Legendary Actions only become more and more powerful as you climb the ranks. It also adds some other niche mechanics.
Balanced vs Tactician is less of a difference, but there is one. Aside from the obvious stat differences that just come from the difficulty settings, both basegame and modded monsters gain additional spells and abilities to use on Tactician.
first of all thank you for this amazing mod
maybe it's a game mechanic but i find it quite annoying when it happens
i'm talking about the selunite cove statues, these statues take a whole 20 seconds turn each and do nothing. Is there a way to disable them or skip their turn?
thank you very much