*WARNING*: I have only tested it briefly in Act 1 of full version of game. I searched and found only two relevent entries in game files and have attempted to change the appearance. As I do not have a save game at that point I have not been able to check. I therefore do not certify this mod as clinically safe for use. I will rely on others to inform me if I have missed any creatures and then attempt to fix.
I managed to get through the Iron Throne part that's giving people grief. As someone else suggested, I used the Ultimate Cheat Spell Collection mod. My process was a bit different from theirs, though, and it requires Omeluum to be in the Iron Throne as well. Here's how I did it, without turning this mod off:
Free Omeluum and move it so it can reach Ravengard with its Teleport to Submarine spell. Open the door to Ravengard's cell.
(Optional) If you care to keep them alive, heal or otherwise protect Ravengard, Omeluum, and any gnomes you've rescued that already made it into the submarine. Otherwise, they will probably die. You can always Revivify them after, but in my game they counted as dead when I did that.
Use Omeluum's Teleport to Submarine spell on Ravengard. The cutscene that spawns the spiders will be immediately triggered, but instead of spawning with Ravengard in his cell, they'll spawn in the submarine where they've been teleported along with him and Omeluum.
Kill the spiders. I used the Kill Command spell from the mod to do this. Be mindful that they'll explode and hurt whatever is nearby.
There's a possibility that a spider dies but still appears in the turn order, despite having 0 HP and not being attackable. If this happens, use the Summon or Destroy Crush Box spell from the mod, which will spawn a container in your inventory. Have a character pick the spider up, put it in the container, then use the Summon or Destroy Crush Box spell again to obliterate it. If you don't get rid of this bugged spider, it'll crash the game once it's its turn.
Omeluum is important here because it provides a means to alter the turn order; the crash happens when the spiders have their turn, which is hard to prevent with the usual flow of events, in which Ravengard exits the cell and the spiders' turn comes after his and before yours, leaving you no chance to stop them from crashing the game. Using the Teleport to Submarine spell immediately triggers the cutscene that spawns the spiders. If this happens while it's still your party's turn, the spiders' turn will be queued after yours instead, which gives you the chance you need to get rid of them.
One thing: beware the portraits. Only one of them got dogged for me, for some reason. The rest were all the regular spider portrait. I just kinda blurred my eyes/blocked that part of the screen with my hand to deal with that and was fine.
And that's that. I cheated like a bandit with free actions and all to get this done, because if the game is going to do me dirty then I figure it's only fair. Hope this helps someone out!
Back in the starting days of BG3 I installed your mod and played up to Act 3 without any problems, and I must thank you for giving attention to us arachnophobes. Some months ago I saw the news that BG3 has now a channel for mods and I expected that someone would help us, but I see that no one cares except you. So, thank you again.
It`s been a long time, and I want to finish this game. How is the current state of the mod? Can I just insert the .pak in the Mods folder and enable it inside the game Mod Manager and it should work on my last save? Or it just works for new saves?
I havent had a chance to retest the drider. It worked for me but others have reported issues. IF you havent entered an area where the spiders have already spawned then the mod will work. I recommend loading the mod on a new game..but if you have a friend to test it for you...then thats the safest way to test on a saved game file.
same here for others who experienced drider in act 2.. act 1 worked perfectly fine for me but act 2 kar'niss is def there. is this something that needs to be updated by creator or a bug on our parts?
This just means you have downloaded a newer version the MCM mod. You can ignore the message and play the game Then make a save. You won't get that message when you later load the new save
Can anyone confirm yet if Kar'niss and spiders in Act 2 onwards are working correctly in Patch 8 yet? I'm seeing reports of their default appearances, but most aren't clear if it was a faulty install or not and at least one was. I don't have anyone to test for me and can't do it myself. Thank you so much!
I can confirm that with Patch 8 and the most recent version of the mod that Kar'niss doesn't turn into a dog anymore. I've only just started Act 2, so I can't confirm anything after that.
edit: Got to the Gauntlet of Shar, and the carcass is also not changing like it's supposed to.
Oh, hey! Good to hear from you. I made an appreciation post about you on Reddit lol.
Would you happen to know when it could be on Mod.IO? If possible? I don't deal with Mods so I can't imagine the hoops you likely go through. Thank you for being awesome.
Sadly this mod hasnt worked for me at all and i got jumped scared by 3 spider summons in my first 3 hours of a new playthrough. Im not sure if its because im using the "comprehensive overhaul" mod but enemies are using their ranger summons and druid shapeshifts more often resulting in a lot of spider summons i think. Maybe this mod is incompatible because of that.
I always recommend a test. Start game as wizard with find familiar, when it's available summon a spider. If it's not a rat the mod isn't loaded correctly. I don't know what the other mod has changed. You could try loading my mod after their mod, but that only works if they haven't changed character.txt stats.
So I currently am loading your mod after/below their mod, do you think I should try the reverse and load your mod before instead as a test? Im not sure if that would do anything
Hi, i installed the mod and had someone go to the cave with spiders in act 1 and all enemies still appear as spiders but if you fight them they turn to dogs, rats and whatever the other ting is. is that the way the mod is intended to work?
thanks man, maybe doesn't matter too much from a random guy in the internet but i really appreciate this work you do, gonna try right up the mod again. love U
611 comments
*WARNING*: I have only tested it briefly in Act 1 of full version of game. I searched and found only two relevent entries in game files and have attempted to change the appearance. As I do not have a save game at that point I have not been able to check. I therefore do not certify this mod as clinically safe for use. I will rely on others to inform me if I have missed any creatures and then attempt to fix.
Omeluum is important here because it provides a means to alter the turn order; the crash happens when the spiders have their turn, which is hard to prevent with the usual flow of events, in which Ravengard exits the cell and the spiders' turn comes after his and before yours, leaving you no chance to stop them from crashing the game. Using the Teleport to Submarine spell immediately triggers the cutscene that spawns the spiders. If this happens while it's still your party's turn, the spiders' turn will be queued after yours instead, which gives you the chance you need to get rid of them.
One thing: beware the portraits. Only one of them got dogged for me, for some reason. The rest were all the regular spider portrait. I just kinda blurred my eyes/blocked that part of the screen with my hand to deal with that and was fine.
And that's that. I cheated like a bandit with free actions and all to get this done, because if the game is going to do me dirty then I figure it's only fair. Hope this helps someone out!
It`s been a long time, and I want to finish this game. How is the current state of the mod? Can I just insert the .pak in the Mods folder and enable it inside the game Mod Manager and it should work on my last save? Or it just works for new saves?
I havent had a chance to retest the drider. It worked for me but others have reported issues.
IF you havent entered an area where the spiders have already spawned then the mod will work.
I recommend loading the mod on a new game..but if you have a friend to test it for you...then thats the safest way to test on a saved game file.
Working as expected on a new playthrough.
Just thought that I would let you know that there is indeed a spider corpse in the Gauntlet of Shar that isn't affected by this mod.
Everything is working as intended for me, all spiders and even kar'niss have been transformed into dogs or rats.
The spider's corpse is located in a cage near the devil in the Gauntlet of Shar, to the left of him I think it is.
Again great mod.
I just updated and tested.
V2.05 Tested: Find Familiar, Ranger Companion, Druid WildShape, Kar'niss (Drider).
You can ignore the message and play the game
Then make a save. You won't get that message when you later load the new save
What about once combat started, did it change forms?
The mod should work on the drider.
Do you have a save before going in to the shadowlands?
If yes use the newest version and check the drider. Thanks
He's dead in my save but if his body hasn't been cleaned up, maybe I can check that?
edit: Got to the Gauntlet of Shar, and the carcass is also not changing like it's supposed to.
The carcass? Is that of a drider or ?
This mod is still being tested and is not on mod.io
Would you happen to know when it could be on Mod.IO? If possible? I don't deal with Mods so I can't imagine the hoops you likely go through. Thank you for being awesome.
I always recommend a test. Start game as wizard with find familiar, when it's available summon a spider. If it's not a rat the mod isn't loaded correctly. I don't know what the other mod has changed. You could try loading my mod after their mod, but that only works if they haven't changed character.txt stats.
So I currently am loading your mod after/below their mod, do you think I should try the reverse and load your mod before instead as a test? Im not sure if that would do anything
Its meant to turn then into rats/ dogs when they are spawned into the game
I have a backup so if that doesnt work it will work when combat starts.
It was working on Patch 8 stress test version 1