*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.
How to install mods .1. Download mod from nexusmods 2. Unzip mod 3. Place mod .pak in mod folder (mine is: C:\Users\Gamer\AppData\Local\Larian Studios\Baldur's Gate 3\Mods 4. Older Vid to watchhttps://www.youtube.com/watch?v=wT9qH6npxTY&t=0 5. You NOW DO NOT NEED patch3 Mod 6. Use Public profile in mod manager 7. https://github.com/LaughingLeader/BG3ModManager/release
Aim to remove character "vocal" entries and walking sounds. DO NOT USE both paks. I have added the apple in the dead mindflayer near the imps to confirm that the mod has been loaded. You can use a wizard or beastmaster ranger to test. Feedback welcome.
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!
HI bro,this mod didn't work.I'm sure i have installed this mod.I installed this mod right after i saw two spiders in the goblin camp.But i found spiders are still spiders.i'm deep arachnophobia.How can i solve this problem?Should i start a new game?
Start a new game as a wizard with find familar Test spider find famliar, if its still a spider the mod hasnt been loaded in or it broke with the hotfix
Hi, the latest version of the mod works for most of the sp*ders, but the drider and the dead giant sp*der in the gauntlet of shar are still using their default models. Could you please fix them? Almost pissed myself yesterday lol.
I thought the drider was working,, dont recall any feedback about spiders in the gauntlet of shar. Please confirm: you had the mod installed and working before entering the shadowlands where the drider is? If the level has already loaded then the visual change wont appear.
Hi, thank you for the swift reply! Yes, I've had the mod installed and loaded last in my LO since it came out haha. It was working on the Act 1 sp*ders down the well and in the goblin camp.
Did you ever find out what went wrong? I currently have a patch 7 playthrough and I'm close to entering Act 2. I don't remember any spiders in the Gauntlet of Shar, but I'm a bit freaked about Kar'niss now. Did you add this mod after starting your game? This mod usually needs to be added before starting a new game.
How hard would it be to replace spiders with wolves or something equivalent? I like that they are gone, but don't like how basically Scratch has replaced them and I don't want to kill him either. And then we don't get the XP and stuff if we kill them right? Haven't tried this just yet but that is what I've gathered. Also wondering if this works on patch 8
Not difficult to change to a wolf etc. I am yet to test on patch 8. Pick wizard, start new game with mod active and summon a spider..that will tell you if the mod has loaded on patch 8
Most people downloading this mod are arachnephobic. Is there a way to find out if this mod is working without asking arachnephobes to deliberately trigger our phobia? What about that apple trick?
The only friend I have playing the game on pc is my gf and she's still on Act 2 of her first playthrough. She won't be updating until she beats it, and her free time is sparse. It's not that we're unappreciative, but suggesting arachnephobes test a mod by deliberately triggering the phobia we are trying to avoid is insensitive, and this is where our frustration stems from. I'm super grateful and really appreciate you spending your time and effort on a mod that allows us to play this game, it just stings to see a response to an inquiry about the mod essentially boil down to "idk, risk a panic attack and lmk." I hope this clarifies why some people are getting upset.
Its working for me in the tutorial level but thats are far as ive got testing this mod.
Friendly warning: this is definitely a testing version. If you have a friend to test BEFORE you approach any known critters, that would be the safest option.
I sincerely appreciate you updating this. You are singlehandedly the reason I can play. I was excited about patch 8, but came here as this is the only way I can play and love that you already have a testing version.
Thank you so much for the time you put into this from your life. You made a big difference for some of us. You rock!
Thanks Friendly warning: this is definitely a testing version. If you have a friend to test BEFORE you approach any known critters, that would be the safest option.
Hey, I just downloaded this and I wanted to say that it's a godsend! I'm in the goblin camp, trying to take out the 3 leaders etc and came across these two spiders in a pit and quickly killed them, then noped out of there.
Downloaded the mod, used mod manager and it seems to have loaded correctly. I tested it by having Gale summon a spider familiar and I got a rat, so that's fantastic!
Now I went back to the goblins to wipe out the last leader for my quest, but I came across the bodies of the spiders I killed last time and they were definitely still spiders - one small and one big (though they both look big to me). Is this a load error, maybe a patch 8 thing that hasn't been tested yet? I'm currently in the Shattered Sanctum for context.
thank you SO much for this mod! it's a life saver!!!! just a heads up: when the grove is attacked at the end of act 1, there are some spiders that show up in the cutscene (the models during the fight are okay). every other spider has been correctly replaced!
update with patch 8: this mod no longer works on the drider. i tried a new save and it's working on the act one spiders though :( a fix would be appreciated!!
So im at the goblin camp and 2 spiders are in the pit. Mod is enabled, shows up in modsettings.lsx. But there just there. Worried about trying to test anywhere else.
I'm a little confused. By ‘DO NOT USE both paks.’ do you mean don't use both optional files at the same time, or don't use the main file and the optional file at the same time? Do I only need to install the main file?
573 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.
.1. Download mod from nexusmods
2. Unzip mod
3. Place mod .pak in mod folder (mine is: C:\Users\Gamer\AppData\Local\Larian Studios\Baldur's Gate 3\Mods
4. Older Vid to watchhttps://www.youtube.com/watch?v=wT9qH6npxTY&t=0
5. You NOW DO NOT NEED patch3 Mod
6. Use Public profile in mod manager
7. https://github.com/LaughingLeader/BG3ModManager/release
Aim to remove character "vocal" entries and walking sounds.
DO NOT USE both paks.
I have added the apple in the dead mindflayer near the imps to confirm that the mod has been loaded.
You can use a wizard or beastmaster ranger to test.
Feedback welcome.
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!
Start a new game as a wizard with find familar
Test spider find famliar, if its still a spider the mod hasnt been loaded in or it broke with the hotfix
I thought the drider was working,, dont recall any feedback about spiders in the gauntlet of shar.
Please confirm: you had the mod installed and working before entering the shadowlands where the drider is?
If the level has already loaded then the visual change wont appear.
And sorry for the jump scare!
Not difficult to change to a wolf etc.
I am yet to test on patch 8.
Pick wizard, start new game with mod active and summon a spider..that will tell you if the mod has loaded on patch 8
Also did we ever find out if it's broken for the drider? Just wanna be able to prepare myself if that's the case.
Its working for me in the tutorial level but thats are far as ive got testing this mod.
Friendly warning: this is definitely a testing version. If you have a friend to test BEFORE you approach any known critters, that would be the safest option.
Thank you so much for the time you put into this from your life. You made a big difference for some of us. You rock!
Thank you!
Thanks
Friendly warning: this is definitely a testing version. If you have a friend to test BEFORE you approach any known critters, that would be the safest option.
Downloaded the mod, used mod manager and it seems to have loaded correctly. I tested it by having Gale summon a spider familiar and I got a rat, so that's fantastic!
Now I went back to the goblins to wipe out the last leader for my quest, but I came across the bodies of the spiders I killed last time and they were definitely still spiders - one small and one big (though they both look big to me). Is this a load error, maybe a patch 8 thing that hasn't been tested yet?
I'm currently in the Shattered Sanctum for context.
Thank you!!
If you have already loaded a level and then added the mod it wont change the character visuals
If you load a new game, it should work correctly.
Did you add the mod before leaving act 1?
Did the drider change during combat or not at all?
I recommend try with find familiar in the tutorial level. That way you know the mod has been loaded correctly.
Are you able to install other mods?
It was working on Patch 8 stress test version 1
Use one of my paks.