Haha, brilliant! Congratulations, you've used up all your luck on that less than 1% chance. Happy someone else enjoys that feeling of seeing what random bone dude you get at the start of combat. Just now, I finally got a wild magic skeleton for the first time during testing.
got mine at the first set of gnolls. Had to run away and let my summons gang up on it. Luckly I had about 20 summons going in my solo run. Was playing the Necromancer Warlock https://www.nexusmods.com/baldursgate3/mods/394 link to necromancer warlock.
Really enjoy it for my necromancer run. though I dont like that I have to disable the mod if I play another run that doesnt use summons. maybe a toggle spell to turn it on/off in game would be great.
Congrats! You got it after it got the mini-boss treatment with legendary action and [redacted] mechanics, yeah? Did your dudes annihilate it? Dread Overlord is a great mod.
I recommend getting BG3MM for easy load order swapping.
I just got the Gilded Skeleton and at first I was like "Hell Yeah! I got the special thingamabob!"
Then I realized it was hostile...
1 Surprise and 1 Standard Round later, 3 members of my party were turned to gold (including both my divine casters). LOL! Killed the damn thing, but had no way to return the golden party members. Sad I had to reload. It was great fun!
Finally, a use for Greater Restoration and Stone to Flesh, huh? Congratulations on the fight, and pulling through by the skin of your teeth (even if you had to reload). I love to hear it! Doesn't help you now, but I think you might've been able to kill them to remove it. Not entirely sure there.
i goy mine in the owlbear cave. had my summons swarm it to death. didnt get the bone however, though it might be cause i had Valkrana's Limited Edition Bone installed
Wait that golden dude isn't an ENEMY ? I came here to ask a question but first I'll mention I had that absolute..this site is pretty strict on language, so we'll call him wingnut, but that was no the words I used, on the other team.
I have this, Absolute Wrath obvs, all your other stuff. But I also have Champions Of Faerun, and I hadn't turned down my "test" settings yet, which meant maxed out sliders: 100% chance for bosses to spawn, 100% for golden bosses to spawn.
SPOILERS AHEAD FOR ACT 3, JUST THE MENTION OF A PLACE EXISTING THOUGH:
So I'm in that flight in the sewers in act 3 with all the blobs and elementals and those flying turds, mephits. And as SOON as combat started about 6 extra enemies appeared, some skeletons, some mephits, just got really silly real quick. But then they all started morphing into huge-ass enemies with huge-ass swords and whatnot, and by round 2, my enemy bar at the top had a little button so you could SCROLL. It just wouldn't stop. And they had like 700-800 HP, and every round more enemies spawned, but it wasn't just from the mephits. Was hell.
ANYWHO question was, does skelly crew have a config it all ? I asked at absolute wrath too. But the combo of them, and champions, something is spawning huge amounts of enemies and I'm not sure which mod it is. I *think* it's just the combo of all 3, tried to run before I could walk etc.
BTW slight segue, anyone who wants to test these sort of mods, combat mods, AI mods, I cannot recommend that fight enough. It was like 5 diff types of enemies and the "battlefield" is so tailor made for a very difficult fight, you have lots of open areas they can fire down upon, stairs and areas you have to clear that they have line of sight on from a LONG way off, so far it's probably the best place for a fight I've seen in the entire game. There being enemies that naturally multiply too means you have tough fight ahead of you.
Unless it's spawning as part of Valkrana's Skeletal Challenge, the Gilded Skeleton starts friendly, becomes hostile after the fight. Sounds like you have Skeletal Challenge on, which if you have that, spawns one skeleton per enemy in the fight (or fewer with Skill Issue Ver). I can say that the Valkrana's mods have seen extensive testing with AW, and that aside, that AW doesn't affect spawn numbers. (Or helpful in general, but that's the point.)
Omg, I just got a gilded skeleton in a difficult battle! ._. I barely managed to kill it, basically everyone had 1 hp by the end of it, and poor Laezel got turned to gold. What do I do? She's just stuck like that. XD I suppose I'll have to kill her then resurrect her, huh. Sad day. Or maybe not, I got the limited edition bone, so the golden gith was totally worth it. Heading into Moonrise will be extra fun.
I loved your mod when I played it on patch 6, but for the life of me cannot get the in game manager to let me place the requisite mods where they need to go. Do you have any idea how to fix this?
On this note, I can't seem to get the enemy skeletons to spawn in combat. It worked just fine in patches 5-7, but this one seems to break it.
When I launch BG3 through BG3MM and load into the game, it disables all mods. When I re-enable them in the in-game mod manager, it puts all the mods in alphabetical load order instead of the curated one I have from BG3MM. I think this messes up how the skeleton spawns work (I'm using the feat version for the spawns).
Nothing to do with the mod, everything to do with launching through BG3MM. Load order is there for a reason. Either update to pre release or don't launch through BG3MM.
Wasn't expecting my miss click, when moving a Skeleton into position to get Longstrinder, to allow the Skeleton I am escorting to Moonrise to pick it up instead.
I use this mod because it’s required for your undead encounters, but don’t really want skeleton allies. The work looks really good though. Would you consider a version with the random skeleton as an enemy as opposed to an ally?
After the 8th version update, I found a serious problem. The skeletons generated by Valkrana's Skeleton Crew and Valkrana's Skeletal Challenge became unmovable and did not attack, did not do any movement, just waited for a while and skipped the round
I think I should have found the reason. After I removed the CX AI mod of Combat Extender, I just kept the combat Extender mod itself, and everything returned to normal, but strangely, before I updated the patch No. 8, everything did not conflict.
I've noticed this with Moonbeam. Totally breaks them sometimes. It's possible other spells or effects are having the same outcome. Doesn't seem too rampant fortunately, but would rather it weren't there at all. Sad to say I'm not doing anything with their AI and I think this is a patch 8 bug. I've been keeping an eye on it, though, and I'll look at what Larian changed in AI if it's anything forward facing.
Just don't hold your breath lol. For the record, when is this happening? Sometimes, it's normal vanilla behavior. But them getting stuck in, say, a moonbeam would be new behavior.
I don't seem to have used the moonbeam spell you mentioned, I don't even have a druid. I am currently playing in the goblin camp part. All the skeletons summoned by the 2 mods mentioned above do not take any action every turn, just stare blankly and skip the turn after more than ten seconds. I deleted the cx ai mod in the afternoon, and then the battle I encountered became normal, but when I continued to play, I found that the skeleton did nothing in the battle behind.
I'm talking about every skeleton generated by Valkrana's Skeleton Crew and Valkrana's Skeletal Challenge, they didn't act every time during the entire battle
Hmm... Not sure then. I've watched dozens of hours of play already since patch 8, and played myself, and the only issue I saw or encountered was moonbeam. Not that I won't keep an eye on it or anything, just that I'm not sure what's going on. If you have Summon Initiative Fixer or one of those mods that adds a copy of you during battle, that can also cause it.
Also not sure whether CX AI has any lingering issues on current mobs. Might need to delete your level cache and try another combat.
Howdy Valkrana ! I have a minor issue, you see, whenever I disable the Skeleton Crew passive if I save my game the passive reactivate itself, which rapidly becomes annoying, I am running a party of.. multiple characters (the entire cast basically), during the early game the friendly skeleton were very helpful, but now i'm actually very strong, I don't need them anymore to help me during fights, would it be possible to fix the passive ? So that if I disable the Valkrana's Crew passive and save my game it wont re-enable itself automatically ? Thank you for your work.
What do I do with Edwin the Conjurer? I found it in act 2 petrified. It was talking about a spell jammer docked in Moonrise but I don't have any such mods. Nor remember Moonrise having such a thing.
Hello, is Valkrana's Spellbook highly coupling with Vs Crew?Description says that Limited Edition Bone may not function well without VsBook. Will this bring up other issues like potential crash cuz I just need undead encounters not new spells. Anyway, these mods all look well made.
Drop by and give Absolute Wrath a vote for Mod of the Month. It Absolute-ly deserves it—it's one of the few mods I use in every playthrough, and one I highly recommend. For the uninitiated, the Absolute Wrath mod reanimates your combat experience through intelligent application of its nearly 2000 affixes. Essentially, enemies receive semi-random enhancements based on characteristics like class, race, and other traits.
411 comments
I've been having fun seeing all the different skeletons. I even got a giant skeleton!
Was playing the Necromancer Warlock
https://www.nexusmods.com/baldursgate3/mods/394 link to necromancer warlock.
Really enjoy it for my necromancer run. though I dont like that I have to disable the mod if I play another run that doesnt use summons. maybe a toggle spell to turn it on/off in game would be great.
I recommend getting BG3MM for easy load order swapping.
Then I realized it was hostile...
1 Surprise and 1 Standard Round later, 3 members of my party were turned to gold (including both my divine casters). LOL! Killed the damn thing, but had no way to return the golden party members. Sad I had to reload. It was great fun!
I have this, Absolute Wrath obvs, all your other stuff. But I also have Champions Of Faerun, and I hadn't turned down my "test" settings yet, which meant maxed out sliders: 100% chance for bosses to spawn, 100% for golden bosses to spawn.
SPOILERS AHEAD FOR ACT 3, JUST THE MENTION OF A PLACE EXISTING THOUGH:
So I'm in that flight in the sewers in act 3 with all the blobs and elementals and those flying turds, mephits. And as SOON as combat started about 6 extra enemies appeared, some skeletons, some mephits, just got really silly real quick. But then they all started morphing into huge-ass enemies with huge-ass swords and whatnot, and by round 2, my enemy bar at the top had a little button so you could SCROLL. It just wouldn't stop. And they had like 700-800 HP, and every round more enemies spawned, but it wasn't just from the mephits. Was hell.
ANYWHO question was, does skelly crew have a config it all ? I asked at absolute wrath too. But the combo of them, and champions, something is spawning huge amounts of enemies and I'm not sure which mod it is. I *think* it's just the combo of all 3, tried to run before I could walk etc.
BTW slight segue, anyone who wants to test these sort of mods, combat mods, AI mods, I cannot recommend that fight enough. It was like 5 diff types of enemies and the "battlefield" is so tailor made for a very difficult fight, you have lots of open areas they can fire down upon, stairs and areas you have to clear that they have line of sight on from a LONG way off, so far it's probably the best place for a fight I've seen in the entire game. There being enemies that naturally multiply too means you have tough fight ahead of you.
You can use Basilisk Oil or the Restoration spell to return Lae'zel to flesh. It's like petrification, but they're gold instead of stone.
I loved your mod when I played it on patch 6, but for the life of me cannot get the in game manager to let me place the requisite mods where they need to go. Do you have any idea how to fix this?
When I launch BG3 through BG3MM and load into the game, it disables all mods. When I re-enable them in the in-game mod manager, it puts all the mods in alphabetical load order instead of the curated one I have from BG3MM. I think this messes up how the skeleton spawns work (I'm using the feat version for the spawns).
The other ~200 mods I have seem to work fine.
I am playing patch 7
and using Valkrana's Undead Encounters mod Version 1.04.12.
This mod seems to require patch 8 game version for update, so I will stay on the current version.
Valkrana's Skeleton Crew - Random Undead and Feat mod was updated, but it seems unrelated to patch 8.
Can I update Valkrana's Skeleton Crew - Random Undead and Feat mod from Version 1.16.01 to Version 1.17.01?
I would appreciate it if you could answer.
Thank you for reading.
Does this mean that the latest version of Valkrana's Undead Encounters mod will work fine with patch 7?
Also not sure whether CX AI has any lingering issues on current mobs. Might need to delete your level cache and try another combat.
I have a minor issue, you see, whenever I disable the Skeleton Crew passive if I save my game the passive reactivate itself, which rapidly becomes annoying, I am running a party of.. multiple characters (the entire cast basically), during the early game the friendly skeleton were very helpful, but now i'm actually very strong, I don't need them anymore to help me during fights, would it be possible to fix the passive ?
So that if I disable the Valkrana's Crew passive and save my game it wont re-enable itself automatically ?
Thank you for your work.
Will this bring up other issues like potential crash cuz I just need undead encounters not new spells. Anyway, these mods all look well made.