"Act 2 extension" looks great.
ldo58
10/10/26 05:58 PM
I just started the new area introduced by the title mod. I'm still in the starting area and am already impressed. It 's not 100% glitch-free or complete, but it looks great so far, the combat is quite challenging, but I find it fantastic that the base game offers the possibility to just add a new "chapter" like this. (Instead of leaving Moonrise towers to arrive immediately on Wyrm's lookout, this mod adds a stretch of land and river between the two, so the party has to travel from Moonrise to Rivington.) It even adds to the storyline. I just found a report from Balthazar, stating that it was problematic to obtain the needed amount of pixies, -- hm, now that you mention it, never thought of that "logistics" -- but that they located a pixie community and a plan to raid them. It looks like BG3 still has a long future, if enough modders are motivated to add stuff like this. Kudo's. https://www.nexusmods.com/baldursgate3/mods/24689
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[PS5 Mod Request] Additional Tadpoles / Mind Flayer Parasite Specimens
honestcapricorn
30/09/26 09:22 PM
Hi! I wanted to put an idea out there in case any modders might be interested in making something like this.
I'm looking for a PS5-compatible mod that allows the player to obtain additional Mind Flayer Parasite Specimens/tadpoles, ideally enough to unlock all of the Illithid Powers through the normal Illithid Powers menu.
It wouldn't necessarily need to provide an infinite number of tadpoles. A large supply would be perfectly fine. Alternatively, something like a repeatable spell or action that adds one specimen at a time would be great.
I've tried using a Duplication Chest mod, which normally lets you place an item inside and creates another copy of it. Unfortunately, the parasite specimens don't appear as selectable items for the chest, presumably because the game handles them differently from ordinary inventory items once the Illithid Powers system is available.
I've seen PC cheat mods with functionality for adding tadpoles, so I was curious whether something similar could be accomplished using the official BG3 Toolkit in a way that would be eligible for mod.io and PS5.
I'm not a modder myself, so I don't want to assume how simple or complicated this would actually be to implement. I just thought I'd put the idea out there in case someone finds it interesting or knows of an existing console-compatible mod that I've overlooked.
No expectations or demands whatsoever. I'd just really appreciate it if anyone wanted to take a look at the idea. Thanks! 🙂
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Custom Trigger wont work no matter what i do
TheLayuda
28/09/26 06:38 PM
Im trying to make a companion mod, and so far it all works, dialogues trigger when i want them, altho i am using already existing (autosave or event) triggers to start forced conversations. Problem is, after exiting fort joy, and going to the swamp, specifically after the court room ladder escape route, there arent any usefull triggers that the players will 100% stumble into, so i created my own, and i cant get it to work for the life of me.
Ive placed a box trigger a few steps from the ladder, set it to global and set its distance to 10,10,10. Ive taken its TRIGGERGUID and used it in a script like i would any other and it doesnt work. I tried creating a new save to test it because i know the world state doesnt update when loading, so the trigger might not work on a save that didnt have it from the start, and it still doesnt work. Ive even ticked the "HasGamelpayValue" box, ive fully generated the AI grid, and i wrote "ProcTriggerRegisterForPlayers(TRIGGERGUID_MOD_FTJLadderExit_70313a75-8b91-4ed2-bb80-6037e84714ad);" in the INIT part of my mod script, but nothing seems to work.
I tested the script itself by using a nearby autosave trigger to start the dialogue, and it worked, so the code is 100% working, its just not triggering for whatever reason. Ive tried also using TriggerRegisterForPlayers instead of PROCTrigger... and it still doesnt work. So far nothing i tried workes, and im completely out of ideas. I dont want to give up because i already wrote the documentation for dialogue and got a fried to start voicing it, but i cant get the script to work for the life of me.
Does anyone have any idea what im missing for the trigger to work? Is it possible that it doesnt trigger because you are knocked down when you use the ladder, and the trigger is right there? How do i even test it without creating another completely new save? Ill also write the code i use for the dialogue if it helps anything:
// Courtroom escape of fort joy IF CharacterEnteredTrigger(_EnteringChar, TRIGGERGUID_MOD_FTJLadderExit_70313a75-8b91-4ed2-bb80-6037e84714ad) AND CharacterIsPlayer(_EnteringChar, _IsPlayer) AND _IsPlayer == 1 AND CharacterGetHostCharacter(_PlayerGUID) THEN Proc_StartDialog(1, "FTJ_Andrien_GateExit", CHARACTERGUID_Andrien_001_c78da45f-12f7-46e8-ab91-2a84a24f6acd, _PlayerGUID);
EDIT: i just realised i sent the code with GateExit dialogue, but that is intentional because the gate exit has an existing trigger that works, i just copy pasted the same code, ust changed the trigger. Also i forgot to mention that all my code is in one script file, would it be smart to seperate event/dialogue scripts and gameplay scripts? Maybe also seperate a script for a quest later down the line when i get to it?
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Moonrise 60 Models Fight
Arvin Lundstrom
23/09/26 10:42 PM
To trigger this chaotic masterclass engine stressing fight you need to make Drider stay at Moonrise Towers entrance. After you arrive at Moonrise Towers with Kansif and convoy Drider is waiting to talk with Custom Tavern Companion. Ungroup that companion and enter Moonrise Towers with Other Origin Companions. Do this right and Drider go to top cinematic doesn't happen. Then be at max HP and ensure max monsters has survived to Moonrise Towers. Then ungroup all companions and use abilities and spells that spawn max summons. Put Astorion closer to Drow trader, Shadowhearth closer to Bugbear trader, Lae'zel closer to Ogre and don't move Custom Tavern Companion. Then attack anything with Lae'zel before you go closer and trigger Minthara is judged of Ketheric Thorm cinematic. Do ranged attack at anything closer to Ketheric Thorm with Astorion. Tell Ketheric Thorm you can call me death of Ketheric Thorm. General Thorm has recruit so many cultist during his travels and is invincible anyway. Attack anything with Custom Tavern Companion. Attack anything with Shadowheart and move around with 4 companions to make max models see you and move around to make them follow you to the other models in first floor. Move Lae'zel to stairs and enter second floor with jumping misty step and teleport arrows. 60 models having each initiative turn is handled pathfinding, attack rolls and spell effects. Baldur's Gate doesn't display 60 icons at the same time but told it was 39+ the 21 icons. Guards summon multiple guardian of faith and The Warden from prison attack in combat too before I entered prison. Don't kill anything to keep max models in combat. You don't need to do exactly as i do but spread where you move before models leave and heal companions and summons. This push Baldur's Gate 3 right to its absolute coding limits. Multiple monsters of the same kind shared one turn, but the guards didn't. This is a programming trick called Group Initiative. If 15 individual acolytes all had separate turns, the CPU would have to stop and think 15 separate times, which would cause game to crash. By grouping similar monsters together, the engine pathfinding calculations all at once. The named guards and bosses have unique AI scripts, which is why they still demand their individual turns. The AI panic behavior When you saw the guards often using their dash action instead of attacking, you were witnessing the pathfinding AI getting completely overwhelmed. With 60 models blocking the hallways, doorways, and stairs, game coordinate grid becomes completely clogged. The AI cannot find an open path to reach you so its programming panics. going black when enemies moved into multiple rooms happens because of Occlusion Culling. To prevent your graphics card from exploding, the game only fully renders the rooms and models that your active camera can physically see. In other fights you are able to see how many turns fight is but this fight is so stressful to engine that you don't see which turn. Many RPGs use invisible limit on how many enemies can participate in a single fight to prevent the computer from crashing or slowing down. Larian Studios built Baldur's Gate 3 using an engine that allows almost any nearby entity to join the initiative order if they hear the noise of combat. This could crash some computers but not my computer and other Baldur's Gate 3 have. It's quite impressive that game engine can manage that and not crash but you have to wait more then 53 models turns before you are controlling anything. Baldur's Gate 3 60 models fight could be most things in fight at the same time in gaming. You obviously will be always be defeated and can't progress from this. Because it's fun when 60 things fight you attack something, not to complete anything.
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