An enemy randomizer that replaces enemies as they join combat with configurable pools (e.g. supports tabletop monsters from ATTSpells and Spells of Exandria), configurable balancing, the option to set deterministic game seeds (like Slay the Spire).
Note that this is not a "world swap" randomizer, although in practice it accomplishes the same goal. It does not shuffle the actual NPCs of the game world with each other and risk breaking Larian's story scripting. When you begin fighting a NPC, it is swapped with a new randomized entity per the configuration, and then when the randomized enemy dies or is knocked out, the original is returned back to that location and dies/falls unconscious in tandem. Loot will be on the original's body as normal.
On a related note, this is the reason why many enemies have archetype names instead of their NPC names. NPCs are local entities which can mostly only be accessed within their own map, but the pool of root templates this mod supports should include every enemy archetype in the vanilla game without being limited to a given map, in addition to the monsters adapted from tabletop. The 500+ enemies supported by Trials of Tav Reloaded and nearly 100 more.
Bosses who were tied to arena-specific gimmicks, such as Grym (lava) and Raphael (Soul Pillars), were retooled to function outside them. More details can be found on TOTR's page. If a boss attempts to randomize to itself, it will function normally as vanilla.
The Hag's Hair cutscene can be triggered by knocking Ethel's randomized counterpart unconscious in the underground arena where it would normally be obtained.
The randomized counterpart of enemies who begin as Shadow-Cursed Undead will also become Shadow-Cursed Undead, as long as they are not already an Undead or Construct.
Installation instructions
Install BG3ModManager, then load this mod and its dependencies in it. Install the ScriptExtender as well if you haven't already (Mod Configuration Menu also requires it).
Turning off "Dynamic Combat Camera" in the in-game options is highly recommended. Otherwise the game will sometimes cut to the out-of-bounds replaced enemy where it's being held.
Mod Configuration Menu Options
- General Settings:
- Enable mod: Toggle the mod on/off.
- Game Seed: The seed for randomization. Re-roll with button.
- Randomize Summons: Allow creatures summoned by enemies (e.g. Conjure Elementals) to be randomized.
- Unique Bosses: Two of Larian's story bosses will be not be randomized to the same creature.
- Randomize Loot: NOTE: Do NOT enable if using another mod that randomizes loot.
Generic loot becomes different generic loot while unique items always map to another unique item. Due to the various ways in which items are distributed in the world, you may not be able to tell if an item on the ground or a character has been randomized yet (if it hasn't, it will be randomized as you pick it up), but items in shops should always be clearly randomized before you spend any gold.
Uses the same seed as the enemy randomization, but keep in mind that BG3 randomly generates generic loot during gameplay for many containers and drops. The randomization of this generated loot cannot be seed-consistent as Larian's generation is not deterministic. Items that are required for story progression (Astral Prism, Netherstones, etc.) should not be randomized.
- Randomize Allies: Allows non-enemies to be randomized.
- Deconflict Encounter Mods: When enabled, AER attempts to distinguish between vanilla encounters and encounters added by other mods, only randomizing the vanilla encounters. If an encounter mod dynamically spawns completely vanilla templates, they will still get randomized as AER will have no way to distinguish them.
- GM Mode: Host controls monsters against other players. Intended for multiplayer.
- Monsters Pools Enabled:
- Vanilla BG3 Monsters: Allow vanilla BG3 monsters to be in the randomization pool.
- Adapted D&D 5e Monsters: Allow monsters adapted from tabletop D&D 5e material to be in the randomization pool. (Note: Certain substantially different versions of vanilla BG3 characters, like Level 20 Jaheira, were included in this pool.)
- Adapted Exandria Monsters: Allow monsters adapted from the Exandria setting to be in the randomization pool. (Requires Spells of Exandria to be installed)
- Randomization Settings:
- Chaos Mode: All enemies have an equal chance of being randomized to any monster of any level. Will not be fair or balanced.
- Advanced:
- Enemy Randomization Ceiling: Up to how many Tiers of difficulty an enemy can be randomized above its original difficulty. (details on Tiers in-game)
- Enemy Randomization Floor: Up to how many Tiers of difficulty an enemy can be randomized below its original difficulty.
- Difficulty Settings:
- Preset Difficulty settings: Sets the values to presets.
- Advanced:
- Enemy Tier Boost: How many steps to upgrade the difficulty Tier of regular enemies.
- Boss Tier Boost: How many steps to upgrade the difficulty Tier of creatures that Larian flagged as 'bosses'.
- Relative Tier Weight Settings:
- Individually adjust the relative weights of each tier when rolled against each other. If you don't know what this means, leave it alone.
- Loot Pools Enabled:
- Adapted D&D 5e Spell Scrolls: Allow scrolls from ATTSpells to be in the loot randomization pool.
- Adapted Exandria Loot: Allow scrolls and equipment adapted from the Exandria setting to be in the loot randomization pool. (Requires Spells of Exandria to be installed)
- Relative Loot Rarity Weight Settings:
- While loot randomization is enabled, individually adjust the relative weights of each rarity when rolled against each other. This only applies to generated loot, every unique item has a 1-to-1 randomization with a different unique item.
Current known limitations:
- Surprised is the only status that can be afflicted on the original entity and propagated to the randomized counterpart. Explained below.
- Random enemies who die in the Shadow-Curse will be cleaned up by the mod before they have a chance to rise as Shadow-Cursed Undead. I imagine plenty of players will be okay with this.
FAQ:
"Why the loot randomization in an 'enemy randomizer'?"
- Obviously, I wasn't planning on it at first, but changing the name of the mod months after first publishing seems silly. Item randomization is a setting you have to opt in to, so don't worry about getting blindsided by it.
When I looked at the item randomizers that existed, I realized none of them did exactly what I wanted, and indeed none of them are made with the Script Extender, so I have a lot more freedom in what I can implement and how.
I wanted seeded randomization, unique items mapping to uniques, all generic loot changing to other generics without predictable patterns for which types or rarity of generics could be found where. One trader might have useless garbage and another might have incredible rares. Most chests and corpses will still have low rarity content as usual (with default settings), but any one might have a fight-winning scroll to save for when you really need it.
"What's preventing other statuses from propagating from the original to the randomized counterpart?"
- Concentration. If you cast a concentration spell on the original NPC, you're only concentrating on the status afflicting the original. Because the original is gone, their timer is not tied to your turn count. Attempting to tie the original status to a mock status on the randomized enemy cuts badly both ways, in that you're both cheating by not concentrating on it, and it just ends in real-time without any turns passing.
来源与文件
文件说明
If you've been playing on a beta version (<1.0.0.0), starting a new game is recommended.
前往 N 网打开所选文件。安装与下载要求以原作者及平台说明为准。
<!-- aoe-mods-source:nexusmods:baldursgate3:23247 -->