Baldur's Gate 3

Baldur's Gate 3

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Extra encounters and minibosses mod
Just wanted to give a good word for this mod, it's been an absolute blast to play. I've just entered the Underdark and already it's breathed new life for the first map. Having new encounters, minibosses and challenges has been great. Also, new loot! For example, one of the minibosses in Act 1 drops the Infernal robe that normally is only accessible if Mizora gives it to Wyll for killing Karlach.

There is also a mod that scales XP to match you having more fights and enemies.

Highly recommend this one! Like I said, just entered the Underdark and no issues so far. Also, because the XP scales little bit slower, that brings it own challenges which is great.
Last edited by FunkyMonkey; Mar 20 @ 9:17am
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Showing 1-15 of 17 comments
What other good mods are out there for bg3?
I was thinking of installing it, but hesitated for too long cuz in act 3 now. Maybe next run
Originally posted by Sgt. Sarge:
I was thinking of installing it, but hesitated for too long cuz in act 3 now. Maybe next run
I highly recommend it :) With all the new fights it's almost like playing the first time again. And the new encounters and minibosses mostly aren't too easy or hard.
Originally posted by GrimCreaper:
What other good mods are out there for bg3?
I mostly have small UI and cosmetic stuff and then this one. Others come and go but this Extra encounters one is here to stay. Hopefully it's updated to be compatible soon for the new patch when it comes out.
seeker1 Mar 20 @ 11:59am 
Originally posted by GrimCreaper:
What other good mods are out there for bg3?

I don't mind amswering that question, but you gotta get more specific for me to really answer it by telling me what you want. I can tell you what I like but we may not be looking for the same kinds.

I can tell you the mod of the OP is one of my favorites. For another reason: in its initial release, it had quite a few bugs, but over time, thanks to user feedback, the author gradually resolved many of them - including some I reported to them.

BTW, I am NOT using the additional mod that reduces the rate of XP gain, because I am levelling my characters to 20 anyway, and WANT the extra XP.
Last edited by seeker1; Mar 20 @ 12:00pm
Originally posted by Lotus86:
This one is also awesome: https://www.nexusmods.com/baldursgate3/mods/11639
That sounds like a lot more enemies, don't the maps feel too crowded with that many enemies?
Lotus86 Mar 21 @ 1:33am 
Originally posted by FunkyMonkey:
Originally posted by Lotus86:
This one is also awesome: https://www.nexusmods.com/baldursgate3/mods/11639
That sounds like a lot more enemies, don't the maps feel too crowded with that many enemies?

Let me put it this way. I started exactly the other way around, i.e. with this encounter mod only, without the ones from mod.io and I just tested it in Act 1 without Rosymorn Monastery Trail and I liked it a lot. But the mod is currently being improved. This may therefore lead to complications in the other two Acts, until its polished. If I had to choose, then I would prefer the nexus mod!
Last edited by Lotus86; Mar 21 @ 1:35am
seeker1 Mar 21 @ 3:56am 
Unfortunately, in my case, I HAVE to use the mod.io ones, as script extender doesn't work on Macs. If it DID, THAT Nexus one would be one of the ones I would try.

As a general rule, I prefer mods that add fixed encounters to random encounters, because honestly I hate randomly occurring (or generated) encounters ... I want to add enemies to my game, but not have to play a guessing game of when it will happen or what I will run into. (Though I admit yes even the fixed encounters ones can be a surprise when you are running into them for the first time, reintroducing some novelty to the game.)

Obviously, fixed encounters can be set up in ways that can make you think about how to use the environment and strategy and tactics in a way that "randomly thrown at you" encounters cannot.

What's nifty is the More Encounters mod.io mod also adds encounters where it might be you and "yellow" or neutral allies vs. the enemy. This adds a level of both benefit and trickiness to the encounter. You could get some additional help, but also you need to be careful about damaging & even possibly aggro'ing your allies.
oskarKT Mar 29 @ 5:06am 
legit worst mod ever done im so sorry but it's so unfair to have 30 enemies on a fight
seeker1 Mar 29 @ 5:12am 
Not if you are using a modded party with 6 characters who have no level cap and boosted XP progression, plus other mods that, yes, do make them a bit more powerful than usual.

The More Encounters encounters, especially in Act 2, are some of the most fun challenges I've ever experienced - for using a modded party. Fighting 30 enemies gives me the chance to use some of those AoE smackdowns I crave.

Oh man, do I love the smell of Meteor Swarm in the morning. LOL.

On the other hand, that Doubled Enemies mod ... the author put a toggle in it to not double the bosses/minibosses so (for example) you don't have to fight two Raphaels ... but for me, I could not get that toggle to work ... so I stopped using it. I don't mind fighting double the normal number of cambions in that fight ... but it's just stupid (and makes no sense) to fight two Raphaels.

More Enemies in Encounters would be glorious - it normally adds 25% more enemies -IF it allowed you to choose a setting, somewhere between 25% and 100% (i.e. doubling).
Last edited by seeker1; Mar 29 @ 5:18am
Woldy Mar 29 @ 5:24am 
How does it clash with EXP balance? are you gonna get overleveled at some point?
seeker1 Mar 29 @ 5:28am 
There is a mod that slows down XP progression by the same author. (Hmm, IIRC, it's by the same author.) (There are other mods that slow down XP progression besides that one, too.)

I don't use it, because I usually want the opposite, boosted XP progression, since I am usually levelling my characters to 20.
Originally posted by Woldy:
How does it clash with EXP balance? are you gonna get overleveled at some point?
I use a EXP mod that balances it out so that you end up leveling roughly according the same as unmodded. The early game is slower, of course, but you end Acts around the same as you would unmodded.
Woldy Mar 29 @ 6:39am 
Originally posted by FunkyMonkey:
Originally posted by Woldy:
How does it clash with EXP balance? are you gonna get overleveled at some point?
I use a EXP mod that balances it out so that you end up leveling roughly according the same as unmodded. The early game is slower, of course, but you end Acts around the same as you would unmodded.
If i manage to find all the new encounters that is, yes?
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Date Posted: Mar 20 @ 9:16am
Posts: 17