Make sure you have a correct load order - Community Library at the top, Compatibility Framework at the bottom. 5R Druid and modules after the main mod.
As some people asked and as this mod became such an endeavour, you can now support my work here.
This is a passion project and a result of a huge time and effort commitment. As a druid/shifter player across many different games, I was left unsatisfied with the implementation of druids and Wild Shape in BG3 and 5e - so I had to learn modding for this mod to happen.
Your support allows us, modders, to allocate more spare time and passion for the mod development - for all of us to enjoy. So if you do, thank you very much.
After being done with v1.0 update, which took about half a year of almost full-time work, I'm taking a bit of a break from modding, to recover and gather more ideas and motivation for the future development.
This mod is considered to be (mostly) done and finished, except for some balance/polish in the future, and possible additions - see below.
However, I'm not done with druids. I plan to make updates to 5R Druid as to finish it up with all the features up to level 20, as well as add the Circle of the Sea and update Circle of the Stars to 5R (when that comes out). I'm also interested in making a few of my own homebrew druid subclasses and I'm also considering making a standalone mod to improve and/or fix druid's gear and itemization - at least in regards to 5R Druid mechanics (temporary HP and such), and then expand on it a little as well.
And of course, at some point I want to move on to other classes and things. At some point I'll probably make Ranger's Companion expansion, as a lot of the work is already done here, with this mod.
But all of this is just plans, of course - we will see if I'll have the time and, more importantly, motivation to continue the work.
DWSO - possible future updates/additions - an update for Giant Badger and Giant Boar / Deep Rothe. - an update for Blink Dog, with 1-2 new features. - an update for a variety of other forms, with some small improvements. - some tweaks and/or full rework of elemental forms. - new Giant Crab form. - one or two more CR 3 forms. - one or two more elemental forms. - optional module to add Improved Wild Strike back.
v1.0.4.0 - reworked Displacer Beast and made a bunch of fixes, including Patch 8 stuff. See changelog and Displacer Beast info down in description (and in pictures).
Also made a bunch of optional files, as they were requested: - Starry Form as Ritual (free to cast out of combat). - No Recolors - if you prefer a neat and tidy WS spell container. - Critters Only - if you're here just for the critters :)
Should work fine on Patch 8. 5R Druid works fine as well. If you have any issues, first check if you have the correct load order with all pre-reqs and make sure to respec to level 1. If you still have issues, test it in isolation from other mods, if you can, before making a bug report.
Hey Shady, I'm loving the new Displacer beast. I know I was being annoying about the old version lol. thank you for giving moon druids the love the deserve
I know the second Extra Attack WS gets at lvl 10 is removed in this mod but does multiclassing into Fighter give your WS second Extra Attacks? Such as with a level 20 mod 11 fighter / 2 druid, would I be able to use the fighter's second Extra Attack in Wild Shape?
This is one of my favorite mods ever. I play as a spore druid and I also have Halsin (moon) and Jaheira (land) in my party so I love all the druid variations.
I know you are making a patch for this soon, and was wondering if there was any chance you might add in auto dismiss on the displacer beast. I absolutely love that feature and have found that I'm actually avoiding using the displacer beast form because I miss it, haha.
Either way, just wanted to say that this is absolutely amazing and I so appreciate all the hard work that went into this.
WS auto-dismiss is added to all WS forms, not to each/any form in particular. So it should work for Displacer Beast as well. I even checked to see if there's any issue - nope, works fine, same as usual.
I'll try to include an update to Displacer Beast (in terms of abilities/features), with the fixes for patch 8 coming soon.
Ohh, I should have clarified - I was wondering if you'd be interested in adding your changes (particularly auto-dismiss) to the illithid version of Displacer Beast as well. The Wild Shape version is working as intended.
Either way, amazing additions, and like I said an absolute essential for me, can't play without it!
That would be a ton of work, since I would have to learn the toolkit and remake the whole mod from almost 0 with it - it's not possible to just "import" it, it has to be made there. And there's a lot of complicated stuff like custom animations, VFX and scripting here, that makes it even more complicated.
I'm kind of burned out of modding (kind of recovering rn), and I'm considering if I should put any effort into this, or make new stuff, more mods instead.
Hello, I used to be a user of this mod. I think this is excellent. However, at that time I found that this mod is not compatible with the passive Beast Spells inmod Expansion (which allow you to cast spells in wild shape) at that time. For both of the two mods are too cool to give up, can you add a patch of compatibility? Thank you very much.
I'll take a look into how it's implemented there. But 'no promises' for now.
Edit: Yeah wow that's a pretty scuffed implementation. It simply doesn't switch to WS hotbar and doesn't remove previous spells. It also doesn't remove "silenced" from WS so you cannot even cast like 99% of the spells, and it also doesn't work for some forms. AND it comes with some bugs, particularly with basic actions like Jump, Hide, and such, since we get duplicates of them. There's also an issue of being able to use some abilities that are not considered "spellcasting" but now become available. AND there's also an issue of missing animations.
I'll probably have to make a proper implementation at some point, with all the fixed bugs and animations - which would take a fuckin ton of work, and considering what a small subset of players it would affect, of course it's very low on priority list, and I'm not giving any ETAs.
TLDR: I won't fix this "incompatibility" as there's basically nothing to fix, it doesn't work there anyway.
Thats reasonable. You already do enough excellent work for us all and its not really necessary to spend too much time on a work that is too hard and might only help a small number of players.
First off, I absolutely love this mod. Druid is my favourite class and I just love the extra options you get with wildshape. Amazing work.
I also like the 5R Druid mod, I do like the changes the new revision made to the druid.
However I need some advice, I'm trying to convert other classes to 5R and using a mod like 5R_Conversion, or DnD PHB 2024 All in One is a great combination.. however they include the Druid and I think its causing some conflicts.
If I load either of those mods, it doesn't matter what, I do all the CR2 or higher wildshapes are missing. I tried loading this first, or after. I tried with or without the 5R Druid mod. I'm not sure if there is anything i can do to use these druid mods, but with the benefits of feats, backgrounds and that on the other conversion mods.
Ideally I would have liked if something like DnD PHB 2024 All in One also had a modular option so I could simply download everything except the druid module, but that would probably be too much work for them.
Hey. 5R Druid won't be compatible, of course, unless they adapt a more modular approach.
As for CR2 and higher WS forms - upon investigation (of both mods), you actually get non-moon WS progression even as a Circle of the Moon, that's why it starts at CR1/2 and doesn't go higher than CR1.
It seems to be caused by them moving subclass selection to level 3. As I add WS stuff to subclasses at level 2, it fails to add it properly. That's actually why with my 5R Druid, I decided to leave subclass selection at level 2 as it is (and add subclass features at level 3), to avoid such issues.
I messaged the mod authors about the issue, will see if they are willing to leave subclass selection at level 2 to resolve this and avoid any such issues in the future, without a need for compatibility mods.
Thank you very much for your response and explanation, its much appreciated.
I honestly respect what you (and whom ever might have helped you out) did with this mod, i'm sure it was a lot of work. So thank you for all your hard work.
Also thank you for reaching out to other mod authors. Maybe something could happen, I can only hope! :)
Maybe there will be more mods in the future which tackles the 5R conversions seperately, I really want to use your overhaul and 5R druid mod, so for now i'll probably just deal with the other classes not being updated to 5R till I can figure something out.
Thank you for all the kind words. I'll look into making a compatible version of the mod for you today.
Unfortunately, my 5R Druid will remain incompatible, since it adds all the same stuff. Though, somewhat differently, in my version/implementation of the stuff, spells, icons and such, of course. One day I'll make my own 5R Conversion of all classes and stuff (sighs).
Edit: Yep, done. Compatibility Patch coming soon.
Edit2: Alright, patch is available as an optional file, load it after the main mod, should work now. Check it out.
There will be issues with Expansion + 5R Druid, and it doesn't make much sense to use them together, as Expansion adds/modifies 5e features - and you have to decide if you want 5e or 5R stuff. Unless there's an option there to disable 5e druid stuff.
But it should work fine with UnlockLevelCurve - I've not tested in a while, but I also haven't heard about issues with that mod in a while, too. It doesn't seem to change any features before level 12, and what it adds past that doesn't really affect 5R Druid, I don't think.
Just worried about conflict or something lol but yeah u can disable druid (any class subclass really) stuff in Expansion mod using the config but thx for the reply.
Hello, i wanted to thank you for creating this mod and for expanding on the Wild Shape mechanic. I recently planned and started a new game as a druid, but after a couple of days patch 8 arrived and messed up with my modlist.
Since this mod was a major core mod for my modlist, i wanted to make sure how it plays with patch 8, i see new subclasses have been added, so there might be problems?
Same for 5R Druid, not sure if updates are needed/coming for these two.
See the sticky post above. I haven't tested much, but seems to be working fine, except for the new Circle of Stars forms, which are not obtained. I'm working on an update that will include a fix to that.
Some people here say they don't get any WS forms, but it seems to be working perfectly fine for me and a couple of people I know.
Thank you ShadyDax for the reply! And sorry for not noticing the sticky post.
I'm a week late but wanted to ask you a question for you: I've noticed you and Synchralis are the two mod authors who focused the most on Druids, while i decided in favour of your two mods i was actually wondering what the differences are and if they are compatible at all. In my modlist i included only the mod Druid Wildshape Items - Vanilla and New (which only adds gear and items so should be fine i guess).
Hey. So, technically Druid Wildshape Items - Vanilla and New should work fine, unless there's some item that gives you temporary HP in Wild Shape (that would not work well with my 5R Druid), or that item that gives you a Displacer Beast form. However, Druid Wild Shape Overhaul is not designed nor balanced around these mods - this mod for items is already pretty OP as it is, and my mod is designed to kind of compensate for the lack of gearing in Wild Shape with additional abilities/features and such in Wild Shape (which is fair to say about 5R Druid as well). So just be aware that it would be even more, egregiously OP.
At some point I'm planning to make a similar Druid Items mod, that would err more on the safe / less OP side of things. But I won't say when, I've been planning that since forever.
All the other Syrchalis' mods definitely won't work. And I mentioned it in the Compatibility section in the description -
This mod is not meant to be used with any other Wild Shape mods. This is a complete overhaul, and it's balanced as such.
All Wild Shape mods here are designed and balanced to have a set of abilities/features I give them here, and around 5e / 5R mechanics (no HP swap or anything like that). As I mentioned in Compatibility section - I implemented all Wild Shape forms separately from vanilla stuff. So you won't even see any vanilla / Syrchalis forms (and that's intended) - and there's a good chance it will still somehow mess up something in DWSO.
Even if it technically worked - just look at the contents of our mods - they are not supposed to be used together, as they kind of do the same thing.
As for the differences - you have a whole damn description with all the listed changes to see the differences for yourself. I don't make any changes like HP swap in Wild Shape. I rework HP/AC/Attribute scaling to be much more in line with dnd 5e / 5R progression. Rework of all forms is much more in depth here, and more in line with dnd 5e / 5R mechanics. I add a lot of new forms. And it's fully compatible with 5R Druid, which also offers a lot of stuff.
I am not sure if it is just me, but since patch 8 I no longer see the option when selecting moon druid to choose 1d8 or 2d8 for my lunar mend, and none of my wildshapes have any lunar mend available at all. The only mods I have that should affect druids is this and 5R druid, and this is loaded before that. Otherwise this mod has easily become a must have for all of my druid runs.
1318 comments
Install with BG3MM as usual. Now requires both Compatibility Framework and Community Library, and won't work without it.
Make sure you have a correct load order - Community Library at the top, Compatibility Framework at the bottom. 5R Druid and modules after the main mod.
As some people asked and as this mod became such an endeavour, you can now support my work here.
This is a passion project and a result of a huge time and effort commitment. As a druid/shifter player across many different games, I was left unsatisfied with the implementation of druids and Wild Shape in BG3 and 5e - so I had to learn modding for this mod to happen.
Your support allows us, modders, to allocate more spare time and passion for the mod development - for all of us to enjoy. So if you do, thank you very much.
This mod is considered to be (mostly) done and finished, except for some balance/polish in the future, and possible additions - see below.
However, I'm not done with druids. I plan to make updates to 5R Druid as to finish it up with all the features up to level 20, as well as add the Circle of the Sea and update Circle of the Stars to 5R (when that comes out). I'm also interested in making a few of my own homebrew druid subclasses and I'm also considering making a standalone mod to improve and/or fix druid's gear and itemization - at least in regards to 5R Druid mechanics (temporary HP and such), and then expand on it a little as well.
And of course, at some point I want to move on to other classes and things.
At some point I'll probably make Ranger's Companion expansion, as a lot of the work is already done here, with this mod.
But all of this is just plans, of course - we will see if I'll have the time and, more importantly, motivation to continue the work.
DWSO - possible future updates/additions
- an update for Giant Badger and Giant Boar / Deep Rothe.
- an update for Blink Dog, with 1-2 new features.
- an update for a variety of other forms, with some small improvements.
- some tweaks and/or full rework of elemental forms.
- new Giant Crab form.
- one or two more CR 3 forms.
- one or two more elemental forms.
- optional module to add Improved Wild Strike back.
See changelog and Displacer Beast info down in description (and in pictures).
Also made a bunch of optional files, as they were requested:
- Starry Form as Ritual (free to cast out of combat).
- No Recolors - if you prefer a neat and tidy WS spell container.
- Critters Only - if you're here just for the critters :)
Should work fine on Patch 8. 5R Druid works fine as well. If you have any issues, first check if you have the correct load order with all pre-reqs and make sure to respec to level 1. If you still have issues, test it in isolation from other mods, if you can, before making a bug report.
P.S : can't wait for the giant crab form!
I know you are making a patch for this soon, and was wondering if there was any chance you might add in auto dismiss on the displacer beast. I absolutely love that feature and have found that I'm actually avoiding using the displacer beast form because I miss it, haha.
Either way, just wanted to say that this is absolutely amazing and I so appreciate all the hard work that went into this.
WS auto-dismiss is added to all WS forms, not to each/any form in particular. So it should work for Displacer Beast as well.
I even checked to see if there's any issue - nope, works fine, same as usual.
I'll try to include an update to Displacer Beast (in terms of abilities/features), with the fixes for patch 8 coming soon.
Either way, amazing additions, and like I said an absolute essential for me, can't play without it!
That would be a ton of work, since I would have to learn the toolkit and remake the whole mod from almost 0 with it - it's not possible to just "import" it, it has to be made there. And there's a lot of complicated stuff like custom animations, VFX and scripting here, that makes it even more complicated.
I'm kind of burned out of modding (kind of recovering rn), and I'm considering if I should put any effort into this, or make new stuff, more mods instead.
You can also download all the mod.io mods from the website and put it all into BG3MM and it should work.
Edit: Yeah wow that's a pretty scuffed implementation. It simply doesn't switch to WS hotbar and doesn't remove previous spells. It also doesn't remove "silenced" from WS so you cannot even cast like 99% of the spells, and it also doesn't work for some forms. AND it comes with some bugs, particularly with basic actions like Jump, Hide, and such, since we get duplicates of them. There's also an issue of being able to use some abilities that are not considered "spellcasting" but now become available. AND there's also an issue of missing animations.
I'll probably have to make a proper implementation at some point, with all the fixed bugs and animations - which would take a fuckin ton of work, and considering what a small subset of players it would affect, of course it's very low on priority list, and I'm not giving any ETAs.
TLDR: I won't fix this "incompatibility" as there's basically nothing to fix, it doesn't work there anyway.
Also, this is pertaining to 5R Druid, not this mod.
First off, I absolutely love this mod. Druid is my favourite class and I just love the extra options you get with wildshape. Amazing work.
I also like the 5R Druid mod, I do like the changes the new revision made to the druid.
However I need some advice, I'm trying to convert other classes to 5R and using a mod like 5R_Conversion, or DnD PHB 2024 All in One is a great combination.. however they include the Druid and I think its causing some conflicts.
If I load either of those mods, it doesn't matter what, I do all the CR2 or higher wildshapes are missing. I tried loading this first, or after. I tried with or without the 5R Druid mod. I'm not sure if there is anything i can do to use these druid mods, but with the benefits of feats, backgrounds and that on the other conversion mods.
Ideally I would have liked if something like DnD PHB 2024 All in One also had a modular option so I could simply download everything except the druid module, but that would probably be too much work for them.
Any suggestion?
Thank you in advance
As for CR2 and higher WS forms - upon investigation (of both mods), you actually get non-moon WS progression even as a Circle of the Moon, that's why it starts at CR1/2 and doesn't go higher than CR1.
It seems to be caused by them moving subclass selection to level 3. As I add WS stuff to subclasses at level 2, it fails to add it properly. That's actually why with my 5R Druid, I decided to leave subclass selection at level 2 as it is (and add subclass features at level 3), to avoid such issues.
I messaged the mod authors about the issue, will see if they are willing to leave subclass selection at level 2 to resolve this and avoid any such issues in the future, without a need for compatibility mods.
Thank you very much for your response and explanation, its much appreciated.
I honestly respect what you (and whom ever might have helped you out) did with this mod, i'm sure it was a lot of work. So thank you for all your hard work.
Also thank you for reaching out to other mod authors. Maybe something could happen, I can only hope! :)
Maybe there will be more mods in the future which tackles the 5R conversions seperately, I really want to use your overhaul and 5R druid mod, so for now i'll probably just deal with the other classes not being updated to 5R till I can figure something out.
All the best!
Unfortunately, my 5R Druid will remain incompatible, since it adds all the same stuff. Though, somewhat differently, in my version/implementation of the stuff, spells, icons and such, of course. One day I'll make my own 5R Conversion of all classes and stuff (sighs).
Edit: Yep, done. Compatibility Patch coming soon.
Edit2: Alright, patch is available as an optional file, load it after the main mod, should work now. Check it out.
You are an absolute legend! Thank you very much for this.
You just made my day :)
But it should work fine with UnlockLevelCurve - I've not tested in a while, but I also haven't heard about issues with that mod in a while, too. It doesn't seem to change any features before level 12, and what it adds past that doesn't really affect 5R Druid, I don't think.
I recently planned and started a new game as a druid, but after a couple of days patch 8 arrived and messed up with my modlist.
Since this mod was a major core mod for my modlist, i wanted to make sure how it plays with patch 8, i see new subclasses have been added, so there might be problems?
Same for 5R Druid, not sure if updates are needed/coming for these two.
Some people here say they don't get any WS forms, but it seems to be working perfectly fine for me and a couple of people I know.
I'm a week late but wanted to ask you a question for you:
I've noticed you and Synchralis are the two mod authors who focused the most on Druids, while i decided in favour of your two mods i was actually wondering what the differences are and if they are compatible at all. In my modlist i included only the mod Druid Wildshape Items - Vanilla and New (which only adds gear and items so should be fine i guess).
I suppose the other three mods (Druid Quality of Life, Druid Perfection, Druid Wildshape Viability) definetly clash in some way.
I'm sorry if this was asked already in the past, you might want to sticky your reply so people can see it immediately.
P.S.: Thank you for the latest update as well, for the extra compatibilty for patch 8 and the new subclass.
At some point I'm planning to make a similar Druid Items mod, that would err more on the safe / less OP side of things. But I won't say when, I've been planning that since forever.
All the other Syrchalis' mods definitely won't work. And I mentioned it in the Compatibility section in the description -
Even if it technically worked - just look at the contents of our mods - they are not supposed to be used together, as they kind of do the same thing.
As for the differences - you have a whole damn description with all the listed changes to see the differences for yourself. I don't make any changes like HP swap in Wild Shape. I rework HP/AC/Attribute scaling to be much more in line with dnd 5e / 5R progression. Rework of all forms is much more in depth here, and more in line with dnd 5e / 5R mechanics. I add a lot of new forms. And it's fully compatible with 5R Druid, which also offers a lot of stuff.
I'm sure if you make an item mod it will turn out great.