I Don't know if i'm the only one who encountered this "bug". But i tried to use this mod (Either With MOD FIXER and without MOD FIXER) and i tried to start a new campaign with a Druid (Dark urge, dunno if it's important).
Now, what's the problem:
Each Wild shape i use, i do have ONLY base HP for every of them. I Do not take the "2 HP bonus for each Druid Level". I am at level 5, right now, and my bear have 30HP, no matter what i do. Rebuild, respec, nothing worked. My wolf 18 HP, and so on.
I tried to Respec even my level 11 Character (It was Sorcerer before the Rebuild). I selected Druid and... here... another things comes up.
My Wolf, Bear, etc are greate. HP are correct. They get the "2 HP bonus per level" etc... But my Myrmidon didn't take any of that "bonus".
So ... what's going on? There is a way to fix this? It's only a bug of mine?
_
I don't have other MOD other than this one. I installed the "WildformRituals" only.
Thanks in advice for an answer.
Oh, another things... Even if i delete the MOD / put inactive. Respec, and nothing... HP remains BUGGED. Any suggestion?
Added a new main file! I decided to separate it from the normal wild shapes so there are 3 versions now. Illithid powers are meant to be OP anyway, but i still wanted to make sure there was some choice in case people wanted the old version as well.
Wild Shape Rituals and the Weaker version just affects the druid forms Wild Shape Rituals with Displacer Beast affects all druid forms and the displacer beast form.
I did not add the Durge Slayer form because that is meant as a "once per long rest" thing; so might end up being absurdly OP (maybe i'll add it as an optional add-on later for people). Let me know if you run into any issues!
So in the game files, it consumes a wildshape charge and an action. Might not be as simple as just slapping in a ritual cost since it's an ilithid power. I'll need to look into it more
Oddly though the file itself doesn't have the normal cooldown line, so it might be a more overall cooldown around illithid powers . Hopefully it isn't a script thing. I'll need to look into it more
1. Apparently I'm stupid and was looking at the wrong damn thing lol. Makes a lot more sense now. 2. The spell itself is on a long rest cooldown AND has no cost other than an action point; meaning adding a ritual cost won't help any.
The only way i could possibly see this working is to remove the cooldown altogether, create a brand new Action Resource specifically for displacer beast that refreshes on long rest, create the ritual cost to not consume the new resource. The problem with this is the only way i can think of to give this resource to your character would be during the script where you get the partial ceremorphosis; but unfortunately i'm not skilled enough to edit the scripts.
The only other thing i COULD do is change the cooldown on dsplacer beast to be once per combat or per short rest; which would probably break game balance a bit (so definitely would put it separately to the main mod) but would likely be more fun than the long rest cooldown
Yeah, typically if it is a once per combat cooldown you should be able to use it outside of combat just fine,
The cooldown would then only apply if you entered combat within a few seconds of using it, otherwise you could leave form and go back into it once during the combat.
So I just tested this myself (sorry for the delay, life is busy right now with the holidays coming up); but i did not get any error message when i loaded up and the mod did work as intended.
Do you have any other mods installed that could be having a weird interaction with this one? What all did that error message say (or was it just "invalid add-on setup" or something).
If you get a message saying "We were unable to create a working story. Your add-on setup might be invalid. The game will continue with the setup from the savegame." that is actually a common error message you can ignore. Not sure what causes it, but i have it happen from time to time when installing a new mod.
Displacer change should affect all classes. I tested it with a sorcerer I had and was able to just go in and out of displacer freely when out of combat
I was using it as a standalone, but should work just fine either way (and if you load it second, it would overwrite anything the first mod did anyway if there was a conflict).
I can look into it more to make sure nothing else could be affecting it, maybe whether or not you did the zaithisk thing that makes it a bonus point cost affects it somehow
Weird, i have not been able to recreate that situation on my side; but somebody else had a similar issue and this is how they fixed it (not entirely sure what causes it since this seems to work fine for most people)
Quoted from a couple posts down: - Use baldur's gate mod manager (I had it installed but had only used it to install scripting engine for achievments) https://github.com/LaughingLeader/BG3ModManager - Refresh mod list - "Export to Game" - Go -> Launch Game (I believe this will launch the Vulkan version (bg3.exe) - Load a save file that was in a working state (able to talk to NPCs, saving while NPCs or fast travel are broken seems to keep it broken) - Run the Vulkan version of the game - Save as a new save file - This save now loads in both versions
If I then install a new mod with vortex I need to run the BG3ModManager export process again. But don't need to do the vulkan open first. I don't get it, but it worked for me and I can wild shape and have my full party again so I'm happy.
Hi, thanks for the mod, I love the idea but I had the same bug as CritterInFlux... I couldn't talk to NPCs after installing this mod. I tried their odd Vulan save/load thing but it didn't fix it for me.
The only other mod I have installed is the same one Critter had: Party Limit Begone https://www.nexusmods.com/baldursgate3/mods/327
I'll need to download the party limit begone and see if there is some weird interaction.
The files I change in this mod should not cause that to occur (and for most people, it hasn't), so I can only assume it has something to do with both mods together
Ok so after looking at both mods... there is literally no reason they should fight with each other. The only file i touch is the shouts file (mainly just used for certain spells like wild shapes); so the only OTHER thing i could think of is maybe there was something in my meta.lsx file.
I tried to make a few changes and put a new version in the optional files, see if MAYBE that works for you; but honestly I can't see any reason these two mods should have any interaction that other mods wouldn't have with party limit begone.
Thanks so much UltimaRagnarok! I got both v1.1 and the v1 optional test version working after trying bunches of different things.
They key for me was installing Mod Fixer https://www.nexusmods.com/baldursgate3/mods/141
After installing that and loading a save I got a really sketchy error, "We were unable to create a working story. Your add-on setup might be invalid. The game will continue with the setup from the savegame." This error only showed up once... it went away after saving the game and loading that save.
Everything I tested worked correctly after that. I also uninstalled Mod Fixer and things were still working using that save I made after the working story error.
Anyway, I think you are right, I don't think the mods are incompatible but it seems like save file has "something" cached and once that is cleared/reset/whatever it allows both mods to work at the same time.
Thanks again, this is the perfect balance mod for Wild Shape.
Oh, yeah I probably should have put that mod fixer is required for this one (I think party limit begone may be one of the very few mods that don't need it).
That error you got is pretty normal after installing it, so no worries there. If you run into more problems, I'd say to just leave the mod fixer installed, but glad to hear it's working!
This is absolutely genius! I had misclicked on that giant owlbear so many times I was considering just increasing the number of charges per rest, but your solution is much more elegant and doesn't unbalanced combat. Perfect!
Not sure specifically which mod is having the issue but I'm posting in both just in case. Party Limit Begone https://www.nexusmods.com/baldursgate3/mods/327 Wild Shape Ritual Costs https://www.nexusmods.com/baldursgate3/mods/1299
Since patch 3 update if Wild Shape Ritual Costs and the new Patch 3 version of Party Limit Begone are active: fast travel, going to camp, long rest, and talking to NPCs doenn't work. The UI lets you try to interact but nothing happens other than sound effect playing as if it had worked.
Tested combinations: - New version of PLBG (v1.5.6) + Current Version WSRC(v1.1): Bug Happens - Removing PLBG + Current version WSRC(v1.1): Bug happens - Old version of PLBG (v1.5.4) + Current Version WSRC(v1.1): No Bug but other patch 3 issues arise - New version of PLBG(v1.5.6) + Disabled WSRC: No bug
Sorry for cross posting this. it feels like it's something with WSRC, but given PLBG v1.5.4 seems to make WSRC v1.1 work somehow, it's a bit hard to say exactly who is changing what. If nothing else maybe this will help someone else scratching their heads post the update!
So i just threw in the recent version without the PLBG and it all seems to work ok?
I've heard the most recent patch is doing lots of wacky things, but nothing in my mod should be doing anything like that. I'll see if i can recreate somehow, but let me know if you find anything more out.
Okay managed to get this to work again. I don't fully understand what is happening or why this happened but in case this is useful for anyone else)
- Use baldur's gate mod manager (I had it installed but had only used it to install scripting engine for achievments) https://github.com/LaughingLeader/BG3ModManager - Refresh mod list - "Export to Game" - Go -> Launch Game (I believe this will launch the Vulkan version (bg3.exe) - Load a save file that was in a working state (able to talk to NPCs, saving while NPCs or fast travel are broken seems to keep it broken) - Run the Vulkan version of the game - Save as a new save file - This save now loads in both versions
If I then install a new mod with vortex I need to run the BG3ModManager export process again. But don't need to do the vulkan open first. I don't get it, but it worked for me and I can wild shape and have my full party again so I'm happy.
81 comments
Now, what's the problem:
Each Wild shape i use, i do have ONLY base HP for every of them. I Do not take the "2 HP bonus for each Druid Level".
I am at level 5, right now, and my bear have 30HP, no matter what i do. Rebuild, respec, nothing worked.
My wolf 18 HP, and so on.
I tried to Respec even my level 11 Character (It was Sorcerer before the Rebuild).
I selected Druid and... here... another things comes up.
My Wolf, Bear, etc are greate. HP are correct. They get the "2 HP bonus per level" etc...
But my Myrmidon didn't take any of that "bonus".
So ... what's going on? There is a way to fix this? It's only a bug of mine?
_
I don't have other MOD other than this one.
I installed the "WildformRituals" only.
Thanks in advice for an answer.
Oh, another things... Even if i delete the MOD / put inactive. Respec, and nothing... HP remains BUGGED.
Any suggestion?
Wild Shape Rituals and the Weaker version just affects the druid forms
Wild Shape Rituals with Displacer Beast affects all druid forms and the displacer beast form.
I did not add the Durge Slayer form because that is meant as a "once per long rest" thing; so might end up being absurdly OP (maybe i'll add it as an optional add-on later for people). Let me know if you run into any issues!
Oddly though the file itself doesn't have the normal cooldown line, so it might be a more overall cooldown around illithid powers . Hopefully it isn't a script thing. I'll need to look into it more
1. Apparently I'm stupid and was looking at the wrong damn thing lol. Makes a lot more sense now.
2. The spell itself is on a long rest cooldown AND has no cost other than an action point; meaning adding a ritual cost won't help any.
The only way i could possibly see this working is to remove the cooldown altogether, create a brand new Action Resource specifically for displacer beast that refreshes on long rest, create the ritual cost to not consume the new resource. The problem with this is the only way i can think of to give this resource to your character would be during the script where you get the partial ceremorphosis; but unfortunately i'm not skilled enough to edit the scripts.
The only other thing i COULD do is change the cooldown on dsplacer beast to be once per combat or per short rest; which would probably break game balance a bit (so definitely would put it separately to the main mod) but would likely be more fun than the long rest cooldown
The cooldown would then only apply if you entered combat within a few seconds of using it, otherwise you could leave form and go back into it once during the combat.
Do you have any other mods installed that could be having a weird interaction with this one? What all did that error message say (or was it just "invalid add-on setup" or something).
If you get a message saying "We were unable to create a working story. Your add-on setup might be invalid. The game will continue with the setup from the savegame." that is actually a common error message you can ignore. Not sure what causes it, but i have it happen from time to time when installing a new mod.
Also when you hover over the spell in game does it not mention "long rest" anywhere anymore? Cause mine still mentions it and is grayed out.
I can look into it more to make sure nothing else could be affecting it, maybe whether or not you did the zaithisk thing that makes it a bonus point cost affects it somehow
I know i don't say it is a dependency, but it is required for pretty much everything.
Quoted from a couple posts down:
- Use baldur's gate mod manager (I had it installed but had only used it to install scripting engine for achievments) https://github.com/LaughingLeader/BG3ModManager
- Refresh mod list
- "Export to Game"
- Go -> Launch Game (I believe this will launch the Vulkan version (bg3.exe)
- Load a save file that was in a working state (able to talk to NPCs, saving while NPCs or fast travel are broken seems to keep it broken)
- Run the Vulkan version of the game
- Save as a new save file
- This save now loads in both versions
If I then install a new mod with vortex I need to run the BG3ModManager export process again. But don't need to do the vulkan open first. I don't get it, but it worked for me and I can wild shape and have my full party again so I'm happy.
The only other mod I have installed is the same one Critter had:
Party Limit Begone https://www.nexusmods.com/baldursgate3/mods/327
The files I change in this mod should not cause that to occur (and for most people, it hasn't), so I can only assume it has something to do with both mods together
I tried to make a few changes and put a new version in the optional files, see if MAYBE that works for you; but honestly I can't see any reason these two mods should have any interaction that other mods wouldn't have with party limit begone.
They key for me was installing
Mod Fixer https://www.nexusmods.com/baldursgate3/mods/141
After installing that and loading a save I got a really sketchy error, "We were unable to create a working story. Your add-on setup might be invalid. The game will continue with the setup from the savegame." This error only showed up once... it went away after saving the game and loading that save.
Everything I tested worked correctly after that. I also uninstalled Mod Fixer and things were still working using that save I made after the working story error.
Anyway, I think you are right, I don't think the mods are incompatible but it seems like save file has "something" cached and once that is
cleared/reset/whatever it allows both mods to work at the same time.
Thanks again, this is the perfect balance mod for Wild Shape.
That error you got is pretty normal after installing it, so no worries there. If you run into more problems, I'd say to just leave the mod fixer installed, but glad to hear it's working!
Party Limit Begone https://www.nexusmods.com/baldursgate3/mods/327
Wild Shape Ritual Costs https://www.nexusmods.com/baldursgate3/mods/1299
Since patch 3 update if Wild Shape Ritual Costs and the new Patch 3 version of Party Limit Begone are active: fast travel, going to camp, long rest, and talking to NPCs doenn't work. The UI lets you try to interact but nothing happens other than sound effect playing as if it had worked.
Tested combinations:
- New version of PLBG (v1.5.6) + Current Version WSRC(v1.1): Bug Happens
- Removing PLBG + Current version WSRC(v1.1): Bug happens
- Old version of PLBG (v1.5.4) + Current Version WSRC(v1.1): No Bug but other patch 3 issues arise
- New version of PLBG(v1.5.6) + Disabled WSRC: No bug
Sorry for cross posting this. it feels like it's something with WSRC, but given PLBG v1.5.4 seems to make WSRC v1.1 work somehow, it's a bit hard to say exactly who is changing what. If nothing else maybe this will help someone else scratching their heads post the update!
I've heard the most recent patch is doing lots of wacky things, but nothing in my mod should be doing anything like that. I'll see if i can recreate somehow, but let me know if you find anything more out.
- Use baldur's gate mod manager (I had it installed but had only used it to install scripting engine for achievments) https://github.com/LaughingLeader/BG3ModManager
- Refresh mod list
- "Export to Game"
- Go -> Launch Game (I believe this will launch the Vulkan version (bg3.exe)
- Load a save file that was in a working state (able to talk to NPCs, saving while NPCs or fast travel are broken seems to keep it broken)
- Run the Vulkan version of the game
- Save as a new save file
- This save now loads in both versions
If I then install a new mod with vortex I need to run the BG3ModManager export process again. But don't need to do the vulkan open first. I don't get it, but it worked for me and I can wild shape and have my full party again so I'm happy.
Thank you for your work on this mod!