0 of 0

File information

Last updated

Original upload

Created by

RagnarokZERO

Uploaded by

UltimaRagnarok

Virus scan

Safe to use

Tags for this mod

81 comments

  1. magic323
    magic323
    • member
    • 0 kudos
    update please
    1. UltimaRagnarok
      UltimaRagnarok
      • supporter
      • 7 kudos
      Is there an issue with it? I thought it was still working with the new update? I can test some later
  2. DimaKL
    DimaKL
    • member
    • 0 kudos
    Honestly, must have
  3. Aesbjorn91
    Aesbjorn91
    • member
    • 0 kudos
    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?
  4. StickyFingers92
    StickyFingers92
    • premium
    • 0 kudos
    install instructions? wtf
  5. lanary123
    lanary123
    • member
    • 0 kudos
    This doesnt seem to affect beast shapes like "Displacer Beast Shape" spell
    1. UltimaRagnarok
      UltimaRagnarok
      • supporter
      • 7 kudos
      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!
    2. lanary123
      lanary123
      • member
      • 0 kudos
      Doesn't seem to work. Could it be because Displacer Beast Shape consumes Action instead of Wild Shape Charge?
    3. UltimaRagnarok
      UltimaRagnarok
      • supporter
      • 7 kudos
      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
    4. lanary123
      lanary123
      • member
      • 0 kudos
      In the game it requires long rest so maybe removing that part alone would make it ritual?
    5. UltimaRagnarok
      UltimaRagnarok
      • supporter
      • 7 kudos
      Oh, yeah that probably is what is doing it.

      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
    6. UltimaRagnarok
      UltimaRagnarok
      • supporter
      • 7 kudos
      Taking that version down for now while I figure it out, before I get 100 messages saying it doesn't work lol 
    7. UltimaRagnarok
      UltimaRagnarok
      • supporter
      • 7 kudos
      Ok! So two things on this.

      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
    8. lanary123
      lanary123
      • member
      • 0 kudos
      Is there any way to trigger "once per combat" ability outside of combat? Like enter turn based mode maybe?
    9. UltimaRagnarok
      UltimaRagnarok
      • supporter
      • 7 kudos
      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.
    10. lanary123
      lanary123
      • member
      • 0 kudos
      Can you implement it then
    11. UltimaRagnarok
      UltimaRagnarok
      • supporter
      • 7 kudos
      Done! It will be an add-on under optional files; so you can either add it on to the normal WildShape Rituals mod or you can use it on it's own.
    12. lanary123
      lanary123
      • member
      • 0 kudos
      it says your add-on setup is invalid when loading the save
    13. UltimaRagnarok
      UltimaRagnarok
      • supporter
      • 7 kudos
      Weird. Let me look into that, not sure why it would say that.
    14. UltimaRagnarok
      UltimaRagnarok
      • supporter
      • 7 kudos
      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.
    15. lanary123
      lanary123
      • member
      • 0 kudos
      I accidentally responded to the other comment the other day so you probably didn't see my message. I am using a mod fixer. What about you?
    16. UltimaRagnarok
      UltimaRagnarok
      • supporter
      • 7 kudos
      Yes, I also use the mod fixer
    17. lanary123
      lanary123
      • member
      • 0 kudos
      Does this by any chance only affect druid class? And not all classes?
    18. UltimaRagnarok
      UltimaRagnarok
      • supporter
      • 7 kudos
      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
    19. lanary123
      lanary123
      • member
      • 0 kudos
      Odd, are you using displacer file as standalone or with the first file. 

      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.
    20. UltimaRagnarok
      UltimaRagnarok
      • supporter
      • 7 kudos
      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
    21. lanary123
      lanary123
      • member
      • 0 kudos
      We're talking about illithid power displacer spell right. 
  6. williamburke22
    williamburke22
    • member
    • 0 kudos
    does this require a new game? it doesn't seem to be effecting my game
    1. UltimaRagnarok
      UltimaRagnarok
      • supporter
      • 7 kudos
      No it definitely should not require a new game, maybe a different mod is interfering?
    2. Dragons199
      Dragons199
      • member
      • 0 kudos
      I only have this mod installed and it doesn't seem to be working :(
    3. UltimaRagnarok
      UltimaRagnarok
      • supporter
      • 7 kudos
      Weird, I'm not sure then. Do you maybe not have the Baldur's Gate 3 mod fixxer? https://www.nexusmods.com/baldursgate3/mods/141

      I know i don't say it is a dependency, but it is required for pretty much everything.
    4. Dragons199
      Dragons199
      • member
      • 0 kudos
      I got it working but now I cant fast travel or speak to anyone
    5. UltimaRagnarok
      UltimaRagnarok
      • supporter
      • 7 kudos
      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.
    6. lanary123
      lanary123
      • member
      • 0 kudos
      Let me see
    7. lanary123
      lanary123
      • member
      • 0 kudos
      Are you using a mod fixer?
  7. RazielLewach
    RazielLewach
    • member
    • 1 kudos
    Very interesting...
  8. reecependell
    reecependell
    • member
    • 0 kudos
    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
    1. UltimaRagnarok
      UltimaRagnarok
      • supporter
      • 7 kudos
      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 
    2. UltimaRagnarok
      UltimaRagnarok
      • supporter
      • 7 kudos
      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.
    3. reecependell
      reecependell
      • member
      • 0 kudos
      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.
    4. UltimaRagnarok
      UltimaRagnarok
      • supporter
      • 7 kudos
      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!
  9. Forbidden0
    Forbidden0
    • member
    • 0 kudos
    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!
  10. CritterInFlux
    CritterInFlux
    • premium
    • 0 kudos
    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!
    1. UltimaRagnarok
      UltimaRagnarok
      • supporter
      • 7 kudos
      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.
    2. CritterInFlux
      CritterInFlux
      • premium
      • 0 kudos
      Thanks for checking, anyway. I'll experiment a bit more and see if I can narrow it down any further!
    3. CritterInFlux
      CritterInFlux
      • premium
      • 0 kudos
      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.

      Thank you for your work on this mod!
    4. UltimaRagnarok
      UltimaRagnarok
      • supporter
      • 7 kudos
      Glad things ended up working out! Weird stuff!