I use a few of your mods and they are great! Will this conflict with Expansion? I am guessing it does since Expansion adds its own changes to each class and subclass but I would love to use this.
Would all your other Druid mods work with Expansion as well? I know Wildshape Gear does which is awesome.
Depending how Expansion is set up, it is actually not likely to conflict. Try loading my mod AFTER it. I use the new progression merging feature, so it is possible the new passives get merged into w/e Expansion does.
All my other mods were recently changed to use the new progression merging feature too, so they should all work. (I need to upload the Druid QoL change still though).
Wow thanks for the quick reply. I will try out Duality, Wildshape Viability and Perfection. I will hold off on QoL. If there are any issues I will post them here.
All my other mods were recently changed to use the new progression merging feature too, so they should all work. (I need to upload the Druid QoL change still though).
Ahh interesting. So I'm one of those players who has to get ALL the best mods before playing (180+) so far. However, even for the casual mod applier, it seems like level 12+ mods, such as "UnlockLevelCurve" or "Expansion" are one of the must haves. And, based on what I've researched, Expansion does a better job.
In any case, I've chosen to install most of your mods such as the "Rebalance" series and the "Druid" ones. However, that means I will try my best not to install any other mods that change druids or vanilla feats/spells. That just leaves Expansion. Naturally, I have "Compatibility Framework" installed. However, I'm hoping there won't be any major conflicts with the "Druid QoL" and "Expansion".
Just make sure to load UnlockLevelCurve BEFORE my mods, as it doesn't use progression merging as far as I am aware. If loaded after (lower in the load order, or larger number in the list) it will overwrite many changes, especially to wild shapes.
Hey So i use all of your druid mods and they all work great. Have this one installed and I'm lvl 4. I see the passive Lunar Spellcasting active when I get knocked out of wildshape on my char but on the following turn I cast a spell making sure a spell slot is used but going into wildshape isn't free. Trying to figure out what I'm doing wrong lol
In theory it should. I add passives to specific levels of subclasses, but the way I do it, is using the new merging system they added in Patch 7 or so.
As long as their wild shapes are still in the group "SG_Polymorph_Beastshape" it should work fine.
Otherwise (and generally) I suggest using my Wildshape mod however: Druid Wildshape Viability - thats up for personal preference though.
Thats where their custom icons are from by the way. (I allowed them to use them)
I would love to see some higher level abilities, like a smite for Moon, or something that uses up a wildshape charge for Star/Land to boost their abilities. Not just allowing them to do other things, but use up those extra resources you don't really have something to do with.
Thats part of another mod by this same author. Druid Perfection allows for multiclass benefits in wildshape, so you can smite while wildshaped if you put 2 levels into paladin.
As olgierd said, you already can smite in Wildshape with Druid Perfection.
Having Land/Spore/Star use Wildshape Charges to do more casting is sort of the opposite of the idea of the mod. The point was to give them a reason to use wild shape, when in vanilla they barely have a reason to. And in the same manner, give Circle of the Moon a way to actually use their spells.
Its not meant to underline the existing playstyle, its meant to shake it up.
If you want more context:
Spoiler:
Show
I have played through BG3 as Sorcerer (Draconic Bloodline) and Bard (Swords) once each and around 5-6 times on Druid. I recently finished a 4-man multiplayer run, and by finished I mean completed act 3, epilogue etc.. I would like to do another run in the near future, but I neither am particularly interested in playing a different class nor am I interested in doing Moondruid run 7. At least not without some added spice. And thats exactly where this mod comes in.
I always hated having all these cool utility spells on Circle of the Moon and having to waste so many resources (precious Wildshape charges and an action) to cast them. Since with my mods you only have a single wild shape charge (and you only need it if you want to re-enter wildshape after the first turn of combat).
So I theorized how to solve that issue. I was thinking that you can "double-prepare" spells and then allow casting them in wildshape. But it is quite difficult to read out what spells you have prepared code-wise. Any implementation of casting directly in wild shape means I have to make copies of the spells and make the animations wildshape-friendly. This isn't about looks by the way, if you request an animation of a model that it can't do, the game will "lock up" for 6sec as it attempts to play an animation that doesn't exist and eventually gives up.
At the end, leaving wildshape and fascilitating that in some way via a passive made way more sense. It circumvents many many issues and doesn't even feel bad. A bit clunky maybe, but the idea of popping out of animal form to slam down an ice storm and then going back to smack them in the head as Owlbear or pounce as panther has incredible appeal. Especially for anyone who has played Druid in WoW, where that was quite common at some point (or still is, at least in PvP).
Anyway, then I decided I can do the same for the other subclasses too, just in the opposite direction. Since noone ever uses wild shape on non-moon.
Ah, I specifically meant giving them their own kind of smite.
I have played both a Moon Druid (who ended each day with basically all their spell slots) and recently a Stars Druid (who uses 1 wildshape charge for the entire day).
But it is true that this idea is not really the main purpose of this mod. I just recently found your mods, but it all looks really fun! You do a great job!
32 comments
Would all your other Druid mods work with Expansion as well? I know Wildshape Gear does which is awesome.
+1
All my other mods were recently changed to use the new progression merging feature too, so they should all work. (I need to upload the Druid QoL change still though).
Ahh interesting. So I'm one of those players who has to get ALL the best mods before playing (180+) so far. However, even for the casual mod applier, it seems like level 12+ mods, such as "UnlockLevelCurve" or "Expansion" are one of the must haves. And, based on what I've researched, Expansion does a better job.
In any case, I've chosen to install most of your mods such as the "Rebalance" series and the "Druid" ones. However, that means I will try my best not to install any other mods that change druids or vanilla feats/spells. That just leaves Expansion. Naturally, I have "Compatibility Framework" installed. However, I'm hoping there won't be any major conflicts with the "Druid QoL" and "Expansion".
Anyway, thanks for your work.
LOL, guess we caught you at a good time.
If you leave wildshape by dismissing it then its entirely free, but you will return to the same HP that you had before.
This is to prevent making every level 1 spell a full heal.
As long as their wild shapes are still in the group "SG_Polymorph_Beastshape" it should work fine.
Otherwise (and generally) I suggest using my Wildshape mod however: Druid Wildshape Viability - thats up for personal preference though.
Thats where their custom icons are from by the way. (I allowed them to use them)
Having Land/Spore/Star use Wildshape Charges to do more casting is sort of the opposite of the idea of the mod. The point was to give them a reason to use wild shape, when in vanilla they barely have a reason to. And in the same manner, give Circle of the Moon a way to actually use their spells.
Its not meant to underline the existing playstyle, its meant to shake it up.
If you want more context:
I have played through BG3 as Sorcerer (Draconic Bloodline) and Bard (Swords) once each and around 5-6 times on Druid. I recently finished a 4-man multiplayer run, and by finished I mean completed act 3, epilogue etc.. I would like to do another run in the near future, but I neither am particularly interested in playing a different class nor am I interested in doing Moondruid run 7. At least not without some added spice. And thats exactly where this mod comes in.
I always hated having all these cool utility spells on Circle of the Moon and having to waste so many resources (precious Wildshape charges and an action) to cast them. Since with my mods you only have a single wild shape charge (and you only need it if you want to re-enter wildshape after the first turn of combat).
So I theorized how to solve that issue. I was thinking that you can "double-prepare" spells and then allow casting them in wildshape. But it is quite difficult to read out what spells you have prepared code-wise. Any implementation of casting directly in wild shape means I have to make copies of the spells and make the animations wildshape-friendly. This isn't about looks by the way, if you request an animation of a model that it can't do, the game will "lock up" for 6sec as it attempts to play an animation that doesn't exist and eventually gives up.
At the end, leaving wildshape and fascilitating that in some way via a passive made way more sense. It circumvents many many issues and doesn't even feel bad. A bit clunky maybe, but the idea of popping out of animal form to slam down an ice storm and then going back to smack them in the head as Owlbear or pounce as panther has incredible appeal. Especially for anyone who has played Druid in WoW, where that was quite common at some point (or still is, at least in PvP).
Anyway, then I decided I can do the same for the other subclasses too, just in the opposite direction. Since noone ever uses wild shape on non-moon.
I have played both a Moon Druid (who ended each day with basically all their spell slots) and recently a Stars Druid (who uses 1 wildshape charge for the entire day).
But it is true that this idea is not really the main purpose of this mod. I just recently found your mods, but it all looks really fun! You do a great job!
And now i'm about to wipe half of the Illithids
There can be bad interactions, but I never had one. I constantly add mods as I develop them in playthroughs and also update them.