Announcements Version 2.4.1: Lots of cool improvements. The compatibility framework addition should help with people not seeing Circle Of Stars.
Version 2.3.0: I removed the hotbar script entirely, since I get way too many reports about it on my other mods from oblivious users. It is still available as its own mod: Druid QoL - Hotbar Restore
Version 2.2.0: I added a new toggle-able passive "Auto-Dismiss Wild Shape" that makes you leave Wild Shape as soon as combat ends, in order to be able to engage in post-combat dialogue - this passive is only added via Compatibility Framework, so it will not show up without it - you don't have to respec to get it, just move it out of your spell book.
Please let me know if it actually works, as I don't have a save that is close to a forced dialogue. I'll continue my playthrough when I have time and try to figure it out.
I also added a new optional file that makes Wild Shape a ritual spell. It does not do anything else. Use it if you don't use my Druid Perfection mod.
"This works for all summons and every character/class:
Additionally, Longstrider, Enhanced Jump, Protection from Poison, Darkvision and Freedom of Movement will now affect all your summons when they are cast on you (while the summon is active - summoning does not retro-actively transfer your buffs)
Enhanced Jump also gives a small flat boost to jump distance to your summons with less than 13 strength
These effects work for all your summons, not just druid ones, including undead, Scratch, Shovel, Us etc.
This also works for all other companions, not just Tav or druids "
How does this work exactly? I used to use this mod a long time ago, like patch 6. I often had a problem where i wanted to mod Enhanced Leap and Longstrider to be AoE and Long Rest, also ritual if that matters and a shout, so i wouldnt have to target(Casts quicker). Does this cause incompatibility? With this mod in my load order i often had my caster and other players get the correct buff, since it was AoE. However my summons would always get the 10 turn version of Enhanced Leap. From Memory Longstrider worked fine. I would really love to be able to use such a mod, which automatically transfers most of the QoL buffs to all active summons.
Thats because minions get a different type of jump buff and your other mods dont merge with mine on that one.
My mod already makes jump/longstrider aoe and longstrider is long rest by default, so unless you are hellbent on permanent jump I just wouldn't bother. I think having 3x jump distance for every fight is kinda broken. On many you can prepare it but not all.
Its a "you do you" thing though, so do whatever you enjoy.
I ran into a bug where the "Auto-Dismiss Wild Shape" passive is not in the passive hotbar when playing Druid: Circle of the Stars. I can confirm that other Druid subclasses has the Auto-Dismiss working. I had even checked the spell book to see if I somehow removed it by accident but it doesn't show up at all in the characters who has CotS subclass. Would appreciate if anyone had a fix for this. Thank you.
If you're looking for a way to not show the sparkly star vfx out of combat, someone made a mod to hide it: Remove Starry Form VFX (https://www.nexusmods.com/baldursgate3/mods/15924). It won't dismiss the wild shape state but it makes it so your character isn't a glowstick 24/7 xD
I didn't have the issue where it glows, my main bug is that the toggle: "Auto-Dismiss Wild Shape" is nowhere to be found if I chose the Circle of Stars subclass. I had two characters as druids, the one with CotS doesn't have toggle button (it has the usual 'dismiss wild shape' button) but the one who had the old subclasses has it.
Just realized this mod's updated so I am going to see if it's been fixed.
You may have to scroll down. And not with the scrollbar on the side. There seems to be a UI issue where the "common actions" are cut off. You need to have your cursor over the spells (level 1-6 ones) and scroll down there.
Shows up for me on circle of stars. But the scroll issue makes it hard to see. Or try the search bar.
OMG YES, I found it. You were right it was hidden in the UI (I checked the spellbook and scrolled down and there it was). I am so glad I don't have to manually unbear Halsin after battle. Thanks so much.
There is a bug in the game where if a companion is in star-form, they wont appear in some cutscenes. Could you make the auto-dismiss wild shape feature also work for star druids? As of right now I only see the passive for moon druids.
First of all, thank you for the quick update for Patch 8. Your series of druid mods are awesome!.
Since Patch 8 fixed Tavern Brawler in Wild Shape and the missing weapon proficiency for the three myrmidons: Are these fixes still part of your mod? Does your implementation differ from the "official" Patch 8 version? Do you plan to remove these fixes from your mod?
is it possible to add the ability to talk in wildshape, rather then auto kicking you out of it? I know in normal dnd you aren't able to speak in a wildshape form but my character is a sorta shapeshifter race so her wolf form is as natural as her human form and she is able to speak in both. would be nice to be able to do that, but I understand if its something that's just not possible due to how the game is.
Possible, but it obliterates the camera. Because most animals are "long" and humanoids are "tall" the camera ends up in your butt, way too low, etc. - game simply isn't made to support conversations from an animal perspective. It DOES support talking TO animals, but not as animal.
I was wondering if at any point you'd want to add the ability to use the barbarians rage while in wildshape I have a separate mod for that but it seems to be conflicting with another wildshape mod i have unfortunately
Not sure if this is the best place, but if you have seen the Green Knight Mod from havsglimt, I was hoping that you could add a version of the verdant weapon cantrip (better Shillelagh). I think it'd be thematic to be able to play a weapon-based druid, but they use wis instead of dex/str. Just a thought! Thanks! Fantastic mods! (Mostly I like that it lets you dual wield and applies to ranged weapons.)
I am running into an issue where my wildshape is using my action even though I have selected the bonus action transformation. Not sure why this is happening.
Addition: So I messed around some and I've found the following.
1) On Explorer difficulty it always uses a full action, no matter what. 2) It may be a mod load order issue. What other mods do you have. 3) If you dial the difficulty down lie from Tactician to Balanced, it start doing this. Only fix I've found is saving, closing the game, switching this mod and at least one other around in the load order, exporting, then putting them back where they were before before exporting again. The restarting the game. One of the weirdest work arounds I've ever had to do, but there you are.
out of curiosity, what is not working for you for this mod in patch 7? People if you're going to say it needs an update post specifics, don't just look at the date. Many many mods do NOT require an update with every single patch, or even many patches. Let us know what the issue is
359 comments
Version 2.4.1:
Lots of cool improvements. The compatibility framework addition should help with people not seeing Circle Of Stars.
Version 2.3.0:
I removed the hotbar script entirely, since I get way too many reports about it on my other mods from oblivious users. It is still available as its own mod: Druid QoL - Hotbar Restore
Version 2.2.0:
I added a new toggle-able passive "Auto-Dismiss Wild Shape" that makes you leave Wild Shape as soon as combat ends, in order to be able to engage in post-combat dialogue - this passive is only added via Compatibility Framework, so it will not show up without it - you don't have to respec to get it, just move it out of your spell book.
Please let me know if it actually works, as I don't have a save that is close to a forced dialogue. I'll continue my playthrough when I have time and try to figure it out.
I also added a new optional file that makes Wild Shape a ritual spell. It does not do anything else. Use it if you don't use my Druid Perfection mod.
- Additionally, Longstrider, Enhanced Jump, Protection from Poison, Darkvision and Freedom of Movement will now affect all your summons when they are cast on you (while the summon is active - summoning does not retro-actively transfer your buffs)
- Enhanced Jump also gives a small flat boost to jump distance to your summons with less than 13 strength
- These effects work for all your summons, not just druid ones, including undead, Scratch, Shovel, Us etc.
- This also works for all other companions, not just Tav or druids "
How does this work exactly? I used to use this mod a long time ago, like patch 6. I often had a problem where i wanted to mod Enhanced Leap and Longstrider to be AoE and Long Rest, also ritual if that matters and a shout, so i wouldnt have to target(Casts quicker). Does this cause incompatibility?With this mod in my load order i often had my caster and other players get the correct buff, since it was AoE. However my summons would always get the 10 turn version of Enhanced Leap. From Memory Longstrider worked fine.
I would really love to be able to use such a mod, which automatically transfers most of the QoL buffs to all active summons.
My mod already makes jump/longstrider aoe and longstrider is long rest by default, so unless you are hellbent on permanent jump I just wouldn't bother. I think having 3x jump distance for every fight is kinda broken. On many you can prepare it but not all.
Its a "you do you" thing though, so do whatever you enjoy.
Just realized this mod's updated so I am going to see if it's been fixed.
Edit: It's still not there. Will wait and see.
Shows up for me on circle of stars. But the scroll issue makes it hard to see. Or try the search bar.
Since Patch 8 fixed Tavern Brawler in Wild Shape and the missing weapon proficiency for the three myrmidons: Are these fixes still part of your mod? Does your implementation differ from the "official" Patch 8 version? Do you plan to remove these fixes from your mod?
https://www.nexusmods.com/baldursgate3/mods/4939
1) On Explorer difficulty it always uses a full action, no matter what.
2) It may be a mod load order issue. What other mods do you have.
3) If you dial the difficulty down lie from Tactician to Balanced, it start doing this. Only fix I've found is saving, closing the game, switching this mod and at least one other around in the load order, exporting, then putting them back where they were before before exporting again. The restarting the game. One of the weirdest work arounds I've ever had to do, but there you are.