FAQ Read carefully mod description and this faq, before asking any questions or posting bugs.
How Arcanist Quick study works? To simplify ui, quick study allows simply to change all your spontaneous spells of the specified level, i.e. you go to your prepared spellbook, change the spells of specific level, use quick study corresponding to this level, and the spells for this level in your spontaneous spellbook are replaced with those from prepared one.
How Arcanist Metamixig works? 1. Apply metamagic to a spell, using your spontaneous spellbook. 2. Activate metamixing. 3. Cast the spell from 1. without increasing its casting time.
Why I cannot use scrolls or wands or how to force Familiar to use magic items instead of master? Activating familiar toggle, allows you to force familiar to use an item (scroll/wand/bomb, etc) instead of you. You will not spend an action, but familiar will need to pass a umd check using your skill ranks if it uses a scroll or a wand (even if it is on your spell list), in case you do not have any umd ranks, your familiar will not be able to use corresponding item.
Some Bloodrager ability does not seem to work: Are you bloodraging? Most of Bloodrager abilities activate only when he is Bloodraging, unless it is stated otherwise.
Some Skald rage powers are not shared with party members: Stance powers, and powers requiring explicit ability activation are not shared by design.
Feral Combat does not work with certain wildshapes: Feral combat only works for primary hand weapon, i.e. bite for wolves, smilodon, giant flytrap and dragons, claw for leopard, bear and hodag, gore for mastodon, slam for mandragora, shambling mound and elementals.
While running your mod, I am unable to properly load some other mod (EA, AMA ...): Call of the Wild is normally not supposed to be compatible with any other content mods, besides those explicitly depending on it. You can try to launch the other mod before Call of the Wild by adding "Requirements": ["OtherModName"] line to your_game_folder/Mods/CallOfTheWild/info.json
Can I disable certain features of the mod? Yes, list of features that can be disabled can be found in your_game_folder/Mods/CallOfTheWild/settings.json. Just change true to false, for the feature you want to disable.
What should be the level of companion/eidolon for a given master level?: Unless you are using other mods that alter xp progression your companion level can be found here: https://www.d20pfsrd.com/classes/unchained-classes/summoner-unchained/eidolons-unchained/ https://www.d20pfsrd.com/classes/core-classes/druid/animal-companions/ https://www.d20pfsrd.com/classes/core-classes/druid/animal-companions/drake-companions/
I think I found a bug: Please follow these rules when submitting a bug report: 1. Be as precise as possible (for example, do not write that nothing works, please explain precisely which ability/item does not work as intended and how you expect it to work). 2. Specify the your game version, mod version and a list of other mods (with versions) you are using; ensure that you have latest version of the mod, corresponding to your game version (i.e ***-2.1 for 2.1+ and normal one for 2.08). 3. Ensure that the bug is not coming from vanilla version, i.e not reproducible when using same or similar feature without cotw, or is directly related to some of the cotw feature not present in vanilla (for example don't post issues about polymorph into Giant Fly Trap, without first verifying that the same problem does not happen when using vanilla wildshape forms). 4. Verify that issue is not caused by any other mod (i.e. it it still there with ALL OTHER MODS UNINSTALLED, except the ones that are recommended in description page). 5. Carefully read mod description and all sticky posts till the end (chances are that it is not a bug but a mod feature). 6. Reread corresponding feature description (probably several times); it is possible that you did not understand it correctly or it is intentionally implemented differently from pnp (so no need to cite me pnp rules in this case). 7. Finally, provide a step by step explanation on how to replicate the bug and a save game (mod-free as in 4., in a valid state - i.e. without already broken characters/companions/npc etc; use google drive, dropbox or similar service), if it is not something that can be replicated on lvl1 character without any enemies. The bug report will likely be ignored if these rules are not respected.
Known Issues: - Sometimes when playing Hunter/Summoner, companion abilities (animal foci, teamwork feats, fiendish or celestial templates, evolutions) might disappear after level up. It seems that deactivating all companion abilities (like power attack) and saving the game (no need to reload) brings all missing abilities back. - If you start summoner/primal companion hunter level-up and then abort the process, your eidolon will lose all of its evolutions and will not regain them until you finish level-up.
I cant put Lesser Spell Synthesist to work, because the only option to cast is a full action round and when u cast, your round is over i cant anything(has one round duration)
Once I have contingency via a scroll or a spell known/prepared, how do I store and later release the companion spell? For example, if I cast contingency at caster level 12+ and my desired companion spell is improved invisibility which I also know/have prepared, how do I store and release improved invisibility?
1. Cast contingency 2. In your spell selection menu (S) click ^ and choose option to store spell 3. To release a spell click on corresponding ability in the abilities menu (A)
This mod looks pretty awesome so I installed it for v2.1 (Iknow it is a risk), and I really like it so far. However I just leveled Ekundayo into an Eldritch Archer (Magus), and I cannot get his ranged spell combat to work. When I right-click the cantrip acid splash and attack with it, it justs casts acid splash and does not do any bow attacks. I have to say I am not entirely sure how it is supposed to work, but in my previous playthrough I am sure that the ranged spell combat just worked like that. So I think it might be due to this mod. Could that be possible? Thank you for any help.
Edit: I might have been too hasty, as doing some more research seems to indicate that I need Spellstrike as well, which I only get at magus level 2. I have no idea what the ranged spell combat does without Spellstrike then though. Seems like it does not do anything.
Edit 2: Never mind, it was my mistake and I figured it out.
Metamagic: Selective Spell does not work. Wands are sold at vendors as expected, but 1) the metamagic feat does not appear in the list when leveling up, and 2) using selective wands has no effect, and spells still affect allies—companions take damage from fireballs, fall into spiked pits, slip on grease, etc.
Really unfortunate, since selective metamagic is one of the biggest reasons I wanted to use this mod.
Quick questions, how does share spell work for animal companions? Also is the animal companion supposed to start with the ability to level up at game start? I tried searching in the past 50 pages for a similar questions but I unfortunately did not find an answer
I got the Monk AC bonus being scaled by level turned off but there isn't an option for Paladin Divine Grace in the setting. Do I need to add a line or is it mixed in with something else?
Nevermind I figured it out. Great Mod and thanks for the work you put in.
I understand that this is a dumb question, but is there any way to use a controller while using this mod? I'm disabled and using a keyboard/mouse for extended periods sucks lmfao
2428 comments
Read carefully mod description and this faq, before asking any questions or posting bugs.
How Arcanist Quick study works?
To simplify ui, quick study allows simply to change all your spontaneous spells of the specified level, i.e. you go to your prepared spellbook, change the spells of specific level, use quick study corresponding to this level, and the spells for this level in your spontaneous spellbook are replaced with those from prepared one.
How Arcanist Metamixig works?
1. Apply metamagic to a spell, using your spontaneous spellbook.
2. Activate metamixing.
3. Cast the spell from 1. without increasing its casting time.
Why I cannot use scrolls or wands or how to force Familiar to use magic items instead of master?
Activating familiar toggle, allows you to force familiar to use an item (scroll/wand/bomb, etc) instead of you. You will not spend an action, but familiar will need to pass a umd check using your skill ranks if it uses a scroll or a wand (even if it is on your spell list), in case you do not have any umd ranks, your familiar will not be able to use corresponding item.
Some Bloodrager ability does not seem to work:
Are you bloodraging? Most of Bloodrager abilities activate only when he is Bloodraging, unless it is stated otherwise.
Some Skald rage powers are not shared with party members:
Stance powers, and powers requiring explicit ability activation are not shared by design.
Feral Combat does not work with certain wildshapes:
Feral combat only works for primary hand weapon, i.e. bite for wolves, smilodon, giant flytrap and dragons, claw for leopard, bear and hodag, gore for mastodon, slam for mandragora, shambling mound and elementals.
While running your mod, I am unable to properly load some other mod (EA, AMA ...):
Call of the Wild is normally not supposed to be compatible with any other content mods, besides those explicitly depending on it.
You can try to launch the other mod before Call of the Wild by adding "Requirements": ["OtherModName"] line to your_game_folder/Mods/CallOfTheWild/info.json
Can I disable certain features of the mod?
Yes, list of features that can be disabled can be found in your_game_folder/Mods/CallOfTheWild/settings.json. Just change true to false, for the feature you want to disable.
What should be the level of companion/eidolon for a given master level?:
Unless you are using other mods that alter xp progression your companion level can be found here:
https://www.d20pfsrd.com/classes/unchained-classes/summoner-unchained/eidolons-unchained/
https://www.d20pfsrd.com/classes/core-classes/druid/animal-companions/
https://www.d20pfsrd.com/classes/core-classes/druid/animal-companions/drake-companions/
I think I found a bug:
Please follow these rules when submitting a bug report:
1. Be as precise as possible (for example, do not write that nothing works, please explain precisely which ability/item does not work as intended and how you expect it to work).
2. Specify the your game version, mod version and a list of other mods (with versions) you are using; ensure that you have latest version of the mod, corresponding to your game version (i.e ***-2.1 for 2.1+ and normal one for 2.08).
3. Ensure that the bug is not coming from vanilla version, i.e not reproducible when using same or similar feature without cotw, or is directly related to some of the cotw feature not present in vanilla (for example don't post issues about polymorph into Giant Fly Trap, without first verifying that the same problem does not happen when using vanilla wildshape forms).
4. Verify that issue is not caused by any other mod (i.e. it it still there with ALL OTHER MODS UNINSTALLED, except the ones that are recommended in description page).
5. Carefully read mod description and all sticky posts till the end (chances are that it is not a bug but a mod feature).
6. Reread corresponding feature description (probably several times); it is possible that you did not understand it correctly or it is intentionally implemented differently from pnp (so no need to cite me pnp rules in this case).
7. Finally, provide a step by step explanation on how to replicate the bug and a save game (mod-free as in 4., in a valid state - i.e. without already broken characters/companions/npc etc; use google drive, dropbox or similar service), if it is not something that can be replicated on lvl1 character without any enemies.
The bug report will likely be ignored if these rules are not respected.
Known Issues:
- Sometimes when playing Hunter/Summoner, companion abilities (animal foci, teamwork feats, fiendish or celestial templates, evolutions) might disappear after level up. It seems that deactivating all companion abilities (like power attack) and saving the game (no need to reload) brings all missing abilities back.
- If you start summoner/primal companion hunter level-up and then abort the process, your eidolon will lose all of its evolutions and will not regain them until you finish level-up.
Thankee!
2. In your spell selection menu (S) click ^ and choose option to store spell
3. To release a spell click on corresponding ability in the abilities menu (A)
PSA: Changing the settings mid game and mid playthrough does not work.
so I installed it for v2.1 (Iknow it is a risk), and I really like it so far. However I just leveled Ekundayo into an Eldritch Archer (Magus), and I cannot get his ranged spell combat to work. When I right-click the cantrip acid splash and attack with it, it justs casts acid splash and does not do any bow attacks. I have to say I am not entirely sure how it is supposed to work, but in my previous playthrough I am sure that the ranged spell combat just worked like that. So I think it might be due to this mod. Could that be possible?Thank youfor any help.Edit: I might have been too hasty, as doing some more research seems to indicate that I need Spellstrike as well, which I only get at magus level 2. I have no idea what the ranged spell combat does without Spellstrike then though. Seems like it does not do anything.
Edit 2: Never mind, it was my mistake and I figured it out.
Really unfortunate, since selective metamagic is one of the biggest reasons I wanted to use this mod.
Nevermind I figured it out. Great Mod and thanks for the work you put in.