A new patch for ShadyDax's Druid Wild Shape Overhaul is now available. Currently working with Druid Wild Shape Overhaulv1.0.2.5. Whether or not you'll need it depends on if you are using the Druid 2024 Level 2 Subclasses patch.
Druid 2024 without Level 2 Subclasses:Druid 2024 WSO Patchis required.
Druid 2024 with Level 2 Subclasses:Druid 2024 WSO Patch is not required.
When not using the Level 2 Subclasses patch, the WSO Patch is required due to Druid 2024 moving Circle of the Moon's progressions from level 2 to 3. This causes issues with how WSO distributes its passives, and the WSO Patch grants the proper passives to Circle of the Moon at level 3.
When using the Level 2 Subclasses patch, WSO works almost flawlessly with Druid 2024, the only minor issue is that the Wild Shapes gained from Circle of the Moon with Druid 2024 will still display in the level up screen. As WSO doesn't use the vanilla Wild Shapes at all, this shouldn't cause any problems.
The Druid 2024 Wild Shape HP Patch will work with WSO regardless of what configuration of Druid 2024 you are using. Just make sure that the HP Patch is after WSO, Druid 2024 (and Level 2 Subclasses Patch) and/or the Druid 2024 WSO Patchin the load order. The HP Patch is highly recommended for the most complete and feature rich version of Druid 2024.
When using Druid 2024, do not use WSO's 5R Features file. Druid 2024 implements those features and you are likely to break both mods.
Here is an example of the load order without Level 2 Subclasses: ... Druid Wild Shape Overhaul Druid 2024 w/ Circle of the Sea Circle of the Spores 2024 (optional) Druid 2024 WSO Patch Druid 2024 Wild Shape HP Patch (optional) ...
And one with Level 2 Subclasses: ... Druid Wild Shape Overhaul Druid 2024 w/ Circle of the Sea Circle of the Spores 2024 (optional) Druid 2024 Level 2 Subclasses Druid 2024 Wild Shape HP Patch (optional) ...
Hey! Thanks for making this mod firstly. Though I'm unsure if what I'm experiencing is a bug, or just how Spore Druids work in this patch. I saw in some videos for Spore Druid builds, that they have a Wild Shape. But my Spore Druid doesn't have any Wild Shapes? Is that a bug or intentional? I'm using your Circle of the Spores 2024 mod. Posting here since I'm not seeing it on Nexus Mod.
Even with Circle of the Spores 2024, a Spore Druid still has access to Wild Shape.
When you say it doesn't have Wild Shapes do you mean the entire Wild Shape spell container is missing, or are you just missing certain Wild Shapes that should be there?
The entire Wild Shape container is missing, yeah. Hope it's alright to post a picture, but this shows you what I'm seeing. And going through the tabs, there's nothing for Wild Shape. It's really bizarre. The mod I'm using to widen the toolbar doesn't affect any of my other campaigns. It's never not shown the Wild Shapes. It's the Better Hotbar 2 that you can download in the in-game mod manager if you're curious. Thanks!
Yes. Quite a few. Mostly cosmetic; hair, heads, and dyes mainly.
However -- Going back through the list of mods as I was preparing to list them for you, I discovered the Druid Wild Shape Overhaul mod was active. Tried disabling it and it made no difference in the affected campaign. So I made a new campaign, removed a couple cosmetic mods I wasn't going to use for this Tav, and uninstalled/reinstalled your Druid 2024 mods to make sure nothing was wonky with those.
Now I see the Wild Shape container just fine. So I have a suspicion the Wild Shape Overhaul mod might have been the culprit. Or something just bugged in the save file. Either way, it's fixed. If anyone else runs into this peculiar issue, maybe this might help them too.
Thanks for your help!
Edit: I had thought the Overhaul mod was disabled initially. My first attempt to fix this was to go through the mods list, but I guess I didn't catch it when I checked.
In case you didn't see it in one of the later replies, ShadyDax is working on an update that should have a compatible version, so you should be able to use Wild Shape Overhaul in the future.
Does multiclassing work? I tried with Monk and switched to Circle of Spores from Circle of Sea because I was testing out the feel of the subclasses a bit. Got into Act 2 and realized my Wild Shape icon was missing. The container was there with points showing, but it's empty. And I couldn't toggle Halo of Spores which I was sure I could do prior to Act 2. I swear I used Wild Shape in the creche as well so the icon must have been showing while playing through the Mountain Pass. Act 2 I was Druid 2 (Circle of Spores)/Monk 4 (open hand) when I noticed the Wild Shape icon missing.
Am I missing something or has the game decided to give me the finger again? lol I've beaten it a couple times so I don't mind restarting, but it'd be nice not to have to if possible. Any suggestions? I tried redownloading all your mods again to make sure nothing went sideways with them and that didn't seem to make any difference.
This is for your first save that originally had the issue correct? Did you try respecing after you disabled Wild Shape Overhaul?
Is the Halo of Spores toggle visible but not toggleable, or is it just missing entirely? The toggle has no conditions, so as far as I'm aware nothing should be preventing it from being toggled.
I ended up remaking the campaign entirely and deleted the original one I was having issues with since the new campaign seemed to be working flawlessly.
It's visible, but doesn't toggle. It makes the chiming sound when I click it, but that's it. And the Wild Shape icon is completely missing. I can toggle 'Slow Fall' and 'Passive' fine. Symbiotic Entity is also missing, and the Druid container shows points at the top over the paw icon, but there's nothing within the container itself. Same with the spellbook. It's missing the Wild Shape icons, Halo of Spores and Symbiotic Entity.
Would you be able to try respecing to a different Circle to see if you are having the same Wild Shape issues. It would help to see if its a Druid class issue or just Circle of Spores. I'm also about to upload a new version of the main mod that might help. I fixed a couple of progression merges that were still present after I learned about the toolkit multiclass progression bug.
I think the ImprovedUI update might have actually resolved this. Updated it this morning and when I loaded into that save to do as you asked, everything is showing, and toggle is functioning as it should be. :D
Also apologies for posting all this in the posts section instead of bugs. If I run into anymore oddities, I'll start a thread in there.
WHELP. Hate to pop in again, but I've run into a similar issue. I'm in Act III now and hadn't been using Wild Shape hardly at all so I have no idea when it decided to vanish. But the icon is entirely missing even from the Spellbook. I again multiclassed with Monk this go around. I'm wondering if there's something weird with Monk in general? Used your Wild Magic Druid subclass on another playthrough and had no issues with the Wild Shape icon vanishing. And both Jaheira and Halsin are functioning flawlessly (btw I love the changes to Land Druid!)
The Wild Shape charges are showing and the toggleable items are all present and functioning. Just lost the Wild Shape icon. It's really bizarre. I tried uninstalling and reinstalling all your Druid mods but it didn't make a difference. Cleared cache and all that too. I can beat the game as it is, but it'd be cool if he could use his Wild Shapes rather than only being able to use spells and Spore related things. I'm level 11. 5 Spore Druid, 5 Open Hand Monk, 1 Tempest Cleric (for RP reasons :3). This is a Dark Urge playthrough. Thanks!
EDIT:
I think I know what's going on. The playthrough will be totally fine -- until I switch to a different playthrough. I'm testing this theory with another one. So it might be something buggy with some other mod I'm using, impacting the Wild Shape icon from coming up. Could be specific to Spore Druid with whatever funky thing my game is doing.
Hello, I have a question. Is it possible for me to combine the Spores Druid addon with the Extra Attack mod by valdacil? That mod uses CF, and the description states it's compatible with everything but I'm not sure.
Considering it uses Compatibility Framework I would think it should be fine. Feel free to let me know if you encounter issues and I'll try to help you out.
It's been really busy for me lately, but I'll adding CF implementation for Druid 2024 soon too.
Wonderful mod, I'm using it within the patch 7 mod manager, and I was wondering, did it alter when you gain new forms? My druid is in Circle of the Moon, and level 6, which I believe they should already have access to more than just the 4 starting forms, but I still only see them as the options, nothing more. Basically, spider, cat, badger, and wolf, but no owlbear or bird or anything. I don't have any other drui altering mods active or even installed, so I'm not sure what might be happening here unless it's intentional.
EDIT:: Just found out that it's not this mod but an entirely unrelated one. Nevermind, sorry!
SMack is right, it's the unlock level curve mod. Googling the issue brought me to a subreddit where someone linked a manual fix (replacing one of the mod files with a modified one) that fixed it for me, if that helps you.
Would an option be possible whereby the Land Attunement choice persists after long rest? I only choose Polar and it's a bit annoying having to rearrange my hotbars every long rest as the spells get removed and readded randomly
An optional file with this change is now available. Sorry that it took longer than expected to get to it. If you ever decide you no longer want the choice to be permanent, you should be able to just remove the optional file and then long rest. The ability to choose a land should be available again.
Anyone know about compatibility with 2024 Wild Shape? It would be nice to get the full rework of wild shape, but it seems like there might be some conflicts between the two.
Druid 2024 already implements most of the features in that mod. The differences are the HP replacement (not changed in order to avoid making edits to the wild shapes themselves for compatibility but something I've considered changing), the temp HP granted in Druid 2024 was reduced to account for the extra HP, and I have removed Lunar Mend as that is not a feature in the 2024 PHB. If you chose to do so, I can't imagine running 2024 Wild Shape alongside Druid 2024 will completely break the mod, although depending on how progressions were edited it might not play well.
In my opinion, it seems a bit unnecessary if you are planning on using Druid 2024 as it contains almost all of those same features.
Since you mentioned compatibility with other wild shape mods, I was wondering if you knew of any issues using this with Druid Wild Shape Overhaul? It mentions in the sticky in comments that it's really not made to be used with other druid mods.
ShadyDax is currently working on a new version of the mod, and it sounds like it will have the option to be used alongside Druid overhauls. From what I've seen of the WIP stuff he has shown, it should be compatible once the update is out.
I haven't fully decided yet. havsglimt's Circle of Stars mod is great, and I'm not sure if I would be able to make custom effects that I would be happy with. Also, almost nothing was changed with Stars for the 2024 PHB, so their mod fits in perfectly.
Perhaps I can try and contact them and see if they would be fine with me making a patch that would move the progressions to level 3.
Also note that Havsglimt's mods do not use the Community Compatability Framework, so Circle of Stars completely overwrites Circle of the Sea at the moment. I tried :(
They have great mods, but the lack of CompatFramework really hurts my interest in using them at times
There actually is a patch for this mod that includes Circle of the Stars and a few other subclass mods from the official site into the class progressions so you don't have this issue. I don't include it here since the other mods are only on the official site and the patch requires all of them.
There is currently a bug with the toolkit where Druid subclass progressions aren't using the toolkit's new merge function properly. Technically, Compatibility Framework shouldn't be necessary for Subclass mods made in the toolkit (or converted into the toolkit), but this bug is currently affecting some classes like Bard and Druid.
I definitely plan on adding most of the level 13+ features! This mod mostly has a presence on mod.io and currently their main level 13+ mod has a bug where you lose all wild shapes beyond the initial 4.
As official mod manager users would have to use that mod for the level 13+ features, I'm holding off on implementing them until the bug gets sorted, mostly so I don't have to deal with bug reports that are unrelated to Druid 2024. There was an update about a week ago that the author was working on a fix so it shouldn't be too long.
As Cleric got a lot of similar changes to Druid, I've definitely been thinking about doing a Cleric 2024 mod too!
I thought I'd leave a comment letting the author, and any prospective users, know what a great mod this is. It makes the classes more unique while preserving balance. It also runs without any issues (my bug report was my error :).
47 comments
Druid 2024 without Level 2 Subclasses: Druid 2024 WSO Patch is required.
Druid 2024 with Level 2 Subclasses: Druid 2024 WSO Patch is not required.
When not using the Level 2 Subclasses patch, the WSO Patch is required due to Druid 2024 moving Circle of the Moon's progressions from level 2 to 3. This causes issues with how WSO distributes its passives, and the WSO Patch grants the proper passives to Circle of the Moon at level 3.
When using the Level 2 Subclasses patch, WSO works almost flawlessly with Druid 2024, the only minor issue is that the Wild Shapes gained from Circle of the Moon with Druid 2024 will still display in the level up screen. As WSO doesn't use the vanilla Wild Shapes at all, this shouldn't cause any problems.
The Druid 2024 Wild Shape HP Patch will work with WSO regardless of what configuration of Druid 2024 you are using. Just make sure that the HP Patch is after WSO, Druid 2024 (and Level 2 Subclasses Patch) and/or the Druid 2024 WSO Patch in the load order. The HP Patch is highly recommended for the most complete and feature rich version of Druid 2024.
When using Druid 2024, do not use WSO's 5R Features file. Druid 2024 implements those features and you are likely to break both mods.
Here is an example of the load order without Level 2 Subclasses:
...
Druid Wild Shape Overhaul
Druid 2024 w/ Circle of the Sea
Circle of the Spores 2024 (optional)
Druid 2024 WSO Patch
Druid 2024 Wild Shape HP Patch (optional)
...
And one with Level 2 Subclasses:
...
Druid Wild Shape Overhaul
Druid 2024 w/ Circle of the Sea
Circle of the Spores 2024 (optional)
Druid 2024 Level 2 Subclasses
Druid 2024 Wild Shape HP Patch (optional)
...
Any help is appreciated. Thanks!
When you say it doesn't have Wild Shapes do you mean the entire Wild Shape spell container is missing, or are you just missing certain Wild Shapes that should be there?
However -- Going back through the list of mods as I was preparing to list them for you, I discovered the Druid Wild Shape Overhaul mod was active. Tried disabling it and it made no difference in the affected campaign. So I made a new campaign, removed a couple cosmetic mods I wasn't going to use for this Tav, and uninstalled/reinstalled your Druid 2024 mods to make sure nothing was wonky with those.
Now I see the Wild Shape container just fine. So I have a suspicion the Wild Shape Overhaul mod might have been the culprit. Or something just bugged in the save file. Either way, it's fixed. If anyone else runs into this peculiar issue, maybe this might help them too.
Thanks for your help!
Edit: I had thought the Overhaul mod was disabled initially. My first attempt to fix this was to go through the mods list, but I guess I didn't catch it when I checked.
Am I missing something or has the game decided to give me the finger again? lol I've beaten it a couple times so I don't mind restarting, but it'd be nice not to have to if possible. Any suggestions? I tried redownloading all your mods again to make sure nothing went sideways with them and that didn't seem to make any difference.
Thanks for your help! :)
Is the Halo of Spores toggle visible but not toggleable, or is it just missing entirely? The toggle has no conditions, so as far as I'm aware nothing should be preventing it from being toggled.
It's visible, but doesn't toggle. It makes the chiming sound when I click it, but that's it. And the Wild Shape icon is completely missing. I can toggle 'Slow Fall' and 'Passive' fine. Symbiotic Entity is also missing, and the Druid container shows points at the top over the paw icon, but there's nothing within the container itself. Same with the spellbook. It's missing the Wild Shape icons, Halo of Spores and Symbiotic Entity.
Also apologies for posting all this in the posts section instead of bugs. If I run into anymore oddities, I'll start a thread in there.
Thanks!
The Wild Shape charges are showing and the toggleable items are all present and functioning. Just lost the Wild Shape icon. It's really bizarre. I tried uninstalling and reinstalling all your Druid mods but it didn't make a difference. Cleared cache and all that too. I can beat the game as it is, but it'd be cool if he could use his Wild Shapes rather than only being able to use spells and Spore related things. I'm level 11. 5 Spore Druid, 5 Open Hand Monk, 1 Tempest Cleric (for RP reasons :3). This is a Dark Urge playthrough. Thanks!
EDIT:
I think I know what's going on. The playthrough will be totally fine -- until I switch to a different playthrough. I'm testing this theory with another one. So it might be something buggy with some other mod I'm using, impacting the Wild Shape icon from coming up. Could be specific to Spore Druid with whatever funky thing my game is doing.
It's been really busy for me lately, but I'll adding CF implementation for Druid 2024 soon too.
EDIT:: Just found out that it's not this mod but an entirely unrelated one. Nevermind, sorry!
It would be nice to get the full rework of wild shape, but it seems like there might be some conflicts between the two.
In my opinion, it seems a bit unnecessary if you are planning on using Druid 2024 as it contains almost all of those same features.
Edit: I just saw that ShadyDax is working on an update to his mod that should work for this. Objection withdrawn.
Perhaps I can try and contact them and see if they would be fine with me making a patch that would move the progressions to level 3.
They have great mods, but the lack of CompatFramework really hurts my interest in using them at times
There is currently a bug with the toolkit where Druid subclass progressions aren't using the toolkit's new merge function properly. Technically, Compatibility Framework shouldn't be necessary for Subclass mods made in the toolkit (or converted into the toolkit), but this bug is currently affecting some classes like Bard and Druid.
https://baldursgate3.game/mods#/m/druid-2024-w-modded-subclasses
anyway, thanks for the mod, hopefully more people bring more 2024 features and implementations.
cleric specially would be nice.
I definitely plan on adding most of the level 13+ features! This mod mostly has a presence on mod.io and currently their main level 13+ mod has a bug where you lose all wild shapes beyond the initial 4.
As official mod manager users would have to use that mod for the level 13+ features, I'm holding off on implementing them until the bug gets sorted, mostly so I don't have to deal with bug reports that are unrelated to Druid 2024. There was an update about a week ago that the author was working on a fix so it shouldn't be too long.
As Cleric got a lot of similar changes to Druid, I've definitely been thinking about doing a Cleric 2024 mod too!