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Wyldsong

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Wyldsong

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  1. Wyldsong
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    Alright, my Nexus peeps don't seem to be having any issues, but since the console release on mod.io, I have gotten some people claiming that they cannot get past the character creation screen.

    Out of 46k downloads on mod.io, I've got a simple 5 bug reports claiming the same thing, which tells me this is either a user error or a mod conflict, both of which I can do nothing about. I just logged into my game, started a new character, went through the character creation process, and had zero issues. I am using the exact same version I uploaded to mod.io, so again, it is not the mod.So, let's discuss some key points for you guys having this issue.I took screenshots of the character creation process, and you'll note in screen shot number 1, there are 4 red areas in the menu on your left:
    Cantrips - You make 4 selections here, seen in screenshot 1, above

    Spells -  You make 2 selections here, seen in screenshot 2, above

    Spells again - You make 1 selection here, seen in screenshot 3, above

    Abilities - And this one is the one where I suspect where the hangup for some people is. So, if you look at my fourth screenshot, above, you'll see two columns in red that say "Assign Bonus", one is +2 and the other is +1. You need to check a box for each. But you see...that isn't all. After you do that, you need look below those selection options, and you'll see the word "Change" with a red exclamation point before it. You need to click that, which will take you to screenshot number 5:

    

    In that table, you need to pick 2 skill bonuses to be able to move on.

    Now, I just downloaded some new mods, and I personally came across a mod conflict. It did not prevent me from creating a character and playing the game, but it did cause a few weird things in character creation. So what did I do? I went through, I made sure every mod I wanted to use was up to date. Then, I disabled every mod, and went through the painstaking process of enabling one mod, starting the game, and seeing what happened. If that worked, then I enabled another mod, started the game again to see if things were still working. I worked my way through every single mod until I found the mod causing the issue. I then went to that mod page to see if there were any known or reported issues and any known fixes.

    If you use a mod manager, you can also try playing with your mods load order to see if that helps.

    For my issue, there was a fix. Obviously, if there isn't a fix and playing with the load order doesn't help, you can always check with the mod author, but we cannot predict every single possible issue and potential mod conflict there may be, and sometimes, you just aren't going to get a fix. At that point, you have got some choices to make, and you'll have to decide what mods are really important to you.

    Apologies since I can't give a specific fix for this issue. I can't replicate it, and there is nothing I can do if there is a conflicting mod. You will need to check to make sure that you did indeed make all selections and went through every menu selection option, and then if there is still an issue, you'll have to start playing with the load order and checking for mod conflicts.
  2. Wyldsong
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    12-18-24 Update:

    V4.0 is live. Check the main page and change log for details. Will have the feat every other version up and running in a few hours, check back.

    Also feel free to check out my new buff spell mod that works well with this one and is fully compatible, Magic Fang.

    12-11-24 Update:

    v4 is coming soon...

    Alrighty guys...I am dropping this message ahead of the actual update to get ahead of things here.

    Yes...I did another update. To be honest gang, while I like sharing and seeing responses, I am making this mod for me. This is based around something I want to play in game, and I want to get a certain style and feel out of it. And while I have taken requests in the past and added a few things due to those requests, this is still primarily my vision and what I want out of the mod.

    So, that's what these changes reflect. If you like the old version better, and want to maintain a slightly more OP feel, then don't update to this newest version. Just what are the changes?

    Well...

    Kaos Warden - This is my newest subclass for the mod. These are sorcerers that have tamed beings from the primordial chaos, Elementals. They start by summoning a minor elemental, then in later levels summon the more powerful versions. This subclass will utilize strictly elementals, they will not delve into Mephits, Myrmidons or Djinn.

    Blessing of the Wyld - Due to some of the other changes I made in the mod, I decided to give the subclasses a little boost. Each of the subclasses now has a different secondary stat built in. When you use a damaging cantrip, you gain a bonus to damage based on that secondary stat. Why cantrips? Well, you get the most benefit from your summons by using the variety of buffs the class has to offer. That's a a lot of spell choices dedicated to buffs. So, buffing the damaging cantrips seemed like a viable route to take.

    I am also working on a level 18 ability for the class. As long as I can make it work, which I will try and test it today, but the cantrips for a Wyldheart should ignore damage resistance, and Wyldheart's will get a +2 bonus to an attribute based on their subclass.

    The reason for the two new abilities...I changed a few things on the summoning side, so this is a slight buff elsewhere to make up for it. The Nature's Invocation series of spells have been modified a little, so the benefits aren't as overbearingly powerful. Also, the ability to run with 3 summons at level 14 has been removed. I had a few people bring up that it was a bit overpowered at that point, so if you have your level 6 summons running around and try and summon your level 14 summons, your level 6 summons will be dismissed. Your level 1 summons will still be safely running around with you no matter what...unless you get it killed in combat, that's on you=P

    That brings me to the other change, the level 14 summoning choices has been modified. Instead of getting to just choose another summons from the level 6 summoning pool, you will now to get to pick an improved version of the level 6 summons. The improved versions will have more hit points, a few increased stats, and a few will have an additional ability or two. Improved summons will only be able to be summoned once per long rest, unlike the level 1 and 6 summons, which are both still once per short rest.

    Also, if I can make it work properly, the improved summons will have a slight aura of some kind.

    From the Greenspeaker side of things, I removed the unwieldly creeping vine summons. I just couldn't for the life of me manage to make that work in a manner I was happy with. Instead, thanks to learning a few new tricks, it has been replaced with a Wood Woad Sapling (a younger and smaller Wood Woad), which has been fun for me to run around with.

    The Master of Hounds has an added first level summons choice, which is a Worg pup. So now you can have your own little worg puppy to run around and have adventures with!

    And finally, the Primal Lord...we will be losing the Alioramus as a first level summons...it didn't make much sense to have a full blown critter from late in the game as a first level summons...so now you will get a juvenile Dilophosaurus to run around with. Enjoy your new tiny dinosaur pal=)

    In general, I changed up some hit points and stats for the companions a little. While all summons are still not entirely equal, they should all be somewhat in the same ball park now.

    This will be coming soon, so keep your eyes peeled!
  3. Shadow469250
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    Hi! This is hands-down one of my favorite mods in the game. Any chance for a Patch 8 update? I really really miss my Wyldheart, even more than
    the new subclasses. I'd pay to have this beauty back :(
  4. The5armamput33
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    Can you see about getting Dawnstar's Grimoire integration? 
  5. memberunknow
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    Great mod.

    I particularly like the new Kaos Warden variant.

    I like to play elementalists, which is a kind of servant class with elementals and wilder elemental spells.


    One question and idea is whether it would be possible to choose an ice elemental as an alternative to a water elemental? So either a water elemental or an ice elemental. If I play a lot with frost magic, I would like an ice elemental better than a water elemental.


    Otherwise, thanks for the mod, it's fun.
    1. Wyldsong
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      With the ice mephits being in game, that would be possible. No promises on ETA though, I have a backlog and am currently in the middle of dealing with my wife's recent health issues.
  6. Pharaun159
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    So i just realized the dc for my spells is coming off wisdom not cha like the game says.  I kinda figured that was the mod author's intent.  I just wasnt sure if that was always the case according to the game.  Also my worg puppy is using any animations for sneaking and climbing.  Minor bug or just that that the worg doesn't have those animations in the base game.
    1. Wyldsong
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      Will take a look when I can, just getting overloaded with life stuff at the moment.
  7. acephalus
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    I might be doing something wrong, but Spider even improved variant is level 3 named Boris. 
    It seems to be stuck as way weaker. I unpacked the mod as well. Maybe these lines:
    new entry "Companion_GiantSpider_A"
    type "Character"
    using "Spider_GiantWolf"
    data "Level" "6"'
    I do have an additional question, if its okay to ask. I am trying to remove the summon limit on the animals(improved variants). I deleted all of the stacks in spell target txt, after unpacking the mod. And well the summons still cant be summoned at the same time. They still override themselves. Could you point me what else to edit? There was "FindFamiliarStack" as an example. I deleted the letters, and left "". Usually this works.
    1. Wyldsong
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      I will look at this later, and try and give you a detailed response, but I have a lot going on right now, life and work stuff, just letting you know I am not trying to actively ignore you here.
  8. Avalon2099
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    Just started using this mod after downloading it, playing a Greenheart and when I click the 'Sapling Companion' Button and select a place for it to summon, it doesnt come instead a patch of Twisting Vines appears, when the flash of the spell goes off, I see the silouette of the wood woad but then nothing. 
    1. Wyldsong
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      I will look at this soon as I can and see what is up, unfortunately, no ETA on this as of yet, unfortunately my wife has had a serious medical issue come up.
  9. Bluejay4387
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    My Worg Pup does not go away on rest, but I can cast the summon ability again and now I have 2 pups. Is this intended or did I break something with another mod? I noticed the Nature's invocation can target two companions, so maybe this is intended?
    1. Wyldsong
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      Might have something to do with another mod, I will look at it when I can and make sure I didn't screw up, but my wife is dealing with some serious medical issues right now, so I have no ETA on when this will be.
  10. Pharaun159
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    Loving this mod!  Is there anyway your worg companion could be added to the ranger list?  I understand it would need a different kind of progression.  I would lve for my half orc ranger and his worg buddy to become a reality.  Minus the dang sword slash of the wolf companion.  I really hated that part of lariens home brew. 
    1. Wyldsong
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      So for that...basically would have to create a multitude of versions, since in guts of things, there is a different model and set of stats for each summons. No promises, but after my procedure, I will take a look.
    2. Pharaun159
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      Hey i appreciate it.  Hope everything goes well for your procedure!  Best of luck. Thoughts and prayers.
  11. NinjaFlauschi
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    Hey, i seem to have encountered a bug and I am extremely unsure why. When changing one of my Hirelings to a Wyldheart, i could no longer equip any weapons to them. At first i thought maybe the base proficiencies of only knowing quarterstaffs is overriding something in a wrong way, but then even when learning additional weapon proficiencies through feats i still could not equip any quarterstaffs or any other weapons. 

    I assume since no one else has mentioned this, this is probably an issue on my end. But maybe you can help out in some way? What more information would you need from me to find out what could cause this?
    1. Wyldsong
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      I am probably going to have to try it with a hireling and see, but this mod has nothing with hirelings in it directly. So I don't know if there are any known issues with hirelings and some of the custom classes. Unfortunately, it will be a few days before I can commit to looking at anything.
  12. LoneSilverWolf
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    Daaamn, cooking some more with this mod!

    I will miss the Alioramus, he was cute af to have around, but I am much looking forward to playing around with this. I suppose that means I need to respec out of the class and then respec back into it to get everything good on a current playthrough?

    As always, thanks for the update, this class has been quite fun to multiclass Alfira into from bard (I use a mod that lets Alfira join the party, these two work very nicely together!!)
    1. Wyldsong
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      Yes, will definitely need to respec to get the new features up and running.
    2. LoneSilverWolf
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      The juvie dino and the worg pup are cute! Some may disagree on the worg pup but I love the lil guy!
    3. Wyldsong
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      Hope you like him, after months of modding, I am finally starting my Wyldheart playthrough as a Greenspeaker, going with the birds.

      Hope you are having fun with it!
    4. Pharaun159
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      Worg pup and my half orc are the best of friends
    5. Wyldsong
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      Lol, I am glad to hear it my friend. The worg pup was my favorite of the new editions.