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  1. Holic92
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    Do not hesitate to make a donation (Donate button on description page) if you liked the mod and want to support its development.
  2. Holic92
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    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.
  3. juniorxd7
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    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)
    1. Holic92
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      Deactivate automatic turn end.
  4. Yargoyle
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    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?

    Thankee!
    1. Holic92
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      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)
  5. Xaliber13
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    Does anyone know if someone has made a feat tree or something to that effect for Call of the Wild?
  6. EBarracuda
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    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
  7. Dromin
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    This mod has added a lot of replayability to the game as I try out different classes and combinations for new runs. Thanks, man. It's a great mod.
  8. Mathideus
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    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.
    1. jthuenemann
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      how did you do it?
    2. PunkInTheTardis
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      I don't know if you're still around but would love to know the solution you found
  9. Cat4Logue
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    How do I progress "Just reward" as a Hunter? It requires for the PC to be alone and pet does count as companion.
  10. Marklovesmen
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    I cannot advance in character creator when trying to build my character as a summoner. I think this is a bug
  11. Marklovesmen
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    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
  12. Quarters4362
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    UMM is showing both this mod and Favored Class Bonus as having updates available, but I have the latest versions available. My only guess about this issue is the fact that in info.json for both mods "Version" and "ManagerVersion" are not the same.

    I'm not at all versed in mod making, so perhaps there is a reason for that? Presumably the game will still run fine since the files are all up to date, and it's like a false positive?
  13. carodwen
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    I don't know if it's a bug or not so I'm just going to put it here because I don't really understand what's going on? Before I installed this mod I was able to choose deities for my characters things like that suddenly not only are feats that are in recommended builds, abilities and stuff that I'm supposed to pick in these builds that are created? those aren't there but also the deity section is blank for many. I know Harrim has a deity a specific preferred deity and yet it comes up blank so I don't know. and also the animal companion was at one time on the action bar as a companion character and now he's not. so I don't know  what's wrong. I really want to use this though because it's necessary for a few other mods which is kind of an inconvenience but it's all made by you so I get it. you want everyone to use this mod and I really want to use the mod because I like a lot of the things that it does even if I don't like some of the things that it does but I think it might be broken or I may have done something wrong? I don't know how to decipher which one. It would be really nice if there was a toggle where I could turn off the alternative companion builds. I'm not a fan of any of them and the builds that I use for my companions are based off of the original builds and I am not intelligent enough to understand Pathfinder rules to just go with the flow and fix it on my own. I will toggle some mods on and off I will do some more research but maybe you can look into this?
    1. JunkyD
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      In case you didn't figure this out yet, Harrim's deity (Groetus) is scripted and not one of the available options for clerics. I think you can remove it with the respec mod (under the Abilities tab). It has nothing to do with this build. You can also disable alternative companion builds (and other features) in the settings.json file.
  14. Rainborne
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    Is it a big deal to make this mod modular like Ease of Use made for Infinity Engine games? I would like to use it for my fist run, but it introduces too many changes that can't be turn off at this moment. :(