Druids Mod Public Release
In ancient times...
Hundreds of years before the dawn of history...
Lived a strange race of people...
The Druids.
No one knows who they were or what they were doing
But their legacy remains
Hewn into the living rock...
Of Stonehenge
-- 'Stonehenge', Spinal Tap
Druidry
Druids are practitioners of an ancient art focused on channeling and protecting nature. They are a type of Spellcaster, so if you become a Druid and you aren't a Spellcaster yet, you will be made one. This also means that only regular non-Occult Sims and Spellcasters can become Druids.
There is a separate spellbook for Druid spells, available if you click on your sim and select the Druid -> Open Spellbook menu item. There are three orders of Druidry: the Order of Summoners, the Order of Ovates, and the Bardic Order. Each one teaches different spells with slightly different themes.
Becoming a Druid
You need to find a Druidic Sage to become a Druid, much the same as you become a Spellcaster. There are three sages of Druidry, each usually found in a different area.
Archdruid of the Sylvan Glade
Order of Summoners
As you might expect, the Archdruid of the Sylvan Glade can be found in the Sylvan Glade.
Summoning spells tend to create things
High Seer of the Order of Ovates
The High Seer can be found on National Park lots, doing herbalist things.
Ovate spells tend to alter things
Prifardd of the Bardic Order
The Prifardd can be found hanging out in bars in Glimmerbook and Innisgreen, if you have them.
Bardic songs and poems have the ability to affect multiple Sims at once
All three sages will also be at the four quarterly festivals, as well as on Custom Venue/Getaway lots that use the Sacred Druid Grove preset (or the Prifardd role on one).
Druid Spells
Spells from different orders are cast differently. Bard spells, for example, often rely at least partially on a Sim's singing or acting skills.
The quality of the natural environment also has an effect on the success of Druid spells, as well as the phase of the moon.
Learning Druid Spells
You can learn Druid spells in a similar way to how you learn Spellcaster spells: from a sage and from practicing. However, there are no tomes -- Druid magic is an oral tradition that predates writing.
Instead of tomes, you can learn spells from Pooka.
Pooka
Pooka are wild, free-range magical familiars; like a familiar before it is captured and bound into a crystal ball. There are different types of pooka in different regions, and different pooka will be able to teach your sims different sorts of spells.
Pooka are based on wild rabbit tuning internally, and a lot of the same interactions that you find on rabbits are found on Pooka. To get them to teach you a spell, you have to make friends with them by singing to them, telling them jokes, and so on. Once they teach you a Druid spell, you can't learn another from a Pooka for 4 hours, since Pooka can be super-irritating to learn from. For example, they hate electronics and will break them when they get the opportunity.
Pooka also get bored easily. Once they appear, they will leave and go back to Sidhe in about 6 hours. You can reset the boredom timer by interacting with them periodically. If you talk to a Pooka, you will also gain Spellcaster XP.
Finding Pooka
Pooka can be summoned with the summoner's horn, with the chance of success based on a spellcaster's level, the quality of the natural environment, and the phase of the moon.
If a lot's environmental score is very green, and includes a few sacred oaks, there's a chance that pooka will spontaneously spawn from time to time.
You can attempt to summon a Pooka once every four hours per lot, so if you travel to a different lot, the cooldown clears and you can try again. You can still only learn one spell every four hours from a Pooka.
There are also usually Pooka that are summoned during one of the Quarterly Eisteddfod Festivals, as well as at Sacred Druid Grove getaways (see below for both).
Pooka Eggs
Druids can also look for Pooka eggs underground using a divination spell. Once found, they can be thrown into a campfire to hatch.
Enchanted Lot Trait
The Enchanted lot trait increases the chances of Pooka spawning considerably.
Magic Acorns
When you become a Druid, you are given a Magic Acorn. In addition to being able to grow into a Sacred Oak, Magic Acorns can be made into Waybread once every few hours. If you have an acorn in your inventory, you will find a Make Waybread interaction under the Druid pie menu on your sim. Waybread will replenish all of your needs when eaten.
Magic Acorns are also used in a number of Druidic potions.
Sacred Oaks
Sacred oak trees are sentient trees that serve as guardians of a Druid's grove. Sims can talk to them, build relationships with them, they have names, and increase the quality of the natural environment in the nearby area. They also increase the chances of Pooka spawning.
At different times of the lunar cycle, Sacred Oaks will spawn various insects that you can collect for potions. Sacred Oaks can also give your sim Herbalism tips.
Heirloom Cowplants
Heirloom Cowplants are closely related to the original cowplants used in the First Vampire War. As such, they hate vampires and will try to lure them close to eat them, regardless of when they've last eaten.
Sims can also talk with and build relationships with them.Heirloom Cowplants can give your sim Herbalism tips. Finally, Sims can milk them for standard veggie milk once per day.
Standing Stones
Standing stones are sentient rocks that will improve the environment toward green on the lot and attract Pooka. Your sim can also talk with them to satisfy social needs.
They can be summoned with a spell anywhere.
Potions and Charms
Druids can make any spellcaster potion that they know on any grill or apothecary station, instead of requiring a cauldron. There are also a number of unique Druid potions that have unique ingredients. These are all found under Brew Herbal Remedy on grills and stoves.
Charms
In addition to potions, Druids can craft several charms.
Sacred Candles
Made on the candlemaking machine. It doesn't require spectral goo -- just particular herbs and wax.
Magic Wreaths
Made on the flower arranging bench, magical wreaths emit a powerful positive buff to all within the line of sight.
Midpoint Quarterly Festivals
There are four Eisteddfod bardic festivals per year held at the Secret Society's Altar in Britechester. They should work the same as the built-in festivals, with a notification on the day they are held. If you are using the standard length seasons, it's every Wednesday.
Imbolc (winter)
Beltane (spring)
Lughnasadh (summer)
Samhain (fall)
All of the sages show up for the Eisteddfods, so you can get to know them, get some training and spells, and so on. You can also buy potion ingredients from the High Seer.
The Sages will conduct a Druidic ceremony on the altar at some point during the festival which will give your Sim a powerful seasonal buff.
Clicking on the altar provides ways your sim can take part, such as reading poetry, telling ancient stories or doing a fire dance.
Other Abilities
Shape Shifting
Druids can shape shift into several different forms, once every 6 hours. They gain the ability to shift into one new form with each level of their spellcaster rank.
Level 1: Druids can become a random shrub. Needs are frozen when changed into shrubbery, but if it's daytime, you will gain energy and satisfy hunger
from photosynthesis. You can change back into a human by cancelling the interaction.Level 2: Druids can become a plant sim at will.
Level 3: Druids can become a Kuo-Toa, an amphibious humanoid that swims and dives like a mermaid.
Level 4: Druids can become a Sasquatch, which are immune from cold, have vampire-like strength and can run very quickly when they want to. Sasquatch also get rock climbing bonuses.
Level 5: Druids can become a Werebear, which look like bears, but have many Werewolf abilities.
Sprites
Druids can control Sprites as though they were in the Britechester Secret Society, since Druids built the altar in the first place, long ago.
Level 1: Summon Focused Sprites
Level 2: Summon Flirty Sprites
Level 3: Summon Inspired Sprites
Level 4: Sprite Attack
Provide Charge to Plant
Druids can give their current magical charge to a plant to speed up it's evolution. This also drains their charge.
Fire Seance
Druids can conduct seances on a campfire. Aside from that the rest of the seance relies on Medium skill.
Skill Bonuses from Druidry
Druids gain natural insight into these skills from their practices:
Musical Skills
Acting
Herbalism
Medium
Archdruid Aspiration
There is an Archdruid aspiration under the Knowledge track. Unlike the other aspirations in the knowledge track, the primary trait is Animal Attraction.
If you complete the aspiration, you get an Archdruid trait that enables additional interactions, knowledge of the Rite of Ascension spell for Druids, and a portable stone altar that you can use to conduct your own ceremonies.
Custom Venues/Getaways
I created some additional Club Interaction Groups for Druid interactions so that they can be used in clubs rules, small business rules and custom venue rules. Along with that I created custom schedule presets and preset Roles for them to handle both a Sacred Druid Grove and a Wilderness Area. Both should be injected directly to the lists of presets schedules and roles.
Sacred Druid Grove Preset Roles
Grove Attendant: Cleans, serves food, occasionally summons a Pooka, may cast beneficial spells from time to time.
Sacred Grove Visitor: Trains (if a druid), hangs out by campfire, talks to Sacred Oaks, eats
Archdruid, High Seer, Prifardd: The heads of all three Druidic orders are there from 9-5, casting beneficial spells, talking to Sacred Oaks, and should perform a blessing ceremony about every 4-6 hours, so usually once per day. Will be willing to make a sim a Druid, teach new spells for their order and train your sim.
Bushcraft
Another skill in this mod is Bushcraft. The Bushcraft skill represents how well your Sim lives outdoors away from civilization, and your sim doesn't need to be a druid to learn it (it's super handy for archaeologists as well!).
It's a 5 level minor skill with one skill book, the Vintage Scout Fieldbook (available to purchase from bookshelves). Scouts are also now given this book when they receive their first merit badge.
Bushcraft Abilities
Several skills are gained at each level.
Relieve Bladder (on ground)
Sit on ground
Nap on ground
Build campfire
Dig for beetles
First aid
Build latrine
Build larder pit
Go hunting
Build improvised shelter
Build cooking fire with grill
Build BBQ pit
Build Woodworking Bench
While you can gain skill by reading the Vintage Scout Fieldbook, this is also a learn-by-doing skill. You will gain skill as you use the outdoor abilities, even sleeping on the ground (if you've ever slept outdoors on the ground, you'll know that it takes some getting used to).
Wilderness Area Preset Roles
A Wilderness Area getaway preset has been added that includes a park ranger and several campers.
Park Ranger: Practice Bushcraft skills, be friendly
Wilderness Camper: Practice Bushcraft skills
Pack Requirements
Most of the packs with maps/regions, plus Paranormal and Spa Day.
Cottage Living
Discover University
For Rent
Get Famous
Get To Work
Horse Ranch
Island Living
Jungle Adventure
Outdoor Retreat
Paranormal
Realm of Magic
Seasons
Snowy Escape
SpaDay
Strangerville
Werewolves
Stonehenge! Where the demons dwell
Where the banshees live and they do live well
Release Notes
So in a surprising coincidence, I began this mod a bit over a year ago, and then as I began to finish it, EA released not one but two outdoor themed packs. There are things in this mod that duplicate some of the functionality of the Natural Living skill as a result.
I'm still trying to figure out how Druids and Fairies should get along. Fairies don't normally like Spellcasters (based on the game's tuning), but what about Druids? Were they involved in the events between Mother Earth and Spruce Almighty? Still trying to work all that out. I might post some surveys to see what you think.
In any case, while this is the first public release of this mod, it probably won't be the last. I left a lot of ideas out, because I needed to stop tinkering with the thing and release it! Probably more to come in the future.
Suggestions and bug reports always welcome!
NOTE: There is a multi-page version of this documentation on my documentation website. I'll be adding to it over time, such as a full list of spells, etc.
Change Log
1.0.0b, 6/7/2025, Initial Patron Preview Release
1.0.1b, 6/8/2025, Bug fixes, festival fixes, fixed issues with learning spells from Druid sages
1.0.2b, 6/18/2025, Added an aspiration, lots of bug fixes, icon corrections, festival activities fixes, sage of bardic order now working correctly.
1.0.3b, 6/30/2025, DirectX fixes applied to address loading issues, several icons resized and fixed. Summon Pooka cooldown changed (once per 4 hours PER LOT, so if you go somewhere else, the cooldown clears), Menhir faces added, other tuning errors addressed.
1.0.4b, 7/2/2025, Patch fix for Enchanted by Nature
1.0.5b, 7/27/2025, Shape-change overhaul, bug fixes
1.0.6b, 9/1/2025, Added workbench to Bushcraft, additional spells and bug fixes to Druids mod.
1.0.7b, 10/2/2025, Numerous patch fixes missed previously, bug fixes.
1.0.8b, 10/5/2025, Added getaway schedule presets, bug fixes
1.0.9, 10/11/2025, Public release, bug fixes, added ability to learn herbalism from sacred oaks and heirloom cowplants
1.0.10, 10/12/2025, Fixed an incorrect aspiration goal, eliminated issue with custom clothing style on getaway role
1.0.11, 10/15/2025, Fixed dumb bug preventing sims from becoming a druid...doh.
1.0.12, 10/16/2025, Fixed issue with asking Druid sages for training, cleaned up shape-shift menu handling
1.0.13, 10/18/2025, Disabled autonomous hunting in Bushcraft, corrected some pie icon menu formats
1.0.14, 10/19/2025, Fixed bushcraft icon, fixed bugs in druid sage situations, several spells, and selected bushcraft interactions and objects
1.0.15, 10/19/2025, Recipe fixes, apothecary craft station support, fixed vampire repellent strings and animation
1.0.16, 2/5/2026, Patch fixes for Royalty and Legacy
1.0.17, 3/28/2026, Potion recipe fixes
1.0.18, 5/18/2026, Fixes for latent tuning errors
Chinese Translation by ABonnie
Comments (75)
Following up on my previous error report, I figured out what the problem was with my druid getting stuck in Plantsim form. Your mod (at least the shapeshift to Plantsim part of it) is incompatible with Spinning Plumbobs' Expanded Plantsims Mod. So my druid wasn't *shapeshifting* into a Plantsim, he was actually *turning into* a Plantsim, and then not turning back into a human. I removed SP's mod, and voila, my druid can now shapeshift to and from a Plantsim as your mod intended. So I'm back to thoroughly enjoying your mod. I do have one suggestion: please include a screenshot or a map to where the festivals occur. I just attended a Lughnasadh festival, and I got there at 7:30 in the morning, and didn't find the festival grounds until 11 AM when my sim autonomously headed there to fire dance. I basically left him alone over by the Pub to sing and wander around while I visually searched the area but could not find it on my own. (But to be fair, when you overlook something that's right in front of you in my house, we call it "pulling a Ro", which is my name, because I am very good at not finding things in plain sight.) However, I'm sure it would be helpful to others besides me. :D
Oh, that's odd. I wonder if that's because that mod makes Plantsims 'full fledged' occult types, I think, at least to the point that it changes the UI? I'm going to check that out. The next version that I've been working on eliminates the need to be a spellcaster to be a Druid, so it's likely that the incompatibility will go away. But I'm going to try to figure out where it comes from, in any case. Thanks for the feedback and the report!
Hi! I’ve just finished a Polish translation of your mod and wanted to share it with you. Here’s the link: https://www.patreon.com/ToomuchPL/posts/druids-169331181?collection=2377273 If you’d like, feel free to add it to your mod description so Polish players can find the translation more easily. Thank you for your amazing work and for sharing your mods with the community!
Random thought: Druids would have a healthy respect for The Fae. They would be wary, but not dislike them. Similar to someone walking in the woods, you would respect the native species space, know it's *their* space, that kind of mindset. Hence the term "don't f*ck with The Fae."
Hi, I just got a last exception for this mod when I tried to place the animal pen.
After I saw your message earlier, I looked through the code and realized that I'd left in an unfinished object -- that was in the process of being turned into a bothy shelter, which is sort of a public shack in the wilderness you can stay in (eg, camp in). Like a permanent tent. I didn't finish it in time though, and inadvertently left it in. I will either remove it or finish the thing in the next update. Sorry it took me so long to answer! Patreon hasn't always been sending me notifications when someone comments, and I didn't notice it.
Is this mod still working after the last update?
Yes, it is. I posted an update (version 1.0.18) over the weekend, but it was for a number of minor tuning errors that weren't related to the patch. If you notice any problems since the patch, let me know!
Any chance of letting druids talk to pets? Would be cool if you could learn what pets are thinking among other things though I assume that would be a lot of work since they don't really have any moods in Vanilla.
Been thinking about this. I tried to turn foxes into pets/familiars for this mod, but didn't end up getting it working, due to a number of reasons. But dogs, cats, horses and foxes are types of sims (compared to chickens, for example), and there are buffs for them in the game. So some of the wiring is already there. I'll think about it. Thanks for the feedback and ideas!
Pokemon in Sims? If you're still considering it, there's interest! But wouldn't mind similar Simified D&D Classes into Sims either!
I might still add the original idea back into the Druids mod. While Druids make friends with Pooka to get spells, there is also the thing of spellcaster having 'bound' pooka as familiars. So, somebody has to catch the pooka and bind them into the little spheres, right? So the Pokemon feature would involve non-Druids (since it would be against Druidic ethics) flushing out pooka, then capturing them (somehow...). Then I suppose you'd sell them in the Magic Realm. Still working on the next Simified D&D class (...it's Clerics), but making progress. I have a large Family History update in final testing, then I hope to finish that one up. Thanks for the feedback and interest!
What happens if someone does not have all the packs listed in the requirements section? I do not have Discover University, For Rent, Jungle Adventure, Snowy Escape, Paranormal, Spa Day, or Strangerville. Would the mod still be playable for me?
I think a lot of it would be? The main pieces that it's hard to do without are from Realm of Magic, Outdoor Retreat, Seasons, Pets and Horse Ranch (trying to remember where the horn came from...). Missing Discover University means that none of the festivals will work, since they take place in Britechester. If you try to actually go to one by clicking on the notification, it will probably error out (so don't do that...). You will probably suffer some exceptions from some things being missing, but as far as I can guess, learning spells and things should basically work? Let me know how it goes!
Hi! A lot of people are trying to remain on game version 1118 and 1119 for as long as the EA App will allow; would you please consider re-uploading the older mod versions? Or, do you have them somewhere else? GoogleDrive or so? They will of course lack the fixes you made in later versions, but it will at least work / work with less hiccups. I hope you'll consider it! :]
Sure -- do you remember which version of this mod that was?
I assume, quite sadly, that this will conflict with SpinningPlumbobs's Fairies vs Witches mod since the Sylvan Fae also occupy the Sylvan Glade? Shame, because I literally just discovered this today, a few minutes ago, and it sounds cool.
I was told that they don't conflict and both hang out in the Sylvan Glade together. The Sylvan Fae do their thing and the Archdruid just fishes and such. Should be worth a try!
Hi, Loved the mod idea, but I thought you may like to know I found 2 issues: 1. When my druid sims trave for a new lot the druid related item disappear from his inventory; 2. When I used the horn to summon a pooka in the sylvian glade the pop up saying it worked appeared, but not pookas appeared (haven't been able summon them in other worlds so idk if that is a general issue or a sylvian glade one)
I will see if I can figure out what could cause that. Thanks for the report!
hi, i am unable to customize what the arch druids are wearing... I've only tried it with the Gand Druid of The Glade. But is there something I'm not doing?
They use 'uniform' tags, like styles that are built in. The archdruid and high seer should be wearing outfits tagged with these: Uniform_SecretSociety_Level3 Uniform_Hermit The prifardd wears this tag: Uniform_ActorCareer_Movie_Medieval_LoveInterest If you added custom outfits that had these tags, it *might* pick them up and use them, but I'm not sure of a way to force it to use a different one (there is randomness involved). What would you rather they wear, or just any custom outfit? Thanks for the feedback!
My Spanish translation for the Simsonian Library mod, which you can find on my Patreon. https://www.patreon.com/RoshySims
Hello, I have downloaded the mod, and I would like to know if there is a French translation, please?
There isn't a French translation yet, but as soon as I have one I'll post it on this page!
Hi boss! The mod is very funny, kudos. Sadly, tho, I found an issue - when I did place the portable stone altar in the home lot, all the plants at ground level (for some reasons, planters in the basement still works) became un-harvestable. The harvest options are greyed out, saying that it's better to leave the plants alone or smthg. Do you/anyone have the same problem? Cheers & thanks! :3
Thanks! And no, I have not heard of that problem before. That's really odd! I'll check that out. Thanks for the feedback!
I haven't had the chance to try this out yet, but as a druid-in-learning, I've long hoped for something like this. I want to thank you enough for all your hard work. You've been one of my very top fave creators for over a year. I was shocked; I hadn't come across you before, and now I can't imagine not having your work in my game, making it so much better. Thank you from the depths of my heart!
Thank you so much! I tried to add a bit of druid-adjacent mythology in this one (spell names, etc), so I'm thrilled that someone might appreciate that, lol. Thanks again for the compliment and Happy Celtic New Year!
Additionally, I can't find the other two druids: the High Seer of the Order of Ovates and the Prifardd of the Bardic Order—even when I visit the relevant lots.
Could you check that you are using version 1.0.14, which I uploaded at nearly the same time that you posted your comment? That's exactly one of the problems I was solving in that update. Also the location where you find the Prifardd changed to a bar in either Glimmerbrook or Innisgreen instead of the Magic Realm. I just double checked it in a brand new save with no other mods by going directly to the bar in Glimmerbrook, and the Prifardd was already there. Then I went to Isle of Volpe park in Hensford-on-Bagley, and the High Seer was there as well -- note that they tend to go fishing at the river behind where you arrive there. When I then used the summoning horn to go to the Sylvan Glade, the Archdruid appeared a few moments later after I moved a bit. I went back to my longer-term save where the sages had already been created before the fix, did the same steps with an existing druid, and the Prifarrd was in the bar and the High Seer was in the park as expected. Let me know if the new version 1.0.14 didn't fix this (or if you were already using it). Thanks for the feedback!
Hi~When I click on the stove or grill, I can't find the "Brew Herbal Remedy" option, nor can I locate the druid-related potion crafting features—even though I've used cheats to unlock all potions.
Thanks! Just replicated that and realized what it happened. As I often do, I copy and paste tuning scaffold files from one mod to another as I build it out. In this case, I started with an injection file copied from my Family History mod -- and I forgot to change the module path at the top to this one. So the recipes will be there if you also have my Family History mod installed, since that's where it's looking for the injection script. Doh. I just fixed this in my copy (it was a small fix), but am going to wait a little bit before I post the update in case there are more fixes needed today. Thanks for the feedback!
Icons are now working in the druid menu, I can see them all. Only llama icon present is on the 'bushcraft' option now. Hunting drama has gone, and I can see all the druid menu icons. x
Thanks! I'm working on another update with another handful of bug fixes that I should have done a little later today. I'll fix the bushcraft icon! Thanks again for the feedback!
Thank you so much! This work it's a piece of art
Thank you!
Another random issue I've found is that my sim with max bushcraft will autonomously hunt for meat when hungry, over and over again in a loop. Left her at a bar for a couple of hours un-paused, and despite there being a bar, food stalls, grill, etc, she just hunted and hunted until she nearly starved to death. XD
I just remembered that I meant to turn autonomy off on that -- I must have forgotten. I think I have the icons straightened out. They seemed to be the right size but had the wrong image type internally, idk. In any case, I have a build with the icons set up to match the formats in the game. I'll take a look at autonomy on the hunting interaction and get an updated posted. Thanks again for the feedback!
I'm having issues where the icons in the social pie menu all come up as the little broken llama thing instead. Tried this with all other mods removed, etc, and no luck getting the icons to work. Any ideas?
Are you referring to the "Druid" pie menu or the "Friendly" pie menu or one of the other built-in ones? Are you on Windows or a Mac? I'm on a Mac, and they all seem to work, but I've learned that Windows is pickier about things like icon sizes. It's possible that one or more of the Druid-related pie menu icons is the wrong size. I can check all of them if I need to, but if you gave me some of the text from a few of them, I'd be sure. It might also be missing packs, since icons are pack specific and this does pull a few built-in icons that may be from other packs -- I'll check that. I can import them if so. In any case, let me know what some of the text of the menus with missing icons is, so that I can be sure to check/fix the right ones. Thanks for the bug report1
dude this is amazing! cant wait to play this , i do have a bit of a question though , would this in any way conflict with the fairies and witches mod by Spinning Plumbob?
I'm not sure yet. I looked it over briefly and didn't see any obvious conflicts for them both to be installed at the same time. Only testing can discover whether any features clash when you use them. Let me know if you try it!
I shouldn't read while sleepy lol, i saw "Ovates" and read Order of "Ovaries"!! XD
Hi! Just wanted to let you know that I just got an LE trying to ask for druidic training from the Archdruid. BE said the problem was with \SimsonianLibrary_Druids\SimsonianLibrary_Druids.package and that the tuning "Echo Kenobi running devnull_Druid_Archdruid_AskForDruidicTraining:906 on Austin Blue" (Echo is my sim, Austin is the Archdruid). I have a lot of other mods but I don't believe any of them would really touch that specific interaction. However, the becoming a druid issue is fixed, so thank you for that! This was the LE file I got: v3.14FalseTrueFalseNot available. More info may be in BE Report.2bc1ab52a0985041068f02eeadesyncea.maxis.sims4_64.15.pc2025-10-16 10:45:42Local.Unknown.Unknown.1.118.257.1020-1.300.000.223.Releaseinteraction.py:4709bc1ab52a0985041068f02eeaException in Sim Timeline: Exception hard-stopping element (AttributeError: 'NoneType' object has no attribute 'make_constraint_default') Traceback (most recent call last): File "T:\InGame\Gameplay\Scripts\Core\caches.py", line 159, in wrapper KeyError: (<SI devnull_Druid_Archdruid_AskForDruidicTraining id:906 sim:Echo Kenobi>,) During handling of the above exception, another exception occurred: Traceback (most recent call last): File "T:\InGame\Gameplay\Scripts\Server\server\client.py", line 281, in select_interaction File "T:\InGame\Gameplay\Scripts\Server\interactions\choices.py", line 254, in select File "T:\InGame\Gameplay\Scripts\Server\interactions\aop.py", line 243, in test_and_execute File "T:\InGame\Gameplay\Scripts\Server\interactions\aop.py", line 224, in execute File "T:\InGame\Gameplay\Scripts\Server\interactions\aop.py", line 212, in execute_interaction File "T:\InGame\Gameplay\Scripts\Server\interactions\interaction_queue.py", line 1356, in append File "T:\InGame\Gameplay\Scripts\Lib\contextlib.py", line 119, in __exit__ File "T:\InGame\Gameplay\Scripts\Server\interactions\interaction_queue.py", line 901, in _head_change_watcher File "T:\InGame\Gameplay\Scripts\Server\interactions\interaction_queue.py", line 985, in _get_head File "T:\InGame\Gameplay\Scripts\Server\interactions\interaction_queue.py", line 341, in get_next_unblocked_interaction File "T:\InGame\Gameplay\Scripts\Server\interactions\social\social_super_interaction.py", line 1135, in notify_queue_head File "T:\InGame\Gameplay\Scripts\Server\interactions\social\social_super_interaction.py", line 202, in get_sims_with_invalid_paths File "T:\InGame\Gameplay\Scripts\Core\caches.py", line 169, in wrapper File "T:\InGame\Gameplay\Scripts\Server\interactions\social\social_super_interaction.py", line 153, in test_constraint_compatibility File "T:\InGame\Gameplay\Scripts\Server\interactions\si_state.py", line 160, in are_sis_compatible File "T:\InGame\Gameplay\Scripts\Server\interactions\si_state.py", line 128, in _test_constraint_intersection File "T:\InGame\Gameplay\Scripts\Server\interactions\si_state.py", line 102, in _get_constraint_intersection_for_sis File "T:\InGame\Gameplay\Scripts\Server\interactions\base\interaction.py", line 4843, in constraint_intersection File "T:\InGame\Gameplay\Scripts\Server\interactions\base\interaction.py", line 4709, in constraint_gen File "T:\InGame\Gameplay\Scripts\Server\interactions\social\social_super_interaction.py", line 1007, in _constraint_gen AttributeError: 'NoneType' object has no attribute 'make_constraint_default' During handling of the above exception, another exception occurred: Traceback (most recent call last): File "T:\InGame\Gameplay\Scripts\Server\interactions\interaction_queue.py", line 709, in process_one_interaction_gen GeneratorExit During handling of the above exception, another exception occurred: Traceback (most recent call last): File "T:\InGame\Gameplay\Scripts\Core\caches.py", line 159, in wrapper KeyError: (<SI devnull_Druid_Archdruid_AskForDruidicTraining id:906 sim:Echo Kenobi>,) During handling of the above exception, another exception occurred: Traceback (most recent call last): File "T:\InGame\Gameplay\Scripts\Server\scheduling.py", line 678, in _stop_element_tree File "T:\InGame\Gameplay\Scripts\Server\elements.py", line 403, in _hard_stop File "T:\InGame\Gameplay\Scripts\Server\sims\sim.py", line 4240, in _process_interaction_gen File "T:\InGame\Gameplay\Scripts\Server\interactions\interaction_queue.py", line 711, in process_one_interaction_gen File "T:\InGame\Gameplay\Scripts\Server\interactions\interaction_queue.py", line 913, in remove_for_perform File "T:\InGame\Gameplay\Scripts\Lib\contextlib.py", line 119, in __exit__ File "T:\InGame\Gameplay\Scripts\Server\interactions\interaction_queue.py", line 901, in _head_change_watcher File "T:\InGame\Gameplay\Scripts\Server\interactions\interaction_queue.py", line 985, in _get_head File "T:\InGame\Gameplay\Scripts\Server\interactions\interaction_queue.py", line 341, in get_next_unblocked_interaction File "T:\InGame\Gameplay\Scripts\Server\interactions\social\social_super_interaction.py", line 1135, in notify_queue_head File "T:\InGame\Gameplay\Scripts\Server\interactions\social\social_super_interaction.py", line 202, in get_sims_with_invalid_paths File "T:\InGame\Gameplay\Scripts\Core\caches.py", line 169, in wrapper File "T:\InGame\Gameplay\Scripts\Server\interactions\social\social_super_interaction.py", line 153, in test_constraint_compatibility File "T:\InGame\Gameplay\Scripts\Server\interactions\si_state.py", line 160, in are_sis_compatible File "T:\InGame\Gameplay\Scripts\Server\interactions\si_state.py", line 128, in _test_constraint_intersection File "T:\InGame\Gameplay\Scripts\Server\interactions\si_state.py", line 102, in _get_constraint_intersection_for_sis File "T:\InGame\Gameplay\Scripts\Server\interactions\base\interaction.py", line 4843, in constraint_intersection File "T:\InGame\Gameplay\Scripts\Server\interactions\base\interaction.py", line 4709, in constraint_gen File "T:\InGame\Gameplay\Scripts\Server\interactions\social\social_super_interaction.py", line 1007, in _constraint_genAttributeError: 'NoneType' object has no attribute 'make_constraint_default'rtim=0 Client Session Time: 32.52 Num Save Errors: 0 Num Load Errors: 0 Current Game State: 0x96d01090 LoadingScreenActiveFlag: 1 Origin Version: 13,575,0,6088 Modded: True SystemInfo: Windows 11 10.0.26100 GPU: NVIDIA GeForce RTX 3050 Laptop GPU 32.0.15.5597, GUID: CE3FEFA9-C384-11EF-A343-E8401EF2B995
Thanks again for reporting another one! I was able to replicate the problem again and am working on another fix. This is another one that I had working, then broke at some later point, and didn't notice it, since my sims started training themselves using Practice Druidry most of the time. I'll have to work on my QA processes -- I don't want be as sloppy as EA, lol. I'll upload the fix as soon as it's completed. Please do report anything else you find! Thanks for the feedback!
Have a good day! Does it conflicts with mod FairiesVSWitches by SpinningPlumbob which affects Sylvan Glade or it is ok if I'll have both mods
I was wondering about that myself (I looked at it). I don't know for certain, but I suspect it won't conflict. I trigger the Archdruid to show up by injecting into the built-in loot that's called when you enter the glade to add a short term buff (couple of minutes). Once the buff wears off when you come out of the tree into the Glade, it calls a loot that trriggers the Archdruid situation. So there's a chance that their mod is using the same loot, which may or may cause problems, but if both mods inject into it without otherwise modifying it, they might be compatible (and the Sylvan Glade will be a bit more crowded, I guess). Let me know what happens if you try it! Thanks for the feedback.
Its crazy!!! Its huge than a maxis pack! Thank you so much to share this !
This looks very cool! 😊 I have all the required packs, but get an error when trying to become a druid. For some reason, I have 2 "Ask to be made a druid" interactions to choose from, but one causes my sim to reset and gives an error, and the other makes the sim chat with the archdruid, but nothing else. I removed all other mods but MC Command Center, but it didn't help. Do you know what the cause might be?
No, I don't off hand. The 'Ask to make a druid' interactions are almost entirely copied from the Realm of Magic code to become a spellcaster. The 'reset' often indicates a missing animation, but if you have Realm of Magic you should have it. The fact that there were duplicate interactions is a clue for me -- I had trouble with an extra one appearing during the preview releases at one point. Questions to start with: Was this in the Sylvan Glade? Is your sim a regular human or a spellcaster already (or something else)? Is MCCC the latest version? (2025.6.0) It did have a problem with the recent patch, so would need to be updated. If you can get me the stack trace from when that happens, I can usually figure things out from there. It would be NEXT TO your Mods folder, named 'lastException.txt'. You can either copy and paste the contents of that file here, or email it to simsonianlibrary@gmail.com. Thanks for the feedback, and if you could get me the stack trace file, I'd appreciate it!
Thank you so much for your hard work! This is amazing! You’re finally giving me a good reason to get Outdoor Retreat 😆 Actually, is the mod playable without that pack?
Parts of it should work, since it's most heavily dependent on Realm of Magic, but there are parts that wouldn't. Some of the potions wouldn't have ingredients available, since they're herbs, and you might get exceptions from time to time if it references one. I think I used the base game firepit for Bushcraft -- if so, that would work. Let me know if you try it without Outdoor Retreat! Thanks for the feedback!
I read this out to my cat and he just looked at me like I was a crazy hooman lol
Well, I guess it's time for me to go into another spellcaster obsessed storyline again lol. I love this, thank you!
Can you update or fix the [Alpha release] Spirituality Custom Game Pack by SashaT1804?
That is the first I've heard about it -- have a link?
For the pack requirements, will it work if you don't have all the listed packs. Or should I wait until I get the ones I am missing? I am only missing Discover University, Horse Ranch, and Snowy Escape
It needs Discover University for the Secret Society location and the altar. I'm not entirely sure what would happen without it. It might notify you about a festival you can't go to. it uses the sickle object from Horse Ranch, but that might be all (aside from referring to Chestnut Ridge as a region in tests). You'd get an exception, but the rest may work. I think all you need Snowy Escape for is some skills that are referred to and as a region for tests. So, there's a good chance you'd have problems without Discover University, you might get an occasional exception without Horse Ranch, but you might not notice missing Snowy Escape. Let me know if/when you try it.
Are you kidding me?! This is utterly amazing! I am awestruck. The level of depth and rich history you've included could be it's own game. I honestly can't believe how cool this is. You've thought of everything! As to the relationship between Druids and Fairies, I'm probably in the minority but I think they should definitely be wary of each other. The story EA put put suggests that they have a very old feud and what better time than when Druids staked their claim on the natural and magical territories? The Fae back then were much more malicious and likely to switch out your children or put you to sleep for a hundred years so it would be easy to imagine where the later spellcaster-fairy rivalry began even though each side mellowed out over time with the advent of space heaters and working toilets. Anyway, I can't wait to start playing and I wanted to thank you from the bottom of my heart for creating this. It's just utterly astounding and delightful. Big hug!
Believe it or not, the original seed of an idea for this mod was to implement Pokemon in the Sims, lol. Then I got the Druid idea, and it escalated from there. My initial impression is that Druids would be on the side of Spruce Almighty and the Gnomes. The schism between adapting to nature, and having nature adapt to you. Spruce being sort of a Promethus figure in regard to giving humans magic? But my internal head canon is also that Druids were the first humans to learn magic (pre-Myshupotania) as an outgrowth of herbalism and learned it from wild Pooka. Considering that Pooka can be dangerous when angered, I could imagine a more malicious Fae that's more in keeping with RL legends as well. The story of how the Gnomes became wooden also meshes well enough with the stories about the Gnomageddon in the Archaeology Kit, and the Druid Aegwareth is mentioned in the same mod in Smede, Vol 3. Then in Minecrafting, you can meet a group of surviving Gnomes living underground. Hmm. Somehow it all fits together (gestures wildly at bulletin board covered with Post-It notes, push pins and yarn)!
You didn't use anything from Enchanted by Nature for this mod? I would have thought that the apothecary skill would have fit good with druids, no?
I was nearly done when Enchanted by Nature came out. I decided to wait a bit to create a dependency on that pack, since it was so new that not as many people owned it yet. I think it would be a good fit though. i really like the apothecary workbench. Thanks for the feedback!
"I'm still trying to figure out how Druids and Fairies should get along. Fairies don't normally like Spellcasters (based on the game's tuning), but what about Druids? " I, personally, already use a mod to cancel that part of Enchanted by Nature EP. Cause, in fact, I play all my spellcarters as if they have a important connection to nature.
Same here. I kept looking for ways to have my spellcasters be more like Druids, so I decided to just make Druids, lol.
Ok. Wow 😧 I was thinking of transforming one of my spellcarster into fairy cause I want him more focused on nature, but this is probably what I really need instead.
https://www.dropbox.com/scl/fi/3j1mf8rn8rkhexntu9y8t/Capture-d-cran-2025-10-12-172404.png?rlkey=okl7ayrsge96lmtl38fr1cuwt&st=l6up4ogk&dl=0 I was jumping for joy at being able to use it and start translating, but now I have a problem: it's causing an LE. My family, who were traveling, disappeared from the field, and I got this LE. I play with occult hybrids, so this mod is important to me. If you need any further information to see if it's a potential conflict, I have a lot of mods, I'm at your disposal, I still have the full BE error message. Thank you for your help. I'll start the translation when I have access to the mod in my game, it will be easier for me, thanks again for your help. NB : Just one question, please: is there a public version and a Patreon version? If so, is the other one more complete? Thanks for the info.
Hello! So far, there is only one version. I usually keep mods in patron-only mode until it seems 'done', then it's public from then on. If you can send me the whole lastException.txt file (or the middle part with the stack trace) that would help (to simsonianlibrary@gmail.com). I think I can see what's going on. Those two roles for the Sacred Druid Grove getaway preset are referring to an outfit style tag I injected myself, but apparently it's not happy with that. Odd that I'm not getting that exception (nor is this showing up in the BE scanner). It ultimately refers to an outfit cloned from Discover University, but this seems more like it thinks there's a pack missing (due to the tag). To double check: Do you have both Discover University and Adventure Awaits? I don't think AA will be required due to the presence of getaway tuning, but would like to double check. It probably won't cause any actual gameplay issues until I get this fixed, since this just refers to their default outfits (they won't be wearing the right ones) I have one other bug discovered (aspiration-related) since last night to fix so far, so I will try to get an update with this fixed uploaded today. Thanks again for the report!
This is so cool! It's like a whole new game pack with so many possibilites for unique game play. Thank you!!
So, I pretty much downloaded your entire mod list today, and now this! So excited to incorporate this into my gameplay.
I use them all. :D They are sort of designed to work together -- the "Simsonian Library Comic Universe", lol. I have on occasion used a lot of other mods, too, and they should be generally compatible.
Im pretty excited to take out all of my outdoor/offthegrid living and my SP occult mods and play with this one. Really cool that you're bringing Druids to life with this. Also, funny that you have the raven pooka not show up in Ravenwood.
OMG, I honestly didn't even think of that -- I can't believe it, lol. I over thought so much about dividing them up into types of spells/orders, associating those with the four elements, what types of attacks they might have, and then their regions, etc. Somehow I missed the RAVEN in Ravenwood, LOL. idk, maybe they don't get along with Crows. :D
This is amazing!! There's so much to this, it must have taken a very long time to create! I can't decide if I want to start a new save with this or integrate it into my forever save. It looks super fun either way ☺️
Thanks! It took a bit over a year, lol! But it's pretty much my only hobby after work, so... It would have been done quicker, but I kept changing my mind about how I wanted to do it. Then I couldn't stop adding things to it.
