SimsonianLibrary_Druids_1.0.14.zip 33.3 MB
October 19, 2025

Druids Mod 1.0.14 Update

Another bug fix thanks to feedback received since the release, and actually playing it for awhile myself instead of just working on it.

Changes include:

  • Menu icon fixes

  • Titles to several spells fixed if you didn't have one of my other mods installed

  • Cure Disease now also cures Ailments from Enchanted by Nature

  • Prifardd and High Seer situations fixed. The Prifardd can now be found in bars in Glimmerbook and Innisgreen. The High Seer shows up correctly in National Park lots.

  • Ward of Belenus now disappears after it lights someone on fire, as it should

  • Fixes to some bushcraft interactions and objects such as the BBQ pit and the latrine

Full mod details are available on the Druid Mod page.

Thanks again for your support and feedback!

Comments (7)

E
Edubises Ordonez · October 20, 2025

Hey, can you update all the mods

E
Edubises Ordonez · October 20, 2025

Hey, can you update all the bots?

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Simsonian Library · October 20, 2025

Which bots?

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Sevilla23XD · October 19, 2025

What program do you use to create and update mods???

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Simsonian Library · October 19, 2025

The main tools are PyCharm and Sims4Studio, along with this command line wrapper I wrote for ffrank's S4TK node library: https://github.com/simsonianlibrary/s4-shell-tools. Then I also have an unreleased plugin for PyCharm that I wrote to make the process of building the mod easier. Then I do it kind of like I'm building any other type of program. All the tuning is in separate XML files that the command line tool bundles together, along with objects in .packages and string files as .properties files into the finished mod. It also compiles the script and zips it into a .ts4script archive. Finally as part of the build process I use a slightly customized version of mustache and a lot of templates and .yaml files to generate lots of similar tuning files (like lots of recipes, traits, etc) automatically using templates. A build.yaml file ties it all together so that I can click a button and the mod is entirely built from scratch each time. All this stuff gets checked into version control (on gitlab) to track changes as well. Whew! Seems complicated when I describe it that way, but when it gets down to day to day working on it, being able to generate the entire mod with one click is worth it. :) I should probably post more about this, lol.

B
Brandon · October 19, 2025

Will this conflict with the Fairies and Witches mod by SpinningPlumbob because I know for their mod, they also utilize Sylvan Glade for it.

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Simsonian Library · October 19, 2025

I mean to try it soon, but I don't think there would be a conflict. I inject into the built-in loot that gets called when you go to the Glade to start the Archdruid situation from a buff-related loot after you get there. I haven't looked at how that mod populates the glade, but I don't think the way i'm doing it should interfere. The other thing they share are turning into plantsims I think. This mod just adds and removes the built-in plant-sim trait, so if that still works with the Fairies and Witches mod, there shouldn't be a problem. I think that mod also had it's own Druids -- but let's just say they are different types of Druids, idk, lol. Let me know if you try them both. Several people have asked me about it.