Changes coming to the Druids mod!
I wanted to tell you about some kind of big changes I'm making to the Druids mod right now. I've been a bit quiet this last month or so, since I've been deep in an overhaul of it.
No More Spellcaster Requirement
Biggest change: Sims will no longer have to be spellcasters in order to be Druids. I added a Druid skill that replaces the functionality of spellcaster ranks, and changed how spells affect the caster. There is still the same spellbook and the same spells. You can still be a spellcaster and a druid, but they are now independent. This is honestly how I wanted to implement it in the first place.
Spell Energy Changes
The other change related to that is that instead of spells increasing a sims Magic Charge, they will draw on the Druid's personal Energy motive. It seems more 'natural' and works with all Occults. But to borrow something from the D&D Druid class, you can avoid the energy cost if you have certain ingredients in your inventory, such as Holly, Mistletoe or Oak Leaves (which will all be available).
More Occult and Shape Change Options
Some very cool side effects of eliminating the reliance on being a Spellcaster is that Werewolves, Mermaids and Fairies can also be druids. Related to that is that Druids can now shape change into full fledged Werewolves, Mermaids or Fairies and switch back at will, giving Druids a total of 8-9 creatures they can change into.
Tree Portals
One of the Druid spells in D&D is called Tree Stride, and lets the caster teleport between trees to move through a forest very quickly. I was able to replicate this by making the Sacred Oaks also be Secret Passageways like in the Royalty & Legacy pack (but shouldn't require it). This is turning out to be incredibly convenient, since I can have a druid plant a sacred Oak in the park in Granite Falls and teleport there and back at will from home.
More
Pet familiars should be working with Druids, even though they aren't spellcasters anymore. I've made a number of other smaller gameplay changes, like removing the cooldown on making waybread, having NPCs and animals react to nearby Pooka, and improvements to the Menhir stones.
I'm also working on reducing the number of packs it relies on, as I am with all of my mods right now. I know it will definitely require Realm of Magic and Seasons, but I'm trying to make as much of the rest of the pack-dependent functionality optional.
When?
I'd like make a beta version available very soon -- a month, give or take depending on my free time. The biggest changes are already working well.
I'm going to go the route of releasing a test version (with disclaimers) first, since there are things I'm doing in the mod that I haven't tried before (non-spellcasters with spellbooks and familiars, off-lot portal trees). I want to make sure it won't screw up anyone's saved game.
Thanks for the feedback and interest!
-- Simsonian Library
Comments (7)
superrr excited about this! I was just raving about your mod on twitter yesterday. Also, do you take mod suggestions or commissions? I have an idea for infant and toddler spellcaster babies that mock how fairy toddlers have "uncontrollable magic"
Yes, I love suggestions and have gotten some great ideas from people using my mods! I don't do commissions though. I barely have enough time to do the mod work I already have planned. Hmm, the tricky part of doing any additions to infants and toddlers is getting animations to fit. I suppose that Tabitha on Bewitched didn't use elaborate movements when she used magic though. Maybe using simple 'reach for' type animations with some effects would work? I'll put it on my idea list for further percolation. Thanks for the suggestion!
Simply amazing! I can't wait to see more of this!
Hi Simsonian! This is excellent news. Love this Druids mod, and now you opened up those spells to non spellcaster Sims? Excellent 💯 Since you maintain the Spellbook Injector, would you ever consider creating a 'Mortal Bridge' feature? It would be amazing if the Injector could, somehow, allow non-Occult classes access. Like a Human Sim, devout Cleric of The Watcher, using Minerva's Cauldron 'Exorcism' or "Healing" Spell. Or a Dastardly, Human-Sim Rogue using Detection / Perception based spells (or lesser Dastardly spells, in general)? Like Minerva's "Spellcasters Insight" or "Locator," or Kuttoe's "Milliferate"? Basically to use specific spell-abilities through physical items or custom books, or something else, but crucially: without needing to be true Spellcasters? Just an idea, to please ignore if not feasible. Thank you for all your hard work! 😊
This is amazing! I can't wait!
Sounds great! A small request - Can you change the icon for the bushcraft skill? It's showing as the Llama icon. Maybe you used an image from EBN which I don't have installed? Thanks!
Yes. -- I'll also doulble-check the size. Icons resize automatically on Macs (that I use), but they don't seem to on Windows.
