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    •  Downloads offline

    •  Downloads: 417

    •  File Size: 5683797

    •  Version: 1.51
    •  Author: Pimpskinny

=============================================================
*************************************************************
Druid Mod (aka The Path of the Druid)
*************************************************************

Unique Druid skills and abilities
Version: 1.51
By Pimpskinny

=============================================================


===========
Description
===========

This mod allows you to follow the Path of the Druid, progressing through a variety of skills and abilities on your way to choosing one of two masteries. There are nearly 50 unique skills and abilities to be chosen spread out over 32 character levels. The Mages Guild is but a convenience, for your power lies outside their walls. Any race can be a druid. There is also a Druid preset class added, but it is not required (although it is well-suited).

A druid summons and channels various aspects of Nature to benefit themselves and harm their enemies. As a druid, you will summon beasts to your side, you will take on their strengths as your own, and you will channel the forces of the sky and the forest through your body from prickling thorns to gusting winds.

===============
Version History
===============

1.51:
- Werewolf overhaul. Now with several stat boosts that vary according to Player skills and attributes.
- Reworked fatigue hits when using werewolf powers.
- Revised summoned beast health to not be too much at high levels.
- Added initial quest to start on the path of the Druid.
- This is likely the final version, barring bugs and significant conflicts with popular mods.

1.02 Patch:
- Eliminated a condition from the start-up script that might prevent it from working with certain character generation mods.
- Made Werewolf Bash a touch spell as it should be.
- Misc. minor tweaks and readme corrections.

1.01 Patch:
- Fixed problem with dismissed summoned beasts appearing at the player after a fast-travel.
- Fixed problem with player in werewolf form being able to equip a quiver.
- Fixed problem with fire flies light remaining after fire flies had vanished.

1.0:
Initial Release.

=====
Story
=====

As written by Altmer anthropologist Helendeire in a letter to a colleague:

"The recent supposed druid sightings are nonsense. People claiming to have seen druids are probably just fishing for attention. Or perhaps they saw someone or something else entirely and allowed their childish superstitions to poison their eyes.

They might say they witnessed a lone traveler in the woods with a wolf companion. Well, some particularly skilled rangers are able to befriend wolves and hunt with them. Or maybe they saw some kind of mage surrounded by rats that were attacking his or her enemies. Well, good for them, it just means there were rats around and the mage wasn't yet the focus of their ire.

Druids used to exist. At least, I'm among the majority of anthropologists who think they did. But contrary to the mystique that surrounds their legend, they were not powerful mages of the wild who could summon beasts and call a storm. They were priests, and nothing more. They followed the ways of a god they called the Earthmother. And they were primarily Southlanders. Yes, Southlanders, those strange painted humans who are occasionally seen in and around Valenwood.

The old Druid belief system was a product of Bosmer and Southlander mysticism merging after generations of peaceful coexistence. As such, the Druid faith would not have come into being without the mixing of these two cultures.

After a few generations, these Druids - or "Priests of the Wood" as they were also known - broke into two factions. They remained friendly with each other by all accounts, as there is no evidence of conflict between them. But one group, primarily of Southlanders, pursued a more animalistic version of this primitive faith while the more traditional Druids, mostly Bosmer, sharpened their focus on reverence for a more holistic grasp of the natural world.

But regarding any legendary powers that Druids were said to possess, there is no evidence whatsoever that Druids were capable of anything more potent than starring roles in tall tales and bedtime stories."

======
Skills
======

A druid relies heavily on his or her abilities in Alteration, Conjuration, and Destruction, and will need at least an Apprentice's knowledge in each for all initial skills to be available, then a Journeyman's knowledge for the most powerful skills.

But a druid does not rely on magic alone. A druid's traditional source of healing is their knowledge of Alchemy, and true to a druid's roots as a ranger and hunter is skill with a bow, with or without poisoned arrows. And when all else fails, a Blunt weapon to smite their enemy is as reliable as the dawn.

A Druid preset class is added to the Character Generation menu that reflects these skills.

For attributes, Intelligence is an obvious necessity as it determines the available pool of magical energy from which a druid draws. But also central to a druid is his or her Willpower, which directly affects certain skills. A greater Willpower results in greater health for summoned beasts and a lesser chance of negative side effects from certain spells.

After receiving six starting skills (if the druid's Conjuration, Alteration, and Destruction skills are high enough), the druid will be able to select one new druid skill each time he or she advances in level. These unique skills are broken into two skill trees: the Wild Tree and the Beast Tree.

The Wild Tree contains a variety of skills to harness the powers of Nature, while the Beast Tree is sharply focused on summoning and channeling the powers of beasts. These two trees are further broken into three schools of skill progression each that require prerequisites to be learned in order to advance.

When a druid has learned all the skills of a particular tree, he or she may choose to become a master of that tree. A druid may only choose one of the two masteries. And once the choice is made, the druid will be granted great powers available only to the chosen mastery. After a druid successfully obtains all the skills of both trees (32 in all - or 38 if you count the starting skills), he or she has become a Master Druid, and this has its own special benefits.

See the bottom of this readme for a list of spells/skills.

==============================
Known Issues and Compatibility
==============================

I have a ton of other mods and worked through conflicts and bugs to the point where this mod works for me, so it should most likely work for you too. I also have word that it does not conflict with magic mods/overhauls like Midas, LAME, or Supreme Magicka.

For the initial quest, this might be incompatible with any mod that drastically changes Shadefield Copse or Dive Rock.

Please post a comment with any suggestions you have or problems you encounter.

NOTE: For the life of me I could never solve one particular problem that occurs with some people. I'm totally stumped. The wolf summon will occasionally arrive and be dead or incapacitated. If you have skill in scripting, I would love for you to take a look at it and offer suggestions.

============
Installation
============

You know how it goes - Extract everything in the zip archive into your OblivionData folder. Overwrite. No files will actually be overwritten.* Then activate "Druid.esp" in your mod list. As with any mod, always save your game and preserve it before installing or updating this mod just in case something goes wrong.

*If you have my other mod The Southlanders, then the Southlander Wolf creature meshes and textures will be the only thing overwritten. But the files are identical, so no worry.

When running Druid Mod for the first time with a New Game, the mod will initiate after your race is selected. For a Saved Game, Druid Mod will initiate immediately and perform a retroactive operation so your character has the chance to advance as many times as their level permits.

========
Updating
========

To apply a patch, you must have Druid Mod 1.0 already installed. Then simply overwrite it with the latest patch, following the Installation instructions above. V1.5 is a full version and requires no patches.

==============
Uninstallation
==============

CAUTION: You should first cancel (or allow to expire) any active druid spells you have on your character (including the spirit spells, animal sight and sense spells, the summoning spells, call spells, werewolf, etc.) before disabling this mod, or certain changes to your character might become permanent. This could probably be fixed with console commands, but it's still a pain. So please make sure that there are no active Druid effects on your character before disabling/deleting the mod.

After that, remove or delete the following files and folders from your OblivionData folder:

Druid.esp

From the folder Texturesmenusicons delete:
slr_icon_beastquest.dds
slr_icon_wildquest.dds
slr_icon_druidquest.dds

From the folder Meshescreaturesdog delete:
slrstalkerwolfhead.nif
slrstalkerwolfeyes.nif
slrstalkerwolfbody.nif
southlanderwolfhead.nif
southlanderwolfeyes.nif
southlanderwolfbody.nif

From the folder Texturescreaturesdog delete:
slrstalkerwolf.dds
slrstalkerwolf_n.dds
slrstalkerwolf_g.dds
southlanderwolf.dds
southlanderwolf_n.dds
southlanderwolf_g.dds

If you are NOT running my mod The Quest for Demon Bane, delete the following entire folders:
MeshesSLR
TexturesSLR

=============================
Required for this mod to work
=============================

- Official Oblivion 1.2 Patch
(http://www.elderscrolls.com/downloads/updates_patches.htm)

- Unofficial Oblivion Patch, I think.
(http://www.tessource.net/files/file.php?id=5296)

==============================================
Recommended other mods that compliment a Druid
==============================================

Detect Life Shader by Neela (Highly Recommended!)
http://modsreloaded.com/detect-life-x-ray-vision
- A vast improvement on Vanilla's detect life effect.

Druid Armors and Weapons by Tumbajamba (Highly Recommended!)
(http://www.tesnexus.com/downloads/file.php?id=27275)
- Incredibly awesome looking druid/nature armor. Best yet created!

Bow Sway by TheTalkieToaster (Highly Recommended!)
(http://www.tesnexus.com/downloads/file.php?id=9445)
- No more perfect aim with a novice marksman skill. It's really a crime this wasn't in Vanilla to begin with.

Silent Player Voice by Anjen (Highly Recommended!)
(http://www.tesnexus.com/downloads/file.php?id=5429)
- Eliminates Player vocal sounds when taking damage and doing power attacks. I've used this for very long time just because those player sounds were way too loud, but it's also great for this Druid Mod because it prevents your character from making human sounds while in Werewolf form, which really shouldn't happen.

Purse of Wonders by Wdog
(http://www.tesnexus.com/downloads/file.php?id=4744)
- Has a fantastic alchemy ingredient sorter. Although it could be considered unbalancing because it allows you to carry an unlimited amount of stuff.

==========
Tools Used
==========

- TES Construction Set
- Adobe Photoshop Elements with the DDS plug-in
- Nifskope
- TES4Gecko by TeamGecko

=======
Credits (so far)
=======

- JCarl for the werewolf models.
- Koldorn and Phitt for the Ent model.
- KyneTarse for writing the toggle ability script that I copied for the animal spirits and senses.
- Everyone involved with the Construction Set Wiki - you rule.
- The helpful people on the TES-CS Forum, with special thanks to Showler, TheTalkieToaster, WilliSea, QQuix, and Scruggsywuggsy The Ferret.
- Modders in general for making TES4 the most replayable game in history and one of the most enjoyable.
- Bethesda for a killer game and their generosity with the Construction Set.

===========
Permissions
===========

If you would like to use some individual aspects of this mod in your own work, please feel free to do so, but please credit me. And make sure to read the credits to this mod so you don't mistakenly credit me with something that I didn't produce. Some have expressed interest in using Druid Mod's skill advancement method for other classes. Sounds good to me!

If you do use anything from this mod, please let me know - I'd love to see what comes of it.

=============
My Other Mods
=============

Southlander Race (Native American-themed race)
- Why not be a Southlander Druid! Perfect!
The Quest for Demon Bane (Quest for a unique powerful weapon)
- Fulfill your destiny as a warrior against Daedra.

=======
Contact
=======

The best way to contact me is probably posting a comment at TESNexus on the page with this mod on it or at the TES Official Forums on the release thread. If you like, please send me bug reports, compatibility issues with other mods, and game balance comments.

TES Official Forum Release Thread:
http://www.bethsoft.com/bgsforums/index.php?showtopic=937576

==========
Spell List
==========

---------
Wild Tree
---------

School 1
--------
Fireflies: A cloud of fireflies appears to follow you and light your way. Fireflies do not engage in combat and will not follow you through doors.
Conjuration (Apprentice)
Duration: 5 minutes
Prerequisites: None (Starting skill)

Call Tree Scarabs: Call a swarm of tree scarabs to attack the integrity of your enemies' armor. The longer they stay alive and attack, the more damage they will do. Scarabs will not follow you.*
Conjuration (Apprentice)
Duration: 30 seconds
Prerequisites: None

Call Earth Spirit: Call an earth spirit to follow you and fortify the health of you and your summoned beast. The earth spirit does not engage in combat and will not follow you through doors. In ten point intervals, a higher Willpower results in a more beneficial earth spirit.*
Conjuration (Apprentice)
Duration: 5 minutes
Prerequisites: Call Tree Scarabs, Level 5

Call Plague Rats: Call a swarm of plague rats to sow disease amongst your enemies. The rats will not follow you. Be careful - plagues have a way of spreading outside of your control.*
Conjuration (Apprentice)
Duration: 30 seconds
Prerequisites: Call Earth Spirit, Level 8

Call Elementals: Call a fire spright, ice spright, and lightning spright to follow you, attack your enemies and grant you and your summoned beast resistance to fire, frost, and shock. If one of them dies, you and your companion will lose the specific resistance they provide.*
Conjuration (Apprentice)
Duration: 5 minutes
Prerequisites: Call Plague Rats, Level 12

Call Ent: Call a mighty shepherd of the forest to follow you, fight for you, and grant you and your summoned beast a hardened bark-like skin to resist damage from normal weapons.*
Conjuration (Journeyman)
Duration: 5 minutes
Prerequisites: Call Elementals, Level 15

*Only one "call" spell may be active at a time.


School 2
--------
Sunlight: Call a beam of healing sunlight to slowly mend your wounds.
Alteration (Apprentice)
Duration: 60 seconds
Prerequisites: None (Starting skill)

Winter Shock: Channel the force of a chill wind and lightning through your body to damage your enemies.
Destruction (Apprentice)
Duration: Instant
Prerequisites: None

Gust of Wind: Channel a gust of wind through your body to blow down your enemy. If your target's Strength is greater than your Willpower, there is a chance for an unpleasant backlash.
Alteration (Apprentice)
Duration: Instant
Prerequisites: Winter Shock, Level 3

Weather Resistance: You are granted a permanent resistance to frost and shock.
Duration: Constant Ability
Prerequisites: Gust of Wind, Level 6

Blizzard Strike: A more potent version of Storm with a greater cone of effect.
Alteration (Apprentice)
Duration: Instant
Prerequisites: Weather Resistance, Level 9

Storm Resistance: A more powerful version of Weather Resistance.
Duration: Constant Ability (replaces Weather Resistance)
Prerequisites: Blizzard Strike, Level 11

Hurricane Blast: A mighty version of Wind, with a greater cone of effect.
Destruction (Journeyman)
Duration: Instant
Prerequisites: Storm Resistance, Level 14


School 3
--------
Curse: Increase your target's vulnerability to poison and magic. This is done without the target's awareness.
Destruction (Apprentice)
Duration: 30 seconds
Prerequisites: None (Starting skill)

Thorns: Sprout thorns from your skin and reflect physical melee damage back at your enemy. There is a small chance you will suffer minor damage when the barbs protrude through your skin.
Alteration (Apprentice)
Duration: 5 minutes
Prerequisites: Level 2

Blight: Infect your enemies with a forest parasite to damage their health.
Destruction (Apprentice)
Duration: 10 seconds
Prerequisites: Thorns, Level 4

Debilitate: A more potent version of Curse.
Destruction (Apprentice)
Duration: 30 seconds
Prerequisites: Blight, Level 7

Brambles: A more potent version of Thorns.
Alteration (Apprentice)
Duration: 10 minutes
Prerequisites: Debilitate, Level 10

Vicious Blight: A more potent version of Blight with a larger area of effect.
Destruction (Journeyman)
Duration: 15 seconds
Prerequisites: Brambles, Level 13


Mastery of the Wild
-------------------
Earthmother's Emissary: Once per day, you may call an emissary of the Earthmother Herself in the form of a ghostly stag and his harem who will restore your body and mind to an unblemished state and infuse you with great power for a brief moment.
Conjuration (Journeyman)
Duration: 30 seconds
Prerequisites: Mastery of the Wild

Regrowth: Your body is imbued with the growth of the wild, which constantly replenishes your health.
Duration: Constant
Prerequisites: Mastery of the Wild

Clarity: Your mind is as clear as a cloudless sky, boosting your mana regeneration.
Duration: Constant
Prerequisites: Mastery of the Wild

Earthquake: Shake the earth, causing all around you to stumble and fall. People and creatures with a high agility will be unaffected. Be careful when using this skill if not already in combat, because otherwise friendly people will take notice of your actions and may decide to attack you.
Destruction (Journeyman)
Duration: Instant
Prerequisites: Mastery of the Wild

Lightning Storm: Call the sky to strike at all around you with lightning. While lightning knows no friend or enemy, those hostile to you will suffer the worst from the storm.
Alteration (Journeyman)
Duration: 30 seconds
Prerequisites: Mastery of the Wild


----------
Beast Tree
----------

School 1
--------
Hibernate Creature: Put a creature to sleep for a time. Undead and daedra are unaffected. You only have such power over creatures near or below your own level. Only one creature may be sleeping at a time, and each creature may only be affected once.
Alteration (Apprentice)
Duration: 1 minute
Prerequisites: None (Starting skill)

Spirit of the Deer: Imbue your body with the speed and acrobatics of a deer. If this spell is already active when cast, then it will cancel the effect.*
Alteration (Apprentice)
Duration: Toggle on/off
Prerequisites: None, Level 2

Spirit of the Cat: Imbue your body with the stealth and agility of a cat. If this spell is already active when cast, then it will cancel the effect.*
Alteration (Apprentice)
Duration: Toggle on/off
Prerequisites: Spirit of the Deer, Level 5

Spirit of the Serpent: Imbue your mind with the intelligence and will of a snake. If this spell is already active when cast, then it will cancel the effect.*
Alteration (Apprentice)
Duration: Toggle on/off
Prerequisites: Spirit of the Cat, Level 8

Charm Beast: Charm a beast to fight for you for a brief moment. Undead and daedra are immune. Only creatures near or below your own level will heed your call. Only one beast may be charmed at a time, and each creature may be affected only once.
Alteration (Apprentice)
Duration: 10 seconds
Prerequisites: Spirit of the Serpent, Level 10

Spirit of the Fish: Imbue your body with the ability to breathe underwater. If this spell is already active when cast, then it will cancel the effect.*
Alteration (Journeyman)
Duration: Toggle on/off
Prerequisites: Befriend Creature. Level 13

*Only one "spirit" ability may be active at a time.


School 2
--------
Rabies: Infect your enemy's mind with rabies to attack their intelligence, willpower, and magicka, with a small chance to drive them insane.
Destruction (Apprentice)
Duration: 10 seconds
Prerequisites: None (Starting skill)

Venom: Strike your enemy with debilitating venom to drain their endurance, agility, and strength, with a small chance to paralyze them for a short time.
Destruction (Apprentice)
Duration: 20 seconds
Prerequisites: None

Hawk Eyes: Your eyes become as sharp as a hawk to increase your marksman skill. If this spell is already active when cast, then it will cancel the effect.*
Alteration (Apprentice)
Duration: Toggle on/off
Prerequisites: Venom, Level 3

Wolf Scent: Your nose becomes sensitive to the proximity of predator and prey. If this spell is already active when cast, then it will cancel the effect.*
Alteration (Apprentice)
Duration: Toggle on/off
Prerequisites: Hawk Eyes, Level 6

Cat Sight: Your eyes become like those of a cat, able to see perfectly in the darkest night. If this spell is already active when cast, then it will cancel the effect.*
Alteration (Apprentice)
Duration: Toggle on/off
Prerequisites: Wolf Scent, Level 9

*Only one animal sense may be active at a time.

Dire Rabies: A more debilitating form of Rabies with a greater chance to drive your enemy into an insane frenzy.
Destruction (Apprentice)
Duration: 30 seconds
Prerequisites: Cat Sight, Level 12

Deadly Venom: A more ruthless form of Venom, with a chance of instant death.
Destruction (Journeyman)
Duration: 30 seconds
Prerequisites: Dire Rabies, Level 14


School 3
--------
Summon Highland Wolf: Summon a highland wolf to follow and fight for you. Highland wolves have average combat skills and average health.*
Conjuration (Apprentice)
Duration: Until killed or replaced
Prerequisites: None (Starting skill)

Release Beast: Release your summoned beast back to the spirit world, where it will await your call.
Conjuration (Apprentice)
Duration: Instant
Prerequisites: None

Summon Black Bear: Summon a black bear to follow and fight for you. Black bears have low combat skills and high health.*
Conjuration (Apprentice)
Duration: Until killed or replaced
Prerequisites: Release Beast, Level 4

Summon Plains Lion: Summon a Plains Lion to follow and fight for you. Plains Lions have high combat skills and low health.*
Conjuration (Apprentice)
Duration: Until killed or replaced
Prerequisites: Summon Black Bear, Level 7

Summon Mountain Grizzly: Summon a powerful grizzly bear to follow and fight for you. Grizzlies have average combat skills and very high health.*
Conjuration (Apprentice)
Duration: Until killed or replaced
Prerequisites: Summon Plains Lion, Level 11

Summon Southlander King Wolf: Summon a mighty war-painted King Wolf of the Southlands to follow and fight for you. Southlander Wolves have very high combat skills and high health.*
Conjuration (Journeyman)
Duration: Until killed or replaced
Prerequisites: Summon Mountain Grizzly, Level 15

*Only one summoned beast may be at your side at a time. All beasts are scaled to the player's level and their health is determined by the player's Willpower. These beasts should follow you through doors, but can always be resummoned if they fail to do so.


Beast Mastery
-------------
Werewolf Transformation: The culmination of a Beast Master's power. You will take on the form of a werewolf at will, decreasing your magical abilities but bestowing your body with unique physical skills. This power is not without its drawbacks. Transformation is a skill that is best kept secret. People will fear you and want to kill you on sight. And if ever you are witnessed transforming into or out of werewolf form, your identity will be reported to the authorities as a danger to society. However, if you are not yet very well known to the populace, you might escape the consequences with your anonymity.
Transformation is a painful experience as your body is twisted into a different form. As a consequence, you will be weakened and vulnerable for a few seconds until the transformation is complete.
The physical gifts you receive will vary. Your skills in Alteration, Conjuration, and Destruction will determine the boosts you receive to Blunt, Block, and Sneak. Your attributes of Intelligence and Willpower will determine the boosts you receive to Strength, Endurance, and Agility.
Alteration (Journeyman)
Duration: Toggle on/off
Prerequisites: Beast Mastery

Werewolf Roar: As a werewolf, you will be able to send both man and beast into a terror with a powerful roar that will affect all around you, causing them to run away or cower in fear. This terrifying roar scares even the undead. You must have adequate fatigue in order to use this power.
Duration: 10 seconds
Prerequisites: Must be in Werewolf form

Werewolf Rend: As a werewolf, you will claw your enemy deeply, opening a ghastly bleeding wound that drains their health over time. You must have adequate fatigue in order to use this power.
Duration: 10 seconds
Prerequisites: Must be in Werewolf form

Werewolf Bash: As a werewolf, your strength is beyond that of any person or wolf. With a mighty blow, you will send your enemy flying, damaged, with a chance to render them unconscious for a brief moment. You must have adequate fatigue in order to use this power.
Duration: Instant
Prerequisites: Must be in Werewolf form

Call Wolf Pack: As a werewolf, you will once per day have the power to call a pack of shadow wolves to your aid.
Duration: 1 minute
Prerequisites: Must be in Werewolf form

Druid Mod

Item Image

 Downloads offline


=============================================================
*************************************************************
Druid Mod (aka The Path of the Druid)
*************************************************************

Unique Druid skills and abilities
Version: 1.51
By Pimpskinny

=============================================================


===========
Description
===========

This mod allows you to follow the Path of the Druid, progressing through a variety of skills and abilities on your way to choosing one of two masteries. There are nearly 50 unique skills and abilities to be chosen spread out over 32 character levels. The Mages Guild is but a convenience, for your power lies outside their walls. Any race can be a druid. There is also a Druid preset class added, but it is not required (although it is well-suited).

A druid summons and channels various aspects of Nature to benefit themselves and harm their enemies. As a druid, you will summon beasts to your side, you will take on their strengths as your own, and you will channel the forces of the sky and the forest through your body from prickling thorns to gusting winds.

===============
Version History
===============

1.51:
- Werewolf overhaul. Now with several stat boosts that vary according to Player skills and attributes.
- Reworked fatigue hits when using werewolf powers.
- Revised summoned beast health to not be too much at high levels.
- Added initial quest to start on the path of the Druid.
- This is likely the final version, barring bugs and significant conflicts with popular mods.

1.02 Patch:
- Eliminated a condition from the start-up script that might prevent it from working with certain character generation mods.
- Made Werewolf Bash a touch spell as it should be.
- Misc. minor tweaks and readme corrections.

1.01 Patch:
- Fixed problem with dismissed summoned beasts appearing at the player after a fast-travel.
- Fixed problem with player in werewolf form being able to equip a quiver.
- Fixed problem with fire flies light remaining after fire flies had vanished.

1.0:
Initial Release.

=====
Story
=====

As written by Altmer anthropologist Helendeire in a letter to a colleague:

"The recent supposed druid sightings are nonsense. People claiming to have seen druids are probably just fishing for attention. Or perhaps they saw someone or something else entirely and allowed their childish superstitions to poison their eyes.

They might say they witnessed a lone traveler in the woods with a wolf companion. Well, some particularly skilled rangers are able to befriend wolves and hunt with them. Or maybe they saw some kind of mage surrounded by rats that were attacking his or her enemies. Well, good for them, it just means there were rats around and the mage wasn't yet the focus of their ire.

Druids used to exist. At least, I'm among the majority of anthropologists who think they did. But contrary to the mystique that surrounds their legend, they were not powerful mages of the wild who could summon beasts and call a storm. They were priests, and nothing more. They followed the ways of a god they called the Earthmother. And they were primarily Southlanders. Yes, Southlanders, those strange painted humans who are occasionally seen in and around Valenwood.

The old Druid belief system was a product of Bosmer and Southlander mysticism merging after generations of peaceful coexistence. As such, the Druid faith would not have come into being without the mixing of these two cultures.

After a few generations, these Druids - or "Priests of the Wood" as they were also known - broke into two factions. They remained friendly with each other by all accounts, as there is no evidence of conflict between them. But one group, primarily of Southlanders, pursued a more animalistic version of this primitive faith while the more traditional Druids, mostly Bosmer, sharpened their focus on reverence for a more holistic grasp of the natural world.

But regarding any legendary powers that Druids were said to possess, there is no evidence whatsoever that Druids were capable of anything more potent than starring roles in tall tales and bedtime stories."

======
Skills
======

A druid relies heavily on his or her abilities in Alteration, Conjuration, and Destruction, and will need at least an Apprentice's knowledge in each for all initial skills to be available, then a Journeyman's knowledge for the most powerful skills.

But a druid does not rely on magic alone. A druid's traditional source of healing is their knowledge of Alchemy, and true to a druid's roots as a ranger and hunter is skill with a bow, with or without poisoned arrows. And when all else fails, a Blunt weapon to smite their enemy is as reliable as the dawn.

A Druid preset class is added to the Character Generation menu that reflects these skills.

For attributes, Intelligence is an obvious necessity as it determines the available pool of magical energy from which a druid draws. But also central to a druid is his or her Willpower, which directly affects certain skills. A greater Willpower results in greater health for summoned beasts and a lesser chance of negative side effects from certain spells.

After receiving six starting skills (if the druid's Conjuration, Alteration, and Destruction skills are high enough), the druid will be able to select one new druid skill each time he or she advances in level. These unique skills are broken into two skill trees: the Wild Tree and the Beast Tree.

The Wild Tree contains a variety of skills to harness the powers of Nature, while the Beast Tree is sharply focused on summoning and channeling the powers of beasts. These two trees are further broken into three schools of skill progression each that require prerequisites to be learned in order to advance.

When a druid has learned all the skills of a particular tree, he or she may choose to become a master of that tree. A druid may only choose one of the two masteries. And once the choice is made, the druid will be granted great powers available only to the chosen mastery. After a druid successfully obtains all the skills of both trees (32 in all - or 38 if you count the starting skills), he or she has become a Master Druid, and this has its own special benefits.

See the bottom of this readme for a list of spells/skills.

==============================
Known Issues and Compatibility
==============================

I have a ton of other mods and worked through conflicts and bugs to the point where this mod works for me, so it should most likely work for you too. I also have word that it does not conflict with magic mods/overhauls like Midas, LAME, or Supreme Magicka.

For the initial quest, this might be incompatible with any mod that drastically changes Shadefield Copse or Dive Rock.

Please post a comment with any suggestions you have or problems you encounter.

NOTE: For the life of me I could never solve one particular problem that occurs with some people. I'm totally stumped. The wolf summon will occasionally arrive and be dead or incapacitated. If you have skill in scripting, I would love for you to take a look at it and offer suggestions.

============
Installation
============

You know how it goes - Extract everything in the zip archive into your OblivionData folder. Overwrite. No files will actually be overwritten.* Then activate "Druid.esp" in your mod list. As with any mod, always save your game and preserve it before installing or updating this mod just in case something goes wrong.

*If you have my other mod The Southlanders, then the Southlander Wolf creature meshes and textures will be the only thing overwritten. But the files are identical, so no worry.

When running Druid Mod for the first time with a New Game, the mod will initiate after your race is selected. For a Saved Game, Druid Mod will initiate immediately and perform a retroactive operation so your character has the chance to advance as many times as their level permits.

========
Updating
========

To apply a patch, you must have Druid Mod 1.0 already installed. Then simply overwrite it with the latest patch, following the Installation instructions above. V1.5 is a full version and requires no patches.

==============
Uninstallation
==============

CAUTION: You should first cancel (or allow to expire) any active druid spells you have on your character (including the spirit spells, animal sight and sense spells, the summoning spells, call spells, werewolf, etc.) before disabling this mod, or certain changes to your character might become permanent. This could probably be fixed with console commands, but it's still a pain. So please make sure that there are no active Druid effects on your character before disabling/deleting the mod.

After that, remove or delete the following files and folders from your OblivionData folder:

Druid.esp

From the folder Texturesmenusicons delete:
slr_icon_beastquest.dds
slr_icon_wildquest.dds
slr_icon_druidquest.dds

From the folder Meshescreaturesdog delete:
slrstalkerwolfhead.nif
slrstalkerwolfeyes.nif
slrstalkerwolfbody.nif
southlanderwolfhead.nif
southlanderwolfeyes.nif
southlanderwolfbody.nif

From the folder Texturescreaturesdog delete:
slrstalkerwolf.dds
slrstalkerwolf_n.dds
slrstalkerwolf_g.dds
southlanderwolf.dds
southlanderwolf_n.dds
southlanderwolf_g.dds

If you are NOT running my mod The Quest for Demon Bane, delete the following entire folders:
MeshesSLR
TexturesSLR

=============================
Required for this mod to work
=============================

- Official Oblivion 1.2 Patch
(http://www.elderscrolls.com/downloads/updates_patches.htm)

- Unofficial Oblivion Patch, I think.
(http://www.tessource.net/files/file.php?id=5296)

==============================================
Recommended other mods that compliment a Druid
==============================================

Detect Life Shader by Neela (Highly Recommended!)
http://modsreloaded.com/detect-life-x-ray-vision
- A vast improvement on Vanilla's detect life effect.

Druid Armors and Weapons by Tumbajamba (Highly Recommended!)
(http://www.tesnexus.com/downloads/file.php?id=27275)
- Incredibly awesome looking druid/nature armor. Best yet created!

Bow Sway by TheTalkieToaster (Highly Recommended!)
(http://www.tesnexus.com/downloads/file.php?id=9445)
- No more perfect aim with a novice marksman skill. It's really a crime this wasn't in Vanilla to begin with.

Silent Player Voice by Anjen (Highly Recommended!)
(http://www.tesnexus.com/downloads/file.php?id=5429)
- Eliminates Player vocal sounds when taking damage and doing power attacks. I've used this for very long time just because those player sounds were way too loud, but it's also great for this Druid Mod because it prevents your character from making human sounds while in Werewolf form, which really shouldn't happen.

Purse of Wonders by Wdog
(http://www.tesnexus.com/downloads/file.php?id=4744)
- Has a fantastic alchemy ingredient sorter. Although it could be considered unbalancing because it allows you to carry an unlimited amount of stuff.

==========
Tools Used
==========

- TES Construction Set
- Adobe Photoshop Elements with the DDS plug-in
- Nifskope
- TES4Gecko by TeamGecko

=======
Credits (so far)
=======

- JCarl for the werewolf models.
- Koldorn and Phitt for the Ent model.
- KyneTarse for writing the toggle ability script that I copied for the animal spirits and senses.
- Everyone involved with the Construction Set Wiki - you rule.
- The helpful people on the TES-CS Forum, with special thanks to Showler, TheTalkieToaster, WilliSea, QQuix, and Scruggsywuggsy The Ferret.
- Modders in general for making TES4 the most replayable game in history and one of the most enjoyable.
- Bethesda for a killer game and their generosity with the Construction Set.

===========
Permissions
===========

If you would like to use some individual aspects of this mod in your own work, please feel free to do so, but please credit me. And make sure to read the credits to this mod so you don't mistakenly credit me with something that I didn't produce. Some have expressed interest in using Druid Mod's skill advancement method for other classes. Sounds good to me!

If you do use anything from this mod, please let me know - I'd love to see what comes of it.

=============
My Other Mods
=============

Southlander Race (Native American-themed race)
- Why not be a Southlander Druid! Perfect!
The Quest for Demon Bane (Quest for a unique powerful weapon)
- Fulfill your destiny as a warrior against Daedra.

=======
Contact
=======

The best way to contact me is probably posting a comment at TESNexus on the page with this mod on it or at the TES Official Forums on the release thread. If you like, please send me bug reports, compatibility issues with other mods, and game balance comments.

TES Official Forum Release Thread:
http://www.bethsoft.com/bgsforums/index.php?showtopic=937576

==========
Spell List
==========

---------
Wild Tree
---------

School 1
--------
Fireflies: A cloud of fireflies appears to follow you and light your way. Fireflies do not engage in combat and will not follow you through doors.
Conjuration (Apprentice)
Duration: 5 minutes
Prerequisites: None (Starting skill)

Call Tree Scarabs: Call a swarm of tree scarabs to attack the integrity of your enemies' armor. The longer they stay alive and attack, the more damage they will do. Scarabs will not follow you.*
Conjuration (Apprentice)
Duration: 30 seconds
Prerequisites: None

Call Earth Spirit: Call an earth spirit to follow you and fortify the health of you and your summoned beast. The earth spirit does not engage in combat and will not follow you through doors. In ten point intervals, a higher Willpower results in a more beneficial earth spirit.*
Conjuration (Apprentice)
Duration: 5 minutes
Prerequisites: Call Tree Scarabs, Level 5

Call Plague Rats: Call a swarm of plague rats to sow disease amongst your enemies. The rats will not follow you. Be careful - plagues have a way of spreading outside of your control.*
Conjuration (Apprentice)
Duration: 30 seconds
Prerequisites: Call Earth Spirit, Level 8

Call Elementals: Call a fire spright, ice spright, and lightning spright to follow you, attack your enemies and grant you and your summoned beast resistance to fire, frost, and shock. If one of them dies, you and your companion will lose the specific resistance they provide.*
Conjuration (Apprentice)
Duration: 5 minutes
Prerequisites: Call Plague Rats, Level 12

Call Ent: Call a mighty shepherd of the forest to follow you, fight for you, and grant you and your summoned beast a hardened bark-like skin to resist damage from normal weapons.*
Conjuration (Journeyman)
Duration: 5 minutes
Prerequisites: Call Elementals, Level 15

*Only one "call" spell may be active at a time.


School 2
--------
Sunlight: Call a beam of healing sunlight to slowly mend your wounds.
Alteration (Apprentice)
Duration: 60 seconds
Prerequisites: None (Starting skill)

Winter Shock: Channel the force of a chill wind and lightning through your body to damage your enemies.
Destruction (Apprentice)
Duration: Instant
Prerequisites: None

Gust of Wind: Channel a gust of wind through your body to blow down your enemy. If your target's Strength is greater than your Willpower, there is a chance for an unpleasant backlash.
Alteration (Apprentice)
Duration: Instant
Prerequisites: Winter Shock, Level 3

Weather Resistance: You are granted a permanent resistance to frost and shock.
Duration: Constant Ability
Prerequisites: Gust of Wind, Level 6

Blizzard Strike: A more potent version of Storm with a greater cone of effect.
Alteration (Apprentice)
Duration: Instant
Prerequisites: Weather Resistance, Level 9

Storm Resistance: A more powerful version of Weather Resistance.
Duration: Constant Ability (replaces Weather Resistance)
Prerequisites: Blizzard Strike, Level 11

Hurricane Blast: A mighty version of Wind, with a greater cone of effect.
Destruction (Journeyman)
Duration: Instant
Prerequisites: Storm Resistance, Level 14


School 3
--------
Curse: Increase your target's vulnerability to poison and magic. This is done without the target's awareness.
Destruction (Apprentice)
Duration: 30 seconds
Prerequisites: None (Starting skill)

Thorns: Sprout thorns from your skin and reflect physical melee damage back at your enemy. There is a small chance you will suffer minor damage when the barbs protrude through your skin.
Alteration (Apprentice)
Duration: 5 minutes
Prerequisites: Level 2

Blight: Infect your enemies with a forest parasite to damage their health.
Destruction (Apprentice)
Duration: 10 seconds
Prerequisites: Thorns, Level 4

Debilitate: A more potent version of Curse.
Destruction (Apprentice)
Duration: 30 seconds
Prerequisites: Blight, Level 7

Brambles: A more potent version of Thorns.
Alteration (Apprentice)
Duration: 10 minutes
Prerequisites: Debilitate, Level 10

Vicious Blight: A more potent version of Blight with a larger area of effect.
Destruction (Journeyman)
Duration: 15 seconds
Prerequisites: Brambles, Level 13


Mastery of the Wild
-------------------
Earthmother's Emissary: Once per day, you may call an emissary of the Earthmother Herself in the form of a ghostly stag and his harem who will restore your body and mind to an unblemished state and infuse you with great power for a brief moment.
Conjuration (Journeyman)
Duration: 30 seconds
Prerequisites: Mastery of the Wild

Regrowth: Your body is imbued with the growth of the wild, which constantly replenishes your health.
Duration: Constant
Prerequisites: Mastery of the Wild

Clarity: Your mind is as clear as a cloudless sky, boosting your mana regeneration.
Duration: Constant
Prerequisites: Mastery of the Wild

Earthquake: Shake the earth, causing all around you to stumble and fall. People and creatures with a high agility will be unaffected. Be careful when using this skill if not already in combat, because otherwise friendly people will take notice of your actions and may decide to attack you.
Destruction (Journeyman)
Duration: Instant
Prerequisites: Mastery of the Wild

Lightning Storm: Call the sky to strike at all around you with lightning. While lightning knows no friend or enemy, those hostile to you will suffer the worst from the storm.
Alteration (Journeyman)
Duration: 30 seconds
Prerequisites: Mastery of the Wild


----------
Beast Tree
----------

School 1
--------
Hibernate Creature: Put a creature to sleep for a time. Undead and daedra are unaffected. You only have such power over creatures near or below your own level. Only one creature may be sleeping at a time, and each creature may only be affected once.
Alteration (Apprentice)
Duration: 1 minute
Prerequisites: None (Starting skill)

Spirit of the Deer: Imbue your body with the speed and acrobatics of a deer. If this spell is already active when cast, then it will cancel the effect.*
Alteration (Apprentice)
Duration: Toggle on/off
Prerequisites: None, Level 2

Spirit of the Cat: Imbue your body with the stealth and agility of a cat. If this spell is already active when cast, then it will cancel the effect.*
Alteration (Apprentice)
Duration: Toggle on/off
Prerequisites: Spirit of the Deer, Level 5

Spirit of the Serpent: Imbue your mind with the intelligence and will of a snake. If this spell is already active when cast, then it will cancel the effect.*
Alteration (Apprentice)
Duration: Toggle on/off
Prerequisites: Spirit of the Cat, Level 8

Charm Beast: Charm a beast to fight for you for a brief moment. Undead and daedra are immune. Only creatures near or below your own level will heed your call. Only one beast may be charmed at a time, and each creature may be affected only once.
Alteration (Apprentice)
Duration: 10 seconds
Prerequisites: Spirit of the Serpent, Level 10

Spirit of the Fish: Imbue your body with the ability to breathe underwater. If this spell is already active when cast, then it will cancel the effect.*
Alteration (Journeyman)
Duration: Toggle on/off
Prerequisites: Befriend Creature. Level 13

*Only one "spirit" ability may be active at a time.


School 2
--------
Rabies: Infect your enemy's mind with rabies to attack their intelligence, willpower, and magicka, with a small chance to drive them insane.
Destruction (Apprentice)
Duration: 10 seconds
Prerequisites: None (Starting skill)

Venom: Strike your enemy with debilitating venom to drain their endurance, agility, and strength, with a small chance to paralyze them for a short time.
Destruction (Apprentice)
Duration: 20 seconds
Prerequisites: None

Hawk Eyes: Your eyes become as sharp as a hawk to increase your marksman skill. If this spell is already active when cast, then it will cancel the effect.*
Alteration (Apprentice)
Duration: Toggle on/off
Prerequisites: Venom, Level 3

Wolf Scent: Your nose becomes sensitive to the proximity of predator and prey. If this spell is already active when cast, then it will cancel the effect.*
Alteration (Apprentice)
Duration: Toggle on/off
Prerequisites: Hawk Eyes, Level 6

Cat Sight: Your eyes become like those of a cat, able to see perfectly in the darkest night. If this spell is already active when cast, then it will cancel the effect.*
Alteration (Apprentice)
Duration: Toggle on/off
Prerequisites: Wolf Scent, Level 9

*Only one animal sense may be active at a time.

Dire Rabies: A more debilitating form of Rabies with a greater chance to drive your enemy into an insane frenzy.
Destruction (Apprentice)
Duration: 30 seconds
Prerequisites: Cat Sight, Level 12

Deadly Venom: A more ruthless form of Venom, with a chance of instant death.
Destruction (Journeyman)
Duration: 30 seconds
Prerequisites: Dire Rabies, Level 14


School 3
--------
Summon Highland Wolf: Summon a highland wolf to follow and fight for you. Highland wolves have average combat skills and average health.*
Conjuration (Apprentice)
Duration: Until killed or replaced
Prerequisites: None (Starting skill)

Release Beast: Release your summoned beast back to the spirit world, where it will await your call.
Conjuration (Apprentice)
Duration: Instant
Prerequisites: None

Summon Black Bear: Summon a black bear to follow and fight for you. Black bears have low combat skills and high health.*
Conjuration (Apprentice)
Duration: Until killed or replaced
Prerequisites: Release Beast, Level 4

Summon Plains Lion: Summon a Plains Lion to follow and fight for you. Plains Lions have high combat skills and low health.*
Conjuration (Apprentice)
Duration: Until killed or replaced
Prerequisites: Summon Black Bear, Level 7

Summon Mountain Grizzly: Summon a powerful grizzly bear to follow and fight for you. Grizzlies have average combat skills and very high health.*
Conjuration (Apprentice)
Duration: Until killed or replaced
Prerequisites: Summon Plains Lion, Level 11

Summon Southlander King Wolf: Summon a mighty war-painted King Wolf of the Southlands to follow and fight for you. Southlander Wolves have very high combat skills and high health.*
Conjuration (Journeyman)
Duration: Until killed or replaced
Prerequisites: Summon Mountain Grizzly, Level 15

*Only one summoned beast may be at your side at a time. All beasts are scaled to the player's level and their health is determined by the player's Willpower. These beasts should follow you through doors, but can always be resummoned if they fail to do so.


Beast Mastery
-------------
Werewolf Transformation: The culmination of a Beast Master's power. You will take on the form of a werewolf at will, decreasing your magical abilities but bestowing your body with unique physical skills. This power is not without its drawbacks. Transformation is a skill that is best kept secret. People will fear you and want to kill you on sight. And if ever you are witnessed transforming into or out of werewolf form, your identity will be reported to the authorities as a danger to society. However, if you are not yet very well known to the populace, you might escape the consequences with your anonymity.
Transformation is a painful experience as your body is twisted into a different form. As a consequence, you will be weakened and vulnerable for a few seconds until the transformation is complete.
The physical gifts you receive will vary. Your skills in Alteration, Conjuration, and Destruction will determine the boosts you receive to Blunt, Block, and Sneak. Your attributes of Intelligence and Willpower will determine the boosts you receive to Strength, Endurance, and Agility.
Alteration (Journeyman)
Duration: Toggle on/off
Prerequisites: Beast Mastery

Werewolf Roar: As a werewolf, you will be able to send both man and beast into a terror with a powerful roar that will affect all around you, causing them to run away or cower in fear. This terrifying roar scares even the undead. You must have adequate fatigue in order to use this power.
Duration: 10 seconds
Prerequisites: Must be in Werewolf form

Werewolf Rend: As a werewolf, you will claw your enemy deeply, opening a ghastly bleeding wound that drains their health over time. You must have adequate fatigue in order to use this power.
Duration: 10 seconds
Prerequisites: Must be in Werewolf form

Werewolf Bash: As a werewolf, your strength is beyond that of any person or wolf. With a mighty blow, you will send your enemy flying, damaged, with a chance to render them unconscious for a brief moment. You must have adequate fatigue in order to use this power.
Duration: Instant
Prerequisites: Must be in Werewolf form

Call Wolf Pack: As a werewolf, you will once per day have the power to call a pack of shadow wolves to your aid.
Duration: 1 minute
Prerequisites: Must be in Werewolf form


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