Caves of Qud

Caves of Qud

81 ratings
Equipment Loadout Manager
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Branch: Stable, Beta
Object: Armor, Weapon
Type: UX
File Size
Posted
Updated
35.662 KB
17 May, 2019 @ 3:35pm
17 Jul @ 1:34pm
10 Change Notes ( view )

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Equipment Loadout Manager

Description
Adds abilities to the ability menu (hotkeyable) to create loadouts, which are stored abilities that will equip gear you've selected. Hot swap between the pickaxe and the two hander, or many other possibilities!

* Works best on new games created with mod enabled, but you can add it to an existing save by wishing "open_loadout"

* This is kind of a beta-test of a feature I plan to bring to the main game, please comment on usability and wishlist items here...

* Mod Icon by EyeSayUgh! Thanks!

* Source on bitbucket: https://bitbucket.org/gnarf37/qud-loadout-manager/src/master/
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42 Comments
Cattlesquat  [author] 17 Jul @ 1:34pm 
1.0.2 - Added a player message displayed when you change loadouts.
Chen Zhen From Jing Wu 13 Jun @ 10:48am 
Would strongly support this in the main game. Its really annoying swapping between drill, and weapons, and different guns all the time especially given how jank the menu can be.
Solourus 5 Jun @ 7:53pm 
Would love this in the main game.
Cattlesquat  [author] 29 May @ 10:51am 
(5) Probably goes without saying that if you bring this to the main game, if I could create/modify/update my loadouts on the Equipment screen instead of from a separate Ability, it would be not only more convenient but also less user error accidentally updating the wrong loadout and whatever.
Cattlesquat  [author] 29 May @ 10:47am 
(3) Although one-ability-per-loadout makes for quickest swapping, I might actually prefer a single ability that popped up my list of loadouts to activate -- to avoid eating 3 slots on my main bar just to have 3 main loadouts? Maybe I'm wrong and I wouldn't actually prefer it? But I think about it a lot when I'm playing.
(4) I wish there was clearer feedback in the player log when I switched loadouts (e.g. "You switch to your FIGHT loadout"). Sometimes different loadouts change different body slots that aren't incompatible, and if I've already "got my trading hat on" or whatever then I get no message at all. I think some feedback would help me feel like I successfully hit the key, and then if nothing is being re-equipped I can move on to wondering if I've manually bollixed up the bindings (which I frequently do).
Cattlesquat  [author] 29 May @ 10:47am 
LOVE this mod, most important Qud Mod in existence imho :)

Misc small things --
(1) If I bind something to my "second face" that my two-faced hat gives me, and then perhaps another loadout doesn't have me wearing that hat, then the first time I select the hat's loadout it will put the hat on but NOT put my second face item on, I have to hit the loadout a second time and then it adds the item to my face.
(2) If I bind a jackhammer to a loadout (goes in both hands & back), then when I switch to that loadout I get popup "You cannot equip your nanopneumatic jackhammer on your back". It actually *does* equip the jackhammer but of course the popup is annoying. I feel like this doesn't happen *every* run, so it might depend on the exact thing I did when binding the jackhammer in the first place.
gnarf  [author] 20 May @ 9:40pm 
it still mostly works on 1.0, just a few known issues with multiple floating nearby
GLITTERLICH 28 Apr @ 3:36am 
I would very much like to see this mod updated for 1.0 please, this sounds like a must!!
when your face changes to feelers from cloaca surprise you can't anymore update presets that have face slot

last comment is also mine *sigh*
анальный оборванец 19 Dec, 2024 @ 8:06am 
also loadouts created before turning the mod off and back on can't be deleted or edited and are just stuck in your ability bar

and again when ability list gets big enough you can't scroll below the sertain point and any abilities at the end of the list can't be rearranged