Caves of Qud

Caves of Qud

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Companion's Pact
   
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Tags: Pets
File Size
Posted
Updated
33.555 KB
10 Jul, 2024 @ 10:54pm
11 Jan @ 12:23pm
11 Change Notes ( view )

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Companion's Pact

Description
Companion's Pact
Adds a new item to the game, the companion's pact, that allows the player to summon and resurrect their pet. Players that start off with a pet are automatically given this item at the start of the game.

Mechanics
Companion's pact can be activated to teleport a living pet back to you at any time using its recall ability.

Pets that die will eventually resurrect as long as you keep the pact in your inventory for a sufficiently long period of time. By default, pets will respawn after one week of in-game time.

Other mods
If you like this mod, I highly recommend checking out the following mods as well:
  • Clever Girl [fork]: the actively-maintained version of the original, this mod allows you to manage companions during your playthrough. If you play with pets a lot, I highly recommend picking up this mod.
  • Better Pet Selector: a small cosmetic upgrade to the pet selection menu that you get when starting a new game.

Miscellaneous
The source code for this mod is hosted on GitLab: https://gitlab.com/kernelmethod/qudmods/-/tree/main/ResurrectingPets
Popular Discussions View All (1)
0
7 Jun @ 4:10pm
It stopped working for me
skipplenanifram
26 Comments
twitch.tv/GFYE 23 Jul @ 6:52am 
Love the mod. It sometimes stops working, Gru-wof-ufo got killed somehow with no chat log indicator they had died while I was in the caves. I found their equipment, comprised of weapons and armor, not just what was worn in their hands. I couldn't find the corpse for whatever reason and 100 days in game later I still cannot recall or revive them.

I find it weird because on my esper playthrough he will constantly get sucked into a vortex and I could recall him right back, but to no avail.
QWERTYww 22 Jun @ 11:25am 
Re: the pets losing their natural equipment mutations, this IS kind of a base game bug but it fixes itself when leveling the mutation. This also means you probably should be able to run its Mutate() method at its current level to 'refresh' the mutations and bypass this bug.
Wakko 14 Jun @ 10:06am 
Can you make this item a craftable/buyable to keep my party alive?
skipplenanifram 29 May @ 6:17pm 
I'd kind of like to change my pet mid-game. Is there any file I can go into to change what pet I have with this mod?
kernelmethod  [author] 19 May @ 11:43am 
I’ll take a look into it but I wouldn’t be surprised if this is a bug in the base game rather than the mod, eg probably likely related to https://bitbucket.org/bbucklew/cavesofqud-public-issue-tracker/issues/13197/bug-rebuilt-turtle-golem-missing-carapace
Red 17 May @ 11:10pm 
A revived pet lost their carapace despite having the physical mutation.
Is there a way to have some kind of check that physical mutations are applied when they are revived?
Phaser Rave 17 Jan @ 8:38pm 
I lost my starting pet in a spacetime vortex. How do I use that script you linked in an earlier comment to find it?
circustry 13 Jan @ 6:47am 
ahhh that's what was happening! I thought it was maybe some weird interaction with normality gas, but yeah I now have three Gloamings aha. It's honestly funny, Gloaming is already pretty weird so duplication fits right in. (I think the third one happened yesterday but I can't say for sure, I'll update here if it happens again).
kernelmethod  [author] 11 Jan @ 12:25pm 
I've pushed a candidate fix for a bug with Companion's Pact involving Gloaming and Either/Or. Hopefully it should fix some issues with those pets getting duplicated by Companion's Pact, but let me know if you continue to run into issues.
kernelmethod  [author] 30 Dec, 2024 @ 9:41pm 
hmm, I’ll see if I can replicate and fix that

(if you want to get rid of the extra gloaming you can wish “obliterate” and then select Gloaming)