Caves of Qud

Caves of Qud

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Helping Hands (Item Mod)
   
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Object: Item Mod
File Size
Posted
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35.867 KB
18 Jul, 2024 @ 11:28am
19 Jul, 2024 @ 10:24am
6 Change Notes ( view )

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Helping Hands (Item Mod)

Description
Do you love robo-arms and their ever-so-helpful hands? I sure do. Are you always sad to unequip them when you find a more useful exoskeleton/gyrocopter backpack/cathedra/gun rack? I sure am.

This mod fixes that problem by introducing the "fitted with helping hands" item mod, applicable to the aforementioned equipment (as well as the equipment rack implant). For your convenience, one copy of the data disk is guaranteed to spawn in the inventory of a certain urshiib disk-merchant.




(Like my stuff? Kick me a couple of quid on Ko-Fi[ko-fi.com]!)
11 Comments
Chronos 29 Mar @ 6:06pm 
I assume it is still not working for 1.0?
Karl 13 Feb @ 1:47pm 
"3. Look for the lines <tag Name="Mods" Value="rackmods"/> and ..."cathedramods"..., change them respectively to "MAFT_RackMods" and "MAFT_CathedraMods". This will fix the cybernetics."

what do you specifically mean by change them respectively? is it:
1)<tag Name="Mods" Value="MAFT_RackMods"/>
2)<tag Name="MAFT_RackMods" Value="rackmods"/>
3)<tag Name="MAFT_RackMods" Value="MAFT_RackMods"/>
4)something even more abstract

for any future code edits you do i recommend giving line numbers to delete, followed by the exact code that should be pasted to replace the deleted lines so you don't run into problems from ambiguous language like this. or maybe copy chatgpt's instruction formatting, it seems to be pretty foolproof as well imo.
Deus xXx Machina 24 Jan @ 8:09am 
@ziji_wang Have you been in contact with MAFT at all? They make very interesting mods that I enjoy but haven't updated in months to 1.0.
ziji_wang 14 Dec, 2024 @ 5:14am 
The below fix is for the sake of simplicity. I have a full, fixed version that will also require 1x helping hands to craft the mod, fixed the range of applicable items, and overall make the progression line better. Once I get permission from MAFT I will push it out.
ziji_wang 14 Dec, 2024 @ 5:13am 
For anyone who is having trouble with the mod: it still works, just need to fix it by doing the following:
1. Go to the steam folder for this workshop mod. It should be something like [Steam root folder]\steamapps\workshop\content\333640\3291997015. Consult this page if you don't find the appropriate folder https://wiki.cavesofqud.com/wiki/File_locations

2. Open the file ObjectBlueprints.xml with any text editor. I used Atom personally.

3. Look for the lines <tag Name="Mods" Value="rackmods"/> and ..."cathedramods"..., change them respectively to "MAFT_RackMods" and "MAFT_CathedraMods". This will fix the cybernetics.

4. Open the file Mods.xml. There will a line ...Tables=".....,MAFT_HelpingHands". Append ",CommonMods" to the end. This will fix the equipment problem. WARNING: will make any item eligible for the mod.

4. Run Qud, re-enable the mod, and reload.
Vagaris Aster 7 Dec, 2024 @ 6:19pm 
Seconding the last comment — can't modify my equipment rack, palladium mesh tabard, or rainboweave cloak, but powered exoskeletons do work.
Wootey 9 Nov, 2024 @ 6:15pm 
I have this mod and I used the data disk to learn it but I still can't mod Helping Hands on to any of my equipment. I've got backpacks, mechanical wings and cloaks and I can't mod any of them.
dead.teddybears 31 Jul, 2024 @ 9:02am 
Think you could add plain old backpacks to items that can get this mod?
Kreldin Starfeather 27 Jul, 2024 @ 12:58am 
Thank you very much! If there's anything i can do to help, please let me know!
MAFT  [author] 25 Jul, 2024 @ 5:41am 
@Kreldin Starfeather No bother at all! Sorry to hear it's not working; I could've sworn it worked properly for me while I was testing this. I'll look into it today and hopefully have a fix out soon enough.