Caves of Qud

Caves of Qud

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Friendly Improved Mutations
   
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Character: Mutation
File Size
Posted
Updated
435.775 KB
26 Jan @ 1:38pm
27 Feb @ 8:34pm
3 Change Notes ( view )

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Friendly Improved Mutations

In 1 collection by hyd-n-plyn-syt
Mutation Mashup
22 items
Description
Just removes a few things from the mod Improved Mutations by Eboreg so that it will play nice with other popular mutation mods, cleans up some of the old leftover assembly language in the files, and fixes a bug here and there.

Removed:
Burrowing Claws, Flaming Ray/Freezing Ray, Poisonous Fangs, Scales, Snake Tail (and Constricted), and Thick Fur.

Tested with:
WM Expanded Mutations (Stable Edition), Gigantism Plus, Friendly Graven's Mutation Mod, Miscellaneous Mutations, Poison/Paralysis/Confusing Fangs Mutations, Underdark Mutation & Cave Dweller Pack

Do not use with the original unless you like crashes. All credit goes to the original mod author of Improved Mutations.

If you'd like to contribute to any of my public mods[github.com], or buy me a coffee[ko-fi.com], feel free!
13 Comments
Raeyunred 30 May @ 9:41pm 
just fyi -- the horns change here doesn't seem to work anymore on the current version of qud. You only get one horn. It seems they changed how mutations are stored and/or loaded.
Crowo 27 May @ 1:08pm 
https://imgur.com/a/JyElAOL example of infinite loop caused by this type of issue.
Crowo 27 May @ 1:05pm 
Crowo 27 May @ 12:59pm 
@Moroi @Kimiza this issue is one with qud, the new functionality of mutation entry creation has an infinite loop. this problem arises because when mutation mods change the mutations.xml on runtime, the game searches for these entries.. you can either a:add "original" versions of the mutations and add Hidden="true" tag, with a new display name and unique name tag, or B: use the beta branch where gnarf fixed the issue at beta2.10.19+.

i also have an improved mutations compatibility patch that fits with my mod Anthropomorphism. theres two patches, one for just Anthro and IM, and one for Anthro and IM and WM, i faced similar issues.

if you need any more info, i will be glad to explain it and how to do it! hmu on discord.
Kimiza 23 May @ 6:57pm 
@Moroi☆Reverie doesn't seem to be a compatibility issue, the issue is present regardless of whether the mod is loaded alone or not.
Moroi☆Reverie 18 May @ 1:36pm 
Anyone else experienced this mod breaking their flying creatures (i.e. Dawngliders, Giant Dragonflies, Bats, etc)? I narrowed it down to this one while reconstructing my modlist. If it's an incompatibility, anyone have any idea with what?
hyd-n-plyn-syt  [author] 27 Feb @ 8:21pm 
@Dick Stealing Weasel - That's a vanilla behavior, after doing some research and testing. You have to somehow manipulate your inventory(dropping an item, etc), or gain a level in a mutation/mutate somehow in order to get it to sync the carry capacity gains from the mutation correctly. This also happens with negative weight objects, etc. Dropping an item is the easy fix.

@Tosoth - Fix incoming. Commenting that out actually makes the DeepCopy method not really do what it's supposed to do. The line up above it needed the change from referencing the old Wings class, where it needs to be looking at Improved_Wings.
Tosoth 20 Feb @ 8:08am 
There's an issue with Temporal Fugue, like the original mod, in that improved_wings causes an error that makes it not function. As per Weyrling's suggestion for the original mod, commenting out "wings.WingsObject = null;" on row 118 solved it for me.
hyd-n-plyn-syt  [author] 19 Feb @ 5:25am 
@Dick Stealing Weasel I can look into it, but I haven't actually done anything but remove the commented out assembly code from the file, so it's not actually any different from the original one, beyond that.
Dick Stealing Weasel 18 Feb @ 11:19pm 
I think this mods version of extra legs isn't adding any extra carry capacity.

It's still giving the extra torso and back slot but weight isn't increasing.