Caves of Qud

Caves of Qud

Playable Goatfolk
75 Comments
⛧CyberDemonEmpress⛧ 19 Jan @ 11:43am 
Honestly I just reroll until they have "horns" or "massive horns". But yes, this is likely my favorite mod caves of qud. <3
Hazel 8 Jan @ 8:09am 
Love this so much! <3 My only issue is with the horns. They randomly generate on creation, so it's rare for them to actually wind up as bovid-style horns. It'd also be cool if sheepfolk had the option to not have any. Either way, thank you for making such an awesome mod!
RoboSoup 23 Feb, 2024 @ 7:29pm 
i notice the NPC goatfolk have "curly horns" that are weaker but can also be used as Shields, I wonder if it's possible to use those for your goatfolk? no worries if not, much appreciate you keeping the mod updated 🙏
a mermaid with anxiety  [author] 14 Jan, 2024 @ 3:52pm 
I'm not sure what it could be, then. When your game crashes/bugs out, are there any crash logs? At least on my end I can't replicate the crash, but I haven't played in a while and don't know if any update broke something further along the chain or something.
BrythonLexi 14 Jan, 2024 @ 3:40pm 
Indeed. I turned off all mods when I noticed crashes and was able to generate a character. I then enabled the goatfolk mod, tried again, and got that soft crash.
a mermaid with anxiety  [author] 14 Jan, 2024 @ 2:37pm 
You sure that's not an issue with another mod? I just generated a sheep on every starting map without an issue, but I only have my mod enabled.
BrythonLexi 14 Jan, 2024 @ 9:04am 
I'm not able to start the game with a sheep person, it soft crashes (kicked to title screen) on "Generating static encounters"
Redundo 16 Sep, 2023 @ 3:01pm 
Great mod! Any chance of flipping the sprites so they face right like all the default player characters?
Explosiv 'n' Eskort 1 Jul, 2023 @ 9:16pm 
I think the goatfolk hornblower and sheep explorer are kinda OP.
I mean they got a lotta attribute point and skills from the start.
(tho sheep's strength is lock at 16 at the start. And no starting mutation for goats)
a mermaid with anxiety  [author] 16 Dec, 2022 @ 11:19pm 
It looks like it breaking is actually related to the horns thing mentioned below in the comments. I've been procrastinating on it, but it looks like migrating to this fix is necessary for the sheep to work now. Not sure how it'll affect old characters, hope nothing gets retroactively busted. A late thank-you to the person for finding that fix, though!
Silibus 16 Dec, 2022 @ 9:49pm 
I think the Moon Stair update broke this mod a bit. When making a new Sheepfolk, you can't select what mutations to start with.
Ms. Bramble 16 Dec, 2022 @ 5:20pm 
Aww, do goatfolk shaman not get to have any mental mutations at start?
KafkaExMachina 21 Sep, 2022 @ 11:35am 
I figured out how to always have your sheepfolk/goatfolk have the "horns" variant of the horns mutation without that weird 0 point mutation thing that I'm not sure if it actually works. Gotta love code dives.

Basically, in the ObjectBlueprints.xml file, update the PlayableCervine object's mutation to be this:

<mutation Name="Horns" Level="1" HornsName="horns" />

I've tested and verified that this works. If you make this change, you can also remove the new 0 point mutation from the Mutations.xml file.
a mermaid with anxiety  [author] 6 Sep, 2022 @ 7:20am 
Good catch! I don't play much anymore, but still try to maintain the mod. I just pushed a quick fix, so Sheepfolk should have the ability to make camp now. Thanks for letting me know!
itsk 5 Sep, 2022 @ 10:39pm 
hey, i dunno if you're still maintaining this mod, but just in case: the sheepfolk start is missing the Making Camp skill under the wayfaring tree, which normally all characters begin with, and makes it a little hard to utilize the cooking skills they start with. it's not that big a deal, cause it's a rly strong start anyways and u can just buy the skill normally, but it threw me for a loop for a moment so i thought i'd mention it!

(i suppose it could be intentional too... something about the sheepfolk being unaccustomed to roughing it outside their villages? hmm....)
⛧CyberDemonEmpress⛧ 28 Apr, 2022 @ 12:48pm 
Sheepfolk are cute, thank you for the update.
a mermaid with anxiety  [author] 28 Apr, 2022 @ 1:53am 
I just pushed an update that should fix both the weird health bug and them using NPC stats, while still being able to toot their horn. Also added the Sheepfolk I worked on months ago but never pushed because it kept crashing, but now they don't crash anymore, so y'all get sheep now.
⛧CyberDemonEmpress⛧ 27 Apr, 2022 @ 9:56pm 
Ah cool thank you. This is probably my favorite mod on the workshop so I hope it can be fixed. but if not it's still at least playable. =)
a mermaid with anxiety  [author] 27 Apr, 2022 @ 9:40pm 
Ahh boy, I didn't realize Palladium Reef changed that. I'll need to re-examine what they changed and see if I can fix it.
⛧CyberDemonEmpress⛧ 27 Apr, 2022 @ 9:39pm 
Yes, before the Palladium Reef update they always started at level 1, with the Goatfolk NPC level 15 stats. Was bit a OP, but very fun.
a mermaid with anxiety  [author] 27 Apr, 2022 @ 9:30pm 
Dumb fact: I never realized the Goatfolk started that high, since I stopped playing Qud shortly after getting the mod out. I assume them starting that high is some sort of stat thing, and I didn't really know what caused it since I came back to fix it a year later and stuff changed, so I left it be. Did they really start at level 1 at some point?
⛧CyberDemonEmpress⛧ 27 Apr, 2022 @ 8:33pm 
Seems fine on my end as well. I did notice that Goatfolk start at level 15 instead of 1 now though, is that intended?
Big ball of Fluff 27 Apr, 2022 @ 4:21pm 
No, but it seems to have suddenly stopped happening and I haven't changed anything, I'll keep an eye out in case it starts acting up again.
a mermaid with anxiety  [author] 27 Apr, 2022 @ 3:33pm 
I just tried out Shaman, still 19/19. Did one of your mods update recently, or did you install any new ones? I haven't heard of any conflicts with my mod up until now, but it sounds like this might be one.
Big ball of Fluff 27 Apr, 2022 @ 3:14pm 
The Shaman is the one I was trying to play.
a mermaid with anxiety  [author] 27 Apr, 2022 @ 3:03pm 
Are you sure that's a problem with my mod and not another mod causing issues? I made a Goatfolk Maverick just now and my HP was 19/19. Which class were you trying to play?
Big ball of Fluff 27 Apr, 2022 @ 5:56am 
As of recent every time I start a goatfolk character they have negative max HP and 0 HP.
⛧CyberDemonEmpress⛧ 27 Oct, 2021 @ 10:30pm 
Yes, appears to be working great. Thank you!
a mermaid with anxiety  [author] 27 Oct, 2021 @ 9:51pm 
The mod's been fixed, the lovely folks on the discord pointed out to me what was missing - a simple undefined color borked the whole thing. Should be working fine now!
⛧CyberDemonEmpress⛧ 27 Oct, 2021 @ 2:58pm 
No worries, hopefully it can be fixed.. But if not I understand, this update broke a lot of mods it seems.
a mermaid with anxiety  [author] 27 Oct, 2021 @ 1:33am 
This has me in oh, crud mode, since I don't actually know why the UI's breaking like that. I'm gonna see if I can figure out what's up and fix it as quick as I can.
⛧CyberDemonEmpress⛧ 27 Oct, 2021 @ 12:26am 
If you still have interest in this mod, and CoQ in general would it be possible to see about updating it for Palladium Reef update? Currently it doesn't work with character creation, as it won't let you select genotypes with this mod active...That said I really love this mod, and almost can't play CoQ without it.
Rakeela 17 Sep, 2021 @ 3:42pm 
This isn't balanced, but I love it. I'm no good at the game and I've mostly played it this way.
Jester 3 Aug, 2021 @ 10:08pm 
Whats the chance of a sheepfolk my neighbor
⛧CyberDemonEmpress⛧ 28 Jun, 2021 @ 10:43pm 
Yeah, this mod lets you be a proper goat.
Emong 10 Jan, 2021 @ 8:34am 
If you interact with yourself you can choose to chat with yourself (which gives the generic goatfolk chat dialogue) and also to trade with yourself.
Astra 6 Nov, 2020 @ 3:03am 
This mod doesn't show up in the correct tags, since you've pluralized "Genotype" and "Subtype", when the tags on the workshop page are singular. Still, a friend told me about this, so I'm hoping it'll be fun! Need to be able to play more furries.
a mermaid with anxiety  [author] 30 Aug, 2020 @ 4:50am 
Thank you for notifying me, the issue should be fixed!
Crepe 29 Aug, 2020 @ 10:19pm 
Most recent beta makes goatfolk not get mutation points
⛧CyberDemonEmpress⛧ 25 Jul, 2020 @ 12:48pm 
I honestly almost can't the play the game without this mod now. Yes they are a bit strong, but that makes them really fun to play as in my opinion.. Plus goats are just awesome.
necro.sys 21 Jul, 2020 @ 3:37am 
Not my cup of tea due to the heavy overtuning of the stats, but awesome that it exists!
a mermaid with anxiety  [author] 27 Jun, 2020 @ 8:35pm 
No problem! I'm glad I was able to sort it out :> enjoy life as a goat!
⛧CyberDemonEmpress⛧ 27 Jun, 2020 @ 8:17pm 
I am happy to hear that! I look forward to making new goat in the beta, thank you for your time and efforts. =)
a mermaid with anxiety  [author] 27 Jun, 2020 @ 8:05pm 
The beta made a change to the Animal object, which Goatfolk inherits from; in turn, my Goatfolk mod inherits how 'animals' have their main hand set to 'face.' Luckily, lovely people on the modding discord helped me sort out the problem, and it should be fixed now! Don't know if it'll have any effect on non-beta, but I hope it won't cause issues. On beta, it won't work on Goatfolk made before the patch, but new ones will work just fine.
⛧CyberDemonEmpress⛧ 27 Jun, 2020 @ 7:28pm 
Oh, and yes this only an issue in the beta. It works fine in the current build of the game.
⛧CyberDemonEmpress⛧ 27 Jun, 2020 @ 7:24pm 
There's a little green star near the slot for the mainhand, normally it's the right hand. I've taken a screenshot https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2145025435
a mermaid with anxiety  [author] 27 Jun, 2020 @ 7:20pm 
I updated the code, but am still getting the problem, so I'll need to do a deeper dive to fix it. And a quick question, how do you know the main hand is set to be the face? I'm probably overlooking something and didn't notice it.
a mermaid with anxiety  [author] 27 Jun, 2020 @ 6:37pm 
I think I'm experiencing what you're saying. And this only happens on the June 26 beta? I just examined the game's files and I'm gonna be doing some revisions, since my mod's structure seems a bit outdated.
⛧CyberDemonEmpress⛧ 27 Jun, 2020 @ 6:15pm 
It happens with all subtypes right from the start of the game, the main hand is always set to be the face instead of the right hand. The issue with that is that it makes some skills unusable, namely hook and drag. I've tried disabling all my mods besides Playable Goatfolk and reinstalling the game but the issue remained.
a mermaid with anxiety  [author] 27 Jun, 2020 @ 5:05pm 
Huh, that's odd. Which subtype did you pick? I hopped on the beta branch and all of the subtypes, but I haven't noticed any difference right off the bat. Does it only happen when there's something in the face slot?