Caves of Qud

Caves of Qud

Underdark Mutation & Cave Dweller Pack
37 Comments
Kurumento 7 Jul @ 2:31pm 
I wouldve thought that goggles, mirrored glasses or polarysed helmets would protect agaisnt sunlight sensitivity
Tyrir 22 Dec, 2024 @ 6:05pm 
Missing spice info for Gnarf_FeyFire

ERROR - spice reference Gnarf_FeyFire in <spice.extradimensional.Gnarf_FeyFire.!random> wasn't a node
Deth 9 Dec, 2024 @ 12:43pm 
gnorf
gnarf  [author] 27 Sep, 2024 @ 3:53pm 
Sorry it was broken for so long, just didn't notice the comments :(
MrNooble 5 Jan, 2024 @ 2:36am 
I understand the mod will not be fixed? who knows any alternatives? It's sad when fixes stop coming out for good mods((((
Theta 25 Nov, 2023 @ 8:26am 
Throwing this in here if its any help

=== Underdark Mutation && Cave Dweller Pack 1.0.0 Errors ===
<...>\steamapps\workshop\content\333640\1727376332\Gnarf_Caver_Corpse_Loot.cs(10,13): error CS0200: Property or indexer 'IPart.Name' cannot be assigned to -- it is read only
<...>\steamapps\workshop\content\333640\1727376332\Gnarf_Sense_Walls.cs(14,13): error CS0200: Property or indexer 'IPart.Name' cannot be assigned to -- it is read only
<...>\steamapps\workshop\content\333640\1727376332\Gnarf_Sunlight_Sensitivity.cs(13,13): error CS0200: Property or indexer 'IPart.Name' cannot be assigned to -- it is read only
<...>\steamapps\workshop\content\333640\1727376332\Gnarf_Cyber_Sense_Wall.cs(18,52): error CS0246: The type or namespace name 'Cybernetics2BaseItem' could not be found (are you missing a using directive or an assembly reference?)
<...>\steamapps\workshop\content\333640\1727376332\Gnarf_UI_MapView.cs(71,43): error CS1501: No overload for method 'Render' takes 8 arguments
Turn2stone 18 Nov, 2023 @ 3:37pm 
@gnarf Can you please fix this mod for the latest update? I don't wish to trouble you too much, but this mod really caught my eye and I want to try and do some playthroughs with these mutations. I posted the error debug thing in a discussion.

Again, if it isn't too much trouble and you have time, please do fix this mod.
I blame Earthshaker 4 Nov, 2023 @ 10:14pm 
Just FYI, this mod is broken in beta now
FS Gambleputty 14 Mar, 2023 @ 1:02pm 
Would it be alright if I were to give my own take on Sunlight Sensitivty in a mod im working on?
Doe W 14 Sep, 2022 @ 2:01pm 
Isolation but awesome
kuba.inglot 5 Jul, 2022 @ 3:53am 
bug prevents from traveling on world map view
CoiledLamb 21 Apr, 2022 @ 8:03pm 
Made a new character with the dweller's sight mutation, worked well in caves with only mild lighting issues after opening a menu, nothing major. however, it causes massive lag in grit gate, and the only fix i could find was removing the mutation.
xxxGAM1NGFARTGOD69xxx 28 Mar, 2022 @ 8:23am 
I should add this one to my game
whenwrašk 24 Feb, 2022 @ 1:39pm 
i really like this mod, but would it be possible for Sunlight Sensitivity to not make overmap travel impossibly tedious? maybe you could make it balanced by having to wear mirrorshades in order to make overmap travel possible?
Deth 20 Nov, 2021 @ 11:05pm 
spicy
Deth 2 Nov, 2021 @ 5:06am 
do tell when updated
SMB128 26 Oct, 2021 @ 12:38pm 
mod not compatible with the latest release
gnarf  [author] 26 Jul, 2020 @ 10:03am 
no problem; I won't say that my mods are not going to break; but considering I run my mods on dev builds before they are released; I'm probably going to be the most up to date mods on the workshop :P
Maddremor 26 Jul, 2020 @ 6:15am 
In essence: Dumb user, just ignore.
Maddremor 26 Jul, 2020 @ 6:14am 
Turns out it was incompatebility with the Martial Arts Skill. Not sure why, but the new "select nods on new character" sure made finding that out way easier.
gnarf  [author] 25 Jul, 2020 @ 6:16pm 
@maddremor i haven't seen this error / it doesn't happen when the mod is loaded by itself; any other compiler errors in any mod will cause this to be an error probably -- or how to reproduce?
Maddremor 25 Jul, 2020 @ 8:59am 
[code]ERROR: 184(43,25) : error 234: The type or namespace name `Gnarf_FeyFire_Effect' does not exist in the namespace `XRL.World.Parts.Effects'. Are you missing an assembly reference?
ERROR: error : 184(33,21): XRL.World.Parts.Gnarf_Gas_FeyFire.ApplyFeyFire(XRL.World.GameObject)[/code]
In case you you still maintain this mod.
Arendeth 7 Sep, 2019 @ 2:36am 
Seems to stop the loading of mods after this mod:
==== COMPILER ERRORS ====
ERROR: 209(466,4) : error 103: The name `TechModding' does not exist in the current context
ERROR: (0,0) : error : 209(463,24): Recur.XMLModification.Add(XRL.World.GameObject)
gnarf  [author] 1 Jun, 2019 @ 1:24pm 
typos are typos! I'll try to find it's - im bad at those :)
Erin BroccoLich 1 Jun, 2019 @ 5:08am 
I don't know if you want typos pointed out, but in the description for Fey Fire shown in the screenshots you've got an incorrect apostrophe in "from it's initial impact". Possessive "its" doesn't use an apostrophe 😊
gnarf  [author] 31 May, 2019 @ 10:32am 
@arendeth i mean - its a 4 point deficit it should be very annoying /harrowing - that being said i've played chars with sunlight sensitive all the way to level 29 just running underground and only coming topside to turn in quests and visit cities -- that was the whole idea with the mod is that the supporting content could make sunlight sensitive a minor inconvenience
Arendeth 28 May, 2019 @ 11:16am 
unfornately so far in my testing of sunlight sensitivity it happens way to often and can get you stuck in a stun loop on the world map
gnarf  [author] 28 May, 2019 @ 8:36am 
to be said - that feature will likely show up within a few days now :) since you're the third to have the same idea i know its a good one... I want the "sunlight" factor to be more mystical than sunglasses could handle, but things like the penalty for carrying a glowsphere / electrobow
if wearing shades could dim that effect...
gnarf  [author] 28 May, 2019 @ 8:32am 
@Arendeth there are already such items in the game - but they don't effect your dazing -- i've been debating what effect they should have
Arendeth 27 May, 2019 @ 11:34pm 
can you add in some sort of sunglasses that take up a face slot to reduce the chance to get dazed while outside or in bright light?
gnarf  [author] 7 May, 2019 @ 10:51am 
@Towerdepths - I just tried with the base CoQ expanded - no crashes at char creation - it seems stable - can you tell me what other mods you're running and perhaps help narrow this down? Also if you happen to be on discord - the CoQ community discord has a #modding channel - find me there if you want to have some back and forth, I'd love to make sure everyone can run this!
gnarf  [author] 7 May, 2019 @ 10:47am 
@Towerdepths - I'll give it a shot -- havent tried CoQ expanded - but I know there are some weirdnesses with harmony injector mods -- it does work if it's the only mod you have on - still working to figure out the problems! If you find other problems - I'm going to start a "known issues" discussion thread -
Towerdepths 5 May, 2019 @ 10:03pm 
Anyone else getting crashes when this mod is enabled? Does it not play nice with CoQ Expanded? Because atm whenever I try putting the two together and try to select one of the mutations here it crashes the game.
gnarf  [author] 30 Apr, 2019 @ 6:55am 
Nice suggestion! I'll play around with some alternate names for the sense walls - echolocation would seem to sense everything right? Maybe it should actually just be a mental mutation - going to play around with some ideas for that! Thanks Baron Icklsworth (also nice name)
Baron Icklesworth 30 Apr, 2019 @ 6:34am 
If you renamed sense walls to something like echolocation, that would make it sound more like a physical mutation rather than a mental one.
D̴̜̓e̷̻͝m̵̲͌o̸̱̎n̶ 29 Apr, 2019 @ 3:17pm 
Nice new mutations!
gnarf  [author] 29 Apr, 2019 @ 2:53pm 
One currently known issue - When used with Better Ability Bar or Harmony Injector (one of these two workshop items) something is behaving strangely with the Fey Fire mental mutation - I'm already looking into fixing it