Caves of Qud

Caves of Qud

Peculiar Pedestrians
44 Comments
B.random 7 Jul @ 1:52am 
Okay, I've made the pull requests. Let me know if there's any issues. Not very experienced setting up pull requests.
B.random 7 Jul @ 1:20am 
Sweet! trying now.
angelgirlsutures  [author] 6 Jul @ 11:23pm 
@B.random feel free to make a PR to add it, if you're up for it! Github link is in the mod description
B.random 6 Jul @ 8:07am 
If it's okay, I've taken a crack at making a talon variant for the mod. Sprite, script and all that.
Vanilla Gorilla 18 Jun @ 12:14pm 
still a great mod, and i would also like talons for my birdman gunslinger
Grandpeacock 7 Feb @ 8:21am 
your mod still rocks
angelgirlsutures  [author] 17 Nov, 2024 @ 6:34pm 
@Indigo Cactus I'll definitely look into it, the main blocker would be sprites.
Indigo Cactus 17 Nov, 2024 @ 5:27pm 
Any chance you could add talons? You can totally make birdfolk in the game with wings and a beak, but your only good talon-like foot option is hooks for feet, and that one can't wear ergonomic shoes. I think they'd make sense as short blades, same as clawed paws.
B.random 14 Jun, 2024 @ 12:20am 
How does one mod CoQ? I'd like to see if it's possible to mod Thick fur into different variants. Like Feathers, Scales, Etc.
angelgirlsutures  [author] 13 Jun, 2024 @ 11:28pm 
@Rodunkus Unfortunately horns are equipment, so that's substantially more complicated than with hooves/paws/hooks/etc., which are DefaultBehaviours. I was planning to look into it a while back, but have stepped back from Qud modding for the time being.
Rodunkus 12 Jun, 2024 @ 10:48am 
honestly my favorite part of this mod is the ability to make boots ergonomic, i just wish it could also be applied to helms so they could be worn with horns
B.random 20 Mar, 2024 @ 1:23am 
Very refined work. Fantastic attention to detail.
Grandpeacock 9 Mar, 2024 @ 6:40pm 
wow I know im late but thanks for your work I appreciate your craft
PascoaStOner 15 Feb, 2024 @ 4:37pm 
Thank you so much for your work my friend this mod adds so much to my playthroughs.
whenwrašk 13 Feb, 2024 @ 9:26am 
glad to hear it, i've had an idea in mind with the Feet-Blades for a while now, definitely going to chip in a bit for the update.
angelgirlsutures  [author] 13 Feb, 2024 @ 8:11am 
@whenwrašk: As much as anyone is able to give! Updating the mod isn't too terribly difficult most of the time, but I certainly appreciate the support.

@PascoaStOner, @Explosive 'n' Escort, @Theta, @kaprikornus, @Ms. Bramble, @mironarturo69: The mod should work on the latest release now, with some additional improvements. Please post any issues with the 2.0.3 release if they pop up!
Explosiv 'n' Eskort 20 Jan, 2024 @ 6:05pm 
update this please. it's a excellent mod
whenwrašk 19 Jan, 2024 @ 8:39pm 
how much money would i need to send via Ko-fi for an ASAP update on this? cheers
PascoaStOner 26 Nov, 2023 @ 8:13am 
Broken mod plz fix when you can thanks.
Theta 25 Nov, 2023 @ 8:21am 
Just throwing mine in here too just as a little heads up :)

=== Peculiar Pedestrians 2.0.2 Errors ===
<...>\steamapps\workshop\content\333640\2819355053\PeculiarPedestrians_Feet.cs(124,24): error CS0115: 'PeculiarPedestrians_Feet.SetVariant(int)': no suitable method found to override
<...>\steamapps\workshop\content\333640\2819355053\PeculiarPedestrians_Feet.cs(128,20): error CS1503: Argument 1: cannot convert from 'int' to 'string'
== Warnings ==
<...>\steamapps\workshop\content\333640\2819355053\PeculiarPedestrians_Feet.cs(182,10): warning CS0618: 'GameObject.validate(ref GameObject)' is obsolete: 'use Validate(), will be removed after Q1 2024'
@kaprikornus 16 Nov, 2023 @ 5:30am 
=== Peculiar Pedestrians 2.0.2 Errors ===
<...>\steamapps\workshop\content\333640\2819355053\PeculiarPedestrians_Feet.cs(124,24): error CS0115: 'PeculiarPedestrians_Feet.SetVariant(int)': no suitable method found to override
<...>\steamapps\workshop\content\333640\2819355053\PeculiarPedestrians_Feet.cs(128,20): error CS1503: Argument 1: cannot convert from 'int' to 'string'
== Warnings ==
<...>\steamapps\workshop\content\333640\2819355053\PeculiarPedestrians_Feet.cs(182,10): warning CS0618: 'GameObject.validate(ref GameObject)' is obsolete: 'use Validate(), will be removed after Q1 2024'
@kaprikornus 16 Nov, 2023 @ 5:30am 
same here. now that the beta version is no longer beta
Ms. Bramble 9 Nov, 2023 @ 5:27pm 
ah, it is indeed not working on the latest betas

the clawpaws... a single teardrop sliding down...
Grandpeacock 12 Oct, 2023 @ 1:00pm 
it doesnt seem to work in the updated beta
angelgirlsutures  [author] 21 Sep, 2023 @ 2:00pm 
The mod has been updated to work with the latest version of the game.
Ozymandias 20 Mar, 2023 @ 8:31pm 
System.Reflection.RuntimeMethodInfo.InternalInvoke(System.Reflection.RuntimeMethodInfo,object,object[],System.Exception&)
at System.Reflection.RuntimeMethodInfo.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x0006a] in <d6232873609549b8a045fa15811a5bd3>:0
--- End of inner exception stack trace ---
Ozymandias 20 Mar, 2023 @ 8:31pm 
at System.Collections.Generic.List`1[T]..ctor (System.Collections.Generic.IEnumerable`1[T] collection) [0x00062] in <d6232873609549b8a045fa15811a5bd3>:0
at System.Linq.Enumerable.ToList[TSource] (System.Collections.Generic.IEnumerable`1[T] source) [0x00018] in <109e781b32ec464d8737a667de805742>:0
at PeculiarPedestrians.Harmony.DefaultBehaviorSpritePatch.Transpiler (System.Collections.Generic.IEnumerable`1[T] instructions, System.Reflection.Emit.ILGenerator generator) [0x00012] in D:\SteamLibrary\steamapps\workshop\content\333640\2819355053\DefaultBehaviorSpritePatch.cs:29
at (wrapper managed-to-native)
Ozymandias 20 Mar, 2023 @ 8:31pm 
System.Reflection.FieldInfo field, System.Boolean byAddress) [0x00009] in <28a34da201e449be81fe5efb7481a26c>:0
at PeculiarPedestrians.Harmony.DefaultBehaviorSpritePatch+<>c__DisplayClass1_0.<Transpiler>b__0 (HarmonyLib.CodeInstruction x, System.Int32 idx) [0x00000] in D:\SteamLibrary\steamapps\workshop\content\333640\2819355053\DefaultBehaviorSpritePatch.cs:29
at System.Linq.Enumerable+<SelectIterator>d__154`2[TSource,TResult].MoveNext () [0x0005a] in <109e781b32ec464d8737a667de805742>:0
at System.Collections.Generic.List`1[T].AddEnumerable (System.Collections.Generic.IEnumerable`1[T] enumerable) [0x00059] in <d6232873609549b8a045fa15811a5bd3>:0
Ozymandias 20 Mar, 2023 @ 8:30pm 
also, doing some trouble shooting and this popped up in the log:

MODERROR [Peculiar Pedestrians] - Exception applying harmony patches: HarmonyLib.HarmonyException: Patching exception in method virtual XRL.UI.ScreenReturn XRL.UI.EquipmentScreen::Show(XRL.World.GameObject GO) ---> System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.ArgumentNullException: Value cannot be null.
Parameter name: field
at HarmonyLib.CodeInstructionExtensions.LoadsField (HarmonyLib.CodeInstruction code,
Ozymandias 20 Mar, 2023 @ 8:23pm 
would it be too much to ask for an option to have blades and hooks affect all four feet with multiple legs?
alividlife 8 Feb, 2023 @ 11:39pm 
Getting a few ModErrors from this one and I really like this one.

Ahhh Thank you CrypticCritter (great mod btw, I use Scary Monsters on a specific character of mine and it's amazing). Adding:

using XRL.World.Anatomy;

has fixed more than just this mod. A LOT of new errors are just specifically because of this new objectsyntaxcomputerblackmagic.
autoganzfeld 25 Jan, 2023 @ 11:09pm 
update pls :csdread:
CrypticCritter 22 Jan, 2023 @ 8:31pm 
My own mod, Scary Monsters, broke from the latest update and based on the error I think it's going to be the same fix for your mod. Just add "using XRL.World.Anatomy;" to the list of references at the top of your code and it should stop spitting out the "'BodyPart' could not be found" errors that seem to be crashing things.

I love your mod btw, really adds some fun flavor to an otherwise unappealing defect
Almonihah 21 Jan, 2023 @ 1:14pm 
Looks like the latest patch may have broken this mod.
angelgirlsutures  [author] 10 Nov, 2022 @ 1:15pm 
The mod isn't entirely cosmetic, actually. The skills for each are different. Even then, though, I think more character customisation options are great even if they're just fluff!
ClevaEnGeanyus 7 Nov, 2022 @ 2:29am 
@Kikunojo Nobody said that about every variety of beak, now did they? I merely mentioned it because this mod is purely cosmetic to begin with.
ClevaEnGeanyus 29 Aug, 2022 @ 5:26am 
Really great idea. Personally, I wanted a version of wings that resemble bat wings, instead of bird wings. I appreciate this mod, nonetheless.
THE WIZARD 3 Aug, 2022 @ 8:07pm 
this would be an excellent vanilla addition, honestly!!
whenwrašk 1 Jul, 2022 @ 11:12am 
alright, that makes more sense. the search results for "bappy paws" were notably less helpful, and more uncomfortable.
angelgirlsutures  [author] 30 Jun, 2022 @ 12:10pm 
The request for the mod already used the term, but I interpreted it as "paws that are good for bapping," AKA good at hitting things. They're the cudgel skill equivalent to clawed hooves.
whenwrašk 29 Jun, 2022 @ 7:44pm 
what's bappy mean?
heavy metal lesbian 19 Jun, 2022 @ 9:41am 
wtf based hoof time
ROCKTOBOT 18 Jun, 2022 @ 8:20am 
awesome stuff! great ideas
@kaprikornus 11 Jun, 2022 @ 5:09am 
finally

hooves