Caves of Qud

Caves of Qud

Properly Weighted Weapons
20 Comments
Dances-With-Apes 26 Dec, 2023 @ 1:45am 
Yeah, my understanding is that the (buckyball) fullerenes referenced are super light materials. They're used to make carbon nanotubes, which are no longer theoretical as of 1991. :chivsalute:
General Nuclear 1 Dec, 2023 @ 6:55pm 
Just named my revolver big iron and solved the problem.
Archer 4 Sep, 2023 @ 1:55pm 
I did not know how much I needed this until I read the mod's description.
Kellen 3 Jun, 2023 @ 3:01am 
Jesus, never realized how heavy weapons were ingame. Good mod, keep it up man.
Ozymandias 23 Feb, 2023 @ 4:48pm 
i agree
Eboreg  [author] 23 Feb, 2023 @ 3:37pm 
@Ozymandias If that's the case, then fullerite's absurd weight makes even less sense since fullerene has a very low density compared to other building materials.
Ozymandias 21 Feb, 2023 @ 12:15pm 
fullerite is a fictional material based on the theoretical material fullerine, a lattice-work of carbon molecules that is ridiculously strong for its weight
borrowdaledrew 11 Feb, 2023 @ 12:03pm 
its ok. in that save i was lvl 25 but tried using wishes to rebuild her from lvl 1 up, i have the town building mod and had found a large power station on sublevel 32ish and dragged all the power lines and machines back lol

ho well, i just started out a new character and wished her to the same xp amount.

on the plus side, my new musket is holstered lol :D
Eboreg  [author] 11 Feb, 2023 @ 10:15am 
@borrowdaledrew This might be a bit rough to say but...

...your save isn't recoverable. Updates used to do this kind of s*** all the time. Luckily, from the looks of things, you aren't losing too much progress so making another one should fix your problem.
Eboreg  [author] 11 Feb, 2023 @ 9:47am 
@borrowdaledrew A recent update might have broken your save. Downloading my new "Holster Your Weapon" mod might fix things.
borrowdaledrew 11 Feb, 2023 @ 8:56am 
hmm getting an odd error that states all NPCs as corrupt and when i hover over them and right click it shows the error being something to do with holderedmissileweapononequip ?

clearcorrupt removes every NPC and Creature from the game lol

this also seems to be effecting my character too.
pewpewdewd 9 Feb, 2023 @ 6:10pm 
great mod, though it would be nice if the holster/unholster thing was a seperate thing, because some people (me included) might not want that
Eboreg  [author] 9 Jan, 2023 @ 3:26pm 
@Deon The way I set things up, it should. Use of the holster/unholster mechanic is completely automatic even for the player.
Deon ☣ 9 Jan, 2023 @ 11:23am 
Interesting ideas! Do the AI use holster/unholster mechanic?
alividlife 14 Dec, 2022 @ 9:55pm 
I really appreciate the holstered and unholstered effect. I was playing and I noticed something was just slightly different in the pace of combat and was going absolutely nuts trying to figure out what the hell was going on, and just saw this update which is in fact probably a week or so old lol

I like it. Definitely interested and enjoy the realism you are offering.
Eboreg  [author] 27 Nov, 2022 @ 3:16pm 
That could be a good point but the borderlands revolver actually has an accurate weight.
FAT ♥♥♥♥ GAMING | djcoinslot 25 Nov, 2022 @ 2:22pm 
If realism is what you value, then of course the weight of items is a good thing to consider. But then again, think about characters' ability to carry 300+ lbs of items and still walk around with ease. In CoQ, one can carry many items (e.g. chests) of large volume that, practically, could never be carried in a backapack, let alone on the person of someone with no pockets or clothes. At the end of the day, I don't think the developers of Caves of Qud are trying to make the game realistic; they can only really aim for internal consistency (in my opinion).
Hes.Dead.Jim 17 Nov, 2022 @ 11:56am 
I hadn't even considered this when playing, thank you for putting this together!
alividlife 16 Nov, 2022 @ 8:56pm 
Question, comment, concern?

First off, I love this, because I am a hoarder. But also, I like how you've actually focused on realism and adjusted accordingly.

How has this played with other mods for you? I am looking thru the .xml, and of course, it looks pretty straight forward (LOVE the comments you left), but I am wondering if this could be prone to conflicts? Furthermore, would truncating each individual weapon down to just say:
[code]<object Name="Combat Shotgun" Load="Merge">
<part Name="Physics" UsesTwoSlots="true" Weight="9" />[/code]

And forgoing adding the entire object, all that extra information, just in case some mod could change something?
But, then again, maybe Qud is smart enough to compile it all together- no problem- and I should stop typing.