Caves of Qud

Caves of Qud

Holster Your Weapon
15 Comments
|_| Clyax 16 Apr, 2024 @ 2:25pm 
I never noticed you implemented some suggestions @I Blame Earthshaker and I made. I'll try the game with this mod sometime.
flemingluiz 16 Apr, 2024 @ 1:04pm 
yeah it might be somekind of conflict with other mods i will have to test myself to see each one is causing it.
Eboreg  [author] 16 Apr, 2024 @ 12:31pm 
@flemingluiz I just committed a suicide-by-warden in Joppa and still wasn't able to reproduce the problem you gave.
flemingluiz 15 Apr, 2024 @ 2:21pm 
i have too many mods. but only a few weapon mods mostly are tile,eules mods,mob mods.
Eboreg  [author] 15 Apr, 2024 @ 2:09pm 
@flemingluiz What other mods do you have?
flemingluiz 15 Apr, 2024 @ 1:14pm 
i have 100 quickness using laser rifle and dont have the skill.but it feels like i have infinite quickness and nothing around me moves when i shoot.
Eboreg  [author] 15 Apr, 2024 @ 12:49pm 
@flemingluiz What weapon are you using? Do you have the quickdraw skill? Also, what's the quickness of the character this is on?
flemingluiz 15 Apr, 2024 @ 12:16pm 
really interresting mod but i noticed something quite weired the time seem to stop when im shooting like no one moves when i shoot like if turns didnt pass.
littlekmc 10 Apr, 2024 @ 11:50pm 
nice! very cool mod, i also wondered about the instant draw time of missile weapons!
|_| Clyax 1 Aug, 2023 @ 10:03pm 
@Eboreg I'll put it in a discussion.
Eboreg  [author] 1 Aug, 2023 @ 3:19pm 
@Clyax What refinements do you think this mod needs?
|_| Clyax 27 Jul, 2023 @ 3:24pm 
I love the concept; it would get around creatures having the ability to carry melee and ranged weapons in different slots unimpeded. I'll wait until this mod is worked on and refined before adding it to my game. I look forward to this.
I blame Earthshaker 18 Mar, 2023 @ 1:21pm 
Hmm, interesting. Might be interesting for this mod to add a related skill or two in the pistol tree, maybe one that reduces the half turn to unholster (prolly only by half, so that someone with increased quickness benefits but not everyone) and maybe another one. Or maybe also add one for bows & rifles. If you do add skills though, should prolly also add skill to mysterious gunslingers, maybe arconauts. Up to you! But clever solution, much simpler than adding body parts and items. Still, I might do that sort of thing once game 1.0 releases and the game is more stable.
Eboreg  [author] 18 Mar, 2023 @ 4:08am 
There's no way to change preferences for melee or ranged combat as of yet and you will automatically holster any unholstered weapons after 10 turns without combat. Also, yes the end result of unholstering is a wash when you first do it but after unholstering, you will fire your weapon much faster. I should also note that every creature in the game also is subject to the holstering/unholstering mechanic.
I blame Earthshaker 18 Mar, 2023 @ 1:50am 
Thanks, been looking for this exact sort of mod (since I figure the devs aren't likely to add this sort of functionality anytime soon). I actually kind of figured that modding it in would require adding some items (actual holsters) and at least a weapon sling/strap item mod, but that would prolly also require adding R and L leg sets in anatomies... which kinda starts to unbalance the game. I personally wouldn't mind Legs being added, but without redoing a bunch of mutations it only really improves True Kin at the expense of mutants (although TK could prolly use some more love).

Forgot to add, but is it possible to add functionality in options for ranged vs melee preference? Or does this only proc once already engaged in melee combat, so no need to worry about initiating with ranged combat? Because if fired weapons "fire" faster by taking half a turn less time to fire, isn't the end result a wash?