Caves of Qud

Caves of Qud

[Modding Jam 2023] Disjecta Membra
22 Comments
Mosni 2 Apr @ 11:13am 
One of my favorite mods) Sweet screaming meat) Same as ur Tiles and Furnishing mods) All must have
A Blessed Feline  [author] 6 Feb @ 6:24am 
@JLO6 This mod doesn't add anything at all for Tzsappur, actually. There's no real starting point aside from just playing the game normally
JL06 28 Jan @ 8:53am 
so where is the best place to start for this mod? I assume probably talking to Tszappur?
moonracer 5 Jan @ 4:04pm 
I really liked this but had to disable it as the infection was happening way too often. Like 1 out of every 3 fights. Every other element was great.
Klomn 4 Jan @ 9:31am 
Thank you Blessed Feline!
A Blessed Feline  [author] 3 Jan @ 1:59am 
@Klomn Yesterday, I realized I had accidentally forgotten to exclude the infected snapjaws and Templar squires from dynamic encounters. This should be resolved now
Klomn 2 Jan @ 8:05pm 
I probably had an issue compatibility wise then. To be specific it was snapjaw hired guards, though I was also using a plethora of other mods, so it was probably a soft compatibility issue on my end. I apologize for bringing it up, I shoulda done more testing on my end :P
DONGUS 2 Jan @ 5:34pm 
with this mod coq is finally properly giving morrowind. chefs kiss mwah
A Blessed Feline  [author] 22 Dec, 2024 @ 4:09am 
@Klomn What sort of being were the afflicted merchant guards? Because I tried to disallow afflicted beings from being hired guards, though it could be that something has slipped through the cracks. The only afflicted beings which are able to spawn at the Stilt are pilgrims, Daughters of Exile, and wayward preachers who generate as hired guards or mechanimist converts, and all three of these should be very rare. I ran through the Stilt thrice on fresh saves just to test, and never had any issues with anything becoming hostile.
Klomn 10 Dec, 2024 @ 2:37pm 
This is a very immersive mod, and if not for one minor issue it would be an instant "Yes please!" in every playthrough! However, with the way the 'affliction' works, often select members of the Six Day Stilt will inevitably cause significant conflict, leading to the Cult Member stationed at the entrance dying, or the player having to lead off afflicted merchant guards to deal with them without aggroing the entire merchant base. Otherwise, this is one of the most atmospheric mods out there, and is absolutely excellent overall!
Smaug 29 Nov, 2024 @ 8:20am 
Awesome mod, these preacher stories are enjoyable and as a creature them carrying healing items makes it always a joy to come across one.
A Blessed Feline  [author] 28 Jul, 2024 @ 12:48am 
@Kinasin Yeah, everything should be up to date
Kinasin 28 Jul, 2024 @ 12:25am 
is this working fine with molting?
Ms. Bramble 28 Dec, 2023 @ 9:52am 
Oh no worries the lore is great and feels very much a part of Qud. Other than it happening a bit frequently that it's less "oh, scary thing" and more "ah, this again" but in a way the mundanity of the obscene carries with it its own charm, you know? The first time it's like "aaaa" and the tenth time you turn to your dawnglider companion and you're like "haha called it you owe me lunch"

I'm not even sure in the end I mind the histsite disaster that comes from it, it adds an entirely new mechanic to what would have been an otherwise standard fighting slog.
A Blessed Feline  [author] 27 Dec, 2023 @ 3:28am 
Thank you, I'm glad to hear that you're enjoying the mod and my writing. If you’re looking for a lore explanation for the enigmatic phenomenon plaguing Qud, I suggest having a chat with something that’s usually more willing to gibber than to speak. Oh, the stories they’ll tell, once you’ve gotten on their good side. The various statues scattered throughout Qud also have some lore, and there’s one little secret that’s hidden late in the main quest that might clear some things up. Though if you’ve found all these things and you still have questions, feel free to send me a friend request and I can explain.

Also, in regards to the combat balancing and such, it's not supposed to be doing what it's doing in Templar historic sites. A Call to Arms (as well as another quest later on) is supposed to get harder, but I haven't actually tested it and it might be that it'd gotten too hard. I'll look them over when I find the time, and most likely fix the historic site thing.
Ms. Bramble 27 Dec, 2023 @ 1:49am 
Okay I've played this long enough to figure it out! It's really creepy and moody, and the writing is top-quality, but it does have a tendency to turn every combat with large human groups, especially Templars, into a two-wave fight, often with a ton of uncontrollable collateral destruction. Which is FUN in its own way, but can get a bit much in things like Call to Arms or Templar historical sites.
Ms. Bramble 19 Dec, 2023 @ 2:45am 
Is there an actual spoiled readme for this mod? I'm having a lot of nothing-sinisters happening a lot with this mod on and I think they all come from this, but I can't figure out WHAT is causing what to happen, which is creepy and fun but also sometimes confusing and also sometimes explosive?
A Blessed Feline  [author] 6 Nov, 2023 @ 8:02am 
Which specific creatures is it that are causing the issue in the cult site?
Rake 6 Nov, 2023 @ 2:47am 
As a makeshift solution i changed every corpsechance variable to 1%, which basically stops everything from spawning, but it would be nice to have a tinkerable picture of a certain guy who is recalled in the monk's conversation as a slotless thinkerable mod that prevent the extreme spawn in sultan sites
Rake 5 Nov, 2023 @ 5:17pm 
Yeah, it's actually sultan cult sites, i was doing all the historicals this evening so idk if it's just there
A Blessed Feline  [author] 5 Nov, 2023 @ 3:15pm 
How do you mean, keeps spawning more stuff? Where is it spawning all the stuff? Because I saw that there was a thing with sultan cult sites that might make those specifically spawn a ton of stuff, though I haven't tested it myself
Rake 5 Nov, 2023 @ 12:16pm 
I got this mod from the jam pack and it is single handendly making impossible to play, it keeps spawning more stuff. There's a way to disable that?