Caves of Qud

Caves of Qud

Graven's Mutation Mod
66 Comments
itsk 29 Jun @ 3:42pm 
re: altered vanilla mutations "not working"
Night Vision, Ego Projection, and Light Manipulation are all totally vanilla at current, checked with no other mutation-related mods loaded. willpower scaling mutations works perfectly fine. toughness scaling works, but it seems the stat-scaling is able to push a mutation two levels above the intended level cap? i.e. a level 1 character with 20+ toughness will have winter fur at level 3 instead of capped at 1. im assuming heightened instincts works fine (it provides bioscanning at least) but im not really sure how to check my current crit rate lol. psychometry's tech- and structural-scanning also work fine.
Kurumento 29 Jun @ 5:42am 
Thanks a lot and take care of yourself, health is important :grah:
Gravenwitch  [author] 28 Jun @ 7:03pm 
@Kurumento I'll be splitting this mod into two, one for major incompatibilities (aka half the vanilla overwrites) and one for the new mutations. I haven't had the time to research the proper type of harmony patch for it yet but eventually I'll collapse the mod back into one. When I split it in two I'll add your burrowing claws change to the vanilla overwrites mod.
Kurumento 26 Jun @ 1:56pm 
Hello, i've been looking all over the workshop but havent found anything that managed to make burrowing claws go on all hands, been wanting to make a "pure" chimera build but i havent found a way to wield more than 2 burrowing claws, just wondering if you think you could make something like this eventually, please and thanks a lot for the awesome mods
Gravenwitch  [author] 21 Jun @ 4:54pm 
@Fredrick.Knight Could you describe what you meant by weren't working? I just returned to active modding as of today and I am assuming most of these mods got a bit broken in the past year.
Fredrick.Knight 21 Jun @ 4:50pm 
Hi again, different mod this time.
So for some reason I was having issues where the vanilla mutations you changed weren't working but now some of them are, the willpower ones and psychometry, not sure about light manipulation. I have no idea what I did to make that happen except subscribe to more of your mods.
Gravenwitch  [author] 28 May @ 4:49am 
Finals end and I am moving in a few weeks. Once that's over i'll post a fix and finally add compatibility with WM mutations. Thanks for the bug reports.
Best Eye 28 May @ 4:13am 
The mutations from the vanilla game that were modified all act as they normally would in the vanilla game.
Gravenwitch  [author] 29 Jan @ 9:32pm 
@hyd-n-plyn-syt feel free! I'll link it on the page for those who have asked for it. Next time I have a breather from classes I will properly fix the issues so those patches aren't necessary but its nice to have a version for people in the meantime
hyd-n-plyn-syt 23 Jan @ 12:32pm 
Absolutely love the mod! I took a peek and removed a few things so it would work with WMEM and a similarly tweaked version of IM without duplicate mutations. Do you mind if I post it? The other version on the workshop seems to still throw some errors.
John Gun 15 Jan @ 5:00am 
My only wish is for this mod to someday be compatible with the extended mutations mod
Gravenwitch  [author] 7 Jan @ 10:54pm 
There is a fork of this mod on the workshop with the changes mentioned. I will swap night vision to a harmony patch at some point once classes calm down.
Aves 1 Jan @ 10:04pm 
Can confirm what Tyrir says
Tyrir 31 Dec, 2024 @ 9:43am 
The problem is this mod creates duplicate of types that exist in Qud core, so .NET throws an exception at runtime when it encounters this issue.

Namely, XRL.World.Parts.Mutation.DarkVision and XRL.World.Parts.Mutation.LightManipulation exist both in Qud core and in this mod. And, at runtime, when some code checks if the player has one of those mutations (WM does this using HasPart<DarkVision>(), or some similar method), .NET runtime realizes there are 2 XRL.World.Parts.Mutation.DarkVision and throws an exception.
Gravenwitch  [author] 30 Dec, 2024 @ 2:48pm 
@FTO Ranger what happens? HI should be a unique class and therefore not cause issues unless there is another mod with the exact same class name. There still isn't a great way to dynamically load certain XML for compatibility issues afaik but I might have a fork without the problem mutation/mutations.
FTO Ranger 26 Dec, 2024 @ 1:15pm 
I wish I could pluck out Heightened Instincts from your mod so WM's mod would work with yours.
Smaug 27 Nov, 2024 @ 10:33am 
These all look well thought out. Live and drink modmaker.
Gravenwitch  [author] 14 Sep, 2024 @ 2:29am 
@Caesar patched, thanks for the heads up!
Caesar 🐌🐛 13 Sep, 2024 @ 1:23pm 
Not working in current Stable. Just saying, I can't access the logs rn.
Gravenwitch  [author] 15 May, 2024 @ 12:00am 
@R2-D2 thanks for the heads up, I just added a new discussion tab for error messages. I'd love you forever if you could paste the errors the game copies to your clipboard upon launching the game, it makes my life infinitely easier.

An update is 1-2 weeks out as I am super busy but I'll post a fix ASAP. Said update will most likely involve rewriting many/most mutations code as I initially wrote this mod before I learned c#. I'll move nightvision/light manipulation over to harmony patches to ensure future stability if/when I'm gone.

This update will also be the time I move the changed Ego projection over to the extremely delayed "illusion" mod I have mostly finished. The update will break everyone's saves anyways so I don't have to worry about breaking them myself lol.

Anyone interested in patching / forking this mod has my complete blessing, so long as you do not charge money to use it.
R2-D2 11 May, 2024 @ 7:46am 
Not working in Summer[beta] update. A lot of errors. Seems they made a lot of changes.
D̴̜̓e̷̻͝m̵̲͌o̸̱̎n̶ 5 May, 2024 @ 8:59am 
ah gotcha, still love the mutation, it helps me roleplay a dragon
Gravenwitch  [author] 4 May, 2024 @ 10:57pm 
@D̴̜̓e̷̻͝m̵̲͌o̸̱̎n̶ I can confirm only one of my original mutations has an icon (winter fur uses the icon of thick fur). I plan on adding more icons once I get better at pixel art. Fire breath is a vanilla mutation that I activated and is lacking a vanilla icon.

I haven't held icons as high priority because they are only visible on the character creation menu, not in game (until the next update).
D̴̜̓e̷̻͝m̵̲͌o̸̱̎n̶ 4 May, 2024 @ 10:29pm 
I notice fire breath doesn't have a picture on the mutation selection screen at character creation, i just wondered cause all your other mutations do
Gravenwitch  [author] 30 Apr, 2024 @ 10:01pm 
<3
Hegamonia 30 Apr, 2024 @ 4:55pm 
1. That's hilarious, but at least it wasn't that big of a deal, Ego Projection now works as intended

2. Glad I kicked your butt into doing that, I guess? :P Sifrah no longer throws up an error when trying to use Psychometry now, thanks!
Gravenwitch  [author] 29 Apr, 2024 @ 5:04pm 
@Hegamonia thank you for the continued feedback

1. Ego projection is added once more, Github was trolling me and kept pushing my private version that I need to use when testing certain features.

2. I moved the changes to psychometry to a Harmony patch (which it always should have been). I am now 100% certain that Sifrah incompatibility will not occur, if it does it is not because of this mod.
Hegamonia 28 Apr, 2024 @ 10:39pm 
Thanks for getting on this so soon! Unfortunately, it seems the patch has not fixed the issue and, from the looks of things, Ego Projection is also now not working as intended (It's an active ability with a cooldown instead of the toggleable passive)
Gravenwitch  [author] 28 Apr, 2024 @ 7:29am 
@Hegamonia Patched. Please let me know if you are still running into difficulties, Sifrah is very hard to exhaustively test.
Gravenwitch  [author] 28 Apr, 2024 @ 4:16am 
I'll take a look, it appears the recent update changes some sifrah stuff. It should be an easy fix (hopefully)
Hegamonia 28 Apr, 2024 @ 1:28am 
So I'm using this mod in combination with Sifrah, and it seems to break/have broken Psychometry recently, as any time I go to perform one of Sifrah's minigames where Psychometry would be checked (I.E. Hacking a door), it asks if I'd like to proceed despite being unable to use it.
Gravenwitch  [author] 27 Apr, 2024 @ 8:23pm 
Good catch! I restored a backup and didn't realize I made the change before then. Night vision is back to how it was before the last patch.
Cervus 27 Apr, 2024 @ 7:41pm 
Ah- I just dug a little deeper and in the mutations.xml file it's set to look for the vanilla "DarkVision" Class rather than yours, "GrvDarkVision". I'm not sure if this was intentionally disabled or not but, I'm going to keep using it until something breaks.
Cervus 27 Apr, 2024 @ 7:29pm 
I'm not sure if it's related to the recent update or not but the Night Vision modification specifically doesn't appear to be working anymore. It behaves like vanilla and can't be leveled up.
D̴̜̓e̷̻͝m̵̲͌o̸̱̎n̶ 15 Apr, 2024 @ 8:28am 
This mod is awesome!, All your mods are, love em so much
TutterFunks 24 Mar, 2024 @ 11:19am 
No worries @Gravenwitch , I'm just loving the mod for however long it is here, and enjoying it's development! :luv:

Glad you're liking some of my ideas (but please let me know if I ever get too carried away :awkward: ).

Also it's a shame but understandable avoiding cybernetics, I really like your spin on mutations so it'd be amazing to see you find a similarly fresh angle on cybernetics.

Hope your health improves/stabilises :winterbunny2023:
Orolin 21 Mar, 2024 @ 3:43pm 
@Gravenwitch Awesome! Happy for the fix. :D Love your mods by the way, doing great work.
Gravenwitch  [author] 20 Mar, 2024 @ 11:25pm 
I appreciate the feedback as well as your understanding. I wish it did not take me close to a month to fix the issues you all mentioned but I just survived an absolutely brutal quarter on top of health issues. I hope to continue making mods you all enjoy.
Gravenwitch  [author] 20 Mar, 2024 @ 11:23pm 
@Tutterfunks I really like the idea of heightened instincts providing enemy health level for biological targets. For the cybernetic variant I believe it should scale off of compute power to be in-line with existing cybernetics. To be totally honest Sundry Cybernetics is such a good mod that I have avoided a major cybernetic mod myself.

To answer your other question, toughness mutations and willpower mutations have been rolled back into physical mutations. They function exactly like they did pre-update but this was necessary to avoid issues similar to the light manipulation bug mentioned in the comments.

I plan on putting more time into how toughness and willpower mutations work soon(tm). Toughness mutations have an arbitrarily high level cap to allow them to be valuable earlygame. As I continue publishing mutation reworks I plan on allowing level modifiers (Stat mods, rapid advancement, and items) to break the level limit to fix these issues.
Gravenwitch  [author] 20 Mar, 2024 @ 11:21pm 
I had notifications turned off on this mod's comments, oops!

@Orolin Ego projection now checks your ego whenever you toggle the ability on and off. I checked whenever the mutation level changed (aka whenever your ego changed) but my finished version of the skill used pure ego mod instead of first converting to mutation level.

@NemoThePixelotl Fixed! This mod was my very first CoQ mod and I did not realize how to overwrite vanilla classes at the time. That behavior is fixed so there should be no more problems with relic/legendary generation for light manipulation and darkvision.
TutterFunks 11 Mar, 2024 @ 5:56pm 
I think this mod might be experiencing issues, but I'm not sure yet.

Toughness mutations don't have their own category anymore and I'm not sure if Willpower mutations are boosted by Willpower (again unsure as of now).
Orolin 8 Mar, 2024 @ 12:03pm 
For some reason, Ego Projection's bonus doesn't seem to be updating with increasing Ego, it just stays at what I had my ego modifier at chargen
NemoThePixelotl 7 Mar, 2024 @ 3:52am 
Just found out a weird quirk in that the light manipulation you have for this mod actually secretly exists alongside the original version of light manipulation that can be gained from wearing items that grant it as a mutation (Sultan Relics etc).

So when I use the lase ability, I fire two lase beams in a single turn, and when the orignial light manip mutation (which doesn't have recharge time scale with willpower) runs out of charges while the new one doesn't I get notifications that "Your capacity is too weak" about the original light manip mutation running out of charges.
TutterFunks 2 Mar, 2024 @ 12:58pm 
Anyway, still loving the mod and uhhh, a late thanks for mentioning me in the Change Logs :) :luv:
TutterFunks 2 Mar, 2024 @ 12:57pm 
I know this is specifically a mutations mod, *but* I had the idea of a 'Heightened Instincts' cybernetic alternative. It could take up a face slot, and possibly be an additional feature of an improved Optical Bioscanner+ ?

Scale it (the mutation/ability) with Intelligence to gain levels in it, and you have a pretty cool Gun-Tinker cybernetic (modded short-blades and pistol/rifle crits).

I also think it would fit thematically with bio-scanning 'You gain access to the precise hit point, armour, and dodge values of biological creatures.', as now 'you also see vulnerabilities in joint structures and pathways to exposed organs...' or something.

Could serve as an alternate option to the Optical multiscanner.
Gravenwitch  [author] 18 Feb, 2024 @ 8:00pm 
I can confirm that light manipulation raises its mutation rank with Ego still. The amount of charges present on the ability is tied to mutation level. The change I made to light manipulation just comments out an if statement that prevented willpower from lowering its charge time.
Lekoda 16 Feb, 2024 @ 3:42pm 
Light Manipulation isnt being affected by Ego to increase its charge anymore?
Gravenwitch  [author] 15 Feb, 2024 @ 6:43pm 
please list what you did and what happened with brain brine, it helps me fix it faster. Thank you for the feedback.
Explosiv 'n' Eskort 13 Feb, 2024 @ 4:05am 
thanks gravenwitch but it seems there's more problem...
Autism Chan 13 Feb, 2024 @ 3:42am 
This mod causes brain brine to not work anymore sadly