Caves of Qud

Caves of Qud

Telekinesis
62 Comments
Gravenwitch  [author] 4 Aug @ 3:04pm 
yep
NotaBear 4 Aug @ 2:36pm 
does charge regen scale with willpower?
Gravenwitch  [author] 24 Dec, 2024 @ 4:41pm 
@Kairoro I can take a look in a bit. I am in the middle of updating my metamorph mod, but this mod is next on the list for a content / bugfix update.

Planned Update (no release date)

[list]
[*]A rewrite of the charge mechanic with an altered system I tested in a ttrpg one-shot. Centralized charges within each 'school' of mental mutations, with a charge locking / recovery system adapted from cyberpunk's netrunners.
[*]Heavily improved support for animate weapon. It was a post-release addition, which was a bit rushed. Adding support for tinkering and dismissal.
[*]Adding a skill tree where you acquire and improve telekinesis mutations for skill points. It lets you plan builds better and I float a few thousand skill points on espers anyways.
[/list]

Regardless of a content update, you can expect a bug-fix for the animate weapon freeze within the next few days probs.
Detective Costeau 24 Dec, 2024 @ 10:41am 
Really neat to have this working, more options for Espers is great.
I actually kind of like the slightly jank animation for Telekinetic Barrage, feels like you're doing the biotic charge from Mass Effect.
Kairoro 22 Dec, 2024 @ 8:07am 
question, im my foolishness i tried animating weapon made by WM's mod that makes esper swords, is the sword SUPPOSED to stay completly still? when i swapped minds with it via debug it froze (?) my game
Gravenwitch  [author] 16 Dec, 2024 @ 8:22pm 
@Vyklade an animated weapon overhaul is on my to-do list, but got lost in the rush to update everything to 1.0. There was some significant weirdness with health when an entity has both item and character health meaning that dismissing weapons caused bizarre save issues. Once I get that worked out I can add dismissals.
Vyklade 16 Dec, 2024 @ 10:03am 
how can I "Dismiss" an animated weapon? Do i just gotta hope they get destroyed?
Gravenwitch  [author] 15 Dec, 2024 @ 8:22pm 
Updated to 1.0, many thanks to Czyrek-Marc for updating this mod and Graven's Grimoire
Vyklade 14 Dec, 2024 @ 6:14pm 
Really looking to see this mod functioning! I really wanted to try making a pure mental mutations build but it seems it'll have to wait a bit. Either way take your time with your health issues, that is more important <3
Czyrek-Marc 10 Dec, 2024 @ 11:21am 
@rmfranco it looks like Graven's Grimoire has many of its .cs files in a zip folder, for instance the charged based mutation base class that the abilities in this mod inherit and without cannot function. There are other issues too, from the looks of it. I am going to see what I can do to get these working as I really like the idea of charged based mutations.
rmfranco 9 Dec, 2024 @ 5:21pm 
I have an error when I tried to enable it, but after pasting it here, the result seemed too long. So, the test is here:
https://pastebin.com/c5wx7tGe
Tiareth 8 Dec, 2024 @ 6:58am 
Btw Telekinesis eroor look like there mod loading issue. Cant find functions that you mentioned in Grimuar description.
Tiareth 8 Dec, 2024 @ 6:50am 
I downloaded bunch of your mods and Persuation, Momentum, Telekinesis, Telepathy can't event be enabled in mod menu. I even try to unsub and sub to Telekinesis and Grimuar in case.
Gravenwitch  [author] 3 Dec, 2024 @ 10:48pm 
@DSG Trey thank you for the kind words! This mod is near the top of my to-do list as it was my favorite to write and use in game. I am happy I helped inspire another modder! Honestly the best part of modding is talking about fun ideas with friends and commentators. Ideas like animate weapon captured my imagination which helped me release as many mods as I did. I have been working on a few more telekinesis mutations and an accompanying skill tree that will hopefully release before the heat death of the universe.

P.S. while this is not true for all modders I always appreciate people letting me know when a mod needs an update. It helps me keep track of which mods need an update each time I return from a break.
DSG Trey 3 Dec, 2024 @ 5:04pm 
Hey Witch! :bulletkin: We spoke a bit earlier in this comment section about this mod, and I prompted some revelation that resulted in the animated-weapons mechanic. Sorry to hear you're sick and I hope you are doing well! I know modders get hassled near 24/7 about "update this" "update that" and with 1.0 around the corner its sure to get worse. Just wanted to say I hope you're doing well, and to take all the time you need! Your mods have legitimately been some of the biggest inspiration towards my journey of learning to mod myself.

Enjoy 1.0, live and drink, and hope you have a swift recovery!
Carver 3 Dec, 2024 @ 7:22am 
@Gravenwitch I'm excited for your post 1.0 mods. Always cool.
GladioSanctus 24 Oct, 2024 @ 8:24pm 
Make it OP
Gravenwitch  [author] 20 Sep, 2024 @ 3:36pm 
@Caesar thanks, and yeah it'll be a while before this is functional again, most likely post 1.0.
Caesar 🐌🐛 16 Sep, 2024 @ 1:40pm 
Not working on current Stable. The log is... Extensive.

https://pastebin.com/ufuVLwyX
Rabbit in Glasses 8 Jul, 2024 @ 3:07pm 
Name suggestion on life manipulation: Vivimancy
Gravenwitch  [author] 29 Jun, 2024 @ 11:26pm 
@Mazrine Spieluhr @Mike Sorry gamers, no updates for a while as detailed in the notice I put on all my mods. I really appreciate all the support and positive vibes and am glad the mod was enjoyable while it lasted. I can provide comments and advice if anyone is interested in updating any of my old mods. I'll @ you if/when I update this mod.
▽ Mazrine ver.√1.5 ▽ 29 Jun, 2024 @ 1:28pm 
pleassse update thiss <3
Mike 18 Jun, 2024 @ 5:24pm 
excited to see this updated soon.
Gravenwitch  [author] 2 Jun, 2024 @ 10:59pm 
@Bleeding Eyes Mcgee All development is on pause for finals, but I am off for the summer in like 2 weeks and plan on extensively expanding / updating all my mods.

As for your suggestion I do like the idea, at the very least I plan on expanding animated weapons to better implement tinkering mods into the animated weapons, both allowing for all tinkering mods to work on the weapon itself as well as expanding their effects like slender giving it DV.

As for the opposite-way-round it isn't that hard to save a creatures full status, I just need to research and manage how many and which weapon's creature forms to save. I was concerned that saving these stats would bloat your save games and cause memory issues on long lived characters.
Bleeding Eyes Mcgee 1 Jun, 2024 @ 9:38pm 
When it becomes possible to de-animate weapons, it'd be cool if they somehow kept any levels/stats/skills/mutations they might've gained. I imagine that might be too complicated to implement though.
Celepito 7 May, 2024 @ 12:46am 
I personally dont think that Vibro needed to be excluded, but your call. And its not like it ruined my run or anything, I could have done the same thing with just Sunder Mind, I was simply surprised it actually was a clean one shot.
Gravenwitch  [author] 6 May, 2024 @ 8:10pm 
@DSG Trey when a weapon is killed that means it is destroyed. There are two ways I was considering it 'in universe.'

1. The weapon's health is its durability
2. The weapon's health is your control over the weapon

I went with option 1 because most enemies can't strike incorporeal stuff and the game does not have a good system for keeping track of non-living objects meaning infinite reusability of weapons.

If you want to enable the weapon to drop and are willing to do some slight coding, save a copy of the weapon pre-brain-attachment then add it to the weapon's inventory as a drop. There is some weirdness as the creature IS the weapon and the special body type I used may not be able to carry much.

I plan on adding an ability to turn your companions back into weapons at some point once my schedule clears up.
DSG Trey 6 May, 2024 @ 7:25pm 
A follow up question, when the Animated Weapons are "killed" do they drop their respective weapon on the ground? Or is it destroyed for balance reasons.
Gravenwitch  [author] 6 May, 2024 @ 4:08pm 
Patched, I just wanted to say I really appreciate the detailed feedback!
Gravenwitch  [author] 6 May, 2024 @ 3:50pm 
@Celepito will do, sorry about your run haha. I'll disallow vibro weapons from benefiting from it while I'm at it.

My enemy nerf threshold is "stronger than a galgal" and I think this qualifies.
Celepito 5 May, 2024 @ 11:52pm 
Might I suggest capping Telekinetic Barrage's Penetration Bonus to (Mutation Level)?

Because just (Ego Bonus) gets ridiculous. As-in, I just one-tap'ed a Girsh Nephilim with it, due to low-triple-digit Ego Bonus and a Two-Handed Zetachrome Long Sword.
Gravenwitch  [author] 30 Apr, 2024 @ 10:12pm 
@DSG Trey The offer is open whenever, helping people learn how to mod is the best way to get more mods for me to play. (The same offer extends to anyone reading. I am Gravenwitch on the Qud discord, feel free to ping or DM me for modding help)

Thanks for the offer but I don't have any plans to take donations. I personally like to keep money and hobbies separate. Regardless I am very happy to hear you enjoy my projects enough to consider doing so!
DSG Trey 30 Apr, 2024 @ 6:00pm 
Wow, sorry Mrs. Witch. I made the recommendation then started a new job. I would always remember to check this thread when I was at work, but would forget by the time I for home.

I am extremely impressed by your dedication and our aligned interest. I was reading the thread from the bottom up and was going to look into following your instructions, but it turns out you already did it! Huge thanks, now I can be Kreia! Do you have a Ko-fi or any kind of donation app?

Also, I really want to get into CoQ modding and C#. Maybe once I finish training in this new job, I will reach out with questions when my journey begins.
Gravenwitch  [author] 27 Apr, 2024 @ 6:35pm 
back to the update mines I go. The behavior on my end has the text "Your psyche is too exhausted." pop up when I am out of charges, otherwise it consumes 1 charge. The more I dig into sifrah the more I realize the insanity of modding into this system. For now I will post a temporary fix that renames Telekinesis to Telekinetic Barrage (which means it is likely to break saves swapping to the new update). This is a change I should make regardless as I believe the vanilla telekinesis will be activated in the coming update.
Celepito 26 Apr, 2024 @ 1:38pm 
Hmm, still not working for me while tinkering a mod onto something, both on the running save and a new test one (after unsub-resub-ing, this time ^^').

The behaviour is still the same, I see the option and can pick it, but upon picking it doesnt get confirmed, throwing me out of the selection menu and upon reopening is grayed out, only to be again pickable next round.
Gravenwitch  [author] 25 Apr, 2024 @ 10:09pm 
@Celepito Patched! I don't use it so please let me know if you uncover any more Sifrah compatibility issues. I can't promise a patch for other mods but Sifrah is official content so I 100% will do as much as possible.

I was able to test telekinesis on tinkering, telekinesis can be used in disarming, examining, hacking, tinkering, and repair. It is possible there are hidden properties I missed so I appreciate your patience and detailed bug reports as you have previously provided.

While I was digging around the source code to find out how the game processes Sifrah I found there is a fully implemented telekinesis mutation already in vanilla that does not appear to be used by anything. I was either blind or it was added in the months since I began work on this mod. In the future this means the 'telekinesis' mutation of this mod will either gain all the features of vanilla telekinesis, or this mod's telekinesis will get renamed.
Celepito 25 Apr, 2024 @ 4:10pm 
Also, I just realized there might be a minor incompatibility/bug with Sifrah. (As-in I realized that this mod might be causing it in part.)

In the Sifrah minigame, you get a bonus option when you have the Telekinesis mod from the same person (like this one also just named Telekinesis).

At the start of this playthough, I had both enabled, yours apparently overwritting the effects of the older mod. However, with your mods Telekinesis mutation, I still get the extra option in the minigame, but bugged to not actually work. (I have since removed the older Telekinesis mod, and didnt notice any issue, but the minigame is still bugged.)

Just in case its something you can/might want to fix, I thought I'd mention it.
Gravenwitch  [author] 23 Apr, 2024 @ 9:36pm 
Patched, I appreciate the bug testing and reports as always. NPCs are unable to generate with/cast animate weapon as of this patch while I work on proper AI behaviors as most enemies do not carry extra weapons.
Gravenwitch  [author] 23 Apr, 2024 @ 4:27am 
I'll post a patch tomorrow I forgor a player check on the error message. Thanks for the report!
Celepito 22 Apr, 2024 @ 4:18pm 
Minor issue (based on assumption): When an NPC has Animate Weapon, and tries to use it while not having a weapon in inventory, it spamms the message that "there is nothing to animate here" for the player, which is quite annoying. Its just a 1/turn thing, doesnt make the game unplayable, but when Esper Assassins pop, its a message for each.
Gravenwitch  [author] 20 Apr, 2024 @ 8:06pm 
its nbd, happy to get the bug reports and your message allowed me to catch the error in my previous patch.
Celepito 20 Apr, 2024 @ 10:00am 
Unsub -> Resub fixed it, works now. Sorry about the extra work I put on you, that should have been my first thought to fix it, its not like its my first rodeo with mods >.<'
Gravenwitch  [author] 20 Apr, 2024 @ 1:56am 
I can confirm after exhaustive testing that telekinesis attacks are able to hit flying targets when the user is not and vice versa. I recommend either unsubscribing then resubscribing or verifying your game cache, both would refresh the mod. I realized my patch before this one broke the mutation menu meaning that people who were able to run the mod didn't have the most updated version.

I am aware that "it works on my end" is not the best answer to hear and my goal is to help as many people enjoy my mods as possible. Worst case I can create a patch that works for your specific load order.
Gravenwitch  [author] 20 Apr, 2024 @ 1:35am 
force punch doesn't use melee attacks so it is able to hit no matter what, I'll test more about telekinesis attacks. I have been able to attack flying targets and attack grounded targets while I am flying in my testing. Behind the scenes I replaced the event used to do a melee attack at range with a new event that is able to ignore the flying check. I'd appreciate your mod list and a description of the activities when you found telekinesis hits missing.
Celepito 19 Apr, 2024 @ 8:04pm 
So, no clue what exactly is going on, but I still cant hit others with the Telekinesis attack while flying, both in the on-going save, and a new test one.

Force Punch works, however. Though I didnt get to test if it did pre-patch or not.
Gravenwitch  [author] 19 Apr, 2024 @ 5:04pm 
Patched + added animate weapon.
Gravenwitch  [author] 18 Apr, 2024 @ 7:02pm 
@Celepito I'll patch that tomorrow or the day after, thanks for the heads up
Celepito 18 Apr, 2024 @ 9:44am 
Bug/Issue: While flying, I cant attack grounded enemies with Telekinesis, as it tells me I cant reach them.
Gravenwitch  [author] 18 Apr, 2024 @ 12:58am 
I am around 75% done with a prototype for 'animate weapon' which was suggested below. The eventual goal is to release "animate guardian" from path of exile, a telekinetic puppet made of the gear you give it

I wasn't planning on making this update for now but I liked the idea and I couldn't sleep. Also this is a few days late but Mrs. Witch is preferred, thank you.
Gravenwitch  [author] 16 Apr, 2024 @ 7:31pm 
I'm checking if there is a vanilla system you could use, like what happens with newly sentient beings (those walls that walk around). You might be able to add a brain to the weapon itself. Set Mobile to true then call 'the brain part'.BecomeCompanionOf(player, false, false). You might need to mess around a bit more to make it good at fighting but that should allow it to follow the player around and it has the bonus of literally being a floating weapon rather than a pretend floating weapon.