Caves of Qud

Caves of Qud

Sundries
21 Comments
Ceres et al.  [author] 30 Jul @ 6:29pm 
to my understanding, submodule management is deprecated but it *should* still work -- it's just not getting any future updates since there's an equivalent first-party function now. I'm unsure if it has immediate issues, but I'm almost sure it should be fine.

that being said, if you do run into problems, let me know and I'll fix them up. I've been takin a break from qud since I went super hard when it released and kinda burned myself out, so I haven't had a reason to pull open the project files in some time, but if there's for sure a bug happening then I'll certainly fix it ASAP
Obsidious 30 Jul @ 3:05pm 
This looks very cool, and I could take it for recipe naming alone, but clicking through to the required mod on prompting suggests that it is now deprecated as of July 6, as something supported in the base game. Is that mod still required for this mod in particular?

I'm guessing it won't cause any issues with the current version to use that mod as the change is recent, but I don't know enough about how the game handles these things to know for sure.
Etherios 23 May @ 10:30am 
It's working perfectly once again. Thank you!
Ceres et al.  [author] 22 May @ 7:55pm 
tracked down the bug and have hopefully fixed it in a new update. please let me know if that fixes the problem!
Ceres et al.  [author] 22 May @ 6:34pm 
thanks for the heads up -- i'll try to take a look sometime soon. if you could upload your Player.log somewhere and make sure the issue only happens with this mod and submodule-management enabled, that'd help a lot
Etherios 22 May @ 4:14pm 
As of the 1.0.4 update, this mod causes my game to pretty much lock up when i try to loot from a corpse. submodule-management seems to be fine but sundries is broken atm.
GLITTERLICH 28 Apr @ 10:58pm 
awesome!! much appreciated, I'm adding it to my game ASAP :slimetabby:
Ceres et al.  [author] 25 Apr @ 6:10pm 
it should, yeah! like most mods, I don't think it can be safely *removed* from an existing save, so back up just in case, but you should certainly be able to add it in
GLITTERLICH 25 Apr @ 3:43pm 
these all look so nice!! do you reckon it would work on an ongoing save?
Radical Rat 6 Mar @ 8:15am 
no worries
and it's good to take a break
-♡-
Ceres et al.  [author] 6 Mar @ 8:09am 
I've not toyed with followers much and I'm not sure how easy it'd be to do, at least with regards to a context menu entry. I might give it a look when I next work on this, though; I've been taking a break from Qud at the moment so I don't burn out, but I'm sure once I get back into the game I'll have a lot of changes in the backlog to get through
Radical Rat 6 Mar @ 1:48am 
Mass Psych is such a nice qol option, because i need to repeat it almost on very save :VolgarrCoin:

Any chance to add something like a group command to Stay/Follow which applies to all of your followers at once?
Ceres et al.  [author] 10 Jan @ 6:51am 
the psychometry one should be a pretty simple change! the repair one would require a bit more work; I get around the psychometry one by using an activated ability that it already has, and then just override its logic to make it do something instead of just popping up a message. I'm not sure how I'd go about adding an ability to the regular repairing, but I can try and take a look. no promises though
AntitrustEnthusiast 10 Jan @ 12:27am 
Absolutely fantastic mod! Particularly love Mass Psychometry and Proselytize math.

Two requests, first: would it be possible to make Mass Psychometry do both stages of the mutation? It has both "Read history with psychometry" and "Read early history with psychometry", but the mass check only does the latter. i.e. it doesn't examine things (or add recipes for un-examined items).

And second: would you be willing to make a similar feature but for Mass Repair? I'll take a crack at it in a week or so if not, but it seems like a perfect fit for this mod.
Extremely appreciated QOL!
Ceres et al.  [author] 4 Jan @ 9:42am 
i've pushed version 1.0.1, which expands the Proselytize math option apply to Beguiling, Rebuke Robot, and love injectors as well. it displays as "Show math on failed recruitment attempts" now, but it should stay selected if you have it!

i also tried to include a tweak to disable digging through walls while auto-exploring in towns, but autoexplore code turns out to be really convoluted. might happen in the future though
the Psychological Horror tag 31 Dec, 2024 @ 8:26am 
Thank you so much! It's been a nice change for my attempts at a Consul run, and theoretically I'll get far enough to use my Rebuke slot at some point.
Ceres et al.  [author] 31 Dec, 2024 @ 8:16am 
it shoooouldn't be, but it might take a little while. Beguile, Rebuke Robot, and Proselytize each have their own math and respective code that needs to be patched, but I'd like to apply it to all of them if I can. might be a few days tho! got a lot of stuff planned for new years' day and lots of work for the rest of today
the Psychological Horror tag 31 Dec, 2024 @ 4:34am 
This mod has been really great so far. Would it be much trouble to make the Proselytize Math effect apply to Rebuke Robot too?
Chronos 29 Dec, 2024 @ 3:46pm 
I didn't even know I needed those.Great work!
Berwve 29 Dec, 2024 @ 9:00am 
Amazing mod, thank you :snowflakes: