Caves of Qud

Caves of Qud

You Already Know the Plan
26 Comments
UltraDelux 22 Jul @ 7:38pm 
Have you thought about getting all fancy and adding conditions or commands to use abilities? Like don't use disintegrate when you're within 1 tile of your buddies? what black jeezy said down there VVV
AntitrustEnthusiast  [author] 30 Jun @ 4:03pm 
@Shadow there should be an option "Forbid for clones" (defaults to ctrl-c) in the Abilities menu, assuming the mod is enabled. See 2nd image in description for example.
Shadow 30 Jun @ 2:15pm 
how do i actually use this in game I can't find the option anywhere.
Black Jesus 26 May @ 10:21pm 
thank youuu just lost a run cuz my multiple clones popped disintegrate all 1 tile from each other
AntitrustEnthusiast  [author] 7 May @ 11:02am 
@Demonmercer, it doesn't look like Frenzied is triggered by a skill for Sultan Crocs, so I don't think this mod would help.
Demonmercer 6 May @ 9:43pm 
Could this mod be used to stop Sultan Crocs from frenzying so they don't randomly attack me after I made them my companion?
AntitrustEnthusiast  [author] 6 May @ 5:18pm 
@Pizzarugi added an experimental toggle to remove missile weapon slots, disabled by default. Works as expected from my quick playthrough, but may not add the slots back properly since they are more complicated than thrown weapons.

@MFcoffee I'll take a look at it, I expect skills granted from items act a bit differently in general.
MFcoffee 3 Apr @ 6:15am 
This really is a godsend of a mod, thank you. There seems to be one Ability that it doesn't seem to work on; the Activate Force Field for Stopsvalinn. My clones are still activating it despite it being forbidden.
Antarctic_Singularity 16 Feb @ 6:41pm 
this is a godsend for the stupid vortex mutation 😭
Klomn 8 Feb @ 10:20am 
I can finally use the ability provided to me by the game without fear. Thank you!
Zieg 16 Jan @ 4:20pm 
@AntitrustEnthusiast
Thank you so much, I really appreciate it.
Pizzarugi 10 Jan @ 6:18am 
Would you also be willing to extend this disable toggle to ranged weapons while you're at it? It'd be nice if I'm playing with Corrosive Gas Generation if my clones would actually charge the enemy and collectively gas them to death rather than form a firing line.
AntitrustEnthusiast  [author] 10 Jan @ 2:54am 
@Zieg
Done, there's now an option to remove the Thrown Weapon slots from followers (applied to just clones or all followers based on other options). Can also optionally toggle the slots manually from companion menu.
SirBrofist 9 Jan @ 2:13pm 
An excellent mod that removes the nuisance of disabling skills every bloody time you use a temporal fugue. The option to let it cost energy also prevents it to be like cheating!
Pizzarugi 9 Jan @ 9:24am 
I asked for something like this as a setting in the base game years ago, but it went unanswered. As a Temporal Fugue main, I have to limit myself on what mutations I get so my clones don't spam them. Want to kill an esper hunter to try and get +1 ego, but your clone army dropped a bunch of space-time vortices on their position and you have no idea where they got sent to? Saying it's "absolutely frustrating" is putting it lightly.

I'm glad to see there's a mod that solves this issue.
Zotz 8 Jan @ 5:37am 
Everyone was thinking it, you actually did it
jakkass 7 Jan @ 12:44pm 
woah holy shit thanks a ton man i was just looking for this
raanlir 7 Jan @ 9:40am 
this is what i was needing, my clones always use force bubble when they see a single enemy and when they walk with the ability actived i cannot even move myself because of the forcefields colliding with myself

thanks for the mod mate
OwlBear 5 Jan @ 6:18pm 
amazng thnks
Tcgirl8 5 Jan @ 11:54am 
thank youuuu
Zieg 5 Jan @ 11:53am 
Amazing mod! Would it also be possible to disable grenades or the thrown weapon slot for clones? Sorry for imposing. :lunar2019piginablanket:
AntitrustEnthusiast  [author] 4 Jan @ 9:26pm 
@Null_Error There should be no impact to neutral/hostile clones, abilities are only disabled during the "new follower" event (not sure what the proper name is without checking).
Null_Error 4 Jan @ 8:23pm 
Thank you so much for making this.

One question though, hostile player clones still use their full ability set, right? It'd be a bit weird to be able to nerf them with this...
Chronos 4 Jan @ 4:18pm 
Seems quite niche, but extremely useful in the specific situation.
Thanks for sharing!
Wakko 4 Jan @ 6:14am 
YOOOOO

GOAT OF THE MODS!!!!
Ms. Bramble 4 Jan @ 4:41am 
oh no way! this was one of the holy grails of qud being crafted right here to be honest. finally we can fugue in safety