Caves of Qud

Caves of Qud

More Modding Goodies!
21 Comments
ncd22 23 Jul @ 6:46am 
I've recently come across a problem where the "You Pass By..." and "You're not a dromad" mod have stopped working. I've tried unsubscribing/resubscribing, verifying files, and deleting the mods from the manage properties window. The only other mods I use are "Let me wiki that" and "Zone Loot List". Any help/advice would be appreciated!
Pimpin Pippin 18 Jul @ 12:31am 
Thanks!
Could you please consider a mod for two optional QoLife improvements:
- Hostile enemies no longer do that "refuses to speak with you" when you click on them in combat.
- Meaningless popups like when Basking (Photosynth Skin) and "Whipping up a Meal" from campfire now appear in only the message log (not as annoying whole screen popups that require multiple space button presses).
Tyrir  [author] 29 May @ 12:13pm 
@Pimpin Pippin

Maybe try the following wish?

cs The.Player.PermuteRandomMutationBuys()
Pimpin Pippin 25 May @ 4:57am 
Thank you for the mods!
If you can please explain, i heard it is possible to reset the "random mutation buy seed" with this mod, similar to how the Nectar item does it?
Tyrir  [author] 28 Mar @ 7:44am 
@zaptrap
Thanks for letting me know! Updated with a fix. Hopefully now I tracked down all the ways Qud's code does a check for unequipping :)
zaptrap 27 Mar @ 5:38pm 
I found another way to disarm turrets! If you use a ganglionic teleprojector to dominate the turret, they can unequip the weapon and drop it :slugcatdead:
ZenithTheWolf 25 Mar @ 3:45pm 
Oh, wow, thanks for telling me and leaving an option for it! You patched what I thought was a feature. Lol :Annoyed_Wolf:
Tyrir  [author] 25 Mar @ 3:10pm 
I should also add that while you can't disarm a turret (because if a turret were disarmed, it wouldn't be a turret any longer!), you can Undeploy Turrets!
Tyrir  [author] 25 Mar @ 3:01pm 
@ZenithTheWolf
This mod applies a bug fix to address the known Qud issue where turrets are disarmable, as if they were some watervine farmer holding a vinereaper. :p

You can disable the bug fix in Options -> Debug if you prefer though.
ZenithTheWolf 25 Mar @ 2:49pm 
Wait, I see something related to disarming but I may have missed something- Does this mod cause an issue with disarming turrets? Ever since updating my game to 1.0 (and thus enabling this mod) I have been unable to Swipe+Dueling Stance disarm turrets- SPECIFICALLY turrets. Is this a known issue?
Tyrir  [author] 25 Mar @ 2:32am 
For anyone else having the same error below, these steps have resolved the issue:

1. Run steam's Verify Files on Qud.
2. Open Qud. If More Modding Goodies is disabled, enable it. Save & reload mods. Close Qud.
3. Open Qud again.


It is a known bug in Qud that reloading mods causes mod errors until the game restarts. It is necessary to manually restart Qud after changing the mod loadout. This is fixed in the beta branch, so Qud 1.1.0 should see this issue properly resolved.


The other common issue is this mod error:
<...>\steamapps\workshop\content\333640\3403942187\CSharpWishMaker.cs(356,65): error CS0234: The type or namespace name 'Public' does not exist in the namespace 'Accessibility' (are you missing an assembly reference?)

This suggests some issue with the file <...>\CoQ_Data\Managed\Microsoft.CodeAnalysis.dll in the Qud install. Since the 1.0.2 update, several people have reported it, and all of them so far have resolved it by running steam's Verify Files.
Tyrir  [author] 24 Mar @ 4:47pm 
Yep
Venithien 24 Mar @ 4:46pm 
I tried that just now; it still seems to be broken for me. I've also tried unsubscribing to / resubscribing to the mods and it still says "FAILED" and displays the same error. I'm kind of reluctant to post my player log as my installation directory contains my real name; would it be okay to send it to you on Discord?
Tyrir  [author] 24 Mar @ 4:14pm 
@Venithien
Can you run steam's Verify Files on Qud? That error is due to a missing or corrupted dll. Several people have had that issue since 1.0.2, and verifying files fixed it for them all so far.
Venithien 24 Mar @ 3:23pm 
=== More Modding Goodies! 1.3.13 Errors ===
<...>\steamapps\workshop\content\333640\3403942187\CSharpWishMaker.cs(356,65): error CS0234: The type or namespace name 'Public' does not exist in the namespace 'Accessibility' (are you missing an assembly reference?)
== Warnings ==
None

Was working fine just a couple days ago.
Tyrir  [author] 20 Mar @ 5:33am 
@zaptrap
The strip flies use the same code that disarm uses, so I think that should be fixed. If you see something different, please let me know.

I fixed an issue with magnetic pulse unequipping turrets. Next update will include this fix (probably when Qud 1.1.0 releases). Thanks for pointing it out.
Tyrir  [author] 19 Mar @ 10:07pm 
@zaptrap
Thanks for the heads up. I was unaware of those mechanics. I'll check them out to make sure they are fixed.
zaptrap 19 Mar @ 6:19pm 
I think magnets and strip flies can still disarm turrets, I haven't tested thoroughly tho.
Tyrir  [author] 17 Mar @ 7:31pm 
@ZenithTheWolf
There isn't a github at the moment.

But even if there were, version 204.118 appears to be from the end of 2023. I didn't create this mod until 2025.
ZenithTheWolf 17 Mar @ 5:43pm 
Is there a Github where I can find an old version of this mod? I really need one that works on 2.0.204.118.
wizardlibrarian 9 Jan @ 2:29pm 
This would probably be more useful if it was open sourced and/or the things it fixed were reported to the game’s bug tracker

Very interesting though!