Caves of Qud

Caves of Qud

Gigantism Plus
68 Comments
UnderDoug  [author] 17 Jul @ 7:14pm 
@Tortilladog that's some good feedback, thank you. The current development version of the mod should address these issues with how we've changed natural weapon generation, but we'll keep an eye out for them while we test, so we can ensure the impending update to the mod doesn't still have these issues present.
Tortilladog 17 Jul @ 6:44pm 
This mod is very cool; I have been greatly enjoying playing huge characters.


It does, however, have an issue; it completely breaks all three Troll Kings in Bethesda Susa.

For Jotun, Who Parts Limbs, it makes it so that he is unable to use his signature axes, both throwing and two-handed, since they don't have the gigantic modifier; this completely changes the dynamic of the fight, causing him to simply flail around with his fists instead of exhibiting his intended behavior. This could be fixed by giving all of his axes the gigantic modifier. Alternatively, the problem could be fixed for all enemies by making it so that any gear generated within gigantic enemies inventories gets the gigantic modifier applied to it.
Tortilladog 17 Jul @ 6:38pm 
For Fjorn-Kosef, Who Knits The Icy Lattice, it breaks his special Ice-encrusted fists by replacing them with Giant-Fists, changing the dynamic of the fight significantly due to the different damage type he now does.

Even worse, it replaces Haggabah, Who Plies The Umbral Path's adumbral hands, which do a unique damage type (umbral), and are one of the most interesting parts of his boss fight (especially once the player cancels his invisibility with night vision goggles and heightened hearing). Both hand-replacement problems could be solved by either making a gigantic version of each Troll King's Fists, like you do with some other natural weapons, or by making it so that these fists take priority over Gigantic Fists, overriding them.
UnderDoug  [author] 29 Jun @ 7:25pm 
@MaddRave not yet, but it's close. My next step is to gate off a bunch of the WIP stuff behind "pre-release" options and try and get the functioning portions pushed here. It's all a bit entangled, currently.
MaddRave 28 Jun @ 7:11pm 
Greetings, I was readig the comments and was wondering if the Truekin compatibility update was added?
UnderDoug  [author] 26 Jun @ 2:52pm 
@Bradleyana777 that's definitely a bug. I'll make sure it's not in the current experimental version. I appreciate the feedback :D
Bradleyana777 23 Jun @ 8:32am 
I'm back, and after testing if it was another mod that I had preventing multiple limbs from working, it doesn't seem like a mod conflict is the issue. Even with all of my other mods disabled, and completing the Multi Weapon Fighting skill tree, and using the Flurry skill that I have only one "Gigantic Fists" to attack with. I still enjoy the different experience that this mod brings to my journey through Qud, but it is a little disappointing that I can't go the punchy route as I thought at first. Thanks for the mod!
UnderDoug  [author] 18 Jun @ 3:14pm 
@Atomsk I can have a look into it in the current build to make sure it doesn't persist, but the current version on the workshop is a bit outdated at the moment. I'll have to investigate what the Playable Golem Mod does that might be causing the issue. Unfortunately, when we next update this mod, it's going to need a new save.
Atomsk 17 Jun @ 11:10pm 
There seems to be a compatibility issue with the Playable Golem mod. I'm unable to rapidly advance the Gigantism mutation while playing that start, I removed the mutation, added it again, and it ignores it in the popup. I tested, and it works fine on other characters/starts, initially and if added via wishes.
UnderDoug  [author] 17 Jun @ 2:22am 
@Bradleyana777 that definitely shouldn't be the case. Do you happen to have the Single Weapon Fighting skill and have the activated ability for it toggled on? That would prevent you from attacking with more than a single limb except with Horns and, I think Stingers, which get to bypass the limitation.

If you don't have that skill toggled on, then you should be able to attack with multiple limbs. We haven't intentionally placed any limitations on attacking with Gigantic Fists.
Bradleyana777 16 Jun @ 11:06pm 
Hello, I'm confused about how "Gigantic Fist" works while unarmed; even with multiple arms it seems like I am only able to attack once with "Gigantic Fist" per turn. Other natural weapons can still attack in the same turn, like if I had Horns, but Gigantic Fist only happens once for me, and I was wondering if this was a design choice?
UnderDoug  [author] 27 Apr @ 3:30pm 
@GLITTERLICH in the current version, there's probably going to be some conflicts, where non-gigantic cybernetics can't be installed, which would be pretty rough for a true kin. We're very deep into an update that just needs a little more work, and it includes a swathe of new additions including a gigantism specific cybernetic, and the ability to implant at least certain non-gigantic cybernetics whilst gigantic. We've also got some ideas bouncing around for increasing the size of items that aren't typically tinkered (like cybernetics, but also certain masks). Mostly to keep the game-feel that certain things are beyond the domain of tinkers, but not beyond being modified by more esoteric means.
GLITTERLICH 27 Apr @ 2:36pm 
hi! quick question; how does it interact with the whole Cybernetics aspect of the game? do I just use the regular ones? I don't think they normally spawn with gigantic versions
UnderDoug  [author] 19 Apr @ 8:54am 
@Adventurerdude glad you're having fun with it, frustrations notwithstanding. There are a few items for the next release which we've already made equippable down a size, ie gigantic creatures equipping the non-giantic variants. Fidget cells weren't on our radar, but we also haven't done a full sweep yet, so we'll look as including them and anything else we think makes sense. We appreciate the feedback :)
Adventuredude 18 Apr @ 10:50am 
Fun mod, around level 20 right now, running around punching people is great.
Makes total sense you cant wear non giant armor... but being unable to hold non giant items makes no sense, like fidget cells, I can't hold one, why?
There's a lot of things like that, which makes playing a giant really frustrating, so many things that really should work logically just don't.
UnderDoug  [author] 11 Apr @ 11:25pm 
@plusing123 (dragonheart) shouldn't do, no. I don't believe it interacts with toughness at all.
plusing123 (dragonheart) 11 Apr @ 11:01pm 
does this boost your hp to?
UnderDoug  [author] 31 Mar @ 3:23pm 
@TheoryInfinity There should be a forked "Friendly Improved Mutations" that the primary author of this mod has up on the workshop that addresses those incompatibilities. It's slightly trimmed down, but it should otherwise have most of the features the original mod promises.
TheoryInfinity 26 Mar @ 11:06pm 
If you are getting an error upon trying to activate the mod, check to make sure none of your other mods are incompatible. One offender I found is Improved Mutations.
UnderDoug  [author] 2 Mar @ 5:19am 
@Rebel Uccidere could you paste the error log into the bug reports post in the discussion section please? We may be able to address it.

Couple of common ones we've got a working fix for we're yet to deploy, or are in the works:
- Temporal Fugue currently breaks the natural weapons.
- certain equipment can and can't be equipped under unexpected circumstances.
- burrowing claws lack their wall penetration bonus and number of hits to destroy walls.

If it's any of those it's on our radar.

When, if, you post the error log, if you've got handy a list of the mod's you're using, that'd be helpful to.
Rebel Uccidere 1 Mar @ 8:59pm 
Getting an error that prevents its use.
hyd-n-plyn-syt  [author] 28 Feb @ 7:25pm 
@lintilion Feel free! There's a public Github repo for it too, where we've been working on some fun upcoming stuff if you want to look on the experimental branch, listed at the bottom of the page.
lintilion 28 Feb @ 4:56pm 
hey!! this mod is nuts, do you mind if i look through the code and take some notes? it does some similar things i've been trying to figure out how to get working for a mod i'm working on
T.Y.N 27 Feb @ 6:48pm 
very cool
UnderDoug  [author] 21 Feb @ 9:30pm 
@Dick Stealing Weasel could you please provide some additional information about,

the walls issue here:
https://github.com/hyd-n-plyn-syt/Gigantism-Plus/issues/33

the floating nearby issue here:
https://github.com/hyd-n-plyn-syt/Gigantism-Plus/issues/34

things like whether the mod is up to date, whether you've got "Hunched Over" toggled on, whether you've got "Burrowing Claws" toggled on, and any other info you can recall that would help us reproduce the two bugs.
Dick Stealing Weasel 20 Feb @ 9:12pm 
My elongated burrowing claws don't seem to be destroying walls after I reach the amount of penetrating hits to do so.

I'm unsure of which aspect of this is causing the bug.

Also my floating nearby slot is completely unusable. I can't even activate it to see what fits.
whenwrašk 18 Feb @ 1:04am 
thank you kindly, somehow didn't notice i was hunched. not sure how long i've been hunchbacking lol
hyd-n-plyn-syt  [author] 17 Feb @ 7:27pm 
@whenwrašk The only way I could reproduce not being able to equip them while gigantic, was while being Hunched(thanks for the catch). In the meantime, be sure you're not currently hunched when you're going to equip things in the floating slot. Or if you feel confident enough to modify the PseudoGigantism.cs file, replace the if statement on line 28 with: if (!E.Object.IsGiganticEquipment && E.SlotType != "Floating Nearby")
There will be an update soon though with the fix.
whenwrašk 17 Feb @ 12:23pm 
i wouldn't even mind having to modify those items to be Gigantic, but pretty much none of the Floating Nearby items, vanilla or modded, are tinkerable.
whenwrašk 17 Feb @ 12:19pm 
i used to be able to equip Floating Nearby items of any size, but after this update, it's telling me that it's all too small to equip.
UnderDoug  [author] 17 Feb @ 1:48am 
@Doe W, we can probably look into how to make that happen. Objects that aren't "equipment", per se, should probably interact differently with the mutation from how actual equipment does. It's gonna largely depend on how involved it is to make those sorts of changes.
Doe W 16 Feb @ 10:36pm 
I like this mod a lot. Fun challenge

I think there should be some thinking with what you can and can't equip. I wanted to equip small boulders to lob them but since they don't have the Gigantic modifier I can't equip them.

I look forward to updates!
hyd-n-plyn-syt  [author] 16 Feb @ 11:16am 
Thanks! It needs a couple of extra things added to it for full compatibility, but I'm working on that also. Currently Burrowing Claws level won't effect much for the weapons, besides wall penetration, but I'll add in it giving small tweaks to damage like it does, although not as much. (It's all adding up, and I'm trying to find a good approach to listing mutation synergies.) Next on the chopping block is Crystal Delight compatibility.
Lanceps 16 Feb @ 10:37am 
Great work. I'll certainly try the burrowing claws compatibility soon
hyd-n-plyn-syt  [author] 16 Feb @ 9:11am 
Fairly big update pushed! Check out the change notes to :qudeyes: most of what went in. (I always miss something.)
UnderDoug  [author] 16 Feb @ 5:34am 
@Lanceps I've pushed the fix to the experimental branch of the mod's Git. Once hyd-n-plyn-syt has given it a test, he'll push it here.

The fix should not only now apply the adjustments across saves, it should apply when loading an old save it previously didn't work on.

Once the workshop version is updated, if you toggle the "rarity option" or "tinkerable option", just "save & quit", then load the save. It should take effect once loaded.
Lanceps 15 Feb @ 10:36pm 
@hyd-n-plyn-syt will do, thank you
hyd-n-plyn-syt  [author] 15 Feb @ 9:52pm 
@Lanceps That's my bad. I left it in there on accident when I was testing it. That will be fixed on this next update too, along with a slew of natural weapon compatibility issues. If you'd like to fix it on your own at the moment, slip into the Mod's Mutations.xml file. For ElongatedPaws there's a ExcludeFromPool option. Toggle that to false.
Lanceps 15 Feb @ 9:08pm 
On another note, I could be wrong, but I've gone through at least 3 characters to ~lvl 25 with very frequent mutation grabs (many from UnstablerGenome mod) and I have never seen elongated paws anywhere except the creation menu.

If that's intended then fair enough since it's quite strong, but I wasn't sure if I was being very unlucky or if it's not available post-creation.
Lanceps 15 Feb @ 9:02pm 
@UnderDoug Both of you are very responsive, thank you for your hard work.
UnderDoug  [author] 15 Feb @ 6:46pm 
@Lanceps, I know what's causing the issue. I was for some reason under the impression that the pre-loaded XMLs would, if altered post-load, be restored in the way they were altered between saves. The code that handles making it tinkerable currently only fires once per run immediately as the player is generated. In retrospect, that was a naive assumption for me to make (I'm profoundly new to modding and C#), however, I do have a prospective solution, which I will go ahead now and attempt to implement. I can't push a new version to the workshop myself, so hopefully it won't be too long a wait. The solution should allow you to have that option work with just a reload, but I might be able to get it to do it on the fly, we'll include the mechanism by which it works once we update (ie, only new save, requires reload, or works on the spot).
Lanceps 15 Feb @ 12:18pm 
I have a very similar issue, I had also thought it was an incompatibility problem at first. due to my large list of mods. However, I tested it with a new run after a clean relaunch of the game with only GigantismPlus enabled. Everything works as it should (its an incredible mod)... until the game is relaunched.

I can save+quit and I will retain my ability to mod gigantic onto items, but the moment the game exited and relaunched, I lose that ability and the datadisk becomes unspawnable. I can still tinker in every other way, but gigantic seems to revert to its vanilla behavior in addition to removing the disk/knowledge (can't reverse engineer/cant tinker it). Using the command you suggested (datadisk:[mod]ModGigantic) simply spawns in a random datadisk every time.

While I don't really know how CoQ mods work, does it have do with the Harmony scripting stuff that crashes the game on exit? In the meantime, I will try to avoid closing the game because it's a great mod.
Karma Hound 13 Feb @ 5:05pm 
I actually beat the game again just now instead of continuing and went to make a new game to try that wishing command to see if it would've worked and now its just showing up like normal under the datadisk wish menu, so I guess I just needed a new game and maybe a relaunch for some reason, as I definitely made a new game to test before and it didn't show up. So I guess its not a problem anymore and works now, thanks anyway. Maybe my workshop wasn't updated or something? I did mess with the files a bit, so that is probably all it was.
UnderDoug  [author] 13 Feb @ 4:22pm 
@Karma Hound, do you know what it is about the Hearthpyre mod that is preventing you from getting the gigantic mod datadisk? I haven't tested this mod a single time without Hearthpyre also running so I'm surprised I haven't run into the issue myself.

If you've given it a good go trying to find it, you could wish for
datadisk:[mod]ModGigantic
(case sensitive) and it should place it in your inventory. It would be good for us to know what the interaction is that you believe is blocking it, though, so we can investigate and fix it.
Karma Hound 13 Feb @ 3:12pm 
nvm, I've invited hamilcrab to live at my village and that seems to work well enough this time
Karma Hound 13 Feb @ 2:16pm 
I've finally realized Hearthpyre is the reason I can't find the gigantic mod data disk, wonder if anyone knows how to fix that since I'd rather not restart.
cliffhatesbunnyrabbits 12 Feb @ 12:11pm 
@UnderDoug @hyd-n-plyn-syt
Thank you for the fix. It now works, I did have to disable "More Moddable Tinkering" and "Tinkering Mods Mod."
hyd-n-plyn-syt  [author] 12 Feb @ 8:11am 
@cliffhatesbunnyrabbits His fix is in, and is working as intended!
UnderDoug  [author] 12 Feb @ 2:19am 
@cliffhatesbunnyrabbits I've got a working fix, but I'm not able to push the update to the workshop, so we'll need to wait for hyd-n-plyn-syt to pop in.

In the interim, if you're confident to make an adjustment to the mods files yourself,
This mod is found at the bellow location (assuming a standard install):

C:\Program Files (x86)\Steam\steamapps\workshop\content\333640\3418224643

Open the Mods.xml file in there, go to line 3, and change the below:

Tables="Gigantify"

to instead be

Tables="Gigantify,CommonMods,PotteryMods,ShevaPotteryMods,EnergyCellMods,GrenadeMods,NuggetMods,GemstoneMods,TonicMods"

That should get it working until the fix is pushed.
UnderDoug  [author] 12 Feb @ 12:25am 
@cliffhatesbunnyrabbits I'll jump in and test it out, we may have inadvertently broken something in a way we hadn't anticipated when we adjusted the addition of torches to the list of tinkerable items. While I'm doing that, do you have any other mods running alongside this one that make adjustments to mods?