Caves of Qud

Caves of Qud

The Hacking of Qud
17 Comments
The_MixMaster™  [author] 5 Jul @ 11:31am 
Cybernetic rejection has been reworked. This should now make the mod compatible with the Mechanimist genotype mod.
The_MixMaster™  [author] 5 Jul @ 10:24am 
Honestly, I think the best fix on my end will just be replacing the ability altogether. Even in my own playthroughs I don't bother buying it. Any ideas for replacements since most cybernetics can't be outright shut down? (And not many enemies have cybernetics to begin with).
Supertinyking 5 Jul @ 9:27am 
It won't let you load both, unfortunately.
The_MixMaster™  [author] 4 Jul @ 3:41pm 
I'm not sure specifically what the mechanimist genotype mod is doing to Cybernetic Rejection syndrome, but if you don't want it overriding the base game's version of it then you could go into the workshop mod folder where you have it installed and delete the CyberneticRejectionSyndrome.cs file in there which will have it use the basegame file instead.

For the record, is it not letting you load both of these mods at the same time? Or is it just giving you that error in the player log and letting you load?
MANTIZZLE 4 Jul @ 2:56pm 
how can i use both that mod and this one ? or just impossible?
Supertinyking 4 Jul @ 12:07pm 
Ahh, thank you for clearing that up! Nice to see. Mod is quite fun, and I wish you the best of luck.
The_MixMaster™  [author] 4 Jul @ 11:44am 
In this case, only the Mechanimist genotype mod is modifying it, but it's doing so without a harmony patch, thus the error. This mod doesn't touch the cybernetic rejection syndrome effect, it just uses it.
Supertinyking 4 Jul @ 11:23am 
Seems as though this mod, and the Mechamist Genotype mod modify the same thing? just so others know.

=== The Hacking of Qud 1.0.0 Errors ===
<...>/steamapps/workshop/content/333640/3506322991/Scripts/MachineHacking.cs(205,51): error CS0433: The type 'CyberneticRejectionSyndrome' exists in both 'Assembly-CSharp, Version=2.0.210.20, Culture=neutral, PublicKeyToken=null' and 'MechanimistGenotype.dll, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'
== Warnings ==
None
The_MixMaster™  [author] 2 Jul @ 5:23pm 
Feel free. The weight idea might be something I could implement if I get around to doing structural hacking, but we'll see.
Lekoda 2 Jul @ 5:19pm 
Hey I thank you for your honest answer. if I come up with better ideas I will gladly share em.
The_MixMaster™  [author] 2 Jul @ 2:52pm 
You can use humility/reformat to lower strength and trigger encumbered. If the base value of -4 to the attribute isn't enough, you can equip yourself with compute-power providing gear to boost that penalty up.

For the second, I don't think it'd be good to implement this change. But if you personally want to do it you can go to your workshop folder for this mod and find "FleshHacking.cs" for Humility or "MachineHacking.cs" for Reformat.

In FleshHacking.cs, remove "gameObject.Brain.Attacked(Actor);" from line 188 and save the file.

In MachineHacking.cs, remove it from line 269.

Then they should be non-hostile actions.
Lekoda 2 Jul @ 7:53am 
First one was purpose is to over encumber a target, but carry capacity is better.

Second one was to have an interaction with getting better selling prices. Domination and Beguile I didnt consider at the time.
The_MixMaster™  [author] 1 Jul @ 3:48pm 
For the first suggestion: What would be the purpose to this in comparison to reducing an enemy's carrying capacity? To prevent others from picking an item up?

For second: I don't imagine being humiliated at the biological level would feel very good. Hoping to be able to use it to help cheese domination/Beguile?
Lekoda 1 Jul @ 8:35am 
Can humiliate be turned into a non hostile action?
Lekoda 1 Jul @ 8:01am 
Allow for some hacks to increase the weight of items. works best with hacks that reduce strength
The_MixMaster™  [author] 23 Jun @ 3:27pm 
Thank you, I'm glad you enjoy! Feel free to suggest any future additions/changes you'd like to see.
ASH 23 Jun @ 9:42am 
Great mod! Adds a new depth to the game that hasn't been there yet.