Caves of Qud

Caves of Qud

Exile: Three New Arcologies for True Kin and a new Genotype + New Items
137 Comments
Kynick2501 4 Mar @ 1:48pm 
@Szymon XII
@☦
I've just posted my attempt

@Urumi
Let me know if this is a problem
Szymon XII 13 Aug, 2024 @ 3:52am 
Please make this work... it's not that hard i think
6 Feb, 2024 @ 12:20am 
Update or fork please? Looks cool, wish it was playable.
six10 23 Dec, 2023 @ 12:06pm 
First time I ever see anyone use the Foundation trilogy covers for something
|_| Clyax 20 Aug, 2023 @ 2:35pm 
I too hope this mod is updated or forked. Those Death Eyes look amazing.
bearhiderug 13 Aug, 2023 @ 2:08pm 
Someone needs to pick this up and update it, not tomuch, miss alot of this content
Vanilla Gorilla 13 Jan, 2023 @ 4:30pm 
this mod looks really cool, wish it worked :(
zyrax 30 Dec, 2022 @ 2:47pm 
the arcology types added dont seem to be working, if i click one, i get a moments pause and then nothing happens.
Lionade 20 Aug, 2022 @ 3:00pm 
What is the blueprint name for the Tyrant Crown? Wanting to remove one that's lacquered, so disolving it via acid is a no go :'( probably going to need to resort to wishes...
TutterFunks 7 Aug, 2022 @ 11:33am 
Not sure if it's other mods causing an issue or that fact I'm in the beta version but on level up I am still receiving mutation points, does anyone know an issue fix or is it a current bug?
bearhiderug 31 Jul, 2022 @ 12:23pm 
Thanks!
Maybe I too can swing in. I usualy opt for removal over fixing things >.>
knowledge and all

I would love to be shown or explained to like a 4 year old how we can update these tables.I have two others I have been wanting to update as well. All of the tables and ways to mod alot of the game is very ametuer xml np++ friendly lol
alividlife 30 Jul, 2022 @ 8:55pm 
Ah wait, scratch that, in the ObjectsBlueprint.xml, cybernetics are referencing "Cybernetics2Equipment" or "Cybernetics2_________" and I believe these need to be adjusted to simply referencing "BaseCyberneticsEquipment" or whatever (Usually removing the 2 within each object). Someone correct me if I am wrong as I have had to do this with other mods that have become outdated, and gotten them to work. Caves of Qud must've made a major adjustment with cybernetics. Using the Build.log is probably very helpful figuring out what needs adjusting. Fortunately there isn't any C# scripting so fixing this is only time consuming and not insanely difficult.
alividlife 30 Jul, 2022 @ 8:41pm 
oh Yea good point/idea @*chirps*
Looking at this mod against a currently working genotype/subtype caste/mutant type mod is a pretty big difference on how skills are loaded. I suspect some adjustments to each characters skills within the Genotypes.xml. PopulationTables.xml and ObjectBlueprints.xml look good unless some small detail is bugging this mod out.

I was impressed by the amount of gear added by this mod. Tons of gear for all tiers among other neat artifacts. If nothing, I may just use the gear and opt out of the starting castes/genotypes if I can't fix them.
Thorn 26 Jul, 2022 @ 7:41am 
Crashes mah game.
*chirps* 17 Jul, 2022 @ 2:06pm 
There are formatting changes that need to be done. A few things may still be broken (not sure), but it will load and remain stable if you compare it to something newer that does work
INDIGOMOOD 16 Jul, 2022 @ 11:22pm 
this mod makes my game crash
bearhiderug 20 Mar, 2022 @ 12:49am 
Anyone know whats wrong with it, or how to find out??
I would be fine just ripping half of it out to get the other to work lol
whenwrašk 25 Feb, 2022 @ 3:51pm 
that'd be my bad, i misremembered.
bearhiderug 25 Feb, 2022 @ 3:33pm 
This one updated in 2020
the "fork" was updated in 2017..
davidb11 25 Feb, 2022 @ 3:23pm 
Yeah. THere's no updated mod I can find either. Not one.
whenwrašk 25 Feb, 2022 @ 2:47pm 
@bearhiderug there's an updated version of this mod, just search the title of this mod and it'll pop up
bearhiderug 25 Feb, 2022 @ 2:09pm 
Crashes on startup.
I very much look forward to an update.
It should be a small tweak, a single xml table was removed so all you would needa do is change that one table i think!
Mocker 16 Jan, 2022 @ 7:06pm 
I was running this mod just fine the other day, but after a quick change from the beta branch, and then back to normal, the mod now crashes on startup, similarly to many other user's issues. If anyone has any advice on this one it'd be greatly appreciated, I love running with this mod and would hate to do without, cheers!
davidb11 28 Dec, 2021 @ 4:32pm 
Why not use the Foundation? :P
six10 28 Dec, 2021 @ 4:28pm 
cool but why the foundation covers??
whenwrašk 12 Dec, 2021 @ 2:09pm 
i think this mod added a null object to a chest. small issue but i figured i'd mention it.
bearhiderug 2 Dec, 2021 @ 9:33am 
If you could not remove to much, the heirlooms are ikinda cool!
Urumi  [author] 1 Dec, 2021 @ 11:37pm 
Aaa sorry I haven't looked at CoQ in a while. It looks like a lot has changed, especially with genotypes and items. Yeah I'd like to update the starting items to be more in line with the current state of the game.
whenwrašk 28 Nov, 2021 @ 11:51am 
@masterofthegears are you subscribed to "Fallen Kindred: Genotype - Mutated Kindred and 12 Reworked Classes"? unsubscribing to that fixed the issue, i had the same issue as you.
masterofthegears 27 Nov, 2021 @ 9:47pm 
This mod crashes the game on start up with no error as it tries to load the objectblueprints.xml
whenwrašk 27 Nov, 2021 @ 6:33pm 
fair enough, thank you.
bearhiderug 27 Nov, 2021 @ 6:11pm 
that has classes
this has classes and some bonuses

This one is not updated, I think... lol
Not sure about the other one, i dont use it
whenwrašk 27 Nov, 2021 @ 4:48pm 
what are the differences between this and "Fallen Kindred: Genotype - Mutated Kindred and 12 Reworked Classes"? they're mutually exclusive, as having both simultaneously subscribed crashes the game at launch.
bearhiderug 18 Nov, 2021 @ 2:41am 
Hey cultural, have you noticed any other mods conflicting with the current update?
bearhiderug 17 Nov, 2021 @ 11:26pm 
Would you consider makeing the heirloom armour tinkerable?
please
Ashley Xyzzy 30 Oct, 2021 @ 8:55pm 
The last major update causes the game to crash on bootup if this mod is installed. It always hits "Loading ObjectBlueprints.xml" right before it happens, if that helps.
bearhiderug 19 Oct, 2021 @ 3:40pm 
Can we find all the starting gear threw exploreing and rng?
Urumi  [author] 26 Apr, 2021 @ 10:27pm 
I'll take a look at the issues in the last 3 comments, CoQ has had many updates since the last time this mod was touched... might be time for some work to be done.
Adman120 6 Mar, 2021 @ 9:29am 
Newest update causes an incompatibility with rimrides
Demonoxus 19 Oct, 2020 @ 11:49pm 
@Urumi Since Exile Kindred now gain mutation points (and can upgrade Physical Mutations), the description should be updated
Hoodlumdan 31 Aug, 2020 @ 3:33pm 
Galvano-Metabolic Generator isn't granting Electrical Generation or increasing its level
Crepe 15 Aug, 2020 @ 11:57am 
Oh neat! Thanks. I wound up using Equity Injector to get around it, and also misunderstood the exiles being more mutant than true kin. My bad!
Urumi  [author] 13 Aug, 2020 @ 8:31pm 
Here's the link: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1453122709

I'll add the link to this mod's page too since it looks like I haven't
Urumi  [author] 13 Aug, 2020 @ 8:28pm 
@Creepy yeah, so all the subtypes from this mod (like Umbral Hashashin) are available to both True Kin and Exile Kindred. True kin themselves are unchanged from the base game, while Exile Kindred are treated like mutants by the game, so they get mutation points and can't use cybernetics. Did you start with the exile kindred genotype by accident? If you want to use the exile kindred and still be able to install cybernetics, I made a separate scripting mod that lets you do that, I'll link it above in a sec.
Crepe 13 Aug, 2020 @ 4:16pm 
Playing an Umbral Hashashin, seem to be getting mutation points and am unable to install cybernetics.
(logz)Tor 31 May, 2020 @ 12:55am 
it is late may :)
Kode-Man 30 May, 2020 @ 3:44pm 
dammit i decide to start a playthrough with this mod A DAY BEFORE the fix XD
oh well reroll time
Thanks for the awesome mod
Urumi  [author] 30 May, 2020 @ 12:14am 
Oh I see, they changed the way mutants are defined. Ok, the update is ready now
Urumi  [author] 29 May, 2020 @ 10:43pm 
Either way I'll at least make a small update to the items to account for changes to the game.
Urumi  [author] 29 May, 2020 @ 10:42pm 
Huh so it works for me again, and I haven't updated it yet. Does it work for everyone else?