Caves of Qud

Caves of Qud

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bibelot
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Aug 12, 2018 @ 10:38pm
Aug 24, 2018 @ 8:19am
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bibelot

Description
bi·be·lot - a small, decorative ornament or trinket.

Bibelot is an ambient overhaul mod meant to saturate the dull corners of the otherwise vibrant world of Qud with content. Although the mod will enhance every playthrough, much of Bibelot's content is uncommon to rare and will be best appreciated over multiple plays.

Currently (version: 0.3) adds:
Two New Intermediary Biomes (ecotones!) to the SaltDesert: Saltvanna and Craggy Uplands
New NPC Traders out in the world and at the stilt in tents
Many, Many New Trade Goods (Seriously So Many)
Several New Food-Producing Plants + Prepared Foods
Flowers: a new uncommon type of harvestable plant that results in a trade good
Furs: some creatures now drop pelts which can be butchered into trade goods
Symbiotic Equipment (dies on unequip)
Kites
Power Armor
A Few New Birds
Quite a Few New Other Weapons and Armor
Some Other Creatures
Many Old Creatures Drop New Items Rarely
& Too Many More Small Additions and Changes to List
+ Dozens of Newly Created Graphics to bring all this content to life


Although I go through a reasonable amount of effort to ensure the integrity of bibelot's content, due to the ambitious nature of the mod and the poorly documented and mysterious modding system I'm working with, I can only do my best. I will say that I do my best to ship well-tested and verified content, and to fix simple breakages quickly as I notice them or they are reported, but because so much of Qud relies on complex dynamic generation that I don't have direct access to there are some issues that are very hard to solve. Please report bugs always and I will continue to make an effort to make bibelot as stable as possible, but you're adding a modder's content to an unfinished and still occasionally buggy on its own game.

Don't use this mod with an old save game, it changes way too much world-stuff to use on an old game. Also mod updates may break saves sometimes that were made before the update, I will start posting old versions of the mod soon so you can grab the previous version to finish a save with, etc

Bibelot's Mod compatability should be relatively high, but if you run into issues let me know and I will see what can be done. Modders, if you want to make sure your mod(s) will be compatible with mine drop a line, it shouldn't be hard.

All modding and graphics by me, but with much help from the CoQ modding community. Many thanks to everyone that answered a question or gave an opinion, especially Treebeard, The Last Raven, and mossbarn!

If you enjoy the mod please consider taking a moment to rate, favorite, and comment to let people know and make the mod visible! And don't forget to tell your Qud-playing friends. Thank you!
Popular Discussions View All (5)
32
Sep 7, 2018 @ 11:06pm
old bug discussion
pour 1 out 4 chat
12
Sep 24, 2018 @ 7:22am
PINNED: bibelot - suggestions
pour 1 out 4 chat
5
Jan 20, 2019 @ 3:18pm
PINNED: bibelot - bugs (new thread)
pour 1 out 4 chat
55 Comments
YASD Mar 6 @ 12:19pm 
Interested in all the content of this mod, but agree with @cheese wheel enthusiast that having different features of the mod available as separate modules would be convenient for those only wanting partial features, and for better compatibility with other mods (e.g. ones adding/modifying biome types on world map, and changing Stilt tents/merchants).
cheese wheel enthusiast Feb 27 @ 7:59pm 
Wish there was a mod I could get that would only add the transitional biomes, as I'm mostly uninterested in adding in a ton of content, but really like the look of them.
pour 1 out 4 chat  [author] Jan 16 @ 11:39am 
Im going to look into updating this now that 1.0 is out, but i don't have a specific time frame yet, thanks everyone for your patience
Aves Jan 7 @ 4:19pm 
Bumping what chucklemaster said, I really like this mod and would love to see it updated for 1.0
Chucklemaster Dec 18, 2024 @ 1:52am 
It would be really cool if you came back to this now that 1.0 is out! This is one of my favorite mods <3
Kinasin Jul 21, 2024 @ 3:04pm 
hows this on molting
Wakko Feb 12, 2023 @ 9:38am 
Any updates?
alividlife Oct 17, 2022 @ 1:47am 
ah thank you so much! I will do, and I don't even know if it's something that I will even release at this point, but I will absolutely pay attribution. The stuff you pulled off in this mod is just nuts and it's such a shame so many objects were moved around. Especially around how zones are built. Big dream of mine is to actually build areas or procedural stories.

I checked out the new moonstair alpha recently and even more code is moved about as well. I couldn't even find "Factions" and that kinda blew my mind. The game also spits back errors for absolutely ANY error at all in the player.log, which is helpful but also daunting when looking at 1,000 errors for mods that technically "run" but just have old syntax or whatever.

I can only imagine the headache it is to build on a game like qud with it's weekly updates and re-configurations. But again, the creativity you have in this one is a banger.
pour 1 out 4 chat  [author] Oct 13, 2022 @ 6:50am 
@aliviedlife I'm totally fine with people basing a mod on my mod as long as you give credit to the original mod somewhere! I am definitely considering coming back for 1.0 and reviving the mod I just don't have time to keep up with a mod on an actively developed game
alividlife Oct 12, 2022 @ 10:55pm 
Preface this by saying this mod is awesome. It's a perfect example of why modding is so amazing, taking an already exceptional game, and doing something that enhances personality and engrosses the experience even more. If you right click on Caves of Qud in your library, and select "BETAS", and then choose version 2.0.199x, the topmost one, which was the version of Caves of Qud out when this was last updated. 2018 man. Crazy. Of course, YMMV with newer. And as it's been pointed out, digging into the files you can get parts working.

And hopefully the author does come back at 1.0, which is sooner than later now.

Curious, what is the authors stance on forking or using the mod to create new stuff? As long as credit is given? I would like to use and expand upon the plants bibelot offered.