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One of the best Caves of Qud mods out there, period.
I hope you have a lovely day, and wish you all the luck in the world with your future endeavors. Thank you for the memories.
Good luck and stay/get healthy
Here are some calories to build your strength-
Anywho, it's a first for me too, at least from this side of things. I haven't publicly released many mods outside of CoQE and the side mods for it, and definitely never had one blow up like this.
I'm not going to rule out making it public, I can say that much. But for now, at least while it's functional, I'm going to just leave things where they stand. I don't want the mod to just die, but I do have an emotional investment in it that's more than just "here's this neat thing I made", which makes handing it off a difficult decision to make.
I’ve never seen a “please allow this mod to die because I don’t want anyone to touch it but I myself am also not going to touch it” thing before. Maybe it’s super common. I’ve just personally never seen it and I don’t see any positives for anyone. And I won’t pry if you say there is a reason.
Don’t worry- I don’t really care very much and I’ll drop it- it just seemed strange enough to me, personally that obviously I felt the need to comment. Everything is all good, no worries, have a nice day etc.
In fact- to prove my sincerity here is a delicious food item and/or an aspirin.
@clarkeveritas, I understand the sentiment, and I don't blame you for feeling the way you do, but please also understand that that's an oversimplification of the situation.
I may very well change my mind, and I did update the description to state my thoughts and feelings as I shared a bit further down the comment thread. It's not as easy as you might think to hand off something that you put the better part of a decade of your life into. And unfortunately, that makes it harder, not easier, to hand it off to someone else.
If you ever come back to this, I'd love to see what you can come up with - In the mean time - Take your time and sort your stuff out. Not like it's going anywhere.
Be easy my friend!
Could you blame them for not allowing another author to take over the series? Would you expect them to? At the very least, I think it's fair to assume there would be a lot of consideration before making such a decision. Their name, and their legacy, are irrevocably tied to it.
To be clear, I'm not upset by the fact that you, or anyone, wants me to let others take it over. I also understand that this isn't a one-to-one comparison, but the point still stands, if anything even moreso.
This isn't such an easy decision as many people make it out to be, nor do I feel it's a matter of it being the "right" or "wrong" thing to do. Maybe I will at some point, I'm not ruling it out because a part of me *would* like to see it continue. It's just not easy to hand off something that is so special to me to literally anyone, who could do who-knows-what with it, and have my name, and the legacy of the mod itself, be irrevocably attached to it by extension.
I know it's probably hard to understand my reasoning, and I don't expect everyone to, but it isn't such a simple thing as you might think to hand off something that I put literally years of effort into to somebody else. This is particularly true when, for all intents and purposes, it's my "legacy", if you'll forgive me sounding corny. The best way I can put it into words is like this:
An author finishes their well-received fantasy novel series. However, despite appeal and an established following, they realize that their heart isn't in it anymore, that they don't get enjoyment out of it like they used to, so they decide not to write a sequel. No cliffhanger, but also no follow-up; just a story that has reached its conclusion. (1/2)
https://drive.google.com/drive/folders/0B8CXh9-GIYi-aDVCNEs4TlNDcnc?resourcekey=0-gyV3fVPDy5wFAnc90Sn3gA&usp=drive_link
I believe the information there used to be different, but the names of each individual expertise is the same- like "Force, main battalion"
This is what i was playing on my save- so if your mod doesn't add these I believe this could be a potential cause of my issue.
Also reinstalling fixed the issue! Thank you!
If it does, let me know if you've got any other mods installed. Even though the chips are from this mod, there may be something else causing some obscure incompatibility with another mod. It's not particularly likely, but it's happened before.
This mod has been so much fun and helped me get way more engrossed in the game, thank you for all your hard work!
If i recall- this mod adds those chips you can slot into yourself to get mutation abilities as a true kin or other non mutating race. Like say a Basic Psychometry Chip. At some point over the past few days of testing out mixing and matching chips (Without adding or removing any mods) they suddenly stopped working... In that- mutations given by the chips do not go away when the chips are removed- and aren't added when the chips are plugged in. They also seem to get stuck in the item slot even if I hit drop- and oddly enough when they get stuck in the item slot there's no option to remove- only drop.
I genuinely adore this mod and honestly don't think I could play much without it- but this bug is very frustrating!
@Senriam, I don't mind if you make personal edits or use the mod as a reference for creating your own, however I ask that this mod not be taken over or duplicated/forked by others.
Specifically regarding AGI scaling, I definitely understand that some of the balance and changes in the mod won't be to every person's tastes. My decision for allowing other weapon types to scale off of agility was based on two things. First, not being as limited in the types of weapons you could use based off stat allocation.
Second, the idea that AGI-based characters are just learning how to properly apply the same amount of force to the right spots, and doing so more easily by outmaneuvering their opponents, rather than just hitting things harder. Hitting a weak-point with the same amount of force can be more effective than just hitting an enemy harder head-on.
Error creating player body. Unknown blueprint "TrueKin".
1. In ObjectBlueprints/Creatures.xml , add the following above the "Yttrian" line:
<object Name="TrueKin" Inherits="Humanoid">
<part Name="Body" Anatomy="TrueKin" />
</object>
2. In Bodies.xml , delete these two blocks:
<anatomy Name="Humanoid" Load="Merge">
<part Type="Chipset Interface" />
</anatomy>
<anatomy Name="TrueKin" Load="Merge">
<part Type="Chipset Interface" />
</anatomy>
3. In Bodies.xml , copy the entire "Yttrian" block (20 lines), and paste it immediately above that block to duplicate it. In the 20 lines you pasted, change "Yttrian" to "TrueKin" (capitalization is import, note the capital K). And finally remove 2 of the "Chipset Interface" lines at the bottom of "TrueKin"s block so that true kin only has 2 chipset interfaces. (Yttrian is supposed to have 4)
I'm working on a mod to report blueprint errors automatically. If I get it done, hopefully it'll make finding these issue for everyone easier. It's showing me the following are referenced (probably in populationtables.xml), but they have no corresponding blueprint by that name.
"Raven_Zetachrome Crysteel Katana",
"Raven_Zetachrome Crysteel Maceth",
"Raven_Zetachrome Crysteel Greataxe",
"Raven_Zetachrome Crysteel Wristblade",
"Raven_Vine-Weave Boots",
"Raven_Vine-Weave Gloves",
"Raven_Vine-Weave Helmet",
I encountered them prior to the recent update. I think I just forgot to report them here. Sorry about that.