Caves of Qud

Caves of Qud

Playable Golem
92 Comments
ThePlainPlayer May 9 @ 11:48pm 
The gigantism plus mod notably features a soft lock fix, though I have not reached the part of the game where I can confirm this being the case.
John Snail  [author] Mar 6 @ 2:20am 
Yeah, hopefully there'll be a fix in vanilla soon though!
Genocide Mar 5 @ 5:59pm 
I'm assuming we're still soft locked for being gigantic? Is there a way to NOT be gigantic?
Definitely Not Andy Feb 2 @ 4:02pm 
Absolutely love this mod. However, I do notice that this mod has some issues with Recur: New Game Ex. When I tried to start a new game with my imported golem character, I got "Error creating player body. Unknown blueprint." and game was stuck at world generation. Is there anything you can do to possibly fix this? Also, you don't get the starter deck when playing with the Salt Shuffle Revival mod.
Marko X Feb 1 @ 10:02am 
Would love to see a version of this mod that makes this golem progression an enterable pet, for the golem-addicted players who want to start from scratch with a baby golem.
meeed Jan 4 @ 3:49pm 
Sorry to comment twice so fast, but I have a potentially better solution for what I need: I've made a custom creature blueprint that inherits a lot from BaseVehicleGolem, with some exceptions like being giant and bleeding soup... my blueprint works fine, but I have no idea how I'd get it in a list with all the usual golem types, in the spoilered part of the description you say " Any that are changed or added by vanilla or mods will be available here " but I have no idea how I would actually tag a custom blueprint as a type of golem?
meeed Jan 3 @ 8:40pm 
I really love this mod and wholly agree with the decision to keep player giants big like the usual one, but I'm wondering how I would actually go about toggling gigantic/colossal on myself with wishes? you said "If you don't wanna use wishes" implying there's some way to use them to add or remove that property to get around the softlock (or just mess around with mutations, cybernetics, and crazy equipment simultaneously!), but I can't figure out how... or maybe I'm misinterpreting what you mean. Either way, great mod and I hope there is an easy solution for this! :bonussoda::keropink:
John Snail  [author] Dec 20, 2024 @ 1:45pm 
Yeah this is a vanilla softlock :( Need to report it; they fixed a similar softlock elsewhere. If you don't wanna use wishes, it shouldn't take long for it to be patched?
Yiu1134 Dec 20, 2024 @ 12:46pm 
Really like this mod! Major, massive problem with the end of the game (And huge spoilers!)

Because you're unable to enter the golem (due to being gigantic) you can't Ascend the spindle. You also can't bring Barathrum with you, and you can't enter several of the endgame objects.
Magenta Lizard Dec 11, 2024 @ 11:23pm 
this is so hard :sadgear:
Darthzz Oct 31, 2024 @ 3:18pm 
@QUERTYww I know, I meant I think it is a good thing they are gigantic and that it would be nice if there was a version that was smaller.
Lustrecia Oct 28, 2024 @ 4:39am 
Impressive, very nice.
An issue I noticed: some descriptions need to be updated, for example, gel catalyst description states "+50 to all resistances", while it is reduced to 10.
QWERTYww Oct 20, 2024 @ 12:55am 
Unironically one of my favorite mods. An interesting way to play the game. Also, to @Darthzz, they ARE gigantic. Sit on one of the cushions in Joppa, you'll break it. Makes finding equipment more of a challenge, and makes the asphalt mines more important.
Darthzz Oct 16, 2024 @ 6:40pm 
I also think they should be gigantic, but it would be nice if there was also a smaller type to choose from as well. Maybe with its own natural drawbacks to balance it out.
Arendeth Oct 7, 2024 @ 4:29pm 
Immunity to Poison from absorbing green goo does not seem to work for the player at least.
Gexi_TheHundredth Oct 5, 2024 @ 8:31pm 
@Magic Mann @Space_Void Golems are supposed to be Gigantic, that's how they are in the base game. Read a book or two and you'll get some usable armor through Incantations, tier depends on level. I don't know about easy gigantic weaponry without tinkering, tho. Though I'm pretty sure Zetachrome weapons can be integrated into natural Metachrome weaponry, assuming that is carried over from base-game golems. Ik Zetachrome is not easy to get, but I wouldn't know any alternatives as my main source besides experience is the Wiki for The Golem quest.
Space_Void Oct 5, 2024 @ 1:28pm 
If you want to keep them gigantic at least give them some natural weaponry?
Space_Void Oct 5, 2024 @ 1:21pm 
Agree with Magic Mann with them being gigantic its a rather brutal start whatever you choose. Or does this depend on the type of golem you choose?
Cactus.jpg Sep 29, 2024 @ 1:47pm 
Golems are currently considered gigantic, they probably shouldn't be because it means you essentially can't wear anything.
TheGreenDigi Sep 26, 2024 @ 4:12am 
Eyyy awesome!
John Snail  [author] Sep 25, 2024 @ 4:58pm 
Fixed the conflict with Choose Your Fighter! Also made the body selection menu display bonus mutations.
Zombieslayer1444 Sep 23, 2024 @ 5:39pm 
Also, loving the mod so far. Kind of annoying how little you get if you try to grab a mutation and roll one you already have, especially since for mutations that only spawn on enemies with random one, they'll pretty much never only have that mutation.
Zombieslayer1444 Sep 23, 2024 @ 5:37pm 
Even after the bug was fixed, now I still can't phase past the door in Bethesda because webs have a hard weight limit and golem is too big :(. magnetized spaser rifle solved the problem, but that's a big ask.
Arendeth Sep 22, 2024 @ 9:57pm 
@Franks seems it progresses if you manually click on the body selection icon (I play with lots of mods too)
Frank Sep 22, 2024 @ 6:01pm 
Ran into an issue where after selecting "golem", I cannot select a body type, however I am running an absurd number of mods so it's probably a compatibility issue
TheGreenDigi Sep 22, 2024 @ 5:31pm 
Really appreciate the ability to choose the body, but is there a chance to have a tooltip or description for the bodies that have extra changes like bonus mutations?
John Snail  [author] Sep 22, 2024 @ 3:23pm 
Added the ability to choose your golem's body, and fixed the hunger and Tomb of the Eaters issues!
John Snail  [author] Aug 26, 2024 @ 5:21am 
A lot of them are vanilla bugs, but I will be fixing the one to do with Tomb of the Eaters when I have time.
Retlov Aug 23, 2024 @ 2:33am 
Hi, I was wondering if the bugs discussed in the comments are fixed yet? Thanks :)
John Snail  [author] Aug 19, 2024 @ 2:22am 
Certain golem bodies start with mutations, yeah.
Arendeth Aug 18, 2024 @ 1:20pm 
is it intended for unformed golems to start with random starting stats and possible mutations?
John Snail  [author] Aug 6, 2024 @ 2:19am 
bruh
spriily Aug 6, 2024 @ 2:14am 
so, when you reach the end of the tomb of the eaters, you can't actually complete the quest because youre too big to fit in the imperial sarcophagus. dunno if that's fixable, but, if it is, it'd be cool
John Snail  [author] Aug 3, 2024 @ 3:25am 
Absorption is prompted by the "buy mutation" button, or rapid advancements (though I need to make it work more properly there).
Thhinman Aug 2, 2024 @ 7:06pm 
Am I supposed to get a prompt to absorb things? I went the unformed route and even got to level 12 as just a Dawnglider basically--wings and flame ray--and nothin' happens. Also yeah, same as everybody else, can't put on any equipment on the body or tail. I hold onto some, in the hopes to absorb it or something. Buuuut I'm not sure this is working.
John Snail  [author] Aug 2, 2024 @ 3:34am 
Strange, I wonder if this is also a vanilla issue...?
Bee Aug 2, 2024 @ 2:09am 
I've got the exact same issue, rolled several golems, none of them can equip anything because it is always too small...
Flurbel Aug 1, 2024 @ 6:38pm 
I equip it to my hands or press autoequip, either way it just says it can’t be equipped. Same for armor. Sometimes the armor says it’s too small but other times it just gives the plain message of it can’t be equipped. I haven’t tried it with gigantic armor but I’ll comment what the result is. Equipment for mutants work just fine but I haven’t tested truekin.
Flurbel Aug 1, 2024 @ 6:35pm 
Yup
John Snail  [author] Aug 1, 2024 @ 8:43am 
Does your golem have hands?
Flurbel Jul 31, 2024 @ 5:48pm 
Can you equip weapons as a golem? I was playing as an unformed golem but I couldn't equip anything not gigantic so I figured I had to use gigantic weapons. I came across a gigantic sword but it also just said you can't equip this.
HanCloudstone Jul 29, 2024 @ 4:39am 
It seems like aborption mechanic is not fully compatible with Sundry Cybernetics. It doesn't really recognise additional implant slots provided by Organ Rack or Cranial Dock. After installing them you can still absorb more head or body implants but they will simply disappear from inventory. Sundry Cybernetics has specific names for those new slots and allows both new and vanilla Body/Head implants to be installed in those slots.

It would be pretty neat if absorption allowed to pick the location for installing implants with absorption being cancelled if there are no valid slots for the implant. This would also avoid installing implants with multiple possible locations to a valuable slot that you plan to use for another implant. Example: Penetrating Radar I absorbed was automatically assigned to Body slot, depriving me from ever installing Equipment Rack or Magnetic Core. I would install it to Arm slot if I could but I simply couldn't.
John Snail  [author] Jul 29, 2024 @ 4:26am 
This is a vanilla bug, I've made a report for a different mutation before but I'll mention this one as well.
Nigerian Prince Jul 28, 2024 @ 3:06pm 
Not sure if this is a place to report a bug -- when absorbing the Horn mutation from a Rhinox, it lists it as a mental mutation and doesn't increase the effectiveness on levelup (perhaps because it's attached to destructive charge?) Will continue testing and disable other mods to see if something else is doing it.
The Phasmid Jul 25, 2024 @ 4:33pm 
Oh, I think either way there is a bug then since warm static treats us as a non-mutant but Eater's nectar injector treats us as a mutant. (Since warm static does not interact with mutations but nectar gives us a mutation point)
John Snail  [author] Jul 24, 2024 @ 1:41pm 
In a pinch, you can read books and absorb the resulting incantation for more gigantic items!
Golems are indeed not mutants, it's a vanilla thing.
The Phasmid Jul 24, 2024 @ 8:17am 
I do want to say though, just as a bug, warm static seems to treat us as a non-mutant and always gives us skill-related changes without mutations. I'm not sure if this is intended.
The Phasmid Jul 24, 2024 @ 8:10am 
This has been amazing. Spent 20 hours so far with this mod and I'm having a blast still. Lets me have goals to scale up to in the end game.

Still haven't found too many gigantic equipments... but I'm not complaining haha
John Snail  [author] Jul 24, 2024 @ 2:14am 
@sprilly Golems gain cybernetics differently!
lisiwizard Jul 24, 2024 @ 12:48am 
My first five levels, and this is already amazing.