Caves of Qud

Caves of Qud

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Friendly Improved Mutations
   
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Character: Mutation
标签:  cheat, Balance
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435.775 KB
1 月 26 日 下午 1:38
2 月 27 日 下午 8:34
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Friendly Improved Mutations

在 hyd-n-plyn-syt 的 1 个合集中
Mutation Mashup
22 件物品
描述
Just removes a few things from the mod Improved Mutations by Eboreg so that it will play nice with other popular mutation mods, cleans up some of the old leftover assembly language in the files, and fixes a bug here and there.

Removed:
Burrowing Claws, Flaming Ray/Freezing Ray, Poisonous Fangs, Scales, Snake Tail (and Constricted), and Thick Fur.

Tested with:
WM Expanded Mutations (Stable Edition), Gigantism Plus, Friendly Graven's Mutation Mod, Miscellaneous Mutations, Poison/Paralysis/Confusing Fangs Mutations, Underdark Mutation & Cave Dweller Pack

Do not use with the original unless you like crashes. All credit goes to the original mod author of Improved Mutations.

If you'd like to contribute to any of my public mods[github.com], or buy me a coffee[ko-fi.com], feel free!
16 条留言
[95th] Phantom Civet 12 月 5 日 上午 10:15 
or rather, it seems like the missile slots just get pushed down and down the more i select options. not sure whats going on
[95th] Phantom Civet 12 月 5 日 上午 10:10 
Might need to test this with Hexagun https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2462160816 the mod don't seem to register the extra arms.
Ham Stroker's Ejacula 11 月 7 日 下午 5:03 
does not appear to give the extra backslot with extra legs mutation
Raeyunred 5 月 30 日 下午 9:41 
just fyi -- the horns change here doesn't seem to work anymore on the current version of qud. You only get one horn. It seems they changed how mutations are stored and/or loaded.
Crowo 5 月 27 日 下午 1:08 
https://imgur.com/a/JyElAOL example of infinite loop caused by this type of issue.
Crowo 5 月 27 日 下午 1:05 
Crowo 5 月 27 日 下午 12:59 
@Moroi @Kimiza this issue is one with qud, the new functionality of mutation entry creation has an infinite loop. this problem arises because when mutation mods change the mutations.xml on runtime, the game searches for these entries.. you can either a:add "original" versions of the mutations and add Hidden="true" tag, with a new display name and unique name tag, or B: use the beta branch where gnarf fixed the issue at beta2.10.19+.

i also have an improved mutations compatibility patch that fits with my mod Anthropomorphism. theres two patches, one for just Anthro and IM, and one for Anthro and IM and WM, i faced similar issues.

if you need any more info, i will be glad to explain it and how to do it! hmu on discord.
Kimiza 5 月 23 日 下午 6:57 
@Moroi☆Reverie doesn't seem to be a compatibility issue, the issue is present regardless of whether the mod is loaded alone or not.
Moroi☆Reverie 5 月 18 日 下午 1:36 
Anyone else experienced this mod breaking their flying creatures (i.e. Dawngliders, Giant Dragonflies, Bats, etc)? I narrowed it down to this one while reconstructing my modlist. If it's an incompatibility, anyone have any idea with what?
hyd-n-plyn-syt  [作者] 2 月 27 日 下午 8:21 
@♥♥♥♥ Stealing Weasel - That's a vanilla behavior, after doing some research and testing. You have to somehow manipulate your inventory(dropping an item, etc), or gain a level in a mutation/mutate somehow in order to get it to sync the carry capacity gains from the mutation correctly. This also happens with negative weight objects, etc. Dropping an item is the easy fix.

@Tosoth - Fix incoming. Commenting that out actually makes the DeepCopy method not really do what it's supposed to do. The line up above it needed the change from referencing the old Wings class, where it needs to be looking at Improved_Wings.