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Anthropomorphism [Improved Mutations compatibility mod]
   
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Character: Mutation
Tags:  furry
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Updated
738.338 KB
28 Dec, 2022 @ 10:52pm
13 Nov, 2024 @ 9:31am
12 Change Notes ( view )

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Anthropomorphism [Improved Mutations compatibility mod]

Description
This is just a standalone addon for MY mod Anthropomorphism
ONLY GET THIS IF YOU HAVE Anthropomorphism, otherwise, go to Eboreg's mod
Improved Mutations

Go give him some love for his dope mod :3
rate and favorite his. this one does NOT deserve it

-----------------------------Eboreg Descripion------------------------------------
This is a mod designed to improve various mutations to remove things that don't make sense, give more reason to put mutation points into some mutations, and even add some new mutations that are either original or adapted from other mods.

Improved mutations:
-MULTIPLE ARMS: Added more mutations so you can spend more mutation points for more pairs of arms and added "Missile Weapon" slots for each extra arm.
-MULTIPLE LEGS: Added a second "Body" slot named as a "Torso" slot that the rear feet are attached to with its own "Worn on Back" slot
-QUILLS: When paired with "Multiple Legs", your Quills are now on both bodies. (NOTE: This improvement has been temporarily forked into the "Improved Quills" mod due to numerous conflict with other, popular mods)
CARAPACE: When paired with "Multiple Legs", you now have Carapaces added to both bodies.
-THICK FUR: This mutation now only gives you cold resistance but gives 5 for each level.
You can also switch to the version from the Anthropomorphism mod that gives Reputation with even more factions.
-TWO-HEADED: Added more mutations so you can spend more mutation points to get more heads at character select
-WINGS: If you have this mutation along with "Multiple Legs", the wings will now be added to both of your backs
-HORNS: Now adds Horns to all of your heads.
-BURROWING CLAWS: Now adds claws to all of your "Hands" slots.
-SPINNERETS: In order to make this mutation more useful, I made it so that you can shoot an arc of webbing behind you. Higher levels mean more webbing to be shot further away.
-NIGHT VISION: You can now put mutation points into it to see further away
-BEAK: Now adds a beak to all of your "Face" slots
-HOOKS FOR FEET: Now adds hooks to all of your "Feet" slots


New Mutations:
-HYDRA HEADS: Your heads are now like those of the nine-headed hydra from Greek mythology. You start the game with two and they are easier to cut off and double up when they grow back but being set on fire with a head missing will cauterize the wounds as was mythologically accurate. Also, you can not survive without any heads left and the possibility of bleeding to death while waiting for a head to grow back is very much present in-game. The extra heads have the advantage of allowing you to shake off a mental status effect but while this chance is re-rolled for each extra head, it's not as high invidually as it is with "Two-Headed". This mutation also helps you violate the first law of thermodynamics. Adding new mutation points will make the new heads grow back quicker until they will grow back instantaneously at level 10.
-SCALES: Your body is now covered in reptilian scales that protect you from the heat. Like the improved "Thick Fur" mutation in every way except that it adds to Heat Resistance instead of Cold Resistance.
It also improves your reputation with unshelled reptiles by 100 points.
-SNAKE TAIL: A 6 mutation point defect that replaces your legs with a snake-like tail. Cuts your movement speed in half but allows you to wrap your tail around enemies in order to "Constrict" them and makes you a naturally better swimmer. Improves your reputation with unshelled reptiles by 200 points.
-ANIMAL LEGS: Addition from Enhanced Edition increasing quickness at the cost of not allowing you to equip anything on your feet
. You can also switch over to the version from the Anthropomorphism mod that allows you to equip things on your feet and gives reputation with various factions.
-MUZZLE: Addition from Enhanced Edition making your face slots un-equippable but allowing you to make attacks. You can also switch to the version from the Anthropomorphism mod that is not a defect and gives a slight bonus to Ego and reputation with various factions as well as can be equipped over.
-FLUFFY TAIL: Gives you a (useless) tail slot and greatly reduces your chances of being knocked prone. You can also switch to the version from the Anthropomorphism mod that can be leveled up for more heat and cold resistance.
54 Comments
Crowo  [author] 16 Dec, 2024 @ 3:10pm 
i havent had any issues yet so i think so
Chronos 14 Dec, 2024 @ 2:38pm 
is this working for 1.0?
Crowo  [author] 1 Aug, 2024 @ 3:47am 
alright, when i get some time from college ill ssee what i can do. for both this and the base Anthropomorphism
SMB128 31 Jul, 2024 @ 7:32pm 
Eboreg just updated Improved Mutations today due to "new coding standards", which broke a few mods including theirs and this one (granted this mod hasn't been updated since January, but still)
Dray`Gon 30 Apr, 2024 @ 12:38pm 
I seem to be getting some sort of conflict. I can't post the whole error message so here is the main part of the error message that shows when trying to load everything (I do have a number of other mods on that I will list at the end).

=== Improved Mutations [Anthropormorphism] 1.0 Errors ===
<...>\steamapps\workshop\content\333640\2908743598\Improved_DarkVision.cs(6,26): error CS0433: The type 'DarkVision' exists in both '3148171613.dll, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' and 'Assembly-CSharp, Version=2.0.206.77, Culture=neutral, PublicKeyToken=null'

Outside of the two required for this and improved mutations, I'm also running Graven's Mutation Mod, Miscellaneous Mutations, and Peculiar Pedestrians. The other mods I'm running either introduce more pets, or are cosmetic but in case the cosmetics matters, I'm using Choose Your Fighter, and CYF Expansion - More Mutant Tiles
Crowo  [author] 1 Apr, 2024 @ 7:59pm 
@Archer Thanks for all your help btw! i appreciates you <3. add me on discord so its easier to communicate with me about my incompetence :3

crowofox
Crowo  [author] 31 Mar, 2024 @ 9:34pm 
uhm okay. the only thing i did to my multiple legs thing was overwritten when i updated this version to match eboreg after 7th plague borked everything.

are you saying i need to update the controller scripts for THIS mod as they still have the issue?
im confused.
Archer 31 Mar, 2024 @ 10:02am 
Oh, fun times. I'm mistaken. Eboreg's mod is correct; this one contains a regression. Somehow I was reproducing the double tail bug again and again last night, but a moment ago I pulled down the latest Feature Friday stable build and the symptoms in their version of the mod disappeared. By comparison, this one still presented them, so it looks like a regression.
Archer 31 Mar, 2024 @ 9:37am 
The stingers are an easy fix: it appears the relevant strings (mutations.category.mutation attribute 'Variant') for each of them have changed from using verbs in the simple present to using the noun form... "Stinger Confuse" became "Stinger Confusion" and "Stinger Paralyze" became "Stinger Paralysis." The variant "Stinger Poison" did not change.

@Crowo May I ask what you did to fix the multiple tails from multiple legs bug back in September? It's still present in Eboreg's original mod -- and it appears to have come back here, too. As before, the only thing you have to do to reproduce it is create a character with both "Multiple Legs" and "Fluffy Tail." Eboreg says they can't reproduce it... but I know you know better.
Archer 25 Mar, 2024 @ 9:15pm 
Oh no! The stingers have collapsed!

Confusing and Paralyzing stingers now appear as simply "Stinger" in the mutation list, and are described as though they are Poisoning stingers. NPCs that should have stingers don't generate correctly.