Caves of Qud

Caves of Qud

Serrated Alliance (Weapons & Attachments)
68 Comments
Lucio Magno 1 Sep @ 8:27pm 
<3
pyatr  [author] 1 Sep @ 6:28pm 
Hey guys, just found out the hard way that if your gun gets renamed (like when you're inspired) , the slots from glowsphere, bayonet and underbarrel weapons will remain because they rely on original guns display name. I'll try to fix that when I can but don't rename your gun when it's equipped with slot providing attachments or you'll be stuck with extra slot forever. Slot is not a true limb so it can't be dismembered with a wish either.
pyatr  [author] 15 Jan @ 5:46pm 
It was when I tried it mid december
Kinasin 15 Jan @ 4:03pm 
is this working with 1.0
pyatr  [author] 5 Oct, 2024 @ 8:57am 
Item tables are updated and merchants should have decent item count now. That probably wasn't related to CoQ Expanded, I remember some merchants having a bit too much stuff and sometimes way too much.
HanCloudstone 2 Oct, 2024 @ 6:18am 
Modding sure gets weird sometimes, I guess I'll wait for the fix.
Thanks.
pyatr  [author] 1 Oct, 2024 @ 6:09am 
I'll move inventory loading back to files when I have time. Originally that was a solution to broken item table merge which is likely the issue now.
HanCloudstone 30 Sep, 2024 @ 12:55pm 
Seems like in my case Gunsmiths and Grenadiers stop resetting their stock properly, their inventories getting clogged to the point the game lags hard when updating their wares specifically.
Other vendors seem unaffected.
HanCloudstone 29 Sep, 2024 @ 4:52pm 
There's a weird interaction with "Caves of Qud Expanded - The Grand Bazaar" mod. Separately the mods seemingly work as intended. When used together Gunsmiths spawn with an absurd amount of guns. I saw eleven unmodified Issachari rifles just vibing there for some reason alongside a full screen of other guns.
I saw that you chose to merge your content into Gunsmith list while Bazaar edits the list directly. It's wild to see that the end result of those approaches meeting is the game somehow spawning triple or quadruple the amount of guns either mod intends.
pyatr  [author] 21 Jul, 2024 @ 7:37pm 
That bug is fixed and all your attachments should work again.
pyatr  [author] 19 Jul, 2024 @ 11:12pm 
Just found out there's a nasty bug where if you have underbarrel weapon and you enter new zone it becomes unusable and you can't even unequip it. Other attachements may be broken too. I'll try to look into it when I can.
YASD 5 Jul, 2024 @ 4:55pm 
The mod works fine otherwise and did not cause any crashes; however, upon loading a save there was a notification of error(s) found in the Player.log. Will link pasted build.txt and Player.log if issues affect gameplay.
pyatr  [author] 5 Jul, 2024 @ 3:45pm 
Aren't these just warnings? The Parent of RectTransform etc. error is related to scaling UI, it doesn't do anything. I couldn't get rid of GamePool errors but they don't seem to do anything either.
YASD 5 Jul, 2024 @ 2:23pm 
also getting errors as following (MODERRORs for more items than shown)
Parent of RectTransform is being set with parent property. Consider using the SetParent method instead, with the worldPositionStays argument set to false. This will retain local orientation and scale rather than world orientation and scale, which can prevent common UI scaling issues.
MODERROR [Serrated Alliance (Weapons & Attachments)] - GamePoolError::Desert Rifle (EMPTY) still has 3 part registrations after unregistering:
BeginTakeAction, ObjectCreated, WeaponMissleWeaponFiring
MODERROR [Serrated Alliance (Weapons & Attachments)] - GamePoolError::Carbine (EMPTY) still has 3 part registrations after unregistering:
BeginTakeAction, ObjectCreated, WeaponMissleWeaponFiring
MODERROR [Serrated Alliance (Weapons & Attachments)] - GamePoolError::Sniper Rifle (EMPTY) still has 5 part registrations after unregistering:
Equipped, Unequipped, ObjectCreated, BeginTakeAction, WeaponMissleWeaponFiring
YASD 5 Jul, 2024 @ 2:21pm 
getting mass "GamePoolError"s (example below):
ERROR - GamePoolError::Musket (EMPTY) still has 3 part registrations after unregistering:
BeginTakeAction, ObjectCreated, WeaponMissleWeaponFiring
ERROR - GamePoolError::WWA_LAMAttachment (EMPTY) still has 4 part registrations after unregistering:
ModifyAimVariance, Equipped, Unequipped, ObjectCreated

also getting similar errors for creatures (example below):
ERROR - GamePoolError::1100:RifleTurret (EMPTY) still has 11 part registrations after unregistering:
CommandSelectWeapon, CommandDeselectWeapon, CommandSwitchFireMode, CommandGoProne, BeginTakeAction
ERROR - GamePoolError::1060:Vintner (EMPTY) still has 11 part registrations after unregistering:
CommandSelectWeapon, CommandDeselectWeapon, CommandSwitchFireMode, CommandGoProne, BeginTakeAction
pyatr  [author] 30 Jun, 2024 @ 3:40am 
Hey guys, I finally fixed compilation and a couple other issues which you can read in changelog. Molting Spring update broke a lot what worked (not just the compilation) so please report if something doesn't work.
Gokudera ElPsyCongroo 23 May, 2024 @ 9:43am 
Broken on Spring Molting beta

=== Serrated Alliance (Weapons & Attachments) Errors ===
<...>\steamapps\workshop\content\333640\2378191688\WWA_GunFeatures.cs(95,39): error CS0029: Cannot implicitly convert type 'XRL.Collections.Rack<XRL.World.IPart>' to 'System.Collections.Generic.List<XRL.World.IPart>'
(etc)
pyatr  [author] 6 Feb, 2024 @ 6:41am 
Gunsmiths sell most new weapons, they just have a few at once. It seems to be the new balance. I'll take a look when I can at why most merchants stop selling lead slugs. You can always buy them from Mafeo in bulk however and they're easy to craft.
flemingluiz 6 Feb, 2024 @ 6:14am 
i just installed this mod and i noticed 2 things. could you make Tam in joppa sell common lead slugs hight calibre and medium dont fit in the musket, also did the gunsmiths suppost to sell only battle rifles? what about the other weapons?
Lucio Magno 28 Nov, 2023 @ 6:19am 
yes, i reinstalled everything and still the same exact error, unfortunatelly.
pyatr  [author] 27 Nov, 2023 @ 4:26pm 
Sorry, can't reproduce that. Are you sure you updated the mod? I think I changed that line for last game update.
Lucio Magno 27 Nov, 2023 @ 7:38am 
hey brother, getting the following error on latest stable:
=== Serrated Alliance (Weapons && Attachments) Errors ===
<...>\steamapps\workshop\content\333640\2378191688\WWA_GunFeatures.cs(298,70): error CS1503: Argument 2: cannot convert from '<null>' to 'bool'
<...>\steamapps\workshop\content\333640\2378191688\WWA_GunFeatures.cs(298,90): error CS1503: Argument 5: cannot convert from 'bool' to 'XRL.World.IEvent'
== Warnings ==
None
clinkus 31 Oct, 2023 @ 1:50pm 
just letting you know the update fixed my problem! rebuilt the zone and Mafeo generated fine. thank you very much!!!!
pyatr  [author] 26 Aug, 2023 @ 7:59pm 
I didn't touch anything baetyl related other than maybe some items which would not appear in random encounters. Is there something wrong with them?
bearhiderug 26 Aug, 2023 @ 11:10am 
the guys that ask for random items and give a bonus of some sort afterwards
bearhiderug 26 Aug, 2023 @ 11:10am 
Out of cuiosity, can you, or did you mark your items to not be baeytl? (sp)
pyatr  [author] 21 Aug, 2023 @ 7:53am 
It doesn't replace weapon mods although I intend to fix that some day. Scoped, drum-loaded and water cooling will be removed.
ryeookin 21 Aug, 2023 @ 7:50am 
Quick question, does this add to or does it replace existing weapon mods? That is, for example, if one already had the mod "scoped" unlocked via tinkering, could that still be modded into weapons or does this mods effects supersede that from happening?
pyatr  [author] 20 Aug, 2023 @ 1:21am 
I couldn't reproduce the bug but I fixed the trouble place so it should be fine. Please report if vendors break again.
clinkus 15 Aug, 2023 @ 6:29pm 
LOVE this mod so much but unfortunately seems to need updating again. makes certain vendor blueprints fail i.e. mafeo. sorry i don't have a better way to share but here is a google drive link to 2 screens of the stack trace i get looking at it in game: https://drive.google.com/drive/folders/1SAEQrV_Unw82qtDHwfyq9irsOw-2w9ba?usp=sharing
hope it helps and thanks again for the awesome mod!
pyatr  [author] 1 Jul, 2023 @ 3:17am 
Mod wasn't broken but apparently population merges were, that was fixed
pyatr  [author] 29 Jan, 2023 @ 9:01pm 
Fixed
pyatr  [author] 29 Jan, 2023 @ 12:14pm 
Makes you wish weekly updates were monthly updates.
pyatr  [author] 29 Jan, 2023 @ 12:13pm 
Thanks for the kind words. I'll fix it tomorrow. I have plans for different ammo types that would modify weapon penetration, damage, etc, but later.
alividlife 29 Jan, 2023 @ 12:14am 
Err yea btw, new update has my log throwing 80 something errors with Serrated Alliance. Just a headsup.
alividlife 29 Jan, 2023 @ 12:12am 
Over the years, I have watched a lot of mods fall to the wayside, many hit walls losing basic scripting functionality, most just lose drive continually being berated with "YOUR MOD IS BROKE. FIX IT." with the occasional rude jerk.

But when I look at the few that stuck it out and really had ambitious ideas with the code to back them up, you stand out like .... just it's crazy. The code in your stuff is advanced, clever, and unique (do note this is coming from an idiot with C, like sometimes I have to google what int and bool mean because I am that new to it) and most of all, insanely ambitious. Like this mod completely hijacks the missile weapons in amazing ways, and almost every other update, it is faced with new challenges. And you keep updating this awesome mod and that makes you awesome in my book.

I think fortuanately a lot of fixes is just simply adding XRL.World.Anatomy or something along those lines as bodyparts now have their own heading or whatever.
pyatr  [author] 16 Jan, 2023 @ 6:36am 
Mod is updated with new tiles and bugfixes. We also have a discord, link in description. Don't forget to install tile scaling or your weapons will look weird.
pyatr  [author] 21 Dec, 2022 @ 4:22am 
I did check it out and devs won't stop breaking what works. I'll see what's wrong sometime soon.
Hepativore 20 Dec, 2022 @ 7:42pm 
I can post the error list if anybody wants in terms of seeing how the mod is broken, but it is HUGE.
NeMeSiS (Oc3lot) 20 Dec, 2022 @ 5:41pm 
yea the mod still does not work it says scripting errors
tsunderebird 1 Nov, 2022 @ 4:24pm 
fantastic mod altogether so far – but presently, trying to remove attachments does not work and crashes the game.
CoiledLamb 22 Oct, 2022 @ 4:56am 
the attachment system of this looks so cool :braisepot:
Tank Commander 20 Oct, 2022 @ 9:41pm 
Guarding the GLA underground
Gokudera ElPsyCongroo 13 Oct, 2022 @ 1:32pm 
Edit: Found another Jupiter Hell gun and the bug didn't occur with it, so it's prob specific with Bloodletter. I'll let them know :)
Gokudera ElPsyCongroo 13 Oct, 2022 @ 12:48pm 
Can confirm, definitely cool ;)
Do you know if there's a way to make it compatible with Jupiter Hell guns? (and maybe other modded guns, need compat not sure). I'm trying the Bloodletter gun: attachments work fine, all skills work except Select missile weapon: selecting one with Bloodletter equipped will switch weapons, but trying to reload will reload the Bloodletter instead.
It could be a Jupiter Hell Guns bug so I'll let their author know too
Gokudera ElPsyCongroo 7 Oct, 2022 @ 5:26am 
Mod looks ultra cool, excited to try it out!
pyatr  [author] 7 Oct, 2022 @ 2:19am 
Mod is fixed guys. I wanted to add some new stuff but I don't have the inspiration right now, sorry.
pyatr  [author] 16 Aug, 2022 @ 6:56am 
Maybe I'll fix it if I get interested in CoQ again. Sorry guys, I don't have too much free time anymore now.
alividlife 16 Aug, 2022 @ 3:02am 
I got this mod to "work" by going thru the Player.Log and simply removing the errors. And what I mean by removing, I mean literally removing .cs files (I added "noworky" to the end of the file throwing errors, for example: WWA_AddPopulationsFromXML.cs.noworky) There might of been something else. I can't remember. But the problem is, ..I think this mod removes the games base missle weapon mods Scoped, Drumloaded, and LiquidCooled. I could be wrong, but that's what one of the .cs files literally says.

It can work tho. And it's pretty cool. Some guns have like 5 mods, and there's tons of new ammo and the sounds are an awesome addition. All the stuff working for the vanilla missle weapons.

It is unknown to me how broken my game is by my recklessness with cs, but whatever. This mod is awesome.
PickYourPoison 4 Apr, 2022 @ 12:13pm 
Are there any plans to fix the mod?