Caves of Qud

Caves of Qud

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Companion's Pact
   
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Tags: Pets
File Size
Posted
Updated
33.555 KB
10 Jul, 2024 @ 10:54pm
11 Jan @ 12:23pm
11 Change Notes ( view )

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Companion's Pact

Description
Companion's Pact
Adds a new item to the game, the companion's pact, that allows the player to summon and resurrect their pet. Players that start off with a pet are automatically given this item at the start of the game.

Mechanics
Companion's pact can be activated to teleport a living pet back to you at any time using its recall ability.

Pets that die will eventually resurrect as long as you keep the pact in your inventory for a sufficiently long period of time. By default, pets will respawn after one week of in-game time.

Other mods
If you like this mod, I highly recommend checking out the following mods as well:
  • Clever Girl [fork]: the actively-maintained version of the original, this mod allows you to manage companions during your playthrough. If you play with pets a lot, I highly recommend picking up this mod.
  • Better Pet Selector: a small cosmetic upgrade to the pet selection menu that you get when starting a new game.

Miscellaneous
The source code for this mod is hosted on GitLab: https://gitlab.com/kernelmethod/qudmods/-/tree/main/ResurrectingPets
20 Comments
Phaser Rave 17 Jan @ 8:38pm 
I lost my starting pet in a spacetime vortex. How do I use that script you linked in an earlier comment to find it?
circustry 13 Jan @ 6:47am 
ahhh that's what was happening! I thought it was maybe some weird interaction with normality gas, but yeah I now have three Gloamings aha. It's honestly funny, Gloaming is already pretty weird so duplication fits right in. (I think the third one happened yesterday but I can't say for sure, I'll update here if it happens again).
kernelmethod  [author] 11 Jan @ 12:25pm 
I've pushed a candidate fix for a bug with Companion's Pact involving Gloaming and Either/Or. Hopefully it should fix some issues with those pets getting duplicated by Companion's Pact, but let me know if you continue to run into issues.
kernelmethod  [author] 30 Dec, 2024 @ 9:41pm 
hmm, I’ll see if I can replicate and fix that

(if you want to get rid of the extra gloaming you can wish “obliterate” and then select Gloaming)
Seven Eyes 30 Dec, 2024 @ 8:43am 
I'm not sure what happened, but after moving from the local map to the world map and back (maybe?) companion's pact has "recalled" an intact Gloaming, and now I have two Gloamings.
kernelmethod  [author] 15 Dec, 2024 @ 10:11am 
somebody could modify the source code to make it work in that way, and I’d be happy to help them, but that’s not really the goal of this mod
kernelmethod  [author] 7 Dec, 2024 @ 6:43pm 
oh okay! part of the reason I wrote this mod was to address that exact problem since it happens so often so I’d figure I’d ask

Thanks, glad you’re liking it!
Coffee 7 Dec, 2024 @ 6:31pm 
oh I appreciate the offer, but I didn't lose them. I was just using the recall action to test the companion's pact. I'm not that far along, I think I'll just restart so I can use the pact. great mod, thanks!
kernelmethod  [author] 7 Dec, 2024 @ 5:02pm 
for technical reasons it’s not really possible to enable this mod on a preexisting save, unfortunately.

did you lose your pet somewhere, is that why you’re trying to recall them? that’s a challenging problem to solve from a modding perspective but I happen to be the author of the definitive “find a follower who stepped into a space-time vortex or was otherwise lost” script: https://gist.github.com/kernelmethod/ebfef519d3c3eeecce9443cd43d082ad

would be happy to help you find them if that’s what you’re trying to do
Coffee 7 Dec, 2024 @ 4:51pm 
Is there any way to tie this to a pet in an existing game? I am playing roleplay mode, and I added this mod some time after I started my current game. When I tried to use the recall action, it said I do not have a pet. (I have Man Opener.)