Caves of Qud

Caves of Qud

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Companion's Pact
   
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10/jul./2024 às 22:54
11 de jan. às 12:23
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Companion's Pact

Descrição
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 comentário(s)
Phaser Rave 17 de jan. às 20:38 
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 de jan. às 6:47 
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  [autor(a)] 11 de jan. às 12:25 
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  [autor(a)] 30/dez./2024 às 21:41 
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/dez./2024 às 8:43 
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  [autor(a)] 15/dez./2024 às 10:11 
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  [autor(a)] 7/dez./2024 às 18:43 
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/dez./2024 às 18:31 
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  [autor(a)] 7/dez./2024 às 17:02 
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/dez./2024 às 16:51 
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.)