Larger Folk - Work in Progress Fat / Weight Gain Mod For Caves of Qud

version 0.3.0 is out, so check it out!!! a lot of changes and alterations and fixes, some of which are hard to remember so i might have forgotten to put them in the changelog… here’s the changes as i recall them:

  • Added changelog

  • Added creatures for “Adipophilials” faction (not fully implemented yet, you can summon them with wishes but i dont think you can randomly encounter them in the world yet)

  • more sprite replacements

  • added conversation delegate hooks for npcs to notice that your clothes are too tight

  • Increased rate of weight loss at lower movement speeds (the idea being lower movement speed has the character
    exerting more effort to perform that movement, the player loses weight faster while heavier, etc)

  • Redo of how the mod interacts with armour, armour can now have a particular size it’s made for and
    will give an increasing tightness debuff as the wearer outsizes it. Both size and tightness are visible by
    examining the armour. Size/tightness only applies to body slot armour as of yet, since I felt like it would be weird to outsize
    boots and helmets unless you were like, MASSIVE, which the mod just doesn’t currently mechanically support the fantasy of being
    that large, so maybe it will be added later. I wish qud had pants…

  • Tightness debuff: armour loses DV for each weight stage you outsize it by, and has a slim chance of breaking outright when athletic/movement heavy skills are used

  • New associated tinkering skill, Tailoring: allows you to tailor armour to be larger, smaller, or to fit your current size, consuming Bits.

  • New armour mod, Stretchy. Stretchy negates tightness penalties for the affected armour.

  • Breaking a chair via sitting on it while being too fat for it now causes the sitter to be knocked prone

  • the Clay Pots worn by some plants are now subject to LargerFolk_Armor effects

  • Altered Adipocytic Tonic tinkering recipe to require [REDACTED] as an ingredient

  • added new armours, the Bikini and Fullerite Bikini.

  • moved all scripts to the Scripts folder, for organizaiton purposes

  • altered movement penalty for weight gain, now a movespeed debuff rather than getting stuck

  • fixed errors with sixshrew and gunwing sprites

Download the new version on the github page!

17 Likes

OMG the Gunwing sprite fix is HUGE for me specifically, like half my saves are Gunwings and the colors being reversed in the fat sprite was psychically damaging me.

Excited to start up a new save and play with the clothing system. The old system was pretty fun as barebones as it was, but this deffo seems a lot more engaging.

4 Likes

i never noticed it was wrong till like yesterday!!! i usually play as marshtaur or bzzt…

1 Like

thinking now of what next…

  • more sprites of course. i’m running out of sprites I really have the urge to do, it’s on a when i feel like it basis rather than my brain just making me go and go, so it’s real slow…
  • more flavour text, perhaps flavour text for certain types of armour to reflect in what what they’re becoming tight? a set of plate armour would be described differently than a cloth tunic, right. more special NPC lines, since they’re fun to make and easy.
  • seriously more flavour text! that’s the primary erotic avenue besides sprites, so there should be as much as possible, in as many places as possible. creature and item descriptions, npc dialogue, event text, special interactions, more more more. it’s so much work though!!!
  • More mechanical influence, like wings being affected, arm equipment being able to get too tight, and perhaps becoming unremovable when it’s too tight without destroying it…
  • fleshing out the faction further, considering other unique creatures and npcs
  • hmm maybe weight should increase saves against forced movement? it’d make sense, right…
  • though it’d have to be more specific than that, since forced movement is also like, slipping
    More systems 've thought of that could be fun:
  • limb based weight gain. weight would act as normal, but when calories were gained, lost etc they would be phantom-distributed throughout the creature’s body in each of their limbs, based on some kind of weighted fat-distribution skeleton (ie, a bottom heavy creature would primarily gain in the body and the legs). doing this would also suggest the inclusion of custom limbs, like asses and boobs n stuff, which could be used for some fun descriptive stuff, and probably lead to some bizarre body horror scenarios by accident lol. though, i don’t reaaaallly know if limbs can have “Stats” like that, so… i’ll have to research!
7 Likes
=== Larger Folk 0.3.0 Errors ===
<...>/Mods/larger_folk/Scripts/LargerFolk_Effect_Tight.cs(134,30): error CS0111: Type 'LargerFolk_Effect_Tight' already defines a member called 'HandleEvent' with the same parameter types
== Warnings ==
<...>/Mods/larger_folk/Scripts/LargerFolk_Tailor.cs(8,7): warning CS0105: The using directive for 'XRL.World.Effects' appeared previously in this namespace
<...>/Mods/larger_folk/Scripts/LargerFolk_MutationPica.cs(12,3): warning CS0618: 'BaseMutation.DisplayName.set' is obsolete: 'All mutations should now have MutationEntries in XML. Set DisplayName on XML node.'
<...>/Mods/larger_folk/Scripts/LargerFolk_Immobile_old.cs(18,3): warning CS0618: 'BaseMutation.DisplayName.set' is obsolete: 'All mutations should now have MutationEntries in XML. Set DisplayName on XML node.'
<...>/Mods/larger_folk/Scripts/LargerFolk_Immobile_old.cs(19,3): warning CS0618: 'BaseMutation.Type.set' is obsolete: 'Should not need to set Type. Defaults to mutation Type in Mutations.xml, or the mutation category's Name.'
<...>/Mods/larger_folk/Scripts/LargerFolk_Adipophobia.cs(19,3): warning CS0618: 'BaseMutation.DisplayName.set' is obsolete: 'All mutations should now have MutationEntries in XML. Set DisplayName on XML node.'
<...>/Mods/larger_folk/Scripts/LargerFolk_Immobile.cs(41,13): warning CS0618: 'BaseMutation.DisplayName.set' is obsolete: 'All mutations should now have MutationEntries in XML. Set DisplayName on XML node.'
<...>/Mods/larger_folk/Scripts/LargerFolk_Fat_old.cs(18,3): warning CS0618: 'BaseMutation.DisplayName.set' is obsolete: 'All mutations should now have MutationEntries in XML. Set DisplayName on XML node.'
<...>/Mods/larger_folk/Scripts/LargerFolk_Fat_old.cs(19,3): warning CS0618: 'BaseMutation.Type.set' is obsolete: 'Should not need to set Type. Defaults to mutation Type in Mutations.xml, or the mutation category's Name.'
<...>/Mods/larger_folk/Scripts/LargerFolk_Fat.cs(21,3): warning CS0618: 'BaseMutation.DisplayName.set' is obsolete: 'All mutations should now have MutationEntries in XML. Set DisplayName on XML node.'
<...>/Mods/larger_folk/Scripts/LargerFolk_FatFetish.cs(19,3): warning CS0618: 'BaseMutation.DisplayName.set' is obsolete: 'All mutations should now have MutationEntries in XML. Set DisplayName on XML node.'
<...>/Mods/larger_folk/Scripts/LargerFolk_Fat.cs(79,4): warning CS0618: 'BaseMutation.DisplayName.set' is obsolete: 'All mutations should now have MutationEntries in XML. Set DisplayName on XML node.'
<...>/Mods/larger_folk/Scripts/LargerFolk_Armor.cs(309,29): warning CS0219: The variable 'n' is assigned but its value is never used
<...>/Mods/larger_folk/Scripts/LargerFolk_ButtonPop.cs(14,7): warning CS0414: The field 'LargerFolk_ButtonPop.DistanceVariance' is assigned but its value is never used

I get this error now when trying to add the mod. Verified my files and stuff. It’s the only mod I have installed/am using.

oh yeah oops i made a bug and then fixed it but didnt push the fix

2 Likes

should be fixed nowwwwwwwwwwwwwwwwwwwwwwwwwwwwww

4 Likes

So funny thing happend when i grew a second head, i guess the “fat” status is considered a mental condition becouse the other head helped “shake off” being fat, dont think thats intended?

5 Likes

What the… It um yeah shouldn’t be doing that lol I didn’t even consider something like that could happen

5 Likes

Turns out the secret to weight loss is just to grow a second head.

9 Likes

is it possible to make a character who starts fat? I didn’t see anything in character creation about it, so I’m not sure if the mod isn’t working right or if thats just not a thing. Guess I’ll have to futz w/ debug tools if not.

(also like, @ anyone in this thread, could you point me to a sprite replacement tutorial? I did a smidge of my own art for this and I’d really like to use it)

1 Like

For sprite replacement the best I can find is a method making a Choose Your Fighter expansion mod. ChooseYourFighter · main · kernelmethod / QudMods · GitLab has a tutorial for doing that. Make sure to pick up Notepad++ if you haven’t, it’ll make the mod typing part a whole lot easier to do.

3 Likes

thanks for the rec! this mod comes with an example tileset and messing with that was exactly what I needed. Also the mod seems to be working now too! Slightly sad there aren’t character creation options, but I’ve got my sprites in!

2 Likes

fortunately it’s not super difficult to get fat, just have to eat a bunch

3 Likes

althouuuugh i would like something like that as an option, not sure i could inject it into the character creation sequence, but i could def have it as a “new save” mod settings option
Some issues come to mind with allowing this, like the idea is your weight will steadily climb without you really needing to purposefully try to gain (food isn’t really necessary in base qud and is incredibly plentiful), and whether your starter clothes should be sized to fit

3 Likes

I’m not really much of an artist so I know it isn’t much but I just wanted to sketch out something to say thanks for getting me back into Caves of Qud with your mod after not having played in ages. I look forward to the future and hope development continues to be fun and go smoothly.

6 Likes

aha, that’s bzzt eh? nice art!! it’s funny, that’s kind of what I imagined the design to be for ages, always imagined something robotic cause of the single eye and electric powers n all. only recently thought hang on, it couldn’t be a robot could it, it’s just some mutant… now I wonder what’s actually going on, it’s such an odd-looking sprite… could be some kind of weird hairy bug, like a tarantula? the spinnerets and fur would make sense… thats just my idle musing though, im glad to hear a response like that!! thank you for the art!!

2 Likes

new update 0.3.02

  • Fixed fat/obese/etc being considered mental effects that can be “shaken off” by two-headed creatures

  • fatness/ingested calories now affects a creature’s intrinsic weight

  • Player starting weight can be selected in the options menu (only affects new saves)

  • new fat sprites for Giant Centipede and N-Dimensional Starshell

  • When creatures randomly determine their weight they will also add some extra calories randomly, so they aren’t just at the exact threshold every time.

  • slightly reduced weight loss rate while sated

8 Likes

Yeah I’m aware that the game describes them as a bio organic since they have spade claws, web making, fur, etc, but that just what the sprite looks like to me so that is what I went with. Though thinking on it’s probably like mechanical torso/head and organic regular limbs, suppose that’s the fun of having such simple sprites though is you can see it a dozen different ways. Anyway time to get their fat ass stuck in Golgotha on a chute pushing them into a small entryway.

2 Likes

glad to see the head issue fixed! now i can have two mouths to shovel food into~
Aso glad to see weight loss lowered, considering you hardly ever eat food outside a campfire it was kinda annoying actually STAYING fat…

i̶t̶s̶ ̶a̶ ̶c̶r̶i̶m̶e̶ ̶i̶ ̶c̶a̶n̶t̶ ̶r̶u̶b̶ ̶Y̶r̶a̶m̶e̶’̶s̶ ̶t̶u̶m̶m̶y̶

2 Likes