Conan Exiles

Conan Exiles

3,682 ratings
Northern Timber 3.0.16
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Buildings: Buildings
File Size
Posted
Updated
703.371 MB
5 Dec, 2019 @ 5:18am
28 Sep @ 4:47am
70 Change Notes ( view )

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Northern Timber 3.0.16

In 2 collections by shogakusha
Asshuri Protectorate Mods
18 items
Mors Manet
12 items
Description
Northern Timber is a 95 piece Tier 1 build set designed to be a better visual fit in the northern areas. It offers minor Cold Insulation. The set is designed to allow upgrade from Sandstone T1. Now includes a Snowy Thatch Roof option!

Stockade Build Set is a 61 piece Tier 2 build set designed to feel right at home in the cold north and can be used to upgrade from Northern Timber Tier 1.

The Bossonian Build Set is a 139 piece Tier 3 set designed to feel right at home in the cold north and can be used to upgrade from Northern Timber Tier 1 and Stockade Tier 2. Now includes a Snowy Roof option!

The Murayama Build Set is a 120 piece Tier 3 set as a cold weather couterpart to the original Yamatai set and can be used to upgrade from Northern Timber Tier 1, Stockade Tier 2 and Bossonian Tier 3. The Murayama set does not include Wedge Foundation, Wedge Ceiling or Wedge Roof tiles by design. The Yamatai generally build using right angles. Instead there are multiple ceiling tiles, standard 45 degree and shallow 26 degree pitched roof tiles. There are also Half Walls, Half Sloping Walls and a Half Stair.

[ModID: 1928978003]

My Mods Discord: https://discord.gg/d2SY2HR
When you land in #Welcome, type !moduser-role to gain access

You can find my other mods here:
Arena Piers - https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1855055876
Asshuri Treasures - https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1670458123
Fire and Ice - https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3299815811
Sand and Stone - https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2411388528

Build Piece List can now be found on Google Docs (It was getting a bit too long!)
https://docs.google.com/spreadsheets/d/1zcSDgTOWbnAxdU4U30MprvgYbi7gTj-bYRzQD4rjsDI/edit?usp=sharing

This mod contains assets (art, music, code, items, systems and/or designs) that are the intellectual property of Funcom Oslo AS or their licensors
Popular Discussions View All (16)
49
16 May @ 5:19pm
BUG: Conan Exiles client crash when player pickup/dismantle certain Northern Timber build pieces
shogakusha
41
30 Apr @ 12:07pm
Servers running Northern Timber
shogakusha
13
21 Feb @ 2:51am
Showcase - Show us what you have built using these pieces!
shogakusha
1,232 Comments
Avoh 26 Oct @ 2:32pm 
@shogakusha,

It mostly seems to happen with roof tiles, the ONLY other time I've had it happen is when i built something over the lake by asagarth(?) (nord place, whatever). At the time I assumed it was just a "building on water" issue, then it started happening randomly with any structure. It isn't a consistent issue but it does just appear randomly. The worst offending parts are the angled shallow roofs from the T1 and T3 bossonian

I've tried structures using nothing but their specific tier set of building parts, also tried mixed from other mods, result is the same either way.

Maybe I'm just not allowed to be a roofer D:
shogakusha  [author] 26 Oct @ 1:48pm 
Hi Avoh, Shifting and gapping (as I historically referred to it) was an issue and is technically a base game issue. While hard to fully reproduce, in short it historically had to do with the static mesh having X/Y coordinate transitions within the blueprint of the building piece. The game engine would get confused and miss-render the piece's position.

More recently I had seen cases where pieces nearby had stability = 127 which is technically not possible and represents an overflow error, which returns a '-1'.

I have not seen reports of this issue in a long time. It tended to be client specific, meaning you could stand at your base and see pieces out of place, another player standing next to you might not see it.

Are your builds 100% using my building pieces or mixed with other sets?

It may be easier to troubleshoot on my discord.
Avoh 26 Oct @ 11:43am 
Great mod, been using it for years. Had a question though, has anyone else noticed walls/roofs shifting positions randomly? If so, is there a fix? Issue seems to reliably happen when hovering over something in delete mode after moving off of it.
squash20 4 Jun @ 2:35am 
I understand — I only saw the message at the bottom after I had already written mine.
Thanks for getting back to me.
shogakusha  [author] 3 Jun @ 6:07am 
Hi @squash20

Thanks for reaching out. I do not play Soul Mask and at this time don't see myself doing so. And depending on the particular build set you are referencing, I am bound by the clause at the bottom of my mods' Description.

"This mod contains assets (art, music, code, items, systems and/or designs) that are the intellectual property of Funcom Oslo AS or their licensors"

Meaning I am legally prevented from moving these assets to another game. While I may do custom meshes or materials, I also often leverage texture files and sometimes meshes or deconstructed meshes provided within the devkit. Separating purely original art (mine) from that provided by Funcom in the devkit would certainly be more work than I would want to engage in for a game I do not play.
squash20 1 Jun @ 1:04pm 
Hi Shogakusha,

I've created a few mods for the game Soulmask, and recently received a request related to one of them. The mod in question seems similar to something you've made, and I was wondering if it might be possible to recreate it in Soulmask.

Would you be interested in either adapting it yourself, or possibly sharing your models so I could try implementing it? Of course, if you'd prefer not to, I completely understand.
shogakusha  [author] 19 May @ 12:36pm 
Hi Zeelot, thanks for the feedback. The floor/ceiling upgrade thing is a known issue and is unfortunately a result of no defined standard for the height of the ceiling's top surface collision. If there is a drop of >2.5cm from the existing floor collision to the upgraded floor collision; players will experience what you described.

I tried adjusting these across all my build sets at least twice, though it also can then have the consequence of items placed on existing mod floors may lose stability if the new collision height is too low. So I set mine all to same height and tried to average out against most of Funcom ;-)

I will look into the stairs. I know thralls and such will not navigate my spiral stairs. There is not enough surface at 45 degrees for the AI to calculate navigation.
Zeelot 19 May @ 11:19am 
Was building today and decided to use the Bosnian style to upgrade over the Flotsom (playing on Isle of Siptah) and the ceiling pieces when placed deleted the crafting stations i had placed though i didn't lose any resources but i had to rebuild each station after upgrading. I also noticed thralls would not walk up the stairs at all, it was like the stairs didn't exist they would just teleport up to follow me. I tested by replacing the stairs with a DLC set and the thralls walked up just fine after. Not sure if this is a Bug or pieces conflicting with the AI but i just wanted to point it out. Overall i have been using this mod whenever i play Conan and have never noticed any issues until recent.
shogakusha  [author] 29 Apr @ 10:52am 
Glad you are enjoying my mods @BowBowBow313 :-)
BowBowBow313 25 Apr @ 4:49pm 
@shogakusha ur amazing and ily! thnk u for creating all of these mods, u make my heart happy and bring out my creativity ur amazing <3