Conan Exiles

Conan Exiles

157 ratings
Al-Merayah Reborn (by Xevyr) v2.1.2
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NPCs: NPCs
Features: Features
Map: Map
File Size
Posted
Updated
2.104 MB
26 Mar @ 1:24pm
19 Aug @ 3:27pm
5 Change Notes ( view )

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Al-Merayah Reborn (by Xevyr) v2.1.2

In 1 collection by Xevyr
Mooooodlist
34 items
Description
This mod adds back the Al-Merayah Siege Fort on Exiled Lands and allows admins to toggle it on / off


Features:
  • Al-Merayah PvE Siege Fort
  • Raidable NPC base designed by Funcom and later removed from the game
  • Respawn timers configurable, log in as admin then use the console ~ and type dc raidconfig
  • Admins can toggle the Fort on and off at will (dc togglefort)

Note: This was not something that was ever available to modders in the final form, only the separate assets that make it up. As such, much more work went into this than merely "turning it back on". Some minor bugs I fixed along the way (like NPCs that kept appearing all over the map - that shouldn't happen with this) and there's a chance to further improve things down the line. For now it's supposed to be largely similar to what Funcom removed in the March 25 update.

Workshop ID
3452606731

Compatibility:
Compatible with everything. (except stuff trying to add things to the excat same location ofc)

The mod does not contain any altered basegame assets and doesn't have ANY load order requirements.

Support and Donation:
Join discord for troubleshooting help, guides, news etc.

[discord.gg]

Should you wish to support me with a one-time tip, click here[buy.stripe.com]
Otherwise consider supporting me via Patreon
[www.patreon.com]

Some of my other mods:
  • The Purge Mod (Introduces a similar system to the old purge)
  • Simple Minimap (Helps you see where you're going.. it's a minimap that works with controllers too)
  • Twin-Bar (Doubles the capacity of your shortcut bar by allowing you to place 2 items in each and individually swap between them with hotkeys)
  • Armor and Weapon Stats in Bench (shows you the stats of things in the bench before crafting)
  • Reliable Meteor Showers (tiny super-lightweight mod that makes meteors rain sooner if there are less than 5 nodes on the map, solving the issue of scarce star metal - also adds the smoke back to meteor nodes that was removed in Chapter 2)
  • The Damage Meter (measure yours and your followers damage done / taken and dps, can also track 3 additional players)
  • All of the others...

Update policy
  • All my mods are made to be future-compatible with the latest version of the game and in the vast majority of the cases do NOT require updates when the game has an update.
    You can safely ignore any "outdated" warnings you might get from gportal or other services as those simply check the version number of the devkit used to create the mod (stored in a text file inside the mod) against that of the game, which is completely irrelevant in the case of mods that do not contain altered basegame files.

  • I will update my mods on my terms and my terms alone. If you don't like my update schedule, don't use the mods.

  • Mismatch errors are not the fault of mod creators. If you need help understanding this concept, visit the discord.
70 Comments
Xevyr  [author] 22 Sep @ 5:08am 
I added settings for that, read the description above
hollyunion94 22 Sep @ 4:29am 
Does Al-Mirayah still have infinite spawns when you kill NPCs, or is there a cooldown? It seemed like I could never clear the place. Thanks! (Your mods are great, especially the Purge Mod). I'm having the same issue with NPCs respawning infinitely. Is it possible to set a long respawn time in the mod itself? Thanks.
Xevyr  [author] 18 Aug @ 5:19am 
Been working a bunch on this mod the last few days trying to clean up and de-spam all the code Funcom originally had for the raid encounter, but it's a ridiculous amount of work so might not be ready by update day tomorrow. It needs to be done however in order to make any potential future changes like configuration etc. Unless they break something thou, the current version should still work fine in the meantime :P
Xevyr  [author] 9 Aug @ 4:39pm 
I already fixed it on my end by simply including those interactable explosives in the mod, but we can only update mods after the scheduled game update comes out later this month.
Timserad 9 Aug @ 2:36pm 
Hi Xevyr, honestly after playing with the mod a bit, crafting 4 explosives is not that big of a deal. If its easy for you to add the jars great! If not, its not that big of a deal in my opinion. The mod is great and I appreciate the effort you have put into this already.
Xevyr  [author] 7 Aug @ 3:07pm 
@Timserad - alright, finally got around to looking into this. Turns out that the fort was set up correctly to spawn those explosives, it's just that funcom removed the actual pickup explosives from the game itself so I have to check if they're still available and if so ship the asset with the mod, or if not just recreate them and use that.
Xevyr  [author] 5 Jul @ 8:17pm 
Thanks!
Timserad 5 Jul @ 10:12am 
Xevyr, coords are 15610.617188 81583.375 -8142.164063
Xevyr  [author] 5 Jul @ 9:44am 
@Timserad Thanks for confirming, btw, could you get me coords for the exact cart you're referring to?
Then I can add some even if I don't find an explanation as to why they're missing. You can press alt+shift+L ingame to get copyable coordinates of your location, so just go next to that cart and get the coords if you have the time.
I know that they're not all missing cuz I've seen some (their locations were taken from the beta version of the game as that still had the fort after it's been removed from the live one, so it's possible those weren't an exact match to live)
Timserad 5 Jul @ 9:03am 
Xevyr, excellent mod thank you very much for making and posting this. Just wanted to report that the explosive jars are gone or not spawning as Korenchkin and Arual mentioned. Again, thank you for this mod it is excellent for a solo player!