Conan Exiles

Conan Exiles

Arcadia
67 Comments
Astarte 29 Apr @ 5:37pm 
Mod does not work.
ejames91182 23 Nov, 2024 @ 9:43pm 
No longer works as of 11/24. Not sure if it fails with other mods, but either way doesn't work with the mods I have loaded.
Not sure if mod conflict or no longer works with the current Conan version. As I'd rather not use this than to find which other mod it might conflict with or if just issue with current version of Conan.
Mery Mel 19 Apr, 2024 @ 9:59pm 
This mod needs an update, since it crashes the game. I've never used it but many say it's very good.
LeReis 18 Jan, 2024 @ 6:15pm 
Bag of Holding work in the last version?
Grim Addams 31 Mar, 2021 @ 1:44pm 
shame its not yet ready to use V.V
桑桑 22 Sep, 2020 @ 11:57pm 
Really hope this one gets updated. It was nice before the Siptah update, starting to really miss it:steambored:
桑桑 16 Sep, 2020 @ 1:14am 
Please upgrade :steamhappy:
Marher 1 May, 2019 @ 3:48pm 
hola me encatanta este mod si lo pudieras actualizar ya q me da problemas te lo agradeceria graz y enorabuena por el trabajo
Ratch 23 Apr, 2019 @ 11:12am 
Compatibility issues? if I run this in my Mod List with AoC the game crashes on loading the game. gives me an error and CTD.
Gecko 2.6 21 Mar, 2019 @ 12:44am 
Does this mod still work with the newest version of the game? me and my friends would love to use it!
Doomy 22 Sep, 2018 @ 8:33pm 
Is this mod still being worked on? Would love to us it as it adds some nice magic elements without going overboard. ^^
Flowenol 16 Sep, 2018 @ 7:35am 
How do i get mana ;-; I feel like this is a dumb question but im lost
StaticNoize 15 Sep, 2018 @ 5:05pm 
can't seem to find where to craft the bag of holding, any tips?
Aurora Bora 1 Sep, 2018 @ 5:06pm 
is anybody else missing heat and cold inlays? I am moving it down on my server to fix and see if it helps
Aurora Bora 31 Aug, 2018 @ 11:12pm 
I am having issues looks like my inlays might be missing
swefpifh 9 Aug, 2018 @ 6:47pm 
Good mod but its more cheated. The combat enchants are too powerfull, nerf them plz, i can kill skeleton dragon at lvl 1.
shadow  [author] 23 Jun, 2018 @ 11:58am 
well not directly was mostly fixing open stuff .. i.e. the error in the mana system and some other fixes/reworks
Cache 42 23 Jun, 2018 @ 9:36am 
Nice to see you working on this again! Do you have any plans for the mana usage? THe only thing stop[ping us from implementing this is stacking the active effects (bleed,poison, etc) with seemingly no limit or cost.
Cache 42 18 Jun, 2018 @ 11:58am 
It's cool, you had some neat ideas here. Any chance you'd be willing to share the dev files so someone else could pickup where you left off?
shadow  [author] 18 Jun, 2018 @ 10:50am 
due to current situation not really, sorry.
Cache 42 18 Jun, 2018 @ 7:08am 
Is this still being actively developed?
Scourn 26 May, 2018 @ 10:39am 
hey shadow i sent you a friend request want to see if you would be interested in collaberating on something similiar to this you might enjoy.
Cadence 22 May, 2018 @ 8:27pm 
Ah, well, I'll give it some time and re-add it. I want my inlays back. Heh. Thanks!
shadow  [author] 22 May, 2018 @ 4:11pm 
not that i'm aware of just played on our server a bit ago without any issues, seems to randomly happen had a similar post on the server mod which i couldn't reproduce :/
Cadence 22 May, 2018 @ 4:03pm 
As of today this seems to be causing login failures on my server, I've removed all mods and added them one at a time and Arcadia is where it broke, did something change in an update to the game that broke this?
Cadence 19 May, 2018 @ 9:32pm 
Thank you for that. I'll do that.
GarGhuul 19 May, 2018 @ 8:30pm 
@Alana Ethereal: You can make long forum-style posts using the discussions tab right below the title of the mod. I think most workshop items have this, just so you know in the future.
GarGhuul 18 May, 2018 @ 5:42am 
Some items add +2. Usually Flawless Helms or Epics. Or flawless epics.
shadow  [author] 18 May, 2018 @ 5:39am 
Yeah removal of the base bonus is more or less intended since the base way of appling armor bonus is add value on equip add negativ value on dequip hence the -1 on the last equpped item (i clear the tablle add all enchantments, which would be none without any armor) and then the game adds negative set bonus. Though i might need to look into it, so it does not clear unmodified pieces.
Though the current entchantment are one attrib +1 .. no mixed, yet since in need to plan it out and the base bonuses on armor are not equal 5 normal to 7-9 on epics and mixed armors go even further up. and if i add a + str +agi enchant i guess most people would simply apply it to all armors and get +5str +5agi and with triple stat even more.
About the temprature the display is quite misleading ... it scales from 1-5 and silent legion has +2 so 10 heat protections, the legendary shields even have 25 ..but yeah i'm looking into this issue :)

@ginger no i wasn't aware of this, i'll add it to the tracker.
Ginger 17 May, 2018 @ 6:07pm 
@shadow Dunno if it's intended, but any items from this mod are not deposited on a player's corpse when they die.
Ginger 17 May, 2018 @ 6:06pm 
@sillybrit Aha, this is the mod that's causing that? I figured, if it was, then it was probably intended behavior. There's probably a function shadow added that reduces your stats by the amount the amount piece grants. I figure it does this so you don't get free stat bonuses from the enchantments. This would also explain the negative modifier when removing: the function doesn't account for removing the final piece of armor.

As it is, the negative modifier when removing armor is key to this belief that it's intentional: there's nothing in the base game that lowers stats directly, that I've seen, so the unequip function would have to be something like "look at all armor pieces, calculate total stat bonuses, negate them." Then, when the last armor piece gets removed, the function probably says "uhoh, there are no armor pieces, I can't calculate anything," and exits without resetting that one final stat point.

That's just my guess. It could be way off.
sillybrit 17 May, 2018 @ 5:03pm 
@shadow: your mod appears to be breaking the attribute bonuses and environmental protection provided by armor. For example, the full Silent Legion set should provide 5 heat protection and +3 to Str, Vit, Acc, Grit and Enc, but with your mod running there's no attribute bonuses and no environmental protection. Another issue is that removing some sets would apply a negative value to the attribute that should have been boosted. For example, the full Flawless Vanir Fur set should add +9 Grit, but provides no bonus and upon being removed leaves a -1 Grit modifier.
shadow  [author] 17 May, 2018 @ 11:11am 
@137 Parsecs away ok thanks the tip, i have just had a glimpse into the existing effects and am still learning unreal's particle system (since my intrest lies within learning and creating my own aswell, but thats antoher story :) ). If i find the time i'll take a deeper look probably just didn't look the right way or it wasn't what i had in mind :)
᠌ ᠌᠌ ᠌ ᠌ ᠌ ᠌ ᠌ 17 May, 2018 @ 10:47am 
A very talented modder by the name of Darmok that manages the Map of The Storm, Weapons of The Storm, Armors of the Storm and had me playtest mods he created using Unreal Assets that were either free or purchaseable from the UE4 store. Some of these asset packages come with a plethora of effect or employable pre-made scripts which can be used in CE blueprints. If you're interested in effects, then these are there.

The game uses a plethora of existing effects which were recycled in Storm's Weapon mod. Some were apparently already sitting inside of CE's existing kit assets. One axe he created in particular would surround the wielder in lightning.

It is extensive enough that a creative and intuitive enough script-writer could create weapon enchantments that stick to specific weapons and queue their their combat effects on draw events.

Its your mod. Be as creative as you want to be. Anyone who tells you that you can't or shouldn't is just holding you back with petty bickering.
shadow  [author] 17 May, 2018 @ 10:17am 
well in general the game is on a thin edge to keep close to the source and yet engine aswell as customers are more geared toward alot vfx. So yes currently it mainly uses the buffsystem to emulate combat enchants or rituals and the already implemented item mod system. This was ment as proof of concept that magic and rituals are possible.
Furthermore to fix certain gripes we had on our roleplay server.

i think especially on the topic of magic is a wide field of whishes and styles that it would be really hard to please everyone with only one approach. So it cones down to taste and i agree every should play the way they want.

P.S. i'll rename the combat enchants to ritual since its hard to tell them apart. Both work quite different :) and rituals is more fitting.

@137 parsecs away yes the system is there and certain resources though the amount of existing effects is quite limited in contrast what the system offers.
GarGhuul 17 May, 2018 @ 8:59am 
+1
Enjoy the game how you want to everyone. Mods are optional. ;-)
᠌ ᠌᠌ ᠌ ᠌ ᠌ ᠌ ᠌ 17 May, 2018 @ 4:25am 
@Those throwing this modder flak:

Parading around this attitude of what should be contributed by modders here is just going to come off as pretentious after all we've experienced in this game. And maybe this game just isn't for those who're trying to dictate what they selectively remember the lore states about sorcery. We're already past that point and apparently some have entirely forgotten about The Tower of The Elephant (Yes there's an achievement reference), Yag-Kosha/Yogah of Yag, Yara and events surrounding these stories. People should spend less time trying to dictate or criticize what modders are contributing and this kind of cynicism just comes off as presumptuous. Considering the horrors SOME modders have contributed here I think this is the LEAST of your worries.
᠌ ᠌᠌ ᠌ ᠌ ᠌ ᠌ ᠌ 17 May, 2018 @ 4:25am 
--The Kinscourge's signature attacks, The Witch Queen's vast knowledge as described by Razma, and The Witch Queen's stone giants, the hazardous crisscrossing beams of light emitted across her throne room, avatars and avatar shields, the cursed wall, wights, the serpent man leader's spectral creatures empowered by the shining trapezohedron, the map room and its obelisks. What do these things have in common? They are all along the lines of 'throwing fireballs around' and are the 'flashy' and 'extravagant' displays of magic and often are because they're empowered by artifacts or some other powerful source. Regardless of the source they are there. The visuals are there. The dev kit resources are there.
GarGhuul 17 May, 2018 @ 2:15am 
There is a mod around here that lets you dress thralls up like the Undead NPCs.
Avtark 17 May, 2018 @ 12:15am 
What I was hoping from the devs was like a Necromancy type system. Oh well, this is a lot better than nothing!
GarGhuul 16 May, 2018 @ 11:10pm 
@Xenovista: I do agree that the Conan "motif" of magic was rooted in the very real stage magic of the 1930s.
Hypnotisim, tricking the mind, and the honest belief of the people that something was "sorcery." The whole (oft misused) "Any sigificantly advanced technology" applies. Mix that with elements of the "actual" supernatural and you get a very different flavor of magic from say D&D.

However, this mod actually isn't about that style so far as I can tell. Right now it's about "enchanted" weapons and armor, which is just as easily cunning design or superior materials/craftsmanship. And maybe just a bit of the Outer Dark.
The game does have un-implemented mechanisms that could be used for the flashy stuff, but it can also be used for a "realistic" approach to Magic.
Aghoric Visions 16 May, 2018 @ 6:19pm 
That's nice and all but magic doesn't really work like this in the world of Conan. It's less throwing fireballs around and more....chanting for hours, naked in a circle of candles and sacrificing goats upon a pagan altar to summon a giant cosmic bat. Which then promptly bites your head off for disturbing it.

The first Conan MMORPG got this wrong too.
shadow  [author] 15 May, 2018 @ 12:20am 
@Ginger yes you can access and modify the buff active on a character so, i'm just not sure if there is a reliable end combat event you could use to check, maybe you'd have to build a mechanic like 5s no damage sunder gets removed.
Another way could be you modify the thunder buff and would have to add the removal portion this is possible but you'd have to compare the whole debuff on each patch which depending on the size of the blueprint can be quite a task.
At least thats what i found out so far :).

About the regeneration that seems to be a bug we noticed our self and unrelated to vampiric (though that makes testing on server a bit of a issue). We weren't able to pin down the cause of the regeneation, but it randomly happens and happend before.

Yes all combat buffs do that, and we decided to keep it in. Kinda like a price to pay if you don't use magic "wisely" :) (and i also paid that price more then once)
Ginger 14 May, 2018 @ 3:50pm 
Oh, and on-topic, I love this mod. There might be an issue relating to the Vampiric buff heal, though, because I noticed that I have a permanent heal over time on myself, and I don’t have the perk that gives me that.

Also, Vampiric and Soul Drain both affect the player, as well, if the player damages themselves (for example by fall damage). I’ve killed myself with the Vampiric effect 2 or 3 times now, hahaha.
Ginger 14 May, 2018 @ 3:46pm 
Hey Shadow, off-topic question: with what you’ve seen, can the game’s devkit fix the Sunder bug, where the Sunder effect doesn’t get removed when combat ends? Note that I’m not asking you to fix it, just if you think the devkit *can* mess with the original game status effect files. This is the only mod I’ve seen that does anything with status effects, so I figured you would know as much as anybody.

If it can, I think I’ll probably look into fixing it myself.
shadow  [author] 14 May, 2018 @ 1:50pm 
@Hollow 1383616250
Hollow 14 May, 2018 @ 11:44am 
MOD ID?
shadow  [author] 14 May, 2018 @ 11:31am 
@keyesty yes, that is a known bug and will be fixed soon.

about the combat enchant ... you have to aktivate them and should recive a buff this buff should apply its effect to each enemy hit. bleeding and vampiric currently do the same.. apply a dot, the healing component was accendently disabled in this build (just noticed recently). Though maybe the damage/stack is quite low so it might be hardly noticeable depending on the enemy.

The issue with not hitting seems to be a general issue. i often noticed a arrow gets stuck on the nemy and simply no damage is applied, even with normal weapons. I'm not sure there is something i can do about it :/
Keyesty 14 May, 2018 @ 9:33am 
There is also bug, when I try to switch from enchanted bow to two-handed weapon like spear, it doesn't switch but instead create copy of said weapon in inventory. I have 20 pikes now...
Keyesty 14 May, 2018 @ 9:29am 
Is there any details on Combat enchants? I can't figure which does what. Vampiric for example add bleeding to my attacks, but Bleed does not. Aether sword arrow also don't do damage most of the time, while arrows do. Or may be I am using it wrong, so confused.
But aside from that, this is really great idea and I like it. And only way we can see magic until FC add sorcery.