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my issue with the tavern is that it gives access to thralls without hunting for them. it's a cool feature if you're pve/singleplayer but takes away more than it adds in a pvp context
Fundamentally the mod is built around re-creating what the game used to be before on pvp servers. I've never played PVE servers and I never play with mods.
Why disable entire mechanics? I dont really want to play without having access to sorcery and taverns are just fun to build.
So if i break this down one step further, i can put your testy.pak file in the mod folder and NOT list it on the modlist.txt file, and even though it wont load the mod, the server will still start up and stay running. Its when i list it on the modlist.txt file, with or without the * before the file name, the server will not boot. i dont know what happens at that point but thats what im experiencing.
Ive also tried to diable DLCs in steam but to no avail.
its interesting that my servers are affected but others arent.
I know the other mods will load and have tested that. And i havent ever used beyond stations.
Aquestion though: I would like to get the mod running on a server, rather than just the single player instance. Unfortunately, i have not had any success in running this on the steam dedicated server, the gportal server, nor through the funcom installation UI. All i get is a fatal error or the server will not boot up. Is this a setting or something on my end that keeps it from loading? Can it be fixed? This mod on a server would really be soemthing...not walking away from a camp that was just handled and then turn around and they are already respawned even with NPC respawn settings at max. that would be something...
I'll go over the pets again next time im working on the mod, i thought i had the hyena in a decent place but theres so many testing variables and so many pets to test. I also want to make sure theres still somewhat a progression feel to having different pets. I might just have missed increasing the hyenas armor penetration (the main issue with pets).
I really like siptah but the overall playerbase doesnt so i just feel like it's not worth working on a version of the mod that works well with siptah.
@Frission I'd also like that but changing the perks was more work/more difficult than i thought it would be.
Anyway, I guess that means whatever causes Conan Classic to be not readable is not really a major concern. It was just some incompatibility after all. A shame, because I was looking forward to the more challenging survival. Conan is so easy now, I never feel like some stone-age to bronze-age savage anymore. I start right away building architectural wonders, having infinite food after 2 minutes, and picking of most fighters and predators around, using just some sharpened stick.
I have no idea if it will work as intended when using other mods as they might overwrite eachother.
This is due to the change only working in singleplayer and not in multiplayer. temporary while i'm figuring this out.
you may need to rebuild your crafting stations.
Server: Conan Classic
Direct connect: 185.239.211.112:28600
Discord: https://discord.gg/pNAtXz358K
If you're in an ongoing playthrough you need to rebuild your crafting stations.
More info in the Change Notes
Sorcery just isn't engaged with a lot aside from summoning your dead body to save loot or using the bat to get on top of peoples bases, the rest of it is somewhat harmless i suppose.
a lot of the considerations I take are from the perspective of someone who only plays the game on pvp servers.
in the version I made last year I had made it so the craft speed and cost reduction was back on thralls as opposed to the crafting stations, like it was before they added the new stations, and imo that was a way better and more satisfying way to handle production.
Can't wait to give this one a try! Good job!
Some things that are planned for the future sound like something that, in my opinion, would be better to configure for the user to decide whether they want to enable them or not.