Conan Exiles

Conan Exiles

stone statues
532 Comments
Robcat 1 Oct @ 4:10am 
I'm not sure if you had figured out how to make the Sculptor thralls 'fulfill their needs' in the living settlements system, but they don't do anything for me. They just stand there, though they can be put into the sculpting stations. Reloading the game/server restarts don't make a difference, tested in SP with only this mod running to confirm.
Tobusaurus 14 Mar @ 2:12am 
The mysteries of computing. I am software tester for 19 years, I know what you mean :budsmile: Weird things happening all over da place.
damian_rorke  [author] 13 Mar @ 5:09pm 
lol interesting. i dont know what i did to the rugs. i didnt even touch them. something probably broke when i had the whole crash-a-thon with the testing environment. i find weird stuff happens for no apparent reason when that crashes. theoretically should be easy enough to fix those ones though
Tobusaurus 13 Mar @ 2:14am 
Thx for the update! Hope you are fine! I know such stories about floodings and storms from colleagues in the Phillipines.
So I tested everything and found only four items that dont fully work:

Bandage - not placeable
Tapestrypush - no living settlements, no placing shadow, default model is shown
rugflirt - placing shadow is working but no living settlements
rugseductive - placing shadow is working but no living settlements

Everything else works fine now, hope I did not miss anything. So all in all great update and thx again!
damian_rorke  [author] 12 Mar @ 5:49am 
i think i finally fixed up those items. Sorry it took so long, we've had a cyclone here, which took out out power for about a week. i also couldn't actually test to see if they were working properly because since the last update the editor crashes for me when i load up the test environment. But i know what was wrong with them, and they should be fine now.
Tobusaurus 27 Feb @ 5:42am 
Glad I could help. Fingers crossed it wont be too much work for you. Take your time and thx in advance.
damian_rorke  [author] 27 Feb @ 4:03am 
ah yep, if they're bandaging i know whats happened there. those ones might need to be completely rebuilt due to the living settlement changes. ill see what i can do with them. was hoping to get onto it today, but work keeps surprising me with random crap to do, which has held it up so far
Tobusaurus 27 Feb @ 12:50am 
Another thing I noticed is that the adult animations that were already placed before your last update now play the bandaging animation. Maybe that helps to track down what was changed accidentially.
Tobusaurus 18 Feb @ 8:21am 
Probably another "funny" side effect of the editor caused it. Thx for checking, once you upload a new version I will retest them.
damian_rorke  [author] 18 Feb @ 7:12am 
oh and chairsit is from this mod, but i should probably just remove it. with living settlements it has the exact same function as a chair, so i didnt update it
damian_rorke  [author] 18 Feb @ 7:11am 
oh interesting. ok, i'll take a look at them next. i didnt think i changed anything with those, but i did fiddle with alot of stuff trying to get the emote ones working. i didnt even check those ones.
Tobusaurus 18 Feb @ 5:41am 
So I think I tested all now. There is a whole group of items that cannot be placed anymore as the game always says its overlapping with something else. Not sure if they are from your mod or from some other. Its basically all placeables playing adult animations that are effected. I think at least some of them did work before the last mod update.
Tobusaurus 18 Feb @ 4:46am 
You did it! :steamthumbsup: It works now for me. Tested with Ponder, Drink, Clap, Shakefist, Kneel, Talkingperson, Palmsquirm,Tabledance. Just one question - is Chairsit also from your mod? That one has no interaction with living settlements and shows some default dummy model sitting.
Tobusaurus 18 Feb @ 3:37am 
Thx for the update, will start testing it now :budsmile:
damian_rorke  [author] 18 Feb @ 12:16am 
ok, fingers crossed...i think everything should be working now, unless it did something insane when i uploaded it....i also tested a new way of doing those emote peaceables with a new drum and sweep emote...haven't tested those though, so i anticipate madness with those two
Tobusaurus 14 Feb @ 9:25am 
Great news! Thx again for your work. Fingers crossed your fix will work.
damian_rorke  [author] 14 Feb @ 7:51am 
looks like ive finally found a way to trick the editor into not overwriting those items. I just tested it and it seems to be working great. i have a few more items to fix but hopefully ill get it done over the weekend
Tobusaurus 5 Feb @ 6:44am 
Funcome is to blame here just as Damian said there is that stupid overwriting of animations. Also there are placebales in the base game that are used by living settlements that dont even show the green ghost for placement. E.g. carts, crates and armor stands. Also there is stuff from the bazar that also does not work at all. E.g. there is one marble bathtub where you cannot even manually place NPCs. Thx Funcom, great job! I am software QA and such things must show up in testing. So I am super happy for modders like Damian who fix the Funcom $hit for us.
Robcat 3 Feb @ 5:57am 
That sucks. Still, it's really appreciated Damian. It's so nice having the extra types of 'needs' stations to make the base activity more varied and alive.
damian_rorke  [author] 3 Feb @ 3:54am 
yea i think its because i used a "chair" as the parent blueprint for them. its letting me change the main animation, but every time i change the animations used for thralls fulfilling a need, it overwrites it and sets it back to default. its only doing it when cooking the mod too which makes it super annoying, because it looks all good, then screws up in game. Its a bit of a tedious process, but i'll have to give them a new parent blueprint and re-make them. the "chair" base object seems to just be a problem
Robcat 3 Feb @ 2:30am 
Yeah still happening unfortunately. As Tobusaurus says, it seems to happen when thralls are trying to eat.
Tobusaurus 3 Feb @ 2:10am 
Hi, the animations now work sometimes but sometimes there is still the "sit down and eat" animation being played. I guess when an NPC wants to eat those placeables still act as seating option. But when an NPC wants to do some random strolling around action then the animation is properly played. Hope that helps and makes any sense to you :) I tested it with placables Laugh, Ponder, Talkingperson, Shakefist and Drink.
damian_rorke  [author] 1 Feb @ 10:50pm 
hopefully thats fixed now. the editor has an annoying habit of overriding the animation data on those things for some reason. from what i can tall it should be fixed now, but let me know if it keeps happening
damian_rorke  [author] 27 Jan @ 5:06pm 
oh damn, i thought i fixed that. thanks for letting me know. I'll take another look and see if i can get it fixed
Robcat 27 Jan @ 3:37pm 
The emote placeables seem to sometimes cause living settlement thralls to sit instead of doing the emote. I've noticed this with the Dancefire, Flirt, and Come Here placeables so far. The Come Here placeable once had a thrall doing the emote while a second thrall came and sat down at the same time (in the other thrall).
Robcat 21 Jan @ 4:14pm 
Cheers, thanks, good to know.
damian_rorke  [author] 21 Jan @ 4:08pm 
oh they probably aren't on the siptah tables actually. to be honest siptah didn't exist when i made the mod originally and i never thought of it after it came out. I'll look into adding them to siptah in future, but for the time being you'll need to spawn them in.
Robcat 21 Jan @ 3:57pm 
Are sculptors added to the Siptah tables or will I have to spawn them in? Been playing for a while on the map and haven't seen any yet, though could be coz less thralls on Siptah generally.
blacktaloncastle 24 Oct, 2024 @ 10:22am 
Awesome! I really missed the banner girls on my castle. I hope they fix the Age of Zeros soon. I've been told it'll be great. My thrall worked for an hour and 'poof'...gone. Maybe if I pay them in something other than pain and sacrifice.
damian_rorke  [author] 24 Oct, 2024 @ 7:41am 
looks like some things went wonkey with that last build i did. nothing serious, just some animations messed up. ill take another look and try to figure out where i went wrong soon
Robcat 19 Oct, 2024 @ 3:37am 
You can' t be doing any worse than funcom right now ;) and like them, I'm sure it'll be awesome when it's all working, seeing the sculptors 'come to life' so to speak and start living in one's base. It's such a great mod. Thank you so much (for this and for all the years of enjoyment)!
damian_rorke  [author] 18 Oct, 2024 @ 10:57pm 
so ive just done an update to get things basically functional. trying to figure out the new workbench systems has been a head ache. I know theres a few items which used to have thralls in them which arent working right now. so ill be trying to get those running soon
Robcat 15 Oct, 2024 @ 12:58am 
Sweeeeeeeeeet
damian_rorke  [author] 15 Oct, 2024 @ 12:15am 
yep there will be an update coming. im hoping it should be reasonably straight forward to have them work with the new system. who am i kidding, it will be madness :) Not sure if the changes are available on the dev kit yet, but i have big update coming through and will take a look once that's done
Robcat 14 Oct, 2024 @ 6:25am 
Any chance you could update your mod so that the station thralls utilise the upcoming worker system, wandering around and such? Would be amazing.
Xevyr 10 Feb, 2024 @ 8:53pm 
You're welcome :) And yes, it's annoyingly easy to accidentally save that file, since it gets flagged as "changed" any time you open a skeletal mesh, so you have to be extra careful not to save it. It's literally begging to be saved :D
damian_rorke  [author] 10 Feb, 2024 @ 8:48pm 
There we go, should be fixed now. Thanks Xevyr, you were spot on. that was a huge time saver
Xevyr 9 Feb, 2024 @ 1:41pm 
Hey there :) Can confirm, did a scan on your mod and it contains a copy of the old human skeleton (which it shouldn't).

Funcom replaced that a few chapters ago and any mod that had a saved copy has this effect that footstep sounds no longer work

To fix it you would load it up in the devkit, press the "Active mod folder" button in the devkit cook UI. That will open the source folder of your mod.

Next, close the devkit while leaving that folder open and delete anything in the Content folder (those are all overwritten basegame assets, your mod only has Characters\humans\meshes\SK_human_Skeleton.uasset - so delete that whole folder structure)

Reopen the mod and you can do an update (to verify you can click the "choose assets for cook" button which will list you all the assets (if you do that prior to deleting the file you would see the skeleton being included with a red "base asset" text)
damian_rorke  [author] 9 Feb, 2024 @ 1:30pm 
oh that's an odd one, I'll try and find time to have a look at it his weekend. not certain why it would be doing that.
Sangarn 9 Feb, 2024 @ 11:48am 
after some test this mod remove footstep from the player char
if someone have a fix ? I love this mod
Rebirth Storm 24 Dec, 2023 @ 5:29am 
thank you
damian_rorke  [author] 23 Dec, 2023 @ 11:38pm 
just did a quick update, everything seemed functional at first glance but let me know if any issues.

I also added the fountain requested by FullRecon TTV. a darker grand grey marble fountain with no boob water. its crafted by the relic hunter sculptor in the large statue crafting station
lonniecom 23 Dec, 2023 @ 7:21pm 
Thanks so much for working on this, it's my favorite statue mod. You did well and again, Thanks!! <3 <3
damian_rorke  [author] 23 Dec, 2023 @ 6:33pm 
hi the mod seems to be working at my end at least so i havent done an update yet for the new age. I probably should though just in case. will try and get it done today before xmas madness starts happening :)
Rebirth Storm 23 Dec, 2023 @ 6:24pm 
Any updates for this mod? We love your mod.
FullRecon 11 Dec, 2023 @ 10:35pm 
If only the Grand Marble Fountain was exactly as it is but in the darker grey and not with water coming out her knockers... :P
zigurat 19 Oct, 2023 @ 10:08pm 
The other mod is fixed now :)
damian_rorke  [author] 19 Oct, 2023 @ 4:25pm 
ahh we may have some overlapping stuff. you could try juggling the mod order around, but without knowing exactly where the two mods are conflicting its hard to say if that would actually help. Oh well, the mod was well overdue for a rebuild anyway so it wasn't wasted time :)
zigurat 19 Oct, 2023 @ 10:22am 
Actually, you know what. I don't think it's your mod. I just ran it along with another mod that I thought was crashing too, but without Zara's mod, and the game ran fine. So I think it might be Zara's mod that is incompatible. I guess?
zigurat 19 Oct, 2023 @ 9:49am 
Unfortunately, I'm still crashing with this mod. These are the other mods I was running with.
Pippi
Zara's Blood, Bath and Beyond
Thralls are alive
Fence gates
Female new faces
Kerozards Paragon Leveling
All in one tweaks
Kalimdor exiles