Conan Exiles

Conan Exiles

27 ratings
Safe-Zones (by Xevyr) v1.2.0
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2.418 MB
Feb 26 @ 2:30pm
Apr 8 @ 6:57am
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Safe-Zones (by Xevyr) v1.2.0

Description
The mod adds an admin-spawned placeable banner that creates a safe-zone around it preventing players from taking damage.


Features:

  • Admin spawned items: Safe-Zone Banner / Building Safe-Zone Banner (experimental)
  • Prevents players from taking damage while inside the safe-zone or buildings and placeables in the building safe-zone
  • NPCs will ignore protected players
  • Players abusing damage protection temporarily become vulnerable again
  • Configurable radius with optional visual representation (easier to set up zones if you toggle it on temporarily)
  • The zones can overlap without issues, so with multiple flags and the customizable radius on each, you can cover whatever surface area you need
  • Can temporarily disable without removing

Workshop ID
3434851630

Compatibility:
Compatible with everything.

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    You can safely ignore any "outdated" warnings you might get from gportal or other services as those simply check the version number of the devkit used to create the mod (stored in a text file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.
8 Comments
War Apr 14 @ 8:09pm 
My thoughts were more along the lines of having towns that could be raided -- ie. via the random purge but where in the town itself won't get totaled but the npc's in said town could be -- making defense still have value but without the tedium of either rebuilding or at minimum repairing.

I'd not considered mindless attacking of impervious structures, but was interested in the purge going after npcs (hence not wanting to make a fully safe/purge free zone).

In testing I'd not really encountered "mindless" attacking of the impervious structures because the npc's/pickets/guards were engaging the attackers. That said, I can see where, if there were no defenders, that you'd end up with a very long loop of "monsters/purgers? bashing a wall for eternity.
Xevyr  [author] Apr 13 @ 5:52pm 
@War - You probably shouldn't use this for the purge mod, since you'll end up with NPCs trying to attack something that won't be destroyed.

With the purge mod you can just define custom no-purge zones and buildings in that zone will never get chosen for a purge.
War Apr 13 @ 5:13pm 
First chance to test this out and thank-you very much @Xevyr !
Very useful for being able to run your purge mod et al., but still ensure that some "towns" can otherwise be immune.
War Apr 12 @ 3:37pm 
*cautiously optimistic*
Xevyr  [author] Apr 7 @ 7:51pm 
Oooooooohhhhhhh... Fine..
Xevyr  [author] Apr 5 @ 3:22pm 
I don't have any such plans atm
War Apr 5 @ 3:14pm 
+1 to Cyrix's suggestion.
I've never found anything on the building side of things.
It would be nice to be able to setup some towns that are "immune" to damage and still have either PVP or various purge options still in play.
Cyrix Feb 28 @ 1:21pm 
Can you do one for building damage?