Conan Exiles

Conan Exiles

LBPR - Additional Features - v2.1.4
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Opdatering: 1. juni 2020 kl. 7:19

Version 7.0.0

Bug Fixes and Changes
  • Adjusted the LOD distance of the Stygian Wall Lanterns so they dont look so terrible when not that far away

  • Removed the sound file from the wall lanterns so that they can better be served as a low performance demanding light source

  • Moved the sound location of the Ymir Totem, as well as changed the audio file to play a different sound.

  • Set the Wall Lantern's, Derketo Statue, and Jhebbal Sag Pedestal to be able to be placed under water.

  • Numerious tweaks here and there of various dyeables (sound location, light radiuses, etc).

  • Various weight adjustments to be more in line with everything else

  • Various clean up of old files that aren't needed anymore and more space saving techniques to help keep the mod at a modest size in terms of MB's.

  • Changed the Witch Cauldron so that its embers and flame also change color with dye change. I also removed the black option from the Witch Cauldron since it doesn't really offer an actual viable option.

  • Fixed the Witch Cauldron so that it changes the color of the water properly

  • Fixed the ItemTable names of the Frost Brazier and the Throne of Skelos

  • Modified the Set Brazier further to have a much larger flame. I also added embers and fuel as the blank surface creating fire looks too immersive breaking to me

  • Extended the vertical range of the LBPR - Awning - Dyeable

  • Restored the Apex Cloth Simulation on the Nomad Tent.

  • Added Apex Cloth Simulation to the Stygian Nomad Tent

  • Fixed the Flag pole based Recycled Awning

  • All Dyeable beds are now useable for spawn points.

  • All Dyeable chairs and thrones are now uesable for sitting.

  • Fixed the feat for the Improved Preservation Box so that it has the correct feat requirement to learn

  • Updated the Gong to have LOD's

  • Minor Icon improvements (general)

  • Changed the Khitai Brazier flame

  • Changed animation on the Improved Cooking Station (Snap version) so that it loops the Thrall animation correctly

  • Adjusted the LBPR - Survival starting feat a little bit

  • Changed the method in which the Elevator speed can be saved. Players must now hit "Save" on the menu. This resolves the saving issue on Single Player, and will hopefully resolve the scattered reports on servers.

  • Improved almost every snappable placeable to allow more options and easier placement.

  • Tons and tons and tons of changes made on the back end that I don't remember anymore because this patch period has been very long.

Additions
  • Added a dyeable Fireplace in which the stone color is dyeable. The snap version has also been upgraded to support this feature.

  • Added a snappable version of the Saddle Workbench

  • Added several new placealbes and buildings for Set, Derketo, and Mitra religions. Other religions will follow in a future update

  • Added several new banner choices, coming in variants of duel banner, ceiling banner, and hanging off the wall banner.

  • Changed the Wall Windows with the Window socket to be an optional piece due to a long standing vanilla bug. See below on what that is and what the final solution is to fixing that in this mod.

Dye Changes
  • Completely changed the dye system across the board. It no longer is based on inventory storage, but rather applying the Dye from your personal inventory. This was done to improve server side performance since the dyeables no longer need inventory checks on the server.

  • Any dyeable that can has it's mesh colored has had it's options expanded to 35 different color choices. This is likely the final number of dye options, as adding more options in the future would be a major project. Anything with a particle effect remains at 11 and probably won't ever change due to having to store every particle locally.

  • Several dyeables have multiple dye options for specific parts of one object, allowing for more color configurations and customizations.

  • Due to the dye changes, flame based dyeables no longer have their turn on/off feature on the radial. Instead, you can turn them off with a simple action selection, just like how vanilla torches are set up.

Swap Additions
  • Added several new assets that have a swap feature, which lets you change the size of a placeable, the tier or type of a placeable, or both.

    This new feature was also added to existing placeables as appropriate, such as carpets, pillows, and tents. All assets that have a swap feature on them have been labeled as "Swap" in their title (along with Dyeable if they are also Dyeable).

    More of these types of placeables will follow in future updates.

Painting Changes
  • The LBPR paintings have been condenced down into two selections, LBPR - Painting, and LBPR - Building Contest Painting.

  • You can select which Painting you want, choose between two different frames, set the size of the frame, and dye the frame colors.

  • All original LBPR - Paintings have been renamed to (Legacy), and have been removed from the Recipes Table. In addition, to help save on mod size, all of them have been converted to the same static mesh and material. You will need to remove that painting from your wall, and replace it with a new one.

Other Legacy Stuff
  • A few items and buildings have been renamed to (Legacy) or Mod.

    If you see anything named legacy or mod with existing buildings or placeables, these need to be upgraded or replaced. They are old versions that couldn't otherwise be replaced in an efficient maner that didn't result in bug issues. With placeables, this is relatively simple and they just need to be destroyed or picked up, and replaced with the newer version.

    With buildings, that's a bit more complicated. As you may or may not have been aware, there has been some long standing issues with the way I used to develop this mod and needed an external script to reslove. Those issues, thanks to Joshtech (author of Pippi), as of this version, are now resolved. However, in order for people not to lose their buildings, I had to store extra files locally into the mod to prevent bug issues.

    That adds extra bulk to the mod that isn't really necessary (~20-40mbs). While I can keep those files there forever, there isn't really any need for them as people start to upgrade or replace those legacy buildings. It'll instead be best to optimize the mod at a future date, and remove all of those outdated files. So, for existing players here is what you need to do.

    If something labled as "Mod" in the building title, this needs to be upgraded or replaced. Due to coding restraints, you can only use other vanilla buildings to replace them with. For example, upgrading Sandstone to Reinforced Brick, or side upgrading Reinforced Brick to Black Ice, or side upgrading a Wall to a Door Frame. Anything will do, so long as they are replaced, and you don't see "Mod" in the title anymore.

    Alternatively, the original script has been changed so that it automatically swaps all the old files with their vanilla counterparts. This only has to be done once, and the script will never be needed ever again.

    If you are a bran new user as of today's update, or have wiped the server, you don't need to worry about anything legacy or old versions at all. Just plug and play, like how it should be and how any other mod works on the workshop page.

Opdatering: 22. feb. 2020 kl. 3:03

Version 6.8.5

Bug Fixes and Changes
  • Fixed all snappable placeables so that they can no longer be stacked on-top of each other or other placeables. LBPR settings currently do not offer an option of having this being on or off.

  • Slight mesh change to the grating part of the Reinforced Drawbridge. Just a visual change.

  • Fxed the Stygian Large Snake Carpet

  • Fixed several dyeable placeables so that you don't need to place a dye twice in order for it to take affect in Single Player

  • Set almost all dyeable flame placeables so that they cannot be placed in water. Ooops.

  • Minor performance improvement for Dyeable Flame objects

  • Set Small Border Flags wind sounds to half volume of initial release

  • Fixed the alpha channel texture on the Recycled Awning Banner

  • Fixed the flare color to match their correct color on various flame particles (dyeable torches, etc).

  • Slightly modified the blue particle color on various dyeable flame placeables. They were still using the old RGB value I had until I found an RGB color I liked more on others.

  • Slightly modified the grey particle color on various dyeable flame placeables. I wanted it to be more grey/dark. I actually tried to find a balance where black could find it's way in, but it just looked too terrible, so I settled for updating the grey color instead.

  • Various text description updates

  • Enabled the Arrow Direction on the LBPR - Improved Furnace (Kiln) - Snap so you know which position the follower worker will be at on placement. Also moved the location so it no longer looks like the follower wants to try and set their knee on fire.

  • Removed the collision from the section of where the flag is on all the dyeable pole based banners. They blow in the wind, felt really immersive breaking to be running along only to be stopped by an invisible collision box when the flag is flapping in the wind above you. The wood pole remains having a collision.

  • Increased the radius of the light source of all candles.

  • Fixed the black candles so that they actually show their flame.

  • Adjusted the Witch Cauldron so it's light source has a larger radius, but also less intense light.

  • Various texture improvements and optimizations. Some textures were upscaled from a very low resolution to a higher one, while other's were downscaled to help reduce overall mod size. There was also some back end stuff done to help reduce overall mod size. While the actual mod size will increase when compared to the last version, this change helped save over 100mb's of mod space.

  • Slight recipe adjustment to the LBPR - Altar of Mitra Brazier - Dyeable Flame and the Set Brazier - Dyeable Flame

  • Made the LBPR - Set Brazier - Dyeable Flame change it's metal color also when dyed.

  • Changed the feat level requirement for LBPR - Journeyman Religion, Apprentice Constructiont, Journeyman Construction, and Master Construction

  • Fixed the icons for the Preservation and Improved Preservation Box - Snap versions.

  • Added an "S" to every LBPR snappable variant so they are easier to identify as snap versions.

  • Updated the two Nomad type tents to have 2500 health instead of 250 health

  • Changed all the vanilla objects icons that this mod modifies in some way to include a green dot in the upper right hand corner.

  • Significantly increased the temperature on the Set Watchtower and Set Bonfire

  • Changed the name of all Dyeable's to just "Dyeable" (instead of Dyeable Flame, Dyeable Cloth, etc).

  • Gave the drawbridge more of a metal and wood sound when your character runs over it.

  • Gave the LBPR - Standing Skull Torch glowing embers that change color based on the dye in it's inventory

  • Fixed the metal ladder so that it no longer damages players

  • Updated the metal ladder icon to the correct one

Additions
  • Created a proper white material to several placeables.

  • All material based placeables have also been given a light grey dye option that replaces the previous "white" dye, so players can have that option still if they choose. To avoid confusion, if a dyeable placeable didn't need a white material made, I added another color option for light grey anyways.

  • Added dyeable Glowing Standing and Wall Torches

  • Added another Dyeable Floor Tapestry using a part of an unused texture file found in the dev kit.

  • Added three Recycled Awning Wall Banners

  • Added four Dyeable Beds. Decorative only as I am unable to find a way to make them work as a spawn point and dyeable.

  • Added alternative Tier 3 Altar's that don't have any sky beam or map icon. Upgraded from a vanilla Tier 3 Altar. Requires a admin spawnable only "LBPR - Token" in order to craft. This is to allow server admin's control on whether or not players can have altars without map icons and sky beams.

  • Added a dyeable Derketo Glowing Yes Cat statue, Jhebbal Sag Pedestal, and a dyeable Ymir Totem, which makes it so at least one unique dyeable light source is available per religion.

  • Added a plain bonfire, taken from the previously added Set based bonfires meshes. Inspiraton was watching a Twitch stream in which they held a funeral for a permanately killed RP character. I thought some players might want something with "just" wood in it and not require a religion to make.

  • Added white flames or white glow to most dyeable flame/glow placeables as an option. Inspiration was from watching a Twitch stream where they have plans to add dyed torches to each quadrant of a tower to represent the various factions. A white theme was one of them.

  • Added a low health, Tier 1 Rope Bridge that has the length of 8 foundations. Can only attach one before additional support is needed.

  • Added a duel pillar that fits well with the Rope Bridge. It doesn't line up exactly 1:1 with the rope bridge pillars on the ends, but I did that intentionally as it was the best balance I could do if people wanted to link together multiple rope bridges.

  • Added three dyeable tables.

  • Added six dyeable pottery placeables.

  • Added ten large window hatches so that players can have window hatches when overlapping a doorway with a fence.

  • Added a Large Strongbox in both freeform placement and snap placement options. The strongbox uses a modified unused mesh found in the dev kit so that it looks like it has actual depth. The lid opens and closes when interacting with it for greater immersion. Finally, it holds 50% more capacity than the vanilla Large Chest, and has 50% more health.

  • Added a Strongbox in both freeform placement and snap placement options. The strongbox uses a modified unused mesh found in the dev kit so that it looks like it has actual depth. The lid opens and closes when interacting with it for greater immersion. Finally, it holds slightly more capacity than the vanilla Large Chest, and has slightly more health.

  • Added a Fluid Press - Snap version. For some extra variety, I improved the collision a bit and made it so the middle section will spin. For now it is set to always spin, but I hope to make it only spin when it's in use in the future.

  • Added a weak open tier 1 wooden fence. This is a building/snappable fence, although it only has 750 health. It can stack on top of each other, along with ceiling or other snaps as you desire. It will cost 10 stability per fence (just like ladders are set up now).

  • Added three new large dyeable flame placeables. The Seperntmen Brazier, Lemurian Brazier, and Frost Brazier.

  • Added 4 dyeable decorative only chairs, and 2 dyeable decorative only thrones. I couldn't get the sitting code to work alongside the dyeing system. This will do for now.

  • Added a double lever version of the reinforced drawbridge so that there are bridge controls on both sides of the drawbridge. I also set it so that only clan members can use the drawbridge controls for this version.

Opdatering: 7. feb. 2020 kl. 17:24

Version 6.8.4

Bug Fixes and Changes

  • Changed the LOD range of the Watchtower and bonfire to a greater distance than other placeables in vanilla.

    My sorta vision with these is for players to use these as a sort of signal fire. Hopefully the extended range helps with that sort of inspiration.

  • Fixed an issue that would make any LBPR - Dyeable Placeable have an infinite LOD range once dyed.

  • Added a Energy Source to the Wall Torch - Dyeable version so that it is the same as it's vanilla counterpart

  • Changed all the Dyeable Flame objects so that they will no longer shut off their lights or particles on interact when you are switching dyes.

  • All Dyable objects are now set to be locked automatically, preventing non clan members from taking dyes out

  • Removed the Black Hand Tents - Dyeable Cloth Feat as the pre-req I set isn't actually set up in the game (unimplemented).

    Instead, I've merged them into the Black Hand Banners Feat.

  • Changed the recipe for the Black Hand Tents - Dyeable Cloth versions so that they require the vanilla dropped versions to make.

  • Set the Elevator UI to appear in the middle of the screen now instead of the top left.

  • Changed the Elevator UI background to be a solid black instead of a transparent background, making it easier to work with.

  • Updated the Radial Icon's to have an LBPR tag on them to help better identify their mod source for users.

Additions

  • Added a radial option to all Dyeable Flame objects so that they can be manually turned on and off (both the light and the particle effect)

    Radial can only be accessed by owner of the placeable

  • Added more Dyeable Placeables:
    • Stygian Folder Screen - Dyeable

      Recipe gained from learning the vanilla Folding Screen and unlocking the LBPR version (free feat cost).

    • Small Border Flag (1 and 2 that use different poles) - Dyeable Cloth

      Recipe gained from learning the LBPR - Small Border Flag feat.

    • Recycled Awning Banner - Dyeable Cloth

      Feat gained from the existing LBPR - Awning - Dyeable Cloth feat

  • Added a longer vanilla drawbridge

    Extends 6 foundation lengths

  • Created a new Reinforced Long Drawbridge

    Also extends to 6 foundation lengths and has 60,000 health compared to the 20,000 of the vanilla one.

    Both recipes for the new Drawbridges are gained from the new feat, LBPR - Master Gatekeeper.

  • By request, I added a LBPR - Improved Furnace (Kiln) - Snap version. Kiln will snap to the middle of a foundation and can be rotated, much like how the Firebowl Cauldron works now.

Opdatering: 2. feb. 2020 kl. 21:53

Version 6.8.3

Bug Fixes and Changes

  • Fixed all the Awning recipes that were added in the last update.

  • Changed the tint of the green glow of all flame based placeables so it is more green and less yellow

Additions

  • Added new Dyeable Flame Placeables:
    • Stygian Watchtower Bonfire
    • Stygian Bonfire
    These are crafted using the Tier 3 Set Religion Altar

  • Added two new Signposts
    • Floor Sign
    • Faded Wooden Signpost
    These are unlocked at the same levels as their vanilla counterparts and the same crafting station.

Opdatering: 31. jan. 2020 kl. 1:46

Version 6.8.2

Bug Fixes and Changes

  • Restored the Elevator Speed Configuration. You may now once again adjust the speed of elevators on both the LBPR - Large Elevators, and vanilla Elevators

    This is also compatible with the "Configurable Elevators" mod found on the workshop, though it isn't really necessary to have.

  • Changed the Icon for the Elevator Speed Configuration to a more recognizable speedometer

  • Fixed the Large Elevator crash related errors, typically found when used with other mods.

  • Updated the descriptive text for the Khitai Brazier

  • Updated the descriptive text for the Cimmerian Banner

  • Updated the descriptive text for the Metal Ladder

  • Updated the descriptive text for the Altar of Mitra Brazier

  • Improved the Vanilla Decorative Beams, both Vertical and Decorative to make them easier to use. Because I moved and modified the sockets, this can cause some buildings to collapse if you used them previously and didn't use other things (walls, foundations, pillars, etc) to help support stability.

    I cannot begin to tell you how much of a pain these are to work with in terms of trying to keep within the original goals of a "weaker pillar" as Funcom intended so long ago. I came up with what I feel is the best compromise. If you set up the vertical beams, they only grant 20 support on each side, but if you add a diagonal beam to those decorative beams, it will grant you full stability for that ceiling.

    I wanted the decorative diagonal beams to be able to attach to walls on their own, but I had a ton of issues getting that to work right. So for now, you won't be able to attach the diagonal beams to walls by themselves, and will require the decorative vertical beam.

Additions

  • Added new Dyeables:
    • Awning - Dyeable Cloth
    • Recycled Small Awning Carpet - Dyeable Cloth
    • Recycled Large Awning Carpet - Dyeable Cloth

    All three are unlocked in the Constructions Feat menu for free, so long as the vanilla Awning Feat is also learned.

Opdatering: 26. jan. 2020 kl. 20:43

Version 6.8.1

Bug Fixes

  • Hotfix to address an Emberlight conflict. This temporarily disables Elevator Speed Configurations.

Opdatering: 26. jan. 2020 kl. 17:31

Version 6.8.0

Bug Fixes

  • Fixed Recipe for the LBPR - Highlands Palisade

  • Fixed icon for the LBPR - Highlands Palisade

  • Fixed Recipes for both of the LBPR - Preservation Boxes

  • Reset various settings to vanilla standards of old blueprint data that I no longer need.

    A long time ago, in a Multigun was a newb galaxy far far away, and before various mod tools became available, I did some changes to various buildings (walls, foundations, etc) that were necessary at the time. Those changes are no longer needed as they were either fixed (vanilla bugs), or is managed by the main LBPR mod. I can't, however, delete the blueprints as it would cause everybody's buildings to blow up. Thus, I'm basically making sure that unless there is a very specific change I did (Wall Windows), that they are setup as vanilla as they should be.

  • Restored the vanilla wall banners so that they have vanilla LOD settings. Did the same for the vanilla flag pole based banners as well.

    I've moved the more aggressive LOD settings (and thus wind being shown from further away) to the Dyeable banners. More on that below.

  • Fixed and further improved range of placement into the ground with the Simple Tent.

Changes and Additions

  • Moved all but the Tier 1 Window Hatch to the Carpenter's Bench for crafting

  • Added a new tier 3 metal ladder.

    Same sockets as the (LBPR improved) vanilla ladder.

  • Added a new Large Horizontal and Vertical Elevator.

    You may ride your mount of choice (assuming they fit the size of the Elevator) onto the Elevator. You will then have to dismount to trigger the button, but can then quickly get back onto your mount and ride the elevator to it's intended destination. Due note that its best to do this, rather then have the mount on follow, as the mount will eventually misunderstand where you the player are, and jump off the Elevator.

  • Made all elevators speed configurable

    Using code provided by the mod author Testerle, and refined by LBPR partner hades, all Elevators (including the new large ones) can have their speeds configured. An admin can set the maximum speed allowed on the server, and non admin's can set the speed of each elevator of their choosing up to the speed an admin has set.

  • Using Vanilla and other unused meshes, I added a ton of dyeable torches, braziers, candles, wall and ground banners, rugs/carpets, pillows, and tents.

    The flame based objects have their flames change color, along with the type of light they output. Everything else is basically dyeable cloth. All of them use the same method to dye as Radium Torches do now. Do note that some of the flames are not "vanilla" particle effects, such as the candles. This is because those particle effects are marketplaced locked and cannot be accessed for editing. I used free particle effects from the Epic Marketplace to replace those whenever I ran into that wall.

    In addition to some vanilla meshes, I rounded up several unused assets hanging around the dev kit to add more things to play with (veteran mod users will be familiar with some of these since they can be found in other mods. But LBPR is unique in the color controls offered).

  • No LBPR Paintngs this go around. I have them all prepped, but I want to visit a different method of making them into a placeable. May end up a dead end, but we'll see.

Opdatering: 10. dec. 2019 kl. 20:03

Version 6.7.0

Bug Fixes and Changes

  • Typo fixes for a couple of recipes and feats.

  • Compressed the pak file to help with general performance

New Features or Additions
  • Added a new Highlands Palisade

    Mesh was taken from the Heirs to the North defense wall at their main capital. I shrunk it to be the size of 1 standard wall.

  • Collision improvements for both Preservation boxes

  • Added new Preservation box snappable placeables

  • Changed Thrall Animations for the following stations:
    • Large Campfire - Snap Version
    • Armorer's Bench - Snap Version
    • Improved Armorer's Bench - Snap Version
    • Furnace - Snap Version and Vanilla Version(adjusted the position of the thrall and chair so it looks more realistic)
    • Improved Furnace - Snap Version and Vanilla Version(adjusted the position of the thrall and chair so it looks more realistic)
    • Firebowl Cauldron- Snap Version
    • Improved Firebowl Cauldron - Snap Version

  • Added 14 new LBPR Paintings, which are screenshots submitted by the community on our discord.

Opdatering: 15. okt. 2019 kl. 1:41

Version 6.6.0

Bug Fixes and Changes

  • Fixed Tier 1 Carpenter Station Material slots. Textures should look normal now

  • Fixed a couple of LBPR Window Hatches that wouldn't place correctly outside of the dev kit

  • Added a overlap exception for Ladders to make placing near ceilings easier.

  • Changed LBPR Snappable placeables to be "snappable" only.

    Didn't realize that, while it pretended like it would place in free mode, it wouldn't actually place and just poof into thin air instead. To fix that, I forced on a check to make sure it looks for sockets. The other option was to fix it so you could place it in the world via an extra blueprint node, but then the object would remain if you destroyed it's snapping origin (foundation, ceiling, etc), causing it to float in the air.

  • Minor text change to LBPR items, making it a little easier to read.

  • Revamp of the LBPR Feat List

    Since many more recipes were added, I modified the Feat Tables to accomodate the surge in quantity. You may have to relearn some feats for this adjustment, but the feat cost remains 0.

New Features or Additions
  • More accurate collisions created for the following:

    Armorer's Bench, Improved Armorer's Bench, Artisan's Station, Dismantling Bench, Large Campfire, Improved Stove, Furnace, and Torturer's Worktable

    As usual, this is just a small change to the existing mesh so you can more freely decorate it with whatever you wish as the collisions are more immersive to the object. In case you are curious, this is a request somebody made over a year ago that I just work on here and there, to make collisions more accurate to various models so that immersion can be better for placement of other placeables.

  • Added snappable options to many Crafting Stations.

    Blacksmith's Bench, Improved Blacksmith's Bench, Carpenter's Bench, Improved Carpenter's Bench, Armorer's Bench, Improved Armorer's Bench, Artisan Table, Dismantling Bench, Large Campfire, Stove, Improved Stove, Furnace, Improved Furnace, Tannery, Improved Tannery, Firebowl Cauldron, Improved Firebowl Cauldron, Compost Heap, Crude Planter, Planter, Improved Planter, and Torturer's Worktable.

    What non DLC placeable would you like to see next as a socket option? Be sure to post the suggestion to Steam or Discord!

  • Added 13 new Paintings. Screenshots were submitted by users in the Mod Community who use one or more of my own mods and/or Mod Partner mods.

    This is a now on-going project. Want to see your own added? Additional details will follow on Discord on how you can have your screenshot added to the Painting Gallery.

Opdatering: 4. sep. 2019 kl. 1:58

Version 6.5.0

First off, this mod has turned into a, well I don't know what. It started out as just wanting to improve some collisions, then it morphed into wanting to fix vanila problems, then I realized instead of mod fixing vanilla problems I could just fix them and report it to Funcom so that the fixes could end up in the base game. From there, whatever got added (or gets added) is just random thoughts I get in my head (or is suggested) that I want to see if I can do.

So I don't really know exactly what the future holds for the mod, it'll probably just continue to morph, within reason, of generally just trying to improve on the vanilla design in ways that enhance the LBPR experience. But, for the first time that I've worked on this mod, I have created/added new assets!

  • Compatibility update with the latest version of the game

    This fixed several potential crashing issues with the game.

  • Added 5 new Window Hatches that can be opened like a door. They cover the Window Opening and can be locked like any other door.

    Note: These only work on vanilla Window Wall Frames, I am unable to add sockets to DLC items.

  • Reverted the Static Mesh of the Window Wall Frames to vanilla from the modified collision versions I had before.

    It sucks, but something I didn't forsee was that if you ever wanted to upgrade from say, Sandstone, to a DLC piece, you couldn't. The reason is because the code is set up to check for the static mesh name in an array list, not a blueprint parent/child setup. And because the DLC's aren't in the dev kit, I can't add them to the static mesh array list. The Window collisions was one of the very first things I ever did for this mod, and it was back when I was still such a newb at modding. A year later, I hope to improve this mod in other ways then I originally envisioned.

    The only downside to doing this is if you have candles or something in the windows, you may see them get destroyed, but it has to be done, no way around it.

    Note: I kept the modified static meshes for the 2 stairs that I did, so you still won't be able to upgrade those. I did this on purpose because they have collision on the rails, and my guess is if the players are using those tier 2 stairs, they are doing so because they like the look and immersiveness it brings. And its not hard to replace some stairs if it comes down to it.

  • Speaking of the stairs, I further modified the collisions on the rail stairs. This will allow players to snap ceilings to the bottom of them. And I made the collisions fairly realistic to the model, so you can get creative with them as far as placing stuff on them.

  • Both rail stairs now use slightly less aggressive LOD's so they don't look super weird at LOD distances.

  • I synced up the repair costs and EXP so that they match up with all the changes done in the last patch.

  • Numerous bug fixes that I've done here and there over the last few months that I can't remember them all.

  • Gave the ladder a realistic collision pass. On top of this, I also made it so you can now snap ladders to foundations and ceilings. More ladder freedom woohoo!

  • Created unique collisions for the carpenter stations. They went from some sort of abomination of collisions, to hyper realistic. Decorate away.

  • Fixed an issue with the Vanilla Long Table that made it appear as though it was floating above the ground.

  • Made it so you could put glow sticks under water (the placeable kind)

    I thought if you could hold a glowing torch under water, why not be able to place the placeables of the glowing sticks under water too?

  • Added Open versions of the Insulated Foundations and Wedge Foundations

    Back when Conan Exiles was in Early Access, the Insualted Foundations and Wedges had an opening underneath. Funcom filled these in with a box (for whatever valid reason they had). Some players like the open look though, so I removed the box from both. Currently can only overlap walls on the Wedge, I'll fix that in a later update of LBPR (the full LBPR not the Add-on).

  • I added seperate snappable Large Chests, Cupbards, and the Large Fireplace.

    These special LBPR pieces are the very beginning of an experiment to see what players think of having a seperate version of these from vanilla that lets you snap them. This makes it easier to get it exactly straight along the edge of ceilings, foundations, up against walls perfectly, etc. I could have added way more (crafting stations, for example), but I decided to hold off so I could get players feedback and opinions on them first.

  • Set up recipes and feats for all the new items.

    All unique pieces to this mod are labled "LBPR" and have a LBPR green stamp on the icon to help identify them. I may also add the stamp to any vanilla items I've modified in some way in the future, just so players know I did something fun with them.

    The feats, for now at least, I grouped them into Apprentice, Journeyman, and Master. I could have seperated them out so that it made more sense (unlocking the vanilla chests, means unlocking the modded chests) but I decided to try and reduce the feat window clutter by keeping things grouped. I could revisit that in the future, but I think players will appreciate orginization more (especially if they have lots of other mods).