Conan Exiles

Conan Exiles

LBPR - Additional Features - v2.1.4
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Update: Nov 6, 2018 @ 8:02pm

  • New realistic collisions for the following items
    • Cupboard
    • Gong
    • Stove
    • Tier 2 Stair Rails (Stonebrick and Insulated) now has collisions on the rails themselves

  • Corner Stairs have been fixed.

    In vanilla gameplay, only sandstone and stonebrick corner stairs would build properly when no foundation was underneath. Now tier 2 insulated, and both tier 3 corner stairs will place properly. DLC's of course remain unchanged since I cannot access those files in the dev kit.

  • Inverted right sloped walls let you build walls on top of them now.

    Previously, only the left inverted sloped walls would let you put another wall on top of them, but now the right one will too.

  • Can now place walls along side stairs after a stair has already been placed.

    Previously, when you placed a stair but wanted to add a wall along the side of the stair, you would have to pickup or destroy the stairs to put a wall in. This has been fixed.

  • Increased the placement range of all planters

    This was a suggestion by a LBPR mod user. This update lets you lower all planters a great deal of the way into the ground. Decorative planters can be completely hidden, and farm planters can be lowered almost entirely into the ground with just the very top of them showing (this was done on purpose so you can still interact with the planter box, if I lowered it even more then would go into the ground and be unable to be interacted with).

Update: Aug 18, 2018 @ 4:30pm

  • Bed (tier 1/common) has new collisions for better item placement. Can put stuff under it too.

  • Wooden Bench has new collisions for better item placement. Can put stuff under it too.

  • Palisades (both) and all pole banners and flags have far more vertical range then before. Can place them a fairly decent range into the ground.

  • Via request, carpets and rugs are now double sided. Before if you looked underneath them, you could see through them as if nothing is there. Now they are solid.

  • All three cages are now more placement friendly. You can put Thralls and other items much easier into them. Just place your Thralls/items first, then put the cage over them.

  • The big change is to Vertical and Diagonal Decorative Beams. Both now again add support.

    In a previous patch, Vertical Beams already had support. I added an extra socket just for Diagonals to go on that will allow even more ceilings when used together.

    Diagonal Beams will also add + 1 ceiling to a wall. To use, build your wall (you need 2 walls stacked in order to place the Diagonal Beam), then add your Diagonal Beam. Then you can build 5 ceilings out from the wall in the direction of the Beam instead of the normal 4. Alternatively, you can place a single wall, then a ceiling, then a diagonal beam, then destroy the ceiling and rebuild the ceilings from there.

    I will also be making a shareable PDF to make it easier to see how you can use these items for full support.

Update: Aug 5, 2018 @ 1:36pm

  • First off, this version features a bug fix to allow walls to overlap all wedge foundations, not just the square ones. Multi had a typo in all of them that made it so it was overlapping wedge ceilings instead.

  • Now to the big change stuff.

  • If you have been following my work since I first started modding in late April, you know that I am as transparent about details as I can be. I have absolutly no problem telling you that I screwed up, how something works, or any other details you wish to know.

  • To start, the stacking Foundations bug was due to a hotfix change by Funcom. Somehow or another, it changed the formula on collisions. My foundations HAD modded collisions, and the conflict between the two is what caused issues. It ended up being a good thing, I changed my approach using new dev kit tools, and now the foundations use vanilla collisions while still allowing wall overlapping.

  • Everything collapsing, that was entirely on me. It took me a solid 20 hours of hard work to figure out what I did wrong between the August 2nd release, and the August 3rd release the caused all of that to happen. All that time I spent working on a fix, I thought it was a bug fix change that I did. What it was instead, was something stupid that I could have discovered if I simply had done more extensive testing.

  • Since I'm a newb to UE4 modding, I didn't realize that when something gets packed up into a lovely .pak file, it retains its folder structures. As this project has expanded, my folders were getting messy with UE4. So I made the dumb move to change the folder structure....Yup....for you coders out there, you're probably screaming at your computer screens. I know, in hindsight it makes total sense. I just didn't know any better. If you change a single folder by a single letter, the game is unable to find the assets. That is how modding in UE4 works.

  • Once I realized my mistake, it wasn't too hard to figure out some test builds that, between ItsMrBeardSTL and myself, could play around with. Luckily, the best case scenario worked. I was able to create a version that uses both the new and old folder structures. It does make the mod slightly larger, but not by much, the only duplicates within the .pak file are blueprints (code), not static meshes (3D models). And even then it's only the blueprints that were part of the July 30th-August 2nd versions.

  • For both July 30th people and new users, you have full functionality as always. For July 30th, the game is reading the ones from the old folder system and loading them in. If you were to destroy, pickup, or replace any of your original structures, the game is then instructed to switch to the ones in the new folder system. That's how the back end side of things works. Of course any changes I make to files in the new folder system, will also get trickled down to the old one so that they are always in sequence.

  • Going forward, I obviously know how to avoid this in the future. WIth that said, I will not let something like this happen again. I have a team of mod testers who have been amazing and have helped me test out various versions to get me to where I am now. I am going to continue to utilize them, and anybody else who wishes to help.

Update: Aug 4, 2018 @ 4:43pm

  • Swapped all my modded foundations with vanilla foundations (square and wedge).

    5 different tests in different scenarios were done to do be careful about this. What you will see is that nothing has changed on your server, nothing lost, nothing collapsed, everything is good. What I did was tell the game to swap out my modded foundations with the vanilla ones. So now everywhere that you see a foundation, you see the vanillas instead.

  • Kept Wall overlaps on Foundations

    Changing to Vanilla of course means that normally, wall overlaps would be gone. I forgot about a recently added feature into the dev kit that made it possible to not worry about collisions for overlaps though. So using this feature, I am able to keep wall overlaps. This affects Walls, and Wall Windows. I couldn't think of anything else people use, so if I missed something let me know, its an easy enough fix for me to do.

    Note: Fence Foundations still won't snap. This has nothing to do with my mod, this is seen game wide across all playstyles, modded, vanilla, servers, single player, etc. I actually spent a little extra time trying to figure out if I could fix this, but without a new dev kit with the latest changes, it was a hopeless endevor.

  • With regards to buildings that were lost in the great collapse on August 3rd, I'm still trying to find a solution to this. More details can be found on the mod description page regarding this.

Update: Aug 3, 2018 @ 1:43am

  • New collisions for all pole based banners and flags

    No weird invisible barriers between you and the pole and the flag. Much improved

  • Slight improvements to placing all types of banners and flags

  • Wind animation will now play from a lengthy distance for all banners and flags

    Before, banners would only animate when you were standing very close to them. Once you got about 100 feet away, they would snap into a rigid position, totally breaking immersion.

    Note: Wall Banners will clip into walls when the wind direction faces that direction(they do this in vanilla too, it just becomes more obvious with this mod).

  • Further bug fixes from the last build before the Major Hotfix. This version should fully squash all remaining bugs that were there.

Final Note:

The improvements ONLY affect your personal banners. Meaning, in the various NPC camps that have the same banners on display, those are completely different versions of banners as far as the game is concerned. I am unable to affect these without editing the map itself.

Update: Aug 2, 2018 @ 12:32pm

  • Hotfix to fix several items featured in this mod

  • I don't know exactly what happened, but after I made the required changes to the necessary datatable, it like, undid everything that I did. Thus, causing several items to appear invisible. Not sure how wide spread it was, but I'm adjusting my testing parameters for the future. This will not happen again.

  • I have a feature update planned here in the coming hours. After I do a final test run later tonight, I'll push it out.

Update: Jul 30, 2018 @ 1:55am

  • Adjusted Simple Palisades to allow them to be placed in the ground earlier.

    This allows more range of placement, up higher or further into the ground. More options basically.

  • New collisions entirely for small Fireplace.

    I know fireplaces are such a small item gamewise, but they were using UE4's default collisions. I thought for story building and things of that nature, just a little bit of work could help improve them.

  • New collisions for Double Beds

    Screenshots tell most of the story, but just allowed better placement of small items on the double bed for decorations.

  • Moved placement boxes for Simple Tents by a mile.

    Okay, maybe not a mile, but I changed them a good deal which now allows far, far, far easier placement of these.

  • And the biggest change, and what made me delay this patch by a full day, is I added stability back into Vertical Decorative Beams.

    I don't know how it used to be before Funcom nerfed these into decorations, but I did what made sense. You can build a single ceiling in the front, and a single ceiling in the back.

    This relatively matches how Diagonal Decorative Beams currently work now as well. I found in my testing, that if you add a Diagonal Decorative Beam to a row of ceilings built off a wall, it lets you add 1 single ceiling in each direction.

    So now there is an option for "weaker" stability items if that's what you want for your buildings.

Update: Jul 19, 2018 @ 4:24am

First Release

Update: Jul 19, 2018 @ 3:38am

Test Release

Update: Jul 19, 2018 @ 1:41am

Test Release