Conan Exiles

Conan Exiles

TDIRPAssets
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Update: Feb 24 @ 3:55pm

Added a UI collider to flame placeable so it can be picked up.
Experimenting trying to make the radium belt lights "work"
Changed the radium placeable lights to have a toggle for on/off instead of having the dye inventory colouring thing. Also dropped the light radius a bit, and adjusted the "indirect" lighting in an attempt to reduce the light that passes right through walls, to no avail.

Update: Feb 20 @ 3:54pm

Hopefully fix some bandage z-fighting, and fix the attachement belt radiums from thinking they are both swimming and not swimming (by setting them to permanently not, sorry, no cherenkov effects on the belts)
Add a flame placeable admin spawn only

Update: Feb 20 @ 3:40am

Add a ToT moveable radium gem light, two flavours, lantern (360 degree) and directional light
Added nice green radium coloured versions of the base game's standing and wall mounted radium lights

Update: Feb 15 @ 3:14am

Due to the hashish and cannabis buffs interacting, I've merged them into a single stackable effect with simply more stacks from Hashish than raw cannabis

Update: Feb 13 @ 3:05am

Changing the slowness from cannabis to not stack, as it was causing issues. Also reducing the impact of hunger for same so it doesn't starve people to death multiple times over
Adjusted wind effect of Chili and Hemp plants

Update: Feb 11 @ 3:52pm

Fix endless slowness from cannabis. Removed direct movement speed modifier and switched to a modified version of the cripple debuff
Add a "recipe" to allow growing the same. Requires potent compost, but is slightly faster and with a slightly improved yield than lotus growing. But not as fast or as high a yield as typical non-potent plants
Added Hashish as the first way of using Cannabis not raw. Because it's easier in the devkit than pipes and hookahs.

Update: Feb 10 @ 3:51pm

Hotfix: fix a major boo boo in the ToT resource table and everything else related to the new resource. Now tested in SP from resource spanw to harvest to ingest

Update: Feb 10 @ 2:59am

Testing fixing living settlements modifications from other mods
Adding Cannabis - this is fairly intro and doesn't yet have any complexity in use. You harvest and choose to consume. I've reduced the effects a lot from my testing set due to the consumption method. I need to experiment with making a fixed placeable smoker and a less efficient hand pipe for smoking it before using the full buffs

Update: Feb 7 @ 3:43pm

Fixing Yellow Lotus and Gossamer ToT resource spawners with testing this time so I'm fairly sure it will work.

Update: Feb 4 @ 2:52pm

Change gossamer resource to actually use the copy I created with a physical material
Make scale on new Yellow Lotus resource 1.0 instead of 0.0
Add fighter and archer Discor and Drazthar NPCs to weighted spawn table so they can be used in Xevyr's Purge mod