Conan Exiles

Conan Exiles

Emotes for Thralls v2.7.6
619 kommentarer
Arcuseus 18. mar. kl. 15:39 
Can't remember. Would have to try it to find out. It's been awhile.
Brother Retardicus 18. mar. kl. 2:50 
@Arcuseus "I think it's not compatible with Thralls are alive mod." Does it work fine without that mod or do that thralls still walk slow af with just this mod active?
Ente 5. jan. kl. 4:50 
I loved this mod so much but unfortunately i got the "Slow Walking"-Bug now too and had to deactivate it, since i could not find a fix for it :(
The Mod itself is great. Especially thralls being able to use potions ist fantastic <3
Arcuseus 10. dec. 2024 kl. 17:25 
@Ketsueki Kitsune, it's not you. I spent hours to figure this out. It's this mod. All of my 43 mods don't slow down the paceing. I think it's not compatible with Thralls are alive mod.
Quiet Ketsueki 9. dec. 2024 kl. 11:34 
I don't know if it's just me or not, but using this makes my thralls walk at half a mile an hour as though they're over-encumbered.
f.constantine 18. okt. 2024 kl. 2:13 
Well, what can I say. After the "onset of the Age of Heroes" tokens placed in the NPC inventory continue to work perfectly, and that's great. At the same time, they work equally well with the now-shared artisans, as well as with warriors/dancers before. Tokens that were placed in the world, in particular chairs, remained in place, the thralls remain in them, they can be picked up, but, of course, they no longer function. They remain just empty chairs or "pebbles" - and this function of the mod, obviously, will no longer be available.
ramazon7 16. aug. 2024 kl. 9:24 
Well it looks that thralls are getting a major rework (again) with Age of Heroes. What are your thoughts on this Apollonia? Will your stations be able to function like default crafting stations so we can assign thralls to them using the "green ghost" system they implemented with the barkeep?
Apollonia  [ophavsmand] 9. juli 2024 kl. 12:18 
Okay, cats and dogs ...

btw, I added DataCmd Thrall_Watchdog, which turns off the vanilla emote vs token emote clash. It should help with that DD mod, but it makes token emotes more likely to glitch out when somehow an emote from a different source, be it the wheel or another mod, happens.
f.constantine 8. juli 2024 kl. 23:25 
@Apollonia

This problem (“lay down!” - “don’t lie down!”) occurs randomly and does not occur in all animals. I have observed this, at least in dogs and cats. Several identical panthers can normally carry out the “command” of the token, but with one more of the same there will be a problem. With almost all wild dogs this problem is present; you can kill them only with a command through the “control wheel”, but not with a token. At the same time, the hyenas all seem to react normally to the token.
pgames-food 7. juli 2024 kl. 17:34 
hi apollonia, there are 2 very good cures for writers block :)
1) a piece of cake :cherrypie:
&
2) 2 bits of chocolate :lunar2019piginablanket:
Apollonia  [ophavsmand] 7. juli 2024 kl. 15:56 
Hm, it worked in the dev-kit. Oh well. I'll see if it can be fixed.
f.constantine 6. juli 2024 kl. 12:58 
Hyenas have learned to sit, eat and growl :).
But there is still a problem with the “lie down!” command: for some animals (completely random), this animation still constantly starts and resets - the animal either lies down or gets up. The same problem happened before with human NPCs, with the “hands on the chest” animation, for example, then you managed to fix it.
Apollonia  [ophavsmand] 4. juli 2024 kl. 13:22 
Sorry it took so long, I kind of experienced "writers block".
f.constantine 16. juni 2024 kl. 14:05 
@Apollonia

Yes, I understand. I wrote specifically about those animations that are available, but not executed :). For example, hyenas can sit, but they don’t want to :).
Good luck in your fight against naughty pets :).
Apollonia  [ophavsmand] 16. juni 2024 kl. 12:52 
Not all Animals do have the same animations, and as the Update Notes state, I implemented MOST animations. Bears and Elephants aren't implemented at all. Yet. Cat were also missing some I noticed. I also noticed the glitchy behavior of animals, that will hopefully be successfully tweaked with the next update. Thanks for your feedback.
f.constantine 16. juni 2024 kl. 1:18 
@Apollonia

Hello.
I experimented a little with the new tokens for animals - it seems that not everything is all right with them either :(. For example, wild dogs sit, but hyenas do not. Cats do not follow the command "die" (but just lie down) and "tount". Canids they grinning, but only once, and then they are inactive. And with the “emotion” “lay down” there is a problem: sometimes it works normally, but more often it is constantly triggered and reset, i.e. the animal either lies down or gets up (and this is regardless of the whether it is specified by a token or a “control wheel”).
miland1955 9. juni 2024 kl. 0:38 
Well, we're home. Let me know when there is an update without a watchdog, because I must have your mod - I really appreciate your mods, I am their fan.
Thanks for the clarification.
Apollonia  [ophavsmand] 8. juni 2024 kl. 19:55 
Okay, I had a watchdog added that to monitor legacy emotes, because those would interfere with my animations. It is sort of strict on the call being from the base game or my mod. I guess it considers the injections from DD as inavlid character movement and calls them back. I'll add a comand to disable the watchdog on the next update.
miland1955 8. juni 2024 kl. 14:52 
It appears that your mod interrupts the DD dance command and the dancers go back to their routine behavior for a while. They don't need any emoticons to dance. Regardless, I'm keeping your mod because it's great - I'll just stick with version 2.7.3.
Apollonia  [ophavsmand] 8. juni 2024 kl. 14:31 
So it is an item that makes thralls in their vicinity do a specific dance emote, is that correct?
miland1955 8. juni 2024 kl. 4:15 
I will describe it this way: I set up a belly dance for three intact (without previous commands and emoticons) dancers in DD. With your mod version 2.7.3, every time you started the game, the dancers started dancing without problems. After updating your mod to a higher version, the dancers start belly dancing, but they stop dancing every now and then to try other dances. Chaos has crept in.
Sorry for my English, it's a translator.
Apollonia  [ophavsmand] 8. juni 2024 kl. 2:05 
You did notice I removed the recipes of the old tokens and added new ones for animals? They do all have stuffed wolf icons and can be used on any animal. Some animals don't have a lot of animations, so not all tokens will work on them. Bears and Elephants are not included yet.
f.constantine 7. juni 2024 kl. 23:53 
@Apollonia

Hello. My observations after the last update.

1. It seems that everything is still OK with the emotions of the thralls, both those set by your tokens and those that I set through the “control wheel”.

2. Nothing has changed at all with the emotions of animals - they still ignore tokens and are controlled only by the “wheel”.

3. All placeable thralls now have 10 inventory slots, but only 7 are available for use.

(I don't use Pippi or anything like that).
Apollonia  [ophavsmand] 7. juni 2024 kl. 16:24 
I released the fix yesterday. Oddly enough in the devkit the thrall inventory is 7, as it should be, but on my GP Server they have nine, eventho pippi also says 7.

@miland1955 Considering I didn't develope DD, and have no idea how they make their animation work, the term "interferes" is a little vague to circle the problem. I don't use DD, so you need to tell me what "interferes" exactly is or does on your game.
SelethD 7. juni 2024 kl. 10:03 
@Aplollonia, will you announce on here when the fix is uploaded? I ask, because I am new to using mods on here, but also because I do not have the mod currently installed, but will add it when the fix is released. Thanks again.
miland1955 7. juni 2024 kl. 3:56 
I have a little problem. Your mod is great, but since version 2.7.4 it interferes with the Devious Desires mod. Disrupts DD animations.
I also tried version 2.7.5 and unfortunately the same thing. I had to revert to version 2.7.3 which works fine. Can something be done about it?
Apollonia  [ophavsmand] 6. juni 2024 kl. 13:12 
If you use Pippi, you can use followeredit and set Itemcontainer Size to 0. I'll upload a new version that will fix the issue and repair brocken thralls. It will also bring back the pet emotes. Tho, not all of them yet, cos that is time consuming work.
SelethD 6. juni 2024 kl. 6:08 
@Apollonia
Thanks. Don't know if this helps any, but the effects are not reversed when removing the mod. Or at least it wasn't for me.
f.constantine 6. juni 2024 kl. 5:32 
@Apollonia

Okay, I wish you good luck. We wait :).
Apollonia  [ophavsmand] 6. juni 2024 kl. 3:51 
*sigh* I narowed it down to this mod, too, but I don't see what is doing this. I'm working on it.
f.constantine 5. juni 2024 kl. 15:42 
@Apollonia

Are we talking about your newly created slaves? As I said, the mods posted earlier, before the latest update, each had 5 working slots, as it should be...
SelethD 5. juni 2024 kl. 7:53 
I just installed this mod yesterday, and immediately discovered the limited inventory of my thralls.
I had installed 5 mods. 2 of them were building mods, "Sand and Stone" and "Northern Timber". The other three were "Immersive Routines", "Immersive_Emotes" and this mod. I removed all 3 of the non building mods, but the problem still persisted. So if might be a coincidence, but that would be a big coincidence. I haven't seen anyone mention this issue on the pages for the other mods.
Apollonia  [ophavsmand] 4. juni 2024 kl. 16:24 
I noticed this too, and I noticed this like 3 days ago, but my mod was last updated 8 days ago. And I am very sure I was able to pack my thralls inventory full of all my shiny loot after the update, and up to 3 days ago. So I am not relating this to my mod, and after checking, I can only say I am not altering anything related to inventory size. But I consider adding a slot to make up for the tokens consuming inventory space.
f.constantine 3. juni 2024 kl. 10:54 
Good evening.
I'm really afraid I'm wrong about the reason, but it seems that after the last mod update I have all newly created placeable thralls only able to use two slots in their inventory instead of five.
We are talking about slots for weapons and other items (slots for clothing/armor work fine): the slots are still displayed as five, but you can only put two objects there; when placing the third, I see the message “it is impossible to put more items.”
And we are only talking about newly created thralls - those that were placed before the update do not have this problem, all 5 slots are available there.
I asked on the Funkom forum if anyone had a similar problem, and they told me no. No other mods have been updated for a long time, and I only use Fashionist...
Perhaps you somehow touched the inventory? Or is this impossible?
Apollonia  [ophavsmand] 30. maj 2024 kl. 1:58 
Yes, my thralls behaved better now, too. If you notice anything off, let me know.
f.constantine 29. maj 2024 kl. 10:26 
@Apollonia

Hello.
It seems that everything is fine with the emotions of my NPCs now - both those who used your tokens and those to whom I assigned “vanilla” emotions through the control wheel. I haven’t tried using tokens on satellites yet, but with the NPCs in my settlements everything is OK. THANK YOU!
Apollonia  [ophavsmand] 28. maj 2024 kl. 18:53 
Try the "Placeable Thrall Do Nothing" Token instead of the Chair. It is the colore Zzzz Icon. I noticed it seems to be a bit glitchy, and I hope this little update can fix some of the issues. As for testing, just play and tell me if something is off. The refusal to fight I had on official servers, too, tho. So I son't think it is related to my mod. As I said many times before, as soon as the AI goes Aggro, my mod goes dormant until the thrall returns to a passive state.

Sorry for the late reply, Steam decided to withold notifications on comments.
garyp156 24. maj 2024 kl. 4:04 
@Apollonia. So how can I help you my friend?

I have a few mods for different games and I know how hard it is, trying to keep up with the game changing and breaking them.
I gave up on modding Conan. Loved the creation kit but went crazy with all its changes, so I feel your pain.

What can I do to help test? I can run it on my server or/and I can run it in a single person game.
(steam made me split my post)
garyp156 24. maj 2024 kl. 4:03 
@Apollonia. Hello again. Can you please take a look at why when I have your mod active on my server our thralls do not follow us?
It's like they don't care. They refuse to fight sometimes. That's when they finally show up because they are so far behind.

I don't use the wheel emotes, only the chairs and tokens so the thralls come alive and chat.

I removed the mod to see if any other mod was interfering, and the thralls started following and acting fine.
I'm not in any way demanding a fix, just asking please, and I'll help if needed.
We love your mod but sometime in the last few months the thralls started misbehaving.
I stuck the worker thrall chair sit token in them and that used to work fine but now it does not.
Apollonia  [ophavsmand] 22. maj 2024 kl. 14:33 
And I really appreaciate your testing, I really do. Thank you.

1. Yes, I know, I had to remove them cos they broke the legacy emote on the wheel for player characters. I am rebuilding them in the same fashion as the human thralls, but that is a kinda tedious work, so that takes awhile.

2. As I said, I cannot replicate the problem. Alchemist work perfectly fine in tokens inside the devkit and on my GPortal server.
f.constantine 18. maj 2024 kl. 13:31 
@Apollonia

God, I in no way accuse you of anything. I am very grateful to you for your work. Your mod made my cities come alive when Funkom hadn't implemented his command wheel yet, and I love it very much. Once upon a time I myself made mods for games and I know how difficult it is - and thankless, most often.
I'm just trying to help find errors - I work for you as a free tester :). So a few more notes - perhaps they will help you figure it out faster.

1. Animals stopped responding to tokens, it seems, after the most recent update of the mod. Yesterday, I think, they were still sitting and lying there.

2. Replacing tokens will not help in the case of alchemists. It is alchemists who need to be replaced in tokens by NPCs of other professions. They - alchemists - have simply become incompatible with your tokens, like priests or sorcerers. Well, it's not too big of a problem, actually...

Once again - THANK YOU for your work :).
Apollonia  [ophavsmand] 18. maj 2024 kl. 3:15 
Yeah, I focussed on humans first. I will look into Pets soon, it seems they require an complete overhaul, too. Why an overhaul? Cos it is not me who breaks this mod, it is funcom with their constant changes to how their stupid game actually works behind the curtains. And I have to do trial and error to get shit working again, cos the important code bits I need for my mod are hidden away, cos super secret I guess. I appreciate your feedback, but accuisng me to making things worse it really not a great way to motivate me when my goal is to make things work again.

I am sad to say that I can't replicate the Alchemist issue. I played in Solo and on a G-Portal Server, and I can place my alchemists just fine in the tokes. But I also didn't have alchemists in them in first place, so I wonder if the token broke due to the invalid occurence. My suggestion is make a new token, place it, put a new Alchemist in them. Seems there is an error specter haunting either your alchemists or the tokens.
f.constantine 18. maj 2024 kl. 2:53 
@Apollonia

P.S. Let me clarify: tokens for animals do not work at all. Transferring from inventory and back does not help, unlike tokens for human NPCs.
f.constantine 18. maj 2024 kl. 2:46 
@Apollonia

2. Most of the emotions specified by tokens were disabled after the update, but this is not a big problem - just take the token out of the NPC’s inventory and put it there again.

3. ALL animal tokens stopped working. For canines and cats, at least. The animals just stand with them, without any action.

4. Nothing has changed with alchemists - they are still not placed in tokens or in your chairs. In fact, the alchemist NPCs that were placed in them earlier did not "break". They are now displayed as white-haired men, since they are located in objects that are currently prohibited for them. They can be taken out and used, for example, in alchemist tables - they will have a normal appearance there. But they no longer fit into tokens.

Have a good day. I hope I didn’t bore you too much with my “feedback” :).
f.constantine 18. maj 2024 kl. 2:45 
@Apollonia

Good afternoon, sorry - it's me again.

You - YES - fixed it, but - NO - not everything :).

1. The emotions set through the control wheel worked correctly again on my hero and on the NPC. THANK YOU! I didn't have time to check everything, but those that I checked are in perfect order. Please don't break them anymore :).

(You are repeating what seems to be obvious things: of course, the emotion must be set either OR by your token, OR by the “vanilla” control wheel. It would be strange to expect correct operation when using two different methods on one NPC :) ).

Why do I use both options: there are now significantly more “vanilla” emotes than your tokens, especially with “Battle Passes” and “Bazaar”. But your mod provides additional opportunities, and your tokens work more reliably - the emotions from them have never been reset. Well, before the start of this epic ;). I would like to retain the ability to choose in the future...
Apollonia  [ophavsmand] 17. maj 2024 kl. 19:26 
Okay, I adressed all the issues. Keep in mind, the thralls with white hair are generic thralls without any profession or stats. I am sorry to say, but they need to be replaced cos they are ruined.

Second. If you intent to use emotes from the wheel, clear the Thralls of any going emotes from tokens before assigning them a wheel one, or they will glitch out. I tried to set my routine to dormant when the original controller starts emoting, but it seems it knows something was going on and it ain't happy about it. Sometimes it will catch on after a few twitches, sometimes not, and it needs to be reassigned.
f.constantine 17. maj 2024 kl. 7:21 
@Apollonia

So, the mod was updated again - nothing was fixed.

1. Alchemists, placed in tokens (including on chairs), all look like the default NPC (naked man with white hair). If you take them away, it is impossible to put them back.

2. About half of the “vanilla” emotions activated by the wheel stopped working altogether. Both for my hero and for the NPC. All from the "Flirt" section, Cross Arms, Submissive and much more.

3. Some of the “vanilla” emotions that set a static position are now constantly reset and activated again - NPCs constantly twitch. For example, Nonchalant, Hands on Hips, Scared, etc.

It seems that by adding to your mod, you have almost completely killed the ability to use “vanilla” emotions set through the control wheel :steamfacepalm:. I would prefer the old version, sorry.
f.constantine 16. maj 2024 kl. 23:16 
@Apollonia

Perhaps 2.7.1 has just downloaded - I'll check the alchemists.

As for conflicts with “vanilla” emotions, I certainly don’t try to combine them. Either I give the NPC “vanilla” emotions using the wheel, or I invest your tokens. Until yesterday, all this worked great - but yesterday the problems described began.

As for the “Toast” emote, I didn’t make anything up: all the NPCs that I had assigned “Toast” (using the wheel) started performing the “Chug Beer” emote :(...
Apollonia  [ophavsmand] 16. maj 2024 kl. 11:12 
2.7.1 is from today, but while Following works fine on dedicated in the devkit, it of course does not work on GP Servers....
garyp156 16. maj 2024 kl. 10:23 
@Apollonia, I'm not sure. We haven't played since yesterday, so I'm not sure of the version. I'll check after work when I go play. :)