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Can you limit the corruption and the attribute points to be learned with this mod? like max 30 attribute points can be spent in a row (like strength). Or can we remove the Corruption gain complety?
thanks in advance for the answer.
Mods such as multichar, while pretty awesome to use, make some edits to BasePlayerChar...and can lead to issues with compatibility. Altering the load order addresses those kinds of issues.
But like Celeantor said, sometimes forcibly respawning can fix some issues. It causes your character data to be regenerated...or rebuilt by the game engine.
Other than those suggestions, I'm a bit at a loss for other suggestions. Of course, one other method would be to validate or verify the game files through steam. That will make steam scan the files to see if there are any missing or corrupted files and replace them.
I hope that helps.
No one ever said modding would be easy lol
That's definitely strange indeed and not something I ever saw in testing, besides sorcery mods, any that also touches the BasePlayerChar class could in theory cause issues, if you haven't tried it yet though it is a good idea to forcibly respawn your character using the bracelet somewhere you can easily have the gear safe :)
It solves a lot of issues that can occur in older worlds after updates :)
That sounds odd. Do you use any other mods that alter sorcery like: The Compendium of Crawling Chaos? If you do, make sure to be sorcery tweaks at the bottom of the load order.
I've not been playing exiles for a while, so I haven't had a chance to check out all the updates.
Here is something that i found that doesnt seem to work for now with the rehular staff
A bunch of spells are not working, you end up in a freezed pose and can't interact with anything or sheathe your staff.
Some of the actual spells work, but their animations are just a T-pose.
It is the follower/thrall buffs that causes this (armor buff, self revive etc.)
Thanks, managed to get the spells working now, I already had my book maxed out and didn't realise I had to learn more, doing autolearn fixed it - I wear the abyssal armour a lot, so I never have an issue escalating my spells lol. It would be cool if the enhanced wisp was toggleable, but I saw in an earlier comment you're not too keen on adding it seeing as the devkit isn't great, however setting the timer on it to 5 minutes is a good workaround for me for now
The main reason you would not be able to cast these is due to not knowing the spell, unfortunately the spell system Funcom made does not show any error about that when we cast the spells more directly like with the various spell items.
If you enable auto-learn and log out and back in again or save and reload if singleplayer, then it will automatically grant you the spell. You can also give yourself the admin spawned items to learn them or use the console command to learn the spell given the IDs (see above or the wiki)
Besides that you also do need enough corruption, so make sure to not cleanse it entirely. If you are missing a requirement and wondering what it is the easiest is to try casting using the normal staff since then the game will show you what you are missing when you find that entry in the stones.
Also keep in mind the mod lets you use quick selection during the normal staff with the number keys to make the stones quicker to skip by.
The radial menu has been broken ever since funcom changed how the main radial menus work. Sadly for now, there is no fix for it.
It's been mentioned quite a few times that it should probably get pinned somewhere for future reference, but you can navigate the runes for spellcasting using the number keys with the focus weapons or vanilla staff(s) lol. With practise, it's faster than the upgraded staff. Technically, number keys should with the upgraded staff, if i recall.
As for wisp and concussion storm, I'll leave that to Celeantor to look into lol
The mod adds several new items that you can use to skip the main part of the casting animations yes, directly going to the cast itself from the item you can put on your hotbar.
It also allows you to use the numeric keys while casting to directly select rocks (numbered left to right), which also saves time even if you use the normal staff :)
Back when the mod was made that was only a timed spell, so for sure it is related to that. Given the timer no longer makes sense to have for the config on this now I might change this once I get time to be a bit more useful, though I don't have too much time to deal with the slow Conan Exiles devkit editor right at the moment :)
The most common reason for a spell not actually casting is not meeting the requirements to use it, they all should work given you have the proper corruption and know the spell. Since the mod skips many steps of the spell animations i.e. the rocks, there is no place that prints out the error message sadly, since the class responsible for the floating rocks is where they do that :)
But if you have any issues it is also a good idea to test taking off the bracelet too in a safe place to retrieve your body, since sometimes the character data can bug out between game patches, so especially relevant if it worked before, then it will be respawned fresh and often such bugs be fixed.
@Manfred
Currently lava wall only has the instant cast items, they redid the spell at some point so the original configs were left alone after since the spell is a little bit underwhelming, but it would be possible to add some parameters to tune
After I removed your mod the wisp is still broken. I'm able to cast it once. When I then cast the spell to remove the wisp it disapears but then I'm not able to cast it again until I relog.
The cast animation will done but no wisp apears.
But if the updater is really broken this time I would think uploading the pak file you can get from steam locally might be the quickest way if you have access via filezilla like you mention, since it is the same files used on both server and client :)
@Celeantor: Have you used GPortal before or have any familiarity with how GPortal handles mods?
Was fine the other day, it was updated to the newest one, and now it says its the wrong version, and nothing I do will let me use it.
I'm 100% its not the mod, and just Gportal being absolute trash.
That's a common issue with workshop mods in general, not so much an issue with the mods, but the workshop itself. I see it periodically happen with a few other games too lol
As long as it pulls the update from steam like it should it definitely should update, on Gportal that usually happens when you reboot the server.
The last update like noted in the release notes was to fix the compatibility with the latest patch crashing due to changes in base assets from Funcom, so this one only includes needed changes for stability :)
I think it might be possible to make it like that, if we instead of changing the originals make a copy of them, essentially duplicating the spell entry and making it without requirements, that would make it behave like the vanilla spell without any costs. Normal players would still only get the normal version when learning and advancing sorcery in that case.
In order to cast the actual edited version those could be assigned to a separate set off spell items to make admins able to chose if they want people accessing these or not :)
Some offensive spells are definitely on my list of possibilities, so when I have time to wrangle the kind of unstable devkit again I will look more into it. It would pair well with allowing mapping spells directly to hotkeys, avoiding the need for specific spell items, just having at least some kind of weapon equipped :)
(The equipment requirement is actually because spellcasting in Conan is re-using the combosystem, so it just exits early if there is no weapon equipped at all)
It is very likely there is something missing on those entries, it is a little bit messy even in the base game and none of these entries are modified directly by this mod so likely Funcom forgot something I would think :)
It is probably possible to remove the requirements, but since that would require changing the datatable for spells it is not very compatible with other mods and if done would probably be uploaded as a separate mod if I get the time so people can choose if they want those changes or not, since any datatable change has to happen during modloading and cannot be a config option :)
I agree that sorcery is poorly implemented. I started playing age of conan several years ago, not during its heyday, but like a few months after exiles launched. I can kind of play a necro similar to AoC thanks to the shallow graves and an old sorcery mod (compendium of crawling chaos is its successor). But trying a demonologist playstyle is practically impossible unless you use yet another mod just to give you combat worthy fire magic.
@Celeantor:
Any luck looking into making a fireball spell? Still waiting on that one lol
1. Would it be possible for a description to be added to the staves with pouch/corruption requirements?
2. Is it possible to remove or add a toggle for the corruption requirement of the spells that have it, or alternatively make equipping the staff advance your corruption to the required percentage? (similar to how demonic weapons work)
3. As mentioned by others somewhere in either bug reports or comments; the light wisps are painfully short in duration now as opposed to the toggle that the vanilla wisp is, can that be fixed/toggleable?
Thank you for this mod, sorcery is implemented poorly imo and this adds quite a bit to it. Besides not knowing how to use the staves and the game not auto-distributing them despite being ticked I have had no issues.
The spellcasting system itself requires you to know the spells, so for that we would basically have to implement a comple replacement at that point, which is not so feasible at the moment :)
For the extra spells I added myself the auto-learn option in the settings typically ensures players know those always, and for reagents you can toggle those off in the settings at least, which should get you as close as possible to always being able to cast :)
For the others, I will experiment with corruption levels and reagents.
In general it is one of:
- Not having learned the spell, remember to either grant the admin item or toggle on auto-learn, then relogging
- Having enough corruption, this you can see if is the case by checking via a spell weapon or staff since it will show
- Not having the reagents in your inventory, again this will also only show the error if you are using the normal staff or one of the spell weapons
So it is basically a limitation of how the spellcasting system Funcom made works when we speed it up and skip the slow steps of the spell select rocks :)