Conan Exiles

Conan Exiles

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TDIRPAssets
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Armors: Armors
Features: Features
Buildings: Buildings
Roleplaying: Roleplaying
Cosmetic: Cosmetic
标签: Waepons
文件大小
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更新日期
852.695 MB
2022 年 12 月 6 日 上午 2:54
12 月 9 日 下午 11:14
270 项改动说明 ( 查看 )

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TDIRPAssets

描述
Assorted RP Assets.
  • Includes bandage pieces as armour and accessory as needed.
  • A collection of weapons based on historical examples for various cultures. Spears (in this mod) are converted to a new moveset, allowing shield plus 2h spear in a limited way, and longsword is a WIP for a complete new moveset. Swords mostly include ToT-able scabbards. A collection of shields with clan emblem capability. Note, while these are based on real world items, they are blinged for fantasy. EG: they have glowing bits and so on. They are not fully fantasy however. They will not look like foam LARP weapons or be stupidly fat/big/etc. The Khitai set I shamlessly based on LK Chen's work reviving mostly Han Dynasty Chinese weapons. The Cimmerian Greatsword is based on Albion's recreation of a GallowGlass sword, while the rest are based more directly on historical items in museum collections (working from LK Cehn or albion leads to excellent detail on dimensions and wieghts while mantaining historical links).
  • A few warpaints. (I take requests, and most of these are past requests)
  • An expansion to weaponizing fortifications for tier 2 and 3 vanilla build sets as well (materials and mesh samples are not available for DLC etc.) Proper hieght crenelations, wall pieces with arrow slits and machicolations (look them up). The beginning of a new castle build set aiming to fill the whitewashed plaster look most european castles had before they were ruins.
  • Some stair rails and ballustrates plus some marble floor pieces.
  • A set of full plate harness based on 16th Century continental styles.
  • Some miscellaneous items like hats, skirts, etc will appear. Including some lace conversions of base game silk. Jewelry and piercings are mostly requested items. Some of these are inserted into NPC equipment tables. Sorry not sorry.
  • A roughly historical alchemy system as an alternate path to gold and dragon powder is also included, with pros and cons vs the vanilla systems. Includes some new orb types.
  • A partly complete replacement set of crafting benches with a smaller foot print. All require the feat for a top end bench. Where I could combine multiple bench types without expanding the thrall selection I have done so.
  • Expands the thrall selection of all benches to 6 (if no other mod messes with the UI widget after mine).
  • A few sizes of Roman style torsion catapultas (modern name Ballista) are included also. They are siege weapons that do more to soft targets and less to hard targets than a trebuchet. I have along term (brain hurting) plans to convert these to the new Funcom ballista system rather than how they currently work.
List of current (constantly out of date, I'll fix soon) items, cross referenced to Feat names here - https://drive.google.com/file/d/1k3CGUriSEWeDNwLLKp2UEJ7iGPZgiP3K/view?usp=sharing


Discord https://discord.gg/h45bTeqNRs

Weapons are *mostly* the same as my weapon pack, but "balanced" by giving them mostly the same stats as Star metal, and with the texture sets "blinged" up for the more fantasy settings. I recommend against using both mods.

Thanks to Tuka and Slug for various assets, and to various people who have provided inspiration. Thanks to Whiskey and Totchinuko for having APIs to use their accessory systems. Also, heaps of thanks to all those who have helped out over the (checks notes, damn) years. Mostly from the modding community. Bain has directed me towards solutions more often than he realizes. Xevyr I swear does most of everyone's coding. But that might just be the view of coding that needs help. It's still welcome and an impressive body of work. And many others. Most recently Juvilia for help with the &^&#$%$ing APEX thing.

Accessories based on Whiskey's accessory system, big thanks to Whiskey for creating it, and letting others use it. Accessory mod here https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2098700751
Whiskey's Discord https://discord.gg/tAJZAjq

Similarly, the scabbards (and now ribbons) are intended for use with ToT! Custom or similar mods. They won't on their own be useful, you would need a mod that allows items marked as weapons to show sheathed as accessories, and for that system to allow overlapping. See https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2886779102

Also incorporates the Devious Desires Accessory API (which in turn depends on Whiskey's) to not conflict with their slots and possible (WIP) use some restraint tags for stump bandages. See https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2300463941 for that mod, although it is not needed to be compatible, but will add immersion if I can get stump restraint working.

On mod load order. To make this able to use ToT!Custom better, it uses the API. To allow it to work without ToT!Custom loaded, it includes some assets from the API in the build, so should be loaded before ToT!Custom so anything there can overwrite the included assets in this pak. With the Accesory wardrobe API, the game will use the API from the lowest/latest loading mod. If you know which API version each has, then the latest API version last.

Longsword Animations are (modified by me for the Conan skeleton) (C) Jakub Kisiel aka Kubold

Ophirian Plate Harness is (C) Countermarch on Fab Store

A note on Feats.
For the cultural weapon packs, I've set prerequisite feats for the base star metal weapons the set uses. EG, if a culture 'pack' includes bows and 2h swords, then it will require the epic bruiser and bows. This means the game doesn't know how to place the feat in the feat tree. To find them, look in the search. The same goes for some of the other feats.

Alchemy
The alchemy recipes/feats are (loosely) based on real world pre-modern chemistry. Some of the feats it might make sense for admins to block. Below are the feat ID, Name, Explanation
22120001
Leaching
extracting saltpeter - precursor to most of the alchemy, but benign on it's own
22120003
CrushFiltering
getting lime, clay, etc, again, precursors, and benign on their own
22120004
Nitre Alchemical Secrets (was Aqua Preparations)
these are the nitric acid and saltpeter recipes, which includes a gold from goldstone extraction, throwable flasks of acid, and a different way of preparing dragon powder (basically black powder). Obviously not 100% benign
22120002
Sublimating
for a single precursor, but didn't fit with anything else, salammoniac, benign on it's own.
22120026
The Salty Alchemist
A set of more precursor recipes, various salts. Again, benign.
22120027
Deeper Secrets of Alchemy
This is the aqua Regis/regia recipes. Making the stuff, disolving things, and condensing things out of it. This includes efficient extraction of silver and gold from silverstone. I doubt it's game breaking, but if a server economy relies on control of base game gold/silver, then allow with caution.
22120028
Dragon Cotton
separated out from Nitre shananigans so it can be blocked easier. This is the more modern way of making boom. Add Nitric acid to just about anything, rinse. Creates Dragon Powder, named to take the mickey out of Gun Cotton (aka Nitrocellulose). This recipe is greatly simplified, but still is a mid 17th century invention, so may not suit all games. Still, the pre-modern game enabled ways of getting the aqua fortis may make this significantly more annoying a method than the existing in-game dragon powder recipes. This also has the improved boom jar. Much of the "improvement" is increasing damage slightly to structures, and a lot to people. Messing with things that go boom, should do worse than a mild ache that goes away after a minute.

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32 条留言
TiktaalikDreaming  [作者] 10 月 18 日 下午 3:28 
@Jus_joy That was me messing with options. I'll kick it back in the next update. I was hoping it would help decay out all the rags when equipping a bunch of thralls with real gear. But it leaves a decayed version in the inventory anyway. :/
Jus_Joj 9 月 23 日 下午 4:36 
Is this mod meant to melt the coarse clothes? For some reason, when using this mod, my coarse armor all has, instead of a durability bar, an expiration timer? I'm not sure what's up with that.
Cernunnos 4 月 20 日 上午 9:28 
Hello, thank you for your mod it adds a great selection. I have a request if that's okay.
As an agility player I use the whirlwind blades aka dual wielded swords. Could you add dual versions of some of these swords so that I can use tot custom to have your superior looking weapons to replace the ugly vanilla ones? Thanks either way.
TiktaalikDreaming  [作者] 1 月 6 日 上午 12:02 
The Alchemist "bench" may have been because I was overwriting the Alchemist lines in the Profession Template table to add the new bench types. I've converted that to a controlled merge add to array. That *might* fix it for you. It's more likely an issue with Thrall type edits than the benches. Esp the little Alembic replacer bench, it's just base game code with a new small mesh. But, a lot of this Living Settlement stuff is new still.
Kelesh 2024 年 11 月 8 日 上午 7:19 
unfortunately the alchemist's bench doesn't work yet but never mind your mod is worth it a prisoner alchemist :steamhappy:
TiktaalikDreaming  [作者] 2024 年 11 月 6 日 上午 11:30 
OK, I've had "trouble" with that one. I thought it was mostly the flames, but it seems active/inactive is all backwards. There'll be an update in the next day or two. I also need to fix the rigging on the rear shoulders of the female version of the ophirian plate armour. That's done, but I wanted to sneak in spaulders as well. The Alchemy bench weirdness is a "try to fix", but that sort of behaviour is really hard to see in the devkit. So, it may or may not be fixed in the next update. It *should* be changed though.
Kelesh 2024 年 11 月 6 日 上午 5:55 
Only the alchemy bench the others work
TiktaalikDreaming  [作者] 2024 年 11 月 6 日 上午 3:40 
Kelesh, is that a specific bench? The whole thrall v bench thing is new, and I *think* I got them all updated, but if it's just one, I missed something. If it's all of them, then I'm deluded about what I need to do.
THanks for the bug report
Kelesh 2024 年 11 月 6 日 上午 12:48 
hello i found a bug when the mod is active the alchemist npc no longer leave the workbench and do not interact with the world when you deactivate it they start behaving normally again
sorry for my bad english
TiktaalikDreaming  [作者] 2024 年 10 月 31 日 下午 4:09 
The weapons are all based on historical pieces. Real swords are not big and clunky, nor are the handles really fat and bulky.