Conan Exiles

Conan Exiles

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The Purge mod (by Xevyr) v2.3.2
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NPCs: NPCs
Features: Features
Admin: Admin
文件大小
发表于
更新日期
3.386 MB
2024 年 11 月 2 日 下午 4:23
9 月 16 日 上午 10:58
13 项改动说明 ( 查看 )

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The Purge mod (by Xevyr) v2.3.2

在 Xevyr 的 2 个合集中
Mooooodlist
34 件物品
Mooooodlist_Siptah
34 件物品
描述
This mod introduces a similar system to the old Conan Exiles Purge.


Gameplay mechanic:
Through regular activities involved in playing the game, players gain the attention of The Purge, which is shown on the purge meter (bottom of the center panel on the inventory screen).
Once their meter fills up, their base can be targeted by The Purge for destruction.
Waves of NPCs will attack and the player must defend against them or see their base leveled by the attacking horde.
Whatever the outcome of the encounter, the purge meter resets.. and the cycle begins anew.

Note: This mod is inspired by the old purge, but built entirely from scratch. It doesn’t touch basegame systems and won’t interfere with the vanilla Stygian Coffer purge.

Special thanks to Tephra from the Conan Exiles fan discord who designed all the default purges the mod ships with using the built-in editor
(except the cat... the cat was me..)

Features:

  • Challenging and fun base-defense encounters
  • Purges can be a mix of humans and creatures and often contain named thralls that can be captured
  • NPCs have loot
  • Works on any map. Default encounter zones are set up EL though, so adjust accordingly on other maps.
  • Purge NPCs have fatalities suppressed to avoid any glitches related to that system that break the flow of combat.
  • Has a powerful built-in editor for admins that allows you to create new purges from scratch, even using NPCs from other mods.

NPC spawn behavior, technical limitations

Unlike the original Funcom purge, this purge system does not teleport enemies into your base if they cannot reach it. Instead it always tries to find natural approach points around your build. The mod uses several fallback methods if a clear path cannot be found, however each of these will potentially produce a less than ideal result:

  • First it searches for proper routes with a clear path to your base that NPCs can navigate. (Important note: just because you can see a potential path does not mean there is also one usable by game AI.)
  • If that fails, it relaxes the rules and tries to place enemies in nearby valid spots – this can sometimes result in spawns on cliffs, rocks, or other awkward locations as a path to the base is no longer required.
  • As a last resort, a custom base analyzer attempts to map larger or complex builds so purges still occur, though results are less precise.


Depending on various factors – including, but not limited to: your base size and layout, the map geometry around it, the number of players on the server, and general server performance – the primary methods might fail and the fallback systems might place some enemies in inaccessible locations.

The mod does not require admin babysitting though, as these enemies will eventually clean themselves up and the purge will resume. For best results, build reasonably sized bases in accessible areas and avoid layouts that completely block paths.

Unfortunately these are technical limitations of the game and engine that are beyond my control (or even Funcom’s at this point, since their purge won’t do any better either). While I can come up with tweaks to help in some scenarios, there is no one-size-fits-all solution.

There’s no real benefit in leaving comments here about NPC spawning issues, as all I will be able to do is give you the same explanation described above. As a slightly more productive form of feedback on this topic, you could perhaps share your base on the Discord – seeing pictures could potentially be useful when attempting small tweaks to the system in the future, though keep in mind the above and adjust your expectations accordingly.


Admin commands:
Type these in the console (~ or Insert):
  • dc purgeconfig Opens the purge admin panel.
  • dc startpurge # - Starts encounter with ID # at YOUR nearest base (bypasses zone limits)
  • dc purgebase # - Starts encounter # on the base you're looking at, even if not yours.
  • dc abortpurges - Stops all ongoing purges.
  • dc purgelist - Lists purges available at your location (good for testing blockers)
  • dc setpurgescore # - Sets your clans purge score to this value (testing)

About Weighted Spawn IDs:
This mod uses weighted spawn IDs, the same data the base game relies on for world spawners. These are recursive groups that resolve into NPCs based on assigned weights. They are not the same as the fixed spawn IDs shown in the Admin Panel.

For example: if three NPCs share a weighted ID with values 240, 200, and 40, the total is 480, giving them chances of 50%, 41.7%, and 8.3%. (240 out of 480 = 50%, and so on.)

To make this easier, the mod includes a built-in lookup tool that shows exactly which NPCs any weighted ID can produce.

Workshop ID
3359158426

Compatibility:
Works with everything – no basegame assets, no load order requirements.
It is safe to add or remove anytime, even mid-playthrough, without breaking saves.

Other mods may change weighted spawns (adding/removing NPCs). It won't break the mod, but if you get 5 Rockslides instead of 1, check your other mods :D

Support and Donation:
Join discord for troubleshooting help, guides, news etc.

[discord.gg]

Should you wish to support me with a one-time tip, click here[buy.stripe.com]
Otherwise consider supporting me via Patreon
[www.patreon.com]

My other mods
See my Workshop for all my Conan Exiles mods.
Some examples:
  • Simple Minimap - Fully featured minimap with its very own custom map marker system allowing you to bypass the vanilla 50 marker limit
  • Twin-Bar - Lets you place 2 items per shortcut slot and instantly hot-swap between them individually, doubling capacity.
  • Armor and Weapon Stats in Bench (AWS) - Shows item stats in crafting stations before crafting.
  • The Damage meter - Full damage parser, DPS meter and combat log with optional floating damage numbers.
  • Music Barrel - Immersive jukebox for your tavern with optional song-packs, background chatter, and API for other mods to add songs.


Update Policy
  • My mods are built to remain compatible and almost never need updates when the game itself is updated. “Outdated” warnings from hosts (like gportal) can be ignored - they only compare version numbers between the game and the devkit, which don’t matter unless basegame files are altered.

  • Updates happen at my discretion. If I need to update a mod, I will. Please avoid telling me when I should or should not update my mods. If that is a problem, you are free not to use the mod.

  • Mod mismatch errors are not caused by the mods themselves. It’s simply the game telling you that the mod version you have is not the same as the one on the server. For more info, or to get the previous version of the mod, visit the Discord.
119 条留言
Xevyr  [作者] 9 小时以前 
Yea, it's configurable so you can do your own custom ones fairly easily :) There's a video attached above that explains the settings and how to do all that
flying_fart 11 小时以前 
Well, I suppose if you want to get raided often and early you REALLY need to tweak those waves good. I got foundation wiped man, by PRIESTS, while still in a shack! The third wave just ripped through everything I had. xD
Really need to see how I can make highly variable raids, with 1-2 waves only, so that they can come more often. I like the threat, early game too, but without the long winded tower defense. Cool mod nonetheless! Exactly what I need!
Fluttervi 10 月 10 日 上午 11:02 
ok cheers ill take a look
Xevyr  [作者] 10 月 10 日 上午 8:03 
Just edit them and enable them on that page.

The reason for that is because they were added after, in later patches, so they're disabled by default to prevent messing with servers where people set up their own custom purges.
If you just downloaded the mod for the first time, they would be enabled like all the others, but I deliberately didn't want to add new active purges to already existing configurations on servers.
Fluttervi 10 月 10 日 上午 6:43 
xevyr, sections 29-39 in the list of possible purges are not ticked (think the first {29} is called a cult of fanatical priests) these look like interesting content, but cant seem to be able to tick. admin is active and this is in single player, any ideas?
Xevyr  [作者] 10 月 9 日 上午 6:49 
Cool!
Fluttervi 10 月 8 日 下午 5:27 
xevyr, just lettin you know prob hasnt re-occurred. likely some jank in their patch last month, threw a few other mods to the wind (ghosts of the cataclysm, various clothings that appear in fashionist bench) most other issues now resolved.
Morbus 9 月 26 日 上午 3:24 
had a similar problem. purge occured, was great, then after the npcs de-spawned the meter didnt go down. did some fiddling, followed fluttervi's example, set teh value to 175,000. then i set it back to 20,000 and the meter went away.
Xevyr  [作者] 9 月 24 日 上午 9:34 
Good to hear you solved it, though it would still be nice to know how it happened. Let me know if it comes back :) Would be nice to find an actual bug with the thing as opposed to just spawn complaints :D :D though I suspect it was just some server weirdness because of the update.
Fluttervi 9 月 24 日 上午 9:23 
ok, prob solved...well sort of. had an idea, reenabled and slaughtered snakes..next cackle of hyenas....so, set purge value 175,000 (purge still came even though only half a purge bar) defeated hyenas and behold.....purge bar empty. it could have just glitched out, ive been having some odd goings on since sep hotfix anyway (neckseams are back for me, but werent there a week ago). so just gonna roll monitor and see how it goes, thanks for replies.