Conan Exiles

Conan Exiles

Compendium of Crawling Chaos
78 条留言
iNDUSTRY13  [作者] 10 月 29 日 上午 10:53 
@Pocket thank you, and my pleasure ^_^
Pocket 10 月 28 日 下午 1:06 
@Industry13 Understandable! I really love all the blood stone decor you included, too. Solid mod. Thank you for work
iNDUSTRY13  [作者] 10 月 28 日 上午 11:21 
@Pocket As these spells are silly powerful, I am not considering it at this time.
Pocket 10 月 27 日 下午 4:37 
Would you consider adding quick cast options for your spells like Heart Rend similar to how Sorcery Tweaks adds one-click cast staves?
iNDUSTRY13  [作者] 10 月 13 日 上午 10:54 
@Kyubey can you create a discussion thread for me, detailing this bug? Please provide screenshots and any data you have about how you've tested it.
Kyubey 10 月 13 日 上午 12:25 
Love the mod, especially the death knight - but the Revanant ability isn't working, any way to fix this? Stays at 0%
iNDUSTRY13  [作者] 10 月 12 日 上午 3:38 
I re-created this mod specifically for a server I played on. The admin there did not want all players to have access to sorcery, and furthermore not immediate access to the unique spells.
Turkwise 10 月 11 日 下午 10:24 
The point is that spawning them in with admin tools instead of earning them organically ruins it
iNDUSTRY13  [作者] 8 月 27 日 上午 9:21 
@Sen'val in single player, you can absolutely admin spawn whatever you need.
Sen'val 8 月 25 日 下午 6:39 
I'm torn... on one hand this mod sounds really, really cool... on the other... I play single player and the User Guide suggests most of the stuff required to learn some of the spells (and even the beginning tier) must be admin spawned in instead of learned naturally by finding or researching it. The dilemma is real.
Shotgun Solutions 7 月 16 日 上午 5:42 
I'm so glad I found this mod! You recreated my old favorite mod and improved it! Nice work.
Amygdalan Arm 7 月 7 日 上午 4:52 
Aaaah, okay! Yeah from what I'm seeing he mostly uses the animations from the demons in Siptah, which use the same skeleton I think? But slightly different animations, I believe!
iNDUSTRY13  [作者] 7 月 6 日 上午 10:19 
@Amygdalan Arm I dont think that I've adjusted the base animation in any way that I recall. It uses pre-existing animations with re-coloured particle effects. He's basically a resized, re-coloured Thag. So it may be part of the already existing animation. When I'm in devkit next, I can take a look at it because now I'm curious.
Amygdalan Arm 7 月 5 日 上午 7:14 
Hey! First of all, absolutely phenomenal mod - I genuinely can't play without it anymore, because it offers the expansions to sorcery that I feel have been missing and made it feel incomplete after a while. I also adore that it still lies in line with the lore, and it's been very fun, even if initial setup was a bit daunting.

I didn't know if I should put this here, or if it's intentional, but I think I might've found a bit of a bug with the animations of the Rage Demon, though? Whenever he swings his weapon, he seems to grab it far, far higher than the swings would suggest, and while it's functional, it makes it look a little strange? I'm not sure if that's something only on my side, or if this is normal!
iNDUSTRY13  [作者] 3 月 15 日 上午 12:28 
@igotsmeakabob11 Unknown. I haven't played with any other sorcery mods installed, so I have no first hand experience.
igotsmeakabob11 3 月 14 日 下午 10:00 
Are there any conflicts with Celeantor's Better Sorcery?
MTBear 3 月 9 日 上午 7:46 
@iNDUSTRY13 sounds good. idk why they made him so slow for.. would have been a more interesting fight if he had higher speed.
iNDUSTRY13  [作者] 3 月 9 日 上午 7:39 
@MTBear he'll catch up or teleport to you eventually.
MTBear 3 月 9 日 上午 7:16 
@iNDUSTRY13 Damn, that man moves slow haha but i'll give it a whirl anyway, I like the undead peeps
iNDUSTRY13  [作者] 3 月 9 日 上午 5:37 
@MTBear Yeah, bro does move slow. I think I actually sped him up slightly from the base model Kinscourge, but he still takes his time.
MTBear 3 月 8 日 上午 8:05 
Does the Death Knight move slow af?
Funmizer 2 月 8 日 下午 2:07 
Does anyone know if this mod works with Sorcery Tweaks, or do they conflict?
iNDUSTRY13  [作者] 2024 年 11 月 9 日 上午 10:25 
@Shadow In The Night I'm glad to hear it, and you're most welcome. ^_^
Shadow In The Night 2024 年 11 月 9 日 上午 8:45 
One of my favorite and most used Mods... Thank you (I haven't had any problems with it, but I appreciate you maintaining it so much) :steamhappy:
Kyle Draconicus 2024 年 10 月 17 日 上午 5:22 
With Age of heroes update, this mod need an upgrade or it is still working?
iNDUSTRY13  [作者] 2024 年 8 月 24 日 上午 12:23 
@Scarecrow Yes! Exactly. You may place the Tome of Kurak to teach sorcery where ever _you_ like. You can put it back in the grotto exactly where it was originally if you like, or you can decide for yourself where the placeable sits in the world. If you're unfamiliar with admin commands, there is a wealth of information on the Conan Exiles wiki and youtube to help you get started.

@Seros Senric My decision to give admin more control won't please everyone. When Tome of Forbidden arts broke (RIP), I created this mod for use on the roleplay server that I play on. The admin there wanted more control over how and where players learned sorcery.
Seros Senric 2024 年 8 月 23 日 下午 10:57 
@Scarecrow, yes the author of this mod has repeatably said that the vanilla way of accessing sorcery has been removed and that it is not intended for that to be changed.
For now the easiest thing for you might be to wait until everyone who wants sorcery has unlocked it the vanilla way and then only enable the mod after that.

Personally I think the removal of the Tome of Kurak and the admin placeables as alternatives should be a separate mod as it is quite different to the theme of the mod it's replacing and judging by the discussion I've seen concerning the two mods it does seem to cause more problems than it solves.
Besides, there were already mods that let you remove the tome from the grotto that were completely compatible with the Tome of Forbidden Arts if you wanted to use them. I'm a big believer in trying to separate mod concerns where possible, and "cool new spells" is a very different concern to "remove easy access to sorcery"
Scarecrow 2024 年 8 月 23 日 下午 10:35 
Nice to see someone is keeping the old forbidden arts spells alive, but ... it seems that there is no way to use this content (or sorcery at all) without admin involvement?

There is no way to setup easily? Not even recommendations of where in the world to put these new grimoires for a good immersive experience? I'm just supposed to cheat tomes in wherever I like?

As a solo/small group player, this is a very strange design decision to me. I don't want to have to mess around with cheats and manual setup, I know nothing about servers, I have limited knowledge of the game world... I'm just trying to immerse myself in a cool game with my buddies... at least a more detailed setup guide for basic users would be appreciated...
iNDUSTRY13  [作者] 2024 年 6 月 14 日 上午 9:30 
@Indream It's not a bug, it's a feature. Please read the user manual.
Indream 2024 年 6 月 9 日 上午 8:40 
Found bug. With this mod, you can't get sorcery. Went to the cave to get it, journey says touch the Kuram Tome, but there is non. Afted dissabling it, tome appeared.
iNDUSTRY13  [作者] 2024 年 6 月 7 日 上午 7:32 
@The Dolmen Duke Right yes, that is the case unfortunately about the folios. If they learned sorcery all the way through before I added the folios, that is correct they won't see them. I'm debating on maybe reworking it, but I still want to utilise the spell-learning system.

That said, you should still be able to grant players the necessary feat.
The Dolmen Duke 2024 年 6 月 3 日 下午 7:27 
Thanks for the info and reply! I've been doing some testing and I've noticed a couple of things:

1: On our character who were level 45 when we added the mod, leveling up our Tome of Kurak didnt reveal any folios.

2: I made a new character (after the mod had been added), leveled to 45, then began leveling my Tome of Kurak. When I went from the 913058 tome to 913059, the abyssal folio 13131402 popped up.

This leads me to believe that if your character *would have* already gotten the folios if the mod was on the server from the start, they *wont* get it upon adding the mod. I'm not sure if that can even be fixed or not, but just wanted to share.
iNDUSTRY13  [作者] 2024 年 6 月 3 日 上午 11:01 
@The Dolmen Duke I'm pretty sure I required level 60 for the folios. What you might be able to do, is give out the feat to your players through any number of admin mods available to you. The folios when crafted, grant a feat; and then the spell, when cast, looks to see if the player has that feat. If the player does have the feat, it enables the 'improved' part of the spell.

I doubt there is a mod conflict in this specific case, but in the event there is, you will need to decide which mod you wish to give priority by putting that mod lower on your mod list. I haven't tested my mod with any of the other sorcery mods, so I can't rule out incompatibility. If it were up to me, I would give Sorcery Tweaks priority, as I believe that mod has a lot more customisation available to you. You may want to prioritise what that mod adds to your server's sorcery if that's the case.

Thank you for the compliment. I'm glad you're enjoying my mod!
The Dolmen Duke 2024 年 6 月 3 日 上午 10:38 
O, and I forgot to ask to make sure, but this is compatible with Sorcery Tweaks right?
The Dolmen Duke 2024 年 6 月 2 日 下午 2:20 
Hey there! Having a bit of trouble and thought I'd ask for some clarification. I've added this mod to a small server where the players are already around level 45-ish. I've read through the User Guide you've provided but I am still having trouble understanding how the Folios work. Are they supposed to show up immediately in our bench or do we need to hit level 60 first or do we just need to level up our tomes again before we see it?

I'm worried they are supposed to be showing up but another mod is messing with it. BTW, thanks a ton for making and maintaining a mod like this. It sounds like exactly what our small group wanted!!!
iNDUSTRY13  [作者] 2024 年 4 月 13 日 上午 8:06 
@LogieBear I haven't created any illusion spells, so that grimoire you're referring to is likely just the placeable. Use it on your server as you see fit!
LogieBear 2024 年 4 月 12 日 下午 7:45 
Hi, Is the Illusionary Grimoire related to any exisiting School of sorcery at the Moment? ie. is there a corresponding Feat Item to spawn for players? Im setting up quests to get all the other Feats so before I dive too deep in I was just interested if I need to set something up for this school.
TryxiWytch 2024 年 2 月 8 日 下午 9:31 
For the people who are having issues with their server updating this mod, I am curious... are you using gportal by chance? I have two servers in a cluster, both used to be with gportal and both were inaccessible by all players due to this mod showing "wrong version". After swapping one of the servers to Host Havoc, that server no longer has this issue.

Again this is an all users thing for my servers, and going by how this seems rampant amongst multiple servers, I suspect its something to do with gportal itself.
iNDUSTRY13  [作者] 2024 年 2 月 1 日 上午 10:20 
@Funmizer Run a game verify on Conan Exiles. Otherwise, you may want to consult doctor google.
Funmizer 2024 年 1 月 31 日 下午 8:32 
I am having an odd problem. The server shows the correct version/date. I delete the mod completely from my computer so that I can subscribe/install at the mod check screen. When I do so, it says not found. Prior to this, it would say wrong version, even though it had reinstalled.
iNDUSTRY13  [作者] 2024 年 1 月 31 日 上午 10:26 
@Funmizer I'm not having this issue on the server I play on. Unless someone else reports this is an issue, I believe this to be on your end. When I've run into this issue before with other mods, I unsubscribe, then delete the mod folder on my drive, then resubscribe; and then I run a verify on conan.
Funmizer 2024 年 1 月 29 日 下午 12:45 
Mod Says wrong version. Deleted from servers and computer. reinstalled. At mod check...still wrong version. Something isn't matching up.
stephen1592 2024 年 1 月 1 日 上午 11:25 
This looks awesome
iNDUSTRY13  [作者] 2023 年 12 月 16 日 下午 10:19 
@Funmizer The changes to the grimoire placement only affect the Exiled Lands map as I'm unable to edit Siptah or any other mod map in the devkit.
Funmizer 2023 年 12 月 16 日 下午 8:13 
Will this work on Siptah and Savage Wilds Maps? How does the grimoire work?
NorscanWarlord 2023 年 12 月 4 日 上午 6:21 
@G-85 if you still have problems finding out what the door is, it's most likely from the mod "Grim Map"
iNDUSTRY13  [作者] 2023 年 10 月 27 日 上午 1:39 
@Mercapto I will not add instant sorcery to my mod. I want to stay mostly faithful to both sorcery in lore and funcom's mechanics. Battlepass items should not and cannot be modded.
Mercapto 2023 年 10 月 22 日 下午 10:03 
Love the work, makes sorcery some what playable. Have you ever thought about adding a direct damage spell (like shooting a demon-fire orb). The emotes from battle pass, Zars flame and chill make feel those elements are missing from it.
G-85 (Innectis Gaming) 2023 年 10 月 17 日 下午 7:28 
No i meant the spells.. Thanks for the reply
iNDUSTRY13  [作者] 2023 年 10 月 12 日 上午 7:41 
@G-85 Do you mean the grimoire? That has been removed from the grotto. Please see my mod description, especially under Admin Be Aware. Everything admin need to know is listed there. I have no plans to make my spells player craftable.