Conan Exiles

Conan Exiles

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Loot & Disassembly
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Features: Features
File Size
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70.127 MB
30 Oct, 2019 @ 3:40pm
25 Mar @ 11:38am
30 Change Notes ( view )

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Loot & Disassembly

Description
Weapons and armors from enemies and advanced disassembling

ID = 1902814503

Mods are in maintenance mode, which means they will only be updated to ensure compatibility with official updates and to fix bugs, but no new content or changes are planned.



[discord.gg]


Third Edition New Features
With this update, this mod has been reworked to be simpler and lighter.
The now obsolete control panel has been removed and the code of the crafting stations has been improved.
The new code makes the division of basic and advanced crafting station useless, as the result is essentially determined by:
1) The player's level
2) The condition in which the weapon or armor is found. (durability)
The two crafting stations have therefore been renamed and now represent only an aesthetic variant.

Paddings
The code now has a blacklist of objects that must not be disassembled, in particular the various "paddings" will no longer be disassembled as repeatedly requested by the players.

Arrows
Now you can disassemble the arrows

New Item: Eldarium Scrap metal

All the changes to the original tables have also been removed, to make the mod more stable in the face of official updates, and consequently the limits previously introduced.

Special items obtained too early?

If you are worried , please consider this mod as an end game mod.

Yes this is an aspect that some players have highlighted, and at the beginning I tried to remedy, but over time I realized that it is not worth it, because level 60 can be reached in less than a week, following the journal, and without wasting time on unnecessary activities, such as immediately building a complex base with T1 or T2 pieces that will need to be replaced.

The mod does not decide what type of armor to put in the loot, it reads the armor assigned by funcom to the NPCs, which is what they are wearing when confronted.
To change it then the script should add an additional layer of complexity, which should consider every possible armor created assigned by funcom to every possible NPC, or the armor assigned to all types of NPCs should be changed.


Now calculating that these objects will very often not even be considered by a level 60 character, or the possibility of obtaining rare materials with different difficulties depending on the map, facing a job like that and dramatically increasing the complexity of the mod, and maintaining it would only be useful for new players.

In any case, in my opinion it is better to use this mod than to accept to play in a less immersive way! This mod removes the idea that objects disappear in a parallel dimension once the enemy is downed, and while being able to see them on his corpse!

I honestly don't understand how it's possible to accept this, I was very upset the first time I encountered this extremely immersion breaking aspect of the game.

Anyway, as said, this mod could be taken as an endgame one :)

How It Works
The custom code detects the presence of an item in the inventory of the crafting station and filters its ID.
If the parameters connected to the ID are suitable, the code proceeds in two ways:
If a recipe exists, the code chooses this and replaces the object with a percentage of the materials used to create it.
If there is no recipe, then probably no repair materials have been added, in any case the code tries, in case the author of the mod adding the weapon or armor we are trying to disassemble has foreseen disassembly.

Please note
If the author has not added a recipe, and has not added repair materials for eventual disassembly, there is in fact no list of materials to supply.
It is evident that in this case it is not a problem related to this mod, but to the mod of the weapons / armor, which in this way are made non-removable.

One possible solution would be to overwrite all of these weapons, creating that list of necessary materials.
For this, however, I need collaboration from the players, who will have the patience to report the IDs of these Weapons / Armor ...

This mod allows you to loot enemy weapons and armor, and to recover raw materials through disassembly.

Looting
This feature allows you to collect armor and weapons from the corpses of enemies. The durability of the elements is a random value between 50 and the maximum durability value. This random durability system is intended to simulate wear and damage taken in combat.
in the future this value could be more accurate, considering for example that an enemy killed with the gas did not damage the armor, it would be an interesting feature ...

Disassembly
The disassembly stations allow you to obtain a variable quantity of materials, in relation to the level of the character and above all the "Durability" of the objects. A healthy item will therefore give more materials than a heavily worn item.

The metals present in the items give a new type of item, the Scrap Metal.

The scrap metal can be melted again to create metal bars.
To create a metal bar of the corresponding metal you need:

The loss of material is justified by several factors, among which oxidation the main ones are oxidation and consumption which over time reduce the quantity and quality of the material.

2 Scrap Metal (any type) + 5 Borax at any the Furnace (edited)

Borax

In previous versions, there was specific nodes for mining borax, but now, with the amount of new maps, compatibility problems would arise and for this reason, borax is now obtained in these ways:

1) Mining the salt (white rocks) if present in the map

2) Through alchemical operations - Recipe: 1 Crystal 20 Stones

3) As an additional mineral element obtained from the corpse of the Rocknoses, the amount of borax depend on the tool tier + a random value.

[discord.gg]

This mod contains assets (art, music, code, items, systems and/or designs) that are the intellectual property of Funcom Oslo AS or their licensors.