Conan Exiles

Conan Exiles

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Thrall Breaking Places
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12.068 MB
19 Oct, 2022 @ 8:26am
9 May @ 1:07pm
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Thrall Breaking Places

In 1 collection by Ozel
Heorot Server Mods
12 items
Description
It works again!!! (5/8/25)

This adds several alternate thrall breaking / friend making options to the game.

This was made to add some variety to thralling / befriending besides the wheel of pain / wheel of friendship.

Thrall Breaking / Friend Making:
This mod adds four new feats to the game. Each costs 0 points and requires the same relative tier of wheel of pain to be learned.
  • Thralling Places - T1 - Handcrafted : This adds two handcrafted items to the game. A wooden and an iron cage that act like lesser wheels of pain for breaking thralls. They each have room for one thrall.
  • Thralling Places - T1 : This grants the same recipes as above. The recipes from this feat are crafted at the torturer's bench. However, since this bench is not gained when you learn the tier 1 wheel of pain, I have the handcrafted feat for lower levels.
  • Thralling Places - T2 : This adds two handcrafted items to the game. A round wooden and a medium iron cage that act like a regular wheels of pain for breaking thralls. They each have room for four thralls.
  • Thralling Places - T3 : This adds two handcrafted items to the game. A large rectangular wooden and a large rectangular iron cage that act like a greater wheels of pain for breaking thralls. They each have room for 8 thralls. Stuffed in nice and cozy.
  • BONUS Places (5/8/25): I also added two T1 places that were previously just an experiment; a red rug to gain friends by teaching them (ish) your religion and a barrel/stool set up for gaining friends via a friend bar. These are just for fun. I have considered making the friend bar use booze as fuel. If you ask me about this in the comments I may get inspired to but in the effort. (It is just very tedious to add the item ids line by line, so I have not committed). I also considered adding other rug colors. If you have a strong desire, let me know and I will see about adding some variety.

How do these work in game:
These thralling places work the same as the wheels of pain. You take bound thralls to them to drop them off. If there are unbroken thralls, they will appear to be sitting in the cages. If thralls are breaking, they will appear in various poses depending on the cage. Typically a mix of sitting, kneeling, arms crossed, and submissive. Admittedly, in some cages it will not be quick to tell if the trall is actively breaking or just waiting around (such as in the small wood cage). You will just have to check the cage in these cases. In the case of the small wooden cage there is no room to stand.

Questions you may have:
  • Why is this a separate mod from Animal Taming Places? Since each mod is completely independent in the systems it uses, I chose to keep them separate so that if one had compatibility issues for someone, they would still be able to use the other mod.
  • Why can't I see thralls in the inventory after they are broken? Just as in the wheel of pain, once a thrall is finished, it will no longer appear in the cage. This is related to how the thrall breaking works. Unlike animal taming (which has a separate coded inventory) thralls only register when they are 'being crafted'. Maybe one day I will build up this system from scratch. Until then, this is how it works. :)

Mod ID: 2877200208

Hopefully this helps your clan meet their HR needs.

Enjoy!

Did you know I brought back the vanilla dodge in a mod?
I totally did... Its my other labor of love.
Popular Discussions View All (2)
5
2 Nov, 2023 @ 4:30pm
New Thrall Places - 2023
Ozel
2
8 May @ 1:04pm
PINNED: Mod Development Notes, Issues, Plans, Etc.
Ozel
168 Comments
Ihmislehma 3 Jul @ 6:03pm 
Maybe I did something very wrong (though I don't know how, as this mod has been a must have in my load order a very long time), but the would-be thralls when put into cages, active "crafting" or no, just... don't show visually. They're crafting there, but not visually there.
NowThatsWhatICallEdge 1 Jun @ 2:05pm 
thanks for all your hard work
larenza98 11 May @ 10:23am 
I was checking back to see how progress was going and I literally threw my hands up in the air when I saw that this mod is working again! Congratulations and thank you! You do good work
iriemk 11 May @ 9:21am 
Most certainly interested in any tidbits of technical info I can soak up. Started modding with FO3 way back, and it was all trial & error going at it by myself. Given the rather steep learning curve modding Beth games, it taught me to get educated before starting to mess with a game beyond just installing other people's mods. As in: Editing those mods to my own liking, or making my own alterations to vanilla files.

So every piece of such arcane knowledge is most welcome, can only help me along the way once I really get into that dev kit thing, so thanks very much.
I've been playing the game nearly every free minute for the past two months or so, came across a load of stuff I'd definitely wanna mess with, like the damn too heavy potions' weight (hopefully an easy one for starters^^). Guess I just gotta kick myself to stop playing for a week or two to download and familiarize myself with the dev kit.

Anyway, thanks again & nice sunday.
Ozel  [author] 11 May @ 8:59am 
@iriemk I mentioned the spawn point nodes and you stated "The nodes around workstations, thralls do use them, but not for spawning." I was just clarifying that they were different systems. :meadowrabbit:
It is not super relevant, but you had seemed interested in some of the technical bits so I wanted to be sure I was clear regarding what was in the dev kit. :cat_cool:
iriemk 10 May @ 12:37pm 
Who you telling? I started modding with Fallout 3 like 10 years back, that one was half finished at release, and maybe 65% finished when Beth ended support, about the time I started messing with it. Sooo much stuff left to rot in the files, which you find when you look at certain refs with XEdit.
And modded Kenshi for a good long time, also loads of potential junk (or treasures) left un-implemented...seems like the lone dev (who made that game almost single-handedly) had waaay bigger plans than what got finished.

But then on the other hand, a modder (or even a semi-Luddite like myself) can make use of such forlorn assets in their own way...iffen you know how they work. How complicated to learn is the dev kit, anyways? Not very tech-savvy tbh, but willing to learn.
Ozel  [author] 10 May @ 11:56am 
@iriemk - Wasn't aware of the transmog mod. Interesting. - As for the spawn points I referenced. They are spawn points for completed thralls. The hook for the station worker is a different node/system (and only a single point per station). There are a lot of unfinished bits and bobs in the dev kit. Makes things confusing at times, but que sera. :meadowfox:
iriemk 10 May @ 9:19am 
Iffen you really hate the thrallpot, could just use the building Transmog mod and change it to a campfire while looking for something better to come around....and now that gives me ideas...

I got the sacrifice pot from bountyhunting just a week back, which is essentially the thrall pot, but it has some blood & cute skulls adorning it. Perfect skin for my cannibal camp thrallpot^^.
iriemk 10 May @ 9:13am 
Ok, learn something new every day - Thralls are no pets! ^^.

The nodes around workstations, thralls do use them, but not for spawning. After you break & place a crafter near a bench it's profession can grant a bonus to, it will automatically seek out that station: Carpenter to carpenter bench or artificer bench, smelter to furnace or casting bench, taskmaster to WoP or Torturer Bench etc.

They'll alternate between "their" stations & just lounging around, utilizing whatever other furniture is set up. Oh, and they all spend a looot of time around that thrall pot, so yeah, I agree: A prettier alternative would be nice.
I guess the Battlepass had something and BL Bazaar still might have. Only been playing for a month and a half now, so I do not have a real overview of all the relevant mods yet, but in all my trawling for good mods I haven't come across anything that replaces/adds another "thrall feeding trough" - and we're back to thralls & animalls^^.
Ozel  [author] 9 May @ 8:14pm 
Realization:
With the new living system you can disable thrall use on the 'workstations' and still gain the benefits.... :D:!!!
This totally changes the simplicity of the designs because I do not have to account for a taskmaster standing over each 'workstation' like an agitated bouncer waiting for the thralls to leave. :D:
Individual t1 thrall places hold just as much value as t3..... :D:
I don't have to over plan or over think the placeables anymore! :D:

Someone call me out if I have missed something. :lunar2019deadpanpig:

And thank you for the positive feedback. :stella_happy: I had a lot of guilt for not having this one fixed sooner. But it is a tricky one. Brain go better now. :meadowfrog: