Conan Exiles

Conan Exiles

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Heritage
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NPCs: NPCs
Cosmetic: Cosmetic
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622.001 KB
7 Feb @ 4:07pm
1 Aug @ 3:02pm
5 Change Notes ( view )

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Heritage

Description
Hello everyone,

With this mod, I have adjusted the appearances of most human characters in the game, doing so in the following ways:

* Redesigned the randomized customization values for both sexes of all major races in the game (used mostly by regular NPCs).

* Removed randomization from existing 'special' NPC appearance presets, redesigning some as necessary.

* Created distinct, static appearance presets for 105 select named NPCs, spread out across every race and most factions.

* Adjusted nearly all of the character creation race presets.

The Goal

My goal for this project is to improve the aesthetic quality of NPCs and thralls generally, contrasting with that of the base game, which creates some rather... interesting looks. I took inspiration from the descriptions of the various races in Robert E. Howard's stories (as well as their real-world analogues) to try and be as faithful to the source material as I could.

However, as the customization in CE is rather limited, the NPCs may at times be a bit 'same-y', but I thought this preferable to the alternative.

I have listed out some of the changes made, characters affected, and other statistics in the Heritage of the Hyborian Age documentation guide.

Some other changes include:

* The Zamorian and Zingaran races were completely rebuilt, contrasting greatly with the Darfari / Kushites they previously resembled.

* Blonde hair may now appear on Nordheimers across the Exiled Lands and the among the Heirs of the North, reflecting the heritage of the Aesir. However, the Aesir and Vanir Loysing factions of Siptah will be wholly blonde or red-haired, respectively.

* Female bust sizes have been balanced so that they no longer fall outside the slider maximum (they'll still be decently-endowed on average, this is Conan after all).

* Eye and lip makeup selections have been expanded for the ladies of most races, and nearly all male characters had their guyliner taken away.

* Males are on average taller than their female counterparts within-race, and certain races are on average taller or shorter than others.

Compatibility

The mod's functions are performed via conventional table mergers and control table mergers, so it should be compatible with a wide range of mods and resistant to future updates. However, mods that assign new race templates to NPCs, or those which affect the weighting of male vs female spawns, are likely to cause issues with this. If issues do occur, I'd recommend placing this mod lower in the load order.

There is an issue in the base game where female NPCs suffer from warped face and body sliders, most visible with a pinched nose. Their appearance after refreshing their equipment / relogging is their correct look. Additionally, faces sometimes look bloated with certain emotes, again not the fault of the mod.

The mod can be added / removed mid-playthrough without issue.


Question & Answer

* Will this mod affect my existing thralls?
Your existing thralls (either placed, in inventory, or on the wheel) will be unaffected. Only newly-spawned NPCs will use these new values.

* What happens if I disable / remove the mod?
Newly-spawned NPCs will return to using the base game presets, however any thralls you acquired while using the mod will retain their looks.

* Do you plan on creating distinct appearances for every named thrall?
There's quite a lot of named thralls (and limited customization options), so that won't be feasible, however I may add more over time. Suggestions are welcome, though I won't guarantee acting on them.

* Would you consider incorporating customization options added by other mods?
Not in this mod, no, as I want it to remain standalone. However, I'd be willing to create separate plug-ins for, as I have for expanding hair color selections with Heritage True Hair Addon for use with either True (Hair) Colors mods.

* Would you add beards for random NPCs?
Beards have been added only to randomized Shemites so far. Hair color and facial hair color are selected independently, so implementing beards for races with more than one color is a problem.

* Will you warp the mod to satisfy my fetishes?
No.

Conclusion

Feedback, suggestions, criticism, veiled threats, and other assorted commentary are welcome.

I hope you all enjoy,

Dread Swoop


Mod ID: 3423068671


NOTE: Some images provided may use hair color selections from True (Hair) Colors V2, which I would recommend. As well, some images may have lighting from an as-of-yet unpublished mod of mine. Pictures are usually taken at 8:30 AM, subject sunward-facing.


Want combat to suck slightly less? Try Glory of Combat!
Want Isle of Siptah items in the Exiled Lands? Consider Eldarium in the Exiled Lands!

Popular Discussions View All (5)
0
11 Feb @ 7:31pm
PINNED: Load Orders & Incompatibilities
Dread Swoop
0
8 Feb @ 11:02am
PINNED: Feedback, Suggestions, Ideas for the Future
Dread Swoop
0
7 Feb @ 4:26pm
PINNED: Mod Documentation
Dread Swoop
83 Comments
Dread Swoop  [author] 6 Aug @ 6:25pm 
I finally made the companion mod for Heritage and either of my hair color mods:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3543675504

In short, it expands the selection of blonde hair for Aesir, Nordheimer, Hyborians, and Hyperboreans, as well as tawny / light brown hair for Hyborians and Hyperboreans.

I'll expand on it if and when the need arises.

Thank you,

Dread Swoop
Dread Swoop  [author] 5 Aug @ 8:39pm 
Hello everyone,

The mod documentation guide is now up-to-date with regards to information, but I'm still going through and adding some extra lore details.

I re-did the images for each race on the mod page to better reflect the state of the mod after Update 3. Some characters are randomized like before while some of the character creation presets have been sprinkled in.

The new images use my True (Hair) Colors V2 mod. The Hyperboreans as well have a tawny hair color which they will not spawn with normally with this mod, they will require a small companion mod which I aim to have released tomorrow, barring any issues.

I hope to fix any errors from the last update soon, so if you've noticed anything out of place or have suggestions for a change to the mod, let me know.

Hope you enjoy,

Dread Swoop
Dread Swoop  [author] 1 Aug @ 3:13pm 
Ultimately, I didn't get the races as distinct as I would've hoped, but I think on average the randomizer now produces better NPCs.

Some of the mod page images are likely no longer accurate, so I'm going to have to re-do them at some point (not right now).
Dread Swoop  [author] 1 Aug @ 3:10pm 
Hello everyone,

Update 3 has been released. I would normally say to check the Change Notes, but they're too long! Check the Update Progress Log instead. Here's a brief summary:

* Most character creation presets have been changed by the mod (all but Himelians and Vendhyans). Some only had minor changes while others were changed significantly.

* Redesigned all of the randomized race templates. Lots of face slider adjustments and selection changes. Way too much to relay here.

* BUST PASS: Randomized female characters' bust sizes now vary based on race (likely controversial).

* Race templates have been made for Hyperboreans. They are little used at the moment, but have been added to select Jailors as well as the elusive Hyperborean armorers of the Exiles and Dogs.
Dread Swoop  [author] 1 Aug @ 2:34pm 
Apologies for the delay, some stuff came up.

The biome lighting mod has just now been released, here's the link:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3539687496
The Archivist 30 Jul @ 4:14pm 
Love it. Looking forward to its release and the update.
Dread Swoop  [author] 30 Jul @ 5:37am 
Alright, I may be able to on Friday, as I will hopefully have the update for this mod ready to go by then.

Speaking of which, I'm a little over halfway through re-working the random templates, so I'm getting there. A couple templates are still giving me trouble (always the Zamorians), and a few CC presets still need to be finalized, but overall pretty good.

The design of the races (with regards to face sliders) has shifted away from 'minimum / maximum tolerable ranges for each value for the relevant head shapes' and instead is now more centered on the CC preset as an average. I think there's been improvement, but the random nature makes it difficult to be certain.
Soft-Hands 28 Jul @ 5:18pm 
I second the request to release the lighting mod. :HappyMask:
The Archivist 28 Jul @ 1:55pm 
I think you should release it. Specially for single player people like me it'd be a god send. I personally avoid the south east area of the map because of the bad tinting there, and thats a shame cause Id love to put Yamatai Town or Khitan Town there. So yeah just put a big warning and do it ! :DemonFireOrb:
Dread Swoop  [author] 28 Jul @ 1:51pm 
@The Archivist

I've been personally using it for the past several months. I made it to change the lighting in the Jungle / Swamp as well as the Highlands, as I don't like whatever is going on with them in the base game. I also removed the orange / reddish tint from Sepermeru and the western oasis.

Those biomes should be much clearer like the Noob River and the desert. You can see some of the effect in a few of the images included in this mod. While not perfect, it does help a bunch for me.

The reasons I've held off on releasing that mod are two-fold:
* The only way I have figured out to change the lighting is to directly edit one of the map files
* There may be compatibility issues with other mods that edit the map (including big ones like AoC and EEWA)

Ultimately, so long as I make sure players will be informed, I'd be willing to make it public. I'll have to go through and make sure everything is as it should be first, though.