Conan Exiles

Conan Exiles

Less Building Placement Restrictions - v7.5.3
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Update: 28 Jan, 2020 @ 7:27pm

Version is 7.0.7

Arrow and Overlap Stuff
  • Adjusted the rotation of the arrow for the Warrior Mutator Tier 1 Wood Foundation by 90 degrees.

  • Added several overlap exceptions for Ladders that require sockets

    Best if used with the LBPR - Additional Imprvoments -Add-On mod

  • Added overlap exceptions for the Ladders in the LBPR - Additional Imprvoments -Add-On mod

  • Added more arrow directionals and overlap exceptions as appropriate for the Northern Timber mod.

  • Added more arrow directionals and overlap exceptions as appropriate for the Mythos: Greystone Building Pieces mod.

  • Added arrow directionals and overlap exceptions as appropriate for the Black Iceblock Building Kit mod.

  • Added overlap exceptions as appropriate for the Pillars found in the Shadows of Skelos - Extended mod.

  • Added arrow directionals and overlap exceptions as appropriate for the Syren's Pretties mod.

  • Added more arrow directionals and overlap exceptions as appropriate for the Stygian Building Kit mod.

Changes
  • Changed the text of the LBPR Toggle Options slightly. Instead of Pets and Thralls, it's been updated to "Followers" to reflect how Funcom labels the grouping of Pets, Thralls, and Mounts.

    The PDF's have been been updated to show the new text as well. A Spanish Translation of the PDF has also been provided as is linked in the description as well as on Discord.

Update: 15 Jan, 2020 @ 10:56am

Version is 7.0.6

Arrow and Overlap Stuff
  • Added more arrow directionals and overlap exceptions as appropriate for new roof pieces added to the Northern Timber mod.

  • Added more arrow directionals and overlap exceptions as appropriate for new building pieces added to the Glass Constructions mod.

  • Added more arrow directionals and overlap exceptions as appropriate for new building pieces added to the Arena Pier mod.

  • Added missing arrow directionals and overlap exceptions as appropriate for a Triangle Foundation from the Riders of Hyboria DLC

  • Added missing vanilla pillars to various overlap exceptions

  • Added arrow directionals and overlap exceptions as appropriate for the "Dudes Delightful Decorations" mod.

  • Created Overlap Exceptions so that Gate Frame's are easier to place in some instances. These exceptions include Square Ceilings, Wedges, Crenelated Walls, and Fences.

    Basically, if your Gate Frame was destroyed, or you planned ahead of how you wanted your base layout to look, and you had already placed various ceilings (or whatever else), the Gate Frame wouldn't place. You would realize that the only time you could place the Gate Frame was when it was only Walls, but no Ceilings, Fences, and the like. This change makes it so you don't need to worry about that.

    I didn't include Walls in the overlap exception, though the reverse is true (place gateframe, then overlap with a wall). In testing, it was much harder to place a Gate Frame when I did, so I decided to exclude walls and the like.

  • Added an overlap exception for the various types of walls. wall windows, and door frames with Gate Frames.

    There were a couple of other build types but I forget which now. I already had several build classes that had Gate Frames as a overlap exception, so this extends on that existing list significantlyy.

Changes and Additions
  • Set Gate Frames to allow building on the ground without Foundational Support. Also set the vertical range to 512 centimeters to allow highest extent of vertical placement options (into the ground).

    In vanilla, this isn't possible. If you are a veteran LBPR user, I am certain by now you would have noticed the long standing bug of the Gate Frame's being able to be placed on the ground without foundational support, but instantly vanishing on placement. This resolves that issue.

    Setting the vertical range from 1 to 512 allows players to place the Gate Frames the maximum distance allowed into the ground before the game will simply not let it go further. You will note that the full vertical range is relatively small (as in you can't fully bury a Gate Frame) as the game only allows a certain amount of units to pass before it's hard code kicks in and simply will not you go any further. This change just makes it so that you will never receive an error about too far into the ground when placing your Gate Frame.

    It is also important to note that the vanilla Gate Frame's wont allow walls to snap to the sides, which will limit the functionality that this change gives you. A future LBPR Add-On mod will help address this in other ways.

  • Added Wedge Ceilings to the list of things Gate Frame's can attach to.

    Hey, I'm already overriding Gate Frame's vanilla blueprint because I have no other choice, so, might as well fix that too.

  • Small language change to the UI section for Building Overlaps.

Update: 23 Dec, 2019 @ 10:55pm

Version is 7.0.5

Arrow and Overlap Stuff
  • Added more arrow directionals and overlap exceptions as appropriate for new roof pieces added to the Northern Timber mod.

  • Added more arrow directionals and overlap exceptions as appropriate for new building pieces added to the Glass Constructions mod.

  • Added more arrow directionals and overlap exceptions as appropriate for new building pieces added to the Lemurian Achritect mod.

  • Added more arrow directionals and overlap exceptions as appropriate for new building pieces added to the Mythos: Greystone Building Pieces mod.

    Also made slight adjustments to the "large window" arrow placement.

  • Added more arrow directionals and overlap exceptions as appropriate for new building piece added to the Stygian Building Kit mod.

  • Created overlap exceptions for sloped and flipped sloped walls (triangle walls) with fences.

Update: 8 Dec, 2019 @ 9:42pm

Version is 7.0.4

Arrow and Overlap Stuff
  • Added more arrow directionals and overlap exceptions as appropriate for the Northern Timber mod of current missing pieces and future pieces (thanks to the author for working with me on that).

  • Added missing arrow directionals and overlap exceptions as appropriate for the new DLC, Riders of Hyboria.

  • Slight adjustment to arrow directionals on a couple of Riders of Hyboria stable pieces

Update: 5 Dec, 2019 @ 5:40am

Version is 7.0.3

Bug Fix
  • Updated the Mod to be compatible with the latest version of the game. Routine update stuff.

    Arrow and Overlap Stuff
    • Added arrow directionals and overlap exceptions as appropriate for the Northern Timber mod.

    • Added more overlap exceptions for my upcoming, huge, LBPR Add-On Project. This time the overlaps have only to do with the unique pieces in that add-on and no players will see anything different.

    • Added arrow directionals and overlap exceptions as appropriate for the new DLC, Riders of Hyboria.

    • Per a player request, added crenelated fences as overlap exceptions to doorways when placing.

Update: 24 Nov, 2019 @ 4:11am

Version is 7.0.2

Arrow and Overlap Stuff
  • Added arrow directionals and overlap exceptions as appropriate for the ConanEmpire mod.

  • Added arrow directionals and overlap exceptions as appropriate for the Arena Pier mod.

  • Added arrow directionals and overlap exceptions as appropriate for the Darke Age Buildings mod.

  • Added several mods to a secondary table of overlap exceptions for specific Arena and Derketo DLC building pieces.

  • Added arrow directionals to all ramp and ramp corners

    A while ago, a mod user requested I add arrow directionals to all roofing pieces. And I did. Then I came to realize that sloped roofs behaved identically to Ramps. The arrows aren't really needed for Ramps, but for consistency sakes, I felt like they should be added.

  • Added overlap exceptions for Fences with Wall Windows and Gateways

  • Added overlap exceptions for Wall Windows with Foundations (square/triangle), fences, and ceilings.

  • Added overlap exceptions for Doorways with Foundations (square/triangle), and ceilings.

  • There might be some other quality of life overlap exceptions added, but I inputed a ton of data this go around, so I might be forgetting something specific.

Arrow and Overlap Stuff - Future Add-on Related

I've been working on an Add-On for the last several months (off and on, but especially working on it the last couple of months). It's reaching it's conclusions and will soon be ready for full release. This is likely not going to be the last LBPR overlap exception list push I do for the purpose of that Add-On. More details will be revealed when it becomes available.
  • Created several overlap exceptions for Pillars. That includes Pillars found in Vanilla, DLC, and all current mods on my spreadsheets.

    Most players won't see much difference with this. At least, not yet. There are a couple of mods that could benifit from this action, but the primary purpose of this change is to prep for the Add-On.

  • Created several overlap exceptions for Wall Windows

  • Added several overlap exceptions for Walls

  • Added several overlap exceptions for Doorways

  • Added several overlap exceptions for Ceilings

  • Added several overlap exceptions for Triangle Ceilings

    Most players won't see much difference with these. At least, not yet. Not until the Add-on is complete.

Improvements and Bug Fixes
  • Restored the ke * LBPRConfig command window to it's originally intended size.

    The admin window should now be less then full screen with a scroll bar, regardless of resolution, but large enough to fit all the necessary text. This is intended for players who prefer this size. If fullscreen fits your preference better, please use ModControlPanel.

Special Thanks

Special thanks to Leeux for his constant efforts to see that LBPR arrow and overlap features be fully fleshed out on a constant basis!

Update: 4 Nov, 2019 @ 9:24pm

Version is 7.0.1

Arrow and Overlap Stuff

  • Added an arrow for several missing Glass Construction pieces.

  • Added an arrow the large Lemurian Pillar from one of the mods, can't remember which.

  • Added an arrow for a couple of missing Amunet Dungeon Pieces

  • Added arrows for a few more Thrall War Decoration Pieces, roofing and crenelated wall

  • Added arrows and overlap exceptions as appropriate for the StraysCraft mod.

  • Added arrows and overlap exceptions as appropriate for the Bauteile ala Shinax mod.

  • Added arrows and overlap exceptions as appropriate for the Ice Build and More mod.

  • Added arrows for the beams found in the Pythagoras Beams mod.

    They aren't really needed, I just thought since I maintain that mod too that I would give them some arrows to make placing them a bit easier. This will also help in the future if I add low profile beams to the mod in the future (on the to:do list).

Improvements and Bug Fixes

  • Moved a lot of the extra text in the Toggle UI as Tooltips. Simply hover your mouse over each option to gain additional information

  • Fixed the Toggle that lets you enable or disable placing Thralls closer to other Thralls. Now it actually does something.

    This also re-enables the ThrallExclusionRadius setting in the ServerSetting.ini

  • Un-hid one of the Thrall placement Toggles to allow or disable placement in Collision blocking areas (Caves).

    Must also have admin/everyone build anywhere enabled for this to function. PDF has been updated to reflect that change.

  • Fixed (temporarily?) the ke * LBPRConfig command when using a monitor resolution 4K or larger

    The ke * LBPRConfig window now resizes itself to fullscreen instead of partial.

  • Used compression on the pak file to help with load time performance a very small amount.

    LBPR is already pretty small in file size, but compressing will help make the mod load a tiny bit faster, and thus your game. Every bit helps as the saying goes.

Update: 31 Oct, 2019 @ 1:00am

Version is 7.0.0

Bug Fixes
  • Compatibility update for the most recent Funcom official update.

Arrow and Overlap Stuff
  • Added an arrow for the "Open" Insulated Square and Triangle Foundations found in LBPR - Additional Improvements

  • Gave Ladders an overlap exception for ceilings. This will make placing ladders easier if your hatch frame is surrounded by ceilings.

  • Gave Ceilings and Walls overlap exceptions for each other.

    Vanilla wise, you probably won't notice a difference unless you go out of your way to set it up so they could overlap (in the middle). This is an early testing round for something else I'm working on, and will be expanded on later.

  • Gave Ceilings overlap exceptions for Black Ice Crenelated Fences

    In the previous patch, I set them to have overlap exceptions for normal Crenelated Fences, but for whatever reason, Black Ice and Tier 3 Reinforced Crenelated don't share a parent class. Thus, in order to make sure I cover everything, I had to add this one too. The reason for the exception is when a crenelation is added, you can no longer add a ceiling to the front or behind because of a collision block. Just a quality of life thing.

  • Gave Ceilings overlap exceptions for Fences

    As with Crenelated, this is also a quality of life thing.

  • Gave Foundations overlap Exceptions for Crenelated Fences

    Again, a quality of life thing.

  • Gave Hatchframes overlap exceptions for Stairs, Crenelated Fences, Fences, and Triangle Foundations.

    Like Ceilings, you cannot place Hatchframes at the bottom of Stairs (currently at least, it'll get fixed in vanilla someday). And like Ceilings, Fences and Crenelated Fences also block further placement of Hatchframes. Finally, and this one probably almost never comes up, but you can only place Hatchframes on a single side of a Triangle Foundation. By creating an overlap exception, this can cause placement to be a little wonky because you'll be able to place a Hatchframe in the middle of the Triangle Foundation (maybe a new unique shape? Heh Heh). But it also serves as a Quality of Life thing as it lets you actually place Hatchframes on all three sides of the Triangle.

  • Added a couple of the new doorframes from Glass Constructions to the Arrow list and Overlap Exceptions list as appropriate.

Major Update

Onto the big news of the day. If you have been using the normal version of LBPR, you will log into your game as if nothing had changed. But on the backend, a whole heap of things has been changed. Courtesy of EZee_Ap/hades who did lots of fancy codes to bring LBPR it's new toggle code system.

Pretty much every feature that has been a stable of LBPR has now been turned into a toggle in which admin users can set up the server just the way they would like. This also means that all other versions of LBPR are being discountined, as they can be configured to be set up the same way using the available toggles. Whether that's the Overlaps Edition versions, the No NPC Camps versions, or maybe all you want is the the arrow features and nothing else, that can all be toggled.

To access the toggle panel, the ModControlPanel mod developed by EZee_AP/hades is strongly encouraged. You may also toggle it via the CMD command, ke * LBPRConfig

I'm sure there will be lots of questions and that's understandable. Please join the discord, if you haven't already, so that the community and myself can help everybody through this transition. I will also have a pinned discussion further explaining the toggle features.

Help Wanted

While I ensure that all my own mods and all Vanilla adapations have appropriate arrows and overlap exceptions made, it is impossible for me to manage all the mods out their and their updates. LBPR on the back end is specifically designed to give me full control over how an arrow is placed or overlap exception is made on every object somebody adds. This is extremely powerful, and helps greatly with performance otherwise. However, that means I need to add their blueprint names to a data table to manage this. Every arrow and overlap exception (walls on foundations for example) you see LBPR use was painstakingly added individually, one at a time.

The blueprint names are obtainable by anyone in Single Player. I have a list of known building mods that are not yet complete, and I need players help to finish and maintain the lists as new things are added. There are probably many other buildings mods (in particular server mods) that I don't know of that I would love to make sure are included as well.

Link to instructions on how to gather blueprint names can be found here.

Link to the spreadsheet can be found here.[docs.google.com]

This project also has it's own discord channel on our discord (link to the discord here[discord.gg]) under the community-arrow-project channel. Thank you to anyone who is able to assist.

Update: 14 Oct, 2019 @ 6:01pm

Version is 6.9.1

Bug Fixes and Changes
  • Fixed respawning inside caves when in render range of the cave your bed is in.

    This fix should allow respawning in beds fully now when they are in a cave or dungeon.
New Additions
  • Added overlap exceptions for ceilings to allow easier placement on the bottom of stairs.

  • Added overlap exceptions for ceilings to allow easier placement when a crenalted fence/wall has been added already.

  • Added overlap exceptions for walls and fences, allowing the two to merge regardless of build order.

  • Added additional arrows and overlap exceptions as appropriate for newly added assets for the "Mythos: Grestone Building Pieces" mod.

Update: 8 Oct, 2019 @ 3:58am

Version is 6.9.0
Bug Fixes and Changes
  • Compatibility update for the most recent Funcom official update.

  • Finished arrow tweaks to all current mods. Meaning upgrading and placing should be a little easier with modified versions of arrow directionals for walls (and the variations offered), fences, doorways, and gateways.

  • Fixed an arrow issue with Limestone Reinforced Doorframes. Also fixed the overlap issue with it also when using fences.

  • Added an arrow for the Sand Arena Triangle Foundation

  • Based on feedback, I moved the arrow for 5 AoC Foundations and Ceilings, and bug fixed 1 Triangle Foundation

  • Added arrows (or additional arrows because new pieces were added) to the following mods:
    • Mythos: Greystone Building Pieces
    • The Absolute Glass Buildings
    • The Age of Calamitous
    • Thrall War Decorations

New Additions

  • Merged the Bed Cave Add-On into the mod. This will allow you to place beds in restrictive areas. And yes, you will be able to spawn on those beds, even in caves.
    Please remove the Bed Cave Add-On from your mod list. I will be removing the mod from the workshop in 48 hours at the time of this writing.

  • Hades added new code to allow me to create overlap exceptions for things I couldn't do before. For players, this is a minor change they will see, but for Multigun, it's a very helpful change.

    Thanks to Hades new code, I added overlap exceptions to the Arena Vaulted Ceilings to allow wall placement even if they are in the way. You could do wall -> then vaulted ceiling but that wasn't always convenient. This also could potentially add some cool build options but I didn't super test this.

  • Created overlap exceptions for all ceilings and foundations (square ceilings with square foundations, and triangle ceilings with triangle foundations). This will allow you to merge the two together, creating unique looks, or by helping to make your floor match better in various circumstances.

  • Changed the color of the arrow to bright green to make it more obvious. Easier to see under a variety of conditions.