Conan Exiles

Conan Exiles

Tier 4 Followers - Always Spawn - v5.7.7
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Update: 19 Mar, 2021 @ 2:08am

Version is 5.7.3

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

Update: 10 Jan, 2021 @ 5:14am

Version is 5.7.2

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

Update: 2 Nov, 2020 @ 4:42am

Version is 5.7.1

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

  • Set yet more sets of Thralls whose range max out as Tier 3 to higher rates.

Update: 16 Oct, 2020 @ 10:21am

Version is 5.7.0

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

  • Made Sherpa's and Dancer's/Entertainer's the same spawn rate as fighter's and archers since that is how Funcom set it up themselves (and because they can be leveled as fighters now too)

  • Added many missing NPC's to various Surges (70 +).

  • Fixed various bugs that I found in the spawn tables as always.

  • All surges are unified so that they have same chance to spawn the various NPC's during a Surge event.

    5% Priest
    15% Unthrallable
    20% Equipment
    20% Crafter
    40% Combat

Update: 30 Jan, 2020 @ 6:49pm

Version is 5.6.3

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

Update: 7 Dec, 2019 @ 4:21am

Version is 5.6.2

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

  • Updated the Profession's template for the custom thralls in case there were any missing recipes

  • Compressed the mod to help a tiny bit with overall performance

  • Other very minor changes that probably won't help with anything, but might help with performance a tiny bit.

Update: 10 Oct, 2019 @ 1:00am

Version is 5.6.1

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

  • Removed all Custom Thralls from the Weighted Tables. They remain in the SpawnData so previously captured Custom Thralls won't be destroyed.

    This change was due to the overwhelming feedback I got over the months since I added the Custom Thralls. This decision will not be reversed. Further, I had plans to add more variety to all Thralls (in a number of ways), and really start to bring a Vanilla + aspect to them, but this is as far as all the Tier 4 Thrall mods will go now. They will be maintained as usual, but the mods are considered final as far as features are concerned.

Update: 9 Jul, 2019 @ 4:51am

  • Fixed a vanilla bug that caused certain Thralls not to spawn

    Thanks to community feedback, a vanilla bug was isolated with some Darfari Cooks and Entertainers that made 6 total Thralls unable to be spawned. It wasn't something that came across my checks because it wasn't something I've ever had to look for before. The issue was the wrong AI controller was assigned to them. I do have to edit them in the SpawnDataTable which means translation gets screwed up with those 6 Thralls, but it's that or they don't work. So figured them working was better then nothing.

Update: 8 Jul, 2019 @ 3:35am

  • Changed the weights so that the few custom thralls that conflict with the new vanilla Thralls are equal.

    I did this for mod compatibility reasons.

  • Changed the SpawnID for another Thrall or two. This will result in them becoming generic Performers but it has to be done in order to allow vanilla thralls to properly spawn. Sorry I'm dumb :(

  • I did something else minor but I don't remember what because I kept forgetting to push this update. Argh

Update: 4 Jul, 2019 @ 7:03am

  • Compatibility Update

    Sorry this update took so long peeps. Really, this one took exceptionally long for a variety of reasons. The best news I can say it'll probably be the last time it takes so long. I got access to new tools that allowed me to do the most thorough serach I've ever done for bugs so I could send my routine bug report to Funcom. This allowed me to go over things I've never been able to without 10x more effort. Now that I've identified various issues or super confirmed there aren't issues, I shouldn't have to do so again. Now I can just be more efficient with it, which means faster updates. Thank you all for your very long patience, these mods suck for updating but I couldn't get them done if people weren't patient with me :)

  • Removed all lower tier custom Thralls

    All the lower tier custom Thralls I added were added in by Funcom. There isn't any reason to keep them around, so if you have some of the lower tiers, they will show up as generic Performers and will need removal. Very sorry for the inconvience, but they aren't worth keeping around.

  • Renamed a few custom Tier4 Thralls

    Unlike my Javelin Improved mod, I didn't think ahead to customize the SpawnID's of the custom Thralls I added (though to be fair, I didn't really expect Funcom to add thralls to fill in the gaps after I had multiple reports pointing out the holes). So a few Thralls that Funcom added matched their SpawnID's with my custom ones. Thus, I had no choice but to rename their SpawnID's, which will cause them to break and appear as generic Performers. I'm not particularly happy with myself about this one, but live and learn. I can't do anything about it but move on.

  • Lowered the chance of Custom Thralls to spawn when a new Vanilla Thrall took it's place

    The whole point of the custom thralls was to fill in the gaps. Well Funcom took my recommendations and filled in most of said gaps. Thus the custom Thralls purpose is less necessary. Based on the amount of feedback I got when I introduced custom Thralls, they weren't that popular to begin with. So I didn't completely eliminate their chance to spawn, but if a vanilla thrall can spawn instead, it will have a much higher chance.

  • Usual bug fixes

    Obviously when I do full checks I will find vanilla bugs. I can't say for certain if I found them ALL (if you've ever stared at a huge Excel sheet for hours upon hours upon hours on end, you'll understand why), but what I did find are fixed.

  • Removed the custom map spawns I did last update (there were only two)

    It's not really worth maintaining update wise to have to edit the map everytime. But also the spawns I used were broken spawns, they should be fixed as of the latest patch. This does mean the Armorer will lose 1 dedicated spot in Sepemeru, and so will the Captain. But Captain will still be able to spawn where Fighters do, and Armorers have shared spawns all over the city.