Conan Exiles

Conan Exiles

Tier 4 Followers - Medium Increased Spawn - v5.7.7
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Update: 19 Mar, 2021 @ 2:11am

Version is 5.7.3

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

Update: 10 Jan, 2021 @ 5:15am

Version is 5.7.2

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

Update: 2 Nov, 2020 @ 4:45am

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 @ 10:29am

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

  • Slightly modified the formula used for the various Thralls. For example for crafters, instead of:

    Tier 1 = 20%
    Tier 2 = 20%
    Tier 3 = 20%
    Tier 4 = 40%

    I did

    Tier 1 = 10%
    Tier 2 = 20%
    Tier 3 = 30%
    Tier 4 = 40%

    This was to help make the Tier 4 variants have a little more compeition in order to spawn.

Update: 30 Jan, 2020 @ 7:02pm

Version is 5.6.3

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

Update: 7 Dec, 2019 @ 4:45am

Version is 5.6.2
  • Changed the name of the mod to "Medium" to make it easier to identify. No other changes were made as far as the actual values.

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 @ 1:13am

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 @ 5:15am

  • 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: 4 Jul, 2019 @ 11:27am

  • 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.

  • A Further Note About Custom Thralls

    The whole point of the custom thralls was to fill in the gaps for various factions. Every bug report I've done for Funcom since I can remember I've made sure to mention those gaps. And of course, when I finally decided to do it myself, that's when Funcom decides to follow my advice and do it too ha ha. Hey the game is better off for it so I can't complain. It became an internal debate then on what to do with the custom Tier 4 thralls. I almost just removed them all, but I know that some players loved them (and I'm sure I'll get messages about various Thralls breaking as it is). Then I was going to make them spawn less often, but if I set it up that way then the mod could become very incompatibile with anything that also adds their own Thralls. So, I just left them in the pool as is. Not all custom thralls I made have vanilla counterparts, I would say about less then half do. They'll probably all have vanilla counterparts eventually though.

  • 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.

Update: 1 Jun, 2019 @ 3:01am

  • Removed all but 1 Thrall from the long list of edits I did to buff up various Tier 4 Thralls so that all Tier 4 Thralls used Elite Stat Mods instead of randomly some using them and some not.

    I kept the Cannibal Brute since people seemed to like the fact I fixed the 20% increase size when converting it. As previously mentioned, it will be the only such Thrall I do this for, and will be expanding that fix in my future other Thrall mod.

    Side effects of this removal will result in those Thralls that I changed being nerfed back down to their vanilla stats. Thus, they will have less health, less damage, and etc.

  • Here's the full explanation of this change:

    This change was mostly made because of language compatibilities. Modding has very little support for multi-language, whatever language the mod author uses, ends up being the same for everybody. This was an oversight on my part, and will instead move it into a future upcoming Thrall mod (where it will have to be English only). Honestly there is only one column that I changed, but the way modding works now, if you change one thing, that means you have to copy an entire row. Which results in the language problems. There has been a long discussed update to the dev kit to allow us modders to edit a single column, which would solve all of the language problems. So if or when such a thing comes to the dev kit, I won't have to have English only mods anymore, and that would be grand.

    There were also a small handful of complaints that didn't want to see these Thralls use (what I forsee) as the correct StatModifierTemplate. This is extra confusing to me because Tier 4 Thralls not using Elite stats may have been an oversight and could be adjusted in the future in a official update. This is not the first time that I've made a correction ahead of time that an official update ended up doing itself. This includes adding Thralls that are in the Spawn Tables but weren't found on the map due to a simple mistake, but were later added to the map. I've been doing this since the very first verson and have always been clear on that. Going forward, I won't be changing this practice. If I find a mistake, I'm going to correct it. If you want a true "vanilla" mod that ONLY increases the spawn rates of existing Thralls, and nothing else (no bug fixes, etc), you have been subscribed to the wrong mods.

  • A note on keeping custom Thralls

    This mod has always been about making access to unique Thralls easier. A Vanilla + as it were. Various factions for one reason or another, are missing various Thralls that many other factions have. Adding the custom Thralls was and is my attempt to balance that out a bit. I won't be removing them despite the complaints. Instead, I'll be releasing a small add-on that effectively removes the custom Thralls if a player wishes it to be that way. It is not possible to add or create a mod that let's you Toggle them on or off as you please (I looked into it). Nor is it possible for me to add them into their own mod without having 6 total different versions of the Tier 4 Thrall mods (We spend enough time on these mods as it is without having to maintain yet more versions).

    As far as any danger to what happens to those custom Thralls, I gave every custom Thrall it's own unique Icon. That way you know that the Thrall will no longer be available if you decide to remove the mod at a later date. If you made a mistake and removed the mod on accident, as long as you didn't destroy the Thrall, it can be recovered simply by readding the Mod. If you have concerns that I won't be maintaining these mods anymore, please see the note I include on all my mod pages. I've been modding since April of 2018, I won't be discontinuing Conan Exiles modding so long as official updates continue to happen.