Conan Exiles

Conan Exiles

Lore_Items_and_Roleplay
Showing 101-110 of 113 entries
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Update: 18 Mar, 2020 @ 12:38pm

----UPDATES----

3 new weapons added.

Crude desolation greatsword - big brother to the crude sword of desolation, wielded by Berserkers.

Champions Greatsword - a Zweihander wielded by a champion on times long past, the weapon is both gorgeous with the patters on the blade and the rubies on the pommel and also very dangerous, though heavier than the other greatswords. (Credit to Ragnar Grimfrost for the short and long description and the reference images i used to created the sword)

Piercing Fury - a javelin better than the rest, its twisted metal head will make sure it slices through your opponent causing catastrophic damage to those it impales.

Lore workbench now has been replaced with a new model, this is a lot better than the one we have now, though your lore workbenches may dissapear as iv overwritten the old model with this new model, its the harsh world of modding, but it doesnt cost a lot ot make this bench, we will see what happens, all i know for now is everything works as intended in the devkit *crosses fingers*

---- weapon stat changes-----

some weapons have had their stats changed after a revised look at some items in the data tables, for the better not worse!

next up will be some off hand weapons such as, a tomahawk, my first shield!!!, an off hand mace, and i am currently looking in to duel wield swords, exciting stuff :D

----weapon physical changes-----

With a lot of my swords being made when i first started teaching myself 3D modelling they werent perfect by any stretch of the imagination, what i have done here is increase the thickness of a lot of the sword blades, as i was told they tapered at the end and were so thin and dissapeared at certain angles which wasnt good, now they have been made a lot thicker giving them a good weighted look like the ones the funcom devs have made, was such an obvious thing, but that was a new lesson i learned and was the whole reason i got in to 3D modelling.

Dawn of ruin, Bloodlust now have a different guard, i hated the last one, so thought id try something new.
---the obvious----

Now i'v learnt by now that updates may work inside the devkit but the live game always has something to cry about, I will not be suprised if something does dissapear or goes wrong, apparently thats just the way it is (as explained to me by more experienced modders.
But like everything else if something goes wrong, I will work swiftly to patch and update any problems that arise, you can make my life a lot easier by letting me know if you spot something before i do.

thank you for the continued support I hope you're enjoying the mod so far, look forward to the next update

EQ.

Update: 13 Mar, 2020 @ 5:07am

Just had a report that harbinger is still invisible but also sets strike has gone invisible.

the only thing i can think of thats caused this is they had a small resizing, so now what iv done is gone back to blender and reduced their sizes so theyre the same size as a warhammer and a greatsword exactly, i have also imported them under a new save name just in case there was any conflict that i cant find, iv also given them a blueplrint change to one that i know is working with the other weapons that arent doing this crazy invsi trick

i know this quick update after we have just had one is annoying, but it is very annoying for me not knowing why theyre doing it and trying to find a solution.

i do apologise for this update but if this fixes it then all good, if not then its back to the whiteboard for me, the next update i do will be adding something new to the game, even if i have to get rid of these 2 weapons and start again with these two.

EQ.

Update: 12 Mar, 2020 @ 1:41pm

----Stats and Buff changes------

All weapons are now using base game debuffs e.g greatsword will cause cripple on the heavy attacks rather than just crippling you to death even on light attacks, Katanas doing bleed on the heavy attacks when theyre supposed to rather than just draining you every attack, i think this will be a welcomed fix as now you know you can use the weapons without feeling OP

With the weapons losing these debuffs in replace for the original weapon debuffs iv revised and added some kind of user buff to each weapon, be that grit, str, vit etc etc, so this way you can use the weapon in conjunction with your armour / playstyle, hopefully this is something everyone will welcome.

----Aesthetic changes-----

ALL WEAPONS have gone through some aesthetic change, I was getting complaints that the weapons were just acting like giant mirrors basically and reflecting every bit of light possible, after going in to the devkit i saw that some parts on the weapon were high high like 50 on the metallic rating, all weapons have had this massively reduced between 0.2 - 0.8 depending on what part it is (gold bands would be brighter than blades etc)

Sets Sinuous Scepter.... ok so i made the weapon waaaay too long and you was either hitting yourself in the chin or where the sun doesnt shine oopsie xD
I have reduced the length of this weapon now, it looks good in the dev kit, let me know if its good for those who actually use it in game,
!!WARNING!! I had to remove the model from the devkit to make the changes in blender to then reimport it, so there is a chance you may lose it, I apologise in advance if that is the case, but im quite sure you'd rather have a weapon that looks good when you use it rather than it clipping through your skull and not your enemies.

I've done some tinkering with Executioners Harbinger, crossing my fingers it isnt invisible now, it shows up in the devkit so im hoping this update sorts whatever the hells up with it out.

----Stat changes----

There is only one noticeable stat change and that is for PICTISH THORN, its AP is now 45 down from 65, the problem here was even though the damage is 20, with the master weapon fitting the AP was going above 100, and if you had a character with a decent str rating, this weapon was way way op, especially with all the bleed it would stack, pictish thorn has also lost its bleed and the nails for now are purely for show until i can figure out a way to give it a bleed that doesnt stack with every hit, though still use the menacing look of the club for your rp, it looks intimidating for a reason!

so far I have been told all the other weapon stats are pretty much bang on and are fitting in very nicely with the stats of other in game weapons which im happy to hear I got right.

If you have any concerns or would like a particular weapon adding, feel free to message me and ill see what i can do.

All weapons now have item tier 5 which means they will be recognised as needing a legendary weapon repair kit to repair them.

---- upcoming additions-----

Thank you all for bearing with the Lore Workbench, you will be glad to know it is not a permanent thing well that asset anyway!
I am currently working on a new asset, it kinda looks like the improved blacksmiths bench but its my own, i really really didnt want to add more weapons in to an already junked up blacksmiths bench, so i had to make something quick on the fly just so i had something i can give a number so all my assets could be assigned to that for the crafting purpose.

I dont have an exact estimate on when this crafting bench will be made and implemented but with this i can take my time and make it something id actually be happy to publish.

I have been given some great reference materials for claymores....the stabby stabby type not the go boom type ;)
and other weapons, so I will be working on these concurrently, so you will have more choice, and more variety in what you use to hurt each other with, and of course these will also be good for your future rp as well.


If you have any ideas or have any requests please let me or an admin know and I will see what i can do, reference material also works well for me to use in my designs and means you could end up seeing that particular weapon in here rather than saying "hey id like a svard" then i find my own reference and make the svard based off of what iv found :)

thank you for your continued support, hope youre enjoying the mod so far.

EQ.

Update: 12 Mar, 2020 @ 1:28pm

----Stats and Buff changes------

All weapons are now using base game debuffs e.g greatsword will cause cripple on the heavy attacks rather than just crippling you to death even on light attacks, Katanas doing bleed on the heavy attacks when theyre supposed to rather than just draining you every attack, i think this will be a welcomed fix as now you know you can use the weapons without feeling OP

With the weapons losing these debuffs in replace for the original weapon debuffs iv revised and added some kind of user buff to each weapon, be that grit, str, vit etc etc, so this way you can use the weapon in conjunction with your armour / playstyle, hopefully this is something everyone will welcome.

----Aesthetic changes-----

ALL WEAPONS have gone through some aesthetic change, I was getting complaints that the weapons were just acting like giant mirrors basically and reflecting every bit of light possible, after going in to the devkit i saw that some parts on the weapon were high high like 50 on the metallic rating, all weapons have had this massively reduced between 0.2 - 0.8 depending on what part it is (gold bands would be brighter than blades etc)

Sets Sinuous Scepter.... ok so i made the weapon waaaay too long and you was either hitting yourself in the chin or where the sun doesnt shine oopsie xD
I have reduced the length of this weapon now, it looks good in the dev kit, let me know if its good for those who actually use it in game,
!!WARNING!! I had to remove the model from the devkit to make the changes in blender to then reimport it, so there is a chance you may lose it, I apologise in advance if that is the case, but im quite sure you'd rather have a weapon that looks good when you use it rather than it clipping through your skull and not your enemies.

I've done some tinkering with Executioners Harbinger, crossing my fingers it isnt invisible now, it shows up in the devkit so im hoping this update sorts whatever the hells up with it out.

----Stat changes----

There is only one noticeable stat change and that is for PICTISH THORN, its AP is now 45 down from 65, the problem here was even though the damage is 20, with the master weapon fitting the AP was going above 100, and if you had a character with a decent str rating, this weapon was way way op, especially with all the bleed it would stack, pictish thorn has also lost its bleed and the nails for now are purely for show until i can figure out a way to give it a bleed that doesnt stack with every hit, though still use the menacing look of the club for your rp, it looks intimidating for a reason!

so far I have been told all the other weapon stats are pretty much bang on and are fitting in very nicely with the stats of other in game weapons which im happy to hear I got right.

If you have any concerns or would like a particular weapon adding, feel free to message me and ill see what i can do.

---- upcoming additions-----

Thank you all for bearing with the Lore Workbench, you will be glad to know it is not a permanent thing well that asset anyway!
I am currently working on a new asset, it kinda looks like the improved blacksmiths bench but its my own, i really really didnt want to add more weapons in to an already junked up blacksmiths bench, so i had to make something quick on the fly just so i had something i can give a number so all my assets could be assigned to that for the crafting purpose.

I dont have an exact estimate on when this crafting bench will be made and implemented but with this i can take my time and make it something id actually be happy to publish.

I have been given some great reference materials for claymores....the stabby stabby type not the go boom type ;)
and other weapons, so I will be working on these concurrently, so you will have more choice, and more variety in what you use to hurt each other with, and of course these will also be good for your future rp as well.


If you have any ideas or have any requests please let me or an admin know and I will see what i can do, reference material also works well for me to use in my designs and means you could end up seeing that particular weapon in here rather than saying "hey id like a svard" then i find my own reference and make the svard based off of what iv found :)

thank you for your continued support, hope youre enjoying the mod so far.

EQ.

Update: 1 Mar, 2020 @ 1:26pm

Dawn of ruin will now give you the weapon once crafted in the lore workbench, this was my fault as I missed putting the result id in to the items recieved column, sorry about that!

Increased the handle size of Executioners Harbinger.

changed the debuff from bleed to cripple on bloodlust and dawn of ruin, as theyre greatswords.

Honours call should now not be invisible!

Settite staff no longer requires manifestation of zeal to craft ( i was unaware that you could not take them out and put them in to the crafting benches, so now all the snake worshippers can be happy!

Reduced crafting cost of the lore workbench, in time this bench will look the part, I just needed somewhere to put the crafting items without throwing them in to already cluttered workbenches, if you can think of anything that will make it look better im always open to suggestions.

If you find any other bugs, or things that you think need addressing that I miss please let me know and I can fix it, I apologise for the lost materials and your wasted time, I will try to be more diligent in the future.

Thank you.

EQ.

Update: 27 Feb, 2020 @ 10:01am

Hello all, hope you're enjoying the mod so far.

In this update I have added three new weapons to the Lore Workbench.

Sets Strike The Sinuous Scepter - Set religious weapon, held by those who are worthy of ruling in Sets name, enjoy you snake worshippers!

Crude Desolation - crude in design carried by the savage races of the Exiled lands ( I play as a pict, and love lotr so this style of crude weaponry had to come in ;) ))

Honours Call - A Katana with waves and koi's engraved on to the golden parts of the weapon, the worthy Yamatai warriors would be given this as a special honour.

Hope you enjoy, if you have any reccomendations for future weapons let me know what you have in mind and i'll add it to my list :D

Enjoy,

EQ.

Update: 20 Feb, 2020 @ 7:08pm

Three new weapons added to the lore workbench.

Shatter skull, cry of eternal rest - one handed hammer made from obsidian, star metal and gold.
Dawn of ruin - 2h greatsword (silver bloodlust with blue ruins)
Pictish thorn - very crude bat with rusted spikes sticking out of it.

Icons added.
weapon durability rebalance.
weapon repair xp rebalance.

Hope you enjoy, if you have any reccomendations for future weapons let me know what you have in mind and i'll add it to my list :D

Enjoy,

EQ.

Update: 19 Feb, 2020 @ 11:20am

Icons for the weapons fixed
Workbench health increased

Update: 19 Feb, 2020 @ 10:28am

Icons for the weapons fixed
Workbench health increased

Update: 19 Feb, 2020 @ 9:13am

Icons for the weapons fixed
Workbench health increased