Conan Exiles

Conan Exiles

Ymirs Respite 3.2.8
Showing 41-48 of 48 entries
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Update: 16 Jan, 2021 @ 4:44pm

Public Retest Version 6.0.0
Test with main dungeon cave moved off map with teleport in / out doors at main entries / exits. Camp mods levels split as well. Exterior meshes and npc camps are on 024 while the off map dungeon and npcs are on 023.

Update: 6 Jan, 2021 @ 5:21pm

Public Retest Version 5.1.5:
Updated to latest dev kit v2.2.
Heightmap 2,5 LOD1: Use Landscape Culling = unchecked & Landscape Culling Precision = High memory intensity and computation time
Added in and out dungeon teleport doors to help adjacent levels to draw in. Created Ymir's Escape at mountain ridgeline with additional teleport doors to assist in adjacent level streaming issues.

Update: 2 Jan, 2021 @ 3:39pm

Public Retest Version 5.0.4:
Heightmap 2,5 LOD1: Use Landscape Culling = unchecked & Landscape Culling Precision = High memory intensity and computation time
Added in and out dungeon teleport doors to help adjacent levels to draw in. Created Ymir's Escape at mountain ridgeline with additional teleport doors to assist in adjacent level streaming issues.

Update: 1 Jan, 2021 @ 9:01pm

Heightmap 2,5 LOD1: Use Landscape Culling = unchecked & Landscape Culling Precision = High memory intensity and computation time
Added in and out teleport doors to try and force adjacent levels to draw in. Created Ymir's Escape at mountain ridgeline with teleport doors to help adjacent level streaming.

Mod ID = 2340032500

Update: 1 Jan, 2021 @ 2:10pm

Heightmap 2,5 LOD1: Use Landscape Culling = unchecked & Landscape Culling Precision = High memory intensity and computation time
Added in and out teleport doors to try and force adjacent levels to draw in. Created Ymir's Escape at mountain ridgeline with teleport doors to help adjacent level streaming.

Mod ID = 2340032500

Update: 29 Dec, 2020 @ 7:02pm

Heightmap 2,5 LOD1: Use Landscape Culling = unchecked & Landscape Culling Precision = High memory intensity and computation time
Added in and out teleport doors to try and force adjacent levels to draw in.

Update: 29 Dec, 2020 @ 5:36pm

Heightmap 2,5 LOD1: Use Landscape Culling = unchecked & Landscape Culling Precision = High memory intensity and computation time

Update: 28 Dec, 2020 @ 10:05pm

New mod version test to check heightmap viability and adjacent maps not drawing in.