Conan Exiles

Conan Exiles

Thrall Breaking Places
168 Comments
Ihmislehma 3 Jul @ 6:03pm 
Maybe I did something very wrong (though I don't know how, as this mod has been a must have in my load order a very long time), but the would-be thralls when put into cages, active "crafting" or no, just... don't show visually. They're crafting there, but not visually there.
NowThatsWhatICallEdge 1 Jun @ 2:05pm 
thanks for all your hard work
larenza98 11 May @ 10:23am 
I was checking back to see how progress was going and I literally threw my hands up in the air when I saw that this mod is working again! Congratulations and thank you! You do good work
iriemk 11 May @ 9:21am 
Most certainly interested in any tidbits of technical info I can soak up. Started modding with FO3 way back, and it was all trial & error going at it by myself. Given the rather steep learning curve modding Beth games, it taught me to get educated before starting to mess with a game beyond just installing other people's mods. As in: Editing those mods to my own liking, or making my own alterations to vanilla files.

So every piece of such arcane knowledge is most welcome, can only help me along the way once I really get into that dev kit thing, so thanks very much.
I've been playing the game nearly every free minute for the past two months or so, came across a load of stuff I'd definitely wanna mess with, like the damn too heavy potions' weight (hopefully an easy one for starters^^). Guess I just gotta kick myself to stop playing for a week or two to download and familiarize myself with the dev kit.

Anyway, thanks again & nice sunday.
Ozel  [author] 11 May @ 8:59am 
@iriemk I mentioned the spawn point nodes and you stated "The nodes around workstations, thralls do use them, but not for spawning." I was just clarifying that they were different systems. :meadowrabbit:
It is not super relevant, but you had seemed interested in some of the technical bits so I wanted to be sure I was clear regarding what was in the dev kit. :cat_cool:
iriemk 10 May @ 12:37pm 
Who you telling? I started modding with Fallout 3 like 10 years back, that one was half finished at release, and maybe 65% finished when Beth ended support, about the time I started messing with it. Sooo much stuff left to rot in the files, which you find when you look at certain refs with XEdit.
And modded Kenshi for a good long time, also loads of potential junk (or treasures) left un-implemented...seems like the lone dev (who made that game almost single-handedly) had waaay bigger plans than what got finished.

But then on the other hand, a modder (or even a semi-Luddite like myself) can make use of such forlorn assets in their own way...iffen you know how they work. How complicated to learn is the dev kit, anyways? Not very tech-savvy tbh, but willing to learn.
Ozel  [author] 10 May @ 11:56am 
@iriemk - Wasn't aware of the transmog mod. Interesting. - As for the spawn points I referenced. They are spawn points for completed thralls. The hook for the station worker is a different node/system (and only a single point per station). There are a lot of unfinished bits and bobs in the dev kit. Makes things confusing at times, but que sera. :meadowfox:
iriemk 10 May @ 9:19am 
Iffen you really hate the thrallpot, could just use the building Transmog mod and change it to a campfire while looking for something better to come around....and now that gives me ideas...

I got the sacrifice pot from bountyhunting just a week back, which is essentially the thrall pot, but it has some blood & cute skulls adorning it. Perfect skin for my cannibal camp thrallpot^^.
iriemk 10 May @ 9:13am 
Ok, learn something new every day - Thralls are no pets! ^^.

The nodes around workstations, thralls do use them, but not for spawning. After you break & place a crafter near a bench it's profession can grant a bonus to, it will automatically seek out that station: Carpenter to carpenter bench or artificer bench, smelter to furnace or casting bench, taskmaster to WoP or Torturer Bench etc.

They'll alternate between "their" stations & just lounging around, utilizing whatever other furniture is set up. Oh, and they all spend a looot of time around that thrall pot, so yeah, I agree: A prettier alternative would be nice.
I guess the Battlepass had something and BL Bazaar still might have. Only been playing for a month and a half now, so I do not have a real overview of all the relevant mods yet, but in all my trawling for good mods I haven't come across anything that replaces/adds another "thrall feeding trough" - and we're back to thralls & animalls^^.
Ozel  [author] 9 May @ 8:14pm 
Realization:
With the new living system you can disable thrall use on the 'workstations' and still gain the benefits.... :D:!!!
This totally changes the simplicity of the designs because I do not have to account for a taskmaster standing over each 'workstation' like an agitated bouncer waiting for the thralls to leave. :D:
Individual t1 thrall places hold just as much value as t3..... :D:
I don't have to over plan or over think the placeables anymore! :D:

Someone call me out if I have missed something. :lunar2019deadpanpig:

And thank you for the positive feedback. :stella_happy: I had a lot of guilt for not having this one fixed sooner. But it is a tricky one. Brain go better now. :meadowfrog:
Isa 9 May @ 5:17pm 
@ozel you're wonderful
Arcuseus 9 May @ 1:50pm 
Thank you for fixing the mod. Respect!
Ozel  [author] 9 May @ 1:01pm 
I have fixed the issue with the taskmasters and will post the update shortly.

Can anyone confirm for me that there are no alternatives for the thrall food pot? In testing I had to throw one down and immediately wanted something more compact or more... normal? Like I dunno... a buffet table or campfire? ... and this is how it happens. Oh modding... :meadowfrog:
Ozel  [author] 9 May @ 12:37pm 
@iriemk
New Stuff: After I get the thrall worker bit fixed, I may find the mood to expand my work. But in the interim there may be a few things about the 'places' that are unique. You can place them on placeables (like on carpets) and (last I checked) you can place placeables on them. I also think you can have them at least part way in water. Basically I removed or toned down the vanilla building reqs so people could be more creative. :meadowrabbit:

Have fun! And let me know if you encounter any weirdness. :oxinablanket:
Ozel  [author] 9 May @ 12:36pm 
@iriemk
Visuals for Broken Thralls: Just as in the wheel of pain, once a thrall is finished, it will no longer appear in the cage. This is related to how the thrall breaking works. Unlike animal taming (which has a separate coded inventory) thralls only register when they are 'being crafted'. No current system in the game allows broken thralls to be displayed. - Related to this (and I haven't played in a long time so I am not sure if this is implemented or not), in the dev kit there are spawn points around the stations that have systems for thralls to automatically spawn after breaking. I imagine that (if it is not already implemented) this is the direction the devs plan to go rather than displaying broken thralls. It would be nice if it were possible, but it would probably require an independent system. Trust me, I would love this to be a thing. I tried a few tests of it, but never had any luck. :meadowlynx:
iriemk 9 May @ 11:12am 
Your "friendly bar" idea...sounds way better than click & hire as in vanilla's Living Settlements. Maybe same design as WOPs but not with gruel. Instead use select high-octane boozes, that bar needs to be stocked with to "make friends" - get em drunk, they hire on.

Or revive a time-honored tradition among dishonest barkeeps - slip em a Mickey Finn - send em asleep, they wake up slav...eeeh, I mean thralls. Maybe Purple Orbs to drinks, or some purple/black lotus schnaps.

Or iffen you wanna stay"friendly", call it Love Potion instead if yer like - but a roofie is & stays a roofie, no matter what fancy name yer calls it. But be it roofie or booze or love potion, or whatever else you come up with - it'll all be waaay better & fun than vanilla, I imagine. Just please keep pursuing this.
And on a personal note, I'd love it if you put a hookah on that friendly bar, right next to the booze^^.

Anyway, sounds like an awesome plan, hope it becomes real. Cheers & Mod On!
iriemk 9 May @ 10:38am 
This looks more than interesting...will all thralls be displayed in cages, or just the un-broken ones like on the wheel of pain?
ErisG96 8 May @ 11:04pm 
AYOOOO thanks for the update! Exited to hop back in, this is one of my "must have" mods due to how clunky and ugly the vanilla wheels are.
Ozel  [author] 8 May @ 12:59pm 
This mod is now fixed and live. :urist:

One new issue-ish has come up. For some reason the stations no longer accept taskmasters. I do not know enough about the new system yet to figure out how to get this working, but I plan to figure it out.

Let me know if you encounter any issues.
Ozel  [author] 7 May @ 7:17pm 
Good news! In a somewhat energy drink inspired flurry of testing (and inspiration from fixing the not quite as troubling issue with the Animal Taming mod) I have found the core issue and am actively working on a fix. I hope to have it resolved by the weekend. :meadowlovebadger:

Plus as a bonus, I may shoehorn in the 'Friend Bar' and 'Worship Rug' thrall converters I was working on but was never satisfied with. In truth, they are worthwhile. I was just being too OCD. :urist:
Ozel  [author] 26 Feb @ 7:17pm 
Yes, sorry folks, this one has been a labor of love, but the fix is still alluding me. I have not yet given up... though I am suspicious that they made tapping the system harder after they made the paid purchasable thralling cages. :meadowlynx:
NowThatsWhatICallEdge 25 Feb @ 8:39pm 
oof, should have read the warning. it ate my thralls, thanks for working on a fix. ill check it out again when it gets updated.
maleficer311 9 Feb @ 8:19pm 
Any progress? I love this mod.
Reptilian 21 Jan @ 9:37pm 
I crafted a T2 and the same issue happened.
larenza98 21 Jan @ 6:55pm 
So for clarification with the people mentioning thralls disappearing from T1 cages - does it only happen in T1 cages but not in T2 or higher? Do all cages not work or just some?
Kalan Darkclaw 2 Dec, 2024 @ 6:20pm 
Thanks for the update Ozel Looking forward to having these back.
maleficer311 29 Nov, 2024 @ 8:59pm 
I like that you can actually see them in the cages.
maleficer311 29 Nov, 2024 @ 8:59pm 
I hope you can fix this soon. Your mod is one of my favorites.
Ozel  [author] 23 Nov, 2024 @ 12:56pm 
Just updating folks to let you know I have not been able to make any progress on a fix yet. - Looks like an unavoidable full rebuild. :meadowlynx: I will start on this after Thanksgiving.

BUT. Good news is that if I am a good modder I will document all the parts this time so I can post that file as well for anyone who wants to try their hand at adding more places. :meadowwolf: We'll see how well I do...
Darnexx 10 Nov, 2024 @ 8:22am 
Same like Rigel64rus said.... they Vanish on the T1 Cages, which sucks. :(
D-fault 3 Nov, 2024 @ 8:18pm 
Saw your description update, booo on the rebuild. Eagerly awaiting my friend boxes return, appreciate your work on this.
Rigel64rus 31 Oct, 2024 @ 12:43am 
Broken. Cage T1 makes the slave disappear, but does not appear inside it.
Ozel  [author] 30 Oct, 2024 @ 11:25am 
Also, of note! I will post here when I have a fix in place. - You may see the mod update before then, normally I do my testing updates behind the scenes but since I can't break it worse than it is, I will be doing them in live so I don't have to fuss with file swapping. :meadowfrog:
Ozel  [author] 30 Oct, 2024 @ 11:18am 
Booooo! Hisss! :meadowlynx: Did some testing and will be actively working on a fix. This was a complicated mod, so depending on how much in the background Funcom changed it may take me a bit to sort out. Sorry for the thralls that got lost in the nether and thank you for your patience. :tigerinablanket:
D-fault 30 Oct, 2024 @ 10:53am 
I've also experienced it eating my new potential "friends".

Started a new map after the update already launched. I do run a handful of mods and this one is near the end of my list but I have yet to test without any other mods. i specifically tried with the T1 cage
Mad 30 Oct, 2024 @ 1:24am 
I put someone in ironcage,but then the person disappeared:meng7:
The 7 Spiders of Hip-Hop 30 Oct, 2024 @ 12:57am 
also having this same issue, first time using the mod!
Kalan Darkclaw 29 Oct, 2024 @ 4:13pm 
Sorry for the headache Ozel. Let me know if I can do anything to help. I'm no moder by any means but if you need me to test or provide feedback. I'm happy to assist
Ozel  [author] 28 Oct, 2024 @ 8:21pm 
Grrrr.. ooof.. hmmm... can anyone chime in if they are not having this issue? This would help me narrow down if it is intrinsically broken or a conflict. - In either case, I'll re-install the game to do some basic troubleshooting. :meadowlynx:
Kalan Darkclaw 28 Oct, 2024 @ 3:38pm 
I did pick up the old cages and placed them back down and same thing happened. Destroyed them down and made new ones and still has the same issue. Thank you for your quick response.
Ozel  [author] 28 Oct, 2024 @ 3:22pm 
@WolfenHH - Damn. Is this happening with newly placed cages or ones from before the update? I ask because we had this issue once before and picking up and setting them back down fixed it. - Thoughts?
WolfenHH 28 Oct, 2024 @ 1:56am 
Hello Ozel.
I've also been using your mod for some time.
I've started a new gameplay with Age of Heroes and until the end of last week I was able to put Thralls in the cages to 'convert' them. Unfortunately, since the weekend this hasn't worked anymore.
When you click on the cage the body disappears.
Having to endure the creaking sound of the Wheel of Pain again...
Kalan Darkclaw 26 Oct, 2024 @ 9:21pm 
Hey there great mod but was playing today and tossed 2 thralls into a cage and they vanish. Just some feed back. never had issues before love the mod. Thank you
Ozel  [author] 25 Oct, 2024 @ 8:56pm 
Thanks and please let me know if you have issues. - I recommend not starting with t4 named thralls. :meadowwolf:
Thracecius 25 Oct, 2024 @ 6:01pm 
Thank you, Ozel! Now to see if Funcom fixes any of their messes with Age of Heroes. :)
Ozel  [author] 25 Oct, 2024 @ 12:48pm 
Re-complied and posted. - Let me know if you encounter any issues. :cat_cool:
Thracecius 18 Apr, 2024 @ 5:51pm 
I appreciate the feedback, Ozel! I had it running on my Savage Wilds server with no issues until earlier this year when Funcom muddled everything up and ended up removing it while trying to figure out what was wrong, then got cautious adding mods again. Hopefully Funcom will fix some of the major issues soon, like falling through the map, getting stuck in foundations and so forth. Thanks for updating your mods! :)
Ozel  [author] 18 Apr, 2024 @ 6:31am 
@Thraceius - It should. I try to build my mods to be isolated from funcoms systems as much as possible. No one has reported issues. (which folks are usually quick to let me know :meadowlovebadger:). I'm not playing right now due to disillusionment, but am still updating/fixing my mods if they break. :urist:
Thracecius 17 Apr, 2024 @ 5:41pm 
Is this mod still functioning after the latest kerfluffle Funcom calls an update? :)
Ozel  [author] 23 Jan, 2024 @ 4:40am 
@OMX Thanks! :meadowwolf: The general lack of survival is also disturbing. :meadowlynx: I'm basically lurking around in hopes for a new map one day...