Conan Exiles

Conan Exiles

Archers Are ARCHERS (1.0.3)
11 Comments
Blast (AKA LostAmI) 21 Aug, 2023 @ 10:17pm 
I'd like it if archer thralls on guard wouldn't move... PERIOD! =D
Wyrd  [author] 17 Aug, 2023 @ 2:10am 
No worries, glad you got it sorted out. I did open the mod up in the devkit just to be sure and my mod shouldn't affect their health per vitality or anything like that :)
Ramona 13 Aug, 2023 @ 4:23am 
I have found the mod that caused this issue it's The Sign of Jhebbal-sag mod that supposed to buff pets but mess with darfari thrall somehow. I'm so sorry I thought this mod that caused it. I will remove my comments if you want but I think I just leave it here just in case someone ran into similar issue. Tested your mod with freya and lissa they do indeed have more points in ranged damage multiplier than melee. Works as intended thank you!
Ramona 13 Aug, 2023 @ 3:32am 
I really like the idea of this mod but after installing tamed darfari thrall got a ridiculous amount of health. Ansina the performer starts with 8k health. This issue persist even after I removing the mod. I don't know where things messed up please help all I ever wanted is an archer with an archer tag below their names.
LennyAxK 3 Aug, 2023 @ 2:08pm 
@Noxsa, I put my archers on Stand And Defend behaviour and when they enter combat they stand still and shoot from their spot like they're supposed to... The same goes for following archers, when you enter combat they stand still and shoot from the spot they were after you attacked the enemy. I also put my archers on maximum engage distance and lowest chase distance, so that the thrall doesn't run somewhere you don't want him to. It's been working the same in vanilla and modded, but I rather run modded with better thralls and sidekick mods, just to make the authority build much easier to play. :steamthumbsup:
Wurm 1 Aug, 2023 @ 9:59pm 
I can't say I've seen that problem before.
Noxsa 1 Aug, 2023 @ 2:44pm 
yes, i did and that made them confused and they did not fight at all, its like the code needs a sword at close range, but they don't have one anymore so the AI quits lol.
Wurm 1 Aug, 2023 @ 1:21pm 
They only ever use fists if they have literally no weapon in their inventory, in my experience. When I want to get archers to only use bows in defense situations, I put a little barricade at the base of their tower so enemies can't get close enough to make the archer switch to their melee. Then I set the archers to prioritize melee (sounds weird, I know) which causes them to always run to the edge of their tower to fire. That prevents them from backpedaling to the point where they can't see their target, and the barricade keeps enemies far enough away that the archer won't switch weapons.
Wyrd  [author] 1 Aug, 2023 @ 12:05pm 
@Noxsa - Have you tried removing the melee weapons from the Archers? They may keep the bow active since it's more powerful than their fists, though I'm not 100% certain how the melee/ranged switch logic works.
Noxsa 1 Aug, 2023 @ 6:57am 
ah darn it, i thought this was a mod that changes the way archers use weapons, i'm frustrated that they switch to a sword close rages, now that sounds logic and realistic, i do not want that because i use archer for on top of small towers to help me, but the second anemy stands under the tower they switch "or try to because i took the sword of them" to close combat mode and are clueless and stop doing damage at all.
Wurm 30 Jul, 2023 @ 8:00am 
Thank you. This has fixed some problems I've been trying to figure out myself.