Conan Exiles

Conan Exiles

Move Your Butt: Living Settlements Thrall Fix
28 Comments
Deus 21 May @ 2:51pm 
also having the issue with thralls doing the animation and then stopping on repeat forever
Lesker 9 Apr @ 6:53am 
Very nice mod, I have a pretty long list of mods and one of them stopped the Living Settlements. Only the Herbalist Thrall from Emberlight would walk around. So I figured I would give this mod a try and it fixed it. Nice work !
muscip 31 Mar @ 10:12am 
but it doesnt seem constant, the moment i post about it they decide to keep working normally....
muscip 31 Mar @ 10:01am 
im running into same issue as mahdrol, tried moving this mod to the bottom of modlist but not affecting "lazy"behaviour on dedicated server
mahrdol 28 Mar @ 1:26pm 
Does this mod force the thralls to actually work at the workstations seems my thralls just stand there and every few seconds animate for a second and then just keep standing.
chaospearl  [author] 25 Mar @ 2:35am 
@Happosai I'm honestly not sure, I don't use that mod. If your thralls are standing around doing nothing despite having Living Settlements on, this should fix it. It basically just re-sets the LS data because mods that were created before Age of Heroes sometimes overwrite the the thralls. GCam is the main offender.

@Adrios That's a base game bug unfortunately, not something mods can fix. Hopefully Funcom will.
Adrios 22 Mar @ 11:09am 
does this fix thralls not being able to open and go through doors?
BigChungus 7 Mar @ 10:11am 
Hello, Im coming back from a long time ago. I used Immersive artisans. Do I need your mod for that too? Thanks
tcbrianw 6 Mar @ 3:54am 
@Satan Try the mod Immersive Routines. I believe it does what your looking for. The author is very helpful with questions on his Discord.
Satan 27 Feb @ 6:28am 
A question, is it possible to make thralls with fighter or archer roles walk or do something?
chaospearl  [author] 9 Feb @ 9:58am 
@Kamikaze Hamster It's really frowned upon to specifically call out someone else's mod and claim it has a problem, so I didn't want to be rude. That being said, this exists because GCam hasn't been updated for Living Settlements and it overwrites alchemists and smelters. It's not the only one, but it's the primary issue.
Kamikaze Hamster 8 Feb @ 3:12am 
Are there any particular mods or types of mods this mod fixes? Which ones are causing the issues?
muscip 24 Jan @ 6:51am 
too bad the stationary crafter animations dont read npc body scale, but i guess making that placement scale-dynamic is beyond modders and pointless for funcom as only mods allow body scaling over 1.0
mhallo21d 15 Jan @ 11:05am 
Thanks to @crimeismine and @chaospearl for your help!
chaospearl  [author] 7 Jan @ 3:23pm 
@mhallo2 1d Probably a game change with Age of Heroes like the other commenter says. You would want to talk to the Better Thralls author. Unfortunately that mod isn't being updated any longer.
If it helps, I have a tiny mod called +5 Followers that will allow you to have multiple crafting thralls follow you. The caveat is it will very probably overwrite Better Thralls' info and limit you to 6 total thrall followers instead of 10, but it should not interfere with the other functions of BT. I use it frequently to gather up crafters when I'm giving all my slaves new outfits so I can get them to stand still for awhile.
Crime is Mine 7 Jan @ 12:11pm 
@mhallo21d
It’s a age of hero update that causes the conflict. Better thrills still allow 10 followers but only fighter thrills. You can only have one crafting follower at one time. Its not a mod conflict.
mhallo21d 7 Jan @ 10:47am 
I get an odd issue: I can only order one crafter thrall to follow me at a time (I'm using Better Thralls, which allows a party of up to 10). I know you can't fix conflict with other peoples' mods, but I was wondering if you've heard of anyone else running into this issue or have heard of a fix. Otherwise, your mod works great! Thanks for all the effort you put in.
♥ jLube ♥ 31 Dec, 2024 @ 4:14am 
Been working perfectly on my builds so far. Thanks for this! :steamhappy:
chris 24 Dec, 2024 @ 3:55am 
@chaospearl Oh, yeah. I wasn't expecting this was an issue you should need to act on in any way. It was mostly meant as an FYI for you, or in case anyone runs into this particularly strange situation.
chaospearl  [author] 24 Dec, 2024 @ 3:20am 
@chris Huh. I'm glad you aren't having an actual problem but the fact remains that it isn't possible for this mod to cause map issues. It would be like painting your car causrd problems with a nail in the tire. Just not physically possible.

I suppose it IS possible for some weird property of Living Settlements to cause this. If that's the case, the mod is affecting it because the mod is basically a copy of the vanilla thrall profession settings. Its purpose is to revert Living Settlements back to its vanilla state, since some popular mods out there overwrite that state.

Maybe LS actually adds additional pathing to the map? It's a vague guess because I don't really know how the system works. I do know it's a buggy mess, so as weird as it seems for LS to screw with a map mod, I don't have a better explanation.

I'll keep the possibility in mind, but unfortunately even if I could 100% confirm that is what causes the errors, there's nothing I can do about it.
chris 23 Dec, 2024 @ 11:26am 
@chaospearl I believe you. So I went to test further. Looks like having the Isle of Men mod installed with its custom map AND your mod at the same time was something my system didn't like. I could add and remove your mod to toggle on ALL the maps loading correctly or failing with garbage collection errors, but removing Isle of Men mod allowed me to add and remove your mod with no problems. And similarly, without your mod, I seem to be able to add or remove Isle of Men at will. I should have thought about how much a mod with a custom map touches first :)
chaospearl  [author] 23 Dec, 2024 @ 9:26am 
@chris This mod doesn't even come close to touching maps in any way whatsoever. It doesn't touch anything but a single set of data related to thrall crafting professions.
chris 22 Dec, 2024 @ 2:28am 
Hello. I installed your mod in preparation for re-enabling Living Settlements. It didn't break anything at all. I ran for a few days (still with LS disabled) and everything was fine. However, I tried to add a new mod dealing with physics and that mod didn't work at all, so I removed it... and that tanked all my maps. Every time I tried to launch a map, I got a "failed on garbage collection" and a path that doesn't exist on my computer. One I removed the Move Your Butts mod, I was able to get back into my maps. Not blaming your mod, which seems like it will be very useful. Just thought I would pass along the info in case it proved useful to you.
ELNOBLE 21 Dec, 2024 @ 11:49am 
Excelent work! And FUNCOM move your butt, and solve this.
chaospearl  [author] 19 Dec, 2024 @ 7:04pm 
@krause.yannick lol. I guess you're welcome? I assure you my mod did not make your crafters wander off. That's not actually possible given what the mod does. It doesn't add, remove, or change anything at all. It replaces the original vanilla Living Settlements data, which is only necessary if another mod has overwritten it. This is really just a patch to make other mods compatible with Living Settlements.
Now that being said... the vanilla Living Settlements is buggy as all hell. Sadly it's beyond me to do anything about Funcom's issues. My mod will make crafters function as they normally should, assuming you've placed it properly in the load order, but with Living Settlements often "as they normally should" is bizarre and broken.
krause.yannick 19 Dec, 2024 @ 4:34am 
idk what this is but after I installed your mod every single crafter thrall packed up things and went straight up north to my towngate and wanted to leave :D then I disabled your mod and now Living Settlements is working normally again which it didn't before. So I guess thanks for the fix? :D
chaospearl  [author] 16 Dec, 2024 @ 2:39pm 
@GXD Rev.G That's hugely beyond the scope of this mod, I'm really sorry. I wouldn't even begin to know how to do it. That's the thrall system itself, which is immensely complex.
All this mod does is is replace the vanilla settings for Living Settlements, because there's at least one incredibly popular mod that overwrites specific thrall professions and deletes the Living Settlements information.
GXD Rev.G 16 Dec, 2024 @ 7:19am 
i get an issue where the thralls "teleport" back to a previous spot... im thinking its because its further than 54 foundations range, is there a way this mod could allow admins to extend that range? or that feature be added?