Conan Exiles

Conan Exiles

Al-Merayah Reborn (by Xevyr) v1.0.1
64 Comments
Xevyr  [author] 5 Jul @ 8:17pm 
Thanks!
Timserad 5 Jul @ 10:12am 
Xevyr, coords are 15610.617188 81583.375 -8142.164063
Xevyr  [author] 5 Jul @ 9:44am 
@Timserad Thanks for confirming, btw, could you get me coords for the exact cart you're referring to?
Then I can add some even if I don't find an explanation as to why they're missing. You can press alt+shift+L ingame to get copyable coordinates of your location, so just go next to that cart and get the coords if you have the time.
I know that they're not all missing cuz I've seen some (their locations were taken from the beta version of the game as that still had the fort after it's been removed from the live one, so it's possible those weren't an exact match to live)
Timserad 5 Jul @ 9:03am 
Xevyr, excellent mod thank you very much for making and posting this. Just wanted to report that the explosive jars are gone or not spawning as Korenchkin and Arual mentioned. Again, thank you for this mod it is excellent for a solo player!
Wolfman 15 Jun @ 4:21pm 
Does Al-Mirayah still have the infinite spawn when you kill NPC's or is there a cool down? Seemed like I could never clear the place out. Thank you! (your mods are great, esp. love your Purge Mod);
Xevyr  [author] 12 Jun @ 5:03pm 
they should have the normal amount, definitely not 15, check what other mods you're using, it sounds like something is removing data for these NPCs
pyro557 12 Jun @ 12:45pm 
how much health are the enemies supposed to have for me they have 15 health. and are they all supposed to be lootable because thats alot of stuff being dropped. for context i have not run it legit just went to it and tested that it was working and fought a few waves to test but eveyone without fail had 15hp (didnt test boss) and every person with a few exceptions had loot on them just wanted to make sure that was intended and not a conflict with something else im using.
Arual 5 Jun @ 12:40pm 
I noticed the same issue as Korenchkin. The 4 explosive jars are gone... :(
Artur 2 Jun @ 1:57pm 
Thank you so much! this is something the game NEEDED!
exiledfreedom 28 May @ 9:30am 
Thank you so much @Xevyr for making this mod :)
Khalid 24 May @ 2:53am 
Xevyr can you do a mod for combat walking ? just like before age of war
Rev Elevenclaw 23 May @ 6:39pm 
That's actually a really cool mechanic. But I can see why it was disabled. I for one am glad to see it back though. Maybe next time I raid it, I won't bring the Shiva pet from Exiles Extreme with me lol. I imagine her AOE attack hit the fort a lot, hence the wild spawn rate I experienced. I just happened to have her with me when trying out this mod. Fun stuff! :)
Xevyr  [author] 23 May @ 3:37pm 
Yes, the fort was designed by Funcom to be a PvE raidable base, so you can attack and destroy it with siege weapons / bombs / etc. on any server, even on full PvE where otherwise building damage is disabled.
Once the boss is killed and all players leave the area it will reset, so even the destroyed building pieces will regenerate.
Rev Elevenclaw 23 May @ 3:34pm 
I thank you for the clarification. I didn't see it mentioned before... I would greatly appreciate some admin settings for this place! So +1 for that vote. On my server building damage is disabled, so that factor is null. Though the fort still must register the parts as being attacked\damaged..? IDK. Anyway, I appreciate the 'cutting room floor' effort you've put in here. And for the other quality mods you've provided, as I use quite a few. Thanks a bunch :)
Xevyr  [author] 23 May @ 1:55pm 
@Rev Elevenclaw - Again.. this is not an "issue" this is BY DESIGN :)
Funcom made it so that every time you damage ANY piece of the buiding, enemies are spawned and sent to your location (except the Funcom version even had a bug and sometimes sent them to the wrong places - which is why you have reports of Al-Merayah soldiers at the noob river or even inside dungeons in some cases).

This has nothing to do with the respawn rate of the server, it is triggered by you damaging the walls and this is how it was implemented in the vanilla game (If you google it you'll find various complaint threads of NPCs respawning "too fast" even while it was in the vanilla game).

If you read some of the old comments, I did mention that at some point I might add admin configuration for these so people who don't like it this way can adjust how many NPCs get spawned, but for now the fort is for the most part the way it was in the vanilla game prior to it being removed in March
Rev Elevenclaw 23 May @ 1:21pm 
@Tippy Yeah, I have the same issue.

@Xevyr There is definitely something going on with the spawn rates for the NPC's. I have my server setting at 15 minutes for respawns. But this place respawns them within a minute! I don't know exactly how long, as I was constantly fighting for my life just outside the gates. It was really fun for a few, but it quickly became overwhelming. I decided to report it here, as it really seems to be a bug. Not to mention the impact it had on my servers' performance. I can only imagine how bad the script ping to console was...

Anyway please look into it, as otherwise this mod is great!
Xevyr  [author] 16 May @ 1:01pm 
It's mostly the same as the last version of the vanilla one.. I haven't checked any of the pieces to see if there's duplicate entries, but that might never have been the case and could have been just a temporary thing. Either way, it would make no difference, it's a building composed of thousands of pieces... having extra 50 or even a few hundred in one spot wouldn't make a difference
GamerBear66 16 May @ 9:17am 
does this mod rectify the issues with the original fort having multiple foundations overlaying each other? I have wondered if that was part of what made it be laggy before...
Omegacron 9 May @ 6:30pm 
This is awesome - I started playing in March and saw this fort twice, but then never could find it again. I didn't realize that it was A) official, and B) removed about 3 weeks after I started playing. At least now I know I wasn't imagining things. :steamthumbsup:
Xevyr  [author] 3 May @ 5:14am 
That's odd as mods shouldn't conflict with this unless they're either buggy or deliberately try to do so :) Oh well, glad you got it to work
Randark 3 May @ 3:24am 
Hi, just a quick addendum, I've got ti to work now, I just removed the mod from loading, logged in, went to site, logged out and re-enabled... all working fine... I'll leave me previous message up for context but thanks again
Randark 3 May @ 3:02am 
I haven't modified the server setting much at all, the only things I've altered are changes like hunger/thirst etc... I've left building stuff well alone

the buildings are not being destroyed either as the pieces above are floating so they have no dependency on previously spawned pieces either

I also do not have any other buildings nearby and I suffered no lag from the official version so it's not a specs thing either (I know you didn't suggest this was the case but just letting you know it's not a hardware thing).

I'll just play with it a bit I think, maybe a load order change will help or removing and resubbing or some such thing

Anyway, thanks for replying... I wasn't expecting a change just for me or anything but maybe you might have had a similar issue during testing that you fixed somehow... or maybe someone else had the problem and they fixed it... I'll do the usual stuff of disabling other mads in case of conflict etc... thanks again
Xevyr  [author] 3 May @ 2:47am 
You're the only one to have that problem as of yet, so that's as far as "fixes" go. Perhaps you have drastically altered server settings? like stability etc. and the building gets destroyed as soon as it spawns?
Randark 3 May @ 2:09am 
Hi I'm having an issue I've not seen mentioned... the mod works and toggles correctly using the command but...

When the fort is active it doesn't build completely, and leaves it in an unfinished state with lots of gaps and floating architecture.

is there a fix for this?
TIPPY 29 Apr @ 5:34pm 
Does anyone have an issue with AI spawning in mass amounts with 0 breaks? seems they just keep popping in over and over, I have the spawn for AI turned up so that it takes longer for them to spawn and no matter the settings nothing changes. Any ideas?
Blitzer6GX 27 Apr @ 1:44pm 
Dude, you frickin rock! You brought something cool back that they could of had an on off switch for but instead they removed it completely. thanks!
Korenchkin 23 Apr @ 5:59am 
@Xevyr it is few months for me when i was last there,the explosives i mean are for example in this video: https://youtu.be/JCHJYqt_I7c at mark 1:06,it is near katana and siege hammer(in the video behind you),if someone has some info - shoult id spawn,or was it removed from game?
on the other hand,you (i) don't need to have everything THAT easy :)
Xevyr  [author] 23 Apr @ 5:39am 
@Korenchkin Hmm.. everything should be present the way it was, though things were already removed from the game when I made this so I used the public beta as a reference.
If you (or someone else here who knows which exact explosives you're talking about) have that client installed (it's still the way it was and hasn't been updated), could you perhaps check to see if said explosives are present there? Cuz if they're missing there too, that would explain it - otherwise something went wrong and maybe they're not spawning for some reason.
Korenchkin 23 Apr @ 5:22am 
today i found out funcom removed fun,so they are com now,and xevyr is now funxevyr :)
thank you for the mod!
one small question,there used to be 4 explosive jars on the wagon(i used them to knock on king's wall),they didn't spawn on my dedicated server,is it meant not to?
Xevyr  [author] 20 Apr @ 8:02pm 
Yes, it's in the same place
iriemk 16 Apr @ 11:34pm 
Just watched a youtube vid of a gal speed-grabbing Musashi's Black Blade out of the castle, crossing the outer wall via an Ice Bridge...is that sweet sword included in your mod here too (inside the barrel she snagged it from in her vid)?
Knightphall 9 Apr @ 5:46pm 
Thank you.
Xevyr  [author] 2 Apr @ 9:28am 
@vld12780 - will shut the commander up after the first round if I have some time, as far as I remember that triggers every time you re-enter that area.

@Lufus Peanuts - probably not going to happen as that was never the original purpose of this fort and I don't particularly like the idea of making it that either. Players are free to build whatever castles they want all over the rest of the map, this one place was intended for players to repeatedly siege, sort of like a dungeon and to make siege weapons have some use in PvE as well.

What I might do though down the line is simplify it and try to reduce the performance impact and maybe add custom admin settings for weapon spawns and NPC density / respawn rates, etc. We'll see, depends on how much time I work on this, for now I just wanted to re-release it mostly as it was because I've seen some people upset by the removal so I figured what the heck..
Lufus Peanuts 1 Apr @ 1:42am 
anyway add a update where you can keep it as a base in the future? great mod also :)
forever49x 31 Mar @ 5:59pm 
@Lydrannel is by "fun" you mean most LAGGY, FORCED and UNWNATED BY THE COMMUNITY, sure.
Even GOOD systems slow down when near the castle of crap FAILCOM shoved onto people, instead of just putting it in the OPEN EMPTY DECADES LONG UNUSED NORTH EAST part of the map.
Master_Sherm 31 Mar @ 1:49pm 
thank you. I never got to explore it, and now, I can whenever I'm ready.
vld12780 30 Mar @ 11:56pm 
Is it possible to stop constant speech repeat?
suparaddy 30 Mar @ 5:32pm 
Can't wait to test this on my private server. If the spawn rates have been normalized from their previous unsustainable rates then this will be amazing.
The 7 Spiders of Hip-Hop 30 Mar @ 2:22pm 
hero
Xevyr  [author] 30 Mar @ 5:21am 
Yea I could add admin settings eventually if I spend time on this mod, we'll see :P I did think of that already.
Kamikaze Hamster 29 Mar @ 10:52pm 
You bloody legend! I don't suppose you're looking into more customisation controls for admins? I've always liked the idea of this raidable castle but was turned off trying it much due to the over the top respawn rate of the defenders. It was just a thrall killer for me and most of the people I played with on official. Is the respawn rate something that could be tinkered with in theory? Also wondering if the issues Mahazioth found with stacked foundations (45 foundations in one spot, 5400+ foundations able to be built after he demolished the whole castle piece by piece) can be undone? See his YT video on this here: https://youtu.be/bV4rjcgwwe8?si=_CUHYDGu7jsLoWO-
Harpfret 29 Mar @ 7:26pm 
How to toggle on/off and where the NPC?
HeilSól 29 Mar @ 12:42pm 
Interesting that Funcom couldn't/wouldn't do this themselves. Thanks for uploading this.
Harpfret 28 Mar @ 12:54pm 
Works GREAT! Thank You.
Xevyr  [author] 28 Mar @ 11:18am 
Yea, the katana is also still there.
Vanmare 28 Mar @ 11:12am 
ty, but whats about katana, its steel there?
Xevyr  [author] 28 Mar @ 10:41am 
@Arual - Well yea, cuz it's a rare bug in the game that this mod specifically triggered :P So I did a fix for it in this mod, but reported it to Funcom as well in case they want to fix it on their end permanently.

@Vanmare - always read the description of mods you install :P (the command is above, it's "dc togglefort" in the console as admin) and what NPCs? the ones at the fort? It's like they used to be in the vanilla game, you need to be slightly further for the encounter to begin, if you teleport straight on the fort it'll be empty, so walk back a bit until you hear the sound.

You can see it in the video above at 1:10 as I walk backwards the sound notification plays.
Lydranel 28 Mar @ 10:16am 
THANK YOU <3
It's obscene that one of the most funny content of the game was deleted
Vanmare 28 Mar @ 9:04am 
How to toggle on/off and where the NPC?
Arual 28 Mar @ 8:21am 
Wait you also fixed a spawn bug while at it?

You absolute LEGEND! x2