Conan Exiles

Conan Exiles

Niflheimr - MiniMap (abandoned)
b3nz0l 15 Dec, 2019 @ 11:17am
Feature Suggestions
if it is possible it would be nice when icons on the map could be displayed differently depending on wether theyre already discovered or not. like making them 50% translucent when its a place the player has never been before.
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Showing 1-11 of 11 comments
Leikn  [developer] 19 Dec, 2019 @ 9:53am 
The function doesn't exit in devkit. It's impossible to know if an area was explored or not. To do it, we should implement it, but it's too much work.
b3nz0l 19 Dec, 2019 @ 10:37am 
ok, thank you for checking on that.
another thing that i thought of would be sets of custom landmarks that can be ex-/imported so users could share i.e. locations of relic fragments and such, maybe even collaborate with the conan wiki moderators for that.

would it be possible to use the standard map to set waypoints that are shown on the minimap regardless of their disance to the player?
Leikn  [developer] 22 Dec, 2019 @ 2:51pm 
To do that, i should modify the map object. Last time I tested map, it was bugged. It's a memory leak. Each time you open the map in game, all the object (widget) on the map are replicated and instantiate in memory and there are never delete. So, after having opened map 10 times, you will found in memory 10 times each object. It's a suicide to use the map in devkit :-)
I don't want work with the map game.
[kwa:m] 2 Jan, 2020 @ 2:06am 
Hey Leikn,
first of all - great work doing this mod. Runs smoothly!
Features I really would love to see:
-Ability to disable the "roll-in" animation of the options menu.
-Option to change "default" language used on first start
-Option to switch marker orientation from "view direction" to "facing direction" (like on normal map)
-most importantly: Option to enable viewing of guild markers (aka "other player dots")
-maybe another "border" style to choose from ... like one not as bulky

I was too lazy to check the comments for any of these. Thanks for hearing me out and keep up the great work!
b3nz0l 2 Jan, 2020 @ 6:07am 
Originally posted by vamprrr:
Hey Leikn,
-Option to change "default" language used on first start
By just pesentinng the options menu immediately/delayed on first start?
I must admit that it also took me a while to start looking on how i can change that, because when you just join a server that has this mod activated and you enabled auto-subscribe you never come across the workshop page to see the keybindungs to access the menu.
Well, this way some players learn seven Words in a new Language ;)

Maybe add an text overlay "Menu: Num-0" that will be auto-disabled on first call of options menu.
[kwa:m] 4 Jan, 2020 @ 3:06pm 
Originally posted by b3nz0l:
Originally posted by vamprrr:
Hey Leikn,
-Option to change "default" language used on first start
By just pesentinng the options menu immediately/delayed on first start?
I must admit that it also took me a while to start looking on how i can change that, because when you just join a server that has this mod activated and you enabled auto-subscribe you never come across the workshop page to see the keybindungs to access the menu.
Well, this way some players learn seven Words in a new Language ;)

Maybe add an text overlay "Menu: Num-0" that will be auto-disabled on first call of options menu.
Oh - I already have chat message appear on every server join that tells to use the key. People often overread things like this though.
As of learning languages - yesterdays someone said "Oh. I wondered what that is but now I know what "Friday" is in French". ;-D
b3nz0l 4 Jan, 2020 @ 3:52pm 
Originally posted by vamprrr:
Oh - I already have chat message appear on every server join that tells to use the key. People often overread things like this though.
As of learning languages - yesterdays someone said "Oh. I wondered what that is but now I know what "Friday" is in French". ;-D

yes, on my server i also made a self repeating chat announcement that gives that info, putting it in the MOTD is another way. however managing it in the mod itself is to be preferred...
Gawain 26 Jan, 2020 @ 7:52am 
How about?

1)
An automatic or admin "only" option in your interface to disable the minimap when outside of the ghost wall, or at least an option that works with the **Mod Control Panel.** Instances such as the volcano are located out beyond the wall and the Mini-map is just screen clutter at that point. Also, it is a building ground for many Admins that want quest line villages or structures away from player building areas. Personally I would rather players not know where they are when teleported beyond the wall.

2)
It would also be nice if admins had the ability to disable the GPS and the map markers on the mini-map as it makes it too easy for players to find several of the hidden items and locations on the basic playfield. Part of the game is discovery and there is a difference between an aerial view and being shown where everything is.
Last edited by Gawain; 27 Jan, 2020 @ 10:57am
Leikn  [developer] 30 Jan, 2020 @ 6:05pm 
I stopped development of new feature.
I don't have enough time IRL.
World_Gamerz 3 Apr, 2020 @ 2:15am 
Would be nice to see clan members on the minimap like on LTs Compass (Minimap).. I was using that on my server but I decided to use this one instead because you have more control over things like Journey. I would also like to see a position Y for the Show Time IG. I have to keep it off because its way too high to see it and it clips off the screen... Thanks
b3nz0l 3 Apr, 2020 @ 10:19am 
Originally posted by TwoShoes:
Would be nice to see clan members on the minimap like on LTs Compass (Minimap).. I was using that on my server but I decided to use this one instead because you have more control over things like Journey. I would also like to see a position Y for the Show Time IG. I have to keep it off because its way too high to see it and it clips off the screen... Thanks
Have you tried enabling KGB-Version? that should have the desired effect.
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