Conan Exiles

Conan Exiles

Sorcery Tweaks
Celeantor  [pengembang] 11 Okt 2022 @ 2:37pm
Bug reports
Report any issues you have here if they get lost in the main discussion :)
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corruption visuals seem to be broken, though I am not sure if this mod is the cause
Devrix 6 Des 2022 @ 1:05pm 
Great work with this mod, @Celeantor... it makes Sorcery worth using!
In testing, Lightning Storm isn't doing any damage. Changing settings for the mod only appears to affect "Duration". Damage, Frequency and Cycle appear ignored. Using today's version with Season 2 update. Also, is it intended that only the Concussive Storm (and not the regular) appears in the instant cast staff?
• Lightning Storm settings not sticking (save duration)
• Mod Config UI does not work in 4K Resolution

On a side/request-note, would a Sorcery Bow/Staff in-one be out of the question? Would be an awesome addition to your blades. Cheers!
Terakhir diedit oleh Devrix; 6 Des 2022 @ 1:37pm
Celeantor  [pengembang] 6 Des 2022 @ 9:02pm 
Diposting pertama kali oleh Devrix:
Great work with this mod, @Celeantor... it makes Sorcery worth using!
In testing, Lightning Storm isn't doing any damage. Changing settings for the mod only appears to affect "Duration". Damage, Frequency and Cycle appear ignored. Using today's version with Season 2 update. Also, is it intended that only the Concussive Storm (and not the regular) appears in the instant cast staff?
• Lightning Storm settings not sticking (save duration)
• Mod Config UI does not work in 4K Resolution

On a side/request-note, would a Sorcery Bow/Staff in-one be out of the question? Would be an awesome addition to your blades. Cheers!

Hi there,

Just to clarify where is it you did not find Lightning Storm? It should have its own craftable instant staff same as all the other spells in the table :)
Only thing that could usually sabotage this is if some other mod reused the same item ID which would have it be overwritten by whatever loads last.

I will try to double check if Funcom tampered again with the objects the spell spawns, since this mod still includes the edited copy of the spell so it is really strange if the settings do nothing,,

I could at least find it here in testing, so if you can add some more details it will be easier to figure out where it went missing :)

On the 4k monitor issue, what exactly is happening? All Unreal UI elements should really try to scale to available width and height but sadly I have no 4k monitor to actually test this on :)
Also important to know if this happens with the Mod Control Panel or if you try to open it standalone as well.

On another note looking into more weapons is definitely on the list of plans once I weed out all the weird bugs caused by the update :)
Devrix 7 Des 2022 @ 6:01am 
Diposting pertama kali oleh Celeantor:
Just to clarify where is it you did not find Lightning Storm? It should have its own craftable instant staff same as all the other spells in the table :)
The new "Celeantor Staff" with the radial menu (good call btw) is where the Lightning Storm is missing. I only see the Shock Storm (concussion) in there.

Diposting pertama kali oleh Celeantor:
On the 4k monitor issue, what exactly is happening? All Unreal UI elements should really try to scale to available width and height but sadly I have no 4k monitor to actually test this on :)
Also important to know if this happens with the Mod Control Panel or if you try to open it standalone as well.
• The settings window attempts to open in an extremely small square, centered on the screen, large enough only for the title of the settings menu and nothing else. Works as intended when dropping down to 1080p.
• The Mod Control Panel worked fine, prior to Chapter 2. Avoiding using that until its updated.
Altera 11 Des 2022 @ 2:52am 
Found that when I set the abyssal stuff to its orginal time of 2 hours there seems to be a visual bug on the weapons where they are showing a secondary 4 hour time and I can only see the actual time left if I equip the weapon. I've tried relogging, removing the abyssal items from my inventory(suicide) and resetting the server but they still show this secondary 4 hour time.
Celeantor  [pengembang] 11 Des 2022 @ 3:13am 
Diposting pertama kali oleh Altera:
Found that when I set the abyssal stuff to its orginal time of 2 hours there seems to be a visual bug on the weapons where they are showing a secondary 4 hour time and I can only see the actual time left if I equip the weapon. I've tried relogging, removing the abyssal items from my inventory(suicide) and resetting the server but they still show this secondary 4 hour time.


Do you have any server settings or other mods affecting spoil time?
Funcom actually used the item spoil system for these items, even if the time shows a bit different for the abyssal items so they will be affected by such changes too.

This is actually how this mod adjusts their duration too, by setting the player item specific spoil multipliers in your inventory and equipment inventory as well.

So anything else affecting the spoil rate is a good idea to check since it shows okay here in testing at least :)
Altera 11 Des 2022 @ 9:11pm 
[quote=Celeantor;3712685279022878726
Do you have any server settings or other mods affecting spoil time?
Funcom actually used the item spoil system for these items, even if the time shows a bit different for the abyssal items so they will be affected by such changes too.

This is actually how this mod adjusts their duration too, by setting the player item specific spoil multipliers in your inventory and equipment inventory as well.

So anything else affecting the spoil rate is a good idea to check since it shows okay here in testing at least :) [/quote]

We do have the server set to double spoil times. None of the other mods are affecting it. I've also noticed that killing to return durability to the armour is now half as effective.

Another thing I've discovered is when setting corruption levels through the mod they seem to negate the tainted debuff rendering teleportation and corpse retrieval non threats.
Celeantor  [pengembang] 12 Des 2022 @ 12:26am 
Diposting pertama kali oleh Altera:
[quote=Celeantor;3712685279022878726
Do you have any server settings or other mods affecting spoil time?
Funcom actually used the item spoil system for these items, even if the time shows a bit different for the abyssal items so they will be affected by such changes too.

This is actually how this mod adjusts their duration too, by setting the player item specific spoil multipliers in your inventory and equipment inventory as well.

So anything else affecting the spoil rate is a good idea to check since it shows okay here in testing at least :)

We do have the server set to double spoil times. None of the other mods are affecting it. I've also noticed that killing to return durability to the armour is now half as effective.

Another thing I've discovered is when setting corruption levels through the mod they seem to negate the tainted debuff rendering teleportation and corpse retrieval non threats. [/quote]


The teleport buff will definitely don't do much if you adjust the corruption penalty, that is simply the way they work since it is applied at the end so if you set the penalty to none that will be unavoidable. :)

The mod actually does not touch the amount you regenerate for durability per kill, but since the base durability is doubled in the mod it will simply look smaller as a percentage but still be the exact same number. This number is not dependant on the spoil modifiers at all actually.

The way the game calculates it is as following:

A modifier based on the killed entity scaling from 0 to 2 based on a max HP of 800. So you need to kill something of at least 800 hp for average effect at 1 and 1600 for max modifier of 2.

The repair amount modifier in the game which Funcom set to 10.

So in total the formula is

New durability = Existing durability + (Mob modifier * repair amount)

I.e. at most you can repair 20 durability per kill

If you are using server settings of twice the normal spoil times, then you would probably want to set this mod's modifier to 2 to have 2 hours of duration instead of 4 if you want to nerf it again.
Terakhir diedit oleh Celeantor; 12 Des 2022 @ 12:32am
Altera 12 Des 2022 @ 4:38am 
We did set the modifier in the mod to 2, as I said before what was happening was that you could only see the true time limit of the weapon if you were holding it otherwise it was using the 4 hour time limit(what I assume to be the double of the default value of the mod which is also double) the bug only being visual. As for durability itself, when I would kill even with the correct limits showing on the armour and the equipped weapon the time returned was significantly less than what I was receiving before the mod was installed (the difference being one dafari camp before and two after).

The armour would work as normal showing the correct time amount, though I did find that it would de-sync more frequently(without the mod only doing so when I logged into the server while not wearing it) and almost completely randomly meaning I would need to un-equip it and then re-equip it and then kill something for it to begin accepting deaths for durability, I also found this happening with the weapons, one out of the blue would stop receiving durability if I did not use it(this had not happened before). To fix this I would need to harm a creature specifically with that weapon before killing it. Again this would occur completely randomly, not enough for me to figure out what was doing it but enough to be infuriating even loosing the bow while the rest of my armour and weapon remained above an hour thirty. After removing the mod this has ceased to happen.

For corruption we had the values set to 0.5 health and 0.7 stamina, we wanted the corruption penalty to stamina to only take 30% (but still be affected by the tainted debuff). I can see why this would hard cap us at those values but would not setting the health higher to say 1 mean that we could be corrupted out of health just from using spells?
Celeantor  [pengembang] 12 Des 2022 @ 5:32am 
Diposting pertama kali oleh Altera:
We did set the modifier in the mod to 2, as I said before what was happening was that you could only see the true time limit of the weapon if you were holding it otherwise it was using the 4 hour time limit(what I assume to be the double of the default value of the mod which is also double) the bug only being visual. As for durability itself, when I would kill even with the correct limits showing on the armour and the equipped weapon the time returned was significantly less than what I was receiving before the mod was installed (the difference being one dafari camp before and two after).

The armour would work as normal showing the correct time amount, though I did find that it would de-sync more frequently(without the mod only doing so when I logged into the server while not wearing it) and almost completely randomly meaning I would need to un-equip it and then re-equip it and then kill something for it to begin accepting deaths for durability, I also found this happening with the weapons, one out of the blue would stop receiving durability if I did not use it(this had not happened before). To fix this I would need to harm a creature specifically with that weapon before killing it. Again this would occur completely randomly, not enough for me to figure out what was doing it but enough to be infuriating even loosing the bow while the rest of my armour and weapon remained above an hour thirty. After removing the mod this has ceased to happen.

For corruption we had the values set to 0.5 health and 0.7 stamina, we wanted the corruption penalty to stamina to only take 30% (but still be affected by the tainted debuff). I can see why this would hard cap us at those values but would not setting the health higher to say 1 mean that we could be corrupted out of health just from using spells?


I think this might be an interaction between using global modifiers in the server settings and the local ones in the inventory because this never happens on my server or in testing in the devkit so kind of strange to be sure. The items all use the spoil rate as implemented by Funcom though, so any desync here happens outside code the mod can affect sadly :/


For the corruption if you want to set a lower limit of say keeping at least 30% of an attribute you need to set it to 0.3 (this is a minimum multiplier as the tooltip notes)

So 1 = no penalty at all
0.5 = default level of penalty capped at 50% HP, but also prevents the teleport debuff from taking it further
0.3 = Would leave you at 30% HP if you teleported enough, but not lower

The default corruption penalty from casting spells won't go below 50% since that is the base game implementation, then it adds the teleport debuff on top of that again.

The only place we can override the corruption penalty is after all these things have been applied though, which is why it overrides also the teleport penalty debuff. Sadly there are many bugs in the engine that made more advanced checks at this stage a bad idea so just set the modifiers below 0.5 if you want some effect from teleports :)

The lowest you can safely put it would be 0.01 to have at least 1% left, I don't think it is a good idea to check what happens if you let it reach 0 :D
Terakhir diedit oleh Celeantor; 12 Des 2022 @ 5:35am
Solomoune 8 Jan 2023 @ 1:15pm 
Error at load save game/New game:
Fatal error: [File:C:\B\tech_exiles\code\Engine\Sourse\Runtime\CoreUObject\Private\Serialization\AsyncLoading.cpp] [Line:3448]
Could not find SuperStruct GetMeltSound to create GetMeltSound
잭 레저 22 Jun 2023 @ 10:38am 
New bug/problem(s) with the Age of War update: The new diving mechanic stops working when the mod is installed and active on the game server. If you ever see this, just letting you know that you might wanna take a look what might be causing this.
I can't for the love of me get the corruption caps to work.
All the other parts of the mod seem to work fine, just the corruption part doesn't apply at all.
It always caps at 50/50 for health/stamina. Even with the defaults.

Here's my modlist in the user loadorder.
ModControlPanel Pippi - User & Server Management Shani's Stuff Animal and Horse Taming Places Golden Female Statues Emberlight Thralls are alive Unlock Plus Barbarian Barber Immersive Armor Accessory Wardrobe Hosav's Custom UI ModControlPanel Stacksize Plus Kerozards Paragon Leveling Improved Quality of Life Better Thralls Less building Placement Restrictions BetterSacrifice Sorcery Tweaks
Terakhir diedit oleh ErikRedbeard; 28 Jun 2023 @ 2:40pm
Celeantor  [pengembang] 28 Jun 2023 @ 5:02pm 
Diposting pertama kali oleh ErikRedbeard:
I can't for the love of me get the corruption caps to work.


Diposting pertama kali oleh ErikRedbeard:
I can't for the love of me get the corruption caps to work.
All the other parts of the mod seem to work fine, just the corruption part doesn't apply at all.
It always caps at 50/50 for health/stamina. Even with the defaults.

Here's my modlist in the user loadorder.
ModControlPanel Pippi - User & Server Management Shani's Stuff Animal and Horse Taming Places Golden Female Statues Emberlight Thralls are alive Unlock Plus Barbarian Barber Immersive Armor Accessory Wardrobe Hosav's Custom UI ModControlPanel Stacksize Plus Kerozards Paragon Leveling Improved Quality of Life Better Thralls Less building Placement Restrictions BetterSacrifice Sorcery Tweaks

That is quite strange indeed since it worked in testing here without issue, is this a fresh save or one from a previous version?

f you just adjusted the values in the config you also have to gain or lose some more corruption to make the game update your health/stamina or alternatively forcing a respawn by removing the bracelet also does the same thing :)
Diposting pertama kali oleh Celeantor:
Diposting pertama kali oleh ErikRedbeard:
I can't for the love of me get the corruption caps to work.




That is quite strange indeed since it worked in testing here without issue, is this a fresh save or one from a previous version?

f you just adjusted the values in the config you also have to gain or lose some more corruption to make the game update your health/stamina or alternatively forcing a respawn by removing the bracelet also does the same thing :)

It's not a fresh save. I added it to my ongoing server.

I fully reset my character attributes, got corruption down to zero. Then reapplied my stats and corrupted myself to corrupt my stats.
But the minimum percentage dancers can lower me to is always the same for either.
Grabbing the abyssal bow in hand also sets both to 50% (although this might just be the bow).

I'll try a force respawn by killing myself and see what happens.

Respawning myself forcibly did indeed fix it, thanks for that idea.
Terakhir diedit oleh ErikRedbeard; 29 Jun 2023 @ 5:30pm
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