Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
- FIXED- Combat Log stops working after teleporting
It will now re-activate if it's unable to log, you will miss the very first entry after teleporting though
Other than that.. idk, do you have some weird monitor or resolution that's like not standard? maybe they're appearing off-screen by default?
Your ConanSandbox\Saved\SaveGames folder has a DamageMeter.sav file in it if you previously used it or something and it had some weird positions saved you can just delete that.
To explain it, here's what happened:
I added scaling to the mod, which means when you start up the game it needs to read the save file and set the UI scale to whatever you had set..
Even though I set a default value for that apparently the game didn't care about it so if you had no save file present, it set your UI scale to 0... sooooo yes.. so small that it's not even a thing :)
I added a failsafe that when the value is smaller than it can regularly be at startup, it should just assume it's 1 :)
Thank you for the report!
It's on purpose, but it's only supposed to ask you when you log in... or idk.. teleport or anything that would make the whole UI reinitialize
i guess it seems like all the time because it asks you as soon as engage something after teleporting. Maybe add an option to not prompt?
But if it doesn't work well and it's just prompting you all the time then I might remove it unless I find a better option
I am attempting to run the combat log continuously as an alternative to enemy health bars, so it is problematic when it stops itself.
It's not a simple fix though due to the nature of it.
Basically it's a result of things happaning async (parallel).. and on some configurations the actual damage was already subtracted from the player health while in others it wasn't yet when the damage meter is trying to limit overkill damage.
In single player you're also the server, so some things happen way quicker compared to a server where it has to be sent over to the client. There are already several tricks employed to mitigate this issue, but on some systems the health reduction still finishes first. Because of this if you are taking a hit that would kill you if you would take another identical one, the mod thinks you died (because it's already using your reduced health to calculate whether a damage of that amount would kill you or not).
The part where it stops working is just another failsafe measure kicking in, since the game actually sends damage signals even when the target is already dead in case they have a bleed / poison etc. on them, so to prevent logging incorrect data, dead targets are placed on an ignore list for 20 seconds.. however they only get removed when another event passes through the mod... which is where we come to the bug, if you're playing without any followers and you got on that list.. there's nobody to remove you :)
Atm if that happens you can simply wait 20 seconds and have a follower attack something and it'll get back to normal, but I can very easily fix this second part in the next update, just overlooked the above scenario when the player ends up on the list and they're not actually dead :)
However the first part of not telling you that you're dead when you're actually still alive... that one's a bit trickier to fine-tune.
Hope that makes sense.
Not knowing the fiddly bits myself; I suppose the dead message would need to trigger writing to a 20 second temp file that would be subtracted from the log output for confirmed deaths.
But, if I understand you right, the log self restarts in 20 seconds when a follower is involved, it may not happen at all should I migrate to server rental, AND I have an update to look forward to. I'll keep rolling with it!
The jest of it is that the mod is trying to be non-intrusive. I could have directly done an overwrite of the original game files and get the exact damage from there, but that would mean the mod would need a mandatory update every time the game updates else it would most likely cause crashes etc.
So instead it's latching on to a signal raising the raw collision damage before any calculations are applied based on character stats / perks / etc. and the mod calculates those parallel to the game to end at the same final damage.
This is a much better, non-intrusive approach and it also results in the mod working perfectly fine even if it doesn't get an update when the game updates, the compromise is that because it's essentially forking off and doing its thing parallel, there is no certain way of knowing whether the server already finished subtracting the damage from the character health or not.
Because of this I had to separately tune the overkill damage calculation depending on whether it's single player or a dedicated server, but apparently the single player one still needs some fine-tuning, which I will look into next time.
Bottom line, this is not happening on dedicated servers and the game generally functions better on servers overall (less NPCs falling undermesh etc.. so physics seem to be way better on a dedicated server).
I wouldn't rent one just because of that though, but you could try the dedicated server app Funcom has for free, which works equally well if your computer can handle it. It would be a major improvement on your game probably (NPCs don't respawn if you go out of range and back... physics are better... crafting stations keep working if you close the game but leave the server running.. etc.)
https://forums.funcom.com/t/conan-exiles-dedicated-server-launcher-official-version-1-7-2-beta/21699
Don't do it just for this bug though as like I said, I'm going to attempt to further improve on this for single player :) and the part I can definitely fix is that even if it falsely accuses you of being dead, it would keep working.
As for the thrall, the opposite.. Basically something that you're tracking needs to do or receive damage for you to be removed from the ignore list :) So having a thrall and ordering it to hit something would fix the mod for you as well atm, but that will be resolved in the next update.