Conan Exiles

Conan Exiles

BetterSacrifice
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TrashGamer 22 Jun, 2023 @ 10:42am
How do?
Howdy.

I've been working on something similar on a private mod for mine and my wife's private server. So when I ask this go in knowing I'm not trying to compete with your mod :).

I couldn't find what exactly to edit to allow you to place already broken thralls in there. Did you just remove the whitelist from the PlaceAbleInventory settings?

And I don't ask for something without providing something else in good faith, so regarding your editing of the base game blue print I would actually recommend this approach:

1. Open the blue print and do a SAVE AS and essentially make a copy and put it in your mod folder. I organize all my mod folders and put blueprints in the same place. Personal organizational preference. Name it something for you, like I put tg_ in the front of all my modified in-game assets.

2. Create a new item data table, and don't forget to include a data table merge of your new table with the Item Table in your mod controller.

3. Copy the Sacrificial Stone item from the item table into your new one.

4. Update the class to use YOUR blueprint.

5. Save everything and close out of the DevKit. Go into your devkit in File Explorer and look for the asset file of the original base game blueprint you had edited before and delete it. This will restore the game asset to its default.

6. ReLaunch the devkit. Recompile your blue prints for good measure and then run your build.

I use this method for basically any in-game asset I want to re-use or modify. This allows for any in game updates that might update or change something in my blueprint, but because I'm not "technically" using the in game blueprint, my modifications wouldn't be impacted.

In addition, anything anyone else might do in their mod which touches something else, while it's not generally considered good practice, your changes would not be impacted because YOUR edits, aren't actually using the base-game assets because you created your own, using your own dependencies.

Basically it isolates your changes to anything Funcom or another modder might do unless there are overlapping changes to the same item or item ID's (for example someone else's mod that also modifies the Sacrificial Stone in some way).

I did run into an issue one time where some new custom items I added to a mod actually shared ItemID's with another mod that added a bunch of items into the game too. I use long numbers in my ItemID's so the chances of that happening felt REALLY slim. But sometimes issues are unavoidable, we just do our best to mitigate them.
Last edited by TrashGamer; 22 Jun, 2023 @ 10:43am
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Showing 1-4 of 4 comments
TrashGamer 22 Jun, 2023 @ 11:45am 
I did read your comments that all this does is add the thrall item to the whitelist, but I can't find what would be considered the "item ID" for the thrall items.
den  [developer] 22 Jun, 2023 @ 3:50pm 
Its been a while since I looked at the devkit, but iirc the item id for thralls is 0.

I know there are better ways than overwriting an asset, but the documentation isn't great and the devkit runs like garbage. Praise be to people that actually have the patience to mod this game on more than a surface level.
TrashGamer 22 Jun, 2023 @ 4:03pm 
Originally posted by den:
Its been a while since I looked at the devkit, but iirc the item id for thralls is 0.

I know there are better ways than overwriting an asset, but the documentation isn't great and the devkit runs like garbage. Praise be to people that actually have the patience to mod this game on more than a surface level.

lol you aren't wrong. Esp if you are modding on the same PC you game on. Steam keeps thinking the devkit is conan so sometimes wont even launch because it thinks its open.

I tried adding 0 to the whitelist but didn't work. but i think I may have just realized why.
TrashGamer 22 Jun, 2023 @ 4:08pm 
Originally posted by den:
Its been a while since I looked at the devkit, but iirc the item id for thralls is 0.

I know there are better ways than overwriting an asset, but the documentation isn't great and the devkit runs like garbage. Praise be to people that actually have the patience to mod this game on more than a surface level.

Yup I was incorrect. Adding 0 DID work, I just forgot to drop a new placeable, forgetting that existing placeables don't always update retroactively when you are changing an item's blueprint source.
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