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Regarding Siptah-exclusive NPCs, the main reason I've been reluctant to add them has been editing NPC camps.
NPC camps are a popular target for edits by some of the larger mods (overhauls like AoC and EEWA, map mods, etc.), so there's potential mod conflicts involved, and it would likely require more maintenance to counter Funcom's updates.
That being said, I can look into ways of making those characters available. Over time I care less about mod compatibility, so camp adjustments may be an option, and I can also look into methods like purchasing from vendor NPCs.
I believe I've worked out how to do so with the normal vendors as well. It would be a direct purchase rather than a randomized pool, which carries some advantages and disadvantages compared to the other system.
I'm leaning more toward the Slaver route at the moment, but feedback is always welcome. If Funcom does away with the Khitan event in Age of Heroes, then I can always move him over to one of the standard vendors.
Second, is there any way to revert the change Funcom made where dismantling eldarium items in the exiled lands gives back star metal instead of eldarium? I know the eldarium tools (except the pecker pickaxe) drop eldarium still, but not weapons like twice-upon-an-arrow
I'm not entirely sure where that mechanism is located within the DevKit. I'm planning on continuing an unrelated project tonight, but I'll take a detour to see if I can find it.
Essentially, the way that it appears to function is that during the dismantling process, it checks the repair materials on the dismantled piece of gear for decaying eldarium or eldarium bars, and if the map active is either ConanSandbox (Exiled Lands) or AlmostEmpty (test area in the DevKit), the eldarium is more or less instantly deleted and replaced with an equal quantity of star metal bars. Not sure why doesn't work for some gear, as the eldarium tools definitely have eldarium listed in their repair costs.
The bad news is editing blueprints can be a problem for mod and update compatibility, however the good news is that I think the change can be made in a fairly simple fashion; removing the relevant maps from the check should render the conversion system inert without much risk of other issues.
I'll test it out later, but if the idea works out then I'll definitely consider incorporating it into the mod. Thanks for the suggestion!
I'll include it with the next mod update, whenever that may be. Thank you, and be well.