Conan Exiles

Conan Exiles

Heritage
 This topic has been pinned, so it's probably important
Dread Swoop  [developer] 11 Feb @ 7:31pm
Load Orders & Incompatibilities
Hello everyone,

Here I intend to list out examples of mods which may have incompatibilities with Heritage.

It should go without saying, but I don't intend for this to come off as degrading any mods mentioned.


First, a quick yet boring explanation of how Heritage works.

In the game, NPCs get their appearances from things called race templates, which are listings of customization options. Many different options can be included in one template, and when an NPC is spawned these options are chosen from at random. They can also be limited to one customization option per setting, and in that case the appearance will be the same every single time an NPC using it is spawned.

Through Heritage I changed most of the race templates of the base game. These changes therefore will affect ALL the NPCs that use those templates, even if they are added by other mods.

For many named NPC, I decided to give them distinct appearances, so I made new race templates specifically for them. To get these NPCs to use their new templates, I had to change their entries in 'SpawnDataTable' so that their new templates were referenced.

By using a special kind of merger, I can affect only the part I was concerned with, leaving (nearly) everything else about them as it was. The exception is that the spawn ratio of male to female is tied in with the template column, meaning any NPC I change the template for also has its male / female ratio set as well.


Now some examples of mods which may have compatibility issues.

1. Mods that affect base game race templates:

Mods that are editing the very same templates as Heritage will certainly cause a compatibility issue, where the more dominant mod (the one lower in the load order) will prevail.

There aren't a lot of these that I'm aware of, but a couple examples would be:

* Improved Darfari Appearances

* Aesir Freya (made by yours truly)

The first appears to edit the base templates used by Darfari, while the other edits the template used by the companion Freya, both of which are adjusted in Heritage. Because each of these are more narrow in scope, it's presumed that you'd want their appearances over the more broad Heritage mod, so those mods should come AFTER (under) Heritage in a load order.

2. Mods that affect male / female spawn ratios:

As I mentioned above, spawn chance by sex is tied to the same column as the race template, meaning any NPC I changed the template for had its sex chance set as well.

Some mods, however, were made to spawn more NPCs of a particular sex. Examples of such mods include:

* Ivory Honey

* 75% More Women

* MoreWomenSpawns

* LitMan Only Nude Women


It should be noted that the incompatibility only exists for the NPCs where the mods intersect, not the entirety of the two mods. The overlapping NPCs would display the changes made by the more dominant mod in the load order (the one after / lower than the other). All other NPCs would show the changes of both mods perfectly fine.


3. Mods that affect SpawnDataTable (more a load order issue than incompatibility):

Some mods, when they edit 'SpawnDataTable', will edit entries in the conventional manner, meaning that all columns of an entry will use the values in their mod. Depending on the load order, other mods editing parts of those SpawnDataTable entries would be overwritten.

An example of such a mod would be:

* Thrall Stats Redux

That mod and Heritage aren't necessarily incompatible, it's just that load order matters between them. For Heritage's changes to also appear, it must be placed AFTER (under) mods which perform a normal merger in 'SpawnDataTable'.
Last edited by Dread Swoop; 11 Feb @ 8:29pm