Al-Merayah Reborn (mod)

Have you missed it yet?.. :joy:

I’ve seen some people who were upset by the removal of Al-Merayah, so I thought I’d make a mod to bring it back.

Here you go:

The mod also features the ability to toggle the fort on and off with an admin command. This way you can avoid any unnecessary performance issues if you don’t feel like visiting it for a while, or do periodic events on your server.
Also fixed the bug that made NPCs appear all over the map.

Here’s a quick demo:

17 Likes

:hugs:

Why Bugcom don’t hire you fulltime instead of hiring the @$$ clowns over in Bugcom central, I’ll never know. You are one of the main reasons why I continue to play this game, what with all of your mods, and all. Long may you continue to release such magnificent efforts.

1 Like

Not that I missed it! But I like the idea. Like always, your mods are a blessing for the community @Xevyr ! :slight_smile:

Absolute champion :+1:

Thanks all :slight_smile: Glad you like it!

In the meantime:
The mod got a small update to fix an elusive bug in the vanilla game where under certain circumstances (which this mod triggered) NPCs could fail to spawn on the whole map on dedicated servers.

Stuff should properly spawn now even on dedi servers and you can seamlessly toggle with the command without having to restart or anything :slight_smile:

4 Likes

Beautiful. I’m gonna run this on my server (along with your purge mod) and measure performance. Thank you!

It’s like the fortress never left, literally! lol The good and the bad. Spawn rates are still hell. If there was some way to tweak that element, I’m wondering if that would help the performance issues.

1 Like

Well yea.. the whole point was to bring it back as it was :joy: else I would’ve just built something else. (which would’ve been far easier btw)
So far I haven’t changed anything aside from fixing a few small bugs. I might make some things configurable down the line if I decide to work on this more, we’ll see :man_shrugging:

1 Like

Random NPC: wasn’t there a giant fortress there a moment ago?

Other Random NPC: Don’t be silly… there was never a fortress there.

Random NPC: See? It’s back! What’s going on?!

Other Random NPC:
IMG_3677

1 Like

This mod got not one.. but TWO major updates today as I’ve been putting these things off for a while now :slight_smile:

v2.0.1 changelog:

  • Spent a bunch of time completely rewriting and cleaning up the gigantic mess of a code that Funcom originally made for this, while trying to preserve similar functioning of the Fort (here’s a sample of the magnitude of changes)
  • Changed the way Nimlot audio is played so that he hopefully doesn’t speak over himself as well as increased the range to where it’s supposed to be (after you break into the main courtyard) as well as added some additional random taunts after his bedtime story.
  • Fixed issue with explosives not spawning on cart
  • Added configuration for enemy spawns. Command to open: dc raidconfig

v2.1.2 changelog:

  • Fixed archer spawns not working
  • Made NPCs desert slowly after Nimlot dies if not in combat
  • Fixed some subtitles for Nimlot
  • Implemented a little bit of hate
  • Added setting to suppress fatalities (they’re very annoying against big groups)
  • Added setting to auto-despawn corpses after a minute
  • Increased cooldown slider maximum values to 120 seconds (from 60)

Here’s a picture of the new settings window with the various options:

5 Likes

:heart_hands: