I have started my trip down the rabbit hole

Also located my protected “hotel” area, and have designed out yhe way it works.

Using the mod that protects building damage, a player only has to build a 3 x 1 x 2 wall and door, and they will have a room for a bed and a chest to log off. The size should give them a 1/4 the max server decay timer, meanig it is for a temporary rest and enjoy real life spot that will decay if they stay offline too long.

The server owner can dictate theirbown hotel.rules, but the hard part will be done in the mod.

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So uploaded my first ever mod…But just a very simple one.

Safe_zones. It is a small noob river island cleared and made for admins to let players build a 3x3 safe house on raid servers.

What do you envision here? A server operator will need to run:

  1. Mod A
  2. Mod P
  3. Your Mod B

Just so I can understand how the flow will be. Any other progress? How is the dungeoning?

that sounds about right. I would have to check, but i believe the 3 other mods i need dont do any asset stuff. But i would actually think because last loaded takes precedent, and pippi and dm tool use game assets the orser would be

  1. My Mod
  2. Pvp off mod
  3. DM tool
  4. Pippi.

But havent really look into it too much. Most of the times it is asset id sharing that causes issue. A few may use a bo from another mod, so again order is kast one overrides any shared bp/map/table assets.

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So pulled back on any dumgeoning, as 3.0 is still lurking, and am afraid to lose time repairing if it changes things too much.

so reverted to a planning phase…

  1. figuring the tier chart for my Armor Break debuff. Hot it working, icon and all. i created 14 tiers. where you lose.x armor per strike taken by weapon.
    0, 5, 10, 25, 50,75 low tier white icon
    100,125, 150, 175. mid tier yellow icon
    200, 250, 300, 400. high tier red icon

i have a graph where material and weapon type are charted. lowest to highest
1h spear, daggers, shield, 2h spear, 1h swords, 1h axe, 2h sword, mace, 2h axe, 2h maul
Materials are stone, iron, steel, hardened, dragon bone/star metal, khaei/obsidian/eldariun, legendary

I will be adjuating armor pen in reverse on weapon ttpe. Meaning sharper pierces, broader damages armor, so creates variations for styles.

Tied intonthat i am reod8ng armor recipes, whee metal, hide, and raw tyoe (fur, beat, wolf etc) play apart in thoer armor rating and durability. This will offsett the new weapon stat chart. I am in excel mode doung the dirty work so when 3.0 launches i can pluf in the tables and my formulas do thier work.

so bisy, but mainly in “tool” creating to implement all my ideas.

1 more note, i am creatimg only 2 mew resources, Croms Ore and Croms Leather. Where do you get them, from recipes you destroy. UnNamed city/ Delving Bench, Tower,chests (no mpre weapons in chest, instead a recipe to learn tha legendaty). Weapons will be written on the ore, armors on the leather. All formerly unctaftable weapons armor will require either the Ct9m Steel (Crom ore + Steel Bar) or Cr9ms Padding (Croms leather plus hardened leather). May also create a few Cr9ms Weapoms amd Sets of The armor as well.

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Those are all valuable additions. You know, you said you’d be stepping away from leveling because of the impending update. I misunderstood, thinking dungeons were standalone modules. Is there no concern that weapons may change substantially in 3.0, or will this auto-adjust? You always put a lot of effort into your sheets, and they often seem like “living works.” (Thrall Guide, eg)

Your barracks idea is exactly what Official servers need. A small rack room in a non contended area, or even a Squad Bay with foot lockers, standing lockers. Or even proper Quarters with doors and space. So many people want to have their bro jump back on but the bro is reluctant. If he could transfer his 60 from Server 1880 and put his ruck down, he’d be inclined to join a battle or two.

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Interesting fact about item count in the devkit. There are 4915 items. Of that 1100 are tied to pets (babies, tamed, attacks). Building pieces and consumables ate the next 2 > 700, then weapons and armor at about 600 each)

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I do have Safe_Island already out. Will updgrafr it with aesthetics. I may use the idea for an area to create a 0vp arena. Same idea, 16 barracks around a larger center where the admin can create there pvp arena. So players can show, use the batracks as a spawn point and have thier pvp games gear there.

And yes, i am designing a few “pvp quest” dungeins. But i want those to be badd ass. And i will need all this stuff on the foundation of those dungeons.

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Hey there @biggcane55. Now I believe you had a question my good fellow, and an answer is in order.

To be perfectly honest with you biggcane55 I have never heard or happened upon this before in either Robert E Howard lore or Expanded Universe lore.:thinking: It may be worth asking you friend or correspondent where he has heard this from. It is not that I am intent on disproving his claim. But rather he may have happened upon something which I have missed, and if that is indeed the case I would love to not only read it myself, but even add it to my Crom thread.

If you are looking for a physical depiction of Crom for use on a shrine or altar, or to forge a theme, then there are a couple ideas I pitch your way. One is simply that of a grey bearded warrior. Another is Crom has been known to hurl both star metal meteors, and especially lightning. When he came to power and defeated Shuma Gorath Crom manifested as a storm cloud and he enveloped the demon in lightning, imprisoning him within his great mountain of Ben Morgh. Years later when two sorcerers intent on freeing the demon approached his mountain he unleashed a freezing blizzard then struck a large boulder with lightning, burrying them both under an avalanche. And a new one courtesy of JJDancer, I am informed that a Mitrean priest intent on executing a captured Conan was struck in the chest by lightning and killed, believed to be from Crom. Croms afterlife is also described, in Howard’s own lore as as a bleak grey realm of of swirling icy winds. So lightning and storms seem to pop up often. But then in a final take, Conan often descibes his gods using terms such as Crom and his “brood”, “devils”, “dark sunless race”. So it may be that he actually looks like something quite horrific or even ‘unholy’. My apologies, I know I have just bombarded you with much information, and very heavily summarised at that.

But I would again gently remind that this is your work of creativity biggcane55, and I do not want to disuade you from your own vision. And if you feel that a crow is a good fit, then I would say go with it. :smiley:

2835853997\Conan_Conquest.pak overrides funcom asset ( 8 ):
Base/Materials/M_Invisible_01.uasset
Dev/AlmostEmpty.umap
Items/BPGameItemWeapon_Acidic.uasset
Items/Weapons/Maul2h/BP_Item_MaulBase_Siege.uasset
Maps/ConanSandbox/Art/Heightmap/Heightmap_x5_y2.umap
Maps/ConanSandbox/Gameplay/Camps_NPC/Camps-Mod-022.umap
Maps/ConanSandbox/Gameplay/Gameplay_NPCs_Swamp_West.umap
Systems/SpawnTable/EquipmentTemplateDataTable.uasset

Base/Materials/M_Invisible_01.uasset

So first off, I’m guessing M_Invisible_01 is one not supposed to be there. So that needs cleaned up.

Items/BPGameItemWeapon_Acidic
Items/Weapons/Maul2h/BP_Item_MaulBase_Siege

Probably can be done with a mod controller, depending on what you are doing.

Systems/SpawnTable/EquipmentTemplateDataTable.uasset

Definitely doesn’t need to be there, a mod controller could handle that one for sure.

Maps/ConanSandbox/Art/Heightmap/Heightmap_x5_y2.umap
Maps/ConanSandbox/Gameplay/Camps_NPC/Camps-Mod-022.umap
Maps/ConanSandbox/Gameplay/Gameplay_NPCs_Swamp_West.umap

This one is less of my area of expertise, but there are “Mod_Camps” in the devkit so that you don’t need to hard edit terrain. If you are only ADDING, then its the most efficient way for yourself (maintenance) and others. If you are needing to actual EDIT the height map, then ya then what you did here would be the only way to go about doing it.

If you are unfamiliar with mod controllers, that’s normal. Every new mod creator learns about them and their usefulness. Here are some resources to help you out.

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Thanks, yeah i forgot to rid my mod of some tinkering i was doing. I used the mod controller, but reality is i didnt need any tables, blueprints in this one. i wll go in and clean all that “junk” out.

As for the terrain edit, i chose that spot because it only had a legendary chest. And simce there so many of those, it could afford the deletion. Had to edit the heightmap to clear the spawns and foliage, and make a flat surface as well. rest of the heightmap is untouched. I did use a mod camp, literally for the build block set up and poles only. Thanks for letting me know. I prefer not to edit too much in game stuff when i do the big pvp overhaul i am working on, mainly data tables and some BPs i will need for the armor break debuff on all weapons.

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so ky next modbis literally going to be dragon powder and explosive jars.

2 new building pieces
A dragon powder barrell and a Explosive jar station.

Dragin powder stack will be reduced to 20 and have 1 hiur decay rate. Cant store in feeders, thrall pot, preserve boxes. Can extend timer onndecay by olacing in a 15 slot barrel by 24. Only dp can go in there. So 1 day decay rate using hhe barrels. The explosive jar station will show up on map like a t3 altar, signalling aggressive clan. only jars will need to be crafted there, so all other explosives can stay “hidden”. Should be done by this weekend.

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I think something like this “reputation” framework would be ideal for your purposes. Thought I’d crosslink with a heads-up in-thread, like to see it here it go:

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Any updates?

Had to scale back last week. Work JavaScript burned my brain to pulp as far as data/programming. Hope to be back into it this week.

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Just remember it is a marathon and not a sprint. You got this!

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So completes the explosives mod.

Dragon powder, Jars, barrages all now have a decay rate. None can be put in freezers or feedboxes to extend it. Dragon powder can be put in a new barrel to extend decay by 10x.

Moved recipes for jars, barrages and traps to the new Explosive station (improved alchemy model). This station acts like a t3 altar and will have an icon on map. This signals your clan is in war production to server, and gives a target to try and stop that production.

Next mod. …T4 Fence Foundations. These will be expensive to make, using crom stone and lotus flowers (for varying colored Ct9m bricks…black, mossy green, gray, white, and reddish brown) along with crom steel. These walls will have 1,000,000 HP. The only way to get Crom brick is from dungeons and control camps. These will be my modded camps. The fences are meant as an expensive outer layer. They cannot be repaired, and cant be picked up. Meaning the doorway is the doorway. This will be part 3 of 4 parts I am doing for pvp servers. The last is a weapons and armor overhaul, involving armor break debuff.

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