Mek-kamoses missing due to mods - Which ones known to do this?

I’m sure others have had this - I even saw a post further down, though it was of no help for me. So, others who have had this issue, which mods are known at this point to do this? I am running 94 mods, and if I can cut down my list of possible culprits to something much less than 94, I would be very happy.

Anyone? I’m NOT using EEWA for the record.

@Xevyr had suggested to someone else who had this issue that they should remove half their mods (after making a backup of the database of course) and see if that fixes it. If not, you can then remove another half, and another until the problem is fixed (or add them back, half at a time). Best of luck.

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I do know the basics of troubleshooting with mods, but like I said I’m using over 90, so Im hoping there will be others who have had this issue and fixed it and can post which mods have caused troubles, to help narrow things down.
thanks

e58

Every mod you use adds risk of something breaking. When you have that many, it’s more impressive your game runs at all.

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Shush :angry: I deliberately keep my mods separate so people can install them in a modular fashion :stuck_out_tongue: so no fair blaming things on a large number of them, it’s not a quantity thing, it’s a quality thing :stuck_out_tongue:

That’s roughly 6 restarts of the game with the method suggested to you… :man_shrugging: Takes about 10 minutes on a good computer, certainly faster than waiting for someone to figure out the magic mod :stuck_out_tongue:
However it can be way faster if you apply some logic and try to just disable a handful of map / NPC altering mods before and if it’s among those then your pool of culprits will be much smaller.

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Guess what, Ive been modding games for about 20 years. I am aware of this fact. To me its worth the risk. If something breaks, I figure out how to fix it, and then move on.

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It never hurts to ask, right? I mean, thats one of the things community boards like this are for - asking questions.

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No, it doesn’t hurt :man_shrugging: but it’s kind of a waste of time on your part imo :slight_smile:

There are 3 thousand + mods for Conan Exiles and a very large number of them are made by hobbyists with very little coding experience, whose goal was to just change something for themselves and didn’t think too much about following best practices for maximum compatibility with other mods and future updates.

So while it doesn’t hurt… there’s very little we can tell you without even seeing a modlist, so if anything, in a case like this you could be the one supplying us with the information once you quickly track down which one was causing it in your case, you could post it here for the rest of us to see :slight_smile:

Then the next time somebody asks we can mention this one alongside EEWA too.

I can tell you that it will be any mod that has an accidentally or deliberately saved copy of the spawndatatable (so adding / altering NPCs / pets / mounts / etc) or a conficling ID or something that deliberately removes dialogue NPCs (merchants / trainers etc.) perhaps lore-centered ones that want to get rid of the regular EL lore to implement their own?
So looking in that direction might help.

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Maps… Either fully custom or edited originals.
Funcom messed with skyboxes for this Kurak stuff to create the solar eclipse.
Anything that pokes around on the skybox is likely to cause the entire kurak dungeon and relevant triggers to fail it seems.

I am not a modder myself but I use a beautiful modded version of Exiles Lands called Tir Na Nog and some strange things (not in a good way) happen there now.
Unfortunately, Funcom has neglected to insert the related assets into the devkit so the modders can not access any of it to adjust their mod for this update/patch.
That is on Funcom, not the modders.

With my game, it was one of the mods that add content to / modify terrain in the Exiled Lands, i. e. all of Snowhunter’s dungeons, Caverns of Set and similar. Removed all of them, dungeon teleporter reappeared.

Don’t know which one was the one in question, but of the 90 mods you have, I guess less than 10 modify the map - there aren’t that many mods of that kind, after all. Test those first.

Since they did alter the map I would start taking out every mod that is falling under that category.

I can list you the mods that I use and do not give me any trouble if that helps, but keep in mind that those might not apply to your game, since you are running a lot more mods then I do. So it can also be an constelation of several mods that interfer with each other that is causing you trouble.

  • Armor and Weapon Stats in Bench
  • Less Building Placement Restrictions (main, no addons)
  • Mod Control Panel
  • Edit Appearance
  • Auto Lights Off
  • Reliable Meteor Showers
  • Inventory Compactor
  • Improved Quality of Life
  • Barbarian Barber
  • Akubas Salon
  • Emberlight
  • Pippi

Not my modload order, just the list of what I have.

Hope you find the culprit.

Not sure what you mean by this. We have all the kurak monsters, npcs, decorative stuff, kurak teleporters, eclipse control, access to the uds; what is critical we dont have access to?

I will quote part of a discussion here between the creators of the map:

“okay, I have really tried to make the event dungeon playable, but the things that normally make the mobs aggro just don’t work. And since I cannot touch any of the assets of the dungeon itself I do not know how to fix this.
on top of that, people mention that the sky is now acting weird, as somehow the solar eclipse that you have in the dungeon is now bleeding into the normal sky of Tir-Na-nOg”

Its not me working on this. I am simply relaying what I seen as part of the problem with edited maps, the sky and the dungeon itself. All of them being connected it seems, but not accessible in devkit.

Its not surprising that a mod that touches the map would have issues, especially because you dont want to throw away work to accommodate a temporary event. The converse is also true; funcom has to do what is good for the game and can’t be held up by everything any modder decides to do. We can do all kinds of crazy stuff and sometimes, thats going to mean our work gets snuffed. Just how it is. One thing that is an option is recreating the event; that is also an option if say I wanted it on Isle of Men. Its a lot of work yes, but once we make/touch maps, thats bound to happen.

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For sure! Any modding risks problems.

I would stick out my chin a little tho and claim that without mods and the stuff they add to the game, Conan Exiles would be done for long time ago.
Funcom also claims they support modding, hence the devkit exists and is available.
Would make sense if the devkit then followed the game itself as far content I think.
But hey, that’s just my opinion. =)

Are you devkitsplaining to the world renowned published map author Darthphysicist on how it works?

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