it’s obvious that none of the pro faction present here is a conan exiles modder. that’s no big deal, but it explains the not working stuff like “pay the modder some money, let him sign a contract and done”.
that will not work for one simple reason: modding is not the same as base game developing. as modder we have to use workarounds, tricks and a massive amount of creativity to archive stuff which is a no brainer if it is implemented by a funcom dev. modders can’t use c++, they can. not all systems are easy moddable but easy to change in the developers enviroment (and easy did not means without effort!). this special enviroment, called the devkit, makes mods only valuable as idea source but not as implementation source. integrating mod sources directly into the base game makes literally no sense
ok, the mod sources are most of the time (if not all the time) not relevant for the devs. only the idea. the ideas which you can find also in the forum, in the suggestions section. no need to buy modder stuff and sign contracts.
but then why did the devs did not use all the ideas? also a very simple reason: it did not fit the big picture or they have other stuff with higher priorities. some examples:
- pickup all placeables and building parts: it’s a survival game. the grind is part of the game. if you want less grinding go to a private server with higher resource rates. that’s the devs solution. we don’t have to like it but that’s the devs setting to counter the grinding and not pickup.
- visible weapons: the way it is implemented in my mod Fashionist is also only a workaround. it did not work for all armors and weapons - floating and/or clipping weapons are the results. what would something like this look like when the devs implement it?
- they would add some kind of holster for every weapon. no more floating weapons.
- than they need a dynamic system to place the holster at the current armor to prevent clipping.
- the community would dislike a holster which is not fitting to the current armor style. so we need separate holster for every single armor set.
at this point the simple feature “visible weapons” generates a hell of work for a very little visual effect and therefore rather uninteresting or low prio feature for the devs.
- chat: we have a chat (at least on pc) and it works, somehow. not pretty and no comparison to the chat from pippi, but we have something. so what will have more weight? something that doesn’t exist or that just doesn’t work (e.g. the thrall AI
) or the beauty of a basically working functionality? also you always have to consider the need for such stuff. for me personally the base game chat is enough. every effort that is invested there is wasted in my opinion, especially when topics like the thrall AI (which is much more important to me) are pending.
enough examples
some ideas have already existing solutions in the base game. sometimes we don’t like the way (pickup vs. harvest rate) and that’s ok but did not change the fact that’s it is already possible to circumvent the problem and additional solutions for the same problem will be rated down on the priority list.
some ideas did not fit into the world the devs have implemented. I love the mod GCAM but I hate the office building with glass front you can build with this mod and I doubt we will every see glass building parts from the devs. at least not in the same way as GCAM adds the glass parts. it’s not really conan like.
and one more point why ideas/suggetsions did not find the way into the base game: time and staff. both are limited resources.