Conan Exiles

Conan Exiles

395 ratings
The Purge mod (by Xevyr) v2.4.0
4
2
2
2
2
2
30
6
6
5
4
4
3
3
3
3
2
2
2
2
2
2
2
83
   
Award
Favorite
Favorited
Unfavorite
NPCs: NPCs
Features: Features
Admin: Admin
File Size
Posted
Updated
3.386 MB
2 Nov, 2024 @ 4:23pm
15 Apr @ 1:37pm
14 Change Notes ( view )

Subscribe to download
The Purge mod (by Xevyr) v2.4.0

In 2 collections by Xevyr
Mooooodlist
34 items
Mooooodlist_Siptah
34 items
Description
This mod introduces a similar system to the old Conan Exiles Purge.



Gameplay mechanic:
Through regular activities involved in playing the game, players gain the attention of The Purge, which is shown on the purge meter (visible at the bottom of the center panel on the inventory screen).
Once their meter fills up, their base can be targeted by The Purge for destruction. Waves of NPCs will attack and the player must defend against them or see their base leveled by the angry mob.
Whatever the outcome of the encounter, the purge meter resets.. and the cycle begins anew.

Note: While this system is based on the idea of the old purge, it was completely built from scratch and contains no part of the actual old purge. It doesn't interfere with ANY basegame systems and doesn't affect the vanilla stygian coffer purge so you can still do that too)

Note 2: Unlike the old Funcom purge, there are no NPC waves teleporting into your base if they cannot path to it ON PURPOSE.
There is a secondary spawning mechanic in case the primary one fails due to the lack of a clear path to your base, this will drop the requirement of a path and try to rely on visual pathing instead, however this can cause NPCs to spawn on top of cliffs / rocks and not able to walk to your base. Sadly a lot of this is due to technical limitations so for best results simply build a normal sized base in a pathable area.
Now, since 2.2, there is also a custom base analyzer that will try to map larger bases in case both of the initial methods above fail. This should make even your large castles and fortresses work to some degree, ofc results will vary, feel free to share your base in the discord if you want me to try and improve spawning for it when I get a chance.


Special thanks to Tephra from the Conan Exiles fan discord who was great help in pointing out when I designed very bad looking stuff and he also made all of the stock purge encounters in the mod using the built-in editor the mod has.
(except the cat... the cat was me..)

Features:

  • Challenging and fun base-defense encounters.
  • A chance to capture rare thralls if you manage to knock them out during a purge.
  • NPCs have their usual loot.
  • Works on any map. Some of the default encounters are set up with EL in mind, but they will simply work in the same areas on other maps.
  • NPCs spawned via the purge have their fatality-victim capabilities suppressed as it seemed to take away from the fluid combat when dealing with large waves
  • Highly customizable, has a powerful built in editor that allows you to create new purges in a few minutes, even using NPCs from other mods.

Admin commands:

These are all console commands that you type into the game console. You can bring up the console with the ~ OR Insert keys on your keyboard.
  • dc purgeconfig This will open the admin panel where you can change the purge settings as well as edit encounters.
  • dc startpurge # - This command will start up the encounter with the corresponding ID on the encounter list. The target is going to be the closest base you have to your location and this bypasses area checks, so you can test any purge from any parts of the map.
  • dc purgebase # - Same as the above, but you can use it to purge specific bases even if they're not owned by you. You need to look at the base while typing the command
  • dc abortpurges - This will stop any currently ongoing purges on the server.
  • dc purgelist - This will list the actual purges available at your current location (useful for testing if a zone is blocked for example)
  • dc setpurgescore # - Sets your own purge score to this value (for testing purposes)

About weighted spawn IDs:
While people are used to the admin panel and being able to spawn NPCs based on their unique spawn ID, the game itself (and also this mod) actually uses so called weighted spawn entries to spawn everything across the entire map.
This is essentially a recursive table of spawn groups and associated weights (chances). The way weighted tables work is that all weights (numbers) are added up for entries with the same weighted spawn ID and then their own unique weight is divided by the sum of them all.

For example: If 3 NPCs have the same weighted ID and one of them has a weight of 240, the second 200 and the third 40.
The sum would be 480 and thus the first one would have a 240 out of 480 (50% chance), second a 200 out of 480 (41.7% chance) and the third 40 out of 480 (8.3% chance). As you can see with this method they always add up to 100%.

The mod thankfully comes with a built-in weighted spawn lookup tool - near every field where such input is required - that can trace the weighted IDs back to their final selection of NPCs so you can see exactly what each ID can result in.

Workshop ID
3359158426

Compatibility:
Compatible with everything.

The mod does not contain any basegame assets and doesn't have ANY load order requirements.
It is safe to add / remove at any point even in the middle of a playthrough as it doesn't break your save file in any way.
While the mod will get updates for bugfixes (if we find some) / default encounters etc., it will not need to be updated when the game updates, unless Funcom changes something very drastic in the core functioning of the game.

Other mods may alter the weighted spawn table, adding / removing NPCs so keep that in mind. It won't break the mod ofc, but if you suddenly find 5 Rockslides attacking your base instead of 1, look at your other mods :D

Support and Donation:
Join discord for troubleshooting help, guides, news etc.

[discord.gg]

Should you wish to support me with a one-time tip, click here[buy.stripe.com]
Otherwise consider supporting me via Patreon
[www.patreon.com]

Some of my other mods:
  • Simple Minimap (Helps you see where you're going.. it's a minimap that works with controllers too)
  • Twin-Bar (Doubles the capacity of your shortcut bar by allowing you to place 2 items in each and individually swap between them with hotkeys)
  • Armor and Weapon Stats in Bench (shows you the stats of things in the bench before crafting)
  • Reliable Meteor Showers (tiny super-lightweight mod that makes meteors rain sooner if there are less than 5 nodes on the map, solving the issue of scarce star metal - also adds the smoke back to meteor nodes that was removed in Chapter 2)
  • The Damage Meter (measure yours and your followers damage done / taken and dps, can also track 3 additional players)
  • All of the others...

Update policy
  • All my mods are made to be future-compatible with the latest version of the game and in the vast majority of the cases do NOT require updates when the game has an update.
    You can safely ignore any "outdated" warnings you might get from gportal or other services as those simply check the version number of the devkit used to create the mod (stored in a text file inside the mod) against that of the game, which is completely irrelevant in
163 Comments
8 hours ago 
I enjoyed this mod; cheers
Xevyr  [author]
21 Apr @ 6:44am 
Hey @Beanie :)
1. Preparation time is the initial wait time, the time between waves is only used between waves after you defeat a wave.
2. Not unless the vanilla game code makes them do that lol (sometimes NPCs do weird stuff), but no, I'm not spawning them inside bases, they will always try to be outside.
3. It's random weighted chance. For example if one entry is 4 the other is 1, then the first one will have a 4 out of 5 chance to spawn (80%), the second one a 1 out of 5 (so 20%) if only those two purges can happen in that spot.
21 Apr @ 2:40am 
oh, question 3. What does the weight in the encounter list mean?
21 Apr @ 2:38am 
Hey Xevyr. Just had our first Purge I LOVE IT!! Thank you for this mod. I do have a coupel of questions.

1. I have the time between waves set to 60 seconds, but it actually takes around 5 moinutes to spawn?

2. Should we expect the attackers to jump through walls?

Thanks Agsin!
18 Apr @ 9:44am 
I love that MOD, thx
Xevyr  [author]
17 Apr @ 11:58am 
The mod got an update yesterday, so you need to make sure the server you are playing on has also updated to the latest version
17 Apr @ 10:45am 
this MOD shows to be out of date
28 Mar @ 2:18am 
@Xevyr. I understand. It's just that we have a few players that are not fond of the purge system but I see that I can simply omit their base area with your mod, in addition to all the extra options. I will use it with AoC.
Awesome mods btw, we use several, your contribution to the community is greatly appreciate!
Xevyr  [author]
27 Mar @ 3:55pm 
@Max
How would one "disable the base game purge"? :)
Funcom switched over to the opt-in treasure coffer purge years ago, there are no longer any switches in the server settings to disable / enable that.

However, my mod is fully independent of anything in the vanilla game and comes with its own settings. There's no global "off switch" on it though, since that's the only thing the mod does, so if you want to turn it off you simply remove the mod :)

But you can configure pretty much anything, check out the attached video above for all the details and admin settings.
27 Mar @ 1:47pm 
Just out of interest, if one disables the base game purge system does this mod also respect that or do you have to disable it somehow in the mod as well?