Conan Exiles

Conan Exiles

204 ratings
Al-Merayah Reborn (by Xevyr) v2.1.2
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NPCs: NPCs
Features: Features
Map: Map
File Size
Posted
Updated
2.104 MB
26 Mar, 2025 @ 1:24pm
19 Aug, 2025 @ 3:27pm
5 Change Notes ( view )

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Al-Merayah Reborn (by Xevyr) v2.1.2

In 1 collection by Xevyr
Mooooodlist
34 items
Description
This mod adds back the Al-Merayah Siege Fort on Exiled Lands and allows admins to toggle it on / off


Features:
  • Al-Merayah PvE Siege Fort
  • Raidable NPC base designed by Funcom and later removed from the game
  • Respawn timers configurable, log in as admin then use the console ~ and type dc raidconfig
  • Admins can toggle the Fort on and off at will (dc togglefort)

Note: This was not something that was ever available to modders in the final form, only the separate assets that make it up. As such, much more work went into this than merely "turning it back on". Some minor bugs I fixed along the way (like NPCs that kept appearing all over the map - that shouldn't happen with this) and there's a chance to further improve things down the line. For now it's supposed to be largely similar to what Funcom removed in the March 25 update.

Workshop ID
3452606731

Compatibility:
Compatible with everything. (except stuff trying to add things to the excat same location ofc)

The mod does not contain any altered basegame assets and doesn't have ANY load order requirements.

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:
  • The Purge Mod (Introduces a similar system to the old purge)
  • 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 the case of mods that do not contain altered basegame files.

  • I will update my mods on my terms and my terms alone. If you don't like my update schedule, don't use the mods.

  • Mismatch errors are not the fault of mod creators. If you need help understanding this concept, visit the discord.
85 Comments
21 Apr @ 8:52am 
okay, thank u :)
Xevyr  [author]
21 Apr @ 8:51am 
@Jeri No, it's only for Exiled Lands, however it should work with most map extensions that don't interfere with that specific area, just not completely standalone maps.
21 Apr @ 2:28am 
Will Al-Merayah Reborn (by Xevyr) v2.1.2 work in another mod map, for instance Sapphire Exiles?
26 Mar @ 7:52pm 
:'( That's so unfortunate. If you ever consider doing some I would love to try them.
Xevyr  [author]
26 Mar @ 7:10pm 
I am not currently working on any new raidable bases though!
Xevyr  [author]
26 Mar @ 7:09pm 
Yea ofc, raidable bases like this can be created as mods. It doesn't have to be Al-merayah, in fact restoring this actually took more effort than just making a random one from scratch as the original little map portion that housed this fort was part of their event system and was never included in the devkit, so I had to make tools to read data from the game first on how to set it up :)
26 Mar @ 6:33pm 
Could this mod potentially allow you (the author) to create more mods of raidable structures? Cuz as someone who always end up playing at servers with very few people I always wanted to have stuff like this I could raid without building it up myself.
17 Feb @ 5:49am 
console command type `dc raidconfig` (Thanks Xevyr)
11 Jan @ 11:56am 
Ah yea i have seen that comment so Im now trying something different such as using Pippi to try and see if i can make the stats normal with the Pippi moddifiers so i can keep the map to maybe..
Xevyr  [author]
11 Jan @ 11:09am 
Well the previous person identified it as grims map apparenly, so if you're not using that one then perhaps there's others like that.
As for why would it happen? Almost certainly if they have a hardsaved copy of the stat modifications table from before Funcom added the Al-merayah fort making it so the stats definted for those soldiers don't exist in the game. So basically a mistake made by some modder whose mod touchest the stats of NPCs.