Conan Exiles

Conan Exiles

The Purge mod (by Xevyr) v2.3.2
114 Comments
Xevyr  [author] 16 hours ago 
Cool!
Fluttervi 8 Oct @ 5:27pm 
xevyr, just lettin you know prob hasnt re-occurred. likely some jank in their patch last month, threw a few other mods to the wind (ghosts of the cataclysm, various clothings that appear in fashionist bench) most other issues now resolved.
Morbus 26 Sep @ 3:24am 
had a similar problem. purge occured, was great, then after the npcs de-spawned the meter didnt go down. did some fiddling, followed fluttervi's example, set teh value to 175,000. then i set it back to 20,000 and the meter went away.
Xevyr  [author] 24 Sep @ 9:34am 
Good to hear you solved it, though it would still be nice to know how it happened. Let me know if it comes back :) Would be nice to find an actual bug with the thing as opposed to just spawn complaints :D :D though I suspect it was just some server weirdness because of the update.
Fluttervi 24 Sep @ 9:23am 
ok, prob solved...well sort of. had an idea, reenabled and slaughtered snakes..next cackle of hyenas....so, set purge value 175,000 (purge still came even though only half a purge bar) defeated hyenas and behold.....purge bar empty. it could have just glitched out, ive been having some odd goings on since sep hotfix anyway (neckseams are back for me, but werent there a week ago). so just gonna roll monitor and see how it goes, thanks for replies.
Xevyr  [author] 24 Sep @ 6:58am 
That sounds very strange lol, but by the sounds something is up with your server itself.. especially if you disabled the mod, then you obviously shouldn't even have a purge bar since it's part of this mod - which means that your attempt to disable it didn't take.

If you want you can join discord and I can help you brainstorm, as far as I know though the mod works fine (I have it on my server too and I played after the Funcom update) so it's more likely to be some server host weirdness. It's a bit inefficient trying to diagnose that on here with no pictures and character limits
Fluttervi 24 Sep @ 2:46am 
Fraid not bud, target score 75000, action penalty (your values), over time reduction 250/ph. As it stands ive had to turn off the server, (too late to deal with commands last night) as after i posted last nights comment, i disabled the mod, went back to game and a slitherin of snakes was still coming and purge bars still climbing. cookies has updated twice during the last 3 days but cant see that being culprit. tbh, the games been having wierd jank since latest patch (sept hotfix) and were on ghosts of the cataclysm, which hasnt been seemless recently (back in aug it was great)
Xevyr  [author] 23 Sep @ 6:42pm 
Are you sure it's not just misconfigured? For example setting the target score and other values in a way that a single action fills up the bar would have the same effect.
Fluttervi 23 Sep @ 6:34pm 
xevyr (exactphone) hey bud, not sure if its your latest - or funcoms latest (sept hotfix) but somethings borked in a big way bud. purge wont end, that is to say my char, has been through a army of demons, a cackle of hyenas, a group of weary exiles, a brigade of black hand and now a slitherin of snakes is on its way, all in the last two hours, a new purge starts the moment the old one finishes. normally i wouldnt mind for a bit as its something different but im actually operating a server with other players, some that seem quite new to game. this would be too much. for the record, i aint changed mods over last week and earlier in week all was working as it should this is first purge in 3 day on server, and its seems endless. just thought you should know.
Xevyr  [author] 22 Sep @ 12:30pm 
There, I cleaned up the description a bit and devoted a much larger section to explaining this :) Hopefully that will help - well at least in the rare cases where people skim through the description before posting
Xevyr  [author] 22 Sep @ 5:44am 
I never said or thought that you're attacking the mod or that you were malicious in any way.

I simply said that we probably don't need any more comments about spawns being janky, because 90% of the comments are already about that, despite the mod description above already explaining that this is a technical limitation of the game.

Most people don't build on cliffs or in caves or into landscape features, but they also have no reason to come here and post comments, so all we get is this.
And usually nobody checks the previous comments, so I spend 30 minutes or more each time trying to explain and edit a response that can fit into the silly 1000 character limit of Steam.
aethelbirht 21 Sep @ 8:22pm 
Sorry. I wasn't trying to attack you or your mod, which as I said I really appreciate. I was simply explaining that I haven't built an "inaccessible base" as you keep claiming--parts of it do take advantage of natural features to channel enemy attacks, or I thought that's what it would do. It seems to have largely succeeded, but I'm getting some odd results, especially waves spawning inside terrain features. My understanding of your responses to comments below seem to say that some of this strangeness is simply the result of the limited AI of the game's NPC spawn mechanics. If I misunderstood this it's simply due to ignorance, not malice or negligence. I'm not a programmer or a modder, and these mechanics are beyond me, I'm afraid.

Anyway, I'll shut up, since I only seem to be provoking the situation the more I try to explain. I really do appreciate all your modding work for CE and hope that you'll keep it up.
Xevyr  [author] 21 Sep @ 7:00pm 
And while I appreciate the positive note at the start, this was the very reason comments on this mod have been disabled up to now.

Most just come here to complain about the spawns while building in ways that simply exploit the limitations of the game. (the good ol "let's shoot the NPC from the rooftop with blunted arrows, cuz they can't do anything about it - but trying to supersize the concept to entire bases")

Fair enough, obviously it would be nice if we had magical enemies that could raid like players and everything worked well, no matter how remote and elaborate your build is.

The bigger issue is that this is explained in the mod description above and if you actually read through the comments, I have explained it time and time again in detail to where it's just taking up too much of my time.. since nobody bothers to read any of that.
Even with the best of intentions this whole comment section is turning out to be just an echo chamber of the 1% who had spawn issues..
Xevyr  [author] 21 Sep @ 6:55pm 
But... I literally just explained it... there's no proper path the NPCs can navigate and the map has empty pockets..
If an NPC already doesn't have a way to your base, how would it know the difference of whether it's stuck at the base of the cliff they can't climb.. or behind a mesh rock with empty space there..
aethelbirht 21 Sep @ 6:36pm 
That's not what I'm seeing, though. Only parts of the base are at the tops of a cliff; the gate for example and most of the exterior walls are completely accessible up a completely open, very gentle slope. The waves that spawned at the base of the cliff seemed unable to find their way to the more accessible portions of the base, so they just clustered at the bottom of the cliff. As for why some of the waves were spawning inside rocks, I have no idea.
Xevyr  [author] 21 Sep @ 6:27pm 
@aethelbirht
Well yes, if you build in places deliberately where NPCs cannot navigate to.. (like surrounded by water or on some cliff with no path, only elevator access etc.).. they can't fly so obviously they can't get up there so no actual path exists to you... which means they will try to spawn where where they can, like for example if the map maker left hollow pockets behind rocks.

Funcoms old purge deliberately spawned the entire wave inside your base when that happened. Funcoms new purge outright tells you that it won't even bother trying..
Mine attempts to still find a way without doing either of those things, with a pretty okay success rate, but if you deliberately made it impossible for it to work properly, then how pretty of a result you get will involve some luck.. You never "have to" ghost in to kill them though as they will time out on their own if you just wait, it was designed to run on servers without admins babysitting it.
aethelbirht 21 Sep @ 3:59pm 
I adore the mod; it brings back some of the tension that was missing from single player with the new purge. Knowing it's about to hit you gives a little tinge of excitement that's lots of fun.

However, from what I can understand about the AI governing purges in Conan Exiles, if you like to build in places that would be defensible in RL, you're going to have to put up with a certain amount of jank. This last exiles purge, some of them were spawning trapped inside rock outcroppings (I had to ghost into the rock to kill them), and others were crowding around at the base of the rocks that a part of the base was constructed on (I killed those with gas arrows fired from the rampart atop the rocks). It's still worth it to experience something like the original purge, but the base game AI just can't perfectly handle anything other than a base built almost completely on a flat plain with no natural features anywhere close.
professor_xavier2 15 Sep @ 5:25pm 
Thx a lot. Fantastic mod. Ive been playing with it and creating my own mobs for months. Just one curious thing i would like to share that may be happening with the new change in the spawning mechanics. I often spread rats by the entrance of my base to aggro the mobs and allow my archers to take a couple more shots in. But the critters tend to wander off and i was under the impression that the mob seem to account for that and spawn further away. Not really a problem. I just wanted to point this out.
Xevyr  [author] 14 Sep @ 10:16pm 
If you want to trigger it right after the bar turns red, then simply set the chance to 100%.
If you want for the chance to increase as they go further into the small portion of the bar where it turns red, so that when the bar is full they reach 100%, then set whatever starting chance you want and tick the new escalating purges setting
professor_xavier2 14 Sep @ 9:30pm 
The new features for the Purge meter are intended to delay or to speed up the Purge trigger? Since the last update i noticed it is taking a lot of time and a full bar to trigger. Previously with the 30% default chance it used to trigger a few minutes after the bar turns red. Per the description i thought raising the chance percentage and ticking the new option would make it faster to trigger. If i want it to trigger right after the bar turns red what would be the best config?
Xevyr  [author] 10 Sep @ 8:26am 
Let's see if we can try having comments again :P

The reason they were disabled was because the same comment has been repeated over and over to the point where people didn't even read 2 lines below :D
With the new update the experience for those extreme sized bases should've improved, but remember, read the description, watch the attached tutorial video.. read the other comments below.. and if something is still unclear, let me know.
Locky09 1 Dec, 2024 @ 1:58am 
great mod by the way thank you also our purge meter has just stopped working it increases to full stays there and dose not execute a purge anymore?
Locky09 1 Dec, 2024 @ 1:57am 
Not that big hmmm no option to increase spawn range
Xevyr  [author] 30 Nov, 2024 @ 11:38pm 
Read below.. base most likely way too big
Locky09 30 Nov, 2024 @ 11:30pm 
The purge spawns in our base behind the walls?
pizzapasta 28 Nov, 2024 @ 4:42pm 
This is all I wanted, the old purge system in tandem with the new system. Thank you for making that possible!
Xevyr  [author] 18 Nov, 2024 @ 9:27pm 
Yes, that's pretty much it. Very large bases run into the limitations.

The jest of it is that in the game NPCs can't actually walk anywhere they want to like players, there are very small and strict zones where they can navigate and generating these areas gets exponentially more expensive the bigger they are.
Any sort of pathfinding for point selection etc also relies on this. (it's why the Funcom stygian purge can also very easily fail despite it looking like there was plenty of free space for their tent)

In the future if I'll have the time to work on this, I might try to come up with a more complex approach for larger bases, idk.. like trying to find a section of it along one side and target that instead and then try to move the target mid-purge.. something like that, it's just going to be a LOT of extra work, but for now it's best to stick to smaller bases if you want "pretty" purges. :) If you're fine with NPCs spawning inside, then larger ones work too.

Thanks
Zool 18 Nov, 2024 @ 9:10pm 
Thanks Xevyr. I did wonder if it was something to do with my base size. My main base is very big and would probably be considered complex.

I did get a 3rd purge as I was at a small base I keep near New Asgarth, Nordheimer purge and the only problem I had was one mammoth stuck inside a foundation block, had to destroy the block to kill it but no issue there, otherwise it was a great purge and almost kicked my butt.

Great work and thankyou.
Xevyr  [author] 18 Nov, 2024 @ 1:39pm 
Ah, makes sense :)
TigersFangs 18 Nov, 2024 @ 1:27pm 
I did. I have this odd habit of trying to read and understand all documentation provided for most things. Which also makes me appreciate your thorough documentation.

I say "next run" because I had decided months ago that I would be starting a fresh save after this latest update just because it sounded like fun. ;)
Xevyr  [author] 18 Nov, 2024 @ 1:10pm 
Thanks :) Though just going to mention in case you didn't see the compatibility section above, that you can add / remove it at any point in the middle of a playthrough without any consequence
TigersFangs 18 Nov, 2024 @ 1:07pm 
@Xevyr: This mod is brilliant! Thank you for the time that you and Tephra put into it. I am really looking forward to adding this to my next run.
Scheherazade 18 Nov, 2024 @ 6:48am 
All makes sense Xevyr, it only means players repositioning defences, thanks for the information, it is extremely helpful, like every server we have a couple of cities so repositioning guards isn't an issue. Please keep up the great work, this mod is awesome
Xevyr  [author] 17 Nov, 2024 @ 12:34pm 
Yea, I just had my first "real" purge as a player on the character I started on my server not long ago. Things seemed okay. I had one NPC end up on a roof, thou he didn't spawn there.. Funcom has some code that when NPCs think they're stuck (even enemies) they can do a very short range teleport and that put a shaleback on my roof with half HP :P (bastard killed my pet rat I stashed there).

But otherwise, things looked cool and it was quite challenging :P (slow progression so I was only level 18). Shaleback purge is no joke for low levels lol.
boe 17 Nov, 2024 @ 11:36am 
ir is prob the location we are yousing XD
we have made the pitfall pass into a base
Xevyr  [author] 16 Nov, 2024 @ 3:02pm 
I put together a FAQ in the discord answering most of those questions in more detail. The short answer though is that when things don't work as you would expect it, 99% of the time it's the base.. either way too big or in a location where it cannot be pathed to properly.

Sadly there's only so much I can do for these edge cases, we're working within the limitations of the game here, but I'll try to see if there's anything else that could be done the next time I work on this.
boe 16 Nov, 2024 @ 2:47pm 
is there any way to make the purge be created father away for ones base ??
we are havin troubels with them sporning inside the map where we cant find/kill them
Nathan the Dwarven Shark 15 Nov, 2024 @ 7:49am 
Another idea, for the dev, probably not possible but an idea is an idea.

Spawn points. Admin place able, if a purge is happening near by, if a spawn point is placed somewhere, the purge waves will spawn from that.

At least then, in singleplayer, players have perfect control over where waves spawn.

For multiplayer, admins could set it up for players (and keep watch to make sure they aren't being abused or anything)
Nathan the Dwarven Shark 15 Nov, 2024 @ 7:47am 
So something I do, for anyone having issues with spawning, is this:
Stop the purge via commands. After a few moments any currently spawned enemies will despawn.

Go to the entrance area of your base, then restart the purge via commands.

At least for me, I had a separate structure as an entrance (a gate house). When you start a purge via the command, it uses the closest building to you as the target so I just made sure to be in that building when I did the command (you could also potentially create a tiny base outside of your main base, and use that as the intended target for purges. I believe purges spawn at least 60 meters away from the target, so ensure the tiny base is that far from your main base, might work, dunno)
Xevyr  [author] 15 Nov, 2024 @ 7:45am 
So I figured this is a good compromise... people who built a ridiculous sized city would still be able to have some form of a purge by dealing with "infiltrators" rather than straight up siege attackers (which is actually quite realistic for a city that attackers would make it inside and organize within to attack a specific building).. The other option is that the mod would simply not work after a certain building size limit..
Xevyr  [author] 15 Nov, 2024 @ 7:42am 
There is, however in that case it would simply not work at all on those bases at all.
There are technical limitations at play here as I mentioned before.. The issue is that the base is just too huge, the purge is trying to spawn between 60-95 meters from the center of your base..

The fact that it spawns inside your base means that the base you're trying to have a purge at is AT LEAST the size of New Asgarth (which is roughly 120m in diameter which would be the minimum 60m radius from the center).

I can make it not spawn on landclaim, but if the 60-95 radius contains no points that aren't on your landclaim (it's already avoiding your neighbors landclaim btw) then it simply would silently fail and you'd never get a purge at that base.
Scheherazade 15 Nov, 2024 @ 7:04am 
Love this mod, this brings back somethings like the old purge only way better and being able to configure it so that even the river is no longer safe is awesome, i have personally set the difficulties and mob types according to the biomes and zones so that the purge feels relevant. One small issue is that mobs spawn inside your base, making all defences irrelevant, is there a way to make them not spawn on claimed land, but close by?
Nathan the Dwarven Shark 15 Nov, 2024 @ 1:46am 
Just had an idea for how a progression style difficulty system can be added.

All waves in an encounter, after the first wave, have a Threat requirement.

When a purge triggers it picks the nearest high threat base.

How does a base gain threat? Being victorious over a purge.

You beat a purge? Your base gains +1 threat.

Could even have a minimum threat and maximum threat, so certain easier waves (or encounters) are disabled for high threat bases.
Xevyr  [author] 13 Nov, 2024 @ 8:14pm 
Most likely you have some more complex / inaccessible base and it couldn't find a proper location to attack from (you would see a mention of this in the logs if you search for "Purge mod")

The first one already indicates it was using the fallback spawning - meaning that it cannot find a clear path to your base - since that's the only one that can spawn under foundations (even then the base would have to be huge as well)

But yes, if you have like a super large and inaccessible fort, then it will have issues, there's just technical limitations. If you just want to have fun with it in SP though then you can block off your current base with a purge-free zone and build something more modest in an accessible area.
Zool 13 Nov, 2024 @ 6:31pm 
Just had my second "purge" with this mod.

The first was big cats and several appeared in or under foundations and couldn't be found until they had destroyed a foundation stone.

The second was rocknoses. The messages announced the waves but over 1/2 an hr of searching around my base where the purge was, not a single rocknose was to be seen. I even went admin/ghost and searched under the meshes/map but nothging. Not one.

I couldn't find any parts of my base destroyed nor any missing guard thralls.
alexandr.vaganov 13 Nov, 2024 @ 5:37pm 
bro, enemies appear in the extreme foundations, is it possible to fix it? and so the mod is just a gun, you returned the motivation to play conan)))
Xevyr  [author] 13 Nov, 2024 @ 3:11am 
@Dreaguh Yes... attached video above
Dreaguh 12 Nov, 2024 @ 9:45pm 
3 of us*
Dreaguh 12 Nov, 2024 @ 6:59pm 
There are 2 of us around lvl 15, we were a bit north of the river but not far in at all all, near the giant stone hand, where everything is crocs and rocknoses, and we got swarmed with ware wolfs and Jehbal sag cultists with firebombs and them doing 100s of damage. No idea how to set up a blocker or how to scale/set this up properly, is their a guide?
Santana 12 Nov, 2024 @ 2:09pm 
Valeu>:steamthumbsup: