Thankss. Going to test it tomorrow. :confetti_ball:

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I just found out I managed to miss one case: if you press “Launch”, it won’t offer to update the mods in your mod list. Every other way of starting the game should be covered: pressing “Continue”, starting a new single-player game or continuing an existing one, or joining a server.

I’ll fix that in the next release.

Also, bear in mind that the only mods it offers to update are outdated mods in your mod list. If there’s an outdated mod and it’s not in your mod list, right now you have to go to Steam to get it to update. I thought of adding an option to the mod manager tab, but I wanted to get this release out the door, so I punted that to the next release.

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Hello. Thanks to @Narelle, i’ve downloaded and installed you launcher.
Unfortunately, I immediately ran into strange behavior.
The premises are:
a) my savegame was made in Coop (I created a backup right away just in case).
b) I removed BattleEye years ago, because I don’t play on online servers, so another CPU-eating service is useless to me.
Launching the game (using Launch button), I get the popup asking for BattleEye installation, I do cancel, at which point the popup appears saying:

Error while trying to launch the single player game.
Game process ended unexpectectedly with status exit code: zero

Despite this, the game tries to load, whether I press close on the popup or not.
The game then load to the main screen of the game (as is supposed to be).

I hope this is helpful to you.

As an aside, I wanted to understand exactly what happens when you press new in the .db list.
I know the game only considers the file with the name Game.db as valid and tries to load that one, so I guess a new one is created, but what happens to the current one? Is it automatically backed up or not? The tooltip doesn’t specify that.
I have 1.5K hours in my current savegame, so I particularly care about that, forgive the definitely unnecessary paranoia, since you’ve certainly considered that aspect.

What I’d like to do (apart from the little problem in the load) is to create a new game.db in which I can then test some Mods individually, obviously keeping the current one as available, I’ve seen how to export the Mod list of the current one and then reapply it when I want to go back to the usual save.

Thank you very much.

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You can disable BattlEye here, maybe this resolves the issue:

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For this you should probably make an online backup on one of the cloud drive services like google drive.
Your harddisk could blow at any point for example and it’s nice to have backups of things you want to keep :slight_smile: Better safe than sorry.

To do that you can just go to your ConanSandbox\Saved folder and get the game.db file from there and upload it to your drive. This way you can always restore that even if it gets corrupted or you have PC issues.
(if you don’t know how to find that folder, if you’re on steam you can just right-click the game there and hit Manage → Browse local files, or find an equivalent in the platform installer of your choice)

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That’s a good idea indeed, i’m running AOMEI backupper daily from main C: disk to data disk D for CE saves, but you’re right, HDD can always die, so when you invest so much time in something, better having more care.
Thank you, i will. :slight_smile:

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You’re right, i don’t have seen this setting, my bad.
I will try.
Thank you again :slight_smile:

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Hey, there. Glad to have another user! And thanks to @Narelle for spreading the word :slight_smile:

Sorry for the delay in my reply. I’m currently on vacation, so I’m not home and I don’t check the forums as often.

As @Narelle explained, you probably had BattlEye enabled in the launcher, because that’s the default setting. The launcher tries to launch the BattlEye-enabled version of Conan Exiles and that one exits prematurely.

What I need to do is make BUGLE check whether BattlEye is even installed, so it can behave correctly in these cases. In the meantime, you should set the BattlEye usage to “Disabled”, like @Narelle suggested.

It’s not automatically backed up, but BUGLE will warn you that the current saved game will be overwritten and ask you if you’re sure that you want to do that.

You have to press the “Save As…” button to create a new backup or the “Save” button to overwrite an existing one.

I haven’t yet implemented the feature that will help you back up your saves somewhere more durable, like Dropbox or Drive, but that’s on my roadmap.

You can do that by using “Save As…” or “Save” to back up your current game, and then later you can use “Load” to overwrite the current game with one of the backups.

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Perfect, this is everything i was needed to know, very kind of you :slight_smile:

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I would like to add a small suggestion about the Mod window, due the fact, as you know, you can launch a game mixing Mods obtained from the workshop and mods downloaded and put in the folder of Mods. So a small column like ‘Source’ with just, for example, ‘W’ for workshop and ‘L’ for local Mods maybe can be useful to immediately get even more info’s (the set of info is very good itself however). Not a must have. :slight_smile:

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Great idea! I have no experience with non-steam mods, so I didn’t think of that. I’ve added it to the backlog in my roadmap.

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That’s because there really aren’t any… :smiley:
The nexus has a total of 68 mods… most of which are also available on the Steam workshops… the authors just trying to cash in on them a bit more :stuck_out_tongue: and the rest are outdated and pretty much crash your game… so for all intents and purposes Nexus is a dead platform and Steam is the only relevant one for this game.

However that being said you can still download workshop mods with steamCMD etc and have various versions in your local Mods folder etc… Or in my case when I want to test a mod without uploading to Steam that I just built, I copy it there and add it to my modlist without a path infront :stuck_out_tongue:

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Do you have to put them in the ConanSandbox\Mods folder or can you put them anywhere on the disk? I’m asking because of another thread and that might be the issue they’re having there.

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You can put them anywhere as long as the modlist.txt provides an accurate path to the exact file.

If you put them in the mods folder, next to the modlist.txt then you can reference them without a path though just with the filename since that’s the implicit folder it looks in.

The thread your seeing though is most likely talking about Toolguy’s Dedicated Server Launcher :stuck_out_tongue: which has some magic tricks :smiley:

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I have a bit of a bad news / bug report :smiley:

So I can see that you look up the modcontrollers of the save.
Keep in mind that every time you install a mod, it leaves the controller actor behind in the db even if you remove it, so that’s not in any way an accurate way to gauge whether a save is actually relying on a mod as it’s just a single database entry that’s not doing anything, it’s basically trash left behind as the game never clears them as it should :smiley:

Half of these are either test mods that I built just to test with my game, some even temporary diagnostic stuff, while others I uninstalled a very long time ago :slight_smile:

Which means I will get this popup every single time even though there’s essentially nothing wrong with my savegame and my modlist works fine with it.

I’m not sure what could be done about that though :man_shrugging: I guess you could put a “don’t show this again” box, but it would be nice to have a better option, can’t see one atm.

image

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Yep, we discovered that a while ago but same as you, we couldn’t think of a better option because single-player has nothing like a server modlist to compare the client modlist against.

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Oh I missed those posts even though I am an avid subscriber of this thread :joy:

Maybe I can think of something :thinking: lemme see

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Nah, unfortunately while you CAN filter them to some degree… there are missing links, so it’s no good…
And even if you check for the other data needed from the mod, those can be equally left behind as trash - although at least in that case you would have a cause to warn.

Won’t make it any prettier thou :stuck_out_tongue:

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Yep. It’s the first issue in the Known Issues list. I still haven’t figured out what to do about it.

There are a few things I could do, but none of them is “perfect”:

  1. Add a configuration toggle to disable those checks. I don’t like this option, because it’s all-or-nothing.
  2. Figure out how to silence these warnings for an individual game database. I don’t know if that’s possible without introducing some BUGLE-specific registry of game databases, and I really don’t want to introduce that, because it’s too easy for it to go out of sync with the actual state.
  3. Offer an option to “clean up” the mod controllers for the mods the user is sure they want to remove. This is the option I dislike the least, but the problem with it is that you really need to know what you’re doing, or you can corrupt your database.

I’m also open to proposals on how to handle it differently.

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Yes, this might result in other potential issues as there could be a ton of other data. For example currently you can uninstall a mod and then later reinstall it… as long as the data it left behind is specific to that mod only it’ll resume working just fine :stuck_out_tongue:

If however you remove the modcontroller, the new one will get a new ID and any variables saved on it would be lost, which might corrupt the save to some degree.


The other issue is that of the missing links mentioned above. if a mod saves variables on an actual basegame actor, there is no way to identify which mod did that :stuck_out_tongue: as the owner ID will be the basegame actor… So you can’t even go and check if the mod actually has relevant data in the DB other than just the modcontroller actor.

Here’s an example of my new hearthstone mod saving the time you used it at on the player actor itself…
image

As you can see ID 46 is my player… and that’s all we know lol


Perhaps another approach is adding multiple levels to this…

It would be way more work though… You could have users maintain a list of mods known to be essential and break your save if removed… the list of such mods would be very short and it’s typically the big total conversion / character progression altering ones.

Then you could present people with the option of only warning in case of those mods missing.

Another thing you could do is for building / placeable mods. To check whether the DB has actors from them spawned beyond the modcontroller, since that’s something you CAN check :slight_smile:

image

Same goes for building pieces from building mods (this is probably a crucial one as loading in without the mod would mess up their buildings potentially causing them to collapse)

But that is pretty much all the options you have :man_shrugging: maybe based on these you can have a more comprehensive selection of warnings, but it seems like a lot of work for not much benefit.

(Personally I’d be fine with an all or nothing toggle as well, since I’m perfectly fine not having warnings as I constantly shuffle around databases manually anyway and if it breaks I’ll fix it :joy: but ofc that doesn’t apply to the majority of the userbase)

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