Modding and updates

Hey everyone! I’m curious—how do you guys manage playing with mods these days? Ever since Funcom started rolling out frequent updates, I’ve pretty much given up on my modded worlds. I’m thinking about starting a new playthrough, but the idea of losing progress every time a mod breaks kind of kills the vibe.

How do you handle it?

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I run fairly lightly modded - mostly stuff that I know is pretty reliable, both in terms of stability and updates (LBPR, Immersive Armor (the re-upload, not the original), maybe a build piece mod like Northern Timber, a couple of little QoL things by Xevyr). Currently Pythagoras has a problem (something to do with Funcom hiding something that was previously available) but that just means that its 2x2 gates don’t work right, everything else is fine. I’m currently not using Fashionist, since that’s technically ‘no longer supported’, but it still got a compatibility update, and I’ll probably add it back in at some point if I feel like I need it.

But also, I’m kinda sanguine about these things - if a mod breaks badly, I’ll generally remove it from the list if I can get away with it. If removing it will break too much stuff, I generally shrug and start over, or leave it a couple of months and see if it’s worth coming back to. In the end, my attitude to mods has always been that they are a bonus, but the ‘cost’ is that I’m taking a risk that they might break and not ber fixed (or not be fixable) and I’m fine with that risk - I appreciate them while I have them, and just try to minimise that risk by not going heavy on them (and mostly sticking to mods by modders I have confidence in).

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Just like @DanQuixote wrote, plus I frequently do a backup of the game.db plus the corresponding mod list on my local pc. So I can return to that playthrough if it breaks and the responsible mod get’s an update later.

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Thanks, guys! Yeah, I guess I’m just not ready to take that risk. When I bought Conan Exiles, it wasn’t really meant to be a live service game. I picked it up specifically for long, modded playthroughs.

I manage quite okay since none of the mods I use typically need updates :stuck_out_tongue:
The only one that does most of the time really is LBPR, but Multigun makes sure to update that asap on update day so it’s all good.

So the key in my opinion is to try and play Conan Exiles modded… and not… some idk.. Skyrim spinoff, stacking a ton of radical gameplay conversion mods that will indeed break quite often. Basically how difficult of a time you’ll have on update day depends on how smart your mod selection was and where you draw the line.

This game has a ridiculous potential for mod creation, since almost the entire source is available to change at will, but just because a modder can do something.. doesn’t always mean they should :slight_smile: as the more hard dependencies you create for your mod by directly editing stuff the easy way, the higher the chance updates will break it and players choosing several of those types of mods will have a nightmare of a time after every game update.

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Aaaa no it doesn’t, I helped Multigun and we found a workaround quite soon after, so it should be all good.

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Ah really? That’s good news, cool. Am I right in thinking then that I need to replace 2x2 gates? - because currently they’re all showing as 1x1 but in the middle of the 2x2 frame.

Edit: yep - that was it, I just needed to re-place the gates and now they’re back to proper appearance. (This is why I tend to use mods by modders like Xevyr and Multigun - I can rely on them working and being fixed :slight_smile: )

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Yea, had to find a completely new way of identifying double frames since Funcom removed the old method, so any doors placed before have to be replaced.

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Thanks for all the work you guys do providing us with these things :slight_smile: (Guess I should’ve just read the update notes, lol - but I hadn’t noticed that it had been updated since Multigun’s earlier statement, so I figured the solution would wait for a while.)

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