But isn’t this an issue that is bound to happen with every modded game? Once in a while some update will happen that might change something that breaks a mod. And when that modder isn’t around any more, that mod is gonna stay broken? I think that’s even a bigger issue on games that are stable for a long time and then have some change happening because modders moved on.
Current state of events is more that everyone is aware and working on this as much as possible. Modders that jump ship right now because of this were never going to stick around to begin with (obv not counting personal reasons, just talking about modding on it’s own). For now it’s frustrating, but I won’t worry too much about authors getting fed up as long as they weren’t riding some hype train. Maybe some will take a break, I wouldn’t hold that against them either.
That’s why I uninstalled Skyrim because of the update that just came out.
I’ll say it again: MMOs like The Elder Scrolls Online get updates frequently, much more frequently than Conan.
Half the mods I use there haven’t been updated in a long time, but they still work. So not all mods require this. But it probably depends on the developers’ approach.
Hopefully, things will get sorted out in Conan before the mod authors lose interest.
I’m thinking, I don’t know how TESO and WoW function really, but since they are MMOs, they rely on staying online and are running on provided servers. And mods work differently, like you mentioned “add ons”. And I think there’s the biggest difference, those are probably clientside or something that functions like that.
Conan has enforced serverside mods, what players can use depends on the choices made by a serverowner. This is also supported by the Steam system, if you work with clientside, you’ll get a whole other level of unwanted action on servers (look at Valheim for this).
It also depends on what a modder adds, if whole new assets are used, server+client will need these to show up for everyone. This is why I stuck to reworking existing stuff in 7DTD because it was a whole other ordeal to add new things and get a server and client on the same page.
What you are suggesting is simply not possible for a game setup like this.
Look, I’m not playing Conan on a server right now; I’m playing solo.
And I’m not suggesting anything.
I only know that in MMOs, some mods are supposed to update automatically with each game update, and that’s understandable, because new resources appear in new locations, for example, and some mods need to reflect that.
But there are some things in games that remain constant, and the mods that deal with them aren’t affected by any changes.
In short.
If Conan as a game is designed in such a way that every mod must be updated with every update, then it’s only natural that some mods won’t be updated. And they’ll stop working.
Frankly, I already feel like we’re playing a game of telephone. And this needs to stop.
P.S. If the parties are bound by a contract and a commodity-money relationship has arisen between them, then they are obligated to fulfill the terms of the contract.
But if someone does something for free of their own free will, then they owe nothing to anyone? That’s perfectly clear.
It’s not every update. Far from really. It’s why we were stable for most of the time when we were on 4.15. As long as you didn’t touch base assets or the persistent level (map), you’d be fine most of the time. That is just happening right now because of the big update and all the changes happening right now. It’s not gonna stay like this.
But the comparison you are making is something that is not possible for a game setup like Conan. TESO and WoW and such use “mods” (plugins/add ons…) in a very different way. The games are setup very differently too, they function on a different level. With Conan Exiles, using provided servers online where you cannot use mods, dedicated private servers, coop and solo, this system needs to function for every option involved and that’s the Steam supported server enforced system.
The updates breaking mods however are a current issue, but this will slow down eventually. Like you barely experienced issues before 5.
And I think now our messages are getting lost in translation because we keep saying this is a situation that exists now for a short period of time and it is not gonna stay like this.
If you want to get into UE modding, Conan is the best you can get really. Especially now with the reactivation of everyone involved and Inflex communicating. Having a devkit is chef’s kiss really, but there’s also documentation and an active community. There’s a lot you can do without getting too technical even.
The space is a very valid concern however. Since I started modding I went from 1TB to 2 a few years ago to 4 beginning of this year (and an extra NVME of 2 and a HDD of 2). I used to juggle my installed games constantly just to keep the devkit around :v I think it was reduced though, but not sure.
If a game can be modded, I will look into it. And I actively promote opening up for modding towards every dev that creates a game I enjoy. I opened up Unity before touching Unreal, but got nowhere, the Conan devkit got me going ^^ I hope to be able to get into it someday. And I’m excited with the directions Hypixel is taking with Hytale, but they started out as a modding team for Minecraft, so they are fully aware of what a modding community wants/needs/likes and are prepared to listen and hire (also capable of doing that).
I think if they could tak on a part timer to have some sort of role to ensure mod compatability or provide easy updates on behalf of mod authors or a mod correction as part of each update it’d help the health of the game.
Same issues with helldivers 2 atm, updates that add new features or change how things work break mods and then the mods die off. The only solution is for people to start open sourcing, for the platform that hosts these mods to be able to automatically amend projects with updates (Community voted and ai) or they pay some one to just patch important foundational mods or they pull a valve and buy important mods and bake them into the game we’re stuck with devs taking all the burden.
Argueably depending on the size of the communities the communities may want to start pooling money to help pay for the costs of maintaining important mods instead of everything being silo’d and closed source.
The problem with that is many of the most important mods should not be made a part of the game. For example - LBPR (Less Building Placment Restrictions) is one of the most fundamental mods for builders, and has been absolutely core for years. However, the very reason it exists is because it is necessary for the core game to enforce certain restrictions to prevent PVP exploits and to prevent even worse overbuilding on official PVE.
(Example - years ago there was an exploit with placeables where players would place vast numbers of them in a small area, heavily overlapping, until the server was on the verge of crashing. Then, when an opposing clan placed a single explosive to break into the base, it would crash the server and the logs would blame the attackers. So all placeables were changed to have an extended area around them that doesn’t allow them to be placed close together - which is why the DLC chess set doesn’t work properly, because the exclusion zone is larger than the squares on the board…)
This doesn’t mean that it would be impossible to adopt any mods, but it is a much more complicated situation than just adopting the most wanted.
There’s also the added problem that what is wanted changes from person to person and server to server. That is why mods exist - the devs’ job is to make the core game as good as possible for as many as possible, the mods then allow tailoring that to better suit the individual or small group. It would be almost impossible to find two mod users who would want the exact same list added to the core game.
Hey, we’re getting information, feedback, answers and even shoutouts and a contest. This is like the most lux lifestyle for modders as far as I’ve ever encountered, excluding Hytale. Modders might be praised to keep the game alive, but most of the time we are barely tolerated on the dev side. On the players side… I’ll not start on the entitlement some feel towards what we do in our free time, often spending our own money, but lets just say that pooling money to support something is the last thing you should expect.
Also there’s a lot of differences of opinions on what “most important” would mean. If you’d ask a random place where there are a few modded players are gathered, chances are you’re gonna get AoC as the overwhelming answer. But AoC is a total conversion mod and has nothing to do with Conan overall besides using the base game to create an overhaul.
I might be misunderstood again, but I’ll write this.
If you filter Steam by “all-time highest rated mods,” the minimap will top the list.
I understand that some people don’t want to use it on principle, that some might even be upset if it were added, that it could somehow hinder players in PvP and offend console players. But you don’t have to use it.
There are mods that make the game more comfortable, even if they’re small things, but would convenient filters on workbenches and chests really be a problem?
You can place walls and ceilings close together without any mods; I know how to do it, and a lot more.
For me, minimap is an example of something I wouldn’t want. (So long as it was added as a setting like the compass so I can just turn it off, that’s fine - but it’s a perfect example of how different players want different things.)
More filters on workbenches I think would please pretty much everyone - it’s definitely something that gets requested a lot.
Yes, there are a lot of building tricks that can do these sorts of things (but a lot of them have also been blocked because they led to exploits in PVP). Placeables, however, are a different issue - try placing a candle down and putting another candle touching it - unless they have changed the rules again recently, it won’t work. You can’t place decorations close together anymore - that is what I was talking about and is a big part of why LBPR had to be created. (Bulidng pieces as well - but for a lot of that it just provides easier ways to do things that can be done anyway - it is the placeables (and the custom overlaps) that really needed the mod, and that cannot be put back into the base game becasue of the old exploit I explained before.)
Judging by the fact that the minimap is the all-time top-rated feature on Steam, it seems like a lot of players really like it.
I installed it; I need it; I’m used to using it. I generally have poor navigation in games; having a big map open all the time is inconvenient.
But it’s something you can choose to use or not.
As for items that are nearby, it irritates me when something I consider necessary can’t be placed. And yes, I will find ways to cheat the game, which is what I do.
I constantly read that something there can hinder players in PvP. I can understand this in WoW or TESO, although why should PvE players suffer because of it? But Conan has different servers. You can adjust the settings to account for this. I don’t understand why I should care? I want to build walls close together; that’s how I want it, so that’s what I do.
By the way, I don’t understand why the weather can’t be adjusted in the admin panel? It was like that in UE4, and it’s the same in UE5. I’m tired of this endless rain. I live in a city where it rains a lot. Can we have some sun?
I’m really confused. I heard Pippi was causing crashes, so I’ve been logging on without mods waiting for them to update. Today I figured I’d try just Pippi anyway, even though it doesn’t say it’s updated yet. I was able to log into my game. Great, loaded the rest of my mods and crashed trying to log in. Removing them one at a time, I get down to just Pippi again, only this time Pippi alone made me crash trying to log in. I guess I’m back to waiting for an update, though I’m really confused why I was able to log in at first with Pippi.
Just logged into my game with all of my other mods for the 2nd time. So even though others have already said it (credit to them), I can absolutely confirm Pippi is causing crashes. Though it still weird that it didn’t crash that first time yesterday.
@Dana your post said “Tuesday, August 18, 2026 10:00 AM → Saturday, August 29, 2026 6:00 PM EST” for me, it is 6:03pm.. the event still seems to be going? Any clarification on end time and also reward, it says selectable T4 thrall on the blog post.
It would be nice to have clear clarification regarding the exact end time of this event. Since the activity is tied to a competitive component, I would appreciate knowing the exact dates.