Conan Exiles

Conan Exiles

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Hugh Bris Oct 30, 2018 @ 2:27pm
Is there a way to find out what mod adds what item?
Sadly, a number of the mod descriptions are dated, vague, or non-existent. I run a server with a number of mods and at least one of them is conflicting with Taming and the Thrall Pot.

I have a suspicion it's a mod that adds a particular item (Miniature Animal Pen) but aside from going mod by mod (which I am doing) I was wondering if it's possible to find out what mod adds something?
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Showing 1-9 of 9 comments
Tyrannical_Elmo Oct 30, 2018 @ 2:29pm 
o.o usually it says it in the mod itself on the workshop. What mods are you using?
Hugh Bris Oct 30, 2018 @ 2:32pm 
Yes, it *occasionally* does... but I've noticed that either the description isn't always complete for a variety of reasons.

Regardless, I'm wondering if there is a way in-game to see what mod is adding an item.
Tyrannical_Elmo Oct 30, 2018 @ 2:43pm 
go to Admin panel and look in miscelanesous items?
Hugh Bris Oct 30, 2018 @ 2:50pm 
That doesn't say what mod adds an item.
Multigun Oct 30, 2018 @ 3:29pm 
Not really, no. There is a character limit on the mod description pages, so while it's a pet peave of mine to have something lacking in description, sometimes it's difficult to list every single item added (though one could easily create a google spreadsheet or something, but not everybody knows how to do to that or is willing).

If the mod author happens to list an ID range that they use to add the new items, you could probably take an educated guess via that, as when you are in admin mode it will list the item's ID in-game.
Hugh Bris Oct 30, 2018 @ 3:31pm 
I really need to actually use the DevKit I downloaded to ♥♥♥♥ around with the db... I'm *assuming* there something in the db that assigns some sort of identifier to items added by a mod to that mod so it knows what's what...
Multigun Oct 30, 2018 @ 3:44pm 
Originally posted by Hugh Bris:
I really need to actually use the DevKit I downloaded to ♥♥♥♥ around with the db... I'm *assuming* there something in the db that assigns some sort of identifier to items added by a mod to that mod so it knows what's what...

No. Maybe (probably?) Funcom has some sort of automated system, but us modders have to hand input ID's and create them manually. I am unaware of any way to load up a .db into the dev kit either. In other words, the DB isn't assigning ID's to various items, modders are.
Last edited by Multigun; Oct 30, 2018 @ 3:45pm
Hugh Bris Oct 30, 2018 @ 5:03pm 
Originally posted by Multigun:

No. Maybe (probably?) Funcom has some sort of automated system, but us modders have to hand input ID's and create them manually. I am unaware of any way to load up a .db into the dev kit either. In other words, the DB isn't assigning ID's to various items, modders are.


ugh... right. Still... There's *got* to be something that says this thing is part of that thing or when you remove mods things would just stay and not work or crash your game... Well... I'm aware that that does happen but you get what I mean...
Vattende Oct 30, 2018 @ 7:39pm 
Best you have to do is looking for mods that are still updated, and try stay in touch with the modders. There is nothing like communication to make work things better.

Many great mods have also a discord server, where you can ask info, talk about some eventual issues, or whatever.

Of course in ther workshop there are plenty of mods, but many are also outdated. Modders are players like you, and they create mods in theyr sparetime, mostly at first for the own use.

Each mod has a release date, and a date when it was updated for the last time. So yes, is bit the job of any admin to hunt down the new update each day, install them properly on server (best with a good old FTP). Also testing the modlist first in singleplayer is still a good advice.

Good luck !
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Date Posted: Oct 30, 2018 @ 2:27pm
Posts: 9