Conan Exiles

Conan Exiles

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ModControlPanel
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Features: Features
Interface: Interface
File Size
Posted
Updated
0.219 MB
Aug 2, 2019 @ 8:26pm
Jun 4, 2021 @ 6:06am
6 Change Notes ( view )

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ModControlPanel

Description
Mod Control Panel

Discord Link[discord.gg]

Mod ID: 1823412793

Version 1.1.3

This mod aims to add a convenient UI widget that supports modules, this will mainly be used as the primary settings HUB for all the mods I develop, although it is possible for any mod developer to add a supporting module.

Officially Supported Mods:

How-To:
The control panel can be opened by pressing Shift+End (this can be disabled in the options) or by entering "DataCmd ModControlPanel" into the console


Developing Supporting Widgets:
Adding your widget to the "Mod Control Panel" UI is relatively easy, you create your widget as you normally would and add it to the UIModule datatable in the normal way.

Once your widget is complete and your datatable is setup we must add some "actor tags" to our mod controller, these are used to determine your widget, how many there are, their name and whether they require admin rights.

We will be using the actor tags as an info structure for our widget, it starts with the "MCP" tag, then we follow the "MCP" tag with our widget structure, there are 2 types of widget structure (see examples below).

UIModuleID (string) - Your widgets UIModule row name.
WidgetName (string) - The name for your widgets button in the control panel.
Rights (string) - whether your widget required admin rights, this should be either Admin or User.
Priority (integer) - Currently not used (default will be 10).

Feel free to start a topic in the discussion area or join the discord for any help or support with developing widgets.

Notes:
There are a few things to consider when creating a supported widget.
  • Your widget must be self contained, any data that requires loaded should be done so in your widgets "Construct" event.

  • The "Vertical" screen space for your widget is, Viewport Height - 150.

  • Since we cannout actually determine whether the widget is loaded via your mod (ActivateUIModule) or the control panel, it's best to style your widget assuming it will be added to the control panel, then if you load your widget via ActivateUIModule you can call a function in your widget to adjust layout values etc.
  • Some example widgets can be found on GitHub[github.com].

My Other Mod's

Legal
This mod contains assets (art, music, code, items, systems and/or designs) that are the intellectual property of Funcom Oslo AS or their licensors

Old Version
For those that need the previous version to connect to servers that have not updated yet.
download[drive.google.com]
Popular Discussions View All (4)
13
Aug 31, 2021 @ 2:21am
PINNED: Servers Using This Mod
hades
10
Mar 2, 2021 @ 12:09pm
PINNED: Supported Mods
hades
5
Dec 12, 2021 @ 8:34am
PINNED: Bug Reports
hades
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172 Comments
hades  [author] May 15 @ 12:15pm 
@Coin

Yes, all of my mods should still be working fine =)
Coin May 15 @ 11:03am 
Just wondering if this still works as of the latest update?
hades  [author] Dec 26, 2021 @ 5:03pm 
@Doctor Decay
You can add a custom binding in the key configuration menu and type "DataCmd ModControlPanel" as the command string and use that to set your custom key, there is also an option in MCP settings to disable shift+end binding =)
Doctor Decay Dec 26, 2021 @ 3:27pm 
Is there any way to change the key binding? Running a server that another mod uses the same key binding.
Garmata Dec 8, 2021 @ 10:38am 
Ok :-)
hades  [author] Dec 8, 2021 @ 10:21am 
@Garmata

The best place to contact me or multigun is via discord, there is a link at the top of ModControlPanel to our discord =)
Garmata Dec 8, 2021 @ 10:04am 
@Multigun It remains to wait for updating your mods too. I also have a lot of them) But you have closed comments to your mods, so I found you here. Gotcha! :-)
Garmata Dec 8, 2021 @ 9:58am 
@hades Just check my favorite mods and looking for a problem:-) Thank you for testing and do not throw the mod!
hades  [author] Dec 8, 2021 @ 9:52am 
@Garmata I've just tested all of my mods and they all seem to be working fine with this update and don't require updating =)
Multigun Dec 8, 2021 @ 9:20am 
Its probably not this mod.