Modding/Useful links

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Modding/Useful links
Levels: Modding
Author: Robtheswede
See also: Guide, Useful links.

A list of useful links for modding related guides and useful links.

General[edit | edit source]

  • Community members have set up a modding discord. Please read the rules when you join!


This is a link to all guides maintained by Robtheswede (DevKit developer).
Most of these are not yet documented on the wiki, but are listed on the Guide page. Feel free to contribute them!


Unreal Engine[edit | edit source]



Tools[edit | edit source]

An excellent sharing of blueprint utility for UE

Asset for draggable UI.

I created a new Widget, and set it up so the root and canvaspanel were visible, and created 3 borders that were variables. On each of the borders I binded an event to On Mouse Down and all it did was get the drag offset and set value of a variable I made called "Currently Dragging" which was a reference to a content widget. Here's an example of what the event bind looks like: https://gyazo.com/59e443cb6613de1ec41e368e1ffd6daa Then, in the actual widget blueprint I created 2 overrides: On Mouse Move and OnMouseButtonUp (buttonup can technically can be optional). Here's how I set them up: https://gyazo.com/2db13bf2033e4a1999e0a0c63a5bc426 https://gyazo.com/6dd476cab3661ec3f182d1f737373003 Final result is this: https://gyazo.com/b99ed72c484edaf99e52e4680e396b47 There's other ways to do it too that are probably more efficient. In a mouse button down override you can detect a drag event and then in OnDragDetected override create a drag & drop operation and use a payload.

To determine if an item is a child of a class based on the ItemTable.
A program which allows you to automate replacing item ID's for a recipe's ingredients.
If you want to use high IDs (this must be number) for hair and colors, you can use this or mod the character creation.
The character creation seems to count the number of rows in the datatable and use an ID incremented from 0 to that number. This needs to be changed to read the real available IDs.
The sources (GitHub) use an Apache license and can be used as long as you mention the original work, the author and agree that your use of the sources is your sole responsibility.

EZee_AP[edit | edit source]

CETagUpdator interface
Can be used to update steam tags.
TempTool interface
Calculates the colours used for the temp of the map's TemperatureHeatMap.
HM Split interface
For "cutting" a big heightmap into tiles to be loaded with world composition.
(file should be .r16 format, resolution is the outputted tile sizes)
Simple LevelProp with custom interaction and its own "Floating Info" widget, including the RPC example from the wiki.
  • BLU InstanceTool

Small tool for level creators, tool can be used to generate instanced meshes from static meshes in the editor, tool respects mesh scale and materials, if you have 2 of the same mesh using different materials they will be counted as 2 individual unique meshes.

  1. Highlight all the static meshes you want converted into instanced meshes in the editor viewport.
  2. Open "BLU_InstanceTool" and press "Unique Mesh Count", this will output the number of instance actors to add to the level.
  3. Highlight all the static meshes and the instance actors in the editor viewport.
  4. Open "BLU_InstanceTool" and press "Make *TYPE* Instances".
  5. Delete your static meshes.

  • Before using the tool make sure to backup your level as a safegaurd.
  • It is not optimised. It is only for use in the editor and it seems to work well so far.

Guides[edit | edit source]

Main article: Guide#Modding


For anyone starting to go for fully custom models on their mod, this might help to gain some prior experience on the matter.
Setting up character volumes.
An additional view on the whole armor creation process. Focused on Apex in Maya.

Death2Mongo (DeadlyMidnight)[edit | edit source]

Pulled from this playlist.

HellsSauna (Hellsbreath)[edit | edit source]

Pulled from this playlist.

JustHorse[edit | edit source]

Tips n' Tricks[edit | edit source]

  • Use idle animation to help you position armor pieces.[1]
  • For anyone doing maps - if you're placing Skeletal meshes out, you really should click this checkbox, otherwise your SK's will tick quite a lot.
  • You can use the console command SetServerSetting LogoutCharactersRemainInTheWorld 0 to start from wherever you do "play from here" (in case you always start in the last-logout place when running the game from the editor)
  • DLC Item-Ranges
An extensive list of DLC item ID ranges. These are not available in the DevKit.

References[edit | edit source]

  1. Sibercat, modding discord - May 11, 2018