| A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z | |
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1 | Age of Calamitous Mod Load Order | |||||||||||||||||||||||||
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3 | ((Please keep in mind that this is only to help you get your mods in order, whichever ones you may being using. It is NOT a list of "get all of these mods and install them all" as some of these mods are not compatible with each other. They are however compatible with AoC. All incompatible mods are listed below.)) | |||||||||||||||||||||||||
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5 | The order in which mods are loaded in Conan Exiles is very important. Think of it like building a sandwich: if the ingredients are out of order it's still edible, but you're not really getting the full experience with lettuce on the plate and mayonnaise on top of the bread. Similarly, if your mods are loaded in a random order, your game will probably start and mostly appear fine, but mods can break in various ways because of unexpected interactions with other mods. The way we control this interaction is by loading mods in the order we find most appropriate. This being an AoC admin guide, we'll be focusing on how to load your mods to get AoC fully working. Conan Exiles mods load in order from top to bottom as they're listed in your mod list text file or on screen in the launcher. This means that if two mods modify the same data, the second mod loaded will overwrite the changes of the first. Given how broad the scope of AoC is, it's generally a good rule to treat it with supremacy and load it after all other content mods so it can avoid being overwritten by anything else. | |||||||||||||||||||||||||
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9 | Mod interaction that may seem unintuitive is Kerozard's Paragon Leveling - Reloaded (previously A Multigun Refresh) which is a mod that raises the level cap to 300 and adds some extra perk-like abilities. AoC raises the level cap to 120, so you may think that the level 300 mod should be loaded after, but it turns out the level cap works when it's loaded before. Since AoC modifies the attribute points granted per level, it's necessary to load AoC after Kerozard's in order to get enough attribute points to level every attribute to 50 as the Paragon mod intends. Note that the KPL - Smooth Leveling mod is recommended to be used with Kerozard's Paragon Leveling - Reloaded, as listed in the table. | |||||||||||||||||||||||||
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12 | Below, you'll find a chart that should help you figure out where to place AoC in relation to some popular mods. Note that interactions between mods can change all the time, this is a snapshot of the state of things in April 2021, and should be considered more of a general set of guidelines rather than a strict set of rules. As always, you should check the Steam pages, Discords, and guides of other mods to see what they have to say about their own load order. A lot of the placement below may be unnecessary as well. Modders are finding more ways to increase their compatibility and resolve conflicts, but at least the order below should work without any negative consequences. | |||||||||||||||||||||||||
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18 | Current mods known to be incompatible: ImmerseRP: This will cause the baked in AoC NPCs and buildings (sometimes even the entire Faction Hall) to randomly disappear with no way to get them back without doing a rollback to before the items went missing, or a complete server wipe. Riverboats: There are too many of the same grids edited by both mods that cause major errors in missing content and buried buildings. 75% More Women: This has been reported to break quests kills from counting or even spawning. Aquilonian Server Mod: This has been reported to break quests kills from counting. Lemurian Architect & LemurianFIx: These mods overwrite the harvest table and make getting AOC resources from Brimstone/Crystal impossible. DMT: Causes issues with named AoC Keepers giving their proper bonus. Exile Armory: Can break quests from counting kills. | |||||||||||||||||||||||||
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21 | Top | Administrative Tools | Pippi | Pippi is the principal administrative tool for Conan Exiles and it is always recommended to use it with AoC, even in single player. It is the only way to place persistent NPCs, and contains a ton of tools for creating custom content, as well as for maintaining your server or single player game. | ||||||||||||||||||||||
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25 | Misc Content Mods | (Thrall War, DungeonMasterTools, Savage Steel, WARRIOR Mutator, High Heels, GCAM, Professions, Exiled Lands Improved, RA Fantasy, RA, all the lewd mods, etc.) | In this section should be placed all mods that add content to the game like buildings, decorations, enemies, thralls, etc. Note that these mods likely have compatibility issues with one another so you should research them individually. In terms of how they relate to AoC, it's best to keep them here before AoC to ensure that AoC can take precedence in the event of an incompatibility, ensuring that AoC works. Professions breaks AoC gathering if placed after AoC, but the mod's Steam page recommends that it be placed after LBPR etc. low on the list, so if you're going to use it with AoC it has to come before and deal with the consequences.Exiles Extreme is an exception to this content mod list and can be found below. - If you're using RA and RA Fantasy, make sure you put RA Fantasy first. - ELI *must* go above AoC or it can break kills counting for certain quests. - Navigator & Map Marker -These must go above AoC and any other map editing mod. | |||||||||||||||||||||||
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33 | MOST Map Mods | Darkwoods, Caverns of Set, Ymir's Respite (If you have a map mod compatible with AoC, let us know so we can add it to the list.) | These mods modify areas of the map, adding new zones or expanding the explorable area. These need to be higher on the list than AoC or they can possibly break things. Some of these it may not matter if they go higher or lower, but to be safe, this is where they should go. AoC does also change the map, the mods on this list don't interfere with AoC but other map mods might, check compatibility individually. | |||||||||||||||||||||||
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39 | AoC and Special Exceptions | The Age of Calamitous | That's us! | |||||||||||||||||||||||
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42 | Kerozard's Paragon Leveling - Reloaded | KPL now needs to be loaded after AoC. Note that it is recommended to add the KPL - Smooth Leveling add-on below when using KPL and AoC. | ||||||||||||||||||||||||
43 | Endgame Extended Weapon Arsenal | WARNING: There is a minor conflict with these two mods where the ruins in the south area are buried by the new area AoC has added. EEWA makes a point of checking for AoC and making some accommodations for it, so it should go below AoC. If you find you are getting the sand in the forest bug using this below AoC: Expanded Map (AoC Version) at the bottom of your list can fix the sand issues. The sand layer is part of the persistent ConanSandbox layer, so other mods that edit this layer and do not remove it will cause this problem. | ||||||||||||||||||||||||
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47 | VAM | This mods adds many things like a level cap of 600, custom weapons and armor, added areas to the map, additional pets, bosses, and much more. It has been designed with AoC in mind for compatibility. | ||||||||||||||||||||||||
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50 | Seed Table v2 | This mod lets you get seeds from fully grown plants, it checks for AoC and supports AoC plants, so it should be loaded after. | ||||||||||||||||||||||||
51 | The Forgotten Lands | The Forgotten Lands was made specifically with AoC in mind, while still being a full conversion mod on the entire map. It modifies alot of the Exiled Lands map along with AoC. The only issues in the mod are that custom nodes (such as cobalt, etc) in the UNC and the Dark Forest area will not be there, as both mods edit both of the same Heightmaps - TFL editting them to make the area completely flush with the greenness of the map. To combat this issue, there has been many vanilla ores that those missing materials can be mined from (such as obsidian, coal, brimstone, silver, etc) added in those areas so they are still obtainable. | ||||||||||||||||||||||||
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56 | Exiles Extreme | AoC and Exiles Extreme both add 10 new skin colors to the character creator, which can also be used on NPCs like thralls. Skin color options seem to work differently from everything else when it comes to load order. Whichever mod is loaded FIRST will take precedence in determining which skin colors are available (there appears to be no way to use the colors from both mods at the same time.) Exiles Extreme contains craftable and spawnable items that don't otherwise conflict with AoC, so placing it after AoC is safe and it preserves the AoC skin colors. Without it, elves, sanguis and vanghoul NPCs will have bright skin colors that don't match them well (normally pale sanguis become bright red, etc.) | ||||||||||||||||||||||||
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64 | Utility Mods | (Emberlight, Fashionist, Better Thralls, Improved Quality of Life, Hosav's Custom UI, Less Building Placement Restrictions, Stacksize Plus, Unlock Plus, etc.) | These are mods that modify the UI or have other utility functions like making buildings easier to place, allowing more items to be picked up, increasing stack sizes, etc. Since these can modify items placed by content mods like AoC, it's a good idea to load them after. Many of these may have no load order requirement at all, but for simplicity's sake it's best to group them up here. Note that there may be some conflicts within these as some of them offer similar functions or modify the same part of the game. Refer to their individual documentation to confirm. Make sure you put ANY mods that adjust hair or skin color in this category and after AoC or you will have NPCs with incorrect colors | |||||||||||||||||||||||
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72 | Map Mods Exceptions | Expanded Map - AoC Edition, Lands of Rebirth - AoC Edition, Expanded Map - AoC+Darkwoods | Expanded Map removes the cursed wall and opens up more of the map. Lands of Rebirth modifies a lot of The Exiled Lands map, as does AoC, so the link on the left is to the AoC version of the mod. These should be low on the list to make sure they overwrite any other map changes. AoC does also change the map, the mods on this list don't interfere with AoC but other map mods might, check compatibility individually. These two maps have been edited specifically to be completely compatible with AoC. LoR's addition will remove custom nodes from UNC and the new Dark Forest area due to editting those areas to make it fully flush with the greenness of the whole map. This is combated with extra vanilla nodes in the UNC to get AoC's materials from. Do not use any of these mods with The Forgotten Lands or any other full map conversion mod. You also only need ONE Exapnded Map - CWR mod at a time. | |||||||||||||||||||||||
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78 | Savage Wilds, maybe others (untested) | Since there are very few custom map mods, you should check with them individually to see where they should be loaded. Savage Wilds, for example, has no load order requirement, but since it principally modifies the map, and we want custom maps to take priority on all map issues, placing them last is probably the best option. Note that AoC was made for The Exiled Lands, you'll need to set up all elements of AoC manually on a custom map, check the Custom Map/Siptah guide for instructions. | ||||||||||||||||||||||||
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