how to mod conan exiles This is a topic that many people are looking for. bluevelvetrestaurant.com is a channel providing useful information about learning, life, digital marketing and online courses …. it will help you have an overview and solid multi-faceted knowledge . Today, bluevelvetrestaurant.com would like to introduce to you Conan Exiles Mod Tutorial #1 – Making Your First Mod. Following along are instructions in the video below:
Join Death2Mongo as he walks you through setting up the Conan Exiles Devkit and creating your first item.
All right good inverse you seem to be interested in modding. Oh. You wouldn’tn’t be watching this video.
I am tomorrow we’re going to start off real in this series. We’re going to do little blocks of topics short videos trying to just cover a single subject at a time and not get too overwhelmed in any one tutorial this way. It’s easy to access things that are specific to your questions.
And of course. You’re welcome to just watch them one after another as once they’re out and you know learn everything you come on so this tutorial. We’re going to call this number one is going to cover the very basic initial setup of your moment.
So the first thing you have to do is download the epic games long term you can assume you’re smart enough to do that on your own little provided in the description and once you get that downloaded you’re going to come over here to the modding page you’re going to click on code on exile and you’re going to click download at that point you’re going to go probably see a movie or do something for a couple days while the enormous dev kit downloads. I’m warning you now it’s many tens of gigs i think 80 gigs at this point because you’re literally downloading every piece of content and art asset that comes with the game so be warned and make sure you have enough hard drive space. I personally install this on an ssd.
I think it makes it run a little better. But i’ve also run it on a hard drive and you’ll get away with it now that you’ve gotten it downloaded and probably seeing two or three movies hopefully guardians of the galaxy was fantastic. We’re even hit launch.
I cheated i’ve already launched it but you’re going to go through that experience on your own and i trust you’ll make it to this point. Okay hopefully you’ve launched. It now maybe not maybe your computer is really slow and you’re sitting there watching this video.
So posit posit quickly hopefully you’re done pausing and you’ve got your deaf kid open first step. This is all unreal engine. This is all the stuff that comes with unreal engine and cut an ex house mostly the clinic’s isles.
All the blueprints and art assets everything involved in making the game.
See this whole thing appeared of the kinetic cells defecate first thing. We do is we’re going to click this drop down and we’re going to click create a new mod and here you’re going to type in something really freaking awesome for my case in this tutorial. I just called it tutorial and i already created that mod wearing it right now.
But once you click this you can see the switch to the new moderate after creating it it’s going to close the client once you hit create and yoram it and it will relaunch it so again pause this video. If you’re waiting you know look at what allowed to relaunch it once it’s launched you can start again. Okay.
You must be back got a bunch of mods in here that i’ve been working on but i’ve got my tutorial project is great that’s the one that we have currently selected so this is a brand new mod it just created and it should be the exact same state is yours right now so we’re going to go to the mods folder right here. And we’re going to open that. And you’ll see your mouth here this case.
Tutorial project open that up and it’s empty completely freaking empty. So where do we start where do we start on our first month. First thing.
We’re going to do is create a new blueprint class. And we can click here on bluebird and i got this up by right clicking so blueprint class. And we’re going to parent.
This to another class. So these are all the classes that exist in the game. And if we type in here i modi controller.
We can see here that there is a mod controller inherit from this class to have your own bond controller it provides onload mod add component to class and merge data tables so this is like the golden ticket right here. This is what’s going to make all our mods work together and gives us a lot more power in our mods to make them so they don’t crash and burn every single time cone in that cells gets updated. So let’s click on this it select.
I’m going to give this a name the standard naming protocol in in context.
Isles. Is typically b p. And then the descriptive name for what it is so i’ll call this non controller you can call it whatever the heck you want but using consistent naming conventions will save you a lot of stress later on when you’re looking for things and trying to know what what does why now before we go into this we’re going to make one more thing.
So we’re going to come up here. We’re going to add a blue print class. Again this time.
Where you go to actor component. Okay. When you create an actor component.
We’re going to call this ac actor component part pc. Ah component. It’s a little redundant.
I suppose you can’t have spaces. In there so a little bit doesn’t set that sector component rbc component. But again you can name that whatever you want so now we’re going to go into our mod controller double clicking in this loaded really fast for me for you you’re probably sitting there wondering why it’s not loading.
This is one of the little quirks of the dev kit. Maybe i’m your lunch and i’m pretty sure it’s just a deficit. The first time you open a blueprint.
It’s going to take a long time to process. And then once it’s finally open everything else will work great after that but just be forewarned. So again.
If you’re waiting for this to open go ahead and pause.
The video and as soon as it’s done you can hit play again. I’ll wait ok you’ve got your mind controller open. Now so first thing.
We do is we click on class defaults. If it’s not already selected and up here you’re going to see additional class components. This is some of the most well documented features in the def kit.
We prepared going forward a lot of functions and stuff are not documented. Yet and you just kind of gotta. Guess what these do so this array allows us to register an actor component of our choice to add to an existing class.
This is so important this lets us change everything in the game with a lot more ease actor components. If you don’t know what they are i highly recommend you go watch a unreal video on actor components. And how they can affect the game.
It’s really brilliant. And it is one of the great things about how unreal engine works so the first thing. We’re gonna do is ren come here from hit.
The plus sign. So. This is a store as an array and typically you’ll see this sort of that layout.
And this will probably be some sort of structure in the array. So our target class is going to be bass player character so every single character in the game is going to have this component on it and that means we can easily access. It and it’s going to let us talk to the server.
Because there’s a problem with unreal well maybe not a problem.
But it’s just how it works the only thing that can talk to the server is an owning class and basically the player controller player character. Things that are the part of the player controller are the only things that are allowed to talk to the server. So it i’m not sure why that’s just how it is but so this is really important for us to be able to talk to the server.
It used to be that we had to modify bass player character or the player controller ourselves to do all that stuff and that created a ton of conflicts with between mods if you wanted to do anything complex. So we’re going to component. Add.
I’m going to type in rpc and here’s our actor component. Our pc component department of redundancy department. Now if for some reason.
You had multiple components of the same type on a class you could give them individual tags like this and that would let you get a component by tag. Where you give it the class and then the tag of the specific component in this case. It’s not super important.
But it’s a good thing to remember for the future okay so we’ve added that now we can hit save compile. So there’s a couple more things we’re going to want to do most people that come into conan for modding. Very early on their main goal is going to be to modify items or add items to the game to do that we’re going to need to do a item table modification now on the con here do the content and this is the main root directory.
We’re going to quickly look at items and right here you’ll see the item table this is also the die colors table. Which is if you want to add die colors right now we’re only going to worry about items. If we open this up this is like every game item in the game so pretty much everything that exists as an item in the game armor weapons crafting components stations building parts everything is listed in here now previous to the update that scoober gave us.
We would have to modify this table. The item table. Which of course every time the devs updated something would cause all sorts of conflicts.
We’d have to go through and implement their changes or take our stuff out add it to the new table.
There’s a huge penis and also meant that any mod that modified the data table would take precedence. So. If you had two or three months of modify.
The data table only way you could work that use them together is if you actually had the last mod in the hierarchy implementing. All the items from the other mods in their data table. No more now we get this beautiful thing here called mod table operations and this little function.
There’s only a couple things you can do we’re going to look at those right now we can clear a data table so we can completely wipe it out we can merge data tables. And what that is is when you combine the data tables it will overwrite any existing rows that have the same row header. So you can take your data table.
That has exact same things. As the main data table item table and it will overwrite anything that you’ve put in your data. Table.
And then you can remove data table rows. Say there’s something you just don’t want in the game. Anymore.
And you want to take it out of the main data table you can just remove that row here. So the first thing. We’re going to do is we’re going to have to merge data table and in order for this to execute.
We have to drag a line from here. This is the execution flow. So anytime functions are called and stuff.
Like that unless.
It’s a pure function. Which we’ll talk about in another tutorial. We’d have to follow the flow of execution.
It’s essentially how things are ordered in the code into the order that things get processed. There’s a lot of unreal tutorials that will take you through the very basics of blueprints. I highly suggest watching them i’ll try and explain everything as we go so.
That you can learn as you go as well so target self this just means that this function exists inside this class. And we’re just using the insider class. If we had a function on another class that we want to call we’d have to get a reference to that class and that would be the target of calling the function now merge data merge into data table and to be added.
Data tables so this we’re going to want to get item table right. Here. So say item table to be added.
Data table. Well. We don’t have that yet so i’m just going to save and compile this it’s a really good habit to get into saving and compiling you can actually also turn it on at any time in your preferences any time you compiled successfully it automatically saves which i have on because i am really paranoid about losing information you will crash it’s going to happen.
And it’s just the reality of this step kit and in difficut. Most the time the crashes will be your own fault. But sometimes it just crashes.
So let’s go back out. Here. Let’s go back to content and let’s go to our mods folder.
Okay you can also see it over here this isn’t always there automatically if you click this little arrow.
It’s great when you gotta move stuff around or you want a little easier thing to look at say i want to you know come in here and drag something over. I could then do that but for now. We’re going go to mods go to our open up your toilet project.
I’m going to create a new folder here because i like sorting things i leave stuff like this usually in the base holder. Because this is really global important stuff that we want access to so. Let’s make a new folder looking out i’m going to call this data tables okay and in the future.
We’ll put all our data tables in here for organizations. So we know right where to look for them so we’re gonna create a data table when we create a data table we have to pick a structure. A structure is a defined structure of variables.
So it has a series of variables in it and it’s just a container for those variables. There are not classes. So they’re not instantiated.
They’re not dynamic once you set it that’s what it is and you can delete them you can change them. But in general they’re very vague that’s why we use them in data tables. Because they’re going to fixed point in memory.
So they’re very quick to access. And it’s a great way to store or static information. That doesn’t change we want to find in here item table row.
Okay and we just hit okay and we’re going to call this tutorial now if we want to be real proper. We could call it v t or d for data table tutorial item table okay now we open this up it’s completely blank now there are some programs. We’re going to do in another tutorial that will let us copy and move stuff around between data tables outside of it’s outside of unreal engine.
But for now just to show you we could add a real simple item here and we’ll call it a funny bunny short desk desk is short for description this is one funny bunny and this bunny is freaking funny.
I mean how funny is this bunny. I got mildly ahead of myself here. There’s something really important we need to talk about they’re running.
Now if we go and look at our item table from fun calm. You’ll notice that the row names are all numbers. And these are all unique numbers.
So it’s really important that any items you add have unique numbers if you want to replace a row. It needs to have the same number as you see here so we’re going to come over here. The general practice amongst modders is to come up with a unique meter.
Number so unique like prefix nasa albeit number for instance. My code name evolve to mod is 444 and you know if anybody else uses 444. I’ll just have to beat them until they change it in this case.
We’re going to do music. Let’s say 897 okay to make this as long as you want to community nine seven one four that makes really really likely that you’ll never have a conflict and then after that number is where you want to store use a series of numbers that are unique to say the type of things or stuff. Like that organization purposes.
Familiar energy. So we’re just going to call this zero zero zero one since our first item and it’s just sort of a generic. So you can see there says eight nine seven one four zero zero zero one eight nine seven one being our prefix that we would use for every item in this data.
Table we need an icon it’s ready bunny icons. Maybe a rabbit icon nap pal about fur um maybe your rug here we go a high drug that’s our funny bunny real cute just going to call this a oh to game it’s not it’s not a visual object. It’s nothing at this point.
We’re not really making anything specific here.
We’ll call it a material and something that’s only going to exist in our inventory. But we just wanted to set the real basics out of here. That’s pretty much all you need for an item jesus so if we save this table.
And we go to our mod controller. We can now to be added. Data tables a data table that’s coming being merged into our item table.
I’ll just type an item table then we’ll see our tutorial item table and that’s it that’s how we add our items so in theory. If we hit play run a simulation of the game. We’ll get more into simulations you can run and configuring that later you can see here.
There’s some stuff here already yours will be completely blank. This is just because this is my testing database. And it’s already got it’s already populated with things so i’m going a control shift.
See it’s going to black for a second model. Osi interface. That’s a typical behavior on this level.
I’m going to go to other and i’m going to type donnie. Oh. My gosh.
It’s a funny bunny. So i can click that my inventory again a tiny bit elaglod loads the inventory you interface the first time and this doesn’t happen in game. This is just here.
It’s a funny bunny is one funny bunny this bunny is freaking funny i mean how funny is this bunny and that’s our funny bunny so that’s how you add an item to the death table. This was merged into the normal data table. So all the information about the normal data table still exists.
And this was tagged on to it with our custom number. And it now exists in the game as an item and that’s it for our first tutorial. How do you set up your mouth and add your first item.
Thanks for watching folks you .
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