Conan Exiles

Conan Exiles

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ModControlPanel
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Features: Features
Interface: Interface
File Size
Posted
Updated
232.921 KB
2 Aug, 2019 @ 8:26pm
15 Dec, 2023 @ 2:49pm
8 Change Notes ( view )

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ModControlPanel

Description
Mod Control Panel

Discord Link[discord.gg]

Mod ID: 1823412793

Version 1.1.5

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]

[zap-hosting.com]

Use code "betterbuildersbureau" for 20% discount
Popular Discussions View All (4)
20
1 Nov, 2025 @ 1:34am
PINNED: Servers Using This Mod
hades
11
28 Sep, 2023 @ 1:18pm
PINNED: Supported Mods
hades
5
12 Dec, 2021 @ 8:34am
PINNED: Bug Reports
hades
340 Comments
24 Apr @ 7:40am 
Hi. Are there any plans to update the mod to Enhanced version of CE?
9 Nov, 2025 @ 2:55am 
@hades Thank you!
hades  [author]
8 Nov, 2025 @ 2:21pm 
@Luca Throughout SKINS

MCP can be put anywhere in the mod list =)
8 Nov, 2025 @ 5:26am 
Doesn't matter
8 Nov, 2025 @ 5:22am 
What should the load order be for this mod?
hades  [author]
9 Oct, 2025 @ 2:28pm 
@Heinrich6745

Yes, they show up at the top in a scrollbox =)
9 Oct, 2025 @ 2:15pm 
whoops i deleted my comment by mistake (misclick on my part). i am at 21:9 3840x1600 on a 38" monitor. I think i got it working and just assumed wrong as in the mods being on the lefthand side but they show up on the top toolbar. If so then it works fine. I am just use to other games mod control panels where it's on the left side lol.
hades  [author]
9 Oct, 2025 @ 2:05pm 
@Heinrich6745

Unfortunately not, MCP uses a normal fullscreen widget, what size resolution are you using?
hades  [author]
13 Apr, 2025 @ 8:03am 
MCP accesses all the configs for all my mods and simplifies UI creation for future mods, I would say that is working smarter not harder IMO lol.
12 Apr, 2025 @ 1:44pm 
What I don't understand is why this mod is needed to lift building restrictions? I just want to disable overlanpping. I don't need an entire UI dedicated to it. Defeats the purpose of work smarter not harder.