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What Savage Wilds adds—and which version this guide covers
Savage Wilds is a full-size custom map from Team WildCypher. The project describes a handmade world covering 36 km², with four factions, eight dungeons, caravan fast travel, seasonal systems, event systems, and recipes from the Exiled Lands plus most Isle of Siptah recipes. Team WildCypher says, “Nothing in the base game is altered.” That means the map is intended to add a new world rather than replace the standard game rules.
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This procedure covers the legacy Steam Workshop branch documented by Conan Exiles hosting guides. Its Workshop item is named (Legacy) Savage Wilds 1.5.63, uses mod ID 2377569193, and is approximately 1.7 GB uncompressed. The legacy item is currently shown as removed from the Steam community and incompatible with Conan Exiles Enhanced.
Funcom moved the PC game to Unreal Engine 5 with the Enhanced release on May 5, 2026. Funcom notes that mod support depends on compatibility with that new version. Do not assume that a legacy .pak, Workshop ID, or map path works on Enhanced. Before deployment, check Team WildCypher for a current Enhanced-compatible build and its replacement ID or installation instructions. If no such build exists, use the legacy branch on both server and clients.
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Identify your server branch before changing files
The most common installation failure is mixing branches. A server running the legacy game cannot be joined by an Enhanced client, and an Enhanced server should not be configured with a mod release that was made for the legacy Unreal Engine version.
- Legacy server: use the legacy Savage Wilds listing, ID
2377569193, and the map path shown in this article. - Enhanced server: use only a Savage Wilds package explicitly released for Enhanced. Confirm its current mod ID and map path from Team WildCypher; the legacy values are not validated for that branch.
- Mixed installations: do not try to make one server support both branches. Select one branch and install that branch on the server and every client.
Write down the branch, Savage Wilds version, Workshop ID, and every other server mod before you begin. That small inventory gives you a reference when a client later reports a mismatch.
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Server-side requirements
- A Conan Exiles server that can run the same legacy branch as the Savage Wilds package.
- Permission to stop and start the server.
- Access to a Workshop Mods or Mods field, or file access to the server’s Conan Exiles installation.
- Permission to edit
Engine.ini(or an equivalent server-properties Map field). - Enough disk space for the roughly 1.7 GB uncompressed legacy map package, plus the server’s normal files and any other mods.
Client-side requirements
- The same game branch as the server.
- The same Savage Wilds build installed through Steam Workshop or the distribution method specified by the current project release.
- Every additional server mod installed at the matching version.
- The same mod load order as the server.
Back up configuration first
Stop the server before editing configuration. Make a copy of the current Engine.ini, ServerSettings.ini, and mod list. If the map fails to load, restoring the previous files lets you return to the original map while you investigate instead of troubleshooting a moving target.
Install Savage Wilds through a hosting control panel
A control panel is the shortest route when your host exposes Conan Exiles Workshop and map settings. The labels vary, but the values are the same. Some panels place them in a server-properties file; others show separate fields named Workshop Mod IDs and Map.
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- Stop the server. Use the panel’s Stop, Shut down, or equivalent action. Do not edit the mod list while the game process is still running.
- Open the mod configuration. Look for Workshop Mods, Mods, Workshop Mod IDs, or a Conan Exiles server-properties editor.
- Add the legacy Workshop ID. Enter
2377569193. If the panel accepts several IDs, keep each ID on its own line or in the format the panel documents. Do not paste the map path into the ID field. - Open the map setting. Find a Map field, Server Default Map field, or the file editor for
ConanSandbox/Saved/Config/WindowsServer/Engine.ini. - Set the map section and value. In
Engine.ini, add or edit this section exactly:
[/Script/EngineSettings.GameMapsSettings]
ServerDefaultMap=/Game/Mods/Savage_Wilds/Savage_Wilds
- Save both settings. If the panel writes a server-properties file, confirm that the Workshop ID and Map fields still contain the values after saving. If you edited the file directly, check that the section header has square brackets and that the map value has no quotation marks or trailing spaces.
- Start the server. A restart is required after changing the mod list or default map. The first start may take longer while the server downloads or mounts the Workshop content.
- Wait for the server to finish loading. Use the panel console or status page to confirm that the process reaches its normal running state before attempting to connect.
If your panel has both a Map field and a raw Engine.ini editor, use one authoritative setting rather than entering conflicting values in both places. A panel may regenerate the file when you save properties, so re-open the file after saving if the map does not change on restart.
Install the map on a self-hosted Windows server
Self-hosting gives you direct control over the files but leaves downloading, updates, process management, and firewall maintenance to you. Funcom identifies Engine.ini and ServerSettings.ini as key configuration files for a dedicated server.
1. Create the server configuration
- Install the official Conan Exiles Dedicated Server from Steam’s Tools section.
- Run the server once and stop it cleanly. This first launch creates the WindowsServer configuration directory if it did not already exist.
- Go to
ConanSandbox/Saved/Config/WindowsServer/and locateEngine.ini. If it is absent, run the server again and check that the process has write permission to its installation directory.
2. Deploy the mod package
For a Workshop-based installation, download or subscribe to the exact legacy build represented by ID 2377569193 using the server’s supported Workshop workflow. If you are deploying files manually, the Conan Exiles technical manual specifies that each server mod .pak belongs in ConanSandbox/Mods. Keep the package’s filename unchanged; the name used in the mod list must match the file on disk.
3. Build the mod list
- Open or create
ConanSandbox/Mods/modlist.txt. - List mod filenames one per line, including the Savage Wilds package and every other server mod.
- Use the same order on the server and clients. Do not add comments, Workshop IDs, or map paths to a line that should contain a filename.
The technical manual requires clients to have the same mods and load order to connect. If you use a host launcher or Workshop synchronizer instead of a raw modlist.txt, treat its generated list as the source of truth and make sure clients receive the equivalent order.
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4. Set the default map
Edit Engine.ini and add the following under the map-settings section:
[/Script/EngineSettings.GameMapsSettings]
ServerDefaultMap=/Game/Mods/Savage_Wilds/Savage_Wilds
Save the file, start the server, and allow it to complete initialization. If the server starts on the old map, stop it and verify that the section header and path are spelled exactly as shown and that the file you edited belongs to the active WindowsServer instance.
Joining the server from a client
A correctly configured server can still reject a player whose local installation differs. Have each player complete this checklist before troubleshooting the map setting:
- Launch the same Conan Exiles branch as the server: legacy or Enhanced.
- Install or subscribe to the same Savage Wilds build. For the legacy guide, that is the build associated with Workshop ID
2377569193. - Install every other mod shown by the server, not only Savage Wilds.
- Arrange the mods in exactly the server’s load order.
- Restart the game after subscribing, updating, or changing the order so the client reloads the package list.
- Connect only after the server has fully restarted with the new map.
When a mismatch message appears, compare the server’s Workshop IDs or modlist.txt with the client’s installed items and order. Fix the version or order first; changing ServerDefaultMap will not resolve a mod mismatch.
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Verify that Savage Wilds loaded
Check the server startup
After the restart, confirm that the server remains online instead of repeatedly stopping. A failed mount, missing package, or malformed configuration can prevent normal startup. Check the panel console or dedicated-server log for the first error associated with Savage Wilds rather than focusing on later cascading messages.
Check the map in game
Join with a client that has the matching branch and mod set. The world should load as Savage Wilds rather than the Exiled Lands or another default map. If the game reaches the character or spawn stage but the world is wrong, the server likely started without applying the map value; recheck the active configuration file and panel Map field.
Check a second client
Have another player with the same mod order connect. One successful connection proves that one client works; a second matching client helps distinguish a server configuration problem from a local Workshop download or cache problem.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Troubleshooting common failures
The server starts on the wrong map
- Confirm that
Engine.inicontains the exact section[/Script/EngineSettings.GameMapsSettings]. - Confirm that the value is exactly
/Game/Mods/Savage_Wilds/Savage_Wilds, including capitalization and underscores. - Check whether the host’s Map field overwrote the file when you saved server properties.
- Stop and restart the server after correcting the value; saving alone does not reload the map.
The server fails to start after adding the mod
- Stop the process and verify that the installed package belongs to the server’s game branch.
- Check that the legacy Workshop item is available to the account or tool performing the download. Its community listing is currently marked removed, so a server may not be able to obtain it through the old listing.
- Restore your backed-up configuration, then test the server without Savage Wilds to confirm that the base server still starts.
- For a manual installation, verify that the
.pakis inConanSandbox/Modsand that its exact filename appears once inmodlist.txt.
The client reports a mod mismatch
- Compare the server’s ID or filename with the client’s installed Savage Wilds build.
- Compare every additional mod, not just the map.
- Compare load order line by line. A correct collection in a different order can still be rejected.
- Ensure both sides are on legacy or both are on Enhanced. The legacy package is not compatible with Enhanced.
The client downloads the mod but cannot join
Let the Workshop download finish, restart the game, and verify that the client is not subscribed to a different Savage Wilds listing. If the server recently changed versions, the client must update to that same version before connecting. When several mods are involved, temporarily comparing the complete server list with one known-good client is more reliable than changing settings at random.
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The map is unavailable on Enhanced
Do not substitute the legacy ID or path on an Enhanced server. Enhanced moved the PC game to Unreal Engine 5 on May 5, 2026, and the legacy Workshop page says it is incompatible. Wait for or obtain a Team WildCypher build explicitly marked for Enhanced, then use the new release’s documented ID and map path.
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Control-panel hosting versus self-hosting
| Consideration | Control-panel host | Self-hosted Windows server |
|---|---|---|
| Initial setup | Enter the Workshop ID and map path in labeled fields, then restart. | Install the dedicated server, run it once, place files, edit configuration, and manage the process yourself. |
| Engine.ini access | Often provided through an editor or represented by a Map field; availability depends on the host. | Direct access to ConanSandbox/Saved/Config/WindowsServer/Engine.ini. |
| Mod-file access | Usually abstracted behind Workshop Mods or a mod manager. | Direct placement of .pak files in ConanSandbox/Mods and editing of modlist.txt. |
| Workshop updating | The panel may download or refresh Workshop content for you; the exact behavior is host-dependent. | You are responsible for downloading the intended build and checking that updates do not change the server/client match. |
| Firewall and process maintenance | The provider normally handles the machine and service layer, while you manage the game settings. | You maintain the Windows process, firewall, storage, permissions, and restart procedure. |
| Legacy-branch support | Depends on whether the host still offers the legacy Conan Exiles branch and permits the required Workshop item. | Depends on your installed dedicated-server branch and whether you can obtain the matching mod files. |
Choose a panel when you want labeled Workshop and Map fields and do not need low-level file control. Choose self-hosting when you require direct access to Engine.ini, modlist.txt, and the mod directory, and are prepared to maintain the server software and operating environment.
Changing, updating, or removing Savage Wilds
Updating a supported build
Schedule the change while the server is stopped. Record the current ID, package version, map path, and mod order. Update the server package through the host’s Workshop workflow or replace the manual files, then apply the corresponding update on every client. Keep the map path unchanged only if the new Team WildCypher release documents the same path. Restart the server and test with one matching client before inviting the rest of the players.
Returning to the previous map
- Stop the server.
- Remove the Savage Wilds Workshop ID or package from the server’s mod configuration.
- Remove its line from
modlist.txtif you use manual deployment. - Change
ServerDefaultMapto the map you intend to run, using that map’s documented path. - Save and restart. Clients must remove Savage Wilds or match the server’s new mod list.
Preserving a rollback point
Keep the original Engine.ini, ServerSettings.ini, and mod list until the new map has been tested. Retain the exact package version used by the working server when your hosting method allows it. This gives you a controlled rollback if an update changes compatibility or if the legacy Workshop item becomes unavailable.
Quick reference
| Setting | Legacy value |
|---|---|
| Workshop mod ID | 2377569193 |
| Engine.ini section | [/Script/EngineSettings.GameMapsSettings] |
| Server default map | /Game/Mods/Savage_Wilds/Savage_Wilds |
| Manual mod directory | ConanSandbox/Mods |
| Manual load-order file | ConanSandbox/Mods/modlist.txt |
| Configuration directory | ConanSandbox/Saved/Config/WindowsServer/ |
These values apply to the legacy branch only. The legacy Workshop listing is marked removed and incompatible with Enhanced, so verify a current Enhanced release before reusing any of them on the Unreal Engine 5 version.
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