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To run the legacy Savage Wilds map, stop your server, add Workshop mod ID 2377569193, set ServerDefaultMap to /Game/Mods/Savage_Wilds/Savage_Wilds in Engine.ini, save, and restart. Every player must use the same Conan Exiles branch, Savage Wilds build, other mods, and load order. The legacy Workshop listing is currently marked removed and incompatible with Conan Exiles Enhanced, so verify a current Team WildCypher build before attempting an Enhanced installation.

What Savage Wilds is—and which Conan Exiles version this guide covers

Savage Wilds is a full-size custom map created by Team WildCypher. The project describes a handmade world of about 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 states that “Nothing in the base game is altered,” meaning the map is intended to add its own world and systems rather than replace the base game’s rules.

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This procedure targets the legacy PC/Steam branch documented by hosting guides. Its Workshop entry is titled (Legacy) Savage Wilds 1.5.63, uses mod ID 2377569193, and is approximately 1.7 GB uncompressed. The Workshop page currently says that item was removed from the community and is incompatible with Conan Exiles Enhanced.

Funcom moved the PC game to Unreal Engine 5 in the Enhanced release on May 5, 2026. Funcom also notes that mod support depends on compatibility with the new version. Consequently, do not assume that the legacy ID, package, or map path works on Enhanced. Confirm the current Team WildCypher release and its ID for the branch you intend to run. If your server and client are on different branches, no amount of changing Engine.ini will make them compatible.

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Information to have ready before installing

  • Game branch: Decide whether the server will run the legacy Conan Exiles branch or Enhanced. The legacy values in this guide are not a confirmation of Enhanced support.
  • Mod identifier: For the legacy Workshop item, use 2377569193.
  • Map package path: The legacy default map value is /Game/Mods/Savage_Wilds/Savage_Wilds.
  • Storage: Allow for roughly 1.7 GB of uncompressed Savage Wilds files, in addition to the server’s existing game and save data.
  • Configuration access: You need either a host panel with Workshop and map fields or file access to the server’s Engine.ini and mod directory.
  • Client parity: Anyone joining must install the same Savage Wilds build and every other server mod, in the same order.

Stop the server before changing its mod list or map. Stopping first prevents the process from overwriting settings during shutdown or loading an incomplete mod list. If the world already contains important progress, make a server backup through your host’s backup facility or by copying the save data before changing the default map.

Install Savage Wilds through a Conan Exiles host control panel

A control panel is the shortest route when the provider exposes Conan Exiles-specific fields. Hosting guides commonly label the relevant controls Workshop Mods, Mods, Workshop Mod IDs, Map, or place them in a server-properties editor. Labels vary, but the values are the same for the legacy installation.

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  1. Stop the server. Use the panel’s Stop, Shut Down, or equivalent control and wait until the process is fully stopped.
  2. Open the mod configuration. Navigate to the page that edits Workshop mods, mods, or server properties. If the panel has both a general mod list and a Conan Exiles server-properties file, use the field that the provider documents for Workshop mod IDs.
  3. Add the legacy Workshop ID. Enter 2377569193. If the field accepts several IDs, put each ID on its own line or follow that panel’s separator rules. Do not add the numeric ID to the map field.
  4. Set the map. In a field named Map, Default Map, or similar, enter /Game/Mods/Savage_Wilds/Savage_Wilds. This is an Unreal asset path, not a filesystem path and not the Workshop number.
  5. Save the configuration. Apply or save the server-properties page. Some panels write the change immediately; others require a separate Save or Apply button.
  6. Start the server. Restart only after both the mod ID and map value are saved. The server must load the mod before it can resolve the Savage Wilds map asset.
  7. Watch the startup log. Confirm that the server reaches its normal running state rather than stopping during mod download or map loading. If the panel reports that the Workshop item cannot be found, recheck the branch and the current availability of the legacy item before changing the map path.

When the panel uses a server-properties file

Some hosts expose the same settings as two named fields. Put 2377569193 in Workshop Mod IDs and /Game/Mods/Savage_Wilds/Savage_Wilds in Map. Save and restart. Do not enter the full ServerDefaultMap= assignment in a field that already asks only for a map value; use the format required by that field.

Set the map directly in Engine.ini

If the panel does not provide a Map field, edit the server’s Unreal configuration file. For the Windows dedicated server, the relevant location is:

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ConanSandbox/Saved/Config/WindowsServer/Engine.ini

Under the [/Script/EngineSettings.GameMapsSettings] section, add or update the ServerDefaultMap line so the section reads:

[/Script/EngineSettings.GameMapsSettings]
ServerDefaultMap=/Game/Mods/Savage_Wilds/Savage_Wilds

Keep the section header in square brackets, use the capitalization shown, and do not add quotation marks around the asset path. If the section already exists, change its existing ServerDefaultMap value instead of creating a second competing value. Save the file while the server is stopped, then start the server again.

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The map path points to the packaged Unreal asset. It is deliberately different from the Windows folder containing the downloaded mod. A valid Workshop download with an incorrect asset path can still leave the server unable to open Savage Wilds, while a correct path cannot help if the mod package was never downloaded.

Self-hosted installation without a control panel

Self-hosting gives you direct access to the files but also makes you responsible for installation, updates, the Windows process, and network access.

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  1. Install the official dedicated server. Use Steam’s Tools section to install the Conan Exiles Dedicated Server.
  2. Run it once. The first launch creates the configuration tree, including the WindowsServer directory used by the server settings.
  3. Stop the process. Do not edit configuration files while the dedicated server is actively writing them.
  4. Install the mod package. For manual deployment, place each server mod’s .pak file in ConanSandbox/Mods.
  5. Create or edit modlist.txt. List mod filenames one per line. Use the actual .pak filenames, not Workshop numeric IDs, and preserve the order you want the server to load.
  6. Edit Engine.ini. In ConanSandbox/Saved/Config/WindowsServer/Engine.ini, add the [/Script/EngineSettings.GameMapsSettings] section and the Savage Wilds ServerDefaultMap value shown above.
  7. Start the server and inspect its output. A successful start should proceed through mod loading and map initialization instead of stopping at package or asset errors.

Funcom identifies Engine.ini and ServerSettings.ini as key dedicated-server configuration files. The technical manual’s manual-mod procedure requires the client to have the same mods and load order as the server. That requirement applies even when the server was originally configured through a Workshop field: a player with a different package or order can still be rejected.

What every player must install before joining

Server installation and client installation are separate. The server can be configured correctly while a player still receives a mod mismatch or fails during connection.

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  • Use the same branch. A legacy client must join a legacy server, and an Enhanced client must join an Enhanced server that has a compatible Savage Wilds build. Do not mix the legacy and Enhanced branches.
  • Install Savage Wilds. Subscribe to or otherwise install the exact build the server uses. The legacy identifier is 2377569193; a future Team WildCypher build may use a different ID.
  • Match every additional mod. Compare the complete server list with the client’s installed list, not just Savage Wilds.
  • Match load order. Keep the sequence identical. A client with all the right files can still fail if the order differs.
  • Restart the game after changing mods. This ensures the client is not attempting to connect with a stale loaded package.

Control panel or self-hosting: which approach fits?

Decision point Control-panel host Self-hosted dedicated server
Initial setup Add the Workshop ID and map value in labeled fields, then restart. Install the Steam dedicated-server tool, run it once, place files in the Mods directory, edit modlist.txt and Engine.ini, then start the process.
Configuration access Depends on the provider exposing Workshop and map controls or file access. Direct access to Engine.ini, ServerSettings.ini, ConanSandbox/Mods, and modlist.txt.
Workshop handling The panel can manage the documented Workshop ID when the host supports the legacy branch. You handle deployment of the package and any later file replacement yourself.
Operating responsibility The provider supplies the server process and panel; exact restart, update, and branch support vary by host. You maintain the Windows process, storage, network access, firewall rules, backups, and updates.
Branch support Confirm explicitly that the host offers the legacy Conan Exiles branch before ordering or migrating a server. You choose the installed branch, but must keep the server executable, mod files, and clients on that same branch.

For a small group that wants the fewest file-management tasks, a Conan Exiles server-hosting panel with explicit Workshop and Map fields is usually simpler. Self-hosting is appropriate when you need full file control or your provider does not expose the required legacy settings, but it leaves every operational task with you.

Troubleshoot the common failure points

The server starts but loads the wrong world

Check that the map value is exactly /Game/Mods/Savage_Wilds/Savage_Wilds and that it is stored under [/Script/EngineSettings.GameMapsSettings]. On a panel, confirm that the Map field was saved rather than entered in a general notes field. In a file, make sure there is only one active ServerDefaultMap assignment. Stop the server, correct the value, save, and restart.

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The server cannot find the map

A map-resolution error usually means the package is missing, the wrong branch is installed, or the path does not match the installed build. Verify that the legacy Workshop ID was added, that the host actually downloaded the item, and that the server is not running Enhanced with a legacy-only package. If Team WildCypher has issued a new branch-specific build, use its documented ID and path instead of assuming the 1.5.63 values remain current.

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Players receive a mod mismatch

Compare the server’s Workshop IDs or modlist.txt with each player’s installed mods. Check versions, not just names, and compare load order line by line. Have the player install the same Savage Wilds build and restart the game after changes. Changing the map setting does not repair a package or load-order mismatch.

The Workshop item is unavailable

The legacy listing is currently marked removed from the community. If a panel cannot download ID 2377569193, do not repeatedly restart or substitute a random map path. First verify whether Team WildCypher provides a current distribution for the legacy branch or an Enhanced-compatible release. A removed Workshop item cannot be restored through Engine.ini.

The server and client are on different branches

Confirm the branch shown by the server installation and the client installation. The legacy Workshop item is explicitly marked incompatible with Enhanced, and Enhanced uses the Unreal Engine 5 PC release introduced on May 5, 2026. Move both sides to the same supported branch, then install the matching Savage Wilds build and recheck the complete mod order.

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The self-hosted server ignores manual files

Confirm that the files are in the server’s active ConanSandbox directory, not a separate client installation. Each .pak belongs in ConanSandbox/Mods, and each filename must appear on its own line in modlist.txt. Stop the process before editing, then start it again so the dedicated server rereads the list.

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Updating, changing maps, and protecting the save

Before replacing a mod package, changing branches, or changing the default map, make a backup of the existing save and configuration. Keep a copy of the working Engine.ini, modlist.txt, and the exact mod versions that produced the working server. This gives you a known rollback point if a new package fails to load.

When updating Savage Wilds, update the server and clients as one change. Stop the server, install the approved package, confirm the mod list and order, check the map value, and restart. Have players update only after the server package is ready; otherwise they may connect with a newer or older build than the server.

If you want to return to another map, stop the server and replace the ServerDefaultMap value with the asset path for that map. Keep the Savage Wilds mod installed only if another mod or saved content still requires it. Changing the default map does not automatically convert or merge worlds, so preserve backups before switching.

Final pre-launch checklist

  • Server and clients are on the same legacy or Enhanced branch.
  • The chosen Savage Wilds build is currently available for that branch.
  • Legacy installation uses Workshop ID 2377569193 only when that item is still obtainable and appropriate.
  • Engine.ini contains ServerDefaultMap=/Game/Mods/Savage_Wilds/Savage_Wilds inside the correct GameMapsSettings section.
  • Self-hosted deployments have each .pak in ConanSandbox/Mods and each filename listed once per line in modlist.txt.
  • The server was stopped while files and settings were changed, then restarted afterward.
  • Every client has the same Savage Wilds build, all additional mods, and identical load order.
  • A backup exists before the first launch on the custom map.

The reliable legacy recipe is therefore: install the matching mod, point ServerDefaultMap to the Savage Wilds asset, restart, and keep every client identical. Because the old Workshop listing is removed and does not support Enhanced, treat the ID and path as legacy values and verify Team WildCypher’s current branch-specific instructions before deploying a new server.

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