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How to Install Mods on a Path of Titans Server (Including Custom Maps)

A complete, configuration-first guide to installing Path of Titans server mods, enabling custom maps, handling platform limits, and troubleshooting failed loads.
Length9 min Posted Quest giverVGSources Team
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To install mods on a Path of Titans community server, stop the server, add each mod’s in-game Mod ID as an EnabledMods= entry in GameUserSettings.ini, save the file, and restart. The server checks for current versions and downloads the required files automatically. Players who join then download and install the enabled mods automatically; they do not copy files manually.

Custom maps use a second setting in Game.ini. Add the map’s exact internal name as ServerMap=, and remember that only one map mod can be active at a time.

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What server mod installation changes

A Path of Titans server does not normally use a separate mod installer or a folder of files that you assemble by hand. The supported workflow is configuration-based: you identify a mod in the game’s Mod Browser, place its Mod ID in the server configuration, and let the server retrieve the current version when it starts.

This matters because the server configuration is authoritative. A client can have a mod installed locally, but that does not activate the mod on your server. Conversely, when a server advertises an enabled mod, joining players are offered the matching download automatically. The player-facing modding guidance states that mods are downloaded and installed on joining, so players do not need a separate manual file-copy step.

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Community servers can be self-hosted or run through a Game Server Provider. Alderon Games recognizes both models, and both can use community gameplay and map mods. The file paths and control-panel labels vary by host, but the configuration sections and keys are the same.

Decide what you are installing first

Identify the mod type before editing anything. Type affects whether several mods can run together and whether every platform can join.

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Mod types and stacking rules

Mod type Typical purpose Can it stack with another mod? Important limitation
Skin Cosmetic appearance changes Generally stackable Check the author’s platform notes and any stated conflicts.
Creator-mode item Additional buildable or creator-mode content Generally stackable Use the exact Mod ID shown in the game.
Creature New playable or server-available creatures Generally stackable Confirm that the mod supports the platforms represented by your community.
Stat-change Changes to creature statistics or balance Only when the mods do not edit the same creatures Two mods changing the same creature can conflict; test them separately before combining them.
Map A separate playable world Not stackable with another map mod Only one map can run at a time, and some maps may not support mobile players.

“Generally stackable” does not mean conflict-free. A skin, creature, or creator-mode item can still have an author-documented incompatibility. Stat-change mods need special care because two otherwise valid mods may overwrite the same creature data.

Check platform support before choosing a map

Map mods deserve a platform check before you announce a server. The hosting documentation warns that some maps are graphically intensive for mobile hardware; mobile players may be unable to join those servers. Creature and skin mods are generally more mobile-compatible, but the mod author’s own platform notes should take precedence.

Choose a hosting model

  • Self-hosting: You edit the server’s files directly and control the operating system, backups, and restart process.
  • Game Server Provider: You use the provider’s file manager or configuration editor and its restart controls. The provider may label the same files differently, so locate the Path of Titans configuration directory rather than assuming a particular panel layout.

Whichever model you use, make sure you can stop the server, edit its files, and perform a clean restart. The documented setup requirement is explicit: the server must be stopped while server files are being edited.

Find a mod’s correct Mod ID

Do not guess an ID and do not download arbitrary files from elsewhere. The documented server workflow is ID-based, and the server retrieves the mod itself.

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  1. Launch Path of Titans and open the in-game Mod Browser.
  2. Select the mod you intend to use.
  3. Record the displayed Mod ID exactly, including every letter, number, underscore, and suffix.
  4. Read the mod author’s notes for map requirements, supported platforms, and known conflicts.
  5. Repeat this process for every mod you plan to enable.

The Mod ID is not necessarily the mod’s display name. Treat the displayed identifier as case-sensitive configuration data. If you later suspect that a mod is not loading, reopen the Mod Browser and compare the stored value with the current displayed ID rather than trying a similar-looking name.

Install ordinary gameplay, creature, skin, and item mods

The following procedure applies to non-map mods, including skins, creator-mode items, creatures, and stat-change mods.

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  1. Stop the server. Use the stop control in your host panel or stop the dedicated-server process. Do not edit a live configuration file.
  2. Open the configuration directory. Navigate to PathOfTitans/Saved/Config/<OS>Server/GameUserSettings.ini. On Windows, the operating-system folder is named WindowsServer. Other systems use a different OS-folder name.
  3. Locate or create the mod section. Find the section header [PathOfTitans.Mods]. If the section is absent, add that exact header in the INI file.
  4. Add one entry per mod. Each enabled mod gets its own EnabledMods= line. Use the Mod ID from the in-game Mod Browser.
[PathOfTitans.Mods]
EnabledMods="UGC_M_DYV7XYEGX2_SK"
EnabledMods="UGC_M_DYV0XMY7GX_SK"
  1. Save the file. Preserve the section spelling, the quotation marks, and the separate line for each ID. Avoid replacing several IDs with a comma-separated value.
  2. Restart the server. On restart, the server checks for current versions, downloads required mods, and enables them. A first start can take longer while content is retrieved.
  3. Verify in a controlled join. After the restart has completed, join with a test account or ask one player to connect. Confirm that the expected mod content is present before opening the server to a larger group.

The two IDs in the example are formatted examples of the required syntax. They are not a recommendation of particular mods; always replace them with the IDs you actually selected in the Mod Browser.

Install a modded map

A map uses the same ID-based activation process plus a map setting in Game.ini. The map name is not the Mod ID, and confusing the two is a common reason for a server that starts without the custom world.

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  1. Stop the server before making either configuration change.
  2. Enable the map mod in PathOfTitans/Saved/Config/<OS>Server/GameUserSettings.ini under [PathOfTitans.Mods], using the map mod’s Mod ID on its own EnabledMods= line.
  3. Open Game.ini in the same Path of Titans configuration area.
  4. Add the session section and map key:
[/Script/PathOfTitans.IGameSession]
ServerMap=TheGrimExpanse
  1. Replace the example name. Substitute TheGrimExpanse with the exact map name supplied by the mod author. Use the author’s internal map name, not merely the title shown in a workshop or browser listing.
  2. Save both files and restart. The server needs the enabled map mod and the matching ServerMap value.
  3. Allow extra loading time. Large maps can take several minutes to initialize. A slow first load is not, by itself, proof that the map failed.

Only one map can run at a time. If more than one map mod is enabled, remove the additional map entries and test with a single map. Other mod categories may remain enabled if they are compatible with that map and with one another.

What players have to do

Players do not need to find the server’s mod files, copy them into a folder, or repeat your INI edits. When they join a server with mods activated, the game automatically downloads and installs the required mods before allowing the connection to proceed.

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There are still two practical player-facing conditions:

  • They need a supported platform. A map that is too graphically intensive for mobile may prevent mobile players from joining, even though the server configuration is correct.
  • They need to wait for the download and installation. The first connection can take longer than a later connection because the content must be obtained locally.

The server owner remains responsible for publishing the correct server information and keeping the enabled Mod IDs and map name valid. Automatic client installation does not repair a mistyped ID or an invalid map setting on the server.

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Plan a mod list that will remain stable

Start with the smallest useful set, test it, and add one change at a time. This makes a conflict identifiable instead of leaving several simultaneous causes.

Use stacking rules as a design constraint

  • Combine skin, creator-mode item, and creature mods when each author supports the target platforms.
  • Combine stat-change mods only when they affect different creatures. If two alter the same creature, test them independently or choose one.
  • Use one map mod at a time. A second map cannot be loaded alongside the first.

Separate content compatibility from platform compatibility

A mod can be technically stackable and still be unsuitable for your audience. For example, a map may coexist correctly with a creature mod while remaining inaccessible to mobile players because of graphical demands. Check both dimensions before you advertise the server’s ruleset.

Keep a change record

Record each selected Mod ID, its display name, the author’s stated platform support, and the date you enabled it. If a later update causes a problem, you can remove the most recent change without discarding the entire configuration. This record is especially useful when several stat-change mods are involved.

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Troubleshoot a server that does not load its mods

Work through the checks in this order so that a simple configuration error is eliminated before you investigate compatibility.

The server starts, but no mod content appears

  • Confirm the server was fully stopped before the edit and restarted after the file was saved.
  • Check that the section header is exactly [PathOfTitans.Mods].
  • Make sure every mod has its own EnabledMods= line and that each value is the exact Mod ID shown in the Mod Browser.
  • Reopen the Mod Browser and compare the IDs character by character. Do not substitute a display name or a URL.

One mod works and another does not

  • Remove the questionable entry temporarily and restart to isolate it.
  • Check the author’s notes for platform restrictions or a conflict with another enabled mod.
  • If it is a stat-change mod, determine whether another enabled mod edits the same creature.

The custom map does not load

  • Verify that the map mod itself is enabled under [PathOfTitans.Mods].
  • Confirm that ServerMap is inside [/Script/PathOfTitans.IGameSession] in Game.ini.
  • Compare the value with the map author’s exact internal name, including capitalization and punctuation.
  • Remove any second map mod; only one map can be active.
  • Wait several minutes on the first start if the map is large before declaring it failed.

Mobile players cannot join

Check the map author’s platform notes first. Some maps are too graphically intensive for mobile hardware. Test with a known mobile-compatible server configuration, or choose a map whose author explicitly supports the platforms you need. Creature and skin mods are generally more mobile-compatible, but their individual notes still apply.

The configuration keeps reverting

Stop the server again, make the edit in the host’s actual Path of Titans configuration directory, save, and restart. Managed hosts can expose multiple file locations or generated settings pages; ensure you are editing the file the server instance actually uses, not a local copy or an unrelated template.

Maintenance after installation

Mod installation is not a one-time file copy. Keep the server’s configuration readable and make changes deliberately.

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  • Back up before changes: Save a copy of GameUserSettings.ini and Game.ini before changing the mod list or map.
  • Change one variable at a time: Add or remove one mod, restart, and test before making another change.
  • Recheck author notes after updates: A mod author may change a map’s internal name, platform support, or compatibility guidance.
  • Communicate platform limits: State clearly if the selected map may exclude mobile players.
  • Keep the list minimal: Every additional mod adds another compatibility relationship to test, especially when stat data overlaps.

If you need to return to a known-good state, stop the server, restore the backed-up configuration, and restart. Because players download enabled content automatically, removing a mod from the server configuration is also the correct way to stop advertising it to new joiners.

Quick reference

Goal File Setting Value source
Enable a creature, skin, item, stat, or map mod PathOfTitans/Saved/Config/<OS>Server/GameUserSettings.ini [PathOfTitans.Mods] and one EnabledMods="..." line per mod Mod ID displayed in the in-game Mod Browser
Select a custom map Game.ini [/Script/PathOfTitans.IGameSession] and ServerMap=... Exact internal map name supplied by the map author
Allow players to connect No player-side file edit Join the configured community server The game downloads enabled mods automatically

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