Prehistoric Kingdom Update — Mod Compatibility Status & Broken Mods List

9/1/2026 — Prehistoric Kingdom - Update 17 Fix Patch (1.17.120)

🧠 What This Means for Modders

Prehistoric Kingdom - Update 17 Fix Patch (1.17.120) — a general update — most mods survive, but check the broken list below. 4 mods flagged as potentially broken below ↓.

📋 Patch Notes

[p][img src="{STEAM_CLAN_IMAGE}/30171105/12f86b8a74baca44869bf59f8cd36c09b6effa43.png"][/img]Welcome, [b]Park Managers[/b]! [/p][p]The final support patch for Update 17 is here, bringing new partner combat animations for several species, major improvements to animal behaviour and mutation visuals, important optimizations, and many exciting QoL improvements.[/p][p]Behind the scenes, we’ve also tackled a wide range of crashes, construction issues, performance bottlenecks, and save/load problems to make building and managing your prehistoric park smoother, faster, and more stable than ever.[/p][p][/p][p][img src="{STEAM_CLAN_IMAGE}/30171105/ad3d23456b2e8789dda075e135d6ee1b51984308.png"][/img][/p][h3]

Known Issues

  • & Additional Notes[/h3][p][img src="{STEAM_CLAN_IMAGE}/30171105/1c33bce2a89fdb13be17ee5c61152e072e4201b2.png"][/img][/p][p]Please send feedback and bug reports to our [url="https://discord.com/invite/pkgame"]Discord server's[/url] appropriate channel.[/p][p][/p][p][b]Animal combat and hunting are still not 100% finished - some planned features are still missing, while some others require further tuning and balancing. The idea is that we'll continue to expand upon these systems as we get ever closer to our 1.0 release.[/b] [/p][p]For now, we are aware of the following issues, which we hope to tackle soon:[/p][list][*][p]While it's been improved over PTB, there's still clipping involved with combat interactions. Due to the nature of completely dynamic encounters, this will never be truly gone, but we are excited to explore new ways to improve it in upcoming patches[/p][/*][*][p]Several animals are still missing their full combat capabilities, currently being unable to attack and fight back. These animals are [i]Psittacosaurus[/i], [i]Dryosaurus[/i] and [i]Leaellynasaura[/i][/p][/*][*][p]Due to engine and navigation limitations, animals spend too much time in the water, as they are not able to properly distinguish land tiles from water tiles. This is something we're addressing in the next major update[/p][/*][*][p]Some of the young animals' combat locomotion is still a little faster than we would like. We'll keep improving this[/p][/*][/list][p]Miscellaneous issues:[/p][list][*][p]Some recent data misalignment has caused some animals' swimming capabilities to regress, causing surface positioning to be offset, often pushing individuals under water. We'll be fixing this with the next Major Update[/p][/*][/list][p][img src="{STEAM_CLAN_IMAGE}/30171105/ad3d23456b2e8789dda075e135d6ee1b51984308.png"][/img][/p][h1] Full Patch Notes[/h1][p][img src="{STEAM_CLAN_IMAGE}/30171105/1c33bce2a89fdb13be17ee5c61152e072e4201b2.png"][/img][/p][h2]Additions[/h2][list][*][p][b]Animals[/b][/p][list][*][p]Added new partner combat animations for:[/p][list][*][p][i]Mammuthus[/i][/p][/*][*][p][i]Nasutoceratops[/i][/p][/*][*][p][i]Pachycephalosaurus[/i][/p][/*][*][p][i]Panthera[/i][/p][/*][*][p][i]Smilodon[/i][/p][/*][*][p][i]Styracosaurus[/i][/p][/*][*][p][i]Velociraptor[/i] [/p][/*][/list][/*][/list][/*][*][p][b]UI/UX[/b][/p][list][*][p]Selected animals will now display a selection outline overlay when not tracked by the camera[/p][/*][*][p]Enclosures can now be renamed through the header of the [b]Enclosure Infomenu[/b][/p][/*][*][p]Added an ‘Objects’ tab to the [b]Enclosure Infomenu[/b], allowing players to view the modules currently present in their exhibits and to control their supplements at the enclosure level[/p][/*][*][p]Added a '[b]Go to Nearest Loading Bay[/b]' button to the logistics management view which will now select the closest loading bay to the camera[/p][/*][/list][/*][*][p]Audio[/p][list][*][p]Added species combat vocalizations to:[/p][list][*][p][i]Acrocanthosaurus[/i][/p][/*][/list][/*][/list][/*][/list][h2]Changes[/h2][list][*][p][b]Critical[/b][/p][list][*][p]Undo / Redo operations are now blocked when they overlap with other construction or destruction operations, removing a whole class of bugs from the park construction experience. A warning banner will be displayed when an operation is blocked.[/p][/*][/list][/*][*][p][b]Animals[/b][/p][list][*][p]Completely re-worked animal mutation visuals for naturally born animals affected by mutagens, in an effort to reign in overly bright and saturated mutations that would look completely unnatural[/p][list][*][p]Reduced the hue drifting for all species, and especially for mammals, which should not get pink, purple, green or blue. Natural mutations are overall much more subtle[/p][/*][*][p]Animals featuring mutations such as leucism, melanism and albinism are now properly clamped to the tuned visual values for those conditions[/p][/*][/list][/*][*][p]Made balances to animal aggression behaviors:[/p][list][*][p]Adjusted sauropod defense behaviors, letting them ignore threats that aren't their direct predators, as they don't engage in infant protection. This should make the meanest sauropods ignore smaller and medium predators in their vicinity[/p][/*][*][p]Dedicated family protection has been adjusted - now named [b]Pro-Active Family Protection[/b], this behavior filters out social group members from the target pool, with the activation range now being brought way down (x10 factor), making  pro-active defense based more heavily on immediate proximity[/p][/*][/list][/*][*][p]When attacking, animals will now have a chance to shrug off staggering hit effects the closer they are to completing their attack[/p][/*][*][p]Higher level afflictions can no longer happen to newborn animals, and can only occur past a certain age[/p][/*][*][p]Vivariums will now display any leftover food in them which is waiting to be removed after changing the feed type[/p][/*][*][p]Animals who witness the death of family or social group members will now react in a few different ways, with social group members being more likely to flee and parents of killed offspring being more likely to stand their ground[/p][/*][*][p]When placed in quarantine, animals should now recover hitpoints at an accelerated rate[/p][/*][*][p]When sparring, animals with higher social hierarchy positions get a conviction bonus making them less likely to back down[/p][/*][/list][/*][*][p][b]Staff[/b][/p][list][*][p]When using the [b]Call Staff[/b] button, this will now force the assignment to be delegated immediately, even if that means pulling an already assigned staff member off their current assignment. This may incur some loss of staff efficiency due to being pulled away from an assignment that may have been nearly complete at the time of reassignment, especially in the case of logistics resource transportation. To alleviate this, a staff member who is moving resources and is forced onto a different resource transportation assignment can seamlessly transition to the new assignment without having to perform the pickup at the new storage location first, if either of these two criteria are met: the resource is of the same type as the previous assignment, or coming from the same storage location as the previous assignment[/p][/*][*][p]When sedating animals, vets now have a small chance to miss their target, mitigated by the [b]True Aim[/b] perk[/p][/*][/list][/*][*][p][b]Environment[/b][/p][list][*][p]Water Quality Overhaul[/p][list][*][p]Quality scaling has been implemented, lower water settings now adjust the visual quality to deliver significant performance improvements[/p][/*][*][p]Ultra/Cinematic water has been improved and optimized[/p][/*][*][p]Use of surface tessellation has been substantially optimized[/p][/*][*][p]Underwater volumetric lighting is no longer grainy[/p][/*][/list][/*][/list][/*][*][p][b]UI/UX[/b][/p][list][*][p]Overhauled the [b]Animal Infomenu[/b]:[/p][list][*][p]Added several information breakdowns and textual descriptions for Immunity, Fertility and Fecundity, making their purpose and function clearer[/p][/*][*][p]Merged rating and milestones within the same menu[/p][/*][*][p]Moved the breeding information into a new Breeding tab[/p][/*][/list][/*][*][p]Overhauled the [b]Options Menu[/b]:[/p][list][*][p]The options menu has been rebuilt from the ground up, with settings reorganised into five tabs (Gameplay, Graphics, Audio, Controls, Interface) and tooltips added throughout. [/p][/*][*][p]Apply now only activates when you've actually changed something, and unapplied changes are discarded when you switch tabs or back out. [/p][/*][*][p]Frame limiting is now a simple on/off toggle with a target FPS instead of a fraction of your refresh rate, with your existing setting carrying over automatically[/p][/*][*][p]Keybinds are grouped into filterable sections with a reset-all option, and Escape now cancels a rebind instead of closing the menu. The whole menu also updates properly when you change language[/p][/*][/list][/*][*][p]Structure attribute widgets will now show up on Modular Prefabs too[/p][/*][*][p]Module Logistics Unfulfilled park issue now has a delay of 180 seconds, and should now show additional diagnostic information[/p][/*][*][p]Clicking a Checklist park issue now takes you through to the construction button for the required module[/p][/*][/list][/*][*][p][b]Post Processing[/b][/p][list][*][p]Screen-Space Reflections Overhaul[/p][list][*][p]At higher quality settings, reflections now apply to many metallic surfaces properly[/p][/*][*][p]All settings below Cinematic are significantly more optimized[/p][/*][*][p]Graininess of SSR was significantly reduced[/p][/*][*][p]Key optimizations were introduced[/p][/*][*][p]Vegetation is no longer incorrectly affected by SSR[/p][/*][/list][/*][/list][/*][/list][h2]

Bug Fixes

  • [/h2][list][*][p][b]

Crashes

  • [/b][/p][list][*][p]Fixed a number of subtle resource disposal ordering bugs which could lead to crashes/freezes when exiting to the menu or quitting the game[/p][/*][*][p]Fixed a number of system intersections that could act without waiting for other systems properly, leading to potential memory corruption and crashes[/p][/*][/list][/*][*][p][b]Critic

📄 Read the full patch notes on Steam →

✅ Mods Updated for This Patch (0)

These mods were updated after the patch — safe to use on the current version.

None yet.

⚠️ Mods That May Be Broken (4)

These native mods may not work until the author updates them. Everything else is unaffected — .esp, texture, and Papyrus-script mods are version-independent and survive patches.

📋 Browse Prehistoric Kingdom Mods

↩️ How to Roll Back / Downgrade

Steam: open the Steam console (steam://nav/console) and run `download_depot <appid> <depotid> <manifestid>` to download the pre-update build, then copy those files over the updated ones. Set the game to "only update when I launch" (Properties → Updates). Always back up the game folder before a patch.

🕘 Previous Updates

Older Prehistoric Kingdom updates — click to read each patch note.