Different custom wand packs can coexist when they contribute new rows rather than overwrite the same base asset. The April 17, 2025 patch made DT_CustomWandStyles extendable for player wand and handle styles. That is a big compatibility improvement, but each mod still needs valid, unique row names and working references.
Quick answer
Create a mod-local Data Table using the same row structure as DT_CustomWandStyles, add uniquely named entries, and attach it through your ModMutator using Data Table Extensions. Set Additional Data to your mod table and Table to Add To to the original target. Compile, save and validate. This extends the player’s available wand/handle styles; it does not change Ollivander’s initial wand-creation scene.
8 steps, in the right order.
Work through the Creator Kit repair process in order. Save a project backup and validate content before publishing anything new.
Use an updated Creator Kit and create a mod folder
Install the April 17, 2025 Creator Kit build or newer and launch via Epic Games Launcher. Create or open your mod content folder, not the base game content folder. Back up work before changing tables.
Inspect DT_CustomWandStyles and note its actual row structure
Find DT_CustomWandStyles in the Content Browser. Read its columns and row structure in your installed build and locate suitable wand and handle assets. The patch confirms the table is now extendable, but does not publish a universal hard-coded row schema in the notes.
Create a separate extension Data Table in your own mod
Inside your mod folder choose Right-click → Miscellaneous → Data Table, selecting the same row structure used by DT_CustomWandStyles. Call it something unique such as DT_BEX_WandStyle_Additions. Do not overwrite the original table.
Add uniquely named rows and real asset references
Add one row per style with names such as BEX_WAND_001 through BEX_WAND_010. Assign the required wand/handle fields to actual assets using the editor’s row properties. Avoid copied row names from other mods and resolve all missing asset references.
Wire the extension to your ModMutator
Open your mod’s ModMutator Blueprint → Class Defaults → UGC / Data Table Extensions. Add an element, set Additional Data to your new mod-local table, then set Table to Add To to DT_CustomWandStyles. Compile and save. This follows CurseForge’s documented append-table pattern for other Creator Kit customizations.
Enable the mod and test multiple styles together
Run PEEVES validation, upload a testing build, then enable multiple supported wand/handle mods in the official mod UI. Open the player customization/inventory or appearance experience that exposes the added styles. Verify icons and meshes, then check for duplicate row names or missing references if an item fails to appear.
Keep Ollivander’s scene out of the compatibility promise
The official patch explicitly says the newly extendable table does not modify Ollivander’s wand-creation menu. Do not claim a new shop/cutscene option or a guaranteed fix for crashes caused by older wand-replacer mods. Test the unmodified introduction separately.
Publish and document row naming for other authors
Describe the row namespace used by your mod and list any dependencies. If your package includes 10+ styles, validate each one and publish the update through the official Creator Kit → CurseForge pipeline. Distinct row names help avoid collisions but cannot guarantee every third-party replacer is compatible.
Important technical note
Authoring distinction: The flow and sample row names above are an educational extension plan. The exact style struct fields and asset IDs depend on the Creator Kit build; check the existing DT_CustomWandStyles definition. Avoid blindly pasting a made-up CSV and expecting it to cook.
Frequently asked questions
Did April 2025 add support for extending DT_CustomWandStyles?
Yes. The official April 17, 2025 notes say this table can be extended to add player wand styles and handles through multiple mods.
Can 10+ custom wand packs all work together?
The extension mechanism allows many additional rows in principle. Real compatibility depends on unique IDs/rows, valid assets, compatible mods, and tested behavior; it is not an unconditional guarantee.
Should I replace the original DT_CustomWandStyles file?
No. Create a separate Data Table in your mod, then append using ModMutator Data Table Extensions. Replacing a common base table causes conflicts.
Does it change Ollivander’s initial wand shop scene?
No. Official notes explicitly exclude the Ollivander wand-creation menu from the table extension.
Which appearance menu receives the new rows?
The patch describes player wand styles and handles; the actual UI exposing them depends on installed version and other enabled mods. Test in the player’s wand-style or gear customization experience.
Why are some added wands invisible?
Check whether the ModMutator is active, row names are unique, all required fields are populated, assets validate, and the current game build supports the mod.
Are the generated example names importable?
They are example identifiers only. Use the correct row structure and fields shown in your local Creator Kit before compiling or uploading.
Official sources
Based on April 2025 patch notes and CurseForge Creator Kit documentation. UI labels and tools may change as later updates arrive.