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  1. Torvosaure
    Torvosaure
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    For TU2 Update change the name in the config file from re_chunk_000.pak.sub_000.pak.patch_006.pak to re_chunk_000.pak.sub_000.pak.patch_007.pak
    I will update the default config file later.
  2. baqbaq11342134
    baqbaq11342134
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    im getting blackscreen, it dosent work for me cause its creating a new pak file, its creating 006. 
    1. Torvosaure
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      This is the concept of this mod. This mod create a pak file at launch from the natives folder so you don't need loosefile in REFramework.
      So the issue is somewhere else... if you have no mods except REFramework and PakNatives did you get stuck on a blackscreen?
    2. baqbaq11342134
      baqbaq11342134
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      yeah i still get blackscreen with only REFramework and PakNatives
    3. Torvosaure
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      version of PakNatives? is natives folder in the gameroot empty?

      and what happen when you remove the newly made .pak file and disable paknatives mods? (so just REFramework)
    4. baqbaq11342134
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      the latest version for the SF6 update, the native folder is not empty. when i remove the new .pak file and start the game it runs like normal with only REFramework
    5. Torvosaure
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      if the natives folder is not empty, then there is mods installed other than reframework
    6. baqbaq11342134
      baqbaq11342134
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      ye its empty when i removed all mods, but right now im playing with other mods for now. ive tried like u said it didnt work. Idk why its not working anymore. it worked before the update.
    7. Torvosaure
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      loosefile is disabled when you try to use PakNatives?
    8. baqbaq11342134
      baqbaq11342134
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      yeah 
    9. Torvosaure
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      so you have a blackscreen if:
      > reframework (loosefile loader disabled) and paknatives (0.2.1) is enabled
      and
      > natives folder is empty
      and
      > no other pak or natives mods is installed
      ?
    10. baqbaq11342134
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      yeah
    11. Torvosaure
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      I don't have any issue with this mods and any other natives folder mods (i'm using) so I don't know what is your issue.
      Blackscreen can caused by a mod using prefab, or mdf or user.3 file that is not updated for the new Wilds version. But you said it's doesn't even work with no mods installed (natives or pak mods) except PakNatives and Reframework. So I don't know what is the issue.
    12. baqbaq11342134
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      i tried again and it goes black when i install the Alatreon layered weapons, any known issues with that mod?
    13. Torvosaure
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      only with this mod?
      can you tell me what is the alatreon weapons you are trying to use? (gs, ls, insecto,...?) and normal version only or black and red version?
    14. baqbaq11342134
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      only that mod, im using the all weapons mod normal version, i tried with and without loose file loader didnt work
    15. Torvosaure
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      the latest version of Alatreon Weapons? (6.0)
      and is it the last one enabled in the mod manager? 
      What Artian weapons did you have on your character before you enabled the Alatreon mod?
    16. baqbaq11342134
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      yes that version and the last enabled. i had the switchaxe artian weapon. 

      edit: i got it working after updating fluffy mod manager
    17. Torvosaure
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      uh.. okay, good to know, i guess..
  3. SecretivePl0tter
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    Loosefile mods have always had stability issues and crash the graphics driver at some point, I'll have a crack with this approach and see if there is any improvement
    1. SilencedVouivre
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      loosefile doesn't have steability issues that .pak files dont
      if you have any problems its 99% the mod itself
    2. Hydraz7z
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      Honestly this mod fixed the stability issue I had with loosefile
  4. Hydraz7z
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    Thanks, I have a noob question: is it possible to get banned for using this mod?
    And I know there's a chance of getting banned for any mod, but I mean, is adding a pak file to the game folder more risky?
    Sorry I'm a BIG noob
    1. Torvosaure
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      most risky mods are one that change gameplay in multiplayer or any arena quest (one with timing leaderboard)
    2. JayCarver
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      Pak files can change many things.
      But as Torvosaure said, if it's cosmetic only, doesn't disrupt gameplay, and doesn't affect CAPCOM's bottom line, you're likely fine.
    3. Hydraz7z
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      Ok I think I didn’t express myself clearly sorry, is there a higher chance of getting banned using this mod compared to using the
      loose file loader? I think I understood from the answers you gave me but I wanted to clarify my question
    4. Torvosaure
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      If you have a "cosmetic" mod with 2 different versions, one is a pak and another one is a natives folder loaded with loosefile... i don't really think there is much difference about banning between these two.
  5. doublefum
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    No matter what's in my natives folder, using a pak created with paknatives causes my game to blackscreen on launch.  Deleting that pak makes everything run smoothly.  Any idea what could be causing this?
    1. Torvosaure
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      do you have the pakNativesConfig.ini file in the gameroot? and is your mod updated for the SF6 collab?
    2. doublefum
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      Yeah, the config is in the game directory.  And even things that should be update-proof, like cosmetic replacements for existing weapons, cause a blackscreen.  Did they change the file structure that drastically with the update?  I'm waiting on updates for most of my mods.  But at least the reframework scripts still work ;w;
    3. Torvosaure
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      Weapon mods can be broken too... yup.. they change prefab and user files and weapons may have to change it too.
    4. doublefum
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      RIP well thanks for the heads-up.  I just tested it (i.e. paknatives) with a mod that was updated for the 1.011 update and it does work.  So you were right.  Thanks again ;w;  Guess I've gotta wait until eeeeeverything updates
  6. aqeqqq
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    [2025-05-28 22:43:27.305] [REFramework] [info] [PluginLoader] Module path F:\SteamLibrary\steamapps\common\MonsterHunterWilds\MonsterHunterWilds.exe
    [2025-05-28 22:43:27.305] [REFramework] [info] [PluginLoader] Actual dir: F:\SteamLibrary\steamapps\common\MonsterHunterWilds
    [2025-05-28 22:43:27.305] [REFramework] [info] [PluginLoader] Creating directories F:\SteamLibrary\steamapps\common\MonsterHunterWilds\reframework\plugins
    [2025-05-28 22:43:27.305] [REFramework] [info] [PluginLoader] Created directory for plugins: F:\SteamLibrary\steamapps\common\MonsterHunterWilds\reframework\plugins
    [2025-05-28 22:43:27.305] [REFramework] [info] [PluginLoader] Loading plugins...
    [2025-05-28 22:43:27.396] [REFramework] [info] LdrRegisterDllNotification: Loaded: pak_natives.dll

    load and just crash, is it because I dont use fluffy manager?
    1. Torvosaure
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      do you have the pakNativesConfig.ini file in the gameroot? and is your mod updated for the SF6 collab?
      and do you have at least a natives folder?
  7. DarKWolF90
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    Would this work to make all armor mods that require loose files that are now broken after the update?

    in that case how would that be needed to be done? I'm thinking enable all such mods in fluffy, then apply paknatives for wilds, then disable loose file in reframework and we're good?
    1. Torvosaure
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      If your mods got broken by the new mhwilds update, this mod would not fix it. These broken mods need to be updated for the new mhwilds version.

      And about installing paknatives mods (and natives mods):
      > disable loosefile (in framework)
      > enable paknatives
      > enable natives mods
  8. gdggdg2
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    After the patch, pak files are generated up to 05. Are mods automatically generated as 06?
    1. Torvosaure
      Torvosaure
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      Not yet, i will update it later
    2. Torvosaure
      Torvosaure
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      Updated!
    3. gdggdg2
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      Thanks for the quick update
  9. Zakaarus
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    Unfortunately pak 004 is used by the base game now. Why not move the name to an ini?
    1. Torvosaure
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      Done. (should work)
    2. Zakaarus
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      thanks ur a real one!
  10. Torennloft
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    So the natives folder is saved as "re_chunk_000.pak.sub_000.pak.patch_004.pak" but would I have to change the 004 bit to some random number so that it won't overwrite other .pak mods? I intend to make my mod useable via Fluffy, but I figure that the compatibility problem would exist regardless.
    1. Torvosaure
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      the pak i choose is a pak created by fluffy not used (16o). It will be load first and any pak installed with fluffy will be load after. But the pak number need to be in right order to let the game launch.
  11. blackzro
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    what if my mods require 'enable loose file' options? 
    what are the options I have?
    Should I omit this mod? 
    1. Torvosaure
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      You don't need loose file option anymore with this mod.
      You can use this mod and leave loose file option off, it will work.