Ah, great question ! Here's an excerpt of what we know as of today (taken from the MH Modding discord) :
Modified quests are likely to get you banned.
CAPCOM have published what a "Legal" quest looks like and have urged everyone to report "Illegal" quests.
Disrupting multiplayer behaviour will get you banned.
Because of user reports
Ludicrous Arena times will get you banned.
Kind of obvious.
Unlocking paid DLC might get you banned.
It's possible that it's just a correlation that the same type of people who cheat also give themselves paid DLC. But it would make sense for CAPCOM to ban that type of behaviour.
Banning wholesale anyone who uses the REFramework would be very detrimental to their PC user base.
So it's unlikely that just being a RE framework user would be motives for receiving a ban.
And the nice thing about MultiDetect is that you tell it what you think is safe for the end user.
Example 1 : You are developing a cosmetic only mod that is not visible to other players. - I knowing what we know today (April 2025), this is not detectable or a bannable offense. - Implementing environment detection would serve more as optimization rather than anything else.
Example 2 : You are developing a mod that changes the animation speed of the Player's weapon. - Other users will visibly see you darting around as you have different than vanilla values. - This will likely cause you to get reported If the users you are playing with are not your friends or are untrustworthy. - MultiDetect here would be best configured as force Multiplayersafe = false if PlayerSituation.isinAnyArenaQuest end the checks Because you wouldn't want them to mess up the leaderboards.
Multiplayersafe = true if PlayerSituation.isSoloOnline or PlayerSituation.isOfflineorMainMenu Because if no one is around then it's not an issue.
- And then you could call the functions from Friend checker to override with : Multiplayersafe = true if Player is in a quest with only friends
That way : 1. Arenas are never messed up. 2. Solo play is always cool. 3. Multiplayer play is also cool if only friends are in the Quest.
Example 3 : You are developing a custom quest mod that somehow has a scriptable component. Unlikely scenario, I know, but this is an example. - Here it would be pretty simple : Multiplayersafe = true only if PlayerSituation.isSoloOnline or PlayerSituation.isOfflineorMainMenu Since if the Player is not SoloOnline or Offline their quests are posted to the current lobby. And, God forbid, they shoot an SOS flare.
This would indeed be a very comprehensive approach, and an approach that can be improved as we discover more. 👍
Is the mod that makes you change appearance unlimited times detectible/ a potentialy ban able offense in the future? As it makes the amount of appearance change vouchers go into the negative. Could/would Capcom check for the Value and ban People for using it down the line. As it's is also theoretically Paid dlc. These are reasons I have been holding of on using the mod myself.
But as of now, there's no concrete evidence that they are doing it — and they’re not willing to share whether they will in the future. I'm sure there are other, less risky ways out there to achieve what you're aiming for. :)
I am really interested in the last part of you message. What less risky ways are out there to change appearance on a wimm without paying the iron price :)
Yerziah : Random question but does catlib itself has that function? I don't have CatLib installed, I see some mods use it as a requirement, but does the library itself without any side mod will have that function? I honestly don't know modding policies in this game at all, but I assume it cant hurt to have that to check for safety, even if I don't use any gameplay changing mods?
Nah good question, another user pointed out that CatLib has the friend_checker.lua. Here is the breakdown I did of the differences :
Friend_checker.lua (from CatLib): Checks if you are host and if you are in a quest with only your friends. Assumes that, if you're in a party made up entirely of friends, that’s the only factor that matters.
MultiDetect.lua (this script): Checks against all possible net states the player may be in. Assumes that, whoever is with you is irrelevant, activation/deactivation depends on what you are doing.
Example scenario : You are in an arena with your friend and are using a gameplay-enhancing mod. Friend_checker sees it as : Safe — You're with your friends. MultiDetect sees it as : Unsafe — You're in the Arena, which, by design, is never safe.
Conclusion : Their functions are distinct. So this means that you could combine the two! Which would make for a really comprehensive check.
We are in a wait and see approach on how CAPCOM will implement their "expanded countermeasures". So I strongly believe being on the safe side is the best course of action.
Friend_checker.lua is a CatLib script found in _CatLib/Game/friend_checker.lua So I'm guessing that you would ```require(modname: string)``` the file at the top of your code and you could then call its various functions. :)
Catlib already has this function(_CatLib/Game/friend_checker.lua) and it handles this better by taking Link Party & friend list into account
Did not know this, I'll have to explore what LingSamuel did.
UPDATE: (I explored the script you mentionned, thanks for the path) Friend_checker.lua : Checks if you are host and if you are in a quest with only your friends. Assumes that, if you're in a party made up entirely of friends, that’s the only factor that matters.
MultiDetect.lua : Checks against all possible net states the player may be in. Assumes that, whoever is with you is irrelevant, activation/deactivation depends on what you are doing.
Example scenario : You are in an arena with your friend and are using a gameplay-enhancing mod. Friend_checker sees it as : Safe — You're with your friends. MultiDetect sees it as : Unsafe — You're in the Arena, which, by design, is never safe.
Conclusion : Their functions are distinct. So this means that you could combine the two! Which would make for a really comprehensive check. And I might explore that once we get more information on how CAPCOM is handling "behavior".
Additionally, as of writing, CatLib's code is still under his permissions. Quoting the Nexus page :
# You are NOT allowed to edit or republish my code unless I have been inactive for six months. Personal use is permitted. # 不允许私自修改、上传,个人使用可以。尤其是国内的部分偷子、b站up主和狗屁一键整合,本事没点光会偷了
I don't ask for such restrictions. If you use and improve it, great! 👍 And if you share your improvements with everyone on the repository, you're even better. 👑
also a reminder that having an auto disable feature would be pretty pointless if your script isn't encrypted
Please elaborate — I don’t see how this would be true.
the example you mentioned is pretty irrelevant imo I see this issue as a method for mod author to prevent users from affecting other people's experience without consent that's the most important goal of such features
being "ban-safe" isn't relevant becuz if someone uses it in a manner that might result in a ban it is entirely on the end user it is up to them to be responsible for their own savedata. they should be smart enough to know to not use things that might cause a ban (which comes natively with reframework, you can just simply disable the mod function yourself before going into Arena)
also a reminder that having an auto disable feature would be pretty pointless if your script isn't encrypted
it's pretty straightforward? if your script isn't encrypted anyone can just delete the codes from your script and use it in multiplayer however they want
also CAPCOM pretty much has no way to "detect" what you're doing it is why everything they've done so far has been manual bans if you care so much about having a "prevent ban" feature you might as well make a script that masks your hunter ID/profile so other players can't report you that's much quicker and more efficient
being "ban-safe" isn't relevant becuz if someone uses it in a manner that might result in a ban it is entirely on the end user it is up to them to be responsible for their own savedata. they should be smart enough to know to not use things that might cause a ban (which comes natively with reframework, you can just simply disable the mod function yourself)
Agree to disagree. 🤷 You raise some valid points. Yes, when you as an end-user install gameplay mods, it's your responsibility to understand that you are very likely going beyond what CAPCOM deems "okay". However, as a developper, I feel that it is irresponsible to say "Not my problem". We created the mod, we could at least ensure that there are safeguards. When you say "they should be smart enough to know" I say, we can't expect all mod users to know exactly what they are doing.
anyone can just delete the codes from your script and use it in multiplayer however they want
Again. You assume that it's simple and easy to everyone. Some people install mods using Fluffy's Mod Manager and have no idea of how the folder structure works. So when you ask them to go into their game files they are completely at a loss. No way these people are editing the code within the .lua files. You'd be surprised how many "I know nothing about modding and I just deleted my game files" cries for help we get on the MH Modding Discord.
also CAPCOM pretty much has no way to "detect" what you're doing it is why everything they've done so far has been manual bans
1. I wonder how you can be so sure of that. I have seen no-one going through what CAPCOM's servers receive as data and confirming that it is the case. I'd be very interested in seeing your source for this claim. 2. And in the event that this were true, nothing is stopping them from adding an extra layer of Anti-Cheat any day.
if you care so much about having a "prevent ban" feature you might as well make a script that masks your hunter ID/profile so other players can't report you
Actually a pretty smart idea... 🤔 I'll think about that! hahaha. Though I'd wager that kind of mod would interact with CAPCOM's server's requests to get your hunter ID - afaik, you go through them to request the data - and would be an instant-ban. 😄
buddy idk what to tell you other than you have such a naive point of view on this matter "safeguards"? no safeguard is better than deactivating the script altogether lmao the game has no logs, you dont upload any meaningful data that can pin you to be "cheating" becuz it's still on a shitty p2p system and yes, it IS their problem if they actively use something that is considered "cheating" in Arena you're not seriously saying it's not their fault for doing that are you?
I think we simply fundamentally disagree on this one. I don't see the use of continuing this discussion, as my response would refer you to what I have already said above. Interesting viewpoints nonetheless. 👍
Random question but does catlib itself has that function? I don't have CatLib installed, I see some mods use it as a requirement, but does the library itself without any side mod will have that function? I honestly don't know modding policies in this game at all, but I assume it cant hurt to have that to check for safety, even if I don't use any gameplay changing mods?
Ironically any cheating I've done has been in single player mode with super damage for instakill, without any modified quests, reward tampering or cheesing arena quests, so unless they're going deeper than that nobody should have to worry about bans (even if they do there are people who will just keep doing it anyway).
I don't get why you can't understand that protecting other people from your (general your, not you specifically) mod's users whether they like it or not, is not the only possible goal there can be for this feature, lol... Even IF we assume that every mod user should know exactly how and when to disable mods to protect themselves from bans (which is obviously a ludicrous assumption, but still), that doesn't change the fact that it's just easier to have it happen automatically...? Why would you specifically WANT to go through that process every time you do something that would be unsafe with certain mods?
Ctk702 - Ironically any cheating I've done has been in single player mode with super damage for instakill, without any modified quests, reward tampering or cheesing arena quests
Well good on you for being so careful about it. 👍
Ctk702 - so unless they're going deeper than that nobody should have to worry about bans (even if they do there are people who will just keep doing it anyway).
*Sigh* 🤦 Yes, of course, let's all cheat in multiplayer games. Bans are just a collective illusion. ✨ Maybe you do not care about being banned, but some people do.
28 comments
Here's an excerpt of what we know as of today (taken from the MH Modding discord) :
- Modified quests are likely to get you banned.
CAPCOM have published what a "Legal" quest looks like and have urged everyone to report "Illegal" quests.
- Disrupting multiplayer behaviour will get you banned.
Because of user reports
- Ludicrous Arena times will get you banned.
Kind of obvious.
- Unlocking paid DLC might get you banned.
It's possible that it's just a correlation that the same type of people who cheat also give themselves paid DLC. But it would make sense for CAPCOM to ban that type of behaviour.
- Banning wholesale anyone who uses the REFramework would be very detrimental to their PC user base.
So it's unlikely that just being a RE framework user would be motives for receiving a ban.And the nice thing about MultiDetect is that you tell it what you think is safe for the end user.
Example 1 :
You are developing a cosmetic only mod that is not visible to other players.
- I knowing what we know today (April 2025), this is not detectable or a bannable offense.
- Implementing environment detection would serve more as optimization rather than anything else.
Example 2 :
You are developing a mod that changes the animation speed of the Player's weapon.
- Other users will visibly see you darting around as you have different than vanilla values.
- This will likely cause you to get reported If the users you are playing with are not your friends or are untrustworthy.
- MultiDetect here would be best configured as
force Multiplayersafe = false if PlayerSituation.isinAnyArenaQuest
Because you wouldn't want them to mess up the leaderboards.end the checks
Multiplayersafe = true if PlayerSituation.isSoloOnline or PlayerSituation.isOfflineorMainMenu
Because if no one is around then it's not an issue.- And then you could call the functions from Friend checker to override with :
Multiplayersafe = true if Player is in a quest with only friends
That way :
1. Arenas are never messed up.
2. Solo play is always cool.
3. Multiplayer play is also cool if only friends are in the Quest.
Example 3 :
You are developing a custom quest mod that somehow has a scriptable component. Unlikely scenario, I know, but this is an example.
- Here it would be pretty simple :
Multiplayersafe = true only if PlayerSituation.isSoloOnline or PlayerSituation.isOfflineorMainMenu
Since if the Player is not SoloOnline or Offline their quests are posted to the current lobby. And, God forbid, they shoot an SOS flare.This would indeed be a very comprehensive approach, and an approach that can be improved as we discover more. 👍
CAPCOM could check your character save data. That seems possible, especially given their use of the past tense in statements like:
But as of now, there's no concrete evidence that they are doing it — and they’re not willing to share whether they will in the future.
I'm sure there are other, less risky ways out there to achieve what you're aiming for. :)
Nah good question, another user pointed out that CatLib has the friend_checker.lua. Here is the breakdown I did of the differences :
Friend_checker.lua (from CatLib):
Checks if you are host and if you are in a quest with only your friends.
Assumes that, if you're in a party made up entirely of friends, that’s the only factor that matters.
MultiDetect.lua (this script):
Checks against all possible net states the player may be in.
Assumes that, whoever is with you is irrelevant, activation/deactivation depends on what you are doing.
Example scenario :
You are in an arena with your friend and are using a gameplay-enhancing mod.
Friend_checker sees it as : Safe — You're with your friends.
MultiDetect sees it as : Unsafe — You're in the Arena, which, by design, is never safe.
Conclusion : Their functions are distinct.
So this means that you could combine the two! Which would make for a really comprehensive check.
And I agree with the second point.
From their blog post
We are in a wait and see approach on how CAPCOM will implement their "expanded countermeasures". So I strongly believe being on the safe side is the best course of action.
So I'm guessing that you would ```require(modname: string)``` the file at the top of your code and you could then call its various functions. :)
also a reminder that having an auto disable feature would be pretty pointless if your script isn't encrypted
I'll have to explore what LingSamuel did.UPDATE: (I explored the script you mentionned, thanks for the path)
Friend_checker.lua :
Checks if you are host and if you are in a quest with only your friends.
Assumes that, if you're in a party made up entirely of friends, that’s the only factor that matters.
MultiDetect.lua :
Checks against all possible net states the player may be in.
Assumes that, whoever is with you is irrelevant, activation/deactivation depends on what you are doing.
Example scenario :
You are in an arena with your friend and are using a gameplay-enhancing mod.
Friend_checker sees it as : Safe — You're with your friends.
MultiDetect sees it as : Unsafe — You're in the Arena, which, by design, is never safe.
Conclusion : Their functions are distinct.
So this means that you could combine the two! Which would make for a really comprehensive check. And I might explore that once we get more information on how CAPCOM is handling "behavior".
Additionally, as of writing, CatLib's code is still under his permissions. Quoting the Nexus page :
And if you share your improvements with everyone on the repository, you're even better. 👑
I see this issue as a method for mod author to prevent users from affecting other people's experience without consent
that's the most important goal of such features
being "ban-safe" isn't relevant becuz if someone uses it in a manner that might result in a ban it is entirely on the end user
it is up to them to be responsible for their own savedata. they should be smart enough to know to not use things that might cause a ban (which comes natively with reframework, you can just simply disable the mod function yourself before going into Arena)
if your script isn't encrypted anyone can just delete the codes from your script and use it in multiplayer however they want
if you care so much about having a "prevent ban" feature you might as well make a script that masks your hunter ID/profile so other players can't report you
that's much quicker and more efficient
Agree to disagree. 🤷
You raise some valid points.
Yes, when you as an end-user install gameplay mods, it's your responsibility to understand that you are very likely going beyond what CAPCOM deems "okay".
However, as a developper, I feel that it is irresponsible to say "Not my problem".
We created the mod, we could at least ensure that there are safeguards. When you say "they should be smart enough to know" I say, we can't expect all mod users to know exactly what they are doing.
Again. You assume that it's simple and easy to everyone.
Some people install mods using Fluffy's Mod Manager and have no idea of how the folder structure works.
So when you ask them to go into their game files they are completely at a loss. No way these people are editing the code within the .lua files.
You'd be surprised how many "I know nothing about modding and I just deleted my game files" cries for help we get on the MH Modding Discord.
2. And in the event that this were true, nothing is stopping them from adding an extra layer of Anti-Cheat any day.
Though I'd wager that kind of mod would interact with CAPCOM's server's requests to get your hunter ID - afaik, you go through them to request the data - and would be an instant-ban. 😄
"safeguards"? no safeguard is better than deactivating the script altogether lmao
the game has no logs, you dont upload any meaningful data that can pin you to be "cheating" becuz it's still on a shitty p2p system
and yes, it IS their problem if they actively use something that is considered "cheating" in Arena
you're not seriously saying it's not their fault for doing that are you?
I don't see the use of continuing this discussion, as my response would refer you to what I have already said above.
Interesting viewpoints nonetheless. 👍
I don't have CatLib installed, I see some mods use it as a requirement, but does the library itself without any side mod will have that function?
I honestly don't know modding policies in this game at all, but I assume it cant hurt to have that to check for safety, even if I don't use any gameplay changing mods?
Maybe you do not care about being banned, but some people do.
Better be safe, than unable to play with your friends when the expansion eventually comes out.
I do not believe that the people who have a stance against account safety (for some reason I still fail to comprehend) are in the majority.
Source : The 5000+ messages of people asking about it on the Monster Hunter: Wilds modding discord.
LINK : https://discord.gg/gJwMdhK
The link should look like this:
Yeah it's pretty well hidden haha. I'll add it to the description. 👍
Do I have to go on some kind of quest?
If you are testing the script with the Testing Version :