PSA : on the first run of the mod, every single chest, fruit and trash pile that was loaded before the mod will have their stock loot , after you loot it and the object respawn, it'll have the new loot, this doesn't apply to dungeon chest as they're loaded after you enter the cave
Update : Tested in the march 19th patch, still working and unless they added any important loot to the loot table, I won't update this mod unless I convert it later on to palschema, also the book rng part of this mod depends of the other author of said mod updating it, if he takes too much time I'll just update it myself tho, but this part of the mod will have to be done in palschema as I cannot open the file related to chest slots rng in unreal for some reason
I can try to update it but pocketpair changed something that has nothing to do with this update which made things weird for making mods, I'm thinking if I'll try updating it or learn how to use palschema to redo it
[Lua] [BPModLoaderMod] ModClass for 'Herman_Chest_Drop_P' is not valid ObjectPath: PackageName: /Game/Mods/Herman_Chest_Drop_P/ModActor AssetName: ModActor_C
weird, the game launch normally or it crashes on startup? on my testing is didn't crash on startup, while loading in game or while interacting with the modded parts of the mod (which is the 3 parts where you can crash depending of the mod)
Does this mod increases the drop rate of pendants in dungeon chests? Most people are disturbed by schematics, but pendants are also rarely seen, especially the lv2 pendants.
Actually no, the pendants all share the 5% drop rate in all cases, that's pretty much the only thing I didn't touch as I've made pretty much everything have an similar drop rate of then as they can be grindy but definitely obtainable, different of the schematics who have some lottery level of rng behind then, if the pendants do not share the same slot of anything else I can see about boosting then an bit when I remake this mod in palschema when I learn more about it
Hi, i was wondering if maybe u could somewhat achieve a compatibility between ur mod and this mod True monster rancher, having this 2 together is the best of this world, better ranch and actually good chest that is worthwhile stopping. I spoke with the mod author or True monster rancher and the author said it most likely wouldn't be happening on his side. So I figured why not speak with u it's worth a shot :D.
Thanks in advance, and nice work u did with this!!
I'd imagine why he wouldn't want, the ranch animal part of the file is like 50 lines, out of an 2300 lines file, I can try to implement his mod into mine but I'll upload as an special version which I won't update if I do changes to the main file, this mod is just an personal mod I made and use with friends that I decided to upload
Would be such a good combo of mods IMO, a lot of ppl whenever u get more eyes, would love the combo between both but, i do also know u guys do this in ur own free time, so i totally understand if it doesn't go ahead
No they don't, I'll revise this mod and give an look to ranch pals, but I probably won't att drops to the ranch animals as this mod is an personal mod made to play with my friends, what i can is either remove the rng from ranch pals that are condensed or increase their max output , I'll see what I can do
i totally understand but, if by any miracle u could find a way for it to not be in conflict with the other one it would be totally the best of both worlds, if u need ppl to test let me know i am more than happy to help!!!
Any chance that the fusion of the two mods will be released anytime soon? Was going through my mods and realized that these two are incompatible with one another, and then I saw that you might make a merger.
Actually, there's an new method of mod making that started to be worked on recently that should make mod compatibility very easy in the future, since making my mod compatible with the ranch one would be pretty damn time consuming, since the file itself has about 2300 rows with about 10~15 lines each, the part where the ranch pals are is right in the middle of the file, if it was just about changing existing loot without adding any new line it would be easy to do, but they have an number attached to each row that goes from 1 to 2300, the ranch pals are around the 700 to 800 row, so I'm quite sure I'd need to modify the number attached to each row from every line from 800 to 2300 after adding the new items
Sorry to ask i know you linked https://www.nexusmods.com/palworld/mods/2031 for technique books but they don't offer gamepass support and I saw someone asked and it was ignored
Would you be able to add the technique books to your mod since you have been nice enough to add gamepass support?
I'll be honest with you, the file he uses for that mod glitchs out when I open in unreal so I would need to make it in UASsetGUI, while is very simple to make it in both of then, on unreal to make an gamepass version I only needed to click on one option , for uassetgui I'll need to discover how I can make it works, no promises
[2025-01-30 06:31:31.4238314] m_shared_functions: 0x1cc31468eb8 [2025-01-30 06:31:31.4620862] Enabling custom events [2025-01-30 06:31:31.4630078] Starting mods (from mods.txt load order)... [2025-01-30 06:31:31.4632229] Starting Lua mod 'CheatManagerEnablerMod' [2025-01-30 06:31:31.4743681] [RegisterHook] Registered native hook (1, 2) for Function /Script/Engine.PlayerController:ClientRestart [2025-01-30 06:31:31.4744233] Mod 'ActorDumperMod' disabled in mods.txt. [2025-01-30 06:31:31.4744338] Starting Lua mod 'ConsoleCommandsMod' [2025-01-30 06:31:31.5039509] Starting Lua mod 'ConsoleEnablerMod' [2025-01-30 06:31:31.5172201] [Lua] ConsoleClass, GameViewport, or ViewportConsole is invalid [2025-01-30 06:31:31.5173320] Mod 'SplitScreenMod' disabled in mods.txt. [2025-01-30 06:31:31.5173452] Mod 'LineTraceMod' disabled in mods.txt. [2025-01-30 06:31:31.5173549] Starting Lua mod 'BPML_GenericFunctions' [2025-01-30 06:31:31.5281634] Starting Lua mod 'BPModLoaderMod' [2025-01-30 06:31:31.5453999] [Lua] [BPModLoaderMod] Mods/BPModLoaderMod/load_order.txt not present or no matching mods, loading all BP mods in random order.[2025-01-30 06:31:31.5454675] [Lua] [BPModLoaderMod] LowerCondenserCost == table: 000001CC59425C20 [2025-01-30 06:31:31.5454817] [Lua] [BPModLoaderMod] AssetName == ModActor_C [2025-01-30 06:31:31.5454927] [Lua] [BPModLoaderMod] Name == LowerCondenserCost [2025-01-30 06:31:31.5455047] [Lua] [BPModLoaderMod] AssetNameAsFName == FNameUserdata: 000001CC4D9A3468 [2025-01-30 06:31:31.5455171] [Lua] [BPModLoaderMod] AssetPath == /Game/Mods/LowerCondenserCost/ModActor [2025-01-30 06:31:31.5455293] [Lua] [BPModLoaderMod] Hermans_Pal_Drops_P == table: 000001CC59426420 [2025-01-30 06:31:31.5455423] [Lua] [BPModLoaderMod] AssetName == ModActor_C [2025-01-30 06:31:31.5455538] [Lua] [BPModLoaderMod] Name == Hermans_Pal_Drops_P [2025-01-30 06:31:31.5455657] [Lua] [BPModLoaderMod] AssetNameAsFName == FNameUserdata: 000001CC4D9A3468 [2025-01-30 06:31:31.5455822] [Lua] [BPModLoaderMod] AssetPath == /Game/Mods/Hermans_Pal_Drops_P/ModActor [2025-01-30 06:31:31.5455942] [Lua] [BPModLoaderMod] Herman_Chest_Drop_P == table: 000001CC59425BA0 [2025-01-30 06:31:31.5456049] [Lua] [BPModLoaderMod] AssetName == ModActor_C [2025-01-30 06:31:31.5456150] [Lua] [BPModLoaderMod] Name == Herman_Chest_Drop_P [2025-01-30 06:31:31.5456259] [Lua] [BPModLoaderMod] AssetNameAsFName == FNameUserdata: 000001CC4D9A3468 [2025-01-30 06:31:31.5456369] [Lua] [BPModLoaderMod] AssetPath == /Game/Mods/Herman_Chest_Drop_P/ModActor [2025-01-30 06:31:31.5524311] [Lua] [BPModLoaderMod] Loading mod: LowerCondenserCost [2025-01-30 06:31:31.5537154] [Lua] [BPModLoaderMod] Loading mod: Hermans_Pal_Drops_P [2025-01-30 06:31:31.5537525] [Lua] [BPModLoaderMod] Loading mod: Herman_Chest_Drop_P [2025-01-30 06:31:31.5537940] Mod 'jsbLuaProfilerMod' disabled in mods.txt. [2025-01-30 06:31:31.5538067] Starting Lua mod 'Keybinds' [2025-01-30 06:31:31.5625144] Starting mods (from enabled.txt, no defined load order)... [2025-01-30 06:31:31.5627600] Event loop start [2025-01-30 06:31:32.0147643] Error: [Lua::call_function] lua_pcall returned LUA_ERRRUN => ...\Pal\Binaries\Win64\Mods\BPModLoaderMod\scripts\main.lua:218: attempt to index a nil value (upvalue 'World') [2025-01-30 06:31:32.0148722] [Lua] [BPModLoaderMod] ModClass for 'Hermans_Pal_Drops_P' is not valid ObjectPath: PackageName: /Game/Mods/Hermans_Pal_Drops_P/ModActor AssetName: ModActor_C [2025-01-30 06:31:32.0149221] [Lua] [BPModLoaderMod] ModClass for 'Herman_Chest_Drop_P' is not valid ObjectPath: PackageName: /Game/Mods/Herman_Chest_Drop_P/ModActor AssetName: ModActor_C
Hi, just wanna ask is the error "ModClass for 'Herman_Chest_Drop_P' is not valid" and "ModClass for 'Hermans_Pal_Drops_P' is not valid" safe to ignore? I tested your pal drops mod by killing a Sweepa and it does drop an ice organ so the mod is working I think?
hopefully it is, at least I didn't get any game breaking glitch besides ones made during the first tests of this mod when I was learning how to mod lol
Will there be a update to remove the green schematic chance from Oil Rig? The increased odds are great, but I still got a green recipe and that shouldn't be the case with the new update.
after I finish an mod I'm doing for transport speed I'll update this one, since it still functional right now, I'll need to check if they changed anything else besides removing the uncommon plasma launcher
I boosted the gain from cave mushrooms from the expeditions by a lot , also my other mod put cave mushrooms on both shroomers loot, but if you really want it, I've recently found the file that talks about the drops on the floor of the dungeons, like everything , which includes cave mushrooms , it's an completely different file from the one used to this mod, so I'll look into it probably tomorrow .
How many you want to get per pick? they don't have an min/max value like the files I normally edit, just an single value, so every cave cave mushrooms will drop 2 or 3 or whatever value I put there, it's an very small file so I can even make multiple versions.
yeah i noticed the expidition boost by your mod, but that forces me to only do those expeditions, and i do quiet the dungeons so being able to pick them up during that run would help much, maybe you could give it a rng between like 5 to 10 each pickup ? that way a dungeon can hold up to like 30 cave mushrooms at a time minimum.tho i didnt saw the shroomer loot drop mod, i will look to that mod then aswell.
Thanks for your quick reaction , much appreciated for your mods man =D
Does Vixy also drop the Max if they are stared out? If so does it pick 1 of Vixy's drop or all of them? Thank you so much for the added Ranch help its hard to farm pal Oil, organs and such!
whatever item vixy drops, it'll be the maximum value based on it's condensed level, sadly vixy has a lot of loot that all share the same slot, so he kinda chose one of then to do the drop, I could make vixy drops all of his drops every time, but since ranch animals are part of the chest file, they probably share the same problem of using the file that the book drop chance mod uses (the one I linked as dependence of mine because the maker of that mod made several version and there was no point in copy/pasting his mod) so to make an mod for vixy to drop everything, every time I'd need to also make the one that changes the books rng, possible
83 comments
Update : Tested in the march 19th patch, still working and unless they added any important loot to the loot table, I won't update this mod unless I convert it later on to palschema, also the book rng part of this mod depends of the other author of said mod updating it, if he takes too much time I'll just update it myself tho, but this part of the mod will have to be done in palschema as I cannot open the file related to chest slots rng in unreal for some reason
ObjectPath:
PackageName: /Game/Mods/Herman_Chest_Drop_P/ModActor
AssetName: ModActor_C
Most people are disturbed by schematics, but pendants are also rarely seen, especially the lv2 pendants.
Thanks in advance, and nice work u did with this!!
Oh i see now that they modify the same file, damn. Guess ill have to remove tmf.
Was going through my mods and realized that these two are incompatible with one another, and then I saw that you might make a merger.
Would you be able to add the technique books to your mod since you have been nice enough to add gamepass support?
Please and thank you!!!
Thank you and TheSin0fPride appreciate it!
[2025-01-30 06:31:31.4620862] Enabling custom events
[2025-01-30 06:31:31.4630078] Starting mods (from mods.txt load order)...
[2025-01-30 06:31:31.4632229] Starting Lua mod 'CheatManagerEnablerMod'
[2025-01-30 06:31:31.4743681] [RegisterHook] Registered native hook (1, 2) for Function /Script/Engine.PlayerController:ClientRestart
[2025-01-30 06:31:31.4744233] Mod 'ActorDumperMod' disabled in mods.txt.
[2025-01-30 06:31:31.4744338] Starting Lua mod 'ConsoleCommandsMod'
[2025-01-30 06:31:31.5039509] Starting Lua mod 'ConsoleEnablerMod'
[2025-01-30 06:31:31.5172201] [Lua] ConsoleClass, GameViewport, or ViewportConsole is invalid
[2025-01-30 06:31:31.5173320] Mod 'SplitScreenMod' disabled in mods.txt.
[2025-01-30 06:31:31.5173452] Mod 'LineTraceMod' disabled in mods.txt.
[2025-01-30 06:31:31.5173549] Starting Lua mod 'BPML_GenericFunctions'
[2025-01-30 06:31:31.5281634] Starting Lua mod 'BPModLoaderMod'
[2025-01-30 06:31:31.5453999] [Lua] [BPModLoaderMod] Mods/BPModLoaderMod/load_order.txt not present or no matching mods, loading all BP mods in random order.[2025-01-30 06:31:31.5454675] [Lua] [BPModLoaderMod] LowerCondenserCost == table: 000001CC59425C20
[2025-01-30 06:31:31.5454817] [Lua] [BPModLoaderMod] AssetName == ModActor_C
[2025-01-30 06:31:31.5454927] [Lua] [BPModLoaderMod] Name == LowerCondenserCost
[2025-01-30 06:31:31.5455047] [Lua] [BPModLoaderMod] AssetNameAsFName == FNameUserdata: 000001CC4D9A3468
[2025-01-30 06:31:31.5455171] [Lua] [BPModLoaderMod] AssetPath == /Game/Mods/LowerCondenserCost/ModActor
[2025-01-30 06:31:31.5455293] [Lua] [BPModLoaderMod] Hermans_Pal_Drops_P == table: 000001CC59426420
[2025-01-30 06:31:31.5455423] [Lua] [BPModLoaderMod] AssetName == ModActor_C
[2025-01-30 06:31:31.5455538] [Lua] [BPModLoaderMod] Name == Hermans_Pal_Drops_P
[2025-01-30 06:31:31.5455657] [Lua] [BPModLoaderMod] AssetNameAsFName == FNameUserdata: 000001CC4D9A3468
[2025-01-30 06:31:31.5455822] [Lua] [BPModLoaderMod] AssetPath == /Game/Mods/Hermans_Pal_Drops_P/ModActor
[2025-01-30 06:31:31.5455942] [Lua] [BPModLoaderMod] Herman_Chest_Drop_P == table: 000001CC59425BA0
[2025-01-30 06:31:31.5456049] [Lua] [BPModLoaderMod] AssetName == ModActor_C
[2025-01-30 06:31:31.5456150] [Lua] [BPModLoaderMod] Name == Herman_Chest_Drop_P
[2025-01-30 06:31:31.5456259] [Lua] [BPModLoaderMod] AssetNameAsFName == FNameUserdata: 000001CC4D9A3468
[2025-01-30 06:31:31.5456369] [Lua] [BPModLoaderMod] AssetPath == /Game/Mods/Herman_Chest_Drop_P/ModActor
[2025-01-30 06:31:31.5524311] [Lua] [BPModLoaderMod] Loading mod: LowerCondenserCost
[2025-01-30 06:31:31.5537154] [Lua] [BPModLoaderMod] Loading mod: Hermans_Pal_Drops_P
[2025-01-30 06:31:31.5537525] [Lua] [BPModLoaderMod] Loading mod: Herman_Chest_Drop_P
[2025-01-30 06:31:31.5537940] Mod 'jsbLuaProfilerMod' disabled in mods.txt.
[2025-01-30 06:31:31.5538067] Starting Lua mod 'Keybinds'
[2025-01-30 06:31:31.5625144] Starting mods (from enabled.txt, no defined load order)...
[2025-01-30 06:31:31.5627600] Event loop start
[2025-01-30 06:31:32.0147643] Error: [Lua::call_function] lua_pcall returned LUA_ERRRUN => ...\Pal\Binaries\Win64\Mods\BPModLoaderMod\scripts\main.lua:218: attempt to index a nil value (upvalue 'World')
[2025-01-30 06:31:32.0148722] [Lua] [BPModLoaderMod] ModClass for 'Hermans_Pal_Drops_P' is not valid
ObjectPath:
PackageName: /Game/Mods/Hermans_Pal_Drops_P/ModActor
AssetName: ModActor_C
[2025-01-30 06:31:32.0149221] [Lua] [BPModLoaderMod] ModClass for 'Herman_Chest_Drop_P' is not valid
ObjectPath:
PackageName: /Game/Mods/Herman_Chest_Drop_P/ModActor
AssetName: ModActor_C
Hi, just wanna ask is the error "ModClass for 'Herman_Chest_Drop_P' is not valid" and "ModClass for 'Hermans_Pal_Drops_P' is not valid" safe to ignore? I tested your pal drops mod by killing a Sweepa and it does drop an ice organ so the mod is working I think?
How many you want to get per pick? they don't have an min/max value like the files I normally edit, just an single value, so every cave cave mushrooms will drop 2 or 3 or whatever value I put there, it's an very small file so I can even make multiple versions.
Thanks for your quick reaction , much appreciated for your mods man =D
As well as the rest of the mod.
Does Vixy also drop the Max if they are stared out? If so does it pick 1 of Vixy's drop or all of them?
Thank you so much for the added Ranch help its hard to farm pal Oil, organs and such!