Same problem as yours. According to the author's previous response, this part of the problem needs to be updated, but it is very troublesome to deal with.
It works on Dedicated Server, however some mods don't load properly which is something I've yet to fix.
Clients needing it heavily depends on the mod itself since some changes work without the clients needing the mods, but some do. There's a lot of inconsistencies with this game when it comes to what works on server only and what requires both the server and the client to have the changes, so it's difficult to give an exact answer to this. The best answer I can probably give is to check either the description or the comments section for a mod to see if it works purely server-side.
Hi! First of all, thank you for the awesome mod — I really enjoy your work! I’m running a dedicated Palworld server on Linux and would love to use your mod there as well. I noticed the current version works great with UE4SS on Windows, but it seems to rely on some Windows-specific functionality. Would you consider making the mod Linux-compatible, or maybe providing guidance on how to get it working on a Linux server? Even just a few pointers would be super helpful! Thanks again for your time and awesome contribution to the community!
It should work on Linux using Proton or Wine in theory, but I haven't really tested it. However it's not possible to make it work on native Linux due to ue4ss not having Linux support yet.
I didn't see this in the documentation anywhere but I am kind of blind so it's possible that I missed it, but does this only work on Windows? I have a linux server I was thinking about installing some mods on but vaguely remember UE4SS and all mods around it not actually working on linux, but my information is probably more than a year out of date.
I'm having an issue on my dedicated server where PalSchema appears to be loading too early and it's unable to load certain PalSchema mods. For example, I've got 'IncreaseBaseSize60' and 'InfiniteMod' installed, and while the blue circle base border is working, the BaseAreaRange increase is not. Example ue4ss log: [2025-06-02 00:31:32.1445471] [PalSchema] [warning] Property 'BaseCampExtraWorkAreaRange' does not exist in BP_PalGameSetting_C [2025-06-02 00:31:32.1445784] [PalSchema] [warning] Property 'BaseCampPalCombatRange_AddCampRange' does not exist in BP_PalGameSetting_C [2025-06-02 00:31:32.1445999] [PalSchema] [warning] Property 'BaseCampWorkerEventTriggerProbability' does not exist in BP_PalGameSetting_C [2025-06-02 00:31:32.1446205] [PalSchema] [warning] Property 'BaseCampWorkerSleepInPlaceRecoverSanityRate' does not exist in BP_PalGameSetting_C [2025-06-02 00:31:32.1446409] [PalSchema] [warning] Property 'BossOrRarePal_TalentMin' does not exist in BP_PalGameSetting_C [2025-06-02 00:31:32.1446612] [PalSchema] [warning] Property 'DecreaseSanity_Hunger' does not exist in BP_PalGameSetting_C [2025-06-02 00:31:32.1446815] [PalSchema] [warning] Property 'DecreaseSanity_Starvation' does not exist in BP_PalGameSetting_C [2025-06-02 00:31:32.1447018] [PalSchema] [warning] Property 'FullStomachPercent_RecoverySanity' does not exist in BP_PalGameSetting_C [2025-06-02 00:31:32.1447224] [PalSchema] [warning] Property 'IsAutoEquipMasteredWaza' does not exist in BP_PalGameSetting_C [2025-06-02 00:31:32.1447438] [PalSchema] [warning] Property 'PalBoxReviveTime' does not exist in BP_PalGameSetting_C [2025-06-02 00:31:32.1447640] [PalSchema] [warning] Property 'PalBoxTimePeriodRecoverySick' does not exist in BP_PalGameSetting_C [2025-06-02 00:31:32.1447843] [PalSchema] [warning] Property 'RarePal_AppearanceProbability' does not exist in BP_PalGameSetting_C [2025-06-02 00:31:32.1448043] [PalSchema] [warning] Property 'RecoverySanity_FullStomach' does not exist in BP_PalGameSetting_C [2025-06-02 00:31:32.1448246] [PalSchema] [warning] Property 'RecruitBadPalProbability' does not exist in BP_PalGameSetting_C [2025-06-02 00:31:32.1448295] [PalSchema] Applied modifications to BP_PalGameSetting_C
It works fine in the normal single-player client. Is there a way to delay PalSchema loading?
I'm currently limited by ue4ss in PalSchema and I'd need ue4ss to initialize much closer to program start because right now on Dedicated Servers, the world and the server's data loads way before ue4ss is ready to be used. PalSchema applies blueprint changes to default objects rather than live objects which is way more performant, but again some blueprints load before ue4ss is ready, one of them being BP_PalGameSetting.
There is only one real way to fix it currently even with ue4ss limitations and it'd require me to reinvent the wheel by initializing the necessary Unreal accessors myself which also requires refactoring most of the codebase. Will I try to fix it eventually? Yes, but it's not a priority to me currently since Lua can already modify blueprint defaults just the same and PalSchema was mainly meant for data tables and data assets.
Short answer is no, I can't delay the loading because when you see those logs, that's when the default object for BP_PalGameSetting is loaded by the server, which means attempting to modify it later will not apply any of the changes, since the live object for that blueprint is created shortly after the default object.
Is this issue only present on dedicated servers? Or is it also present in local multiplayer/solo play? Am thinking of converting a few mods that affect BP_PalGameSetting to PalSchema so they can all work together for personal use, but if PalSchema can't handle that right now I'd rather not waste my time.
It does not. You did something wrong, but I can't really help since there's not enough information to go by like what ue4ss version you're using or what mods you're using with it.
I use the version mentioned on the site, the experimental-palworld and the Game Rebalance mod, but even if I uninstall everything and only keep palschema it crashes. (I'm a programmer that knows how to read docs btw) [The crash dump is on ImPlot:TagYV]
Installing experimental-latest instead of experimental-palworld fixes it.
Hello, I installed Palworld today and started it normally, with no mods or anything. My FPS stays high with everything on max settings. I decided to install some mods, so I installed the latest version of UE4SS. I launched the game again and it worked perfectly. Then I installed PalSchema, version 0.3.3, and as soon as I started the game, I noticed a HUGE drop in FPS along with low GPU and CPU usage. I deleted the PalSchema folder and the game went back to running perfectly. But as soon as I reinstall PalSchema, my game has low FPS again. Does anyone know how to fix this?
Replied to you on your GitHub issue, but I'll copy the reply here as well.
I'm thinking it has something to do with the module that handles blueprint mods. I might add a way to disable it via a config file for people that don't use blueprint mods as a temporary fix until I can get to optimizing the main code for that. I'll still keep that config setting after a permanent fix since blueprints weren't really the main focus of this loader and are troublesome to handle.
Was looking for a way to modify DataTables as the new Oblivion Remaster has a whole bunch of things tied to a single data table now namely mesh assignment. This is a problem as we already have mod conflicts with the original engine, now with all items, npcs and such handled by a datatable in unreal mod conflicts are going to be more common. Luckily I seem to have stumbled upon the ultimate solution!
Since this is the first remaster for a Bethesda game (and files found for a potential fallout 3 unreal remaster) most old school modders might not know how to even begin with unreal pak modding, is there a way for Data tables to be generated and loaded via ue4ss with c++?
There's eventually going to be datatable support in ue4ss, but it's still in its own branch I believe. To answer your question, yes you'll be able to add/edit/delete rows in datatables via c++ once that's in. You can check the source for PalSchema to see how I did it.
I found that all the official condemnation certificates for the backpack have not taken effect?(ItemID:BossDefeatReward_RaijinDaughter_Water) I added an item with a claim proof effect through the schema, but the effect was magnified 100 times.It had no effect at all?
60 comments
- Fixed auto-reload not applying to .jsonc files.
Does PalSchema work on dedicated servers? And if so, will the players need to install it and or mods on the client too?
Clients needing it heavily depends on the mod itself since some changes work without the clients needing the mods, but some do. There's a lot of inconsistencies with this game when it comes to what works on server only and what requires both the server and the client to have the changes, so it's difficult to give an exact answer to this. The best answer I can probably give is to check either the description or the comments section for a mod to see if it works purely server-side.
I’m running a dedicated Palworld server on Linux and would love to use your mod there as well. I noticed the current version works great with UE4SS on Windows, but it seems to rely on some Windows-specific functionality.
Would you consider making the mod Linux-compatible, or maybe providing guidance on how to get it working on a Linux server? Even just a few pointers would be super helpful!
Thanks again for your time and awesome contribution to the community!
Example ue4ss log:
[2025-06-02 00:31:32.1445471] [PalSchema] [warning] Property 'BaseCampExtraWorkAreaRange' does not exist in BP_PalGameSetting_C
[2025-06-02 00:31:32.1445784] [PalSchema] [warning] Property 'BaseCampPalCombatRange_AddCampRange' does not exist in BP_PalGameSetting_C
[2025-06-02 00:31:32.1445999] [PalSchema] [warning] Property 'BaseCampWorkerEventTriggerProbability' does not exist in BP_PalGameSetting_C
[2025-06-02 00:31:32.1446205] [PalSchema] [warning] Property 'BaseCampWorkerSleepInPlaceRecoverSanityRate' does not exist in BP_PalGameSetting_C
[2025-06-02 00:31:32.1446409] [PalSchema] [warning] Property 'BossOrRarePal_TalentMin' does not exist in BP_PalGameSetting_C
[2025-06-02 00:31:32.1446612] [PalSchema] [warning] Property 'DecreaseSanity_Hunger' does not exist in BP_PalGameSetting_C
[2025-06-02 00:31:32.1446815] [PalSchema] [warning] Property 'DecreaseSanity_Starvation' does not exist in BP_PalGameSetting_C
[2025-06-02 00:31:32.1447018] [PalSchema] [warning] Property 'FullStomachPercent_RecoverySanity' does not exist in BP_PalGameSetting_C
[2025-06-02 00:31:32.1447224] [PalSchema] [warning] Property 'IsAutoEquipMasteredWaza' does not exist in BP_PalGameSetting_C
[2025-06-02 00:31:32.1447438] [PalSchema] [warning] Property 'PalBoxReviveTime' does not exist in BP_PalGameSetting_C
[2025-06-02 00:31:32.1447640] [PalSchema] [warning] Property 'PalBoxTimePeriodRecoverySick' does not exist in BP_PalGameSetting_C
[2025-06-02 00:31:32.1447843] [PalSchema] [warning] Property 'RarePal_AppearanceProbability' does not exist in BP_PalGameSetting_C
[2025-06-02 00:31:32.1448043] [PalSchema] [warning] Property 'RecoverySanity_FullStomach' does not exist in BP_PalGameSetting_C
[2025-06-02 00:31:32.1448246] [PalSchema] [warning] Property 'RecruitBadPalProbability' does not exist in BP_PalGameSetting_C
[2025-06-02 00:31:32.1448295] [PalSchema] Applied modifications to BP_PalGameSetting_C
It works fine in the normal single-player client. Is there a way to delay PalSchema loading?
There is only one real way to fix it currently even with ue4ss limitations and it'd require me to reinvent the wheel by initializing the necessary Unreal accessors myself which also requires refactoring most of the codebase. Will I try to fix it eventually? Yes, but it's not a priority to me currently since Lua can already modify blueprint defaults just the same and PalSchema was mainly meant for data tables and data assets.
Short answer is no, I can't delay the loading because when you see those logs, that's when the default object for BP_PalGameSetting is loaded by the server, which means attempting to modify it later will not apply any of the changes, since the live object for that blueprint is created shortly after the default object.
[The crash dump is on ImPlot:TagYV]
Installing experimental-latest instead of experimental-palworld fixes it.
Since this is the first remaster for a Bethesda game (and files found for a potential fallout 3 unreal remaster) most old school modders might not know how to even begin with unreal pak modding, is there a way for Data tables to be generated and loaded via ue4ss with c++?