Q: Game crashes, halp! A: Game can crash with or without mod, its in EA. But if you have have consistent crashes with specific mod installed do next: 1) set bUseUObjectArrayCache to false in the UE4SS-settings.ini file. 2) install UE4SS signatures (see requirements while downloading mod) 3) if version from Main Files crashes, try the same version but from Optional Files, they made in different way script wise.
Q: Game/save loads fine, but mod doesn't work as intended, halp! A: Double check if you followed Installation instructions. If you sure you did: 1) try the same version but from Optional Files, they made in different way script wise. 2) if you using version from Main Files make sure you added respective line to mods.txt (some mods work without it, but most don't). 3) organize my mods in the next order: PalBoxReorganizedX : 1 DeadBodiesDespawnInstantlyX : 1 MoreStatPointsX : 1 MoreTechnologyPointsX : 1 MaxLevelIncreasedX : 1 BetterShieldUltimateX : 1 BetterRidingGroundMountsX : 1 BetterSellRatesX : 1 NoMoreBurningBasesX : 1 NoDamagedEquipmentPenaltiesX : 1 AutoSaveTimeX : 1 LessRestrictiveBuilding : 1 LessMapShroudX : 1 MoreMarkersX : 1 HUDFadeOutNever : 1 NoMoreWildPalsOnYourBase : 1 ConfigurableExpGainX : 1
Q: UE4SS 2.5.2 or 3.0.0? A: Both work fine with my mods. I haven't seen the differences stability wise.
Q: Do I really need signatures for Palworld 0.1.4? People says they are not needed anymore. A: Some mods will work without signatures, but some absolutely wont.
Q: I have issues installing mod on dedicated server. A: Read this article.
NOTES If you would like to tune value to your needs, vanilla wild pals spawn distance from the base is ~5000 (from tests).
Even x2 should be enough to avoid most stray pals walking into your base if it has no fence. Be careful about x3 version - there is a slight chance it will prevent spawning raid creatures, since it makes spawn distance from the base higher than minimum spawn distance for invaders.
If game crashes on the start/load, try to set bUseUObjectArrayCache to false in the UE4SS-settings.ini file. You may also need to install UE4SS signatures (see required files).
P. S. There is massive amount of mods with game settings mindlessly stolen from older mods appeared recently. Especially frequent those with changed rates. Bigger part of them made by people which have no clue about what they are copy-pasting. If you prefer these mods, at least open lua script from them and make a quick check if settings make sense to you. You can also check values of those in my, yakuzadeso, Vuxacha etc mods or from source files in Palworld Modding Kit.
CHANGELOG 1.10 - added Eld3rBrain edits to scripts (kudos to them!), should increase mod stability.
Hey just wanted to add for those having trouble. Can confirm these mods are working (at least on the Steam side). I am using the Experimental version of UE4SS for Palworld, along with the UE4SS Signatures from here: UE4SS Signatures Copied the mod folders to steamapps\common\Palworld\Pal\Binaries\Win64\ue4ss\Mods Just for clarification, I am only playing single player.
Thank you for all your hard work on these mods Caites!
Hi, can you make a version of this mod that does the opposite of this, like increase the number of wild pals at the base, because after a while all the wild pals dissapear from near my base, and i love those little critters roaming around the base. Thank you.
Thanks for this mod. This seems to work quite well but too bad it doesn't prevent creatures from spawning when logging in. It also sometimes happens that a spawn takes place during a return to base but it must be said that I settled in 36, -262 in front of the lake, an area particularly busy in battle between the soldiers of the FPA and poachers or others critters that inhabit this land.
It seems that the mod only works while we are on the base and that it lets spawn pass when returning to the base. What bothers me is that quite often one of these soldiers ends up under the ground of my base during a fight with the battle music never stopping. I was hoping this mod would fix this but alas no.
For some reason only this mod has an issue with config needing direct path yet your other mods do not. And where the variable is the same local palConfig = require "config" but in No More WIld pals there is this function snippet RegisterHook("/Script/Engine.PlayerController:ClientRestart", function() if not palConfig.clientRestarted then local items = FindAllOf("PalGameSetting") all the other mods that don't need absolute paths can can install with Vortex out the box have RegisterHook("/Script/Engine.PlayerController:ClientRestart", function() if palConfig.palCheckRestart ~= 1 then local items = FindAllOf("PalGameSetting") Perhaps this is why i cant be plug and play with Vortex? Since Vortex appends nexus metadata to the folder's name, this also happens whether or not you modify mods.txt, (which doesn't need to be done if using Vortex now)
So far i have come across 3 mods that have the same issue
This was exactly my issue and I didn't realize it was actually as simple as the path being wrong. Vortex figured it out for some other mods but not for this one. Thanks so much for the fix, I can definitely see myself using that again haha.
is it possible for you to make a mod menu config version of no pals near base please im just asking out of curiosity as the person that made no trees at base updated it to a mod menu config version so im just asking out of curiosity please
Is it possible to make a version of this that does not let trees grow inside your base once you chop them down? I want this for my only mining base I just wanna get rid of them trees forever in the base lol
I haven't tried strawbeds. But they go threw my items sometimes. but i will try the bed things. but still be nice if they just ddint grow back at all so some pals wouldnt focus them in base or get stuck walking around them
26 comments
Q: Game crashes, halp!
A: Game can crash with or without mod, its in EA. But if you have have consistent crashes with specific mod installed do next:
1) set bUseUObjectArrayCache to false in the UE4SS-settings.ini file.
2) install UE4SS signatures (see requirements while downloading mod)
3) if version from Main Files crashes, try the same version but from Optional Files, they made in different way script wise.
Q: Game/save loads fine, but mod doesn't work as intended, halp!
A: Double check if you followed Installation instructions. If you sure you did:
1) try the same version but from Optional Files, they made in different way script wise.
2) if you using version from Main Files make sure you added respective line to mods.txt (some mods work without it, but most don't).
3) organize my mods in the next order:
PalBoxReorganizedX : 1
DeadBodiesDespawnInstantlyX : 1
MoreStatPointsX : 1
MoreTechnologyPointsX : 1
MaxLevelIncreasedX : 1
BetterShieldUltimateX : 1
BetterRidingGroundMountsX : 1
BetterSellRatesX : 1
NoMoreBurningBasesX : 1
NoDamagedEquipmentPenaltiesX : 1
AutoSaveTimeX : 1
LessRestrictiveBuilding : 1
LessMapShroudX : 1
MoreMarkersX : 1
HUDFadeOutNever : 1
NoMoreWildPalsOnYourBase : 1
ConfigurableExpGainX : 1
Q: UE4SS 2.5.2 or 3.0.0?
A: Both work fine with my mods. I haven't seen the differences stability wise.
Q: Do I really need signatures for Palworld 0.1.4? People says they are not needed anymore.
A: Some mods will work without signatures, but some absolutely wont.
Q: I have issues installing mod on dedicated server.
A: Read this article.
NOTES
If you would like to tune value to your needs, vanilla wild pals spawn distance from the base is ~5000 (from tests).
Even x2 should be enough to avoid most stray pals walking into your base if it has no fence. Be careful about x3 version - there is a slight chance it will prevent spawning raid creatures, since it makes spawn distance from the base higher than minimum spawn distance for invaders.
If game crashes on the start/load, try to set bUseUObjectArrayCache to false in the UE4SS-settings.ini file. You may also need to install UE4SS signatures (see required files).
P. S. There is massive amount of mods with game settings mindlessly stolen from older mods appeared recently. Especially frequent those with changed rates. Bigger part of them made by people which have no clue about what they are copy-pasting. If you prefer these mods, at least open lua script from them and make a quick check if settings make sense to you. You can also check values of those in my, yakuzadeso, Vuxacha etc mods or from source files in Palworld Modding Kit.
CHANGELOG
1.10 - added Eld3rBrain edits to scripts (kudos to them!), should increase mod stability.
I am using the Experimental version of UE4SS for Palworld, along with the UE4SS Signatures from here: UE4SS Signatures
Copied the mod folders to steamapps\common\Palworld\Pal\Binaries\Win64\ue4ss\Mods
Just for clarification, I am only playing single player.
Thank you for all your hard work on these mods Caites!
This seems to work quite well but too bad it doesn't prevent creatures from spawning when logging in.
It also sometimes happens that a spawn takes place during a return to base but it must be said that I settled in 36, -262 in front of the lake, an area particularly busy in battle between the soldiers of the FPA and poachers or others critters that inhabit this land.
It seems that the mod only works while we are on the base and that it lets spawn pass when returning to the base.
What bothers me is that quite often one of these soldiers ends up under the ground of my base during a fight with the battle music never stopping. I was hoping this mod would fix this but alas no.
seems to be an issue with Vortex i ended up rectifying myself. Folder name needs to be exact, can the scripts not used relative paths?
And where the variable is the same
local palConfig = require "config"
but in No More WIld pals there is this function snippetRegisterHook("/Script/Engine.PlayerController:ClientRestart", function()
all the other mods that don't need absolute paths can can install with Vortex out the box haveif not palConfig.clientRestarted then
local items = FindAllOf("PalGameSetting")
RegisterHook("/Script/Engine.PlayerController:ClientRestart", function()
Perhaps this is why i cant be plug and play with Vortex? Since Vortex appends nexus metadata to the folder's name, this also happens whether or not you modify mods.txt, (which doesn't need to be done if using Vortex now)if palConfig.palCheckRestart ~= 1 then
local items = FindAllOf("PalGameSetting")
So far i have come across 3 mods that have the same issue
I want this for my only mining base I just wanna get rid of them trees forever in the base lol