v1.9 Changelog: - Fixed issue of '~mods' folder not being properly created. - Fixed 'crash on save' issue (see shift+f6 feature removal). - Disabled 'Shift+F6' to open MCM while in game world - the current implementation was causing crashes for many users, and almost no mod authors had added support for the feature to their mods. Likely wont be adding this feature back anytime soon unless mod authors actually implement support first. - Added support for the latest experiemental release of ue4ss. (MAKE SURE TO MOVE ANY MOD FILES FROM `Binaries/Win64/Mods` to `Binaries/Win64/ue4ss/Mods`) - once the experiemental version of ue4ss becomes 'stable', this mods default file structure will be updated to match. v1.8 Changelog: - Small update for game version 0.3.2 - Added gamepass specific (io-store) build v1.7 Changelog: - Mod now automatically creates ~mods folder if it doesnt already exist. - Made certain ui elements more modular (for use within XMOG Reskin System + other future mods)
v1.6 Changelog: - Added NOT: prefix support for 'value objects' reqs. eg: (NOT:MyCustomBooleanOption) - Added MOD: prefix support for 'value objects' reqs. eg: (MOD:PakMods:DekFF7RSkins_P) (PakMods | PAK, LogicMods | LOGIC, LuaMods | LUA) - Added additional helper functions for logic mods; - BPFL Helper: `DekCheckModFileExists` (allows checking for existense of mods) - BPFL Helper: `DekUnregisterHook` (allows unregistering a registered hook) - BPFL Helper: `DekRegisterHook` (allows registering hooks similar to lua mods)
v1.5 Changelog: - Fix for meta.game flag not responding properly - Added `AfterClickSavedButton` and `AfterUpdatedConfig` functions to easily hook into from lua - Added `SetupModConfigBindings` as a bp helper function to easily set event callbacks for `AfterClickSavedButton` and `AfterUpdatedConfig` - Added sound fx when click buttons etc - Improved Option Selection Highilight v1.4 Changelog: - Fix for 'string' option type's default empty string text. - Slight positioning fix for [More Mods] button. - Added support for 'name' property on "value objects". - Mod Config Menu can now be opened while in game! (Shift +F6 - Beta feature, see below) - Added 'reqs' property to make an option only show when some other boolean option is true. - Added 'hidden' flag for config option to not be shown within config menu (for secret dev config for w.e reason) - Added 'color' option type for mod developers. - Added support for boosty donation links. - Fixed incorrect version display on scene open. - Added 'keybind' option type for mod developers. - Minor visual enhancements..
NOTE: only mods that have enabled 'game' and have properly bound and react accordingly to the relevant events (`OnResetModConfig` and `OnSavedModConfig`) will be configurable 'on-the-fly' while in game. (Shift+F6 - Beta feature, has to be implimented fully into each individual mod).. Mods that do not support editing in game will be visible while in game, but cannot be altered.
Coming Soon: - localization support for configuration text? (maybe) - probably other things <3
Mod Developers: make your mods compatible with this setup guide!
PS: If your a developer who's mod is compatible with the config menu, make sure to leave a comment below with a link to your mod, or the mod number, and ill add it to the list on the main description page <3
Side note, a very helpful user uploaded a great guide for manually installing this mod if your having trouble: https://www.youtube.com/watch?v=T5SSegSBMvY&
Hello, the config menu is appearing but for some reason or another all the mods in \Palworld\Pal\Content\Paks\~mods do not appear on the config menu or work at all. i am not sure what is wrong considering this mod and the unlockmap mod work fine. For the record i believe this mod specifically is working as intended but i am unsure why the other mods do not appear or work properly. Any help is appreciated.
there is a huge chance you have installed the experiemental release of ue4ss, which changes the file structure. i've answered this multiple times and its honestly getting old. dont want to be mean or rude, but yeah, im sick of repeating this information..
If you keep answering this, and the solution is as simple as choosing the right directory... Why not edit your mod description with the info under "Known Issues" where you clarify what name the pak file needs. It would be as simple as pasting your other reply of:
"Depending on the version of ue4ss you have, there may be files stored in `Binaries/Win64/Mods` (old ue4ss lua mods location) that need moved to the new location `Binaries/Win64/ue4ss/Mods`."
Don't want to be mean or rude, but that would be simple and might stop people from asking.
After following the steps, it does not work. I do not see the mod config icon in the game. I am also new to modding, so forgive me if its a simple fix. As far as I see, all needed folders and files are in their correct places.
Same. No newbie to modding either... I've used this before on previous versions. It worked fine before. Just got back into the game recently, so I installed this and the minimap. Minimap works and the menu works for that in game.
Edit: Make sure you place in Palworld/Pal
Check to make sure the files are not plopped in Palworld/Pal/Pal because their file hierarchy is somewhat similar!
376 comments
- Fixed issue of '~mods' folder not being properly created.
- Fixed 'crash on save' issue (see shift+f6 feature removal).
- Disabled 'Shift+F6' to open MCM while in game world - the current implementation was causing crashes for many users, and almost no mod authors had added support for the feature to their mods. Likely wont be adding this feature back anytime soon unless mod authors actually implement support first.
- Added support for the latest experiemental release of ue4ss. (MAKE SURE TO MOVE ANY MOD FILES FROM `Binaries/Win64/Mods` to `Binaries/Win64/ue4ss/Mods`) - once the experiemental version of ue4ss becomes 'stable', this mods default file structure will be updated to match.
v1.8 Changelog:
- Small update for game version 0.3.2
- Added gamepass specific (io-store) build
v1.7 Changelog:
- Mod now automatically creates ~mods folder if it doesnt already exist.
- Made certain ui elements more modular (for use within XMOG Reskin System + other future mods)
v1.6 Changelog:
- Added NOT: prefix support for 'value objects' reqs. eg: (NOT:MyCustomBooleanOption)
- Added MOD: prefix support for 'value objects' reqs. eg: (MOD:PakMods:DekFF7RSkins_P) (PakMods | PAK, LogicMods | LOGIC, LuaMods | LUA)
- Added additional helper functions for logic mods;
- BPFL Helper: `DekCheckModFileExists` (allows checking for existense of mods)
- BPFL Helper: `DekUnregisterHook` (allows unregistering a registered hook)
- BPFL Helper: `DekRegisterHook` (allows registering hooks similar to lua mods)
v1.5 Changelog:
- Fix for meta.game flag not responding properly
- Added `AfterClickSavedButton` and `AfterUpdatedConfig` functions to easily hook into from lua
- Added `SetupModConfigBindings` as a bp helper function to easily set event callbacks for `AfterClickSavedButton` and `AfterUpdatedConfig`
- Added sound fx when click buttons etc
- Improved Option Selection Highilight
v1.4 Changelog:
- Fix for 'string' option type's default empty string text.
- Slight positioning fix for [More Mods] button.
- Added support for 'name' property on "value objects".
- Mod Config Menu can now be opened while in game! (Shift +F6 - Beta feature, see below)
- Added 'reqs' property to make an option only show when some other boolean option is true.
- Added 'hidden' flag for config option to not be shown within config menu (for secret dev config for w.e reason)
- Added 'color' option type for mod developers.
- Added support for boosty donation links.
- Fixed incorrect version display on scene open.
- Added 'keybind' option type for mod developers.
- Minor visual enhancements..
NOTE: only mods that have enabled 'game' and have properly bound and react accordingly to the relevant events (`OnResetModConfig` and `OnSavedModConfig`) will be configurable 'on-the-fly' while in game. (Shift+F6 - Beta feature, has to be implimented fully into each individual mod).. Mods that do not support editing in game will be visible while in game, but cannot be altered.Coming Soon:
- localization support for configuration text? (maybe)
- probably other things <3
Mod Developers:
make your mods compatible with this setup guide!
My Other Mods
High-Five via Patreon
DISCORD SUPPORT SERVER
PS: If your a developer who's mod is compatible with the config menu, make sure to leave a comment below with a link to your mod, or the mod
number, and ill add it to the list on the main description page <3
Side note, a very helpful user uploaded a great guide for manually installing this mod if your having trouble:
https://www.youtube.com/watch?v=T5SSegSBMvY&
"Depending on the version of ue4ss you have, there may be files stored in `Binaries/Win64/Mods` (old ue4ss lua mods location) that need moved to the new location `Binaries/Win64/ue4ss/Mods`."
Don't want to be mean or rude, but that would be simple and might stop people from asking.
RESOLVED I FIXED IT
Downloaded UE4SS 3.0 AND Experimental
then deleted ...
Changelog.md
README.md
UE4SS.settings
from Win64 folder
Edit:
Make sure you place in Palworld/Pal
Check to make sure the files are not plopped in Palworld/Pal/Pal because their file hierarchy is somewhat similar!
Pal\Binaries\Win64\Mods
toPal\Binaries\Win64\ue4ss\Mods