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Torvosaure

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58 comments

  1. SecretivePl0tter
    SecretivePl0tter
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    Loosefile mods have always had stability issues and crash the graphics driver at some point, I'll have a crack with this approach and see if there is any improvement
    1. SilencedVouivre
      SilencedVouivre
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      loosefile doesn't have steability issues that .pak files dont
      if you have any problems its 99% the mod itself
    2. Hydraz7z
      Hydraz7z
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      Honestly this mod fixed the stability issue I had with loosefile
  2. Hydraz7z
    Hydraz7z
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    Thanks, I have a noob question: is it possible to get banned for using this mod?
    And I know there's a chance of getting banned for any mod, but I mean, is adding a pak file to the game folder more risky?
    Sorry I'm a BIG noob
    1. Torvosaure
      Torvosaure
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      most risky mods are one that change gameplay in multiplayer or any arena quest (one with timing leaderboard)
    2. JayCarver
      JayCarver
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      Pak files can change many things.
      But as Torvosaure said, if it's cosmetic only, doesn't disrupt gameplay, and doesn't affect CAPCOM's bottom line, you're likely fine.
    3. Hydraz7z
      Hydraz7z
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      Ok I think I didn’t express myself clearly sorry, is there a higher chance of getting banned using this mod compared to using the
      loose file loader? I think I understood from the answers you gave me but I wanted to clarify my question
    4. Torvosaure
      Torvosaure
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      If you have a "cosmetic" mod with 2 different versions, one is a pak and another one is a natives folder loaded with loosefile... i don't really think there is much difference about banning between these two.
  3. doublefum
    doublefum
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    No matter what's in my natives folder, using a pak created with paknatives causes my game to blackscreen on launch.  Deleting that pak makes everything run smoothly.  Any idea what could be causing this?
    1. Torvosaure
      Torvosaure
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      do you have the pakNativesConfig.ini file in the gameroot? and is your mod updated for the SF6 collab?
    2. doublefum
      doublefum
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      Yeah, the config is in the game directory.  And even things that should be update-proof, like cosmetic replacements for existing weapons, cause a blackscreen.  Did they change the file structure that drastically with the update?  I'm waiting on updates for most of my mods.  But at least the reframework scripts still work ;w;
    3. Torvosaure
      Torvosaure
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      Weapon mods can be broken too... yup.. they change prefab and user files and weapons may have to change it too.
    4. doublefum
      doublefum
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      RIP well thanks for the heads-up.  I just tested it (i.e. paknatives) with a mod that was updated for the 1.011 update and it does work.  So you were right.  Thanks again ;w;  Guess I've gotta wait until eeeeeverything updates
  4. aqeqqq
    aqeqqq
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    [2025-05-28 22:43:27.305] [REFramework] [info] [PluginLoader] Module path F:\SteamLibrary\steamapps\common\MonsterHunterWilds\MonsterHunterWilds.exe
    [2025-05-28 22:43:27.305] [REFramework] [info] [PluginLoader] Actual dir: F:\SteamLibrary\steamapps\common\MonsterHunterWilds
    [2025-05-28 22:43:27.305] [REFramework] [info] [PluginLoader] Creating directories F:\SteamLibrary\steamapps\common\MonsterHunterWilds\reframework\plugins
    [2025-05-28 22:43:27.305] [REFramework] [info] [PluginLoader] Created directory for plugins: F:\SteamLibrary\steamapps\common\MonsterHunterWilds\reframework\plugins
    [2025-05-28 22:43:27.305] [REFramework] [info] [PluginLoader] Loading plugins...
    [2025-05-28 22:43:27.396] [REFramework] [info] LdrRegisterDllNotification: Loaded: pak_natives.dll

    load and just crash, is it because I dont use fluffy manager?
    1. Torvosaure
      Torvosaure
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      do you have the pakNativesConfig.ini file in the gameroot? and is your mod updated for the SF6 collab?
      and do you have at least a natives folder?
  5. DarKWolF90
    DarKWolF90
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    Would this work to make all armor mods that require loose files that are now broken after the update?

    in that case how would that be needed to be done? I'm thinking enable all such mods in fluffy, then apply paknatives for wilds, then disable loose file in reframework and we're good?
    1. Torvosaure
      Torvosaure
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      If your mods got broken by the new mhwilds update, this mod would not fix it. These broken mods need to be updated for the new mhwilds version.

      And about installing paknatives mods (and natives mods):
      > disable loosefile (in framework)
      > enable paknatives
      > enable natives mods
  6. gdggdg2
    gdggdg2
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    After the patch, pak files are generated up to 05. Are mods automatically generated as 06?
    1. Torvosaure
      Torvosaure
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      Not yet, i will update it later
    2. Torvosaure
      Torvosaure
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      Updated!
    3. gdggdg2
      gdggdg2
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      Thanks for the quick update
  7. Zakaarus
    Zakaarus
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    Unfortunately pak 004 is used by the base game now. Why not move the name to an ini?
    1. Torvosaure
      Torvosaure
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      Done. (should work)
    2. Zakaarus
      Zakaarus
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      thanks ur a real one!
  8. Torennloft
    Torennloft
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    So the natives folder is saved as "re_chunk_000.pak.sub_000.pak.patch_004.pak" but would I have to change the 004 bit to some random number so that it won't overwrite other .pak mods? I intend to make my mod useable via Fluffy, but I figure that the compatibility problem would exist regardless.
    1. Torvosaure
      Torvosaure
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      the pak i choose is a pak created by fluffy not used (16o). It will be load first and any pak installed with fluffy will be load after. But the pak number need to be in right order to let the game launch.
  9. blackzro
    blackzro
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    what if my mods require 'enable loose file' options? 
    what are the options I have?
    Should I omit this mod? 
    1. Torvosaure
      Torvosaure
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      You don't need loose file option anymore with this mod.
      You can use this mod and leave loose file option off, it will work.
  10. HellKnightX88
    HellKnightX88
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    Is there a benefit to using this over loading loose files?

    I checked the similar MHR mod you linked in the description and I saw someone mention that sometimes certain loose files don't get loaded at startup properly and that the mod fixed this issue.
    Is the issue present in MH Wilds as well? I haven't noticed anything from the natives folder not loading in Wilds but it can be hard to keep track of everything so I could be wrong.
    1. SerahCornelia
      SerahCornelia
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      IT might be useful for all the scaredy cats on Steam who think using REFramework will get them banned.
    2. Torvosaure
      Torvosaure
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      For now (from what i know) loosefile don't load texture files, and it's easier for modders to use it instead of making a pak by themself then enable it in fluffy or rename it..
    3. KingStormhold
      KingStormhold
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      I just uploaded new Mods with PAKs, I'll have to update them with this new method, let's see how it goes.
    4. ShadowABCXYZ
      ShadowABCXYZ
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      same question here, does this make the game startup quicker or have other tangible benefits?
    5. Torvosaure
      Torvosaure
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      I don't think so, it's just easier for me (at least) to use mod.
      It allows you to 'load' texture files without doing a pak by yourself every time you make a modification to your mod (for creator at least).