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
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
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.
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
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.
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?
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;
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
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?
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.
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.
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.
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..
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).
58 comments
if you have any problems its 99% the mod itself
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
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.
loose file loader? I think I understood from the answers you gave me but I wanted to clarify my question
load and just crash, is it because I dont use fluffy manager?[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
and do you have at least a natives folder?
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?
And about installing paknatives mods (and natives mods):
> disable loosefile (in framework)
> enable paknatives
> enable natives mods
what are the options I have?
Should I omit this mod?
You can use this mod and leave loose file option off, it will work.
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.
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).