THIS WILL NEED TO BE UPDATED FOR THE NEW ITEMS IN TITLE UPDATES, JUST HAVE PATIENCE, I CAN GENERALLY UPDATE IT WITHIN A DAY OR SO OF A TITLE UPDATE.
Updated for TU1 (2025-04-04).
READ THE DESCRIPTION!!!!!!!! READ THE DESCRIPTION!!!!!!!! READ THE DESCRIPTION!!!!!!!! READ THE DESCRIPTION!!!!!!!! READ THE DESCRIPTION!!!!!!!! READ THE DESCRIPTION!!!!!!!!
If you ask me a question answered in the description I will give you a condescending answer. I'd say "you've been warned" but if it got to that point you wouldn't have read this either so.... (Hey! A free condescending example!) (Sorry, nothing personal. Nexus users and their general ability to not read have broken me, and I don't deal well with customer service roles and people asking stupid obvious questions.)
Vortex is not supported. If it works for you, great. If not, oh well. I package all my mods with `modinfo.ini` files setup for FMM and in many cases to list as sub-menus. Vortex doesn't like the sub-menus. Either way, I don't use Vortex and am not going out of my way to reinvent everything just for it.
as long as they're playing solo and not messing with other player's experience its okay. I'm pretty sure that's why no one is ever punished for modding, because they're considerate of other players so they stay solo.
put it into reframe directly not via fluffy, if your game is running uncheck the mod, reset scripts, check the mod again, reset and it will be purple again
You're making the assumption that they're using the REF version and not the PAK version. They didn't say, which is very typical.
If you are on the REF version, it'll appear in the "ScriptRunner" section. If it's there, then you've got some other mod overwriting the changes such as the weapon/armor editor mods.
Download REFramework and do these two things: 1. Directly (do not unpack) put the zip file into FMM's "Mods" folder ("\Games\MonsterHunterWilds\Mods") 2. Unpack it and put dinput8.dll into MH folder ("C:\Program Files (x86)\Steam\steamapps\common\MonsterHunterWilds")
Download this MOD and directly (do not unpack) put it into the same "Mods" folder.
Run the game. The REFramework settings UI should appear with many English options. Then, go to the "LooseFileLoader" tab and click to enable "Enable Loose File Loader" option.
Double-click Modmanager.exe, Choose game, it should show name of this MOD and "REFramework" (depending on name of your zip file) in Mod list, now enable REFramework first.
Click into this MOD, it will show MOD option, DO NOT enable any option ending with "(Natives)". Only enable those options ending with "... Only (REF)".
The MOD should be successfully installed now. No more worrying about getting patronizing, scornful responses or wondering if you really so stupid as they said. Now, have fun and enjoy the game.
I have discovered a most interesting interaction with this mod & another.
I was editing elemental values on weapons to test how much element is needed to become viable and/or noticeable on damage charts when I noticed the weapon sharpness returned to it's normal state. After some testing, I deduced that this mod conflicts with lingsamuel's weapon & armor editor and will be overridden by said editor and cease to function properly until you disable the editor in Fluffy. Humorously though, you can't use any of the custom edits if disabled but you could always just edit the weapon to have purple sharpness.
However, one of the things I like about the functionality of this mod is how covert it is (if you care about that thing). Automatically, it makes all weapons inherently have purple sharpness and reflects that on your side, but to other players it will reflect the weapons natural sharpness.
41 comments
THIS WILL NEED TO BE UPDATED FOR THE NEW ITEMS IN TITLE UPDATES, JUST HAVE PATIENCE, I CAN GENERALLY UPDATE IT WITHIN A DAY OR SO OF A TITLE UPDATE.Updated for TU1 (2025-04-04).
READ THE DESCRIPTION!!!!!!!!
READ THE DESCRIPTION!!!!!!!!
READ THE DESCRIPTION!!!!!!!!
READ THE DESCRIPTION!!!!!!!!
READ THE DESCRIPTION!!!!!!!!
READ THE DESCRIPTION!!!!!!!!
If you ask me a question answered in the description I will give you a condescending answer.
I'd say "you've been warned" but if it got to that point you wouldn't have read this either so.... (Hey! A free condescending example!)
(Sorry, nothing personal. Nexus users and their general ability to
notread have broken me, and I don't deal well with customer service roles and people asking stupid obvious questions.)Vortex is not supported.
If it works for you, great. If not, oh well. I package all my mods with `modinfo.ini` files setup for FMM and in many cases to list as sub-menus. Vortex doesn't like the sub-menus. Either way, I don't use Vortex and am not going out of my way to reinvent everything just for it.
I like your style
혹시 알고있는 사람이 있나요?
りラローネさんの書いている事を良く見て下さい。
ふわふわ経由ではなく直接reframeに入れてください。ゲームが実行中の場合は、modのチェックを外し、スクリプトをリセットし、modをもう一度チェックしてリセットすると、再び紫色になります。
reframeのrunscriptからファイルを探して開いてください。
結構奥に埋まっています
If you are on the REF version, it'll appear in the "ScriptRunner" section. If it's there, then you've got some other mod overwriting the changes such as the weapon/armor editor mods.
1. Directly (do not unpack) put the zip file into FMM's "Mods" folder ("\Games\MonsterHunterWilds\Mods")
2. Unpack it and put dinput8.dll into MH folder ("C:\Program Files (x86)\Steam\steamapps\common\MonsterHunterWilds")
The MOD should be successfully installed now. No more worrying about getting patronizing, scornful responses or wondering if you really so stupid as they said.
Now, have fun and enjoy the game.
I was editing elemental values on weapons to test how much element is needed to become viable and/or noticeable on damage charts when I noticed the weapon sharpness returned to it's normal state. After some testing, I deduced that this mod conflicts with lingsamuel's weapon & armor editor and will be overridden by said editor and cease to function properly until you disable the editor in Fluffy. Humorously though, you can't use any of the custom edits if disabled but you could always just edit the weapon to have purple sharpness.
However, one of the things I like about the functionality of this mod is how covert it is (if you care about that thing). Automatically, it makes all weapons inherently have purple sharpness and reflects that on your side, but to other players it will reflect the weapons natural sharpness.