You could update it to the new version, the skins no longer appear and some appear invisible, I have the experimental version of UE4ss and last of Palschema, I remove the Mod files and again appear again.
Sadly the update was immediately broken by the v0.4.15.66880 hotfix. I was really bummed out was this is one of the most promising mods on Nexus right now and I was really looking forward for an update.
Yeah, it's the one I use! My mod setup is extremely light rn after the update and this was the only PalSchema mod I tried, and I've switched out what few other mods I'm using (No Building Restrictions, Rotate It, Enhanced Palworld Visuals, Better Night Lights, Photo Mode, Toggle Hud, Mod Config Menu, Base Camp Item Stacker, True Monster Rancher and Invincible Structure iirc), so I'm pretty sure the issue doesn't lie elsewhere, but I'll test again and let you know!
I'm currently using it with the latest update so it should work. I will have another update soon for this mod once I get a few more of the skins exported and re-imported.
Hi, I have a little oddity when using this mod. When I repainted my Kelpsea in the Ignis skin, my regular pal also took over any possible loot dropped on the ranch. Is it possible to avoid this and use that mod just to change skins without affecting the rest?
I can do that but will take a good bit of work to reimport the original models. This primarily was just redirection of the Blueprints to make them accessible but I will work on getting those built out too over time.
I'm super excited and looking forward to skins working for variants too. A few days ago I was pretty saddened to find that the Spectacled Katress skin didn't work for Katress Ignis, and today I found your mod. Thank you for the all the work going forward!
Currently it just applies the Spectacled Katress on top of the Katress Igniss. But I'm also working on exporting the model to remap it to be a Spectacled Katress Igniss being Red with glasses.
Anubis skin isn't showing up on Boss Anubises; the skin will apply, but they will then be invisible, whether summoned from the palbox or from your team. They remain invisible even when reverting their skins. They only show up again after reverting their skins and restarting the game.
I've seen that in some cases with the base skins especially on multiplayer servers. I will take a look at it. Its possible they didn't fully build out the BP skin when PocketPair released 0.4.14 These are all assets currently in the game with no customization added yet.
Which isn't a major issue, I should be able to rebuild the BP skin myself using their model to fix the BOSS skin.
1 of my hard drives died with the project files so taking a bit to rebuild the project to continue modding. I've been running into spaces issues and equipment dying lately so modding for me is slow currently until I get back to a stable point with my equipment.
Did some testing on this and the skin works the best when PalSchema and the skin mod(s) are loaded on both the Server and the Client. It looks like Palworld has some checks in place that can hang if the skin isn't on both the server and client. The hang doesn't cause a crash only will prevent the skin from loading completely.
Yes, I think if the other players don't have a matching skin listed it goes back to the default option. Doesn't seem to give me any issues with the skins on normal servers. I would recommend installing PalSchema on the server too though as it should allow new items and pals among other things to be added into the game dynamically.
Yes, need UE4SS and PalSchema installed on both the server and the client to be fully functional. Server side is needed because it will check for the location of the Blueprint file defined for each skin based on its list. Client side is needed to be able to select and display the skin for that client. If the client doesn't have it then it could stay displayed as the default skin or the previously set skin. If the BP fails to load on the client then the Pal may be invisible for them but still exists (Ghost Pal lol).
With the recent release of Palworld, Pocketpair corrupted the core Unreal Engine Enumerator somehow which will temporarily require using the experimental version of UE4SS for the time being. It sounds like they should have another update soon but are probably triple checking it this time.
Ex say I assign the custom skin to my jet dragon, and then I later remove the mod - would that make the save crash because it's referencing a skin that no longer exists?
This is important because if it does, you _really need to have a note_ telling people to remove the skins from the pals before uninstalling. If it doesn't have any I'll effects, then ignore this request :P
Some DataTable modifications like items will have that effect but things from the Character Creator section like Character Eyes or Pal Skins don't have this issue. These DataTables have a Default entry assigned in them so if the assigned entry doesn't exist it reverts to the Default entry. This is the same for when playing Multiplayer, if the other party doesn't have the mod it uses the default.
I will have the remaining Skins added tomorrow for this so everyone will be ready for the additional skins. Currently working on pulling the older experimental models to re-add them as Skins along with some other mix-matches.
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I’ll start with Kelpsea when I get to that point.
These are all assets currently in the game with no customization added yet.
Which isn't a major issue, I should be able to rebuild the BP skin myself using their model to fix the BOSS skin.
1 of my hard drives died with the project files so taking a bit to rebuild the project to continue modding. I've been running into spaces issues and equipment dying lately so modding for me is slow currently until I get back to a stable point with my equipment.
It looks like Palworld has some checks in place that can hang if the skin isn't on both the server and client. The hang doesn't cause a crash only will prevent the skin from loading completely.
Server side is needed because it will check for the location of the Blueprint file defined for each skin based on its list.
Client side is needed to be able to select and display the skin for that client. If the client doesn't have it then it could stay displayed as the default skin or the previously set skin. If the BP fails to load on the client then the Pal may be invisible for them but still exists (Ghost Pal lol).
With the recent release of Palworld, Pocketpair corrupted the core Unreal Engine Enumerator somehow which will temporarily require using the experimental version of UE4SS for the time being. It sounds like they should have another update soon but are probably triple checking it this time.
Ex say I assign the custom skin to my jet dragon, and then I later remove the mod - would that make the save crash because it's referencing a skin that no longer exists?
This is important because if it does, you _really need to have a note_ telling people to remove the skins from the pals before uninstalling. If it doesn't have any I'll effects, then ignore this request :P