0 of 0

File information

Last updated

Original upload

Created by

Okaetsu

Uploaded by

Okaetsu

Virus scan

Safe to use

47 comments

  1. Okaetsu
    Okaetsu
    • premium
    • 73 kudos
    Locked
    Sticky
    UPDATE 0.3.3

    - Fixed auto-reload not applying to .jsonc files.
  2. Valthorix
    Valthorix
    • premium
    • 6 kudos
    I didn't see this in the documentation anywhere but I am kind of blind so it's possible that I missed it, but does this only work on Windows? I have a linux server I was thinking about installing some mods on but vaguely remember UE4SS and all mods around it not actually working on linux, but my information is probably more than a year out of date.
    1. Okaetsu
      Okaetsu
      • premium
      • 73 kudos
      Correct, since UE4SS has no Linux support yet, it's not possible to support PalSchema on Linux.
  3. pacote009vttpai
    pacote009vttpai
    • member
    • 0 kudos
    Hello, I installed Palworld today and started it normally, with no mods or anything. My FPS stays high with everything on max settings. I decided to install some mods, so I installed the latest version of UE4SS. I launched the game again and it worked perfectly. Then I installed PalSchema, version 0.3.3, and as soon as I started the game, I noticed a HUGE drop in FPS along with low GPU and CPU usage. I deleted the PalSchema folder and the game went back to running perfectly. But as soon as I reinstall PalSchema, my game has low FPS again. Does anyone know how to fix this?
    1. Okaetsu
      Okaetsu
      • premium
      • 73 kudos
      Replied to you on your GitHub issue, but I'll copy the reply here as well.

      I'm thinking it has something to do with the module that handles blueprint mods. I might add a way to disable it via a config file for people that don't use blueprint mods as a temporary fix until I can get to optimizing the main code for that. I'll still keep that config setting after a permanent fix since blueprints weren't really the main focus of this loader and are troublesome to handle.
  4. Godschildgaming
    Godschildgaming
    • premium
    • 33 kudos
    Was looking for a way to modify DataTables as the new Oblivion Remaster has a whole bunch of things tied to a single data table now namely mesh assignment. This is a problem as we already have mod conflicts with the original engine, now with all items, npcs and such handled by a datatable in unreal mod conflicts are going to be more common. Luckily I seem to have stumbled upon the ultimate solution!

    Since this is the first remaster for a Bethesda game (and files found for a potential fallout 3 unreal remaster) most old school modders might not know how to even begin with unreal pak modding, is there a way for Data tables to be generated and loaded via ue4ss with c++?
    1. Okaetsu
      Okaetsu
      • premium
      • 73 kudos
      There's eventually going to be datatable support in ue4ss, but it's still in its own branch I believe. To answer your question, yes you'll be able to add/edit/delete rows in datatables via c++ once that's in. You can check the source for PalSchema to see how I did it.
  5. Pohlski117
    Pohlski117
    • member
    • 0 kudos
    I'm having an issue on my dedicated server where PalSchema appears to be loading too early and it's unable to load certain PalSchema mods. For example, I've got 'IncreaseBaseSize60' and 'InfiniteMod' installed, and while the blue circle base border is working, the BaseAreaRange increase is not. 
    Example ue4ss log:
    [2025-06-02 00:31:32.1445471] [PalSchema] [warning] Property 'BaseCampExtraWorkAreaRange' does not exist in BP_PalGameSetting_C
    [2025-06-02 00:31:32.1445784] [PalSchema] [warning] Property 'BaseCampPalCombatRange_AddCampRange' does not exist in BP_PalGameSetting_C
    [2025-06-02 00:31:32.1445999] [PalSchema] [warning] Property 'BaseCampWorkerEventTriggerProbability' does not exist in BP_PalGameSetting_C
    [2025-06-02 00:31:32.1446205] [PalSchema] [warning] Property 'BaseCampWorkerSleepInPlaceRecoverSanityRate' does not exist in BP_PalGameSetting_C
    [2025-06-02 00:31:32.1446409] [PalSchema] [warning] Property 'BossOrRarePal_TalentMin' does not exist in BP_PalGameSetting_C
    [2025-06-02 00:31:32.1446612] [PalSchema] [warning] Property 'DecreaseSanity_Hunger' does not exist in BP_PalGameSetting_C
    [2025-06-02 00:31:32.1446815] [PalSchema] [warning] Property 'DecreaseSanity_Starvation' does not exist in BP_PalGameSetting_C
    [2025-06-02 00:31:32.1447018] [PalSchema] [warning] Property 'FullStomachPercent_RecoverySanity' does not exist in BP_PalGameSetting_C
    [2025-06-02 00:31:32.1447224] [PalSchema] [warning] Property 'IsAutoEquipMasteredWaza' does not exist in BP_PalGameSetting_C
    [2025-06-02 00:31:32.1447438] [PalSchema] [warning] Property 'PalBoxReviveTime' does not exist in BP_PalGameSetting_C
    [2025-06-02 00:31:32.1447640] [PalSchema] [warning] Property 'PalBoxTimePeriodRecoverySick' does not exist in BP_PalGameSetting_C
    [2025-06-02 00:31:32.1447843] [PalSchema] [warning] Property 'RarePal_AppearanceProbability' does not exist in BP_PalGameSetting_C
    [2025-06-02 00:31:32.1448043] [PalSchema] [warning] Property 'RecoverySanity_FullStomach' does not exist in BP_PalGameSetting_C
    [2025-06-02 00:31:32.1448246] [PalSchema] [warning] Property 'RecruitBadPalProbability' does not exist in BP_PalGameSetting_C
    [2025-06-02 00:31:32.1448295] [PalSchema] Applied modifications to BP_PalGameSetting_C

    It works fine in the normal single-player client. Is there a way to delay PalSchema loading?
    1. Okaetsu
      Okaetsu
      • premium
      • 73 kudos
      I'm currently limited by ue4ss in PalSchema and I'd need ue4ss to initialize much closer to program start because right now on Dedicated Servers, the world and the server's data loads way before ue4ss is ready to be used. PalSchema applies blueprint changes to default objects rather than live objects which is way more performant, but again some blueprints load before ue4ss is ready, one of them being BP_PalGameSetting.

      There is only one real way to fix it currently even with ue4ss limitations and it'd require me to reinvent the wheel by initializing the necessary Unreal accessors myself which also requires refactoring most of the codebase. Will I try to fix it eventually? Yes, but it's not a priority to me currently since Lua can already modify blueprint defaults just the same and PalSchema was mainly meant for data tables and data assets.

      Short answer is no, I can't delay the loading because when you see those logs, that's when the default object for BP_PalGameSetting is loaded by the server, which means attempting to modify it later will not apply any of the changes, since the live object for that blueprint is created shortly after the default object.
  6. Rallebobo
    Rallebobo
    • member
    • 0 kudos
    it no longer works
  7. csjj
    csjj
    • member
    • 3 kudos
    I found that all the official condemnation certificates for the backpack have not taken effect?(ItemID:BossDefeatReward_RaijinDaughter_Water) I added an item with a claim proof effect through the schema, but the effect was magnified 100 times.It had no effect at all?
  8. VDGRythus
    VDGRythus
    • supporter
    • 11 kudos
    Hi, also nice, a official upload(as previously a mirror was available)

    I had plans at making a comment on your github commits but it'd be very weird at first stance, but now with Nexus it make things a bit more better

    Been following the Palworld page of Nexus since then awaiting for something like PalSchema to occur, as i had notion other UE games had similar issues and required a solution for handling datatable assets at some point

    I'm a modder of Ace Combat 7 Skies Unknown, which the modding scenario i'm part also had the similar concern with conflicts of modularity, mostly by datatables which the game is heavily dependant, part of the game assets are isolated in their own files, but the datatables were yet a major headache related to some values like ammo count and some types of enums that only the datatables could handle, along being hard in finding a concrete way at merging them which would be more smoother

    Of course, don't worry, this isn't a "HEY COULD YOU PORT PALSCHEMA TO THIS GAME?!?" type of beggar comment, due i'd have the interest at getting my own hands dirty on making Palschema compatible with AC7(seeing you allow people to modify PalSchema's source code), but i had some questions i'd like to ask you first if possible :

    1)The structure of PalSchema, at least related to the UEpseudo code it calls, would be universal? seeing that yeah, Palworld is UE5, while AC7 is UE 4.18, unsure if the difference in engines(drastic or not) could be a possible roadblock

    2)If i forked PalSchema, the UE4SS on the deps would be the one with the in progress datatable code support, but with the essential
    to work at editing/calling datatables, right?

    3)I've seeing the code at Github, and i know it features a lot of C++ containers, i'd need to dump them with UE4SS? along if i wanted to make callbacks to each type of datatable, i'd need to assemble the following assets and their structures on the files which handle the logic of PalSchema, right?

    4)I know PalSchema supports blueprint editing too, one thing i'd be curious from the documentation of the blueprint part, i could make callbacks of a blueprint asset which PalSchema could override values from the json? an example being that aside of the datatable values i could call, if i wanted to like, edit the callback of a asset path, or a value from a pawn blueprint like health, i could call it on the json file and it'd have a priority over the original path/value of the uasset?

    That's all for now, i may have more questions as far i experience working on the port during the few spare time i may get(when possible), also sorry in case if i turned out incovenient, as yeah, is noticeable i'm sort of a very verbose guy from time
    1. Okaetsu
      Okaetsu
      • premium
      • 73 kudos
      1). So the Raw Table part of Pal Schema's codebase should be universally applicable, though currently there is some Palworld specific checks inside it, but it shouldn't affect functionality in other games. I would be down to make a universal version of PalSchema entirely since it would benefit many data table based games. As for the engine version, it shouldn't matter as long as UE4SS itself supports the game.

      2). You can just use the main branch for UE4SS as long as it has TMap support in it. I've implemented the UDataTable changes from UE4SS to PalSchema itself until the DT branch is merged onto main.

      3). So all of the logic that isn't tied to the RawTableLoader is mostly just convenience abstraction to make it easier for the end user, those are definitely not needed and you should be fine with just using the 'raw table' logic.

      4). Blueprint support is still experimental and subject to change as I try to figure out a better way to modify blueprint logic. Currently it's just editing the properties inside a default object for the specified blueprint class. If you're just looking to edit properties then it should do the job as is, but with the current implementation, some blueprints might not have their changes applied properly depending on when those properties are read by the blueprint.

      You can add me on discord (handle is same as here) if you'd like to discuss more or have any other questions!
    2. VDGRythus
      VDGRythus
      • supporter
      • 11 kudos
      Thank you for the answers, also interesting you'd like the idea of a universal PalSchema too, but with the information now i got a better notion if limitations could be a issue or not

      About discord, i'll add you, however won't be replying for the time being seeing i'm not using it with frequence, i may have a brief time on this monday at least for a possible brief overview if necessary, keep a eye on your invites in case
  9. V7h1
    V7h1
    • member
    • 1 kudos
    May I ask what has been updated this time
  10. RYUchan
    RYUchan
    • premium
    • 45 kudos
    Amazing tool, a real game changer for modding and compatibility. Thanks for your work.
  11. FUJIHS
    FUJIHS
    • member
    • 3 kudos
    Another issue that appears in 0.3.2 but not in 0.2.1:

    {
    "DT_PassiveSkill_Main": {
    "CoolTimeReduction_Up_3": {
    "Rank": 4,
    "LotteryWeight": 5000,
    "OverrideDescMsgID": "PASSIVE_CoolTimeReduction_Up_3_DESC",
    "TargetElementType": "EPalElementType::None",
    "EffectType1": "EPalPassiveSkillEffectType::ActiveSkillCoolTime_Decrease",
    "EffectValue1": 45.0,
    "TargetType1": "EPalPassiveSkillEffectTargetType::ToSelf",
    "EffectType2": "EPalPassiveSkillEffectType::ShotAttack",
    "EffectValue2": 10.0,
    "TargetType2": "EPalPassiveSkillEffectTargetType::ToSelf",
    "EffectType3": "EPalPassiveSkillEffectType::Defense",
    "EffectValue3": 10.0,
    "TargetType3": "EPalPassiveSkillEffectTargetType::ToSelf",
    "InvokeAlways": true,
    "AddPal": true,
    "Category": "EPalPassiveCategory::SortDisplayable"
    }
    }
    }

    The script governing the passive skill activation trigger (e.g., LotteryWeight, AddPal, Category) will break, while the data-driven parameters (e.g., Rank, EffectType, EffectValue, TargetType) will remain unaffected.


    This issue has occurred before, but it was a compatibility issue with the No Building Restrictions.
    After the author updated the mod, the problem went away.
    This time, even after removing No Building Restrictions, the issue persists, so it must be an issue with your mod.
    1. FUJIHS
      FUJIHS
      • member
      • 3 kudos
      Further confirmation: I have removed all mods except for Pal Schema and Pal Analyzer, but the issue still persists.
      The modifications of "LotteryWeight""AddPal" don't work.

      The previous issue with DT_StatusEffectFood has been confirmed as fixed in version 0.3.2.
    2. Okaetsu
      Okaetsu
      • premium
      • 73 kudos
      I've confirmed the issue with DT_PassiveSkill_Main as well, I'm looking into solutions.
    3. FUJIHS
      FUJIHS
      • member
      • 3 kudos
      The reply of Cetino in "This issue has occurred before, but it was a compatibility issue with the No Building Restrictions." may help.

      After hours and hours of debugging, I still haven't found the direct cause for this.... so not I nor the UE4SS devs can provide a fast and easy solution, yet. But! I realized it is a matter of load order for the two mods. If you rename my mod to "zBuildingRestrictionDisabler" or, mention it in the mods.txt/.lua before, it will be loaded AFTER Palschema. Now everything seems to work w/o issues. At least for me...
      Please try if that also helps you or is it just pure luck, it works for me.
      Thank you for your assistance. I believe something is wrong with the loader mechanism inside UE4SS but can't tell exactly where the problem is.
    4. Okaetsu
      Okaetsu
      • premium
      • 73 kudos
      So I took a deeper look and this issue seems specific to DT_PassiveSkill_Main as the data inside it is passed into something called BP_PalPassiveSkillManager which manages the "AddPal" property internally. You can see it if you search "BP_PalPassiveSkillManager_C /" in UE4SS LiveView and look for the "PalAssignableSkillMap" variable.

      I'm not a big fan of this kind of design and I'll have to look into how I can apply the changes before the Data Table is loaded into that Actor since I had to make adjustments to the load logic of Pal Schema to make it function on Dedicated Servers.

      I did some tests and the Datatable changes were added correctly when I iterate the DT_PassiveSkill_Main table which most likely means the changes aren't being made early enough.
    5. FUJIHS
      FUJIHS
      • member
      • 3 kudos
      I just tested the DEV version you updated 12 hours ago, and the temporary fix works perfectly now.
    6. Okaetsu
      Okaetsu
      • premium
      • 73 kudos
      Awesome.