Q: Game crashes, halp! A: Game can crash with or without mod, its in EA. But if you have have consistent crashes with specific mod installed do next: 1) set bUseUObjectArrayCache to false in the UE4SS-settings.ini file. 2) install UE4SS signatures (see requirements while downloading mod) 3) if version from Main Files crashes, try the same version but from Optional Files, they made in different way script wise.
Q: Game/save loads fine, but mod doesn't work as intended, halp! A: Double check if you followed Installation instructions. If you sure you did: 1) try the same version but from Optional Files, they made in different way script wise. 2) if you using version from Main Files make sure you added respective line to mods.txt (some mods work without it, but most don't). 3) organize my mods in the next order: PalBoxReorganizedX : 1 DeadBodiesDespawnInstantlyX : 1 MoreStatPointsX : 1 MoreTechnologyPointsX : 1 MaxLevelIncreasedX : 1 BetterShieldUltimateX : 1 BetterRidingGroundMountsX : 1 BetterSellRatesX : 1 NoMoreBurningBasesX : 1 NoDamagedEquipmentPenaltiesX : 1 AutoSaveTimeX : 1 LessRestrictiveBuilding : 1 LessMapShroudX : 1 MoreMarkersX : 1 HUDFadeOutNever : 1 NoMoreWildPalsOnYourBase : 1 ConfigurableExpGainX : 1
Q: UE4SS 2.5.2 or 3.0.0? A: Both work fine with my mods. I haven't seen the differences stability wise.
Q: Do I really need signatures for Palworld 0.1.4? People says they are not needed anymore. A: Some mods will work without signatures, but some absolutely wont.
Q: I have issues installing mod on dedicated server. A: Read this article.
CHANGELOG 1.01 - on request separated More Markers and Less Map Shroud components of the mod. 1.05 - remove manual mod enabling (you need to copy folder from archive to Mods and thats it) and made names reflect mod values to avoid Nexus issues with uploading files with the same name and size. everything double checked. 1.06 - on request added 1000 markers version (not tested thoroughly). 1.10 - added Eld3rBrain edits to scripts (kudos to them!), should increase mod stability. 1.11 - fixed 8 squares version (kudos to xiphias and MaKaVeLiSenSei).
NOTES keep in mind please, once revealed map won't restore its shroud if you move to smaller radius version.
If game crashed on the start/load, try to set bUseUObjectArrayCache to false in the UE4SS-settings.ini file. You may also need to install UE4SS signatures (see required files).
I tried moremarkers1000 and it won't worked =( I installed only serverside. Have I install on clients too, please? and the same for less map shroud too? Thanks!
can't check out myself, I've heard all version of those as working (client-side only, server side only and server + clients) so I can't say for sure, I'm sorry. check comments.
Thank you for the mod. I will never understand why a limit on the map markers in these kinds of games is ever even a passing design decision.
BTW, I will just note for Vortex users that it looks like there was an update to the PalWorld extension for Vortex on the 19th which can cause errors installing some mods. I ran into this installing this mod (1000 map marker limit). For me, disabling and re-enabling UE4SS in the Vortex mods list fixed it. Probably keep an eye on the Palworld extension thread for more details: https://www.nexusmods.com/site/mods/770?tab=posts
Tangentially, the update also seems to have made the "Yet Another UE4SS Signatures" mod literally redundant in Vortex's eyes. However I suppose that could just be due to file collisions, and not because the same changes are being made to the same files. For now I've disabled "Yet Another" and haven't had any immediate issues. YMMV.
Oh in your sticky comment with the changelog "1.10 - added party pal widget to settings (will stay in top left corner forever in HUDFadeoutNever version). "
For those wondering like me, the more markers mod does seem to work on client side only on dedicated servers! Only thing this is missing is the ability to have marks across multiple saves so once i find all the dungeons and mark them once i dont have to redo it every server, and a way to filter each custom marker instead of just being able to toggle them all in the filters.
hello, until the author fixes this very small inconvenience you can do this: download the Less Map Shroud 5 squares version. go into the Scripts folder and open the config.lua file even with the standard windows notepad is fine change the string worldmapUIMaskClearSize = 80 to worldmapUIMaskClearSize = 130 and you will have the 8 squares version
For some reason mods that only rely on the NotifyOnNewObject() function to change properties under "/Script/Pal.PalGameSetting" don't work very well for me. Sometimes they will load properly and everything will be fine, but other times they won't works at all. It really depends on what other mods do you have installed and if they are also using the NotifyOnNewObject() function to change properties under the same PalGameSetting script.
So in order to avoid this and make them more reliable, I've discarded the use of NotifyOnNewObject() and replaced it with a direct RegisterHook() call to the parameters themself.
The refined code for this mod will look as follows :
main.lua local palConfig = require "config"
-- Prints the mod successful loading message in red print(palConfig.palRedColorWrapperFront .. palConfig.palModName .. " version " .. palConfig.palModVersion .. " loaded for game version " .. palConfig.palGameVersion .. palConfig.palRedColorWrapperBack)
-- Register the new modifiers and print a successful change message in red RegisterHook("/Script/Engine.PlayerController:ClientRestart", function() if palConfig.palCheckRestart ~= 1 then local items = FindAllOf("PalGameSetting") if items then for _, item in ipairs(items) do item.worldmapUIMaskClearSize = palConfig.palworldmapUIMaskClearSize end end print(palConfig.palRedColorWrapperFront .. palConfig.palModName .. " set to " .. palConfig.palworldmapUIMaskClearSize .. palConfig.palRedColorWrapperBack) end palConfig.palCheckRestart = 1 end)
config.lua local palConfig = {
-- Change those for new mod or different version palModName = "Less Map Shroud", palModVersion = "1.07", palGameVersion = "0.1.4.0",
-- Those are generic for every mod palCheckRestart = 0, palRedColorWrapperFront = "\27[31m", palRedColorWrapperBack = "\27[0m\n",
-- Change modifier if needed, 80 means 5 squares palworldmapUIMaskClearSize = 80
} return palConfig
With this, you can ensure that the mod will always be loaded, and these settings will be injected under PalGameSetting, regardless of any other scripts attempting modifications in the same scope.
I've also added some visual enhancements like printing the mod loading messages in red, so they are more easily distinguished, but you can discard those if you don't like them. Feel free to use this version of the mod for a future update if you feel like it,
I've seen this comment in other mod comments, but honestly I'm baffled. I have tons of those simple one-like NotifyOnNewObject functions working with PalGameSettings simultaneously without issues. in SP at least. I might try your approach (which is obviously seems to be more clean), but I won't be able to say if smth changed.
yeah, i did a bit of a spamming around with this, but wanted to make sure every mod author took a look at this approach. I also got some feedback on those functions that is as follows
Obviously i'm not super in-depth into lua scripting or anything like that, but it seems while hooking the params directly with RegisterHook, it just works. While when using the NotifyOnNewOnject you have to bare in mind which is initialized first and what's the order of it.
63 comments
Q: Game crashes, halp!
A: Game can crash with or without mod, its in EA. But if you have have consistent crashes with specific mod installed do next:
1) set bUseUObjectArrayCache to false in the UE4SS-settings.ini file.
2) install UE4SS signatures (see requirements while downloading mod)
3) if version from Main Files crashes, try the same version but from Optional Files, they made in different way script wise.
Q: Game/save loads fine, but mod doesn't work as intended, halp!
A: Double check if you followed Installation instructions. If you sure you did:
1) try the same version but from Optional Files, they made in different way script wise.
2) if you using version from Main Files make sure you added respective line to mods.txt (some mods work without it, but most don't).
3) organize my mods in the next order:
PalBoxReorganizedX : 1
DeadBodiesDespawnInstantlyX : 1
MoreStatPointsX : 1
MoreTechnologyPointsX : 1
MaxLevelIncreasedX : 1
BetterShieldUltimateX : 1
BetterRidingGroundMountsX : 1
BetterSellRatesX : 1
NoMoreBurningBasesX : 1
NoDamagedEquipmentPenaltiesX : 1
AutoSaveTimeX : 1
LessRestrictiveBuilding : 1
LessMapShroudX : 1
MoreMarkersX : 1
HUDFadeOutNever : 1
NoMoreWildPalsOnYourBase : 1
ConfigurableExpGainX : 1
Q: UE4SS 2.5.2 or 3.0.0?
A: Both work fine with my mods. I haven't seen the differences stability wise.
Q: Do I really need signatures for Palworld 0.1.4? People says they are not needed anymore.
A: Some mods will work without signatures, but some absolutely wont.
Q: I have issues installing mod on dedicated server.
A: Read this article.
CHANGELOG
1.01 - on request separated More Markers and Less Map Shroud components of the mod.
1.05 - remove manual mod enabling (you need to copy folder from archive to Mods and thats it) and made names reflect mod values to avoid Nexus issues with uploading files with the same name and size. everything double checked.
1.06 - on request added 1000 markers version (not tested thoroughly).
1.10 - added Eld3rBrain edits to scripts (kudos to them!), should increase mod stability.
1.11 - fixed 8 squares version (kudos to xiphias and MaKaVeLiSenSei).
NOTES
keep in mind please, once revealed map won't restore its shroud if you move to smaller radius version.
If game crashed on the start/load, try to set bUseUObjectArrayCache to false in the UE4SS-settings.ini file. You may also need to install UE4SS signatures (see required files).
I installed only serverside. Have I install on clients too, please? and the same for less map shroud too?
Thanks!
BTW, I will just note for Vortex users that it looks like there was an update to the PalWorld extension for Vortex on the 19th which can cause errors installing some mods. I ran into this installing this mod (1000 map marker limit). For me, disabling and re-enabling UE4SS in the Vortex mods list fixed it. Probably keep an eye on the Palworld extension thread for more details: https://www.nexusmods.com/site/mods/770?tab=posts
Tangentially, the update also seems to have made the "Yet Another UE4SS Signatures" mod literally redundant in Vortex's eyes. However I suppose that could just be due to file collisions, and not because the same changes are being made to the same files. For now I've disabled "Yet Another" and haven't had any immediate issues. YMMV.
I also take this opportunity to report that in the Less Map Shroud 8 squares version the Scripts folder is empty
download the Less Map Shroud 5 squares version.
go into the Scripts folder and open the config.lua file even with the standard windows notepad is fine
change the string worldmapUIMaskClearSize = 80 to
worldmapUIMaskClearSize = 130 and you will have the 8 squares version
Can you add colors and labels?
For some reason mods that only rely on the NotifyOnNewObject() function to change properties under "/Script/Pal.PalGameSetting" don't work very well for me. Sometimes they will load properly and everything will be fine, but other times they won't works at all. It really depends on what other mods do you have installed and if they are also using the NotifyOnNewObject() function to change properties under the same PalGameSetting script.
So in order to avoid this and make them more reliable, I've discarded the use of NotifyOnNewObject() and replaced it with a direct RegisterHook() call to the parameters themself.
The refined code for this mod will look as follows :
main.lua
local palConfig = require "config"
-- Prints the mod successful loading message in red
print(palConfig.palRedColorWrapperFront .. palConfig.palModName .. " version " .. palConfig.palModVersion .. " loaded for game version " .. palConfig.palGameVersion .. palConfig.palRedColorWrapperBack)
-- Register the new modifiers and print a successful change message in red
RegisterHook("/Script/Engine.PlayerController:ClientRestart", function()
if palConfig.palCheckRestart ~= 1 then
local items = FindAllOf("PalGameSetting")
if items then
for _, item in ipairs(items) do
item.worldmapUIMaskClearSize = palConfig.palworldmapUIMaskClearSize
end
end
print(palConfig.palRedColorWrapperFront .. palConfig.palModName .. " set to " .. palConfig.palworldmapUIMaskClearSize .. palConfig.palRedColorWrapperBack)
end
palConfig.palCheckRestart = 1
end)
config.lua
local palConfig = {
-- Change those for new mod or different version
palModName = "Less Map Shroud",
palModVersion = "1.07",
palGameVersion = "0.1.4.0",
-- Those are generic for every mod
palCheckRestart = 0,
palRedColorWrapperFront = "\27[31m",
palRedColorWrapperBack = "\27[0m\n",
-- Change modifier if needed, 80 means 5 squares
palworldmapUIMaskClearSize = 80
}
return palConfig
With this, you can ensure that the mod will always be loaded, and these settings will be injected under PalGameSetting, regardless of any other scripts attempting modifications in the same scope.
I've also added some visual enhancements like printing the mod loading messages in red, so they are more easily distinguished, but you can discard those if you don't like them. Feel free to use this version of the mod for a future update if you feel like it,
Gratitude
I also got some feedback on those functions that is as follows
Obviously i'm not super in-depth into lua scripting or anything like that, but it seems while hooking the params directly with RegisterHook, it just works.
While when using the NotifyOnNewOnject you have to bare in mind which is initialized first and what's the order of it.