Palworld
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Caites and Eld3rBrain

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pavelk

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  1. pavelk
    pavelk
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    Frequently Asked Questions
    Spoiler:  
    Show


    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).
  2. joewalabel
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    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!
    1. pavelk
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      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.
    2. DA2077
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      Can we increase the number of tags to 9999?
  3. Oryx593
    Oryx593
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    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.
  4. Groovess
    Groovess
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    -- wrong mod to comment.
  5. Penitence
    Penitence
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    Seems you copied your 1.10 changes from your other mod since it mentions HUDFateoutNever, might confuse some people just thought I'd mention.
    1. pavelk
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      could you specify where exactly? I can't find HUDFateoutNever mentions.
    2. Penitence
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      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). "
    3. Penitence
      Penitence
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      I didn't mean within the mod if that's how it sounded, sorry if that was confusing.
    4. pavelk
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      got it, thank you! :)
  6. yesmammy
    yesmammy
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    Hi do you think you can make it so you can only click/edit a marker when a key is held down?
  7. xy172
    xy172
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    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.
  8. MaKaVeLiSenSei
    MaKaVeLiSenSei
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    thank you for this wonderful mod ^_^
    I also take this opportunity to report that in the Less Map Shroud 8 squares version the Scripts folder is empty 
    1. pavelk
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      thank you, fixed!
  9. xiphias
    xiphias
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    FYI, latest version (1.10) is missing the script for 8 square option. Only thing in the download is the enabled.txt file.
    1. MaKaVeLiSenSei
      MaKaVeLiSenSei
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      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
    2. pavelk
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      xiphias, thank you, fixed
  10. M832605
    M832605
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    Thank you for the wonderful MOD!
    Can you add colors and labels?
    1. animatv9
      animatv9
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      More different shapes of markings and a change of color would be useful, but that's probably in a different mod.
  11. Eld3rBrain
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    Greetings,

    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
    1. pavelk
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      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.
    2. Eld3rBrain
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      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.
    3. pavelk
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      I even less in-depth into lua (better to say only scratched the surface), so I will rely on this, since it works for me as well.