- Made some changes to hopefully resolve issues with key bind presses not registering for some people and the mouse cursor disappearing when starting the game.
UPDATE 0.4.2
- Items tab now automatically filters out unused Pal eggs that would normally have nothing in them. These eggs were some of the dragon eggs, an electric egg and a rocky egg. If a future update adds something to these eggs, they'll automatically be visible again.
UPDATE 0.4.1
- Added IDs to Passives and Abilities
UPDATE 0.4.0
- Added Item Kits which you'll be able to customize inside Mods/Kits/kits.json, these kits will show up in the menu and you'll be able to give them to yourself or others (if in multiplayer). The kits auto-update whenever you switch tabs so you won't have to restart the game when making changes. I'll be making a short guide on how to use it somewhere tomorrow (5th July) at some point, but for now you can reference the existing kit entries in the json file.
- Added customizable keybinds back now that I finally managed to fix the crashing issues with it. (Default F1) - Added Item/Pal Ids which are visible under their translated name in the menu. - Fixed missing Passives and Abilities for Sakurajima Update. - Gender for Pals is randomized each time the Pal Editor is opened. - Removed (hopefully) all of the unused abilities.
- Probably some other minor changes that I forgot already.
My coop world works with this mod, I just made a dedicated server, but nothing is happening when I try and spawn items in, a message pops up when I try to spawn in pals "not integrated into servers yet" or something like that.
Dedicated servers have issues loading LogicMods at the moment due to UE4SS not loading LogicMods at the right time. I've brought up the issue and there's currently a permanent solution being worked on for it. I've implemented a temporary workaround on my fork of UE4SS if you want to give it a try and see if that fixes it. Just copy over the contents of BPModLoaderMod main.lua file or download the file itself. Only use this workaround on a Dedicated Server, do NOT use it as a client.
Additional details if you care enough about it: UE4SS relies on PostLoadMap hook to initialize LogicMods and depending how full your world is in terms of buildings and other data, it will take longer to load. Empty or fresh worlds will load pretty much instantly which means the PostLoadMap event fires before it is registered in UE4SS and that results in LogicMods never loading. My workaround basically just implements a looping delay until it has confirmed that it was able to load all mods.
Also sorry for the delay on new updates, I've been busy trying to debug why LogicMods weren't working on a Dedicated Server.
I have been scrolling through the comments here and there over the past couple of days, you seem very dedicated to making this work for everyone, I appreciate your responses, thank you.
Thank you for this temporary workaround, it worked wonders for me on Gportal Dedicated server hosting. Now I just need AdminEngine to work and I will be good with the 2 best spawning mods x) !
I'm stuck with the: "[14:40:04] CreateLogicModsDirectory: LogicMods directory not found. Creating LogicMods directory. [14:40:04] CreateLogicModsDirectory: LogicMods directory created." and F1 won't work. Can someone help me?
You didn't install the mod properly. I can tell by the error message: "[14:40:04] CreateLogicModsDirectory: LogicMods directory not found. Creating LogicMods directory.
No need, the mod automatically updates with the game since it's pulling the item and pal data directly from the game files. Only reason I'd need to update it is if they make breaking changes to the game where the mod starts crashing or just not working at all.
Does this mod add stuff to the items and Pals menu automatically and just has a blacklist of broken stuff, or do items and Pals have to be manually added to a whitelist?
Basically (assuming the mod doesn't break) if the game has an update that adds new items and Pals, will they just show up without having to update the mod? Nevermind... Just saw the pinned post above. Yes, the mod will show new stuff in the menus. (Would've deleted this post, but this site has no option for that).
Do you have any kind of approximation on when you'll be able to make the changes needed to make the mod work with the newest update? Days? Weeks? Months? Years? Decades? Millennia? Any of these would be good enough for me. I don't like centuries. Made the post: I didn't even realize I was premium.
Thank you for this. I was trying to figure out why I can enter the menu and setup pals and items, but nothing happens after hitting spawn or obtain. No error messages either. I'm playing on my dedicated server from skynode. I was able to use mods like instant egg hatching and show IV by installing them on my side. Would this mod work with mod installation on my side or does it have to be through the skynode portal?
Would this mod work with mod installation on my side or does it have to be through the skynode portal?
The mod must exist server-side. It will not work if the server doesn't have the mod installed. Please see the WIKI page for installation on a dedicated server. The client must have the mod installed in order to access its menus.
They were removed from the game by PocketPair, spawning them in will crash the game and permanently brick your save file. I will not be adding them back in.
I have installed this mod and I know that it is running because I see it boot up. Im in my own private server with my friend but f1 doesn't open the menu. Im not sure what im missing or doing wrong. If anybody has a suggestion that would be great thank you
Does it work on a Linux server? It is installed on both the server and the host computer. But it doesn't seem to work, so I just want to make sure I set it up wrong
Doesn't work on Linux due to UE4SS not supporting it (yet), however it's being worked on. I've been thinking of somehow creating a version that wouldn't require UE4SS so it works on Linux aswell.
I am profoundly grateful for your assistance. The feature you have created is truly convenient and excellent, making it an absolute necessity. I would like to express my deepest gratitude once again for your prompt response. Thank you.
This is a message to the creator aka Okaetsu could I have help with the installation process on a discord call we do not need mics I simply want help please & thank you.
Would it be possible to add the ability to modify an existing Pal in your party? Some menu that lets you select and modify a Pal in your party would be nice.
For example, if they update the game with some new skills, you could simply add the new skills to your Pal without replacing them.
It could be a new "Party" tab in the menu near the items and characters tabs.
Would it be possible that you could add a feature to your CreativeMenu, where let's say I have clicked on a Pal, that I want to start editing, once I have it ready, or saved, I can click my templates or the current one I am making to change the Pal with a different one instead of having to start all over, and add the same passives, and abilities I just spend a few moments add that I just want to copy over on a new pal?
Not that your mod is not completely amazing, because it is a masterwork, but this is something I've been wanting to ask for a while, I just don't want to sound demanding or something :D
I'll have to think of a way to add a swap screen so that it doesn't bloat the UI more than it is already. I also need to account for removing abilities that shouldn't be on a specific Pal when swapping over.
But as for the answer, yes it's something I'll add in the future.
Ah yeah, I did not think about the abillities that certain pals has exclusively and can't be used on certain pals :) so that makes totally sense but good to know that you plan on adding that at some point :D. and thanks for your amazing work here :) !
872 comments
READ THE WIKI BEFORE REPORTING BUGS, THANKS.
Yes, you can now change the keybind to something other than F1, see the FAQ in the Wiki.
> WIKI FOR INSTALLING, TROUBLESHOOTING ISSUES AND FAQ
> DISCORD SERVER
UPDATE 0.4.3
- Made some changes to hopefully resolve issues with key bind presses not registering for some people and the mouse cursor disappearing when starting the game.
UPDATE 0.4.2
- Items tab now automatically filters out unused Pal eggs that would normally have nothing in them. These eggs were some of the dragon eggs, an electric egg and a rocky egg. If a future update adds something to these eggs, they'll automatically be visible again.
UPDATE 0.4.1
- Added IDs to Passives and Abilities
UPDATE 0.4.0
- Added Item Kits which you'll be able to customize inside Mods/Kits/kits.json, these kits will show up in the menu and you'll be able to give them to yourself or others (if in multiplayer). The kits auto-update whenever you switch tabs so you won't have to restart the game when making changes. I'll be making a short guide on how to use it
somewhere tomorrow(5th July) at some point, but for now you can reference the existing kit entries in the json file.- Added customizable keybinds back now that I finally managed to fix the crashing issues with it. (Default F1)
- Added Item/Pal Ids which are visible under their translated name in the menu.
- Fixed missing Passives and Abilities for Sakurajima Update.
- Gender for Pals is randomized each time the Pal Editor is opened.
- Removed (hopefully) all of the unused abilities.
- Probably some other minor changes that I forgot already.
Additional details if you care enough about it: UE4SS relies on PostLoadMap hook to initialize LogicMods and depending how full your world is in terms of buildings and other data, it will take longer to load. Empty or fresh worlds will load pretty much instantly which means the PostLoadMap event fires before it is registered in UE4SS and that results in LogicMods never loading. My workaround basically just implements a looping delay until it has confirmed that it was able to load all mods.
Also sorry for the delay on new updates, I've been busy trying to debug why LogicMods weren't working on a Dedicated Server.
Now I just need AdminEngine to work and I will be good with the 2 best spawning mods x) !
[14:40:04] CreateLogicModsDirectory: LogicMods directory created."
and F1 won't work. Can someone help me?
"[14:40:04] CreateLogicModsDirectory: LogicMods directory not found. Creating LogicMods directory.
1. The server must have the mod.
2. You must be an admin on the server.
Can you set the upper limit of IVs to 100 in the PAL generation interface?
Does this mod add stuff to the items and Pals menu automatically and just has a blacklist of broken stuff, or do items and Pals have to be manually added to a whitelist?
Nevermind... Just saw the pinned post above. Yes, the mod will show new stuff in the menus. (Would've deleted this post, but this site has no option for that).Basically (assuming the mod doesn't break) if the game has an update that adds new items and Pals, will they just show up without having to update the mod?
Days? Weeks? Months? Years? Decades? Millennia? Any of these would be good enough for me. I don't like centuries.
Made the post: I didn't even realize I was premium.
The mod must exist server-side. It will not work if the server doesn't have the mod installed. Please see the WIKI page for installation on a dedicated server. The client must have the mod installed in order to access its menus.
but the problem fixed itself when I pushed the windows start key twice that's at the bottom of my keyboard.
just thought I'd mention that if no one has yet.
Read through this and join the Discord mentioned in the first comment, you can leave after if you want.
It is installed on both the server and the host computer.
But it doesn't seem to work, so I just want to make sure I set it up wrong
The feature you have created is truly convenient and excellent, making it an absolute necessity.
I would like to express my deepest gratitude once again for your prompt response. Thank you.
For example, if they update the game with some new skills, you could simply add the new skills to your Pal without replacing them.
It could be a new "Party" tab in the menu near the items and characters tabs.
Would it be possible that you could add a feature to your CreativeMenu, where let's say I have clicked on a Pal, that I want to start editing,
once I have it ready, or saved, I can click my templates or the current one I am making
to change the Pal with a different one instead of having to start all over, and add the same passives, and abilities I just spend a few moments add
that I just want to copy over on a new pal?
Not that your mod is not completely amazing, because it is a masterwork, but this is something I've been wanting to ask for a while, I just don't want to sound demanding or something :D
But as for the answer, yes it's something I'll add in the future.
so that makes totally sense but good to know that you plan on adding that at some point :D.
and thanks for your amazing work here :) !