The Lord of the Rings: Return to Moria
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BestDaniel-Net

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BestDanielNet

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44 comments

  1. Reaverbait
    Reaverbait
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    It seems to work fine for me in solo player mode, although I am wondering if it contributes to the load times for the fog walls and portal travel.

    I do know in multiplayer both when I was hosting and when I was playing on someone else's server it I was experiencing incredibly long load times, sometimes so long the game would crash. As in an entire day spent loading a wall. And I'm pretty sure this mod was the issues as first, it is the only mod I installed and second the load times improved dramatically as soon as I removed it. When I was hosting - everyone would be getting multi-minute load times for walls and portals. When I was playing while someone else hosted, the rest of the group was fine but I would experience load times of 5+ minutes regularly and often get game crashed.

    Sp, I do recommend this game for solo play as, at least in my experience there are no proven issues. But I would not recommend it for multiplayer, at least not without doing a test to see if you get the issues I did.
  2. Doribar
    Doribar
    • member
    • 1 kudos
    I was really looking forward to this mod. It was my first that I wanted since I am still going through the game for the first time and don't want the cheats. 
    Unfortunately, it does not work for me. I even tried pulling the folder from the other mod listed below. I load in and move around in game but pressing P has no effect.

    Here is the end of the UE4SS file:
    [2024-01-19 01:09:51] m_shared_functions: 0x7ffb11ca9300
    [2024-01-19 01:09:51] Enabling custom events
    [2024-01-19 01:09:51] Starting mods (from mods.txt load order)...
    [2024-01-19 01:09:51] No mods.txt file found...
    [2024-01-19 01:09:51] Starting mods (from enabled.txt, no defined load order)...
    [2024-01-19 01:09:51] Mod 'BD_GamePauser' has enabled.txt, starting mod.
    [2024-01-19 01:09:51] [RegisterHook] Registered native hook (1, 2) for Function /Script/Engine.PlayerController:ClientRestart
    [2024-01-19 01:09:51] Event loop start
  3. Nialna
    Nialna
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    Thanks for making this mod! It's great to be able to AFK without worrying. Like others have said below, it's missing a file in the zip (the UE4SS_Signatures folder), which you can get from this other mod by the same creator
  4. JackRB
    JackRB
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    I downloaded the mod and it did not work for me either. I then went and found the author's BD Peaceful Mode mod to scavenge the UE4SS_Signatures directory and just added that to my install. Once I did that, it started working just fine.

    If you are updating an old version, you can skip that step. If you are installing 0.4 for the first time, you will need the extra step to get it to work.

    Very helpful mod, BTW. Thanks!
    1. kenphillips1971
      kenphillips1971
      • member
      • 0 kudos
      Stealing UE4SS_Signatures folder from the Peaceful mod got this mod working for me also. However, I use a controller and this mod doesn't interact well. Often I get trapped in the menu screen. Or the controller becomes unresponsive. Or the keyboard. Or the mouse. Usually it's not all my input devices, so I can recover input somehow. Seems random what will finally restore control. I suspect it has to do with how you're using x_input. This mod also sometimes interferes with renaming things in the map. Seems I only get one rename per launch. Relaunching the game or uninstalling the mod are the only fixes that work so far.
  5. kenphillips1971
    kenphillips1971
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    No UE4SS_Signatures folder in your latest version [Uploaded Dec 20th]. Is this intentional? This version doesn't seem to work for me. The earlier versions worked sporadically. Closing the game and launcher, then re-launching, would fix it for a little while. Thanks for keeping the mod up-to-date tho.
    1. kenphillips1971
      kenphillips1971
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      • 0 kudos
      [2024-01-05 01:30:19] Setting up mods...[2024-01-05 01:30:19] Cppsdk not present, cpp mods will not be loaded[2024-01-05 01:30:19] Starting mods (from mods.txt load order)...[2024-01-05 01:30:19] No mods.txt file found...[2024-01-05 01:30:19] Starting mods (from enabled.txt, no defined load order)...[2024-01-05 01:30:19] Console created[2024-01-05 01:30:19] UE4SS - v2.5.1 Beta #0 - Git SHA #1481302[2024-01-05 01:30:19] WITH_CASE_PRESERVING_NAME: No
      [2024-01-05 01:30:19] No specific game configuration found, using default configuration file[2024-01-05 01:30:19] Config: D:\Program Files (x86)\Epic Games\ReturnToMoria\Moria\Binaries\Win64\UE4SS-settings.ini
      [2024-01-05 01:30:19] root directory: D:\Program Files (x86)\Epic Games\ReturnToMoria\Moria\Binaries\Win64[2024-01-05 01:30:19] working directory: D:\Program Files (x86)\Epic Games\ReturnToMoria\Moria\Binaries\Win64[2024-01-05 01:30:19] game executable directory: D:\Program Files (x86)\Epic Games\ReturnToMoria\Moria\Binaries\Win64[2024-01-05 01:30:19] mods directory: D:\Program Files (x86)\Epic Games\ReturnToMoria\Moria\Binaries\Win64\Mods[2024-01-05 01:30:19] log directory: D:\Program Files (x86)\Epic Games\ReturnToMoria\Moria\Binaries\Win64[2024-01-05 01:30:19] object dumper directory: D:\Program Files (x86)\Epic Games\ReturnToMoria\Moria\Binaries\Win64

      [2024-01-05 01:30:19] Scan attempt 1/60[2024-01-05 01:30:20] Engine Version: 4.27 <- Built-in[2024-01-05 01:30:20] StaticConstructObject_Internal address: 0x7ff735160660 <- Built-in[2024-01-05 01:30:20] FName::ToString address: 0x7ff734f51130 <- Built-in[2024-01-05 01:30:20] AOB scans could not be completed because of the following reasons:Was unable to find AOB for 'FName::FName'You can supply your own in 'UE4SS_Signatures/FName_Constructor.lua'
      [2024-01-05 01:30:20] GMalloc address: 0x7ff734e415d0 <- Built-in[2024-01-05 01:30:20] GUObjectArray address: 0x7ff739cde640 <- Built-in[2024-01-05 01:30:20] AOB scans could not be completed because of the following reasons:Was unable to find AOB for 'FName::FName'You can supply your own in 'UE4SS_Signatures/FName_Constructor.lua'
      [2024-01-05 01:30:20] GMalloc address: 0x7ff734e415d0 <- Built-in[2024-01-05 01:30:20] GUObjectArray address: 0x7ff739cde640 <- Built-in[2024-01-05 01:30:20] AOB scans could not be completed because of the following reasons:Was unable to find AOB for 'FName::FName'You can supply your own in 'UE4SS_Signatures/FName_Constructor.lua'
      [2024-01-05 01:30:20] GMalloc address: 0x7ff734e415d0 <- Built-in[2024-01-05 01:30:20] GUObjectArray address: 0x7ff739cde640 <- Built-in[2024-01-05 01:30:21] AOB scans could not be completed because of the following reasons:Was unable to find AOB for 'FName::FName'You can supply your own in 'UE4SS_Signatures/FName_Constructor.lua'
      [2024-01-05 01:30:21] GMalloc address: 0x7ff734e415d0 <- Built-in[2024-01-05 01:30:21] GUObjectArray address: 0x7ff739cde640 <- Built-in[2024-01-05 01:30:21] AOB scans could not be completed because of the following reasons:Was unable to find AOB for 'FName::FName'You can supply your own in 'UE4SS_Signatures/FName_Constructor.lua'
      [2024-01-05 01:30:21] GMalloc address: 0x7ff734e415d0 <- Built-in[2024-01-05 01:30:21] GUObjectArray address: 0x7ff739cde640 <- Built-in[2024-01-05 01:30:21] AOB scans could not be completed because of the following reasons:Was unable to find AOB for 'FName::FName'You can supply your own in 'UE4SS_Signatures/FName_Constructor.lua'
      [2024-01-05 01:30:21] GMalloc address: 0x7ff734e415d0 <- Built-in[2024-01-05 01:30:21] GUObjectArray address: 0x7ff739cde640 <- Built-in[2024-01-05 01:30:21] AOB scans could not be completed because of the following reasons:Was unable to find AOB for 'FName::FName'You can supply your own in 'UE4SS_Signatures/FName_Constructor.lua'
      [2024-01-05 01:30:21] GMalloc address: 0x7ff734e415d0 <- Built-in[2024-01-05 01:30:21] GUObjectArray address: 0x7ff739cde640 <- Built-in[2024-01-05 01:30:21] GMalloc address: 0x7ff734e415d0 <- Built-in[2024-01-05 01:30:21] GUObjectArray address: 0x7ff739cde640 <- Built-in[2024-01-05 01:30:21] FName::FName address: 0x7ff734f44500 <- Built-in[2024-01-05 01:30:22] Already constructed: /Script/CoreUObject.Class[2024-01-05 01:30:22] Already constructed: /Script/CoreUObject[2024-01-05 01:30:22] Already constructed: /Script/CoreUObject.Struct[2024-01-05 01:30:22] Already constructed: /Script/Engine.Pawn[2024-01-05 01:30:22] Already constructed: /Script/Engine.Character[2024-01-05 01:30:22] Already constructed: /Script/Engine.Actor[2024-01-05 01:30:22] Already constructed: /Script/CoreUObject.Vector[2024-01-05 01:30:22] Need to construct: /Script/Engine.Default__DefaultPawn[2024-01-05 01:30:22] Already constructed: /Script/Engine.HitResult[2024-01-05 01:30:22] Need to construct: /Script/Engine.Default__MaterialExpression[2024-01-05 01:30:22] Already constructed: /Script/Engine.ActorComponent[2024-01-05 01:30:22] Already constructed: /Script/CoreUObject.OrientedBox[2024-01-05 01:30:22] Already constructed: /Script/Engine.MovementComponent[2024-01-05 01:30:22] Already constructed: /Script/Engine.HUD[2024-01-05 01:30:22] Already constructed: /Script/Engine.PlayerController[2024-01-05 01:30:22] Already constructed: /Script/Engine.PlayerCameraManager[2024-01-05 01:30:22] Already constructed: /Script/CoreUObject.EInterpCurveMode[2024-01-05 01:30:22] Already constructed: /Script/Engine.ENetRole[2024-01-05 01:30:22] Already constructed: /Script/MovieScene.MovieSceneEditorData[2024-01-05 01:30:22] Already constructed: /Script/UMG.Widget[2024-01-05 01:30:22] Already constructed: /Script/UMG.ComboBoxString[2024-01-05 01:30:22] Already constructed: /Script/CoreUObject.Interface[2024-01-05 01:30:22] Already constructed: /Script/CoreUObject.DynamicClass[2024-01-05 01:30:22] Constructed 0 of 2 objects[2024-01-05 01:30:22] ProcessInternal address: 0x7ff735158770 <- Built-in[2024-01-05 01:30:22] ProcessLocalScriptFunction address: 0x7ff735158880 <- Built-in[2024-01-05 01:30:22] UnrealConfig.FExecVTableOffsetInLocalPlayer: 28[2024-01-05 01:30:22] Adding GUObjectArray listeners[2024-01-05 01:30:22] ##### MEMBER OFFSETS START #####
      [2024-01-05 01:30:22] UObjectBase::ClassPrivate = 0x10[2024-01-05 01:30:22] UObjectBase::bFindCameraComponentWhenViewTarget = 0x5A[2024-01-05 01:30:22] UObjectBase::InternalIndex = 0xC[2024-01-05 01:30:22] UObjectBase::AutoReceiveInput = 0xF3[2024-01-05 01:30:22] UObjectBase::ObjectFlags = 0x8[2024-01-05 01:30:22] UObjectBase::OnEndCursorOver = 0x186[2024-01-05 01:30:22] UObjectBase::CustomTimeDilation = 0x98[2024-01-05 01:30:22] UObjectBase::NamePrivate = 0x18[2024-01-05 01:30:22] UObjectBase::Role = 0xF0[2024-01-05 01:30:22] UObjectBase::ControllingMatineeActors = 0x138[2024-01-05 01:30:22] UObjectBase::bCanBeInCluster = 0x5B[2024-01-05 01:30:22] UObjectBase::bAllowTickBeforeBeginPlay = 0x59[2024-01-05 01:30:22] UObjectBase::bForceNetAddressable = 0x58[2024-01-05 01:30:22] UObjectBase::InputPriority = 0xF4[2024-01-05 01:30:22] UObjectBase::OuterPrivate = 0x20[2024-01-05 01:30:22] UObjectBase::OnInputTouchEnd = 0x18A[2024-01-05 01:30:22] UObjectBase::bHasDeferredComponentRegistration = 0x5C[2024-01-05 01:30:22] UObjectBase::AttachmentReplication = 0xA0[2024-01-05 01:30:22] UObjectBase::DetachFence = 0x210[2024-01-05 01:30:22] UObjectBase::CreationTime = 0x9C[2024-01-05 01:30:22] UObjectBase::DefaultUpdateOverlapsMethodDuringLevelStreaming = 0x5E[2024-01-05 01:30:22] UObjectBase::InitialLifeSpan = 0x94[2024-01-05 01:30:22] UObjectBase::bAutoDestroyWhenFinished = 0x59[2024-01-05 01:30:22] UObjectBase::Tags = 0x170[2024-01-05 01:30:22] UObjectBase::InputComponent = 0xF8[2024-01-05 01:30:22] UObjectBase::OnTakePointDamage = 0x181[2024-01-05 01:30:22] UObjectBase::LastRenderTime = 0x114[2024-01-05 01:30:22] UObjectBase::RemoteRole = 0x5F[2024-01-05 01:30:22] UObjectBase::Layers = 0x150[2024-01-05 01:30:22] UObjectBase::MinNetUpdateFrequency = 0x10C[2024-01-05 01:30:22] UObjectBase::TimerHandle_LifeSpanExpired = 0x148[2024-01-05 01:30:22] UObjectBase::OnTakeAnyDamage = 0x180[2024-01-05 01:30:22] UObjectBase::NetCullDistanceSquared = 0x100[2024-01-05 01:30:22] UObjectBase::OnActorEndOverlap = 0x184[2024-01-05 01:30:22] UObjectBase::NetDormancy = 0xF1[2024-01-05 01:30:22] UObjectBase::NetDriverName = 0xE8[2024-01-05 01:30:22] UObjectBase::NetTag = 0x104[2024-01-05 01:30:22] UObjectBase::NetPriority = 0x110[2024-01-05 01:30:22] UObjectBase::PrimaryActorTick = 0x28[2024-01-05 01:30:22] UObjectBase::NetUpdateFrequency = 0x108[2024-01-05 01:30:22] UObjectBase::OnClicked = 0x187[2024-01-05 01:30:22] UObjectBase::OnActorBeginOverlap = 0x183[2024-01-05 01:30:22] UObjectBase::OnActorHit = 0x18D[2024-01-05 01:30:22] UObjectBase::OnBeginCursorOver = 0x185[2024-01-05 01:30:22] UObjectBase::OnDestroyed = 0x18E[2024-01-05 01:30:22] UObjectBase::OnInputTouchEnter = 0x18B[2024-01-05 01:30:22] UObjectBase::OnEndPlay = 0x18F[2024-01-05 01:30:22] UObjectBase::OnInputTouchBegin = 0x189[2024-01-05 01:30:22] UObjectBase::OnInputTouchLeave = 0x18C[2024-01-05 01:30:22] UObjectBase::OnReleased = 0x188[2024-01-05 01:30:22] UObjectBase::OnTakeRadialDamage = 0x182[2024-01-05 01:30:22] UObjectBase::ParentComponent = 0x160[2024-01-05 01:30:22] UObjectBase::ReplicatedMovement = 0x60[2024-01-05 01:30:22] UObjectBase::RootComponent = 0x130[2024-01-05 01:30:22] UObjectBase::bBlockInput = 0x5A[2024-01-05 01:30:22] UObjectBase::SpawnCollisionHandlingMethod = 0xF2[2024-01-05 01:30:22] UObjectBase::UpdateOverlapsMethodDuringLevelStreaming = 0x5D[2024-01-05 01:30:22] UObjectBase::bNetStartup = 0x58[2024-01-05 01:30:22] UObjectBase::bActorIsBeingConstructed = 0x168[2024-01-05 01:30:22] UObjectBase::bActorBeginningPlayFromLevelStreaming = 0x5B[2024-01-05 01:30:22] UObjectBase::bAllowReceiveTickEventOnDedicatedServer = 0x5B[2024-01-05 01:30:22] UObjectBase::bActorEnableCollision = 0x5C[2024-01-05 01:30:22] UObjectBase::bActorInitialized = 0x5B[2024-01-05 01:30:22] UObjectBase::bActorIsBeingDestroyed = 0x5C[2024-01-05 01:30:22] UObjectBase::bActorSeamlessTraveled = 0x5B[2024-01-05 01:30:22] UObjectBase::bActorWantsDestroyDuringBeginPlay = 0x5C[2024-01-05 01:30:22] UObjectBase::bAlwaysRelevant = 0x58[2024-01-05 01:30:22] UObjectBase::bCanBeDamaged = 0x5A[2024-01-05 01:30:22] UObjectBase::bCollideWhenPlacing = 0x5A[2024-01-05 01:30:22] UObjectBase::bEnableAutoLODGeneration = 0x5A[2024-01-05 01:30:22] UObjectBase::bExchangedRoles = 0x59[2024-01-05 01:30:22] UObjectBase::bGenerateOverlapEventsDuringLevelStreaming = 0x5A[2024-01-05 01:30:22] UObjectBase::bHasFinishedSpawning = 0x5B[2024-01-05 01:30:22] UObjectBase::bHidden = 0x58[2024-01-05 01:30:22] UObjectBase::bIgnoresOriginShifting = 0x5A[2024-01-05 01:30:22] UObjectBase::bIsEditorOnlyActor = 0x5A[2024-01-05 01:30:22] UObjectBase::bNetCheckedInitialPhysicsState = 0x5B[2024-01-05 01:30:22] UObjectBase::bNetLoadOnClient = 0x59[2024-01-05 01:30:22] UObjectBase::bNetTemporary = 0x58[2024-01-05 01:30:22] UObjectBase::bNetUseOwnerRelevancy = 0x59[2024-01-05 01:30:22] UObjectBase::bOnlyRelevantToOwner = 0x58[2024-01-05 01:30:22] UObjectBase::bRelevantForLevelBounds = 0x59[2024-01-05 01:30:22] UObjectBase::bRelevantForNetworkReplays = 0x59[2024-01-05 01:30:22] UObjectBase::bReplayRewindable = 0x59[2024-01-05 01:30:22] UObjectBase::bReplicateMovement = 0x58[2024-01-05 01:30:22] UObjectBase::bReplicates = 0x5B[2024-01-05 01:30:22] UObjectBase::bRunningUserConstructionScript = 0x5C[2024-01-05 01:30:22] UObjectBase::bTearOff = 0x58[2024-01-05 01:30:22] UObjectBase::bTickFunctionsRegistered = 0x5C[2024-01-05 01:30:22] UScriptStruct::StructFlags = 0xB0[2024-01-05 01:30:22] UScriptStruct::CppStructOps = 0xB8[2024-01-05 01:30:22] UScriptStruct::bPrepareCppStructOpsCompleted = 0xB4[2024-01-05 01:30:22] UScriptStruct::ICppStructOps::Alignment = 0xC[2024-01-05 01:30:22] UScriptStruct::ICppStructOps::Size = 0x8[2024-01-05 01:30:22] FField::ClassPrivate = 0x8[2024-01-05 01:30:22] FField::NamePrivate = 0x28[2024-01-05 01:30:22] FField::FlagsPrivate = 0x30[2024-01-05 01:30:22] FField::Next = 0x20[2024-01-05 01:30:22] FField::Owner = 0x10[2024-01-05 01:30:22] FOutputDevice::bAutoEmitLineTerminator = 0x9[2024-01-05 01:30:22] FOutputDevice::bSuppressEventTag = 0x8[2024-01-05 01:30:22] FEnumProperty::Enum = 0x80[2024-01-05 01:30:22] FEnumProperty::UnderlyingProp = 0x78[2024-01-05 01:30:22] UStruct::DestructorLink = 0x80[2024-01-05 01:30:22] UStruct::Children = 0x48[2024-01-05 01:30:22] UStruct::ChildProperties = 0x50[2024-01-05 01:30:22] UStruct::PostConstructLink = 0x88[2024-01-05 01:30:22] UStruct::UnresolvedScriptProperties = 0xA0[2024-01-05 01:30:22] UStruct::MinAlignment = 0x5C[2024-01-05 01:30:22] UStruct::PropertiesSize = 0x58[2024-01-05 01:30:22] UStruct::PropertyLink = 0x70[2024-01-05 01:30:22] UStruct::RefLink = 0x78[2024-01-05 01:30:22] UStruct::Script = 0x60[2024-01-05 01:30:22] UStruct::ScriptAndPropertyObjectReferences = 0x90[2024-01-05 01:30:22] UStruct::SuperStruct = 0x40[2024-01-05 01:30:22] UFunction::EventGraphCallOffset = 0xD0[2024-01-05 01:30:22] UFunction::EventGraphFunction = 0xC8[2024-01-05 01:30:22] UFunction::RPCId = 0xBA[2024-01-05 01:30:22] UFunction::FirstPropertyToInit = 0xC0[2024-01-05 01:30:22] UFunction::Func = 0xD8[2024-01-05 01:30:22] UFunction::FunctionFlags = 0xB0[2024-01-05 01:30:22] UFunction::NumParms = 0xB4[2024-01-05 01:30:22] UFunction::ParmsSize = 0xB6[2024-01-05 01:30:22] UFunction::RPCResponseId = 0xBC[2024-01-05 01:30:22] UFunction::ReturnValueOffset = 0xB8[2024-01-05 01:30:22] UField::Next = 0x28[2024-01-05 01:30:22] FProperty::ArrayDim = 0x38[2024-01-05 01:30:22] FProperty::DestructorLinkNext = 0x68[2024-01-05 01:30:22] FProperty::ElementSize = 0x3C[2024-01-05 01:30:22] FProperty::NextRef = 0x60[2024-01-05 01:30:22] FProperty::Offset_Internal = 0x4C[2024-01-05 01:30:22] FProperty::PostConstructLinkNext = 0x70[2024-01-05 01:30:22] FProperty::PropertyLinkNext = 0x58[2024-01-05 01:30:22] FProperty::PropertyFlags = 0x40[2024-01-05 01:30:22] FProperty::RepIndex = 0x48[2024-01-05 01:30:22] FProperty::RepNotifyFunc = 0x50[2024-01-05 01:30:22] UWorld::bAllowAudioPlayback = 0x10E[2024-01-05 01:30:22] UWorld::ActiveLevelCollectionIndex = 0x158[2024-01-05 01:30:22] UWorld::AudioTimeSeconds = 0x5AC[2024-01-05 01:30:22] UWorld::CommittedPersistentLevelName = 0x610[2024-01-05 01:30:22] UWorld::bInTick = 0x10B[2024-01-05 01:30:22] UWorld::CleanupWorldTag = 0x61C[2024-01-05 01:30:22] UWorld::BuildStreamingDataTimer = 0x3D0[2024-01-05 01:30:22] UWorld::bPlayersOnly = 0x10D[2024-01-05 01:30:22] UWorld::DeltaTimeSeconds = 0x5B0[2024-01-05 01:30:22] UWorld::ExtraReferencedObjects = 0x68[2024-01-05 01:30:22] UWorld::LastTimeUnbuiltLightingWasEncountered = 0x598[2024-01-05 01:30:22] UWorld::NextSwitchCountdown = 0x5DC[2024-01-05 01:30:22] UWorld::bMaterialParameterCollectionInstanceNeedsDeferredUpdate = 0x10F[2024-01-05 01:30:22] UWorld::RealTimeSeconds = 0x5A8[2024-01-05 01:30:22] UWorld::NextURL = 0x5F0[2024-01-05 01:30:22] UWorld::NumStreamingLevelsBeingLoaded = 0x5EA[2024-01-05 01:30:22] UWorld::OriginOffsetThisFrame = 0x5D0[2024-01-05 01:30:22] UWorld::PauseDelay = 0x5B4[2024-01-05 01:30:22] UWorld::PerModuleDataObjects = 0x78[2024-01-05 01:30:22] UWorld::bIsDefaultLevel = 0x10C[2024-01-05 01:30:22] UWorld::PlayerNum = 0x558[2024-01-05 01:30:22] UWorld::PreparingLevelNames = 0x600[2024-01-05 01:30:22] UWorld::bAggressiveLOD = 0x10C[2024-01-05 01:30:22] UWorld::StreamingLevelsPrefix = 0xC0[2024-01-05 01:30:22] UWorld::bTriggerPostLoadMap = 0x10B[2024-01-05 01:30:22] UWorld::bIsLevelStreamingFrozen = 0x10B[2024-01-05 01:30:22] UWorld::StreamingVolumeUpdateDelay = 0x55C[2024-01-05 01:30:22] UWorld::bIsBuilt = 0x10B[2024-01-05 01:30:22] UWorld::TimeSeconds = 0x5A0[2024-01-05 01:30:22] UWorld::UnpausedTimeSeconds = 0x5A4[2024-01-05 01:30:22] UWorld::ViewLocationsRenderedLastFrame = 0xF8[2024-01-05 01:30:22] UWorld::bActorsInitialized = 0x10C[2024-01-05 01:30:22] UWorld::bIsTearingDown = 0x10D[2024-01-05 01:30:22] UWorld::bAreConstraintsDirty = 0x10E[2024-01-05 01:30:22] UWorld::bBegunPlay = 0x10D[2024-01-05 01:30:22] UWorld::bDebugPauseExecution = 0x10D[2024-01-05 01:30:22] UWorld::bDoDelayedUpdateCullDistanceVolumes = 0x10C[2024-01-05 01:30:22] UWorld::bRequestedBlockOnAsyncLoading = 0x10C[2024-01-05 01:30:22] UWorld::bDropDetail = 0x10C[2024-01-05 01:30:22] UWorld::bMatchStarted = 0x10D[2024-01-05 01:30:22] UWorld::bIsCameraMoveableWhenPaused = 0x10E[2024-01-05 01:30:22] UWorld::bIsRunningConstructionScript = 0x10C[2024-01-05 01:30:22] UWorld::bShouldSimulatePhysics = 0x10C[2024-01-05 01:30:22] UWorld::bIsWorldInitialized = 0x10B[2024-01-05 01:30:22] UWorld::bKismetScriptError = 0x10D[2024-01-05 01:30:22] UWorld::bMarkedObjectsPendingKill = 0x618[2024-01-05 01:30:22] UWorld::bWorldWasLoadedThisTick = 0x10B[2024-01-05 01:30:22] UWorld::bPlayersOnlyPending = 0x10D[2024-01-05 01:30:22] UWorld::bPostTickComponentUpdate = 0x10B[2024-01-05 01:30:22] UWorld::bRequiresHitProxies = 0x10E[2024-01-05 01:30:22] UWorld::bShouldForceUnloadStreamingLevels = 0x10E[2024-01-05 01:30:22] UWorld::bShouldForceVisibleStreamingLevels = 0x10E[2024-01-05 01:30:22] UWorld::bShouldTick = 0x10E[2024-01-05 01:30:22] UWorld::bStartup = 0x10D[2024-01-05 01:30:22] UWorld::bStreamingDataDirty = 0x10E[2024-01-05 01:30:22] UWorld::bTickNewlySpawned = 0x10B[2024-01-05 01:30:22] UClass::ClassConstructor = 0xB0[2024-01-05 01:30:22] UClass::ClassAddReferencedObjects = 0xC0[2024-01-05 01:30:22] UClass::bCooked = 0xC8[2024-01-05 01:30:22] UClass::ClassConfigName = 0xE8[2024-01-05 01:30:22] UClass::ClassDefaultObject = 0x118[2024-01-05 01:30:22] UClass::ClassFlags = 0xCC[2024-01-05 01:30:22] UClass::ClassGeneratedBy = 0xE0[2024-01-05 01:30:22] UClass::ClassUnique = 0xC8[2024-01-05 01:30:22] UClass::ClassVTableHelperCtorCaller = 0xB8[2024-01-05 01:30:22] UClass::ClassWithin = 0xD8[2024-01-05 01:30:22] UClass::FirstOwnedClassRep = 0x110[2024-01-05 01:30:22] UClass::Interfaces = 0x1D8[2024-01-05 01:30:22] UClass::NetFields = 0x100[2024-01-05 01:30:22] UClass::SparseClassData = 0x120[2024-01-05 01:30:22] UClass::SparseClassDataStruct = 0x128[2024-01-05 01:30:22] UEnum::CppForm = 0x50[2024-01-05 01:30:22] UEnum::CppType = 0x30[2024-01-05 01:30:22] UEnum::EnumDisplayNameFn = 0x58[2024-01-05 01:30:22] UEnum::Names = 0x40[2024-01-05 01:30:22] UEnum::EnumFlags_Internal = 0x54[2024-01-05 01:30:22] FObjectPropertyBase::PropertyClass = 0x78[2024-01-05 01:30:22] FDelegateProperty::SignatureFunction = 0x78[2024-01-05 01:30:22] FMulticastDelegateProperty::SignatureFunction = 0x78[2024-01-05 01:30:22] FSetProperty::ElementProp = 0x78[2024-01-05 01:30:22] FStructProperty::Struct = 0x78[2024-01-05 01:30:22] FArrayProperty::Inner = 0x78[2024-01-05 01:30:22] FMapProperty::KeyProp = 0x78[2024-01-05 01:30:22] FMapProperty::ValueProp = 0x80[2024-01-05 01:30:22] FBoolProperty::FieldMask = 0x7B[2024-01-05 01:30:22] FBoolProperty::ByteMask = 0x7A[2024-01-05 01:30:22] FBoolProperty::FieldSize = 0x78[2024-01-05 01:30:22] FBoolProperty::ByteOffset = 0x79[2024-01-05 01:30:22] FByteProperty::Enum = 0x78[2024-01-05 01:30:22] FClassProperty::MetaClass = 0x80[2024-01-05 01:30:22] FSoftClassProperty::MetaClass = 0x80[2024-01-05 01:30:22] FInterfaceProperty::InterfaceClass = 0x78[2024-01-05 01:30:22] FFieldPathProperty::PropertyClass = 0x78[2024-01-05 01:30:22] ##### MEMBER OFFSETS END #####
      [2024-01-05 01:30:22] m_shared_functions: 0x7ffe803d9300[2024-01-05 01:30:22] Enabling custom events[2024-01-05 01:30:22] Starting mods (from mods.txt load order)...[2024-01-05 01:30:22] No mods.txt file found...[2024-01-05 01:30:22] Starting mods (from enabled.txt, no defined load order)...[2024-01-05 01:30:22] Mod 'BD_GamePauser' has enabled.txt, starting mod.[2024-01-05 01:30:22] [RegisterHook] Registered native hook (1, 2) for Function /Script/Engine.PlayerController:ClientRestart[2024-01-05 01:30:22] Event loop startHere's my log from tonight. Fresh install of the mod still isn't working. Sry for the wall of text. How do I hide it?
  6. SearNRivers
    SearNRivers
    • supporter
    • 0 kudos
    You make some pretty awesome mods! I was wondering, would something along the lines of allowing Masterworks to be stored in chest, or somehow flagging them as regular items so a solo player could carry / equip more than one at a time be possible? My fiance and I play this game together just the two of us find juggling one Masterwork at a time between base runs to be really tedious.

    Love the mods you've made so far though, regardless! This one is by far my favorite when venturing on our game on my own.
  7. antisocialIan
    antisocialIan
    • premium
    • 0 kudos
    In the BD Peaceful Mode mod and the BD Game Pauser mod, they both include the base library mod in the zip, under Mods\BDL. In that folder there is a script folder that has a selection of lua scripts that the authors mods need to run. In these 2 mods, there are 4 files different between the downloads, and the updated BD Game Pauser mod has 2 updated and 2 older. This seemed to work for me: 


    • From the BD Game Pauser mod, copy/extract the 'chat_interface.lua' and 'game.lua' files.
    • From the BD Peaceful Mode mod, copy/extract the 'player_interface.lua' and 'server.lua' files.
    • profit?

    The rest of the files in that script folder are the same. I was able to shoot spiders without them attacking back, and the rats didn't run away when i got close. I didn't test extensively with other animals/etc.

    I only use these 2 mods from 'BestDanielNet' so I can't say if other scripts from the base library have been changed in other ones.

    Ideally the BDL folder should be uploaded as a separate mod on Nexus and listed as BD-Library or something that way you only need to update that one mod. Then in all your other mods, you make sure to use the requirements for the mods, so all your other BD mods require the library. For now without support for the Vortex app or other mod organizer type apps, it really isn't automatable, but this should help clear up confusion as to what got updated and what didn't.
  8. JovianStone
    JovianStone
    • supporter
    • 31 kudos
    Epic, just epic! Thanks for this!
    1. BestDanielNet
      BestDanielNet
      • member
      • 4 kudos
      Thanks for the comment, epic is a pretty high rating!
  9. eggmungus
    eggmungus
    • member
    • 0 kudos
    This mod is a life saver... literally. 
    1. BestDanielNet
      BestDanielNet
      • member
      • 4 kudos
      Thanks for the comment, glad you found it helpful!
  10. kenphillips1971
    kenphillips1971
    • member
    • 0 kudos
    I too am very thankful for this mod. Beats having to close the world, or to desktop, just to take a few minutes to do something else. Unfortunately, the update on Dec 4, 2023, seems to have disabled this mod. It worked prior, as previously noted. I uninstalled on patch day, troubleshooting which mod was causing a Crash to Desktop [CtD]. It wasn't this mod, however I thought I noticed before uninstalling that this mod wasn't working. I reinstalled today and can confirm the game no longer pauses when I press "P". I haven't changed the key from default. On the plus side, it also doesn't crash the game.
    1. Tzion
      Tzion
      • supporter
      • 1 kudos
      It's still working for me.
    2. BestDanielNet
      BestDanielNet
      • member
      • 4 kudos
      For those it doesn't work for, in the Binaries/Win64 directory you install it into, there is a file "UE4SS.log", that is a debug log that tells me what went wrong.  If you could post that here, then I can see what went wrong and fix it.