Created by ~Russell.J Release V2.0.0 Profile Detected: IndianaEpicGameStore-Win64-Shipping GName: 0x00007FF7CB792E20 GObject: 0x00007FF7CB8B2D60 GWorld: 0x00007FF7CB9FD6E0 GameStateInit: 0x00007FF7C878AE40 AActor::BeginPlay: 0x00007FF7C84C0200 StaticLoadObject: 0x00007FF7C6F97740 UWorld::SpawnActor: 0x00007FF7C885AB60 CallFunctionByNameWithArguments NOT FOUND! CallFunctionByNameWithArguments: 0x0000000000000000 UObject::ProcessEvent: 0x00007FF7C6F8DAD0 UClass::CreateDefualtObject: 0x00007FF7C6E09BB0 Setup IndianaEpicGameStore-Win64-Shipping Setting Up Loader MinHook Setup ScanLoadedPaks Setup Added hook: AGameModeBase::InitGameState Added hook: AActor::BeginPlay Setting up D3D11Present hook Added hook: DX11-Present Failed to initialize D3D11Device Failed to initialize D3D11RenderTargetView Added hook: DX11-ResizeBuffers
anything i can do to fix this? edit1: I have the Spacer's Choice edition and have read it uses d12 edit2: i used %command% -dx11 as a launch option, seems to work for now
I downloaded and installed UML and placed the ShipVendSC.pak into the Logic Mods folder as instructed, yet there is no vending machine when I load my game even though I had already left emerald vale.
I've even tried leaving and re-boarding my ship whilst at ground breaker but still no vending machine.
unreal mod loader, looks very difficult and technical to set up. I tried putting one of the pak files in the pak folder, no joy. The file sizes are all 6 kB, anyway I tried, cheers...
Download Outer Worlds .profile. They're on Github but may be easier to just download it from my mod New Followers?. I included a .profile in the zip for DogFollower. You can delete the pak if you don't want the canid. You need the .profile to match your game's exe, either GOG/Steam or Epic. If you have the game from GOG or Steam, the .profile in DogFollower will work fine. If you have Epic, rename the .profile to IndianaEpicGameStore-Win64-Shipping.
Unzip UML to a folder somewhere on your computer.
Put the Outer Worlds .profile in the Profiles folder in the UML folder you just unzipped.
Open UnrealEngineModLauncher.exe. A window looking like MSDOS will open. Keep it open.
Open The Outer Worlds. The UML window should start saying a bunch of stuff. Keep it open.
Press F1 to make sure all is well. This should open a little window with some options.
Exit the game.
In your Paks folder 'TheOuterWorlds\Indiana\Content\Paks\' there should now be a new folder called LogicMods. If not, create it.
Download my Vending Machine mod or whatever other UML-requiring mod you want.
Unzip and put the desired .pak file in the LogicMods folder. Do not rename them.
Open UnrealEngineModLauncher.exe, as before leave the little MSDOS window open.
Open The Outer Worlds. As before, the UML window will say a bunch of stuff.
If there's a crash or something doesn't work, post the log here (the log is the UML-Log.txt file in your games folder where the exe is located - 'TheOuterWorlds\Indiana\Binaries\Win64').
It worked a treat. Looks more complicated than it actually is. I love having a vending machine on the unreliable, adds some life. I also have a cute little dog from your follower mod. I have the steam version. I would say this took me about 10 mins. Installing another mod that uses this engine will just be a quick copy and paste now that its set up, love it, thanks for your assist, and great work...
Always. If you want the mod to work, you must run UML each time. It has an auto loader so enable that if you don't want to manually run it each time you run the game.
Thanks for these instructions, I followed them to the letter and everything works just fine. With UML's auto injection as well.
Worth noting that Numbers 2 and 4 are not necessary for the Steam or Epic Games versions as the .profile for both are now included in the Profiles folder in the latest UML version V2.2.1 released on July 24 2022.
I have the Steam version but use Sunbeam's console unlocker and had copied and renamed my .exe as the Epic version for the console unlocker to work so made sure the IndianaEpicGameStore-Win64-Shipping.profile was in the UML as well as Indiana-Win64-Shipping.profile (the Steam one).
Is there any chance you could make this so it would run by just placing it in the Paks or ~mods folder like most of the other mods on Nexus? I start the game from WeMod and I don't intend on installing the Unreal Mod Launcher. Thanks
I'll be honest - I have no idea why I put two pictures of the contents of the Spacer's Choice machine. lol sorry, there's only one Spacer's Choice machine. Here's what the pak names mean:
a version that rotates them out day by day would be really cool to have, or a function through ADA to change which version you have on the ship.
Maybe add a NPC on the Groundbreaker that stands to the right of where you leave your ship that is a Vending Machine Salesman that you can change, buy, sell or exchange your vending machine.
It could also be turned into a profit based system with a randomizer, where buying a specific vending machine is cheap one day and expensive another (I may be thinking to deep / asking too much work but love the mod, love the idea..)
(few other interior ideas is unlockable 3rd locker, another storage next to the armor workshop for convenience, if theres a target you can shoot for target practice somewhere even a pet sprat in a cage somewhere in the captains quarters)
No. You’re right that it’s because it requires UML which means it goes in the LogicMods folder that UML uses. Are you unable to get UML working or do you just not want it?
I got it to work. It appears that I had to launch UML in admin mode on my Windows 10 PC. Works great! Thanks for the helpful mod.
PS: The tutorial link on the UML github page (YouTube Video) takes you to very helpful videos on how to make your own .profile files for other games that use the mod tool. It's a piece of cake.
Can I also put the other .pak files from the other mods you made to the 'LogicMods' folder? Or should I strictly follow the '~mods' Folder instruction you made?
20 comments
Created by ~Russell.J Release V2.0.0
Profile Detected: IndianaEpicGameStore-Win64-Shipping
GName: 0x00007FF7CB792E20
GObject: 0x00007FF7CB8B2D60
GWorld: 0x00007FF7CB9FD6E0
GameStateInit: 0x00007FF7C878AE40
AActor::BeginPlay: 0x00007FF7C84C0200
StaticLoadObject: 0x00007FF7C6F97740
UWorld::SpawnActor: 0x00007FF7C885AB60
CallFunctionByNameWithArguments NOT FOUND!
CallFunctionByNameWithArguments: 0x0000000000000000
UObject::ProcessEvent: 0x00007FF7C6F8DAD0
UClass::CreateDefualtObject: 0x00007FF7C6E09BB0
Setup IndianaEpicGameStore-Win64-Shipping
Setting Up Loader
MinHook Setup
ScanLoadedPaks Setup
Added hook: AGameModeBase::InitGameState
Added hook: AActor::BeginPlay
Setting up D3D11Present hook
Added hook: DX11-Present
Failed to initialize D3D11Device
Failed to initialize D3D11RenderTargetView
Added hook: DX11-ResizeBuffers
anything i can do to fix this?
edit1: I have the Spacer's Choice edition and have read it uses d12
edit2: i used %command% -dx11 as a launch option, seems to work for now
Created by ~Russell.J Release V2.0.0
Profile Detected: IndianaEpicGameStore-Win64-Shipping
GName: 0x00007FF7CB792E20
GObject: 0x00007FF7CB8B2D60
GWorld: 0x00007FF7CB9FD6E0
GameStateInit: 0x00007FF7C878AE40
AActor::BeginPlay: 0x00007FF7C84C0200
StaticLoadObject: 0x00007FF7C6F97740
UWorld::SpawnActor: 0x00007FF7C885AB60
CallFunctionByNameWithArguments NOT FOUND!
CallFunctionByNameWithArguments: 0x0000000000000000
UObject::ProcessEvent: 0x00007FF7C6F8DAD0
UClass::CreateDefualtObject: 0x00007FF7C6E09BB0
Setup IndianaEpicGameStore-Win64-Shipping
Setting Up Loader
MinHook Setup
PakModLoaded: ShipVendSC
ScanLoadedPaks Setup
Added hook: AGameModeBase::InitGameState
Added hook: AActor::BeginPlay
Setting up D3D11Present hook
Added hook: DX11-Present
Added hook: DX11-ResizeBuffers
D3D11Device Initialized
D3D11RenderTargetView Initialized
CreateUILogicThread Called
GameStateHook
Engine Classes Not Defined. Starting Automatic Class Finder.
Scanning For UObject Index Def.
UObject Index Def located at: 0x000000000000000C
Scanning For UObject Name Def.
I've even tried leaving and re-boarding my ship whilst at ground breaker but still no vending machine.
Please help?
Worth noting that Numbers 2 and 4 are not necessary for the Steam or Epic Games versions as the .profile for both are now included in the Profiles folder in the latest UML version V2.2.1 released on July 24 2022.
I have the Steam version but use Sunbeam's console unlocker and had copied and renamed my .exe as the Epic version for the console unlocker to work so made sure the IndianaEpicGameStore-Win64-Shipping.profile was in the UML as well as Indiana-Win64-Shipping.profile (the Steam one).
Here's a link to the latest UML V2.2.1
start the game from WeMod and I don't intend on installing the Unreal Mod Launcher. Thanks
ShipVendCL.pak = Auntie Cleo
ShipVendCP.pak = C&P
ShipVendMSI.pak = MSI
ShipVendRZ.pak = Rizzo's
ShipVendSC.pak = Spacer's Choice
ShipVendTL.pak = T&L
ShipVendUn.pak = Unbranded
Maybe add a NPC on the Groundbreaker that stands to the right of where you leave your ship that is a Vending Machine Salesman that you can change, buy, sell or exchange your vending machine.
It could also be turned into a profit based system with a randomizer, where buying a specific vending machine is cheap one day and expensive another
(I may be thinking to deep / asking too much work but love the mod, love the idea..)
(few other interior ideas is unlockable 3rd locker, another storage next to the armor workshop for convenience, if theres a target you can shoot for target practice somewhere even a pet sprat in a cage somewhere in the captains quarters)
Thanks for your hard work, from a huge fan.
PS: The tutorial link on the UML github page (YouTube Video) takes you to very helpful videos on how to make your own .profile files for other games that use the mod tool. It's a piece of cake.
Thanks,
OTR