Yes, I am absolutely certain it will not work without UML. The way the mod works requires UML. That’s why it’s listed as a requirement. It will not work without it.
Yeah, UML is an outdated tool that was last updated in 2022 and is archived. Honestly, Russell was getting requests for years to update it to work with DX12, but he claimed that V3 of the tool would work with UE4 and UE5. I believe that he stopped trying to improve the tool when someone on Discord pointed out that others had already done stuff that allowed modding of Unreal Engine 4 and 5 since 2019: https://www.unrealengine.com/marketplace/en-US/product/mod-browser-manager https://www.unrealengine.com/en-US/blog/new-example-project-and-plugin-for-mod-support-released
Any interest in porting this mod to Spacer´s choice edition? I don't know how much work this would require, sorry. Im currently on a playthrough and stumbled upon your flashlight mod :)
my game crashes almost immediately every time i start it after i ran the unreal exe(spacers choice), anything i can do? verifying the files did nothing
I did the whole process, I open the Unreal Engine Mod Launcher.exe, I run the game and after a few seconds the game closes before reaching the menu screen, the log is below
Download the zip from github releases page, unzip it somewhere. Run UnrealEngineModLauncher.exe, a dos window should open saying this, 'PROFILES FOLDER FOUND!!!! Waiting for Game Window...' Leave that window open and launch the game. You should have a uml-log.txt from this folder TheOuterWorlds\Indiana\Binaries\Win64. Post it's contents here.
Maybe I'm being dumb, but I dont actually seem to have UnrealEngineModLauncher.exe. I downloaded it from the github page, but I dont see the exe. Sorry for the late reply btw.
Unzip the contents of the rar to a folder somewhere.
Run UnrealEngineModLauncher.exe, a dos window should open saying this, 'PROFILES FOLDER FOUND!!!! Waiting for Game Window...'
Leave that dos window open and launch the game.
When the game loads, push F1 and a little menu will come up. If so, the UML is working successfully.
Quit the game. Download my mod, whatever pak you want. Find where your game is installed and put the pak in this folder - TheOuterWorlds\Indiana\Content\Paks\LogicMods. If the LogicMods folder is not there, create it. The mods have to go in there and you cannot change the names of the pak files.
Repeat steps 3 and 4 every time you want to play the game with a UML mod.
There is an auto launcher too. Once you set up the UML once, do the following to set up the auto launcher.
Open the folder from the unzipped rar from step 2 to this folder - UnrealModLoader_V2.1.0\Tools\AutoInjector.
Copy ModLoaderInfo.ini and xinput1_3.dll and paste them into this folder wherever your game is installed - TheOuterWorlds\Indiana\Binaries\Win64
Open ModLoaderInfo.ini and edit the path to the location of the dll from the unzipped rar in step 2. Example, if you extracted it to a folder on your desktop called UnrealModLoader_V2.1.0, your path would look like this - C:\Users\yourusername\Desktop\UnrealModLoader_V2.1.0\UnrealEngineModLoader.dll
Launch the game and the UML should launch automatically.
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!
After using it for some time the unreal mod launcher stop on "Setting up D3D11Present hook", the gamenever start and after some time it just crash. Anyone have any idea how to fix this?
43 comments
https://www.unrealengine.com/marketplace/en-US/product/mod-browser-manager
https://www.unrealengine.com/en-US/blog/new-example-project-and-plugin-for-mod-support-released
Im currently on a playthrough and stumbled upon your flashlight mod :)
Profile Detected: IndianaEpicGameStore-Win64-Shipping
GName: 0x00007FF7C3D22E20
GObject: 0x00007FF7C3E42D60
GWorld: 0x00007FF7C3F8D6E0
GameStateInit: 0x00007FF7C0D1AE40
AActor::BeginPlay: 0x00007FF7C0A50200
StaticLoadObject: 0x00007FF7BF527740
UWorld::SpawnActor: 0x00007FF7C0DEAB60
CallFunctionByNameWithArguments NOT FOUND!
CallFunctionByNameWithArguments: 0x0000000000000000
UObject::ProcessEvent: 0x00007FF7BF51DAD0
UClass::CreateDefualtObject: 0x00007FF7BF399BB0
StaticConstructObject_Internal 0x00007FF7C030B920
Setup IndianaEpicGameStore-Win64-Shipping
Setting Up Loader
MinHook Setup
Loading Core Mods
PakModLoaded: FlashlightPoint
ScanLoadedPaks Setup
Added hook: AGameModeBase::InitGameState
Added hook: AActor::BeginPlay
CreateUILogicThread Called
Setting up D3D11Present hook
Added hook: DX11-ResizeBuffers
Added hook: DX11-Present
Failed to initialize D3D11Device
Failed to initialize D3D11RenderTargetView
"Failed to initialize D3D11Device
Failed to initialize D3D11RenderTargetView"
^^^ This says it, pretty much.
Profile Detected: Indiana-Win64-Shipping
FoundNamePool: 0x00007FF79472DD40
GObject: 0x00007FF79476A150
GWorld: 0x00007FF7948B34D0
GameStateInit: 0x00007FF79185E960
AActor::BeginPlay: 0x00007FF7915B7170
StaticLoadObject: 0x00007FF7900E3560
UWorld::SpawnActor: 0x00007FF791929D20
CallFunctionByNameWithArguments: 0x00007FF7900CC5F0
UObject::ProcessEvent: 0x00007FF7900DA720
UClass::CreateDefualtObject: 0x00007FF78FF6B180
ProcessInternalFunction: 0x00007FF7900DAC10
StaticConstructObject_Internal 0x00007FF790EAD440
Setup Indiana-Win64-Shipping
Setting Up Loader
MinHook Setup
Loading Core Mods
ScanLoadedPaks Setup
Added hook: AGameModeBase::InitGameState
Added hook: AActor::BeginPlay
CreateUILogicThread Called
Setting up D3D11Present hook
Added hook: DX11-ResizeBuffers
Added hook: DX11-Present
Failed to initialize D3D11Device
Failed to initialize D3D11RenderTargetView
There is an auto launcher too. Once you set up the UML once, do the following to set up the auto launcher.
After using it for some time the unreal mod launcher stop on "Setting up D3D11Present hook", the gamenever start and after some time it just crash.
Anyone have any idea how to fix this?