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Continent: Eiyamith Fundamental Map Division: West Political System: Limited, Non-Elected Monarchy Societal Type: Strongly Male-Dominant Society Magic: Highly frowned upon, but some forms of magic are lawful Racial Makeup - Coastal Cities: Eiyhirenn 66~78%, Goehirenn 9~12%, Dwarves 7~9%, Aldnr 4~5%, Orcs 1~3%, Dvaifnr 1~2%, other 2~3% Racial Makeup - Interior Towns and Villages: Eiyhirenn 79,5~80%, Dwarves 9~10%, Goehirenn 8~11%, Aldnr 2~4%, Orcs 0.5~2%, Dvaifnr 0~1%, other 1~3% Racial Makeup - Civilized Settlements in the High Mountains: Dwarves 55~74,5%, Eiyhirenn 20~35%, Goehirenn 3~5%, Aldnr 1~2%, Orcs 0.5~1%, other 1~2% Religious Makeup- Coastal Cities: Western Polytheism 88~96%, Kanenism 3~9%, other 1~3% Religious Makeup- Interior Towns and Villages: Western Polytheism 95~98,5%, Kanenism 1~3%, other 0,5~2% Religious Makeup- Civilized Settlements in the High Mountains: Western Polytheism 95~99,9%, other 0,1~5% • Mainland Eiarelm has a very wet, temperate climate with relatively little seasonality. It rains on an almost daily basis all year around and the air in the country is often described by visitors as thick, heavy, and laden with excessive moisture. The densely forested coastal regions maintain high temperatures all year around, but the semi-mountainous plains of the interior can get quite chilly in winter due to a mix of seasonality and high elevation. The country is home to numerous streams and rivers, but few of those found in the inland regions are actually navigable by ship and elevation-related obstacles (such as waterfalls) mean that the coastal and interior waterway systems are not directly cross-navigable. The downstream river-systems also have the added complication of being somewhat prone to flooding due to flat geography, strong sea winds, and a particular abundance of rain. • Most of the country’s large population centers are either situated in close proximity to each other right on the coast or far apart in the deep interior. The latter is also home to numerous villages and hamlets of varying size which tend to disseminate out from each town and city. The forests of the coastal regions are hardly inhabited at all, mostly due to an overabundance of dangerous wildlife and common superstition, but there are some scattered military outposts and minor settlements along the rivers leading to the interior. • There is a significant wealth disparity between the coastal cities and the settlements of the interior, with the former being much wealthier than the latter. The coastal cities are also more cosmopolitan, trade-oriented, and deeply intertwined with outside politics, while the interior is more ethnically homogeneous, agrarian-based, and concerned with internal politics rather than what is happening in the wider world. • Another thing that also varies significantly depending on where in the country you are is the character and relative presence of slavery and serfdom. Slaves are not particularly common in the towns and cities of the interior, but they, along with serfs, often constitute an outright majority in more rural areas. Nearly all slaves in the countryside of the interior, regardless of sex, are manual slaves who perform heavy labor or work the crop fields, while the few slaves who do reside in the towns and cities are usually brothel slaves or the personal sex slaves of rich merchants and high-born lords. By contrast, slaves in the coastal cities tend to be fairly evenly split along the sexes in terms of the roles that they perform, with most male slaves being forced to work what little usable farmland there is, while most of the female slaves are used as domestic servants or sex slaves. It should be noted that manual slaves in Eiarelm are usually clothed and often indistinguishable from serfs in most regards other than that they are branded and wear neck collars. By contrast, the sex slaves are nearly always forced to be nude indoors and are typically only draped in thin, full-body cloaks while out in the open. Another important thing to note about slaves in Eiarelm is that most of them, regardless of where in the country they are, are owned by a small number of wealthy aristocrats who live in the coastal cities.
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Thaiden Blackthorn Backstory: Thaiden grew up in poverty near south-east Skyrim otherwise known as The Rift. His mother died from birth and his father who served in The Great War as an Imperial later died from sickness, he grew up an adopted child with foster parents who lived close to Riften. When Thaiden was near his 20s he served the Dawngaurd loyally to start small to one day carry on his fathers legacy as another war veteran. While part of the Dawngaurd he met someone by the name of Lilian who fought the evil creatures of the night side by side. He fell in love with her, but none of it lasted long. Coming to a realization of the true dangers of vampire hunting, Lilian was killed in front of his own eyes. It was only a month later until Thaiden decided to abandon the Dawngaurd in an effort to run away from the bad memories. He decided to go back to his hometown to live alone on a very small farm that his father once owned. Until he met someone by the name of Mirana who like himself, suffered the same fate with a loved one recently (Read more about this on Mira's Bio!). After 2 years of a tough relationship with an unstable woman with anger issues, and 2 children Thaiden and Mira grew apart. It was only a couple of weeks later when one day the yet again heart broken and lost Thaiden, was walking back from Ivarstead where he found an unconscious woman lying on the ground. That woman was Shyvana. It wasn't until Shyvana where Thaiden found a meaning in life. Nicknames: None Aliases: None Currently Goes By: Thaiden Race: Nord Nationality: Nordic/Imperial Gender: Male Date Of Birth: 4E 176 Relationship Status: Married to: Shyvana Angel Occupation: Retired Dawngaurd servant, father of one Relatives: Unknown. Family: Daughter - Carina Angel, Wife - Shyvana Angel. 2 other children with Mira, with unknown names, One female age: 1, and a boy just a few months old Birthplace: Skyrim, The Rift Eye Color: Brown Hair Color: Brown Age: 29 Height: 6'2″ (1.87 m) Weight: 209 lbs (94 kg) Identifying Traits/Marks: Scar on left eye Scent: None Personality: Somewhat righteous, extrovert, easy-minded, calm and friendly. Likes: People, Vampires, Kids. Dislikes: Monsters Hobbies: Farming Weapon Specialties: Expert Swordsman Weapon Weaknesses: Magic Overall Specialties: Strength Overall Weaknesses: Unkown
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Kyra Elise Angel (Tantellie) Backstory: Kyra’s mother was barely the same as Shyvana’s. Her mother Veronica was overly protective of Kyra, and never let her do anything remotely dangerous like go outside. Thus, Kyra’s personality is skittish and extremely warm-hearted. She spent most of her life inside. Her father Nicholas disappeared from Kyra’s life when she was only 1. Kyra never knew about her half-sister until age 9, when Veronica finally decided to tell her. Just one year later Veronica also disappeared from Kyra's life, Kyra thought she was killed or she purposely abandoned her. Veronica was wrongfully imprisoned for theft and assault, caught at the wrong place and time. Kyra was left an orphan but was adopted later by a single mother. When news arrived about her sister that she had committed her first few murders. Kyra became terrified of Shyvana. She wanted nothing to do with her in anyway. She felt that she wasn’t her sister and was considered an outcast. Kyra was very neglectful towards her sister because of the many conflicts they had. Even though Shyvana's husband didnt have the slightest trust in Kyra he knew that Shyvana needs a bit of family back, but it wasn't going to be easy. Kyra unlike her sister was unusually gullible, kids often took advantage of this along with the fact she was also skittish. They would often bully her for it. When she was older some started to realize the innocence in her. Kyra often kept to herself for the most part, her small appearance was an easy target for persistent individuals. Very often men would always try to sweet talk her. Kyra wasn't having though, she was never interested in that sort of thing let alone anything more then that. She was easily afraid of the thought of it. Much like her sister in a way she had the personality of a child. Nicknames: Ky, Ellie Aliases: Sunflower, Lil-sis, Little Sunflower Currently Goes By: Kyra Race: Elven or Mer Nationality: Bosmer/Breton Gender: Female Date Of Birth: 4E 186 Relationship Status: Single Occupation: None Relatives: Shyvana Angel (Half-sister), Veronica Tantellie (Mother), Adrian Laen (Foster Mother), Nicholas Angel (Father) [Deceased] Birthplace: Skyrim Eye Color: Purple Hair Color: Brunette Age: 19 Height: 5'4″ (1.6 m) Weight: 151 lbs (68 kg) Identifying Traits/Marks: Very purple eyes, likes to wear flowers in hair, soft skin, noticeable blush marks, large elven ears, fiery blonde hair. Scent: Sunflowers Personality: Warm-hearted, shy, stubborn, humble, very gullible. Likes: Nature and People Dislikes: Vampires, Altmer and Bandits. Hobbies: Writing. Weapon Specialties: Archery Weapon Weaknesses: Unknown Overall Specialties: Unknown Overall Weaknesses: Unkown
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My game had a glitch while my sim was having sex with a townie. It then gave an orange warning notification that a lastException file has been created and that i should report it. i ignored it and kept on playing but i couldn't use any wicked interactions on anything except the settings for wickedwhims. I Checked that i have all the package files and restarted the game but nothing seems to work. i have version 1.27.80.1020. there are currently 3 lastException.txt files on my computer. please help TIA
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Version 1.1.0
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This is a text file for those new to installing the Mods manually, IE mods found here on LL, and mods found other places. NOT steam workshop mods https://github.com/X2CommunityCore/xcom2-launcher The above is a like to the Alternative mod launcher, which is what I use. I currently have 683 mods in my WOTC play thru, using the above launcher, and highly recommend everyone us it. If you are using another launcher I can not help as I have not used anything else. Simply download the text file and read it. BTW the instructions work with WOTC, because you can select the path to mods in the launcher If anyone has ideas that will make the instructions clearer post them in the support thread. BTW there is a mod making kit for xcom 2 and WOTC, available on steam that was released byy the game company, like the creation kits for skyrim and fallout -
View File how to install xcom 2 mods This is a text file for those new to installing the Mods manually, IE mods found here on LL, and mods found other places. NOT steam workshop mods https://github.com/X2CommunityCore/xcom2-launcher The above is a like to the Alternative mod launcher, which is what I use. I currently have 683 mods in my WOTC play thru, using the above launcher, and highly recommend everyone us it. If you are using another launcher I can not help as I have not used anything else. Simply download the text file and read it. BTW the instructions work with WOTC, because you can select the path to mods in the launcher If anyone has ideas that will make the instructions clearer post them in the support thread. BTW there is a mod making kit for xcom 2 and WOTC, available on steam that was released byy the game company, like the creation kits for skyrim and fallout Submitter Arcturus7777 Submitted 06/27/2024 Category XCOM 2
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Before, i have to say, THIS IS MY PERSPECTIVE AND THOUGHTS, you can have yours SO... I've re-watched the trailers various times, and my Hype Still underground, ground zero, none, as fallen as the twin towers... ?? Because Im not seeing MULTIPLE RACES, PLAYABLE RACES, NOT EVEN an ALIEN SKIN colored Human with weird Face shape to do EASY CHECK For me, to imagine STARFIELD with only HUMANS as the ONLY characters (NO ROBOTS DON'T COUNT) it just feels GENERIC, LAZY, and PLAIN BORING.... ? - HALO ( Covenants for the win ) ? - MASS EFFECT ( Krogans are Cool ) ? - Destiny ( Look at this poor mother trying to protect her sons from War ) ? - StarWars ( Apathy Is Dead ) - No Man's Sky - Half Life (Not space but had aliens n' shit) - Metroid ( Birdmaaaaan ) And not even Space games: - Elder Scrolls franchise - Fallout Franchise - Diablo - Bladur's Gate - World Of Warcraft - Even Minecraft The list could Go on for ever... Take Out of this games The races and the different civilizations... what you have? A GENERIC GAME I saw Starfield as A opportunity from Bethesda To show that Life and Variety from Elder Scrolls and Fallout, Took to the next level in Starfield, With an Incredible amount of playable races, different civilizations to visit and interact to... On June, when in the Starfield Showcase, i spent 40 minutes watching ONLY HUMANS, it felt... Weird at first "They are hiding it to do a dedicated showcase on it i guess" i thought, "They will keep it secret until release" But i firmly want the game to have races, to add a bit more of live, identity and personality to the title, it can add a new level of depth to the lore and possible story plot... Also more attractive reasons to explore the Galaxy inside the game But Reviewers, Press and Gaming News Media (Which i have contact with, that would love to keep his job so his info will be anonymous) already have the game... and they didn't tell me spoilers, they only said me " It Is BETTER, to keep your Hype Low, not as low as cyberpunk levels, but truly is Bethesda Quality " Leaving aside, the alien thing, the person also commented me interesting things like: - How's the performance in PC? " By the moment there's no DLSS support, i don't know if it will have on release" " Well, the performance is Acceptable but not something Amazing, if you keep your graphics down on certain things it runs well, as well as a Modern Gaming Industry considers as Well " - Story and Campaign So far? " So... i think i didn't reached the half yet, but, i mean it's fine, it's slightly better than FO4, but maybe it BOMBS on the end " " Is not at Fallout2 or FalloutNV Levels, but still certainly good " - Gameplay and Bugs? " Uffffff... Sooo..... look, it Doesn't feels like a fast paced gameplay focused on Frenetic action, but is not slow either... lets say that it's a polished more complete movement than Fallout4, the GunPlay feels nice and solid, there are weird things here and there but normally the guns work how intended, Now, BUGS, don't wanna ruin the image of the game before launch, as you know on Release day Developers normally put out a 10 or 5 GB patch with fixes and things, and that normally makes us change the review at the last moment, I've seen a couple related to collisions, explosions, also slight texture loading issues but not too much, other minor issues as AI having trouble following your path if you go sprinting and jumping barriers like a parkour pro, but if walking normally, they have no issue, and also a couple of issues where it comes to Long Shot distances, they do affect the gameplay but as said, day 1 patch will change it for the rest of people " - Some Extra Content Not seen on showcases? " ha ha ha... Well i cant tell you about that, you are my friend but i like to have a job " (I spent 1 hour trying to make him spit that if the game has aliens or not, no success on it ??? ) Soo what's your perspective? Yes Aliens no aliens Me if i see Aliens on My First Hour of Playing trim.B2F416E4-7075-4355-8182-425BCAB1FE33.mov
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Palworld Modding Shift : How modding should proceed after IO Store split --- --- --- This is a cross-post from my SubscribeStar - https://subscribestar.adult/posts/1372461 --- --- --- Message specifically for LoversLab and our community at The Broken Chatbox. You guys have actually been super awesome during this confusion and the response to info has been swift and understanding. I can't overstate how much I appreciate this! It's made trying to work things through much easier on our end and I also appreciate those that were willing to test between versions to ensure things were fixed and working. I've been keeping an eye open to the entire community and most places were unfortunately not so coherent and understanding, which lead to some of the issues I talk about in this PSA post. Just wanted to say this before getting into it because really my complaints don't apply here but to other places. Didn't want people getting the wrong idea, you guys have been awesome! >.< This will also be posted elsewhere in the Palworld modding scene and acts as a more general PSA. --- --- --- Well this has been a mess... Over the last 2 days we've had some really confusing changes for Palworld modding, the large Sakurajima update was super exciting but it also came with a surprise! With the update, PocketPair changed the packaging format to use a superior format with something called "IO Store", this newer format allows for fast loading and better streaming for many platforms and is a huge benefit in other categories. The issue? When the game is set to use a different packaging type, other packages become incompatible. This means mods in the older .pak format were no longer compatible with the set of IO Store .pak types, and vice-versa, meaning only one package type can be used at once. This 'broke' all previous mods Palworld had released for it, thankfully updating mods is really easy (it's a tick-box in UE5, then you just re-package and distribute the new pak format) but the community got impatient and vial toward the devs, so they reverted the change in format, but only on Steam.... (aka, Steam on old format, XBox/Gamepass on the new format) Now, this has been a mess, and it's been really confusing with inconsistent messaging. So I want to make a post here with recommendations for modders on how to properly adapt then go over the situation and try my best to explain things in more detail (like why a switch to io store was even done in the first place, explain how reverting is going to cause us more issues as time goes on, and then explain how you can help improve things as either a modder or user). --- --- --- Users/Player - Here's some recommendations on how to proceed from this point forward Rec. 1 : HAVE SOME PATIENCE. Like, holy damn, just wait for mods to be updated before storming PocketPair with pitchforks, alright? (Note, this isn't directed toward my usual NSFW audience, you guys have all been really awesome and patient. This is more targeted toward the casual crowd that lost their minds within minutes of the update) Rec. 1.1 : Building off that last point, shifts in the modding space for games that are updated over time is extremely common and it's perfectly normal! PocketPair should be making changes that are the best for them and the game and we shouldn't impede their efforts. Modders will get around to updating everything and replacements for older mods will naturally take the place of those that don't. This is all expected, it'll take some time but moving forward is a positive change. (I understand the frustration when stuff stops working, but chill, things'll get fixed ^-^) Rec. 2 : Take caution when updating from now on. Disable automatic updates for your platform and wait for experienced users to test the waters and see what does/doesn't work if your mod set-up is important to you. If you are an experienced user or modder, make sure to back-up previous versions just in-case something breaks and you need to revert for either play or testing. Even games out of early access can get a random update years down the line that breaks things (Looking at you Capcom, why did you do this to RE? What did we do to deserve such punishment? WAS IT THE BOOBIE MODS??? Q.Q) Rec. 3 : State your platform when reporting issues and, if a mod doesn't support your platform, kindly ask the modder to release a compatible version. Since we now have to support 2 different formats this means there could be differences between the 2 we're not aware of. It's always best practice to note your platform when reporting issues, but this makes it even more important. Additionally, typically when modders don't release a compatible version for multi-platform it's normally caused by a lack of knowledge or time. So be understanding and link to resources like this one so they can get a track on what's going on and what to do to make a compatible version! --- --- --- Modders - Here's some recommendations on how to proceed from this point forward To ensure the best experience for everyone, we as modders should try to support all of the latest versions of Palworld that we can. Previously that was easy since both PC versions were on the same format, even though they were technically different builds the functions and code between them were still compatible so even script mods had no issue. However, (at least at the time of writing) now we have 2 versions that require different steps to support, Steam's PC release, and then the XBox build that includes the PC Gamepass and MS Store releases. This means we need to supply 2 versions of our mods packaged for each platform from this point forward unless PocketPair decides to revert their revert and moves both platforms to IO Store (or they harm everyone by moving the xbox build back to the old format, I'll explain later why this would be a bad thing). This doesn't apply to Lua or C++ mods since they are loaded by UE4SS in an unpackaged state, but for BP mods and replacers, we'll need 2 versions. So, here's my recommendations for Palworld modders moving forward. (Nearly all of these apply even if PocketPair moves to a single format, so consider these 'best practices' of a sort) Rec. 1 : Backup versions before updating. This applies to both the game version and mod versions! Preferably you'd keep an archive of your mod releases so you can always revert or reference back if something goes wrong. In this specific case it was easy for us to just release the 'previous version' as the Steam compatible version if you had released an IO Store version. Should also be fairly well known that game updates can break mods, if you're not an experienced modder it may be best to wait for others to test the waters and for tools to be updated if required before updating. Rec. 2 : Modders should move their entire workflow to involve the UE5 editor, preferably using the Palworld Modding Kit ( https://github.com/localcc/PalworldModdingKit ). You can find a guide to setting up the modding kit on the modding wiki ( https://pwmodding.wiki/docs/category/palworld-modding-kit ). It looks daunting at first, but don't worry, once things are set up it's rather simple. The reason for this is reliability and consistency. I've been telling modders in our community to set up and use UE5 for their mods since it allows a lot more advanced workflows and ensures their set-ups survive changes like this. (Also worth noting, UE5 is required for animation importing, which is a bit of a focus for our community...) If you're looking for another guide on this matter, you can check out my SCake animation importing guide (no NSFW images in the guide itself, don't worry - https://www.michaelpstanich.com/article/SCake_HowToMakeAnimsGuide ) For everyone that followed this advice the IO Store change was just a tickbox in the editor and a repackage, it took less than 10 minutes to push a new version out and was fairly painless, everyone should be shifting to workflows like this one to prevent breakage in the future. Rec. 3 : Package a version for each format/platform which means 1 for Steam with the old format and 1 in the new IO Store format for XBox/Gamepass. If you set up UE5 and start using ChunkIDs to separate your mod packages properly then this should be relatively easily to do (just a pain on the release and docs front). As mentioned in the previous Rec. 2, UE5 has these tools built in and IO Store is just a checkbox within the packaging settings (Go to "Platform" in the top bar, then down to "Packaging Settings" as a quick access to packaging settings. The setting here is called "Use Io Store" which you'll package 1 time with and 1 time without). For my own workflow I separate things into incrementing ChunkIDs (ChunkID determines what pak-# the file goes into), then when you go to Platforms > Windows > Package you'll get an export with each package number, I copy that into a folder then toggle on Io Store and run the process again to copy into a different folder. (Annoying, but not difficult) Rec. 4 : Include version compatibility in your ReadMe/Download Pages/Filenames. We can't really determine what will be compatible in the future, but for current versions try to ensure users know which version is for which platform. Personally I'm doing this at a file-name level where the archives for Steam will now prefix with (Steam) and XBox/Gamepass prefixes with (XBox-Gamepass), then all version compatible stuff (like, say, lua exclusive mods) will have no prefix. It'll take time to have everyone following these kinds of standards, but try to keep your community/followers posted on where compatibility is if its relevant to you. Rec. 5 : Adopt open modding and collaboration! One of the major issues I noticed was a lack of communication in the modding community about what was happening and a lot of selfish hostility demanding things that didn't make a whole lot of sense, eventually leading to this worse-than-before situation. We as modders should be working together to get things working instead of pushing against one another and refusing any help, or refusing to help others. If we continue down this path and keep giving PocketPair these mixed signals then modding is going to be completely screwed. Ultimately, in this case, PocketPair listened to less-than-experience 'modders' that refused to adapt and listen to more experienced modders, and has made the modding scene much more complicated as a result. We need to start sharing standards and better knowledge with one another so that things like this are less likely to happen in the future and adaption is quicker. (Our community had already adopted this mentality and we were fully updated without any struggle, and again after the revert. These things matter and can make all of our lives much easier. If you're confused about a change, ask experienced modders about it and be patient, listen in and be ready to adapt. A great modder adapts, a bad modder gives up and refuses to change.) --- --- --- Explaining the situation Ok, now lets actually explain the shift in package types and what's going on. Why switch to Io Store? Simple, it improves loading and streaming assets on a wide range of platforms/hardware. While for a lot of modern systems you won't notice a difference (especially if you're not hitting memory limits or have a lot of io bottlenecks) this has massive benefits to console specifically, especially XBox Series S. So the reason PocketPair made this change was to make overall improvements to Palworld for all platforms which should reduce load times and improve performance across the board. Of course there's other things they could do to improve these things, but it's such a massive win on console that there's no reason not to do it. Ok... so why on PC where it's not as effective? This most likely comes down to their development pipeline and because the XBox version IS the PC version. Well, for Gamepass/MS Store version at least. The XBox/Gamepass version of Palworld has always been a different build than the Steam version (at first it even had different features/content!). However, PocketPair has synced up their development and now they are most likely just different packaged versions/exports. PC DOES have benefits from IO Store, so it's not like it was a bad call, but in reality PocketPair most likely just synced up their 2 pipelines into a single process so both versions were effectively the same package but with different exports (for platform reasons). So since Io Store is a massive win for console, when they synced up the PC version just switched to the overall better IO Store package type for universal gains and easier development. Makes sense. So why do we now have 2 versions? This is where stuff gets complicated, because it has to do with the "have patience" statements I made earlier. In short, changing the package method meant that all older mods needed to be updated, so when people launched the update for the first time none of their mods worked! This lead to casuals and incompetent 'modders' to immediately complain to PocketPair, blaming them for the mods breaking while demanding a revert. And PocketPair caved... probably the best argument for "don't listen to your community" I've seen in quite a long while. As mentioned previously, the IO Store format is a massive win for consoles so they most likely couldn't revert the change on XBox to hit their performance targets and obligations, which directly affects the Gamepass/MS Store versions. So yeah, only the Steam version was reverted, and the community forced this issue onto itself. Yeah but, at least old mods work, right? Some do, some don't, really depends what's changed, and this only applies to the STEAM version, XBox/Gamepass is still screwed. The reality is that most mods need to be updated eventually anyways and there's shifts in the scene that would replace a lot of the earlier mods already, so reverting the change really doesn't do much for us in the long-term. This revert is short-sighted, both from the community and PocketPair. But still, it'll be nice to use the older mods that do still work. Keep in mind that only BP mods and replacers needed .pak files anyways, script mods through lua or C++ were never affected and instead all broke because of changes within the game (as they do over patches). The real concern here, however, is that PocketPair could bring back IO Store for Steam since it just makes sense to do so from a development perspective and for the long-term health of the game. When they do, not only will previous mods be broken, but also all those made after this revert, ultimately doing even MORE damage than if we just kept IO Store and modders adapted. In other words, we'll be right were we already were but even worse off. --- --- --- And that's what I want to help prevent! I'm making this PSA to let people know what's happening and help educate users/modders, while also advocating that we start making dual packages now to prevent future issues and help people adapt. There is a silver lining here in that we have the chance to 'get use to' these better practices and packaging for IO Store without mods being 'completely' unusable, but that does only benefit Steam users. So, let's say Steam does switch back to IO Store packages, then we can just transition to using the IO Store versions already packages for XBox/Gamepass! This will help minimize potential loss of mods in the future and ensure everyone gets to access mods to the same capacity, a win-win! Of course, if the community had already adopted better practices to begin with then none of this would have been an issue, but we can't change the past, only work toward a better, more sustainable future! A reminder to everyone, if you ever need help you can always try either our community, The Broken Chatbox ( https://discord.gg/h3vB7S4FEw ) or The Palworld Modding Discord ( https://discord.gg/qHTZNcvYsv ) to ask for help! (I recommend our community for NSFW stuff) Also, be very careful which guides you follow! There's a lot of bad info out there written by people who have no clue what they're doing/talking about (especially on YouTube, I cringe every time >.<). Hopefully as time progresses we get some better guides with best practices and proper information, and I hope to help on this front when I get the time. Either way, thanks modding community for intentionally stepping on a rusty nail, now let's work on the anti-biotics! --- --- --- LoversLab Note : If there's any questions or information you'd like to add or would like to see, feel free to leave replies/comments and I'll try to come back with more info! I don't know if I have the time to dedicate to making guides, but I do think it could help so we'll see how things go, I may release more like the SCake animation guide.