IncogACC Posted August 1 Posted August 1 Excuse my ignorance, it's been since November 2024 that I last did anything Palworld related, but if I got all 4 of T-box's Sekhmet variations (as in 4 individual .paks for one Pal), can they be ALL be used via this framework? Or does the data for all 4 variations need to be contained within a single .pak + JSON? (As in T-Box would need to make a release specifically designed for this.) I looked at the JSON structure from the PrimalPals mod and it doesn't look like they have to be the exact same file so long as I define a Pal, a path and a gender so can I just write 1 JSON file to handle all 4 variants?
GodSmack Posted August 1 Posted August 1 (edited) 2 hours ago, IncogACC said: Excuse my ignorance, it's been since November 2024 that I last did anything Palworld related, but if I got all 4 of T-box's Sekhmet variations (as in 4 individual .paks for one Pal), can they be ALL be used via this framework? Or does the data for all 4 variations need to be contained within a single .pak + JSON? (As in T-Box would need to make a release specifically designed for this.) I looked at the JSON structure from the PrimalPals mod and it doesn't look like they have to be the exact same file so long as I define a Pal, a path and a gender so can I just write 1 JSON file to handle all 4 variants? considering you can have multiple Json files for one pak I don't see why the opposite isn't possible. Edit: P.D.F. was just updated and now has a palmagic json file for sek i believe, if not now it will be soon. Edited August 1 by GodSmack
Pathlord Posted August 5 Posted August 5 On 7/25/2026 at 11:02 PM, howlingwolf1011 said: same. Shift+Z / Shift+X does not seem to be working for me for some reason i have the exact same issue as this guy. i have the models recommended by the Modding-Guide, and somes of them i'm not a fan ( the most furry ones/less vanilla-accurate ones). so i want to change them and added other models, which appears fine in the game, but it seem to be at random. therefore i'd like to use PalMagic to at least save the changes of models in the pals i own personnally. unfortunately, Shift+Z does nothing, nor does Shift+x what's the issue here and how do i fix this?
Cinnamonymous Posted August 8 Posted August 8 (edited) I didn't see anyone else complaining, so I'm gonna report what I'm experiencing. I'm finally making the switch because the new Anka Pal only uses PalMagic. I have converted my old Jsons (I think) correctly, and I'm at the step where it says to use the "__ManifestList_Create.bat" file to tell the game to load said files... Only, I don't see it anywhere... So... Do I just download an older version of PalMagic and hope the .bat is there? Or... What do? EDIT: It turns out that the dude said this would be a problem on the Nexus page... I guessed the Answer before I knew that was the intended solution XD Edited August 8 by Cinnamonymous I missed some key information that answered my question
Wolfindex Posted August 9 Posted August 9 Please help, what I am doing wrong? it's not recognizing the .json files, I am on linux mint but even with that it should work without issues because the " __Create_Load_List__.bat" from the other mod works without issues
Relapsefulness Posted August 9 Posted August 9 7 hours ago, Wolfindex said: Please help, what I am doing wrong? it's not recognizing the .json files, I am on linux mint but even with that it should work without issues because the " __Create_Load_List__.bat" from the other mod works without issues On Linux I use a bash script that I've written that should work as a Windows equivalent, you might try it if you'd like: #!/bin/bash # Change to script directory cd "$(dirname "$0")/../" || exit 1 echo "Preparing from directory $(pwd)" echo "" # Initialize JSON string stringbuild='{"LoadList":[' # Loop through files in current directory for file in *; do # Check if file ends with .json if [[ "$file" == *.json ]]; then # Check if filename doesn't start with underscore if [[ "$file" != _* ]]; then # Check if file contains "SkelMeshSwap" if grep -q "SkelMeshSwap" "$file"; then # Add to string (remove .json extension) stringbuild="${stringbuild}\"${file%.json}\"," echo "++ $file" else echo "-- $file" fi else echo "-- $file" fi else echo "-- $file" fi done # Remove trailing comma and close JSON stringbuild="${stringbuild%,}]}" echo "" echo "-v- Prepared Load List -v-" echo "$stringbuild" echo "" # Write to file output_file="_LoadList.json" echo "$stringbuild" > "$output_file" echo "_LoadList.json created at $(pwd)/_LoadList.json" 1
Wolfindex Posted August 9 Posted August 9 (edited) 30 minutes ago, Relapsefulness said: On Linux I use a bash script that I've written that should work as a Windows equivalent, you might try it if you'd like: #!/bin/bash # Change to script directory cd "$(dirname "$0")/../" || exit 1 echo "Preparing from directory $(pwd)" echo "" # Initialize JSON string stringbuild='{"LoadList":[' # Loop through files in current directory for file in *; do # Check if file ends with .json if [[ "$file" == *.json ]]; then # Check if filename doesn't start with underscore if [[ "$file" != _* ]]; then # Check if file contains "SkelMeshSwap" if grep -q "SkelMeshSwap" "$file"; then # Add to string (remove .json extension) stringbuild="${stringbuild}\"${file%.json}\"," echo "++ $file" else echo "-- $file" fi else echo "-- $file" fi else echo "-- $file" fi done # Remove trailing comma and close JSON stringbuild="${stringbuild%,}]}" echo "" echo "-v- Prepared Load List -v-" echo "$stringbuild" echo "" # Write to file output_file="_LoadList.json" echo "$stringbuild" > "$output_file" echo "_LoadList.json created at $(pwd)/_LoadList.json" Thank you but it didn't work as everytime I load my save file it says "ManifestList file not found in ModelJSON folder" So the main issue is with the models not being loaded correctly or even detected by the game. Edited August 9 by Wolfindex
Relapsefulness Posted August 10 Posted August 10 (edited) On 8/10/2026 at 12:35 AM, Wolfindex said: Thank you but it didn't work as everytime I load my save file it says "ManifestList file not found in ModelJSON folder" So the main issue is with the models not being loaded correctly or even detected by the game. What I noticed about several mods is that they mix ~Mods folder with ~mods (capital/small letter) - for Windows it doesn't matter since the NTFS filesystem is case insensitive. Linux on the other hand, when you use EXT4 then by default it's case sensitive. I did have some problems that seemed to go away once I made a symbolic link: ln -s ./~mods ./~Mods // or ln -s ./~Mods ./~mods // depending on what variant you're having on the disk Maybe the mod is performing a JSON lookup over the variant that is not physically existent thus it needs this link to funnel it into correct location? Worth to try. Edited August 10 by Relapsefulness
Wolfindex Posted August 11 Posted August 11 Manifest Linux script.zipThank you everyone for your help, however I found the way to make it work on linux, I created a .sh file with the code and it finally worked and everything loads correctly now, I share it so anyone who is having the same issue on Linux can try it.
T-Box Posted August 12 Posted August 12 On 8/1/2026 at 6:23 PM, IncogACC said: Excuse my ignorance, it's been since November 2024 that I last did anything Palworld related, but if I got all 4 of T-box's Sekhmet variations (as in 4 individual .paks for one Pal), can they be ALL be used via this framework? Or does the data for all 4 variations need to be contained within a single .pak + JSON? (As in T-Box would need to make a release specifically designed for this.) I looked at the JSON structure from the PrimalPals mod and it doesn't look like they have to be the exact same file so long as I define a Pal, a path and a gender so can I just write 1 JSON file to handle all 4 variants? model pak need to be made for frameworks or at lest be standalone models, not a normal swap. mod mentioned have same original game path, if you trie to create a json for that framework will look at it and ??? we have 4 pal/content/pal/model/character/monster/sekhmet/sk_sekhmet ?. no, frameowork will see only 1 model, or framework will see a invalid path couse basicaly is the original game model path not a standalone model path
IncogACC Posted August 12 Posted August 12 7 hours ago, T-Box said: model pak need to be made for frameworks or at lest be standalone models, not a normal swap. mod mentioned have same original game path, if you trie to create a json for that framework will look at it and ??? we have 4 pal/content/pal/model/character/monster/sekhmet/sk_sekhmet ?. no, frameowork will see only 1 model, or framework will see a invalid path couse basicaly is the original game model path not a standalone model path Yeah, I figured that much out already while writing JSONs, I just opted to join the discord and discovered Spam's PDF JSONs so I'm sorted now. Thanks.
PastryFoxy Posted August 15 Posted August 15 I apologize if this is a silly question, but does this need to be installed onto a dedicated server as well as clients? I assumed yes, but furthermore, do the manifest JSONs need to be installed onto the dedicated server as well? The service I use doesn't permit .bat files being uploaded, so I've just been uploading the manifest generated from my PC along with the skins/mod-specific JSONs. Thank you for any assistance, still new to modding Palworld. 😆
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now