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playing the game for the first ever time, i've got some questions


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Posted

Palworld uses 5 types of modding methods: 

UE4SS mods, Palchema mods, Pak mods, and Logic mods, also stand alone mods 

 

1- how many mods can i mod the game? 

2- after installing UE4SS, and Palchema, how do i test which mods are compatible with release 1.0? if i want to update UESS4 do i have to completely remove all files from the previous 3.0.0 and 3.0.1 both and only install  UE4SS 3.0.1-1011-gb50986bd experimental version? 

3- after having downloaded plenty of mods from T-Box, any mods i can find with busty Pals but petite bodies? no a fan of all that mass into the thighs; plenty of these thighs seem more like tumors .. 

4- had to explore the thread for SugarCake mod, and since i don't use Altermatic.. what mods do i need to install and play the animation packs? and since i stayed away from any framework mods so far, what do i need to install exactly? 

5- already know about Palgirl mod for nude busty main character, are there mod for busty Palgirl with physics included? for all the outfits? 

6- the mods from 2024 and 2025 still work with 1.0 release? 

7- which mod method is safer? i heard Pak = replace , Palchema = stand alone mod, UE4SS = scripted mod, and so on. 

8- is there a way to test mods without necessary re-launching the game every time i add a new mod? just drag and drop the mod and check if it functions or breaks the game? 

 

any general advices for a first time ever player? i don't want Palworld to turn into my "Skyrim modding turned into a full time job 2.0" i got so much busy with modding Skyrim, the game was released in 2011.. haven't played it YET! and it's 2026! 

i want to mod Palworld and play it ASAP. 

 

Posted (edited)
  1. In what matter are you trying to mod your game?
  2. Any mods updated within the last 5 days are compatible with 1.0, the easiest way to tell if something isn't however is if you add it in and your game crashes or a pal skin turns the model into a walking abstract art. As for updating UE4SS, if you have the Workshop version, you don't need to do anything. If you have it from Nexus or Github, you only need to replace the via drag and drop as needed, unless a total wipe of it is recommended by Okaetsu.
  3. TBox has a certain type he likes, they aren't for everyone. However, there are modders within his discord who have differing tastes that could be up your alley to different degrees with a search
  4. Altermatic has 2 alternatives: PalMagic by MonoDragon (converts altermatic packs to a compatible form using a python script, requires installing python to work) and DynamicPals by Poki (supports a lot of things, but I can't wrap my head around it currently). However, these are only "needed" in the vein that you want a more believable interaction with the animations rather than seeing dry humping or sticking it into a fuzzy wall on your end. All you need for the animation packs is the working sugar cake framework (typically 0.6.18) (just extract the steam pathing to the paks folder and the ~mods/LogicMods entries should nestle themselves into place) and the appropriate unipalui LogicMod (0.1.0.5, unless you're aiming to use an animation pack from TemTem or Lurker), then run the createloadlist.bat after inserting the appropriate jsons you wish to use from the animation packs. The .paks also go into the ~mods folder as well.
  5. I do not know the answer to this unfortunately, the game added a couple more armor sets that haven't been applied to any replacers as far as I'm aware yet.
  6. Some do, some don't. But most will crash your game if you try to run it, so err on the side of caution and take testing slow.
  7. All are "safe", there's just a matter of ease of use and control. Paks are generally "you get what you see", you cannot edit these in the slightest and they typically aren't compaticble with anything else that changes the same asset (you can't have 2 model paks for mozzarina for example or else it turns into spaghetti). PalSchema allows you to edit some values in the json via notepad(++) or similar text file editor (it can do things like turn a pal with no ranching into one who can for example), however some things you want to be sure that it won't change too much as some Schemas will embed themselves into your save, meaning you can't uninstall it without losing your world/save (usually ones that add in new recipes and items). UE4SS usually just follows the same rules as PalSchema, except they're more direct.
  8. This is an Unreal game, so unfortunately it runs in the vein of "the game reads all available assets once upon launch. To add new information requires restarting the game to allow it to be read and added into the registry".

 

Luckily, PW modding is fairly straight forward and you don't need to worry too much about skyrim tier modding. Many things are literally just drag and drop to use and just as easy to remove when you're done with it. I would advocate against using a mod manager like Vortex though because it doesn't always place mods where they should go, but the workshop plays nicely with many things to make it as seamless as possible.

 

Just know that the only things that'll really take your time to understand over time are really on off sites like LL here, Nexus and Steam will make it easy to mod and play in short order.

Edited by ShadyKitsune
Posted
45 minutes ago, ShadyKitsune said:
  1. In what matter are you trying to mod your game?
  2. Any mods updated within the last 5 days are compatible with 1.0, the easiest way to tell if something isn't however is if you add it in and your game crashes or a pal skin turns the model into a walking abstract art. As for updating UE4SS, if you have the Workshop version, you don't need to do anything. If you have it from Nexus or Github, you only need to replace the via drag and drop as needed, unless a total wipe of it is recommended by Okaetsu.
  3. TBox has a certain type he likes, they aren't for everyone. However, there are modders within his discord who have differing tastes that could be up your alley to different degrees with a search
  4. Altermatic has 2 alternatives: PalMagic by MonoDragon (converts altermatic packs to a compatible form using a python script, requires installing python to work) and DynamicPals by Poki (supports a lot of things, but I can't wrap my head around it currently). However, these are only "needed" in the vein that you want a more believable interaction with the animations rather than seeing dry humping or sticking it into a fuzzy wall on your end. All you need for the animation packs is the working sugar cake framework (typically 0.6.18) (just extract the steam pathing to the paks folder and the ~mods/LogicMods entries should nestle themselves into place) and the appropriate unipalui LogicMod (0.1.0.5, unless you're aiming to use an animation pack from TemTem or Lurker), then run the createloadlist.bat after inserting the appropriate jsons you wish to use from the animation packs. The .paks also go into the ~mods folder as well.
  5. I do not know the answer to this unfortunately, the game added a couple more armor sets that haven't been applied to any replacers as far as I'm aware yet.
  6. Some do, some don't. But most will crash your game if you try to run it, so err on the side of caution and take testing slow.
  7. All are "safe", there's just a matter of ease of use and control. Paks are generally "you get what you see", you cannot edit these in the slightest and they typically aren't compaticble with anything else that changes the same asset (you can't have 2 model paks for mozzarina for example or else it turns into spaghetti). PalSchema allows you to edit some values in the json via notepad(++) or similar text file editor (it can do things like turn a pal with no ranching into one who can for example), however some things you want to be sure that it won't change too much as some Schemas will embed themselves into your save, meaning you can't uninstall it without losing your world/save (usually ones that add in new recipes and items). UE4SS usually just follows the same rules as PalSchema, except they're more direct.
  8. This is an Unreal game, so unfortunately it runs in the vein of "the game reads all available assets once upon launch. To add new information requires restarting the game to allow it to be read and added into the registry".

 

Luckily, PW modding is fairly straight forward and you don't need to worry too much about skyrim tier modding. Many things are literally just drag and drop to use and just as easy to remove when you're done with it. I would advocate against using a mod manager like Vortex though because it doesn't always place mods where they should go, but the workshop plays nicely with many things to make it as seamless as possible.

 

Just know that the only things that'll really take your time to understand over time are really on off sites like LL here, Nexus and Steam will make it easy to mod and play in short order.

 

 

1. i prefer to mod and finish "preparing" the game before playing it; i doubt i'll re-mod the game once i start it, thus i aim to have a "perfect start" as much as possible in order to not regret anything later on.

2. i use UE4SS from Github

3. i'll check the document link you shared 

4. the very reason i don't use Altermatic IS because i'm illitrate code-wise, i'll check the other methods you mentioned as well.

5. thanks for at least replying.

6. okay.

7. thanks for explaining. 

8. thanks for the reply as well. 

thank you very much for the replies! and thanks for taking time to read and reply. 

Posted
1 hour ago, ShadyKitsune said:

 

  1. Quote

    Any mods updated within the last 5 days are compatible with 1.0, the easiest way to tell if something isn't however is if you add it in and your game crashes or a pal skin turns the model into a walking abstract art. As for updating UE4SS, if you have the Workshop version, you don't need to do anything. If you have it from Nexus or Github, you only need to replace the via drag and drop as needed, unless a total wipe of it is recommended by Okaetsu.

     

the reason i'm asking about this specific point is because:

i originally installed UE4SS-Palworld and it contained

[ue4ss, and dwmapi.dll]

then came UE4SS_v3.0.1 which contained

[Mods, Changelog.md, dwmapi.dll, README.md, UE4SS.dll, UE4SS-settings.ini] there was no [ue4ss] stnd alone folder,

now with UE4SS_v3.0.1-1011-gb50986bd release, it contains

[ue4ss, dwmapi.dll]

my question is if i'm using the newest experimental release, do i still need all the extra files from 3.0.1 release, or should i just install the newest release and remove all 3.0.1 files? 

Quote

All are "safe", there's just a matter of ease of use and control. Paks are generally "you get what you see", you cannot edit these in the slightest and they typically aren't compaticble with anything else that changes the same asset (you can't have 2 model paks for mozzarina for example or else it turns into spaghetti). PalSchema allows you to edit some values in the json via notepad(++) or similar text file editor (it can do things like turn a pal with no ranching into one who can for example), however some things you want to be sure that it won't change too much as some Schemas will embed themselves into your save, meaning you can't uninstall it without losing your world/save (usually ones that add in new recipes and items). UE4SS usually just follows the same rules as PalSchema, except they're more direct.

based on what you are saying.. once i install a Palchema mod i better be commited to it; since it can't be removed? at all? unless i'm preparing myself to start the game all over again? 

so you are saying technically the most direct mods are Paks, Palchema and UE4SS don't joke around! you either add them and commit to them or you don't touch them? .. better be careful. 

 

thanks for taking time to reply. 

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