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Posted

I need a bit of help. im stuck trying to get Scake to work because Unipal keeps saying SCML C++ not active. i cant find any solution for this online if someone can help me. ive reinstalled ue4ss about 4 times as well from both github and steam

Posted
2 hours ago, _Kriya_ said:

Yeah i can't get nothing to work, been trying for over 3+ hours and no progress, i have been doing it by step by step and nothing works, I hate when there these types of mods that u have to spent hours doing all the work just to make it work

I did not spend hours to make it work. I just followed the guide and Boom it was instantly working

Posted
14 minutes ago, Transcendent Lala said:

I did not spend hours to make it work. I just followed the guide and Boom it was instantly working

For me it nothing worked

Posted

Shift+K Isnt doing anything for me in-game. I also noticed that the UE4SS experimental file was updated to rev 1021, and the 1018 isnt available anymore. Could that be the problem? Everything else is... I THINK working right

Posted
11 hours ago, _Kriya_ said:

Yeah i can't get nothing to work, been trying for over 3+ hours and no progress, i have been doing it by step by step and nothing works, I hate when there these types of mods that u have to spent hours doing all the work just to make it work

I'm afraid you have to be a bit more specific.😄

Posted
On 8/9/2026 at 7:33 PM, EagleEyeR34 said:

 

I have a functional modded Palword here using Proton. Two things I watched for while following the main guide:

  1. Tell proton to look for the standalone UE4SS via launch options: "WINEDLLOVERRIDES="dwmapi.dll=n,b" %command%"
  2. Verify that the folder structure when extracting mods is consistent with using ~mods and not ~Mods. Linux is case sensitive and mod creators are not always consistent.

---
This worked sort-of, I copied and pasted your launch option and palworld wouldn't open but then I typed PROTON_LOG=1 WINEDLLOVERRIDES="dwmapi.dll=n,b" %command% and it began working, for those who do what I did and just copied, remove the " at the beginning 

 

Also, yes, seems ~Mods and ~mods were being used based on mod dev instructions, moved everything to ~mods and it started detecting the animations. 

 

Much appreciated!
 

 

 

Posted
2 hours ago, Daisy_Problems said:

Shift+K Isnt doing anything for me in-game. I also noticed that the UE4SS experimental file was updated to rev 1021, and the 1018 isnt available anymore. Could that be the problem? Everything else is... I THINK working right

Shift+K only enlist the animations, but yeah it doesn't do anything for me either, not like it matters too much because the animations work regardless, the mods creator must have turned it off or something.
As for the UE4SS, that green name is just an example, what you have to look for, i usually update that line, except i'm too busy this week 😅 rest assured, it got nothing to do with the actual mod, even if it says its 1.8 or whatever, you will always find the latest UE4SS in the link.

Posted

Just a heads up, I put together a little guide for Workshop UE4SS Users.
It works, i'm running it right now!

 

Have fun!😄

Posted

i've went on and checked on a few of my favorite Pals to see if they had any animations, and correct me if i'm wrong but Sekhmeth, Bellanoir, Majex, Dazzi, and Leafan, all lacks animations as of yet?

 

it's surprising due how obviously the vast majority of them were designed as waifue-bait.
-Sekhmet being a fucking catgirl that say "Nya"
-Bellanoir being a obvious case of "Any similarity with other fictitious white humanoid pocket-like creatures with names ending in "voir" is purely coincidental."
-Dazzi being a obvious take on the "Mesugaki" trope (hentai-cut included, remind me of Uzaki Yanagi).
-and Majex looking like the most Tsundere that ever Tsundered.

 

were they added recently/before the animations were made or am i missing something?
also holy cow, Shin is a goated animator, his animations goes crazy!

Posted
36 minutes ago, Pathlord said:

i've went on and checked on a few of my favorite Pals to see if they had any animations, and correct me if i'm wrong but Sekhmeth, Bellanoir, Majex, Dazzi, and Leafan, all lacks animations as of yet?

 

it's surprising due how obviously the vast majority of them were designed as waifue-bait.
-Sekhmet being a fucking catgirl that say "Nya"
-Bellanoir being a obvious case of "Any similarity with other fictitious white humanoid pocket-like creatures with names ending in "voir" is purely coincidental."
-Dazzi being a obvious take on the "Mesugaki" trope (hentai-cut included, remind me of Uzaki Yanagi).
-and Majex looking like the most Tsundere that ever Tsundered.

 

were they added recently/before the animations were made or am i missing something?
also holy cow, Shin is a goated animator, his animations goes crazy!

 

To be fair, it takes a lot of time and effort to animate all of these Pals. Especially when each one needs 6 total (3 for females, 3 for males) and that's not counting gay scenes between male/male and female/female.

And yes, those Pals minus Dazzi were added later into development. Bell was the first raid boss added I believe a year ago, and Majex, Leafan and Sekhmet are 1.0. So they're too new.

 

I think only three people are doing animations right now anyway.

Posted
5 hours ago, Zorai said:

 

To be fair, it takes a lot of time and effort to animate all of these Pals. Especially when each one needs 6 total (3 for females, 3 for males) and that's not counting gay scenes between male/male and female/female.

And yes, those Pals minus Dazzi were added later into development. Bell was the first raid boss added I believe a year ago, and Majex, Leafan and Sekhmet are 1.0. So they're too new.

 

I think only three people are doing animations right now anyway.

 

Shiin, TemTem, and Lurker are the only ones with active updates to their animations.

 

Everyone else (Greyu, Menar, Sibelyx, Bakkas, Z3N) are all waiting for another project to pick up where they left off.

Posted

I had forgotten the sheer quantity of buttholes the model packs add.

 

I guess I'll have to go through and dismantle the PrimalPals json to get rid of some of these. I wish PalMagic or such would just have Vanilla pal models in the rotation.

 

Anyway, incredibly helpful guide. Coming back to palworld modding in the kind of fragmented state it was in when 1.0 released was daunting. Thank you!

Posted

Fixing AnimSet failed : NoTargetSkeleton — Quick Guide

1. Find the bad config

Folder: ...\Palworld\Pal\Content\Paks\~mods\AnimConfig\

Open each .json and look at any AnimSet block. If it has no TargetSkeleton key, that file is the problem:

// BROKEN — old schema, uses CharacterID
"AnimSet": [ { "CharacterID": ["PinkRabbit"], "AssetPath": "..." } ]

// GOOD — current schema
"AnimSet": [ { "TargetSkeleton": "/Game/Pal/Model/Character/Skeleton/PinkRabbit/SK_PinkRabbit_Skeleton.SK_PinkRabbit_Skeleton", "AssetPath": "..." } ]
(i posted it in wrong topic first haha)
 

for me problem was there i had 2  jsons that were in conflict, i kept this ShiinrAnimsPak6.20.json and other deleted and now no conflicts

...\Pal\Content\Paks\~mods\AnimConfig\ShiinrAnimPAK.json <-delete
...\Pal\Content\Paks\~mods\AnimConfig\ShiinrAnimPAK6_20.json <-keep
Posted
On 8/13/2026 at 5:05 AM, Zorai said:

 

To be fair, it takes a lot of time and effort to animate all of these Pals. Especially when each one needs 6 total (3 for females, 3 for males) and that's not counting gay scenes between male/male and female/female.

And yes, those Pals minus Dazzi were added later into development. Bell was the first raid boss added I believe a year ago, and Majex, Leafan and Sekhmet are 1.0. So they're too new.

 

I think only three people are doing animations right now anyway.

that wasn't a critic, i assumed it was because they were added recently.
kinda surprised Dazzi didn't get anything tho' if she's not that receent compared to the other ones.

Posted
4 hours ago, ArgishSraomai said:

Is There A Way To Make S-Cake Compatible With Steam Workshop Mods?

 

There's nothing on Steam Workshop to even work with it in the first place.

 

Animation packs are 18+/pornographic, which is automatically axed from there as the game itself is T at worst. Sexually suggestive is moderately allowed as long as its censored otherwise, much like Terraria's workshop, which only covers skins which means nothing to that framework, only DynamicPals (if replacers, and one per pal), PalMagic, or Altermatic (if recolors that don't touch the skeleton).

Posted
6 hours ago, ArgishSraomai said:

Is There A Way To Make S-Cake Compatible With Steam Workshop Mods?

If you are referring to Steam Workshops UE4SS, then you can find the guide on the 1. page.

Posted

For people looking to install UE4SS / UniPalUI / and/or Sugar Cake stuffs, I got permission from alphabet to post an updated version of their guide they had posted in The Broken Chatobx discord into the Sugar Cake support thread. It's fairly detailed with screenshot examples and has helped a lot of people in our discord, figured it could also help a lot of people here as well~ =^-^= 

 

Posted (edited)

I've been having problems trying to install SCake, every time i try to install it and run Palworld, it crashes after a few seconds. I know it's not the UE4ss arraycache thing because i already set it to false. The crash log reads:

LowLevelFatalError [File:C:\works\Pal-UE-EngineSource\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp] [Line: 1449] Failed to find function GetSaveConfigPath in ACake_AnimFramework_C /Game/Pal/Maps/Splash/PL_PPSplash.PL_PPSplash:PersistentLevel.ACake_AnimFramework_C_2147481979

Did i do something wrong while installing or is there something missing? I've tried switching versions, but i'm given the same error.

In order to make the game run i have to delete: AC_SugarCakeExtension, and AC_AnimFramework.

Edited by UberCrisis
Posted
2 hours ago, UberCrisis said:

...LowLevelFatalError [File:C:\works\Pal-UE-EngineSource\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp] [Line: 1449] Failed to find function GetSaveConfigPath in ACake_AnimFramework_C /Game/Pal/Maps/Splash/PL_PPSplash.PL_PPSplash:PersistentLevel.ACake_AnimFramework_C_2147481979
...In order to make the game run i have to delete: AC_SugarCakeExtension, and AC_AnimFramework.

AC_AnimFramework is an outdated version, you'll want to remove all the old Sugar Cake files and modules and update to the newest versions. The newest versions of Sugar Cake moved back to having a single SugarCake.pak file. (the newer versions fix a bunch of issues and won't cause version crashes like the older versions)

Posted
On 8/14/2026 at 10:16 PM, BombaB said:

If you are referring to Steam Workshops UE4SS, then you can find the guide on the 1. page.

I Installed SC And The Game Recognized It But After Started Using Steam Workshop (Along With SW UE4SS) The Game Stoped Recognizing Sugarcakeimage.png.744576ee2ba9173465cb6e4d95c595ac.pngimage.png.ab3df241c67fcb722eb33862d30f95f9.png

Posted
10 minutes ago, ArgishSraomai said:

I Installed SC And The Game Recognized It But After Started Using Steam Workshop (Along With SW UE4SS) The Game Stoped Recognizing Sugarcakeimage.png.744576ee2ba9173465cb6e4d95c595ac.pngimage.png.ab3df241c67fcb722eb33862d30f95f9.png

"SCML C++ Not Active" warning means the mod dll which goes into the UE4SS folder isn't loading, either because it wasn't installed or is in the wrong directory. If you're trying to use the workshop UE4SS, that goes into a different directory but it's reported to work, you'll need to move the UE4SS folder included with SCake so it aligns with the workshop version. There's a section in the guide alphabet put together - https://www.loverslab.com/topic/266813-modsugar-cake-sex-and-animation-framework-for-palworld/#findComment-7368853

"

For Workshop Branch of UE4SS
If you want to use the """Latest""" Experimental UE4SS from workshop, you can use that - but then you'll need to copy everything from the UniPal/SCake installs from where UE4SS normally is into the workshop location for UE4SS.
 

Palworld\Pal\Binaries\Win64\ue4ss\Mods
There should be a "UniPalUI" and a "SugarCake" folder here.
 

You'll have to move them into the Mods folder inside ue4ss which for workshop is...
 

Palworld\Mods\NativeMods\UE4SS\Mods
 

(Reminder: you need to be using Experimental UE4SS) 
"

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