skiki Posted Thursday at 11:53 AM Posted Thursday at 11:53 AM When playing in Korean, if I quit and restart the game after my character gets pregnant, the text/font gets glitched and displays strangely. Is there a known fix or workaround for this issue?
KazeYako Posted Thursday at 12:38 PM Author Posted Thursday at 12:38 PM (edited) 45 minutes ago, skiki said: When playing in Korean, if I quit and restart the game after my character gets pregnant, the text/font gets glitched and displays strangely. Is there a known fix or workaround for this issue? I inspected the issue and this is an encoding bug affecting non-ASCII parent names. It is not a specific Korean font problem. These non-ASCII characters get saved weirdly and are not properly loaded afterwards. I'll should be able to include a fix in the upcoming patch. IMPORTANT: these entries may corrupt the palbreeder save and either need to be cleaned up by hand or require a save reset (just for palbreeder data). Edited Thursday at 12:39 PM by KazeYako
RevivedBird Posted Thursday at 12:50 PM Posted Thursday at 12:50 PM I have been experiencing consistent crashes, I'll load in everything is fine for a few seconds then CTD and an EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000000 error is spat out. These started when I installed the mod but when I got to a pal dense area crashing was mere seconds after loading in.
person894 Posted Thursday at 02:31 PM Posted Thursday at 02:31 PM i sadly seem to crash whenever i try to either use 1. the debug menu to impregnate my char with the test button or 2. when opening the insert egg menu when having an egg in the inventory. (does not crash without it.) I have the newest ue4ss version(uploaded ~20 hours from writin this) and updated palschema and also tested by removing everything exept the dependencies but it always crashes. Log: Spoiler Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000001 UE4SS!RC::Unreal::UEnum::ForEachName$_ResumeCoro$1() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\Unreal\include\Unreal\CoreUObject\UObject\Class.hpp:602] UE4SS!RC::LuaType::push_enumproperty() [D:\a\RE-UE4SS\RE-UE4SS\UE4SS\src\LuaType\LuaUObject.cpp:1515] UE4SS!RC::LuaType::call_ufunction_from_lua() [D:\a\RE-UE4SS\RE-UE4SS\UE4SS\src\LuaType\LuaUObject.cpp:282] UE4SS!RC::LuaMadeSimple::TRY<`RC::LuaMadeSimple::process_lua_function'::`2'::<lambda_1> >() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaMadeSimple\include\LuaMadeSimple\LuaMadeSimple.hpp:801] UE4SS!RC::LuaMadeSimple::process_lua_function() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaMadeSimple\src\LuaMadeSimple.cpp:1203] UE4SS!precallC() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaRaw\src\ldo.c:530] UE4SS!luaV_execute() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaRaw\src\lvm.c:1707] UE4SS!ccall() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaRaw\src\ldo.c:639] UE4SS!luaD_rawrunprotected() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaRaw\src\ldo.c:147] UE4SS!luaD_pcall() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaRaw\src\ldo.c:958] UE4SS!lua_pcallk() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaRaw\src\lapi.c:1064] UE4SS!luaB_pcall() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaRaw\src\lbaselib.c:478] UE4SS!precallC() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaRaw\src\ldo.c:530] UE4SS!luaD_precall() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaRaw\src\ldo.c:596] UE4SS!luaV_execute() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaRaw\src\lvm.c:1682] UE4SS!ccall() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaRaw\src\ldo.c:639] UE4SS!luaD_rawrunprotected() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaRaw\src\ldo.c:147] UE4SS!luaD_pcall() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaRaw\src\ldo.c:958] UE4SS!lua_pcallk() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaRaw\src\lapi.c:1064] UE4SS!luaB_xpcall() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaRaw\src\lbaselib.c:495] UE4SS!precallC() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaRaw\src\ldo.c:530] UE4SS!luaD_precall() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaRaw\src\ldo.c:596] UE4SS!luaV_execute() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaRaw\src\lvm.c:1682] UE4SS!ccall() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaRaw\src\ldo.c:639] UE4SS!luaD_rawrunprotected() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaRaw\src\ldo.c:147] UE4SS!luaD_pcall() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaRaw\src\ldo.c:958] UE4SS!lua_pcallk() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaRaw\src\lapi.c:1064] UE4SS!RC::LuaMadeSimple::Lua::call_function() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaMadeSimple\src\LuaMadeSimple.cpp:970] UE4SS!RC::TRY<`RC::process_delayed_actions<1>'::`31'::<lambda_1> >() [D:\a\RE-UE4SS\RE-UE4SS\UE4SS\include\ExceptionHandling.hpp:78] UE4SS!RC::engine_tick_hook() [D:\a\RE-UE4SS\RE-UE4SS\UE4SS\src\Mod\LuaMod.cpp:4105] UE4SS!RC::Unreal::Hook::Internal::TDetourInstance<9007199254740992,std::function<void __cdecl(RC::Unreal::UEngine *,float,bool)> >::InvokeCallbacks() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\Unreal\include\Unreal\Hooks\Internal\DetourInstance.hpp:433] UE4SS!RC::Unreal::Hook::Internal::TDetourInstance<9007199254740992,std::function<void __cdecl(RC::Unreal::UEngine *,float,bool)> >::StaticHookFn() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\Unreal\include\Unreal\Hooks\Internal\DetourInstance.hpp:476] Palworld_Win64_Shipping Palworld_Win64_Shipping Palworld_Win64_Shipping Palworld_Win64_Shipping Palworld_Win64_Shipping Palworld_Win64_Shipping kernel32 ntdll 1
gizmo1206 Posted Thursday at 03:56 PM Posted Thursday at 03:56 PM so im not sure whats causing this, i get that popup with other pals
ptmc2112 Posted Thursday at 03:58 PM Posted Thursday at 03:58 PM Can there be a transparency setting for the fertility indicator? At least for me, having it on detailed ends up covering some slots in the inventory.
Wolfblood92 Posted Thursday at 04:30 PM Posted Thursday at 04:30 PM 33 minutes ago, gizmo1206 said: so im not sure whats causing this, i get that popup with other pals I git the exact same problem. Reinstalled everything again. But no change.
Tearoth Posted Thursday at 05:05 PM Posted Thursday at 05:05 PM On 8/17/2026 at 6:36 PM, KazeYako said: It would be my aim if I want to flesh it out completly. I made it primarily because there were no bodys that I could use for the development. Only the default armors are currently roughly fitted and support the internal sliders like the breast size and belly, but the official sliders are currently not supported for the nude body. But skin color should work Allright, sweet. I really like the way the body looks. Would love to see it working with the vanilla sliders as well, and of course, with all the armors Keep up the great work!
KazeYako Posted Thursday at 05:28 PM Author Posted Thursday at 05:28 PM (edited) 9 hours ago, RevivedBird said: I have been experiencing consistent crashes, I'll load in everything is fine for a few seconds then CTD and an EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000000 error is spat out. These started when I installed the mod but when I got to a pal dense area crashing was mere seconds after loading in. 8 hours ago, person894 said: i sadly seem to crash whenever i try to either use 1. the debug menu to impregnate my char with the test button or 2. when opening the insert egg menu when having an egg in the inventory. (does not crash without it.) I have the newest ue4ss version(uploaded ~20 hours from writin this) and updated palschema and also tested by removing everything exept the dependencies but it always crashes. Log: Reveal hidden contents Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000001 UE4SS!RC::Unreal::UEnum::ForEachName$_ResumeCoro$1() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\Unreal\include\Unreal\CoreUObject\UObject\Class.hpp:602] UE4SS!RC::LuaType::push_enumproperty() [D:\a\RE-UE4SS\RE-UE4SS\UE4SS\src\LuaType\LuaUObject.cpp:1515] UE4SS!RC::LuaType::call_ufunction_from_lua() [D:\a\RE-UE4SS\RE-UE4SS\UE4SS\src\LuaType\LuaUObject.cpp:282] UE4SS!RC::LuaMadeSimple::TRY<`RC::LuaMadeSimple::process_lua_function'::`2'::<lambda_1> >() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaMadeSimple\include\LuaMadeSimple\LuaMadeSimple.hpp:801] UE4SS!RC::LuaMadeSimple::process_lua_function() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaMadeSimple\src\LuaMadeSimple.cpp:1203] UE4SS!precallC() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaRaw\src\ldo.c:530] UE4SS!luaV_execute() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaRaw\src\lvm.c:1707] UE4SS!ccall() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaRaw\src\ldo.c:639] UE4SS!luaD_rawrunprotected() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaRaw\src\ldo.c:147] UE4SS!luaD_pcall() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaRaw\src\ldo.c:958] UE4SS!lua_pcallk() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaRaw\src\lapi.c:1064] UE4SS!luaB_pcall() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaRaw\src\lbaselib.c:478] UE4SS!precallC() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaRaw\src\ldo.c:530] UE4SS!luaD_precall() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaRaw\src\ldo.c:596] UE4SS!luaV_execute() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaRaw\src\lvm.c:1682] UE4SS!ccall() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaRaw\src\ldo.c:639] UE4SS!luaD_rawrunprotected() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaRaw\src\ldo.c:147] UE4SS!luaD_pcall() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaRaw\src\ldo.c:958] UE4SS!lua_pcallk() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaRaw\src\lapi.c:1064] UE4SS!luaB_xpcall() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaRaw\src\lbaselib.c:495] UE4SS!precallC() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaRaw\src\ldo.c:530] UE4SS!luaD_precall() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaRaw\src\ldo.c:596] UE4SS!luaV_execute() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaRaw\src\lvm.c:1682] UE4SS!ccall() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaRaw\src\ldo.c:639] UE4SS!luaD_rawrunprotected() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaRaw\src\ldo.c:147] UE4SS!luaD_pcall() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaRaw\src\ldo.c:958] UE4SS!lua_pcallk() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaRaw\src\lapi.c:1064] UE4SS!RC::LuaMadeSimple::Lua::call_function() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaMadeSimple\src\LuaMadeSimple.cpp:970] UE4SS!RC::TRY<`RC::process_delayed_actions<1>'::`31'::<lambda_1> >() [D:\a\RE-UE4SS\RE-UE4SS\UE4SS\include\ExceptionHandling.hpp:78] UE4SS!RC::engine_tick_hook() [D:\a\RE-UE4SS\RE-UE4SS\UE4SS\src\Mod\LuaMod.cpp:4105] UE4SS!RC::Unreal::Hook::Internal::TDetourInstance<9007199254740992,std::function<void __cdecl(RC::Unreal::UEngine *,float,bool)> >::InvokeCallbacks() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\Unreal\include\Unreal\Hooks\Internal\DetourInstance.hpp:433] UE4SS!RC::Unreal::Hook::Internal::TDetourInstance<9007199254740992,std::function<void __cdecl(RC::Unreal::UEngine *,float,bool)> >::StaticHookFn() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\Unreal\include\Unreal\Hooks\Internal\DetourInstance.hpp:476] Palworld_Win64_Shipping Palworld_Win64_Shipping Palworld_Win64_Shipping Palworld_Win64_Shipping Palworld_Win64_Shipping Palworld_Win64_Shipping kernel32 ntdll I'll investigate this issue and what could cause it. I couldn't get a crash in the previous test for 0.1.5, even in pal heavy areas, so this will take a bit of time. Update: I just took a look at the UE4SS repo and saw the latest build. Because I was also confused with the "20h ago statement". Please only use version 3.0.1, NOT THE EXPERIMENTAL build. The patchnotes start with an important warning that informs about different layout changes. This could easily lead to crashes and other issues. Edited Thursday at 10:51 PM by KazeYako
KazeYako Posted Thursday at 05:33 PM Author Posted Thursday at 05:33 PM 1 hour ago, Wolfblood92 said: I git the exact same problem. Reinstalled everything again. But no change. 1 hour ago, gizmo1206 said: so im not sure whats causing this, i get that popup with other pals these message boxes are debug information and always appear after an SCake scene. I'll see if they can be somhow gated, but otherwise these will be visible during the alpha phase.
KazeYako Posted Thursday at 05:34 PM Author Posted Thursday at 05:34 PM 1 hour ago, ptmc2112 said: Can there be a transparency setting for the fertility indicator? At least for me, having it on detailed ends up covering some slots in the inventory. I'll see if this is an option. In the meantime, the indicator should be moveable with your mouse, if it blocks some other ui elements. 1
gizmo1206 Posted Thursday at 05:38 PM Posted Thursday at 05:38 PM 4 minutes ago, KazeYako said: these message boxes are debug information and always appear after an SCake scene. I'll see if they can be somhow gated, but otherwise these will be visible during the alpha phase. so the "failed" text is normal?
ptmc2112 Posted Thursday at 05:43 PM Posted Thursday at 05:43 PM 7 minutes ago, KazeYako said: I'll see if this is an option. In the meantime, the indicator should be moveable with your mouse, if it blocks some other ui elements. nice, is there going to be medicine for lactation? like to temporarily increase/decrease it, as examples? unless they require things more advanced than the primitive workbench.
KazeYako Posted Thursday at 06:13 PM Author Posted Thursday at 06:13 PM 34 minutes ago, gizmo1206 said: so the "failed" text is normal? yes that is just an old value that is empty and fails, especially since in the screenshot you have an alpha pal and i'm currently working on implementing them. They currently fail anyway.
KazeYako Posted Thursday at 06:15 PM Author Posted Thursday at 06:15 PM 31 minutes ago, ptmc2112 said: nice, is there going to be medicine for lactation? like to temporarily increase/decrease it, as examples? unless they require things more advanced than the primitive workbench. currently not, but it is planned for later. 1
gizmo1206 Posted Thursday at 07:47 PM Posted Thursday at 07:47 PM 1 hour ago, KazeYako said: yes that is just an old value that is empty and fails, especially since in the screenshot you have an alpha pal and i'm currently working on implementing them. They currently fail anyway. so the fail always happens on alpha's and a chance on non alpha's? since i got that same fail from a non alpha
KazeYako Posted Thursday at 09:02 PM Author Posted Thursday at 09:02 PM (edited) 1 hour ago, gizmo1206 said: so the fail always happens on alpha's and a chance on non alpha's? since i got that same fail from a non alpha yes, because these are old checks, the actual pregnancy check should still work. I'm currently reworking the breeding logic so there will be a huge change in the upcoming version, replacing everything. But alphas currently fail even on the pregnancy check, since they are actually different pals compared to their normal version and not just another attribute, like rare/shiny Edited Thursday at 09:04 PM by KazeYako 1
MavisXe Posted Thursday at 10:20 PM Posted Thursday at 10:20 PM Hello, forgive me as this is my first Palworld mod of this calibre. I downloaded all of the requirements such as PalUI, SCake and the Body and MorphFramework, the PalUI and SCake mods load (I don't have animations however as I don't care for the Pal X Player interactions.) however I have no indication that your body mod, morphframework or PalBreeder is loading. I have PalBreeder animation options under the SCake settings however as I said, it does not inform me that PalBreeder is loading and both the Alt window and O (Breeder) screen don't open. I also cannot seem to find any options to edit the body to test if its truly installed. If you could please try guide me in the right way, that'd be great. I have the Steam version with the UE4SS and Schema installed through the workshop. I installed your mod through the path listed on your install instructions by merging the Pal files and the mod folder is called ~Mods Any further advice would be greatly helpful ❤️
KazeYako Posted Thursday at 10:46 PM Author Posted Thursday at 10:46 PM 15 minutes ago, MavisXe said: Hello, forgive me as this is my first Palworld mod of this calibre. I downloaded all of the requirements such as PalUI, SCake and the Body and MorphFramework, the PalUI and SCake mods load (I don't have animations however as I don't care for the Pal X Player interactions.) however I have no indication that your body mod, morphframework or PalBreeder is loading. I have PalBreeder animation options under the SCake settings however as I said, it does not inform me that PalBreeder is loading and both the Alt window and O (Breeder) screen don't open. I also cannot seem to find any options to edit the body to test if its truly installed. If you could please try guide me in the right way, that'd be great. I have the Steam version with the UE4SS and Schema installed through the workshop. I installed your mod through the path listed on your install instructions by merging the Pal files and the mod folder is called ~Mods Any further advice would be greatly helpful ❤️ Hi, the body and morph framework start silently, so there is no information at the start. But there should be a message at the titlescreen that signals that PalBreeder started sucessfully. If this message is missing, than it is not even starting. The only thing that could prevent a start would be an issue with UE4SS, because PalBreeder needs to register there to even load. So please check if the PalBreeder and PalSchema folder are in this location "...\Pal\Binaries\Win64\ue4ss\Mods". Otherwise you can take a look at the log file and see if palbreeder at least trys to start but fails "\Pal\Binaries\Win64\ue4ss\UE4SS.log" There where several issues with older versions of UE4SS, so I don't know what version is available through the workshop, I can only vouch for the linked version (3.0.1). UE4SS changes quite a bit with each release so i would only reccommend this exact version, because palbreeder is currently buid for it.
MavisXe Posted Thursday at 11:16 PM Posted Thursday at 11:16 PM I think my files were overlapping and failing to read after installing the version you linked. I'm currently attempting to fresh install Palworld and I will lyk how it goes!
MavisXe Posted yesterday at 12:16 AM Posted yesterday at 12:16 AM Can confirm after a clean install the mod is now working with the experimental version of ue4ss. Some of my files must've been rerouted or misplaced. I even re-enabled the workshop version of Schema and ue4ss and the mod works. Appreciate the help and happy to know it works fine! ❤️ 1
ptmc2112 Posted 23 hours ago Posted 23 hours ago (edited) Found a bug, specifically, when writing on a sign, if you use the letter o anywhere on the sign (when not holding shift, or ctrl, or alt as those are technically different inputs), you can no longer type or save that sign, because pressing o causes the config to pop open while typing. I was going to use "shortcut ladder" in a sign to show where i have a shortcut in the floors with a ladder attached, so i wouldn't have to use the stairs all the time (the sign was just for flavor, but I wanted it there anyway). I know from Pal Analyzer (which i linked before), makes it's own config panel that opens with Shift+o (which due to the shift modifier, does NOT conflict with this mod), and its config shortcut is completely ignored when typing in capital o via shift on the sign, so it does not suffer the same problem as this mod. Maybe you could use the same thing in your mod (a check if the "Change Text" dialog is open, or any field requiring typing)? That way, you wouldn't need to change the config binding. EDIT: bug is even worse when changing name of guild or player name as you have to close and restart the game to regain control. Edited 22 hours ago by ptmc2112
RuthlessFord Posted 22 hours ago Posted 22 hours ago I'm happy to report that all lag issues are gone. However, the icon/widget is stuck at "Recovery (very low)." In addition, if I choose the option to hide it entirely, it seems to crash the game after about 30 minutes (but I haven't timed it, that's just my impression). My apologies if this reply is similar to any before.
MavisXe Posted 21 hours ago Posted 21 hours ago Sorry to comment again - after some more testing and attempting multiple clean installs - the Insert Egg (I'm using Bellanoir's Egg) just crashes the game with the latest ue4ss version and PalSchema installed. No steam mods active either. I also cannot seem to get the mods to load in a forced order.
KazeYako Posted 17 hours ago Author Posted 17 hours ago 5 hours ago, ptmc2112 said: Found a bug, specifically, when writing on a sign, if you use the letter o anywhere on the sign (when not holding shift, or ctrl, or alt as those are technically different inputs), you can no longer type or save that sign, because pressing o causes the config to pop open while typing. I was going to use "shortcut ladder" in a sign to show where i have a shortcut in the floors with a ladder attached, so i wouldn't have to use the stairs all the time (the sign was just for flavor, but I wanted it there anyway). I know from Pal Analyzer (which i linked before), makes it's own config panel that opens with Shift+o (which due to the shift modifier, does NOT conflict with this mod), and its config shortcut is completely ignored when typing in capital o via shift on the sign, so it does not suffer the same problem as this mod. Maybe you could use the same thing in your mod (a check if the "Change Text" dialog is open, or any field requiring typing)? That way, you wouldn't need to change the config binding. EDIT: bug is even worse when changing name of guild or player name as you have to close and restart the game to regain control. Noted. There might even be more instances where this could be an issue. Best solution would be to let the user map its own button, but I have now Idea how that works. I will gate it with some Shift/CTRL/ALT button in the next update in the meantime, so it does not automaticly interfere during normal text input options.
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