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[Mod]PalBreeder - A Palworld Breeding System


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Posted (edited)

only vaguely related, but does anyone know of other bodies compatible with this mod? There's R345OT's, but I don't particularly like how that body looks, and Kazebody clips pretty bad with even the cloth armor you get at the start of the game (unless I messed up the install, which is entirely plausible) (it's also invisible in the inventory, for some reason)
image.png.06b531611075758cb62ec03d9523c663.pngimage.png.e21772d78bd092019a8b87be1f9fb475.png

Edited by Breakdown_Brkdwn
added extra image
Posted
14 hours ago, ptmc2112 said:

One bug I found (hopefully last bug) is in the Debug tools, the "Individual Timing Overrides" section doesn't have a listing for the "Cycle milk rate override" button, which pretty much makes it a guessing game as how many pushes it can take.

Yeah, since it is a debug option, I only need to see the value in the console change. A display for the UI is not needed. Not a bug, just not needed for dev work. 

Posted
13 hours ago, RuthlessFord said:

I've come across one issue since the last post, in which the menu wouldn't come up until a game reboot (default keys). Only happened once, and seems like a minor issue. Mostly, I'd like to appreciate the mod, this fits shockingly well into the regular game loop.

 

I also think it's cute that I have to ride a chicken around the base because of the speed debuff, like some sort of base mom. All in all, very cool mod.

Glad you enjoy the mod. I know the speed debuff is more of an immersive feature, but I'd like to think that you can't run around, when you are stuffed with such a heavy egg. It also gives a nice tradeoff, if you want to "carry the burden" and incubate it yourself or leave it in an incubator in the base. : )

Does the issue with the menu actually happen ONCE, or is it every time on a fresh game start?

Posted
9 hours ago, ptmc2112 said:

I do have to ask why is there a hash code in the 1st place? Just curious.

Definitely debatable and it will probably drop sooner or later. The initial reason is because of the back and forth with SCake's saves at the start of the game. I had huge issues aligning the save state with the game, SCake and Palbreeder, and that checksum was the safety check to make sure which information pack is actually correct. But with the last change I aligned the save with SCake and the game, removed a lot of duplicate info from SCake, and the info gets saved in a best-effort attempt. The checksum stayed in, just as an extra safety until I know that the save state stays consistent with the new method.

Posted
45 minutes ago, Breakdown_Brkdwn said:

only vaguely related, but does anyone know of other bodies compatible with this mod? There's R345OT's, but I don't particularly like how that body looks, and Kazebody clips pretty bad with even the cloth armor you get at the start of the game (unless I messed up the install, which is entirely plausible) (it's also invisible in the inventory, for some reason)
image.png.06b531611075758cb62ec03d9523c663.pngimage.png.e21772d78bd092019a8b87be1f9fb475.png

As for an alternative, there is currently no other body that supports all the morph features that are "needed" for Palbreeder. Thats the reason I even made a custom body for this mod.

Kazebody does not support the vanilla sliders; the clipping is because you have a character that does not have default slider values. There are some small clipping issues anyway, but by far not as bad as in the screenshots.

 

The reason why the body is invisible in the menu is because the body is not part of the armor. Kazebody has a very different approach to displaying the body with the armors because of another feature I'm currently working on, but the game cannot display/support this in the small preview of the menu.

Posted (edited)

Currently having some inconsistent trouble with crashing to desktop.

 

This is my first install of PalBreeder, with a newly-updated SCake and UE4SS Latest Experimental. A couple crashes have occurred as pregnancy attempted to progress, but I think those were user error - those were before I double-checked and found out I didn't install the mod properly. However, after fixing that, it hasn't fixed crashes when opening the PalBreeder menu with alt+O; sometimes the first attempt to open the menu crashes the game, sometimes it'll open several times and crash on an attempt later (I make sure to give the game a minute to load everything before I try opening the menu). I've successfully tested one Pal birth, but the next one after that crashed. I'm wondering if it might have something to do with other mods I have, but I wouldn't know where to start - I made sure the previously-installed mods I updated worked on their own before I installed this one.

 

Attached is the log.

UE4SS.log

Edited by rzginlbgrou
Posted
2 hours ago, KazeYako said:

Yeah, since it is a debug option, I only need to see the value in the console change. A display for the UI is not needed. Not a bug, just not needed for dev work. 

While it is not needed for dev work, I would still like to see it, anyway.

Posted
4 hours ago, rzginlbgrou said:

Currently having some inconsistent trouble with crashing to desktop.

 

This is my first install of PalBreeder, with a newly-updated SCake and UE4SS Latest Experimental. A couple crashes have occurred as pregnancy attempted to progress, but I think those were user error - those were before I double-checked and found out I didn't install the mod properly. However, after fixing that, it hasn't fixed crashes when opening the PalBreeder menu with alt+O; sometimes the first attempt to open the menu crashes the game, sometimes it'll open several times and crash on an attempt later (I make sure to give the game a minute to load everything before I try opening the menu). I've successfully tested one Pal birth, but the next one after that crashed. I'm wondering if it might have something to do with other mods I have, but I wouldn't know where to start - I made sure the previously-installed mods I updated worked on their own before I installed this one.

 

Attached is the log.

UE4SS.log 136.19 kB · 1 download

Depending on the general usage of the mods functions itself, this looks moste likley like a file access or save issue. The log looks like it crashed rather early after startup, directly after the SCake save. Thats when Palbreeder also tries to save the current mod state. If the files cannot be written, or loaded (opening menu, birthing pal), this could easily lead to a crash. 

Please have a look in the save folder "Palworld\Pal\Content\Paks\~Mods\SaveConfig" where the PalBreeder WorldState and Lineage files should be, right next to the SCake Save file. 
If they are missing, this explains the crashes and suggest a wrong UE4SS install

Posted (edited)
11 hours ago, KazeYako said:

Depending on the general usage of the mods functions itself, this looks moste likley like a file access or save issue. The log looks like it crashed rather early after startup, directly after the SCake save. Thats when Palbreeder also tries to save the current mod state. If the files cannot be written, or loaded (opening menu, birthing pal), this could easily lead to a crash. 

Please have a look in the save folder "Palworld\Pal\Content\Paks\~Mods\SaveConfig" where the PalBreeder WorldState and Lineage files should be, right next to the SCake Save file. 
If they are missing, this explains the crashes and suggest a wrong UE4SS install

Looks like the Lineage and WorldState files are present, and look to be updating at the same times as the SCake save files. Anything else I should take a look at that might help narrow it down? Thanks for the help!

Edited by rzginlbgrou
Posted
8 hours ago, rzginlbgrou said:

Looks like the Lineage and WorldState files are present, and look to be updating at the same times as the SCake save files. Anything else I should take a look at that might help narrow it down? Thanks for the help!

that would be currently the only common factor that comes to my mind. key issues could be the communication / animation handeling through SCake (crashes on insert/extract), but that only happens on these events. It could also be multiple issues that layer ontop of each other, but other than that, I don't have a direct culprint I can point my fingert to. 

I'm currently collecting smaller "fixes" for the next patch, but nothing that would cause a crash. Maybe it will help 

Posted

I was testing mods, starting a new character, and I seem to have an issue with the male character having a pregnancy UI.
Also, using Alt + O doesn't do anything.
I'm using the latest version of this mod and wondering if you know anything about this bug.

BugWithmaleplayer.PNG.b3cd6284e56570b3ecddc36a94ab31cb.PNG

Posted (edited)
6 hours ago, XavionFrost77 said:

I was testing mods, starting a new character, and I seem to have an issue with the male character having a pregnancy UI.
Also, using Alt + O doesn't do anything.
I'm using the latest version of this mod and wondering if you know anything about this bug.

BugWithmaleplayer.PNG.b3cd6284e56570b3ecddc36a94ab31cb.PNG

I play with this mod (for futa replacing male) and have that issue too sometimes, but it also extends to other mods as well

also, what's that outfit from?

 

 

6 hours ago, KazeYako said:

that would be currently the only common factor that comes to my mind. key issues could be the communication / animation handeling through SCake (crashes on insert/extract), but that only happens on these events. It could also be multiple issues that layer ontop of each other, but other than that, I don't have a direct culprint I can point my fingert to. 

I'm currently collecting smaller "fixes" for the next patch, but nothing that would cause a crash. Maybe it will help 

the only bug that really bothers me is the save bug that requires me to delete my last WorldState save because of incorrect hash handling just so i can run the mod again, especially after a crash or if i need to play another game.

Edited by ptmc2112
Posted (edited)

oh, if you're unable to check the palbox (possible function to check: IsPalboxFull (I haven't installed the modding stuff needed to check, I'm just guessing)) (if you have to check it manually, it's probably either a multidimensional array or arrays inside an array (the main array/1st number would likely be the box number, 2nd for the pals inside the box)), probably best to just drop the pal on the ground, so the player can pick it up immediately, so the game will check.

Edited by ptmc2112
Posted (edited)
On 8/28/2026 at 3:48 AM, KazeYako said:

Glad you enjoy the mod. I know the speed debuff is more of an immersive feature, but I'd like to think that you can't run around, when you are stuffed with such a heavy egg. It also gives a nice tradeoff, if you want to "carry the burden" and incubate it yourself or leave it in an incubator in the base. : )

Does the issue with the menu actually happen ONCE, or is it every time on a fresh game start?

It only ever happened the one time, then hasn't happened again. I was going through so many stations and doing so many things that there's no way to tell what caused it, and I never checked the log. Whatever it is, it happens too infrequently for me to pin down.

If it happens again, I'll shoot the log your way. I assume any issues will be logged.

 

Edit: That said, the crashes are still happening. I took a look inside the ue4ss log, and the only errors that are popping up are from Palschema.(?).

 

The error is as follows, and runs from startup:

Spoiler

[2026-08-30 01:30:04.1276469] PS Scan attempt 466 (Phase 2)
[2026-08-30 01:30:04.1276609] [PS] Reading image
[2026-08-30 01:30:04.1276889] [PS] Starting scan
[2026-08-30 01:30:04.1852556] [PS] Scan finished in 57.5396ms
[2026-08-30 01:30:04.1853164] [PS] Found EngineVersion: 5.1
[2026-08-30 01:30:04.1853355] [PS] Found GUObjectArray: 0x7ff65e130cd0
[2026-08-30 01:30:04.1853516] [PS] Found GMalloc: 0x7ff65e068f78
[2026-08-30 01:30:04.1853684] [PS] Failed to find FName::ToString: FNameToString: expected at least one value
[2026-08-30 01:30:04.1853834] [PS] You can supply your own AOB in 'UE4SS_Signatures/FName_ToString.lua'
[2026-08-30 01:30:04.1853990] [PS] Failed to find FName::FName(wchar_t*): FNameCtorWchar: expected at least one value
[2026-08-30 01:30:04.1854147] [PS] You can supply your own AOB in 'UE4SS_Signatures/FName_Constructor.lua'
[2026-08-30 01:30:04.1854303] [PS] Failed to find StaticConstructObject_Internal: StaticConstructObjectInternal: expected at least one value
[2026-08-30 01:30:04.1854456] [PS] You can supply your own AOB in 'UE4SS_Signatures/StaticConstructObject.lua'
[2026-08-30 01:30:04.1854609] [PS] Failed to find FUObjectHashTables::Get(): FUObjectHashTablesGet: expected at least one value
[2026-08-30 01:30:04.1854760] [PS] You can supply your own AOB in 'UE4SS_Signatures/GUObjectHashTables.lua'
[2026-08-30 01:30:04.1854912] [PS] Found GNatives: 0x7ff65e12f660
[2026-08-30 01:30:04.1855060] [PS] Found ConsoleManagerSingleton: 0x7ff65cc95cc0
[2026-08-30 01:30:04.1855217] [PS] Failed to find GameEngineTick: UGameEngineTick: expected at least one value
[2026-08-30 01:30:04.1855365] [PS] You can supply your own AOB in 'UE4SS_Signatures/GameEngineTick.lua'
[2026-08-30 01:30:04.1855518] [PS] Scan failed

[2026-08-30 01:30:04.1856092] Fatal Error: PS scan timed out

 

I'm editing this a bit late, but I hope to get help regardless.

Edited by RuthlessFord
Posted
On 2026/8/28 at PM11点09分, KazeYako said:

根据模组本身的一般使用情况来看,这很可能是文件访问或保存问题。日志显示,程序在启动后不久就崩溃了,就在 SCake 保存之后。此时 Palbreeder 也会尝试保存当前的模组状态。如果文件无法写入或加载(例如打开菜单、创建 Pal),就很容易导致崩溃。 

请检查存档文件夹“Palworld\Pal\Content\Paks\~Mods\SaveConfig”,PalBreeder 的 WorldState 和 Lineage 文件应该就在这里,紧挨着 SCake 的存档文件。 
如果这些文件缺失,就解释了崩溃的原因,并提示 UE4SS 安装可能存在问题。

I installed the corresponding UE4SS according to the installation tutorial recommended by SCake, but the WorldState and Lineage files of palBreeder did not appear correctly in the SaveConfig folder. Is there any solution?

UE4SS.log

Posted

I think it would make more sense for the various pills to be moved to the medicine workbenches, rather than the regular ones, both in terms of logic and usability, since there are far fewer vanilla repices for the medical stations, making it less cluttered if they are over there.

Posted (edited)
1 hour ago, NoNickNeeded said:

I think it would make more sense for the various pills to be moved to the medicine workbenches, rather than the regular ones, both in terms of logic and usability, since there are far fewer vanilla repices for the medical stations, making it less cluttered if they are over there.

I think the reason why it was on the primitive workbench is because that it's available at starting level, where the most basic medicine workbench is only available at level 12, which would lock the player from using any of it for hours or days if the world settings had xp rate at 0.1 or something.

 

If there was a way the primitive workbench could make it, and anything more advanced except medicine workbenches and the ancient workbench (ancient apparently has the combined benefit of every kind of workbench/production line, as well as things too advanced for its lesser kinds) then sure.

Edited by ptmc2112
Posted (edited)

cannot find the controls listing for the menu in Controls and alt + o does nothing

 

edit: o on its own opens the settings but holding alt prevents it from doing so, likely due to alt being other mods' 'analyze target pal' key

 

Edited by Charm_
Posted

Okay, so I have a few things to report. The first report is in the edited post above and is up to testing and review.

 

More importantly, I've been having more lag issues. In the past few days, whenever an autosave was triggered, the screen would hang up for 3-7 seconds. After going through and optimizing all native folders and not having it fixed, I took a look at this mod again. After removing all save files from the Scake folder again, the lag spike disappeared.

 

I'm including a .rar of all the saves, but if I had to guess, the offending file would be the 861kB one.  Please verify when you have a chance.

 

Thank you.

PalBreederSave.rar

Posted
On 9/1/2026 at 7:10 AM, RuthlessFord said:

Okay, so I have a few things to report. The first report is in the edited post above and is up to testing and review.

 

More importantly, I've been having more lag issues. In the past few days, whenever an autosave was triggered, the screen would hang up for 3-7 seconds. After going through and optimizing all native folders and not having it fixed, I took a look at this mod again. After removing all save files from the Scake folder again, the lag spike disappeared.

 

I'm including a .rar of all the saves, but if I had to guess, the offending file would be the 861kB one.  Please verify when you have a chance.

 

Thank you.

PalBreederSave.rar 318.41 kB · 0 downloads

I'll upload the new version later in the day, which has a lot of changes and fixes. 

Regarding the save files, palbreeder saves should only be under 10kb, maybe going over it, if you have a very long going game with the lineage file going over it. 
I've also noticed these spikes, but they are most likly coming from the SCake save that can climb to a few hundred kb of filesize and slow down the save progress substentially. 
there where a few issues that caused palbreeder to bloat the scake save (thats why I strongly recommended a fresh one), but that is gone now and even more so with the upcoming version. 

There is currently no limit what and how much any mod can store through SCakes save file (SCake_CharSave), so this is very likely some mod that produces a save bloat, or an old one. 
Thats why I nearly completly detached my saves from SCake, so an issue with this can easily be seen. Your SCake_CharSave file also is extremly huge and I don't know what is currently saving under the S_A tags, but it takes up 99% of the file size and causing the lag.

My guess is that this is currently an issue with SCake itself (probably Arousal, SexPleasure, Libido and the corresponding id), but not fully confirmed by me, which does not cleanup these values. Could also already be fixed with newer SCake versions.  

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