All notable changes to this project will be documented in this file.
The format is based on Keep a Changelog and this project adheres to Semantic Versioning.
- Added support for the PalSchema framework, which is deployed to ue4ss/Mods/PalSchema and registered in mods.txt
- Added support for PalSchema submodules, which are deployed to ue4ss/Mods/PalSchema/mods. Archives that ship a full game path are handled, and enabled.txt plus a placeholder main.lua are generated when missing
- PalSchema submodules are detected from all 13 of the data folder names PalSchema supports (previously only 5, so mods using folders such as appearance were installed to the wrong location)
- PalSchema submodules that ship a PAK in the same archive are now installed as a single mod, with the PAK deployed to Pal/Content/Paks/~mods and the data to the PalSchema mods folder
- PalSchema submodules deploy to the Win64 or WinGDK folder to match the game store, so archives with a hardcoded path no longer install to the wrong location
- UE4SS and the Unreal Pak Tool are no longer forced on users: disabling either is respected, removing one turns automatic management off, and a new setting under Settings > Mods controls whether Vortex manages them at all
- A UE4SS installation set up manually (e.g. following pwmodding.wiki) is detected and left in place, and Lua/C++ mod registration in mods.txt works against it
- The UE4SS mod keeps its real identity (name, version data, link to the Okaetsu RE-UE4SS release) instead of being renamed on every activation
- UE4SS updates are notify-only: a notification appears when a newer Okaetsu build is published and nothing is ever replaced automatically
- The downloader selects the UE4SS-Palworld.zip release asset exactly, never the _zDev development build
- Fixed the Unreal Pak Tool being installed as a C++ mod, which left its executable where pak inspection could not find it and silently disabled Blueprint mod detection
- Added support for UE4SS C++ mods (which are deployed to the same location as Lua mods)
- Improved UE4SS test to ensure mods.txt.original is present (will inform user of corrupted UE4SS installation)
- If PAK reading fails due to max buffer exceeded, it is retried with a larger buffer
- Fix for false error when installing mods with a decimal point in the name
- Fix for UnrealPak not being found when staging folder has whitespace in it's path
- Fixed mods.txt file addition/removal error notifications being suppressed
- Added a root mod installer for mods that contain a valid folder structure resembling the game.
- Added "enabled.txt" to the ignore conflict list
- Added new LUA modType which deploys to the root folder of UE4SS
- LUAs are now added/removed from the mods.txt file upon mod installation/removal
- Added 'Open...' menu entries for the different root folders
- Updated for UE4SS 3.0.0
- Added ability to check for UE4SS updates using the check for updates button in the mods page.
- Fixed attempts to re-download UE4SS on start-up and on deployment events.
- Fixed attempts to re-download UE4SS when running the bpmodloader tests.
- Added Pak parser to better ascertain modTypes
- Added Unreal Pak Tool downloader
- Fixed attempts to re-download UE4SS and Unreal Pak Tool when mod is uninstalled (but archive still exists)
- Added test to ensure that bUseUObjectArrayCache is set to false regardless of game store (on extension activation).
- Modified UE4SS installer to disable the ObjectArrayCache on scripting system installation.
- Added support for Blueprint mods which are deployed into ../Paks/LogicMods/
- Added test to ensure that BPModLoader is enabled
- Added test to ensure that UE4SS is installed and deployed after every deployment event
- Fixed UE4SS downloader not waiting for the file to get fully downloaded and imported
- Fixed other minor issues
- Initial version
- Supports Steam and Game Pass
- Supports Pak and Lua\UE4SS mods
- Auto downloads and installs UE4SS