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[BPModLoader] How do I load a mod ? #597
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There's no reason to spread the talking around to different places so I removed your discussion, and any discussion can be had in this issue instead. |
If your BP pak file is in We don't support changing the status of a BP mod via the regular mods.txt file, that file is only for Lua and C++ mods. |
Hi, Thank you for deleting the other I thought I did so after creating the issue from the post. I tried hitting the INS key in the game as well as in the debug console and nothing happens so I may have something messed up. If it helps to know my specific issue and reasons for trying this. |
Double check that the mod files are in the correct location, and then try loading them manually and then show us the log file. |
Ok working on that information for you but Hogwarts updated and now the tool is throwing a fatal error [09:40:18] Engine Version: 4.27 <- Built-in |
It would appear that the current release of UE4SS (3.0.1) is no longer compatible with Hogwarts. |
T/Y doing that now |
Hi, |
I use the current release UE4SS 3.0.1, not the experimental version, and with edited |
Just tried the experimental version with edited UE4SS-settings.ini to set [EngineVersionOverride] to 4.27, so far so good... The only external mod I use is Better and instant timeskip... |
@Noodneek yes it has worked for me except for a couple mods and i was working on getting thos working then the patch hit and broke everything lol |
@justmdj, July 24 patch broke it for me as well - read my post here: #601. |
This is true, but it's still compatible with the old file structure as well but obviously then you need to extract the contents of the ue4ss directory instead of the ue4ss directory itself. |
@UE4SS @Noodneek I figured out what was causing the Crash to desktop I had thought about it being mobs as well but found instead that it was me I tend to make backups of everything so what i did when I installed this version was remove win64 instead of just the files and copied my old win64 to the directory then installed this version and changed the version number so in essence it was this version of UE4SS with 4 27 as engine with an exe file 4 23 so yeah my silliness caused it. that said it is loading and working correctly but when I enable the debug tools the dos prompt comes up with feedback like normal but the debugging tools window is a blank white screen with nothing if either of you have thoughts on why this might be or how to fix it I would appreciate the advice |
Try changing |
Yeah, I was wondering about that too. Debugging tools window stopped appearing after I swapped v.2.5.1 for v.3.0.1. I changed |
dx11 solved the gui issue now I can get back to the issue with the mod loading..... maybe i will get lucky and it will just load now |
Originally posted by justmdj July 20, 2024
Real noob for this tool, I have seen in the documentation where you say the BP mod function of this tool is modeled after Apparate blueprint mod loader. I see there is a video on how to create a BP mod. My question is how do I load a BP mod I have tried adding the BP mod through the BP mod txt file and I have tried to load it using the mod file I am asking for a couple reasons 1 to be able to debug and 2 if I create a BP mod and for some reason have to reset my directory I would like to be able to add the mod back in that I created instead of having to start all over
In Apparate you hit F8 then enter the mod name how do I do this in UE4SS?
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