v0.0.96 Experimental
Guide
- Make sure to have Okaetsu's UE4SS installed
- Download DynamicPals.zip and extract inside UE4SS/mods
- Alt+N for menu
- Enjoy
Changelog
-
Added a native async loader (
NativeAsyncLoader) to load models, materials, and skins in the background rather than blocking the main game thread. -
Implemented a structured exception handling (SEH) wrapper (
SafeProcessEvent) to intercept frame-perfect access violations when the game cleans up objects during loading screens. -
Added a lightweight memory prober (
IsMemoryReadable) to verify that pointers are mapped and readable by the OS before checking object validity. -
Added specialized processing for player party members and companion ("funnel") Pals to ensure they synchronize correctly upon entering a session.
-
Increased the initial safety pause from 5 to 8 seconds during session transitions to allow the game world to finish rendering before applying modifications.
-
The reflection caches, folder caches, and swapped statuses are now forcefully cleared on returning to the main menu or switching maps.
-
Updated the pattern scanner to log warnings and auto-recover using the first match when ambiguous (multiple) patterns are encountered.
-
Implemented a global reflection cache engine (
Utils::Caches) to store property and function pointers, removing overhead from frequent string lookups inside the tick loop. -
Replaced multiple standard string allocations in the config evaluator with zero-allocation, case-insensitive helper checks.
-
Replaced the persistent overworld scanning logic with direct event hooks and a frame-throttled queue tick to maintain stable framerates.