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Releases: Hahnter/EZ-Pal-Mod-Manager

EZ Pal Mod Manager 1.1.1

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@github-actions github-actions released this 08 Oct 11:09
49056d4

EZPalModManager.exe: the app on its own. Put it anywhere and run it.
EZPalModManager-1.1.1.zip: the app plus the optional in-game panel (F8). Extract into your Palworld folder.

License

  • From this version on, EZ Pal Mod Manager is © 2026 Hahnter, all rights
    reserved. Versions up to 1.1.0 were released under the MIT License, and
    copies of those keep it. The zip no longer includes a LICENSE file.
  • Nothing else changed.

SHA-256

EZPalModManager.exe       cead59471530979fbb2bc4aafb9859bc8d40c94c2da7927eeeef3ca73bf94142
EZPalModManager-1.1.1.zip 5916d1e72ac58de458730d514baaa2effb8e71d5f0b485b550b6d8236e7ea4dd

EZ Pal Mod Manager 1.1.0

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@github-actions github-actions released this 05 Oct 18:12
a5932a4

EZPalModManager.exe: the app on its own. Put it anywhere and run it.
EZPalModManager-1.1.0.zip: the app plus the optional in-game panel (F8). Extract into your Palworld folder.

Steam Workshop mods

  • Mods Palworld installs from the Steam Workshop (since v0.7) have their own
    group in the list, with their Workshop name, picture and page. They're
    switched the way the game's Options > Mod Management does it, by their line
    in Mods\PalModSettings.ini, and only while Palworld is closed. The app
    never moves, renames or deletes the game's copies of them: installs, Clean
    up and switches leave those alone, and uninstalling one means unsubscribing
    on Steam.
  • UE4SS from the Workshop is recognised. Before, a game using only that one
    was told "UE4SS isn't installed", mods in it were "in an inactive UE4SS
    folder", and Install UE4SS would have added a second copy. Now its log is
    read, mods you put in it are listed as usual, and Install UE4SS explains
    instead.
  • UE4SS set up by hand and from the Workshop at once is flagged: Palworld loads
    both, which can load mods twice or crash it. The banner explains how to keep
    one. Renaming the Workshop copy's UE4SS.dll, as some players do to switch
    it off, is recognised and not flagged.
  • Workshop mods are checked like the rest: whether they started, dependencies
    that aren't subscribed or switched on, PalSchema mods without PalSchema, two
    items with one package name (the game loads only one), file conflicts with
    your paks, core blueprint replacements, hotkeys, and game updates. One
    switched on in the game's own menu reads Starts next launch until the game
    has run with it.
  • Every mod switched off in Mod Management gets a banner with Switch on. A
    dedicated server whose settings name Workshop mods without saying which
    folder they're in gets Choose folder….
  • Shared modlists include Workshop mods with their pages, so a friend can
    subscribe to what they're missing.

Installing UE4SS keeps your mods

  • Installing or updating UE4SS used to move your mods aside with the old
    UE4SS, into ue4ss.pmm-old-<date>, and the main list then showed only
    UE4SS's own mods. Now everything in ue4ss\Mods comes across to the new
    UE4SS at the same paths: your mods and their settings, PalSchema with its
    mods (on and off), BPModLoaderMod's load_order.txt (the release's copy
    lands beside it as .new), and which mods are on in mods.txt and
    mods.json. Mods the new release adds to those lists are added to yours.
    The install says what it kept.
  • ue4ss.pmm-old-<date> still holds the whole old UE4SS, so you can go back
    to it, and removing it no longer removes your only copy of your mods.
  • If installing UE4SS stops part way, the old one is put back as it was.
  • If your mods disappeared after installing UE4SS with 1.0.0, they are in
    Pal\Binaries\Win64\ue4ss.pmm-old-<date>\Mods. Clean up leftovers
    now marks that folder old UE4SS with mods and names the mods in it that
    aren't installed. Copy those folders back into ue4ss\Mods.

Uninstall removes only what it should

  • Uninstalling a mod from the game also deleted a dedicated server's copy, or
    the other way round. Install records are now kept per install, and an
    uninstall never deletes anything outside the game folder in use.
  • Uninstalling a pak deleted the whole ~mods or LogicMods folder when it
    was the last pak there, and otherwise said "kept ~mods: files remain that we
    did not install". Every pak shares those folders, so now just the pak goes.
  • Uninstalling a PalSchema mod you had switched off removed nothing and said
    "0 files". It's now found in PalSchema\disabled-mods and removed.

Mods that share a name

  • A hybrid mod's Lua and PalSchema halves often share a folder name, and were
    treated as one mod: switching off the PalSchema row switched off the Lua
    mod, and the install window showed one checkbox for both. Each half now has
    its own row, switch, checkbox and install record. They still share one page
    link, description and set of pictures.
  • Install records saved by 1.0.0 are sorted by install and kind of mod the
    first time this version reads them. The original file is kept as
    receipts-v1.json.

PalSchema mods

  • Updating a PalSchema mod while it was switched off left a copy in both
    mods and disabled-mods, and it could then be switched neither on nor
    off. The update now replaces the copy you have and keeps your settings.
  • PalSchema mods follow Turn on after installing, like other mods. Before,
    they were always installed switched on.
  • Where 1.0.0 already left two copies, installing the mod again removes the
    one that is exactly as installed. If both have changes, the install skips
    the mod and asks you to delete one.

Your records survive a crash

  • Settings, mod sources, install records, profiles and build tracking are
    saved to a new file and swapped in whole, so a crash or power cut can't
    leave half a file. The version before is kept as <name>.bak. A file that
    won't read is never written over: it is kept as <name>.corrupt-<time> and
    the .bak is used instead. Before, one interrupted save could empty the
    whole file.
  • UE4SS's mods.txt and mods.json, and settings saved from Configure,
    are written the same way.

Errors are reported, not lost

  • If something goes wrong in the app, it says so and writes the details to
    error.log in the app's data folder. Before, a failing button just did
    nothing. Copy details puts the report on the clipboard for a bug report.
    Your home folder appears in it as %USERPROFILE%, so your Windows user name
    stays out of anything you share.

Reading the list

  • A mod you switch on, or install switched on, reads Starts next launch
    until you play. Before, it read Didn't start straight away and counted
    as a problem, though the game hadn't run since it was switched on. One
    switched on while Palworld is running waits for the run after that one.
  • "X overrides 1 of its files", not "1 of its file", and "Applied 1 change.
    It takes effect…", not "They take effect…".
  • Counts agree with their verbs: "1 mod hasn't loaded", "1 mod here needs
    PalSchema", "1 file isn't part of a mod", "1 needs attention".

Command line

  • enable, disable and uninstall accept ue4ss:<name>, pak:<name>,
    palschema:<name> and workshop:<name>. A plain name works as before unless two kinds of mod
    share it; then nothing is changed and the commands that pick each are shown.
  • uninstall can remove PalSchema mods, and profiles saved from the command
    line include them. Profiles saved by 1.0.0 still load.

Build

  • The exe is built without UPX compression, which antivirus programs flag
    far more often.

For contributors

  • Each checkout of the repo keeps its test sandboxes in its own temp folder,
    so several worktrees can run the tests at once.
  • The zip-slip test can now fail: a broken guard used to write outside the
    folder the test searched.
  • The whole suite also passes on Linux, which is useful for CI.

SHA-256

EZPalModManager.exe       101c805ceec7f205e177c286ed269633d011f2fa6ef9a7952e62fe2babfaee57
EZPalModManager-1.1.0.zip 69dfc2c4af9d01047aa41ae1224563ba0345d7b896711ee7c413fadff71f718b

EZ Pal Mod Manager 1.0.0

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@Hahnter Hahnter released this 27 Sep 09:41

EZPalModManager.exe: the app on its own. Put it anywhere and run it.
EZPalModManager-1.0.0.zip: the app plus the optional in-game panel (F8). Extract into your Palworld folder.

SHA-256
EZPalModManager.exe 1a62b3ff26a9f8b3c3c2a15247226a16cf191b02f2da10c9d3e1294a95f2671e
EZPalModManager-1.0.0.zip a925e6647e229cf6861afc9973973b95361d59970ce819b6644b8ec0b1f15a47