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Releases: Hahnter/EZ-Pal-Mod-Manager
Release list
EZ Pal Mod Manager 1.1.1
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
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
inMods\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'sUE4SS.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, intoue4ss.pmm-old-<date>, and the main list then showed only
UE4SS's own mods. Now everything inue4ss\Modscomes across to the new
UE4SS at the same paths: your mods and their settings, PalSchema with its
mods (on and off), BPModLoaderMod'sload_order.txt(the release's copy
lands beside it as.new), and which mods are on inmods.txtand
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 intoue4ss\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
~modsorLogicModsfolder 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 inPalSchema\disabled-modsand 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
modsanddisabled-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.bakis used instead. Before, one interrupted save could empty the
whole file. - UE4SS's
mods.txtandmods.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.login 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,disableanduninstallacceptue4ss:<name>,pak:<name>,
palschema:<name>andworkshop:<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.uninstallcan 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
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