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DsCppModManager v0.50

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@summerspring-cf summerspring-cf released this 17 Aug 00:08
· 1 commit to main since this release

⚠ UE4SS version — please read first

This mod is built and tested against one specific UE4SS build. It may fail to load on any other build — the game still runs normally, only the Mod Manager fails to appear.

Channel experimental
Git SHA c838a8ac (built 2026-07-15)
UE4SS.dll 16,519,168 bytes
SHA-256 d0107f63e567313cb6a15c505b5db2bdba38130964a04e019bda7611c6178022

How to check the UE4SS version you have

Open this file in any text editor and look at the second line:

<game folder>\DS\Binaries\Win64\ue4ss\UE4SS.log

(If there is no ue4ss folder, look for UE4SS.log directly in ...\Binaries\Win64\ — that means you are on an older folder layout.)

The line looks like this, and the part after Git SHA # is what matters:

[2026-08-17 08:16:51.7568875] UE4SS - v3.0.1 Beta #0 - Git SHA #c838a8ac

If it says c838a8ac, you are on the same build this mod was tested with.
You can also verify UE4SS.dll by its size and SHA-256 above.

Which download should I take?

  • DsCppModManager_0.50.zip — all-in-one. UE4SS is included; nothing else to install. Take this if you are unsure.
  • DsCppModManager-NoUE4SS_0.50.zip — manager only, for people who already run the matching UE4SS build.

install.bat never overwrites an existing UE4SS installation. So if you already have a different UE4SS build, the all-in-one installer will leave it alone — and the Mod Manager may not show up. In that case, close the game, move your existing UE4SS files out of ...\Binaries\Win64\ as a backup (UE4SS.dll, UE4SS-settings.ini, the Mods folder, dwmapi.dll), run install.bat again, then copy your Lua mods into ...\Binaries\Win64\ue4ss\Mods\. To revert, delete the ue4ss folder and dwmapi.dll and restore your backup.

Downloading a UE4SS experimental build yourself is not recommended — that channel is updated continuously, so you will get a different build than the one above. The tested build ships inside the all-in-one download.

File hashes for every archive are listed in SECURITY.md.


What's new in 0.50

Mod settings

  • Mods that only have a config.ini can now be configured from the manager. Sections appear as headers with their entries underneath, supporting on/off toggles and numeric values — no more opening the file in a text editor.
  • Increased the number of sub-options a single mod can have (16 → 64).

Applying mods

  • Fixed mods showing as "on" while not actually being applied. Restarting the game is now enough (previously you had to toggle the mod off and on again in the manager).
  • Mods that are not active yet are now marked needs restart.
  • Fixed pak mods still being applied after being turned off.
  • Fixed old pak files being left behind after updating a mod to a new version.

Crash handling

  • The game now records which stage a crash happened in, and tells you on the next launch.
  • Fixed the notice window blaming the wrong mod after a crash — it now shows the list of mods that were actually turned off.
  • Fixed the game crashing again on the next launch after a crash that followed enabling/disabling a mod. The pak mod responsible is now released before the game can load it.

Controller

  • Fixed the list not scrolling when navigating down with a gamepad (previously you had to scroll once with the mouse first).
  • Cleaned up something that could block gamepad navigation in the title menu.
  • Improved gamepad detection (XInput).
  • Added controller diagnostic logs. Attaching one when reporting a controller issue makes it much easier to find the cause. A log is saved automatically each time you launch the game, at ...\ue4ss\Mods\DsCppModManager\inputlog\, named after the launch date (e.g. 20260817.log).

Display & stability

  • Fixed the ModManager entry moving around in the title menu. After returning to the main menu from a save, hovering over it would swap it with Exit and push it to the bottom — it now always stays between Settings and Exit.
  • Fixed "Exit" showing in Korean while using English.
  • Fixed notices sent by mods being cut off partway.
  • The confirm (OK) button on the restart notice now shows the gamepad A icon (only while using a gamepad).
  • Adjusted the position and size of the Y icon next to ModManager.