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Help Center

How to install each project, what it works with, and where to get help.

Common Questions

Where do I get a project?

Each project's page here has a button for every store it is on. Install it from the store you already use; the page's Install section shows that store's steps.

How do I hear about new releases?

Follow Releases or its feed, or join the Alkeari Labs Discord, pick your games to see their release channels, and use /alkeari subscribe to be pinged for each release of a project you use.

How do I report a bug?

Use the Send Feedback form on the project's page, or its store's bug or comment area. Include the project version, your game version, your other mods, what you did and what happened, and any log file.

Where can I ask for help?

Post in #help in the Alkeari Labs Discord with your game's tag, or in the comments of the store you got the project from.

Can I test new builds early?

Yes. Beta Testing shows how to join.

What may I do with a project?

Every project ships the Alkeari License Agreement, which says what you may do with it, modpacks and collections included.

How else can I reach Alkeari?

Use the contact form.

Bannerlord

Cultured Start Reloaded

Requirements

Installation

  1. Subscribe. It installs and updates itself.
  2. Enable Cultured Start Reloaded in the launcher, below Harmony, ButterLib and MCM.
  3. Start a new campaign. On v1.5.0 and newer a Sandbox start asks for the route in Advanced Starting Options; any other start opens on the route choice.

To remove it, unsubscribe.

Compatibility

  • Save games. One flag makes the start apply once; nothing else is saved; campaigns in progress are untouched.
  • Beta branch. One download serves the Stable and Beta branches.
  • Realm of Thrones. A separate RoT build packages the same mod for the conversion; enable it only with Realm of Thrones installed; the launcher does not check.
  • With Realm of Thrones. Its own armory is offered and its character sheet panel left as it ships.
  • Only one build belongs in a game; each names the others incompatible, so the game disables whichever loads second.
  • Works in Sandbox and Story Mode.
  • Gear pickers offer the game's content by default; one setting adds your other mods' items.
  • One copy only. A Modules\ copy silently overrides a Workshop copy, so delete any ...\Modules\Cultured Start Reloaded first.

Getting Help

  • Include the mod and Bannerlord versions, your launcher's mod list in load order, and the newest CulturedStartReloaded<date>.log from Documents\Mount and Blade II Bannerlord\Configs\ModLogs.

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Inventory Enhancer

Requirements

Installation

  1. Subscribe. It installs and updates itself.
  2. Enable Inventory Enhancer in the launcher, below Harmony, ButterLib, UIExtenderEx and MCM.
  3. Open any inventory. A Sort & Filter button sits beside each arrow around the character name, and the search bar works.

To remove it, unsubscribe.

Compatibility

  • Save games. Nothing is written to your save, so it can be added to or removed from a campaign at any time.
  • Game versions. This release supports v1.2.6 through v1.5.2.
  • Its changes run after other mods' changes to the same inventory screens, so it does not undo a filter another mod applied.
  • One copy only. A Modules\ copy overrides a Workshop copy silently, so if you have ever installed this mod the other way, delete ...\Modules\Inventory Enhancer before using the store copy.

Getting Help

  • Include the mod version, your Bannerlord version, your launcher's mod list in load order, and that day's InventoryEnhancer<date>.log from Documents\Mount and Blade II Bannerlord\Configs\ModLogs\ with logging turned on.

Send Feedback · Project Page

Universal Patch

Requirements

  • Mount & Blade II: Bannerlord v1.0.0 through v1.5.2 (not v1.3.3 or v1.5.0).
  • Mod Configuration Menu 5.12.2 or newer, which brings Harmony, ButterLib and UIExtenderEx with it.

Installation

  1. Subscribe. It installs and updates itself.
  2. Enable Universal Patch in the launcher, below every mod that adds items, so those items exist before the pipeline runs.
  3. Load a campaign. The mod reports how many items it processed.

To remove it, unsubscribe.

Compatibility

  • Save games. Nothing is written to your save. Every change is applied to the items in memory each session, so the mod can be added or removed at any time.
  • Game versions. This release supports v1.0.0 through v1.5.2 (not v1.3.3 or v1.5.0), with a build made for each one, so the game always loads the build for the version it is running.
  • Before v1.3.0. Those games have no stealth and no slings, so the Stealth options and the Sling and Sling Stones toggles change nothing there.
  • Standardization and Price Normalization never change the game's own items, including when Realistic Battle Mod or another mod has changed them, since those are what everything else is measured against.
  • Items Realistic Battle Mod adds itself, and the items of any mod that requires it, are left exactly as they were made unless you turn off Leave Realistic Battle Mod's Items Alone.
  • The items of any module you name in Modules to Leave Alone are left exactly as they were made too.
  • With a total conversion such as Realm of Thrones installed, its own items are left as it made them and other mods' items are measured against them.
  • Items from Steam Workshop mods are read the same way as items from mods in the game's Modules folder.
  • On load it detects Realistic Battle Mod, Smart RBM Patch, Armor Stats Overhaul, Warbandlord, Banner King, cRPG, Bannerlord Tweaks, Community Patch and Dismemberment Plus, and lists whichever are present.
  • It warns in game if SmartRBM, Armor Stats Overhaul, Equipment Balance or Gear Balance is detected, since those change the same item stats.
  • One copy only. A Modules\ copy overrides a Workshop copy silently, so if you have ever installed this mod the other way, delete ...\Modules\Universal Patch before using the store copy.

Getting Help

  • Include the mod version, your Bannerlord version, your launcher's mod list in load order, and the log from Configs\ModSettings\Universal Patch\Runtime with Verbose Logging turned on.

Send Feedback · Project Page

Browser Extensions

Nexus Mods Assistant

Requirements

  • Chrome, Edge or another Chromium browser at version 102 or later, or Firefox 140 or later.
  • A Nexus Mods account, to generate a key and to download anything.
  • A Nexus Mods Personal API Key, optional: it is what unlocks the verdicts, file lists, requirement lookups and downloads.
  • Vortex or Mod Organizer 2, optional, and only if you use the Vortex download mode.

Without a key you can still enable the extension, set a target game and version, use the filter bar, and target the game whose page you already have open. On Firefox the add-on declares that it handles sign-in data, meaning your API key, which Firefox shows you at install.

Installation

  1. Click Add to Chrome on the Chrome Web Store listing, or Add to Firefox on the Firefox Add-ons listing.
  2. Open the extension, set your target game and its version range, and add your Nexus API key if you have one.
  3. Open any Nexus Mods game's mods page. The filter bar appears above the grid and every tile gets a verdict.

The files on this page are the same builds the browser stores carry. Nexus cannot install a browser extension, so install from one of the stores above and it keeps itself updated.

Compatibility

  • Where it runs. Only on nexusmods.com/games/<game>/mods pages: the catalog listing and an individual mod's own page.
  • Every game, no allowlist. A game with no publicly stated version anywhere gets no derived list, and the extension says so rather than inventing one.
  • What it talks to. Nexus Mods (its API, website and sign-on service), Steam's public store and news endpoints, SteamCMD.net, and one public file on alkeari.com unless you turn the update check off. Nothing else.
  • Vortex mode needs a mod manager. Vortex or Mod Organizer 2 must already be registered for nxm:// links, or the link goes nowhere.
  • Free accounts still work. Nexus limits API-generated download links to Premium members. Without one the extension takes the link from the download window Nexus shows on the mod's Files tab, and tells you when that fails.
  • Upgrading from 2.x. Your target game, version range and date filter carry over the first time the popup opens.
  • Not affiliated with, endorsed by, or connected to Nexus Mods, Valve, or any game publisher.

Getting Help

  • Send bugs, ideas, praise and questions straight to Alkeari from the Send Feedback form on its alkeari.com page, with no account needed.
  • Include the version from the popup header, your browser and its version, the exact page URL, and what you expected against what happened.

A layout report is far more useful with the URL: Nexus serves different markup to different pages and accounts.

Send Feedback · Project Page

Civilization VI

Custom Distance for Start - Updated

Requirements

Civilization VI with the Standard, Rise and Fall or Gathering Storm ruleset. The option labels and descriptions are in English only. Tested on Windows; on macOS and Linux it has not been tested, and a manual install goes in that system's own Civilization VI Mods folder instead of the Windows folder named below.

Installation

  • Steam Workshop: Subscribe, then enable Custom Distance for Start - Updated under Additional Content.
  • Manual: copy the Custom Distance for Start - Updated folder into %USERPROFILE%\Documents\My Games\Sid Meier's Civilization VI\Mods\, then enable it under Additional Content.

Compatibility

  • Fully overrides AssignStartingPlots.lua, so it conflicts with any other mod or map generator that also overrides that file.
  • Incompatible with Yet (not) Another Maps Pack (YnAMP): it replaces the same file and takes priority, so the distance options do nothing while it is enabled.
  • Tested beside Sukritact's Oceans, Terra Mirabilis and BD - Wetlands on Gathering Storm: the distance options work with each.
  • Does not affect saved games, so it can be enabled or disabled between games without breaking existing saves.

Getting Help

Send Feedback · Project Page

No More Petting

Requirements

Civilization VI with the Standard, Rise and Fall or Gathering Storm ruleset. Tested on Windows; on macOS and Linux it has not been tested, and a manual install goes in that system's own Civilization VI Mods folder instead of the Windows folder named below.

Installation

  • Steam Workshop: Subscribe, then enable No More Petting under Additional Content.
  • Manual: copy the No More Petting folder into %USERPROFILE%\Documents\My Games\Sid Meier's Civilization VI\Mods\, then enable it under Additional Content.

The change takes effect the next time a game is loaded with the mod enabled.

Compatibility

Does not affect saved games, so it can be added to or removed from a game already in progress. It changes one visibility flag in one database table and overrides no script file.

Getting Help

Send Feedback · Project Page

Civilization VII

Tech and Civic Queue

Requirements

  • Civilization VII on any build. The mod declares no minimum game version.
  • The base game's base-standard module, which every install already has.
  • A mouse and keyboard. Queueing is a Shift-click, so a controller cannot add to the queue.
  • Verified on game version 1.5.0.

Installation

  1. Subscribe, then enable Tech and Civic Queue under Additional Content.
  2. Start or load a game, open the Tech tree, click a Technology, then hold Shift and click another. The numbers carry on from the first target to the second.

Compatibility

  • Saves stay yours. The queue is stored in the save, but the save does not depend on the mod. Load it without the mod and research carries on toward the game's own single target.
  • It hooks rather than replaces. It adds to the game's own tech and civic trees instead of replacing their screens, so another mod that changes those trees still loads alongside it.
  • No game data changes. It writes nothing to the game's tables, and no gameplay value changes with it.
  • Not with Shift Que. That mod does the same job, Shift-click queueing on both trees, so enable one or the other.

Getting Help

  • Include your game version, the mod version, and the other mods you have enabled.

Send Feedback · Project Page

Unlock All Mementos Continued

Requirements

  • Civilization VII on any build. The mod declares no minimum game version.
  • The base game's base-standard module, which every install already has.
  • Verified on game version 1.5.0.

Installation

  1. Subscribe, then enable Unlock All Mementos Continued under Additional Content.
  2. Fully close and reopen the game. The unlock runs as the front end loads, so mementos stay locked for the rest of the session you enabled it in.
  3. Open leader select. Every slot now offers every memento it can hold.

Compatibility

  • It marks saves as depending on it. A game started with it enabled cannot safely be continued with it removed.
  • It hooks rather than replaces. Another mod that changes the leader select screen, the memento editor or the multiplayer lobby still loads, and this one does not go stale when the game patches those screens.
  • A mod with its own unlock checks may still show locks. Anything that decides unlocks for itself, instead of reading the game's metaprogression data, is unaffected by this.
  • Not with Unlock All Mementos. This mod continues that one and does the same job, so enable only one of them.
  • One marker row. It writes a single row to the game's GlobalParameters table so that it always loads. No gameplay value changes with it.

Getting Help

  • Include your game version, the mod version, and the other mods you have enabled.

Send Feedback · Project Page

Minecraft

Genesis

Requirements

  • Minecraft 1.20.1 to 1.21.1 on Fabric.
  • Minecraft 1.20.1, 1.20.2, 1.20.3, 1.20.4, 1.20.6 or 1.21 on Forge, including the NeoForge 1.20.1 fork.
  • Minecraft 1.20.4, 1.20.5, 1.20.6, 1.21 or 1.21.1 on NeoForge.
  • Fabric API and Cloth Config on Fabric, with Fabric Loader 0.14.23 or later on 1.20.1, 0.19.5 or later on 1.20.2 and 1.20.3, 0.15.11 or later on 1.20.4 to 1.20.6, and 0.19.2 or later on 1.21 and 1.21.1.
  • Forge 47.1 or later on 1.20.1, 48 or later on 1.20.2, 49 or later on 1.20.3 and 1.20.4, 50 or later on 1.20.6, and 51 or later on 1.21.
  • NeoForge 20.4 or later on 1.20.4, 20.5 or later on 1.20.5, 20.6 or later on 1.20.6, and 21.0 or later on 1.21 and 1.21.1.
  • Java 17 or later on Minecraft 1.20.1 to 1.20.4, and Java 21 or later from 1.20.5.

Installation

  1. Install your loader, plus Fabric API and Cloth Config if you are on Fabric.
  2. On the Files tab, download the main file, unzip it, and put the jar in your mods folder. That one jar works on Fabric 1.20.1 to 1.21.1, Forge 1.20.1 to 1.21 and NeoForge 1.20.4 to 1.21.1.
  3. Open Create New World. A GENESIS button sits on the screen.

Compatibility

  • Existing worlds. The preview only runs on the Create New World screen, so it changes nothing about a world you already have. Pre-generation can be pointed at one from a command.
  • Client or server. The biome preview is client-side and safe to install on the client alone. Pre-generation, choosing the spawn point and the world map need Genesis on the server too; singleplayer already has it.
  • It does not touch generation. The preview reads the generator; it changes no chunk, structure or loot table.
  • GeoGradient is detected automatically: the map shows its latitude-based climate bands from your GeoGradient settings. At its default globe size a band spans thousands of blocks, so zoom out to FAR or WIDE to see them.
  • Superflat previews exactly. Other custom generators are drawn with vanilla climate and marked approximate on the map.
  • Commands are operator level 2 on a server and unrestricted in singleplayer; status and info are open to everyone.

Getting Help

  • Include your Minecraft version, your loader and its version, the mod version, and your other mods.

Send Feedback · Project Page

GeoGradient

Requirements

  • Minecraft 1.20.1, 1.20.2, 1.20.3, 1.20.4, 1.20.5, 1.20.6, 1.21 or 1.21.1 on Fabric.
  • Minecraft 1.20.1, 1.20.2, 1.20.3, 1.20.4, 1.20.6 or 1.21 on Forge, including the NeoForge 1.20.1 fork. Forge has no 1.20.5 release.
  • Minecraft 1.20.4, 1.20.5, 1.20.6, 1.21 or 1.21.1 on NeoForge.
  • Not NeoForge 1.20.2 or 1.20.3, nor Forge 1.21.1.
  • Fabric API and Cloth Config on Fabric, with Fabric Loader 0.14.23 or later on 1.20.1, 0.19.5 or later on 1.20.2 and 1.20.3, 0.15.11 or later on 1.20.4 to 1.20.6, and 0.19.2 or later on 1.21 and 1.21.1.
  • Forge 47.1 or later on 1.20.1, 48 or later on 1.20.2, 49 or later on 1.20.3 and 1.20.4, 50 or later on 1.20.6, and 51 or later on 1.21.
  • NeoForge 20.4 or later on 1.20.4, 20.5 or later on 1.20.5, 20.6 or later on 1.20.6, and 21.0 or later on 1.21 and 1.21.1.
  • Java 17 or later on Minecraft 1.20.1 to 1.20.4, and Java 21 or later from 1.20.5.

Installation

  1. Install your loader, plus Fabric API and Cloth Config if you are on Fabric.
  2. On the Files tab, download the main file, unzip it, and put the jar in your mods folder. That one jar works on Fabric 1.20.1 to 1.21.1, Forge 1.20.1 to 1.21 and NeoForge 1.20.4 to 1.21.1.
  3. Create a world and travel north or south. The climate changes as you go.

Compatibility

  • Existing worlds. Chunks generated before you added the mod keep their biomes; only new columns follow the climate bands. Expect a visible seam at the edge of explored terrain.
  • Client or server. It changes world generation, so it goes on the server and on every client.
  • Spawn is set once. The override runs on first world load and leaves a marker in the world folder, so changing spawn_latitude later does not move an existing world's spawn.
  • TerraBlender is used when it is installed, and skipped cleanly when it is not.
  • Biome mods. On Minecraft 1.21.1, every biome these mods generate still generates with GeoGradient: Biomes O' Plenty, Terralith, Oh The Biomes We've Gone, Geophilic, Nature's Spirit, Regions Unexplored and Spawn.
  • More biome mods. The same holds for Galosphere, Ecologics, Promenade, Let's Do BloomingNature, YUNG's Cave Biomes, Underground Worlds, Autumnity and Terrestria.
  • Tectonic. Worlds also generate with Tectonic installed alongside it.
  • VanillaBackport. Its Pale Garden generates with the default settings, in the humid temperate land that humidity_variation and the band borders provide.
  • Terrain shape, caves and structures are untouched, so mods that change those work alongside it.

Getting Help

  • Include your Minecraft version, your loader and its version, the mod version, and your other mods.

Send Feedback · Project Page

GeoTectonic

Requirements

  • Minecraft 1.20.1, 1.20.2, 1.20.3, 1.20.4, 1.20.5, 1.20.6, 1.21 or 1.21.1 on Fabric, with Fabric API.
  • Minecraft 1.20.1, 1.20.2, 1.20.3, 1.20.4, 1.20.6 or 1.21 on Forge, including the NeoForge 1.20.1 fork.
  • Minecraft 1.20.4, 1.20.5, 1.20.6, 1.21 or 1.21.1 on NeoForge.
  • Mod Menu on Fabric, only to open the settings screen.

Installation

  1. Install your loader, plus Fabric API if you are on Fabric.
  2. On the Files tab, download the file, unzip it, and put the jar in your mods folder: the one jar serves every version and loader above.
  3. Create a world and dig down, or run /geotectonic find fracture to be taken to the nearest one.

Compatibility

  • Existing worlds. Chunks generated before you added the mod keep their vanilla caves; only new chunks get GeoTectonic's. Expect a visible seam at the edge of explored terrain.
  • Client or server. It changes world generation, so it goes on the server and on every client.
  • The Nether changes too. Its vanilla carver is suppressed the same way, so Nether terrain loses its carved tunnels.
  • Vanilla mineshafts, surface terrain, biomes, structures and ore distribution are untouched.
  • Tectonic, Terralith and YUNG's Better Caves are handled by bundled overrides that put GeoTectonic's rock back where each would carve its own caves.
  • No override is bundled for any other terrain-generation mod, so another one that carves the overworld may conflict.

Getting Help

  • Include your Minecraft version, your loader and its version, the mod version, and your other mods.

Send Feedback · Project Page

Ore Distribution Scanner

Requirements

  • Minecraft 1.20.1, 1.20.2, 1.20.3, 1.20.4, 1.20.5, 1.20.6, 1.21 or 1.21.1 on Fabric, with Fabric API.
  • Minecraft 1.20.1, 1.20.2, 1.20.3, 1.20.4, 1.20.6 or 1.21 on Forge.
  • Minecraft 1.20.4, 1.20.5, 1.20.6, 1.21 or 1.21.1 on NeoForge.
  • JEI, EMI or REI, if you want the graphs in a recipe viewer.
  • Mod Menu on Fabric, only to open the settings screen.

Installation

  1. Install your loader, plus Fabric API if you are on Fabric, and a recipe viewer if you want the graphs.
  2. On the Files tab, download the file, unzip it, and put the jar in your mods folder: the one jar serves every version and loader above.
  3. Load a world and run /ods scan. When it finishes, look up any ore in your recipe viewer.

Compatibility

  • Existing worlds. It reads what is already there, so an existing world is exactly what it is for. Nothing is generated and nothing is changed.
  • Client or server. The scan and the commands run on the server or the integrated server; the graphs are drawn by your recipe viewer on the client.
  • Recipe viewers. JEI, EMI and REI each draw the graphs wherever they have a build. On Fabric 1.20.3 and on Fabric and NeoForge 1.20.5 only REI has a build, so use REI there; on Fabric 1.20.3 it needs Architectury API 11.1.17, the 1.20.4 build, which also runs on 1.20.3. Forge 1.20.3 has no recipe viewer build, so there the results are in chat only.
  • Recipe viewer builds. JEI: every version and loader above except 1.20.3 and 1.20.5. EMI: Fabric, Forge 1.20.1 and 1.20.2, and NeoForge, except 1.20.3 and 1.20.5. REI: Fabric, Forge 1.20.1, 1.20.2 and 1.20.4, and NeoForge.
  • Incompatible: Just Enough Resources and EMI Ores. Both also draw ore depth graphs, so with either installed you see two different graphs for the same ore. Use one of them or this mod, not both.
  • Just Enough Resources draws its graphs in JEI from built-in vanilla figures, and EMI Ores in EMI from the world generation settings.

Getting Help

  • Include your Minecraft version, your loader and its version, the mod version, your recipe viewer, and your other mods.

Send Feedback · Project Page

Ultimine Unchained

Requirements

  • Minecraft 1.20.1, 1.20.4, 1.20.5, 1.20.6, 1.21 or 1.21.1 on Fabric.
  • Minecraft 1.20.1 or 1.20.4 on Forge, including the NeoForge 1.20.1 fork.
  • Minecraft 1.20.4, 1.20.6, 1.21 or 1.21.1 on NeoForge.
  • Not Minecraft 1.20.2 or 1.20.3, nor 1.20.5 on NeoForge: FTB Ultimine has no build for them.
  • FTB Ultimine for your Minecraft version and loader. This mod does nothing without it, and FTB Ultimine brings its own requirements, FTB Library and Architectury API among them.
  • Fabric API and Cloth Config on Fabric, with Fabric Loader 0.14.23 or later on 1.20.1, 0.15.11 or later on 1.20.4 to 1.20.6, and 0.19.2 or later on 1.21 and 1.21.1.
  • Forge 47.1 or later on 1.20.1, and 49 or later on 1.20.4.
  • NeoForge 20.4 or later on 1.20.4, 20.6 or later on 1.20.6, and 21.0 or later on 1.21 and 1.21.1.
  • Java 17 or later on Minecraft 1.20.1 to 1.20.4, and Java 21 or later from 1.20.5.

Installation

  1. Install your loader and FTB Ultimine with its requirements, plus Fabric API and Cloth Config if you are on Fabric.
  2. On the Files tab, download the main file, unzip it, and put the jar in your mods folder. That one jar works on Fabric 1.20.1 and 1.20.4 to 1.21.1, Forge 1.20.1 and 1.20.4, and NeoForge 1.20.4 and 1.20.6 to 1.21.1.
  3. Ultimine something with mixed block hardness. The whole shape breaks, and the tool costs at most one point.

Compatibility

  • Existing worlds. Add it or remove it whenever you like. On Forge and NeoForge it writes only its settings file into the world's serverconfig folder; on Fabric nothing is written to your world.
  • Client or server. It changes what an operation does, so it belongs wherever FTB Ultimine runs: the server, or the integrated server in singleplayer.
  • It works with every tool type and every shape FTB Ultimine supports.
  • It does not touch FTB Ultimine's right-click actions, tilling, stripping and harvesting, and does not change how drops are computed. It decides which blocks in the shape break and what the operation costs, nothing else.
  • Outside Creative, blocks your tool cannot get drops from are skipped rather than broken.
  • If a future FTB Ultimine build changes the method this patches, the game refuses to load rather than running as a silent no-op.

Getting Help

  • Include your Minecraft version, your loader and its version, the mod version, your FTB Ultimine version, and your other mods.

Send Feedback · Project Page

Palworld

Palpedia Enhancer

Requirements

  • Palworld on Steam. The Microsoft Store and Game Pass builds are not supported.
  • Keyboard and mouse. The search box and filters this mod adds have no controller support.
  • UE4SS Experimental (Palworld), Workshop item 3625223587. It is a required item, so the store offers it alongside this mod.

Installation

  1. Subscribe to this mod and to UE4SS.
  2. Launch Palworld and enable both under Options > Mod Management.
  3. Open the Palpedia. There is a search box, a Filter button and a Sort button along the bottom of the entry list.

Updates install themselves. To remove it, unsubscribe.

Compatibility

  • Client side. It changes only what your own game draws and sends nothing to the server, so it behaves the same in singleplayer, in co-op and on a dedicated server.
  • Host side: none. Nobody else needs it installed, and it is never installed on a server.
  • Palworld 1.0.4 and 1.0.3. Which version you run is worked out while the game is running, so one build serves both.
  • If a Palworld update renames something the mod depends on, it turns itself off and writes [PalpediaEnhancer] DISABLED: ... to UE4SS.log instead of crashing. Wait for an update rather than reporting a crash.

Getting Help

Send Feedback · Project Page

Passive Pals

Requirements

  • Palworld on Steam. The Microsoft Store and Game Pass builds are not supported.
  • UE4SS Experimental (Palworld), Workshop item 3625223587. It is a required item, so the store offers it alongside this mod.

Installation

  1. Subscribe to this mod and to UE4SS.
  2. Launch Palworld and enable both under Options > Mod Management.
  3. Walk up to a Chikipi or a Foxparks. Neither runs from you, and nothing charges you first.

Updates install themselves. To remove it, unsubscribe.

Install it on the machine that runs the world: your own game in singleplayer, the host's in co-op, or the dedicated server.

Compatibility

  • Host side. Pal behavior is decided where the world lives: your game in singleplayer, the host's in co-op, the dedicated server otherwise. Its settings apply to everyone in that world.
  • Client side: none. A joining player does not need the mod, and a copy on their machine changes nothing about how the pals behave.
  • Any other mod that rewrites the game's shared AI reaction presets conflicts with this one. Run one of them.
  • A setting the mod cannot read keeps its default and says so in UE4SS.log.
  • If a Palworld update renames something the mod depends on, it disables that part and logs one line instead of crashing. Wait for an update rather than reporting a crash.

Getting Help

Send Feedback · Project Page

Tidy Base Info

Requirements

  • Palworld on Steam. The Microsoft Store and Game Pass builds are not supported.
  • UE4SS Experimental (Palworld), Workshop item 3625223587. It is a required item, so the store offers it alongside this mod.

Installation

  1. Subscribe to this mod and to UE4SS.
  2. Launch Palworld and enable both under Options > Mod Management.
  3. Walk into one of your bases and open Base Info. The pal list is a grid of portraits, not a column of names.

Updates install themselves. To remove it, unsubscribe.

On a dedicated server, install the same files on the server as well: Send to Palbox, Resummon and Assign go through the server.

Compatibility

  • Client side. The grid, the hover row, the menu, the cursor modes and every value in config.lua change only what you see and how you control it. Your settings apply to you alone.
  • Host side: none. Send to Palbox, Resummon and Assign go through the same server requests the game's own screens use, so they follow the world's own rules.
  • Install it on the server too when you play on a dedicated server. The grid works from the client alone, but the three actions need the server-side install.
  • Any other mod that rebuilds the Base Info pal list conflicts with this one. Run one of them.
  • On a multiplayer client, pals whose data has not arrived yet are restyled as it lands.
  • If a Palworld update renames something the mod depends on, it logs the problem, restores the panel and disables itself instead of breaking your HUD.

Getting Help

Send Feedback · Project Page

Universal Config Manager

Requirements

  • Palworld on Steam. The Microsoft Store and Game Pass builds are not supported.
  • UE4SS Experimental (Palworld), Workshop item 3625223587. It is a required item, so the store offers it alongside this mod.

Installation

  1. Subscribe to this mod and to UE4SS.
  2. Launch Palworld and enable both under Options > Mod Management.
  3. Open Options from the title screen or the pause menu. There is a Mod Configs category listing every mod you run.

Updates install themselves. To remove it, unsubscribe.

Nothing needs installing on a server. This mod edits files on your own machine.

Compatibility

  • Client side. It edits files on your own machine only, so it is safe in singleplayer, co-op and on servers, and nobody else needs it.
  • Host side: none. A setting that changes another mod for everyone is read by that mod on the host, so your copy does not change someone else's world.
  • Works alongside Native Mod Options - Settings Menu for Mods and Mod Options Framework.
  • Reads Mod Config Menu's own settings. A mod configured through Mod Config Menu (UI) turns up here too, with the author's own descriptions, ranges and choices already filled in.
  • Every mod that ships named settings in a format it already reads turns up on its own, including Passive Pals, Tidy Base Info and Palpedia Enhancer.
  • A mod that re-reads its own config applies your change within seconds, and the tab says so. Any other mod's settings take effect the next time it loads.

Getting Help

Send Feedback · Project Page

Software

Bannerlord Environment Manager

Requirements

  • Windows 10 build 17763, the October 2018 Update, or later. 64-bit only.
  • Mount & Blade II: Bannerlord from Steam, GOG, Epic Games or Xbox Game Pass PC.
  • A Steam account that owns the game, to download versions. BEM downloads DepotDownloader the first time it needs it. Any install can be adopted and managed; only Steam can be downloaded from.
  • Disk space for every version you keep, because each one holds its own copy of the game. BEM says what a version costs before it fetches it.
  • No separate .NET runtime: BEM is a self-contained, single-file executable.
  • BLSE, for the three BLSE launch targets and for launching straight into a save. BEM works without it, launches the game exe directly instead, and tells you what needs it.
  • 7-Zip, for every archive that is not a zip: .7z, .rar, .tar, .gz, .tgz, .bz2, .tbz2, .xz, .txz and .zst. Zip needs nothing, and Settings, Toolkit installs 7-Zip for you.

Installation

  1. On the Files tab, use Manual download. There is no Mod Manager Download for BEM: that needs a handler for nxm:// links, and nothing can be registered before BEM itself exists.
  2. Take the main file. The optional Developer Build file is the same program with author-facing tools switched on; unless you build mods, you want the main file. See For Mod Authors.
  3. Extract the archive anywhere and run the exe. Keep the Companion folder beside it; that is what makes watched play sessions and Boot Checks work. There is no installer.
  4. Point BEM at your Bannerlord folder on the Settings page, then Adopt Current Install on the Versions page to record it as your first version. The Library and Play pages fill in.

Windows SmartScreen may warn about an unknown publisher the first time, because BEM is not code-signed: click "More info", then "Run anyway".

Once BEM is running it can register itself as the nxm:// handler, so Mod Manager Download on other mods' Nexus pages routes straight to it.

Compatibility

  • Your files. Shader folders, platform binaries, bin backups, cleared logs, archived settings and replaced module folders go to a quarantine or the Recycle Bin with a restore button.
  • Replaced module folders. Kept only while Keep a copy of the folder being replaced is on, and only up to the count you keep; older ones are deleted permanently.
  • A removed version. One too large for its drive's Recycle Bin, or on a drive with the Recycle Bin off, is deleted permanently, and BEM says so before you confirm.
  • Between versions. Installing mods on one version never touches another version's module folders, and restoring a replaced game file puts it back in the version it came from.
  • The version at rest. One version sits at the game's own folders between launches, so a launch from Steam or a desktop shortcut reaches that one.
  • Playing any other version. BEM offers only the direct launch targets while you are on one, because a launcher starts the game and exits, leaving nothing to keep that version's saves and settings apart for the run.
  • Downloading versions. Versions are fetched from Steam with your own account and entitlements. A GOG, Epic or Game Pass install can be adopted and managed, but not downloaded from.
  • Architecture. The download is 64-bit only. There is no 32-bit or ARM64 release.
  • Game installs. Steam and Epic installs are found wherever they are. A Game Pass one is found on any drive under XboxGames, WindowsApps or ModifiableWindowsApps, and a GOG one only in GOG's default folders.
  • Anything elsewhere. Point BEM at the folder by hand on the Settings page; it reads the platform out of the install rather than guessing from the path.
  • Game Pass. Supported: the platform is read from the install itself, and only the binaries that install can load are touched.
  • Official modules. The game's own modules, DLC included, sort by their SubModule.xml module type. A DLC that does not declare itself official sorts as an ordinary mod.
  • A ModdingTools .mtorder load order can be imported but not exported.

Getting Help

  • Include the version from the Settings page and the log from the folder Settings opens for you, or use the bug report the Forensics page drafts.

Send Feedback · Project Page

Valheim

File Janitor

Requirements

  • BepInExPack for Valheim.
  • Verified on Valheim 1.0.20.

Installation

  • Install BepInExPack for Valheim first.
  • Extract the downloaded zip into Valheim's game folder, so that it holds BepInEx\plugins\FileJanitor\FileJanitor.dll and BepInEx\patchers\FileJanitor\FileJanitor.Preloader.dll.

To update, extract the new zip over the old one.

Compatibility

  • Client-side: only you need it, and a server does not.
  • It moves and backs up files in the BepInEx folder only, never a world or a character.

Getting Help

  • Include your game version, the mod version, and the other mods you have installed.

Send Feedback · Project Page

MultiCraft for SeneaL UI

Requirements

  • BepInExPack for Valheim.
  • MultiCraft by MaxiMods.
  • SeneaL UI 1.1.7 or later by seneaL.
  • Verified on Valheim 1.0.17.

Installation

  1. Install BepInExPack for Valheim, MultiCraft and SeneaL UI first.
  2. Click Mod Manager Download to install it with Vortex, or extract the downloaded zip into Valheim's BepInEx\plugins folder, so that it holds MultiCraftForSeneaLUI\MultiCraftForSeneaLUI.dll.
  3. Open a crafting station in game, pick a recipe and set an amount: crafting makes that many items in one craft.

To update, install the new version with Vortex, or extract the new zip over the old one.

Compatibility

  • Client-side: only you need it, and a server does not.
  • Removing it changes nothing in a world or a character.
  • With SeneaL UI's crafting window turned off, MultiCraft's own buttons on the vanilla crafting panel work as they do without this mod.

Getting Help

  • Include your game version, the mod version, and the other mods you have installed.

Send Feedback · Project Page

SmartCraftStorage for SeneaL UI

Requirements

  • BepInExPack for Valheim.
  • SmartCraftStorage by Zellds.
  • SeneaL UI by seneaL.
  • Verified on Valheim 1.0.17.

Installation

  • Install BepInExPack for Valheim, SmartCraftStorage and SeneaL UI first.
  • Click Mod Manager Download to install it with Vortex, or extract the downloaded zip into Valheim's BepInEx\plugins folder, so that it holds SmartCraftStorageForSeneaLUI\SmartCraftStorageForSeneaLUI.dll.

To update, install the new version with Vortex, or extract the new zip over the old one.

Compatibility

  • Client-side: only you need it, and a server does not.
  • Removing it changes nothing in a world or a character.

Getting Help

  • Include your game version, the mod version, and the other mods you have installed.

Send Feedback · Project Page

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