=================================
INFO
=================================
Mod enables dev console as well as acts as a simple BP modloader
Supports CME mods as well.

PLEASE FOR THE LOVE OF THE GOD VIEW THE FILE AS "RAW"
DO NOT READ IT AS EMBBED ON NEXUS!

=================================
INSTALL
=================================
1a. STEAM: Go to your Steam Library, find "Wuchang: Fallen Feathers", right-click,
Manage -> Browse Local Files. This is your <game_root> folder>.
1b. GAMEPASS: N/A

  1. Create directory "~mods" inside "<game_root>\Project_Plague\Content\Paks\"
  2. Extract content of the zip-archive inside the folder:
    <game_root>\Game\Content\Paks\~mods
  3. Confirm that files "SML.*" are in that folder
  4. OPTIONAL: alteratively, you can extract content into just "<game_root>\Project_Plague\Content\Paks\"

Installation is complete

=================================
UNINSTALL
=================================

  1. Execute "mod clear" if you have added any manual mods into autolist
  2. Delete aforementioned PAK-files

=================================
CONFLICTS
=================================
UE4SS
The mod already enables console so you dont need to install any console mods.

=================================
USAGE
=================================
For end user, the mod does not have any inherent usage or value, it is
simply a BP-based mod boostrapper. In order to use it, read the readme of
an SML-compatible mod that required this mod as a necessity.

=================================
CONSOLE COMMANDS
=================================

[~] or [`] to call console. See below how to change the key

Terms:

  • scp :: soft-class path (/Game/Mods/CoolMod/MyCoolMod)
  • :: index of a mod from "mod print" output

Commands:

mod add path :: adds BP mod to auto load list and instantly spawn it it is not alive
mod del path/# :: removes mod from auto-load list
optionally, you can specify an # - index to remove by index (see "print")
mod print :: prints list of all manually added - and saved to auto-load list - mods
mod print -live :: prints all live instances of the mods(s)
mod print -runtime :: prints all auto-discovered mods
mod destroy path/# :: destroys/unloads specific mod instance, either by SCP or # index
mod validate :: validates auto-load list and ensures mod instances exist, reports missing
mod clear :: clears auto-load list and attempts to delete saved file
mod scan :: manually scan for auto-discoverable mods
mod save :: manually save auto-load list
mod spawn scp :: manually spawn specific mod/actor by SCP
mod load [filename] :: load either a default modlist or manually specified filename
mod exec #=funcname :: forces execution of a function (with no params) on a specific mod instance
identified by # (index) in the live mod list (see print live)
-
cme add path :: adds CME to auto load list and instantly spawns if needed
cme del path :: removes cme from extensions collection
cme print :: prints list of all manually added CMEs
cme print -live :: prints all live instances of CMEs

-

Once a mod or cme is added, it will be auto-reloaded on save reload.

=================================
FAQ
=================================

  • How to change console key? -

STEAM: go to your Steam Library, find "Wuchang: Falled Feathers", right-click, find "Launch properties"
GOG: https://support.gog.com/hc/en-us/articles/360013424697-How-to-set-Launch-parameters-for-game
or simply find Wuchang: Falled Feathers shortcut on desktop, right click -> Properties and find "Target" field
GAMEPASS: unknown
EPIC GAMES: unknown

add "-consolekey=MY_KEY" (no quotes) where MY_KEY is one of listed here:
https://nerivec.github.io/old-ue4-wiki/pages/list-of-keygamepad-input-names.html

for example: -consolekey=F5

  • How to add a mod? -
  1. For end-users:
    Simply read the mod's readme and find out what path mod uses as per developer's description
  2. For developers:
    EASY WAY: Use "Copy reference" action (via UE right click menu on your blueprint asset in editor)
    on your mod's blueprint. This is enough.

BETTER WAY:
The mod add command supports multiple different inputs. For example, if your mod is:
"/Game/Mods/MyCoolSuperMod/ModActor.uasset"
then you can simply submit one of the following (ranking from most compatible):
/Game/Mods/MyCoolSuperMod/ModActor.ModActor_C
/Game/Mods/MyCoolSuperMod/ModActor
/Game/Mods/MyCoolSuperMod/ModActor.ModActor
Blueprint'/Game/Mods/MyCoolSuperMod/ModActor'
MyCoolSuperMod (will be expanded into /Game/Mods/MyCoolSuperMod/ModActor.ModActor_C)

The last case is an exception added as a way to support UE4SS mods, since they always in /Game/Mods/
and always use fixed mod actor name.

If your blueprint asset name isnt "ModActor" you will either need a full Soft-Class reference:
/Game/Mods/MyCoolSuperMod/MyMod.MyMod_C
or a package path:
/Game/Mods/MyCoolSuperMod/MyMod

Read readme in "Developer Resources" files on how to package a mod with autoload/autodiscovery.

=================================
DEVELOPER INFO
=================================

  • SML Framework/Function Library -
    !TODO!
    SML for Game comes with very simple tools, they are inside "Developer\" folder.
    Copy the "Content\" folder inside your dummy Game UE project root folder.

! DO NOT PACKAGE THESE FILES WITH YOUR MOD !

=================================
KNOWN ISSUES
=================================
???

=================================
HOW TO REPORT ISSUES
=================================

  • describe exact steps/what you did that lead to the bug
  • provide savegames before and after if possible (%LOCALAPPDATA%\Project_Plague\Saved)

=================================
CHANGELOG
=================================

  • v0.5.2 - adapted for Wuchang
  • v0.5.1 - adapted for RC:UB
  • v0.4.91 - enabled auto-discovery
  • v0.4.9 - more attempt at fixing the dumbest race-condition crash on launch,
    Game is the only game that does this shit
    - prevent loading saved modlist in main menu for Gamepass
    - added popup-up warning messages
  • v0.4.7 - added delay to mod spawns on init, hopefully this works
  • v0.4.6 - further attempt to handle crashes
  • v0.4.5 - new SML rewrite adapted to Game
    - added on-screen messages for critical errors
    - reverted back to custom instance (S2HOC 1.4.1+)
  • v0.4.1 - rewrite for plugin/mod framework
  • v0.3.0 - release for new ITR2 0.13
  • v0.2.9 - internal changes
    - adapted for ITR2
  • v0.2.8 - adapted for OBRE
  • v0.2.6
    • internal fixes
    • added list with dragonwilds cheats but they dont work anyway
  • v0.2.5 - full rewrite with 2 different approaches
  • v0.0.8a - restored compatibility with older mods because people cant read
  • v0.0.8 - some QoL fixes: block default console key, remove mod by index
  • v0.0.7 - packaging fix -this should work better now
  • v0.0.6 - some internal fixes
  • v0.0.5 - a bit more drastic workarounds
  • v0.0.4 - gamepass workarounds
  • v0.0.3 - internal fixes
  • v0.0.2 - readme clarificaion
  • v0.0.1 - Initial release

=================================
CREDITS
=================================
KeinZantezuken

Edit

Pub: 24 Jul 2025 22:19 UTC

Views: 1157