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Pal Migration (Randomizer With Sanity)

Pals now migrate across the island! Some days are normal vanilla spawns, some are different species from a similar environment. Full egg/cage/boss randomization and customization.
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Description

Description
Should work automatically with mod-added pal species also. Safe to add or remove from saves any time.
Added descriptions for MCM! Optional to use it, but it's there!


Custom Pal Compatibility

Use with mods that adds pals: ✅
The mod builds its pools from Palworld's live DT_PalMonsterParameter table at runtime rather than using a hard-coded vanilla species list.

A custom Pal should work automatically if its mod adds a normal row to that table, gives it a valid ZukanIndex, and loads before Pal Migrations builds its pools. Then it can participate in field migrations, eggs, cages, and dungeon-boss replacement.

Includes a delayed/rescannable Pal database, fallback rarity/power handling, and optionally a config list for additional custom Pal IDs.

Daily Migration System

Every region in game now has two UNCHANGING (does not re-randomize on migration days) sets of spawns that alternate every day. The first set is unmodified vanilla, the next set is migrated in pals. So it goes:

Day 1: Vanilla
Day 2: Migration
Day 3: Vanilla
Day 4: Migration (Same set as Day 2, never changes species that migrate to a specific region.)

Unless you use the provided 'ScaleLevelToRegion = true' config, then more common pals favor their weaker spawn templates, and rarer pals favor their strongest spawn templates. So you're not going to get an easy level 4 Orserk in the starting area (unless scale level to region = true). It's probably going to be level 74 and murdering the landscape.

CONFIG SETTINGS

Configuration settings

Migration Families [Sane Mode - Default]

  • Hot/dry migration family: desert, dunes, volcano, lava, ash, obsidian, etc.
  • Cold family: snowy mountains, frost/glacial areas, ice islands, etc.
  • Highland family: mountains, cloud/sky regions, peaks and cliffs.
  • Green family: grasslands, forests, general islands, fields, Sakura-style areas, coastlines, etc.
  • When the spawner name isn't descriptive enough, the mod infers the closest family from the vanilla species' elements.
  • Species already known to occur in a compatible family get a strong preference.
  • Stronger/rarer Pals still favor their higher native level templates.
  • Wildlife reserves preferentially pull rare/high-power non-legendary Pals and push them toward the high end of their level templates.

Random Mode (Set in config, replaces Sane)
Gves every non-legendary pal an equal chance to take up residence anywhere.

The same vanilla species-variety count is still maintained in both Sane and Random, so the exact same number of species show up in every area.

Legendaries:
Can appear as dungeon bosses, in cages, or eggs. Cannot be migrated around normally. (Nor can humans.)

Eggs
If you are loading this mod onto an existing save, already spawned eggs are not affected, but any newly spawned egg is. New areas undiscovered should already have mod-affected eggs on load. If you uninstall the mod randomly, already spawned eggs remain, but migrations stop.

Every wild egg spanner has its normal hatch lottery replaced with one shared pool containing every standard Pal species at equal weight. That means a starter-area egg can hatch something that normally never comes from that egg type, including endgame species and legendaries.

  • Every eligible species has Weight = 1.0, so Lamball is currently just as likely as Jetragon unless you set WeightEggs = true.
  • Legendaries are included. The legendary exclusion only applies to field migration species.
  • Normal egg restrictions are ignored. A Pal doesn't need to naturally occur in eggs, that biome, or that egg category.
  • Humans, Tower Boss forms, raid/summon/etc. special entities, and BOSS_ Alpha IDs are excluded. So you can hatch the normal legendary species, but not an Alpha/BOSS variant of it.
  • Egg randomization is always active, including vanilla-spawn days. Day 1 vs Day 2 affects overworld migrations, not egg behavior.
  • The mod doesn't preselect one fixed species for each physical egg location. Instead, it gives every egg spawner the universal lottery and Palworld performs the actual random selection when the egg is generated.

!! Installation instructions !!

Put unzipped PalMigrations folder in:

C:\Program Files (x86)\Steam\steamapps\common\Palworld\Mods\NativeMods\UE4SS\Mods

If UE4SS is installed through steam workshop.

For people using the UE4SS through Nexus this is still the default path:

C:\Program Files (x86)\Steam\steamapps\common\Palworld\Pal\Binaries\Win64\ue4ss\Mods

Screenshot of correct installation (nexus manually stuff, Pure Winter doesn't use Steam Workshop)

Insert your installation screenshot here.

It will work for other store versions of Palworld I just can't be bothered to go look up their install, so accept my Steam Windows manual install instructions and readjust to your specific OS and Store Platform installation workflow.

Requirements:
UE4SS
Palworld Mod Config Menu (MCM) for in game configging. (Optional)

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