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Mod Menu

One menu for all your mod settings. Press Esc, click MODS and change them with switches and sliders. 2.0 adds search, a health check that says why a mod isn't running, a keys page that shows clashes, and a Quick Panel for the settings you change most.
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Description

All your mod settings in one menu

Press Esc, click MODS, pick a mod and change its settings with switches, sliders and buttons. Every change goes straight into that mod's config file.


COMPATIBILITY
✔ Single player  ·  ? Co-op guest
? Dedicated server  ·  ✔ Controller
Install on your PC. ? = not tested yet.


I got tired of digging through config files and remembering which F key does what, so I made one menu for all of it. 2.0 is the biggest update so far: a new look, search across every mod, a health check for mods that don't start, a Keys page with a real keyboard and controller, and a small Quick Panel for the settings you change most.

What it does

  • One MODS button in the pause menu, no matter how many mods you have. Every mod of mine that has settings comes with a page (over 50 now), and any UE4SS Lua mod can add one.
  • A clean card layout: your mods in a ruled list on the left, each with a colored square that says if it is running, its version, and how many settings you changed. The mod's page is on the right.
  • ON/OFF switches for on/off settings, the game's own sliders for numbers, and < value > buttons for settings with a few options.
  • Search every setting of every mod from the box at the top. Click a result and the menu opens that mod's page at the row, which lights up gold for a few seconds.
  • Health check: a page that says why a mod isn't running and what to do about it.
  • Keys: every key from your mods and from the game, drawn on a real keyboard (with the number pad) and on a controller, with clashes in red.
  • Quick Panel: pin up to 8 settings and they show in a small box while you play. Hold F4 to change them with the mouse, no menu needed.
  • See what you changed: changed settings get a gold dot, and you can reset one setting or the whole page.
  • Sections fold, so long pages stay short.
  • Text size from 80% to 140%. The menu is drawn again at the new size once you let go of the slider, and it always fits your screen.
  • Reopens where you left it: same mod, same spot on the page, same search. After a game restart it opens on the last page you had.
  • Works with a controller, see below.
  • Hover over a setting to see what it does.

How to read a row

  • Gold dot on the left: you changed this from its default.
  • R: puts this one setting back to its default. It only shows on changed rows.
  • PIN: puts the setting on the Quick Panel. The chip is filled gold when the setting is pinned and a dim outline when it isn't. Press it again to take the pin off.
  • ON/OFF: the switch is gold with the knob on the right when on, gray with the knob on the left when off.
  • < value >: click it (or press A) to step to the next option.
  • The small line under the name says who decides the setting and when it takes effect. Hover over the row for the full sentence.
  • yours: your own game uses it, also in a world you join.
  • host: the world's host decides (that's you when you play alone or host).
  • server: the host decides, or a dedicated server's own config.txt.
  • both: the mod is needed on the host or server and on your game.
  • live: applies at once. next load: applies when a world loads. restart (in red): applies after restarting the game.

Most of my mods already have these tags built into Mod Menu, so they don't need an update for it. In a world you joined, host and server rows turn gray: the host's value counts there, and yours is kept for when you host or play alone. (Not tested in co-op yet.)

Search

Type in the box at the top and the page turns into a list of matching settings from every mod: names, keys, hover text and option words all count. Click one and the menu opens that page at the row. BACK steps back to the results. Search needs a keyboard.

Health check

CHECKS > HEALTH CHECK lists every mod that has a page, problems first, each with a line on what to do. Click a mod to open its page.

  • Green: running.
  • Red: switched off, stopped with an error at start (it shows the error from UE4SS.log, like main.lua:4: unexpected symbol near '='), or switched on but UE4SS didn't start it, for example when it was unpacked one folder too deep.
  • Amber: it needs RuneSchema, which is missing, switched off or didn't start. An amber line at the top means your UE4SS is older than 3.0.
  • Gray: a library other mods use, or UE4SS.log couldn't be read (then only the folder checks run).

It only reads UE4SS.log and looks at each mod's folder. It never changes another mod.

Keys

CHECKS > KEYS starts with a Keyboard | Controller switch. Switch with a click or the controller.

  • Keyboard: a full-size keyboard with the function row, arrows, number pad and mouse buttons. Each key a mod uses carries a short tag for that mod. Colors: gold = a mod's key, red = a clash, gray = a game key, outlined = free, a gold edge = a game key Settings > Controls can't change.
  • Controller: the same for a controller, so you can see which buttons the game and your mods use.
  • Below the picture: every key setting of every mod you have switched on, with a short red line when it clashes with another mod or with a game key in the same place. Click one to go to that setting. Then the game's own keys, grouped by where they work (in the world, building, chests and storage, menus), with "locked" on the ones Settings > Controls can't change. Key Unlocker can move the wheel, target lock, repair, chat and chest keys.

It only knows the game's keys and the key settings on Mod Menu pages. A native (DLL) mod that binds a key on its own doesn't show up there, for example F2 for RuneSchema's authoring-tools window when authoringTools is on.

Quick Panel

  • Press PIN on a row to put it on the Quick Panel, up to 8 settings. Only settings that apply live can be pinned, so nothing tagged restart or next load.
  • The box shows while you play once you have a pin: sliders as - value +, on/off settings as the same ON/OFF switch as in the menu. It stays hidden for the first 45 seconds after a world loads, and while a menu or the mouse cursor is up.
  • Hold F4 to use the mouse on it: + and - step a slider (hold one to keep stepping, about ten steps a second after a short pause), a click on a switch or option changes it. While you hold F4 your character stands still, the camera stays put and clicks don't swing your weapon. Let go to play again.
  • The box always shows the current value, also after you change it on the PINNED page or another mod changes it, and it saves the same value to the mod's config file.
  • Pins are saved and come back after a restart. If a pinned mod is removed, its pin is skipped and comes back when the mod does. CHECKS > PINNED shows all of them on one page in the menu.
  • Move it with Quick Panel across / down, change the key, or turn it off. See Settings.
  • Controller: by default the controller works as in the base game, and you change pins on the PINNED page in the menu. Turn on Controller edit (hold View) in Mod Menu's settings and holding View edits the box: LB / RB pick a row, Y and X change it, and the game's buttons stay quiet while you do. With it on, a quick View press isn't reliable while pins are shown (sometimes the game gets it, sometimes not), so open the map from the pause menu then.

With a controller

  • Open it: press Start, then RB, and Mod Menu opens right away at the place you left it. Or pick MODS in the pause menu and press A.
  • Move around with the D-pad or stick. The row you're on lights up. A selects, left and right move a slider one step per press.
  • LB / RB go to the previous / next mod.
  • X resets the setting you're on. Tap Y to pin it. Tap, don't hold: holding Y for about a second is the game's own Reset Position.
  • B closes the pause menu like always. Mod Menu keeps your place, so it opens on the same mod next time. The BACK button at the top steps back one view.
  • Search, key pickers and text boxes need a keyboard.

Settings

Mod Menu's own settings are on its page (Esc > MODS > Mod Menu), or in config.txt in the ModMenu folder:

  • Show MODS in the pause menu: on by default. Turn it off only if you set an open key, or you'll have no way in. Needs a restart.
  • Open key (optional): none by default. Opens the menu anywhere, including the main menu. Avoid F10 and F11. Needs a restart.
  • Text size: 100% by default (80% to 140%, in steps of 10).
  • Show the Quick Panel: on by default.
  • Hold to edit the Quick Panel: F4 by default.
  • Quick Panel across: 3% by default (0% to 100% from the left edge).
  • Quick Panel down: 30% by default (0% to 100% from the top edge).
  • Controller edit (hold View): off by default. On: hold View on a controller to change the Quick Panel (while pins are shown, a quick View press isn't reliable, so open the map from the pause menu). Off: View works as usual.

Install

  1. Install UE4SS for RSDragonwilds (free, from the UE4SS for RSDragonwilds page on Nexus Mods).
  2. Drop the ModMenu folder into RSDragonwilds/Binaries/Win64/ue4ss/Mods/
  3. If you use Key Unlocker, update it to 1.0.3 or newer. It reads the key names Mod Menu saves now.

On Game Pass: use the BE version of UE4SS with the SCO signature, the normal build does not load there (thanks JourneyOver for testing). Game Pass also installs the game under Binaries/WinGDK/ instead of Binaries/Win64/, so the ModMenu folder goes in RSDragonwilds/Binaries/WinGDK/ue4ss/Mods/. If you install with a mod manager, check that is where it ended up.
To uninstall, delete the ModMenu folder. Your other mods still work without it and keep whatever you set.

For other mod authors

If your UE4SS Lua mod reads a config file, you can add it to Mod Menu with one small settings file (modmenu.json or modmenu.txt) next to your enabled.txt. No code, and nothing changes for people who don't have Mod Menu. It works with config.txt files, JSON files, or plain values at the top of your main.lua. You get toggles, sliders, option pickers, key pickers, text boxes, headers and buttons. A short snippet (about 15 lines) picks changes up live.

New in 2.0, all optional: runsOn (the yours / host / server / both tag), valueLabels (words for values, like "Off" at 0), collapsed (a section that starts folded) and showIf (a row that only shows when another setting has a certain value). You can also open your page at one row. Files made for 1.x load unchanged.

It's all in README.md inside the ModMenu folder, and the example mod in ModMenu/example uses every setting type and each new field. MIT licensed, so use whatever helps. If you need something it can't do yet, leave a comment.

Known limits

  • Controller editing of the Quick Panel is off by default. When you turn it on, a quick View tap isn't reliable while pins are shown.
  • At large text sizes the sidebar hides the version numbers to make room for the names.
  • Settings with options cycle through them one at a time. There is no drop-down list.
  • Inside the pause menu the whole menu is drawn smaller, so it fits beside the pause list.
  • The Keys page can't see keys that native (DLL) mods bind on their own.
  • While you scroll, the last row of a list can show cut off at the bottom.
  • On a very low frame rate, a very quick tap of LB, RB, X or Y in the menu can be missed; a normal press works.

Good to know

  • It only writes settings files: a mod's own config file when you change one of its settings, and Mod Menu's own config.txt (your pins and the last page). Never your save or your items.
  • Menu size is now Text size. The menu always fits your screen, and the slider sets the size of the text and rows. If you changed Menu size in 1.x, that number is now the text size (anything under 80 or over 140 counts as 80 or 140).
  • Light on performance. The health check reads UE4SS.log when you open the menu (27 ms the first time and 5 ms after that with 59 mods in my test), the Keys page reads the game's key lists once per session, and the Quick Panel sits idle while it's hidden.
  • Pak and Blueprint mods can't read settings, so they won't show up here.
  • Something wrong? SAVE REPORT at the bottom of the menu writes ModMenu/report.txt with your mod list, switched-off mods, key clashes and the health check. Paste it in a comment.
  • Not sure it is running? UE4SS.log shows a line starting with [ModMenu] loaded v2.0.1.

Tested on game version 1.0.1.1, mouse, keyboard and controller, with all my other mods installed: every mod page at text sizes 80, 100, 120 and 140 in the pause menu and on its own, checked for overlapping or cut text; search and jump (no leftover rows); the Health check with a switched-off mod, a mod with a syntax error, one with a runtime error and one unpacked a folder too deep; key clashes with game keys and other mods, and the Keyboard | Controller switch; Quick Panel edits with F4 (no swings, no movement while held) and with a controller; pins kept over restarts and a removed mod's pin skipped; saving and reopening on the last page across a restart; Start then RB, LB / RB, X and Y taps; 3 launches on the release build with no crash. Not tested yet: co-op (joined worlds, the gray host rows), dedicated servers, Game Pass, Steam Deck.

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