File Details
ra_TheGoldMod_v0.2.zip
- R
- May 27, 2026
- 258.28 KB
- 488
- Early Access 1 - Release
File Name
ra_TheGoldMod_v0.2.zip
Supported Versions
- Early Access 1 - Release
Added
PrevCreatureKeyandNextCreatureKeysettings insettings.txt(default[and]) for cycling between creature forms in test mode- Dynamic keybind system in
main.luawith a VK lookup table (_VK) for punctuation keys that UE4SS cannot resolve by name, covering `[ ] ; ' , . / \ - = `` ResolveKey(name)helper that checks_VKbefore falling back toKey[name], used for all six configurable keybindsPrev CreatureandNext Creaturerows in the TheGoldModSettings ImGui overlay panel, matching the new settings keys- Corresponding fields (
prevCreatureKey,nextCreatureKey) and char buffers in theGMSettingsstruct,LoadSettings,SaveSettings,RenderContent, andSyncCustomBufsindllmain.cpp
Changed
- Settings file renamed from
settings.initosettings.txtacross all locations (mod requirement) LoadSettings()inmain.luanow trims trailing whitespace and carriage returns from values using(.-)%s*$, preventing parse failures on Windows line endingsSaveSettings()indllmain.cppnow writes tosettings.txtinstead ofsettings.ini[ ]creature cycle keybinds changed from hardcoded VK codes 219/221 toResolveKey(_PREV_KEY)/ResolveKey(_NEXT_KEY), making them fully configurable via settings
Fixed
- Crash occurring 2-10 seconds after transforming into a creature (
UWEAnimNotify_AbilityNotify/SN2AnimNotify_ShapeOverlapnative access violation on the game thread)- AI controller is now destroyed after
UnPossess()instead of left alive, removing it from theUWEAIControllerTickerregistry SetAnimationMode(0)(AnimationSingleNode) is called on the puppet mesh viaGetMesh()immediately after spawn, disabling AnimBlueprint evaluation so no AnimNotifies can fire- Fixed mesh access:
puppet:GetMesh()(UFUNCTION call) is used instead ofpuppet.Mesh(property access), which returned nil for spawned creature Blueprint actors in UE4SS
- AI controller is now destroyed after