The Gold Mod

A gameplay changing experience meant to introduce a new, fantastic, and layered creature transformation mechanic! Go beyond adaptations, become what you fear!

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

  • PrevCreatureKey and NextCreatureKey settings in settings.txt (default [ and ]) for cycling between creature forms in test mode
  • Dynamic keybind system in main.lua with a VK lookup table (_VK) for punctuation keys that UE4SS cannot resolve by name, covering `[ ] ; ' , . / \ - = ``
  • ResolveKey(name) helper that checks _VK before falling back to Key[name], used for all six configurable keybinds
  • Prev Creature and Next Creature rows in the TheGoldModSettings ImGui overlay panel, matching the new settings keys
  • Corresponding fields (prevCreatureKeynextCreatureKey) and char buffers in the GMSettings struct, LoadSettingsSaveSettingsRenderContent, and SyncCustomBufs in dllmain.cpp

Changed

  • Settings file renamed from settings.ini to settings.txt across all locations (mod requirement)
  • LoadSettings() in main.lua now trims trailing whitespace and carriage returns from values using (.-)%s*$, preventing parse failures on Windows line endings
  • SaveSettings() in dllmain.cpp now writes to settings.txt instead of settings.ini
  • [ ] creature cycle keybinds changed from hardcoded VK codes 219/221 to ResolveKey(_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_ShapeOverlap native access violation on the game thread)
    • AI controller is now destroyed after UnPossess() instead of left alive, removing it from the UWEAIControllerTicker registry
    • SetAnimationMode(0) (AnimationSingleNode) is called on the puppet mesh via GetMesh() immediately after spawn, disabling AnimBlueprint evaluation so no AnimNotifies can fire
    • Fixed mesh access: puppet:GetMesh() (UFUNCTION call) is used instead of puppet.Mesh (property access), which returned nil for spawned creature Blueprint actors in UE4SS