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Some mods not working online because anticheat checking some files like modded hp etc and ban them. If they remove anticheat, what players do first: find some mods or hacks?
-fileopenlog is just command for Unreal engine to not check modded files, so you can start the game with mods. There some mods on Nexus that not working anymore even with -fileopenlog because they are old.
CLIENTSIDE mods like UI/Player models are not visible for other players (they will see default models, because their client is unmodified).
SERVERSIDE mods like (damage, movement speed, card bonus) will work for everyone.
So for models/UI/sounds - the only way is to force people download same mod you are using.
Actually not. Because it's UE, it's easy to unpack assets and modify them, recompiling with Unreal Engine again.
I already made a code changes for the game without any problems.
https://www.youtube.com/watch?v=NCtTewip4PE
It ended up being a mix of Easy Anti Cheat and the mod files not being put together it seems.
One mod that was supposed to be an "overhaul" - Back 4 Change I believe, said that it would change AI, zombie behavior and give 30 card deck - but the deck wasn't working and using 2 mods that change the deck kinda crash the game.
Would love to have a way to locally host a server so all the mods would work, but I can't seem to find a way for that one - probably not possible.
Doesn't it depend if the devs just want to "pak" the game or not?
Plus if we're talking strictly Back 4 Blood unpak'ing is pretty straightforward from what I seen online.
Not denying the point about the other games based on UE engine, just in this case it's not that bad I'd assume.
Just a few people are interested. All assets can be changed, even the whole game can be changed, everything can be recompiled with massive changes.
No one want to do.