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Needs review: This page has not yet been re-verified against Palworld 1.0. Steps, paths and tool versions may need adjusting. Palworld 1.0 vs early access.

Load Order & Conflicts

When two mods change the same game file, only one can win. Understanding load order tells you which, and understanding conflicts tells you why some mods can’t coexist as-is.

  • The _P suffix marks a pak as a patch that overrides base content (see Pak pipeline).
  • Among mods, load order generally follows the pak filename ordering, so a later-loading _P pak can override an earlier one. If you need one mod to win over another, its pak name has to sort later.
  • Two mods ship the same cooked asset. If mod A and mod B both include the same .uasset (say the same DataTable), whichever loads last completely replaces the other’s copy - the earlier mod’s change is simply gone. This is the classic “these two mods don’t work together” situation.
  • The fix is granularity. A framework that patches rather than replaces avoids most of this: PalSchema patches specific data rows, so two mods editing different rows of the same table can coexist where two full cooked-table mods would clobber each other.
  • Keep each mod’s footprint as small as possible - only include the files you actually change.
  • Prefer patch-style data mods (PalSchema) over shipping whole tables when you want compatibility.
  • When two mods conflict, the options are: rename to force an order (one fully wins), merge them by hand, or reimplement one as a patch.