Fluffy Manager 5000 Troubleshooting Guide

FluffyQuack

Jun 24, 2022

Fluffy Manager 5000 Troubleshooting Guide

Jun 24, 2022

I'll be maintaining this post as a general troubleshooting guide for common problems when using Fluffy Manager 5000.

Q: Mods aren't working and I don't know why.
A: As a generic troubleshooting step, I suggest doing this in the following order to ensure game install is 100% clean:
- Update to latest version of the mod manager.
- Uninstall all mods via the mod manager.
- Go to where the mod manager resides and travel to this folder "Games\[GameName]" and delete the "Backup" folder (if it doesn't exist, then ignore this step).
- Uninstall the game.
- Go to the game's install directory and delete any remaining files.
- Reinstall the game.
- Click on "re-read game archives" in the mod manager.

Q: I'm installing a mod for RE2/RE3/RE7, but it doesn't show up in the game.
A: Most mods for those games are created for an older version of the game that doesn't have ray tracing support. Try downgrading the game version: https://steamcommunity.com/games/883710/announcements/detail/3344500154867780166

Q: I'm using an AMD graphics card and the mod manager launches into a blank window
A: I think this is an issue with AMD drivers (it sounds the same as the issue explained here). If it's not resolved by updating your graphics drivers, try going into graphics driver settings and turning off "OpenGL Triple Buffering" and then see if that fixes it.

Q: The mod manager immediately quits after launch and data\log.txt mentions OpenGL version is v1.1.0
A: This is most likely caused by invalid graphics drivers. Try updating or re-installing graphics drivers.

Q: Many mods don't install correctly when installing mods on Linux or Steam Deck
A: There's currently a bug where some mods in RAR formats won't copy correctly on Linux and Steam Deck. You can get around this by extracting RAR mods into folders (one folder per mod). I haven't been able to find a fix for this, and it's difficult to troubleshoot myself since I don't have a Linux install or Steam Deck.

Q: Fluffy Manager only shows a black screen when running and then crashes.
A: Fluffy Manager might be lacking file access permission in its current location. Try running the mod manager from a different drive or directory (avoid anything created by Windows, like "program files" or the desktop). Alternatively, this could be due to outdated graphics drivers, so try downloading the latest graphics drivers.

Q: I'm getting error messages related to copying files or opening files for writing.
A: Try running the mod manager as Administrator.

Q: Modmanager.rar or modmanager.exe gets deleted before I can run it. Or the mod manager doesn't start. Or it never loads screenshot previews. Or it fails to install mods.
A: This is could be due to anti-virus (for instance, Windows Defender). If you got the mod manager from a reputable source (like NexusMods or my own website), then it's a false positive. Add the mod manager to the anti-virus' whitelist or temporarily turn off your anti-virus.

Q: The "Launch game" button doesn't work!
A: If it doesn't work, just launch the game manually. The button is only there for convenience.

Q: I'm getting an error message similar to "Can't open PAK file for file invalidation."
A: Go to your game install and make sure none of the PAK files are set to "read-only" when you right-click them and choose properties.

Q: The "Mod list" button is grayed out.
A: That means the mod manager failed to automatically find your game install. Click on "Define game path" to manually choose where the game is installed.

Q: I installed a mod for RE2/RE3/RE7/RE8 but I get an infinite loading screen ingame.
A: This could be due to an outdated mod. Some mods don't work with later versions of the game.

Q: The game got patched while I had mods installed. What should I do?
A: To ensure everything is non-corrupted, do this in the following order:
- Uninstall all mods in the mod manager
- Right-click the game on Steam
- Click on Properties
- Choose "Verify file integrity"
- After Steam is finished with the above step (might be slow if it needs to download data) then click on "re-read game archives" in the mod manager.

Q: The game got patched but I didn't have any mods installed. Should I do anything?
A: Nothing is necessary, the mod manager automatically re-reads game archives after a game patch is detected and no mods are installed.

Q: Whenever I try to install mods the mod manager claims the game is running, but it's not running.
A: Click on Options and turn on "Advanced Options->Always Allow Mod Installs". Note: If you turn this on, you should be careful and make sure you don't try to install mods while the game is actually running. It doesn't work with RE Engine games and SF5

Q: I'm playing using a pirated version and I can't install mods!
A: I have no idea if my mod manager works with pirated versions of games and I'm not going out of my way to add that kind of support.

Q: No matter what I do, I can't get Fluffy Manager 5000 to even run.
A: If the mod manager fails to even start up, you can try earlier versions to see if they give you better luck. I have a selection of them available here: https://www.nexusmods.com/residentevil22019/mods/119?tab=files

Q: No version of Fluffy Manager 5000 runs for me.
A: If you find no way to even run the mod manager, you can try this method for installing mods (warning, this is fiddly and very limited in functionality): http://residentevilmodding.boards.net/post/117636

Q: I've got a mod in a RAR format with a non-English filename and it's not showing up in the mod list.
A: This is a limitation of the mod manager. Rename the RAR file so it has English characters only and then it will load. The mod manager doesn't properly handle anything with unicode text.

Q: I install a mod and the mod manager says it was installed successfully, but I don't see the mod in the game!
A: This is not applicable to all games, but do you own the DLC? For instance, a lot of RE2 mods require the DLC outfits to work. By the way, after buying and installing DLC, you need to remember to press the "Re-read game archives" button in Fluffy Manager so the mod manager becomes aware of the new PAK files.

Q: I deleted the mod manager before uninstalling the mods I had installed. How do I remove the mods that I installed?
A: Do one of the following sequences to ensure your game install is clean and free of mods:
- Uninstall the game
- Go to directory where the game was installed and delete all files in it (if you spot any configuration files or save files, I suggest leaving those alone).
- Re-install the game
OR
- Go to the directory where the game is installed and delete the "natives" directory (almost all mods for RE Engine games have files copied to that directory)
- If you know if you installed any mods in PAK format, delete any PAK file with "patch" in its name
- Right-click the game in Steam, choose Properties, click on Local Files, and click on "Verify integrity of game files..."

Q: I've got a Steam Deck and I can't get Fluffy Manager working!
A: Unfortunately, I don't have a Steam Deck or a Linux install, so I'm basically clueless when it comes to this. But there is a thread on Reddit with information on how to get it working on the Steam Deck: https://old.reddit.com/r/SteamDeck/comments/tvvic2/fluffy_mod_manager_5000_modding_re2rere3re_on/

Q: I just got Fluffy Manager, but I get error messages saying unrar.dll and fmodex64.dll were not found when trying to run it.
A: Make sure you extract everything from the mod manager archive before you run it

Q: Fluffy Manager quits immediately after running it with a message that another instance is running, but I don't have another copy of it running.
A: Add the following line to the Data\config.cfg file:
CheckIfModManagerIsRunning: 0


31 comments

·

When I turn on the MonsterHunterRISE mod in Fluffy Manager818-3-055-1741224458, a .lua is created where the .exe is and the mod cannot be activated. I have confirmed that if I place the .lua in D:\SteamLibrary\steamapps\common\MonsterHunterRise\reframework\autorun, I can activate the mod. How do I get the mod to be placed in the autorun instead of where the .exe is when I turn it on in the Fluffy Manager? MonsterHunterWilds places the .lua in the autorun with no problem. The .exe for MonsterHunterRISE is located at D:\SteamLibrary\steamapps\common\MonsterHunterRise.

AUTHOR

·

I would re-pack the mod so the LUA file is where RE Framework expects it. I'm guessing the mod contains the lua file in its root directory, but it should be within a "reframework" subdirectory.

·

So I'm new to modding resident evil 4 remake on PC, and I've tried everything to get my mods to work and they don't. I remember I got them to work randomly at one point and I don't know how, they just kinda worked. Now I can't get any to work except a single one that I uninstalled and it still shows up after I uninstalled and reinstalled the game. I am genuinely baffled and lost. Please help me

·

The first thing I tried was the basic troubleshooting step

·

hi i was hoping you could help me with this problem whenever i try to activate the mods i installed for devil may cry 5 the mod manager closes i updated my drivers and and reinstalled the mod manager but it does the same thing

AUTHOR

·

The mod manager crashes when you try to install a mod? Can you send me the contents of data\log.txt after you try to install a mod?

·

Um, i have a strange thing with mod manager, after downloading mods from Nexus Mods for MH Rise + Sunbreak some mods just showed up on mod manager, but some of them are not there, i saw one notification from manager that those mods are currently on manager but k dom't see them anywhere, i renamed .rar/.zip files to be sure that there are no issues while trying to be looked by mod manager but even that didn't worked

AUTHOR

·

Sorry for the slow reply. Do you still have this issue? How did you move the mods to the mod manager?

·

I wanted to ask for your assistance on something. I am trying to install a mod from Nexus to play on RE3 remake and it keep saying that its an RT build when my Re 3 version is Non RT. Its using direct x11 and its on my steam saying its non RT. Is there something im doing wrong? Im currently downloading re3 again and making it a non rt build like I thought I did so thats where I am now. Does fluffy need to be updated or something? am using the current version of fluffy mod :) thank you for any assistance you have.

AUTHOR

·

You could try to manually update Fluffy Mod Manager and see if that helps. Download this and let it extract any files in your current install: https://www.fluffyquack.com/tools/modmanager.rar I had a bug in older versions of the mod manager where it failed to do the full update process and those older versions would also not properly detect if RE3 is non-RT or not after its latest patch (which was from around 5 months ago).

·

Can new Fluffy Manager launch the RE Village GOLD Edition DEMO? I downloaded the RE Village GE demo on steam which is the only RE Village Demo they have available anymore. When I "choose game" in Fluffy Manager as "RE Village Demo" I get an error msg "Could not find re8demo.exe" ... In my Steam game folder it's originally titled as re8GEdemo.exe so I tried renaming it into just re8demo.exe ~ This allowed Fluffy Manager to let me install mods for it, but when I try launching from the Manager, Steam says no "license" because I guess the Manager is trying to launch the original re8demo into Steam but Steam won't let the original demo be downloaded anymore because they only offer the re8GEdemo now? But if it's not a simple fix to update, totally understandable ^_^

AUTHOR

·

You could keep re8demo.exe there as a dummy so the mod manager accepts that game install location and then just run the game via Steam. It's never necessary to run a game via the mod manager to get mods working. I'll make sure to update the RE8 demo entry in the mod manager to work with the new demo (I assume the old demo is gone now anyway).

·

hey my Fluffy works but when I open it , it dolesnt show a window of it unless I full Screen view it. When I open it, it only shows the '' - Minimize, Square Maximize , and X Close '' icons for a window . Only when I Maximize it, it shows the fluffy mod manager window. Any fixes? I also downloaded another Fluffy Manager and it opens correct but my mods arent there. I dont know how to transfer them if thats the case

·

was moving your mods folder from the old Fluffy mods folder into the new working Fluffy mods folder the way to make it all work correctly then? ^_^

·

I installed the non rt ver of RE2/RE3 and the mod manger is saying that i dont have it installed. I tried running it with mods and it didnt work.

AUTHOR

·

Are you using the latest version of the mod manager? You'll need to be running version v3.009 or newer.

·

sure but its a little hustle to find it

·

i just cant get it to work for me no matter if i have downgraded my game to dx11 (re3r here) and i have even updated to the newest fluffy 5000 and even deleted the mods multiple times did also verify my files on steam and i have checked which outfits are the ones i use and they should basically work straight out of the box yet none of them works

AUTHOR

·

Have you tried making sure your install is completely clean by doing this? - Uninstall all mods in the mod manager - Right-click the game on Steam - Click on Properties - Choose "Verify file integrity" - After Steam is finished with the above step then click on "re-read game archives" in the mod manager.

Fluffy Manager 5000 Troubleshooting Guide

FluffyQuack

Jun 24, 2022

Fluffy Manager 5000 Troubleshooting Guide

Jun 24, 2022

I'll be maintaining this post as a general troubleshooting guide for common problems when using Fluffy Manager 5000.

Q: Mods aren't working and I don't know why.
A: As a generic troubleshooting step, I suggest doing this in the following order to ensure game install is 100% clean:
- Update to latest version of the mod manager.
- Uninstall all mods via the mod manager.
- Go to where the mod manager resides and travel to this folder "Games\[GameName]" and delete the "Backup" folder (if it doesn't exist, then ignore this step).
- Uninstall the game.
- Go to the game's install directory and delete any remaining files.
- Reinstall the game.
- Click on "re-read game archives" in the mod manager.

Q: I'm installing a mod for RE2/RE3/RE7, but it doesn't show up in the game.
A: Most mods for those games are created for an older version of the game that doesn't have ray tracing support. Try downgrading the game version: https://steamcommunity.com/games/883710/announcements/detail/3344500154867780166

Q: I'm using an AMD graphics card and the mod manager launches into a blank window
A: I think this is an issue with AMD drivers (it sounds the same as the issue explained here). If it's not resolved by updating your graphics drivers, try going into graphics driver settings and turning off "OpenGL Triple Buffering" and then see if that fixes it.

Q: The mod manager immediately quits after launch and data\log.txt mentions OpenGL version is v1.1.0
A: This is most likely caused by invalid graphics drivers. Try updating or re-installing graphics drivers.

Q: Many mods don't install correctly when installing mods on Linux or Steam Deck
A: There's currently a bug where some mods in RAR formats won't copy correctly on Linux and Steam Deck. You can get around this by extracting RAR mods into folders (one folder per mod). I haven't been able to find a fix for this, and it's difficult to troubleshoot myself since I don't have a Linux install or Steam Deck.

Q: Fluffy Manager only shows a black screen when running and then crashes.
A: Fluffy Manager might be lacking file access permission in its current location. Try running the mod manager from a different drive or directory (avoid anything created by Windows, like "program files" or the desktop). Alternatively, this could be due to outdated graphics drivers, so try downloading the latest graphics drivers.

Q: I'm getting error messages related to copying files or opening files for writing.
A: Try running the mod manager as Administrator.

Q: Modmanager.rar or modmanager.exe gets deleted before I can run it. Or the mod manager doesn't start. Or it never loads screenshot previews. Or it fails to install mods.
A: This is could be due to anti-virus (for instance, Windows Defender). If you got the mod manager from a reputable source (like NexusMods or my own website), then it's a false positive. Add the mod manager to the anti-virus' whitelist or temporarily turn off your anti-virus.

Q: The "Launch game" button doesn't work!
A: If it doesn't work, just launch the game manually. The button is only there for convenience.

Q: I'm getting an error message similar to "Can't open PAK file for file invalidation."
A: Go to your game install and make sure none of the PAK files are set to "read-only" when you right-click them and choose properties.

Q: The "Mod list" button is grayed out.
A: That means the mod manager failed to automatically find your game install. Click on "Define game path" to manually choose where the game is installed.

Q: I installed a mod for RE2/RE3/RE7/RE8 but I get an infinite loading screen ingame.
A: This could be due to an outdated mod. Some mods don't work with later versions of the game.

Q: The game got patched while I had mods installed. What should I do?
A: To ensure everything is non-corrupted, do this in the following order:
- Uninstall all mods in the mod manager
- Right-click the game on Steam
- Click on Properties
- Choose "Verify file integrity"
- After Steam is finished with the above step (might be slow if it needs to download data) then click on "re-read game archives" in the mod manager.

Q: The game got patched but I didn't have any mods installed. Should I do anything?
A: Nothing is necessary, the mod manager automatically re-reads game archives after a game patch is detected and no mods are installed.

Q: Whenever I try to install mods the mod manager claims the game is running, but it's not running.
A: Click on Options and turn on "Advanced Options->Always Allow Mod Installs". Note: If you turn this on, you should be careful and make sure you don't try to install mods while the game is actually running. It doesn't work with RE Engine games and SF5

Q: I'm playing using a pirated version and I can't install mods!
A: I have no idea if my mod manager works with pirated versions of games and I'm not going out of my way to add that kind of support.

Q: No matter what I do, I can't get Fluffy Manager 5000 to even run.
A: If the mod manager fails to even start up, you can try earlier versions to see if they give you better luck. I have a selection of them available here: https://www.nexusmods.com/residentevil22019/mods/119?tab=files

Q: No version of Fluffy Manager 5000 runs for me.
A: If you find no way to even run the mod manager, you can try this method for installing mods (warning, this is fiddly and very limited in functionality): http://residentevilmodding.boards.net/post/117636

Q: I've got a mod in a RAR format with a non-English filename and it's not showing up in the mod list.
A: This is a limitation of the mod manager. Rename the RAR file so it has English characters only and then it will load. The mod manager doesn't properly handle anything with unicode text.

Q: I install a mod and the mod manager says it was installed successfully, but I don't see the mod in the game!
A: This is not applicable to all games, but do you own the DLC? For instance, a lot of RE2 mods require the DLC outfits to work. By the way, after buying and installing DLC, you need to remember to press the "Re-read game archives" button in Fluffy Manager so the mod manager becomes aware of the new PAK files.

Q: I deleted the mod manager before uninstalling the mods I had installed. How do I remove the mods that I installed?
A: Do one of the following sequences to ensure your game install is clean and free of mods:
- Uninstall the game
- Go to directory where the game was installed and delete all files in it (if you spot any configuration files or save files, I suggest leaving those alone).
- Re-install the game
OR
- Go to the directory where the game is installed and delete the "natives" directory (almost all mods for RE Engine games have files copied to that directory)
- If you know if you installed any mods in PAK format, delete any PAK file with "patch" in its name
- Right-click the game in Steam, choose Properties, click on Local Files, and click on "Verify integrity of game files..."

Q: I've got a Steam Deck and I can't get Fluffy Manager working!
A: Unfortunately, I don't have a Steam Deck or a Linux install, so I'm basically clueless when it comes to this. But there is a thread on Reddit with information on how to get it working on the Steam Deck: https://old.reddit.com/r/SteamDeck/comments/tvvic2/fluffy_mod_manager_5000_modding_re2rere3re_on/

Q: I just got Fluffy Manager, but I get error messages saying unrar.dll and fmodex64.dll were not found when trying to run it.
A: Make sure you extract everything from the mod manager archive before you run it

Q: Fluffy Manager quits immediately after running it with a message that another instance is running, but I don't have another copy of it running.
A: Add the following line to the Data\config.cfg file:
CheckIfModManagerIsRunning: 0


31 comments

·

When I turn on the MonsterHunterRISE mod in Fluffy Manager818-3-055-1741224458, a .lua is created where the .exe is and the mod cannot be activated. I have confirmed that if I place the .lua in D:\SteamLibrary\steamapps\common\MonsterHunterRise\reframework\autorun, I can activate the mod. How do I get the mod to be placed in the autorun instead of where the .exe is when I turn it on in the Fluffy Manager? MonsterHunterWilds places the .lua in the autorun with no problem. The .exe for MonsterHunterRISE is located at D:\SteamLibrary\steamapps\common\MonsterHunterRise.

AUTHOR

·

I would re-pack the mod so the LUA file is where RE Framework expects it. I'm guessing the mod contains the lua file in its root directory, but it should be within a "reframework" subdirectory.

·

So I'm new to modding resident evil 4 remake on PC, and I've tried everything to get my mods to work and they don't. I remember I got them to work randomly at one point and I don't know how, they just kinda worked. Now I can't get any to work except a single one that I uninstalled and it still shows up after I uninstalled and reinstalled the game. I am genuinely baffled and lost. Please help me

·

The first thing I tried was the basic troubleshooting step

·

hi i was hoping you could help me with this problem whenever i try to activate the mods i installed for devil may cry 5 the mod manager closes i updated my drivers and and reinstalled the mod manager but it does the same thing

AUTHOR

·

The mod manager crashes when you try to install a mod? Can you send me the contents of data\log.txt after you try to install a mod?

·

Um, i have a strange thing with mod manager, after downloading mods from Nexus Mods for MH Rise + Sunbreak some mods just showed up on mod manager, but some of them are not there, i saw one notification from manager that those mods are currently on manager but k dom't see them anywhere, i renamed .rar/.zip files to be sure that there are no issues while trying to be looked by mod manager but even that didn't worked

AUTHOR

·

Sorry for the slow reply. Do you still have this issue? How did you move the mods to the mod manager?

·

I wanted to ask for your assistance on something. I am trying to install a mod from Nexus to play on RE3 remake and it keep saying that its an RT build when my Re 3 version is Non RT. Its using direct x11 and its on my steam saying its non RT. Is there something im doing wrong? Im currently downloading re3 again and making it a non rt build like I thought I did so thats where I am now. Does fluffy need to be updated or something? am using the current version of fluffy mod :) thank you for any assistance you have.

AUTHOR

·

You could try to manually update Fluffy Mod Manager and see if that helps. Download this and let it extract any files in your current install: https://www.fluffyquack.com/tools/modmanager.rar I had a bug in older versions of the mod manager where it failed to do the full update process and those older versions would also not properly detect if RE3 is non-RT or not after its latest patch (which was from around 5 months ago).

·

Can new Fluffy Manager launch the RE Village GOLD Edition DEMO? I downloaded the RE Village GE demo on steam which is the only RE Village Demo they have available anymore. When I "choose game" in Fluffy Manager as "RE Village Demo" I get an error msg "Could not find re8demo.exe" ... In my Steam game folder it's originally titled as re8GEdemo.exe so I tried renaming it into just re8demo.exe ~ This allowed Fluffy Manager to let me install mods for it, but when I try launching from the Manager, Steam says no "license" because I guess the Manager is trying to launch the original re8demo into Steam but Steam won't let the original demo be downloaded anymore because they only offer the re8GEdemo now? But if it's not a simple fix to update, totally understandable ^_^

AUTHOR

·

You could keep re8demo.exe there as a dummy so the mod manager accepts that game install location and then just run the game via Steam. It's never necessary to run a game via the mod manager to get mods working. I'll make sure to update the RE8 demo entry in the mod manager to work with the new demo (I assume the old demo is gone now anyway).

·

hey my Fluffy works but when I open it , it dolesnt show a window of it unless I full Screen view it. When I open it, it only shows the '' - Minimize, Square Maximize , and X Close '' icons for a window . Only when I Maximize it, it shows the fluffy mod manager window. Any fixes? I also downloaded another Fluffy Manager and it opens correct but my mods arent there. I dont know how to transfer them if thats the case

·

was moving your mods folder from the old Fluffy mods folder into the new working Fluffy mods folder the way to make it all work correctly then? ^_^

·

I installed the non rt ver of RE2/RE3 and the mod manger is saying that i dont have it installed. I tried running it with mods and it didnt work.

AUTHOR

·

Are you using the latest version of the mod manager? You'll need to be running version v3.009 or newer.

·

sure but its a little hustle to find it

·

i just cant get it to work for me no matter if i have downgraded my game to dx11 (re3r here) and i have even updated to the newest fluffy 5000 and even deleted the mods multiple times did also verify my files on steam and i have checked which outfits are the ones i use and they should basically work straight out of the box yet none of them works

AUTHOR

·

Have you tried making sure your install is completely clean by doing this? - Uninstall all mods in the mod manager - Right-click the game on Steam - Click on Properties - Choose "Verify file integrity" - After Steam is finished with the above step then click on "re-read game archives" in the mod manager.

Read more from your favorite creators.
New Fluffy Manager release! Update via Fluffy Manager (run it and click on Downloads->Update to latest Fluffy Manager) or you can manually download and unpack this: https://fluffyquack.com/tools/modmanager.zip This has the same changes as the work-in-progress release from a few days ago. It seems stable so I'm pushing it as a normal release. These changes are all about handling the new ray-traced versions of RE2/RE3/RE7 better. The ray-tracing version pretty much broke support for all mods. Remember, the best way to approach this is to downgrade to the previous game version. Instructions here: https://steamcommunity.com/games/883710/announcements/detail/3344500154867780166   For more information about what changes this Fluffy Manager version includes, check these two posts: https://www.patreon.com/posts/67785208 - Automatic conversion of TEX to new RE2/RE3 format https://www.patreon.com/posts/67984709 - Detection of incompatible mods Full change log: By adding "CheckIfModManagerIsRunning: 0" to config.cfg it's now possible to make the mod manager skip the check to see if it's already running and auto-quit. Improved the check if another Fluffy Manager process is running when it's booting up. Now the check compares window title in addition to process executable. Fixed a bug where the mod manager refused to install a mod because it failed to ignore an empty PAK file contained with the mod. Fixed a bug where bundles with no installed mods would be listed when using the "installed only" filter. Added a feature that automatically converts TEX and MSG files to the new formats for old RE2, RE3, and RE7 mods. Made the mod manager detect game version and mod version, so it can give a warning if user tries to install a mod that's not compatible (this check does not work for RE3 mods that only modify pfb, scn, or pck formats). Moved the "Show/hide games" option to the top of the "choose game" menu. Fixed a bug where the prompt for installing/uninstalling mods wouldn't show the mod name correctly if there was a '%' symbol in the name.

Fluffy Manager v2.253 release

Jun 24, 2022

5

4

New Fluffy Manager release! Update via Fluffy Manager (run it and click on Downloads->Update to latest Fluffy Manager) or you can manually download and unpack this: https://fluffyquack.com/tools/modmanager.zip This is a quick release to fix a bug when installing mods consisting of loose assets (ie, mods packaged as RAR files) for Monster Hunter Rise. It works correctly when installing mods that modify assets that only exist in the game's main PAK file, but it didn't work correctly for assets that existed in the official patch PAKs. This new version fixes that issue. I highly suggest clicking on "re-read game archives" after updating to the new version of Fluffy Manager so the mod manager has cached information from all of MHR's PAK files. There are also some other minor unrelated changes made to the mod manager. Full change log: Fixed a bug that made "CheckIfModManagerIsRunning" config var use the same variable as "CheckIfGameIsRunningForModInstalls" in the mod manager code. Added a toggle to Advanced Options that makes it possible to disable modification of PAK files when installing mods for Monster Hunter: Rise. This is meant to be used alongside FirstNatives. This is stored in config.cfg as the line "SkipPAKModification_MHR". Added an option to Advanced Options that deletes the mod info cache and re-creates it from scratch. MHR: Replaced the integrity check after encrypting/decrypting PAKs that didn't work correctly with official patch PAKs. Fixed an entry that was erroneously added to log.txt that indicated a game's install path was invalid even though it was used just fine.

Fluffy Manager v2.254 release - Fixed support for patched Monster Hunter Rise

New Fluffy Manager release!Update via Fluffy Manager (run it and click on Downloads->Update to latest Fluffy Manager) or you can manually

Sep 29, 2022

5

New Fluffy Manager (work in progress) release! Download: https://fluffyquack.com/WIP/modmanager.zip (install by extracting the files over your mod manager install) Since I was working on file I/O I figured I'd look into ZIP support as well. Fortunately, turns out it extremely easy to write support for. I implemented it using this library which is extremely straightforward to include and use: https://github.com/richgel999/miniz   One nice thing about ZIP files is that they can't be created as solid archives. This means mod authors don't need to check compression settings when making them. When packaging 7Zip or RAR archives, I highly recommend turning off the solid archive setting (7Zip defaults to on, and WinRAR defaults to off). Solid archives have higher compression, but reading individual files from them is extremely slow.

Fluffy Mod Manager v2.259 work in progress - ZIP support

New Fluffy Manager (work in progress) release!Download: https://fluffyquack.com/WIP/modmanager.zip (install by extracting the files over you

Feb 6, 2023

6

1

A new patch of RE9 was released today. It added photo mode and comes with some small fixes. More info here: https://steamcommunity.com/games/3764200/announcements/detail/534379097557565448 Like the last times, RE Framework needs an update in order to disable the anti-tamper in this newest version. praydog has already updated RE Framework, so you just need to download the newest version of RE Framework and you can mod the game again without it crashing after 1-2 minutes. Some bad news is that this version of RE9 has different hashes for many objects. This means certain mods will need to be updated by their mod author to work again. Any mods that modify PFBs or certain other file formats will need to be updated. This applies to model swaps, certain mods doing gameplay changes, and more. This is fairly common for updates with RE Engine games.

Resident Evil Requiem Patch (2026-03-27)

March 27

13

1

New version release! Update via Fluffy Mod Manager (run it and click on "Downloads->Update to latest Fluffy Mod Manager") or you can manually download and unpack this over your current install: https://fluffyquack.com/tools/modmanager.zip Full usage information about Fluffy Mod Manager is available here: https://www.patreon.com/posts/36745578 --------- Monster Hunter Rise got an update recently where they changed the executable name, which made my mod manager fail to identify as the Game Pass/Windows Store release. This should be fixed now. I fixed a bug in Updater.exe where it could fail to identify the current or new version of the mod manager. If you experience it refusing to update the mod manager, then you can manually update it by extracting the modmanager archive onto current install. I also added an experimental feature for updating RSZ data within RE Engine game mods. When an RE Engine game is patched, there's a chance checksum hashes for structs used by the game change even though there's no change to the struct itself. This means some mods that become incompatible after a patch could be made compatible again by updating these hashes. There's no guarantee this works, though. Structs may actually change between game versions which means changing these values will probably result in a crash rather than an infinite load. It's also possible other vital data gets changed between game versions. If you want to try update mods this way, follow these instructions: Download the RSZ database for your current game and game version from here: https://github.com/alphazolam/RE_RSZ (ie, if you're modding MHR, you'd download rszmhrise.json) Rename this file to rsz.json Move the file to the game's folder in the mod manager. Ie: [modmanager]\Games\MHRISE\ Start the mod manager and try to install a mod that's become incompatible due to latest patch An extremely important note about feature: You always need to be using the latest RSZ database for the game version you're playing. If the game gets patched, you'll need to download the latest RSZ database again. You can delete the rsz.json file if you want to disable the mod manager's behaviour of trying to update RSZ struct CRC hashes. Thanks to praydog, alphaZomega, and Darkness for their work related to RSZ data. Full changelog: MHR: Fixed detection of Game Pass install after a recent patch. Added optional functionality for updating RSZ CRCs within RE Engine game mod files. Fixed a bug in Updater.exe that could make it misread the mod manager's version number. If you have difficulty updating the mod manager, then try manually extracting modmanager.rar to current mod manager install and let it overwrite any files.

Fluffy Mod Manager v3.0095 release - Updated MHR Game Pass install detection and experimental RSZ data updating

New version release! Update via Fluffy Mod Manager (run it and click on "Downloads->Update to latest Fluffy Mod Manager") or you can manu

May 1, 2023

3

New version release! Update via Fluffy Mod Manager (run it and click on "Downloads->Update to latest Fluffy Mod Manager") or you can manually download and unpack this over your current install: https://fluffyquack.com/tools/modmanager.zip Full usage information about Fluffy Mod Manager is available here: https://www.patreon.com/posts/36745578 --------- Added three new categories for RE9: the vehicles that Leon drives, sounc, and music. You can use the following lines for modinfo.ini to forcibly add the category to a mod: Category=!Characters > Leon's Wheels Category=!Other > Sound Category=!Other > Music The mod manager will now attempt to automatically make mods made for the Steam version work for the Epic Games Store version. Note that this only applies to "loose file" mods. PAK mods can not be fixed on the fly this way. Due to requests, I've altered logic for installing PAK mods that's installed to the "pak_mods" folder (this applies to MH Wilds and RE9). They will now always get a numbered prefix which should mean install order decides mod priority. Change log: RE9: Added "Leon's Wheels" as category. Can be forced in modinfo with this line: Category=!Characters > Leon's Wheels - RE9: Added "Sound" and "Music" as categories. Can be forced in modinfo with these lines: !Other > Sound !Other > Music RE9: The mod manager will now automatically rename paths for loose file mods so they work with the Epic Games Store version of the game. Changed mod install logic for "pak_mods" to work better with MH Wilds mods. Now a prefix is added so install order decides mod priority.

Fluffy Mod Manager v3.073 - Improved Support for MH Wilds/RE9

March 14

12

5

Uploaded new version: https://fluffyquack.com/tools/REtool.rar Full usage information about REtool with file lists downloads can be found here: https://www.patreon.com/posts/36746173 --------- Major update to REtool that finally makes it compatible with all newer RE Engine titles. Change log: Added support for converting textures compressed with GDeflate. Added extraction support for PAKs that have files compressed into individual chunks. Added support for compressing PAK file entries with ZSTD. Several other smaller changes. The above changes should make REtool fully compatible with newer RE Engine games like MH Wilds, RE9, and Pragmata.

REtool v0.240 - Compatibility with Newer RE Engine Games

3 days ago

9

YouTube

SoulCalibur VI mod - Increased difficulty of Libra of Soul

A small collection of mods that change the difficulty of Libra of Soul mode. Very Hard Libra of Soul This one changes all fights to same dif

Dec 4, 2023

1

New (work in progress) version release! Manually download and unpack this over your current install: https://fluffyquack.com/WIP/modmanager.zip Full usage information about Fluffy Mod Manager is available here: https://www.patreon.com/posts/36745578 --------- Major update to the mod manager which I'm releasing as a work-in-progress until I know it's fully stable. The biggest change is a sanity check when installing or uninstalling a mod. The mod manager will now try to detect if a mod install/uninstall will fail before starting to copy files over. This should prevent a mod from being uninstalled incorrectly if you uninstall an RE9 mod immediately after quitting the game. There's a new feature added to modinfo.ini. You can add an entry ala "MenuPriority = 1" for mod addon, and then that mod will appear higher up in a mod addon list. Mods default to having the value 0. Higher value means higher priority for being up in the list. There are many other smaller changes or additions to this version, such as mod managing support for Mega Man Star Force Legacy Collection and "Animations" added as category for RE9. Change log: SF6: Reverted cheeky naming of Alex. Added mod managing support for Mega Man Star Force Legacy Collection. Improved error handling for failed mod installs/uninstalls. Fixed a bug which could prevent the "approximate" FPS limiter from limitting the FPS while program was in focus. You can now control the position of an addon mod in its submenu by writing a modinfo entry called "MenuPriority = 1". Higher number means it'll be higher in the list. This value defaults to 0. Improvement to log writing that could remove some minor UI stutter. PEAK: Logo will now be downloaded. Fixed a bug where the mod manager could ignore files that start with "." RE Engine games: The "pak_mods" directory no longer gets deleted when all mods are uninstalled. RE2R/RE3R/RE7: The mod manager will now try to automatically "downgrade" textures when install RT mods to the non-RT version. RE9: Added "Animations" as category (!Other > Animations)

Fluffy Mod Manager v3.075 WIP - Various Improvements

3 days ago

10

YouTube

Tomb Raider 1 mod - Braid, and alternate costume for 2P

OpenLara is a fan-made, open-source engine for Tomb Raider by XProger (right now it has very good compatibility with TR1, but it doesn't sup

Feb 12, 2021

2

New Fluffy Manager (work in progress) release! Download: https://fluffyquack.com/WIP/modmanager.zip RE8 got patched again (on the 10th of this month), so here's a quick update to the mod manager to make the third person trainer compatible again. This version also adds one new way of organizing multiple mods as one button, which is by having multiple mods share the same "nameAsBundle" entry in each modinfo.ini file. Here's a quick example of how you would do it: Let's say you have two mods with the names "Chris with a top hat" and "Chris with a fedora" In each mod's modinfo.ini you add the line "NameAsBundle=Chris hats" Then, when looking at the mods in the mod list, they'll share the same button called "Chris hats" which the user can press to get into a submenu with each related mod Update: I forgot to actually upload the build when I first made this post. If you find the third person mod still not working, then make sure to re-download the mod manager using the link above.

Fluffy Manager v2.247 work in progress - Third person mod updated to work with very latest RE8 patch

Aug 12, 2021

4

1

Resident Evil 4 Remake mod - Classic Wesker in Mercenaries

This mod can be downloaded directly via Fluffy Manager: https://www.patreon.com/posts/36745578 (click on 'Downloads' and look for "Classic W

Oct 1, 2023

1

This is basically a repeat of the situation from a week ago. RE9 got a new patch and, once again, the game makes itself crash when trying to mod it. Praydog is working on updating RE Framework to disable the anti-tamper in this build. Hopefully it's something he'll accomplish soon. I'm not sure of the details, but I wonder if part of RE9's anti-tamper is obfuscated differently each time it's compiled, which would be quite poopy. It's still mindboggling to me why Capcom is so aggressive with its anti-tamper. I can't think of any other developer that goes to this length to prevent a singleplayer title from being modified. Edit: RE Framework has been updated to be able to disable anti-tamper again. Download the latest version and you can mod the game without it exploding

Resident Evil Requiem Patch (2026-03-13)

March 13

29

Addressing the Resident Evil 4 Enigma Situation - Did Chun-Li Kill All Modding Yet Again?

February 6

35

2

Just a heads up that RE9 got patched today that makes it crash if RE Framework is installed. If you install the latest version of RE Framework that got released today, modding will work again.

Resident Evil Requiem Patch

March 5

24

3

New version release! Update via Fluffy Mod Manager (run it and click on "Downloads->Update to latest Fluffy Mod Manager") or you can manually download and unpack this over your current install: https://fluffyquack.com/tools/modmanager.zip Full usage information about Fluffy Mod Manager is available here: https://www.patreon.com/posts/36745578 --------- I want to spend a bit of time talking about the current modding situation for RE9. As usual, Capcom has added anti-tamper code that attempts to stop mods from working. Thankfully, praydog has updated his RE Framework tool to disable these checks, making it possible to actually mod the game. I recommend downloading the latest version of RE Framework (if you have a version that's from 2026/03/02 or newer, you should be good). You can show your support to praydog here: https://www.patreon.com/praydog Note that in order to make the game load modified textures, a mod has to be stored as a PAK. My REtool currently does not work with RE9. Once I find the time, I'll try to make big update to it. But other people have made tools that do similar things. Here are some tools I've seen people use for creating mods: https://github.com/kagenocookie/REE-Content-Editor https://github.com/NSACloud/RE-Mesh-Editor https://github.com/NSACloud/RE-Asset-Library As for this mod manager update, there are various minor changes. I added categories to RE9 mods. The mod manager will try to automatically assign categories to mods, but it can only do with this loose file mods. I expect most mods will be PAK mods moving forward, so you'll have to manually assign mod category (Options -> Category Assignment) or you can simply disable the category view in Options. If you're a mod author, you can force a mod to be assigned to a specific category via the modinfo file. You do that by adding a line like this: Category=!Other > Misc Here's a full list of categories: !Characters > Leon !Characters > Grace !Characters > Sherry !Characters > Alyssa !Characters > Victor !Characters > Zeno !Characters > NPCs & Enemies !Characters > Multiple !Other > RE Framework !Other > Code Injectors !Other > Weapons !Other > Models !Other > Textures !Other > Text !Other > Misc Change log: Fixed a bug preventing RE9 logo from being downloaded. Added (untested) mod managing support for Monster Hunter Stories 3. Added RE Framework download options for RE9, MH Stories 3, and Pragmata. Increased resolution of background blur effect. RE9: Added categories. Added web link for NexusMods for various games.

Fluffy Mod Manager v3.072 - RE9 Modding Situation

March 2

21

New version release! Update via Fluffy Mod Manager (run it and click on "Downloads->Update to latest Fluffy Mod Manager") or you can manually download and unpack this over your current install: https://fluffyquack.com/tools/modmanager.zip Full usage information about Fluffy Mod Manager is available here: https://www.patreon.com/posts/36745578 --------- Added three new categories for RE9: the vehicles that Leon drives, sounc, and music. You can use the following lines for modinfo.ini to forcibly add the category to a mod: Category=!Characters > Leon's Wheels Category=!Other > Sound Category=!Other > Music The mod manager will now attempt to automatically make mods made for the Steam version work for the Epic Games Store version. Note that this only applies to "loose file" mods. PAK mods can not be fixed on the fly this way. Due to requests, I've altered logic for installing PAK mods that's installed to the "pak_mods" folder (this applies to MH Wilds and RE9). They will now always get a numbered prefix which should mean install order decides mod priority. Change log: RE9: Added "Leon's Wheels" as category. Can be forced in modinfo with this line: Category=!Characters > Leon's Wheels - RE9: Added "Sound" and "Music" as categories. Can be forced in modinfo with these lines: !Other > Sound !Other > Music RE9: The mod manager will now automatically rename paths for loose file mods so they work with the Epic Games Store version of the game. Changed mod install logic for "pak_mods" to work better with MH Wilds mods. Now a prefix is added so install order decides mod priority.

Fluffy Mod Manager v3.073 - Improved Support for MH Wilds/RE9

March 14

12

5

A new patch of RE9 was released today. It added photo mode and comes with some small fixes. More info here: https://steamcommunity.com/games/3764200/announcements/detail/534379097557565448 Like the last times, RE Framework needs an update in order to disable the anti-tamper in this newest version. praydog has already updated RE Framework, so you just need to download the newest version of RE Framework and you can mod the game again without it crashing after 1-2 minutes. Some bad news is that this version of RE9 has different hashes for many objects. This means certain mods will need to be updated by their mod author to work again. Any mods that modify PFBs or certain other file formats will need to be updated. This applies to model swaps, certain mods doing gameplay changes, and more. This is fairly common for updates with RE Engine games.

Resident Evil Requiem Patch (2026-03-27)

March 27

13

1

New version release! Update via Fluffy Mod Manager (run it and click on "Downloads->Update to latest Fluffy Mod Manager") or you can manually download and unpack this over your current install: https://fluffyquack.com/tools/modmanager.zip Full usage information about Fluffy Mod Manager is available here: https://www.patreon.com/posts/36745578 --------- Quick update that adds the very controversial Alex as category for SF6. I've also added basic mod managing support for Crimson Desert. I know Black Desert Online was moddable, so I assume the same will become true for Crimson Desert. Change log: Add basic mod managing support for Crimson Desert. SF6: Added Alex as category. Category=!Characters > Alex

Fluffy Mod Manager v3.074 - Added Alex as SF6 Category

March 22

14

New (work in progress) version release! Manually download and unpack this over your current install: https://fluffyquack.com/WIP/modmanager.zip Full usage information about Fluffy Mod Manager is available here: https://www.patreon.com/posts/36745578 --------- I did a big-ish overhaul of mod installation code and now the mod manager finally supports installing RE Engine mods that consists of a mix of PAKs and "loose files" or a mod that consists of multiple PAKs. I also added support for a new RE Framework feature that applies to new RE Engine games: Monster Hunter Wilds, Pragmata, and presumably RE9. PAKs can now be loaded from a custom folder called "pak_mods". This has the benefit of making it far less likely that a patch will mess up the game install if mods were installed. The mod manager will automatically install PAKs to this location if RE Framework is installed with that feature turned on (it should be on by default). I also fixed a rather nasty bug that could happen if the user pressed "Uninstall All Mods" while the game was still running. This could result in the mod manager thinking mods became uninstalled when they weren't actually uninstalled. I added very basic modding support for the game PEAK. If I find the time, I'll see if I can make this "smarter" by automatically copying files to the right location. Right now, you have to ensure mods have a matching directory structure for when they are installed to the game. I also added RE9 as a reserved game entry, but this will require an update for when the game is out to actually work. If anyone finds a bug, then please let me know. I want to ensure this is a stable release prepared for RE9's release. I've done a bunch of tests myself and, as far as I know, this version looks to be stable. Change log: Snowbreak: Changed install location for mods. Added very basic mod managing support for PEAK. Fixed a bug where clicking "Uninstall All Mods" while the game was running could result in the mod manager thinking the mods became uninstalled when they weren't. Added support for RE Engine mods to consist of multiple PAK files. Added support for RE Engine mods to consist of a mix of PAK files and "loose files." Added support for installing RE Engine PAK mods to "pak_mods" directory when using newest version of RE Framework with certain new RE Engine games. There is a toggle in "Advanced Options" to force this behaviour. RE Engine games: Mod manager will no longer warn about the game running when installing mods that don't contain any PAKs or files inside "natives" directory.

Fluffy Mod Manager v3.070 WIP - Support for Mixed PAKs/Loose File Mods

February 25

15

2

New (work in progress) version release! Manually download and unpack this over your current install: https://fluffyquack.com/WIP/modmanager.zip Full usage information about Fluffy Mod Manager is available here: https://www.patreon.com/posts/36745578 --------- Major update to the mod manager which I'm releasing as a work-in-progress until I know it's fully stable. The biggest change is a sanity check when installing or uninstalling a mod. The mod manager will now try to detect if a mod install/uninstall will fail before starting to copy files over. This should prevent a mod from being uninstalled incorrectly if you uninstall an RE9 mod immediately after quitting the game. There's a new feature added to modinfo.ini. You can add an entry ala "MenuPriority = 1" for mod addon, and then that mod will appear higher up in a mod addon list. Mods default to having the value 0. Higher value means higher priority for being up in the list. There are many other smaller changes or additions to this version, such as mod managing support for Mega Man Star Force Legacy Collection and "Animations" added as category for RE9. Change log: SF6: Reverted cheeky naming of Alex. Added mod managing support for Mega Man Star Force Legacy Collection. Improved error handling for failed mod installs/uninstalls. Fixed a bug which could prevent the "approximate" FPS limiter from limitting the FPS while program was in focus. You can now control the position of an addon mod in its submenu by writing a modinfo entry called "MenuPriority = 1". Higher number means it'll be higher in the list. This value defaults to 0. Improvement to log writing that could remove some minor UI stutter. PEAK: Logo will now be downloaded. Fixed a bug where the mod manager could ignore files that start with "." RE Engine games: The "pak_mods" directory no longer gets deleted when all mods are uninstalled. RE2R/RE3R/RE7: The mod manager will now try to automatically "downgrade" textures when install RT mods to the non-RT version. RE9: Added "Animations" as category (!Other > Animations)

Fluffy Mod Manager v3.075 WIP - Various Improvements

3 days ago

10

Uploaded new version: https://fluffyquack.com/tools/REtool.rar Full usage information about REtool with file lists downloads can be found here: https://www.patreon.com/posts/36746173 --------- Major update to REtool that finally makes it compatible with all newer RE Engine titles. Change log: Added support for converting textures compressed with GDeflate. Added extraction support for PAKs that have files compressed into individual chunks. Added support for compressing PAK file entries with ZSTD. Several other smaller changes. The above changes should make REtool fully compatible with newer RE Engine games like MH Wilds, RE9, and Pragmata.

REtool v0.240 - Compatibility with Newer RE Engine Games

3 days ago

9

New version release! Update via Fluffy Mod Manager (run it and click on "Downloads->Update to latest Fluffy Mod Manager") or you can manually download and unpack this over your current install: https://fluffyquack.com/tools/modmanager.zip Full usage information about Fluffy Mod Manager is available here: https://www.patreon.com/posts/36745578 --------- This is similar to the WIP version I released a few days ago, more info about it here: https://www.patreon.com/posts/fluffy-mod-v3-151635881 Except this release also includes untested mod managing support for RE9. I would write more words here but it's 4:00 am and I should go to bed. Change log: Snowbreak: Changed install location for mods. Added very basic mod managing support for PEAK. Fixed a bug where clicking "Uninstall All Mods" while the game was running could result in the mod manager thinking the mods became uninstalled when they weren't. Added support for RE Engine mods consisting of multiple PAKs. Added support for RE Engine mods consisting of a mix of PAKs and "loose files." Added support for installing RE Engine PAK mods to "pak_mods" directory when using newest version of RE Framework with certain new RE Engine games. There is a toggle in "Advanced Options" to force this behaviour. RE Engine games: Mod manager will no longer warn about the game running when installing mods that don't contain any PAKs or files inside "natives" directory. Added mod managing support for RE9.

Fluffy Mod Manager v3.070 - Support for RE9

February 26

14

2

Fluffy Mod Manager v3.069 release - Better Stellar Blade, RE8, and Pragmata support

February 1

17