Frequently Asked Questions

Table of Contents

Can I use this alongside hotfix or pak mods?

Yup, they’re all fully compatible - though as always, specific mods may have issues when used together.

Tilde isn’t opening the console / I want to use a different console key

Tilde isn’t quite a standardised key, so on some keyboard layouts a different character sends the same signal to the game. You can check this site for a reference.

To rebind the console key, open <game>\OakGame\Binaries\Win64\Plugins\unrealsdk.env in notepad. Add a new line, substituting the key as appropriate:

UNREALSDK_CONSOLE_KEY=F1

Note that this file is bundled with the SDK, so updating will overwrite it.

What do the different “Coop” fields on the mod pages mean?

Category Meaning
Incompatible The mod is fundamentally incompatible with coop, it can only be played solo.
Requires All Players The mod needs all players to have it installed in order to work best. There may still be aspects which don’t work as well off host.
Client Side The mod is entirely client side, and can be used in coop regardless of what other players are running.

These categories are manually set by the mod’s developer, a mod which is still left on unknown may simply never have been tested.

My game is crashing when…

I open one of the entries in the BL3 Mod Menu

Update the sdk, this was fixed in version 1.3. The BL3 update on 2024-08-08 caused older versions of the BL3 Mod Menu to crash when creating a slider or keybind option.

How do I use this with the plugin loader for OpenHotfixLoader/BL3HM/other dll mods?

For convenience, the SDK zip comes with a plugin loader pre-packaged, the sdk itself is a plugin just like everything else. You can just throw these other mods into the Plugins folder, and everything should keep working as before.

How do I use this with dxvk/other programs hooking d3d11.dll?

If you’ve previously installed mods, they probably came with a d3d11.dll plugin loader, which would cause conflicts. The sdk ships with a different plugin loader precisely for this, if you still have a d3d11.dll, you can simply overwrite it with dxvk.

I still have an old plugin loader, is this a problem?

Generally, no. Having multiple plugin loaders is not a problem, since once a plugin is loaded, other pluginloaders won’t do anything to it.

There are some niche known issues with using specific dlls as pluginloaders. The SDK has changed dlls a few times to try avoid them:

  • d3d11.dll

    The oldest version of this does not allow the SDK to load it’s dependencies correctly, so the SDK itself will completely fail to load. The SDK never shipped with this version, but if you installed older modding tools you might still have one. SDK version 1.0 shipped with a version which addressed this.

    When using this plugin loader, your steam overlay (and perhaps other overlay programs) stops functioning.

    If you want to install dxvk, it will also need to override this same dll.

  • xinput1_3.dll

    This shipped with SDK version 1.1.

    When playing under Proton, you had to use WINEDLLOVERRIDES="xinput1_3=n,b". Setting this variable breaks all controller input, even without any mods, and in multiple other games.

  • dsound.dll

    This has shipped since SDK version 1.2.

    No known issues \o/