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Manage mods and load order

RuneSchema uses two enable lists. The first starts RuneSchema. The second controls the content folders RuneSchema reads.

1. Keep RuneSchema enabled in UE4SS

Open ue4ss/Mods/mods.txt and check for:

RuneSchema : 1

0 here turns off RuneSchema itself. Its loaders and save cleanup will not run. Do not use this line to disable just one content mod.

2. Enable content in RuneSchema's list

Open ue4ss/Mods/RuneSchema/mods/runeschema.txt:

BaseWeapons : 1
WeaponExpansion : 1
OldWorldTest : 0

Use the exact folder name on each line. 1 enables the mod; 0 disables it for the next game launch. A disabled entry wins over a duplicate enabled entry for the same name, even if the letter case differs. Remove duplicate lines to make the intended order obvious.

Read the list from top to bottom. If WeaponExpansion needs BaseWeapons, place the base first. RuneSchema does not silently sort mods alphabetically.

3. Know what a disabled folder stops

RuneSchema does not load that folder's JSON/JSONC definitions, PAKs, LogicMods, or nested UE4SS Lua companion. It cannot stop a second copy of the same PAK installed directly in the game's ordinary PAK folder or another enabled mod. If a disabled feature remains visible, search for a duplicate installation.

Optional shipped plugins have a third list, RuneSchema/plugins/plugins.txt. Leave a bridge enabled when an installed mod requires it. Choose bridges.

4. Confirm the next launch

Close Dragonwilds fully, edit the list, then restart. In UE4SS.log, check RuneSchema's startup version, enabled mod names, mount results, and loader summaries. A PAK mounting is only the first step: its cooked item or recipe must also resolve and join the game system that uses it.

To remove a gameplay mod from an existing save, follow the save-removal checklist before loading your main character or world.