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Source Palworld Post Nuclear — Internal DX11 Menu Base

byte_corvus

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If you were digging around for the original PalworldInternal-NetCrack source before it got nuked, here is the refined base I was maintaining. This build is built on a custom DX11-Base and covers Steam, Xbox/GamePass, and even Steam Deck.

It is currently marked as outdated in terms of public offsets, but for anyone who knows how to use a dumper, the logic is all there. This is a massive game with plenty of potential for automation and griefing if that is your thing, but the codebase here is clean and optimized for those looking to expand on it.

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Core Features Overview
  1. Combat & Survival: God Mode, Modify Atk/Def, Infinite Stamina, Infinite Ammo, and Death Aura (pals lose health near you).
  2. Movement: Speed Hack, Teleportation, Float Mode (semi-fly), and Waypoint Manager.
  3. World/Utility: Full Bright, Set Party XP, Spawn Items (by Index), and Unlock Effigies.
  4. Visuals: Internal ESP for Pals and NPCs including Names and Snaplines.
  5. Management: Entity Manager for killing, forging, or teleporting to specific targets.
  6. Pal Logic: Instant Teleport Pals to Crosshair for fast captures.

Technical Implementation & Usage
This is an internal DLL. You need to launch the game first, then hit the launcher. The menu initializes via the INSERT key once you hear the confirmation beep.

You will need Visual Studio with C++ desktop development workloads.
1. Open the solution.
2. Set build to x64 Release.
3. Build the solution — it should spit out PalworldSDK, PalworldInternal, and the Launcher.

Updating for New Patches
Since the game updates frequently, you will likely need to fix the offsets yourself.
  1. Dump the latest game binaries using Dumper-7.
  2. Move the new SDK folder and SDK.hpp into the SDKLibrary project.
  3. Fix the re-definition errors in the classes.
  4. Find the new AOB for
    Code:
    APalPlayerCharacter::Tick
    in Cheat Engine and update the offset in the source.

Known Stability Issues
Don't be a skid — if you toggle features in the main menu before the world loads, the game will dump to desktop. Also, attempting to swap worlds/servers without a full restart usually causes a crash due to how the DX11 hooks are handled.

STEAM:
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XBOX:
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STEAM DECK:
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Credits go to the Dumper-7 devs and the original reversal crew who mapped out the Palworld structs early on.

Who else is currently maintaining a private fork of this base?
 
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