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    The current pre-release of the client ("pioneer" in the version) is only compatible to itself. So you can only play with other testers. Please be aware!

    Title: All mods (M28AI, Antares Unit Pack) show in lobby creation but never get sent to the game — "Mod list set to: { }" in log

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    • E Offline
      ehdghks7777
      last edited by

      Client version: 2026.7.1
      Game version: 3839
      Game type: FAF
      OS: Windows

      Description

      I'm trying to host a custom game with M28AI and Antares Unit Pack enabled (used as an AI opponent via M28AI). Both mods show up correctly in the "Create Game" mod selection list, and their mod_info.lua files are present with correct UIDs in:

      C:\Users%USERNAME%\Documents\My Games\Gas Powered Games\Supreme Commander Forged Alliance\Mods\

      However, no matter how I create the lobby, the resulting game log always shows the mod list as empty when it's actually sent to the game:

      info: Mod list set to:
      info: { }
      info: { }

      Earlier attempts also showed lines like:

      debug: Mod ID=fnewm028-v322-55b4-92b6-64398e7ge43f is selected as active mod, but missing on Disk!
      debug: Mod ID=62e2j64a-TOMA-3652-01370-146as555a8u3 is selected as active mod, but missing on Disk!
      debug: Mod ID=6aa65d2a-5926-11dc-8314-0800200c9a08 is selected as active mod, but missing on Disk!

      For Antares Unit Pack, I confirmed the uid in the local mod_info.lua (6aa65d2a-5926-11dc-8314-0800200c9a08) exactly matches the UID referenced in the "missing on Disk" log line, so the mod is present and correctly registered, but the engine still doesn't find/mount it.

      Net effect: no mods of any kind ever get applied in-game, and the AI dropdown in the lobby never shows M28AI as an option.

      What I've already tried (none of it fixed the issue):

      Creating a completely fresh lobby (no "Load Presets", no "Rehost")
      Confirming the Maps/Mods path is correctly set in the client and the folders/files physically exist
      Moving the entire Maps/Mods directory out of OneDrive (it was previously flagged with the OneDrive sync warning) into a plain local folder
      Moving the directory to a fully ASCII/English path (no Korean characters) to rule out encoding issues — same result
      Reinstalling both mods via the client's own "Mods" tab (Mod Vault) instead of manual installation
      Deleting C:\ProgramData\FAForever\cache to force a re-scan
      Verifying the "Unranked" game option is not the cause — the lobby has no visible ranked/unranked toggle for custom games
      Confirmed client is on the latest version (2026.7.1), so this isn't the known 2024 "Custom game creation window doesn't save selected mods and map" bug (#3156)

      Notably, there isn't a single AddSearchPath log line referencing the Mods directory anywhere in the game log — only the base gamedata (c:\programdata\faforever\gamedata*) and Steam install directory (f:\steamlibrary...) get mounted.

      Question

      Given that mod UIDs are confirmed correct and present on disk, but the client still reports them as "missing on Disk" and ultimately sends an empty mod list to the game — what else could cause this? Is there a config file (client.prefs or similar) I should inspect for a stale/corrupted mod reference, or is this a known client-side bug with how selected mods get passed from the lobby UI into the GPGNET session?

      Happy to attach the full game_x.log and/or relevant sections of client.prefs if that helps.

      1 Reply Last reply Reply Quote 0
      • maggeM Offline
        magge Moderator FAF Association Board
        last edited by

        Have you checked if Game.prefs is read-only, or if any security software might be blocking access?

        Please reproduce the issue and share the client.log and related game.log.

        Join a FAFtastic Team | Join the FAForever Association

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