Aurora Mod Launcher 2.1.0

A Mod for Neverness to Everness
Aurora Mod Launcher akl_mod_preview_image
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Aurora Launcher
Aurora is a lightweight modding platform and mod manager for gacha games. Instead of hooking the renderer like 3DMigoto, Aurora loads mods on the engine level. This makes it so you can play latest titles on DX12 and not suffer any performance or stuttering issues.

Aurora supports .pak, .asi and .lua mods with easy management.

Note: Aurora does not and will never support 3DMigoto mods, the architecture between the 2 tools is vastly different and it's practically impossible supporting them. This doesn't matter for NTE however as 95% of mods are PAK based.

Features
  • Easy Setup: Aurora is designed to be easy towards beginners, run the installer, and Aurora is usable.
  • GameBanana Browser: View and download mods on GameBanana directly through the launcher.
  • Localization: Aurora has translations of 13+ languages all over the world.
  • Support for Everything: We support all versions and providers of the game. Global, Mainland China, Taiwan; Native Launcher, Steam and Epic Games.
  • Automatic Fixes: If anything goes wrong like a corrupted bin install, incompatible mods or crashes, Aurora will automatically attempt to fix the issues.
  • Advanced Mod Manager: Our mod manager has everything you'd need: switch between List or Grid view for seeing your mods; delete, rename, toggle, add notes, add to groups, search, sort, filter and hide mods with a single click, version tracking on installed mods so updating them is one click and restart flags system - with a lot of other mod manager features we can't list here. Check out the full list.
  • Lua Scripting: Run Lua scripts that interact with the game's engine directly from the launcher.
  • Custom Engine: Our mod loading engine is created by us and not taken from a third-party. We offer multiple alternatives however so if anything goes wrong you can always use the fallbacks.
  • Addons Manager: Install a bunch of Quality of Life mods created by the community directly from Aurora, and if a mod updates; you just need to press one button to update it to the latest version.


Supported Versions & Providers
  • Native Launcher: The native Perfect World Games launcher.
  • Steam
  • Epic Games


  • Global (EU, NA, SA, ASIA, SEA)
  • Mainland China
  • Taiwan
Addons
A list of Quality of Life addons Aurora provides
  • Censorship Remover: Prevents the transparency effect from applying when looking under characters (by Aurora Team)
  • Collectibles ESP: Highlights all collectible items on the map. (by rzwei, Source)
  • Cooldown Timers: Shows the active cooldowns on skills and ultimates of characters. (by rzwei, Source)
  • Disable Red Dots: Disables the red notification marker on UI elements. (by rzwei, Source)
  • Hide UID: Hides your UserID from displaying on screen to increase security and better privacy. (by RokkuDayo, Source)
  • Disable Driving Line: Disables the 3D driving waypoint from showing while driving. (by RokkuDayo, Source)
  • GUI Scaler: Change how big the game's user interface is displayed, from a range of 50% to 200%


Installation
Aurora is a source-provided application and the source can be found here.
Stuck at any steps? Check out our docs.

WINDOWS INSTALLER
  • Download the Windows Installer from our official website or from our GitHub page.
  • Run the installer and configure your installation.
  • Press Install, Aurora will automatically open after the installation is finished.


WINDOWS PORTABLE
  • Download the portable build from our official website (click the arrow icon) or our GitHub page. (we don't offer them here to keep it simpler for us)
  • Extract the ZIP into your desired folder.
  • Open Aurora.exe


LINUX
To view the prerequisites of using Aurora on Linux, view this message.
  • Download the Linux Portable from our official website or our GitHub page.
  • Extract the ZIP into your desired folder.
  • Open Aurora-x86_64.AppImage


Mod Authors
Mod authors can put a JSON metadata file called mod.json that can help your mods standout and get some more features, including but not limited to: Support Link (link to your donation page when a person clicks your Author name), Mod Version, Custom Image URL (set a custom image for your mod's icon), etc.

To keep the description short we won't go into depth about how to implement that here, instead view our docs.

Aurora also has tools to speed up the process of creating new mods (minus modelling of course)

Suggestions and Bug Reports
In order to get the best support possible, join our Discord server (alternate link). You can also tell issues on this page.

Aurora is built on the most modern architecture possible, the app designed to be lightweight because it uses Rust and then rendered with Slint. Because Slint is a native GUI renderer unlike WebView applications, we can get single-digit active RAM numbers.

Because the app is unsigned, Windows Defender or Windows SmartScreen may throw false positives. Add the app folder to your exclusion list in that case. Latest builds are scanned on VirusTotal, the app is source-provided and you can view the source code over at our GitHub page.
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Uploaded by
Daturas
Downloads
2,337
Comments
114
First release
Last update
Platform
PC 
Version
2.1.0
Rating
4.67 star(s) 6 ratings

Uploaded by

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Ratings

4.67 star(s) 6 ratings

Latest updates

  1. 2.1.0

    [APP] Added Launch Arguments (check docs). [APP] Made a lot of improvements to the updater (for...
  2. v2.0.8

    [APP] Fixed bug where certain folders and files were being deleted outside of \AuroraMods [APP]...
  3. v2.0.7

    [APP] Fixed Installer not installing Aurora to a \Aurora folder when selecting a manual...

Daturas

Everything's Desired
Modder
Members
May 25, 2026
0
25
Well all the built-in addons are really small in size (18 KB)
image.png

The only other file I can think of which is a bit big and related to the addons is the censorship remover which the Chinese version's helper DLL adds 3.5 MBs. So in total really, all of the addons make up less than 50 KBs (excluding the CN file of course)

If you do really want to remove the bloatware addons, you can do so by doing this:
1. Go to the Aurora folder and go into the \Bin folder
2. Delete the following:
  • The "Builtins" folder (make sure to disable the addons in the launcher settings to prevent the popup from appearing)
  • If you are on the Global or Taiwan servers, you can also delete: "cnntfrmain.asi" and "cnntfrsub.dll" in \Bin
Every other file is needed by Aurora and will cause errors.
 

czareson

Members
Members
Mar 28, 2026
0
0
can you add a toggle for turining all mods on and off, or is that not possible, and for saving current mod config for toggle mods?
 

Daturas

Everything's Desired
Modder
Members
May 25, 2026
0
25
can you add a toggle for turining all mods on and off, or is that not possible, and for saving current mod config for toggle mods?
We can add a toggle for toggling all mods. As for saving mod configs, those are managed by the mods themselves and not Aurora. We can't do anything about that.
 

czareson

Members
Members
Mar 28, 2026
0
0
I see, i just remembered that you could save your toggle mod config by pressing the refresh button in XIMI, ig that wasn't the feature of the launcher, but modders coding it that way
 

Daturas

Everything's Desired
Modder
Members
May 25, 2026
0
25
I see, i just remembered that you could save your toggle mod config by pressing the refresh button in XIMI, ig that wasn't the feature of the launcher, but modders coding it that way
No you were right, XXMI does have a keybind to save mod configurations, however the way XXMI operates it way different than Aurora

XXMI uses graphic drivers to act like a middle man:
  • 1: Game sends data like shaders, meshes, textures, etc to the graphics card for it to be displayed on the monitor
  • 2: XXMI's d3d11.dll or whatever intercepts this call. It swaps meshes, shaders, textures and anything else with the mod's data and then sends to the GPU
  • 3: The graphics card draws the image from the data on the monitor

XXMI decides what gets swapped out, what gets saved and what gets loaded. XXMI can easily save the mod configuration to the respective .ini file when pressing the save keybind because it controls everything.

What Aurora does is much different:
  • 1: Before launching the game, Aurora's core files are copied onto the game directory
  • 2: The game tries to access specific Windows related files but Aurora's engine hooks the access call and instead makes the game load our own files, acting like a proxy
  • 3: Aurora's Engine loads the signature bypasser, the signature bypasser removes the requirement for PAK files to have valid signatures approved by the game. This makes it so the game loads the custom PAK mods even if they aren't valid or approved by the game itself.

Aurora's only job here is to intercept the game's loading calls and bypass the signature requirement that the game has. It can't control what gets loaded or not loaded by the game, same with toggles. Aurora can't load anything related to PAKs, any toggles that the PAK mod has is handled by itself, not by Aurora.

This is the same reason why creating mod toggling or mod reloading for PAK modding is hard, we have no control over what the Unreal Engine 5 I/OStore engine selects, when it chooses to dump/reload cached models, etc.

TLDR: You're right with XXMI having keybinds to save mods, but Aurora doesn't do what XXMI does. Keybind toggles are created and saved by the mod itself and Aurora just can't access it.
 

czareson

Members
Members
Mar 28, 2026
0
0
No you were right, XXMI does have a keybind to save mod configurations, however the way XXMI operates it way different than Aurora

XXMI uses graphic drivers to act like a middle man:
  • 1: Game sends data like shaders, meshes, textures, etc to the graphics card for it to be displayed on the monitor
  • 2: XXMI's d3d11.dll or whatever intercepts this call. It swaps meshes, shaders, textures and anything else with the mod's data and then sends to the GPU
  • 3: The graphics card draws the image from the data on the monitor

XXMI decides what gets swapped out, what gets saved and what gets loaded. XXMI can easily save the mod configuration to the respective .ini file when pressing the save keybind because it controls everything.

What Aurora does is much different:
  • 1: Before launching the game, Aurora's core files are copied onto the game directory
  • 2: The game tries to access specific Windows related files but Aurora's engine hooks the access call and instead makes the game load our own files, acting like a proxy
  • 3: Aurora's Engine loads the signature bypasser, the signature bypasser removes the requirement for PAK files to have valid signatures approved by the game. This makes it so the game loads the custom PAK mods even if they aren't valid or approved by the game itself.

Aurora's only job here is to intercept the game's loading calls and bypass the signature requirement that the game has. It can't control what gets loaded or not loaded by the game, same with toggles. Aurora can't load anything related to PAKs, any toggles that the PAK mod has is handled by itself, not by Aurora.

This is the same reason why creating mod toggling or mod reloading for PAK modding is hard, we have no control over what the Unreal Engine 5 I/OStore engine selects, when it chooses to dump/reload cached models, etc.

TLDR: You're right with XXMI having keybinds to save mods, but Aurora doesn't do what XXMI does. Keybind toggles are created and saved by the mod itself and Aurora just can't access it.
ohh, so that's why there aren't many toggle mods on this, i see, thank you for explaining, i have a question though, is it possible to go inside of the pak mod files and change the base toggles? like i'm not a total newbie to software development, so i don't mind messing with the files, did it with ini mod files quite often
 

Daturas

Everything's Desired
Modder
Members
May 25, 2026
0
25
ohh, so that's why there aren't many toggle mods on this, i see, thank you for explaining, i have a question though, is it possible to go inside of the pak mod files and change the base toggles? like i'm not a total newbie to software development, so i don't mind messing with the files, did it with ini mod files quite often
Yeah you can edit the base toggles, but unlike INI files where the keybinds and the toggles can be located in a text file; they are located inside the PAK files here and in order to edit them you will need to learn how to open the mod and edit it.

I'm not familiar with creating mods for the game so you will have to learn it by yourself, I'd give you the Discord server link with a bunch of tools but their server is limited right now.