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Principles & safety ​

These rules are written into the shared launcher ↔ client contract and enforced in code. They are not negotiable.

The game is never modified ​

  • No file in the game folder is created, modified or deleted. Everything WildM needs lives in %USERPROFILE%\WildM\:
    • client\ — the installed client: dinput8.dll (the framework), wildm_inject.exe, plugins\, logs and ini files;
    • cache\<host>_<httpPort>\ — resources downloaded from each server.
  • The framework looks for plugins, logs, ini files, mods and crash reports next to its own DLL (the client folder), never next to GRW.exe. In the fork this is ShFrameworkDir(); ShGameDir() still returns the real game folder.
  • The client build script refuses to write into any folder that contains GRW.exe.
  • Start the game from Ubisoft Connect or Steam without WildM and it is 100 % original: there is nothing of WildM in it.

How the client gets into the game without touching it ​

The launcher does not start GRW.exe itself. It opens the platform URL — uplay://launch/1771/0 (Ubisoft Connect) or steam://rungameid/460930 (Steam) — and wildm_inject.exe waits for GRW.exe to appear, then loads dinput8.dll from the WildM client folder into it (LoadLibraryW through a remote thread). When the game later loads dinput8.dll by name, Windows hands back the module already in memory — the WildM proxy, which forwards DirectInput to the real C:\Windows\System32\dinput8.dll. See Injector CLI.

Leftovers from the old installation method ​

Early test builds placed files in the game folder (tracked by a wildm.json marker). The launcher now removes them and restores the original game files (renamed intro videos, a backed-up dinput8.dll) at boot or before a launch. This is only possible while the game is closed; otherwise it asks you to close the game and try again.

No DRM or anti-cheat bypass ​

  • The licence is checked by Ubisoft Connect (and Steam) exactly as in a normal launch. WildM does not touch DRM.
  • The launcher scans the game folder (two levels deep) for anti-cheat files — names matching EasyAntiCheat, BattlEye, BEService/BEClient, *_BE.exe, start_protected_game.exe — and blocks the launch if any are found.
  • Anti-cheat processes of other games running in the background (EasyAntiCheat, BattlEye, Vanguard, FACEIT…) are reported as an informational warning only.

Ghost War and Mercenaries stay untouched ​

The framework has a per-plugin mode blacklist (see Plugin mode blacklist). WildM's network plugin, wildm_net, declares itself blocked in Ghost War and Mercenaries (SH_MODE_BLACKLIST_GHOST_WAR | SH_MODE_BLACKLIST_MERCENARIES). In those modes it disconnects from the WildM server and reports phase: "error" with the message "mode PvP (Ghost War / Mercenaries) : WildM désactivé" in wildm_status.json, which the launcher shows to the player.

The WildM client build only ships three plugins — skipintro, test_plugin (a local debug console) and wildm_net — and deliberately no plugin that moves or teleports the player.

Optional: restricting the game's outbound connections ​

wildm_net has an experimental, disabled-by-default option, [net] restrict_outbound=1 in wildm_net.ini. When enabled during a WildM session, it limits outbound connections from GRW.exe to the WildM server and localhost by hooking connect / WSAConnect / ConnectEx inside the game process. No Windows setting or firewall rule is changed. See wildm_net plugin.

Your account password stays in the browser ​

The launcher never asks for your WFX.re password. Linking happens on the WFX.re website with a short code (see Linking your account); the launcher only receives a session token, which never leaves its main process.

WildM is an independent community project. It is not affiliated with or endorsed by Ubisoft. Ghost Recon Wildlands is a trademark of Ubisoft Entertainment.