Theme
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 isShFrameworkDir();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.