Monster Hunter Rise Multiworld Setup Guide
Disclaimer
This mod may be considered cheating. Monster Hunter Rise has no known anti-cheat and I don't know anyone banned for using mods, but Capcom's stance could change at any time. Playing online while this mod is installed is discouraged — stick to singleplayer or offline sessions. You use this mod entirely at your own risk — the author accepts no responsibility for bans, account actions, save corruption, or any other consequences arising from its use.
Back up your save before playing. This mod hooks into the game at runtime and, while it doesn't intentionally modify save data, bugs and crashes can still corrupt saves. MH Rise's save lives at
Steam\userdata\<Your Steam ID>\1446780\remote\win64_save— use Steam Cloud backups or copy that folder before each session.
This randomizer ships as two separate downloads, each used by a different group of people:
mhrise.apworld— the world definition. Only the person generating the seed needs this. It plugs into Archipelago and produces the multiworld. Players who are just connecting to a pre-generated room do not need it.mhrise-client.zip— the in-game client (Lua plugin + native DLL). Every player who wants to play MH Rise in the multiworld needs this installed in their game directory.
Both are published on this project's releases page.
Required software
- Monster Hunter Rise (Steam). Sunbreak is optional — the
randomizer runs on either, with
IncludeSunbreakcontrolling which roster the seed draws from. - REFramework — the modding framework the client runs inside. Required for every player.
- Archipelago 0.6.7 or higher — required only for the person generating the seed. Players connecting to an existing room don't need it.
Archipelago 0.6.7+ is required for seed generation. The apworld uses the rule builder API introduced in 0.6.7. Generating with an older version will fail.
For everyone: installing the client
1. Install REFramework
Follow the instructions on the
REFramework releases page
for Monster Hunter Rise. Drop the provided dinput8.dll (or
equivalent) into the game's install directory next to
MonsterHunterRise.exe. Launch the game once to confirm the
REFramework overlay appears (default toggle key: Insert).
2. Install the MH Rise AP client
Download mhrise-client.zip from the releases page and
extract its contents directly into your game install folder
(the folder containing MonsterHunterRise.exe). The client zip
mirrors the game install layout, so the install is one drag-and-drop.
After extraction your game folder should contain:
<game install>/
├── MonsterHunterRise.exe
├── lua-apclientpp.dll ← from the client zip
├── dinput8.dll ← from REFramework
└── reframework/
└── autorun/
├── MHRiseAP.lua ← from the client zip
├── AP_REF/ ← from the client zip
└── AP_CLIENT/ ← from the client zip
The lua-apclientpp.dll must end up in the game root, next to
MonsterHunterRise.exe. The zip is laid out so this happens
automatically — but if you extracted it somewhere else and copied
files manually, double-check the DLL location. Wrong placement causes
a silent hang at startup with no error message.
For the seed host: generating a seed
1. Install Archipelago
Grab the latest release from Archipelago's releases page and install it.
2. Install the apworld
Download mhrise.apworld from the releases page and drop it into
<Archipelago install>/custom_worlds/ or just click to install.
3. Generate
Use Archipelago's standard YAML generator to produce a "Monster Hunter Rise" YAML. The available options are:
Mode(defaulthunt_a_thon) — the game mode.hunt_a_thonis the per-monster license hunt loop;quest_randoswaps quest boss monsters and gates quest-clear checks (see below).QuestRandoPool(defaultvillage) —quest_randoonly. the pool of quests whichquest_randowill use. There is a pool for village quests, hub quests, and sunbreak quests.Questsanity(default off) —quest_randoonly. include optional quests in quest poolStartingMonsters—hunt_a_thononly. select which monsters can be the starting monster. Leave as "Random" to allow any non-elder dragon.GoalMonsters—hunt_a_thononly. select which elder dragons can be the goal. Leave as "Random" to allow any elder dragon.IncludeSunbreak(default on) — include Sunbreak monsters.IncludeRisen(default off) — include the five Risen elder dragons.IncludeWeapons(default on) — add weapon-type licenses to the pool and require the current weapon's license to land checks. Applies to both modes.WeaponPool— subset of weapons allowed whenIncludeWeaponsis on.StartingWeapon— subset of weapon pool which can be selected as a starting weapon whenIncludeWeaponsis on.ExcludedMonsters— a list of monsters that should be excluded from randomization. May result inquest_randoquests defaulting to vanilla monsters if too many are excluded.MonsterCount(range 3–72, default 15) —hunt_a_thononly. number of monsters drawn into the world.RandomizeQuestMonsters(default on) —quest_randoonly. When on, every pool quest's boss monster is randomly swapped. Turn it off to keep vanilla bosses and only gate the clear-checks.Deathlink(default off) — whether or not the game should participate in deathlink. This setting can be toggled in-game at any time.TrapChance(range 0 - 100, default 0) — the chance of a filler item being swapped for a trap item. Leave at 0 to disable traps
Drop the YAML into <Archipelago install>/Players/, run
ArchipelagoGenerate, then host the resulting room (or upload the
output zip to archipelago.gg for hosting).
Quest Randomizer mode
Setting Mode: quest_rando switches the seed to the Quest Randomizer.
Instead of per-monster licenses, every quest in the pool gets
its boss monster swapped to a random other monster, and each quest is
gated by an Unlock: <quest> item. Clearing a gated quest sends two AP checks.
There are three quest pools at the moment.
quest_rando_village(default): each village quest's boss monster is randomly swapped (within per-map compatibility). The quest pool starts with two star village quests and the goal is clearing the final village urgentComeuppance. There are 18 quests in this pool.quest_rando_hub: each low/high rank hub quest's boss monster is randomly swapped (within per-map compatibility). The quest pool starts with one star low rank quests and the goal is clearing the 7* urgentSerpent Goddess of Thunder. There are 60 quests in this pool.quest_rando_sunbreak: each hub and master rank quest's boss monster is randomly swapped (within per-map compatibility). The quest pool starts with one star low rank quests and the goal is clearing the MR6 urgentProof of Courage. This option requires Sunbreak, and will default toquest_rando_hubif sunbreak is disabled. There are 119 quests in this pool.
The default quest pools only include urgent and key quests required for progression. The optional quests can be added to the pool by enabling questsanity. This setting adds 3 quests to quest_rando_village,
26 quests to quest_rando_hub, and 60 quests to quest_rando_sunbreak. It does not enable follower quests or support surveys.
Use a fresh save for
quest_rando. Clears are recorded at the moment a quest is cleared, so a save that has already cleared quests will need to redo them.
Connecting in-game
- Launch Monster Hunter Rise. REFramework loads, then the AP client.
- Press
Insert(or whatever your REFramework toggle is) to open the overlay. - Find the AP_REF Connect window. Enter the server address (e.g.
archipelago.gg:38281), your slot name, and the password if the server requires one. Click Connect. - On a successful connect, the in-game Tracker window
automatically becomes visible.
- In Hunt-A-Thon it lists your available, hunted, and locked
monsters (and weapons, if
IncludeWeaponsis on). Hunt your precollected starter monster to send your first checks. - In Quest Randomizer it lists available, inaccessible, cleared,
and locked quests. Clear a quest whose
Unlock:item you hold to send your first checks. (In this mode the monster you actually fight may differ from the quest's name — that's the swap.)
- In Hunt-A-Thon it lists your available, hunted, and locked
monsters (and weapons, if
Troubleshooting
- Game hangs at startup with no error!
lua-apclientpp.dllmay be in the wrong directory. It must sit in the game root next toMonsterHunterRise.exe, not anywhere insidereframework/. - Checks aren't sending. Confirm you're playing solo —
multiplayer quests do not send checks (the client detects MP and
skips, only singleplayer is currently supported). Then confirm you
hold the gating items: in Hunt-A-Thon, the monster's license; in
Quest Randomizer, that quest's
Unlock:item. In either mode, ifIncludeWeaponsis on you also need the license for your currently-equipped weapon. Check the in-game tracker to see what you actually hold. - Help the tracker window isn't showing in REFramework! Some testers have reported this happening when the client and APWorld versions are not the same. Make sure both versions are exactly the same and check the AP Client window for a warning.
- I just got some DLC and now the client is not showing/working! There is a known issue where getting new DLC can sometimes wipe files from REFramework in your game install. You may need to reinstall the client if this happens.
- Whenever I look at my hunter's notes for large monsters the game crashes! This is a known issue with bringing Sunbreak monsters earlier in the game with the quest randomizer. If a Sunbreak monster is in your hunter's notes too early on it will crash the game when looking at them. I'm trying to find a fix for this but no luck yet, so just don't look at them for now. In the meantime, this database is a great resource for hitzone and loot information.