Is disinfecting and removing the game EXE you choose to play, even after turning the advanced threat detection off and making everything an exception with the new preview. I tried it with cyberpunk, jurassic world evolution and mass effect andromeda. All games end up being blocked from running after disinfection, task manager shows them as running but nothing is being used. Had to uninstall and re-install all 3 to find out it still blocks them, the only way I could play them was to remove BitDefender.
This only happens with the new preview, the old version 6 works fine with the new BitDefender.
BitDefender is known to be extremely aggressively trigger-happy, often excessively so. I have in the recent past also seen reports of BitDefender even blocking crucial Windows files that the Windows 10 operating system actually relies on to run smoothly.
Personally, I would recommend seeking a different antivirus service, due to BitDefender’s reputation as a bit of a drunk cowboy, but this is entirely up to you. If you would still like to continue to use BitDefender, please check out this gude by @Instinct and follow the instructions there: How to white-list WeMod in BitDefender!.
Sorry I didn’t get screenshots and I no longer have BD installed at the moment. I just got annoyed rather quickly. Both WeMod and game exe were blocked at same time though, I kept getting 2 notifications each time.
though i managed to solve this myself by following that guide that was linked here from before as it’s not the first time BD have been annoying to use with WeMod.
Now everything works fine without any false warnings when adding it as an exception.
@kagero@Gesriagne The latest preview update (14) has some changes that may fix this. Can you confirm Bitdefender doesn’t act up if you remove WeMod from the exclusions list?
Unfortunately, bypassing the security in the non-free version would turn into a cat-and-mouse game that we can’t afford to keep up with WeModAuxiliaryService.exe has to be added as an Advanced Threat Defense exclusion for it to work. Since the location changes with every WeMod update, this’ll have to be done each time. I will look into ways we can keep that file in a static location in future updates though.