[HELP] .dfmod not working in live build
Posted: Fri Mar 29, 2019 4:26 pm
Hello,
I built my first mod with Daggerfall unity, which adds a new spell to the game.
However, if I build the .dfmod file with the Mod builder tool and copy it into the mod folder in streamingAssets, it doesnt work.
The mod shows up under mod and is enabled. In the Options Menu "Mod Support", "Asset Injection" and "Compress Modded Tetures" are also enabled.
The Mod modifies the Script EntityEffectManager.cs and adds another .cs file to the game.
It works when I start the game in the Unity Editor but not as a mod in the live build. I watched the tutorials and also tried different compression types and asset paths, without effect. Below is a screenshot of the Mod builder settings I used.
Help is very appreciated!
Cheers
I built my first mod with Daggerfall unity, which adds a new spell to the game.
However, if I build the .dfmod file with the Mod builder tool and copy it into the mod folder in streamingAssets, it doesnt work.
The mod shows up under mod and is enabled. In the Options Menu "Mod Support", "Asset Injection" and "Compress Modded Tetures" are also enabled.
The Mod modifies the Script EntityEffectManager.cs and adds another .cs file to the game.
It works when I start the game in the Unity Editor but not as a mod in the live build. I watched the tutorials and also tried different compression types and asset paths, without effect. Below is a screenshot of the Mod builder settings I used.
Help is very appreciated!
Cheers