Meaner Monsters: Mod Builder breaks mod?

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Ralzar
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Meaner Monsters: Mod Builder breaks mod?

Post by Ralzar »

Hazelnut is looking at this, but he has a lot on his plate at the moment, so I figured I might as well throw this out to the general DFU community.

Meaner Monsters works fine in Unity. I've tested it in several versions, no problem.

If I build the mod and stick it in live: it does nothing.

If I extract the code from the mod file and stick it back in Unity: it works again.


Anyone able to spot the problem?

Meaner Monsters github

L57
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Re: Meaner Monsters: Mod Builder breaks mod?

Post by L57 »

I'm not sure if I understand the issue. I extracted the code and changed mod to my taste, then built new .dfmod. Apparently works as intended: zombies are weak, iron atronachs are strong, and so on, just as I wanted.

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Ralzar
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Re: Meaner Monsters: Mod Builder breaks mod?

Post by Ralzar »

Hm... maybe there's some other mod or advanced option that is incompatible with the mod...

I'll have to test some more when I get home, but by using the NPCHealthIndicators mod it was really easy to verify if it worked or not.

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TheLacus
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Re: Meaner Monsters: Mod Builder breaks mod?

Post by TheLacus »

What do you mean with "it does nothing"? Please check the log for any error and report them here for further assistance. :)

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Ralzar
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Re: Meaner Monsters: Mod Builder breaks mod?

Post by Ralzar »

Well, that no matter what changes I make and verify as functioning in unity, if I actually build the .dfmod file and stick it in the live build, the same monsters are unchanged.

Not sure how to get logs from the live build.

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TheLacus
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Re: Meaner Monsters: Mod Builder breaks mod?

Post by TheLacus »

Check Installing Daggerfall Unity and Other Information from Help & Support forum.

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Ralzar
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Re: Meaner Monsters: Mod Builder breaks mod?

Post by Ralzar »

Fixed it, by reverting to an older way of coding it.

Weird, but I'll let Hazelnut worry about that if he feels like it :D

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