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
Meaner Monsters: Mod Builder breaks mod?
- Ralzar
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Re: Meaner Monsters: Mod Builder breaks mod?
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.
- Ralzar
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Re: Meaner Monsters: Mod Builder breaks mod?
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.
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.
- TheLacus
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Re: Meaner Monsters: Mod Builder breaks mod?
What do you mean with "it does nothing"? Please check the log for any error and report them here for further assistance.
- Ralzar
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Re: Meaner Monsters: Mod Builder breaks mod?
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.
Not sure how to get logs from the live build.
- TheLacus
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Re: Meaner Monsters: Mod Builder breaks mod?
Check Installing Daggerfall Unity and Other Information from Help & Support forum.
- Ralzar
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Re: Meaner Monsters: Mod Builder breaks mod?
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
Weird, but I'll let Hazelnut worry about that if he feels like it