[HELP] .dfmod not working in live build

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carcinogen
Posts: 2
Joined: Fri Mar 29, 2019 4:07 pm

[HELP] .dfmod not working in live build

Post by carcinogen »

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

Image

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TheLacus
Posts: 1305
Joined: Wed Sep 14, 2016 6:22 pm

Re: [HELP] .dfmod not working in live build

Post by TheLacus »

Hi carcinogen, welcome to the forums.

If you want to make changes to the game you have to interact with core code with methods and properties rather than replacing existing files. Lypyl wrote some tutorials that can help you started, while the documentation is available here. ;)

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Interkarma
Posts: 7243
Joined: Sun Mar 22, 2015 1:51 am

Re: [HELP] .dfmod not working in live build

Post by Interkarma »

I'll add that hooks for registering custom effects, and replacing core effects, will be in next round of builds. Here's the recent change for this one.

https://github.com/Interkarma/daggerfal ... 57959416d9

It's great to see someone working on new effects!

carcinogen
Posts: 2
Joined: Fri Mar 29, 2019 4:07 pm

Re: [HELP] .dfmod not working in live build

Post by carcinogen »

Ah, I didn't realize that, I'll have a look into it, thanks :)

@Interkarma: Sounds great, definitely looking forward to it! BTW, thanks for making all this happen, it's a fantastic project!

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