How to build a mod?

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Sandman
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How to build a mod?

Post by Sandman » Thu Sep 12, 2019 6:19 pm

Hello to everyone!

I edited some script files from DFTFU assets : "BuildingNames.cs", "NameHelper.cs" and "NameGen.txt" - but I can't get that to work in the game. In Unity Editor all changes work perfect(I mean if to launch the game from Editor), but after a mod is built and enabled nothing changes in the game. In Mod Builder I have added 3 files mentioned above, and this files have original path in assets.
DFUnity ver.: 0.10.6.
DFTFU version: recent from GitHub.
Unity ver.: 2018.2.21f1.
So what am I doing wrong?
Thank you in advance for your help.

l3lessed
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Re: How to build a mod?

Post by l3lessed » Thu Sep 12, 2019 7:54 pm

I could be wrong, but I do not think mod builder is supposed to work with the base script files. Replacing the base script files with a mod built script file, I imagine, would not work. Instead, the "mod" should be built right into the engine and game itself, since it is coding directly into the base script files.
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King of Worms
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Re: How to build a mod?

Post by King of Worms » Fri Sep 13, 2019 6:58 am

The Lacus will know, let him know about this thread if he doesnt pop up here after some time ;)

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TheLacus
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Re: How to build a mod?

Post by TheLacus » Fri Sep 13, 2019 1:55 pm

I confirm that you can't replace C# source files; you can interact with the public API instead. Please read the modding documentation, if there is something you don't understand i'm happy to clarify. ;)
Mod System documentation - Learn how to create mods for Daggerfall Unity.
Modder Discussion - General help and discussion for the mod system.
Github Issues - Submit a bug report for the game, including the mod system.

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Sandman
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Re: How to build a mod?

Post by Sandman » Fri Sep 13, 2019 4:59 pm

I'm new in coding and that's why I can understand nothing from "Mod Features" page. And what " interact with the public API" means? :|

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TheLacus
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Re: How to build a mod?

Post by TheLacus » Sat Sep 14, 2019 1:27 pm

Sandman wrote:
Fri Sep 13, 2019 4:59 pm
I'm new in coding and that's why I can understand nothing from "Mod Features" page. And what " interact with the public API" means? :|
There are tutorials available. You can access them from the documentation page i directed you, but here is a direct link. Good luck. :)
Mod System documentation - Learn how to create mods for Daggerfall Unity.
Modder Discussion - General help and discussion for the mod system.
Github Issues - Submit a bug report for the game, including the mod system.

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Hazelnut
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Re: How to build a mod?

Post by Hazelnut » Mon Sep 23, 2019 9:34 am

Can I just say thanks for all of the mod enablement work you do TheLacus. Honestly it's absolutely fantastic stuff and very high quality. The project is very lucky to have you and the expanding list of mods avaliable on the Nexus is largely down to your hard work behind the scenes. Bit of a random thread, but I just wanted to say this and make sure you know that you're appreciated.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

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pango
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Re: How to build a mod?

Post by pango » Mon Sep 23, 2019 10:04 am

I concur, backend work is not as visible, but just as essential :)
Thanks TheLacus!
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

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TheLacus
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Re: How to build a mod?

Post by TheLacus » Mon Sep 23, 2019 1:13 pm

Thank you, it's great to see how far this project has come thanks to the efforts of all the people involved. :)
Mod System documentation - Learn how to create mods for Daggerfall Unity.
Modder Discussion - General help and discussion for the mod system.
Github Issues - Submit a bug report for the game, including the mod system.

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