- edited description
[MODDING] Incomplete Mod Approval & Init
Issue #1117
resolved
- Some assets aren’t re/loaded when a mod’s approved.
- Some assets aren’t loaded on use/when mod sensitive initialisation runs.
The former’ll frequently lead to user exceptions/crashes which’s then chalked up as “Ah well, guess the mod’s porked”.
Sniffed out most cases of it below, attached the scruffy unit test mods used to confirm.
-
ColorUtility (Display.txt)
- Not initialised on use, null on mod sensitive init -
- Not reloaded on mod approval -
ColorMap
andColorToCharMap
isAdd
ed to, throws when a colour already exists -
-
Anatomies (Bodies.xml)
- Initialised in static constructor -
- Not reloaded on mod approval -
-
Options (Options.xml)
- Initialised on awake -
- Not reloaded on mod approval -
-
ConversationLoader (Conversations.xml)
- Initialised on use -
- Not reloaded on mod approval -
- (
PreGameCacheInit
but neitherHasGameBasedStaticCache
/HasModSensitiveStaticCache
to use it)
-
PronounSet (PronounSets.xml)
- Not initialised on use, null on mod sensitive init -
- Not reloaded on mod approval (Manual reset on new game, not on save load) -
The ApprovalSetup mod’ll need to be hotloaded first to trigger a load in ConversationLoader
, before ApprovalTests' own conversation file is included. Prints to the Player.log, would’ve shown it in a popup but it relies on MarkupShaders n' consequently on ColorUtility which hasn’t loaded at the time, as mentioned above.
Comments (4)
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reporter -
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assigned issue to
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assigned issue to
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reporter -
assigned issue to
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assigned issue to
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reporter - changed status to resolved
Fixed in 201.15
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