Library Of Ruina

Library Of Ruina

BaseMod for Workshop
h4kot4  [developer] 26 Oct, 2021 @ 7:07am
Q&A
I’m sorry that we don’t have enough man and time to write a tutorial. If you have any questions about how to make a mod or how to use BaseMod to modify an old mod, you can discuss here
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Showing 1-15 of 24 comments
C-Vale 1 Nov, 2021 @ 10:21am 
Question: I noticed that most of the instructions were based in terms of being a modder, but how do you download and play mods with that require this? Do you just need to download and turn on this and the mod you are going to play, or are there any more steps that need to be done?
Hydracerynitis  [developer] 1 Nov, 2021 @ 1:47pm 
Originally posted by C-Vale:
Question: I noticed that most of the instructions were based in terms of being a modder, but how do you download and play mods with that require this? Do you just need to download and turn on this and the mod you are going to play, or are there any more steps that need to be done?
Just turn on basemod and the mod you are going to play
EX__ZERO 2 Nov, 2021 @ 1:56am 
神备罗兰MOD通过harmony.patch修改BookPassiveInfo.get_desc(),因与本MOD冲突而不能正常生效,不过这是一个无伤大雅的问题;但是,n网上一些MOD因为相同的原因不能简单地移植,也不排除以后有MOD通过harmony实现它的核心功能
不知道你们有没有办法解决这些冲突?
h4kot4  [developer] 4 Nov, 2021 @ 8:25am 
Originally posted by EX__ZERO:
神备罗兰MOD通过harmony.patch修改BookPassiveInfo.get_desc(),因与本MOD冲突而不能正常生效,不过这是一个无伤大雅的问题;但是,n网上一些MOD因为相同的原因不能简单地移植,也不排除以后有MOD通过harmony实现它的核心功能
不知道你们有没有办法解决这些冲突?
如果存在HP功能冲突可以和我们反馈,我们会检查如何调整来规避冲突或者整合优化功能。不过BaseMod内的代码基本都是基础功能,如果存在冲突还是应该考虑那些patch补丁是否有必要。
而且patch补丁长久发展下去产生冲突几乎是必然的,我举个例子,比方说最近有一个mod的效果涉及到了修改decision内的拼点结果,它自己会判定为自己和自己对拼会平手,但如果有另一个作者也使用了这种效果呢?两段patch代码只会执行一项,这样基本上是取决于mod名称(加载顺序)来决定谁生效了。或者所有mod都以某个公共的代码库为基础来实现效果,但目前来看似乎并不可能。
但一些情况应该是作者的思路问题。例如ego罗兰的get_desc是完全无必要的,它完全可以在初始化时修改bookxmlinfo来修改被动列表,这样理论上是最优的方案。而且就算不这样也可以改成postfix来修改吧。
夜莺的礼葬 5 Dec, 2021 @ 9:11pm 
从N站下载的mod可以转移到新版来吗?我下了无限掉落书籍,速度骰子改色和全战斗表徵解锁,如何让它们在新版本生效?
h4kot4  [developer] 6 Dec, 2021 @ 8:15am 
Originally posted by 夜莺的礼葬:
从N站下载的mod可以转移到新版来吗?我下了无限掉落书籍,速度骰子改色和全战斗表徵解锁,如何让它们在新版本生效?
我记得n站那边bbe理论上还是支持workshop的。如果是过时的mod你想搬运的话需要修改dll里面的引用(引用新的Assembly-CSharp.dll和BaseMod.dll)并针对里面涉及id的部分由数字id改为lorid
h4kot4  [developer] 6 Dec, 2021 @ 8:16am 
Originally posted by 夜莺的礼葬:
从N站下载的mod可以转移到新版来吗?我下了无限掉落书籍,速度骰子改色和全战斗表徵解锁,如何让它们在新版本生效?
如果还不是很清楚的话也可以考虑加群详细问问
76561198880857497 26 Jan, 2022 @ 1:33am 
我尝试修改司书的默认卡组(集中攻击之类的玩应),以及EGO书页。我仔细看了说明并且在modID后面加了@origin,但是为什么修改不成功呢?我用这个方法修改其他卡都行,就这个不行。
Last edited by 76561198880857497; 26 Jan, 2022 @ 1:38am
h4kot4  [developer] 26 Jan, 2022 @ 5:55am 
如果你是想修改进入战斗后卡组不满的司书默认填充的卡组,改xml是没有用的,这个是在UnitDataModel中的GetDeckForBattle方法来控制。EGO书页的问题我会去检查。
Boy Impregnator 13 Feb, 2022 @ 5:29am 
Having the same question as the first person. If I'm not a modder and just want import a basemod mod for myself what do I need to do? I've put mods into workshop mod folders and they don't work.
Funny Valentine 14 Feb, 2022 @ 10:46am 
Originally posted by W.Corp cleanup crew gaming:
Having the same question as the first person. If I'm not a modder and just want import a basemod mod for myself what do I need to do? I've put mods into workshop mod folders and they don't work.
It depends heavily on the old mod, best case scenario you can make it compatible by looking at a more recent mod opening it up and copying the "StageModInfo.xml" and the Data folder into it, you can rename the old mod using the StageModInfo.xml- if that doesn't work the next step would be to use something like DN spy- familiarize yourself with it and then use it to recompile each part of the .DLL but some things could need further changes to become fully compatible
Edit: just realized it may have been a simpler question, the folder you place non workshop mods in is
drive with steam -> Steam\steamapps\common\Library Of Ruina\LibraryOfRuina_Data\Mods
yarrrr 23 Apr, 2022 @ 9:40pm 
Does Basemod have a built-in Furioso card check? I have a mod that changes the card use requirement to 4 or more under circumstances (basically replace the card's script with my own custom one via x.Xml.Script="") but while it does replace the script, it ignored the reduced requirements and won't let me use it until 9 cards

I even tested it by removing Furioso's card ability script all together and I got the same result

I know it worked without basemod so I reckon it's an issue with this extension
Last edited by yarrrr; 23 Apr, 2022 @ 9:47pm
0sikin0 27 Apr, 2022 @ 8:21am 
Originally posted by yarrrr:
Does Basemod have a built-in Furioso card check? I have a mod that changes the card use requirement to 4 or more under circumstances (basically replace the card's script with my own custom one via x.Xml.Script="") but while it does replace the script, it ignored the reduced requirements and won't let me use it until 9 cards

I even tested it by removing Furioso's card ability script all together and I got the same result

I know it worked without basemod so I reckon it's an issue with this extension
.
Not only furioso
Card-changes like in mod of ensamble rework(whom have card, that changes Phillips blazing strike to be usebla under emotional level 3, mid battle)
Too, doesn't work at all
So its something, preventing changes mid battle just in general)(and not furioso executive)
Because without it, cards change as expected
h4kot4  [developer] 30 Apr, 2022 @ 9:05am 
I enable BaseMod and ensamble rework separately, at least Argalia is working normally, others are not checked. I don't know what went wrong, I'm sure I didn't interfere with the contents of those cards, can you tell me more exactly what went wrong?
h4kot4  [developer] 30 Apr, 2022 @ 9:08am 
Originally posted by yarrrr:
Does Basemod have a built-in Furioso card check? I have a mod that changes the card use requirement to 4 or more under circumstances (basically replace the card's script with my own custom one via x.Xml.Script="") but while it does replace the script, it ignored the reduced requirements and won't let me use it until 9 cards

I even tested it by removing Furioso's card ability script all together and I got the same result

I know it worked without basemod so I reckon it's an issue with this extension
I think I may have guessed the source of the problem, and I'll try to fix it. Before that you can try to use GetField().SetValue() to change card._script
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