[Error] New Modtool for Unity doesn't work

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Silva Creaturae

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Hi,

Visibly there is missing using instruction in ModPostProcessor.cs, In the Unity console there is this error :

Assets\Toolkit\Scripts\Editor\ModPostProcessor.cs(16,66): error CS0246: The type or namespace name 'IdUtility' could not be found (are you missing a using directive or an assembly reference?)

I use Unity 2018.4.10f1 and Win10
 

tapani_ifs

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Aug 5, 2019
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I was not able to reproduce the issue. We did move files between the older and the new version, did you make sure you don't have duplicates for some of the files? You might also need to reimport the Post Processing package if you hit issues with .dll not being loaded on startup.
 

Silva Creaturae

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I have always this issue.
  • I updated Post Processing to (v2.2.2)
  • I removed & reinstalled this package
  • I reinstalled Unity
No effect.
 

Silva Creaturae

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Also, when I launch the project for the first time (on clear install, with your files available on GitHub only ), there are these errors:
On the second launch, there is only one error (error CS0246....)
errors-1.jpg
 

Viktor.96

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Nov 3, 2019
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I also have a problem.
I don`t have an option to create a "Mod" file at all.
In description of new file of FishFactoryMod (downloaded from Github) it says
The associated script cannot be loaded. Please fix any compile errors and assign a valid script."
 

ellacharmed

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Still no update? I wonder if the team has gone for the Xmas/New Year break? I had hope to do some digging around these 2 weeks.

I also received the same errors as all above. And here is what I've learned in 2 hours of messing about with files and previous versions.
First of all, I've kept the older version in folder named ModTutorial10 and the new one in ModTutorial12, for context below.
  1. the ModPostProcessor.cs file is new. It allows us to have many many more resources than ProxyBuilding, etc. And without this running, we cannot populate the Mono Script field for Fish Factory and Make Fish assets. More about this later
  2. The fbx and png errors - I solve this by copy+paste from version ModTutorial10. No big. I think all the copies messed up the files. Devs need to paste back the copies as I did.
  3. the Mod/Build Mod menu is dependent on LoadBundle.cs. I remove ModPostProcessor.cs and ModPostProcessor.cs.meta to load Unity without errors just to get the Build button
  4. the ModPostProcessor.cs file issue states the error on line 16 for me is with "IdUtility.IIdentifiable". It surprisingly is able to recognize a "IdUtility.FindId" 4 lines above it. So OK, I added the same using statements that I found in GameShared.dll via ILSpy. No help
  5. OK fine. If it is not the usings, than it is the assembly reference. So then I noticed the GameShared.dll and IceEngine.dll are only 1kb files. So I go back to check ModTutorial10 and indeed the editor.dll files are also 1kb size. So I copied these from ModTutorial10\Assets\Plugins to ModTutorial12\Assets\Plugins and the current GameShared.dll and IceEngine.dll from program files. result? Errors about ResetID - see image
Annotation 2019-12-18 233135.jpg
 

tapani_ifs

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Aug 5, 2019
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The reason for the files being only 1Kb is that they were not properly downloaded from LFS with git. What this probably means is that git LFS is not installed or it just did not run automatically.

I think it might be better for us to move the files into traditional git files to make the process of downloading the tool less error prone. I would also highly discourage using the old .dll files for creating any new mods as currently that can create mods that override some of the normal ingame Resources, even when the mod is only placed in the mod folder. Mods with the latest tool are fine, we'll have fix that prevents this happening in the future as well.
 

ellacharmed

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ok, the modtool as of now loads without any intervention into Unity and compile appears successful. many thanks! looking forward to checking the new tool out!

But mod is not appearing in game. Are mods still being universally disabled right now?
They appear in this screen. Ignore the subscribed lofts, it has since been unsubscribed
Annotation 2019-12-19 051215.jpg


but not here
Annotation 2019-12-19 051250.jpg


Also, the mod file didn't get generated for me. I had to copy+paste from within the working project folder, after adding the extension to the name. And I see there are more files now. Is the biggest file there still the only file needed in Mods folder and when we publish?
Annotation 2019-12-19 052817.jpg
 

kingleno

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ok, the modtool as of now loads without any intervention into Unity and compile appears successful. many thanks! looking forward to checking the new tool out!

But mod is not appearing in game. Are mods still being universally disabled right now?
They appear in this screen. Ignore the subscribed lofts, it has since been unsubscribed
View attachment 533709

but not here
View attachment 533710

Also, the mod file didn't get generated for me. I had to copy+paste from within the working project folder, after adding the extension to the name. And I see there are more files now. Is the biggest file there still the only file needed in Mods folder and when we publish?
View attachment 533717

Same issue here, except after building the mod in Unity with the new mod tool, it doesn't get stored in the mods folder. The mods that are already in the mods folder, aren't loaded into the game under "select mods"
 

Maka

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Same issue here, except after building the mod in Unity with the new mod tool, it doesn't get stored in the mods folder. The mods that are already in the mods folder, aren't loaded into the game under "select mods"
I was thinking it's just me. I'll stop faffing about and wait for an update.
 

Silva Creaturae

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I tried with new clean install. But "Build Mod" has no effect (no error displayed in the Unity console).
- I tried with the Fish Factory
- I tried with very simple mod : "Mod" asset file (only)
 

ellacharmed

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Tip for other modders.

Just wanted to update that I solved my problem above. I went through the downloaded .zip file with a fine toothcomb. I compared file sizes of the canhouse.* (files related to the mesh, since that was missing) and noticed some files were just 1kb. I downloaded those files individually and was able to build the mod.