#Mod doesnt work

1 messages · Page 1 of 1 (latest)

limber orbit
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lmao

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yeah most definetly a problem on addressables

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if you go in here

limber orbit
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click on default local group

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yeah xD

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yeah

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so theres the problem

worldly frost
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Load path

limber orbit
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change Build Path to Library/com.unity.addressables/aa/Windows/StandaloneWindows64

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Build Path you set to <custom>

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and on the field that appears you paste that

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nono

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BuildPath has to be only Library/com.unity.addressables/aa/Windows/StandaloneWindows64

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and the Load Path, hmm a sec

worldly frost
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And for load path: instead of the things in the {}, go into VS, copy your name space, paste it, put a dot and then paste it again and add Plugin add the end of it

For UU it was
{Utility_Uplift.Utility_UpliftPlugin.Path} I believe

limber orbit
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no cuz he's is the template, idk if the namespace will be the same

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Ok so, go to your mod's code (Visual studio)

worldly frost
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He needs to copy his name space, not mine lmao

limber orbit
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can you send a print like this?

worldly frost
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That's new to me lmao

limber orbit
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what?

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the namespace?

worldly frost
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Yep

limber orbit
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oh yeah lmao, thats why you can do things like UnityEngine.Random

worldly frost
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Thought it auto set it to namespacePlugin

limber orbit
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you are basically doing UnityEngine.UnityEngine.Random being the middle one the class

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yeah as i thought

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ok so now on the LoadPath set it to

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{MyAwesomeModName.MyAwesomeModNamePlugin.Path}/addressables/StandaloneWindows64

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yup

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should be

worldly frost
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Rebuild and copy addressable ofc

limber orbit
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on yeah

limber orbit
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Send me the ksp2.log now, its on the kerbal space program 2 fder

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you have 1 extra char at the end of Load Path on unity

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its as {MyAwesomeModName.MyAwesomeModNamePlugin.Path}\addressables\StandaloneWindows64}

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should be
{MyAwesomeModName.MyAwesomeModNamePlugin.Path}/addressables/StandaloneWindows64

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[ERR 17:53:02.395] [System] Exception passed from Unity.Addressables! [RemoteProviderException : Invalid path in AssetBundleProvider: 'MyAwesomeModName.MyAwesomeModNamePlugin.Path\addressables\StandaloneWindows64\defaultlocalgroup_assets_all_f1b3af0634143772e07ecb8a2bc14d51.bundle'.

can you send me a print like this

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better

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on visual studio

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check if this public static string Path { get; private set; }

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is on the file

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yup

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this one

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entao ta ai o ultimo problem

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on the line Below the "Instance{get; set};"
add
public static string Path { get; private set; }

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and below that line add

    public override void OnPreInitialized()
    {
        Path = base.PluginFolderPath;
    }
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should look something like this

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exactly

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now build it and put in your KSP2 folder!

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most probably xD

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also, idk if you already did

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but you need to add this
Colors.DeclareParts(MyPluginInfo.PLUGIN_GUID, "YOUR PART NAME HERE");

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like this

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yes

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to your part's partName

worldly frost
limber orbit
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Textures

worldly frost
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o alright

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might explain my sudden issues with new parts lmao

compact light
limber orbit
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this increases productivity

compact light
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ver nice

compact light
limber orbit