- Mar 11, 2017
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Anything in pre_game gets loaded when the game starts up. This is the same for ANY mod, even the core module itself.oh that has something to do with the package registration from the core code. Do you know how that works? Why would they run my code if the orange box is disabled?
Since your mod alters screen and frame in the pregame, those changes get loaded when the game starts. Then because the mod is not active, the health and mana properties does not get properly set, which causes issue with the screen and frame that looks for those properties.
This is not an issue with regular trainer type mods, item mods, location mods, character mods etc. that only adds content. My cheatomatic mod for instance does not actually alter anything, it modifies variables and call labels, but that is regular game play things.
You could create an image replacement mod that does not overwrite the physical images, but virtually overwrites them. Though a mod like that would ALWAYS be active (since it would be loaded with pregame), so you would have to remove the mod folder to no longer use the image replacement mod. I guess it will be the same for your mod.
A mod like yours that alters the screen and frame would probably work better as a standalone mod (one that does not require the core module), but then that would be a lot of additional work, considering you would have to make your own characters, locations, items etc.
So if you want players to be able to disable your mod for a particular playthrough (which you really should), I guess the frame and screen stuff would have to be removed (you can still give the player the mana and health properties without any issues, that should not be the problem).