Mod only works on new character/save

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Denigrate
Low Yeek
Posts: 7
Joined: Sat Nov 25, 2017 8:54 pm

Mod only works on new character/save

#1 Post by Denigrate »

I made a mod that superloads one of the engine files (.../engine/Tooltips.lua) to adjust the transparency of the tooltip background (to make it opaque). It works perfectly when I start a new character, but it doesn't do anything when I load an old character that I started playing before I installed the mod.

Is there a simple and standard fix for this (like "just overload the file instead" or "set load priority less than 100")? Or does it depend heavily on the exact circumstances of the mod, so there's no easy answer?

If there's no easy answer, can somebody please point my in the right direction (give me a short explanation of why this happens and where I need to start in looking for the answer)?

Thank you for any info you can provide! :D

PseudoLoneWolf
Wyrmic
Posts: 257
Joined: Tue Jan 03, 2017 7:12 pm

Re: Mod only works on new character/save

#2 Post by PseudoLoneWolf »

All addons are only active for new characters. In order to activate an addon for an existing character you'd have to go in and edit the save file, I believe, which will invalidate your save. This is also why you can't remove addons from existing characters.

tl;dr You can't, just make a new character.
Let slip the toast of war.

Denigrate
Low Yeek
Posts: 7
Joined: Sat Nov 25, 2017 8:54 pm

Re: Mod only works on new character/save

#3 Post by Denigrate »

Ahhh...got it. Thanks!

Micbran
Sher'Tul
Posts: 1154
Joined: Sun Jun 15, 2014 12:19 am
Location: Yeehaw, pardner

Re: Mod only works on new character/save

#4 Post by Micbran »

You can, just edit the save on the line that looks like {addonname, addonname, ...} with your addon shortname iirc.

sometimes produces undesired results, but a UI change shouldn't break that?
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