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Mod only works on new character/save

Posted: Fri Dec 01, 2017 12:43 pm
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

Re: Mod only works on new character/save

Posted: Fri Dec 01, 2017 3:11 pm
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.

Re: Mod only works on new character/save

Posted: Fri Dec 01, 2017 3:19 pm
by Denigrate
Ahhh...got it. Thanks!

Re: Mod only works on new character/save

Posted: Fri Dec 01, 2017 9:25 pm
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?