Mod naming rule and engine UI in engine mods
Mods are renamed by role (shell2d_base, menu_base, ui_base, live2d_base, editor_tools, cthangover_story, cthangover_murakami, cthangover_party) and every reference follows. Engine UI prefabs (dialog, answers, message, game menu, inventory, map, skills) and their panel entries moved out of the story mod into the subsystem mods; the card_novel and vn_starter_novel collections are removed.
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@@ -40,7 +40,7 @@ namespace Mods.Live2DTest
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return;
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}
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model = Live2DService.CreateModel(container, ModelPath, ModelNodeName, "live2d__avatar");
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model = Live2DService.CreateModel(container, ModelPath, ModelNodeName, "live2d_base__avatar");
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if (model == null)
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{
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GameLogger.Log("LIVE2D_TEST", "Live2DOverlay: model creation failed", LogLevel.Error);
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