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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cthangover committed 2026-10-18 19:00:31 +02:00
1 parent bec5743f13
commit a5908227e6
6 files changed
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@@ -40,7 +40,7 @@ namespace Mods.Live2DTest
return;
}
model = Live2DService.CreateModel(container, ModelPath, ModelNodeName, "live2d__avatar");
model = Live2DService.CreateModel(container, ModelPath, ModelNodeName, "live2d_base__avatar");
if (model == null)
{
GameLogger.Log("LIVE2D_TEST", "Live2DOverlay: model creation failed", LogLevel.Error);