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 19:00:34 +02:00
1 parent c4e2130ed4
commit 22b67c628c
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@@ -17,7 +17,7 @@ namespace Cthangover.BaseMenu
/// </summary>
public class BaseMenuInitializer : IModInitializer
{
private const string ModId = "base_menu";
private const string ModId = "menu_base";
public void OnModLoaded(string modId)
{