From fc61b48787cadc50a81601a36bb7e5c88553723e Mon Sep 17 00:00:00 2001 From: iisaev Date: Sun, 18 Oct 2026 19:00:41 +0200 Subject: [PATCH] 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. --- manifest.json | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/manifest.json b/manifest.json index 1096ae3..9145eb2 100644 --- a/manifest.json +++ b/manifest.json @@ -6,8 +6,8 @@ "description": "Test fixture of the property patches system: a targeted patch (Marao, food/ration) and wildcard patches of every character and item. Marked as a fixture, so --all-mods and games never load it; the property_patches itest loads it explicitly (--with-mods=test_defaults_and_patches --itest=property_patches) and checks the merged entities.", "category": "other", "depends": [ - "visual_novel_core>=1", - "murakami>=1", + "cthangover_story>=1", + "cthangover_murakami>=1", "cooking>=1", "characters_base>=1", "items_base>=1"