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Ideally custom characters would use strings loaded from a localization file. But when attempting to do that the game crashes on startup. I suspect that this happens receiveEditCharacters is called before receiveEditStrings.
The current workaround is to hardcode the character strings in the call to BaseMod.addCharacter, and MyCustomPlayer.getLoadout().
The text was updated successfully, but these errors were encountered:
Thanks for the heads up. I need to update the localization so it can pull from different folders based on the language the game is set to so I'll look at this issue when I do that
Ideally custom characters would use strings loaded from a localization file. But when attempting to do that the game crashes on startup. I suspect that this happens
receiveEditCharacters
is called beforereceiveEditStrings
.The current workaround is to hardcode the character strings in the call to
BaseMod.addCharacter
, andMyCustomPlayer.getLoadout()
.The text was updated successfully, but these errors were encountered: