As far as I know, any changes we make in ModBuddy, both the LUA and the XML are not going to be reflected in the on-going game test.
So, in the middle of testing my mod, I realize I need to change something (like text) or add a new graphical asset (like an icon atlas). I make the changes, then I clean the project (which automatically removes the mod), quit the current game test, go back to main menu, build/rebuild the project, re-enable the mod, then start a new game (which takes so long). I am thinking that there has got to be a better and more efficient workflow than I just described - maybe my workflow has unnecessary steps, so what do I need to do?
Looking at the modinfo file, it seems like the code there tells the game what assets to load and how to interpret them, which can only happen when you activate that mod.
But when that modinfo file already let the game be aware of a lua script, I figure that we should be able to edit the lua script, build our mod (which I believe copies the lua script to where the game reads it from), and see the changes immediately without quitting and restarting another game. After all, lua scripts have a content type of OnGameUIAddin, which to me sounds like a runtime thing, not compile time.
Can more experienced modders shed some light on their actual development workflow? I only guessed on mine - it works, but it's way too tedious and time-consuming, and I hope there's a better way.
So, in the middle of testing my mod, I realize I need to change something (like text) or add a new graphical asset (like an icon atlas). I make the changes, then I clean the project (which automatically removes the mod), quit the current game test, go back to main menu, build/rebuild the project, re-enable the mod, then start a new game (which takes so long). I am thinking that there has got to be a better and more efficient workflow than I just described - maybe my workflow has unnecessary steps, so what do I need to do?
Looking at the modinfo file, it seems like the code there tells the game what assets to load and how to interpret them, which can only happen when you activate that mod.
But when that modinfo file already let the game be aware of a lua script, I figure that we should be able to edit the lua script, build our mod (which I believe copies the lua script to where the game reads it from), and see the changes immediately without quitting and restarting another game. After all, lua scripts have a content type of OnGameUIAddin, which to me sounds like a runtime thing, not compile time.
Can more experienced modders shed some light on their actual development workflow? I only guessed on mine - it works, but it's way too tedious and time-consuming, and I hope there's a better way.