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Known limitations

  • New sounds need the mod’s own loader. ContentTool bakes and checks sounds placed in Content\Audio, but it does not load their new bank when a player enables the mod. Without a DLL that loads the bank, those sounds are silent. AddUiSounds includes such a DLL. Replacing shipped sounds through Content\Audio\Replace and Dist\Sounds does not need one. See add sounds and replace sounds.

  • The extracted files for streamed new sounds do not ship in a package. A bake puts stream data in the mod’s bundle and extracts it into that mod’s WwiseAudio folder for its check. The packager excludes WwiseAudio. Player-side playback of a packaged streamed addition has not yet been verified in game.

  • Normal-map shading on replaced meshes needs an in-game check. The mesh writer emits a tangent channel, taken from the .glb when usable and otherwise computed from the UVs, but normal-map lighting on a replaced mesh has not yet been verified in game. See replace meshes.

  • Emission colour needs an in-game check. The importer sRGB-encodes _EmissionColor like _Color and enables _EMISSION, but the result on replaced materials has not yet been verified in the game’s Linear colour space.

  • One mod owns each contested target. For a shipped bundle or video key, the lower mod ID keeps the target. For a shipped sound media ID, replacement banks load in mod-ID order; a later mod that claims an already-owned ID is refused. Give conflicting mods different targets or use only one of them.

  • New weapons require a DLL. A weapons declaration does not build weapon definitions on its own. The mod must call WeaponBuild.Build, as WeaponAdd does. See add a weapon.

  • Project IDs and bundle names cannot use Windows device names. Names such as CON, NUL, and COM1 are refused, including when the device name appears before an extension.

  • Non-ASCII bone names are not yet verified in game. Bone-path hashing reads each character as a byte. Use tested bone names for a rig you plan to distribute.

Some runtime edge cases still need an in-game run: loading a tactical save with a creature’s synthesised melee bash-point skin; interactions with donor animation actions; recovery after a mod DLL fails while enabling; bench reopening during a rebuild; and creature or weapon builds after a failure. A successful offline build or bake does not establish those outcomes.