Thanks! MelonLoader v0.5.7 works. The latest MelonLoader v0.7.0 does not work with the following error
[13:59:07.485] Melon Assembly loaded: '.\Mods\PassiveReloading.dll' [13:59:07.485] SHA256 Hash: '2EC9231934C54E541CDE4BCDF5119A944F5EC24939E5AB99659E92918C3B7F60' [13:59:07.645] Failed to load 1 Melon from PassiveReloading.dll: [13:59:07.645] Failed to load Melon 'PassiveReloading.PassiveReloadingClass': Failed to create an instance of the Melon. [13:59:07.646] System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.TypeLoadException: Could not load type 'FPWStateMachine' from assembly 'Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'. at PassiveReloading.PassiveReloadingClass..ctor() at System.RuntimeType.CreateInstanceDefaultCtor(Boolean publicOnly, Boolean wrapExceptions) --- End of inner exception stack trace --- at System.RuntimeType.CreateInstanceDefaultCtor(Boolean publicOnly, Boolean wrapExceptions) at System.Activator.CreateInstance(Type type, Boolean nonPublic, Boolean wrapExceptions) at System.RuntimeType.CreateInstanceImpl(BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture) at System.Activator.CreateInstance(Type type, BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes) at MelonLoader.MelonAssembly.LoadMelons() in D:\a\MelonLoader\MelonLoader\MelonLoader\Melons\MelonAssembly.cs:line 239
It still has not been fixed, and I am not sure how to fix it with my limited tools. However, the Prodeus developers have mentioned creating a new reloading mechanic that will probably be in the DLC. I know it will not be passive like this mod, but I plan on waiting until I learn more about how they are doing it before I work on this more.
The menu music just loops the ambient tracks of the game, which are already uncompressed and can be found in C:\Program Files (x86)\Steam\steamapps\common\Prodeus\Prodeus_Data\StreamingAssets\Music if using Steam. Changing the ambient tracks will also change the menu tracks.
Make sure they have the same name as the files you are replacing and they are in .ogg format. Or you can change the .music files if you don't feel like replacing the vanilla music.
10 comments
[13:59:07.485] Melon Assembly loaded: '.\Mods\PassiveReloading.dll'
[13:59:07.485] SHA256 Hash: '2EC9231934C54E541CDE4BCDF5119A944F5EC24939E5AB99659E92918C3B7F60'
[13:59:07.645] Failed to load 1 Melon from PassiveReloading.dll:
[13:59:07.645] Failed to load Melon 'PassiveReloading.PassiveReloadingClass': Failed to create an instance of the Melon.
[13:59:07.646] System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation.
---> System.TypeLoadException: Could not load type 'FPWStateMachine' from assembly 'Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'.
at PassiveReloading.PassiveReloadingClass..ctor()
at System.RuntimeType.CreateInstanceDefaultCtor(Boolean publicOnly, Boolean wrapExceptions)
--- End of inner exception stack trace ---
at System.RuntimeType.CreateInstanceDefaultCtor(Boolean publicOnly, Boolean wrapExceptions)
at System.Activator.CreateInstance(Type type, Boolean nonPublic, Boolean wrapExceptions)
at System.RuntimeType.CreateInstanceImpl(BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture)
at System.Activator.CreateInstance(Type type, BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes)
at MelonLoader.MelonAssembly.LoadMelons() in D:\a\MelonLoader\MelonLoader\MelonLoader\Melons\MelonAssembly.cs:line 239
It will be the ono,ly mod i'll use for this game, that's why i ask, i'd like it b 100% done :p
Great mod's idea and thanks.