Any clues for "TaleWorlds.CampaignSystem\Campaign" a massive wall against modding.

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Hi,

Been working a lot on module loading lately and i realized if you have a CampaignGameStarter accessible from submodules, allowing you to add and manage some content of the game, there is actually a second one with exactly the same methods, same behavior but where almost everything is private and inaccessible.
This is currently why you may look for a model or behavior implementation in game and never be able to see where it is.

So i was wondering if someone else hit the same wall or if i missed something and there is a workaround? I can't find any point of access to the content stored inside and any way to modify it at least without the use of harmony.
 
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