I’ve got 4 versions saved and pre-zipped for quick drop.
x32(x86) | x64 both for normal and legacy
Problem is, that game’s translation mod seems to override BepinEx, i’ll redown a fresh vers and dbl check
I just ran across another problem (Quickie A Love Hotel Story) - Works HOWEVER the moment you select anything to track, it lags profusely… like from 3fps.
(Edit) seems to be one point when a bone has toooo many things attached to it,
I thought you were talking about XUnity.AutoTranslator, which works through BepInEx and should usually be fine alongside CubiLink.
Other external translation mods can be a bit different though. If they hook into the game or BepInEx loading process in a more invasive way, they might interfere and cause issues.
Sounds like a performance issue from the highlighter/list preview hitting a very large Spine/Transform hierarchy.
For heavy or unoptimized games, it can help to turn off Bars / Highlight while searching, use the Moving / Simple filters, and lower graphics quality during setup.
I’ll also add a safety guard in the next update, so overloaded highlights should fall back to a lighter marker instead of trying to process too many attached parts.
I also have no idea how it works but you can actually use this without BepInEx and it’ll even work in cases where BepInEx doesn’t, I guess it hooks at different points and has less issues.
But yeah I don’t think there’d be mod conflicts, just the game denying BepInEx.
How do you get xUnity working with the mod? When I use the reipatcher, the CubiLink no longer opens on game launch. I tried pressing all my F-keys as well and nothing happens. I had this problem with other game mods using Edi or something where the translator stops the mod from working.
I haven’t done much testing with the translator, but I’m not using the ReiPatcher version and went with XUnity.AutoTranslator-BepInEx as a standalone BepInEx plugin instead. Had no problems with that so far.
Edit: I just figured out the templates bindings don’t work very well with the newer versions. Also the old version doesn’t have auto-load. So this is kinda useless. XD
I tried finding new bindings for the game in the newer versions, but somehow I can’t seem to find a parameter for some movements. In the older version this was easy but for this game specifically I can’t find it in the newer 3.0.0+ versions.
MelonLoader is basically another Unity mod loader, similar to BepInEx but with a different API.
In theory CubiLink can be ported to it, but it won’t load as-is because I initially made it as a BepInEx Mono plugin.
For Moka Love ReLive specifically, BepInEx and MelonLoader proxies get picked up, but the managed loader never actually starts. The game’s GameAssembly.dll appears protected, so the usual loaders can’t bootstrap / hook into it.
Yeah, sorry, didn’t mean to get your hopes up about MelonLoader.
I was just mentioning it since it kinda seemed to load, if more games had the same situation where MelonLoader worked but BepInEx didn’t, maybe it could be worth ZeroScripts’ time to think about it, but I guess it’s not the case.