#Malverk - A Texture Pack Manager
1 messages · Page 2 of 1
Aaaah
So no SMODS.calculate_context({destroy_card = destroyed_card}) needed either?
Interesting, in Ghost Rider it just sets .destroyed = true for the card
Im getting a crash upon boot up, i deleted my mod and it boots up fine so i know its something with the code
crash log ^
fixed it but it just doesn't show up now
here it is!
Malverk seems to cause the game to crash whenever I change profiles too. I don't even have any texture pack mods on.
Your loc_txt in the alttexture should have a table for the text part
what's a table and why do I need it? I never saw it be required for the examples I've looked at (HD balatro and the Big Naturals texture pack)
In fact you don’t even need the description part on the alt texture
It doesn’t do anything
Have you got a crash report for it?
gimme a sec, I'll crash it
is this the one I reported a while ago?
Couple of notes:
- My mod works now! Thanks a lot!
- With a texture pack mod enabled, this doesn't happen.
- With no texture pack mods, this happens upon switching profiles
oh! another thing: Upon switching profiles, textures do not appear until you open the texture menu and close it again
posted this as an issue on the github but just in case it wasn't spotted; for whatever reason, small blind, the wheel, and the head have weird scanlines on 'em?
this is almost certainly something on your end
it happens even if malverk is the only enabled mod, but then Stops if malverk is disabled. unless it's specifically an error with our install of Malverk?
Are there some known conflictions with this mod?
the only things it could be conflicting with in this case are smods (which we updated earlier today) and lovely (which is kinda doubtful? it was updated fairly recently for us). unless this is somehow a "it just is broken on our machine, and our machine in particular" thing? running windows 10, if that helps narrow anything down in the latter case.
Could I make a texture to be an alternate contrast so that it could be toggled in settings?
Or is it playing cards only?
Bc I've heard a lot of complaints that Celestial Funk hurts the eye, and yknow what, I agree :P
You can add alternate textures to toggle between yeah
how does one do that?
You can add them to the texture pack in the toggle_textures table
what is the Key used for the Chips and BlindChips?
nvm but i need to know the keys for the stake stickers
They’re linked with the stakes
really? mine doesnt seem to be linked
ohh, thank you!
How can I load in Undiscovered and Locked joker textures?
You can’t at the moment
key
do i put in texture mods in the mods folder?
ive been tryna install the celestial funk mod, and after i installed malverk my game keeps crashing
if i take off the celestial funk from the mods folder, it opens nicely
don't remember ever hearing back about this
What about it? It’s just a random screenshot with no explanation
oh sorry let me explain
deck in the background is default yellow deck texture, should be baba yellow deck
see this issue
Upon what conditions
Where can I find the wiki of alt textures I can edit with this?
Love this manager, but I have a suggestion for a feature to add. The ability to use only part of a texture pack. Say I wanna everything from HD Balatro, but want to use jokers and stickers from another pack, but don't want the rest of that pack to take over.
You can achieve this by enabling both with HD Balatro in lower priority, then, in the settings of the other pack, disable everything but Jokers & stickers
Some packs don't have correct config labels for everything, so Stickers might be listed as one of multiple "Enhancements"
How do you disable them?
With the pack enabled, click it again and it should bring up a little gear icon
Aha! I see! Thanks!
@high drift Is there a way to enable dynamic display only for certain AltTextures?
How do you mean?
Does malverk work with playing card replacements?
im trying to write the lua file and i cant find the argument to replace them :V
It doesn’t
My Tiny Jokers pack has Jokers, Stickers, and Stakes, and I'd like to add double sized versions of each. I'd like the display icon to only apply based on which Jokers are enabled (1x or 2x)
it'll only choose between textures with a display_pos iirc
thanks, i appreciate it
hey i dont get why the one on the left works but the one on the right causes this error
You’re missing a sprite sheet
You need a hsJokers.png
i renamed the files and it didnt work
In both folders?
Crash log?
You have a typo in your texture pack object
No the texture pack object
wait where
jojers
its misspelled on purpose, the key is called jojers not jokers
oh hm
🤷 im on drugs from wisdom teeth surgury i just saw funny word
am no coder
ai told me this https://i.imgur.com/ZeeMO92.jpeg
its looking for hsJokers and the image you posted above in 1x is jsut called jokers, could that be it?
nope
The key doesn’t match what you assigned it as
It doesn’t matter if the misspelling is intentional if you haven’t done it everywhere it needs to be
has a template every been built for this yet?
Im getting an Atlas Crash whenever i try to open the pack in the Malverk menu, ive pinpointed the issue to the Planet Alt_Texture
ill try it in a bit thank you
Does Malverk let you replace the shop sign animation
no
Damn
if i use Malverk would i have to remove steammodded first ?
Probably not
say less
If you insist
No

malverk requires steammodded
ive been having issues trying to load malverk
is it normal that the game crashes when you click on the normal joker for base textures?
no like when i try to install it, my game just crashes
Time to learn coding to port a boykisser texture pack :D
(I'm gonna suffer so much)
I already gave up. Im just gonna edit the files
(I'm not good at coding)
i dont see where im missing where its not jojers???
local atlas_key = "crew" -- Format: PREFIX_KEY
-- See end of file for notes
local atlas_path = "8BitDeck.png" -- Filename for the image in the asset folder
local atlas_path_hc = "8BitDeck_Alpha.png" -- Filename for the high-contrast version of the texture, if existing
local suits = {"hearts", "clubs", "diamonds", "spades"} -- Which suits to replace
local ranks = {"2", "3", "4", "5", "6", "7", "8", "9", "10", "Jack", "Queen", "King", "Ace"} -- Which ranks to replace
local description = "Midnight Crew" -- English-language description, also used as default
AltTexture({ -- Jokers
key = 'jojers', -- the key of the texture
set = 'Joker', -- define the object type that you are retexturing
path = 'crewJokers.png', -- the filename of your spritesheet, saved in assets/1x AND assets/2x
original_sheet = true,
loc_txt = {
name = 'Homestuck Joker Replacements',
},
keys = {
'j_invisible'
}
})
TexturePack({
key = 'Jimbostuck', -- the key of the texture
textures = {
'js_jojers'
},
loc_txt = {
name = 'Jimbostuck',
text = {
'Homestuck Resprites'
}
}
})```
I can port it over if you send the files
In dms
No need. I already modified the game files so no need to worry
Is it possible to have an AltTexture object apply to multiple sets? Like apply to tarots and planets for example?
Can I get a copy so I can play with it?
Sure. Give me some hours for me to get back home and I'll dm it to you
No
im having the same issue, a quick solution i found, until an official fix, is replacing the version of malverk from the latest (1.1.3) to one before (1.1)
Have you got a crash report to share?
this is the message that returns after clicking on the base textures
I see, I’ll fix this next time I’m on my dev machine
Just a little reminder ping :3
how do i add this mod to balatro? im not good at modding
You need some requirements.
First, a pc, second, the game. Then, you go to the steamoded github page, and there you can find a link to a tutorial on what to download and where to put it. After you download the requirements, a new folder should appear in your balatro save file folder (aka the %appdata% folder) called mods. You put this mod inside the mods folder, download a compatible texture pack, also put it in the mods folder, and when you boot up the game, you should see in the options a texture pack button. After that, everything should be really simple.
Oh my god, it looks like I wrote the Bible
If you need I can dm you the link to the guide
i got it to work, is there a way i can add a custom king queen and jack only into balatro?
through this mod i mean
No this mod doesn’t change deckskins, that’s built into smods
some guys is having this error. any idea what could cause this?
may be due to a non-updated version of malverk ?
i could not recreate
have you got a copy of the code that's causing the issue?
apparently, the mod crashes when changing the language of the game, possibly to chinese
it may be due to an absence of a localization file?
It’s complaining about the file path though
Yes that's what i don't understand. they told me this crash happened when changing language of the game but i don't get what could cause this. i asked them to update steamodded to see if that was the issue
EDIT: it was an issue with them using an old version of Malverk
i got an error when trying to replace a blind sprite, any ideas on how to fix?
game crashes whenever i boot it up
show code
alright
is it missing frames = 21 line?
the only difference im noticing
im gonna check
probably
oh that was it
alright its fixed
huh
now it doesnt replace the blind sprites at all
oh wait im stupid
does malverk work for playing cards
no
look into this #1300851004186820690 message
how do i do SMODS.DeckSkin
do i need to create a new folder?
im not ggood at coding
i haveno idea what im looking at
look at other mods and try to understand how they did
i don’t know exactly as i haven’t used it
Deck Skins don’t go through Malverk. It’s all base SMODS
i cant seem to create a new profile, for some reason
-# updating lovely was what i needed (NEVERMIND)
wait can someone tell me how to install malverk cause my came just keeps crashing
@high drift is it possible to retexture they playing cards?
the pips or the base card background?
the pips
use SMODS.DeckSkin
wut, im sorry im new to modding and stuff
Can you send the crashlog here?
I may not understand it but there are people here who can help you.
I can't understand anything. I really hope someone with better experience in reading logs can help you. I'm sorry
Thanks for trying
Is there a way I can use malverk to make a texture pack for a balatro mod instead of the base game?
I believe so
how
what type of cards?
question, in the in-game malverk ui, in a texture pack's tooltip where it tells you what it changes, how/where does it pull the colours for the different categories (jokers, tarots, spectrals, planets, etc.)
i see. so it doesn't go through loc_colour()
hm. let's say in something i'm writing, that i'm trying to reassign the colour associated with a given set. what's a good, safe way of interposing that so that it takes my mod's colour for it instead of base? 
getting a crash when clicking on "base game textures" in malverk. Also, some texture packs (and the base game textures) I installed seem to show nothing.
Is this in latest version?
yes, using 1.1.3, which is the latest i see on the github link in the top post
how the actual fuck dose this work
like what is the base code to create a texture pack
please god 😭
i have been doing this for THREE HOURS
not a lot of time but still
1 step closer
yep, works properly now!
looks like you have your 1x/2x sprites mixed up
is it possible to give retextured vanilla jokers custom badges to differentiate them from unchanged ones
but only when the texture pack is enabled
i forget, does malverk have functionality to also replace names & descriptions of jokers (or other things it replaces like consumables and blinds), or is that something we purely rely on SMODS for
Malverk does that
I believe the BalaQuints joker reskin does exactly this, to rename all the legendaries to match the Quintessential Quintuplet that they now use art of.
ah. what's the correct syntax for it?
Check the balatro wilds or marvel universe planet packs
question - is the behaviour of AltTexture({}) such that anything in its localization var gets applied to wherever it's relevant if it's enabled in the pack? how exactly would this apply to seals, as they have two different locations in the G.localization table:
AltTexture({
key = 'seals',
set = 'Seal',
...
localization = {
blue_seal = {
name = [my new blue seal name]
text = { [my new blue seal text] }
}
}
})
the problem being that blue_seal exists both at G.localization.misc.labels.blue_seal & G.localization.descriptions.Other.blue_seal
and usually you'd want to replace both, but to make matters worse, G.localization.misc.labels.blue_seal is a string value (directly contains the name) and G.localization.descriptions.Other.blue_seal is a table = { name, text }
is there a correct syntax there? the examples you pointed me to only cover planets - but i imagine i would have to write a localisation file specifically for this case
Uhhh I’ll look into this and see how it works, it might have been something I overlooked
hi gyus i want to try to replace the textures of tarot cards with tarot cards from cyberpunk 2077 on this server there are people who are authors of mods just I do not understand everything in it well
an someone explain to me how to do it?
what would cause this graphical error, and how would I fix it?
I found the error
the code I added
AltTexture({ key = 'myprefix_F deck', -- the key of the texture set = 'Cards', -- define the object type that you are retexturing, see wiki for full list of types id = "foxtrotdeck", name = "F deck", path = '8BitDeck.png', -- the filename of your spritesheet, saved in assets/1x AND assets/2x loc_txt = { -- [NYI] Localization text for tooltips displayed in the texture selection screen - can be added to a localization file under [descriptions][alt_texture] name = 'F Texture', text = 'Cards are different' } }) this
How do I edit this to the correct syntax?
yes, no?
Malverk peeps?
I have no idea how to do Malverk
Malverk doesn’t change suits
Hey, I tried using the HD textures but they don't seem to work properly
It seems like the resolution dropped
enable pixel art smoothing
Hi! I'm having an issue where the second I click to edit the textures, it crashes my game? I can't find a crash report or anything, it just kinda nukes itself?
I'm on the latest version of both Steamodded (0401a) and Malverk.
methinks one of your other mods has an invalid pack
okay that fixed that part, but now i'm getting a crash, and i think it's bc of my personal pack? But I can't figure out what's wrong with it
this is the code for my pack, as well-
the textures field of the TexturePack shouldn't have .png at the end
this fixed it! Thank you svm
Just to be sure, to replace tags, is the set tags or tag?
Tag
singular
I'm trying to make a mod that goes over the seals added in pokermon, but I can't seem to figure out what the set is. It has custom seals and stickers in the same texture, so I thought maybe it has a custom set type. I'm trying to replace the custom seals, but if I set the type as seal, it doesn't replace what I want.
@high driftPlease see, thank youhttps://github.com/Eremel/Malverk/pull/18
same issue on my side here 💀
the process crashes entirely, leaving no trace of a crash screen
which makes debugging impossible
I think this is likely from a badly configured texture pack, can you try removing them until you find the culprit?
I tried Aikoyori's Paint Job, which should have no problem loading for other people
any texture packs would crash the game instantly
Malverk UI when no pack is installed is fully empty (no default pack as well), is that normal
to elaborate further,
because of the way AltTexture works, only the things in the localization table that share keys in keys get replaced. for example:
AltTexture{
key = 'myAltTextureKey',
set = 'Joker',
path = 'myTexturePath.png',
keys = {
'j_joker',
'j_wee'
},
localization = {
j_joker = {
name = 'my new base joker name',
text = {
'my new base',
'joker text'
}
},
j_wee = {
name = 'my new wee joker name',
text = {
'my new wee',
'joker text'
}
},
j_half = {
name = 'my new half joker name',
text = {
'my new half',
'joker text'
}
}
},
loc_txt = { name = 'AltText Name In UI' }
}
even though i specify j_half in localization, because it's not present in keys, it doesn't get changed if i turn on the pack. which makes sense, it shouldn't if it's not being replaced. so the thing in localization only gets replaced if its table name matches something present in keys
the problem i was bringing up here was with seals and how each seal has two places in G.localization, one at G.localization.misc.labels.blue_seal, which defines the localization for the label that appears on the description box itself when you over over the seal & G.localization.descriptions.Other.blue_seal, which defines the localization for the text in references to said seal, per seal. my query was how this gets parsed when attempting to change it and what the correct syntax is, as the prior examples you gave me doesn't cover them 
additionally, similarly, since things in localization don't get replaced if their table name isn't present in keys, if i make an AltTexture for the planet set and want to potentially change how planets are referred to, i may want to change the value at ``G.localization.misc.labels.planet`, which i don't think is possible like this?
i did also think about a localization file, but isn't it the same case that that it'll only apply anything in the alt_texture = { alt_tex_[texture pack key] = {} } table with keys matching what is enabled in the UI?
is there a base i can use to replace boss blinds?
im still new to modding and i cant seem to figure out what to actually do here
i imagine there's variables i can check to see if my texture pack and options within that texture pack are active.
but is that something i can access from within my mod somehow?
i don't word good 
trying to make a texture using Malverk's API, but when I load it up in game, it's completely blank. A complete novice to this sort of stuff so I'm sure it's something glaringly obvious but I can't seem to sus it out.
nvm, figured it out
Is there a way to use Malverk to change the logo image of the main menu, and allow for the individual configuration of textures and localization to be turned on and off? If not, are there any plans for such updates in the future?
How individual are you looking?
Are tags modifiable with Malverk? I was hoping to do something like this
Tags work yeah
I don’t think souls would work on them though as they’re drawn differently to cards
I forgot to add the tags to the texture pack, so that's why it wasn't recognizing it. But now it's crashing with the tags registered. Did I initialize the tags right?
Looks like it’s failing to create the texture object properly
What’s the code looking like?
This is the main file:
-- Load the vanilla tarot textures
SMODS.load_file('content/Tarots.lua')()
-- Load the vanilla voucher textures
SMODS.load_file('content/Vouchers.lua')()
-- Load the vanilla planet textures
SMODS.load_file('content/Planets.lua')()
-- Load the vanilla Spectral textures
SMODS.load_file('content/Spectrals.lua')()
-- Load the vanilla Tag textures
SMODS.load_file('content/Tags.lua')()
TexturePack {
key = 'soul_everything',
textures = {
'soul_everything_tarots',
'soul_everything_vouchers',
'soul_everything_planets',
'soul_everything_spectrals',
'soul_everything_tags',
},
}
-- Load the Credits tab
SMODS.load_file('credits.lua')()
And this is Tags.lua:
AltTexture = {
key = 'tags',
set = 'Tag',
path = 'Tags.png',
keys = {
'tag_uncommon',
}
-- soul_keys = {
-- 'tag_uncommon',
-- }
}
Image is definitely correct?
It points to Tags.png which is the file in assets/1x and 2x. Is there a size limit or general requirements for the image?
This is the file I'm using (started on, rather)
Does it work without the soul keys?
Nope
Oh that image might actually be too big
There’s a limit on width for sure in loce2d I think
Hard to see on mobile though
Gotcha. I'll see if that works. No height limit, though?
hmm, setting it to the default Tag image size still produced the same crash
That is strange
Do you know of any Malverk mods that change tags for me to reference?
The hd one does
Well, that one's giving me a crash on boot
It is relatively old, though
wait, disabling my mod made that one load it looks like
I must be doing something wrong somewhere lol
Yup, I found the culprit
😭 at least you found it
i use the google translations so there maybe some wrongs
my texpack changes some names of jokers
i want them can be turn on and off in configs of malverk whlie enable the texture
and i want to know if malverk can be used to change the main menu logo
I made every joker a soul and this is happening.
The one on the right is the cryptid jolly jokers one.
It can’t change the logo, Malverk only changes game objects. The localisation and textures are not able to be turned on and off independently either.
then will a future version support these feature?
Probably not, no
ty anyway
when you say the logo, what are you referring to? 
my mind immediately goes to the graphic in the title screen, but you might not mean that
this
Tbh as more and more mods implement ui texture redskins it would be nice to be able to manage them somehow
i see
well right now, the only way i know how to replace that is via an SMODS.Atlas structured like
key = 'balatro',
path = [your asset path here],
px = 333,
py = 216,
prefix_config = { key = false }
}```
ty
Where do I put display_pos? For the longest time I never realized my pack doesn't show the intended texture
@high drift sorry to bother you but i can't figure out how to do the floating thing like on legendaries (i am changing perkeo) (sorry for the ping as well 😭)
It's just the soul sprite, the joker in question just needs a soul_pos which is the coordinates of it.
Did you do the soul_pos the same as the normal sprite pos? 1 indexed and everything
uh
Wait it is 0 indeed I think it's hist the only thing that is
I think you might add it right to this line but u don't don't remember
atlas = 'Joker', pos = { x = 0, y = 0 }
ive been doing the jokers like this and it works
Does this joker already have a soul sprite? I forgot this was foe malverk
If so you should just be able to put it in the same place as the soul sprite in the default sprite sheet
yeah i suppose but ive been doing this, should i swap to the full sprite sheet way?
Well if this works for everything else it ought to for perk. I'll look at the malvern page a little
oki
soul_keys, used to provide a table of keys of objects that should have a floating sprite. Floating sprites should be the next sprite along in your sprite sheet. (Must be used in conjunction with keys)
buh
Sorry for giving you weird irreverent advice at first
nah it's fine lol
it still appears to be doing this... huh...
wait i might have found the issue
nope
i dont have a clue why
Can you send your full alt texture code?
And what’s going wrong exactly?
the floating sprite is just a grey rectangle
Delete the soul_pos, columns and localization properties
ok
The columns one might be messing it up, but the others do nothing so might as well delete them
fair enough
Everything else looks okay though
is that all then?
That’s all I can suggest without my pc
oki
Is it still broken?
Are the sprite sheets definitely correct?
uhhh
...?
A smaller sheet is fine
Just make sure 1x and 2x are the same and that there’s the pixel border at the edge

okay well now the gray rectangle isnt there but neither is the floating sprite so i assume that was caused by the soul_pos
I set an error I think
The soul sprite didn't have a whole card's worth if space
huh
It's not centered in the same size space as the cerd
at least it isn't in what you sent
are you saying i should move the sprite down some?
I mean that's not the issue really, that depends on where your want it to show up. What I mean is side- to-side it isn't in a 71x95 space that I can see
Soul sprites have an entire transparent card of the same size as the background card behind them
ohh
am i able to retexture playing cards with malverk, also what set would i use for that
That's the in-buit decisions function in smodded you'd you
Not malverk
rats
it doesn't mean it's harder really, and afaik a mod can include both a malverk texture pack and a smods deckskin
yeah you definitely can, malverk basically just adds an object to use itself
bump
usually inside an AltTexture
give example?
display_pos = ‘key’ iirc
I'm doing all the tarots, planets and spectrals at the same time so I can use the whole sprite sheet
#1364102875063521322 isnt this vvhat your doing?
Uh?
im having some trouble getting malverk to work uhhh
can someone help me? I get a crash and error when trying to open the textures through the ingame menu
uh no not even clsoe
thats vvhat this does
I think I misunderstood you as thinking I was making everything float like that
now how to do spectrals/tarots/planets....
I mean... what they're trying to say is that souleverything doers all of those things
so you can reference it
does context.post_trigger include dollar bonus calc?

why did i post this here, i meant to post this in the steamodded thread 
oh, i missed the thread by one pixel, thanks discord
tryna figure out how to set where on the sheet to get the card texture from when replacing something
the information provided seems to only be for sheets arranged identically to default?
is there a tutorial anywhere for using Keys correctly?
like it says to use them for only replacing specific objects (which im doing) and when sprite sheets are laid out differently (also doing)
but doesnt explain how
the keys table is the order
is that provided anywhere? ive been trying to find things out myself before asking but i wouldnt know where to look for that
you define the keys table
do you need to contruct the whole keys table if you're replacing a sheet from the base game wholesale?
no
im tryna replace Soul in the spectral cards but only soul
so rather than making an entire seperate tarots sheet to pull one card
im trying to use unused space on enhancements
the you'd do "keys = " {"[idktheprefix]_soul"}"
I think
don't do that
which means i need to specify that the only card im Replacing is soul, but the position im replacing it with is not the position of soul on that
you either use the original sheet, or you use a new sheet
ftr im replacing the entirity of enhancements already
and just have it be soul on the sheet
oh... you can just use 2 sheets tbh
that's irrelevant
fucked up
I think the issue with using the unused space on the enhancementsatlas is other things trying to call those pos's for whatever reason
if something else is trying to call that position on My modded spritesheet thats on them frankly
just make a sheet like this https://github.com/Eremel/Aure-Spectral/blob/main/assets/1x/aure_spectral
only reason im even replacing the card back for soul is because i replaced the stone itself on the enhancements sheet
and so id have to make an entire duplicate tarot sheet, unedited
which is Really Stupid
you make a malverk atlas like you make an atlas for new objects, unless you are replacing a whole sheet wholesale
i see
you just put the objects you want to replace on it in their own grid without worrying about what their original atlases are
i dont think i even understand how that aure one is doing it
cause it says its just replacing c_aura in the keys
and it's convention is to seperate card types, but I don't think it's needed at all
i dont think i understand where its position is being defined
thats been a running theme in the things im trying to replace so far is i can never figure out how positions are being defined
you dont define the position
wack
you tell malverk what order your sprites are in, left to right, top to bottom
the position is defined by being the only card, and if it wasn't the only caerd, the order of the keys
right?

is there a guide anywhere on how to do that part then
i havent been able to find one
and if you are replacing a whole base game atlas, then you give it a set instead of indivudual keyes, right?
keys = {
'object 1',
'object 2',
...
}```
apologies for being an absolute moron but where do i define these
for example when i put c_soul, i didnt define that, idk where that is
c_soul is how the game's code refers to the spectral card Soul
sick, sick, am i fucking Stupid
oh oh oh i am assembling the puzzle pieces in my brain
https://github.com/ywssp/Balatro-ColoredSuitTarots/blob/main/ColoredSuitTarots.lua
This might be a more helpfful example trexture pack?
is the vanilla soul card itself the literal only exception to the "soul" floating bit being the card back's position but incremented by 1
and therefore what im trying to do is just Too different
and not just Not Best Practice but Genuinely Not Possible
just make an atlas with the sould bg and the soul stone
no it should work like every other card
whatever they may be
it doesn't care what the original card position was when you're not using original_pos or whatever
im gonna be real this is the Actual dumbest ive ever felt
AltTexture({
key = 'soultexture'',
set = 'Spectral',
path =[yout image with just soul and the stone].png',
keys = {'c_soul'},
soul_ keys = {'c_soul'},
loc_txt = {name = 'Whatever you want'}
})
I think this is roughly what you want
probably?
wait
so like, the soul card's stone itself is stored on the enhancers sheet (in vanilla), so given im replacing that whole sheet already it just makes sense to me to replace the stone there, and then theres 2 whole unused card positions, so im like, well surely i can just make one of those be the back instead of adding a new sheet just for that
``TexturePack({
key = 'your textures',
textures = {'[modprefix]_soultexture', etc},
dynamic_display = true,
loc_txt = {
name = Your textures',
text = {
'whatever the texture pack does'
}```
in my head it should be easy to just, tell it "sick, use the expected sprite position for soul's stone, and then just, use this space for the card back"
you need this too
are you reskinning the whole enhancers atlas?
yea the soul stone is just like, the one little bit that isnt working
or, well, the stone works
its assigning the correct card back for it that isnt
if i just tell it to replace soul and then give it the enhancers path it uses green deck for the back cause i guess thats the equivalent position?
take your background sprite and your stone sprite, put them on the same sheet
by themselves
nothing else
thats ridiculous but if its genuinely the only way
yeah like I was saying
you just need 2 t,altexture objects and your texturepack object
and 2 pngs
well maybe 3 alttextrure objects because backs might be seperate
but you can def use the same png
the only one you need to split off into a new png is soul
the rest you can just use the same atlas and orignal_pos
or whatever it is
oh thats what u meant
yea
original_sheet is only needed if you're specifying keys
mucho cringe but if thats just How It Works ill have to
even easier
i guess it defaults to original sheet pos
gotta leave actual Gaps in the spritesheet
for unkeyed
I mean, ngl I can see how intuitively it'd make sense to be able to do one atlas and pos values
that's how other smods objects work
yea i got artist brain instead of programmer brain
so this is so ass-backwards in my head lol
it's a bit ass-backwards compared to the smods status quo too
wack
not entirely sure why eremel didn't have an option to manually define pos and soul+pos values like other smods stuff
its already wild to me that i have to use a Different mod to do the cards themselves lol
because it's designed to be as simple as "here's a spritesheet for this object"
well it kinda means that it has weird conceptial differences from how thunk or mods do spritesheets
but fair
it makes sense depending on who the userbase is expected to be tbf
im an artist not a programmer
so my brains wired for filling out whole spritesheets like this
cutting it up and putting it into seperate files is unintuitive to me but probably makes sense to modders ig
it's not for people who have a good understanding of code, the basic structure of an object is
AltTexture({ -- HD Jokers
key = 'hd_jokers',
set = 'Joker',
path = 'hd_jokers.png',
loc_txt = {
name = 'HD Jokers'
}
})```
literally the only object that needs cutting up is soul
thx anyway
that said i figure the primary audience for smth like a texture pack manager is uhh
artists moreso than programmers
idk im not here to look a gift horse in the mouth im glad this thing lets me do this at all
it worked so im happy
This is a really cute texture btw :3
Glad you got it working
ty its part of a texture replacement based on lapfox/halley labs
a long-running music project
i enabled base game features vvhile having other textures on novv i cant turn it off
i get this every time i click on it in textures menu
do i redovvnload malverk?
still not vvorkin
pls help 😭🙏
Just fixed, try updating now
u talking to me?i dont understand
yes
u mean update malverk?
yes
i dont see any nevv release tho...
yea that was happening to me too, didnt realise it wasn't Known
still the same
download from source
no
oh from vvhere then
yeah i crash too and im still crashing
wait how do i even make a texture pack with this
Try looking at some of the examples.
my game isnt crashing and it says the mod is active but theres no texture option showing up
hmmm showman texture isnt applying and ive tried both j_showman and j_show_man
it's j_ring_master
ah ok
hi i'm trying to use this mod to convert a tarot texture replacement into a malverk texture mod
i copied the format of the hd textures mod but i'm getting an error. would like some help
still haven't found out why it does this (i still get the same "failed to collect file data" error
i'll drop this here if anyone can help me figure out why (i've digged up here and figured it might be a path error but even when i fixed it and all and even added a subdir it still doesn't work at all)
um, sorry to ping you @high drift but i've been struggling with this for three days now and i'm still not sure why this isn't working when i've referenced both the HD pack and the messages here for debugging
sorry i'm not familiar with lua at all
your sprites aren't in an assets folder
i've managed to make it work now but uh... now every time i try to open the textures menu i instantly crash by stack overflow
sorry to ping you again @high drift but every time i have a malverk tex pack mod installed and attempt to open the malverk textures menu, game crashes by stack overflow
picture of the mods i have here (the highlighted one is the malverk tex pack i've been working on just above)
and attached is my latest crash report reproducing the stack overflow
could anyone guide me through how i could make one of these texture packs?
i want to put this into the game
SMODS.DeckSkin
Malverk doesn't do that
Not sure why would Malverk cause a crash in an "in_pool" function with G.playing_cards not existing
i found this balatro texture pack template so hopefully i will be able to convert my final pack to malverk
i know literally nothing about lua
-# apparently it's just better python and i know python so uh
I don't get it. I've established the display_pos but it's not showing up in-game
It defaults to the first texture in the texture pack object iirc
Yeah if you want the booster to be the icon
So where you have the table of texture keys put the booster one first
uhhh still doesn't work
Can you show the texture pack object?
should be this one according to the code but it still shows Mercury
No no, the TexturePack object
aah I moved the celestial on top and now it works
thanks
now to update it on my Github and Nexus
does malverk support modifying deckskins yet?
i actually had an interesting feature request idea in relation to applying textures for undiscovered jokers, if that's still planned - where you could specify multiple different soul textures, and when populating the collection page with undiscovered jokers, it picks from them at random. so that way if you open a collections page that's just full of undiscovered jokers, it could look a little more visually interesting than just 15 of the same texture
for instance, i would use it to basically silhouette all the different legendary joker souls in my mod in place of the standard joker silhouette.
although this would probably be awful to implement for how little use it'd get overall 
is there any place with the internal names for everything? i need them to put them in the keys section for the alt textures
I used the language files
You can see them all in the keys.lua in the utils folder of Malverk iirc
why does no floating sprite appear on black hole and why does the soul not change its floating sprite?
wait actually nvm i think i got it
nvm i dont
You need to have the key in the keys table too iirc
i did that and it still doesnt work, now the soul just lost its floating sprite
tried merging the floating sprites and the base sprites into a single file, which for some reason just doesnt work? like it just ignores the soul_key and just uses whats supposed to be the floating sprite as the sprite for the next card instead
Yes the soul = path is specifically for the card the soul as it’s on a different atlas in vanilla
You should order your sprite sheet as card soul card soul
hey, i've been trying to add localizations to a texture pack I'm making, but when I try to change the seals' names it gives me this error. Here's how the file's structured, and I also made sure the keys were the proper ones
Everything else works by the way
did that, there still arent any floating sprites generating at all on any card
is it possible to turn an smods mod that is only a deck skin mod into a malverk mod? or does it need something else to replace too for that to work?
Deck skins aren’t supported by Malverk
got a malvert crash
[SMODS malverk "utils/ui.lua"]:473: attempt to index local 'texture' [a nil value]
the whole log :
I think this is a miscofigured texture pack crash
probably, im still new to editing stuff
--- STEAMODDED HEADER
--- MOD_NAME: Regretevator Items/Effects Planet Cards
--- MOD_ID: RegItemPlanetCards
--- MOD_AUTHOR: [Mediumkey]
--- MOD_DESCRIPTION: Replaces planet cards with Items from Regretevator
--- PREFIX: REGP
--- VERSION: 1.0.0
--- DEPENDENCIES: [malverk]
AltTexture{
key = 'planets',
set = 'Planet',
path = 'reg-tarot.png',
original_sheet = true,
display_pos = 'c_saturn',
localization = true
}
TexturePack{
key = 'regcards',
textures = {
'reg_planets'
},
loc_txt = {
name = 'Items-Effects',
text = {
'Replaces planet cards with Items',
'/ effects from Regretevator'
}
}
}
what am i doing wrong here
textures should be REGP_plants
let me see if removing the p fixes it
neither removing the p or adding regp fixed that
maybe im using an outdated version?
no it needs to match the capitalisation
ah there we go
now theres a new crash
["malverk.lua"]:138 attempt to index a nill value
i could use assistance rq @high drift
remove the localization = true line
switch_func?
what switch_func? i've only specified 17 alt textures total, that shouldn't be enough to make it create a second page, right?
Is there a way to intergrate a texture to another modded features?
I got too many requests on Celestial Funk to support other modded planets like Multiplayer and Cryptid
Well not too many tbh, but enough to make me think it's worth my time
yes there is, I can send you some code later today
Awesome sauce
how can i insert the mod inside balatro? @high drift
Hi, sorry to bother you, but I keep getting this error when trying to replace the invisible joker with Big Boss
AltTexture({
key = 'BB_Invisible',
set = 'Joker',
path = 'BB_Invisible_Texture.png',
keys = {
'j_invisible'
}
})TexturePack({
key = 'BB_Invisible',
textures = {'Invs_BB'},
loc_txt = {
name = 'Big Boss Invisible',
text = {'When you can't even say', 'my name'}
}
})
https://github.com/Eremel/Malverk
Did you see the instructions here?
@high drift Did you end up seeing this?
you textures keys are wrong
they should match the altexture object keys but with your modprefix at the start
the key of AltTexture
I don't really code so I'm confused as to most of the terms. I checked the github and I got lost at ToggleTextures
should be yourmodprefix_BB_Invisible
put that inside textures instead the current one
Ah so
TexturePack({
key = 'BB_Invisible',
textures = {'BBInv_BB_Invisible'},
loc_txt = {
name = 'Big Boss Invisible',
text = {'When you can't even say', 'my name'}
}
})
yeah
outside of giving screenshots with line numbers, your crash isn't helpful in the slightest though
I don't know what program I'm supposed to use to mod the game, I'm using notes files
Yeah I'm still getting the same "expected near t" error. Not sure if it's syntax or maybe another malverk mod that has a conflicting value
Ah I see, any suggestions?
personally I use visual studio code
Hahaha thats really funny hold on
The "can't"
was interferring with the text display
the apostrophe
add a backslash before the apostrophe to include it as a string character
I just used "" instead
that also works
now I'm getting the "attempt to index local texture" a nil value
error
Whenever I press the textures setting, I'm assuming I need to upload some sort of mod picture?
where did you putBB_Invisible_Texture.png
I've got the mod folder, then
BigBossInv.lua
Assets
|___1x
2x
1x and 2x have the correct textures
2x being 71 x 95 I believe
it's the other way around
Ah hold on
no I said it wrong my b
1x is 71 x 95
The problem being on line 473 of utils/ui
AltTexture({
key = 'BB_Invisible',
set = 'Joker',
path = 'BB_Invisible_Texture.png',
keys = {
'j_invisible'
}
})
TexturePack({
key = 'BB_Invisible',
textures = {'BigBossInv_BB_Invisible'},
loc_txt = {
name = 'Big Boss Invisible',
text = {"When you can't even say", 'my name'},
}
})
Code repost
Are you using a .json file or a mod header?
Sorry, I'm not really sure, I've pretty much just got this
is malverk incompatible with mods using mod header
I can't seem to find any issues with local texture here
I did use a mod header though:
--- STEAMODDED HEADER
--- MOD_NAME: Big Boss Invisible Joker
--- MOD_ID: BigBossInv
--- MOD_AUTHOR: [bayonora, ThisNameTaken]
--- MOD_DESCRIPTION: Changes Invisible card with Big Boss
--- DEPENDENCIES: [malverk]
Yeah I was looking there too, not too sure what would be up unless theres something fundamentally wrong with the texture
Both named BB_Invisible_Texture
.png
Is it possibly the _Texture that is messing with it?
Your prefix is BigB
So BigB_BB_Invisible
mod header automatically takes the first 4 characters of mod ID as prefix if not specified
Yes
I recommend switching to json tho
you must define a prefix there, but it's a lot easier to manage
Not sure what a json is, or how to switch
it's a separate file
here's an example
Don’t worry about it
Ig mod header will still be supported
Sorry I've only used C++ and a smattering of python
that would be me a year ago
Yeah haha
over 11 months of tampering with lua has helped me a lot in understanding Balatro modding
Yeah, I'm hoping to do another funny thing with this mod.
json is widely used in many programming languages despite its full extension name (javascript object notation)
Oh I see, I might pick that up as I need to add music a bit later
TexturePack({
key = 'BB_Invisible',
textures = {'BigB_BB_Invisible'},
loc_txt = {
name = 'Big Boss Invisible',
text = {"When you can't even say", 'my name'},
}
})
Switched it up to this and I'm still getting the same texture nil error
Can you send the error
I think that did it, thanks a bunch!
@high drift @unkempt sun I really appreciate the help :)
I’ve been looking at it, and I’m not 100% on replacing custom planet cards, but I think if you do table.insert(Malverk.keys.Planet, "custom_key") and then add the keys as normal to the alt texture it should work
bump - is this a malverk bug or am i not properly defining something inside my TexturePack() to handle whatever's causing the switch_func issue?
Bug Report:
When I apply the Default Textures and then click it (in the order from highest to lowest list) (click, not drag, if you drag it nothing happens), the game crashes with an error. I will send the error message in just a second.
Error message.
Update Malverk
From source code, the release hasn’t been updated actually
I’ll do that now
...wait... can malverk not replace the challenge deck skin? nvm, i implemented something wrong, pebkac 

im havinng difficulty with this mod, ive installed it into the mods folder along with some of the textures I want (also in the mods folder), but the textures option is not showing up in the menu
Do you have the mod menu on the main menu?
If not, steammodded isn't loading
If so, does malverk show up in the modlist there?
If so, is it on?
it shows up on the modlist as enabled along with all the textures
ita just that the mod menu isn't on the main menu
malverk shows up in the options menu usually
it is not there
Very strange
I'd recommend delete and reinstall the mod? That tends to help with most mods that fail to load
i'm also looking for it
i was checking at the [Windows Solitaire](#1337605360776646656 message) mod and even if they added every set available it still didn't change the undiscovered cards
HD texture also has textures for them but they're unused, I assume they aren't currently supported and would have to be handled simlilarly to The Soul's soul
hey what's up with my thing...
I tried adding custom textures for modded content but it didn't read it
nevermind guys I forgot to check the box ❤️
Localization for blinds from texture_packs localization doesn't seem to work. In malverk.lua it checks G.P_CENTERS to get the type of object to apply the loc to, but blinds aren't in G.P_CENTERS so it's always nil and gets skipped.
malverk.lua line 150
if pack.localization then
local loc = G.localization.descriptions.texture_packs[pack.key].localization
for center, new_loc in pairs(loc) do
local object = G.P_CENTERS[center] or nil --always nil for blinds
if object then
local game_table = AltTextures_Utils.game_table[object.set] or 'P_CENTERS'
local default_loc = G[game_table][center].default_loc_txt
if object.set == 'Booster' then
local temp_center = center:sub(1, -3)
SMODS.process_loc_text(G.localization.descriptions.Other[temp_center], 'name', new_loc.name and new_loc or default_loc, 'name')
SMODS.process_loc_text(G.localization.descriptions.Other[temp_center], 'text', new_loc.text and new_loc or default_loc, 'text')
else
SMODS.process_loc_text(G.localization.descriptions[AltTextures_Utils.loc_table[object.set] or object.set][center .. (object.set == Seal and '_seal' or '')], 'name', new_loc.name and new_loc or default_loc, 'name')
SMODS.process_loc_text(G.localization.descriptions[AltTextures_Utils.loc_table[object.set] or object.set][center .. (object.set == Seal and '_seal' or '')], 'text', new_loc.text and new_loc or default_loc, 'text')
end
G[game_table][center].set_card_type_badge = new_loc.badge and Malverk.badges[new_loc.badge] or (G[game_table][center].default_card_type_badge ~= '1' and G[game_table][center].default_card_type_badge or false)
end
end
end
...What? Malverk handles the Soul in full
scroll up 1 post... we're talking about the undiscovered textures not The Soul. "they (undiscovered textures) aren't currently supported and would have to be handled simlilarly to The Soul's soul"
oh, i read that
for some reason i misread what you said 
had another, similar idea but this time for locked jokers - and i think this might be outside the scope/spirit of what malverk is/does but i think it would be nice to be able to do different locked graphics based on rarity (i would also say "and/or object type" but given how some are differently shaped such as tarots/spectrals and especially vouchers, i imagine that would have to be the case anyway). imagine being able to have a locked graphic per common, uncommon, rare, etc.
may probably also need a fallback in the case of modded rarities, but it would be nice to be able to pique players' interest in a locked item because it looks different than the rest
I'm pretty sure the shape is just through a shader, and not something unique to the jokers
...so this shape is caused by a shader?
i'm not sure that's right
I meant for stuff like the half joker, or the square joker
i was talking exclusively about the locked graphics though 
hey so have a problem when clicking settings
you have Malverk nested
what do you mean?
in your mods folder, it should be Mods > Malverk > files here not Mods > Malverk > Malverk > files
but its not?
well it's not installed correctly
huh so looks like the issue was not that but that there was an earlier version of malverk in my mod folder even though it was turned off
are you sure you turned it off properly with .lovelyignore?
cuz I don't think the in-game toggle would add one
attempting to make a Malverk texture, and it works, but now my game crashes upon entering the deck preview. how do I fix this?
oh it's probably because of ui_assets
↖️ stupid. needs to think more
how would i replace the texture for wee joker since it uses the default joker texture
Youd have to use the keys field, or add a texture just for wee
so like do i just define the key as "wee joker" or something like that
it's j_wee iirc
thanks 👍
is there a list for all the keys for future reference?
sorry for the ping, but here https://github.com/Eremel/Malverk/blob/main/utils/keys.lua
yeah i figured that out the hard way 
Is it possible to rescale the textures?
I'm making all jokers smol but it's not scaling right
Not sure for malverk but you can set a size on the atlas
wait I can just use px and py in the AltTexture
stickers are a bit wonky but whatever
Where's the wiki?
malverk has all the types listed in its readme
I never made a wiki 😭
How do I add mod support like cryptid?
question if people have answers
I see the mod as loaded, but the button to select textures does not appear
You’re looking in the options menu right?
figured it out, sorry
i scrolled up, saw the message bout installing worng
and then fixed it
bump 
i'm also curious about the prospect of replacing the undiscovered and locked textures that i raised before
i'm wondering if the primary issue with those is the fact that they're not strictly an object type, and more replacement sprites for existing objects

I just haven’t done them
ah, i see
fair enough
bumping as this is still the case and i don't know what to do about it, especially as i can't find anything in documentation that covers it
hello, is it possible to add a "shine" effect to a textured card using malverk?
like vouchers? vouchers get their shine from their shader, which is also used by invisible joker.
they use the shader literally called 'voucher'
but i don't think this is something malverk can do
you would have to look into doing this via steamodded and just making it a condition based on whether that card is using your malverk atlas
SMODS.DrawStep
Question, is malverk able to do textures for mods? As in replace a texture in a different mod
id apreciate it ^^
naah i just mainly thought to expand my seal texture pack to do unique sprites for some modded seals in mods like ortalab or phanta ^^
Ooh
what is the path for playing cards? im trying to reskin the low contrast suits and i have no idea how to do that
wdym by path
like, the filepath?
also, you need to do deckskins for that, malverk doesn't support playing cards
https://github.com/Steamodded/smods/wiki/SMODS.DeckSkin
Is there a way to change the stickers skin, not the stake ones, the perishable or rental ones
same way you replace anything else in malverk? 
it does support stickers and there are individual keys for eternal, perishable and rental
bumping as this is still the case
i open the textures library and the game crashes
Hey, @high drift I'll make this quick. Perhaps you could make a small change in your ui.toml file to not have this large gap with your mod installed?
(I just removed the extra padding from the horizontal row and added an empty node to make up for the missing padding.)
-# please don't kill me if you see this thanks you
-# (also disregard the green button, that's another mod)
So, the textures button.
The way you have it setup creates some extra padding, which separates the buttons both horizontally and vertically.
Since we don't want the second one, because it stacks with the already existing padding, I just removed it and made up for it with an extra empty node.
That's everything I did.
so maaaaaaaaaaybe just maaaaaaaaaaaybe you could just implement my shitty fix?
maybe if I remember when I next work on malverk
ok
I keep getting an error and i dont know why
--- STEAMODDED HEADER
--- MOD_NAME: Undertale Tarots
--- MOD_ID: UndertaleTarots
--- MOD_AUTHOR: [VioMarks and WhitetailAni (undertale mod)]
--- MOD_DESCRIPTION: Undertale mod tarot cards but ported as a malverk texture pack
--- PREFIX: UTarots
--- VERSION: 1.0
--- DEPENDENCIES: [malverk]
AltTexture({
key = 'Undertale Tarots', -- the key of the texture
set = 'Tarot', -- define the object type that you are retexturing, see wiki for full list of types
path = '222139.png', -- the filename of your spritesheet, saved in assets/1x AND assets/2x
original_sheet = true,
loc_txt = { -- [NYI] Localization text for tooltips displayed in the texture selection screen - can be added to a localization file under [descriptions][alt_texture]
name = 'tarot',
}
})
TexturePack({
key = 'undertale_tarots', -- the key of the texture
textures = {'tarots'}, -- a table of keys of your AltTexture objects
loc_txt = { -- Localization text for tooltips displayed in the texture selection screen - can be added to a localization file under [descriptions][texture_packs]
name = 'Texture Pack Name',
text = {'description line 1', 'description line 2'}
}
})
this is the code
for starters you are using the very old and outated metadata.
everything else idk, I haven't used malverk eve
what does that mean
that part seems to work fine tho
@high drift is this a common error or am i missing something?
-# also sorry for the ping
Your textures table needs mod orefixes
what are those
Prefixes*
could you give me an example? sorry but i'm really bad at this
textures = {"UTarots_Undertale Tarots"}
the crash is gone but the tarots are showing like this
Your atlas isn’t the right size
what's the atlas
Chances are you put the 1x file in the 2x folder.
Balatro uses 2 files for its atlases, one normal sized, which goes into /assets/1x, and an identical one, but double the size, which goes in /assets/2x
You may be wondering "why is it that way", at which I answer you with "I have no fucking clue."
thanks
that solved it
<3
now i gotta hope it doesnt explode when i try to port the boosters
AltTexture({
key = 'Tarot_Booster', -- the key of the texture
set = 'Booster', -- define the object type that you are retexturing, see wiki for full list of types
path = 'booster.png', -- the filename of your spritesheet, saved in assets/1x AND assets/2x
loc_txt = {
name = 'booster'
},
keys = {
'p_tarot_normal_1',
'p_tarot_normal_2',
'p_tarot_normal_3',
'p_tarot_normal_4',
'p_tarot_jumbo_1',
'p_tarot_jumbo_2',
'p_tarot_mega_1',
'p_tarot_mega_2',
},
})
TexturePack({
key = 'undertale_tarots', -- the key of the texture
textures = {'UTarots_Tarot', 'UTarots_Tarot_Booster'}, -- a table of keys of your AltTexture objects
loc_txt = { -- Localization text for tooltips displayed in the texture selection screen - can be added to a localization file under [descriptions][texture_packs]
name = 'Undertale tarots',
text = {'Tarots from the undertale mod', 'but ported as a malverk mod'}
}
})
now there is no crash but the packs dont show
bumping once more 
wait does this support face cards or am i at another dead end
No you want to use SMODS.DeckSkin for that
aaah thank you
just in case its useful to someone, its not p_tarot but p_arcana
Which are the 8 images that qualify as the "Enhancers"?
Found it
Can someone tell me which is the 16th deck that is a part of the 'backs' for Malverk.
Challenge, bottom left
This one?
Yes
The omlette
Considering the layout of the backs I'm surprised it's not the one between plasma and ghost
Can someone tell me which Malverk set covers the white backings of cards?
Alright trying to identify what is what on the enhancers image. Blue are a part of the set "Back", green are the "enhanced" set, gold is "seal". But I have not yet been able to identify which ones are the remaining purples.
4,0 is locked deck
0,1 is - well, the soul spectral uses that sprite, but i don't think it uses it from this sheet?
5,3 and 6,3 are used for undiscovered items (jokers and everything else)
and 1,4 is an unused deck
1,0 is the base card image, though i don't know if this is where the game actually gets it
Oh no I can identify what they are, I'm trying to label which is part of which malverk replacement set
ah, lol
i don't know that, i haven't actually used malverk in ages
If the game doesn't use the card white from this sheet, any idea from where it is?
looking through the game's textures i don't see it anywhere else, so i think it is that after all
... and apparently the soul does use that sheet, cause i don't see the soul gem on tarots.png
It is good to know the bottom left deck is unused
i didn't know you could get your soul sprite from a different sheet than your base sprite
unlike jokers with soul_pos, The Soul loads a shared sprite for the gem separately to use its own juice animation
Do you by chance know how to replace the whites?
Add c_base in an enhanced alt texture
You'll have to forgive me I'm not very well versed in programming
Where would that go?
I can send some code later
Merci
key = 'luigi-enhanced',
set = 'Enhanced',
path = 'EnhancersLuigi.png',
keys = {'m_bonus','m_mult','m_wild','m_glass','m_steel','m_stone','m_gold','c_base'}
})```
Um
xD
Oh interesting
you need to add default_pos = true iirc
Right
Let's add that real quick.
Let's gooooooooooooo
Now I just pray in my corner for locks support.
And card sleeve support but that's a whole new can of worms
you should be able to do card sleeves it's just not particularly simple to set up iirc
Yeah no I am replacing the card sleeves
The issue is it replaces, all of them.
I'd love if it could be defined in malverk as well.
{
path = 'helluvasleeves.png', -- your sleeve atlas path
},
true
)
SMODS.Atlases['casl_sleeve_atlas'].mod = SMODS.current_mod```
How I'm currently replacing the card sleeves^
Having it as a define-able replacement in Malverk would be neat since then we could define with keys which ones are being replaced and we can toggle it on or off.
But that's definitely a stretch goal that would require I imagine a lot of programming.
I'm gonna make a nifty graphical guide for this mod
Oh?
Funnily enough I was about to report that c_base isn't documented in the keys list
Throwing together this nifty graphical guide for anyone needing a quick reference for sets and key names.
Will fix that.
Is the stone able to be replaced?
Wait is the mislabeled one also not used by game?
yeah the game doesn't use it
you **can **replace the soul sprite I don't remember how off the top of my head
Then until that's identified we have this neat graphical guide for enhancers sets and keys.
Will probably save me some time down the line making mods xD
So
Do you by chance have code I can reference on how to replace the card sleeves through malverk? xD
I don't
I have two mods I'm currently developing that I want to add sleeve support to and would prefer if they properly toggled with the textures.
oh wait maybe
Exciting.
No, I don't
no that won't find anything
Malverk is able to be configured to work with any set of things
Ah
I need to grow at least 5 more brain cells if I have any hope of figuring this out then.
If I can get it to work it'd be great since then it'd mean people wouldn't have to enable/disable their mods to bring back the vanilla sleeves when they aren't using the deck backs.
Um.
I think I found a bug?
I set up a custom deck white with the c_base and it's working.
But then I disabled the texture through the malverk menu and the backs have updated to being off but the whites are still custom.
Yeah repeated the error.
- Turn on texture with c_base texture.
- It correctly applies.
- Turn off texture with c_base texture.
- C_base remains. Other aspects remove correctly.
key = 'luigi-backs',
set = 'Back',
path = 'EnhancersLuigi.png',
original_sheet = true
})
AltTexture({
key = 'luigi-enhanced',
set = 'Enhanced',
path = 'EnhancersLuigi.png',
keys = {'m_bonus','m_mult','m_wild','m_glass','m_steel','m_stone','m_gold','c_base'},
original_sheet = true
})
AltTexture({
key = 'luigi-seal',
set = 'Seal',
path = 'EnhancersLuigi.png',
})
TexturePack {
key = 'cards',
textures = {
"LPB_luigi-backs", "LPB_luigi-enhanced", "LPB_luigi-seal",
},
loc_txt = {
name = "Luigi's Balatro",
text = {
"Changes the cards into",
"a Luigi's Casino style."
}
}
}```
Tried putting the default cards on in the Malverk menu but that didn't fix it either.
Trimmed my code to only have the malverk related sections
bump 
Is it possible to trigger other variables based on if something is active in Malverk? Specifically I have tarot cards that tie in with changed tarot card names and descriptions. I'd love it if the custom names and descriptions only trigger is the malverk texture pack is properly on and the tarot config is enabled so that it properly matches.
Another bug discovered.
I'm on smods 0827c. Trying to toggle any of these options doesn't save when exiting back and there's the error there at the bottom.
Hey i'm a new to this modding thing and I was told that what I wanted to do for mt Luigi Poker mod would have to be done through a texture pack and not smods. Is there a way to make it so that I can change the white background to the light blue in luigi poker and have it only apply 1.) to base game cards (no jokers, tarots, etc) and 2.) have it the changes apply only when my Luigi Poker mod is running?
the change i want is for it to go from the left picture to the right
Malverk runs through smods so smods will be necessary as well.
oh i thought it used its own separate functions/commands
C_base is used by all of those cards so the only way for it to ignore it would be to add the backings to the card on the face as well but then you wouldn't be able to have enhancers show
Actually jokers and tarots don't use that image so they wouldn't be changed.
aww that sucks, i guess it would be more accurate to the og game but it would suck not being able to see the modifiers :<
I'm confused as to which cards you're trying to exclude from having the blue background
Since jokers and tarots don't use it you should be fine
I'm using the blue card on my own Luigi's Balatro mod
But there's currently a bug where it can't be disabled without a reset.
i just want the standard cards (ace, face cards, and the number ones) to have the blue background. I would still like for the enhancer things (lucky card, polychrome, steel, mult, etc) to still show up though too cuz it'd be annoying to have to scroll through every card just to see if it has a special effect or not
Then yeah you don't need to exclude anything.
looks like great minds think alike lol, didnt know u were also doing a luigi mod! Is it also based on Luigi Poker (NSMB DS) or is it a different minigame?
hi, i need help
basically i am making a texture pack that replaces jokers,the 2x sprites works but the 1x sprites one wont show..please help
this is the 1x folder btw
AltTexture({
key = 'amine_jokers',
set = 'Joker',
path = 'amine_jokers.png',
loc_txt = {
name = 'Amines joker madness',
}
})
TexturePack({
key = 'amine_jokers',
textures = {'jokermadness_amine_jokers'},
loc_txt = {
name = 'Amines joker madness',
text = {'The joker madness', 'is real'}
}
})
the code since i think i messed something
if i did please help
What key do we use to replace the soul stone?
key = 'spectralHELLUVA',
set = 'Spectral',
path = 'helluvaenhancers.png',
keys = {},
soul = 'helluvaenhancers.png',
soul_key = {'c_soul',},
loc_txt = { name = 'Helluva Spectrals',},
keys = {'c_soul'},
original_sheet = true
})```
Okay got this
🥺
😔
hey so dont wanna bother and its been a long time but have you found a way to do that?
Oh I completely forgot about this, what is it in particular you want a pack for?
basically i have a pack that changes seals and want to change seals from some of the mods to match, and also collectables from my mod ^^

