#archived-modding-development
1 messages ยท Page 5 of 1
Yes, export all the assets for me precious Unity Studio <3
I just extracted the archive again and its save anywhere
@fair rampart make sure you set it so the exported assets are sorted by source file
I did ^^
Also you (someone) said sentires were about the size of the king... the big red sentires in CoT?
the link you posted
I personally exported it twice, once by source file and once w/ all the assets together
A friendly NPC would be preferable haha
so I can easily browse the files, then find the source file by searching the filename
no the smaller sentries
Hmmm but those attack
@fair rampart just redownloaded and its still SA mod
yeah... 
someone make a mod that allows you to do white palace multiple times if thats possible
Friendly NPC would be better because I'd like to swap the sprites with the King haha
So only idle stances would be good
can't you just use the walk animation of the husk sentries
Tiso maybe?
Okay now my backup dll file thats supposed to be the original is a SA one hahaha
I think this is weird issues on my end
OHHHHHHHH
fuck me Im dumb
im in the wrong fucking folder hahahahahhaha
im in hollow knight current not
yeah
coocoo
Aaahhh why does the player spritesheet have to be so big and complicated
idk because it's the player character
I mean I get it
But for mod making it's just so horrible haha
Imagine going through all of those and manually replacing them
why can't you dash like a normal person
Infinite shade cloak
Because i want to do cool stuff 
ba dum tsh
why did you post it to imgur
Too big for Discord
rip
Damn
yeah
Datamining is great.
turns out there are sprites for everything in the game 
gasp
No way, really?
I can't believe this
This is shocking information guys
Top 10 saddest anime deaths
The best spritesheet, of the best creature
_gittlelirl
I'll stop now but I had to share this magesty
....mobadis
Best idea
Replace the original HK's sprites from the Abyss cutscene with Zote
She THICC
some of the spritesheets make great mobile backgrounds
this looks so sad
thats literallly just a door
Tragic, really.
Truly depressing.
I wish there was a bit more about this character considering what we have http://i.imgur.com/gZoyY1A.png
She sucks.
emilitia is a person
as in she's set up to have been through a heck of a change, and then literally nothing else
by change, I mean the change of Hallownest over the ages
lotta sprites in here. Any sprites for enemies not in the game? I know there are a couple references in playerdata for the hunters journal for enemies that don't exist.
this is unused
I don't think this is a mantis
it looks kinda like a mantis to me
I refuse
???
"killedWhiteDefender": false,
"killsWhiteDefender": 1,
"newDataWhiteDefender": false,
"killedGreyPrince": false,
"killsGreyPrince": 1,
"newDataGreyPrince": false,
"killedZotelingBalloon": false,
"killsZotelingBalloon": 1,
"newDataZotelingBalloon": false,
"killedZotelingHopper": false,
"killsZotelingHopper": 1,
"newDataZotelingHopper": false,
"killedZotelingBuzzer": false,
"killsZotelingBuzzer": 1,
"newDataZotelingBuzzer": false,
one of the 'zoteling's perhaps
That's the seeeecret stuff
Nope, they're unrelated
Zotelings were added in preparation for Content Pack 1
ah, fun
presumably
zotelings?
@scarlet gale Have you been enjoying your limitless-ish energy blast
I toned it down a little, but yeah this is how i imagined dashmaster to be like kinda
Hmm can i edit the damage of sharp shadow/ value of spell twister? If so, where?
I tried giving myself a darker cloak
To match my imprisoned big brother knight
But it doesn't look as grey :<
make phite walace redoable when
Oh right, I can try that
thats gotKingsFragment
but it's not super nice, ive been looking at editing the FSMs to maybe make it nice. You got back in and 1. The side doors are closed up, so presumably the Orb bools. 2. The king is there and you can repick up the fragment. It doesn't break anything but it isn't ideal.
Don't bother with 'visitedWhitePalace', 'gotKingFragment' is what controls access.
Then what's visitedWhitePalace? :S
Also is there anything that checks if the HK/Radiance has been defeated?
dunno, just that you visited it ๐ Actually, hold on, I'll grep through the fsms I have to see if it is referenced
Like, can I run code only when I achieve an ending?
I'm sure you can find a hook somewhere. Think there is a bool for that, and some checks for what cinematic scenes to play
visitedWhitePalace is references in a lot of 'Area Title Controller' fsms for several levels. Not sure if there is any real consequential logic attached to it though
Oh
Probably how the text appears big at the center-ish of the screen when you first visit an area
But if you're coming back it's smaller and at the corner
Just wanted to say thanks a lot to whoever made the glass soul mod I'm really enjoying it
That would be @buoyant obsidian
har
no
no
it's yar har you heretic
banned
So uh, what other bools are related to White Palace? @gritty snow
Apart from the gotKingFragment or whatever it was, and the ones I showed
is fury of the fallen always active or never active in glass soul?
@buoyant obsidian
Never, you're always at full HP
@fair rampart I think that's it, but I haven't tried the others besides KingFragment yet, and noticed visited did nothing.
@fair rampart do you happen to know how to get fileID/pathID from the C# code?
seems every asset has a fileID and pathID (listed in UABE), trying to find a way at them as the fsms are deserailized 'OnAfterDeserialization'. As of now I am saving by name and a hash, since a lot of the names duplicate per level. But it would be best to know the IDs to easily replace them in UABE. But they seem mysterious as hell, dnSpy can't find them anywhere.
Here is 'Control_-941660649'
https://pastebin.com/B3w70h8C
I hacked up PlayMakerFSM::OnAfterDeserialize to do some dumping:
public void OnAfterDeserialize()
{
PlayMakerFSM.NotMainThread = true;
string text4 = JsonUtility.ToJson(this, true);
int hashCode = text4.GetHashCode();
string savePath = string.Concat(new string[]
{
Application.persistentDataPath,
"/save_fsm/",
this.FsmName.ToString(),
"",
hashCode.ToString()
});
if (Directory.Exists(Application.persistentDataPath + "/save_fsm") && !File.Exists(savePath))
{
File.WriteAllText(savePath, text4);
}
string hackPath = string.Concat(new string[]
{
Application.persistentDataPath,
"/hack_fsm/",
this.FsmName.ToString(),
"",
hashCode.ToString()
});
if (File.Exists(hackPath))
{
PlayMakerFSM instance = JsonUtility.FromJson<PlayMakerFSM>(File.ReadAllText(hackPath));
this.fsm = instance.fsm;
this.fsmTemplate = instance.fsmTemplate;
}
if (PlayMakerGlobals.Initialized)
{
this.fsm.InitData();
}
PlayMakerFSM.NotMainThread = false;
}
oddly, you can see an 'm_FileID' under fsmTemplate, I want the one for the top-level object, but that is mysterious as well, can't access that from C# code either
They control the rest of the game logic
@fair rampart scroll up, I posted the pastebin before the hacked method
hmm, alright thanks
def. too much stuff in the json dump, but if you start to look at the important bits it seems more useful. You can spot the named 'states', 'toState', what actions it takes to transition etc.
sweet, thanks for the lead, i'll try that and see where it takes me
@buoyant obsidian Hey there are a few charms i want to edit that i really cant find, could i get some pointers to their location?
Sure, let's hear 'em
Speficically these 5: Sharp shadow, spell twister, thorns, fury of the fallen, and glowing womb
Thorns is weird but there's something along the lines of FSM.("Thorn Counter") somewhere in the code
no idea about Glowing Womb
or Spell Twister
Sharp Shadow's length can be changed in HeroDash() I think, it can also be made slower or faster and its cooldown can be edited
Spell Twister no idea
Adding entirely new effects is easy-ish, depending on what you want to add
Fury of the Fallen seems to be off-limits too, but since it only activates at 1 HP you can replace it by ensuring the player is never 1 HP
๐ค Hmm primarily just want to do some damage/value changes, sounds like its not completely doable then
Like sharp shadow feels really underwhelming imo
Sharp Shadow is my favorite charm
For Fury, maybe edit Attack() and if the player has it equipped and increase base nail damage?
You can remove the weird red effect from Fury's attacks, but some of the damage remains
and the particle effects I think
Yeah that sounds kinda highlevel right now ๐
Think i can do something with fury though
thats funny
make the downslash (pogo) damage to 0 and I probably wouldn't be able to play this game
The original Hollow Knight, even in the state we see him in The Abyss, is slightly bigger than the main character, it seems.
same
Wait i take what i said about sharp shadow back, i mean i edited the cooldown of the shadowdash timer so that would probs make it really strong 
especially since dashmaster increased sharp shadows damage iirc
This was useless but I just wanted to check
Young HK is 10 pixels higher than us. #UselessInformation
He has bigger horns than you 
really big horns 
pls
hes just compensating
m_FileID is nowhere in the data folder. The only thing that knows about it is the main exe itself. But it still gets tacked onto some objects - so reflection magic I guess.
@buoyant obsidian Oh theres one more charm im curious about, Heavy blow namely
Nope
Damn ๐ค
Hmm sharp shadow suddenly does no damage at all, must have screwed something up 
Oh i see
I'll mess around to see if it was me or not
Hmm the good thing: It was that bug
The bad thing: the sharp shadow doing damage is probably also based on SHADOW_DASH_COOLDOWN, and i dont think i can easily acces that :/
Ah yes, when it does damage, not the value itself no
Because i tried dashing through some sentries really fast, and found that the dash cooldown was inconsistent with when it actually did damage, and it seemed like the default shadow dash cooldown was used for that
I tried, but I missed a sprite and it's wobbly
Lining them up correctly is hard >~<
I could remove the heads and just edit the head to use the original HK's horns, but then the cloak would be different :S
Oh pay attention to the legs too
nobody would notice the cloak tbh
Alrighty, I think I have an FSM solution. It's not super ideal, but it seems to work well so far.
I improved the code I posted above with actually unique names without the need for hashing (it was a little slow with the hashing). The names are actually fairly descriptive, I was missing the fact that the 'owner' also had a name before, and FsmUtility uses both names for a full id.
I do not currently have a way of conveniently figuring out the fileid/pathid, nor do I have a way of re-serializing correctly to stuff back into assets.
What I do have is a hack in which it looks for modified json FSMs of the same name, and just deserializes and uses that on the fly. Just tested with a mod to not check the charm for the blue vine door, seems to work.
bonus, similar hacks should be applicable to any games that use playmaker fsms, not just hollow knight
Mod the dash so it has a longer cooldown and you start with it + shade cloak
Or mod super dash to also super jump
you will also need to mod in a nail
How did the original HK get his nail
And like everything, how did it grow

the hollow knight has wielded a ten foot blade since he was a child
as you see them walk away, they're just struggling to drag the nail behind them
his nail didnt grow
he brought a ten foot nail with him
you see
the hk is actually the pale king in a costume
Make a x10 mod
Where all the charms are multiplied by 10
But each boss has their health increased by like 5
x
does that mean that dashmaster just makes you dash infinitely
oh god the fragiles
600% more geo
x10 health and x10 strength
20 extra health
MARK OF PRIDE
You can now kill Traitor lord all the way in the CoF
Deep focus is literally Brass Beast
dream wielder just makes using the dreamnail very similar to swinging the nail normally
It would just make you have to tap the button instead of hold
Kingsoul would regen 20 soul per sec
You can infintely regen
Grubsong would regen 150
Grubsong top tier
What else
@fair rampart regarding your mod and putting it into the drive folder:
Either I can do it myself, or you message me with what email you want to have permissions to edit the mods folder and you can upload it yourself
what would spore shroom do
Fury would increase to 17.5x
just a larger cloud or more damage?
Spore shroom would deal 10-20 damage per tick
Both
and cover the entire Hallownest probs
40 extra health
about 40 health added to your health
Grubberfly elergy
One step further: Joni
40 units
Or whatever
the distance of that is
and 5x nail dmg
Or 0.05 depending on how you see it
Nail damage is already heightened
Hiveblood would regen 10 health
fury of the fallen is the ultimate panic button
Quick Focus would be instant heling
glowing womb would spawn so many little flies, and flukenest would vomit a game-lagging amount of flukes
FotF would be constant damage bonus
Glowing womb would spawn 40 suicidal babies
Spell Twister will reduce all spells to 2 soul
Turn yourself into a gatling gun of Shade Souls
with shaman stone it's even scarier
Shaman Stone
the increased knockback charm
344 Abyssal Shriek
it would just delete enemies
HOW WILL ANY OF THE BOSSES SURVIVE MORE THAN FIVE SECONDS EVEN WITH THE INCREASED HEALTH
quickslash would do what the spy's knife does and you know it
that weird butterknife barrage
i dunno
quick slash swings every frame
30000 health is alot
automatically
Hold down attack for a chainsaw of pain
and you can use spells without the recharge time
There needs more clever stuff for stuff like Shape of Uu
Uu?
Baldur + Spore shroom already looks cool
Sharp Shadow would be a 1 press Crystal Heart
Shape of Uu turns you into a meme
sharp shadow does something to the heart?
oh
you basically have the Heart
tall
I didn't even realize they stood up before I saw the sprite :S
oh god spider no thanks
Ah
Right, you buy eggs from him right?
Anyone happen to know how I'd change the "The Radiance" text that's used at the start of the Radiance fight?
He just drops one egg
Nevermind, I think I found it. :D
I'm replacing Radiance with Mistake
Hmm is it possible to replace sound files?
Well i dont know how tbh
keep in mind that if it's texture replacement, the sprites have to stay in the same shape as the original
fair


Alright second attempt
Fuck failed again
I dont get how im supposed to import the sound file
This is goofy
It's silly
But the Radiance must have some more sprites in another file :S
that was a mistake

Thank you for that.
I find the best part is "The Mistake" like it's the worst boss ever
I am so glad I got to edit the text
@fair rampart What do you mean by "save code" feature? I don't see references to it, is it part of Unity, or part of PlayMaker? I did find that currently the FSM mod does not work for all FSMs, apparently something can get lost in the serialization/deserialization.
OMG That Gif is Perfekt
@fair rampart oh you mean from dnspy, nevermind
I see it right now
Which is weird, because this is what the Radiance's spritesheet looks like after editing :S
The missing sprites make them almost better
No Radiance left, yet it seems to still show up in-game
I love you.
โค
@fair rampart your debug mod linked in the pinned messages only has files for 1006 and 1028, no 1037.
ok
sorry, can't
Cloth is the only missable ghost, correct? https://docs.google.com/spreadsheets/d/1-u3ZPzOTvmzf-FSCGp9EPLUrttO08O12H-z0UBBWJSs/pubhtml#
yeah
k, thanks.
Enemy list seems good on a quick look, tracks hp well. One thing you might want to consider is disabling self damage when the inventory is open for 1006, cus of thorns. But also maybe its good to keep? not sure
I only ever saw her once and I went everywhere a lot
fungal wastes
deepnest
ancient basin
queen's garden
dirtmouth if you don't see her in all three locations before fighting traitor lord
Can I use CE to change the damage of my nail?
maybe?
also how
i figured out the value to change for geo by searching for the current number and then earning some more, looking for which ones changed
I made it so Hiveblood regens 1 health every 20 seconds until you have max health
The Hiveblood I've always wanted
neat
we need shadowdash to keep the iframs on for 2 sec and increasing your meele damage to deal doubled damage during that time. Some kind of void-form you can abuse. We could use the animations of when you slay radiance.
To edit the attack animations you'd need to edit the player's spritesheet, specifically the attack animations. That would replace all attack animations in the game, so I don't think what you want is possible
Aight here it is, faster shadow dash with dashmaster
Dunno if anybody has tried my fsm mod, but please wait until v1.1 for any serious modding. I am still tackling issues with unique names and things.
Dashmaster is best charm uwu
Another idea: A challenging Nosk battle
good luck with that
Challenging
not bullshit
A step in the right direction would be the not making it so you can literally sit in a corner and beat the fight without losing any health
doesn't he die to down-attacking and a bunch of descending darks
there's no mod you can make thta can cure that
besides, Will already intimated that he plans to give nosk a couple more attacks later on
unfortunately you can't really mod boss behavior, unless you swap nosk with radiance
Honestly even with double damage and increased health
i still think he would be easy
heck even with 2 Nosks, I would still say he is weaker than THK
swap him and radiance and see what happens xd
Nosk in Radiance's arena might actually be a challenge
assuming he doesn't walk off the edge and kill himself
Asking again. Does anyone know if I can use CE or something to change my nail damage? And how
my nail isn't doing the right amount of damage
You can likely mod the game for that, lot easier than using Cheat Engine. Variables in memory will move around, so using memory hacking utilities is more challenging even if you manage to find the variable on a single session. But Kein's point stands, why make the game easier? Guessing you might be interested in a simple goal to lead yourself through hacking the game, or maybe you just think the game is too hard? In which case...I believe there is a meme for that around here.
i tried out mods on the same save file. after removing the mods everything seems normal except nail damage
unupgraded nail does 1, fully upgraded does 5
ah. Guessing lightbringer does that. That does appear to be in playerData.
Thanks! It worked
If there was no solution I would have cleared the save and do 100% again...
Yeah Lightbringer kills your damage
i found the sound effects for lightbringer too loud and it annoyed me ๐ฆ
yeah I should adjust that shouldn't I
Editing sound files is a pain because you need to export Unity projects
and you need to specify the exact file size manually
I'll have the sound update pushed out after Content Pack 1
To get a .resources file I just export a Unity project with only the sound file in it
Unity Studio
No, Unity
Unity Editor? I thought it was called Unity Studio
Or are you talking about Unity overall
In the resources.assets file, every "AudioClip" filetype is just a reference to a .resource package
so you can just edit the dump file to find another .resource package
and to make those .resource packages I use Unity
Wait so editing sound files is possible? Nice
Tried all kind of stuff yesterday but didnt know how at the end
Does someone have the Spritesheet for Elderbug?
Thanks
Oh wow, there's even sprites from when you splat open his head with the dreamnail
Oh lol, the dream diving sprites
It was shown in early Trailers of the Game
Dive into the mind of a bug! What secrets lay within, waiting to be uncovered. What dangers will be overcome? What treasures will be discovered? Find out in ...
Not in the actual game anymore
Ah
Pretty cool to see
ban
I wonder if Lil Elderbug is still in the files
Yeah and he's wiggeling with his feet and all
Can you get a gif of that
@stray bloom this took way too long to make 
Where in the Mac can I get the save file
.config/unity3d/Team Cherry/Hollow Knight
Are there any mods/save editors that let you skip to a certain fight? I want to replay a few of them, especially the Mantis Lords one.
I would love that
I think the Lightbringer mod let's you replay dream fights
But not stuff like Mantis Lords
And force my friends to fight Mantis Lords on their first time
If there's no mod that does it already, I might have a go at it.
mwahhahahahahahahaha
@fair rampart 's mod respawns dream fights
Have any of the game files been documented somewhere?
mfw Lightbringer already does all the stuff I did
Not sure, best ask in #archived-modding-development
kek ^^
This is modding
๐
ยฏ_(ใ)_/ยฏ
What are you using to go through the Unity files?
I remember using some utilities several years ago, but I think they're unsupported now.
@fair rampart What do you mean filtering out the variables? Like if mantisLordsdefeated (not real bool name), then respawn, if not then do nothing?
I'm planning on adding boss respawning myself but if you want to do it for debug mod go ahead :D
I assume it's event flags and things like that.
Alright, so I can challenge them again
But the whole tribe is also agressive too
If they're controlled by the same bool there's not much I can do
Couldn't it be split into two bools?
ยฏ_(ใ)_/ยฏ
I'm fairly sure the tribe's behaviour is in the realm of FSM which we're not too sure how to mod yet
I'll look into it
Meanwhile, what are bosses that don't go away once you defeat them? Those should be easier
DD?
Does God Tamer not appear in consequent visits to the third trial?
she's always there
Soul Master we could just make Soul Tyrant respawnable
Besides Dream Bosses are cooler haha
I'm just saying there's no need to respawn Soul Master if we can just easily respawn Soul Tyrant. You can just keep fighting him and the floor will reset... right?
Out of the top of my head, to get enough SOUL to cast a spell, that's about 3 hits right?
Yep
Aight
Nah it isnt
Cleaning up the code on Unending Dreams, hopefully I can eventually respawn non-dream bosses (I'd rename it)
Hmm, this has an error. I fixed it, going to put out an update later (though I very much doubt anyone uses this mod haha)
@fair rampart @fair rampart so regarding boos fights if it's FSM based (likely) I have fixed (I hope) the issues with my FSM mod, I can put out an update today. And I made a small mod that proves it out that deals with the same sorts of issues, multiple FSMs look at the same bools, but by only modifying the FSMs I want gets the nice consistent behavior I want. For instance if I just affected 'gotKingFragment' that would also affect journal entries it seems, if I just affect the whitePalaceOrb bools it would also close the gate to the final area. But with just the FSMs that control the particular logic I don't like, I made a mod that allows returning to the White Palace, full exploration of it (no more 'Progress Gates'), and the King does not fling a shny object (the kingFragment) once you already have it.
CharmUpdate isn't ugly anymore
@gritty snow :O yes
Not using FSMs, should the Orb bools be true or false to make the player reopen the gates?
false to get rid of the yellow 'progress gates' that prevent you from returning to areas. Plus whitePalaceMidWap. But I think having them false closing off the final gate.
Yellow progress gates? They... were yellow? :S
I'm nearly 4
haha
idk like, golden gates. I really mostly noticed them when hacking myself back into the white Palace and noticing there was only one place I could go. I don't think I noticed them on first playthrough.
Well, why do you think I'm a "techy kid" ๐ค
apparently they put them in so the player won't get confused and go back to the same areas? but I think that's dumb.
Those gates I had to open by flicking the levers, are those the ones you're talking about? I'm confuzzled
nope, they appear once you activate the orb for a side area, and cut you off from getting abck into that area
I dont know
let me see if I can find an image
Now I just need to play Minecraft and have a Roblox profile picture and my new identity will be complete @modern hound
With Max?
where names are associated with certain ages
Like Max sounds like a kids name
and Paul sounds like a half life crisis balding man
Well, it's not my real name, I just asked a friend for some name to use on the internet, he said Max and I stuck with it
Jeff sounds like a 21 year old losing touch with reality
Pauline sounds like a soccer mom
For some reason I dont have an age for my own name
James
When someone says their name is James to me
I dont have anything that pops into my head
I'd tell you my actual name but I'm Portuguese so you most likely wouldn't associate it with any age.
Well now the discord knows my name
What age is "Falco"
Its literally on both of your steam profiles if they are the right ones 
who mains marth
fuck.
I'm an eternal Melee player okay
I find it funny that there arent names
that I associate as elders
or anything lower than the age of 7
FSM mod v1.1, comes with white palace/blue door example hack
Let's you dump out FSMs and mod them on the fly
Please note it is not really ideal, ideally we would replace MonoBehavior assets, don't have a procedure for doing that however, so here we are
When you have a 'save_fsm' folder in your appdata it dumps there, and looks for hacks in a 'hack_fsm' folder. Distributed hacks should only encourage use of 'hack_fsm', using 'save_fsm' comes with a performance drag.
it kinda depends on the case. If the variable is used in other places you don't want to rid the state of, it can be easier to just modify the particular logic. And potentially do fancy things, only respawn on x condition, etc.
@fair rampart I realised your Mistake video has the original Hollow Knight sprite
I was trying ^^
It didn't work out as well
I might try pasting the original HK's head onto the player but not right now heh
@gritty snow This is what I meant, I can go back here but the metal gates are closed and the levers are already activated :S
there's more Radiance in atlas1
it's in 377 as well i think
it says atlas1 #379022 although i think the ID might change
idk how unity studio works xd
there's also a static radiance in SpriteAtlasTexture-Bestiary for the Journal xd
@fair rampart The progress gate to get to that first orb area again is controlled by whitePalaceMidWarp. But that also controls whether or not you warp to the mid area when you dream nail the dusk knight. I think the metal gates are controlled by whether or not all three orbs are set true, so if you set them false, then you've got metal gates. If you set them true, then you have progress gates. So in my mod I only modify the progress gate fsms.
dang
I'd like to integrate it into my mod since I already mess with dream areas
But looks like I can't? :<
why not? You can use the fsm mod if you like. It's meant as a base mod.
and conveniently, it modifies a different dll, PlayMaker.dll, not the HK code
Though I haven't fully tested the white palace hack, should retest it with vars set like it was first playthrough
does anyone know, if you kill hornet1 but don't take the mothwing cloak, then savewarp
what happens?
o. just wondering for the purpose of creating a new set of saves pre-/post- all bosses
i actually have a bunch of steel soul saves but they're not consistent and involve stuff happening inbetween
@fair rampart Not sure what you mean? FSM mod v1.1 is up on the mods google drive folder. The code it modifies is OnAfterDeserialize in PlayMakerFSM
public void OnAfterDeserialize()
{
PlayMakerFSM.NotMainThread = true;
if (PlayMakerGlobals.Initialized)
{
this.fsm.InitData();
}
PlayMakerFSM.NotMainThread = false;
}
This is the original... what did you change? I'm just curious as to what we can do by editing PlayerMaker.dll itself
it doesn't try to modify HK logic directly, it tries to save out or load the FSMs generically. Using that I was able to replace particular FSMs.
So base.gameObject.tag,base.name,this.fsm.Name would be the string :S
FSMs leave me bamboozled
it's trying to get a close to unique name for the FSM files, but I still had to use a hash, it annoys me to no end that Unity doesn't seem to have a reliable way to get a unique identifier from the C# code
I included the white palace hacked fsms in the fsm mod zip: https://drive.google.com/open?id=0B2uNnYRmfIqobmhNYk9xQlhITWM
Just for testing, I toggled the orb bools every time I sat at a bench
Obviously not a feature, just wanted to see what would happen if I picked up the kingsoul fragment again
Is there a way to check in which area the player is?
yes, you should be able to get at at the current scene name
you can see scene names at runtime if you turn 'enableDebugButtons' on
I had forgotten SceneManager was a thing, I'm more used to Application.LoadLevel() but sadly that's deprecated now (I think?)
so the kingsoul fragment is interesting
I modified the FSM so it doesn't flng it again, the FSM already had a playerdata bool check for it, but they got rid of the value "gotKingFragment". I put that back in and it doesn't fling when you have the fragment anymore.
Can we equip both Kingsoul and Void Heart at the same time :S
Where's enableDebugButtons :S
in..gameConfig I think, just search for it. The input loop looks for it. Which is a nice place to modify too, for custom info on screen or actions you want to bind to keys.
it will enable a built in feature that enables on screen info when you press the quote or end keys, also home/semicolon
I'm sorry for my ignorance but... gameConfig? Input loop? >~<
but not nearly as in-depth as Keins DebugMod, he puts a lot of stuff on-screen
Oh, found GameConfig... it's a class
You typed in camel case so I was expecting it to be a variable :S
sorry i'm not entirely used to camelcase style
i mostly code in C; I don't give a shit ๐
Hehe, fair enough
I think for classes and methods you write it LikeThis
And for variables it's likeThis
I could be wrong though?
So InputHandler.Update() looks for it, you should take a look at that code, very convenient place
For quick hacks I usaully throw stuff like this in there:
if (Input.GetKeyDown(KeyCode.F1))
{
this.gm.ChangeToScene("White_Palace_09", "right1", 0f);
}
So I am thinking of making a "110%" mod, extra percentage would kick in once the 'natural' 100% is complete. Also might be a good trigger for stuff like re-enabling boss fights. But anyway I am trying to come up with the rest of the stuff you can do in the game past 100% completion, preference to non-missables, but perhaps some missables can be fixed. Here is what I came up with so far:
Bosses? 100% list doesn't seem to include everything (like Radiance and Hollow Knight), not sure if rest are necessitated.
2607/2608 essense. 2400+ requirement already necessitates beating all the ghost bosses. (Missable Cloth ghost)
Trinkets found and sold. (Missable Blue room, fixable)
Geo rocks.
Permanent structure destruction. Includes all breakable walls and things.
All accessible scenes visited/mapped, or perhaps just whitePalaceSecretRoomVisited. (Missable White Palace, fixable)
Journal completion.
Mender bug.
Notches? Meh.
Salubra's blessing? Meh.
Anybody know if I am missing anything?
Oh and:
Lore (Midwife, Queen, etc). Meh.
Giving Elderbug the flower (Missable).
I'm making a similar mod called "111%" where the extra 1% is leaving zote to die
lol
Does anyone have a clean version of the sprite sheet for basic hollow knight movement (right, left, jump, and dash)? I tried cutting it out of the spritesheet but it is very confusing because the start and end of the animations are not in order and the sprites are not in a perfect out line. If someone with better programs/tools/skills could do this for me, I would be really thankful.
do we at least have a version of the image with frame boxes or something?
nope, sorry. what you have is what we have
Rats
although I think one person tried numbering them
did they succeed?
shrugs
I imagine there has to be..somewhere...in the code that separates out the sheets and you could possible do some automatic munging of them. But I also imagine that might be deep in Unity code.
Hi all, is there some kind of wiki, documentations, tools and such for HK modding ?
10/10 can't handle double digits?
how does 0 health work? like, do they die to spore shroom?
You all make me want to try my hand at modding. >.> But I already have too many projects ongoing.
Those literally die to anything
even a soft breeze
thats probably why itz 0/0
Because theyre coded to die to anything
and release their nuke in the process
Is the save anywhere mod working on GOG?
yes
I thought I did. Messaged you on Reddit.
I can't right now unfortunately. Tomorrow the earliest I can test this.
I'll likely post here while I do test it so if you're around, you can tweak things.
What's DebugMOD about?
Does that work for GOG?
Or you'll know more after I do the testing?
Okay will do tomorrow. Thanks.
Did you get a chance to look at cheatengine? Perhaps be able to write a small table that allows people to edit playerdata easily?
Damn, that looks perfect! Would that not be possible for GOG?
Okay awesome. Does this mod also let you fix broken charms from the menu?
Okay cool
Are the devs okay with you decompiling and recompling code and then sharing it? When I dug around in the code for Transistor I saw a notice explicitly forbidding it.
Some allow modding but not sharing of code. One community I was in worked exclusively with patches to avoid these kinds of issues.
Some forbid even decompilation in their EULAs, even though it's not enforceable.
But I guess they're okay with that if people are making mods.
It's more sharing binaries/source code I think might be debatable.
Hey guys, so I have been working on porting a mini version of Hollow Knight to the TI-84 Plus CE calculators for fun. I started coding 2 days ago and I have accomplished walking, dashing, and jumping (kind of). Only the walking has animation right now because it is extremely hard to cut out the sprites from the spritesheet for me. Anyways here is a gif of what I have so far (note that the color changes in hollow knight's tunic don't happen in the real calculator): http://imgur.com/a/7pM65
wtf
Also for those interesting, I am programming in C
That's great. Didn't know there were C compilers for the TI-84 (then again I don't even know what CPU it uses).
^^If you want to code in ti 84 plus
Sorry, I'm not as crazy as you are @ornate rivet . ๐ I did a bit of embedded programming for the MSP430 and that was enough for me.
ok
This is actually my first time coding movement mechanics from scratch. I usually use Unity and that makes it a lot easier (specially for jumping).
I keep meaning to start a game project, but I lack motivation and persistence.
Movement is tough, even triple-A gets jumping wrong pretty often
Does anyone know how to code hollow knight jump physics
in C
Or at least the logic behind it
Not sure. You'll probably want to implement rudimentary gravity, with acceleration and so on.
Set a constant that is the pull of gravity, have jumping impart a sufficient force on the little ghost to lift him up, then have gravity pull him back.
when you start jumping your y velocity is set to a constant,
aslong as you hold its set to that constant every frame until a certain amount of time is passed
if you let go off jump whilst your y velocity is greater than 0, its set to 0
every frame your velocity is reduced by a constant * time.deltaTime
you'll probably have to figure out the constants specifically for the ti-84, as holllow knight uses unity units which are pretty arbitrary
oh and if your velocity is below a constant, set it to that constant
So question, are those 2 mods on the official site 'official' mods? Were they done by the community or the devs?
If you're referring to Lightbringer and Glass Soul, I made them
Oh cool, and yes I am =]
I don't know what that is, never played xcom
How do I install a mod? It won't affect anything else right?
you have to replace the game files w/ the modded ones
I'm sure it's simple enough but is there any guide? Defn don't want to mess anything up lol
There are installation instructions in the file
the mods will fuck with your save file btw
your damage will be permanently changed
so start a new save or backup the old one
Mm okay good to know, ty
Only 88% done my first playthrough, so defn don't want that xD
Writing this code makes me feel a little evil.
this.completionPercentage += 1f;
using (List<GeoRockData>.Enumerator enumerator = GameManager.instance.sceneData.geoRocks.GetEnumerator())
{
while (enumerator.MoveNext())
{
if (enumerator.Current.hitsLeft > 0)
{
this.completionPercentage -= 1f;
break;
}
}
}
wow
anybody know which convo 'queenTalkExtra' refers to? Trying to figure out what lore is not missable.
@fair rampart The Save Anywhere mod is working perfectly with GOG.
Going to test the NoUI one now. Do you know how to use both these mods at the same time, since they both have their own Csharp files?
And the NoUI mod works perfectly too! Be great if I can use both of these together.
If I want to try my hand at this, maybe it's finally time I learn some C#.
Low-key you don't need to know much C#, just general coding skills.
Im just here to see what new mods are on the horizon
I don't like writing non-idiomatic code, though, so I'd like to learn at least what common patterns are.
I need a save file
Right before the HK fight with void heart
I fucked up my saves soooo
Nice
Hornet isn't here
Even though I have the Void Heart
That's why you shouldn't pick up the Kingsoul fragment from WP after getting the Void Heart
1/10 do not recommend
@fair rampart should be the right save
Oh nvm
She still shows up at the battle
Even though she's not outside the Egg
Sorry All
Thank you though!
ยฏ_(ใ)_/ยฏ
she's just running late
Post that to Reddit
thats amazing
Posted to reddit
_mistake
Majestic.
This is the best thing I ever made
Wait till it turns into a trend
Next up is Nosk
select_all textures.hk
copy_paste mistake_sprite.png
replace
do it
I have a feeling thats not supposed to happen
Hey Kein! Both your mods work on GOG.
How did you spawn GameObjects? How did you get their names and store them so you could spawn them elsewhere? Tell me everythiiiiiing
Is there a way to use both your mods at the same time though?
I could try building a mod loading system maybe. That might be a good way to start learning about how the game works.
Uhh
You mean loading separate .dll files into the game?
I don't get what you mean, sorry :S
Ah
So the game's assembly
Would load files, which would contain MonoBehaviour scripts
I haven't worked on Unity before and I'm more used to C++, so that might take a while, but I'll see what I can do.
Wait
Why not .dll files? You can store the MonoBehaviour scripts/classes/whatever in the dll file, load them into the game and use the files to modify stuffs (maybe)
How much you can modify depends on the protection value of the game's variables/methods
Well C# is garbage-collected. That's a pretty big difference in my book.
Looks like Unity's Plugin system could be a good fit for this, judging from a quick Google search.
What IDEs/toolchains do you currently use to edit C#? I was thinking of using JetBrains's tools out of habit.
dnSpy, it decompiles the C# code and you can recompile bits and stuff them back in.
You can do interfaces in C# right? I imagine a mod plugin system would be one base mod that looks for, as Kein mentioned, serialized files that implement a particular defined class. Those go in a list at some early point in the code, and we put in a bunch of useful hooks. Like call 'input()' on each of the classes on each input update, etc. Pass in the GameManager class to each, should be able to control most of the game behavior.
That would be the cleanest way I think, so that you can have multiple mods playing nicely at the same time.
More elaborate ones could overwrite the original code instead.
Kein, the save anywhere mod on GOG has one issue. when you quit the game, it stays on the black screen with text in the bottom left showing "Save Anywhere mod...". You have to manually force quit the window.
How do you handle decompilation errors like this? AutoRecycleSelf.<StartTimer>c__Iterator1D I don't know enough about C# to understand what it's trying to do, but the IDE is identifying everything as an error.
Personally, I've been avoiding everything with the word Iterator and <>
Instead I just right click and hit Edit Method wherever I want to change something
Ah. I'm trying to compile the DLL as a whole, to see if it's possible.
Oh good luck with that
People do try to decompile full dll's to full compilable sources - but I believe it's often a huge mess of errors that need to be hand-fixed and guessed. Not sure if it has been done on any Unity Games, somebody did it for AM2R (though that is a fan made game) (https://gitlab.com/yellowafterlife/AM2Rrc)
I use Unity itself only to change music
@buoyant obsidian Hey, so to change the sound, you were talking about creating your own .resource pack. I got a soundfile in Unity right now, but what do i save it as to get that?
just drag your sound into a scene then build and run it
since that sound is the only asset, sharedassets0 will contain your sound
You can change sharedassets0 to be named whatever, then with UABE open and edit the dump file for whatever audioclip file
then you'll need to specify 0 as the offset and the bundle's file size
as the size
yeah probably
๐ค seems pretty clear, thanks man
Doing it now
:)
Still kinda obnoxious to do though ๐
yep
Mad props to figuring it out though, i was torturing myself by thinking it was doable with just UABE alone.
Now that the API is a thing people don't really use these anymores, but just in case it matters:
Here's a link to dnSpy, which you'll probably want to mod Assembly-CSharp.dll and change how the game works: https://github.com/0xd4d/dnSpy
Here's a link to UABE, which you'll want if you want to edit sprites / audio for the game: https://7daystodie.com/forums/showthread.php?22675-Unity-Assets-Bundle-Extractor
Here's a quick tutorial for replacing audio assets in Unity games: http://imgur.com/a/1VILl
Looks good
I have an idea of how to get past the parts it can't disassemble. I replace them with the IL code, which a tool I found inline can compile alongside the regular code. Let's see if it works.
Hmm, the tool seems a bit limited unfortunately.
@fair rampart How much are you planning to add to your debug mod? That screen screams "ALL THE THINGS!"
Heh, I was gonna suggest adding sceneData display, I added it to the default info box for figuring out the persistent items.
What do you mean by realtime? Like in the scene, or just before it is loaded?
Just the permanent, not semiPersistent boolItems isn't so bad, lists out the secrets and things. Until you hit an orb room. Lots and lots or orb bools.
ah
hey have you recompiled the EnterHero function by chance? I wanted to make it not give up on no gate for testing purposes - but the recompiled version just breaks. It goes into the end case "Could not find any gates in this scene. Trying last ditch spawn..." then gets a field access exception for the transform.
I was just wondering if you came across it and found a solution. Not sure I can get the original, unless there is some dnSpy magic I don't know about. If I paste in the original with no changes, it will complain about some things, then recompile back into this broken-ness. And I haven't figured out what is wrong with the recompiled method, seems to be equivalent logic, it just traded if/else for if/return
at this point i haven't changed anything. Originally made it so if the gateName was null or empty it proceeded on with the additiveGateSearch=false strategy (it last ditch looks for any valid gate).
But reverting that change, or even pasting the original function back in is broken. Decompiler/Recompiler issue. If you recompile the method with no changes you will probly see what I am seeing, though you might wanna back up your dll first if you do.
it does keep wanting to make the function public rather than private though, gonna try changing it
nope. it's fun you get stuck in the menu scene in infinite blackness.
haha thanks
so if I take out the transform call (that borks due to the exception) and let it EnterSceneNoGate...it seems to work...for now. Spawned in Town and went into crossroads without a problem. I also compiled it as "private void EnterHero(bool additiveGateSearch)" - gotta watch that, every time you open the edit window dnSpys like "you meant public, right? I'm gonna...I'm gonna just use public"
oh thanks, that works really well. I wouldn't have thought it would have that level of functionality for ctrl-z.
haha
gotta kill em then. Is there a decent way to make a noclip?
seems pretty edge-case, you might be fine with a particular hack for that scene if it's easier
Are you guys able to change the values of charms?
I was thinking of an idea for a rebalance mod
but im guessing thats obvious
(Rly tho)
charmCost is in playerData - that should be easy enough to hack
Ahh. Hmm, I have a folder of dumped FSMs I can grep through, not exactly sure what to look for though.
@modern hound https://drive.google.com/drive/folders/0B_b9PFqx_PR9LWw0OUMtOU9iYVU In there is my FSM mod that let's dump FSMs at runtime. As well as mod them! Fair warning, not a super easy format. But useful at least for gaining some understanding of the logic of what controls what.
good luck! evil laugh
Modding notch cost is super easy and a few of the other charms are a bit iffy when it comes to changing values
I have a mystery. Been going around making sure most of permanent bool items in scene data are able to be accessed/activated in game - just going around looking for secrets with a convenient readout telling me when there are secrets in the room. To my surprise, I have yet to find a single out-of-bounds or otherwise broken thing. Until maybe now. Fungus2_20 has a breakable wall apparently I can't find.
Fungus2_20, it's the scene to the right of that creepy temple with the mosskins.
Isn't there a breakable wall which you can open between the room with Spore Shroom and the room outside the Mosskin temple as well as a breakable wall to get out of Deepnest?
then your dream of a balanced charm system may never come true. Unless someone else cares enough about it ๐
you can open walls with spore shroom? Well I'll try that then, thanks
Well, not with Spore Shroom
oh sorry, misread
I mean the room containing Spore Shroom had a breakable wall right under where the grub is
And that opens up a passage that connects with the room outside the Moss Prophet temple.
ah, now I see. I had to bring up a video, I forgot how the room was to begin with. That is the room I am talking about, the spore shroom room. But both the one-way and the shortcut have been activated. Seems to be a leftover.
maybe since I broke it from the other side, it checks the scene to the left and an FSM removes the wall in this scene
705 health out of 200
@fair rampart Do you have a reliable way of warping to a scene without knowing a valid door name?
@modern hound actually charm rebalancing was one of my ideas as well, though right now im more gathering small bits of knowledge
Aight, drop them in i would say ๐
Are there mods that let you equip every single charm, or create one super-charm you can equip?
I equipped all Charms and got the true ending. Isn't it just great?
I will release it but not right now
That looks cool.
Light mode?
Yay, finally somebody else who uses Light. >.> I always feel so alone.
The problem with light mode is that the side doesnt turn light mode
So its very contrasted
its white
its cancerous for my eyes as soon as it gets dark and switch from a dark site to white sites
I dont work on pc
Nah. Will propably do, when moving out and starting to stream
@fair rampart Yeah, I don't mind testing stuff for GOG.
The Managed folder you mean?
What are you porting? Debugmod?
That would be amazing!
ok
Hmm, it crashed while loading the save
Do you have the instruction file for this mod?
Readme
Let me try to load it one more time
It seemed to have worked this time
I can see that UI
I can see the UI, but I can't access the menu at the bottom even when clcking with the mouse. But let me try your new file
Also, the game doesn't quit properly. It gets stuck with a black screen with your mod text in the bottom left. Have to force quit.
I don't see that file in data
I was in game. And then quit to menu. and then exit.
It hung on exit.
Can make a small vid if you want to see?
Yeah, even with UI off.
Hmm, weird, it quit normally this time.
Guess you changed that variable right?
Btw, what do some of those buttons do in there? Like Charm?
Everything seems to be working now. I don't know what some of those buttons do though like Charm, HP bars, etc. They are not activating anything.
I'll try this new file
ok, it's not currently.
no wait, it is.
But only in pause menu?
Oh okay. let me test
Yeah I'm seeing the bars in red now. They are in the vicinity of hte enemies, but not directly above them.
ok all good
Yeah, all seems to be working great then.
Can release for GOG!
I didn't use your new file.
The previous one is fine
ok
Nice
Great work man! I see you added those broken charms in there
Thank you!
Does the community know about the secret room in the collector scene? It's similar to the hornet secret, just found it looking for secrets, kinda crazy
This crazy thing
yeah
People already went mad trying to figure out what it means
ah, k, first time I have seen it.
grubfather is leonardo da vinci confirmed
I think people have figured that it is a map of all the grub locations
Cause there are 46 dots in that diagram
I thought the same, it looks a little like the stagways map.
the list of seemingly un-activateable persistentboolitems:
Fungus2_20 : Breakable wall Waterways
Might be dependent upon scene to the left breakable wall.
Dream_01_False_Knight : Battle Scene
Deepnest_14 : Inverse remasker (1)
Deepnest_16 : Inverse remasker
Waterways_13: Shiny Item Acid
Ruins2_11: Battle Scene
RestingGrounds_12: Death Respawn Trigger
White_Palace_09: Shiny RoyalCharm
Abyss_08: Shiny Item (Blue room, guess it was for the charm itself?)
https://gyazo.com/1287dcaee21dd958ffb3f75e31388776 @gritty snow Been messing around with your FSM mod ๐ pretty fun
hahaha, glad to hear it
I think i can find some charm stuff now that i couldnt get to previously, like the soul cost for glowing womb^
Teach me how you did that, All.
Well sure, the womb stuff is the only thing i figured out currently though 
Downloading/installing the FSM mod is the first step i guess
Alright so I installed it, how do I start dumping FSMs?
You play the game :D
so this save_fsm folder is located where, right next to my save files?
I didn't put in a good way to loop through and load all the assets or anything - it hooks into FSMs as they are loaded and deserialized. So you make the folder, and play the game exercising relevant code for scenes and such. Not sure if all the charm logic is just loaded along with first scene or if you have to enable charms...
im guessing the charm logic is loaded automatically, since i see stuff for charms i didnt equip
Yep, make a save_fsm folder next to your save files. Keep in mind it will degrade performance while that folder is there. Modding with 'hack_fsm' doesn't cause a noticeable degradation.
I see, impressive
Mostly just scene load time will slow down
Alright so what'd you change to lower the soul cost for the hatchlings?
