#archived-modding-development
1 messages ยท Page 6 of 1
ah ok
@buoyant obsidian https://gyazo.com/5c89254ef43644c3f37098d8b9ec0781
Fmsutil?
Uh one second, whats FMSlocator in the first place, and where do i find it?
Alright, this is the one
Ok, i think i got the general gist of what you are trying to tell, its more the details that i dont get to be honest
I see, would do it right now, but have to delay it to tomorrow ๐ค
Trying to gather all the dashing sprites for hollow knight is like looking for a needle in a hay stack
Why are the sprites not in order...
pretty sure unity automatically packs them to minimise filesize
Unity packs all the sprites into sprite sheets?
with atlas yeah, you say which sprites you want in an atlas
and it'll pack that set of sprites into a single image
try covering the sprite with 2 gradients
red going left to right and green going top to bottom
what?
add gradients on top of the sprite sheet
then repack it
so you can figure out which sprites are part of the dash
by dashing in game
ohhhh, but how do I do that?
theres slight discolouration by post processing
ok I get it now
but it should still narrow it down
Change the file and play the game
you could also number each sprite
I think the tk2dSprite /tk2dSpriteCollection / tk2dSpriteAnimator has data for all the animations and sprites
(Soul Eater, Flukewarm, Deep Focus, Glowing Womb, Shape of Uun, Heavy Blow) -1 Notch requirement
(Baldur Shell) Doesn't interrupt focus
(Glowing Womb) Maybe not have the minions suicidal
(Fury of the Fallen) Damage boost inverted to health
(Kingsoul) 5% soul regeneration
(Sharp Shadow, Thorns of Agony, Defenders Crest, Spore Shroom) Builds soul from damage dealt
(Dashmaster) Reduces Shade Cloak cooldown
@fair rampart I had to go through your messages like 30 times, but i finally got what you meant yesterday. Thanks.
nice mod
Sorry wrong channel
oooh
when are hitboxes
i got bored of a 1 damage run because there were no numbers to keep me interested ;_;
Tho I can sorta understand why is it not there
A healthbar affects one's play a lot, if a boss is close to death you usually get aggressive
But this way you just keep vague track on it and play a lot mroe carefully
I kind of like the mystery of it, but an option would be nice.
dnspy is used for editing assembly-csharp.dll
UABE is for editing resource files
if you can't find a reference to something in assembly-csharp its probably controlled by FSM variables
What if I dont know any form of coding whatsoever
You should be fine, but it might be a tad overwhelming
what were you looking into doing anything specific?
good luck then
Was nail art damage modifiable already?
I don't see why not.
I'd really like to get into modding this, but I'm way too busy these days. Hopefully in a few weeks.
You mean the text or images?
Maybe both
That should be possible
I know 753 edited the text from salubras shop, end edited the charm sprites
So journal should be doable
Also is there a way to change enemy spawn points
Like instead of a husk at the beginning it's a vengefly or something
I dont know, maybe ask Kein for that one
All I wanted to know
So.... Theoretically we could replace all enemies with mistakes
If I'm reading kein' right, then no. Only enemies that are already in the scene.
Theoretically you can turn Hollow Knight into Castlevania
So thats your target 
We could still replace everything with a Husk in crossroads
Those things are everywhere
Those things are everywhere
Those things are everywhere
Those things are everywhere
You could instead replace the sprites of everything with different mistake sprites
if we do find a way
ALL WILL BE MENDERBUG
I WILL BE SURROUNDED BY MY IDOL
I also found the multiplier for the nail arts damage in some dumps, the thing is, the cyclone slash dump is nowhere to be found. Truly mysterious
Cyclone Slash is but an illusion
ok ok no cyclone slash
You must be from minecraft
Does anyone know of a good way to inline CIL with C#? Or at least compile it alongside? The resources I had found online weren't super useful or functional.
Oh nice, found it
The dump for cyclone slash literlly doesnt have either slash or cyclone in the name :p
God-
This is difficult to work with
Ok I'm getting off discord until this gets better
Sorry about intense lag
Editing the player spritesheet 
okay thanks
how does it work with multiphase enemies?
FK doesn't have HP @_@ only the maggot
Radiance's health seems to have too many digits and is unreadable
Imao
is bars mod going to be allowed for running, i wnoder
why not make it slightly wider, then segment it like a bar every 25hp (or based off nail damage)
What if there was a mod in hollow knight that you will die every ten seconds unless if you hit an enemy?
white palace sounds fun
getting through dirtmouth sounds fun
murder ๐ช 
Some places would have to have exceptions though.
This came up because I saw the original roots of hollow knight which was a flash game called hungry knight. The objective was to get the 4 masks and kill as many enemies without starving ti death. You have eat something within ten seconds otherwise you will die.
3 masks btw
my bad
pls
It would encrypt a random file on your computer and ransomware it.
if that condition only activates in rooms with enemies is alright
if not you'd die just at the start, in Dirtmouth
you'd die before then, you wouldn't even break the first door before you died
i think you could if you go fast enough
you can make it all the way to the King's Pass door before you die
cAN YOU MAKE CRAWLIDS 2FAST
i dont understand how i can get infinit life/ soul with the debugger (v37)
or how to make the enemie life infinit
okay i'm so blind, sry, found it
I'm interested in this health bar mod and potentially making boss health bars that are all fancy pants.
I've made games in unity so I'm not entirely unversed in it, but I'm not sure if the modding system for it is different from actually using unity...
The question is, how do I start modding this game?
Ah okay so I basically just gotta decompile and load it up in unity.
so no one has really made a modding tutorial yet?
๐
Nothing like an all in one guide no
Would be an interesting game. All enemies are things you can jump off infinitely because of a million health.
Except bosses.
I think I found a bug in the SaveAnywhere mod. I saved in the White Palace on the elevator that requires two switches and now my screen looks like this: http://imgur.com/a/7B16i
@fair rampart I made a basic getting started guide: https://youtu.be/rSAbQJogylU
In this video, I'll be showing how to create your first mod for Hollow Knight. 1- Download dnSpy: https://github.com/0xd4d/dnSpy/releases This tool is used t...
woo hoo!
Once the new HK patch will come out, I'll start working on Hollow Knight again.
And I'll make proper quick modding guide about it.
i always appreciate modding tutorials that don't go through every easy step in excruciating unnecessary detail while talking over it for 5 mins and explaining their own personal life backstory that tangentially relates to how they opened a folder
The folder opening needs proper context. It is a crucial part of the modding process.
Yeah, how do you know which folders to open if he doesnt explain it
I should stop kidding myself that I'll mod this game one day. Not enough time and not enough creativity on my part.
But I'll have to try out some of the mods that are made some day.
Just stick to small mods then, they are quick enough to do
The only mod I'd like right now is one that lets me replay all boss battles, and I can't imagine that being a small affair.
Yeah Kein said he could do that, but he needed save from before and after every bossfight or something iirc. So that does seem like a lot of work.
True
@fair rampart The backup doesn't work. Here's my save file: http://rgho.st/68Jzr8Dfx
Much appreciated
is there a mod that allows us to travel between benches?
have they told us how the travel system in dreamgate will be like?
all right
thanks
I hope they don't push back the date again
okay, so stupid question but how do you download a mod?
that's the important bit of the question, actually
can I get like a walkthrough, with step 1 being opening the google drive with all the mods?
download the mod you want
read the readme
copy the original HK files to a separate folder for backup
copy over the mod files into the correct places, replacing the game files
play game
i have no idea how to do steps 3 or 4
?
how do you copy them to a folder, and how do you edit?
no
how did you download the game
steam
C:\Program Files (x86)\Steam\steamapps\common\Hollow Knight
what do I do if that pathway doesn't exist?
heck
wait, found it through a different pathway
should it be called Hollow Knight, or hollow_knight_data?
data folder should be inside Hollow Knight folder
create a new folder somewhere
anywhere you want really
name it something
then copy all the stuff in the Hollow Knight folder over
can I put the new folder inside the Hollow Knight folder?
i put it on the desktop and called it Hollow Knight backup
how do I copy the stuff to it?
select everything in the Hollow Knight folder
ctrl+c
go to backup folder
ctrl+v
alright, it says its copying 1,188 items
does that sound right?
alright, its done copying
what now?
download the mod you want to install
into where?
just download it
okay, I downloaded four of them into a folder called Hollow Knight Mods
you can't use multiple mods at once rn
unzip the mod folder
open the readme text file
yeah
it should have instructions on what to do
basically just copy the mod files into the correct locations in the Hollow Knight folder
and back up your save files too, b/c Lightbringer messes up nail damage
alright
thanks man
you've been a huge help
...Wait i think i fucked everything up
I decided to get Unending Dreams instead, so i just deleted lightbringer before i did literally anything with it
then i followed the instructions from the readme file for Unending Dreams
but it says Dream Wielder should take three slots now, but it still only takes 1
@hazy sentinel did i fuck something up?
uhhhh
like, i did literally nothing with lightbringer, so no worry on that front
but the readme file said to just unzip Unending Dreams into the hollow_knight_data folder, so i did that
from what, to what?
To something like this allows you to challenge warriors again, and collect this much essence
no
Somehow i feel like you didnt install the file then, what did you replace?
i have no idea what that means, so probably not
Ignore that, what files were in unending dreams?
a readme, and a zipped
Assembly-CSharp.dll and resources.assets
the readme said the only thing i had to do was unzip the zipped one into hollow_knight_data, and that would be it
You need to replace the files that @hazy sentinel just mentioned in the right folders, otherwise it doesnt work
can i get a walkthrough for that?
You should also launch the game via the hollowknight.exe that is also near that folder that you are in, otherwise steam will restore everything you did
from now on, or just once?
Whenever you play with a mod
Cards on the table here, I think I'm just gonna not mess with mods. I would wind up permanently fucking something over at this point.
Sorry for wasting your time
well, that's why I told you to copy everything into a backup folder
if it comes to it you can just delete everything in the steam folder and completely replace it
alright, ill give this one more try.
how do i replace the stuff, and what do i replace it with?
unzip the data folder from unending dreams, but not to the Hollow Knight data folder
just unzip it inside the mod folder
you should find a resources.assets file, as well as an Assembly.CSharp.dll file inside a folder called 'Managed'
in the hollow_knight_Data folder, there is another resources.assets file
rename that one to something else
maybe resourcesVanilla.assets
then copy over the modded resources.assets file over
in hollow_knight_Data/Managed, you will find an Assembly-CSharp.dll file
rename that as well, and copy over the modded Assembly file into the Managed folder
run the game
resources.assets
alright, both of them are replaced
that's it
how do I open it now, if steam will redo all that?
alright
let me see if everything is working
its called hollow_knight and has the guys head next to it?
yeah
i pinned it to my taskbar so i wont lose it
Alright, looks like it's all functional
Thanks you guys
Can you intergrate save anywhere into debug?
Mod idea: charm randomizer, loadout changes every x-seconds
Did 0-cost charms ever get released as a mod?
not that i know of
@dapper folio
That would be an awsome mod
It doesnt sound that hard to do
just number all charms from 1-36 and get a random number and set that as charm
To make it even more interesting:
Make the number of charms you get random too
i was thinking more of a first come first serve style
so it fills in as best it can
that works too
You could either make the number of total slots change or make it so that as the player gains more charm slots they get more charms
Gonna kind of steal your idea:
It's gonna be the same thing except for abilities. Howevery the screen will tell you which ability is currently active. You will only be allowed to have 1 ability active but I will try to change some charms so that some of them will let you hold more than 1 ability at one time. What I would also want to do is make a charm that costs a lot that will let you pick your ability (it will have a cool down). I might change a few things as I look at the code (it's been a while since I have seen the HK code).
eh
abilities might be awkward
since they're actually required to get to different areas
could work
@fair rampart Have you happened to mess with FSM 'events'? Looking for a decent place in code to watch for particular event names and switch them around.
lel
So, how will the content update tomorrow effect mods?
it'll break them all
hot
Just checked. Of course that's a subreddit.
How close is the modding scene to being able to reset watcher knights for speedrun practice? 
you can just increase their HP
There is a mod that allows Dream refights, but no Watcher Knights or other normal bosses yet
My game let me refight some of the dream fights after completing them
unmodded
but not all of them
then suddenly it just stopped working
A Bossrush Mod would be wonderful
cool
should i get rid of mods I have installed before the update?
Think steam should take care of that automatically
I forgot I was trash at video games and Unending Dreams has kinda fucked my amount of essence up the ass. Would it be a good idea to just restore my backup?
You could, just to be safe
wait
you guys want to reset bosses?
you could just use cheat engine for that
it wouldn't even be hard i don't think
by the way, won't the current HK mods just kind of be replaced by the new updated files when it comes out?
yeh
thank
@pale totem In steam, properties > local game files > verify integrity of game files - that will check all your files and redownload anything err 'corrupt', which is to say it will remove all mods
anybody checked how many defeats maxes out the new bosses? I assume ten each?
you can fight them infinitely, but after 5-10 times the fight stays the same
afaik 5 for white defender, 10 for Zote
Thanks. I was waiting on the new DLC for the 110% mod. Gonna need to fix it now, but it'll be hilariously difficult to get 110% with these bosses haha.
Does that count for damage too?
Or do they just continue to climb in damage?
I'm getting the latter impression from #hk-discussion but not good enough to take down 9 damage Zote to check myself
Got before and after pic for Zote's statue?
WD just gets more and more damaging right? Or does he get faster or something else as well? Seems like if you can beat him without getting hit (tall order), you are good.
Oh okay. I've done all of Zote
Still would like to clear the 9 damage monstrosity
I probably did Joni, Fragile Heart and Fragile Strength
do you offer Fedex Express
One internet please
damn, nice touch dream nailing him
hey uh would it be possible for anyone to change around some stuff in my file so I can fight revek? I may have accidentally dream nailed them before update
if anyone is willing to/has time to do it obviously
googles revek Ah cool. I'm in the same boat then, I'll take a look.
There ya go
Backup your Assembly-CSharp.dll in hollow_knight_Data\Managed, replace it with that, load your game, and most of the ghosts in the glade will be restored.
It does this every time you load the game, so you probly want to put back the original dll after fighting revek
Also, the bastard killed me. Certainly makes the glade more interesting.
do i do anything with firstpass?
No. Oh, also backup your save file
just in case
And it's a little cheaty, you get more essence, so, yeah
Aw it's super late so I guess I'll have to wait til tomorrow
Hopefullly I'll manage to do it without messing up royally
pinned in help
hey guys, so @tacit dove is doing this minimal nail run, can one of you talented coders make a program that counts how often he actually uses his nail? would be really helpful cause right now we've been counting 1380 nail swings manually and this doesn't sound like it's the hardest thing to code
Nail hits specifically, or nail swings?
swings
KeinZantezuken would probably know how to display it on-screen, and counting probably just requires putting a line in the Attack() method
kk
Lightbringer patched with a small bugfix for the Glass Soul charm
@severe lily Would it be easier just to use a program that increments whenever you use that button
@kein are you intending to release a HP-bar-only like you did for last patch? ๐
Derik i don't know, not really into coding
:3
hey kein, how's the 0geo route doing? ๐
@severe lily try this https://mega.nz/#!EdE2lK4I!4lYd3IV2zqMPtwSVP6Wvwr9BVD7krlKED_hW7S2pY0I
where do i put that?
okay thanks
should put a counter in top right that increments every time you swing
in the "managed" folder right?
yes
doesnt count nail arts or dream nail or anything
not sure if I can even track nail arts
yea nail arts will stay unused anyways
if you already have a count you'll need to cheat engine, search for the value its currently at, swing once, research etc
until you find it and set it to whatever your current count it
when restarting the game, does the count reset?
and when i quit hollow knight and start it again?
it'll stay
cool
i know it works with a current save, not sure if when you remove it, it'll still work
cool it doesn't corrupt the save when you uninstall the mod
I made another class, and made savedata load that too
when I added an int to playerdata it crashed
eh, I didn't know which ones where unused, seems a little more robust to have an entire class I can add whatever to
I mean 8 bools 1 float and 4 ints is a little restrictive
I mean I did only use a single integer for it Kappa
I've been messing around with only being able to use each bench once
which obviously doesn't work with 8 bools
Just found actual documentation on programming in C for ti 84 plus ce. Turns out there is a function to flip sprites. The size of my output file used to be ~50000 bytes but now its ~25000 bytes. Yay.
dunno where I'd put it, unless you know how to edit the inventory menu
well I meant another tab, so it'd be like a journal page
I guess I could make a window pop up when you're at a bench though
but it'd be a lot nicer to look at
So I got inspired to start working on the HK "port" to TI 84 Calculators. I managed to add working hit boxes:
http://imgur.com/a/WVVPR
As always please note that the color of MC's tunic does not change in the actual calculator. That's just a design flaw in the emulator I am using to record gifs.
circles are easier than squares though
circle to circle is easier, circle to rectangle less so
circle to square is still pretty easy
circles are sum of both radius less than the distance between them
circle to square is the same but you've gotta distance to each corner < radius of the circle
either way I dont think I can make ovals/ellipses in it
There is no function in documentation
And I dont know how to draw them manually either
@fair rampart how do you make the ui in debug mod, just create an empty gameobject then addComponent Canvas, RectTransform, CanvasScaler, GraphicRaycaster init those, then create children gameobjects for the buttons + text?
you don't use the new system?
I've only ever messed with the new UI system in unity, and I don't think you can still use them in UnityEditor
i could also test it maybe
unless testing entails something complicated
should i make a cheat engine tutorial for hollow knight or something because you can do a lot of those kinds of things with CE
Tried adding a bool to playerData, crashed on deserialization. Was confused, thought, the Hollow Knight devs must have solved this for new vars for WD/GP right? Guess not, those vars have been there the whole damn time.
"If the JSON representation is missing any fields, they will be given their default values (i.e. a field of type T will have value default(T) - it will not be given any value specified as a field initializer, as the constructor for the object is not executed during deserialization)." : https://docs.unity3d.com/ScriptReference/JsonUtility.FromJson.html
You are a goddamn liar Unity.
actually it doesn't like starting a new game either - maybe its trying to deserialize a playerdata from assets or something?
@fair rampart yep
@fair rampart doesn't seem to be working, when i go to menu there's no more F9 message either
i did a thing for people to very easily mess with the game with cheat engine without anything complicated
i could do a quick thing showing how to do pointer scans too but that's already been done
@fair rampart DERP i take that back it works fine
@gritty snow just add your variables to a new Serializable class, the only thing you need to change is GameManager.SaveGame and GameManger.LoadGame
@leaden hedge Thanks, I'll keep that in mind if I need more variables. For now im using hasMenderKey
shit, was just prepping a mod release and now they will be releasing 1115. Guess I should have expected that.
1.1.1.5 only in beta right now; but I can imagine it'll go live not long after
I did notice a bug (that affects my mod), I wonder if they fixed it. Old save will have a missed ghost in the glade - the ghost 'Boss' was renamed apparently
Like his literal name is 'Boss', I was confused too. But he is just a normal ghost.
He has this entry in persistent bool data:
boss , RestingGrounds_08 , true , false
But also this new entry:
Ghost boss , RestingGrounds_08 , true , false
Most of the ghosts have 'ghost' in the name, 'Karina' is the other exception.
if it is it didn't properly consider old saves. Old saves go into the glade, Revek is already gone. Just 'Boss' is sitting there up in the rafters. Like a boss.
Might hypothesize that they made the change to make sure revek gets triggered when 'Boss' is dream-nailed. Which might mean they missed 'karina'. Maybe you can dream nail karina without Revek getting pissed off.
If you already consumed all the ghosts in the glade in an old save, you will find all of them consumed in the new version, except for Boss. Boss has apparently escaped your wrath.
I'm not sure actually. The old 'boss' entry might not count for an extra essence. But I am pretty sure that if you go into the glade pre-1114, consume all ghosts (including boss), save, update to 1114, go into the glade again, then you can consume 'boss' again, which gets you an extra essence. But 1 extra essence is meh anyway now - the real bug is the confusion that a player thought they got all the ghosts in the glade, but now they didn't.
I saw it happen on my save file. Found 'Boss' and consumed him and thought 'That was weird, did I miss him? I didn't think I missed anyone in the glade'. Later on for mod work I saw the new persistent bool entry, so, not a coincidence certainly.
hmm, I guess they don't do patch notes for public betas?
hmm, I guess I'll file it then
haha k. they need a 'minor' category on this form, what did you file under?
I'm not sure it qualifies as 'game-breaking'
@fair rampart Any chance you've updated NoUI mod for 1.1.1.4?
NoUI pin is old.
Is it 1 mod with all features in it?
Or NoUI, SaveAnywhere, HpBar mods are separated?
Ok good, thanks.
Basically, DebugMod includes NoUI.
I just uploaded my 110% Mod to the Google Drive Mods folder: https://drive.google.com/open?id=0B2uNnYRmfIqoRXB5MUNmS3BaRk0
what adds 10%?
or does it just add to the save file and inventory counter for things that didn't get added before?
The additional set of percentage completions only activates once:
The natural 100% is completed.
You have defeated the 'true' boss.
The following percentage completions have been added, at 1 percent each:
Mr. Mushroom sidequest
Dung Lore
All journal + hunter's mark excepting 1 missable (zote dead).
All ghosts excepting 1 missable (cloth).
All dream bosses including Failed Champion, Lost Kin, Soul Tyrant, White Defender (5 defeats), and Grey Prince (10 defeats).
All rooms mapped and secret rooms visited.
All relics sold.
All cocoons found.
All geo rocks broken.
All secrets and breakable walls/floors found and broken.
In order to ensure these completions are not missable in any game, the following logic changes have been implemented:
Bretta's basement is open when you have the dream nail, moth wings, and either zote is dead or defeated. Therefore Grey Prince is not missable.
The White Palace can be returned to and fully explored. The dusk knight at the entrance remains dream nail-able, and all 'progress' gates have been disabled.
Also cannot re-gain Kingssoul, so if you explore up to the King, you will have to make your way back.
The Blue 'LifeBlood Core' room in the Abyss can be returned to and fully explored.
You will need to make your way back or safely fall into the void.
See README for full details ๐
Sounds great @gritty snow !
nice
uhh...hold up, just retested and something is wrong with the patch I think - let me re-test/reupload....
Reuploaded 110 Percent Mod: https://drive.google.com/open?id=0B2uNnYRmfIqoeE1XZUI3ZzczM1U
waves hands You didn't see the scewup.
Started working on detailed map for the game.
Wondering how to make things more visible: http://puu.sh/x2vRQ.jpg
Id need to add some kind of lighting
Actually, nvm. It's dark because I removed the walls edges.
Looks good
looks about right, though is the hollow knight in the center intentional?
for having a detailed map, I'd guess
We've got the preorder map, the cornifer map, the world map. next would be the this
Wait, there is a Way Back up???
yeah
Damn, I still find out about new stuff
you can get back up by wall jumping from dirtmouth
crystal dashing from the crystal peak elevator
through howing cliffs from the stag nest or greenpath(?)
Yeah you can get there from greenpath too
alright, wasn't sure if the greenpath connection was one way, I never use it
Not sure but with double jump you definitly can go both ways
Nut sure about normal jump+ Mantis claws
bouncing wouldn't get you up high enough
Even with double jump its tight.
@slate owl Actually, there's a vertical passage near where the Baldur Shell charm is that only needs wall jump for you to climb up it and get to Howling Cliffs
Here's a screenshot of the passage without the map in the way:
How and on what game object?
that looks cool
Looks amazing
Well, that's the goal.
Planning to make an interactive detailed map.
And the cool thing is that it can cover areas that arent covered in the in-game map.
Will it keep this Quality?
Okay
Interactive map is made with leaflet.
More would probably too much
So images have different resolution depending on the zoom.
Seems like the boss is always loaded but out of bounds so we dont seee it lol
Actually, nvm, when boss fight starts, image stays there.
Cant seem to figure out how to hide the fog.
Heres the list of Game Objects in the scene: http://puu.sh/x2H6i.txt
Are you getting higher res than these? Is discord chopping them down?
even at that res it'd probably be like 30000x30000 pixels, probably pretty unviable to have something that large in browser
What tool would you suggest to combine the maps into 1 image?
Browsers wont be an issue as each map has multiple copies with different resolution.
should it be one image? I assumed these would be tiled out into some kind of online mapping dealio where you can put markers etc on it.
or does leaflet require one master image that it breaks down? That would make sense I guess. Nevermind me.
Its the same system than what google maps use.
-.-
Map areas overlap...
It was kinda to expect.
yeah I was gonna mention that. Scene by scene the gameworld doesn't technically have to make sense. So it doesn't.
Most notably the secret room in the white palace enters/exits in impossible places
suppose that can be forgiven for being a dream
well maybe that eastern exit is just really long
Ill design it so important maps are connected normally.
add a lot of black I guess? Hopefully things even out enough to make sense
Just started adding more maps... everything breaks ๐ฆ
Ill need to add spacing between maps
Kinda look cool still : http://puu.sh/x2K7i.jpg
that looks so cool tho
Browse Hollow Knight: Glass Soul mod for Hollow Knight files to download full releases, installer, sdk, patches, mods, demos, and media.
GLASS SOUL UPDATED, + BUGFIXES
Also, with the new dream gate feature Boss Rush seems pretty plausible
teleporting the player from boss to boss
Team Cherry might do it, was mentioned int eh AMA today: https://www.reddit.com/r/gaming/comments/6rvds8/we_are_team_cherry_the_developers_of_hollow/
Proof: https://twitter.com/TeamCherryGames/status/893994109228142592 Hey Everyone! We're William Pellen (William_TeamCherry) and Ari Gibson...
Complete Crossroads.
6000x3000 ish
Id guesstimate complete world would be about 30000x20000
the fog and water really ruins some rooms
hmm, I guess if you could find out which texture it is, and replace it with a pure transparent texture
Right now, my method is to hide every object with the name Darkness,Shadow,Atmos,fog,haze,light,msk,Cloud,black,mask
Greenpath is definitely easier to map XD
There you go! http://puu.sh/x2Qkw.png
neat!
ParticleSystem[] array = UnityEngine.Object.FindObjectsOfType<ParticleSystem>();
for (int i = 0; i < array.Length; i++)
{
UnityEngine.Object.Destroy(array[i]);
}
doing that seems to get rid of fog in the hotspring room @slate owl
although that breaks doors, so you'll have to figure out which one is the correct one
Breaks door?
yeah, I assume the door has a particle system
but you can probably narrow down the fog object now, because its in the particle system
or an object with a particle system even
I think its
Spa Steam
Steam 1
Steam 1 (1)
Spa Glows
Spa Glows Front
Spa Glows Surface
Fungus_Steam
@slate owl
GameObject[] goList = UnityEngine.Object.FindObjectsOfType<GameObject>(); foreach(GameObject go in goList) { ParticleSystem comp = go.GetComponent<ParticleSystem>(); if(comp != null) comp.Stop(); }
But too late, I've already done the maps ๐ฆ
Don't know if this was noticed already, but it seems like the newest build of dnSpy is better at decompiling the whole project. Still has issues with some parts.
is there an faq for modding anywhere?
Not to my knowledge, but the pin at the top has some resources.
ty
worked more with blender but know some unity, used to do c# software dev but idk not my favorite
Okay, think I managed to build a mostly-complete Assembly-CSharp from an IDE and the game seems to work. I might try some modding.
Could I get a vanilla non-DRM version of Assembly-CSharp.dll from anybody here?
@tawny lynx That's great news! That might open the door to some collaborative work in git or something, or make it easier to manage mods with actual source code patches. How much changes were required from what dnSpy provided to get it building? Do you think you could upload a diff?
I'm working on making it a diff, but there's a pretty major bug - the input isn't working. ๐ I know why though, I'm just trying to think of a good way to go about it.
I'm working on the GOG version, though.
Otherwise, I think the changes required aren't too drastic.
K, hopefully the steam version doesn't introduce too many of it's own quirks.
I'll play around a bit with it to see just how stable it is, once I get rid of the game-breaking issues.
@hazy sentinel so is that GOG or Humble?
humble
Anyone know what it is exactly that defines what version the game is? I'd like to be able to port my mods to Humble / GOG without replacing every file manually again
Steam Achievements, I'm guessing
Should be able to find out, get that dnSpy branch Lyrositor mentioned to get the best decompilation, decompile the whole project, make a git repo or similiar and commit, and throw decompile the oher version on top of it to see the diff
I would hope that the steam stuff is in GOG, and they just switch a var to turn it off or something, but who knows
The best way would probably be to code a custom hook API for each version, and then develop mods against that API.
I have like 12 classes to add
also how do you build dnSpy from source code?
Well got the project building and running correctly. I'm a bit disappointed, I was hoping to set up the IDE's debugging too, but I haven't had success so far. I might try again later. Has anyone managed to attach a debugger of some kind? I haven't played around with dnSpy's debugger much.
is there any chance, even if very small, that Glass Soul might make it into the official game?
I wouldn't be too surprised if there was enough interest
I think somebody mentioned it in the AMA, I forget Team Cherry's response
They perceived the question as kind of like console modding support I think
since the question referred to Bisaac booster packs
I think it would be really cool if they added in Glass Soul
That would just mean more hardcore achievements 
I don't want to do certain bosses no hit 
Or they could hide the setting cheat codes style
Konami code on mode select screen
I want big head mode
YES
Alright so how do I build the latest version of dnSpy from source code?
You don't have to, it has a continuous integration system.
https://github.com/0xd4d/dnSpy click the "build passing" button on the README.
@tawny lynx I hit that button like 5 times but assumed it did nothing, turns out I gotta wait like 30 seconds for it to load
Looks like it works now though, thanks
hey @buoyant obsidian I see that in Glass Soul some of the charm descriptions and such are changed, but only the english versions (if you switch to another language it just uses the regular ones), would you be interested in fixing these? I can help with the french descriptions.
Oh boy
I'm realllllyyy not interested in changing things in other languages, it's a ton of work
really?
anybody have the 1.1.1.4 dll for GOG? I am curious and I got the dnSpy decompilation set up
how so? are the other languages set up in a really weird and inconvenient way or something?
wouldn't surprise me, that's how it is with a lot of games
It'd be an extra two or three text files per language to manage whenever the game updates, I'd want to make sure everything was properly translated, and I'd have to rely on other people to continuously help me edit it.
@fair rampart So I can use Dreamgate to teleport to areas I havent been before?
But I gotta know the scene id.
So I placed the dreamgate.dat next to my .exe
Then Selecting item in-game menu will set dreamwarp point to that location. Now you can warp there. if warp is locked in scene click [U]. Button [R] will update current menu list if you added new entries in file.
And how to actually teleport?
yisss. So I have been trying to hook fsm events, and finding a lot of the methods have problems recompiling in dnSpy due to 'this' references. But the fully decompiled PlayMaker has just 1 build error to fix, and seems to work (so far). Was able to modify ProcessEvent, and with some partial success as to doing the thing I want.
And now I can have cutting edge features like version control! And comments! What a time to be alive.
@gritty snow Nice
Just finished Crystal Peak detailed map: http://puu.sh/x3B3i.png (25% resolution)
oh wow
Sewers, abyss, resting grounds and kingdoms edge and hive left.
No major mapping problems so far.
why is it taking you so little time to do this in comparison to TEO
Oh, The Embraced One.
He's making higher resolution maps.
And retouch them.
My workflow is pretty fast.
Even with my current resolution, image file is 20000x12000.
Its really hard to see yeah
Which is quite big.
Image I uploaded above is x4 smaller than what I really have.
Full size breaks browsers XD
upload to google drive, share link, hope for best?
oh wow this looks cool. like NES Hollow Knight
or well
SNES probs
because pallet restrictions on the NES
all i see when clicking the link is a file image with a dead bird
I just get this when trying to view the image in a browser
Makes sense I guess since the image is absolutely massive
try firefox if you're using chrome and vice versa?
it opened fine for me in firefox.
I'm on an iPad
And besides I might be able to see it just fine here
Edit: I can confirm that I can load the images just fine on the discord app
ahh
what is the debug mod for?
lots of things, mostly debugging
what does debugging means? haha, sorry about my ignorance
i saw the readme text
thanks!
loaded in firefox
Update killed mods, time to fix.
i wanna see full res
Huge news, it looks like charms might be all one big spritesheet now!
This saves me like 20 minutes per patch if it works as I think it will
That blue flaming thing in the bottom right is new to me
It's a separate file
ah
and yeah the blue thing is a mystery to me
could be the old lantern before they decided to make it lanternflies?
also what's that one next to the shroom charm?
I don't recognize that one
There's a couple of unused charms here
They've recently been colored in, before they were sepia
oh yeah like the pig nose one
That's a mask you goose
:P
Play Tomba/Tombi and you'll never see that shape as anything but a pig nose ever again.
Lightbringer has been updated for 1.1.1.6, Glass Soul will be updated tomorrow. http://www.moddb.com/mods/hollow-knight-lightbringer/downloads
Browse Hollow Knight: Lightbringer mod for Hollow Knight files to download full releases, installer, sdk, patches, mods, demos, and media.
@gritty snow Do you still need that DLL? I can get it for you once I get home from work.
I'm off to bed, but I'm sure people would be pleased if you uploaded a copy of the GOG .dll whenever a new update comes out, Lyrositor.
Sure. Maybe we could do a private repo of each platform and each version, do that everyone can make their mods compatible?
Apparently 1.1.1.6 is bugged and will be fixed soon, all that work for nothing :)
We could build an API that abstracts the internals of the DLL away, so that we only have to update that API mod and build every mod against it. It'd have to be pretty big, though, to be fully-featured.
Or we could try to create a code injection mechanism. I don't know if there are any existing tools for it.
I wonder if there are any parts of the code that could be optimized with some native code. I imagine there isn't much, since Unity does most of the heavy-lifting.
random but semi-relevent question. Has anyone here played Ori and the Blind Forest, and do we know if the overworld in there is bigger or smaller than the one in Hollow Knight?
I'm almost certain HK's is bigger but that could just be how it feels since Ori moves more quickly.
Also I haven't actually played Ori so I also can't be the definitive answer to this.
Just finished it. It takes a hot minute to view the entire map
@tawny lynx Sure if it's convenient. But mostly want your diff that fixes build issues for Assembly-CSharp decompiled project - I'm looking at 100 build errors here that I don't want to dig into ๐
I will do that tonight.
k, thanks
@tawny lynx Did you ever figure out debugging? I don't see the process show up in MonoDevelop 'Attach to Process'
some googles later Seems like attaching to Unity processes might be a special procedure. I'll just throw in code that prints a stack trace...
No I did not, but I wanted to try some more. I think it should be possible, it just needs to recognize the Unity-specific managed code.
hi guys,
can anyone help me? my character just spawn outside of the map. I'm using mod saveanywhere recently.
as I remember I think it was outside of the bench
I mean, not in the savepoint
sure, I'll let you know once I upload it.
I think it's broken after the game was patched
what if I want to deinstall the mod?
should I just follow your suggestion in your thread?
as the DLL was replaced with the latest patch
noted, I'll let you know the result
thanks, man ๐
gr8.... it works!
thanks @fair rampart
Yo... Gorb doesn't have a warrior dream pin on the map in Lightbringer
Is that supposed to happen?
I have the pins, and the others are there
I haven't fought him yet
The version is up to date
You need to decline his challenge, or loose to him for the pin to show up.
I believe
I'm 73% sure ghost pins are broken in vanilla Hollow Knight
I was told they only work with what I said above. I never alencountered any problems with them, so I don't know
Browse Hollow Knight: Lightbringer mod for Hollow Knight files to download full releases, installer, sdk, patches, mods, demos, and media.
Lightbringer has been updated for 1.1.1.7
Is 1.1.1.7 the normal steam release now? I updated last night and I thought it said 1.1.1.6
Hm. I guess I'll take a bet on 1.1.1.7 being stable for awhile and update 110 percent mod (and get it on moddb)
haha I like your image for 1.0.3.7 there, big contrasting letters OLD
wonder if dnSpy is scriptable? If we can manage to get a compile the fully decompiled source workflow going, updating against a new version could be one command that:
decompiles the project to a git branch, cherry-pick/merge in known build fixes (and just hope not many new ones crop up), cherry-pick/merge in code changes.
Hell building should be scriptable too. Update in one step, then test. Until the framework falls apart ๐
haha I didn't realize you have been asking for features from dnSpy guy
This channel's pins are a bit of a mess
@buoyant obsidian, @fair rampart
Would you guys consider just making one message with all the links? preferably using < and > at the ends of each link to remove the preview?
for stuff like the tutorial thing, individual pin is fine
but for your guys's mods, a single pin with all your mods would be cleaner
so uh...how does one make a pin? I'm not great at Discord
if you have the proper privilege it's an option alongside the edit option
Ah k. I'll redo my mod later today and make a nice message.
Yours is that FSM thing right?
you can edit that message
you can edit pins
if it's your message
so if you wanna add more stuff, you can use that message
Ah, k
Ah, thanks
Welcome to the club
Some Dargons is probably jealous that he's only mod and we're even modders
meh
i can make myself a modder if i so choose, i just don't care about a status that doesn't give anything i don't already have
@buoyant obsidian 110 Percent (which includes/uses FSM) and FSM. And 'Cut Content', but that is now outdated. Team Cherry cleaned up the scenes, doesn't seem to be anything unused anymore (except BetaEnd, which is just a static screen seemingly used for sneak preview demo things)
Ah yes
also, @fair rampart, a single pin instead of 4?
Hey so did anyone bother with editing the titles? (the one you see when you first encounter a boss/npc) I tried editing EN_titles, but it locked the menu for some reason
You have to be very careful not to fuck with the syntax
I should not have done that though ๐ค
for something like this, i changed "Elderbug"
nothing more
Odd, maybe Elderbug is the key to a different file or something
Hmm lemme try Quirrel for a bit
see if it does the same
Yeah the same thing happens
Bummer
@gritty snow https://gitlab.com/HollowKnightMods/Assembly-CSharp You'll have to have an account and ask for access, since I'm not too keen on showing the code publicly, but yeah. That's my full decompilation of 1.1.1.4's GOG version, with fixes included. Not sure if it'll work with other versions, though.
It'd be cool if we could use Gitlab's pipeline functionality to do what you described earlier, though I'm not entirely optimistic things will always be easy. ๐ It could provide a start though.
We're on 1.1.1.7 now though :P
Not me, my GOG version is stuck on 1.1.1.4.
ah
I don't think it has a beta branch. ๐ฆ
@tawny lynx requested ๐
It doesn't send me a notification. :/ That's annoying. I hope there's a setting for that.
Oh, there goes the notification. The second I post that message. >.>
Access granted @gritty snow . ๐
haha thanks
Just so you know, I personally use JetBrains' Rider IDE, but I think it should be fully compatible with Visual Studio. Since I don't think you're on GOG though, you'll have to specify the other DLLs' location manually I believe (for the references).
Tried editing the title on version 2.8, which didnt lock me in the menu, but locked me when i opened the inventory. I guess the game just really doesnt like it when you change that file 
Has anybody managed to edit the title screen menu? I assume it's all in the corresponding level file?
I don't know how much a scene can be altered programmatically either.
should be entirely editable after it loads
you can list all the gameobjects and components in the scene, and add and remove them at will
Good to know.
Anyone find a way to spawn whatever enemy they want yet?
Photoshop 
If theres a checksum somewhere, you wont be able to just alter the name of something.
So what exactly got changed with 1.1.1.7?
An immortal bug and something to do with the credits
Did Kein updated his DebugMod?
latest update i have is 1.1.1.4
Can you accept my request to access the google drive?
i don't recall ever getting a request from you
but sure
message me the email you want to use
You dont automatically accept requests?
didn't know you could make a request through google drive
huh
just tried accessing with another email
the pinned link should'nt require permission
try that
should show these files
weird, it's not showing all the files for me
what happen? I no longer have access
some things weren't showing up, trying to fix it, one moment
now my local drive folder won't share the mod files you added yourself
gonna make a new folder, add the mods there, and invite you guys to the new one
i think i got it working
@gritty snow can you access the new folder? same name
@dapper folio yep, looks good to me
alright, good
@slate owl did you want access to add your own mods or were you just having trouble viewing the folder?
ok, the link work for you?
Yep.
good to hear
I had a backup of 1.1.1.4 so I'm just using that for now until Kein updates his mod.
Map right before Colloseum is called Deepnest_East_09.
Actually, all Kingdom Edge is called Deepnest_East internally.
...
#JustProgrammerThings
anybody happen to know the font used for title screen etc?
A custom variant of Perpetua I think?
Thanks
https://www.fonts.com/font/monotype/perpetua
$35, what a deal! /s
I don't see it in GIMP. It's okay there are a thousand 'download fonts for free sites'. I just feel silly pirating a font.
hmm, it's good for the letters, but doesn't seem to match the percentage sign well. Gonna do some digging on the font matching sites.
Oh wow he's right
yeah I just remember hearing it was perpetua and told myself it was close enough
here's the bold version too if you want it
ah sweet thanks
Lets just hope the sewers fit in there lol http://puu.sh/x4pow.jpg
does glass soul work on 1.1.1.7?
Not yet
ok
If anyone is interested in my 110%, FSM, and Cut Content mods, check these links:
110% Mod at ModDB
Cut Content Mod at ModDB
110% Mod on GDrive
FSM Mod on GDrive
Cut Content Mod on GDrive
110% Adds extra percentage points associated with several tasks for completionists.
FSM is a base mod that can be used to dump and modify FSM logic.
Cut Content allows a player to explore unused scenes. Outdated since 1.1.1.4, need 1.0.3.7 to use.
I have most of the README for it reproduced on ModDB (Click 'Read more'): http://www.moddb.com/mods/hollow-knight-110-percent-mod/downloads/hollow-knight-110-percent-mod-v11-steam-1117
I came up with a list of ten things to award extra percentage points to, that activates once you have the natural 100% and have beaten the true boss.
It says the file is awaiting authorisation
ah, I thought it at least gave you the description while awaiting
guess not
Mod creates extra game percent completion logic that forces the player to do just about everything there is to do in the game.
Also makes some areas accessible so that portions cannot be missed.
Warning, the details of this mod contain spoilers.
The additional set of percentage completions only activates once:
The natural 100% is completed.
You have defeated the 'true' boss.
The following percentage completions have been added, at 1 percent each:
Mr. Mushroom sidequest
Dung Lore
All journal + hunter's mark excepting 1 missable (Zote dead).
All ghosts excepting 1 missable (Cloth), and all Whispering Root Essence Orbs.
All dream bosses including Failed Champion, Lost Kin, Soul Tyrant, White Defender (5 defeats), and Grey Prince (10 defeats).
All rooms mapped and secret rooms visited.
All relics sold.
All cocoons found.
All geo rocks broken.
All secrets and breakable walls/floors found and broken.
In order to ensure these completions are not missable in any game, the following logic changes have been implemented:
Bretta's basement is open when you have the dream nail, moth wings, and either zote is dead or defeated. Therefore Grey Prince is not missable.
The White Palace can be returned to and fully explored. The Kingsmould at the entrance remains dream nail-able, and all 'progress' gates have been disabled.
Also cannot re-gain Kingssoul, so if you explore up to the King, you will have to make your way back.
The Blue 'LifeBlood Core' room in the Abyss can be returned to and fully explored.
You will have to make your way back or safely fall into the void.
Nice
If your file is awaiting authorization, you can exploit it by setting the release date to immediately when you edit the file.
@gritty snow
@buoyant obsidian haha thanks that works. And...it's hilarious that it works
Gotta mod the mod website ;)
nice work on the mod though, unmissable Zote alone is great work
http://www.moddb.com/mods/hollow-knight-glass-soul/downloads GLASS SOUL MODE HAS BEEN UPDATED FOR 1.1.1.7!
Browse Hollow Knight: Glass Soul mod for Hollow Knight files to download full releases, installer, sdk, patches, mods, demos, and media.
@tidal flint
@buoyant obsidian your download downloads a lightbringer zip
lol
Browse Hollow Knight: Glass Soul mod for Hollow Knight files to download full releases, installer, sdk, patches, mods, demos, and media.
Fixed
looks like it
@fair rampart does the debug menu mod only work with the steam version?
main menu is glitched for me on gog v1114 and doesn't work
gog and steam are different dlls afaik
ah ok
I posted the GOG DLL on my repo @fair rampart . Here it is:
It's version 1.1.1.4. I'll try to keep them updated as new releases come out.
Those are different too? Okay, I'll upload them when I get home.
Uhhh, So I am trying to use the asset bundler to import my version of the MC's Sprite sheet into the game but it keeps giving me a run time error
Can someone tell me how to do it
So you're finding atlas0 in resources.assets, right?
and you're finding the correct atlas0?
WRONG
does anyone have the sprites for the mc attacking?
welp I guess thats a no
I have it
It's just all over the place
Basically, I am too lazy to find it myself in the spritesheet
:]
@fair rampart Here is the 1.1.1.7 Managed folder for GOG.
GOG update to 1.1.1.7 just came out.
Now I get the fancy new menu too. ๐
I asssume it's not a permanent change.
Hopefully
So I found all the sprites I want but how do I cut them out
I would snip them with the snip tool but that makes them unproportional to each other
What now?
No, I dont want them for modding the game, I want them for the "port" I am making for the ti 84
I need the attack animation
copy and paste them into a new picture then?
how do I copy them?
any photo editor?
ok
