#archived-modding-development

1 messages ยท Page 25 of 1

buoyant wasp
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raining's map doesn't have it that i can see

deep pilot
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oh yeah, it might be a possible soft lock in that case

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randomizer doesn't mix in abilities with relics, does it?

buoyant wasp
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no

deep pilot
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good

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cause whoever made the 110% mod still hasn't added a logic check to fix getting locked out of the seal in the beast's den

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and I'd hate to see the randomizer forget about it too

buoyant wasp
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really don't wanna cheat to get out if there is a viable way out with just double jump, but i'm not used to going in without skipping it either ๐Ÿ˜ƒ

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oh, actually, i have an idea, might be able to get something to follow me

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ok, you can get out by shade pogo

lament wren
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good job mate!

buoyant wasp
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you might be get up to the dreamer without mantis, but i'm not gonna try it

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already did CP without mantis, that sucked

young walrus
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pretty sure you can't

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you'd need a shade pogo if anything

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and don't think you could even get back up to the shade room from the bench below

buoyant wasp
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you can't get out of the room with the bench without a pogo

young walrus
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the actual bench i mean

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not the fake one

buoyant wasp
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yeah

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i'm just glad i made it out

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๐Ÿ˜ƒ

buoyant wasp
#

man that seed was so troll-y

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mantis claw was shape of unn, ismas was behind descending dark, dive was behind deep focus, ugh

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is the only viable way up CP without claw to pogo off the spikes where the grub is?

buoyant obsidian
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"Why don't your mods support the cracked version of the game"

rose barn
#

this there a boss rush mod for this game?

buoyant obsidian
#

Yep, only available through PM. want it?

rose barn
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sure ๐Ÿ˜ƒ

#

ty

graceful copper
#

ak

rose barn
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can anyone help with the boss rush mod on mac?

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i dont know how to run it, please help

quick ravine
#

so... I think the save manager overwrote all my saves with my first save. x.x

leaden hedge
#

did you click on user1.dat

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then load all

quick ravine
#

maybe? x.x

leaden hedge
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it makes backups though

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theres a button that loads the selected file into all the slots

quick ravine
#

how do I restore backups?

leaden hedge
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they are just in the save folder

quick ravine
#

also it's really hard to use when the data doesn't update till I close and open it again... >>

leaden hedge
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hksm-back

quick ravine
#

I'm still seeing all the same files. x.x

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like every save seems to be the same no matter what backup I try to load

leaden hedge
#

the data on the left doesn't update when you load a save in

quick ravine
#

No but like, I've closed and opened the game and nothing changed. They're all still the one save that replaced everything

leaden hedge
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so you've been to the save folder

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and checked hksm-back

quick ravine
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Yeah and all of those seem to be the same too

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and loading them just makes more dupes

leaden hedge
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did you go with the window explorer

quick ravine
#

No.

leaden hedge
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so your actual saves will be a different size

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to the dupe

quick ravine
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oh okay

leaden hedge
quick ravine
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so only the ones that were changed to user1-4.dat.bak are different

leaden hedge
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probably

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if they were anywhere near 100% they'll be around 300kb

quick ravine
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Most of 'em were.

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The were all over 300kb

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but the first one was 350 and all the rest were less

leaden hedge
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ok so did you get back the original ones?

quick ravine
#

I think so. I didn't test them but I'm confident they're the files I think they are.

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Thanks though :3

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Yeah they're the ones I was missing :3

rose barn
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can anyone tell me how to run mods on mac?

leaden hedge
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you need a mod thats made for mac

rose barn
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assume i have one

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which files on steam do i need to change/remove

leaden hedge
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what files are in the mod

rose barn
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let's start with the boss rush one

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i seen people on reddit claiming this discord can help with that

leaden hedge
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ok, what files are in the zip

leaden hedge
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right click on hollow knight in steam, properties, local files, open

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drag the contents of the zip into there

rose barn
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like this?

leaden hedge
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is all thats inside common/hollow knight/ the exe for the game?

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or was there more there

lime willow
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oh so that's how you put mods in

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you just put the mod in the same file as the exe?

leaden hedge
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depends on the mod

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you need to replace the Assembly-Csharp.dll

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usually though, they make the zip layout just drag and drop

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its not like every single mod comes with install instructions or anything though

lime willow
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I feel like they should if it requires a lot to install

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well unless the installation is obvious

leaden hedge
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that was sarcasm

lime willow
#

well I just woke so I didn't process it

leaden hedge
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A) every mod I know off has install instructions

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B) most mods are just drag and drop the zip into the root folder

lime willow
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unless said game already has a built-in modloader

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like Torchlight

leaden hedge
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this one does not

solemn rivet
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so we make a meta mod

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a mod that makes charms that are mods

small nest
#

Modception

civic hatch
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This

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plis do this

lament wren
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wait

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how do i reliably dupe relics?

solemn rivet
#

You need storage

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Focus storage should work

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Allegedly

hazy sentinel
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idk i can do map storage pretty reliably

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just get used to the timing between inputs

young walrus
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even if you fail an interaction storage, you can leave the room to fix it

solemn rivet
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but if you fail interaction storage with the relic, you pick it up

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you'd have to force quit the game in order to retry

hazy sentinel
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just rest at bench after every success intenseface

young walrus
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you just turn around

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if you pick it up but don't get it, turn around immediately to release the stored action

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the only way to soft lock it is to fail it, but leave the shiny object on the ground

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and then you can't interact anymore

solemn rivet
#

@lament wren if you want a place to practice, try the Journal just outside the Stag in greenpath

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it's pretty close to the bench

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and doesn't require any skills to pick up

rain cedar
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That one you can just do the same thing as cornifer

lament wren
#

what do i have to input?

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to dupe relics

young walrus
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there's videos with input timings on it

solemn rivet
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scroll down to the bottom of the page

buoyant wasp
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so when new versions come out, do your changesets to the dll have to be applied manually, or does dnspy keep some sort of delta that you can use to auto change stuff (if the method/class hasn't changed)

rain cedar
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Manually, I think

buoyant wasp
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ew

solemn rivet
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doesn't seem like mods shouldn't work

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I tried playing with my modded savefile and it kept my stats

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ie. 40 STR

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rekt

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just have to manually update the dll

deft bloom
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anyone not able to open chests? its ages since i played but i dont remember a problem with it before. you just hit them right?

buoyant wasp
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haven't heard of any issues, though odd place to ask ๐Ÿ˜‰

deft bloom
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oops, ment to be in general, my bad

solemn rivet
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just to answer, yes I couldn't open the chest in weaver's den, but it seems to be a patch issue

deep pilot
#

I thought the charm was just a pickup, not in the chest?

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Or are you talking about a separate problem?

solemn rivet
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yes and no

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there was a patch in which no chests would open

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I tried opening the chest in the weaver's den and it didn't open

serene tundra
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would anyone here be willing to rip the sprite sheet for troupe master grimm?

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the cape opening one specifically

rain cedar
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Look for unity studio in the pins

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That'll let you get the texture

buoyant obsidian
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With that tool, you can open up the files yourself. They're listed as .assets files found in C:\Steam\steamapps\common\Hollow Knight\hollow_knight_Data

serene tundra
#

i gotta buy the game from gog again but ill do that :v

buoyant obsidian
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Again?

serene tundra
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the email associated with my gog account is very old i have no idea about any of the details for it because it was set to auto login on my old computer

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whiccch its HDD ate shit and died

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but its on sale so its not a bad time :v

rain cedar
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Talk to GOG support about that

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They probably have support

serene tundra
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i've mentioned it before without any details they can't really help it's no big deal i had around 3 or 4 games on there was all

fair rampart
#

HEY FELLAS, SUGGESTION MOD FOR HOLLOW KNIGHT WHERE YOU'RE A NIGROMANT MAGE BUG WHICH CAN CREATE DIFFERENTS CREATURES (USE CHARMS OF THAT KIND) AND DO SO NICE DMG, BTW YOUR HP IS TOO LOW IN THIS MOD, AND PLZ UPLOAD TO MODDB THAT MOD IF THAT HAPPENS, THANKS

hazy sentinel
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wow it's capslock man

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coming back to save the day

rain cedar
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Not a good enough name

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Needs to include moddb in it

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He really loves that place

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The real mystery here is what "NIGROMANT" means

fair rampart
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necromancer

rain cedar
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Oh is that actually a word?

hazy sentinel
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nigromant isn't an english word, no

buoyant obsidian
rain cedar
#

Damn

hazy sentinel
rain cedar
#

Trying to make fun of the kid and it turns out I'm just stupid

buoyant obsidian
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Perhaps he's smarter than all of us

fair rampart
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the rekt is real

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xd

rain cedar
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No one is gonna make your mod btw

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Make it yourself

fair rampart
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"suggestion" ๐Ÿ˜‰

hazy sentinel
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the more capital letters you put in a message the smarter you are

fair rampart
#

well have a good one

rain cedar
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Thanks

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Look forward to your next moddb begging outburst

young walrus
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Lol

solemn rivet
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So

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Bonfire mod TGT ver starts now

rain cedar
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Have fun with that

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TC apparently recoded a bunch of fsm stuff

solemn rivet
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Hopefully nothing that the mod uses

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Also, wasn't that just Graig making fun of the modders?

rain cedar
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I don't know

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This is me telling you my interpretation of KDT's interpretation of what Graig said

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May not be accurate

solemn rivet
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I was there... I interpreted it as him being playful / a troll

rain cedar
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Alright

solemn rivet
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Well

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Good luck for me, I guess

rain cedar
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Yeah, guess I'll port the modding api now as well

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Shouldn't be anything hard, just tedious

solemn rivet
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I really liked the nk grimm fight tho

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Wish he was static like zote and white defender

rain cedar
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Well, after the modding api is ported I'll update the debug mod to be able to respawn him

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So easy refights soon tm

solemn rivet
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yay

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wut

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AttackTypes class

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this is new

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not "class"

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but I digress

rain cedar
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Doesn't seem to be used by much

buoyant wasp
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and we haven't banned him yet because...?

solemn rivet
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yeah

rain cedar
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Mainly because I don't have that power

solemn rivet
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Doesn't seem to affect Attack() or doAttack()

rain cedar
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Could be used a ton in fsms and we'd never know

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MapBools in PlayerData is new

solemn rivet
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oh yeah

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this CP was supposed to include "customizable map"

buoyant wasp
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yeah, though it's disabled

rain cedar
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HeroController.TakeDamage is very different

solemn rivet
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Sean, prolly to take into consideration the new charm

rain cedar
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No, not just that

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They're passing in some stuff that was calculated in the function previously

solemn rivet
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oh

rain nimbus
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what mods are broken by the update?

rain cedar
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All of them

rain nimbus
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rip

rain cedar
#

It's unlikely that any code changes actually conflict with mods

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They just need to be updated with a bit of copy/paste

solemn rivet
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ye

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so it seems modding API is go

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bonfire mod also works

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yeesh

young walrus
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so all of them were updated besides the charm notch mod?

rain cedar
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That's on the modding api

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Although with how I coded it the new charm notch will do nothing

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I should change that

young walrus
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oh so you rolled it into the api

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gotcha

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should probably delete the notch mod dll then

rain cedar
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No, I mean it uses the api not that it's part of it

young walrus
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oh

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so the old version is fine

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kk

rain cedar
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Alright I changed it to be less awful

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So now instead of recalculating notches every charm update it just adds 1 when it gives a salubra notch

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Should work with the new 11th notch now

lament wren
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the old version of the bonfire mod works fine?

rain cedar
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Nah it won't

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Not on the new patch at least

buoyant wasp
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does it use the setint function now?

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so that it'll get picked up by playerdatadumper?

rain cedar
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If you mean the charm notch thing then yes

#
{
    if (pd == null) return;

    pd.CountCharms();
    int charms = pd.charmsOwned;
    int notches = pd.charmSlots;

    if (!pd.salubraNotch1 && charms >= 5)
    {
        pd.SetBool("salubraNotch1", true);
        notches++;
    }

    if (!pd.salubraNotch2 && charms >= 10)
    {
        pd.SetBool("salubraNotch2", true);
        notches++;
    }

    if (!pd.salubraNotch3 && charms >= 18)
    {
        pd.SetBool("salubraNotch3", true);
        notches++;
    }

    if (!pd.salubraNotch4 && charms >= 25)
    {
        pd.SetBool("salubraNotch4", true);
        notches++;
    }

    pd.SetInt("charmSlots", notches);
}```
#

It just runs that on CharmUpdate

buoyant wasp
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cool

rain cedar
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Self damage is broken in the debug mod now because of the changes to HeroController.TakeDamage

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Version specific mod code NotLikeThis

solemn rivet
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is Hollow Knight Info updated?

rain cedar
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Updated 10 hours ago according to github

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So yeah, I would assume so

small plover
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so... what is the minimum cost for focus that you can get with the bonfire mod?

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or is that still fixed?

spiral shore
#

is there a save editor somewhere? i want to fight grey prince but without fighting hornet again

leaden hedge
#

check the pins

spiral shore
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just to be safe

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do i need to install anything beforehand?

leaden hedge
#

no

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backup your save

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I've not actually tested my editor on new patch but it should work

spiral shore
#

where is the save files located?

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are*

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can't engrish for my life

leaden hedge
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%appdata%/../locallow/team cherry

spiral shore
#

thanks

solemn rivet
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there were some bugs with the bonfire port I made yesterday, but I'll be uploading a working version soon

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just fyi

wide pier
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where is the modding api

leaden hedge
#

google drive

solemn rivet
#

KDT, do you perchance know what is the FSM for spells damage/cost?

wide pier
solemn rivet
#

I'm currently implementing your solution and would like to also add spells cost

leaden hedge
#

Seanpr & Fiezen - Mo

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cost is in Spell Control

solemn rivet
#

ok!

leaden hedge
#

heroController has a refernce

solemn rivet
wide pier
#

i already have it installed

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i accidentally pressed "hide menu" how do i get it back fuk

leaden hedge
#

f1

wide pier
#

thx

#

game crashed / (OcO) \

solemn rivet
#

KDT, may I ask you a technical question?

leaden hedge
#

go for it

solemn rivet
#

fsm.SetState("Set Damage");

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why do you have to add that at the end of the damage attribution?

#
    {
        foreach (PlayMakerFSM fsm in go.GetComponents<PlayMakerFSM>())
        {
            if (fsm != null)
            {
                for (int i = 0; i < fsm.FsmStates.Length; i++)
                {
                    if (fsm.FsmStates[i].Name == "Set Damage")
                    {
                        Debug.Log("[SDT] " + go.name);
                        FieldInfo[] fields = typeof(ActionData).GetFields(BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
                        for (int j = 0; j < fields.Length; j++)
                        {
                            if (fields[j].Name == "byteData")
                            {
                                List<byte> list = (List<byte>)fields[j].GetValue(fsm.FsmStates[i].ActionData);
                                byte num = 0;
                                list[0] = num;
                                byte num2 = 0;
                                list[14] = num2;
                                fields[j].SetValue(fsm.FsmStates[i].ActionData, list);
                                fsm.FsmStates[i].LoadActions();
                                fsm.SetState("Set Damage");
                            }
                        }
                    }
                }
            }
        }
    }```
leaden hedge
#

because its basically restarting the fsm

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with the new values

solemn rivet
#

hm...

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gotcha

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sorta

solemn rivet
#

okay, so the up component of dive still damages enemies

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but I think I'll leave it as it is for now

leaden hedge
#

L / R are 80% of the damage anyway

solemn rivet
#

yup

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apparently TGT changed a lot of small things

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it took a lot of work to make Bonfire even work properly

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saves broke, attacking broke

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it's fixed now (updating gdrive), but I still think there might be things I'm missing

solemn rivet
#

I'm thinking of scaling spell damage at the same speed as nail damage

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that is, using the same formula

#
buoyant obsidian
#

you can also scale soul gain

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if you aren't already

leaden hedge
#

thats what wisdom was going to do

buoyant obsidian
#

Oh neat

leaden hedge
#

but more soul becomes hard to spend

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assuming you increase the cap

buoyant obsidian
#

Yeah I could see how that'd be a problem

daring plume
#

Is there a way to get achievements with mods active?

buoyant wasp
#

ยฏ_(ใƒ„)_/ยฏ - if you don't mind cheating?

leaden hedge
#

you get them by default

solemn rivet
#

Wisdom currently decreases MP cost of focus and increases soul gained per hit

#

Soul Gained Per Hit = 10 + 5*ln(Wisdom)

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Focus Cost = 34* EXP(-0.01 *(Wisdom+1))

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@daring plume mods do not interefere with achievements in any way

#

KDT and 753: I decided against increasing Soul cap because... It makes little sense to do so. If I instead decrease the cost of spells and increase soul gain it not only effectively "increases" max soul cap, but also allows for more flexible gameplay

#

i.e. if you want to make a spellcaster build, it would be awful to have an absurd amount of soul storage, but take 3 hits to be able to cast a single spell

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what the mod currently does is make it so that you cast spells as often as possible

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but for that I need to adjust spell cost

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and for that I need to look into the Spell Control FSM

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and for that I need time

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which I do not have rn (I have classes to teach)

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also

#

@buoyant obsidian how exactly did you change the passive MP gain from fps count to delta time?

leaden hedge
#

just put it in update

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and do soulGain * time.deltaTime

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time.deltaTime is the time in seconds since the last frame

solemn rivet
#

I want to change Int and Wisdom around a bit

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make Wisdom "soul" focused and Int "spell" focused

leaden hedge
#

although you should probably do another soul gain variable

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because time.deltaTime is a float

solemn rivet
#

oh

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yeah, ofc

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hm...

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I'll just see how 753 does it in LB

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basically that

#

okay

solemn rivet
#

btw @buoyant obsidian how's mana regen speed for LB? It seems like it's 1 mana per 1.11 seconds, so it sould fill up the soul sphere in around 99 seconds

#

how is it for gameplay? Is it too fast, too slow...?

buoyant obsidian
#

I'm not sure the exact timing, I set it up so that you wouldn't have to wait too long if you needed to spell smash through a floor

solemn rivet
#

hm... Okay

buoyant obsidian
#

but in general you won't use spells for combat unless you're using charms for it

solemn rivet
#

can I base bonfire's mana regen over time on LB's?

buoyant obsidian
#

If you want to go right ahead

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it's all in the Update() method

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if you're gonna change it keep in mind soulGain() also gives mana

#

also dreamnail is a thing

solemn rivet
#

yeah

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thank you!

#

I'll work on it when I get home

#

about soulGain(), it's currently how Wisdom works

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it basically takes whatever soulGain() would give as an output and scales it with Wisdom

buoyant obsidian
#

Makes sense

solemn rivet
#

but I hadn't thought about dreamnail

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will have to figure out how that works

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but that's for another time

buoyant obsidian
#

Everyone forgets dreamnail

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even Graig

buoyant wasp
#

@leaden hedge - I saw you posted the sprite sheet that has most of the new icons in it, but do you have the 3 new unbreakable versions of the charms?

leaden hedge
#

they are in there

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or should be

#

they are hollowface

buoyant wasp
#

ah, so they are

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so messy ๐Ÿ˜ƒ

leaden hedge
#

its automatically generated by unity

buoyant wasp
#

ah

#

thanks

gray brook
#

When I try recompiling the decompiled GameManager in dnSpy I get bunch of errors about types not being found or not being in the namespace. The message hints are you missing an assembly reference?. I also get things like 'SceneManager' does not contain a definition for 'GetSceneByName' a bunch of times. Whats going on here?

leaden hedge
#

have you added all the references

gray brook
#

No, I added no reference

#

what do I need to do

leaden hedge
#

in dnspy

#

you need to drag all the dll in

#

C:\Program Files (x86)\Steam\steamapps\common\Hollow Knight\hollow_knight_Data\Managed

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into dnspy, like where assembly-csharp is

gray brook
#

Ah, strange that dnspy doesnt do that on its own,m it shows some references automatically

#

thanks though, ill try

leaden hedge
#

yeah it has the "reference"

#

but it doesn't have the actuall dll

#

it should look like this

#

ignore my livesplit hollowface

gray brook
#

I dragged em all

leaden hedge
#

yeah should compile now

gray brook
#

most of the messages are gone but now Im getting Ambiguity between 'SceneManager.activeSceneChanged' and 'SceneManager.activeSceneChanged'. Im guessing there is one dll which I shouldnt be added hmm

leaden hedge
#

bug with dnspy

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both the event and field is called activeSceneChanged

gray brook
#

ahh, do you know if that is already r eported? if not Ill do it

leaden hedge
#

its reported

gray brook
#

can I change one of them to get it to w ork?

leaden hedge
#

er

#

I'm pretty sure gamemanager has a on level load function

#

I'd just put your function call in there

#

GameManager.LevelActivated

gray brook
#

Thanks for your help again btw

leaden hedge
#

here is the exact error

gray brook
#

I have no idea how hard that is but Ill see if I can fix that in dnspy

solemn rivet
#

what I usually do is

leaden hedge
#

you can just put a call into GameManager.LevelActivated

#

the "bug" is in UnityEngine.dll

solemn rivet
#

I edit the IL instructions and copy all there is

gray brook
#

if I put a call into there it will still need to recompile GameManager, no?

#

and have the same message

leaden hedge
#

you can do methods only

solemn rivet
#

then I edit the class normally and remove what's causing the ambiguity

gray brook
#

oh that is good to know

solemn rivet
#

and then re-add it via IL

leaden hedge
#

right click on method, edit method

solemn rivet
#

you can edit most of GameManager's methods

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iirc, only onEnable/Disable and SetupGameRefs give ambiguities

#

if you want to edit those, you can do what KDT suggests

#

or simply cheat like me

gray brook
#

I couldnt quite follow your method, how do you edit IL instructions

#

still new to c# and this stuff

solemn rivet
leaden hedge
#

its called Method Body now

solemn rivet
#

"now"?

leaden hedge
#

or was

gray brook
#

yeah that confused me

leaden hedge
#

im not sure which

gray brook
#

for me its called edit method body

solemn rivet
#

yeah, if you click it on the methods list

gray brook
solemn rivet
#

well, that shouldn't get any ambiguities then

gray brook
#

there it is still called IL Instructions, yes

solemn rivet
#

you have to do that on the specific method you want to edit

#

not on the whole class

#

I've got to leave for now, but I can show you how to do it later

gray brook
#

so you delete the failing method, and then you readd it via IL

#

ok

solemn rivet
#

^basically, yeah

#

not the whole method tho

#

you edit the method and remove the ambiguous line only

#

and then re-add that line via IL

#

it's almost always UnityEngine.SceneManagement that's ambiguous for me

gray brook
#

and you save the failing line as text somewhere, edit the class, paste it back

#

it seems to work, assuming it wont break when testing it ingame

solemn rivet
#

That's what I did for bonfire mod so far

leaden hedge
#

@rain cedar grimm doesn't seem to show up in debug mod enemy list

#

probably doesn't have a health manager

rain cedar
#

Both of them?

leaden hedge
#

atleast NKG

#

not sure about grimm

#

not got a save at him

rain cedar
#

Alright

#

I'll look into that when I do the other fixes

leaden hedge
#

and real bat, which is the thing you dream nail

#

does show up

#

oh, and ushebti wanted a button to either remove notches or toggle overcharm

rain cedar
#

Toggle overcharm might not work

#

Since TC did some fixes to overcharm staying when it shouldn't on this patch

leaden hedge
#

they changed it

#

its probably not constantly checking

#

just whenever notches/broken charms get changed

rain cedar
#

Might be checked on charm update

#

So that makes the todo list for debug mod:
Fix self damage
Add new charms
Add new bosses
Fix Grimm in enemy panel
Add overcharm option

elder briar
#

Hey guys stupid question how to add some geo

leaden hedge
#

debug mod lets you do it

#

save editor lets you do it

rain cedar
#

Just find it in cheat engine and up it

#

Way easier

leaden hedge
#

or use cheat engine that works hollowface

elder briar
#

which is quickest?

#

cheat engine?

rain cedar
#

If you don't know how to do any of the things they're all gonna be similar speed

wispy root
#

Could someone send me the original Assembly-CSharp file? I kinda forgot to back it up ><"

leaden fiber
#

I'm assuming mods aren't updated/working for the new grimm troupe version correct?

leaden hedge
#

incorrect

wispy root
#

Thanks

leaden hedge
#

I think thats my backup

#

I hope it is hollowface

leaden fiber
#

Is there a list of the newly updated ones? Pinned link doesn't seem to show the updated ones

leaden hedge
#

gdrive

#

api is updated

rain cedar
#

All API mods and bonfire mod

leaden fiber
#

Bonfire mod is giving me troubles, so I thought it wasn't updated yet

leaden hedge
#

it was

#

it got patched

#

if it wasn't updated your game wouldn't load

leaden fiber
#

Maybe I did something wrong one way or another, had a weird "cant attack" bug with it

leaden hedge
#

bother the author about it

#

@solemn rivet

#

hes offline

#

rip

leaden fiber
#

F

#

Still happening, happens after load screen for some reason

young walrus
#

I know he mentioned he was having some issues. Since they changed so much internally

solemn rivet
#

I thought I fixed that

#

did you update @leaden fiber ?

#

also, it has a beta implementation of Int stat

leaden fiber
#

Everything should be updated as far as I know, I'll give that a try

#

Still happening after loading, happens on old saves as well if that helps. quitting and loading the save again fixes it until there is another load screen

solemn rivet
#

"load screen" meaning a scene transition?

#

that's weird, because I'm playing in that same patch rn

#

can you send me the output_log.txt?

leaden fiber
#

Yeah, basically any time the screen goes to black.

#

Sure

solemn rivet
#

same thing just happened to me

#

but I had to take a stag

#

moving between areas didn't seem to cause it

#

found the issue

#

sigh

#

for some reason
this.modData = ModData.instance is not working

#

so I have to reference the instance manually

leaden fiber
#

Oh. Wish I could help besides just reporting, I have little to no knowledge about creating mods for this game

solemn rivet
#

it's fine

#

I'll just try this fix

#

just a sec

leaden fiber
#

Yup, problem resolved. Doesn't seem to happen even after stags or leveling up anymore

solemn rivet
#

thank you for reporting it!

leaden fiber
#

Np hollowknice

solemn rivet
#

does anyone know if the new charms are treated in code?

#

okay, updated gdrive with newest patch

#

Patch notes: Intelligence stat! Affects spell damage and Focus cost!
Wisdom now affects Soul per hit and passive soul regen!

#

Future:

  • Add all spells cost under Int;
  • If Carefree Melody is treated in code, find a way to have Res behave the same way;
  • Find a second effect for Str (maybe pet damage?)
  • Make Fireball work with Int.
buoyant wasp
#

i think melody is a int (if i remember what kdt said)

solemn rivet
#

oh

#

found it

#

this.carefreeShieldEquipped

#

yay

#

okay

#

added Iframes based on Res

#

testing period begins now

trim nimbus
#

hey guys, do you know how much HP Nightmare King Grimm has?

rain cedar
#

A lot

trim nimbus
#

I mean

#

that's kinda a given

rain cedar
#

More than radiance for sure

trim nimbus
#

oh

#

like maybe 2k?

young walrus
#

radiance has 3k

#

lol

trim nimbus
#

???????

rain cedar
#

Debug mod doesn't see him as an enemy

trim nimbus
#

according to the wikia

#

it has 1700

rain cedar
#

So I can't get a number from there

trim nimbus
#

radiance I mean

rain cedar
#

1700 is wrong

young walrus
#

kek. the wiki

trim nimbus
#

oh

#

is nail3, 17 damage correct?

rain cedar
#

Yes

young walrus
#

ya

trim nimbus
#

x

#

fucking

#

d

#

decided to do the nightmare king no charms no magic no damage

#

nail3

#

gonna be a fun ride

solemn rivet
#

rip

#

I can give you a code to run that -should- print his HP

#

unless he has no health_manager and health_manager_enemy

#

in that case, it won't work

rain cedar
#

I'm already looking for those to detect enemies in debug mod

solemn rivet
#

oh

#

then ripยฒ

rain cedar
#

He probably just has a weirdly named fsm

#

I'll look into it in a bit

trim nimbus
#

interesting

rain cedar
#

Devil's info program might be able to get his hp

solemn rivet
#

maybe

#

don't have a save to try it tho

solemn rivet
#

that's basically having Res emulate the new charm

buoyant wasp
#

resist against what?

hazy sentinel
#

chance to avoid damage on hit

#

like the carefree melody

solemn rivet
#

^

buoyant wasp
#

huh, interesting, i hadn't taken a super close look at the charm to see how it really functioned

#

wonder if there are any combos that increase that chance

solemn rivet
#

None in the code

#

Look for HeroController.TakeDamage

hazy sentinel
solemn rivet
#

You sure? XD

#

Never seen that before

hazy sentinel
#

also, not completely sure but I think res needs to be rebalanced

#

2 levels for 5 extra hp is a bit much

#

and by that i mean it gives too much HP, not that it costs too many levels :|

buoyant wasp
#

@rain cedar - do you know which of the gotCharm variables are associated with which of the 4 new charms?

rain cedar
#

All I know is it's 37-40

buoyant wasp
#

happen to know where in the assembly I'd look to find out? or is it just easier to load up a save and play with equip/unequip to figure it out?

rain cedar
#

Easiest way would be to equip all 4 then look at the order of them in the equippedCharms array in your save

buoyant wasp
#

k

#
37 = Sprintmaster
38 = Dreamshield
39 = Weaversong
40 = Grimmchild
#

for Grimmchild there is grimmChildLevel and grimmchildAwoken, though i'm not sure what that does yet

#

neither of those are set in the Assembly, guessing fsm or something (whatever FSM is)

rain cedar
#

FSM stands for finite state machine

buoyant wasp
#

hmmm, how would i go about figuring out which sprite goes with which level of the grimm child charm?

#

5 is the one you get by banishing

#

4 is the final one by killing

#

thinking it's squinty black eyes, open black eyes, open black eyes with red

buoyant obsidian
#

That sounds about right

hazy sentinel
#

@solemn rivet does INT increase vengeful spirit damage?

buoyant wasp
#

I think that's right?

hazy sentinel
#

yep

buoyant wasp
#

cool, wasn't paying close enough attention when i was doing it last night ๐Ÿ˜ƒ

#

is this the icon that showed in the charm menu as you collected the flames, or is this somewhere else?

hazy sentinel
#

pops up on bottom left corner when you get a flame

buoyant wasp
#

ah

hazy sentinel
buoyant wasp
#

cool

buoyant obsidian
#

why are you so prepared for that Verulean?

buoyant wasp
#

also, wow that pastes so bad

hazy sentinel
#

i take screenshots ok

buoyant wasp
#

ah, much better

#

those were the flames in the charm menu yeah?

hazy sentinel
#

ye

buoyant wasp
#

cool

solemn rivet
#

@hazy sentinel vengeful still does not work

hazy sentinel
#

so that's why the elder baldur took 12 fireballs ๐Ÿค”

icy star
#

I heard there was a randomizer mod. Anyone know what it does or where I can find it? Hoping it changes enemy placements maybe?

buoyant wasp
#

there is

#

look at the pins

#

it does not move enemies

#

It shuffles Skills, Spells, Charms, and many Items. (it does not shuffle notches, masks, vessels, nail arts) It does shuffle relics within their own pool (so a egg might show up where a seal is).

#

it has an easy mode and a hard mode, hard mode means that most (but not all) known skips are in play as possible requirements to progress

#

Grimm Troupe items are not yet shuffled, nor is KingSoul

#

(unless sean did that today)

rain cedar
#

Hard has a different algorithm for placing items that is more likely to place important items scarecly

#

In easy it's more likely for good items to show up very early

#

And nah no GT charms yet

buoyant wasp
#

there is logic in place to prevent soft locking in almost every place

#

except one...something about the abyss and the tram

rain cedar
#

Yeah

#

Don't go to shade cloak without either mantis claw or tram pass

#

And don't go to herrah without mantis claw in steel soul

icy star
#

Oh, so its the items. That's pretty interesting, actually.

buoyant wasp
#

and spells and skills

icy star
#

I can see that bringing a lot of life to a 2nd playthrough

buoyant wasp
#

if you're bored after just one playthrough.....

icy star
#

Well, just finished the game. With all the backtracking you already do, I feel it'd be hard to just leap back in. Still need to try the new content tho

buoyant wasp
#

routed well, there is very little in the way of backtracking ๐Ÿ˜ƒ

#

can pretty much do it with visiting several areas twice and a few only once

#

but yes, the randomizer is fun

#

and can be punishing

#

lol, i love the new option in debug mod

#

"Kill self"

#

i wonder, along with "kill self" could you "summon shade" like jiji?

rain cedar
#

That's probably just part of the jiji fsm

#

Not a function I can call arbitrarily

buoyant wasp
#

guess it really doesn't matter much, you can get it where you need it easily enough

hazy sentinel
#

so far in TGT, bonfire mod seems to be just normal gameplay while waiting for a crit to murder enemies

light pecan
#

anyone know how to install mods on mac?

#

steam btw

hazy sentinel
#

just look at the readme in the zip file

#

also make sure it's actually a mod made for mac

buoyant wasp
#

^

light pecan
#

yeah but where do i put the file

#

also anyone have a link to a boss rush mod? or is that in development for the new update

rain cedar
#

The current boss rush is never going to be updated

light pecan
#

oh why not

rain cedar
#

The mod creator disappeared and sent out DMCA notices for all his mods

light pecan
#

damn

#

so can we still use the old version tho?

#

im on 1.1.1.8 cuz mac anyways

rain cedar
#

Yeah, you can get it via pm from someone who already has it

light pecan
#

ah ok thx

#

what about other mods, so after you download the thing where do you put it

rain cedar
#

I don't know for mac

solemn rivet
#

Geez @hazy sentinel 12 fireballs?

hazy sentinel
#

wasn't the one after vengeful, I was talking about the 2 in howling cliffs

solemn rivet
#

oh

#

also, did the extra Relic pop up again?

light pecan
#

wait I added the bonfire mod to steam but then the app won't open

solemn rivet
#

did you add the 1.1.1.8 ver?

light pecan
#

yep, it says for mac as well

solemn rivet
#

can you show me your hollow_knight.app?

hazy sentinel
#

nah, i haven't seen that happen after the first time

solemn rivet
#

okay, good

#

also, thanks for the heads up about res balancing

#

I didn't bother checking the middle values, only the endpoints

#

yeah, the curve is a little steep

light pecan
#

I think i replaced too much file

#

I'm reaquiring all the files

#

what do I replace? last time i replaced the contents folder

solemn rivet
#

just drag and drop whatever is in the zip file where the hollow_knight.app is located

#

or simply paste the Assembly-CSharp.dll in \hollow_knight.app\Contents\Resources\Data\Managed\

#

since I don't have a mac to test this works, I had asked someone else to test it for me and they said it was working fine

#

re-adjusted the Mask per level curve

#

feels smoother now

solemn rivet
#

updated the link on gdrive

light pecan
#

ayyy it worked thanks

solemn rivet
#

have fun!

buoyant wasp
#

he picked up fragile strength and fury

rain cedar
#

Alright, that means the stack trace for that stuff has changed

#

Guess that's motivation to find a better way than stack trace

buoyant wasp
#

is that why loading a game save takes so long? (bunch of try/catch?)

#

also, yup, he got hiveblood at soul catcher, soul catcher shows he has it, but can't be equipped, hiveblood doesn't show as there (but the new charm blue icon is where hiveblood should be)

leaden hedge
#

grimm is something weird lol

rain cedar
#

Nah there's lag on loading saves because I'm rerunning the randomization

#

There's not really any try catch in the randomizer

#

Nothing I do should fail

#

It looks like they're getting better at organizing their states at least

#

Looks less like a spiderweb

#

Kinda

leaden hedge
#

im trying to figure out how he works

#

he has a health_manager_enemy

buoyant wasp
#

ah, was thinking you only got stack traces if you had an exception

leaden hedge
#

so I'm not sure why debug mod doesn't pick him up

buoyant wasp
#

never generated one without an exception before ๐Ÿ˜ƒ

rain cedar
#

new StackTrace()

buoyant wasp
#

neat

rain cedar
#

Under System.Diagnostics

leaden hedge
#

but something happens with his health whenever he balloons or turns into a bat

buoyant wasp
#

yeah, just not something i generally need

#

cause all my normal work i have the debugger and source and all that jazz

#

different world you live in here

rain cedar
#

To be fair, I don't really have a good reason to be using the stack trace

#

It's just an easy way to accurately guess where something is being called from

#

And I'm lazy

#

KDT, what layer is Grimm on?

leaden hedge
#

he is tagged

#

with Boss

rain cedar
#

I'm not checking object tags at all

leaden hedge
#

he is probably on another

#

considering he is tagged

#

I guess you could check manually

rain cedar
#

Ugh I can't even compile the debug mod to check if changes to this fix Grimm

#

Because of the new HeroController.TakeDamage

#

I'm gonna have to check the game version and use reflection to call the function properly now

#

For it to work on both patches

#

What a pain in the ass

leaden hedge
#

rip

leaden hedge
#
public unsafe static float ToSingle(byte[] value, int startIndex)
{
    int num = BitConverter.ToInt32(value, startIndex);
    return *(float*)(&num);
}
#

I figured out why my float casts don't work

#

apparently just type casting a pointer is a good way to store floats

solemn rivet
#

@hazy sentinel I think I know why you had one free level

#

You probably beat a boss. That gives you a free level

lament wren
#

is there a bonfire mod for the new patch?

leaden hedge
#

maybe

#

@solemn rivet does it work yet

solemn rivet
#

ye

#

should

leaden hedge
#

there you go @lament wren

solemn rivet
#

[00:26] Gradow: updated the link on gdrive(edited)

#

13h ago

#

and haven't updated it ever since

#

I'm still fine-tuning the iframe mechanic, but from what I've tested it, it was working

lament wren
#

what

#

i don't see the gdrive link

#

where should i be looking

hazy sentinel
#

pins

lament wren
#

wat

lament wren
#

thanks man

#

doesn't work for me

#

uhmm...

solemn rivet
#

what's wrong?

#

@lament wren did it work?

lament wren
#

mmm

#

no

#

let me screenshot it

#

give me a minute

solemn rivet
#

lemme try it

#

donwloaded it, just to make sure the uploaded version works

#

did you download the right version?

#

1.2.1.0

#

also, spreadsheet updated to show iframes progression per level

#

here's how it works in game:

#

after you take a hit, the game starts a counter and assigns a probability of resisting the next hit based on that counter

#

1 - 10%
2 - 20%
3 - 30%
4 - 50%
5 - 70%
6 - 80%
7 - 90%

#

so the total probability that after taking 1 hit one of the next 7 hits will be resisted is around 98%

#

so now Res affects these numbers

#

but it's hard to show a solid percentage chance in-game, so what I've done is

#

the "IFrames" stat on the levelling up screen shows the chance of resisting the next hit after being hit once

#

and for more in-depth info, you can check the spreadsheet

#

for instance, from level 20 onwards, you're guaranteed to resist one in every 4 hits

#

and it scales very slowly

#

e.g.: to have over 95% chance of resisting one in every three hits, you have to level Res up to level 47

#

so I think it's kinda balanced

#

this is the version you want

#

if that doesn't work, then I'm not sure what to do

#

oh

#

you're on Windows, right?

dapper folio
#

@rain cedar did you just replace your debug and randomizer mods? what version of the game are they for?

leaden hedge
#

1.2.1.0

dapper folio
#

what happened to the 1.1.1.8 versions?

rain cedar
#

I haven't updated either

#

They're not version specific

#

I just remove the 1.1.1.8 from the names because it's not accurate

dapper folio
#

as in they'll work with any version of the game that the API does?

rain cedar
#

In theory, yeah

#

Although there's some minor bugs with both on 1.2.1.0

dapper folio
#

alright

small plover
#

the more i read about the Bonfire mod, the more i wanna play it
but my game tends to be iffy with mods

celest thicket
#

anyone have a working boss rush mod?

rain cedar
#

Not for current patch

#

So no Grimm/Nightmare Grimm

celest thicket
#

dang

#

also

#

how do i install the bonfire mod

#

sorry, I'm new to modding

rain cedar
#

You just copy the files into your game install

celest thicket
#

oh ok

#

that's easy lol

solemn rivet
#

@celest thicket if you have any questions, fell free to ask

celest thicket
#

well, the mod isn't working

#

so i guess that's a question

#

I tried both putting it in the folder that contains the application itself and the hollow_knight_Data folder

#

neither appears to work

#

unless I'm missing something

rain cedar
#

Define "not working"

#

There's like a hundred things that could mean

celest thicket
#

never mind, i figured it out

#

the level up menu just wasn't showing up

rain cedar
#

I'm unsure how to handle grimmchild in the debug mod

#

Probably best to just have a thing to change its state manually, like the kingsoul

leaden hedge
#

probably have it 5 states

#

lv1, 2, 3, 4 and melody

celest thicket
#

damn, this mod is really cool

rain cedar
#

Also: Should I not show the "Real bat" thing in the Grimm fights?

#

I'm not sure what the purpose of that thing even is

#

Hitting it doesn't hurt Grimm

leaden hedge
#

it should hurt grimm

rain cedar
#

It doesn't

leaden hedge
#

after he reappears

#

but its capped at 50

rain cedar
#

His hp doesn't go down at all from hitting it

#

The bat's hp goes into negatives, though

#

Which is interesting

leaden hedge
#

yeah it does

#

it should start at 0

#

and go negative

#

then when it reappears it should add the bats health to grimms

rain cedar
#

What I'm seeing is the bat doesn't go lower than -10 and nothing happens with it or Grimm's hp after the bat goes away

leaden hedge
#

for nkg or troupe

rain cedar
#

NKG

leaden hedge
#

weird sounds like a bug

rain cedar
#

Also NKG always exists

#

By that I mean the entrance to the fight

#

Like you can just noclip over to him

leaden hedge
#

yeah I guess theres no way to get there otherwise

#

so no point disabling him

rain cedar
#

Do you know what the bool for the Grimm charm notch is?

#

I'm not seeing one

#

If it doesn't have a unique bool associated with it it's probably possible to dupe

leaden hedge
#

er one sec

rain cedar
#

Not seeing anything when I search for "troupe", "grimm", or "notch"

#

Might just be killedGrimm

#

Is it possible to leave after the fight without taking the notch?

leaden hedge
#

pretty sure

#

you don't even need to open the chest

rain cedar
#

I see

leaden hedge
#

check the shiny items in the room

rain cedar
#

I'm gonna try to dupe it

#

MonStah beat me to it

#

You can dupe it

leaden hedge
#

yeah there isn't one for it

rain cedar
#

Pretty sick

leaden hedge
#

the PD Bool Name is empty on the shiny control

rain cedar
#

I see

#

Maybe they intended for it to be impossible to leave without grabbing it

#

And link the bools

#

Like with colosseum

#

But they forgot

#

I dunno

leaden hedge
#

can't you just s+q

rain cedar
#

You can s+q the colosseum before grabbing the notch but I don't think it would count as winning

#

Since you don't get the autosplit until you grab it

leaden hedge
#

doubt they'd design the game around a bug though

#

probably doesnt matter because you can re-enter

rain cedar
#

I don't think they're necessarily trying to design around the duping

#

Just every other notch in the game has a bool that gets checked

leaden hedge
#

unlike the trial, where the room gets reset

rain cedar
#

So its a little odd

leaden hedge
#

does fungal one have a bool?

rain cedar
#

Both do, yeah

#

Wait there's only one there

#

I was thinking of the fog canyon one too

#

But yeah, notchShroomOgres

leaden hedge
#

sounds like an oversight

rain cedar
#

It's one that I'm ok with

leaden hedge
#

the bats sounds like a detrimental bug

#

lets report that hollowface

buoyant obsidian
#

Bats?

rain cedar
#

The bat when you stagger grimm does nothing

#

Hitting it has no effect

leaden hedge
#

it should deal damage, but be capped at -50

#

but yeah for some reason the damage isn't applied to grimm

buoyant obsidian
#

reported

leaden hedge
#

thats a fine report hollowface

#

just don't report the notches

buoyant obsidian
#

Will do

rain cedar
#

Even if it works as it should it's poorly designed

#

It seems like it would do more damage than usual, not the same but capped

leaden hedge
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probably to stop it being too easy

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that phase is very easy to shriek

rain cedar
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I guess

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Casual players are just gonna heal during it anyway, though

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This only punishes speedrunners who don't know it's capped

leaden hedge
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like mickely hollowface

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its such an obtuse mechanic too

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unless I looked at the fsm theres no way people would have noticed that for a long time

rain cedar
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Yeah

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What is the grimmchildAwoken bool?

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Also:
grimmChildLevel
grimmchildAwoken

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Capitalization consistency

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Thanks, Team Cherry

leaden hedge
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not sure

rain cedar
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I'll just set it true when you click all charms

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What's the worst that could happen?

leaden hedge
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nothing

celest thicket
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how do iframes work in the bonfire mod

leaden hedge
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weirdly

celest thicket
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is it just percent of your dash that you're immune?

leaden hedge
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no

celest thicket
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oh

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alright lol

leaden hedge
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when you get hit you a timer increases, that gives you a chance of not taking damage from the next attack or something

rain cedar
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That's how the new charm works

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Did he just hijack that for his res stat?

leaden hedge
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I dunno

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maybe

rain cedar
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Having trouble getting Grimm to respawn

leaden hedge
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might be some conversation and grimmchild levels

rain cedar
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Yeah I'm setting grimmChildLevel = 3

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And flamesCollected = 3

leaden hedge
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isn't that to fight NGK

rain cedar
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I don't think so

leaden hedge
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unless it starts at 1

rain cedar
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Actually, maybe

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I think you get 3 after fighting Grimm, now that I think about it

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I'm also gonna have to add a button somewhere to summon the troupe back to dirtmouth

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Alright yeah I was just being dumb, it's 2

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NKG was still blocked off with it set to 3, though

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So there's something else that opens that up

leaden hedge
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this.defeatedNightmareGrimm = false;
this.grimmchildAwoken = false;
these 2?

rain cedar
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Yeah, those should have both been false, though

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It was probably still closed because I was setting killedGrimm false

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Gonna try all this for getting nightmare grimm back

PlayerData.instance.killedNightmareGrimm = false;
PlayerData.instance.destroyedNightmareLantern = false;
PlayerData.instance.grimmChildLevel = 3;
PlayerData.instance.flamesCollected = 3;
PlayerData.instance.grimmchildAwoken = false;
PlayerData.instance.metGrimm = true;
PlayerData.instance.foughtGrimm = true;
PlayerData.instance.killedGrimm = true;```
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Yeah, that works

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Nice, if you force the troupe back after it's gone it doesn't appear visually

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Don't think I care enough to figure out what SceneData crap needs to change for it to look right

trim totem
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Does it work

rain cedar
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Yes you can enter it

trim totem
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Nice

rain cedar
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Anyone know which charm id is Grimmchild?

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Looks like its 40

leaden hedge
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37 is sprint, 38 is shield, 39 is weaver, 40 is grimm

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afaik

buoyant wasp
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Yeah

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i listed them last night if you want to find it

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also listed the order of the icons

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for the 5 levels of the charm

solemn rivet
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Sean, did you manage to find out NKGrimm's HP?

leaden hedge
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its 1600

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I got all the info

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and put it on the wiki

solemn rivet
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oh

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how did you find it?

rain cedar
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Yeah it's surprisingly low

solemn rivet
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only 80 hits with Nail+4

rain cedar
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Is there an easy way to check the game version?

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PlayerData.instance.version is not accurate

leaden hedge
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thats whatever it was saved for

rain cedar
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Yeah

hazy sentinel
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hey gradow is there a hard cap on enemy HP scaling or does it just follow a logarithmic curve or something

leaden hedge
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hmm

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you could do PlayerData test = new PlayerData