#archived-modding-development
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then it'd be good 
probably won't implement that rn
as you'd probably get softlocked on uumuu all the time
oh, cause the dropping of the items puts them in weird places?
and you're only lucky to get one?
yeah I've already coded a way around them falling into acid of oob
I've just not gone through and hard coded positions for each drop
new BossData("False Knight", "Crossroads_10", new Vector2(13.81485f, 27.40562f), createDrops(), new ItemPos(), "falseKnightDefeated"),
could instead be
new BossData("False Knight", "Crossroads_10", new Vector2(13.81485f, 27.40562f), createDrops(), new ItemPos(5,5,6,7,8,9), "falseKnightDefeated"),
and it'd spawn the central item at 6,7 left item at 5,5 and right item at 8,9
it has 3 overrides
public ItemPos(float x1, float x2, float y)
public ItemPos(float x1, float y1, float x2, float y2, float x3, float y3)
public ItemPos(Vector2 one, Vector2 two, Vector2 three)
yes, well, i haven't read all the code yet
so, would the Vector override work then instead?
just thinking that if a person looked at "5,5,6,7,8,9" it isn't immediately obvious that "this is 3 item locations"
yeah you could do
new ItemPos( new Vector2(5,5), new Vector2(6,7), new Vector2(8,9) )
that would make more sense
oh, or
public ItemPos(params Vector2 locations)
so, like in uumuu, there are actually 8 or something platforms? quite a few
just thinking no reason it has to be limited to 3 spots necessarily
might be complicated to determine which one is "left"
oh, right, the UI
cause of the labels
not being on the overlay
yeah, i guess for now the hard 3 is best until you can do the drawing
for the most part you'd probably be using the first constructor anyway
most of the time the arena is flat
with the first constructor, where is the 3rd X coordinate?
public ItemPos(float x1, float x2, float y)
{
item1 = new Vector2(x1, y);
item2 = new Vector2((x1+x2)/2.0f, y);
item3 = new Vector2(x2, y);
}
So, on another topic entirely
I might redo blackmoth's damage assignment, because it makes no goddamn sense that setting the damage to 1 when attacking and to 5 when dashing doesn't work
perhaps working on porting to the API first would be better? ๐
ah
You need to send an fsm event to update damage
was thinking you were having troubles with porting
but maybe that was for bonfire
and my memory sucks
PlayMakerFSM.BroadcastEvent("UPDATE NAIL DAMAGE");
I do that
for some reason it doesn't work
the way I made it work on 1.1.1.8 was to set damage not at attack/dash but when the inputhandler detected attack/dash button was pressed
but that still had some instances where damage would freeze at 1, and some rare cases where it would flat out do no damage at all
that's what I plan to do - either that, or look for FSMs that damages_enemy and are name "nail", and set their damage to 1
Debug mod uses a reference to the hero nail
You could look at that for setting damage
sharp shadow damage is tagged
as Sharp Shadow
so you can probably do
GameObject sharpShadow = GameObject.FindGameObjectWithTag("Sharp Shadow");
PlayMakerFSM damagesEnemy = FSMUtility.LocateFSM(sharpShadow, "damages_enemy");
damagesEnemy.FsmVariables.GetFsmInt("damageDealt").Value = whatever
oh, thank you KDT
you could also do something like
damageEnemy.FsmVariables.GetFsmInt("attackType").Value = 0;
if (heroCtrl.cState.facingRight)
{
damageEnemy.FsmVariables.GetFsmFloat("direction").Value = 180f;
}
else
{
damageEnemy.FsmVariables.GetFsmFloat("direction").Value = 0f;
}
and you should be able to open doors and chests with sharp shadow
@solemn rivet
what is attackType?
"0=Nail, 1=Generic, 2=Spell, 3=Acid, 4=Splatter, 5=RuinsWater, 6=Sharp Shadow, 7=Nail Beam"
its what everything uses to determine what it was hit by
wouldn't that make enemies recoil when I dash through them then?
although setting it to nail would make it knock stuff back
could just make down dashes open stuff
no need to take that away from nail though
could make nail actually deal 0 damage 
but pogo
pogoing is actually part of what makes blackmoth fun to play
because you can use it to reset the dash
but you can make the nail work if you do 0 damage 
with 0 damage can you still pogo?
sure
@small plover
non-api version of Blackmoth
is there a hook for PlayMakerUnity2DProxy.Start() in the API?
thankya
A lot of the stuff you use in HeroController is private
So in the version I ported I used reflection a ton
what I'm gonna do is edit yours
You could make it a lot cleaner but there's one way of doing it
You could probably improve it by having a Dictionary<string, FieldInfo> that you reference in GetPrivateField
Same goes for InvokePrivateMethod
@leaden hedge You serious about making Radiance harder?
Nightmare God Grimm
Nightmare God Radiance
make it a series of mods
Nightmare God Hornet 1
Irradiance
radiance is currently a joke with flukenest build, it could definitely be made dramatically harder
course, you could make all the bosses harder just by nerfing spells/fluke into the ground
I was thinking no spike gaps and teleports set time after being hit
At least to start
Ofc im a skrub so I cant actually implement anything
I'm not sure that's possible with our current knowledge of the FSMs in game
6k ho
The radiance and her 6k side bitchez
We could probably make the spike rain happen for the full fight
Could you get fucked over trying to dash the beam in some situations?
We could just remove the beam
dive instead
Or that
Oh yeah I forget thats a thing
I'm guessing you guys can't take stuff like Radiance's attacks and use them in other fights though, right?
We would need to load the radiance scene first to get a reference to stuff
Is loading multiple scenes like that feasible?
Yeah
its slow
Just makes the loadtime a lot worse
thats about it
You can probably load resources directly but I don't know how
Would it be possible for you guys to put up some sort of tutorial for stuff like simple scene editing (platforms, enemies, etc)?
if you want to edit fsms
you'll want
https://github.com/KayDeeTee/HK-FSM-VIEWER
and
https://github.com/KayDeeTee/hk-bossrush/blob/master/src/FsmUtil.cs
as for platforms, you just find them, and instantiate a copy
and put it where you want
I'll upload NGG if you want a actual enemy edit
That'd be helpful, thanks
Awesome, thanks!
its not commented
but most of the function names should be self explanitory to what they do
This FSM Viewer needs the API right?
Ah there we go, thanks.
I'll take a thorough look into this when I get back from dinner.
and to get them, you use the FSM mod and add save_fsm to your save folder
you need to rename the FSM you want to look at, to data.json and add
var fsm =
to the start
its not exactly perfect, but its considerably better than trying to read the fsm dumps by hand
Constant horizontal spears for radiance would be neato
no they wouldnt
So i spent a fair amount of time trying to figure out if we could pull all the Modding namespace into a separate project so that updating the assembly-csharp would be easier to maintain. The best approach would have been to make a couple of the classes in the original partials, so that we could put in temporary placeholders in the seperate project then use ILMerge or dnspy to just merge the assemblies after.
turns out, dnspy doesn't let you change stuff to partial :/
completely unrelated I added in the missing bosses, and stopped items falling into acid or spikes or whatever
hmmm, i wonder though. if we could obfuscate all the HK specific stuff like PlayerData.Instance...hmmm
Alright, I've gotten Quickslash on my new slot 1, how do I edit it to make it 2 notches
KDT's save editor might be able to do that
If not, you'll need to change the cost manually
Modding API is up for 1.2.1.4
Big thanks to Wyza for the new save file functionality
I also went ahead and added a version field to ModHooks for easily telling which game version you're on
@high moat
You guys are amazing
@leaden hedge does it have a function to select which boss to fight?
Not as of right now but that wouldn't be hard to add
oh, okay
It just gets the boss order from this function here https://github.com/KayDeeTee/hk-bossrush/blob/f88c05a9741ff68d41ad6de14958ff48aedb9a81/src/BossRush.cs#L228
looking to play or make?
Make.
wouldn't know
TLDR, there is an API that the community has built that lets you mod more easily
it has no documentation since it's creation required directly editing the dlls for the game
some mods do direct manipulation, but many have been ported to use this api
What I'm doing needs to patch source code so...
maybe, maybe not, ๐
What are you after exactly?
Oh boy
oof
Yes.
oh, good luck with that
this game is not in any sort of shape for that
ยฏ_(ใ)_/ยฏ
I'll get something simple
Then get frustrated and give up
But y'know
It'll be fun to mess with
I also tried to mod Enter The Gungeon
Which didn't have seeded runs... So that didn't last.
so i might be stupid, but with the new boss rush, when are you supposed to be able to equip the charms you pick up?
It doesn't show but they're equipped automagically
ah
is the new boss rush functional? i didn't see it in the drive folder
It's working but not very complex
And a bit buggy
If you scroll up a bit KDT posted a build fairly recently
alright, I'll add it
Bossrush.dll right?
anyone else contribute or is it all KDT?
lol, so i just found some way to get stuck unable to attack
and softlocked now stuck in a corner. oh well, made bad choices so far anyway
now I can remove the note about Kein's mods
I contributed one little piece of it but it's pretty much just KDT
there, note about Kein removed.
I will no longer be providing Kein's mods for use in HK. I don't know how much help they'd be from a mod-maker's perspective.
Not super helpful, his mods are a bit of a mess code-wise
But then again, everything dnspy spits out is
Side effect of reading a decompilation of compiled code
that's what i thought
if you think they'd be useful, I still have all of them, but I'd rather point the average user towards your guys' mods
That makes sense
so, if you die to first crystal guardian, when you respawn, you'll be bending down as if to pickup an item, but not. in that state, you can't attack, so oyu have to let your shade come slap you
Sooooo... is there a debug mod for 1.2.1.4 ?
anyone here who was played the blackmoth mod? seem to be dealing with a big bug with it.
Yup, its farther up in chat
There were people who played earlier versions. What's this bug? Even if it's a pun, I'm interested
okay, I've just finished porting Blackmoth to the modding API
thanks, @rain cedar , your port was really useful! I mostly just made small changes over what you wrote
aaand it's uploaded to gdrive
added 2 pickups if you beat the boss without getting hit, and a placeholder loadscreen to stop you having to look at whatever the last frame was when you picked stuff up
updated drive folder
In theory, you could do the radiance if the stage was completely covered in spikes the whole time right?
yes
in theory, yes
Would probably be better on kb to retain positioning for spike rain
@leaden hedge - can you look at fixing the bug wherein when you die, you can't attack until hit when you respawn?
gdrive link sry?
@buoyant wasp should let you attack and move, animation is stuck until you do something other than move or attack though
but otherwise you're functional
@lament wren the gdrive link is in the pins
oh thanks buddy
thanks. I'll try it out after work
moving wasn't a big issue (though once i got bounced into a corner and was stuck moving left forever, couldn't replicate that). it was just not being able to attack that was annoying
other things I've noticed that are odd
if you get hit by the first boss before your masks show
it'll still show you as full health until you get hit
thats a bug with vanilla
yeah
the only 2 bugs I know of now, are joni's and hiveblood don't work
and sometimes MoP and Longnail dont' work
and then once I had a thing where i selected HP once, then on the next boss, the first hit of damage i took, took the 5th mask, but not the 6th mask. 2nd hit did the 6th mask
it was weird
so it was like
0 0 0 0 0 0
0 0 0 0 X 0
0 0 0 0 X X
yeah
any way to make city crest not drop from the first boss?
it doesn't hurt anything
it's just confusing cause the 2 shinies are almost on top of eachother
only if you're stood near him when he dies 
which, you know, tends to happen frequently ๐
one other thing. Could it be possible to do something like the randomizer mod does and have the mod be togglable? basically a "start game in boss rush mode" vs "start normal game" vs "start game in randomizer"
sorry, lots of ideas
@leaden hedge are you broadcasting the fsm event to update blue health?
hc.proxyFSM.SendEvent("HeroCtrl-MaxHealth");
hc.proxyFSM.SendEvent("HeroCtrl-Healed");
hc.proxyFSM.SendEvent("BENCHREST");
hc.proxyFSM.SendEvent("HERO REVIVED");
GameCameras.instance.soulOrbFSM.SendEvent("MP GAIN");
gm.soulVessel_fsm.SendEvent("MP RESERVE UP");
PlayMakerFSM.BroadcastEvent("UPDATE NAIL DAMAGE");
PlayerData.instance.MaxHealth();
HeroController.instance.CharmUpdate();
I thought charm update did it
oh, you're calling charmUpdate
We should probably look at adding some UI helpers for the menus to the modding API at some point
PlayerData.instance.UpdateBlueHealth();
PlayMakerFSM.BroadcastEvent("UPDATE BLUE HEALTH");```this is how I do it in Bonfire
meh can't hurt I guess
I need to figure out what triggers hiveblood
and nail range
nail range should be handled by NailSlash class
no idea about hiveblood, probably fsm
{
base.transform.localScale = new Vector3(this.scale.x * 1.4f, this.scale.y * 1.4f, this.scale.z);
this.anim.Play(this.animName + " M");
}
else if (this.mantis)
{
base.transform.localScale = new Vector3(this.scale.x * 1.25f, this.scale.y * 1.25f, this.scale.z);
this.anim.Play(this.animName + " M");
}
else if (this.longnail)
{
base.transform.localScale = new Vector3(this.scale.x * 1.15f, this.scale.y * 1.15f, this.scale.z);
this.anim.Play(this.animName);
}
else
{
base.transform.localScale = this.scale;
this.anim.Play(this.animName);
}```
I love how they deal with each range upgrade individually
no way that could be improved 
I honestly thought that longnail and mop stacked multiplicatively until I looked at this
it's pretty much "longnail adds 15% to range and mop adds 25%. So both should add 15+25=40%"

I need a little randomizer advice: I am in the forgotten crossroads with no movement ability nor spell. Where should I go next?
what do you have
wut you got?
and what mode? hard or easy
base.transform.localScale = new Vector3(this.scale.x * (1 + (this.mantis ? 0.25 : 0) + (this.longnail ? 0.15 : 0)), this.scale.y * (1 + (this.mantis ? 0.25 : 0) + (this.longnail ? 0.15 : 0)), this.scale.z);
this.anim.Play(this.animName + (this.mantis ? " M" : ""));
this is what it should be
Hard
Is there a path other than that one?
the toll booth you can interact with
and hard has logic with charms to go greenpath too
what do you mean?
anything that can hit the baldur in the way
if you have grubberfly or glowing womb you can go to greenpath
like mark of pride, grub elegy, glowing womb
also dive
dreamshield?
isma's tear can get you there too
dreamshield isn't in the logic, no
so sounds like you have to take a trip through crystal peaks and drop down into resting grounds
there's dream nail and the dream shield pickups over there
yeah, go to crystal
and none of the charms we were talking about are in the shops?
and compass
sly and iselda don't have anything of value; I have visited salubra, but don't remember her having those charms
what do you need to get CH, assuming you got to crystal peaks?
Thing is I was having trouble with the dark jumping puzzle
only dash?
dash and mantis claws
oh, yeah
yeah, the dark jumping room can be 100% required in hard randomizer seeds
so you just have to learn it if you are going to do hard
I don't have it handy
but there is an image
for that room
somewhere
in #races-discussion I htink
what mods do you guys recommend'
yes
...
how would one access a mod
if you're looking for a dark souls type leveling system put into the game: bonfire mod
if you want to change up how you attack and how a bunch of charms work for a completely new experience: Lightbringer mod
if you want to run through a new maze every time: randomizer
check the pinned messages for the google drive link
and list of mods on there too
they're all good
im sorry if this is to much to ask but how do i install a mod
each mod has a readme
^^
it's pretty much "copy->paste"
basically its just that^ yeah
copy all the contents, paste in game's .exe location
the files that are in folders will be placed where they need to go
bossrush is super beta at the moment, probably the least polished since it's...2 days old?
The one where you dash to attack
but most of the rest of the mods are in a really good place
gotcha
most mods require the Mod API to be installed too (also in the drive folder)
im trying to do the randomizer
it's basically a modification to the core game to allow for mods more easily than the "old" way
yup, you'll need the mod API
where is that
it's in the drive folder too
ah i see
says "Modding API"
just make sure you get the one for the version of it for your game, current patch is 1.2.1.4 i think
we got the mod api updated to 2.1.4 last night
and that's all you need yeah? the .dll for the rando doesn't need updating?
sveet
first charm is glowing womb
nope
oh
lol. that will take forever to develop
spells/skills/charms
^^^
relics are shuffled within their own pool
a room randomizer will require mapping out every single room in the game to determine if it's possible to get from one door to the other and what abilities are needed for every possible scenario
very tedious
yeah true
the item randomizer still has taken a lot of work to prevent possible soft lock scenarios
since you know.... we're doing a lot of unintended stuff
next item defenders crest lol
i would highly recommend installing the notch mod too
whats that
the game will automatically give you salubra's notches once you reach the requirement of buying them
so.... free notch at 5, 10, 18, and.... can't remember
lol
if you stream games, you can also look at the Randomizer overlay (also in the pins) which gives your viewers a view of what charms/skills/spells/etc that you've picked up
wait what
basically since it's hard to keep track (as a viewer) what a player has picked up, this overlay is for OBS and lets your viewers see what you've gotten
ah
so if they miss you picking up something, they aren't left out in the dark
how do i set that up bc i might want to start streaming this
ah
it's pretty straightforward now
also, steel soul randomizer, is ballsy
pretty sure sean removed all the shade skips for steel soul
so hopefully you don't find one ๐
you die, then use your shade to pogo to some other place
ah
like getting up to salubra without claw or dash (or super dash or double jump, etc), you need to die, lure your shade over to the ledge, then pogo off it to get up to her shop
are you playing easy or hard rando level ?
easy
just answering what someone asked a while ago, Blackmoth was pretty much inspired by Lightbringer - it's a reimagining of HK's combat system focused on dashing. Charms and upgrades are changed accordingly
Oh yeah about blackmoth, I think the dash damage randomly breaking is a vanilla bug
Not something with your mod
I just remember seeing something about it on the steam forums
It would be easy to test
Just equip sharp shadow and dash into a chest
See if it breaks
I don't think the damage types thing even existed before grimm troupe
So actually, maybe it doesn't happen now
anyway, what I did oughta fix it
instead of recalculating damage every time you attack/dash
I created a dashDamage int and KDT gave me the code to have sharp shadow reference it instead of PlayerData.nailDamage
so it shouldn't break ever anymore, since they are intrinsecaly unrelated now
I think that's unrelated
I don't think the problem was that the damage dealt was 0
I think the fsm/gameobject/whatever just broke
oh, you're talking about that bug
yeah, I dunno what caused it, since it never happened to me
and even for those that it did happen, it didn't seem to happen often
I did it!
congrats!
did what
cp?
Crystal Peaks
dang fog canyon is dangerous with glowing womb
should fix blue hearts not appearing
I remember there being a challenge mod with Perm-Glowing womb and nail damage set to 1
Is that still a thing?
@quick ravine was working on that but never released it
Hey, bit of a noob-ish question. How do I make the Boss Rush mod work? I've been trying for a while but i'm honestly pretty lost
have you installed the api?
I dropped it in the same folder as the exe, figured that's how it'd work
That's also not where you put the bossrush dll
you need to install the api from the gdrive
then put it in
Hollow Knight\hollow_knight_Data\Managed\Mods
was missing the path, thanks!
KDT: did those things make the blue health work?
yes
@humble sinew I'll be working on it a bit more now that Grimm Troupe is out.
alrighty
new to the whole modding hollow knight thing, tried to make save with randomizer and got this
Is this the steam or gog version?
cause the path makes me wonder if it's the Gog version, which i think has a different Assembly-Csharp right?
only slightly, but yeah, different
i also have this
different enough to break it ๐
@lunar nova we need to know platform and version
windows, steam, and it shows 1.2.1.0
wait - does it show 1.2.1.0 AFTER the mod installation?
yes
if so, try reverting to vanilla and see what it says
you might be on 1.2.1.4 and trying to run an older version of the mod
yeah, that's most likely the case, someone else had that last night
vanilla it says 1.2.1.4
well then install the 1.2.1.4 api
yup, you're definitely running the older API, the drive has 3 versions of it, and they are labeled for your game version
there is one for 1.2.1.4
fixed, thanks
@solemn rivet the bug i mentioned yesterday was that the dash stops doing damage during the blackmoth mod alot uselly if i use a spell before or right after dashing or just using my nail before or after dashing not all the time but its happened multible times and its only fixed when i exit to menu and return
According to sean that's a known vanilla bug
alright
also
did you try out the latest versions?
was it updated recently?
Today I believe
@kindred nest btw, with the icon you were doing for the old boss rush if you'd be willing to convert it (or make something new), I added load screens to my bossrush that could do with some artistic flair 
8 hours ago
thanks for the bug report btw
well i think i have problems cause of my playstyle
but otherwise i try to help if i notice it
also something else im not sure if its a bug or not but after getting mothwing cloak or whatever its name was i seem to be able to spam dashes alot more
kinda like if i had dashmaster spam ontop of the already reduced dash cooldown
along with that while having dashmaster the down dash seems to be almost stuck? it moves very veyr little almost like its not moving
Looks like downdash is set to be half speed/length as other dashes
Couldn't tell you why it's like that
i know its not like that in the base game so dont know if its a bug or not
i could be wrong
You'd have to ask Gradow if this is a design choice
tis why i put this into modding chat he might see it at some point
Design choice
ok
So you dash up and down and stay relatively stable
was just a question cuase i didnt see anything about that in notes
@leaden hedge I can't make promises because I tend to be pretty poor in regards to meeting obligations, but I'll try and whip something up for you. What resolution are you looking for?
1280x720 is fine
Okey doke. Anything specific in regards to format, or captions or text or what-not?
@solemn rivet so quesiton just checked the new update to blackmoth but the folder as only has 1 file is that correct? the charms names are back to the default names and some dont seem to be working also it seems the dash damage as been reduced alot im using sharpended nail upgrade and the basic enemys take 5 dashes to kill
format can be pretty much whatever,
captions, if you want you can put a place to put the name of the boss,
otherwise go wild
Which version, spectral? Api or direct dll?
@solemn rivet the direct one i think
@solemn rivet didnt know anything about what api is so i assume dll
@solemn rivet also dashmaster up dash seems to combine with the normal jump and when you do the 2 combines you are sent flying up much futher
course this all could be just from using my 1.1.1.8 blackmoth save into the recently updated one
pretty sure only one @ was enough 
@solemn rivet doing further testing it seems many of the issues are what happens when you use a blackmoth 1.1.1.8 save in the recent blackmoth update 1.2.1.4 but there are still issues with the 1.2.1.4 blackmoth all charms are default and have not changed and the issue with the dash not doing damages is much more commen
@solemn rivet also using the nail seems to be missing many animations now when you swing a nail its only 1 single fram of the swing but the rest is just the character standing there doing nothing seems to be this way with all nail swings
@solemn rivet this might be because in the new blackmoth folder only 1 file is there while before there were 3
poor gradows gon get 6 notifs
how do you install "api" mods?
are they any differnt from just droping files into the right folder?
you install the api
then put the dll into the managed/mods/ folder
if they come as a zip with hollow_knight_Data just put that into the root folder
the contents of the zip, not the actual zip 
i dont know how to install a api
basically the bonus about the API is that instead of the old way, where each mod had to modify Assembly-CSharp and thus only 1 mod could ever be realistically installed at once, sean and frizen built a version of Assembly-CSharp that could load mods instead ๐
so the API is a mod in and of itself
never done api before so im trying to figure it out
it's the same as nonapi
just copy to the root of your folder, all the mods pretty much did it so you just copy->paste->win
also, readme's abound
in the mods

so for example the nightmare god grimm mod where do i put that cause its not working
so, assuming you have followed the Modding API install directions, there should now be a Mods folder in Hollow Knight/hollow_knight_Data/Managed/
the NGG mod dll goes in that folder, but you shouldn't have to put it there manually, just copy the hollow_knight_Data folder from the NGG zip, and paste it on top of the existing hollow_knight_data folder. It'll put the dll where it belongs
thanks again sorry im new to this api think
thing
so would it be better to use an api over the normal varient of a mod if both are avaible
in general, it is easier because it makes swapping mods around as simple as moving them in/out of the Mod folder
I tend to have a folder inside the Mods folder called "Disabled" where i stick them
Most mods are moving towards the api version only because it makes updating for new releases much, much easier
only the api has to worry about HK versions, right?
That's the idea, yeah
TC Mod support when
heh
The modding system as is essentially allows anyone to run any arbitrary code they want
Which could be a bit dangerous
So I don't really blame them for not wanting to integrating it
what's nightmare god grimm mod
it makes Nightmare King Grimm dramatically harder
how so
ArtIfiSHuL DifFicuLtY
Spike pillars now spawn constantly, he uppercuts after his flame dive, he always does the double dragon fire thing, he has more health, spikes do more damage later in the fight, and for the final 25% a 2nd copy of Grimm is spawned. and probably a few other things
AFAIK, no one has beat it yet
unless trinomi did it today
hard but fair
where can i get this mod
oh
there's a lot
i gotta check these out
i'm not trying glass soul
glass steel soul all the way ๐
wait does glass soul have the same properties as steel soul or is it just the normal game but with permenant 1 hp
glass soul is normal game with 1 hp
and will always be 1 hp
i kinda wana see someone do glass steel soul 1 hp perma death
glass soul is like playing the entire game while trying to keep the white flower
or whatever it's called
glass soul also increases nail damage
oh it does?
it's also technically not 1hp always
by how much
it's actually just you die in one hit
yea i forgot about that
fury charm doesn't work in glass soul
the bonus damage
lightbringer replaces fury with glass soul charm
also make sure to check their version
alot of them are not updated to recent versions of hollowknight
oh
youll have to downgrade and download prevois versions to play some of them
my personal favorites are blackmoth and lightbringer as they change charms and the way you have to play and fight ing the game
each zip file will tell you what version it's for or if you need to use the API
I've only ever tried four of the mods
lightbringer, glass soul, debug, and boss rush
i can't find what version boss rush is at
boss rush is like 3 days old
it's on current patch
๐
it's also 3 days old, so....bugs beware
you can poke KDT if you find problems with it
if there's no version number but it has an API tag, use the API for version compatability
drop and drag
it's all meant to be drop and drag into the install folder
Just start a new game
just did that
Then you're either in the boss rush or you installed it wrong
if you start a new game in boss rush, as soon as you load, it will teleport you to False Knight
you can tell if it's installed because it will show a Version# in the upper left hand corner
Isn't Gruz Mother the first one?
huh
I see
Guess their order doesn't matter too much
wait so where do i put dll
mine is from yesterday ๐
you should unzip the contents into the Hollow Knight folder, it should have put a BossRush dll into hollow_knight_Data/Managed/Mods/
it gets created when you install the Modding API (which is required)
oh
(also in the drive)
i'm gonna go through all the mods, make sure they're all zipped properly
where does is modding api
o thx
all the zips that need to be fixed... I only personally zipped the boss rush one...
yeeeee
I'm seeing a pattern of Gradow's uploads being problematic
it's just that he's zipping the folder that contains the data folder and readme instead of just zipping the data folder and readme
zip the contents, not the folder
there goes false knight
I see
he tends to hang out on the right side of the room in boss rush for some reason
at least for the first half of the fight
how do you start the boss rush?
you just start a new game
ah for me its a bit buggy
starting with grimmchild?
no hp showing
wait nvm'
toke 30 sec for hp to showup
but yea im starting with baby grimchild
?
oh oh beat false knight your suposed to get grimmchild
nvm
no bugs then
wlel hp takes a bit to showup and i spawn ontop of enemys but
no its fine
neet
yeah the health thing is a side effect of the way the game starts. grimmchild baby i think is there so that if you pickup grimchild level1 it works.
at least, I think that's why he did it that way
so far i've only been able to kill 2 watcher knights
also i find it poopy that i can't dash after hornet
unless dashing was one of the options
that i missed accidentally
watcher knights are my weakness
i found that the desolate dive works well on them
indeed
but still
beat zote 10 today fine fights watcher knights kill me plz
i sitll think its funny i have harder time with eatcher knights then alot of bosses
Oh, interesting
I just spawned oob at radiance
@leaden hedge I think you put the coords in wrong there
i asked cause i got grimm really early on
the first grimm is earlyish
fair enough
nightmare grimm should be 2nd to last i think
who be last/
probably radiance
this is the order, bunch of code, but the names are fairly obvious in these 15 lines
Radiance is last
looks like some bosses aren't in yet due to some technical issues
Vessel
hey, at least it isn't NKG with nail 0, no spells, no charms, no movement. i might know someone who subjected themselves to that....
the fight was only 17 minutes...
i mean i beat nkg with only the basic nail upgrade cause my game was bugged so lol
https://go.twitch.tv/videos/185729628 < he didn't have dash, wings, spells, skills, charms, and nail0.
its random
a chance to become avaible for pickup
but yea found very bad bug dont pick joni bellsing in boss rush
what's a bellsing?
why
ignoring dargons/ if you pick up joni blessing in boss rush it converts all hp to 1
just 1
also during the false knight fight you gotta start swing instanlt cause if the enemy knocks you off gotta restart
how dare you ignore me 
please don't stab them
๐ช Spectra
give Blackmoth a shot
I'd recommend Lightbringer, but it hasnt been updated yet
i wonder if the randomization for bossrush is only called at game start
@dapper folio ๐
lightbringer and blackmoth are cool
lightbringer brings a ranged combot style while blackmoth is dash bsed
based*
currently the blackmoth version thats not api is bugged
and the lightbringer one is 1.1.1.8
@leaden hedge - i'm pretty sure your function for randomizing stuff in boss rush is broken. It seems even if you quit to menu, delete save, start new save, you get the exact same item layouts, only seem to be able to get new ones by restartin gHK
also just had a gruz where she died, but droped 0 shinies, so was softlocked
did you reload after killing FK
oh and that mawlek thing where she gets stuck on the right side is a bug with 1.2.1.x afaik
also the grimmchild is equipped because it makes it much easier to enable the grimm fight and give level ups
boss rush seems a bit buggy still got joni blessing and reduced hp to 1 perma
yes that happens
also grimmchild doesnt evolve or lvl up when i pick that choice?
oh so the first one counts as baby?
yes
mmm
you need to get 2 to get 2nd level
k
oh yea tehres also the thing during the start of the fk fight the enemys can knock you off and you cant get back up
sense at times they can strike you before it finishs loading
ah
I guess I could go and delete every enemy from that room
its fine im just reporting everything i can to help
also the guzzmother i think is its name
the boss right after false knight
it seems wierd cause
it seems to let me pick up one of the 3 for free but then chose another
did you do it without getting hit
yea its an easy fight
if you do a boss without getting hit you get a bonus pickup
ah
i thought it was buggy cause it say like i got wayward compass or some other item
and i be like wat?
yeah wayward compass, gathering swarm, grubsong are lookups
so if you pickup wayward the mod then says, hey you picked up the Left item
so give them the left item
I might put tips into the loading screen
honestly its funny i gotta pray to rng to get good stuff before watcher knights
those are my weakness lol
you really want dive before flukemarm
and you really want flukenest and shade soul asap
technically WK should be later
but a lot of people speedrun
and have a lot of practice killing WK with nothing
fluke is probably the hardest fight with nail0
sweet jesus inded
you really need nail3 or dive
how does dive help on fluke?
its kinda not on the ground?
anyway but yea those 2 i ahve major problems with
i think i got as far as collector before but joni messed me up sadly
like radancea nkg zote 10 are easyier at times then watcher knights and fluke when you fight them early
this si just me complaining lol
this adds grubsong, wayward, gathering swarm into the pool, and fixes radiance spawn point
What exactly does the Modding API do?
allows you to install certain mods
Interesting. Any example how on to use it?
if you want to look through some source
https://github.com/KayDeeTee/hk-bossrush/tree/master/src heres bossrush
the only important thing is you have a class that inherits from Mod
and it has
public override void Initialize()
you can PlayerData.instance.xxx if you want
you can access anything inside the normal assembly
and everything it references
And how would I compile it?
with any csharp compiler to a dll
And add a reference to the original game dll and the modding dll?
all you need is
C:\Program Files (x86)\Steam\steamapps\common\Hollow Knight\hollow_knight_Data\Managed\
in your reference paths
Ok good.
heres a pretty much empty mod
so you can see the bare minimum to get it to compile and load
you can still, of course, modify game code directly via dnspy, but then
- your mod can be the only installed
- your mod has to be manually re applied every time there is a release ๐
so, I was looking through the assembly with dnspy
and noticed a new class
GOGIntegrator
and I was using the steam version
are they the same now?
looks like it's simply a fix to sync achievs between saves
yo @buoyant wasp looks awesome
what does?
oh, hah, ๐ thanks
I'll try to make another improvement to the process soon
cool. the next real thing I can see making it better is trying to figure out how to use IL to inject the necessary changes between first and 2nd pass
because those things don't really need to worry about putting something directly inside of an existing method (where stuff like patches are likely to change things)
Do you think you could put an installation guide in the modding api's README? I am but a scrub and don't know where to put it
Yeah the readme is kinda lacking
Debug mod has a good readme
Can't remember if I bothered making a good one for randomizer
Just put the files in your game directory
thx
wasn't there a thought at some point of making a mod-manager?
I think i remember seeing stuff about that when i first started here
Someone made a simple one that just replacred dlls
But with the API we can move it ingame
Should be pretty simple to make a menu that just calls Unload/Initialize based on whether you're enabling/disabling it
Problem with that being I don't think any mods actually implement Unload right now
But we could do it anyway
well we could switch unload/initialize from virtual to abstract, to force mods to start implementing them
one thing i was thinking was that we need to add was some sort of UI helper to allow for easier/consistent main menu additions
Yeah, that makes sense
Right now with how much space randomizer takes up on the mode selection screen it's pretty likely to overlap any mod that makes changes there as well
yup
i'd almost wonder if there isn't a way to inject a new scene between the screen that the randomizer currently occupies and when the game starts so that if a mod wanted to do stuff, after you click "classic" or "steel soul" (or between the save file selection and the mode selection). I know we can't change the UI itself (at least I think you said we hadn't figured that out yet)
(i haven't looked, so i'm just theorizing)
Adding to the existing UI would probably involve modifying some state machine at runtime
Not sure, haven't really looked into it much
Cant you use panels that can be closed or opened?
well, randomizer currently puts stuff on top, which is fine, but it means that we're still limited to what space is available on the screen we're adding stuff to
if we could create a new intermediary screen where it's a blank slate, then we have lots of realestate. and yeah, having tabs was kind of my thought too
Ok so, I installed the modding api and the debug mod. Currently, I cannot open any past saves and when i make a new game it uses my charm setup from my 106% run. I have the hotkey for my character to disapear but i don't know how to make the rest of the UI show up
I believe so, api 2.1.4
And you're on Windows/Steam?
yep, win7
Alright
This is probably me installing it wrong.
Can you send me the ModLog.txt file from your save folder?
Press win+r and paste this in:
%appdata%\..\LocalLow\Team Cherry\Hollow Knight
There is a folder called DebugMod in the debug mod archive
You either didn't copy that in or put it in the wrong spot
ok, where do I need to put it
Same folder as the exe
The folder structure is set up so you can just drag everything into the game folder
I think I may have dragged it into the hollow_knight_data folder instead
I see
Yup that seems to have fixed the issue, thank you!
@rain cedar -any objections to adding the MIT license to the API (mostly to explicitely avoid some sort of Kein repeat)?
@leaden hedge, did the latest boss rush fix the randomization issue where the item drops are identical in every run (unless you restart the game)
probably not