#archived-modding-development

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leaden hedge
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could just set it to 0 for only 1 allowed

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call it bonusPickups hollowface

buoyant wasp
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then it'd be good hollowface

leaden hedge
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probably won't implement that rn

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as you'd probably get softlocked on uumuu all the time

buoyant wasp
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oh, cause the dropping of the items puts them in weird places?

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and you're only lucky to get one?

leaden hedge
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yeah I've already coded a way around them falling into acid of oob

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I've just not gone through and hard coded positions for each drop

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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"),
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and it'd spawn the central item at 6,7 left item at 5,5 and right item at 8,9

buoyant wasp
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seems simple enough

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though it might be more readable to be 3 pairs

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or tuples

leaden hedge
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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)
buoyant wasp
#

ah

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didn't realize ItemPos was a builtin from the game

leaden hedge
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no its not

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its a class I wrote

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its in the github hollowface

buoyant wasp
#

yes, well, i haven't read all the code yet

#

so, would the Vector override work then instead?

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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"

leaden hedge
#

yeah you could do

new ItemPos( new Vector2(5,5), new Vector2(6,7), new Vector2(8,9) )
buoyant wasp
#

that would make more sense

#

oh, or

#
public ItemPos(params Vector2 locations)
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so, like in uumuu, there are actually 8 or something platforms? quite a few

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just thinking no reason it has to be limited to 3 spots necessarily

leaden hedge
#

might be complicated to determine which one is "left"

buoyant wasp
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oh, right, the UI

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cause of the labels

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not being on the overlay

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yeah, i guess for now the hard 3 is best until you can do the drawing

leaden hedge
#

for the most part you'd probably be using the first constructor anyway

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most of the time the arena is flat

buoyant wasp
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with the first constructor, where is the 3rd X coordinate?

leaden hedge
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        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);
        }
buoyant wasp
#

ah

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yup

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so, yeah, probably fine as is

solemn rivet
#

So, on another topic entirely

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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

buoyant wasp
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perhaps working on porting to the API first would be better? ๐Ÿ˜‰

solemn rivet
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it is ported

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the problem persists there

buoyant wasp
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ah

rain cedar
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You need to send an fsm event to update damage

buoyant wasp
#

was thinking you were having troubles with porting

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but maybe that was for bonfire

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and my memory sucks

leaden hedge
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PlayMakerFSM.BroadcastEvent("UPDATE NAIL DAMAGE");
solemn rivet
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I do that

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for some reason it doesn't work

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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

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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

leaden hedge
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can't you just find the sharp shadow FSM

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and make it look at a different var

solemn rivet
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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

rain cedar
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Debug mod uses a reference to the hero nail

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You could look at that for setting damage

leaden hedge
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sharp shadow damage is tagged

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as Sharp Shadow

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so you can probably do

GameObject sharpShadow = GameObject.FindGameObjectWithTag("Sharp Shadow");
PlayMakerFSM damagesEnemy = FSMUtility.LocateFSM(sharpShadow, "damages_enemy");
damagesEnemy.FsmVariables.GetFsmInt("damageDealt").Value = whatever
solemn rivet
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oh, thank you KDT

leaden hedge
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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;
}
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and you should be able to open doors and chests with sharp shadow

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@solemn rivet

solemn rivet
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what is attackType?

leaden hedge
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"0=Nail, 1=Generic, 2=Spell, 3=Acid, 4=Splatter, 5=RuinsWater, 6=Sharp Shadow, 7=Nail Beam"

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its what everything uses to determine what it was hit by

solemn rivet
#

wouldn't that make enemies recoil when I dash through them then?

leaden hedge
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although setting it to nail would make it knock stuff back

solemn rivet
#

yup

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but it's nice to know anyway

#

thanks for that info!

leaden hedge
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could just make down dashes open stuff

solemn rivet
#

no need to take that away from nail though

leaden hedge
#

could make nail actually deal 0 damage hollowface

solemn rivet
#

but pogo

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pogoing is actually part of what makes blackmoth fun to play

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because you can use it to reset the dash

leaden hedge
#

but you can make the nail work if you do 0 damage hollowface

solemn rivet
#

with 0 damage can you still pogo?

leaden hedge
#

I'm sure you can figure out how to make this work even if damage is 0

solemn rivet
#

sure

solemn rivet
#

@small plover

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is there a hook for PlayMakerUnity2DProxy.Start() in the API?

small plover
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thankya

rain cedar
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Yeah, KDT added that hook

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It's ColliderCreateHook

solemn rivet
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thanks!

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I'll try porting Blackmoth to the API then

rain cedar
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A lot of the stuff you use in HeroController is private

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So in the version I ported I used reflection a ton

solemn rivet
#

what I'm gonna do is edit yours

rain cedar
#

You could make it a lot cleaner but there's one way of doing it

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You could probably improve it by having a Dictionary<string, FieldInfo> that you reference in GetPrivateField

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Same goes for InvokePrivateMethod

timber gale
#

@leaden hedge You serious about making Radiance harder?

dapper folio
#

Nightmare God Grimm
Nightmare God Radiance
make it a series of mods

buoyant wasp
#

Nightmare God Hornet 1

timber gale
#

Irradiance

buoyant wasp
#

radiance is currently a joke with flukenest build, it could definitely be made dramatically harder

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course, you could make all the bosses harder just by nerfing spells/fluke into the ground

timber gale
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I was thinking no spike gaps and teleports set time after being hit

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At least to start

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Ofc im a skrub so I cant actually implement anything

rain cedar
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I'm not sure that's possible with our current knowledge of the FSMs in game

timber gale
#

๐Ÿ˜ฆ

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Or just give her 6k ho

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*hp

hazy sentinel
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6k ho

timber gale
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The radiance and her 6k side bitchez

rain cedar
#

We could probably make the spike rain happen for the full fight

timber gale
#

Could you get fucked over trying to dash the beam in some situations?

rain cedar
#

We could just remove the beam

leaden hedge
#

dive instead

rain cedar
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Or that

timber gale
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Oh yeah I forget thats a thing

buoyant obsidian
#

I'm guessing you guys can't take stuff like Radiance's attacks and use them in other fights though, right?

rain cedar
#

We would need to load the radiance scene first to get a reference to stuff

buoyant obsidian
#

Is loading multiple scenes like that feasible?

rain cedar
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Yeah

leaden hedge
#

its slow

rain cedar
#

Just makes the loadtime a lot worse

leaden hedge
#

thats about it

rain cedar
#

You can probably load resources directly but I don't know how

buoyant obsidian
#

Would it be possible for you guys to put up some sort of tutorial for stuff like simple scene editing (platforms, enemies, etc)?

leaden hedge
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if you want to edit fsms

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as for platforms, you just find them, and instantiate a copy

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and put it where you want

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I'll upload NGG if you want a actual enemy edit

buoyant obsidian
#

That'd be helpful, thanks

timber gale
#

Awesome, thanks!

leaden hedge
#

its not commented

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but most of the function names should be self explanitory to what they do

buoyant obsidian
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This FSM Viewer needs the API right?

leaden hedge
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no its a local website

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put that in the folder and load the webpage

buoyant obsidian
#

Ah there we go, thanks.

#

I'll take a thorough look into this when I get back from dinner.

leaden hedge
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and to get them, you use the FSM mod and add save_fsm to your save folder

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you need to rename the FSM you want to look at, to data.json and add
var fsm =
to the start

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its not exactly perfect, but its considerably better than trying to read the fsm dumps by hand

heavy geyser
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Constant horizontal spears for radiance would be neato

ornate rivet
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no they wouldnt

buoyant wasp
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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 :/

leaden hedge
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completely unrelated I added in the missing bosses, and stopped items falling into acid or spikes or whatever

buoyant wasp
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hmmm, i wonder though. if we could obfuscate all the HK specific stuff like PlayerData.Instance...hmmm

dapper folio
#

Alright, I've gotten Quickslash on my new slot 1, how do I edit it to make it 2 notches

rain cedar
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KDT's save editor might be able to do that

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If not, you'll need to change the cost manually

dapper folio
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I'll give it a shot

#

worked

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thanks

#

#Justice2Quickslash

rain cedar
#

Modding API is up for 1.2.1.4

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Big thanks to Wyza for the new save file functionality

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I also went ahead and added a version field to ModHooks for easily telling which game version you're on

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@high moat

high moat
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You guys are amazing

solemn rivet
#

@leaden hedge does it have a function to select which boss to fight?

rain cedar
#

Not as of right now but that wouldn't be hard to add

solemn rivet
#

oh, okay

rain cedar
dapper folio
#

oooh, boss rush

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functional?

fair rampart
#

Hey I'm pretty new to modding

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Is there some tool already?

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For Modding?

dapper folio
#

looking to play or make?

fair rampart
#

Make.

dapper folio
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wouldn't know

fair rampart
#

๐Ÿ‘

#

I can do my own

buoyant wasp
#

TLDR, there is an API that the community has built that lets you mod more easily

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it has no documentation since it's creation required directly editing the dlls for the game

fair rampart
#

Yea

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I figured that was probably the case

buoyant wasp
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some mods do direct manipulation, but many have been ported to use this api

fair rampart
#

What I'm doing needs to patch source code so...

buoyant wasp
#

maybe, maybe not, ๐Ÿ˜ƒ

buoyant obsidian
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What are you after exactly?

fair rampart
#

It does haha

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Multiplayer

buoyant obsidian
#

Oh boy

dapper folio
#

oof

fair rampart
#

Yes.

buoyant wasp
#

oh, good luck with that

fair rampart
#

Thanks

#

I'll need it ;-;

buoyant wasp
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this game is not in any sort of shape for that

fair rampart
#

ยฏ_(ใƒ„)_/ยฏ

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I'll get something simple

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Then get frustrated and give up

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But y'know

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It'll be fun to mess with

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I also tried to mod Enter The Gungeon

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Which didn't have seeded runs... So that didn't last.

buoyant wasp
#

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?

rain cedar
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It doesn't show but they're equipped automagically

buoyant wasp
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ah

dapper folio
#

is the new boss rush functional? i didn't see it in the drive folder

rain cedar
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It's working but not very complex

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And a bit buggy

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If you scroll up a bit KDT posted a build fairly recently

dapper folio
#

alright, I'll add it

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Bossrush.dll right?

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anyone else contribute or is it all KDT?

buoyant wasp
#

lol, so i just found some way to get stuck unable to attack

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and softlocked now stuck in a corner. oh well, made bad choices so far anyway

dapper folio
#

now I can remove the note about Kein's mods

rain cedar
#

I contributed one little piece of it but it's pretty much just KDT

dapper folio
#

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.

rain cedar
#

Not super helpful, his mods are a bit of a mess code-wise

#

But then again, everything dnspy spits out is

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Side effect of reading a decompilation of compiled code

dapper folio
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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

rain cedar
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That makes sense

buoyant wasp
#

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

wispy root
#

Sooooo... is there a debug mod for 1.2.1.4 ?

amber plank
#

anyone here who was played the blackmoth mod? seem to be dealing with a big bug with it.

timber gale
#

Yup, its farther up in chat

solemn rivet
#

There were people who played earlier versions. What's this bug? Even if it's a pun, I'm interested

solemn rivet
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okay, I've just finished porting Blackmoth to the modding API

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thanks, @rain cedar , your port was really useful! I mostly just made small changes over what you wrote

solemn rivet
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aaand it's uploaded to gdrive

leaden hedge
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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

dapper folio
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updated drive folder

timber gale
#

In theory, you could do the radiance if the stage was completely covered in spikes the whole time right?

leaden hedge
#

yes

dapper folio
#

in theory, yes

timber gale
#

Would probably be better on kb to retain positioning for spike rain

buoyant wasp
#

@leaden hedge - can you look at fixing the bug wherein when you die, you can't attack until hit when you respawn?

lament wren
#

gdrive link sry?

leaden hedge
#

@buoyant wasp should let you attack and move, animation is stuck until you do something other than move or attack though

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but otherwise you're functional

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@lament wren the gdrive link is in the pins

lament wren
#

oh thanks buddy

buoyant wasp
#

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

leaden hedge
#

thats a bug with vanilla

buoyant wasp
#

yeah

leaden hedge
#

the only 2 bugs I know of now, are joni's and hiveblood don't work

#

and sometimes MoP and Longnail dont' work

buoyant wasp
#

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

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so it was like

#

0 0 0 0 0 0
0 0 0 0 X 0
0 0 0 0 X X

leaden hedge
#

weird

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the hp will always work correctly even if the ui is completely wrong

buoyant wasp
#

yeah

leaden hedge
#

it doesn't show blue hp either

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except in dreams

buoyant wasp
#

any way to make city crest not drop from the first boss?

leaden hedge
#

yeah

#

easy enough, I make dash not drop the broken vessel

buoyant wasp
#

it doesn't hurt anything

#

it's just confusing cause the 2 shinies are almost on top of eachother

leaden hedge
#

only if you're stood near him when he dies hollowface

buoyant wasp
#

which, you know, tends to happen frequently ๐Ÿ˜›

#

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

solemn rivet
#

@leaden hedge are you broadcasting the fsm event to update blue health?

leaden hedge
#
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();
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I thought charm update did it

solemn rivet
#

oh, you're calling charmUpdate

buoyant wasp
#

We should probably look at adding some UI helpers for the menus to the modding API at some point

solemn rivet
#
    PlayerData.instance.UpdateBlueHealth();
    PlayMakerFSM.BroadcastEvent("UPDATE BLUE HEALTH");```this is how I do it in Bonfire
leaden hedge
#

meh can't hurt I guess

#

I need to figure out what triggers hiveblood

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and nail range

solemn rivet
#

nail range should be handled by NailSlash class

#

no idea about hiveblood, probably fsm

leaden hedge
#

oh cool

#

thats nice and easy

#

why is there 5 different nail slashes TC

solemn rivet
#
    {
        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

leaden hedge
#

no way that could be improved hollowface

young walrus
#

New mod idea...... Big head mode.

solemn rivet
#

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%"

opal shuttle
#

I need a little randomizer advice: I am in the forgotten crossroads with no movement ability nor spell. Where should I go next?

young walrus
#

what do you have

solemn rivet
#

wut you got?

young walrus
#

and what mode? hard or easy

leaden hedge
#
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

opal shuttle
#

Hard

young walrus
#

have you gone dark room?

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to dream nail?

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through crystal peaks

opal shuttle
#

Is there a path other than that one?

young walrus
#

the toll booth you can interact with

#

and hard has logic with charms to go greenpath too

opal shuttle
#

what do you mean?

young walrus
#

anything that can hit the baldur in the way

solemn rivet
#

if you have grubberfly or glowing womb you can go to greenpath

young walrus
#

like mark of pride, grub elegy, glowing womb

solemn rivet
#

also dive

young walrus
#

spore shroom

#

dive

opal shuttle
#

dreamshield?

young walrus
#

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

solemn rivet
#

what exactly do you have?

#

also, did you pick up fotf?

opal shuttle
#

yes

#

thorns of agony, fragile greed+stength, dashmaster

solemn rivet
#

yeah, go to crystal

young walrus
#

and none of the charms we were talking about are in the shops?

solemn rivet
#

oh, yeah, check sly

#

and salubra

young walrus
#

and compass

opal shuttle
#

sly and iselda don't have anything of value; I have visited salubra, but don't remember her having those charms

solemn rivet
#

they can have spells too

#

check for those

young walrus
#

really sounding like crystal peaks then

#

2 items to check over there

solemn rivet
#

what do you need to get CH, assuming you got to crystal peaks?

opal shuttle
#

Thing is I was having trouble with the dark jumping puzzle

solemn rivet
#

only dash?

opal shuttle
#

dash and mantis claws

solemn rivet
#

oh, yeah

buoyant wasp
#

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

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somewhere

rigid stag
#

what mods do you guys recommend'

young walrus
#

yes

rigid stag
#

...

young walrus
#

there's not a bad mod out there

#

so literally, all of them

rigid stag
#

how would one access a mod

young walrus
#

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

rigid stag
#

im sorry if this is to much to ask but how do i install a mod

buoyant wasp
#

each mod has a readme

young walrus
#

^^

buoyant wasp
#

it's pretty much "copy->paste"

young walrus
#

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

buoyant wasp
#

bossrush is super beta at the moment, probably the least polished since it's...2 days old?

young walrus
#

make sure you overwrite all files though

#

what's the blackmoth mod again?

buoyant obsidian
#

The one where you dash to attack

buoyant wasp
#

but most of the rest of the mods are in a really good place

young walrus
#

gotcha

rigid stag
#

i did what the read.me said but nothing happened

buoyant wasp
#

most mods require the Mod API to be installed too (also in the drive folder)

rigid stag
#

im trying to do the randomizer

buoyant wasp
#

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

rigid stag
#

where is that

buoyant wasp
#

it's in the drive folder too

rigid stag
#

ah i see

buoyant wasp
#

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

rigid stag
#

got it

#

lets see if it works

#

yes

#

it worked

young walrus
#

the randomizer wasn't updated to 2.1.4 was it?

#

thought the most recent was 2.1.0

buoyant wasp
#

we got the mod api updated to 2.1.4 last night

young walrus
#

and that's all you need yeah? the .dll for the rando doesn't need updating?

buoyant wasp
#

yup, and nope

#

in that order

young walrus
#

sveet

rigid stag
#

first charm is glowing womb

buoyant wasp
#

oh nice

#

that's really good

#

for early game

rigid stag
#

steel soul mode

#

i thought it had random rooms?

buoyant wasp
#

nope

rigid stag
#

oh

young walrus
#

lol. that will take forever to develop

buoyant wasp
#

spells/skills/charms

young walrus
#

^^^

buoyant wasp
#

relics are shuffled within their own pool

young walrus
#

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

rigid stag
#

yeah true

young walrus
#

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

rigid stag
#

next item defenders crest lol

young walrus
#

i would highly recommend installing the notch mod too

rigid stag
#

whats that

young walrus
#

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

rigid stag
#

oh cool

#

just got venge ful spirit

buoyant wasp
#

๐Ÿ˜ƒ

#

the randomizer is pretty solid, you should have a good time with it

rigid stag
buoyant wasp
#

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

rigid stag
#

wait what

buoyant wasp
#

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

rigid stag
#

ah

buoyant wasp
#

so if they miss you picking up something, they aren't left out in the dark

rigid stag
#

how do i set that up bc i might want to start streaming this

buoyant wasp
#

its in the link

#

all the directions

rigid stag
#

ah

buoyant wasp
#

it's pretty straightforward now

rigid stag
#

what the

#

life blood core is in my charms

#

oh wayward compass ah

buoyant wasp
#

also, steel soul randomizer, is ballsy

#

pretty sure sean removed all the shade skips for steel soul

#

so hopefully you don't find one ๐Ÿ˜ƒ

rigid stag
#

i can never beat steel soul reg so i figured I'd try

#

whats a shade skip

buoyant wasp
#

you die, then use your shade to pogo to some other place

rigid stag
#

ah

buoyant wasp
#

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

rigid stag
#

oh ive never done a shade skip

#

i couldn't even beat the radiance in normal

buoyant wasp
#

are you playing easy or hard rando level ?

rigid stag
#

easy

buoyant wasp
#

well, that's good ๐Ÿ˜ƒ

#

hard is going to be rather...hard

solemn rivet
#

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

rain cedar
#

Oh yeah about blackmoth, I think the dash damage randomly breaking is a vanilla bug

#

Not something with your mod

solemn rivet
#

oh

#

how so?

rain cedar
#

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

solemn rivet
#

hm..

#

so it's something about checking collision for different damage types?

rain cedar
#

I don't think the damage types thing even existed before grimm troupe

#

So actually, maybe it doesn't happen now

solemn rivet
#

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

rain cedar
#

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

solemn rivet
#

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

opal shuttle
solemn rivet
#

congrats!

rigid stag
#

did what

buoyant wasp
#

don't fall!

#

the dark room

#

in CP

#

without lantern

rigid stag
#

cp?

buoyant wasp
#

Crystal Peaks

rigid stag
#

oh

#

dang

buoyant wasp
#

also a required skip in hard

#

or rather, required to know

#

cause it comes up

rigid stag
#

wait i still get hurt from acid

rain cedar
#

You need to re-enter the room for it to work

#

Known bug

rigid stag
#

ah

#

thx

humble sinew
#

ooh a randomizer mod

#

that looks...
fun

rigid stag
#

dang fog canyon is dangerous with glowing womb

leaden hedge
humble sinew
#

I remember there being a challenge mod with Perm-Glowing womb and nail damage set to 1
Is that still a thing?

rain cedar
#

@quick ravine was working on that but never released it

fluid field
#

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

leaden hedge
#

have you installed the api?

fluid field
#

I dropped it in the same folder as the exe, figured that's how it'd work

young walrus
#

have you installed the api?

#

modding api

#

separate download

rain cedar
#

That's also not where you put the bossrush dll

leaden hedge
#

you need to install the api from the gdrive
then put it in
Hollow Knight\hollow_knight_Data\Managed\Mods

fluid field
#

was missing the path, thanks!

solemn rivet
#

KDT: did those things make the blue health work?

leaden hedge
#

yes

quick ravine
#

@humble sinew I'll be working on it a bit more now that Grimm Troupe is out.

humble sinew
#

alrighty

lunar nova
#

new to the whole modding hollow knight thing, tried to make save with randomizer and got this

buoyant wasp
#

Is this the steam or gog version?

leaden hedge
#

theres an output.log in hollow_knight_Data

#

and a ModLog.txt in the saves folder

buoyant wasp
#

cause the path makes me wonder if it's the Gog version, which i think has a different Assembly-Csharp right?

solemn rivet
#

only slightly, but yeah, different

lunar nova
#

i also have this

buoyant wasp
#

different enough to break it ๐Ÿ˜ƒ

lunar nova
solemn rivet
#

@lunar nova we need to know platform and version

buoyant wasp
#

^

#

So, Windows XYZ, HK 1.2.1.?, Steam or GoG(DRM Free)

lunar nova
#

windows, steam, and it shows 1.2.1.0

buoyant wasp
#

did you download the modding api for 1.2.1.0?

#

there are unique versions for each

solemn rivet
#

wait - does it show 1.2.1.0 AFTER the mod installation?

lunar nova
#

yes

solemn rivet
#

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

buoyant wasp
#

yeah, that's most likely the case, someone else had that last night

lunar nova
#

vanilla it says 1.2.1.4

solemn rivet
#

that's it then

#

download the correct version from gdrive

leaden hedge
#

well then install the 1.2.1.4 api

buoyant wasp
#

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

lunar nova
#

fixed, thanks

amber plank
#

@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

solemn rivet
#

According to sean that's a known vanilla bug

amber plank
#

alright

solemn rivet
#

also

amber plank
#

i had ot atlest ask

#

to*

solemn rivet
#

did you try out the latest versions?

amber plank
#

was it updated recently?

solemn rivet
#

Today I believe

amber plank
#

well then

#

i just got the mods yesterday so didnt know they were already updated

leaden hedge
#

@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 hollowface

solemn rivet
amber plank
#

alright

#

anything new added or just updated?

solemn rivet
#

changed how the game sets nail and dash damage

#

should be more consistent

amber plank
#

alright

#

just started playing the mod yesterday i am enjoying it

solemn rivet
#

thanks for the bug report btw

amber plank
#

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

rain cedar
#

Looks like downdash is set to be half speed/length as other dashes

#

Couldn't tell you why it's like that

amber plank
#

i know its not like that in the base game so dont know if its a bug or not

#

i could be wrong

rain cedar
#

You'd have to ask Gradow if this is a design choice

amber plank
#

tis why i put this into modding chat he might see it at some point

solemn rivet
#

Design choice

amber plank
#

ok

solemn rivet
#

So you dash up and down and stay relatively stable

amber plank
#

was just a question cuase i didnt see anything about that in notes

kindred nest
#

@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?

leaden hedge
#

1280x720 is fine

kindred nest
#

Okey doke. Anything specific in regards to format, or captions or text or what-not?

amber plank
#

@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

leaden hedge
#

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

solemn rivet
#

Which version, spectral? Api or direct dll?

amber plank
#

@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

late sphinx
#

pretty sure only one @ was enough intenseface

amber plank
#

@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

late sphinx
#

poor gradows gon get 6 notifs

amber plank
#

lol

#

simple trying to help

amber plank
#

how do you install "api" mods?

#

are they any differnt from just droping files into the right folder?

leaden hedge
#

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 hollowface

amber plank
#

i dont know how to install a api

leaden hedge
#

its in the gdrive

#

you install it like a normal mod

buoyant wasp
#

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 ๐Ÿ˜ƒ

#

so the API is a mod in and of itself

amber plank
#

never done api before so im trying to figure it out

buoyant wasp
#

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

brazen bramble
amber plank
#

so for example the nightmare god grimm mod where do i put that cause its not working

buoyant wasp
#

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

amber plank
#

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

buoyant wasp
#

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

amber plank
#

interesting

#

ill keep that in min

#

mind

dapper folio
#

only the api has to worry about HK versions, right?

rain cedar
#

That's the idea, yeah

dapper folio
#

TC Mod support when

buoyant wasp
#

heh

rain cedar
#

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

late sphinx
buoyant wasp
#

it makes Nightmare King Grimm dramatically harder

late sphinx
#

how so

trim totem
#

ArtIfiSHuL DifFicuLtY

buoyant wasp
#

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

late sphinx
#

oh shut

#

shit

trim totem
#

hard but fair

late sphinx
#

where can i get this mod

#

there's a lot

#

i gotta check these out

#

i'm not trying glass soul

amber plank
#

glass steel soul all the way ๐Ÿ˜‰

late sphinx
#

wait does glass soul have the same properties as steel soul or is it just the normal game but with permenant 1 hp

amber plank
#

glass soul is normal game with 1 hp

late sphinx
#

ooh

#

will try it in the future then

amber plank
#

and will always be 1 hp

#

i kinda wana see someone do glass steel soul 1 hp perma death

late sphinx
#

glass soul is like playing the entire game while trying to keep the white flower

#

or whatever it's called

amber plank
#

pretty much

#

1hp every fight

late sphinx
#

there's a boss rush mod

#

that's something i wanted for ages

dapper folio
#

glass soul also increases nail damage

late sphinx
#

oh it does?

dapper folio
#

it's also technically not 1hp always

late sphinx
#

by how much

dapper folio
#

it's actually just you die in one hit

late sphinx
#

oh

#

fun

amber plank
#

yea i forgot about that

dapper folio
#

fury charm doesn't work in glass soul

amber plank
#

the bonus damage

dapper folio
#

lightbringer replaces fury with glass soul charm

amber plank
#

indeed

#

same guy

#

ive tired nightmare god grimm impossible for e

#

me

late sphinx
#

all of these mods sound so interesting

#

unending dreams?

amber plank
#

also make sure to check their version

#

alot of them are not updated to recent versions of hollowknight

late sphinx
#

oh

amber plank
#

youll have to downgrade and download prevois versions to play some of them

late sphinx
#

is boss rush up to date

#

wait i can check that myself

amber plank
#

my personal favorites are blackmoth and lightbringer as they change charms and the way you have to play and fight ing the game

dapper folio
#

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

late sphinx
#

i can't find what version boss rush is at

buoyant wasp
#

boss rush is like 3 days old

#

it's on current patch

#

๐Ÿ˜ƒ

#

it's also 3 days old, so....bugs beware

#

you can poke KDT if you find problems with it

late sphinx
#

oh nice

#

now let me figure out how to install these

dapper folio
#

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

late sphinx
#

oh i figured out where to put the thing

#

so how do access boss rush

rain cedar
#

Just start a new game

late sphinx
#

just did that

rain cedar
#

Then you're either in the boss rush or you installed it wrong

buoyant wasp
#

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

rain cedar
#

Isn't Gruz Mother the first one?

buoyant wasp
#

in the main menu

#

not unless he changed it today

#

Gruz is 2nd

late sphinx
#

huh

rain cedar
#

I see

late sphinx
#

guess i installed it wrong

#

whoops

rain cedar
#

Guess their order doesn't matter too much

buoyant wasp
#

you should see this:

#

or whatever the current version is

late sphinx
#

wait so where do i put dll

buoyant wasp
#

mine is from yesterday ๐Ÿ˜ƒ

#

you should unzip the contents into the Hollow Knight folder, it should have put a BossRush dll into hollow_knight_Data/Managed/Mods/

late sphinx
#

oohhhh

#

ok

#

didn't know there was a mods folder

#

oh i gotta make one

#

i thnk

buoyant wasp
#

it gets created when you install the Modding API (which is required)

late sphinx
#

oh

buoyant wasp
#

(also in the drive)

dapper folio
#

i'm gonna go through all the mods, make sure they're all zipped properly

late sphinx
#

where does is modding api

buoyant wasp
late sphinx
#

o thx

dapper folio
late sphinx
dapper folio
#

gotta zip the contents, not the folder

#

have fun

late sphinx
#

i wonder if i can do it in one try

#

most likely not

rain cedar
#

I'm seeing a pattern of Gradow's uploads being problematic

dapper folio
#

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

late sphinx
#

there goes false knight

rain cedar
#

I see

late sphinx
#

the brooding mawlek kind of glides to the right during its starting animation

#

hum

buoyant wasp
#

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

amber plank
#

how do you start the boss rush?

late sphinx
#

you just start a new game

amber plank
#

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

#

?

rain cedar
#

Not like grimmchild level 0 does anything

#

No harm in it

amber plank
#

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

buoyant wasp
#

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

late sphinx
#

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

amber plank
#

watcher knights are my weakness

late sphinx
#

i found that the desolate dive works well on them

amber plank
#

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

rain cedar
#

Oh, interesting

#

I just spawned oob at radiance

#

@leaden hedge I think you put the coords in wrong there

amber plank
#

is the boss rush random?

#

or not

buoyant wasp
#

the items are random

#

the boss order is not (for now)

amber plank
#

i asked cause i got grimm really early on

buoyant wasp
#

the first grimm is earlyish

amber plank
#

fair enough

buoyant wasp
#

nightmare grimm should be 2nd to last i think

amber plank
#

who be last/

late sphinx
#

probably radiance

buoyant wasp
#

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

late sphinx
#

also

buoyant wasp
#

Vessel

late sphinx
#

mantis lords no damage boiii

#

oh ok

buoyant wasp
#

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...

amber plank
#

i mean i beat nkg with only the basic nail upgrade cause my game was bugged so lol

buoyant wasp
late sphinx
#

finally

#

beat the watcher knights

amber plank
#

so found a bug in boss rush

#

DO NOT GET JONI BLESSING

late sphinx
#

am i supposed to get the dash ability or not

#

moth cloak

amber plank
#

its random

#

a chance to become avaible for pickup

#

but yea found very bad bug dont pick joni bellsing in boss rush

dapper folio
#

what's a bellsing?

trim totem
#

why

amber plank
#

ignoring dargons/ if you pick up joni blessing in boss rush it converts all hp to 1

#

just 1

late sphinx
#

hum

#

i've retried the boss rush 3 times

#

and it's all been the same

amber plank
#

also during the false knight fight you gotta start swing instanlt cause if the enemy knocks you off gotta restart

late sphinx
#

enough of boss rush

#

i wanna try out other mdos

dapper folio
#

how dare you ignore me falseknice

late sphinx
#

please don't stab them

dapper folio
#

salubrafull ๐Ÿ”ช Spectra

#

give Blackmoth a shot

#

I'd recommend Lightbringer, but it hasnt been updated yet

late sphinx
#

what does blackmoth do

#

oh the readme says what is do

#

so my dash is my weapon

buoyant wasp
#

i wonder if the randomization for bossrush is only called at game start

amber plank
#

@dapper folio ๐Ÿ˜‰

#

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

buoyant wasp
#

@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

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also just had a gruz where she died, but droped 0 shinies, so was softlocked

leaden hedge
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did you reload after killing FK

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oh and that mawlek thing where she gets stuck on the right side is a bug with 1.2.1.x afaik

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also the grimmchild is equipped because it makes it much easier to enable the grimm fight and give level ups

amber plank
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boss rush seems a bit buggy still got joni blessing and reduced hp to 1 perma

leaden hedge
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yes that happens

amber plank
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also grimmchild doesnt evolve or lvl up when i pick that choice?

leaden hedge
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it does

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first one gives you lv0

amber plank
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oh so the first one counts as baby?

leaden hedge
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yes

amber plank
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mmm

leaden hedge
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you need to get 2 to get 2nd level

amber plank
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k

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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

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sense at times they can strike you before it finishs loading

leaden hedge
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you can attack during the black screen

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which knocks them away

amber plank
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ah

leaden hedge
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I guess I could go and delete every enemy from that room

amber plank
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its fine im just reporting everything i can to help

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also the guzzmother i think is its name

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the boss right after false knight

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it seems wierd cause

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it seems to let me pick up one of the 3 for free but then chose another

leaden hedge
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did you do it without getting hit

amber plank
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yea its an easy fight

leaden hedge
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if you do a boss without getting hit you get a bonus pickup

amber plank
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ah

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i thought it was buggy cause it say like i got wayward compass or some other item

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and i be like wat?

leaden hedge
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yeah wayward compass, gathering swarm, grubsong are lookups

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so if you pickup wayward the mod then says, hey you picked up the Left item

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so give them the left item

amber plank
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oh

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k cause it just confused me

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if i notice anything else ill report it too

leaden hedge
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I might put tips into the loading screen

amber plank
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honestly its funny i gotta pray to rng to get good stuff before watcher knights

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those are my weakness lol

leaden hedge
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you really want dive before flukemarm

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and you really want flukenest and shade soul asap

amber plank
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fluke also gives me problems

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like

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darn

leaden hedge
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fluke used to be earlier

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like just after CG1

amber plank
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ive gotten to fluke

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but thats it

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the adds kept getting me

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im just bad lol

leaden hedge
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technically WK should be later

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but a lot of people speedrun

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and have a lot of practice killing WK with nothing

amber plank
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im just bad tis all

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lol

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its jsut adds i guess is what gets me

leaden hedge
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fluke is probably the hardest fight with nail0

amber plank
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sweet jesus inded

leaden hedge
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you really need nail3 or dive

amber plank
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how does dive help on fluke?

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its kinda not on the ground?

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anyway but yea those 2 i ahve major problems with

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i think i got as far as collector before but joni messed me up sadly

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like radancea nkg zote 10 are easyier at times then watcher knights and fluke when you fight them early

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this si just me complaining lol

leaden hedge
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you can dive on top of her

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and instant kill her

amber plank
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dafuc?

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for real?

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ive never heard nor seen that before

amber plank
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holy crap

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thats um

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i need to learn to do that

leaden hedge
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this adds grubsong, wayward, gathering swarm into the pool, and fixes radiance spawn point

slate owl
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What exactly does the Modding API do?

late sphinx
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allows you to install certain mods

slate owl
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I know, but why do certain mods need it?

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What does the API offer?

leaden hedge
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it adds hooks to the base game

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so you can interact with it via an external dll

slate owl
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Interesting. Any example how on to use it?

leaden hedge
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if you want to look through some source

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the only important thing is you have a class that inherits from Mod
and it has

public override void Initialize()
slate owl
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Can I access the game code directly?

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Or everything needs to be done Modding module?

leaden hedge
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you can access anything inside the normal assembly

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and everything it references

slate owl
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And how would I compile it?

leaden hedge
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with any csharp compiler to a dll

slate owl
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And add a reference to the original game dll and the modding dll?

leaden hedge
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all you need is
C:\Program Files (x86)\Steam\steamapps\common\Hollow Knight\hollow_knight_Data\Managed\
in your reference paths

slate owl
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Ok good.

leaden hedge
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so you can see the bare minimum to get it to compile and load

buoyant wasp
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you can still, of course, modify game code directly via dnspy, but then

  1. your mod can be the only installed
  2. your mod has to be manually re applied every time there is a release ๐Ÿ˜›
solemn rivet
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so, I was looking through the assembly with dnspy

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and noticed a new class

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GOGIntegrator

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and I was using the steam version

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are they the same now?

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looks like it's simply a fix to sync achievs between saves

vale zenith
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yo @buoyant wasp looks awesome

buoyant wasp
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what does?

rain cedar
buoyant wasp
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oh, hah, ๐Ÿ˜ƒ thanks

vale zenith
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I'll try to make another improvement to the process soon

buoyant wasp
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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

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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)

vale zenith
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That's the thing I'll do

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Or rather all of that

timber gale
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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

rain cedar
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Yeah the readme is kinda lacking

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Debug mod has a good readme

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Can't remember if I bothered making a good one for randomizer

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Just put the files in your game directory

timber gale
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thx

buoyant wasp
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wasn't there a thought at some point of making a mod-manager?

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I think i remember seeing stuff about that when i first started here

vale zenith
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Someone made a simple one that just replacred dlls

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But with the API we can move it ingame

rain cedar
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Should be pretty simple to make a menu that just calls Unload/Initialize based on whether you're enabling/disabling it

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Problem with that being I don't think any mods actually implement Unload right now

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But we could do it anyway

buoyant wasp
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well we could switch unload/initialize from virtual to abstract, to force mods to start implementing them

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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

rain cedar
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Yeah, that makes sense

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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

buoyant wasp
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yup

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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)

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(i haven't looked, so i'm just theorizing)

rain cedar
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Adding to the existing UI would probably involve modifying some state machine at runtime

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Not sure, haven't really looked into it much

slate owl
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Cant you use panels that can be closed or opened?

buoyant wasp
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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

slate owl
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Each mod would have its own panel.

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Kinda like a browser with multiple tabs.

buoyant wasp
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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

timber gale
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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

rain cedar
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That doesn't sound right

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Did you install the correct api for your game version?

timber gale
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I believe so, api 2.1.4

rain cedar
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And you're on Windows/Steam?

timber gale
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yep, win7

rain cedar
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Alright

timber gale
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This is probably me installing it wrong.

rain cedar
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Can you send me the ModLog.txt file from your save folder?

timber gale
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Sure, gimme a sec on it

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where is the save folder?

rain cedar
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Press win+r and paste this in:
%appdata%\..\LocalLow\Team Cherry\Hollow Knight

timber gale
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this is what happened when I made a new save

rain cedar
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There is a folder called DebugMod in the debug mod archive

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You either didn't copy that in or put it in the wrong spot

timber gale
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ok, where do I need to put it

rain cedar
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Same folder as the exe

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The folder structure is set up so you can just drag everything into the game folder

timber gale
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I think I may have dragged it into the hollow_knight_data folder instead

rain cedar
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I see

timber gale
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Yup that seems to have fixed the issue, thank you!

buoyant wasp
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@rain cedar -any objections to adding the MIT license to the API (mostly to explicitely avoid some sort of Kein repeat)?

buoyant wasp
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@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)

leaden hedge
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probably not