#archived-modding-development
1 messages · Page 50 of 1
he made the pattern more evil
also
after half health iirc
two grimms instead of one
no thank you
u sure?
trinomi did it right
tfw you try development on linux
and all the paths are broken for assembly references
E M A C S
with the same completion + error checking as VS
probably going to see if the API works with the same path change type stuff as macOS required in the morning
Hey when will black moth mod be fixed? i'd really like to try it out soon
Is there a multiplayer mod being worked on?
well there's dreamshield co-op
basically one person controls the knight and another person controls the dreamshield
that's all there is right now
Ok
do you know if one can easily find both brumm‘s and lymm‘s achordeon tracks in the audio folder?
nvm found it
file name starts with 's'. closed the folders already. at the end of the soundtrack files.
@copper nacelle as I'm currently away from my main pc, be my guest, but I wouldn't be able to send you any source files
You'd need to dnspy the mod
I'll be back home only on the 15th
you'll be home for 1 day? 😛
I can't install debug mod for 1.1.1.8
I downloaded the 1118 moddin API
and the debug mod
I put them both in
game has 0 changes
I'm willing to bet that's because debug mod relies on features that aren't in that API
Can you post the modlog here?
where can I find that?
Trying to load mods
Loading assembly: hollow_knight_Data\Managed\Mods\DebugMod.dll
Error: System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded.
at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool)
at System.Reflection.Assembly.GetExportedTypes () [0x00000] in <filename unknown>:0
at Modding.ModLoader.LoadMods () [0x00000] in <filename unknown>:0
Yeah
That makes sense
Debug mod inherits from a class that I don't think is in that API
But it should be fine for that patch of the game if we just compile the current code against the 1.1.1.8 files
I don't know how old that is
But it's what I have in my 1.1.1.8 folder
So it'll at least work
I'll get around to compiling an up to date 1.1.1.8 API soonish
And what's the error this time?
Trying to load mods
Loading assembly: hollow_knight_Data\Managed\Mods\DebugMod.dll
Error: System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded.
at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool)
at System.Reflection.Assembly.GetExportedTypes () [0x00000] in <filename unknown>:0
at Modding.ModLoader.LoadMods () [0x00000] in <filename unknown>:0
Interesting
want me to send you the files I downloaded so you double check they're right?
yeah I went to the pinned messages and onto the google drive
and just picked 1118 modding api and the debug mod
wait what do you mean by same thing?
just rename the _-_debug.dll to Assembly-CSharp.dll and put it in managed?
If the first one fails, yes
how does the respawning feature work in the debug, any tips/tricks?
is there a way to respawn grimm king
ah
It'll be invisible
do i just "respawn boss" at dirtmouth
You start a game
In their respective arenas
It's a boss rush mod, man
You fight the bosses in a row
It takes like 30 seconds to just install it to see
thanks for the help bud
Same

You fight FK and get 3 shinies
Choose 1 and you get a megaman-esque boss selection screen
Rinse and repeat
thank you
does boss rush work on mac?
It should, yeah
what file do i replace?
with hollow_knight_Data right?
it's pinned
i have two files in the initial folder of the mod : hollow_knight_Data and README. hollow_knight_Data is a folder with the normal file directory for the Data folder in the game files and README is a .md file that connot be opened.
.md is just a text file
it says : # hk-bossrush
boss rush mod for hollow knight
It does say that, yeah
.app "files" on mac are folders
yeah
Right click your hollow knight app and select show package contents
Then put the stuff wherever it goes in there
yeah, i've done that already
Ok then what's the problem?
do i just put the folder there?
You've been told twice to look at the pinned messages
For where to put it
That makes three times
it doesn't help me though
You've gotta install the modding api then put the mod in the mods folder
and the modding api stays in the downloads
I don't see what good it would do from there
so where does it go?
~/Library/Application Support/Steam/steamapps/common/Hollow Knight/hollow_knight.app/
inside or outside the app?
the zip file has the folder structure you need to follow in it
i...think i just killed my game
What changed?
can you tell me how to uninstall the empress muznik mod that came with lightbringer?
@buoyant obsidian
It's a part of Lightbringer
Adapt and overcome
I suppose I could give you a version without it, but it'd be a lesser experience
how much health does empress muznik have anyway?
@rain cedar @vale zenith - your Randomizer mod...it brings tears to my eyes. Me and a friend played through it today and goddamn, it's just magical. Thank you so much for your hard work on this!! Much love m8s
Did you mean
CONSUMED GATHERING SWARM?
Cuz that's the only thing i understood from the mod
@dapper folio Hey, you should re-categorise mods based on verison, would be really nice
eh, @fair rampart - eh, alot of mods aren't game version specific, but have a minimum API version
honestly, for mod makers, trying to maintain a bunch of different versions and organize it in the drive that way would just be frustrating
in general, api mods that were for, say, 1.1.1.8 will work on CP
Ah alright
And something 1.2.1.4 would work current patch right?
usually
sadly "it depends"
TC changes things in each patch that are seemingly at random
Aww
Explains why the game has weird inconsistencies
non-api mods are always 100% version specific
does somebody know what the sprite file of Nymm is called (inside Texture2D folder) ? can't seem to find it inside
You could say that
The two texts at the bottom there are in the list of things to replace because I wanted to eventually replace them with the proper text from the pickup you're actually getting
But then I remembered that doesn't matter at all
So I didn't do that
cool
BIG POST ALERT Sorry, I meant to make this short but it ended up long as I naturally type long. You know, this is gonna sound weird, and I don't know if anyone can do it as I haven't found any mods for it, but I figure it's worth asking. I've had a bit of a lonely streak the past few days and ever since I got the Hatchling charm I've been wondering- is there a way for me to make one or two hatchlings as permanent companion that doesn't die and prefferably doesn't do damage?
Probably
Orrrr
You could just reskin grimmkin :P
Btw in randomizer how do I check the seed i used? I remember it generates a file showing everything it randomized, where do i find that file?
in save folder iirc
Yeah. In the save folder, there's a mod log txt file that's generated with the randomization
753 can you give me a version of lightbringer without the empress muznik mod in it?
is there a way to skip the intro (team cherry logo + controller recommended)? a launch option or a mod maybe?
no mod exists for it
but maybe it could be done
I know dark soul's dsfix mod has an option to remove it
but you don't know about a launch option in steam do you?
no
is there a list of all launch options for hk somewhere?
not that I know of
damn
There is currently no method to skip the intro. it's doable, but no one has taken the time to figure out how.
Where does the randomizer folder go? I'm on mac and I tried putting it beside Data/ and Mono.tiff and also beside and inside the Mods/ folder
well okay i don't expect anyone to do so either. it's not that big of a problem
ah ok
I tried putting it in nearly every folder
White text in the top left but nothing in the bottom right
it uses backslashes somewhere, can probably just change that
most likely @rain cedar will have to adjust it to work on mac
maybe he will embed the images into the dll like he did with....i think the newer version of debug mod, so that problem goes away
will have to wait for him to say though
I don't really want to embed stuff for randomizer
It's different because the xml is subject to change
Which is a bit more of a pain if it's embedded
But yeah I could just change the backslashes and it should still work on windows as well
the newest API
has a slash thing
ModHooks.PathSeperator
public static char PathSeperator = SystemInfo.operatingSystem.Contains("Windows") ? '\\' : '/';
Is there any reason to use that? I think both slashes work on windows
mostly just for consistencies sake when looking at logs. otherwise, not that i know of
you're correct that the other slashes seem to work in both
Alright
I'm just gonna used forward slashes because doing something like
"Randomizer" + ModHooks.PathSeperator + "logo.png"
looks pretty messy
hah, yeah.
what are you using to get the base directory?
since that's different in mac too
yeah
logo.LoadImage(File.ReadAllBytes("Randomizer/logo.png"));
hmm
dunno if that will work
cause here's the Mods path code for the loader
if (SystemInfo.operatingSystem.Contains("Windows"))
path = Application.dataPath + "\\Managed\\Mods";
else if (SystemInfo.operatingSystem.Contains("Mac"))
path = Application.dataPath + "/Resources/Data/Managed/Mods/";
Alright
So, i think that Application.dataPath is probably where unity is putting you right now
So for mac you'd just have to put the randomizer folder wherever resources is
Nobody reads those
point
I'll probably just have two copies of the mod in the archive
With the only difference being the folder structure
Wow this is awful
string logic = string.Copy(reqString).Replace("HARD", RandomizerMod.instance.Settings.hardMode ? "true" : "false").Replace("KEYITEMS", Randomizer.keyItems);
I need to fix that at some point
maybe something dnspy did at some point?
yeah, in that one statement you have 4 total instances of that string
the original, copy 1, replace 1, and replace 2
is that string the entire XML?
Nah it's a single logic string
The entire randomization process is kinda awful, honestly
It works, though
heh
Haha wow that code is running so often
It's a nested foreach loop on the list of items
Calling that
I forgot how awful this was because it's been a couple months since I looked at it
It runs on a load screen anyway so nobody will notice the horrible lag
@soft rain Try that dll
And put the Randomizer folder wherever the resources folder is
If that works I'll put it up on the drive folder
lol, yeah, i had done some stuff at work where i was doing a bunch of reflection and recursive looping. Which worked great when you only did it 20-30x / second. But then I found some need to do it 50k/s and realized that there were a few places where it was taking upwards of 100ms to run. just never noticed it until you put it to scale.
At some point I'll get around to caching some form of data other than a string to represent the logic
i had thought the XML rewrite was to enable that being possible
Thanks :)
Nah I just changed it because the XML file was pretty much completely unreadable
It worked
ah, I havn't really looked at the code for it. Other than the changes for the hooks, i just kind of glazed over it the last time i looked at the mod 
753 can you send me a copy of the lightbringer mod without the empress muznik mod in it?
Is randomizer meant to be played with the charm notch mod?
im pretty sure
@soft rain - that's up to you
alot of us prefer it that way
but it's not required
is it safe to add the charm notch mod and load an existing randomizer save?
dunno if you'll get the extra notches immediately, depends on when it checks to add the notch
might not give you it until you pickup the next charm
At a bench it checks
Play rando with it though. Way more fun
wyza
neat thanks
And BTW.... Hard means hard
do you know where i can get a lightbringer mod without empress muznik in it?
It doesn't exist
Nowhere
oof
hey modders ive got a good mod idea
so
make a mod like steel soul
but if you die in the gaem
you die in real life
does hard account for floating or is it designed so you don't have to
Nah it's nmg still
Floating makes the randomizer easier
this is the wrong channel isnt it
A bit
@tacit flax - 753 has told you twice in the last day that it doesn't exist.
he also said he could get me one
yes, well, if he hasn't posted it, it doesn't exist. It's 100% his mod, which is why I tagged him in the first place.
alright
On Mac randomizer requires its folder beside the .app, not inside Resources/
It should go wherever resources is
Meaning one folder up from resources
Not in the folder
It seems to see it outside of the .app bundle
Maybe working directory is different on mac?
@empty stirrup you're not supposed to be able to beat Empress Muzznik until you get stronger. She's also an optional boss, just look around.
just git gud
just git gud
..before you ask, no you can't mod in being gud at the game..
TASing especially does not count either
yeah but being god sucks more ass than just playing the game normally
true
I've got an idea
vampire mod
if you don't hit anything for 10 seconds you lose heakth
and if you hit something more than 10 times in like 20 seconds you gain health
idea: getting hit while healing or after casting a spell turns on steel soul for 10 s
that would actually be really cool
wouldn't be surprised if it's impossible

if you don't get to it tomorrow i might have to try actually learning something
so i can attempt to fix it
no
i have zero experience with modding or code
i will probably not be able to fix it
i might look into it
someday
but you should still fix it
because if i do anything in modding i will probably start out with small texture changes
not major bug fixes
wait
is the API port of blackmoth broken
also holy shit I can't understand any of this wtf
tfw there's no float hook
apparently setting canDash to always true breaks things
nevermind
iirc yes
oh
How do i check the seed im using?
i kinda just randomized and hit go
Tho i got a really good seed
I'd check ModLog.txt
Ya I opened it
It shows what each charm is
Can't find the seed tho
[INFO]:[RandomizerMod] - Instantiating Mod
[INFO]:[RandomizerMod] - Randomizer Mod initializing!
[INFO]:[RandomizerMod] - Randomizer Mod initialized!
[INFO]:[RandomizerMod] - Github = 1.5.1
[INFO]:Saving Global Settings
[INFO]:[RandomizerMod] - Loading Mod Settings from Save.
[INFO]:[RandomizerMod] - Loading save file (Randomizer: hard)
[INFO]:[RandomizerMod] - Permutations:
And after that all the charms
I guess this is a reason to why you should take seeds from zote :P
Okay
btw does glass soul affect rando?
I dont think so, cuz it loaded rando first
but im not sure
yw
probably a silly question, how do I use the debug mod once it's installed?
fuck me thanks haha
if f1 doesn't do anything is it safe to assume I didn't manage the install correctly?
Hmm
On the main menu, look at the top left. Does it have anything?
Go to main menu and see if it says installed on top left corner
nah looks like the normal game menu
yeah copied base game, then modding api, then debug
nah I just have my steam overlay fps counter up there
Youre on current patch yeah?
yeah 1.2.2.1
ok thanks all
will nuke it and try again
damn no luck, I see both the API files and the debug mod files in my new backup, but the game starts up and everythings the same
so you transfered the "hollow_knight_Data" from the API into here, and then the Debug "hollow_knight_Data" into here after yeah?
yeah
and manually checking it seems like both succesfully added into the original hollow_knight_data
worth noting I didn't do it directly in the steam install, I created a backup first and did it from there
Has it created a "Mods" folder in the "Managed" folder?
yeah
and debug is sitting in there?
yep
Hm, not sure if the Steam thing matters. Might make a difference, dunno
I'll try it real quick just to see
hmm, works just fine when I do it directly in the steam common folder
not sure what's up with that haha
[INFO]:[RandomizerMod] - Adding permutation: Dashmaster = Sprintmaster
[INFO]:[RandomizerMod] - Adding permutation: Shade Soul = Wayward Compass
[INFO]:[RandomizerMod] - Adding permutation: Monarch Wings = Heavy Blow
Top notch randomization
WOW
[INFO]:[RandomizerMod] - Adding permutation: Sprintmaster = Dashmaster
They were literally switched
on the same seed
okay, I'm home!
hi home
@copper nacelle I believe this to be the most recent version
@vagrant leaf Blackmoth was my first real experience with coding
so you should try it too!
Yeah, it's a real mystery
If only there was some kind of high power search engine that could answer almost any question
you're talking nonsense
yes bing™
we'll never invent something so technologically advanced
ask jeeves 👀
what is a stack overflow
KDT you smart ass I mean the website
basically a programming discussion board
nah its where you ask people to do your programming homework for you
and then everyone else who has that question also checks it
it's where a bunch of overly proud people make fun of you if you ask a "stupid" question or mark your question as a duplicate when your question is clearly different from what was asked before.
It's where someone asks for a simple implementation of something and get 15 different answers containing several dozen lines of code
when it can be done in one
that sounds like a great place
it sounds like a useful and friendly place for learning things
it's a place where you can learn that no matter how niche and how unknown something seems, there's always a bunch of people who know precisely what you're looking for
it's a humbling experience, to say the least of it
is there a stackoverflow tag for modding hollow knight
there should be
PrehistoricBanana: try to learn some basic coding... Basic programming logic and stuff, idk. I'm not the best person to answer those kinds of things, tbh
but I'm SURE KDT, Wyza and Seanpr would be just GLAD to help you
i'll try to look into it
@solemn rivet cool
does the mod add up dashing?
and do you always have the dash master down dash
because yesterday when I was looking at the api port it had an up dash function
so, here's a quick rundown from the top of my head
you start with the ability to shadow dash and deal damage (without actually having mothwing cloak, shade cloak or sharp shadow)
dash damage is set to 5+4*upgrades, nail damage is set to 1
Mothwing Cloak reduces cooldown between dashes and increases dash distance (both only a bit)
Shade Cloak recovers 1 SOUL/dash (as a replacement for not being able to recover soul by hitting enemies)
Sharp Shadow doubles your damage
Longnail increases dash distance by 20%, and MoP by 50% (these are probably wrong)
Quickslash removes dash cooldown completely (allowing for chain dashing)
Dashmaster allows for updash and downdash (and, I believe, a short reduction to cooldown)
Grubberfly Elegy is for the lulz
hm... What else?
Fragile Strengh increases dash damage by 50%
what's broken tho
what's broken:
sometimes, for some reason, dash either stops doing damage at all or does only 1 damage
alright
here's how it used to work: either at HeroController.Update() or .CharmUpdate() I would reset the damage, i.e., set nail to 1 and dash to whatever
but even tho Update runs everyframe, it still broke some times
so what I decided to do was a more direct approach
I get the Sharp Shadow game object and find its damage FSM property and set it directly
but some people still report breaks after a while
so I'm not even sure what to do
Sharp shadow breaking is a vanilla bug
"breaking" in what sense?
oh yeah, that was a thing
if that's the only recurring bug with the current implementation of Blackmoth, then it's fine
but if it's still somehow resetting damage...
@vagrant leaf - there are 3 sample mods in the modding API source on github. past that, there are a bunch of mod's source in github
but really, you need to have at least a small foundation in c# to do much. not a ton, but if you have 0 programming experience, you're in for a tough time
@solemn rivet I was thinking keep nail damage unchanged, make it so you can't use nail, and then change sharp shadow to the nail damage instead of sharp shadow
literally the page i linked has a button to download the source
@copper nacelle you can't do that
nail damage has to have a value of > 0
otherwise you can't hit switches, grubs, breakables, etc
your nail just passes through them
including that first breakable door at the beginning of the game 😉
incidentally, spells do the same thing if you set their damage to 0
@buoyant wasp doesn't the new DamageType thingie solve that?
it might, but it might also cause other unintended consequences
since normally nail has some pushback
by making sharp shadow do damageType = 0 shouldn't it be able to open doors, hit switches and stuff?
yeah
and it would also break pogoing
which is a very cool part of the whole blackmoth combat mechanics
so if you try to sharp shadow through an enemy it might just bounce you off
lol
i mean, it's worth a shot, I just don't know that it will work
though really, nail damage = 1 is pretty low. isn't the base like 4?
you could just make everything have +1 health
no download
go up 1 folder
Hey everybody, I'm new to modding. I used dnSpy to modify a few values, and want to save my changes as a dll. How exactly do I save only my changes?
you mean, how do you save them so that next time when a new version comes out, you don't have to resave them again?
you don't
when you edit with dnspy, that's it, you save it, and it's done. new version comes out? want to make changes? re-apply them manually
this is why modding with the API is vastly better 😉
How exactly does one 'use' the API? I downloaded the files, but didn't see an .exe or anything?
the API is a modified Assembly-Csharp that anyone can just copy on top of the normal game. it exposes a number of hooks that allow you to intercept calls in the game. here's a list of a bunch of mods that use the API with their source code: https://seanpr96.github.io/HollowKnight.Modding/ you can take a look at those, or here are some very basic "sample" mods that give you a good template to start with in Visual Studio https://github.com/seanpr96/HollowKnight.Modding/tree/master/ExampleMods
so basically you compile your mod as a separate DLL, and keep everything contained with in it
when a new version of the game comes out, one of us will recompile the game with the API, and in general, the mods themselves will have little to no change required to work with the new version of the game
Alright, well that's what I've been doing. So no problem there. I was just confused. You see, I looked at for reference, the charm notch mod, opened up the dll and it contained only the files relevant to what it was editing. I thought that when you compile, you are only meant to compile your changes. If it works fine regardless, I won't bother.
yeah, i wouldn't approach it that way, use the source, much, much better. dnspy is great, but man it decompiles stuff in the strangest ways sometimes
Okay thanks for clearing that up. Figured I should ask before doing a lot of unnecessary work.
yup
that said, having dnspy around to poke at the game's source when you're trying to figure something out is definitely helpful
(unless of course you're screwing with FSM, in which case, i hope you like pain)
Y'all
Hear me out
A mod to save Myra the Miner
Finite State Machine. It basically controls all the enemies, all the movement, all the spells, honestly, it's basically the game
but you can't just edit them like you would with alot of the standard stuff. it's...complicated
here's one
So I save my changes to the dll, place it in my Mods folder, and the game doesn't load it when I start up. Works fine if I leave it as 'Assembly-CSharp.dll' in the 'Managed' folder. But inside the Mods folder it does nothing. What did I do wrong?
you don't mod assembly-csharp.dll, that's not how those mods work. Take a look at the source code to understand.
Oooh now I get it. Thank you.
So when you do the floating glitch you're locked to another fsm state?
idk if that's handled by an FSM state because in code you can see the states for being on the ground, on air etc.
anyway is it better to us ea keybard or controllr
just use whichever you're more comfortable with
wait wut
wait wut
it is controlled by an fsm
its in spell_control, the fireball state has code to set your gravity to 0, and then code in another state to set it back to 1, but you skip the reset state and have no gravity
There you go then
If we actually understood fsms completely, we would be able to glitch our way to heaven
i'm really wondering how hard it would be to write a visual FSM editor....
it'd have to be in csharp, and probably in game
its why I wanted that cursor stuff a few days ago, I wanted to be able to click on any object in game and list its fsms, then click on the list to load an fsm editor
oh speaking about buttons this line is wrong https://github.com/seanpr96/HollowKnight.Modding/blob/master/Assembly-CSharp/CanvasUtil.cs#L436
should be new RectData(new Vector2(0,0), new Vector2(0,0)) instead of rectData
nice
in game fsm viewer would be hot
though i don't know how you'd handle stuff like spells
yeah
you'd probably need an input text box to be able to search FSMs
for stuff like that
the main thing about an ingame viewer is I can actually look at the definition of each action via reflection
rather than just guessing
yeah
once you have the viewer working, editor is just a stone's throw away
for simple stuff
anyway
well simple variables
like int/floats/strings
gameobjects might be a bit more complicated
right
but even just having an ingame viewer will make things so much better for htat
that*
even if you couldn't edit it
It's certainly better than dumping fsms randomly and searching blindly through them
well, my FSM Viewer 2 helps with that some
since you can search/load them fast
but it's still not ideal compared to in game
well the 2 main advanatages you get,
real time results, you can test your edits in game to check they work
actual information on each action
Real time editor would be slick
interesting
what's the first image from? this new mod?
or is that just your text editor?
its from my mockup of the ui for the mod
ah, cool
but all that information is available ingame
can you just do a PR for that line fix in CanvasUtil? I don't know that I'm going to remember to do it this week. (prepping for a 300+ person lan party this weekend, so brain is not 100%)
I put a pr in
thanks
Hi, I'm kinda new here, I've been trying to install the randomizer mod and have no idea where the folder called Randomizer goes, can someone give me a hand?
zip has everything in the correct hierarchy
so just put it below data right?
yea
thanks man
the video in pinned messages shows how to do it
I don't get how it's a 5 minute video
It should be like 5 seconds
Just dragging files from the archive to the game folder
Done
it should be 10:01 for ad money
should be a feature film
Uhh
so I just got this email 5 times
I think it is a virus
does anyone else think I probably shouldnt click on the link?
I am really tempted right now
Go for it
images can contain viruses
if you don't know what something is, you really shouldn't ever click on it
especially in an email
that's security 101
that's a really shady email aswell...
I opened it on my phone just in case
that's...not better
phones are just as susceptible to viruses as PCs
oh that tracking device in your pocket, yeah all good
^
oh well
graig has spoken
I opened all 5 emails too
inb4 you wake up in some guy's cellar
I once opened an email like that and got sick for like 3 weeks
anti-biotics didn't help, probably a virus
wow nice edit
Hey modders I went into TC yesterday to see how the switch port is going, (its going well) anyway there are a few ppl in there overhauling Williams "code" some I'm thinking the new update once they done will change a bunch of stuff for you
Lots of FSM be rewritten into real code, etc
you said this last patch too 🤔
Heh, we all know it
now I get an email about democracy in Iran
...
this time it wasnt a picture
just a google search
did you click it
congratulations
yes
w h y
you won a free iPhone 7
Doing it a 6th time wont hurt
your adress is probably public somewhere on the deep web
lel
iPhone L
what about the iPhone HK
hey you've won $450,000,000 all you have to do is send $5000 in bitcoin to this wallet:
wow original joke
s
haha xd
this isn't discussion
no admin going to come in here and ruin your fun
mods asleep post mods
whats the difference between hard and easy randomizer fellas
complex skips
trying to install the debug mod(completely new to PC gaming), and I'm trying to follow the instructions in the readme but coming up empty
if theres a good seed anyone knows
which folder is the DebugMod.dll supposed to go into?
it works just to put the Hollow_knight_data in the mod's folder in the folder with the existing Hollow_knight_data
it will ask if you want to replace files and you can say yes
if you're using the steam version
for both the api and the debug mod
should I create a Mods folder then? Because I don't see one natively in the existing Hollow_Knight_data
and if so, which subdirectory should it be in
no you put the Mod Hollow_knight_data
next to Holllow_knight_data in the game's files
the mods folder is created when you drop in the API
@fair rampart 717616267
Fury = fireball
o
Compass = fury
Imo really good seed
saving seeds
Kek
Also you can always check what each charm is in modlog.txt in the saves folder
Its a hard seed btw
So, just to recap
Graig has told us some news that probably won't become true, just like right before cp02 release?
I remember him saying stuff about how cp02 was going to shed some new light on the lore we already had
We love you Graig, but you have hurt us

did graig even say anything about cp3?
because if he did
we know what he said is false
i guess
Did it tho?
but what he said was kind of misleading
pop did shed new light
but
it wasn't anything we didn't already know
fix
what's wrong with bonfire?
why dont you just break every stat
Lotsa stuff
Blackmoth mod 1.2.2.1 when
Rn, attack speed is cumulative with every swing and every time you reset the game, level cost resets to 50
It does, 56,that's what I sent the other day
tfw I'm blind
And from what sean told us, maybe it doesn't have to be fixed at all
is there a non-API version
Maybe it's all vanilla bugs (heh)
i don't see it in the drive
Oh
Just a sec
I'll get to my pc and check
ehh
lemme see if I can find it...
close enough?
yeah you should put that in the drive
it was
really?
but we removed it in an attempt to encourage usage of the API
why not put the API port in the drive tho
y would u not use the API?
because you can overwrite HeroController.dash() w/out the api
what is HeroController.dash()
^
that's what I used to do before the API, anyway
with the API, we have to use a roundabout method
but it still works
Ah ok
can you override HeroController functions with the API?
sure
wait what
just add the relevant hooks
iirc, just add an onDashHook() at the start of HeroController.dash()
Guys is it possible to override the RNG on a single boss?
the API is basically a modded assembly, 56
with the relevant hooks inserted in the relevant spots
you create a hook
the onDashHook was created for blackmoth
many hooks were added for bonfire
dash was annoying only cause the code for dash was huge iirc
yup!
so you can just add a line like "if something was subscribed to this event, then return after running that specific subscription"
which essentially overrides the method
yeah, most of the hooks basically just get called at the beginning or the end of the relevant method in the vanilla game. we have a few that we change stuff in the middle, Load and Save game, dash, and 1 or 2 others i think
cool
also
what am I doing wrong here
List<FieldInfo> fieldValues = typeof(PlayerData)
.GetFields()
.Where(field => field.Name != null && field.Name.Contains("gotCharm"))
.ToList();
foreach (FieldInfo field in fieldValues)
{
field.SetValue(PlayerData.instance, true);
}
trying to get all charms
instead get depression
pretty sure you need to check for hasCharm?
also, you probably can't do that
it's because of "weird" charms like grimmchild?

grimmchild is int iirc
and the queensoul/kingsoul are different too
1 to 3 are the stages for the evolution and 4 is carefree melody, or something like that
Just copy the code from debug 
everything
what exactly are you making?
NG+
NG+?
@vagrant leaf yea
like 1.5x enemy health, +1 enemy damage, everything is reset
per ng+
how about items? Power ups?
we were thinking a long time ago, when bonfire was just a baby
about making tiered charms
or an upgrade system for charms
@copper nacelle Isn't that basically hell mod tho?
everything is slower
yeah
true
this is basically hell mod but it gets harder as your new game level increases
and it doesn't have nerfs to damage
so they do stack
yes
that sounds scary
eventually oneshot
yes
nobody wins
Kek
NG+ sounds like a more easy to digest transition from first playthrou to glass soul
Except with more health
if we play Bonfire+NG+ this is basically Dark Bug Souls
in true fashion to the DS series, spells are OP
lol
Flukenest is DS2 climax
I set all the cans
but none of the has(es)
so you "can dash"
but you don't have dash
weirdly, it breaks claw
wait, how? Which cans, precisely?

