#archived-modding-development

1 messages · Page 54 of 1

ornate rivet
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just put the data folder you get next from the mod in the same folder as the hk-data folder

arctic idol
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already did it, ingame the randomizer 1.5.1 appears, but nothing else

ornate rivet
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oh

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when you make a new save file it doesnt let you pick randomizer?

arctic idol
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no

ornate rivet
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watch this and make sure you are doing it right

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and make sure you have steam in offline mode

arctic idol
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oh, didnt know about the offline mode

arctic idol
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i've done it like him (but with the randomizer) and the offline mode and still got no option to choose the randomizer difficulty

copper nacelle
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no

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you're sure that you put the entire folder next to hollow_knight_data?

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bc if it finds the xml it should also find everything else

arctic idol
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bottom right*

hazy sentinel
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so after clicking to start a new save and getting to the difficulty screen you don't see "RANDOMIZER:OFF"?

arctic idol
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ohhhhh i see the problem now

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still haven't finished the game

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im clumsy, sorry for bothering

hazy sentinel
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yeah you have to unlock steel soul first

arctic idol
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downloaded at first, and ended up the game, liked it and bought it so i deleted the other file

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and now i was like meh i dont feel like doing hollow knight

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and rushed grimm instead of ending the game

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thanks for helping! and btw Verulean ur videos are awesome

mighty slate
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am i the only one having issues getting the bonfire mod to run?

copper nacelle
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@arctic idol you can download the file near from in pinned #hk-discussion

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then you just need to beat the boss

charred compass
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Is there any way to get the randomizer to work on Mac?

copper nacelle
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yea

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There's a Mac version

charred compass
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I downloaded the Mac version but can't get it to work

copper nacelle
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did you put the randomizer folder in the resources folder?

charred compass
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I did before and it didn't work

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Let me try again

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It's in resources, the dll is in the mods folder, and nothing is showing up

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Let me try one more time

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Aaannnnnddd

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Nothing

copper nacelle
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try replacing the dll with the one I uploaded

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it's probably the same

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but just in case

charred compass
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Alright

charred brook
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@solemn rivet i forgot to mention that the shade cloak thing (in blackmoth) is not working at least for me. in the readme it says that you got soul from dashing through enemies but it doesnt work. thinkgrub

charred compass
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@copper nacelle still doesn't work

copper nacelle
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Whāt

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whȳ

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@charred compass does the API show up in the top left

charred compass
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Yeah

copper nacelle
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also in your saves folder there should be a ModLog.txt

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can you attach that

charred compass
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I have the API installed just fine

copper nacelle
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and in managed there's an output_log

charred compass
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I'll have to attach it later tonigh, I'm about to go do some stuff today

copper nacelle
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can you attach that as well

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alright cool

charred compass
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*tonight

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But my API does show up, the "outdated, new version" error and all

copper nacelle
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weird

charred compass
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Yeah

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I've set the randomizer folder in nearly every folder in the files, the files from the randomizer folder in every folder as well

charred compass
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There's no output_log in managed @copper nacelle

copper nacelle
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what api version are you on

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-31?

charred compass
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-34

copper nacelle
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ok tf

charred compass
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Maybe HK just hates me

copper nacelle
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nothing complaining about files in ModLog

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it's usually in output anyway tho

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wait

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the output is in a diff spot on mac

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~/Library/Logs or something

young walrus
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You merged the two .App files/folders?

copper nacelle
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he did

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he's got api running

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@charred compass gimme ~/Library/Logs/Unity/Player.log

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you can go there fast with Command+Shift+G or something iirc

charred compass
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Kk

copper nacelle
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FileNotFoundException: Randomizer could not find all menu images
at RandomizerMod.GUIController.Awake () [0x00000] in <filename unknown>:0
UnityEngine.GameObject:Internal_AddComponentWithType(Type)
UnityEngine.GameObject:AddComponent(Type)
UnityEngine.GameObject:AddComponent()
RandomizerMod.RandomizerMod:Initialize()
Modding.ModLoader:LoadMod(IMod, Boolean)
Modding.ModLoader:LoadMods()
OnScreenDebugInfo:Awake()

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🤔

charred compass
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So I'm missing whatever the hell triggers the UI?

copper nacelle
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it can't find the folder

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which has the images

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which it displays

charred compass
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Boi

copper nacelle
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exactly

charred compass
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I've put the folder everywhere

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Put the files from the folder everywhere

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And it still doesn't work

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Smh Hollow Knight

copper nacelle
charred compass
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Nice

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What would be nicer is if the randomizer decided to want to work

copper nacelle
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nevermind don't use that it doesn't work

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InvalidOperationException: out of sync
at System.Collections.Generic.Dictionary2+Enumerator[System.String,System.Boolean].VerifyState () [0x00000] in <filename unknown>:0 at System.Collections.Generic.Dictionary2+Enumerator[System.String,System.Boolean].MoveNext () [0x00000] in <filename unknown>:0
at System.Collections.Generic.Dictionary`2+KeyCollection+Enumerator[System.String,System.Boolean].MoveNext () [0x00000] in <filename unknown>:0
at Modding.ModLoader.LoadMods () [0x00000] in <filename unknown>:0
at OnScreenDebugInfo.Awake () [0x00000] in <filename unknown>:0

(Filename: Line: -1)

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why

buoyant wasp
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I know we figured out where the folder was supposed to go at some point

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cause someone else got it working

copper nacelle
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yeah

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does mender door not just check for the key + doorOpened?

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time for F S M hell

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there's an UWP app for this, right?

buoyant wasp
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yeah, i posted it a while back

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like....december?

buoyant wasp
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the only thing you have to do is enable sideloading of apps in windows

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otherwise I think just unzip and run and it will "install" it like a windows store app

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it has a terrible icon too 😃

copper nacelle
buoyant wasp
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but it works

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boy, that's helpful

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"unspecified error" thanks microsoft

copper nacelle
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microsoft has the best errors clearly

charred compass
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I'm gonna kick the Mac version of HK

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Why won't you work

buoyant wasp
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alcana, inside the app, where does the randomizer folder currently reside?

copper nacelle
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developer mode also doesn't work

buoyant wasp
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what version of 10 are you on? spring update or fall update?

copper nacelle
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uh

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1607

charred compass
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Currently nowhere as I have taken it out to put it somewhere else in HK

copper nacelle
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my new plan

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is because I have SYSTEM powershell

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is to run it from there

charred compass
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And I gotta go do a thing, so I can't mess with it right now

copper nacelle
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when someone says you can't get root on windows

buoyant wasp
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hehe

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well @charred compass when you want to tackle it again, tag me

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and i'll try and help

charred compass
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Alright

buoyant wasp
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@copper nacelle lemme load it up, wondering if it's targeting the fall update which would be why it's failing

charred compass
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Thanks

copper nacelle
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alright

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I got a better error tho

buoyant wasp
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lol

copper nacelle
buoyant wasp
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i wonder if you have to reboot after turning on sideloading

copper nacelle
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and when I did runas /user:username .\Add-AppDevPackage.ps1 it says "Access is denied"

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already had dev-mode on before

buoyant wasp
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ah

copper nacelle
buoyant wasp
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ah, yeah, ok, so 1607, is lower than the target, lemme try changing it to that, sec

copper nacelle
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alright

buoyant wasp
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you'd think windows would be able to say, "oh the target version for this app is 1709 (fall creators update), but you have 1607 (spring creators update)"

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instead of "it broke"

copper nacelle
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lol

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"Unspecified error"

buoyant wasp
copper nacelle
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nice

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worked

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or it says it did

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yeah it worked

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thanks

buoyant wasp
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yup

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basically just point it at the folder with your dumped fsms, then you can search and pick them without haveing to manually edit the json for each one you want to look at

copper nacelle
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that is beautiful

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also holy shit this is amazing

buoyant wasp
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lol, it works, though it's laggy if you load up some of the large FSMs

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the ones that have like 50 things on them with a billion lines

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and yeah, seems like mender state needs to be 2

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though, why it's "2" and not a true/false state, thinkgrub

copper nacelle
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tfw hasMenderKey and menderDoorOpened mean nothing

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yess

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thanks again

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is this too shitty to put in the drive

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Wyza#1337

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🤔

buoyant wasp
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mmmhmmm

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nitro ftw

copper nacelle
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is menderfriend too shitty to put in the drive or no

buoyant wasp
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what does it do?

copper nacelle
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makes it so you don't have to kill menderfriend

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it's pretty bad except it works

buoyant wasp
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you don't have to kill him anyway do you?

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i mean, what's the gain?

copper nacelle
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you get to snoop in his house

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tbf it's pretty useless

buoyant wasp
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honestly, probably doesn't need to be on the drive, if someone asks, we can just tell them to search for it,

soft rain
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@charred compass I'm on mac too, Randomizer/ goes beside hollow_knight.app, not inside

buoyant wasp
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perhaps a screenshot of the folder view would be helpful 😃

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for folks

copper nacelle
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is there any on death hook?

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also how do I show something in the corner

buoyant wasp
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there is not a death hook that i know of

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"show something in the corner" is rather vague 😉

copper nacelle
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like text

rain cedar
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Death hook would be useful for debug mod as well

copper nacelle
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also gonna try onBool for soulLimited

rain cedar
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Currently just constantly checking if health <= 0 and gameplay scene

copper nacelle
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that's a better idea than mine I think

buoyant wasp
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as far as writing text goes

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look at canvasutil

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and um

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there is a thing

copper nacelle
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?

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also do I need a reference for canvasutil?

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found it

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was ui

hazy sentinel
buoyant wasp
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look at the Console.cs

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it's what draws the debug console

hollow pier
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play lightbringer

buoyant wasp
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it's fairly simple as text goes

copper nacelle
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where should I get that

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api github?

buoyant wasp
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yeah

copper nacelle
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uh
I added console and it says console doesn't exist when I do
using Consol

buoyant wasp
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well you wouldn't use the console

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i'm just saying look at the console for an example of how to write text

copper nacelle
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oh

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how do I not fail at DontDestroyOnLoad

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it says can't be used as a method

buoyant wasp
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does your class inherit from monobehavior?

copper nacelle
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no

buoyant wasp
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well, a display class needs to 😉

charred compass
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@soft rain thank you so much

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It finally works

soft rain
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You're welcome :)

bright prawn
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Christ, going without mantis claws and desolate dive is getting tough... running out of options with Randomizer here

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really makes you appreciate random flying enemies

buoyant wasp
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hehe

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i wish mantis claw wasn't such a key item

bright prawn
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yeah, really, it's surprisingly important

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if only every area had just one flying enemy hanging about, it could be brute forced

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but without it i'm locked out of nosk and shade cloak, and others

buoyant wasp
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well, and locked out of finishing the game

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technically you're only locked out of shade cloak if you don't find shade cloak somewhere else

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you can actually get to a large % of the items without claw

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and nosk never has an item, so that really doesn't matter

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(also, while it's not in the logic, you can get shade cloak without shade cloak or claw using a pogo on your shade, but that sucks to do)

bright prawn
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ohhh, that's right, makes sense

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I might have to do that

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does randomizer change collector's map?

leaden hedge
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No

buoyant wasp
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well, like i said, that isn't in the logic

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so if you ahve to go there, and do that, you're sequence breaking,

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which isn't a problem, but it also means there is another option somewhere

bright prawn
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i'm unsure what sequence breaking means

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but oh well, then I guess I wont go there

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what about the pale ore from trial of the conqueror? does that randomize?

hazy sentinel
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no

bright prawn
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shit

buoyant wasp
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it means, the randomizer didn't indend you to need to go and do something

bright prawn
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Ah

buoyant wasp
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none of the ores randomize

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none of the keys randomize

hazy sentinel
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what if

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the ores randomize, but the pool is only the pale ores

buoyant wasp
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the relics only randomize within themselves

bright prawn
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Ah, I thought the ores did because the seer gave me one, forget she does that normally

buoyant wasp
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the seer's stuff is never required

bright prawn
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ah

tranquil meteor
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is there any mod to give me infinite charm notches or to allow me to equip all charms

bright prawn
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well I'm not sure what to do, I feel like I'm running out of options

buoyant wasp
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what do you have currently?

young walrus
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Claw allows you to get pretty much everywhere

bright prawn
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I have dash, isma's, wings, crystal heart, dreamgate, vengeful spirit, and a buttload of charms

young walrus
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Do you have dream nail?

bright prawn
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Oh, ya

young walrus
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Playing on hard?

bright prawn
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I think so yes

young walrus
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Well... You can get spore shroom, clear out Crystal peaks, shape of inn, baldur shell, wraiths, etc etc etc

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You can do pretty much everything with wings

buoyant wasp
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isma's is open too

young walrus
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Tru

bright prawn
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I can clear crystal peaks without mantis claws?

young walrus
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On hard, yes

bright prawn
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I did go to isma's, shape of unn... mmm, not sure about baldur and wraiths

buoyant wasp
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CP without claw is frequently needed

bright prawn
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Ah, I'll go there and figure out how to get up, then

young walrus
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Mark of pride is available too

bright prawn
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what!

young walrus
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Spore shroom requires a shade pogo

bright prawn
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I can't even figure out how to get to mantis lords

young walrus
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You really probably shouldn't be playing on hard. Lol. There's speedrun tech all over it

bright prawn
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I thought I had the speedrun techniques down, guess not lel

young walrus
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Try Crystal peaks first.

bright prawn
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Aye

young walrus
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If you can get up there, you're probably fine

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Though deep focus is fun too

hollow pier
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just pfloat

buoyant wasp
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deep focus is easy with CH/wings

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deep focus is fun with wings/dash only

bright prawn
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ohhh I guess I can see how to get through CP now

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I just need to pogo squirm through the spike challenge

buoyant wasp
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yup

bright prawn
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that sounds fun

young walrus
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It is

bright prawn
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so, are you saying that every Randomizer run is actually possible?

young walrus
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Crystal peaks is my favorite to do with wings

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Yes. Every rando is possible

bright prawn
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i actually thought it was just like a thing that it could turn out a dead end run

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damn, that's awesome

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thanks for the advice ;O

buoyant wasp
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as far as we know, anyway, there are no un-winnable seeds

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and all of the known ways to softlock yourself have been removed

copper nacelle
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except float

soft rain
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Is hollow knight released on any os other than windows and mac?

bright prawn
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i locked myself in at Great Slash by sitting at the bench and didn't have CH to get out

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in a previous rando run

young walrus
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Great slash isn't randomized. I guess we didn't prevent softlock on things you don't need to check

bright prawn
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Haha, makes sense

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how are the softlocks prevented?

young walrus
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And no sahler

soft rain
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Ok so there are only 2 possible folder structures

young walrus
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Benches are removed. Platforms added. Hard saves removed. AI behavior changed. Stuff like that

soft rain
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Also crystal peak doesn't need lantern and elder baldur in ancestral mound can be killed with nail

bright prawn
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Damn, I had no idea the changes were that extensive

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Oh yeah I did notice the change to the first elder baldur

soft rain
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Not the other one tho

copper nacelle
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@soft rain Linux

soft rain
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Do you know how the app is structured?

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on linux

livid dragon
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When did mod support come out for Hollow Knight? Or was the API made by reverse engineers?

soft rain
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Reverse engineered as far as I know

young walrus
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Team Cherry hasn't done any kind of mod support

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Besides warning modders that things will be changing

sharp rain
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ive been playing boss rush mod, and i feel like starting with nothing and choosing 1 of three random upgrades is kinda frustrating

young walrus
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You can choose 2 if you take no hits

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Even choosing 1, you become pretty OP pretty quick

sharp rain
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i kinda wish all the mobility options were available from the begining thou

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maybe im just bad thou

young walrus
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That's not even how the base game works

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You start with nothing

sharp rain
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yeah but you dont have to fight a lot of these bosses with out at least the dash or wall jump

young walrus
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If you really want to have all movement right away, you can install debug mod and give yourself all the movement you want

sharp rain
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ohh cool i think ill do that actually i didnt think of it

sharp rain
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umm the game just softlocks when i beat the collector... help

vagrant leaf
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what's spritedump?

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i just noticed that on the drive

hollow pier
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did you use flukenest or dreamshield

sharp rain
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yeah i have dreamshield

hollow pier
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yeah dreamshield breaks him

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is he stuck just moping

sharp rain
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greaaaat... its not like he was the most obnoxios boss to beat in the first place...

hollow pier
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if he dies to fluke or dreamshield that happens

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unfortunate

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but not much you can do

sharp rain
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i think im done with boss rush forever... lol

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what other mod is a different and interesting way to play the game?

hollow pier
#

dunno

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randomizer i think is really fun

sharp rain
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mmm idk randomness can be bad

hollow pier
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bonfire is a really interesting mod

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i havent tried it but it looks fun

buoyant wasp
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boss rush is super easy atm 99% of the time

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@livid dragon - all modding to HK has been done via reverse engineering. Originally all via dnspy, now we have a more streamlined process that compiles our changes into the game's dll

fair rampart
#

Lightbringer 2.0 when

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Aspid mom when

trim grove
#

speaking of lightbringer... is gruz mother supposed to be cheeseable? as in you dont have to fight her but you can kill her? thinkgrub

buoyant obsidian
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Nope

trim grove
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oh. well she is

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doesn't/can't fight back at all type of cheese

solemn rivet
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What's the cheese?

livid dragon
#

Cool @buoyant wasp - sounds very interesting :)

trim grove
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oh woops, meant to say last night. certain types of damage doesn't wake her up, so dreamnail, flukenest, etc. so you can just 100-0 her without her waking

buoyant wasp
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i've mused about some sort of addition to the randomizer that would give 1-3 more requirements to finish the game. right now it's dream nail + claw + (CH | Ismas). wondering if we couldn't do something where the egg wouldn't unlock unless you also picked up 1 -3 other things. which things you would need to get would change for each seed and there would be some sort of sign or conversation thing that would tell you what this seed required.

young walrus
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Well we had talked about putting both kingsoul parts in the randomization

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So you could do true end runs

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Could add queens shard into the good item pool too, potentially requiring shade cloak to get a good item

buoyant wasp
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yeah, just trying to make it so that the goal isn't always "find mantis claw" (cause really the other things are easy. there are 3 dream nails, and 2 items in CH or Ismas that you can find)

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but yeah, definitely want to get the queenshard into the mix

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wish we'd know when the next release was coming out :/

halcyon fable
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what's the mod that shows the items you've picked up?

young walrus
#

The overlay?

halcyon fable
#

yea

young walrus
#

It's in pinned messages. Not a mod

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Tho you need the playerdatatracker installed

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Which is a mod

halcyon fable
#

got it

neon ocean
#

Hi ! I don't know if you will be able to help me (or even if it's an appropriate place to ask, please tell me), but I did the banishment ending (without really realizing...) and was quite sad. I would prefer to beat Nightmare King. I followed the instructions here ( https://www.reddit.com/r/HollowKnight/comments/7azbhu/ritual_problem/ ) and modified my savefile.
Everything seems to work correctly except the grimm child doesn't appear when his charm is equipped.
I skimmed through the JSON parameters to try to find something that could be related, but couldn't find anything.
Do you have an idea ? 😃

buoyant wasp
#

honestly, I'd just grab a practice save

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from the 106% resources

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there should be one for just before NKG/THK with everything else

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or

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there is a save editor

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it's in the pins from KDT

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dunno if it lets you change NKG's death status tho

misty jackal
#

how do i install lightbringer

buoyant wasp
#

you don't, ever, it's the worst mod of the lot

misty jackal
#

why lol

buoyant wasp
#

i'm just giving you crap 😉

misty jackal
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okay

buoyant wasp
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basically

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go into the pins

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there is a link to the mods drive

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download lightbringer

misty jackal
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what does lightbringer do? does it xhange my nail until i uninstall it?

buoyant wasp
#

and copy it on top of your install

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it basically makes the whole game based on ranged attacks

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and some other stuff

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"uninstalling" is basically going into steam and telling it to verify the game files

misty jackal
#

but thatll get rid of hpmod too

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hpbar

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right?

young walrus
#

Yes

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Hpbar mod is not compatible with Lightbringer

buoyant wasp
#

yeah, lightbringer is not what we call an "API" mod

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which means lightbringer only ever works with itself and nothing else

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if a mod is an API mod, then, in theory, it can, and sometimes is, compatible with other mods

misty jackal
#

fuck that

buoyant wasp
#

lol

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complain to @buoyant obsidian for not learning to use the API hollowface

young walrus
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"not my problem"

buoyant wasp
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no, that's @leaden hedge

young walrus
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I know

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I just like using it

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For anything modding related.

narrow canyon
#

Does the bonfire mod not work with the latest version of the game?

buoyant wasp
#

the API version does

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i think

narrow canyon
#

Alrighty, I'll give that a try

buoyant wasp
#

search for from:Gradow has:file or check the date on the gdrive

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it should be sometime in the last 10 days i think

neon ocean
#

@buoyant wasp Thanks for your advices! I can't find the 106% resource though, do you have a link please?

buoyant wasp
#

under "Saves"

neon ocean
#

Thanks a lot !

buoyant wasp
#

Modding API 1.2.2.1-35 - Adds BeforePlayerDeadHook and AfterPlayerDeadHook. @copper nacelle @rain cedar . No idea if this will work right, but here it is for you guys to test.

copper nacelle
#

ooh

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neat

solemn rivet
#

@charred brook oh yeah, I've gotta fix that

copper nacelle
#

I'll try it today

solemn rivet
#

nice Wyza!

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nvm

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too much soul

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brb

solemn rivet
charred brook
#

@solemn rivet okay nice 😃 ty again

solemn rivet
#

updated bonfire and blackmoth on the gdrive

ornate rivet
#

yay

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next thing you know, TC posts new patch tomorrow

copper nacelle
#

TFW api mods using fsms and lightbringer instantly die

#

*tfw

rain cedar
#

Nah I definitely want that patch sooner rather than later

#

Sure, it'll break stuff

#

But things will be much better in the long run

buoyant wasp
#

mmhmm

#

well, in theory anyway 😉

copper nacelle
#

fsm replacements turn out to be way worse than fsms

rain cedar
#

I don't really see how that could be possible

copper nacelle
#

FSMs but redone still in gamemaker to use even more fsms

rain cedar
#

Every state is its own FSM and they all interact using global events

copper nacelle
#

oof

#

every state and variable as it's own FSM

#

like the FSMInt for the health of an enemy

#

would be an entirely new fsm

#

just because

buoyant wasp
#

except we still don't know for certain teh FSMs are going away anymore

leaden hedge
#

Some are, some arent

fair rampart
#

Guys how do I rip hk files

old saffron
#

Make a print of them

#

And rip the paper

fair rampart
#

xd

#

Ok but how do I do that with audio?

old saffron
#

You write down what you hear in the audio

#

Proceed to do the same thing

solemn rivet
#

you need UABE

#

should be in the pins

fair rampart
#

alright thanks

#

uhh

#

there are so many files

#

Which ones usually have audio files in them?

solemn rivet
#

filter them to audio assets

fair rampart
#

Alright thanks

solemn rivet
fair rampart
#

Which file did oyu open?

#

There are 300 level files

solemn rivet
#

I opened the whole folder

#

hollow_knight_data

fair rampart
#

oh

#

Thanks

viscid river
#

im having some difficulty trying to get the randomizer mod to work.

fair rampart
#

MAC or windows?

viscid river
#

windows

fair rampart
#

hmm

#

Did you install the API?

viscid river
#

yup

fair rampart
#

Does it show up in the top left corner when you open up the game?

viscid river
#

it did but i had the boss rush mod installed a couple of days ago

#

so it would load the boss rush mod instead

fair rampart
#

Then you should take out the boss rush mod

viscid river
#

i tried doing that but that is where i encounter the problem

fair rampart
#

Hmm

viscid river
#

i validate the game to get it to the way it was, install the api and then the randomizer but now its not saying the randomizer is installed

fair rampart
#

Yeah

#

That means its installed correctly :P

#

Also you don't have to validate integrity to remove a mod

viscid river
#

oh didnt know that

fair rampart
#

Just go to hollow_knight_Data\Managed\Mods

#

and remove the bossrush.dll and put it somewhere else

viscid river
#

alright, ill see if its working now

fair rampart
#

Alright

viscid river
#

i dont think its working nono of the charms seem to be randomized

fair rampart
#

Can you send a screenshot of what your main menu looks like?

viscid river
#

in game?

fair rampart
#

Ya

viscid river
fair rampart
#

Seems like you didnt install the API

#

Try reinstalling it

#

Then install the rando mod

viscid river
#

of course

#

:/

#

its got the randomizer logo in the bottom now, i dont know why it didnt install the api the first time though

fair rampart
#

weird

#

But hey now it works

viscid river
#

not quite, its supposed to come up with a difficulty select, that isnt appearing

fair rampart
#

hmm

#

You have the rando logo at the bottom right, right?

viscid river
#

yeah

fair rampart
#

This is really weird

viscid river
#

it also says the api and the mod is installed in the top left as well

fair rampart
#

Go to AppData\LocalLow\Team Cherry\Hollow Knight and check modlog.txt

viscid river
#

you mean that?

fair rampart
#

No there's a different thing

viscid river
#

im lost

fair rampart
#

go to appdata

#

Then to locallow, then to teamcherry, then to hollow knight

#

you find all the saves there

#

and there's a modlog.txt text file

viscid river
#

in not able to find that

fair rampart
#

hmm

#

not sure honestly

viscid river
#

the folder just doesnt exist apparently

fair rampart
#

Make sure you are in appdata/locallow

#

not appdata/roaming

viscid river
#

i cant even find appdata to start with

fair rampart
#

just type %appdata% into the windows search

viscid river
#

found it

solemn rivet
#

have you beaten the game already?

#

You need steel soul unlocked to play rando

fair rampart
#

oh

#

u do?

solemn rivet
#

you do

viscid river
#

hahaha

fair rampart
#

y tho lol

solemn rivet
#

just grab a 106% file and done

#

there's a reason

fair rampart
#

But that also cheats the achivements

solemn rivet
#

but we can pretend it's for spoilers

#

also, achievs, yeah

viscid river
#

can i just rush hollow knight and that work?

solemn rivet
#

sure

#

just unlock steel soul

viscid river
#

alright ill be back with a update

solemn rivet
young walrus
#

you need to beat the game b/c the difficulty selection is on the regular/SS screen, which doesn't exist if you haven't beaten it. spoilers

fair rampart
#

Ohhh

solemn rivet
#

see? It's better to pretend the reason is because of spoilers

young walrus
#

coughs yeah yeah..... lemme fix

solemn rivet
#

jk Mick, it's just because that's what I said earlier

stray mirage
#

has nobody commented that dreamshield coop is spelled incorrectly on pinned messages?

#

that's pretty strange

#

@buoyant obsidian can you confirm that dreamshied is the name of the mod?

buoyant obsidian
#

...what?

solemn rivet
#

753 descends upon us

#

it's dreamshield

#

Dargons simply mispelled it

buoyant obsidian
#

Dargons doesn't make mistakes

#

It's Dreamshied now

viscid river
#

that was a simple fix, its working now

buoyant wasp
#

Honestly the reason is "if you haven't beaten the game yet, you're going to have an exceptionally tough time beating a rando, even on easy"

young walrus
#

so....... git gud spoilers

solemn rivet
#

heh

#

also, if you haven't beaten the game, you won't know what the items do, so you won't be able to choose them effectively

viscid river
#

nah man im good, beat all the bosses in boss rush yesterday without any one the movement abilitys as it didnt give me any

solemn rivet
#

I'm still waiting for nail0 no pickups Flukemilf

#

or at least nail0 charmless melee flukemilf

viscid river
#

that sounds gross

solemn rivet
#

afaik it's the only boss that hasn't been beaten under those constraints

#

(aside from NGG)

viscid river
#

afaik? whats that?

solemn rivet
#

as far as I know

viscid river
#

ah, anyways thanks for teh help guys!

solemn rivet
#

np have fun!

buoyant wasp
#

oh, this is interesting....hmmm

#

apparently they figured out how to attach to running unity games to do debugging, that could prove useful for modding...

proven lagoon
#

hm

#

what does randomizer do?

young walrus
#

randomizes

#

things

proven lagoon
#

like.. what?

young walrus
#

items

proven lagoon
#

is it only items?

young walrus
#

well it doesn't randomize enemies if that's what you mean

proven lagoon
#

no i'm asking what does it randomize?

young walrus
#

spells, charms, movement items, and relics(in their own pool)

proven lagoon
#

ah

young walrus
#

and dream nail

#

and gate

#

and awoken

proven lagoon
#

huh

buoyant wasp
#

it doesn't randomize: Nail Arts, QueenSoul/KingSoul/VoidSoul, Keys, or Eggs.

young walrus
#

or ore or masks/vessels

#

or grubs. lol

#

that'd be hilarious tho

buoyant wasp
#

yeah, someday i wanna write the logic for an "insanity" mode. the kind of mode you play once and never again because it's cancer

#

where everything is randomized

young walrus
#

eff that

#

lol

#

i mean, it'd just be like a 106%

#

though.... you could purposefully place items to make it as bad as possible

#

like what that one dude did with a custom ALTTP seed

#

took top players like 6 hours to beat

buoyant wasp
#

combine that with enemy randomizer and exit randomizer and it'd be hilariously painful

#

like i said, you'd play it once and never again

young walrus
#

oh god

#

we really need to map out the room randomizer

#

i would play the shit out of that

buoyant wasp
#

i think the biggest difficulty is just that you have to go into every single room in the game, and figure out which exits require which abilities to get through

young walrus
#

yeah

#

very iterative process

#

we should set up an excel/google docs sheet so we can start

#

and multiple people can work on it

#

just need debug on to see the room names and you're good to go

solemn rivet
#

I would work on that

buoyant wasp
#

think we'd need to add something to mark the names of the transitions too, don't think debug has that presently

exotic venture
#

yo @leaden hedge, does More Saves still work?

buoyant wasp
#

there is a newer version, but yes, it works

rain cedar
#

I think scene name, exit name, and which scene it goes to is descriptive enough

#

So something like Tutorial_01, right1, Town

young walrus
#

don't the transitions have names?

#

thought they did

#

would we also need info on every transition to every other one?

#

like.... spire for instance

#

would we need to assume you'd get stuck at the bottom

rain cedar
#

Yes, that's why it's such a pain in the ass

young walrus
#

since arguably, you'd have to get back up top

#

if you reached a dead end somewhere else

rain cedar
#

And the transition names are just useless things like right1, top1, etc

young walrus
#

kk

#

going clockwise?

#

so top1 would be left of top2?

#

easy enough convention

rain cedar
#

I don't think it's any logical order for numbering

#

It's just whichever order TC made them

young walrus
#

would that matter for coding?

#

i would assume yes

rain cedar
#

Not as long as we know which is which

young walrus
#

just saying for the ease of multiple people working on this, that we could conventionalize transition names ourselves

rain cedar
#

That's easier for everyone except the coders

buoyant wasp
#

well, we'd have 2 columns, 1 for the actual real name, and another for some sort of short description that is useful

#

imo

young walrus
#

well that's what i'm asking

#

lol

#

if we can detect the real name with debug, then we can just use that

#

then that makes coding the randomization much easier

#

and i'd think we'd want to make it a rule that your character would be in the worst room spot possible

#

aka.... if you enter from the top, it has to be a requirement to make it all the way back up there

buoyant wasp
#

yeah

young walrus
#

prevent dead ends and soft locks that way

rain cedar
#

I guess that's better than making the player quit out constantly

young walrus
#

i think spire would be a good example room though, you could get from the top left one to the top right with just dash, but we'd have to assume you could fall down, so going from top left to top right would have to include wings or claw

#

that way, each room only has 1 set of conditions.

#

makes it a lot easier probably for coding too

rain cedar
#

Nah the code part of this is gonna be easy no matter what we do

#

As long as everything is documented in a consistent way

young walrus
#

that would change spire coding from 12 conditions down to 4.

#

for how to get to each one

#

i guess maybe we could include both? just be exhaustive from the start?

buoyant wasp
#

which room is spire?

young walrus
#

the one with giant husk

#

arena

buoyant wasp
#

ah

rain cedar
#

Speaking of that, the bench room is the same as the hallway room

young walrus
#

the one with the first elevator clip

rain cedar
#

But they're effectively different

young walrus
#

but the transition isn't

rain cedar
#

But if we're doing it how you said with one set of items required to fully traverse a room

#

That's an exception where that won't work

young walrus
#

then it's like 2 rooms

#

yeah i see what you mean

#

may as well be exhaustive then

#

also.... would leaving through a transition take you back where you came

#

like that bench room

#

or would it move you on to the next random load

rain cedar
#

We could do it both ways

#

Lttp room randomizer has both

buoyant wasp
#

yup

young walrus
#

kk

buoyant wasp
#

"easy" is that the exits are bound

#

going back where you came takes you back to the original room

#

but you could decouple them

young walrus
#

we'd almost need different categories

buoyant wasp
#

i think they call it Chaos mode

young walrus
#

easy/hard, and coupled/decoupled

buoyant wasp
#

in ALTTP

young walrus
#

or whatever we wanna call it

buoyant wasp
#

decoupled would be brutal hard 😉

#

cause yeah

young walrus
#

not really, just more of a maze

buoyant wasp
#

taking notes would be a must for most folks at that point

young walrus
#

it's the same as OoT beta quest

rain cedar
#

There's like 1000 exits in the game minimum

#

Definitely take notes

young walrus
#

also slightly related, we should revamp the bingo system

#

or just make a new site or something

rain cedar
#

The current site is fine, I think

#

It's just really hard to get a well balanced and large set of goals

young walrus
#

just thinking with room randomizers, could be really fun to do a lockout style bingo or something

#

which that site currently doesn't support

#

can't have 2 people on the same card right now

rain cedar
#

Yeah, could be worth doing

#

So you don't have to tell each other what you get

young walrus
#

that was super annoying when we did that

#

okay, i'm exaggerating a bit

#

we'd need the functionality of both i think

#

one where 2 or more players are on the same card

#

and one where everyone can get the same card, but each is instanced

#

anyways..... i think i might set up a google doc for this for people to fill out and leave it open

#
#

it's open to anyone to make edits

#

filling in some example notation stuffs RN

#

so we're all on the same page

rain cedar
#

Later today I'll try getting all the scene and exit names to put on there

young walrus
#

how do you want to notate conditions

#

like.... with | or /

#

or do you separate possible conditions with | , and then any OR items within each condition would have /

#

^ i think this looks cleanest

#

I think tonight's stream will consist mostly of going through areas and determining exit conditions

rain cedar
#

It doesn't really matter how you format it, just make it consistent

young walrus
#

tru

#

should i restrict edit access unless people request it?

#

probably....

rain cedar
#

Yeah, generally a good idea

#

But if someone vandalizes it you can revert changes

#

Just more work for you that way

young walrus
#

yeah. not gonna do that. if people want to edit, i can add them

#

so we don't get some random person coming in and deleting everything

rain cedar
#

Makes sense

young walrus
#

Do we want to pin that Main link to the doc?

rain cedar
#

Might as well

young walrus
#

we're including White Palace, yeah? lol

rain cedar
#

Yeah, it'll be fun

young walrus
#

some may look scary but only have 1 transition

rain cedar
#

Can't wait until I have to go through path of pain to get to cloak

young walrus
#

lol

#

you'd only have to go thru 1 part

#

so.... how to handle shortcuts

rain cedar
#

We'd have to either have them always open or not randomized

#

Second option is lame

young walrus
#

hmm.....

#

we can't account for "lever" conditions

#

??

#

like.... the room below CoT Storage rooms stag

#

if you enter from the bottom there, there's a "lever" condition to reach other ones

rain cedar
#

That's different than what I mean

#

That one is fine

#

I mean places like after vs

#

Where the actual transition is blocked and you would be fucked if you went in

young walrus
#

oh like that gate

#

cuz yeah, VS grab is a transition

#

technically

#

same with bench sit in distant village

rain cedar
#

No the door you open to get back to crossroads

#

After getting vs

young walrus
#

oh i see

#

yeah where you'd be locked in the wall

#

shortcuts like that should always be open i think. would make more sense

#

it's gonna be hard as balls already anyways

#

may as well just open them by default

buoyant wasp
#

or mawlek,

#

guess you can finally code king/queen soul now 😛

rain cedar
turbid blaze
#

Can i ask a question? I am playing the boss rush mod now. It's pretty cool. Should I be worried for my saves when it is on? and can I turn it off without messing with the randomizer mod?

buoyant wasp
#

lol

#

bossrush doesn't save at all, which is why it hides them

young walrus
#

well that's a fun problem

#

didn't we figure out that the game loads the character super far bottom left before placing into the actual scene?

rain cedar
#

Well anyway here's a little thing that takes you to the next scene by build index starting from 0 when you press caps lock

#

Pretty much useless without debug mod

#

I don't have time right now to make a more complicated helper than that

turbid blaze
#

So can I remove boss rush without removing randomizer? or should i just verify files and reinstall randomizer after im done?

young walrus
#

go into the mods folder

#

and create a subfolder there

#

then to turn specific mods on/off

#

just move them in and out of that subfolder

turbid blaze
#

cool thanks!

buoyant wasp
#

or, for the newest versions of both the API and bossrush, you can do 1 better

young walrus
#

the api checks if there's mods in the mods folder, but won't check any sub folders

buoyant wasp
#

in the main menu

young walrus
#

oh is the options thing live now?

buoyant wasp
#

Options->mods->boss rush

#

yeah

#

you'll have to restart the game after turning it off

turbid blaze
#

that mods thing appears empty

#

I guess im doing something wrong

buoyant wasp
#

hmm, i thought he had put it into BR

#

maybe not

turbid blaze
#

I just copied everything in hollow knight _Data

buoyant wasp
#

look in the upper left hand corner, it'll tell you which mods are loaded

turbid blaze
#

yeah that says boss rush and randomizer

buoyant wasp
#

what version of boss rush?

#

and what version of the API

turbid blaze
#

ah it is not the newest indeed

#

i cant count and though 1.2.1.4 is a higher number than 1.2.2.1

#

for boss rush

buoyant wasp
#

I know randomizer doesn't show up in the mods menu yet, but you can toggle bossrush off/on with it

turbid blaze
#

cool

#

hmm i copied in the newer version of boss rush. but it doesnt show in the Mods menu 😦

#

modding api 1.2.2.1-34
boss rush 0.9.6565.25678
randomizer 1.5.1 (xml 1.3.1)

young walrus
#

newest version might not be on the drive

#

i'd just deactivate it for now by moving it in the mods folder

turbid blaze
#

this was from the drive yes.

#

well thansk for the help. Ill keep an eye out for updates

solemn rivet
#

what's the criteria for requirements to reach an exit? Would fireball be considered a possibility to reach Fungal through Fog Canyon?

buoyant wasp
#

it'll probably a per trick decision

hazy sentinel
#

nice verb subject agreement

buoyant wasp
#

consider that technically you can get to glowing womb without CH, but it's not in the logic

hazy sentinel
#

just make heart always spawn at glowing womb intenseface

solemn rivet
#

unless it's like Rando and you can choose "speedrunner mode" or something to include seeds which require tricks

#

I'm just asking because I'd like to help mapping out the scene transitions for a map randomizer, but idk if I should include "tricks" or not

buoyant wasp
#

in general, make it as hard, it's easier to to tune down the requirements imo

#

or put both, a "easy" and a "hard" column

young walrus
#

^ i included an easy and hard column

solemn rivet
#

nice

#

may I ask permission to edit the spreadsheet?

young walrus
#

should be able to click a button on it and it'll send me a request

#

.....i think

solemn rivet
#

oh ok

young walrus
#

otherwise just PM me your email and i'll add it to the list

copper nacelle
#

how do I do FSMContains for Grimmchild,Grimmchild,Control

#

does it do the whole thing or just the 3rd part

#

because I had fsmcontains for health_manager/health_manager_enemy before

#

*ContainsFSM

hazy sentinel
#

"shouldn't take more than 5 min" -56, 1/29/2018, 19:45 EST

copper nacelle
#

re

#

5 minutes my time

#

is clearly

#

5-15 minutes irl

hollow pier
#

hyperbolic 56 chamber

solemn rivet
#

here's how it's done in bonfire, 56:

#
PlayMakerFSM playMakerFSM = FSMUtility.LocateFSM(go, "health_manager_enemy");```
copper nacelle
#

ik about that part

#

that's what I do for hell mod

#

but like

hazy sentinel
#

are you still not done

copper nacelle
#

Boss,Grimm Boss,health_manager_enemy

#

how do I sort by the 2nd part

#

or the 1st one

solemn rivet
#

oh

#

got it

#

never figured that out, tbh

#

I always figured the 2nd one was just fsm.name

copper nacelle
#

ooh

#

thanks

solemn rivet
#

can't remember which

copper nacelle
#

either works for me

#

because

#

Grimmchild,Grimmchild,Control

solemn rivet
#

here's how Wyza did it in spellDamage() in bonfire:

#
if (fsm != null)
            {
                Log($"Setting Damage for {go.name} - {fsm.name}");
                FsmInt value = fsm.FsmVariables.GetFsmInt("damageDealt");
                if (value != null)
                {
                    Log($"Spell name: {go.name} - {fsm.name}. Damage: {value.Value}");
                    value.Value = ls.SpellDamage(value.Value, Settings.IntelligenceStat);
                    Log($"Set Damage for {go.name} - {fsm.name} to {value.Value}");
                }
            }```
copper nacelle
#

hmm

#

because it's

#

Hero Spell,Fireball2 Spiral,Fireball Control

#

and such

solemn rivet
#

yeah

#

well, hope that helps!

copper nacelle
#

it does

#

thanks!

solemn rivet
#

now

#

to fix this...

#
[ERROR]:[API] - System.NullReferenceException: Object reference not set to an instance of an object
  at Modding.ModHooks.OnDashPressed () [0x00000] in <filename unknown>:0 
[ERROR]:[API] - System.NullReferenceException: Object reference not set to an instance of an object
  at Modding.ModHooks.OnDashPressed () [0x00000] in <filename unknown>:0 
[ERROR]:[API] - System.NullReferenceException: Object reference not set to an instance of an object
  at Modding.ModHooks.OnDashPressed () [0x00000] in <filename unknown>:0 
...```
copper nacelle
#

oof

#

try except /s

#

NullReferenceException: Object reference not set to an instance of an object

#

oh no

#

actually that might not be mine

#

or it might be but for hell mod

solemn rivet
#

that's for blackmoth

#

it makes no sense tbh

#

the only thing I did was add

if (PlayerData.instance.hasShadowDash)
{
    HeroController.instance.AddMPChargeSpa(3);
}```
copper nacelle
#

when is it

#

like what hook

#

apparently

#

I forgot to set the action number

solemn rivet
#

it's running amongst a lot of HeroController.instance and PlayerData.instance...

copper nacelle
#

oh what

#

that's weird af

solemn rivet
#

the only think I think might be wrong is that, for some reason, hasShadowDash doesn't exist (although it auto-completes)

#

I'll check if canShadowDash works

copper nacelle
#

that's a good idea

#

also

#

I shouldn't be using oncollidercreate

#

because you can't collide with grimmchild

#

maybe scene load and gameobject.find?

solemn rivet
#

I used to check for objects on scene load

copper nacelle
#

used to?

solemn rivet
#

for some reason, Wyza now checks for spells using ModHooks.Instance.OnGetEventSenderHook += SpellDamage;

#

and it works waaaay better

#

tho I have no idea how that hook works

copper nacelle
#

hm

#

I'll try that if this doesn't work

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ahh

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I killed grimmchild

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idk how

#

but it's gone

solemn rivet
#

okay

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canShadowDash doesn't work

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and now that I look at it

#

that NRE isn't being created by any blackmoth methods

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unlike ```csharp
[ERROR]:[API] - Failed to unload Mod - BonfireMod -

  • System.NullReferenceException: Object reference not set to an instance of an object
    at BonfireMod.BonfireMod.Unload () [0x00000] in <filename unknown>:0
    at Modding.ModLoader.UnloadMod (ITogglableMod mod) [0x00000] in <filename unknown>:0 ``` for instance
copper nacelle
#

wait

#

I think I have one of those too

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except that one's just me

#

nevermind

#

NullReferenceException: Object reference not set to an instance of an object

#

didn't find grimmchild

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Grimmchild(Clone)

#

wot

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this is in output_log

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FSM not Preprocessed: Grimmchild(Clone) : Control

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🤔

#

event sender is something about spells

#
<member name="M:Modding.ModHooks.OnGetEventSender(UnityEngine.GameObject,HutongGames.PlayMaker.Fsm)">
            <summary>
            Called whenever the FSM OnGetEvent is ran (only done during attacks/spells right now).  
            </summary>
</member>
solemn rivet
#

oh

#

such a weird fsm too

buoyant wasp
#

currently the catches around the hook calls don't include mod name

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mostly because I don't have a good way to print the name

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or at least, i haven't figured out a good way, i haven't really looked

solemn rivet
#

hm...

#

I'll remove this latest addition completely and see what happens, maybe it was always giving nres?

copper nacelle
#

help

#

my mod kills grimmchild

#

idk why because it never finds it too

hazy sentinel
#

5 m i n u t e s

copper nacelle
#

rip 5 minutes

hazy sentinel
#

49 minutes is basically 5

copper nacelle
#

correct

buoyant wasp
#

it's possible, basically I changed it so that every single hook call is wrapped in a try catch

solemn rivet
#

that doesn't help me

#

because it IS running the hook

#

I get the desired effect

#

even though I get the NRE

#
[ERROR]:[API] - System.NullReferenceException: Object reference not set to an instance of an object
  at Modding.ModHooks.OnDashPressed () [0x00000] in <filename unknown>:0 
[ERROR]:[API] - System.NullReferenceException: Object reference not set to an instance of an object
  at Modding.ModHooks.OnDashPressed () [0x00000] in <filename unknown>:0 
[ERROR]:[API] - System.NullReferenceException: Object reference not set to an instance of an object
  at Modding.ModHooks.OnDashPressed () [0x00000] in <filename unknown>:0 
[ERROR]:[API] - System.NullReferenceException: Object reference not set to an instance of an object
  at Modding.ModHooks.OnDashPressed () [0x00000] in <filename unknown>:0 
[ERROR]:[API] - System.NullReferenceException: Object reference not set to an instance of an object
  at Modding.ModHooks.OnDashPressed () [0x00000] in <filename unknown>:0 ```
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it's not what I added that's causing it

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weird that output_log doesn't get any nre's

buoyant wasp
#

are there any other mods loaded?

solemn rivet
#

debug

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I put 6 "checkpoints" to see how far into the mehtod it was going before getting the null reference

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it printed out all 6

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and "6" was just before the closing bracket

buoyant wasp
#

i suppose something in debug could be it

#

or it could be a bug in the api

solemn rivet
#

lemme check

#

nope

#

still getting the nre's

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maybe it is in API...

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well, gotta go now

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later!

buoyant wasp
#

later

solemn rivet
#

just one last try

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I commented out the whole method

#

and it still gives nres

buoyant wasp
#

you could try changing the logging level to the lowest (0)

solemn rivet
#

how do I do that again?

buoyant wasp
#

it's in the saves folder for the global settings json

#

should be 2 settings in there, one for enabling the on screen console and one for logging level

solemn rivet
#

got it

buoyant wasp
#

Also, look and make sure there isn't any "Adding DashPressedHook" in the modlog. I can't see how there would be if there are no mods but...

solemn rivet
#

nada

buoyant wasp
#

uhm

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[DEBUG]:[Blackmoth] - Adding DashPressedHook

solemn rivet
#

that's with blackmoth

#

ModHooks.Instance.DashPressedHook += CheckForDash;

#

but

public void CheckForDash()
{
}```
#

and it still gives nre

#

(and I don't even get to dash to test this out sadgrub)

#

I'm on -34

#

shouldn't be an issue tho

buoyant wasp
#

😦

#

i'll try to look later

#

i don't know why it would be doing that

solemn rivet
#

sorry to bother you...

#

and I really gotta go now

#

later!