#archived-modding-development

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copper nacelle
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wtf

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\r\n\t\r\n\t

solemn rivet
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it's my fault

exotic venture
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that's cuz of $@

solemn rivet
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^

mellow oyster
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Bonfire mod?

copper nacelle
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what about it

mellow oyster
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What is...?

vagrant leaf
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levelling like ds

copper nacelle
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^

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and appropriate enemy scaling and such

vagrant leaf
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at bench

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"appropriate"

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even tho midgame you get insanely op

mellow oyster
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How enemy scaling works?

vagrant leaf
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more health on enemies

copper nacelle
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more geo

solemn rivet
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with levels and progression

vagrant leaf
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it becomes ez game

mellow oyster
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I think this mod would only completed after the release of Gods and Glory.

copper nacelle
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what

solemn rivet
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it's been released for a loooong time

vagrant leaf
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can u grammar

copper nacelle
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but the mod is released

mellow oyster
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I didn't know. Sorry for my ignorance

solemn rivet
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np

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you can play it in the public release of HK

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not in the beta tho

vagrant leaf
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beta bonfire when

mellow oyster
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If there is a bonfire, then who is firekeeper?

vagrant leaf
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there aint a bonfire

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theres a bench

copper nacelle
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firekeeper doesn't exist

solemn rivet
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firekeeper is elderbug

copper nacelle
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it's like ds1

mellow oyster
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Just joking

copper nacelle
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without a firekeeper

solemn rivet
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touch the darkness within him

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doo eet

mellow oyster
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DS 1 had a firekeeper, but she was a mute

copper nacelle
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ik

vagrant leaf
copper nacelle
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it's like ds1 after laurtec struck

mellow oyster
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There any mod to make Nosk a little more intersting?

solemn rivet
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yeah

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enemy rando

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kek

vagrant leaf
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because it replaces him with another enemy

young walrus
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take a blindfold, and put it over your eyes during the fight

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boom, more interesting

solemn rivet
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not only is he replaced by another enemy

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you might also never meet him

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AND

vagrant leaf
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go out of bounds and skip him

solemn rivet
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even better

vagrant leaf
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more interesting

solemn rivet
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he might appear randomly in crossroads to rek you

copper nacelle
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wait no

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nosk causes memory leaks

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so he doesn't go out of his room

solemn rivet
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I'm pretty sure it's the other way around

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memory leaks causes nosk

mellow oyster
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Sounds interesting, but I don't like the idea of randomized enemies

vagrant leaf
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it's really fun

solemn rivet
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enemy rando is probably the most interesting mod in a while

vagrant leaf
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^

solemn rivet
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it really spices gameplay

vagrant leaf
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that and mantis gods

solemn rivet
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yeah

mellow oyster
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Generally I'm no so a fan of randomized enemies

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A pet pevee of mine, oh well

copper nacelle
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@vagrant leaf did you see the mantis gods update

vagrant leaf
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what

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no

copper nacelle
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56

Decreased boomerangs in the second phase a ton & buffed a few other moves a bit to compensate

Should make the fight not RNG

Attachment #1

๐Ÿ“ Mantis_Gods.dll

vagrant leaf
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YES

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boomerang

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fix

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confirmed

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i'll fight them again once you add third phase

copper nacelle
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ok

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time to add third phase

solemn rivet
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third phase - traitor steps in

young walrus
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oh baby

solemn rivet
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and they all fight together like the old times

copper nacelle
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that would actually be neat

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add a fourth lord

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who's getting infected

vagrant leaf
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arena too smol

copper nacelle
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orange boomerangs and stuff

solemn rivet
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explody boomerangs

copper nacelle
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like a normal mantis lord but orange shit

solemn rivet
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so you can't pogo

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you pogo = you ded

vagrant leaf
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pain

mellow oyster
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Dream Mantis Lords, four againts one

vagrant leaf
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have third phase be one mantis but boomerangs are the new traitor attack

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also ground pound when they dive into the ground

copper nacelle
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what's neat

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is with the decrease in boomerangs

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they do synced up attacks more

vagrant leaf
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n e a t

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:**: ![cg2](https://cdn.discordapp.com/emojis/419426375737278474.webp?size=128 "cg2")

regal steppe
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Is there a glitch during the collector fight in 1.2.2.1?

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I was using the boss rush mod and after I beat it, it stood there

copper nacelle
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yes

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summon charms break it

regal steppe
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Oh I selected Weaversong in one of the rewards

hollow pier
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fluke breaks too

regal steppe
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feelsbadman

hollow pier
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wait but why did you select weaversong as a reward

regal steppe
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the others were equally as bad

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does this also happen in the main game?

hollow pier
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yes

regal steppe
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Gotcha, thank you!

solemn rivet
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that's a vanilla bug

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avoid damaging Collector with anything other than nail and spells

hollow pier
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but fluke be a spell

solemn rivet
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shhh

rustic stag
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Man, I leave for a few days and everything changes!

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Will the new github repo compile with the public beta?

pearl sentinel
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If you modify it

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Or scroll up and grab the mostly working one I pasted in here

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@rain cedar graig offered to give code to tc if you make a replacement for an fsm. He thinks it's likely they would replace the fsm with a component if we wrote one

rustic stag
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Getting errors because "The Type MonoModOriginalName exists in both AssemblyCSharp and MonoMod"
Anyone know how to fix that?

buoyant wasp
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Yup I posted a fixed monomod

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But Kerr has been doing a bunch to start fixing things

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Dunno if he has forked it on github yet or not

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But I know the save stuff he was working on redoing since it all changed

rustic stag
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Ah okay. Do we know what else changed? I assume a lot of FSM stuff.

buoyant wasp
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@pearl sentinel can probably tell you the most. Honestly outside of fixing the monomod thing, I haven't really been able to do much here lately. what little mental power i have after work has been devoted to another non game project :/

rustic stag
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Ah, that's fine. I assume that the error is due to vanilla changes, and so LevelReady doesn't exist anymore.

pearl sentinel
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yeah i think it's now

    //[MonoModIgnore] public event GameManager.EnterSceneEvent OnFinishedEnteringScene;

but it's not used there anymore. currently the LoadFirstScene function doesn't even get called anymore it seems. Seanpr found the one that gets called instead on starting a new game

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the new game hook needs to be moved there

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(wherever that is)

rustic stag
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So then 'NextLevelReady' is probably 'NextScene'?

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Oh, nevermind. Doesn't work. Fudge.

pearl sentinel
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there's my game manager monomod patch

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like i said, new game hook doesn't seem to be getting called so it's not really done yet

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gotta run to work for now tho

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feel free to remove the comments, that was just the old code

solemn rivet
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I think I can manage blackmoth without new hooks

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still, hooking onto HealthManager.TakeDamage/Hit would be really nice

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also, Wyza, if I can make this work, we won't need that convoluted way of changing spells' damage we were using earlier

buoyant wasp
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that'd be nice ๐Ÿ˜ƒ

solemn rivet
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yeah, I think I'll just add that hook

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will make things easier

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waaay easier

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can we hook into PlayMaker?

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specifically the HutongGames.PlayMaker.Actions namespace

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if not, that's fine too

leaden hedge
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@rain cedar the check is on the other fsm, the one that spawns everything else, it just goes
if type = whatever, then if subtype = whatever, if not playerdata(bool for item) spawn all the shit
you can change that pretty easy to make it skip the entire code or skip directly to the spawn code

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the split is for charms/major items/misc
misc being journals and some other shit

obtuse sequoia
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so did lifeblood make the game any more TASable?

young walrus
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well there's still random AI, no way to seed it, and no solid way to do frame by frame inputs so.... no

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with the AI/enemy randomness being the biggest issue

rain cedar
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If anything this patch is worse

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They added asynchronous loading to a lot of spots

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We'd need to undo that as well as the work there already was

solemn rivet
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since no one complained, I'm gonna add the hook

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not gonna do a pull request tho

leaden hedge
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yeah you can hook into stuff in there

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but because a lot of the stuff is reused you have to be sure the thing you're hooking only does what you think it does where you think it should

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or add checks in your mod

rain cedar
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Having problems with tk2dSpriteAnimator not always sending animation complete events now

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I love all these third party libraries

leaden hedge
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I just manually timed it when I did it

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although I pretty quickly dropped the custom inspect code for the ui version

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so I don't remember any of the values

rain cedar
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I don't need to have timing values, I can just grab the data from the animator

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It properly updates the current frame and stores the end frame

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It just doesn't send the event when the frame > end frame sometimes

leaden hedge
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I wasn't sure if stuff looped

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so didn't want to use current frame to check

rain cedar
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Some stuff loops

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Like the walk animation obviously

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Turn doesn't loop

rain cedar
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The item grab animation is supposed to pause until you close the popup, right?

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Gotta figure out how to pause an animation

leaden hedge
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yeah it pauses on the knelt frame

rain cedar
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Shouldn't be too bad, just gotta figure out which frame to pause it on

rain cedar
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I keep running into more and more shit I have to grab from FSMs for this

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Every item state has its own FSM it can spawn to show the popup

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This is a nightmare

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They've actually got their own custom FSM action that spawns a new FSM which displays text on screen

leaden hedge
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sounds super smart

solemn rivet
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fsm actions are actually the stuff nightmares are made of

rain cedar
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They're so tedious to do anything with at runtime

leaden hedge
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fsms are the stuff nightmares are made of though ๐Ÿค”

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fsm actions must be double nightmares

copper nacelle
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nightmare^2

rain cedar
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Seriously though coding item pickups would take like 15 minutes if I just had all the objects I need already

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But now it's gonna take weeks because every 5 minutes I have to go do something else to not kill myself

solemn rivet
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you're a hero

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I gave up doing my (simpler) thing waaaaay earlier

rain cedar
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My end goal is to have a component I can stick on a shiny that will grab all the data that's relevant, destroy every fsm, make a new component to control the pickup with the relevant data, then destroy itself

copper nacelle
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neat

leaden hedge
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I just made a new object and loaded the Inspect sprites, and rendered text via canvas. although I knew what the objects would be

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so it only took a day or so to implement

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I'd give you all the code but I scrapped the idea so fast I don't even think I uploaded it to github

rain cedar
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I'm probably beyond the point where that would help, anyway

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I already have the pickup working, for the most part

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Problems right now:
Doesn't say "Inspect" in the marker
Doesn't check if it's picked up already on scene load
Doesn't show popup after picking up

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The player animation is fully working, though

leaden hedge
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first problem is something I had, fixed by adding another component that renders to canvas on player enter / exit, second one is pretty easy

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third one I never bothered with

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as you'd instantly teleport on item pickup anyway

rain cedar
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Problem 1 and 3 I need to dig deeper into the FSMs for

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2 should just be simple PlayerData/SceneData checks

solemn rivet
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it's FSMs all the way down

leaden hedge
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pretty sure theres a state in the "toplevel" fsm

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for both 3 and 2

rain cedar
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The inspect region?

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Or shiny control?

leaden hedge
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shiny control

rain cedar
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Yeah

pearl sentinel
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The fsms are like some evil dark maze

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You are likely to be eaten by a grue

rain cedar
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Worst thing with the FSMs is figuring out where all the random global events come from

leaden hedge
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I know the charm tutorial popup is in shiny control atleast

rain cedar
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It is, yeah

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The other popups are kinda in there

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But not really

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It spawns a new FSM to control those

leaden hedge
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I'd probably just recode it tbh

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it's just an image + text

rain cedar
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That's not the hard part

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The hard part is finding the image + text in the FSM maze

leaden hedge
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why bother

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don't you know what item it is from shiny control

rain cedar
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Yeah but I don't have the assets for the popup

leaden hedge
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just load text and images from your dll from that

rain cedar
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So I either find the text + image in the FSM or I find it using Unity Studio and embed it

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Either way is work, I'll just get it from the FSM

leaden hedge
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will all of them be in every fsm

rain cedar
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Yes, should be

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The msg control is one fsm with all the crap in it

leaden hedge
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well thats only the big popup

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not the small one bottom left

rain cedar
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I haven't looked at that but it's its own FSM as well

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In any case, every pickup doesn't need to have every image

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Just the relevant ones

pearl sentinel
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code that has a hard dependency on an fsm so it will never be removed ( sadgrub ๐Ÿ”ซ ) [jk, I know it's necessary but also sad/horrific]

leaden hedge
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yeah it'd be nice if you're going to rework the item pickup system to make it actually work

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i.e. if you pick up a charm from a big pickup it'd actually spawn a small popup

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instead of

unrelated image

charm

charm

pearl sentinel
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Your rework inspires me to want to rework some of the broken fsms I've been dealing with

rain cedar
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Well the idea here is that the second component which actually controls the item will get put into the game officially

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Since Graig said that's a possibility

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Then it would be trivial to change images

pearl sentinel
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Makes sense

leaden hedge
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I'd finish the inventory rewrite

pearl sentinel
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A big thing I want to change are the fsms that have tons of logic to do raycats on enemies

leaden hedge
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but implementing the map and journal into it sounds cancer

pearl sentinel
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Like, 10 or more actions to do one function call

rain cedar
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Yeah, FSM actions are not exactly efficient

leaden hedge
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they could be efficient if they actually made bespoke actions

pearl sentinel
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That's where most of my enemies softlock themselves

leaden hedge
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instead of just sticking hundreds of one liners together

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also I wonder if you could make a semi automated way of converting fsms -> raw csharp

rain cedar
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Yeah for sure you could

leaden hedge
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considering each state is just an array of csharp code technically

rain cedar
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I've already coded a few actions

leaden hedge
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that gets iterated over

rain cedar
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Maybe that's worth doing

pearl sentinel
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Reflection + Cleverness = Fucking Magnets

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I mean, magic....

rain cedar
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Any automatically generated code would probably be worse than the FSM, honestly

solemn rivet
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but more manageable?

leaden hedge
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nah

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simply doing the exact same thing as the fsm

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but without the hundreds of objects it uses

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should 100% be a speed improvement

rain cedar
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Maybe we should do the reverse and try to turn things into FSMs

leaden hedge
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maybe the clusterfuck states like inventory might not be

pearl sentinel
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NotLikeThis

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I'm mostly commentating out of desire to participate because I can't program tonight

leaden hedge
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I'm pretty unlikely to be working on anything HK related for a while

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still working on CelesteLevelEditor

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which might take a while to get up to a usable state hollowface

pearl sentinel
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Doesn't celeste already have an editor in the source?

leaden hedge
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its a "map" editor, it only lets you move the rooms around

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and the save function is removed in the release versions

pearl sentinel
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Ahh

rain cedar
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That's pretty neat

pearl sentinel
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Cool!

vagrant leaf
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Celeste maker

leaden hedge
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get out of here nintendo lawyers

solemn rivet
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Too bad celeste doesn't have many puzzling capabilities

pearl sentinel
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Yeah, the boss fight part where she dash attacks her bad self was super cool, but I think about the limit of what they could do

solemn rivet
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Yeah

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And the hearts thingies

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Those are environmental puzzles more than anything

pearl sentinel
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Yep

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Have you seen the unity ML agents?

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What if we took an enemy and hooked it up with this

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*boss enemy

leaden hedge
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well you have much more control of celeste via mods

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hell we already have an online multiplayer mod

pearl sentinel
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Not surprising, just sounds not as fun as hollow knight

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But I'm a sucker for combat and flashy action

pearl sentinel
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Holy shitsnacks

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I found the missing enemies, and more I think. They are now actual fucking prefabs

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I don't have to preload them

rain cedar
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Wow that's amazing

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Where are they?

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Can you just get them from resources or what?

pearl sentinel
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just dumped them

copper nacelle
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holy shit

pearl sentinel
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idk if that's everything yet

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will have to compare to my other list in the morning

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but that's still huge

copper nacelle
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doesn't have everything

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but still most stuff

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no mantises

pearl sentinel
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?

copper nacelle
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wait

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notepad find sucks

pearl sentinel
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it does

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check index 467 onward

copper nacelle
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yea

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had to change notepad find to up

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and then swapped to vs because notepad bad

pearl sentinel
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[INFO]:[EnemyRandomizer] - EnemyRandomizerLoader.CompleteEnemyRandomizerDataLoad() :::: EnemyResources[506] = Mega Zombie Beam Miner (HealthManager)
[INFO]:[EnemyRandomizer] - EnemyRandomizerLoader.CompleteEnemyRandomizerDataLoad() :::: EnemyResources[507] = Zombie Beam Miner Rematch (HealthManager)
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that explains why CG and CG2 work now

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they were made prefabs

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omg this is amazing

copper nacelle
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yea

pearl sentinel
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it's like christmas and TC is santa

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and i need to get to bed so i can open presents in the morning

copper nacelle
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lol

pearl sentinel
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aka prefabs

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ok i still need to load a few scenes

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the.. gorms? or w/e, the big worms that shoot outta the ground

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they don't have health managers since they can't die

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so they aren't in here i think

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and a few other things, like the laser turrets

copper nacelle
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inb4 loading time is now 5s

trim totem
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what implications does the update have for modding in general?

copper nacelle
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health manager

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less fsms in general

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and prefab enemies

pearl sentinel
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things are getting much easier to change/add/etc

copper nacelle
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are the biggest things

pearl sentinel
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the game is faster, more stable, more flexible

trim totem
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how about stuff like lightbringer and blackmoth?

pearl sentinel
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last i heard blackmoth worked? i think. lightbringer needs an update since it's not an API mod so who knows

copper nacelle
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^

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blackmoth was like

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99% working

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i think

pearl sentinel
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what's more, with these changes, i'll be able to do stuff like randomize parts of enemies

copper nacelle
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how are you grabbing the prefabs?

pearl sentinel
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these guys are all prefabs

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Real Bat (HealthManager)
Grimm Boss (HealthManager)
Nightmare Grimm Boss (HealthManager)
Head (HealthManager)
False Knight Dream (HealthManager)
Tinger (HealthManager)
Dream Mage Lord (HealthManager)
Dream Mage Lord Phase2 (HealthManager)
Dream Mage Lord Phase2 (HealthManager)
Lost Kin (HealthManager)
White Defender (HealthManager)
White Defender (HealthManager)
Zote Balloon (HealthManager)
Zoteling (1) (HealthManager)
Grey Prince (HealthManager)
Dream Mage Lord Phase2 (HealthManager)
Radiance (HealthManager)
Hollow Knight Boss (HealthManager)
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meaning, i think they'll all work spawned at the same time

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ultimate showdown

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anyway, this

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Dev.LogVarArray( "EnemyResources", Resources.FindObjectsOfTypeAll<HealthManager>() );

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something needs to be triggered to "preload" them into the resource manager

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but i can figure that out tomorrow

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basically, i did a "find" after opening all the scenes

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but opening a scene isn't the only way to get prefabs into the resource manager

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i think this will work

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now that we know they are there

copper nacelle
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yeah

pearl sentinel
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anyway

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back to bed for me

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hype

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oh, you wanted effects right?

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it looks like there's a lot in the resources too

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[INFO]:[EnemyRandomizer] - EnemyRandomizerLoader.CompleteEnemyRandomizerDataLoad() :::: Resources[23550] = Roar Antic (UnityEngine.Transform)
[INFO]:[EnemyRandomizer] - EnemyRandomizerLoader.CompleteEnemyRandomizerDataLoad() :::: Resources[23551] = Hornet Hold (UnityEngine.Transform)
[INFO]:[EnemyRandomizer] - EnemyRandomizerLoader.CompleteEnemyRandomizerDataLoad() :::: Resources[23552] = Slash (UnityEngine.Transform)
[INFO]:[EnemyRandomizer] - EnemyRandomizerLoader.CompleteEnemyRandomizerDataLoad() :::: Resources[23553] = PuppetSlam Effect (UnityEngine.Transform)
[INFO]:[EnemyRandomizer] - EnemyRandomizerLoader.CompleteEnemyRandomizerDataLoad() :::: Resources[23554] = Pt Mist Burst (UnityEngine.Transform)
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mfw i can make my custom boss roar now

copper nacelle
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nice

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n i c e

pearl sentinel
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Should load everything if you pass it an empty string

copper nacelle
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i'll try it

pearl sentinel
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I wonder if there's enemies that weren't in my list because there was no scene to cause them to preload thinkgrub

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Or... other things, like charms or items or who knows

copper nacelle
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what type should I log

pearl sentinel
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Imo do no type and just print everything, but.... maybe game objects?

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Or things with health managers

rain cedar
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It'd be nice to know everything in there

pearl sentinel
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^

copper nacelle
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probably being dumb but

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how do I iterate through everything

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Resources is a type

pearl sentinel
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After load, do that find I did earlier

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For each on resources. Find all of type

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Phone ruins code formatting

copper nacelle
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but for type

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how would I specify no type

pearl sentinel
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Oh, on iteration?

copper nacelle
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yeah

pearl sentinel
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Probably do something like find all of type UnityEngine.Object

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If I had to guess

obtuse sequoia
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how can there be rng without a seed?
and can we not edit all the code to use a more sensible random generator, as much work as that would be?

rain cedar
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It makes much more sense to mod UnityEngine.Random

copper nacelle
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that's a lot of stuff

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tfw modlog over 8mb

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there's text and shit in it

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Geo Text

pearl sentinel
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Yeah, my randomizer used an rng sequence generator which is juts a wrapper around the mersenne twister

copper nacelle
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Kings Brand

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etc

obtuse sequoia
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so why do we not mod unityengine.tandom?

pearl sentinel
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Oooo

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Nice

rain cedar
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Why don't YOU mod it?

obtuse sequoia
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for deterministic TASing

leaden hedge
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doesn't really make a difference

obtuse sequoia
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good question

leaden hedge
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you dont even know if it'll get evaluated in the same order every time

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loading is async now afaik

rain cedar
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You would need to do a lot of things to make TAS a reality:
Consistent randomness
Remove all threading
Consistent delta between frames
Input replay

copper nacelle
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wtf

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the journal entry

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xml

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is in here

pearl sentinel
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Oh hott

copper nacelle
rain cedar
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Post the stuff my dude

copper nacelle
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should I split the file in two?

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it's 9mb

rain cedar
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Just zip it

copper nacelle
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discord is 8

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alright

pearl sentinel
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Thirsty for this bed time reading material

rain cedar
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Wow 22 bytes that is some efficient compression

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It's not even in there lol

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Jebaited

copper nacelle
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wtf

pearl sentinel
copper nacelle
#

wasn't working because game was open

pearl sentinel
#

I would love a smaller sublist of things with health managers

copper nacelle
#

tfw tried to grab health managers

#

and all i got

#

was hollow shade

rain cedar
#

I can't even extract this

#

Winrar and explorer both fail

obtuse sequoia
#

why do frame deltas affect things?
doesn't bigger deltas mean the same things happen but slower?

copper nacelle
#

oof

#

I'll try a different compression

pearl sentinel
#

He uses 7zip

rain cedar
#

Oh I have that too

#

I'll try

pearl sentinel
#

Which I also can't open on my phone

copper nacelle
pearl sentinel
#

After load all?

copper nacelle
#

yeah

pearl sentinel
copper nacelle
pearl sentinel
#

Hmmm.

rain cedar
#

Alright yeah 7zip can open it

#

Dang there's 100k lines in here

pearl sentinel
#

Maybe there's more folders to open

copper nacelle
#

with explorer and stuff

#

do you think it'll take globs

rain cedar
#

Hm this has scene names marked as sprites

pearl sentinel
rain cedar
#

AssetDatabase is editor

pearl sentinel
#

Dang

#

Well un the resources dump is there any asset bundles

#

(Opens file to look)

copper nacelle
#

i can't find any

#

but also notepad find

rain cedar
#

I don't see any bundles either

pearl sentinel
#

Yo that xml has some GG_ entries for some VERY interesting names...

copper nacelle
#

GG_S_MANTISLORD

#

lobster lancer is the god tamer boss right?

#

wait

#

that's a

pearl sentinel
copper nacelle
#

very interesting name

#

yeah

#

just saw that

pearl sentinel
#

Forgive the dark phone coloring

copper nacelle
#

@boreal valve i think this meets the leak requirements

rain cedar
#

Dark?

copper nacelle
#

sly & nailmaster

rain cedar
#

Dude that's like straight up orange

pearl sentinel
#

Good on the eyes

#

Looks less orange irl

copper nacelle
#

i had that

#

got annoyed w/ it and never turned it back on

#

on mobile

rain cedar
#

That's me with f.lux

#

I put it on my computer

#

It turned everything orange

#

Uninstalled

copper nacelle
#

on my pc w/ flux & redshift
made my ide look like garbage

pearl sentinel
#

Just gotta tweak the settings

copper nacelle
#

uninstalled

#

so sly and nailmaster

#

for G&G bosses

pearl sentinel
#

There was also like GG_Mawlek

#

And others

copper nacelle
#

yeah

#

like every boss

pearl sentinel
#

Maybe boss rush?

copper nacelle
#

wow double leak

#

2 bosses

#

and mode

pearl sentinel
copper nacelle
#

rip

pearl sentinel
#

I wonder if you save him and get a bonus boss out of it now

copper nacelle
#

tfw my nap alarm from yesterday is ringing

pearl sentinel
#

Sigh, need to sleep

copper nacelle
#

i probably should

#

because 4 am

#

but also

#

l e a k s

pearl sentinel
#

It's exciting

copper nacelle
#

all the other GG_S stuff

#

seems to be boss names

pearl sentinel
#

Man mush sleep so he can explore more

copper nacelle
#

hornet, BIGBEE (hive knight?), fknight, lobsterlancer, broken vessel

pearl sentinel
#

I wonder if their prefabs are hiding in the game somewhere

copper nacelle
#

that'd actually be amazing

#

early peek at the bosses

pearl sentinel
#

I wouldn't post it if I found it, but it would be cool

#

Gotta save some surprises. I might try one out tho

copper nacelle
#

yeah

#

GG is def gods & glory stuff

#

and the gg stuff is all bosses

#

so i think the bosses are nailpaint, sly, nailmaster

#

and mode might be bossrush

pearl sentinel
#

It fits

copper nacelle
#

they're all just said to be

#

terrifying beasts

#

I think verulean found the same thing

pearl sentinel
copper nacelle
#

w/ some xml

#

thing

#

yeah he did

#

he posted part of an xml thingy

#

w/ GG_S_FLUKEMUM

pearl sentinel
#

Mum

copper nacelle
#

idk if he just didn't see the 3 new boss things

pearl sentinel
#

Hehe

copper nacelle
#

or if he didn't want to leak

pearl sentinel
#

Likely all this stuff is still in development and not final yet

copper nacelle
pearl sentinel
#

I think that's the lifeblood thing

copper nacelle
#

alongside its console debut

#

s w i t c h

pearl sentinel
#

Well the switch stuff is in this one

copper nacelle
#

yeah

pearl sentinel
#

And looks pretty fleshed out

copper nacelle
#

yeah definitely

pearl sentinel
#

Ok. Time to try to sleep for reals

copper nacelle
pearl sentinel
#

Then tomorrow I go digging through them thar assets fur buries treasures

#

Yarr

#

Nite

copper nacelle
#

gn

pearl sentinel
#

Ty for posting stuff

copper nacelle
#

yw

#

relevant gods and glory lines:

<entry name="GG_S_NAILMASTER">A terrifying beast.</entry>
<entry name="GG_S_SLY">A terrifying beast.</entry>
<entry name="GG_S_NAILPAINT">A terrifying beast.</entry>
<entry name="UI_MENU_STYLE_GG">Gods &amp; Glory</entry>
#

and the other GG_S stuff being bosses

rain cedar
#

Can't wait to see how paint is a terrifying beast

copper nacelle
#

lol

#

oh found something else

#
<entry name="UI_MENU_EXTRA_GG_DESC">FREE CONTENT PACK 03&lt;br&gt;&lt;br&gt;ORIGINAL RELEASE DATE: Early 2018&lt;br&gt;&lt;br&gt;DESCRIPTION: Take your place amongst the Gods in an epic celebration of Hallownest&#39;s Glory and the final chapter of the Knight&#39;s journey.&lt;br&gt;&lt;br&gt;New Character and Quest - The Godseeker arrives. Break her chains and aid her in an ancient duty.&lt;br&gt;&lt;br&gt;New Boss Fights - Hallownest&#39;s greatest warriors raise their blades.&lt;br&gt;&lt;br&gt;New Game Mode - Long requested and a classic for the genre. Complete the Godseeker&#39;s quest to unlock the new mode.&lt;br&gt;&lt;br&gt;New Music - All new soaring boss tracks and giant remixes of beloved classics.</entry>
#

i think verulean already posted this

#

tho

#

yeah he did

rain cedar
#

Not really anything new there but still cool

copper nacelle
#

yeah

#

from one section

#

the other sections are just the same thing but in different languages

leaden hedge
#

hmmmmm

#

thats a weird subset of enemies

exotic venture
hazy sentinel
#

wow it's almost like I went through the xml and listed all GG_S bosses in #hk-discussion 2 days ago

jaunty mural
#

im having problems
whenever i install the Blackmoth mod that game won't even open
it gives an error message

hollow pier
#

install the opening game mod

jaunty mural
#

?

#

what?

#

nvm, the crossroads thing helped me

fringe schooner
#

um, which one of the modding api files is the one youre supposed to install?

young walrus
#

Depends

#

What patch do you have, what OS, what game version

fringe schooner
#

im using current patch

young walrus
#

1.2.2.1

#

That's current patch

#

Says so on title screen

fringe schooner
#

but theres 4 that are named 1.2.2.1

young walrus
#

Yeah

#

So what os

#

Windows, mac.....

#

And what version

fringe schooner
#

windows 10

young walrus
#

Steam, gog

fringe schooner
#

steam

young walrus
#

So get the one labeled as such

fringe schooner
#

ok

#

thx ๐Ÿ˜„

solemn rivet
#

Ok then

dire charm
#

may i ask how to change graphics in game ><

solemn rivet
#

which graphics?

jaunty mural
#

hey, you are the creator of Blackmoth right?
did you change text for abilities and charms or something?

solemn rivet
#

I had, in previous versions

#

but I'm not entirely clear on how to do that with the API

#

so...

jaunty mural
#

ah, since so far charms seem to be the same and i do not have the custom title screen

#

cuz i have longnail and i don't think that should be a part of the mod

solemn rivet
#

it is, it just doesn't work as longnail, and, instead, works as longdash

jaunty mural
#

ah

#

not knowing the specifis of what charms do sure can be tough

#

also, it seems that fury of the fallen makes you take 2 masks of damage while normal and 1 while overcharmed, is this on purpose?

#

but overall i like the idea for the mod, really interesting(and it makes false knight/failed champion a bitch to fight since they have large hitboxes so you can end up dashing inside them)

solemn rivet
#

wait - which version are you playing on?

#

that FOTF thing was removed ages ago

jaunty mural
#

i use the one that is installed through the Crossroads installer thing

#

i just saw a vid of someone playing the mod and that was in the comments

solemn rivet
#

can you show me a screenshot of the title screen?

jaunty mural
#

mine or in the vid?

solemn rivet
#

yours

jaunty mural
#

mine is just the normal HK title screen

solemn rivet
#

nothing on top-left?

jaunty mural
#

on top left it writes the version of the API and Blackmoth

#

i think it was something like 1.5.1?

solemn rivet
#

oh

#

that's... Weird

#

are you positive about that fotf thing?

jaunty mural
#

im checking now

#

i hacen't tested it

#

will do now

solemn rivet
#

that was a feature on older versions

#

I added that because I was just trying out random stuff

jaunty mural
#

yeah, Blackmoth: 1.5.1

solemn rivet
#

yeah, crossroads is up-to-date

jaunty mural
#

will Blackmoth work with Bonfire?

solemn rivet
#

it won't break

hazy sentinel
#

it will break

#

the game

solemn rivet
#

but DEX and STR won't work

#

not necessarily, veru

#

specially using blackmoth

#

since you can't make 1milion dashes per second

jaunty mural
#

alright, so FOTF does not reverse overcharm

solemn rivet
#

and have 999k damage

#

oh, okay! Thanks for checking!

jaunty mural
#

but the charms still look the same including text

solemn rivet
#

yeah

#

like I said, I have no means of changing that rn

jaunty mural
#

that blows,
is there a text file with all the charm changes?

#

as like, a reference sheet?

solemn rivet
#

readme should have them all

jaunty mural
#

kk cool, thanks

#

also the vid where i saw the FOTF is Verulean's vid of the mod :3

hazy sentinel
#

wait what video

#

what

jaunty mural
#

i think?

solemn rivet
#

thanks for the free marketing veru

jaunty mural
#

i may be mistaken in the creator

hazy sentinel
#

I've never installed blackmoth tbh

jaunty mural
#

oh wait

#

no

#

im dumb, yeah, it's not Verulean's

#

this vid

solemn rivet
#

oh, that guy

hazy sentinel
#

dark xenon more like

#

dead

#

last message almost 2 months ago

jaunty mural
#

look at that guy's hitbox, with base range you need to be just on the edge of his hitbox in order to not dash into him

hazy sentinel
#

use nail ez

#

it's like hell mod but cooler

jaunty mural
#

what's hellmod?

hazy sentinel
#

very fun mod

jaunty mural
#

but in blackmoth nail deals 1 damage

solemn rivet
#

= hell mod

jaunty mural
#

what does hell mod do?

solemn rivet
#

and a few other things

hazy sentinel
#

nail damage divided by 2.4 or something

#

double damage taken

#

soul meter only goes up to 1 spell cast

#

soul collection rate halved

copper nacelle
#

20% enemy hp boost

hazy sentinel
#

healing set to deep focus speed by default

jaunty mural
#

omg no, hell mod is not for me

#

i suck at the game

copper nacelle
#

deep focus multiplier increased by 120%

solemn rivet
#

shhh that's a secret

hazy sentinel
#

hell mod is for ๐Ÿ…ฑoolin ass ni๐Ÿ…ฑ๐Ÿ…ฑas

#

like 56 lost kin stream

solemn rivet
#

didn't have to delete it, but ok

jaunty mural
#

ยฏ_(ใƒ„)_/ยฏ

#

alright

#

the mothwing cloak ability

#

is cool

solemn rivet
#

that's Seanpr's

copper nacelle
#

Celeste

solemn rivet
#

yup

jaunty mural
#

also i seem to gain incredibly high amounts of soul when dashing through Gorms

solemn rivet
#

Gorm?

jaunty mural
#

couple that with Soul Catcher and i can get almost full soul meter in a single dash

#

wait

#

Goams*

hazy sentinel
#

Gorbs

solemn rivet
#

Blackmoth is better with enemy rando tbh

hazy sentinel
#

nice rectangle

solemn rivet
#

^

#

one of the best

jaunty mural
#

dammit why won't it work

solemn rivet
#

no, dis better

jaunty mural
hazy sentinel
jaunty mural
#

GIF no want to work, just click the link

solemn rivet
#

oh, those guys

#

weird

hazy sentinel
#

wow it works

solemn rivet
#

so it seems they had health_managers in the past versions

jaunty mural
#

*also can gain soul by dashing into the big baldur when he is rolled up in his shell

solemn rivet
#

they don't have healthManager in the new public beta, so you won't get soul from them anymore

jaunty mural
#

but i do gain soul

solemn rivet
#

because you're not playing in the public beta

hazy sentinel
#

they don't hive healthManager in bee new public beeta, so you won't get soul from them anymore

jaunty mural
#

ah

#

i don't have the game from steam

solemn rivet
#

gog?

copper nacelle
#

humble?

jaunty mural
#

GOG?

#

mine be pirated ๐Ÿ˜ฆ

copper nacelle
#

wtf

solemn rivet
#

you made a monster, Kerr

pearl sentinel
hazy sentinel
#

piracy is instant ban imho

jaunty mural
#

i no have money to buy the game

hazy sentinel
#

<@&328354344313421825> dust this fool

jaunty mural
#

;-;

#

i deserve it honestly

solemn rivet
#

he accepted his fate

jaunty mural
#

if i could i would honestly buy it

hazy sentinel
#

yo just save 1 cent a day

#

3-5 years and you're good

jaunty mural
#

my parents won't buy me games

#

cuz im too much on the pc anyways so they don't want to give me more reason to do it

buoyant obsidian
#

Go outside

jaunty mural
#

but outside is boriiing

buoyant wasp
#

well, in any case

#

we aren't going to help you

jaunty mural
#

ya ya, i understand

buoyant wasp
#

we take an exceptionally dim view of folks pirating this game

dire charm
#

@solemn rivet i want to change color of spore shroom and defender's crest (their effect ) , but i don't know how to do , just want to change their color to white

buoyant wasp
#

considering how cheap it is

jaunty mural
#

im gonna try to see if my parents will let me buy it later when they come home

#

hopefully they'll agree this time

hazy sentinel
#

probably just edit sprites to white

jaunty mural
#

until then cy'all

buoyant wasp
#

@dire charm - It might sound easy, but you're talking about changing particle effects. It isn't like there is a line somewhere that says "it's orange". You'll have to change the sprite sheets probably and possibly other stuff

buoyant obsidian
solemn rivet
#

there's a nifty spriteflash class that deals with those things

buoyant obsidian
#

@Crys#3737 don't forget to use that link

solemn rivet
#

dunno if it's exactly what you want tho

buoyant obsidian
#

oh he's gone

hazy sentinel
#

oof

solemn rivet
#

also, @buoyant obsidian has experience with recoloring stuff in his mods

#

he might be able to help you, alex

hazy sentinel
#

donate to his patreon to learn his secrets

#

premium modding course for $5 a month

buoyant obsidian
#

Spore shroom might be hard since it probably uses Shuriken

vale zenith
#

Why the heck was I pinged here

hazy sentinel
#

meme

#

sorry for bothering you

dire charm
#

then where can i get those sprite sheets? 0.0 , and what is "Shuriken"

vale zenith
#

I'll go back to sleep

buoyant obsidian
#

Shuriken is Unity's particle system maker

#

basically means that spore shroom might not be texture dependent so much as it is shader dependent

copper nacelle
#

wtf this is the first time I've seen firzen

hazy sentinel
#

e

copper nacelle
#

shit

dire charm
#

then where can i find the texture of Defender's Crest effect? (or it is shader dependent too?

buoyant obsidian
#

I wouldn't know, you might have to do a bit of searching

#

Just don't spend too long looking for a texture to change since it might not be possible that way

#

I'd advise opening Unity Studio and searching for keywords like shroom or spore

#

etc

dire charm
#

alright , thank for help , gonna tried to find out where it is ><

regal steppe
#

Are there no Dream Warriors in Boss Rush mode?

copper nacelle
#

yes

solemn rivet
#

no

#

and somehow, we're both right

buoyant wasp
#

The dream fights are in boss rush, the warriors are not.

jaunty mural
#

im back! with an official baught copy of HK

fair rampart
#

Nice

hollow pier
#

wow pirates

copper nacelle
#

nice

vagrant leaf
#

good job ur a good boye now

jaunty mural
#

yee

copper nacelle
jaunty mural
#

kek

rain cedar
#

I've discovered a new layer of hell

#

The overlay when grabbing an item consists of 8 game objects

#

Which all have an FSM to be controlled by

#

It's really quite amazing how deep this goes

#

You could replace like 10 FSMs here with one coroutine

timber gale
#

That's just to pick up like, a charm?

rain cedar
#

The charm tutorial and bottom left thing probably work similarly

#

I'm just talking about the overlay when you grab important items

#

Like dash and claw

timber gale
#

Ah ok

#

You're working on debug i assume?

rain cedar
#

Nah

timber gale
#

What made me super confused at one point was that if you set nail damage to zero you get no soul

rain cedar
#

They changed a lot about how enemies/damage works

#

Might be different now

timber gale
#

I wanted to do a "summons only" run and have a 0 damage nail to get soul, but I couldn't

#

That's good, I'll check it out at one point

#

Maybe my meme run will be a success

leaden hedge
#

I mean you could have done that before

#

there was a hook for whenever enemies would take damage

#

with the amount of damage they'd take

timber gale
#

I was just using debug to set my nail damage

#

I'm nowhere near skilled enough to actually mess around with the game code

copper nacelle
#

are you sure

leaden hedge
#

TC messed with the game code, so I'd give yourself more credit

solemn rivet
#

Brutal

weary oyster
#

yo, is it possible to implement into the debug mod a button to respawn enemies that dont respawn on screen transition?

#

stuff like mantis warriors

fair rampart
#

Probably

weary oyster
#

it would be very useful for practicing certain sections

fair rampart
#

You could setup dream gate there

#

And keep teleporting to respawn them

#

They respawn upon dream gating iirc, if that doesnt work you can save-quit and dream gate back there

weary oyster
#

they dont respawn on dream gate, and yes s&q is what ive been doing but its very slow compared to pressing one button

solemn rivet
#

You could probably make your own mod for that

#

Shouldn't be hard tbh

pearl sentinel
#

patch has a couple changes to the "BuildEquippedCharms" class

#

small things but maybe they mean something (i haven't played with charms much yet)

#
    private void Start()
    {
        this.nextDot = base.transform.Find("Next Dot").gameObject;
    }
<---
--->
    private void Start()
    {
    }
#
        this.nextDot = base.transform.Find("Next Dot").gameObject;
        this.charmsFolder = base.transform.Find("Charms").gameObject;
        this.pd = PlayerData.instance;
<---
--->
        if (this.pd == null)
        {
            this.pd = PlayerData.instance;
        }
#

(old is top part)

rain cedar
#

Charms folder sounds promising

copper nacelle
#

so like

pearl sentinel
#

looks like support for fire was added to to Corpse.cs

copper nacelle
#
    private void Start()
    {
        this.nextDot = base.transform.Find("Next Dot").gameObject;
+         this.charmsFolder = base.transform.Find("Charms").gameObject;
+         this.pd = PlayerData.instance;
    }
<---
--->
    private void Start()
    {
    }

pearl sentinel
#

    private IEnumerator DisableFlame()
    {
        yield return new WaitForSeconds(5f);
        if (this.corpseFlame)
        {
            this.corpseFlame.Stop();
        }
        yield break;
    }
#

geo control updated slightly

#

the "Getter()" coroutine

#

i think float was fixed

#
                this.cState.touchingWall = true;
and

                    this.touchingWallR = true; (and L)
#

was added to hero controller

#

along with this line

#
    private bool CanDash()
    {
        return this.hero_state != ActorStates.no_input && this.hero_state != ActorStates.hard_landing && this.hero_state != ActorStates.dash_landing && this.dashCooldownTimer <= 0f && !this.cState.dashing && !this.cState.backDashing && (!this.cState.attacking || this.attack_time >= this.ATTACK_RECOVERY_TIME) && !this.cState.preventDash && (this.cState.onGround || !this.airDashed || this.cState.wallSliding) && !this.cState.hazardDeath && this.playerData.canDash;
    }
#

(well, that line was updated)

#

which i think had something to do with how you guys were saying you could still float

pearl sentinel
#

some fixes to map markers

rain cedar
#

I just loaded up the game and did float

#

The map didn't actually show up which is different

#

But the glitch worked

pearl sentinel
#

hah

rain cedar
#

I can't get it again

#

Maybe it's just more precise

pearl sentinel
#

this was added to "AddMPCharge"


    public void AddMPCharge(int amount)
    {
        if (this.soulLimited && this.maxMP != 66)
        {
            this.maxMP = 66;
        }
        if (!this.soulLimited && this.maxMP != 99)
        {
            this.maxMP = 99;
        }

in PlayerData

#

and this

#

this.charmCost_36 = 5;

#

i think that was kingsoul

#

(it was 0 previously)

#

some changes to RuinsLift.cs, maybe fixing a glitch?

rain cedar
#

Could be

pearl sentinel
#

several try/catches added around places

rain cedar
#

LUL

pearl sentinel
#

they took this out of the version creator

#

            BuildMetadata embedded = BuildMetadata.Embedded;
            if (embedded != null)
            {
                string text2 = text;
                text = string.Concat(new string[]
                {
                    text2,
                    " r",
                    embedded.Revision,
                    " (",
                    embedded.BranchName,
                    ")"
                });
            }
#

and a few other tiny changes

#

alright, back to bed for me

copper nacelle
pearl sentinel
quiet heart
#

@pearl sentinel
what thing?

copper nacelle
#

the AddMPCharge thing

jaunty mural
#

anybody knows why Crossroads doesn't work for me?
im selecting my HK folder through my steam but it doesn't move on to the mods installing page, it's stuck on the "select HK directory" screen no matter how many times i select it

young walrus
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did you extract it first?

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or are you trying to run the crossroads installer in the temp folder

jaunty mural
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i extracted the Crossroads to my desktop

rain cedar
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Think I'm gonna stop working on the item pickup thing

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After messing around on today's update for a while I'm pretty sure I'm never going to play on the new patch more than just to see the new bosses, anyway

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No point

jaunty mural
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nvm, reinstalled Crossroads, works again

pearl sentinel
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Whenever you stop by again seanpr, if you're done with the item stuff, may I have it?

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(Don't wanna @ him at this hour)

solemn rivet
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@jaunty mural if crossroad's not working for you, you can also try my modloader

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it's simpler, but should work

jaunty mural
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it works now, i just reinstalled it

solemn rivet
pearl sentinel
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So now that enemy randomizing is going to be much better, I want to finish refactoring into the new logic and then do a cleanup to a state where it should be easy for others to help with development. I have a project trello board for us to use as well, so keeping track of tasks should be easy. Would anyone be interested in helping with it?

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If you wanted to help in small ways, examples of small tasks would be like: "Crawler spawns inside the floor a bit every time, needs adjustment added" So you would go into the "PositionRandomizerEnemy" hook and add a condition for crawler to be outside the wall a bit (there's a few adjustments in there already as examples. messy right now, but that's what my cleanup will be for)

solemn rivet
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how can I use the language hook to change charm descriptions?

pearl sentinel
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haven't look into that

solemn rivet
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I'm not entirely familiar how that works

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was there an update to the public beta? The modded assembly isn't working for me anymore

pearl sentinel
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yeah

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going to remake it this morning

solemn rivet
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oh

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when I was trying to make the api there were some issues with GameManager.Next scene - apparently it doesn't exist anymore

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should I just ignore that?

pearl sentinel
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give me a bit to get setup

solemn rivet
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oh, sorry

young walrus
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sean was mentioning something like that

solemn rivet
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I built a version simply removing those hooks, and it didn't seem to break

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gimme a sec to try it in this version

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k, it works

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tried with blackmoth

copper nacelle
solemn rivet
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I simply removed the nextscene stuffs that didn't work, so stuff might break

copper nacelle
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i did that on the earlier version

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it mostly worked

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except I couldn't quit out of the game

solemn rivet
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eh

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alt+f4

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ggez

pearl sentinel
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there's my new modded assembly

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not perfect but it loads enemy rando

solemn rivet
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        internal bool OnDashPressed()
        {
            Logger.LogFine("[API] - OnDashPressed Invoked");

            if (_DashPressedHook == null) return false;

            bool ret = true;

            Delegate[] invocationList = _DashPressedHook.GetInvocationList();
            foreach (Delegate toInvoke in invocationList)
            {
                try
                {
                    ret = (bool)toInvoke.DynamicInvoke();
                }
                catch (Exception ex)
                {
                    Logger.LogError("[API] - " + ex);
                }
            }

            return ret;
        }```
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can anyone guess why I'm getting a nre everytime that hook is used?

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that's not blackmoth specific either, celeste mod did the same thing

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  at Modding.ModHooks.OnDashPressed () [0x00000] in <filename unknown>:0 ```
pearl sentinel
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is the Get returning null?

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seems like the only thing that it could possibly be in there

solemn rivet
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I'll just run a quick check to see if it's the hook's fault

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because celeste and blackmoth do similar things when that hook is called, so maybe it's something in the code

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yeah, it's the hook that's misbehaving

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I hooked an empty method to OnDashPressedHook and still got nres whenever I press dash

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my guess is that the invoke list is somehow null

copper nacelle
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for the language get hook and charm descriptions

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there are keys and sheet titles

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i think you'd just have a switch case w/ the keys

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for cases like CHARM_DESC_4

shell dew
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wait so .dll files are supposed to go where again?

copper nacelle
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you need the api

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easy to install using gradow or kerr's

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then you put the mod in the Mods folder

shell dew
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Wait can i mod in public beta?

copper nacelle
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yes

shell dew
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cuz its all 1.2.2.1

copper nacelle
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kerr and gradow just gave api copies

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just replace your assembly w/ one of their assemblies

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(the Assembly-Csharp.dll in managed folder)

shell dew
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yeah i got that

copper nacelle
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after you do that then make a mods folder in the managed folder

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and put the mod in there

shell dew
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Wait sorry im terrible at this the Assembly should be in the HK data file right

copper nacelle
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assembly replaces old assembly

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the old assembly is in hollow_knight_Data\Managed

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on windows

shell dew
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ah

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And the UrMumGay as well or??

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Where that supposed to go

copper nacelle
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make a folder called Mods in the Managed folder

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and put it there

shell dew
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Lmao i already a mod folder

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Already installed Nightmare God Grimm

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thanks for the help elderbug

copper nacelle
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yw

jaunty mural
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so Blackmoth works with the public beta?

shell dew
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I saw the mod, what is it exactly?

jaunty mural
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the basics of the mod:
remember the nail? the trusty weapon that carried you through the entire game?
well, fuck it. welcome to the world of killing shit through dashes

shell dew
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NOPE

copper nacelle
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but it's cool

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you dash faster

shell dew
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NOO

copper nacelle
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8 directional dash

shell dew
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Omg that sounds horrible

copper nacelle
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a hidden feature I can't reveal

shell dew
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not in a bad way

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sounds horrible like i cant imagine the pain u have to go through

jaunty mural
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you start with dash

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by default your dash limit is almost non existant