#archived-modding-development
1 messages · Page 85 of 1
by the way, if I can understand what's going on that means that the code is VERY tidy
so user info is pretty good
but other stuff is apparently weird
Kingdom's Edge is called Deepnest_East. Probably it was Right next to Deepnest originally
anyone have an idea of what file KDT sent me? The names are weird and I'm pretty much lost
the file was called... UntaggedHollow_Knight_BossControlEqz2PQ
it seems to be the code for The Hollow Knight fight
Yeah it is
I'm proud of myself
the file was a .json and I just found a random .json reader online
grab the fsm viewer from the drive
oh, it's not there
there's a KCGhost - FSM thing
no, that's the fsm dumper
you're gonna need that
https://github.com/KayDeeTee/HK-FSM-VIEWER/tree/master/src this is the viewer
download that wherever you want
put that .json in the same folder
rename it to data.json
and add var fsm= to the beginning of the file
then open the viewer.html
@livid estuary enemy randomizer uses around 2-3 gigs of memory (it has to load every enemy in the game) so if you don't have enough ram or too many things open then you can hit a memory issue
@solemn rivet Now, to make sure I'm not being an idiot - I add the "car fsm=" where?
Ok
Did you get it working?
Wait
it worked now
Ok, everything's good
I have no idea what happened there
I'll check it tommorow tho, it's getting late
ur wrong
tidy code
implying the code is readable after almost fully being made in playmaker
this is gud meme

Out of curiosity, do you guys have a beginner’s guide to HK modding? I saw the basic resources to get started in the pins.
I was thinking of starting to mess around with it at some point
If you've seen the example mods that's the closest thing to a guide
Just ask questions, as long as they're not stupid you'll get answers
Alright, that’s fair
also look at debug mod
Anyone got an idea for easily/cheaply finding shinies in scenes?
You can find the arrow prompts with ObjectPoolSpawnHook, but their parent is null because TC
i think all the loaded fsms are in one list, so you could just iterate over that loaded list when a scene changes?
Yeah I see, FSMUtility.fsmListPool
Would need reflection to get at it
Maybe the best option, though
yeah, it's very much going to be some reflection shenanigans either way i think
Getting nothing printed by this on scene load
List<List<PlayMakerFSM>> fsmListList = (List<List<PlayMakerFSM>>)fsmListPoolField.GetValue(null);
foreach (List<PlayMakerFSM> fsmList in fsmListList)
{
foreach (PlayMakerFSM fsm in fsmList)
{
Log(fsm.name + " - " + fsm.gameObject.name);
}
}```
I'm pretty confident it's not the case that there's just no fsms
Ok I'm looking at this class more closely and Idk what this fsmListPool is even for
It doesn't use it in nearly any of its functions
I'm just gonna run some crap code that searches everything in a coroutine
Should always finish easily before players make it over to a shiny
inside PlayMakerFSM look for this
// Token: 0x040002F8 RID: 760
private static readonly List<PlayMakerFSM> fsmList = new List<PlayMakerFSM>();
pretty sure that's the list of all the playmaker components
@rain cedar
there's a public getter for it
// Token: 0x17000181 RID: 385
// (get) Token: 0x0600057D RID: 1405 RVA: 0x00017C3B File Offset: 0x00015E3B
public static List<PlayMakerFSM> FsmList
{
get
{
return PlayMakerFSM.fsmList;
}
}
@solemn rivet I was wondering do you think it would be possible to add a stat in bonfire that increases charm notches and can reduce charmcosts for certain notches ?
The adding of additional notches should be possible due to it happening with a glitch not too long ago...but can we reduce notch costs?
do you mean charm costs
Yes sorry I'm trying to work and type a the same time 
yeah that's easy
hell mod dreamshield
I tried to avoid changing the save
aka no don't do that
just setting it should work fine
My God I just noticed my first post and my error corrected it so hopefully it makes more sense now

Reduce charm costs for notches is still nonsense, though
^
-_- I've seen insane mods made in my lifetime, something like that should be possible with enough coding or ....Or if we can not reduce cost we can increase how many we have

i just said it's not hard to do that wtf
sean was saying that your statement still doesn't make sense
cause it doesn't
just use cheat engine haha
Go back to #297468195026239489
go back to src
@rain cedar sorry I thought you meant the idea it self was nonsense, and I apologise for my bad grammer, not very good at talking or typing
If you want to change charm cost without fucking with saves this would probably work
public int GetBool(string name)
{
if (name.StartsWith("charmCost_")
{
int charmNum = Convert.ToInt32(name.SubString(10));
switch (charmNum)
{
case 1:
return 6;
break;
//etc
}
}
return PlayerData.instance.GetIntInternal(name);
}```
i did that in hell mod
Hook that to GetPlayerIntHook
it does work
but when you sit down and take off the charm
some notches stay used
so like w/ dreamshield you could put it on but then you would take it off and 2 notches would stay used
fixes itself if you get off the bench then get back on again tho
Yeah I see the problem
CalculateNotchesUsed grabs the ints directly
I swear TC is just a team of professional shitposters trying to fuck with modders
I mean look at that

Well in any case there's probably just an FSM int you can change manually to fix notches on unequip
As a side note I love extensions
Just a few simple extensions makes working with FSMs so much nicer
FsmState spawnItems = fsm.GetState("Spawn Items");
spawnItems.RemoveActionsOfType<ActivateGameObject>();
spawnItems.RemoveActionsOfType<ActivateAllChildren>();
Would otherwise be something stupid like a triple depth foreach loop
Did someone say, professional shitposter?????
writing more extremely good code right now
pls
He survived the tragic accident
Same, I only ever see Graig in here
Will just copies all the code you post in here and pastes it over his 
Boom you got yourself a lifeblood
is boss rush for lifeblood
no
how do i go back to 1.2.2.1
_guides
in steam?
thanks zote
for showing the guides
Hollow Knight - Guides
downpatching using the steam console page
Instead of patching just periodically ping KDT
Something like twice a minute should do it
ok

he said no
pretty sure I told people to tell people that boss rush isn't getting updated unless its not the game mode gng
so until gng comes out
What if the new game mode is a combination of every mod?
i'd be impressed
dmca tc
alright well how does one upgrade from downgrading?
Yes
just keep installations of every game version and platform tbqh
I mean that IS what I do
isn't non-steam windows different
Yeah
ech
Slightly
why
drm
reee
is there a mod that changes the amount of charm notches you have
save editor ez
i did try one of those but i am a brainlet and i couldnt get it to work
reeeee
i think hksm wasn't working on lifeblood but I might be remembering completely wrong
just backup saves and try hksm imo
make sure to backup tho
if it doesn't work the other link is rainingchain's
converts to a json
just change the notch var
and then drag the json back onto the exe for a modified save file
thank you
chain's still works so you can use that for now
So it looks like enemy randomizer is using ColliderCreateHook to find enemies, but that's not working for me
Only getting these objects in the hook from loading king's pass
Hm, looks like it's also just finding all health managers on scene change
Guess I have to do that
none of these are enemies tho, are they?
Yeah, that's the problem
I'm looking at EnemyRandomizerLogic.cs
oh
does bonfire alter the spell soul costs?
We must create a mod that adds more charm notches !!!!
@rain cedar I added a hook to find enemies to modding api, just haven't had time to update the enemy randomizer
What's the hook?
I've got it working using activeSceneChanged but I'd rather use the hook since it's there
Well, guessing it's OnEnableEnemyHook
Pretty obvious
Neat
What's the bool I'm meant to return?
Alright, whether or not it's dead
How to make such a mod is the main question, maybe instead we create a mod that changes the max about of charm notches a player can have and then change the amount you get through the game like when you fight the twin mush gaints instead of one notch you get three or four ...spitballin here honestly
just save edit
Sounds like he wants to feel like he's earned the notches, though
Nobody is stopping you from making the mod
Does boss rush work yet?
pretty sure I told people to tell people that boss rush isn't getting updated unless its not the game mode gng
so until gng comes out

Nobody wants to know when randomizer is getting updated
I'm torn on whether I like that or not
Sean, that bool on OnEnableEnemyHook is irrelevant
kerr leaving it there was an accident
it's supposed to return void
so just return anything
Hmmm I'm not all good at modding, ideas and making games using a game maker are my strong point
That doesn't look even slightly irrelevant
well, that's what he had said when I first asked
I see
@gilded pawn Nobody is good at things they don't even try
just give it a try
if you want, start by making changes directly to the assembly, just to get a feel of how things work
there's a pull request on api rn for the void stuff
I and many others here are happy to help with questions regarding making your own mod, but almost nobody is gonna just make mods for you
but they're only changed for OnRecieveDeathEvent and OnRecordKillForJournal
Different hook yeah
Guess you remembered wrong
That's fine
Sorry juggling puppy pee monitoring while trying to keep up here
On enemy enabled has the bool
I copied that hook when making the other 2 which is why they accidentally returned bool
oh, got it
Also did it in the span of like 2 minutes after puppy fell asleep and I had to run to work
And @rain cedar I'm hype about randomizer. It's the main way I like to play the game. But I'm here all the time so no need to ask about progress

^
i would've probably asked about rando but been busy and i monitor #archived-modding-development anyways
Yeah, figured people cared, just making a joke about all the people coming in about boss rush
Ok....how do I get into the assembly
dnSpy, but make an API mod imo
If you wanna iterate over pretty much all the scenes for some reason I made a world iterator class
- get dnSpy
- get visual studio community edition
- look at example mods on modding api github
- copy one of them and change it significantly
how to mod ez
Using tc's world structures
Preloading from other scenes is a pretty niche thing
Oh, not for that
Like, given a start scene it gives you a breadth first tree iteration of all the scene names using their transitions as graph links
Oh, ok
Something like that would be useful for randomizer if it also had the requirements for getting through the tree from A to B
But that's not really a thing until the room mapping is done
If it's ever done
is there a hook equivalent of something like "OnSpellCast"
Ahh shucks
whenever you think something reasonable exists
ask yourself
can it be done in FSM
if so, it's fsm
If you create an FsmStateAction that signals your main class and add it into the spell cast state you've essentially got a hook
So it turned out, my source of really fucking weird bugs with hornet was because there was an fsm I missed removing
Nice

I like the contrast here
I'm telling someone to create new FSM actions and immediately you talk about removing FSMs completely
Or modify the FSM at runtime with no visual editor like a real man
dont know much about FSMs or how to edit them, or whatever the hell they even are, but looks like im gonna depend on HitInstance instead for spells
PlayMakerFSM[] fsms = GameObject.FindObjectsOfType<PlayMakerFSM>();
for (int k = 0; k < fsms.Length; k++)
{
if (fsms[k].name.Contains("Relic"))
{
Log(fsms[k].name + " -----------------");
for (int i = 0; i < fsms[k].FsmStates.Length; i++)
{
Log("State: " + fsms[k].FsmStates[i].Name);
if (fsms[k].FsmStates[i].Name == "Convo Start")
{
CallMethod methodAction = new CallMethod();
methodAction.behaviour = fsms[k].gameObject.AddComponent<SellContainer>();
methodAction.methodName = "SellAll";
methodAction.parameters = new FsmVar[0];
methodAction.everyFrame = false;
List<FsmStateAction> actions = fsms[k].FsmStates[i].Actions.ToList();
actions.Add(methodAction);
fsms[k].FsmStates[i].Actions = actions.ToArray();
Log("Added action");
}
}
}
}```
There's an example of something like I'm talking about
hit instance can detect spells imo
Of course that could be much better with extensions
HitInstance is a different situation, though
It's when the spells hits, not when it's cast
oh yeah for spells i did it if (hit.AttackType.Equals(AttackTypes.Spell)) but yeah it only gets procced by hits
I don't think so, afaik HitInstace gets called, for instance, every time you swing your nail
should the 1.3.1.5 api thing still be pinned
even if you hit the air
rip pin
yeah
ahh yeah it gets called everytime you swing
Cool
HitInstance is good enough i guess, i aint touching FSMs, also im guessing everything related to spell stats are connected to FSMs right?
yup
I've got it down to pretty simple code for modifying the shiny controls
shiny.GetState("PD Bool?").RemoveActionsOfType<PlayerDataBoolTest>();
shiny.GetState("PD Bool?").AddAction(new RandomizerBoolTest("geoTest", "ACTIVATE", null));
shiny.GetState("Charm?").ClearTransitions();
shiny.GetState("Charm?").AddTransition("FINISHED", "Hero Up");
shiny.GetState("Hero Up").AddAction(new FlingOrAddGeo(shiny.gameObject, 2000));```
Definitely more prone to breaking if TC changes stuff than creating my own components for everything but eh
"Oh shit, the damage increase persists on all the subsequent vengeful spirits until the player attacks, so he'd get the damage bonus on every spell cast as long as he doesnt attack again"
"Fuck it, its a feature now" - me on bug glitches that i cant fix /s
I'm gonna add a hook to PlayMakerFSM.OnEnable because for some reason nobody else has done it yet
Would be convenient for a ton of things

Perfect for hooking my fsm replacements
I wonder if this could be used to serialize playmaker fsms
Along with other components
Would be nice
It's what I was about to look into before puppy happened
Actually now that I think about it maybe there's a good reason nobody has hooked fsm creation
It's in the playmaker dll so we'd be distributing a barely changed copy of proprietary software
So I've only just now realized you can hover over the lines connecting curly brackets to get this popup
Really helpful
Wow ok I've just found out something that makes my job for randomizer a bit easier
The charm popups in the bottom right when you grab shinies are always there
There's 40 objects named 1-40 each with a charm_show_if_collected fsm
It's horrible but also convenient
Is there any way in the debug mod to give yourself unlimited notches?
Im curious what all charms looks like when worn lol
Nah
I want to install the randomizer and enemy randomizer, but i also have my original unmodofied save, can i still play that save with none of the modifications from the randomizer?
If you're on lifeblood don't bother with randomizer, it won't work
I'm still working on updating it
Otherwise yes you can
yeah i dont think either randomizer worked, i got the same error the guy above me got
Enemy randomizer is fine
I have the other guy who had a problem blocked, but you're probably missing mod common
i figured, but i cant find any download link to that
It's in the same drive folder as everything else
got it, thanks
Looks like Unity's serializer is shit and loses data from derived classes if you serialize as the base class
Gonna have to reinvent the wheel a bit here to have new stuff in the save data
Actually not even sure how to solve this other than using a better serializer or making a secondary save file
OnBeforeSerialize/OnAfterDeserialize aren't even getting called, so I can't fix it there
damn the enemy randomizer makes some stuff tough
im trying to do the vengful spirit tutorial and the guy at the end who spews orange blobs is spawning bosses lol
he spawned a traitor lord
and this is why we have debug mode
@delicate ether Can you tell me where to put the contents of Scenes.rar for RandomEnemy Mod?
Also, do I need Mod Commons for it?
@delicate ether try "room mode" for a more balanced experience in enemy randomizer
Scenes.rar? What?
I think hes talking about the fact that enemy randomizer folder has another zip/rar named Scenes
i didnt use scenes
and i used chaos mode for lulz
i do like the chaos mode but there are a few instances where it can jam you bad
like you walk into an area, a boss spawns (usually soul tyrant) and you just fall through the floor
hooking playmakerfsm.onenable and ctor is why I wanted runtime detours
the celeste api has them
now all we need to make the chaos more chaotic is a zone transition randomizer
something that randomizes them at the start, and it stays for the whole game, not a randomization on every transition, that would be broke af
the prior is a massive task
requires you to know the requirements to get to each transition from each transition before you can even work on the problem
i'm going to try room mode next in enemy randoizer
if we don't want to distribute a modified PlayMaker.dll we can always use the monomod's hook-on-demand
I actually have a prototype of that working (transition randomizer). Been busy with irl stuff (and will be for a month or so) which is why most my dev has slowed rn
@delicate ether
https://clips.twitch.tv/SquareCaringYakCmonBruh https://clips.twitch.tv/GleamingSourDragonfruitKappaClaus
Just check those out
I can tell you that it really fucks with the navigation senses in your head
Yeah, for the map I wanna try doing something old-style metroid like
Just make squares that connect as you explore
it would be nice to one day get a proper new layout, ala super metroid redesigned
My end game with all this randomizer modding code I'm doing is a roguelite mod
is it easy to change how certain uh..'skills' work? I am using glowing womb and it would be nice if the kills it made restored soul
nice
every time i see something flying off the screen due to heavy blow being heavy broken i get more faith that it will be all right in the end
♡
I figured out why my enemies weren't colliding while fixing hornet
So heavy blow will be they way I want it soon
and at this point in time it oneshots a lot of things so you cant actually gain soul back
The way the world deserves it
Honestly the change I want for glowing womb is different. I view it as a dps increase charm that is balanced around players that don't need the heal
But to improve it I want it to spawn the last 3 things killed as little minions
And they attack like weaverlings
So with that change your soul expense on it would slow down a bit
Basically I wanna make glowing womb into a mini infection necrodancer charm
with the way bosses are in this game you cant really heal, i mostly use healing for when i fuckup in exploration
every boss you can heal on
i swtich to jonis blessing for boses
pretty much whenever
mini infection necrodancer charm
new crypt of the necrodancer cooperative dlc confirmed???
ive not finished my first playthrough though so i may be missing something that makes it easier
O.o
move out of way of attack heal
theres nothing special to it
you just need to know where attacks are going to land so you can not be in that area
@exotic venture did you see my hornet grapple progress?
i did not!
no he didnt post it so he can see
@delicate ether you can consistently heal in every boss fight
One bug left with it then I'll be done with most of hornet hard mode
It's a mod
Ноw is HornetGuardian1 coming along?
I haven't worked on it since that clip (no time)
Ok
Just wanted to know so I won't bother you too much
Wosh you luck
You know who needs a buff?
The Collector
That will now spawn Primal Aspids, Sharp Baldurs and Infected Vengeflies
Try him on enemy randomizer, he probably does
I'll do
Try him nail0 no upgrades
(That was Hell last time I tried)
Every time we've talked
You've dabbed
Is it that you're constantly dabbing at everything
Or do ypu try tp dab me away
DABMASTER

*right

(that was a pun, because you can't dab and dabbing is morally wrong
)

Your face is morally wrong
oof

That too

But my whole existence is morally wrong anyways
That wasn't even my deepest bestest dab
I'm the metaphysical concept of Folding Papers
You are not supposed to fold papers
papers are supposed to remain flat
if your elbow doesn't touch the ground its not a real dab
why stop at the ground?
the ground is in the way
Dab your way past it
i haven't mastered the QUANTUM dab
This dab is the dab that will pierce the heavens
and then dab even further beyond
sings
My dab can pierce the sky
You're dabbing now. That's a Normal dab
And This is a Super Dab
And This is what's known as a dab that's ascended past a super dab. Or Super dab 2
And THIS
IS
TO DAB
EVEN
FURTHER
BEYOND
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
@young walrus just copy and add dabs
WTF you tagging me for
but Mickely has so many dabs

I just tried to test something where if my code worked nothing would appear to have changed
I don't know what I expected from that
Maybe
Or did nothing change?
@leaden hedge I compiled the monomod runtime detour stuff for assembly-csharp
did you test adding a hook to playmaker onenable ?
That up attack is loud
yeah
does the randomizer mod work w/ the latest update
not yet
Soon (tm)

ooooof
i'm really rusty on my hollow knight skills
so i wanna do a re-playthrough
with randomizer to challenge myself
As long as we're on the topic here's a progress screenshot
It's got the right image, woo
nice
Yeah just wait until I add the seed option
There's no input boxes in the game
So I can't steal a pretty one
oof
you dont actually need an input box though
Yeah?
Yeah, guess so
if i do a randomizer imma just randomize my seed until i get one that gives me a good first item set
and a random new seed
A bit less convenient but yeah it looks nicer
Also big item images are still wrong and I'm probably not gonna fix that
TC was actually sane with those and doesn't have them always loaded so I'd have to preload them
Or maybe I could just embed them in the dll
I'm gonna make it so the charm tutorial never shows up and people will think it's a nice feature but really I just don't want to fix that popup too
lol
Would be nice to have descriptions for tge mods
Many of them have readme files in the download
Mantis gods?
It makes mantis lords hard
enemy randomizer gasp
im guessing that switches around everything but bosses?
oh and the charm notch mod
Everything including bosses
I think most bosses stay in their respective arenas but can also show up elsewhere
Kerr would know better
Earlier there was somebody who had elder baldurs spitting out traitor lord
there can be NKG instead?
oh .
well that is scary in more ways than one
it just makes me curious but at the same time im pretty sure i dont want 50 nightmare king grims replacing common enemies
anyway, what about the charm notch mod?
@rain cedar lmao that sounds delightful
@fair rampart Nice
so you can basically find yourself a big n' juicy double/triple boss in normal rooms?
That certainly makes you dread using benches to respawn enemies, but is intriguing to say the least
@fair rampart lmao imagine a double Hollow Knight fight oof
It's seeded so the rooms are always the same
o
So if you respawn bosses then you know the rooms to avoid
Yes I think there is a chaos option
i'd like this idea
but have hard bosses not spawn
i can just imagine having 5 hornets at once
@fair rampart 10 mawlurks
just imagine a boss that spawns NMG's
pure chaos
here's an idea
triple hollow knight
the Void Watchers
what is ''Dream-Shield co-op?''
@rain cedar I made a janky input field for a custom seed in enemy randomizer you could probably pull out
The only thing I didn't spend time doing was figuring out how to make it play nice with a controller. Normal seed re-generation works with controller tho.
I don't really care about getting an input box to work with controller
I figured. I didn't either
Hollow knight doesn't have a die () script unfortunately

So he can't spawn anywhere unless that's fixed
Last time I tried spawning him he was unkillable
Void Watchers
Radiance kinda does tho. When you push radiance to phase 2 she just disappears
Hollow Knight but ever enemy is Radiance

jokes aside
@pearl sentinel would be interesting fighting boss + dream boss at the same time, is that possible
like
Radiance tho has the problem that she spawns inside walls
Just try enemy randomizer, some work outside their rooms
is there a fully chaotic version of it tho?
Just turn on chaos mode
like enemies not bound to a seed
Go to the trial of fools
Enjoy the crazy Ness and likely softlock :p
Likely you'll die before the softlock tho
mega oof
i imagine only final bosses can't spawn in normal rooms yes
i just imagine the goddamn Failed Champion in Deepnest
100% oof
I don't know why I went with xml for the randomizer
I'm just gonna make some class to store it and serialize it
multiplayer co-op?
Yes but not how you want it
local couch coop right?
Mega oof
The lightbringer mod seems to make the game quite easier in theory
If you actually shoot the spears
They do half damage
O h
Well i mean
Still makes you able to stay away
Considering most enemies can deal ungodly amounts of damage if you get close enough
@rain cedar i can't find any TXT files
halp
.md is also text
what us Blackmoth?
Sharp shadow as your main damage
"Read me" said the readme
^
-there was no readme-
i found it now
also im 100% confused on what i'm supposed to do
i downloaded crossroad
now i have to download modding API and modcommon
and then the mods?
i think?
aaa
Yeah, having to download 3 things all from the same place and put them all in one place is pretty terrible
it is when you have no idea of what the hecc you doing
Crossroads does it all for you
Select mods, apply, done
There's even a help button in it that explains everything
oh
is crossroads just windows 7/10
Yes
If someone wanted to extend it to nix or mac they could since it's a unity application. I mostly lack the time
the mod manager is made in unity?
Yep
did you make it?
Yep
This may be a silly question but why? Like what features did using the unity engine give that wouldn't have been possible with just c#
I'm not a programmer so I don't really know how these kinds of things work
Easier to make cross platform if I wanted to go that route (which I did one day) and I know it better than standard stuff pike wpf/forms. Also, looks better than a standard windows app
And you get all of unity's functionality for free if you need it
Well I agree on the second point but for the first one you can use mono to build cross platform windows exes, in fact, unity uses (or at least used until very recently) mono for its cross platform builds.
anyway I'll try to build it and see how it goes
Thanks for the advice and thanks for making it open source so I can actually do that.
I mean
Unity uses mono
Basically it just felt like why not use the cool powerful tool
There's a lot in crossroads involving file paths that would need to get tweaked for Mac or nix
So it won't just work out of the box
Or, I don't think it will
Haven't tried
if you paid attention to case sensitivity (which isn't a thing on Windows but is on Linux and most mac systems) then it won't be too hard to get working. If not then it also won't be too hard but will be mildly annoying, I'd be happy to send a pull request if I get some time though.
I'm assuming ofc that you aren't using any random closed source middleware for your mod manager which wouldn't make much sense
You're more than welcome to. It was just something I threw together in a week and haven't had time or need to get back to
I think it uses ionic zip for the windows unzipping. So you'd need to have something for nix or mac to use in that place
And right now the multithreaded file finder is disabled, so you can probably #define that out if it causes issue
my manager is winforms tho
so rip me

not like anyone actually uses it tho
no nothing lost
ree
What is the current version of Hollow Knight?
5.6.7.5.3
waitno
I know it's only on 1.something
4.2.0.6.9
1.2.2.1 is the only true patch
why does monodevelop have like 20 dependancies
because it wants to be painful
why does merging the hooks file with assembly-csharp cause a black screen
magic
wow 3 null reference exceptions
i'll try a different merging tool i guess
ilrepack didn't work so ilmerge
did you test runtime detour playmakerFSM onenable yet 🤔
il
pack
shouldn't take more than 5 mins

Anybody know where the relic in beast's den is?
If I print its position on scene load it's like 50 units below ground
So either they fucked up or there's some magic happening
How do I open and close the menu with the debug mod?
F1
Also I mighty just fucked up the game.
I'm walking around everywhere with the options menu open and uninteractable.
That'll happen yeah
Wow this position is accurate and it's inbounds
I apparently suck at keeping track of shit because I thought the entirety of beast's den was above the spider bench area
But no it apparently goes way below it too
Is there a way with the debug mod to just get a fuck ton of charm notches?
A lot of people ask that but no, not currently
Where do I go for troubleshooting on bonfire mod? Authors are Gradow and KDT
Here is good
Apparently my stats aren't working. I'm in Greenpath and it usually takes one or two hits for a Mosscreep to die, but it's taking 6 hits.
Also the stats screen doesn't show up when I sit on the bench, only when I'm near it or pressing start. I can still put the stats in when near the bench, but it doesn't seem like they work.
Bonfire mod is 1.2.0.0
API is 1.3.1.5-40
(And whenever I quit to the menu the game crashes, but it might be something else)
Is 1.2.0.0 the April 25 one on the drive?
...Apparently it got updated to 1.2.1.4
I could swear I downloaded it from that same folder but it says 1.2.0.0 in game
Lemme install it again and I'll get back

merged the monomod hooks and api
you have to make ILMerge output to Assembly-CSharp.dll or it renames the stuff to the file name
ILMerge?
Do you have time to help me with that, or a helpful link of sorts?
Ah oops
if it crashes on quit to menu, give output_log imo
Directed to @rain cedar , my mistake
give output_log imo
Help with what?
Sounds like you've just got an old version
Get the new one, problem sorted
Got a little lost with 56's comments haha
My game is crashing when I quit to menu
I'll update the bonfire mod and see if it fixes the crashing problem
Weird, the game stopped crashing
Yet bonfire is still 1.2.0.0 and the attacks are still the same (5 hits for a Mosscreep with 7 strenght)
Wait you downloaded the one that says 1.2.1.4 in front of it
Don't do that
Download the april 25 one
why tf does outputting to Assembly-CSharp.dll change the assembly name
monomod doesn't change the name
but ilmerge does
ree
I guess you suck
Nice
monomon haha
I got the new Bonfire files, but it still says only 1.2.0.0
I also got the new API and replaced it properly by putting the backup before
The problem with troubleshooting is I have no way of knowing if you actually did any of that
delete the old one and use this one
Just did
gahhh
Here's all that I did
I got Seanpr, Firzen & Wyza's latest Modding API from April 22nd
which contains Assembly-CSharp.dll and Assembly-CSharp.xml stored in "Managed" folder
And this BonfireMod.dll which goes in Mods
Yes
Crashing was fixed but the save file with the Bonfire Mod is still getting some errors
And on the corner of the screen it's displayed as 1.2.0.0 yet
...I'm still getting critical hits sometimes though, which is weird
There is no stats screen when I'm sitting on the bench
Should be when you're near a bench or when you pause
Strange, it used to give me that before
And my nail damage is uncomprehensibly low
The last time I loaded my save (2 days ago) I was doing huge damage
I think I'll have to restart the file
That's probably not the issue
Just post the modlog here, maybe there's errors
In your save folder
Because tc hates us
holy shit that's a lot of FSMs
Also, I tried monomod hooking PlaymakerFsm.OmEnabled yesterday with no success
But that was using the old sharper.dll
Dunno about the new one
sharper doesn't have playmaker
I figured, yeah
here's an api w/ monomod hooks for assembly and playmaker built in
@leaden hedge hooked onenable
had it log the name and fsm name
Nice
These are my stats
Also, where are the save files for HK located? I can never find them for most of my Steam games
📌
well it changes per game
Appdata
Save Files: %APPDATA%\..\LocalLow\Team Cherry\Hollow Knight\
The Modlog
oh cool it actually worked just like that
yeah
its nice i noticed everest api had that feature lol
That's a great feature tbh
yeah
all i needed was
public override void Initialize()
{
Log("init 2");
On.PlayMakerFSM.OnEnable += OnEnable;
}
private void OnEnable(On.PlayMakerFSM.orig_OnEnable orig, PlayMakerFSM self)
{
Log($"Name: {self.name}");
Log($"FSMName: {self.FsmName}");
orig(self);
}
I like my way of finding FSMs better
scene.GetRootGameObjects().ToList().ForEach(obj => fsmList.AddRange(obj.GetComponentsInChildren<PlayMakerFSM>(true)));```
"Clean"
you know playmaker keeps a static list right
you know monomod has a runtime detour feature that lets you hook onenable
No I've never heard of this in my life
alright
self.name has always been the same as gameObject.name when I check it
Hello there!
He posted a picture above, it looked normal
I have downloaded the mod before April 25th though and it was working normally, maybe there was a version problem somewhere? Would a new save file help?
Well it builds!!!
Arthur, just a sec, lemme check something
so, enemies should have 2x hp at your level
how many dreamers have you killed?
Zero
Oh
How are you just now figuring this out, 56?
I thought it was altered only after dreamers
i knew everything was an fsm
but i didn't know they'd make fsms
for like
particles while running
So is it working as normal? Last time I loaded I was blasting those mosscreeps in two hits
Now it takes five
and the white flash when a nail art charges
I think older versions weren't working, tbf
they were finnicky as shit
lemme just check
EVERYTHING is an fsm
you want to spawn fsms
we got fsms to make fsms
how do you make those fsms
with more fsms
There's a good reason that you can't find code for basically anything in dnspy
w h y
Because making components is hard
the worst thing is 90% of those fsms are made up of single line actions
Arthur, can you confirm you can't kill a mosscreep with 3 hits?
it's normally 10 HP, but it's actually 21 at your level. Since you deal 9 damage per swing, they should die in 3 hits
Can confirm
hm...
Nail damage is 9 at stat screen, it died in 4 hits (one of them was a critical)
It takes five
I hit a crit so it took four
Their reasoning for the serialization sucking ass is a 500KB file size increase would be too much
Fucking 500KB
what the fuck
I'm ok with that
why is there an infinite air jump
Elevators are overrated and we gotta out-fly the Primal Aspids
Does Seanpr and Firzen's Randomizer mod still work for the current update?
Aight, thanks!
Should've just found the image in Unity Studio
https://pastebin.com/BjZ1SuMV
But now I have that to embed, which is cool
Btw light mode chumps, I didn't just post an empty image
light mode is for big gay
Basically
if you use light mode you mega dungo
@pearl sentinel actually the main problem for crossplatform compatibility I've found is just the "standalone file browser" plugin. I'm gonna try to "steal" the file browser code from ckan (it's also MIT licensed) to fix it.
@compact sedge sounds good! I appreciate your time in helping with this. That file browser was just something I found MIT licensed in short notice
yeah no problem I'm just gonna use Mono's built in Folder Browser Dialog when that file browser is not supported https://developer.xamarin.com/api/type/System.Windows.Forms.FolderBrowserDialog/
aww
He's very young and derpy, but soonish I shall be able to return to doing stuff
hey any mods that alter the title screen so I can test something easilly?
What do you mean by that?
I mean, randomizer puts a graphic on the title screen and enemy randomizer puts a button
The mode select for the new randomizer is more on the lines of actually changing stuff

Got these popups looking proper now as well
I should in theory be able to change any shiny into any other shiny with no lingering graphics now
The hard part is all the custom FSMs for spells
And the seer
Normal abilities now have the proper screen stuff, not just the spells cuz of how they were coded?
More like how they weren't coded
If these popups were made as an actual component there would be no issue at all here
what does BoopMod do?
It makes your nail swings boop
replaces the nail swing sound?
Yeah
I'll see it later
is adding copmpletely new monsters and bosses a thing yet?
ive read one of the modders said its possible, but that and the lack of art stuff are i problems, could be wrong
ive passively consiudered doing art, but ive only experience in doing still stuff, not animations
I'm not sure where you'd put the boss unless you made your own level or edited an existing level
well, the enemy randomizer puts boses anywhere
so i was thinking just stick the boss in another room
lol
well yeah but if you want bosses to fit you should find a room that makes sense
yes
i dont think you could lock the player in though
but some bosses dont do that anyways
or minibosses, what ever they are
like the big green bush boss and the memory dudes (i dont know proper names)
doggo
Has anyone seen a complete run with the enemy randomizer on chaos mode?
im curious if its possible without cheating, as i want to make that my next run
(without cheating aside fro escaping bugs, of course)
@leaden hedge I think there is a bug with your "More Save Files" Mod.
@delicate ether to my knowledge, a full enwmy randomizer run was done only by 56, graig (TC's lead tester), and ushebti. Graig's run at least should still be on twitch. This was pre lifeblood though, and some things changed after that so it hasn't been tested enough to say if there are likely softlocks or not.
All were also done in pair with item randomizer
ive not encountered any softlocks per say, but ive run into some "you need to play like an AI" levels of difficulty in some areas
i was thinking of a couple areas where you need to pogo off enemies to reacha place, but i think for all of those you can just shinespark too
It's hard for sure. You can watch graig's run and even he dies a few times
for me it was the tutorial area for vengful spirit
the guy at the end who spawns rolly guys, was spawning bosses
And he normally plays the game steel soul for TC
dunno what steel soul is
Permadeath
Team cherry
ah
@delicate ether What does shinespark mean?