#archived-modding-development
1 messages · Page 116 of 1
Lay of the Autumn by Insomnium Across the Dark 2009 LYRICS (I...) I sing with a shattered voice (I...) I sing with a heavy heart There in the deepest well of...
me too
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ok hunny how do de lightbringer work o ?
0
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Browse Hollow Knight: Lightbringer (OUTDATED) mod for Hollow Knight files to download full releases, installer, sdk, patches, mods, demos, and media.
- Installation Instructions -
To install the mod, take the folder labeled hollow_knight_Data and drag it into the Hollow Knight folder located here:
Steam\steamapps\common\Hollow Knight
Merge the folders when prompted to and select Copy and Replace for every file.
Additionally, if you do not plan on starting a new save file, back up your previous save files found in:
%appdata%\..\LocalLow\Team Cherry\Hollow Knight
how is it complicated
WHAT IS LOCATED HERE
you go to your local files in steam
wait
although you need to be on 1.2.2.1
still putting up with this person KDT?
for transaction
because its not updated
right click > properties > local files > browse local files
you're probably not on 1.2.2.1 though
so you'll need to downpatch
which I really don't feel like explaining
theres a guide for it in the speedrunning area somewhere
May have missed this. What are the NGG mode settings used
in the global settings json file
56 more like bad server owner
what
doesnt even know how to separate roles from online
Gives everyone a void role but doesn’t display it for no reason
black color imo
Y tho
void
^
Also how many times did we ping you?
It was supposed to be 56 times but we lost track
Notification count?
didn't check
rip guess I gotta do it all again
no
holy shit, I think I got myself a virus boi
rip
my touchpad is crazy
the notification area icon shows it's getting 3 touches, even tho I'm using a mouse
it keeps clicking everything
I hope it's a hardware issue tho
...is that a thing viruses do?
Last virus I got was like 4 years ago and it just injected ads into my browser and probably spied on me too
jk
prolly not a virus
just annoying
oh, yeah, I had that at some point as well
it would hijack my google searches too
so I couldn't search for a fix
I've had my touchpad do weird stuff about 0.2% of the time after waking up my laptop from sleep that was fixed by a reboot. But I'm on Linux so idk.
reboot fixed it temporarily
like for example I could move it but not click
it started misbehaving again shortly after
I think I'll migrate into linux again soon
did you get water or anything conductive next to it?
keep a VM or dual boot for dnspy tho
or don't
since you're done modding and all that
but uh in all seriousness uhh maybe try reinstalling the drivers in device manager
no promises on that working
and uh if you think it might be a virus at all I'm still 85% sure that malwarebytes is the best virus scanner
I might be wrong tho
I ran mbam and another antivirus
and currently am reinstalling the drivers
tbf the only reason I don't have a dual-boot linux on this notebook it's because it has an nvidia GPU
and linux hates nvidia, and vice-versa
That's fair. Supposedly optimus (gpu switching) is really hard to do outside Ubuntu. My nvidia laptop I just keep the card on all the time because it's just too much work to set it up any other way because nvidia.
yeah, it's not unfeasable, but it's finnicky and hacky as shit
and I don't like that, because I have no idea what I'm doing, so I'm stuck if anything goes wrong
LPT: arch wiki.
it's crazy detailed about a bunch of topics and even if you're not using arch linux it's still a very helpful resource.
Hey, how's the modding scene nowadays?
has some cool mods
Infinite NKG
Nightmare God Grimm for latest version
and has some smaller mods as well
Cool.
Wow randomizer is a smaller mod
What's the process for building mods? Still using dnSpy, or something else?
Kinda
I don't think I was around for randomizer.
I remember Lightbringer and Glass Soul.
Or whatever the name of that 1 hp, one life mod was.
Glass Soul
Oh so you've been gone since nearly the release of the game
I think so. I dropped in a few times when the DLCs came out, but I wasn't as interested in the modding side then.
Mine isn't there >=T
Is it done?
pretty much. Will add some stuff later tho
How is the modding API implemented?
I think there was talk of making it back when I last checked, but it didn't exist yet.
I think this should be the latest version
We use monomod to patch the game dll
If you make a readme for that and zip it up I'll upload it for you
That looks useful. I've been trying to find a good solution to mod Cultist Simulator, which is also a Unity game.
Monomod is pretty cool especially with the newish runtime detour hooks
Thanks for mentioning it.
Harmony is another option you could look at
Yeah, that's how it was done when I was there.
I also tried decompiling the whole project and compiling it back, and managed to get it working, with some difficulty.
I think it makes it easier to quickly make broad sweeping changes, though, changes which you could then convert to a patch once you're finished experimenting.
I am, that's what I was using. But I didn't like its interface that much.
I also liked having a versioned repository for it, to easily track my changes.
So you decided you'd rather fix half broken decompiled code than deal with the dnspy UI?
Wow must really have hated it
It wasn't that hard. Just had to fix a few lines.
Guess that's not too bad
too bad TC literally stole the mod idea
tc steals all ideas
gng is just a ripoff of pubg tbh
they'll hear from blueholes lawyers
I can't seem to get the enemy randomizer working. I performed the load, configured the mod settings in the options menu and started a fresh save.
do you have modcommon installed?
Oh, nevermind - I installed the 1.2.2.1 version on 1.3.1.5
had the old version from a while back and had them both in my mod folder
good job
Alright, so I installed Modding API, ModCommon and the 1.3.1.5 Enemy Randomizer. When I go into the Enemy Randoizer page in options it just shows Language, Backer Credits, etc.
in the readme it says ModCommon 0.0.1, could that be the issue?
or should I just go back and just use the 1.2.2.1 version?
newer modcommon shouldn't affect it
I did a fresh install of 1.3.1.5 and then installed the mods, not really sure what's wrong then 😦
Is the "Scenes" folder required?
It doesn't say anything about it in the readme
no its not
I've never used enemy randomizer though so I'm probably not the best person to help debug it
That's fine, thanks for the help anyways
i'll keep messing around with it
i'll try the 1.2.2.1 version as well
Show us the title screen
Hey @solemn rivet wanted to use the bonfire mod but I'm a noob at installing never tried any mods before
get installer in pins
ah cool thanks
I mean, I already showed a screenshot of the mods on title screen, but alright
This is what happens when I click on enemy randomizer in the options (Both before & After loading the Enemy Randomizer, this happens)

I got a fresh copy of 1.3.1.5 and all the required mods were downloaded from the latest versions found in the mod folder
followed the readme

Enemy Rando works on 1.2.2.1
Not sure why I couldn't get it working on 1.3.1.5
I wonder if other people will have the same issue
I don't try Enemy Rando
As mentioned above, yes
I did it both with and without
I got it working on 1.2.2.1 though
Hmm. So the options menu just doesn't work if you click it? What happens if you use a controller to select it?
Actually, I thought 1.3.1.5 enemy rando changed your background to the gng background
uhh @royal ridge
?
wheres is uuh k0occ4
im watch the mod vid
i need he like to the mod
its no in de pin
?
some dragons
u
.
):
nvm i got it
wut
?
wut did you need?
nvm
I like it. the timer, the optional challenges.
have some fun if unoriginal ideas... let's see how things go
and also now I know why graig was asking about an endless CoF.
make your own nailpaint boss ez
🤔
wut u guys talkin bout
oh right
Forge your own path in Hollow Knight for Nintendo Switch! An epic action adventure through a vast ruined kingdom of insects and heroes. Explore twisting cave...
no
like
literally the entire fight
like they showed how you get to the gng area
The Entire fight?
then they showed off boss rush
WOW
which included the nail paint fight

oh shit
I stopped watching the stream during the smash section
which was literally right before HK
smh
lol
moss charger after dungdef
makes sense
where is Graig
I need to know if I can parry that brush
Waiting for that PaintGod Sheo mod
Where Paint constantly rains and Sheo uses all attacks at once every time he attack
tbf as he is his paintbrush color telegraphs his attacks
so maybe we can remove that
remove it and make it 5x faster ez
repalce it with 6 spikes like the Yellow one
tbh boss rush not arcadey enough I'ma fix it.
Also can't wait to try the 2 (4?) other new bosses
me too
it's either 3 tiers or 5 tiers I think
also I want a tier where you fight radiance and NKG back to back
neither of whom are the final boss
Final boss moss charger
Ultra mega moss god charger
prediction: nail binding makes you do 1 damage instead of 0 because TC gud coders
or it does 1 dmg but the enemy heals right after
prediction: nail binding is just nail0
wow nice
and soul bindings are i'd bet no soul vessels + maybe level 1 spells
so charm binding still gives you 3 notches?
idk
I'd hope charm binding is 0 charms
inb4 all 4 bindings to be like -1 nail spelless healless charmless
Anyone got a vanilla pre-lifeblood 106% save?
oh shit he's back
@buoyant obsidian
<3

6 hours nice speedrun :P
8 charm notches is max right?
I guess I'm missing a few
nice 106% 56
technically correct 106%
they don't get every notch in 106% runs
I know notches don't count for percentage
Anyone know which notches I need?
so it's technically correct
TISO ALIVE
Can't you use a lifeblood save on pre-lifeblood?
tbh I'm finally getting to Lifeblood content now
salubra notch 3 & 4
gonna play through it and I wanted my 106% vanilla save back
do you need 3
Lifeblood port confirmed
cause all i found was 2 salubra notches & the fog canyon one
yeah
^
yeah but you can't fight traitor lord on a 106% save
hmm
I'm tempted to just restart from scratch
Alright boys teach me API so I can remake Lightbringer and play through 100%
the trick here is
just require ModCommon (which is what Hooks merged with)
literally just the same as your old code
except for reflection for some private stuff
the trick here is to claim you're porting it to api but then just work on buffing lost kin
:ech:
My double lost kin fight was pretty fun
imo give 753 what you did port so he doesn't have to start from scratch
^ I'd like to see it all to get a feel for it too
and remake some bits to be less disgusting
also how would asset replacement work?
replace sprites i think
Same as before then?
you can also store assets in your assembly
for the asset rando thingy
oh yeah
and what rando 2 does
to replace shop item images
w/ bundled assets
or be dumb and be me and not store any assets
tfw it's too big zipped
@buoyant obsidian https://send.firefox.com/download/4da08471d4/#nUdu1Xjw8JgHKOfVbl77hg
the yes function is just cause i was getting annoyed w/ lack of menu drop
Thanks. I'm gonna try out Enemy Randomizer real quick to get an understanding of how installing mods works nowadays
753 active 🤔
This ModCommon thing doesn't come with the modding API, right?
yeah it's separate
separate kthx
Would I be needing ModCommon for Lightbringer?
is there a boss fight mod?
GnG
i mean mod
1.2.2.1 has boss rush
just downpatch
also that download should work
gonna test it brb
This seems hella complicated for downloading mods
fwiw 56 spent a month trying and failing to get the hooks added directly to modding api

(also I use modcommon but not the hooks so I'm still building against 0.0.2. sorry 56)
lol
gj
wut u mean
ArgumentException: Field slashFsm defined on type HeroController is not a field on the target object which is of type NailSlash.
wait
holy shit this mod installer
I'm a big fan of it (for totally unbiased reasons)
How does it work when the game updates?
just hit redownload mod
or if you're using gradows i think you'd uninstall/reinstall but idk
needs modcommon
It doesn't do that for me? :(
installer does that by itself tho
mine does
unless you installed rando by hand
dunno about kerr's
kerr's does too
I'm using yours
did you install it manually?
Automatically
Where's that?
[INFO]:[API] - Adding GitHub SSL Cert to Allow for Checking of Mod Versions
[INFO]:[ModManager] - Initializing
[INFO]:[ModManager] - Initialized
[ERROR]:[API] - Couldn't check for new version.System.IndexOutOfRangeException: Array index is out of range.
at Modding.ModHooks..ctor () [0x00000] in <filename unknown>:0
[INFO]:GameLoading
[INFO]:[API] - Trying to load mods
[ERROR]:[API] - Error: System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded.
at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool)
at System.Reflection.Assembly.GetExportedTypes () [0x00000] in <filename unknown>:0
at Modding.ModLoader.LoadMods () [0x00000] in <filename unknown>:0
[INFO]:Saving Global Settings
[INFO]:Saving Global Settings

dafuq
that's a weird error

You have ModCommon, right?
is modcommon installed?
No
I thought it'd do it automatically
uhhh
it should
^
c o n f u s i o n
I checked it off this time and it loaded just fine
huh
ModCommon seems pretty important, why not make it an automatic install?
it's not a requirement for many mods
wow vc br
and importantly many mods steal code from modcommon without linking against it itself
both of our installers do it automatically
Lemme uninstall and try again
mostly 56's mods
excuse me
shhh ptkyr
that was one mod thank u
ok
oi amigo kkkkk
and that was before i knew it was in modcommon
shush u
kkkkkkkkk
'-'
gradow, does your installer grab the info from the modlinks.xml too?
You know it's entirely possible I just accidentally clicked no when it asked if I wanted ModCommon too
yup
it does
awesome
should make clicking no abort the install
hi retarded
imo
so yeah, 753, when you add or update a mod, the installers pull their links from a file in the google drive
for optional mod interactions
That's nifty
so if you install infinite grimm, it suggests isntalling grimmchildupgrades
i remember reading about that
other way around
yeah
or should be
GCU should not be recommended by infinite grimm because GCU is a stupid silly unserious mod
which ironically took more time to make
because those stupid fireball fsms
nice
I love this mod installer though, so nice
yeah gradow did a lot of work on it, it's great
i have no clue where this code is failing wtf
I love it for totally unbiased reasons like: Gradow implements the feature I suggest
extremely unbiased
it's a nice feature tho
look I could lie and say I use it but y'all know I compile all my mods
makes sense for (future?) mods
you should finish the linux port of my installer imo
I can't
rip
windows forms on the unity mono are broken
there's an unofficial release that works
Does Team Cherry even support Linux at this point lmao
but looks glitchy
kerr's isn't winforms tho
so sub out that part
no kerr's is
it uses windows forms but windows froms in unity
only like, the error boxes i think
which are awful
Didn't it take like a full month for DLC to come to Linux/Mac?
gotcha
yeah
I bought it after grimm troupe was out on Linux
the lifeblood beta wasn't supposed to be released to mac & linux
actual lifeblood released at the same time as everyone else i think
aside from error boxes, what other part of the installer uses forms?
I thought it was CP2
I'm getting confused with this channel rn
too much green and too many numbers
Yeah
Nothing. But I had to use windows forms for folder selector because your folder selector thing doesn't work on Linux @pearl sentinel
But the problem with windows forms on Linux is nothing. The problem with windows forms on unity's old ass version of mono's windows forms on Linux is that they don't disappear after you click ok, they just become stuck windows.
well i just went out and looked for an open source folder selector
the program still works normally
i'm sure there's one out there
for linux?
the proper way to select folders in C# is windows forms.
But the problem is
unity sucks
with it's version of mono
so what you're saying is
if i make a unity folder selector asset
i should go put it on the asset store for some cash money
yes
it's not, but someone else this morning said the same thing
wot
I tried to quit the game and it brought me to a blank title screen
when did stayplus become stay+
dunno

something must have changed somewhere
yeah
because it was working fine
check output log, if anything
I doubt modlog will be useful here
753: can you send the output_log.txt? Should be in the hollow_knight_Data folder
did something change in the newest modding api?
idk
I think sean sent a pr to fix the return value of one hook
did anyone try enemy rando with the hooks version of mod common
but it's a dash hook
don't steal my credit card info from it
2l8
modding api 42 is just that, yeah
a dash hook thing
dunno if there's a 43 though
angle try enemy rando w/out hooks when
kerr: ```TypeLoadException: Could not load type 'ModCommon.Tools' from assembly 'EnemyRandomizer'.
at EnemyRandomizerMod.Menu.RandomizerMenu.SetupOptionsMenu () [0x00000] in <filename unknown>:0
at EnemyRandomizerMod.Menu.RandomizerMenu.LoadOptionsMenu () [0x00000] in <filename unknown>:0
at ModCommon.Contractor.InvokeAction (System.Action action) [0x00000] in <filename unknown>:0
at ModCommon.Contractor.Complete () [0x00000] in <filename unknown>:0
at ModCommon.Contractor+<Main>d__50.MoveNext () [0x00000] in <filename unknown>:0
at UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) [0x00000] in <filename unknown>:0
(Filename: Line: -1)```
oh, no i think i know what it is
seems like an assembly problem
kerr must have moved a class from the dll to modcommon
and forgot to remove the reference or smth
-1n'th
nope
so that should happen
i didn't even know harmony was in modcommon
aren't harmony and hooks incompatible?
yeah
yes
also this needs to change
this:
public static class ModTools
needs to go back to
public static class Tools
Tools had to change to ModTools to not conflict with harmony
but since you added hooks, we don't need harmony
cool
and so that needs to be changed back
that'll fix it all
i won't be home for about another 5 hours or i'd make the changes
...maybe I should stop building against 0.0.2 since y'all keep changing the names of classes and doubtlessly there's gonna be a change that breaks my stuff.

well, the only change was bc of harmony. i don't think core things will typically change like that
yeah enemy rando menu works now

@buoyant obsidian if you uninstall/reinstall modcommon from the installer it should work now
updated the gdrive & github

Thanks 56
thats an uncommon problem
i meant
uninstall/reinstall modcommon
once you have the dependency it won't reinstall it
rip no version checking in our installers
re
yeah
ArgumentException: Field slashFsm defined on type HeroController is not a field on the target object which is of type NailSlash
it's not a field
or
oh
no i know
so the (T) cast
throws an exception if the type isn't matching
if you use "variable as T" that version of a cast will return null
wait but this one works
That's already not a safe function
*doesn't work
so slashFsm is not a typeof(NailSlash)
post it here so i can see it?
oh
private static Dictionary<Type, Dictionary<string, FieldInfo>> fields = new Dictionary<Type, Dictionary<string, FieldInfo>>();
private object GetPrivateField(object obj, string name, bool instance = true)
{
if (obj == null || string.IsNullOrEmpty(name))return null;
Type t = obj.GetType();
if (!fields.ContainsKey(t))
{
fields.Add(t, new Dictionary<string, FieldInfo>());
}
Dictionary<string, FieldInfo> typeFields = fields[t];
if (!typeFields.ContainsKey(name))
{
typeFields.Add(name, t.GetField(name, BindingFlags.NonPublic | (instance ? BindingFlags.Instance : BindingFlags.Static)));
}
return typeFields[name].GetValue(obj);
}
ty
i see now
my dictionary didn't check type
so NailSlash.slashFsm could be HeroController.slashFsm
I heard team cherry is making their own boss rush mod

even my dad?
oh right, that version of enemy rando has the size thing
added a null check

he's getting his last shot on friday, 2 weeks after that i can finally take him on walks
then i should have time again while he sleeps from being worn out
nice
@buoyant obsidian how tf does the muzznik text work
I have no fucking clue at this point
oof
// Text Display code
if (GameManager.c == null)
{
foreach (Font f in Resources.FindObjectsOfTypeAll<Font>())
{
if (f != null && f.name == "TrajanPro-Bold")
{
GameManager.trajanBold = f;
}
if (f != null && f.name == "TrajanPro-Regular")
{
GameManager.trajanNormal = f;
}
}
GameManager.c = new GameObject();
UnityEngine.Object.DontDestroyOnLoad(GameManager.c);
GameManager.c.AddComponent<Canvas>().renderMode = RenderMode.ScreenSpaceOverlay;
CanvasScaler canvasScaler = GameManager.c.AddComponent<CanvasScaler>();
canvasScaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
canvasScaler.referenceResolution = new Vector2(1920f, 1080f);
GameManager.c.AddComponent<GraphicRaycaster>();
GameObject gameObject = new GameObject();
gameObject.transform.parent = GameManager.c.transform;
gameObject.AddComponent<CanvasRenderer>();
RectTransform rectTransform = gameObject.AddComponent<RectTransform>();
rectTransform.anchorMax = new Vector2(1f, 0f);
rectTransform.anchorMin = new Vector2(0f, 0f);
rectTransform.pivot = new Vector2(0.5f, 0.5f);
rectTransform.sizeDelta = new Vector2(0f, 50f);
rectTransform.anchoredPosition = new Vector2(0f, 45f);
GameManager.textObj = gameObject.AddComponent<Text>();
GameManager.textObj.font = GameManager.trajanBold;
GameManager.textObj.text = "";
GameManager.textObj.fontSize = 42;
GameManager.textObj.alignment = TextAnchor.MiddleCenter;
}
yeah i have it and it's killing me
it's a whole bunch of hell
// Empress Muzznik
if(sceneName == "Crossroads_04")
{
// find and save data for Empress Muzznik
GameManager.gruz = GameObject.Find("Giant Fly");
if (GameManager.gruz != null)
{
GameManager.gruzHealth = FSMUtility.LocateFSM(gruz, "health_manager_enemy");
FSMUtility.SetInt(gruzHealth, "HP", 1500);
GameManager.gruzFight = new bool[12];
GameManager.gruzMinions = new GameObject[16];
GameManager.gruzMinion = GameObject.Find("Fly");
GameManager.gruzMinion.transform.SetScaleY(-1f);
FSMUtility.SetInt(FSMUtility.LocateFSM(gruzMinion, "health_manager_enemy"), "HP", 99999);
if (!this.playerData.killedBigFly)
{
this.playerData.CountGameCompletion();
if (this.playerData.completionPercentage > 80)
{
GameManager.textObj.text = "You are ready. Empress Muzznik awaits you.";
GameManager.textObj.CrossFadeAlpha(1f, 0f, false);
GameManager.textObj.CrossFadeAlpha(0f, 7f, false);
}
else if (this.playerData.completionPercentage > 60)
{
GameManager.textObj.text = "You might just stand a chance...";
GameManager.textObj.CrossFadeAlpha(1f, 0f, false);
GameManager.textObj.CrossFadeAlpha(0f, 7f, false);
}
else
{
GameManager.textObj.text = "You are unworthy. Come back when you are stronger.";
GameManager.textObj.CrossFadeAlpha(1f, 0f, false);
GameManager.textObj.CrossFadeAlpha(0f, 7f, false);
}
}
}
}
// Empress Muzznik
PlayerData.instance.CountGameCompletion();
Log(arg0.name);
// if (arg0.name == "Crossroads_04" && !PlayerData.instance.killedBigFly)
{
Log("WHOMST EAT");
if (PlayerData.instance.completionPercentage > 80)
{
textObj.text = "You are ready. Empress Muzznik awaits you.";
textObj.CrossFadeAlpha(1f, 0f, false);
textObj.CrossFadeAlpha(0f, 7f, false);
}
else if (PlayerData.instance.completionPercentage > 60)
{
textObj.text = "You might just stand a chance...";
textObj.CrossFadeAlpha(1f, 0f, false);
textObj.CrossFadeAlpha(0f, 7f, false);
}
else
{
textObj.text = "You are unworthy. Come back when you are stronger.";
textObj.CrossFadeAlpha(1f, 0f, false);
textObj.CrossFadeAlpha(0f, 7f, false);
}
it's just making a game object
you know why
no
because the code never gets there
FSMUtility.SetInt(FSMUtility.LocateFSM(gruzMinion, "health_manager_enemy"), "HP", 99999); would fail on lifeblood
whats its transform, maybe it's appearing somewhere weird?
idk if that matters for canvas objects though
it shouldn't I don't think
(960, 45)
instead of adding a game object with a text component try making a gameobject with
CanvasUtil.CreateTextPanel
ok
where the first arg is your canvas gameobject
and for TextAncher use TextAnchor.MiddleCenter or another similar one
what do i use for rectdata
ok
looked up canvasutil createtextpanel and first result is KDT's mod
lol
it has new CanvasUtil.RectData(new Vector2(0, 50), new Vector2(0, 25), new Vector2(1, 0), new Vector2(0, 0), new Vector2(0.5f, 0.5f))
But I have no idea what this actually represents
ask them I guess
alright
sorry that's the full line
sizeDelta, anchor position (so like half of sizeDelta probably), min, max, and pivot. I think the last 3 are just relative vectors for rotating it
did you know there's a createfonts function
that might be required idk
HAHAHAHA
i have text
the trick here is to copy ttaco's code
@floral furnace thank u
yes
stamina mod
oh hey
the size delta stuff
i can take from the RectTransform or whatever
that 753 had
yeah what does that RectData thing actually tell it?
other than pivot for rotation
alright I have a stupid favor to ask.
Can someone here do me a favor and dump for me all the EN_whatever text asset files in resources.assets?
or link me to where they have already been dumped?
e
i am
nice
well
make the text say play lightbringer when the player has exactly 753 geo
and yes I know there's another thing that happens at that much geo
that's 3 things
really didn't know about the last part
green and flashing is one thing imo
Although I just looked at the code
you flash greeen
I never actually played it
case x when y
is that a switch with one case in it
case "Crossroads_04"
case default:
text = ur mum gay
I wonder how many downloads lightbringer actually has
since you can track those with moddb
actually I can just look
2,503
pretty damn respectable. probably more than 10x all mine combined.
probably more than 25x
I should make a moddb account
dang
probably more downloads tbh
seems like 1200 times better marketting than discord
2,503 is just the number on moddb
api isn't on moddb
neither is modcommon
I could
that means asking permission i think
Permission has been granted by their licenses
api is MIT
only seanpr project I don't need permission to rip off
imo modding api needs a fancy website and an installer like forge
then we need a curse page
/s
cornywokest
in all seriousness though I think the best way is to plain and simply get the mod installers on moddb if they aren't already
they're not
they should be
is what I'm saying
this tiny mod made in 12 seconds possibly without any access to the resources we have has more downloads than mantis gods https://www.moddb.com/games/hollow-knight/downloads/hollow-knight-invulnerability-1315
753 is the only goddamn person in this whole channel who knows marketing
marketing has a single t btw
ty
ok veru also knows marketing, but veru doesn't make mods so that hardly counts
as far as mod makers go 753 is the only one who has succeeded
how much do you cost
questionable phrasing
you're not wrong
$100 for his second version
so my proposal is to at least get the installer on moddb
which when people download it they see all the mods people have made and suddenly everyone here wins
oh fuck
i had my code run every frame
and it also made a million minions every frame
lagged my game to death
so you have a million text boxes stacked on top of each other
no a million minions
sounds like despicable me 4
so i think i fixed muzznik
about to test
was going to test a sec ago but then game died
have you ever compiled a mod while the game was running
and then gotten mad because when you try to close the game it freezes and segfaults
oh
wtf
it copies successfully but then... well that happens when I try to close it
because the game still has a ref to the old file but for some reason mono behaves really weirdly when you modify the file while it's running
probably because it's written for an OS which doesn't let you do that
k muzznik works
caught up
stayplus = stay+ = staypositive
play on words
so i'm not the only one having problems with Enemy Rando on 1.3.1.5?
fixed now
oh cool
reinstall modcommon
nice
how well do you think it would run in tandem with standard randomizer on 1.2.2.1?
or 1.3.1.5 I guess
also QoL mod is top notch
Def like being able to skip credits :)
it runs really well
I tried to do hell mod + rando + enemy rando
extreme pain
but still really fun
sweet,i'll be messing with that tomorrow
would you recommend chaos, or a seeded run (combined with normal randomizer)
?
i prefer chaos
sweet
WK scared me
but I got them first try 
one of them ended up outside the gate
yeah, it was crazy lol
so does anyone know why an infinite loading screen happens in the randomizer?

Me and a bud are getting one after false knight
Only there or at other boss rooms too?
dont know, progression is locked behind there.
3 of us are racing the seed, it's happened for 2/3 of us
Anything in common with the two of you but not the third?
Inb4 laptops
And you're all on 1.3.1.5?
yes
A clip; Brief explanation was killed False Knight, picked up city crest, tried leaving, ILS
I will take a look at that when I'm home, but the log file is probably more useful
What the heck is that symbol bottom right
the loading screen symbol
lmao
i've never seen it until now
It just happened again after hornets room
Are you sure youre not on the public beta?
What version is 2b.3
the 2.0 1.3.1.5 one i downloaded from the google drive
There actually is one difference; the one who didnt get the crash used the mod installer while me + the other one didnt
5920k for myself
i5-7600K
what stream settings
I`m barely using over 50% cpu
im using close to 30% but im doing 720p
not getting stutters or anything in game
loading times elsewhere are fine
use this version of the mod for now
2b.2
@rain cedar
[ERROR]:[API] - Error: System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded.
at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool)
at System.Reflection.Assembly.GetExportedTypes () [0x00000] in <filename unknown>:0
at Modding.ModLoader.LoadMods () [0x00000] in <filename unknown>:0
got this error when loading up 2b.3
though I get the same error with 2b.2
the hard seed 20180612 need that


