#archived-modding-development
1 messages Β· Page 166 of 1
code fuckers
no
if it was called code fuckers then I especially wouldn't deserve it because code is definitely the thing fucking me and not the other way around.
Well someone is fucking your code because it's awful
to be tbh you don't read my code. only the screenshots I post of my worst hacks and 56's pictures. Otherwise you'd have seen the most disgusting function ever in infinite grimm that I recently sorta cleaned up.
this being before I knew how either coroutines or FSMs worked
I agree with your const naming at least
naming aside:
I tell the game to wait exactly 40 frames using the update function and not a coroutine and then copy a game object into a public static GameObject which is named all lowercase so it doesn't conflict with the local variable which is camelcase. And then I use that static gameobject in a whole different function by checking a static bool to see if grimmchild should be loaded.
I think you can have same name if you access them as grimmChild and this.grimmChild
Works with parameters at least
Oh ok then just infinite_tent.grimmChild
yeah I could do that but aaa this code is awful and I wrote it around IG 0.1 when I knew literally 0 C# so that's my only defense but I have no excuses for not rewriting it except that it works and I'm lazy.
at least you have an idea at what you're doing 
the only "rewrite" I did was removing the update function and using a coroutine
but it does the same stuff
well it wouldn't help. My combo mod has some pretty dumb code in it as well for tracking scores across saves using the world's most basic and exploitable anticheat but done so that I could do a meme in the settings file.
not even joking on that last part
Good
Hey guys! Would anyone be able to help me find the Bonfire mod?
Does anyone know what damage binding nail gets you to? Also Does it scale with the pantheon?
13
Ask 56
ask 13
13 for 56 dollars
Cause there are something strange
its actually 753/56
I'm going to use cheat engine to nerf my nail and HP so I can practice bosses with "all bindings"
which is ~13
In HoG
nail2
waitasecond
public static int BoundNailDamage
{
get
{
int nailDamage = GameManager.instance.playerData.nailDamage;
if (nailDamage <= BossSequenceController.currentSequence.nailDamage)
return Mathf.RoundToInt((float) nailDamage * BossSequenceController.currentSequence.lowerNailDamagePercentage);
return BossSequenceController.currentSequence.nailDamage;
}
}```
Woke? Is that a mod?
yes
OK nice that makes it way easier
Gotta prac those bosses for that panth5 all bindings that I'll never pull off

I havnt had much prac with the GM stuff really, I was doing 112% runs over and over
Not much binding stuff
yikes
But yeah I do have more prac than everyone else
so what's weird is this. The code I posted returns 5 unless you deal 5 or less damage and then it returns 80% of that. But it's clear this function was scrapped because you do 13 dmg with binding
thus we can conclude at one point you were supposed to do 5 dmg to enemies with the binding on
(or 4 dmg if you had the worst nail)
makes more sense tbh
It was going to scale I think
whys the shell bind 4
But obviously will changed it to flat 13
13 is still pretty good
it was only gonna scale if you do less than the binding amount. What I don't know is if that scaling is still in there somewhere else
maybe if you do less than 13 dmg base nail binding instead sets your damage to 80% of what it would otherwise be. like say if you have level 1 nail you would do 9->7 dmg.
but idk if anyone has tested it with less than 21 damage nail
It might still work
yes but it doesn't scale it
it caps it at either your current nail damage or 13
there is nothing in the code itself that says it should do 13 and not 5 dmg
probably in fsms
or it actually does 5 dmg but all damage against ascended and radiant bosses is scaled such that it feels like it's doing 13.
probably the former tho
the code says it should do 5 dmg if nail damage is > 5 and nailDamage * 0.8 otherwise.
but clearly it's not doing that damage
so either I'm reading the code wrong or it's set somewhere else
Oh I see you're looking at the default value for nailDamage in BossSequence
Don't trust that
How does glubberfly interact with the nail if the enemy is up close?
str but not
Set by editor
ech
this is why I need to retire from modding. I like being able to trust that vars are what they say they are.
and not: something completely different in "code" that you have literally no way of viewing.
if the editor created files I could actually read that might solve that problem.
Will debug mod be soon updated no rush
And it would be cool if we can have more commands
Like kill other dream bosses instead of soul tyrant etc
Lol I can wait up to a month for the debug to update
Achievements can still be gotten for those people who use debug mod, right? So the Steam achievement counter (like always) won't be accurate anymore
Or am I wrong here
U can get them
Sad
When I first got debug
It'll be updated about 11 hours ago
Why WORK for a post game achievo if you can just be invincible
Just wait a bit
I didn't know any off the controls
And I accidentally killed so tyrant when i made a new game
...
What are you so confused by?
I forgot how to English for a second there
No I simply forgot how to English for a moment
what caused this overlay?
Randomizer
It's broken
Because godmaster
NRE when editing menu
Idk what you want me to say
Nice the nre is this line
I swear if they stopped using EventTrigger
I'll have to learn a whole new event system ugh
I'll deal with it later bye
Ok nevermind I have to post this interface meme
Now bye
Are there datamained values of new enemies health?
So the mods, do they work on Linux? I really want to get into modding my game, but there are only macOS and Windows versions of the mod in the mod zip file.
Does the game even work on Linux?
Also, is the Bonfire mod an API mod?
Ye
Haven't tested, so dunno if it works on current patch
But they should all work on Linux
But iirc the installer wasn't working properly on Linux, so go to #archived-modding-help and check the pins there
I see, thanks
Np
is there a way to make the debug mod work on 1.4.2.4? I keep getting no UI in main menu, cant enter ingame.
Same here
is there a way to like refresh the camera?
@tranquil glen what do you mean by refreshing the camera?
reset it to hero's position and then have it function normally
Press "Home" (on your keyboard)
Sorry, it's "End" actually not Home
Home disables Hero light
I'm making a savestate mod and need the camera to reset when i load a save
Sorry, I thought you meant in debug mod
Idk about that but might want to check with Seanpr then since he did it in debugmod
what patch are you working with?
thats just the zoom though isn't it
no it totally resets the camera to default
1.0.2.8
thats a very old version, why are you working on that one?
Very unusual to hear that, how come you play on that version? Is that to do with speedrunning?
Ah, gotcha. Worth asking Seanpr nonetheless for the camera reset thing
it's in the gdrive in the first pin
did veru get rad absrad yet
thanks
Hey @rare barn I play and mod exclusively on linux and I got the modinstaller almost perfectly working. offline mode is buggy but otherwise it should just work.
oh wow, nice
you just need to run it with mono ModInstaller.exe (it's just a c# program like everything else here)
I see, thank you
someone on reddit posted a pic a while ago but i'm not sure i'd trust its validity
other than that i know veru and monstah were both very close but not sure if they ever got abs rad
veru said he was gonna do it today
idk about monstah
yeah but was it legit
nah i had to cheat on brooding mawlek
quick question how do i stitch 44 videos together into a big video
what if you got one of the bosses stuck like hornet is that ok?
probably ffmpeg
ffmpeg if you know how to use it. literally any video editing software if you don't.
divide each video and monetize them for maximum cash gain
(I like kdenlive but idk what video editing stuff on windows doesn't cost shittons of money)
then i can't title it GODMASTER DLC - All bosses without taking A SINGLE HIT (you won't believe what happens next)

it isnt worth watching if it doesnt have [All Bindings] [No Damage] [Nail Only] [WR] in the title
maybe ur mom
[FIRST EVER]
ouch π©
srsly does p5 literally take an hour to complete on all bindings
1:30 apparently
yeah probably
~1h:30 according to graig
speedrunners could probably do it faster
or maybe its 1h30 when going really fast 
jesus that's a long time
its not only long but it also has 2 bosses that do 2 masks at the end
and you only have 4
also they are p hard
its not like nkg
at least it doesn't have to be hitless... yet
Can I be pinged when Debug is updated please?
it is I think
send dll?
isn't it in the installer?
Not doing it Manually ew
ech. this is the ENTIRE list of fonts you can use in Hollow Knight.
could you not replace one?
I think you need to serialize them with the editor
idk that it's possible to load them any other way
oof
@compact sedge can you send me the Updated Debug?
it's in the drive, no?
I'm dumb

yeah the one that was updated yesterday
what the hell
?
WhY THe fUCk aREn't yOU doWNlOaDINg?!
It just gives the scanning for Viruses thing in the corner and then does nothing
Ok, worked now
after repeating it for 5 minutes straight it worked
it required ModCommon, right?
the api
Hey guys is the Bonfire mod still a thing?
IDK if it's a bug with the API or vanilla but whenever I start the game I hear for a few frames the godmaster lake sound effect where the bench is before going back to normal. anyone else experience this?
@honest elm I just tried playing with the Bonfire mod, it works fine.
@rare barn I just don't know where to download or implement it. I just got hollow knight a few days ago
You should play through the game normally before adding the bonfire mod imo
totally breaks the game
Yeah that was honestly my plan. I just know when I do beat the game I'll want to try it out so was trying to plan a bit ahead
ok I see
if you go the pinned messages of this channel, the first link there by FoldingPapers contains all the mods
I'll be afk for a moment
see ya
ModInstaller isn't updated, right?
nvm i found it
ModInstaller is updated
I mean it didn't need to be updated.
Praise the Void
Rule of thumb - the installer is always as up-to-date as the api
Dlk on windows you can use virtualdub to stitch videos together pretty easily
be sure to select direct stream copy for video and audio, otherwise it'll re-encode them
Are you guys able to find HP of the new bosses?
Is debug mode compatible with godmaster?
yes
So i can just use the one in the pinned drive?
yes
f1
You're the best
no u
hey sorry to butt in but does anyone know where the bonfire mod is
no we lost it
oh noes! that was the one mod i was hoping to be updated
π
yeah ikr it's just that i came here specifically to get it
amazing
woke
understandable have a nice day
no one's being rude, we're just having some fun after being asked the same question 1209389854 times
how do i set this to following or is that not how this works?
that's not how that works but you're close
like would it be something like CameraController.CameraMode.Following = true?
No
O
@tranquil glen might be previous to be tbh
well, if he wants to re-center on Knight, better make it Following, no?
well i use GameManager.instance.cameraCtrl.transform.position = new Vector3(this.SavePos.x, this.SavePos.y, GameManager.instance.cameraCtrl.transform.position.z); to center on the knight
yeah but then it'd follow him oob
but then i need to move around a bit before it starts following
capture the lock
i think
var lock = (CameraLockArea) (typeof(CameraController).GetField("currentLockArea", BindingFlags.Instance | BindingFlags.NonPublic).GetValue(GameManager.instance.cameraCtrl)
what exactly do you want to do kry?
Before when i loaded a previous position the camera would sort of break, i kind of fixed it by teleporting the camera to the character while loading but the camera still does nothing for a bit until you walk around in the right way to make it move
just want it to work properly without the walking around part
FieldInfo fi = typeof(CameraController).GetField("currentLockArea", BindingFlags.Instance | BindingFlags.NonPublic);
var lock = (CameraLockArea) fi.GetValue(GameManager.instance.cameraCtrl);
// load
fi.SetValue(lock);
maybe
how do i use the new FSM viewer?
keeps closing when i do that
yeah i'm using that one
wot
it just closes
uhh
oh you might need the .resS
and stuff
pain
ok got it
@tranquil glen
put this next to resources.assets
won't crash then
can someone send me ending with flower ?
Itβd be cool if there were a shade variant of Crystal Dash. It would do... something... xP
At the very least it would just go faster. At the most, yes those qualities.
well
I'm adding the ability to change the cdash direction in midair in Blackmoth
also the ability to start the cdash without charging and on air
but those are nice ideas
to be too tbh be too to be tbh honest
tbh
looking uglier by the moment
that sounds a lot like me 
yeyeye!
yππ
@copper nacelle did you ever figure out what i needed to make the viewer work?
i think basically all the assets
or figure out how to fix the viewer
i'm gonna try and give it a shot but i'm bad
wait what
it's working
i swear this wasn't working a minute ago
@tranquil glen wait stop no
wha
yeah no it's working on gm
idk
also i think that was the wrong version
h
this works w/ godmaster
apparently
nah that crashes too
oh woops
dont talk to me as if godmaster is my normal hk folder though
you best believe 1028 is still the default

yeah that works thanks
yw
these aren't all the FSMs are they?
weren't there like 8 for every chain
yes

wait no
only resources.assets has actual fsms
the rest are in levels
afaik
levels => scenes list
thats what you think

little did you know sharedassets99 has Acid Detector-Detect in it

i've opened a couple others
some of them have none
but some have like 2 random ones
wait what are levels files called
would you happen to know where i could find HeroCtrl-Healed
yeah
resources.assets
on the knight
probably
that's not an fsm tho
that's just an event
sent to an fsm
ye
hey, I needs helps plz
yes hello
https://github.com/Ayugradow/ModInstaller/blob/master/ModInstaller/ModManager.cs#L262 here I am adding the controls to the form
you can see I add a Click event to the enable button
yes
and this is that event
it's supposed, at the very end, to flip the bool checking if the mod is enabled or not
but
it doesn't?
smh why not a foreach loop
@tranquil glen leaving-scene?
idk
leaving-scene sounds like it'd do something bad
ngl
lol yeah now that i have this i'll just try random shit until it works
foreach what
hey 56
whomst
agony
@tranquil glen
is isEnabled readonly or anything
does it actually get past it
well, it does get past it because I can click other buttons and it works
so it's not getting stuck there
change the text after it imo
pain
button.Text = entry.isEnabled ? "Disable" : "Enable";```
put this at the end
same thing
and, yes, I have tried entry.EnableButton.Text instead of button for an absolute reference
still nothing
uhhh wdym
I can try catch stuff
like you know if you fuck up in a modhook
it'll just throw the error in modlog and continue running
ye
might do the same thing here
it's possible
I even tried re-adding the subscription at the end, for good measure
at one point
hmm
well, usually when something throws, VS tells you
ye
wait
ModField entry = modEntries.Single(f => f.EnableButton == button); maybe this is it
I'm not getting an absolute reference
go through panth 5
yeah, makes sense
how do i make something only happen once per keypress and not just while i hold down the button
or does Input.GetKeyDown already do that
i thought that was what it did
otherwise i'd get 80 logs every time i tried to test something
@solemn rivet
i tried this
it didn't change to cheese
aha i fixed it
respawned then healed?
its probably not the best way but it works
yeah those're what i used
for whatever reason me manually sending the events didn't work
huh
single?
yes
also, for some reason, I found that it's the bool change that's changing the text
I removed everything from the method, except the bool change, and it worked
did the opposite, and it didn't
dunno
but the weird thing is
it's not supposed to tho
I set the value of button.text way before clicking
it has no reason to update it
weird
indeed, I set it using the bool
modEntries[i].EnableButton.Text = modEntries[i].isEnabled ? "Disable" : "Enable";
but that happens before I even subscribe to the event

it sets it
it just doesn't fix the button
wait what
it does set it but it doesn't stay set
wait gradow
don't structs copy on ref
?
k
meme
the thing is, I can't get an absolute ref to the struct
ye
that's my point
how fix
pain
wut do
ye
cause like aren't structs supposed to be read-only or something
wait i found something
w/out switching to a class
nice
they're not but like it's weird to write to them or something
hard to get absolute refs like you said
think i found a solution tho
w/out class
idk
Expression.Unbox
makes it use a pointer using linq i think
idk still googling it
k
pointer to the original
nice
why does soul suck
wdym
well for geo i can just do, this.SaveGeo = PlayerData.instance.geo;
same with health
can't find anything like that for soul
^
oh is that what they call it
MPCharge and MPReserve
n i c e
MPCharge?
yes
have a feeling i'm gonna have to do a similar thing as i did with health
yep
now time to do the hackiest of all hacks
here's how I'm gonna handle the readme function and there's nothing anyone can do to stop me:
whatever you're doing don't ez
download and install the mod (so I can get the readme), open the readme and listen for close, uninstall the mod on close
wtf
hack life 2018
just ask for people to put readmes outside of the zip imo

to be tbh let me make all my readmes separate files.
yesssss
put them all in a github repo
I was about to ask if I could make my readme just open a webpage
ye
or maybe we just have another xml file idk.
what of that db/documentation thingy u and KDT were working on, AA?
we can just link to that imo
uh tbh I was just writing documentation for the components I wrote and nothing else. 

is there a mod that would remove the ui? kind of want to take a screenshot without the ui
delete, backspace, and home
press all 3 to hide everything
and they're all right next to each other
up up down down left right left right a b start deletes everything


while we think on what to do with the readmes
btw I fixed the permissions right?
yeye
cool
oh ive used the debug mod before but didnt know it also has an option to hide ui
is it updated for the current patch? I assume so
ye
oh btw i keep putting .instance. in between stuff that doesn't work and then it works but i dont know why
why do i do that
cause otherwise you're trying to set stuff on a type which only works for static variables
if you're gonna have a singleton class why not just make it a static class?
What makes you say that either a singleton or a static method isn't thread-safe? Usually both should be implemented to be thread-safe.
The big difference between a singleton and a bunch of static methods is that singletons can implement interfaces (or derive from useful base classes, although that's less common, in my experience), so you can pass around the singleton as if it were "just another" implementation.
ok
i dont actually have full soul but it makes it look like it for some reason
did you set maxMP or anything
no
idk show code
@tranquil glen
for the camera
typeof(CameraController).GetField("isGameplayScene", BindingFlags.Instance | BindingFlags.NonPublic).SetValue(GameManager.instance.cameraCtrl, true);
should work
weird that soul isn't working
cause
you could do TakeMP/AddMPChargeSpa
depending on whether it's lower or higher
should i delete my old camera thing?
ye
int diff = PlayerData.instance.MPCharge - this.saveSoul;
if (diff < 0)
{
HeroController.instance.AddMPChargeSpa(-diff)
}
else if (diff > 0)
{
HeroController.instance.TakeMP(diff);
}
might work
idk
i'll try it
ye

shhh
ok
ok2
close and open again
System.InvalidOperationException: Sequence contains more than one matching element
at System.Linq.Enumerable.Single[TSource] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] predicate) [0x0004a] in <cfb47fb578724298a99300488c84e137>:0
at ModInstaller.ModManager.GetInstalledFiles () [0x00153] in <51c25c36dfad4ce98c5528dd5024ee3c>:0
at ModInstaller.ModManager.PopulateList () [0x00063] in <51c25c36dfad4ce98c5528dd5024ee3c>:0
at ModInstaller.ModManager.Form2_Load (System.Object sender, System.EventArgs e) [0x00018] in <51c25c36dfad4ce98c5528dd5024ee3c>:0
at System.Windows.Forms.Form.OnLoad (System.EventArgs e) [0x0001f] in <6ab6d649f62a4ed39febf32ac6ef41e3>:0
at System.Windows.Forms.Form.OnLoadInternal (System.EventArgs e) [0x00023] in <6ab6d649f62a4ed39febf32ac6ef41e3>:0
but on the plus side the auto update worked PERFECTLY
hitting continue got me dlkurosh's screen
woah finally a bug that isn't linux exclusive

much thank
well yours worked for me 56
agony
uhhh well my modinstaller matches the sha1sum of the one that's uploaded.
ok so moving it to a new folder made it work
no sequence errors or anything
oh ik why
maybe
inb4 56 already had a lol.exe file
mine is like modinstaller(9) and it downloads modinstaller
56 your thing gives right amount of soul but still doesn't fix ui 
yeah, it's supposed to download the same as the initial filename
idk having 19 might be weird
sidenote: nice desktop background
thx
putting it in pictures made it download to ModInstaller.exe
on a side note the new installer looks great
well, that reminded me that for debugging I had disabled auto-udpdates on the newest ver
so oops
π€
heh
so
string file = Path.GetFileName(System.Reflection.Assembly.GetEntryAssembly().Location);
this is what I'm passing as the name for the new installer
i tried renaming the old ModInstaller.exe to aaaaaa
still broken
offline mode options
idk
wait no 56 i think your thing works i just forgot to delete mine
nice
k try dis
after picking my path
System.InvalidOperationException: Sequence contains more than one matching element
at System.Linq.Enumerable.Single[TSource] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] predicate) [0x0004a] in <cfb47fb578724298a99300488c84e137>:0
at ModInstaller.ModManager.GetInstalledFiles () [0x00153] in <83c0ddb9cfdd47b28062d869f7165841>:0
at ModInstaller.ModManager.PopulateList () [0x00063] in <83c0ddb9cfdd47b28062d869f7165841>:0
at ModInstaller.ModManager.Form2_Load (System.Object sender, System.EventArgs e) [0x0001e] in <83c0ddb9cfdd47b28062d869f7165841>:0
at System.Windows.Forms.Form.OnLoad (System.EventArgs e) [0x0001f] in <6ab6d649f62a4ed39febf32ac6ef41e3>:0
at System.Windows.Forms.Form.OnLoadInternal (System.EventArgs e) [0x00023] in <6ab6d649f62a4ed39febf32ac6ef41e3>:0
Windows might round it
my installer works

If you don't select a path, it crashes:
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.ArgumentException: The path is not of a legal form.
at System.IO.Path.LegacyNormalizePath(String path, Boolean fullCheck, Int32 maxPathLength, Boolean expandShortPaths)
at System.IO.Path.GetPathRoot(String path)
at ModInstaller.ModManager.ManualPathClosed(Object sender, FormClosedEventArgs e)
at System.Windows.Forms.Form.OnFormClosed(FormClosedEventArgs e)
at System.Windows.Forms.Form.CheckCloseDialog(Boolean closingOnly)
after moving it and letting it auto update
i did select a path
well it asked me if the steam folder was where i have my game and that is correct so i said yes
For me it seems to work upon selecting the correct install path.
Disabling a mod (debug mod):
System.InvalidOperationException: Sequence contains more than one matching element
at System.Linq.Enumerable.Single[TSource](IEnumerable`1 source, Func`2 predicate)
at ModInstaller.ModManager.OnEnableButtonClick(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
yeah... idk why that is happening
Probably I didn't have the mod api installed yet
hack: replace single with first
I renamed it to retry
π€
dis?
yeah and then i got the kurosh error
same error for me as I pasted before
if i click on either offline mode or retry i get the big empty screen
this makes 0 sense
nah i still get the same error
yup
it does that and if I click the x I get the same error I got before which means if you all click the x it should work perfectly
If I move it to a different folder, I can select the HK folder path:
but then:
************** Exception Text **************
System.InvalidOperationException: Sequence contains more than one matching element
at System.Linq.Enumerable.Single[TSource](IEnumerable`1 source, Func`2 predicate)
at ModInstaller.ModManager.GetInstalledFiles()
at ModInstaller.ModManager.PopulateList()
at ModInstaller.ModManager.Form2_Load(Object sender, EventArgs e)
at System.Windows.Forms.Form.OnLoad(EventArgs e)
at System.Windows.Forms.Form.OnCreateControl()
at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
at System.Windows.Forms.Control.CreateControl()
at System.Windows.Forms.Control.WmShowWindow(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.Form.WmShowWindow(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
yeah offline mode gives me that too
tbh not offline mode but I get that exact same error at the same spot
If I rename it to aaaa.exe or something, it re-asks to select the path (but didn't auto update like before): then it opens correctly
Wait this game has modding?
no this channel is a myth
in fact the mod installer in pins is also a myth
and so are the mods in the gdrive in pins
it the code open source somewhere btw?
...dis?
ty
for the installer
empty installer again
Yeah that's the one I was looking for
for some reason it asked me to update redwing this time
but i updated it literally 5 minutes ago
I didn't know that this game has mods
When I think of mods I think of Minecraft, ark, Terraria, or Starbound
there are 3 ways the installer will suggest offline mode
- if it fails to update
- if it fails to fill the modslist
- idk, AA added it, but I can't remember what it was
Aside from displaying the readme's everything seems fine to me
it'll suggest offline mode if you have an outdated one at ./ModInstaller.exe
wut
yes
also, found case 3)
idk why
makes no sense
it's simply failing to order the modlist
@compact sedge whomst've
I mean
ok i can get more specific now
it makes sense
because if you are offline, the modlist will be empty
but I can just check for if it's empty tho
if you have an outdated one at ModInstaller.exe AND open an outdated one it'll go into offline mode
wut
yes
run this
with
this
wait what
it only happens in my downloads folder
the fuck
oh it auto-updated outside of my downloads folder
but then also went into offline mode
fantastic
ModInstaller9 huh
i have more
how deep can we go
way more
this is in my new downloads folder
lemme get the old ones
that + those 9 + 2 i renamed
same thing
and this?
same thing
works
what's the error again?
sequence machine π ±roke
uhh the same one that they posted up there
oh maybe i know
do you have a disabled mod w/ the same name as an enabled mod
no i tried that
i do
wtf
give mods folder tbh
do you want me to like compress it and send it
its too big for discord
2 big
yes
ye
ok i didn't crash
actually not all of them
wtf
debug and hihgspeed arent
or fasttext or invertknight
or ig
just wanna list it
it worked at first

