#archived-modding-development
1 messages ยท Page 447 of 1
i say that as a joke, but it's also true
yknow, its nice how sometimes the installer refuses to open if I've already closed it
this happens
so happy a play-by-play commentary is in #archived-modding-development
has anyone gotten a random radiance spawn?
yeah
ikr. enemy rando randomizing enemies
who wants some s h r o o m p a n c a k e
yes perfect. more play-by-play
Its alright mickely, the channel clearly has not been off topic enough recently
Also rip pinkely
Can anyone tell me whats MAG skip in rando option?
tas only
tas?
not human
Not sure i understand u buddy
mag skips are mostly tricks that are not possible without slowing down the game to .1x
don't turn it on
unless youre me
can you intentionally make fps lower?
fps isn't game speed
i wouldn't see why you would ever wanna do that
but yeah
You cap fps for performance reasons zaliant
i usually cap at 144
makes my computer not want to commit die when i play
trade less screen tear for input lag i gues
not vsync
rivatuner cap
still some input lag from less frames but it's not vsync cancer
i got 1080p and 7700k so i guess i don't have to worry about that stuff
for fps capping
1080p am i retarded
rog strix 1080 but not a ti
@young walrus are there gonna be any more rando race tournaments?
i have appropriate cooling so unless i'm missing something i don't have to worry about that?
After I move, yes
Even if you have good cooling. Running equipment at 100% nonstop is not good for it
but i get 25 fps in obs
radiance will spawn OoB unless the room dimensions are similar to the dimensions of the radiance arena
Especially when you don't need the fps you get from the top 30-40% of the gpu
Are there any vids of those MAG skips? I'm interested now hah
i used slowdown to make the last 2 part not completely awful
Never
when the mod to make the game more consistent gets made
celeste is already out

do you know the name of the mod that changes the knight to a custom "grimm knight"?
custom knight
then you use the grimm knight sprite sheet
anyone know where one could find the original sprite sheets? I want to try and make my own.
install custom knight and it will make a folder with the sprites
ok. second question is there anyplace where the DLC sprite sheets are stored. I'd like to use some as reference.
ok thanks
Idea for charm mod: baldur shell activate on Crystal Heart, no longer need to focus to block, crashing into enemies with baldur shell doesnt deal damage to you, increase crystal heart damage, also a charm combo to let you crystal heart mid air
ok
@unborn flicker hey bud area rando is amazing
ok
@homothety hey bud area rando is amazing
You wimped out on that @
No balls

@unborn flicker i dislike you for making me sit near a baldur and waiting 10 minutes for my weaverlings to kill it fuck you
I just copied your text
jngo 800 iq move
Ok but that's not even homothety
it is now
You spelled wilbo wrong amirite
๐ซ
56 wtf
_ _









i need the thinkhuh
9think
what happened to not paying for nitro
Seriously though @unborn flicker you are the best homo i know
very good
unlike me unfortunately
yeet skeet
jngo you're the 2nd best blue name i know <3
who is first best
no
ok
u mean 50
โ
im too retarded to downpatch
still waiting for finch's run to be verified
she didn't submit it afaik
wtf
He is pure
lol
Finally Hollow
hes playing peek-a-boo
Wtf
nope


amazing
It should be though
Make it a mod
hello guys
im new here i downloaded again the game , because i heard it has mods now
so im here
wanna install mods?
if someone can quickly advice me wich mods are awesome and all
go to #archived-modding-help
i already downloaded the modinstaller thing
this ain't the palce bud
Okay then,
you want void heart to get Kingsoul soul regen?
I thought modding help was where I should be asking based on the descriptions but kay <w>
Yeah
yeah
I'm annoyed that I lost the ability to have that effect when trying to get the other endings :\
Believe this has been asked before, you can do it with minimal effort once you get example mods compiling
I did ask it before but no one gave me any actual info on it :\
Just check if you have voidheart with royalCharmState
Statr
And add mp in update

So check the modding api github and download a example mod
And compile it, and get it loaded into hk
Then we can worry about implementing features
yeah
I'm not sure if this is pinned or what, is it the first pinned?
Thank you.
I'll probably, unfortunately, have to get back to this later as i appear to be trying to die right now stupid bronchitis
np, i am glad i could be of help
it has equal mods to lore
heres my contribution
ty pete, very cool
thats a sick contribution please post more
heres my contribution
what is that
same
https://puu.sh/DPZ7V/4cbb33800a.png pale champion gonna be ๐ฅ
You know what's cool?
Using scenedata for one side of a breakable wall and playerdata for the other side
From now on, whenever I make a breakable wall I'm going to do that too ๐

this tbh
If you were to, say, name a wall "Breakable Wall Waterways," where would you put it?
oh my god
mick is finally modding staff
i told you
in the beginning
but you all megathinked me
This is four hours old 
commie spies
who originally found the lamp pogo in CoT
The one to sanctum?
Or the one over to the spire room
both don't actually exist
sanctum
That's added by the randomizer
because it used to be possible
guard used to go farther left and room didn't used to be as high
the object or the object being pogoable
It doesn't work that way
You randomize the enemies, and then they're different in each room
The sign and the lamp normally aren't pogoable
i could be wrong but doesn't it not work unless you downpatch 1221
it always shits itself when i attempted it lmao
like i said mostly never
ok cause the lamp pogo i never used unmodded and i thought i was going crazy when i used the sign pogo and it just didnt work unmodded 
at least im not crazy
L249 for the other one
oh yeah i was gonna ask but is there a resource sheet for the names in the rando log
Do you mean item names?
like white_palace_14
I don't think so
It would be kinda annoying to make because the numbering of everything is wildly inconsistent
well that answers my next question 
I might make one eventually
Right now I'm really busy trying to get everything polished with the mod itself
i wouldn't mind helping with it
You can use the room rando pastebin in the pins for most of them
It's wrong for the rooms changed after Lifeblood, but that's really tiny
ok 
ok buddy
grats on modding staff @young walrus btw
thanks
Someone walk me through how to add mods to hollow knight and how to add the infinate notches mod?
hey why am I getting all these errors at dnspy?
is there a mod to get the full map
lets say you start a new save file but you want the full map
I uninstalled the mods and the mod installer and deleted the mod files but the api and stuff at the top of my screen in hollow knight title page is still there
Help
maybe reinstall HK if it really bothers you?
Its only 5 gigs
shouldnt take long to reinstall
Its 8gigs for me sksks
still not much
But is there anything to get the full map ?
I'm trying to edit mods
what is the save directory?
Guys im trying to get the benchwarpmod to work here but im having a lot of trouble. In the readme it says that I have to
Access Benchwarp.GlobalSettings in the save directory and set UnlockAllBenches to true
I looked through hollow knights files, I couldn't find the benchwarp.golbalsettings thing
Check the pinned messages
yea I enter the file paths still can't get to the file for some reason
Maybe my files are just fucked up?
Imma reinstall to be sure
ok!
oh thanks
It wasn't
lmao its fixed
thanks a lot
i got kinda pissed because I had been trying to get that mod to work for at least an hour
uhh need advice, which is better, projectiles having a range limit or the damage lowering the farther it travels (but it has technically infinite range)
2nd
kk thanks
depends on what you're doing.
some don't have dmg drop off until a certain range, then they drop until they hit another range and their minimum dmg, but don't reduce beyond that
yeah i was thinking of just assigning a decay float thing that dictates how fast the the dropoff happens (then if it goes below 0 and hits an enemy, just call the metal clink effect on FC/hitting gates), but its janky. I might go with yours instead tho, specific ranges dictating the dropoff sounds neater
is this about gun mod
Sekiro mod when
true parry mod
And deathblows
someone said parry mod
Get on it tkm

just waiting for tc to add perilous attacks to silksong
knightmere do it or literally fade into dust
I mean they already have
tf is a preilous
i already have
Like hornet's nail throw
oh shit coolio
you can mikiri counter it though
You can't, but you should be able to
mantis lords no mikiri
yes hk doesnt have posture so you directly hit hornet instead
Literally impossible
That's the problem thk
with the use of mist raven though
๐ณ๏ธโ๐
Wonder whos making gun mod
Cause you can't pogo on celeste
oh shit ur rite
you guys are making things way more complicated than they need to be
just make a celeste mod where she has a nail

make a celeste mod where she has a snail
Also a fan of this fsm, tbqh
Nice
Just found this discord and the randomizer yesterday. Having a ton of fun, though getting worried how I've found zero charms out in the wild. Every treasure has been an upgrade or money.
Haven't gotten any spells either.
Preset should be Easy, since I didn't want any skips required
I have... I think everything but shade cloak at this point
I've cleared or mostly cleared Crossroads and Greenpath, and all but the Mantis Lords in Fungal Wastes
As well as some of the city of tears
well thats a boring seed
Just curious, but was anything further done with the Poorly Translated mod or planning to be done?
not really, gradow is busy useless
reported
sekiro is like a 20m game
you airswim to some monkeys get a magic sword
then kill ur boi
ok buddy
only if gradow was an epic gamer
ok buddy
a lil demonstration video on the infinite notches mod
This mod made it so I can use all my charms at once, and doing so makes you powerful. Don't cheat, kids! this was just an experiment. I used the hollow knigh...
My dude your video has like 5 frames
elderbug lore mayhaps
There is a language hook
Unless you mean 1028
Then you'll have to modify Language.Get yourself
starts video on infinte notches mod demonstration
thinking to myself; "was this recorded with a potato?"
Something like this would be pretty easy to implement
private static Dictionary<(string, string), string> lang;
private string LanguageGet(string key, string sheet)
{
if (lang.TryGetValue((key, sheet), out string ret)
{
return ret;
}
return Language.GetInternal(key, sheet);
}```
Do you think moving MonoMod to the NuGet download would be a good idea for the API
Not really my fault i dont have the money for a good laptop- lol
Atleast the video isnt that bad to watch. It lags but it looks good. And im proud of it ^-^
why a laptop, not a pc
@rain cedar nuget
Because i dont have the money for any of that- and no room in my room for a pc.
Laptops can be good for gaming but miens just the cheap windows hp one
Idk I never manually change csproj
I see
Yes
I do not
perfect
Good thing I learned c# recently
I'm going to take a look at how sounds work and see if it's feasible to make a randomizer for them
Look into everywhere that uses AudioClip
Most of the uses will be from the AudioPlayerOneShot FSM action
Thanks
@copper nacelle Do you know of a way to disable this?
Because I disagree
Those parentheses are not redundant
if you alt-enter there's usually a thing for it

Incredible

what are you working on? ๐
It's a secret


also yea parenthesis get me everytime, i was working on my bf interpreter, i was questioning why *(_stuff)++ wasn't working since ++*(_stuff) works


yes
Thread.Sleep 
I think PostBuildEvent is deprecated or something now anyways
i am assuming you can't use tasks?
yea i think it's in 4.5
me
it assembles C#
you
ill take my modding staff now
gives zaliant a stick with "modding" written on it
you gotta start a new one, idk how tcpclient works
but i had to create a new one while working with websockets
because it refused to connect again with Connect method
o wait, you aren't tryna reconnect
idk then 
No this is a reconnection
o
It works once
prolly, but i couldn't find it that time
StackOverflow also says to make a new one
Alright it's able to reconnect fine with a new object
I don't like this solution but I guess it works
use debug
So i can watch a boss's idle animations and such without dying
Yeah ok that's why you want it
Totslly not because i want to try to pogo stab nonstop without getting hurt so it looks cool-
Although i do get all giddy when i land a perfect pogo
why don't you practice it like everyone else
I am slightly good at it but i just eanna use the mod so i dont gotta worry about dying and i can go my own pace
if you're slightly good at it then you don't have to worry about using a mod to prevent dying
I alresdy finished the HK boss anyway not spoiler thst you have to spoiler the spoiler* to go to.
Ok cna i be real
Im stuck on radiance
Shes too fast for me to keep up
now, go make it yourself
lying in the first place 
I didnt want to admit that i was having troubles on the final boss-
I beat ine kf the finals but not radiance
then practice like everyone else
she's not
She is to me. Because i havent slept in a while and i ess playing while half awa- oh. I did have some sleep i could give her another try.
When i was fighting her i went 8 hours of no sleep
And pulled an all nighter
Does thst effect your gaming?
why don't you google it
in the words of mickely the wise
more play-by-play
Debug comes with infinite hp if you want to cheat thereโs no point in lying
immediate self fulfillment
you could just look up the ending on youtube
you're just changing out clicking an infinite hp button and spamming X for doing a google search
unrelated note
what do i edit to change sanic mods timescale from 1.5x speed to 2x speed?
SpeedMultiplier in the settings
look in the hk save folder, there should be settings
found it thx
any idea how it changed to this?
it's 1.5 by default i think and i never changed it
yhtsi
should i go straight to 2x or to 1.5x first
1.75
nice
this is now the presidential gif channel
no
pensive

I was very happy yesterday when the counts were all correct
Then today I realized that I miscoded both shade soul transitions as left entrances
And now it's all over
Room rando is cancelled
lol
I've located something important looking in the AudioEvent class, but I haven't found where the code determines which clip to use
I took a look at boop mod since it involves audio, but it seems too specialized, it uses a hook as a cue to play (there aren't any hooks that activate for every sound), and it apparently doesn't work any more for unknown reasons 
@unborn flicker i can see why no one has done this shit before 
there's actually only one top transitionpoint in that room
they all have the same destination, after all
my guess would be that that used to be the old ceiling before they extended it to add hallownest seal
but idfk
@atomic storm most sounds are handled though fsms as well
you can change them by hooking onto the actions i guess
i heard you taught saleh this
How do you open and edit fsms
Or I guess maybe you don't edit them if you have a hook?
I never made a hook before so I don't really know how those work
After a cursory look into the fsms I'm just about convinced that this won't be feasible
What are you trying to do
Also all the modding people say stuff like FSM bad if that helps
FSM good 
I was trying to figure out if it's feasible to make a sound and music randomizer
And it doesn't seem like it
It's very possible but not a good starter mod imo
^
@atomic storm I would look into using monomod hooks on the audio actions
If you want to continue on this
The stuff in the On. namespace
Monomod hooks
I'm not familiar with those
For each method in the Assembly-CSharp assembly, a MonoMod hook is generated in the On and IL namespaces prefixed to where it would normally be
so HeroController.Attack would be On.HeroController.Attack
You can hook those like normal events, and it provides a delegate which passes a function called orig (which calls the original function) and the parameters the function would take
You can then adjust the parameters or even provide different parameters to the original function or even just never call orig at all
You would probably want something of the form:
On.HutongGames.Playmaker.FsmActions.AudioPlayerOneShot.OnEnter += (orig, self) =>
{
// Play sound, don't call orig
self.Finish();
}
Typed from memory on mobile so probably something is named wrong
That does look promising
I'm guessing I need to install something first to use monomod
no
I mean you need visual studio
I do have that
And probably dnspy
write your mods in dnspy ๐ค
๐ค
Thanks, I won't give up just yet
can't you just change the audioClip and call orig?
yeah
yea, you gotta wrap it
Currently trying to find the thing approximated here
On.HutongGames.Playmaker.FsmActions.AudioPlayerOneShot.OnEnter
There's not FsmActions, but there is a FsmStateAction
Though nothing in there seems audio related
It doesn't have that exactly, but it has some similar stuff like PlayAudioEvent
It does
well it does
You hold apostrophe
but it's tedious
just mega cancer
yeah
Gboard at least doesn't require that on android
which is nice
I have to click through a couple menus to get `
it's on the 2nd alternate section for me i think
I don't really get what this part means
+= (orig, self) =>
I figured I would separate what comes after the += into a method down below like in the mod example
Ok
And is there a documentation for the playmaker stuff so I know what's inside of that thing
dnSpy
Oh, ok
I would probably load the playmaker dll instead of the main hollow knight dll this time

Yeah
One more to find 
:babysharkdodododo:
what
have you not seen the shark do do meme?
no

what do you speak of
That's strange
There's nothing here
Check Assembly-CSharp
yea
cancer
it's a kids' song that got too popular and became a meme
https://markoth.is-pretty.sexy/1HJ8HXU.png :omegaPrime:
man, i never knew getting views was so easy ๐
time to do toy reviews now
and make nursery rhymes
also pasemi, i hope i am not bothering you by my shitpost, feel free to ask
It does have playmaker stuff but only data structures, animation(?), GUI, and physics
Couldn't find anything about audio or oneshots
load the Assembly-CSharp dll instead
elderc
That's the one I'm in
Ctrl + Shift + K
Oh, it was outside the {}
yes
I forgot that there was anything out there
So I suppose the next step would be figuring out how the game normally accesses particular audio clips
You can load them yourself
Resources.LoadObjectsOfType<AudioClip>()
It returns a List<AudioClip>
Hmmm alright
I think it's starting to come together
Thanks for helping out a beginner
Something I'm not clear on is what kind of parameters the += will give my method, it doesn't look like OnEnter returns anything
Does it just give me the oneshot object itself?
No it gives you nothing
no OnEnter params
but there will always be orig and self
so like if you do ```cs
OnEnter += (orig, self) =>
{
}
o is the method and s is the oneshot action itself
and you can just access the audio clip using that
then call orig by doing orig();
does anyone know any equivalent to a project reference which doesn't force .net versions
I want the Prepatcher to be built before the API because it needs it as a post-build but the onyl way I can see right-now is using msbuild directly which is kinda shit
Nevermind

You can do project dependencies via solution
Which appears to be set up
But I can't really tell

VS seems to not be recognizing the Resources in Resources.LoadObjectsOfType<AudioClip>()
Now I have the using but it didn't seem to help
Have you referenced UnityEngine and UnityEngine.CoreModule?
Like this?
no
Project => References => Add References
I think
Right clicking the project name also has an add reference thing
I have a problem with dreamshield co-op
what
thats sad
there's a remade one somewhere in modding-help
oop
nice
It took me way too long to figure out that I couldn't add a reference because I had opened the mod as a folder instead of as a project
Imagine a world where TC could spell ๐ฉ
This was not the transition I'm looking for, however
The room randomizer itself is consistently finishing now. The time it takes is all over the place though, 5-30s
I probably have a week's worth of changes before everything will be done though
i'm making a customknight grimm/grimmchild skin and i want to hear opinions on whether the nightmare heart or flame sprite i ripped is better for the masks
flame
flames, yes
ty
flame
Yo the noclip mod kinda broke my game
Voidheart now costs 5 notches and is unequippable
and hornet won't show up in my fight anymore as if I have kingsoul not voidheart
anyone know how to fix?
reinstalling won't help
@compact sedge
I need you
what about?
Uh, good question
Go to sleep
Hello folks. Where can one acquire the area randomizer mod?
Yo I get a ''Unable to locate vanilla hollow knight. Please verify integrity of game files and relaunch this installer'' when trying to revert back to unmodded
anyone know how to fix that perhaps?
@unborn flicker Awesome, thank you!
@quiet willow can you download mods or nothing is working
redownload the installer then try it , if it doesnt work manually delte the files
ok
the mod files
yw but im not sure if delteing the mod files can undo assembly csharp
idk just try
it would be real shitty if it didn't
my game would be eternally scarred and I will never be able to get the sealed siblings ending
thats true
you can copy them
I think I will do that first
I can't find the save files, does making a backup on steam work too?
oh why
Windows File Paths: (Assumes Default Steam Install Path, Adjust accordingly for DRM Free or Non-Standard Steam Path)
Save Files: %APPDATA%\..\LocalLow\Team Cherry\Hollow Knight\
Game Files: C:\Program Files (x86)\Steam\steamapps\common\Hollow Knight\
Mac File Paths:
Save Files: ~/Library/Application Support/unity.Team Cherry.Hollow Knight/
Game Files: ~/Library/Application Support/Steam/steamapps/common/Hollow Knight/hollow_knight.app/
Linux File Paths:
Save Files: ~/.config/unity3d/Team Cherry/Hollow Knight/
Game Files: ~/.local/share/Steam/steamapps/common/Hollow Knight/
@quiet willow
yes
wait
wait
@quiet willow you need to copy the files in the team cherry folder
its full of mods though
didn't work bro
I still have the kingsoul for some reason
but its glitchy
it doesn't even display the right sprites and stuff
already did
didn't work either
Its like the mods rooted themselves in the save files and refuse to leave๐
Modding 101 backup your save files
hm hm

there's a a program to decrypt savefiles, try to find it and manually revert the changes you made to the savefiles
changes you make through debug mod are permanent, even if you don't have the mod anymore
you could try to give you back voidheart with debug mod, too, but i remember it being a little bit buggy
oh shit...
"Seanpr - Today at 09:03
Modding 101 backup your save files"
I remember Voidheart/Kingsoul being determined by several variables in the savefile, that's probably why it's so buggy in your savefile
tbh, you could also dl a 112% savefile and that would be faster
but i get the attachment if it's your casual/first save
bools*
because
(also bools are just a type of variables in the end)
not sure exactly how it works, but i think it's like 0:no fragment, 1:queen's fragment, 2:king's fragment, 3:kingsoul, 4:voidheart
something like that
I don't really care about attachment
my main problem is that I can't get all achievements now
because hornet doesn't show up in my fight with the HK, I can't get the sealed siblings ending
I liturally have to do an entire playthrough for that achievement I guess
Which I don't mind all that much tbf
as i said, there are plenty of completed savefiles you can find on this discord
you even have a fully completed savefile with all binds on speedrun.com : https://www.speedrun.com/saves/Godseeker_w0910.rar
Huh thats kinda neat
That might not actually be a bad idea
I can just download the save file and use it to get my achievement
Can you give me a brief explanation on how to install it? @mossy pike
Windows File Paths: (Assumes Default Steam Install Path, Adjust accordingly for DRM Free or Non-Standard Steam Path)
Save Files: %APPDATA%\..\LocalLow\Team Cherry\Hollow Knight\
Game Files: C:\Program Files (x86)\Steam\steamapps\common\Hollow Knight\
Mac File Paths:
Save Files: ~/Library/Application Support/unity.Team Cherry.Hollow Knight/
Game Files: ~/Library/Application Support/Steam/steamapps/common/Hollow Knight/hollow_knight.app/
Linux File Paths:
Save Files: ~/.config/unity3d/Team Cherry/Hollow Knight/
Game Files: ~/.local/share/Steam/steamapps/common/Hollow Knight/
where X is whatever save slot you want the save in
it's a rar file
which means you open that
extract it?
yes
thank you
@solemn rivet The installer just searches for a dll in the api zip right
nevermind changing it would be worse for manual installs
i was considering not having the hollow_knight_Data/Managed/Mods structure in the zip
there's not really a point with the installer
do it anyway and put advertisements on the installer so people either use the installer and gradow profits from it or manual install is complete ass
it wouldn't even be that much worse
you would just move the dll
instead of merging folders
which is what i do anyways
almost platform agnostic now
The only thing is the running of the exes
Which you'd do via mono on linux
but I'm pretty sure you can replace that w/ a property group var
gaming
@compact sedge /usr/bin/mono is a safe enough assumption right
uh
I think so
don't think it makes sense in any other directory
maybe like var/share/mono maybe
but uh can't you instead check if mono is in the path
idk msbuild is weird for vars
Otherwise I'd have just done $(which mono)
actually
at least for the rare case of someone on a mac who doesn't have /usr/bin
or one of those weird distros like nixos
yeah
we now have faster platform-agnostic builds with a non-cancer csproj
used to be 30s
Do you think it'd be a good idea to merge all the other dlls into one, and then do a second merge with the Monomodded dll
It'd be faster for subsequent builds I think
Hey i was wondering if anyone had a infinite geo mod
yeah it's called lemm
where could i download it?
k
@safe hamlet 30s in particular was me but sean had like 15s or something
Given a breakable floor, is there an easy way to destroy all of its child masks? Other than crawling through the scene hierarchy and destroying each one manually, ofc
If you destroy an object it destroys the children
That would be less than ideal
The goal is to make rooms visible when entering from the wrong side, without necessarily breaking one-way floors/dive floors
The hierarchy generally looks like
Quake Floor\Active\Mask
If this is going to be too tedious though, I might just rewrite the logic around removing those floors
I think you'll want recursion here
Also wtf
This is not simpler
And also slower
visual studio has a big brain
I wanted to see how often these things happen so I had my mod log them, but they never show up in the log
I know that AudioPlayerOneShot is used by false knight, at the very least
Because I've messed with his noises
Probably a lot more than that, though
To be sure, this is in your Initialize method?
Try false knight
It started working when I uninstalled all of the other mods
Odd
Since I have it silence the sounds it can detect, I can tell which sounds are still present
And there are still a lot of those
I guess I need more hooks
Like maybe AudioPlay
AudioEvent.SpawnAndPlayOneShot is probably used a lot
Thank you
Sorry to keep bothering you with noob problems but...
I tried to treat that like the others and it's saying the number of args is wrong, I also tried with 0 and 1 args
You have to match the signature of the method
orig, self, whatever other args there are
This is what it looks like
I also tried taking AudioSource prefab, Vector3 position as args
If those are the args you'll want orig, self, prefab, position
For instance methods it's always orig, self + the normal args it has
and for static methods it's just orig + the normal args
Almost there
Googling the error led me to believe that ref AudioEvent self might fix it, but it didn't
The method is satisfied, but there's still this issue
Delete the method and leave the += OnSAPOS
then just hit alt-enter on the red text and it can make a method which matches the signature for you
my hard drive is being a retard but here is progress on the rewritten editor https://youtu.be/IAZR94Yqpe0?t=34

The one it gave me looks a little different but still doesn't work 
yeah usually if you retype the += part and press tab it will autocomplete
private void AudioEvent_SpawnAndPlayOneShot(On.AudioEvent.orig_SpawnAndPlayOneShot orig, ref AudioEvent self, AudioSource prefab, Vector3 position)
no errors for me
That one gives me the same error
you have UnityEngine.AudioModule included too? that's the only thing I can think of
On.AudioEvent.SpawnAndPlayOneShot += AudioEvent_SpawnAndPlayOneShot;
...
private void AudioEvent_SpawnAndPlayOneShot(On.AudioEvent.orig_SpawnAndPlayOneShot orig, ref AudioEvent self, AudioSource prefab, Vector3 position)
{
}
is what I'm using
I do have the audiomodule, I had to add that reference to get it to recognize the types I was working with
if the code is the same then there's something else that's causing it
and you tried retyping On.AudioEvent.SpawnAndPlayOneShot += and pressing tab to see if vs would fix any conflicting type names?
Yes
can you send project
Type out the names fully maybe
that should work, vs is being dumb i think
You might have a using for one of the On namespaces
i have that happen sometimes
so you end up with the audio event being the On audio event and looking right but being bad
its your dependencies
I guess you had dlls in the project already or something?
just remove them and put them in again
using On shouldn't matter
its working now
wasn't yours already working
since he is doing On.AudioEvent...
and besides using On is unused
yea






