#archived-modding-development
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Yeah
this is now forked
actually
I need to redo that all again probably
because it doesn't like that I just pushed my version over the old one
yeah I just deleted it
give me 5 mins
@solar jacinth keep me posted my boi
is the correctly forked version
@devout forum
oh no I just realised I didn't fix the shrumal ogres yesterday
I'll just do that now
shade skin I think
nice
incredible
Amazing
56 this fix makes it so much nicer to test
I don't have to watch the loading percentage increasing for 2 mins every time I want to change something

56
oh no
@solar jacinth the shade knight pack

I see nothing wrong there Fireball 
oh
I think the Shrumal Ogres don't need fixing
it drops the charm notch if you kill all the enemies there
the only problem is enemies running out of the arena before you enter it
but you can always just noclip out
just make it kill 2 enemies
if I could figure out which enemies the ogres actually are, it would help
actually, does anyone know the code name for them?
I've tried zombie fungus a and mushroom brawler
Enemy rando is fixed? 
yeah
but why
So we dont lose it. I'm not running hk right now 
it'll be on the installer in like an hour
but my build didn't go through
Oh
and the one on the installer is also fixed too
Idk man homothety hasn't been using it so I though the installer was old news


before I put the 6th version on here, are there any other issues that I have forgotten about?
linked
but the shasum isn't auto updated
@solemn rivet can add you to the modinstaller repo which has an xml which keeps the shasums
kk got it
Note that you don't delete the old enemy rando zip
You right click it => manage versions => upload new version
ok got it
because deleting it changes the url which makes it die
oh right yeah
fireball you can dm me your github acc name if you don't feel comfortable sharing it here
I'll add you to the installer repo
also, 56, do me a favor
I think it's just Fireball248
remove the donation button
it's useless and I don't like it
I can't be bothered to open rider on this shitty pc
added you fireball
thanks
How does the donation button even work
Oh
and yeah I can remove it when I get out of bed
there could just be a like button in the Modinstaller smh and that's it

oh yeah gradow
you should update the moddb installer
It's like entirely non-functional
And the new one will just auto update once you have that in
is the id supposed to be the same as what's already there
because the one I got from the drive is identical to what's in the file
oh, I see
Can we nuke Gradow instead?
and I need to hash the .dll right?

or the whole zip
the dll
I updated the zip on the drive and the hash on the repo
that should be right
close and reopen the installer?
tried that
You have Kerr's version?
If it was on Kerr's version that'd be really weird because I changed it to your version + the fix a while ago
oh it's fixed itself now
I just had to fully remove the .dll and tell the installer to uninstall it
nice
nooo
I was going to yesterday but obviously I was too busy with this
and now there's going to undoubtedly be a huge bug that I need to spend 5 hours fixing
P5?
Uh I saw a Crystal Guardian while my Enemy Randomizer was loading, is that normal?
yes
to both
56's changes make it go way more slowly
it's unloading the scenes that it isn't using anymore
so it pauses on the scene that is currently open
it did that before, just really fast
yes
ofc
also
please
for all that is holy
don't you dare say shogigirl
shitfumi
I agree with the weebs comment but shaking my head my head?
yes that is the joke
yes that is the joke buddy
wait
wait
wait a fucking minute
sm doesnt means snff? like breating from your nose
no
oh god
i say smashing my head but same thing
a goofy goober (rock)
oh my god
I just realized that Godhome is probably totally broken
hmm
should I get it to load the hub area as well so it randomizes all of the things in there
like in WP
yeah thatd be cool
I would like to see someone getting up to Absolute Radiance in P5 and it turns out it's Myla
That would be something
Or who knows it can turn out to be Collector and then he jumps and gets never seen again
^
hmm
hopefully the pantheons still work with randomization
Abs Rad wouldn't
because you obviously need a special event with her to get the ending
although it doesn't count for any percentage so as long as she's the only thing to break it should be fine
but I don't think she'll be randomized anyway
should I make it randomize her?
I mean, the ending result of what AbsRad will come can be funny
ok
maybe include it in the option for godmaster enemies?
so if it's turned off the pantheons will stay as normal
that should be really easy to implement
pretty much anything is spawnable anywhere
^
Also is Flukemarm intended to be broken and not spawn absolutely anything outside of her room?
uhh
I found Flukemarm in Fungal wastes
yeah that's probably indirectly intended
because the flukes are getting randomized and that's breaking their position for some reason
some enemies seem to do that for some reason
Elder Baldur sometimes spawns random enemies and sometimes not
should be stayed that way
I think the enemy that opens the WP door isn't randomized only
it won't randomize Wingmoulds and Kingsmoulds
Oh ye Wingsmould is a must to not randomize
other than that it randomizes the general WP people
and also other enemies can be randomized into them
unfortunately, the bugs in Godhome don't count as enemies so I can't randomize them
which would have been chaos
I have found Sly and AB but not a single Flukemunga
Pretty sure since in this new enemy randomizer version there is an option for godmaster enemies
oh
yeah they don't work yet
I'll just add the scene
are you running the mod installer version or one of the zips from here?
I run Modinstaller
good
I'll add flukemunga tomorrow, I need to know it's code name
also do the stuff with the pantheons
I bet the code name is something stupider than Mushroom Brawler
probably
it's just Fat Fluke
Vanilla game bug
wh
Yeah I've seen that one a lot today
Reloading your save seems to fix it
I don't know if ER is causing it to happen more often than usual though
What mods are you using?
That happened to me with the mods:CustomKnight, benchwarp, debug, item rando 2.A, QoL and ofc ER
Yes
I can read
I am asking about the actual warping in game
Not whether the mod was on
k
I didnt use it when I reopened up the game
Ok
When I went down crossroads it was alot different
In what way?
Ok
I'm not on pc anyway so I can't change anything
I'll look into it properly tomorrow
Thought so
I think it's benchwarp
It only started for me when I started using it
Pale Champion is a boss version of Pale Lurker
The thing in the back room of the colosseum
I assume the other one is a boss version of Elderbug
There's a list of mod descriptions in the pins actually
Benchwarp works fine on its own
Which leaves me more inclined to believe enemy rando is breaking it
Yes I agree
The combination of the two is the problem
Possibly related to how ER randomizes enemies on scene transitions
But then I don't see how that could change the terrain
There will probably be a clue in the logs though
I'll test tomorrow
If benchwarp has any role, then you'll get the same ER bug by dying anyways
Benchwarp isn't doing anything passively
That's true
That's probably a good way to test it actually
Actually, I think it might just be ER
Because I seem to remember it happening in a room with no bench
Hey guys! iยดm having some trouble with the grimknight skin.. im doing everything in the instructions but the mod does not work :C
nothing really changes running the game
i should do something after copy the files in the modmanager app?
Now by "nothing changes"
I assume you actually mean "something changes, but not the something I want"
Is there text in the top left of your main menu?
Well we know that "nothing really changes"
modding-help should be first in the list so people go there
At least then I can ignore them more efficiently
Yeah, I've made that suggestion to Simo
im reading that guide now.. srry im kinda dumb ๐
IDK if/when he's going to make changes though
Making mickely staff was our 1 allotted change for this month
Wait a couple days for august
#archived-modding-development-discussion will also be nice
man who writes instructions for a living, has instructions that worked
we need a place to send people
sugar please shut up
"modding dev/disc" would be enough
just to stop all the random help questions
cuz it's split 1/2 and 1/2 right now
50/50 shot they'll pick the right channel
Seriously sugar I'm not joking
You offer nothing helpful
Ever
You just spam
Sure
Sick of your shit
Right because "np np shut up" is so helpful
wow he actually left
Nutty
I didn't really want him to straight up leave everything but I guess that works too
Sean please tell me to shut up and leave too so I feel bad, leave, and actually get stuff done
no, ur stuck here
unfortunate
salh do you have PC's source pushed online
very nice ty
what is elderbug god
unbelievable
i posted a video in sr-offtopic
Pretend I put in more effort and Elderbug's voice is replaced with ear-rape in this video.
incredible
watch him as he goes
that is the most beautiful thing I've ever seen 
Finally, got around to testing room rando generation times. Glad to see it's so consistent 
It would be really embarrassing if it were just one really unoptimized method running insanely slower than everything else
Finding progression is the hardest part
It makes sense to be slower, but yeah not that much slower
The hard part for transitions is the nested recursion for checking whether each possible progression transition actually gives access to a new unplaced transition
I was having it go through and find all progression transitions, but I suppose it would work just as well to just permute the list once and take the first progression transition found
Makes sense
If you want it to be random still you can randomly iterate the list
Instead of randomly choosing from the possible ones after iteration, which I assume is the current method
Is there a way to to randomly iterate through a list?
You could make an extension for it fairly easily
Yeah, sure. Getting a permutation from a while loop is fast and easy, though
Something like:
Make a list from 0-len
Randomly choose an index, take that as the iterator
Remove from list
Repeat
And I don't think you get "more" randomness for rerandomizing each time you check the list
Does the list not have a deterministic order?
Well, you could pull the list of transition names from logic manager, and then immediately resort them with the seed, and use that for the randomization
So the first allowed transition off the list would be the one given by the seed
Sure, go for it
dose anyone have a mod that allows you to redo path of pain?
QoL
wat
QoL mod on the modinstaller lets you redo PoP
yeah see pinned in #archived-modding-help
ok
okay, so probably wrong place to ask, but asking anyway, has anyone thought of an twitch integration mod, and let chat decide what happens in the game? for example spawn an enemy, give/subtract geo, heal, give soul, those kinds of things? i would like to get one, but i have no experience with modding, i could run a self-made python script that takes chat input parses it for commands and such, but i have no idea on how to do stuff in the game with it
If you're attached to the python idea you could communicate to the game over a socket similarly to the tracker
It would be easier to make a C# chat bot though
not for me it wouldn't ๐
There's gonna be C# either way
i have just a tiny amount of C# experience
hmm yeah true, but i would not know where to start without examples on the HK part, the twitch bot i have already made, and it's up and running
There some (slightly outdated) examples at https://github.com/seanpr96/HollowKnight.Modding/tree/master/ExampleMods
Rider works too, if you prefer it
I would recommend either that or visual studio + ReSharper
Not just the base visual studio
rider is jetbrains right?
alright, i'll download that then, because student license 
ah, yeah i just started so i still have it a couple of years xd
Looking at @peak panther 's playthrough with the old ER, I can at least say the blackness is an existing problem
By the way, did you encounter any other issues?
uhhh so i .gitignored my entire assets folder so i wouldnt push it on the repo but now compiling it, the game cant find the assets anymore , ie "no sprite with the name blah blah" does this mean i cant use gitignore or am just being dumb as usual
gitignore should not affect compilation
i take that back
i just accidentally deleted the loadasset method when i was testing something in the init class
so uhhh
good job 56!
lmao yeah its fixed, first time i used gitignore so i thought this was causing it
imagine using gitignore
ttacco you probably don't wanna gitignore assets
unless you want your project to be uncompilable to others
Hi Iโm new to hollow knight and was wanting to get into modding for hollow knight. Where is a good place to start?
Thx ๐๐
np
release your mod
lazy doesn't make hk mods
Sid shut up
Seriously Sid I'm not joking
You offer nothing helpful
Ever
You just spam
Sure
Sick of your shit
Right because "np np shut up" is so helpful
did sid delete his half of this conversation?
yes
nah, this was a copypasta
Ah the legendary 9 seperate lines copypasta
smh did sugar delete his half of that conversation
should probably stop derailing modding before I get yelled at too 
Because it looks like half a conversation not a copypasta 
sugar's half was meme then leave the server
I think those were responses to sugar reacting with 
he definitely sent some messages
or 
๐ช ๐ช ๐ช ๐ช
it exists
at least now it exists
it's not done yet but it's in the works
The README.md has some basic plans for the mod
feels good to be back in my favorite image spam channel of the Hollow Knight discord
sorry
hmm
Whoa, this is really cool. I'm picking up Sage for a math project
Do you use Sage much, @solemn rivet ?
a what
huh?
Basically, my project involves using combinatorial information off of a graph to get a rational function
Lots of Galois theory 
Hey, guys does health bar mod exist?
Ok
hey
somebody was working on EnemyRando a few days ago
any news on the updated version?
is it in the installer or is it just rotting somewhere in the channel
The updated version is in the Modinstaller
It's on the drive
Look in pins
What's wrong with your installer?
Probably need to download it again in incognito
@peak panther yes I'm asking you
@unborn flicker oh, I see. I don't do much (or any) computational maths, so I don't really know sage
I see. I wasn't sure whether or not that would be involved with representation theory, but I guess not
I got really excited over the group tools, even if a lot of them break for infinite cases 
why does it feel like the wall surface colliders are incosistent, like it registers the hit INSIDE the walls instead of the surface, hence it eats the particles (even the sounds are kinda late), increasing the hitbox size doesnt seem to change much
it feels so random, this is just with OnTriggerEnter2D and checking if the layer is 8 (which is the surface layers)
varies adrain on distance+gun type
but yeah i could theoretically increase the hitbox sizes
but the last time i did that way way back, the projectile would get snagged on random colliders and ends up killing itself

hey taco
set the bullets friciton to 0
@floral furnace
if it doest wwork
set the bounciness
will ya be able to upgrade your gun like you do lances from lightbringer and nail in game to increase damage?
@dull plover probably yeah
but there are also multiple guns so
extra work + balancing
Has anyone had their save file corrupted while modding
Everything was going fine until after I beat the Mantis Lords
It's always best to save your save files if you care about them but no I have not had my files get corrupted.
Thankfully I didn't care about this save file
I wanted to play a full modded playthrough but after I defeated the Mantis Lords I went to get the Mark of Pride
Then the mantis in that room had shut the door
I turned back and everything went black except for my character falling to the bottom of the area where the mantis lords are
that is mantis gods
Why though
because it looks cool
Is it becuase the game knew I modded?
Oh wait
nvm
But do i have to defeat them to put them back to normal?
yes
Can i deleted mantis gods to put it back to normal
yes
ok
thanks
I was scared I fucked up my file or something
Or that Team Cherry knew

modding isn't illegal
it is tho
not with team cherry
We need someone to make a zote and pale king nosk fight 
ok
would be best mod ever
@floral furnace how are you moving the bullet projectiles?
rigidbody2d velocity?
you should be using rigidbody2d velocity
but people have manually moved projectiles by directly setting transform positions, taking control from Unity. very bad 
oof
or the alternative that I use if you want your projectiles to be kinematic for whatever reeason, use transform.Translate, which should produce almost the same effect if your projectile was being affected by forces.
play and find out
+ Changes your character from melee to ranged
+ SOUL regenerates passively instead of from hitting enemies
+ Nail damage drastically decreased, ranged attacks deal 3+3*upgrades
+ Adds several new charms that augment your ranged abilities and more
+ Start out with only 4 HP and 1 extra charm notch!
+ Secrets!
+ Empress Muzznik!
k
New phase?
nah, I want to have the flame pillars come off of platforms like they do in the phase before the oblobbles
so that there's a bit more time to react
Oh, gotcha.
@solar jacinth im at work right now but ill try increasing the friction and see if it actually fixes the thing
@deft epoch projectiles are already kinetic, i have to account for 360 aiming so i check for player inputs first, convert it via sin and cos, then multiply them with the projectile speed that i want by adding those directly to the projectile x and y velocity
how are you applying movements?
hold on
of the projectiles that is
on the monobehaviour component attached to the projectile
FixedUpdate(){
rb2d.velocity = new Vector2((float)xDeg, (float)yDeg);
}
AddForce doesnt do jack shit
Saleh can attest to this right saleh?
yes
i dont remember clearly but i think i did try it on a non kinematic before and it still didnt work, i might be wrong
so my question is why are you updating the velocity with the same value every fixed update?
they have a very good point mister ttacco
he 
ok sir
have you tried adding debug collider to the wall to see what the hitbox looks like btw
tbf last year i tried using debug colliders and it didnt work but ill try again once i get home
ehh seems like it wont change much but it'll tidy up your code
and who knows with the unity 2d physics engine?
ikr
if the walls are edge colliders then that might be the problem too because they're also broken to shit in unity
I haven't had problems with Edge Collider 2D yet so I dunno, just speaking on my friends behalf.
i just check for layer 8 anyway which is the games layer for all the surfaces but i think theyre just regular box colliders
dunno
probably? 
you never know with tc
^
they enjoy changing up the rules every now and then
A lot of collision in the game is edge colliders
alright then dude
๐
for (int i = 0; i < a.GetComponentsInChildren<ParticleSystem>(true).Length; i++)
Destroy(a.GetComponentsInChildren<ParticleSystem>(true)[i]);
why is this not working
eww
pretend I am using foreach
calling every iteration is terrible
foreach or no
try a local var before for looping
a.GetComponentsInChildren<ParticleSystem>(true).ForEach(b => Destroy(b));
I don't remember if .ForEach exists for arrays so this may or may not work
that's not the only thing I'm doing in the for loop dungo
It is all you posted
ok sir
I cannot believe it is 2019 and there's still no static class extensions
Could have something like Object.DestroyAll(ICollection)
Wtf .ForEach isn't even linq
f# has them ๐
yeah
ForEach<T>(this ICollection<T> col, Action<T> a)
{
foreach(T t in col)
a(t);
}

Very cool
.ForEach is pointless and slower, just use foreach normally
It's not pointless, it's more compact
Readability matters too, it's why anyone uses linq
Because by that same logic linq is also completely pointless
but it's not like foreach(...) is too unreadable
It's fine in most cases yeah
But if I only need to run 1 thing on everything in a list, I'd rather do it in 1 line than 4
These things happen
@leaden hedge I require assistance with CanvasUtil.CreateButton
This seems to just make a normal image panel
No text, not clickable
I also had this issue when I was first working on Benchwarp
Yeah,it has a mistake iirc
That works
The onclick is todo with needing a eventsystem maybe
The text not showing up is because the rectdata is wrong
It doesn't seem to do anything
But Idk what feedback there would be other than the callback
I haven't given it other sprites
I could try that
can someone send the abyss ambience mp3
Oh yeah only one sprite, if you send 3 it does hover/click
@dawn oxide ๐ google asset studio
Does the hover/click work with the fixed rectdata though?
i thought there was a zip with all the games sounds?
If there is it's not here
It didn't work on the image for me, iirc
Its probably because theres no event system for it
I don't have any event systems in debug
Neither does anything
It might be canvas order, if its below the main games one, clickthrough might be disabled
otherwise I dunno
I don't think it's that
I've put the z for the main canvas at -100
Ah
In CreateCanvas
Incredible
That seems unfortunate
It's definitely not the desired behaviour
It's definitely a problem but not the only problem, apparently
Because it still doesn't work
Oh
There's code duplication between two CreateCanvas methods
And I changed the wrong one
nice
Yeah what if I want click through and collision
I guess you can't have that
Also that might also affect toggle/radio boxes
Is there a mod to allow us to go through the game with bindings on to practice pantheons? I feel like I read that somewhere, but I can't find it now.
Yeah it's called bindings
would mods being on pages with settings under them be better or clicking on the mod name to open a submenu
Pages meaning to get to mod z settings you have to scroll past mod a,b,c,etc?
yes
That sounds terrible
you're not wrong
Nice
should i add non-togglable mods to the menu then
If they have settings
You could have some attribute that can go on properties in mod global settings
To mark them as togglable via menu
Unless you already have a system
that's probably a good idea
right now it just filters by FieldType being typeof(bool)
I see
I was also thinking of adding something like ISerializationCallbackReciever but for when settings changes are made via the menu
so you could adjust the mod based on the changes
Makes sense
Hey guys a friend of mine is looking to make a website for his small business and asked me if I know any good places. He has no idea how to make one and was wondering if there are any services or templates he can use? I thought I'd ask you guys as i don't know shit about this haha
wordpress
Is there like an all in one package that makes the site, domain and hosts??
Ok ill check that out
Thanks
wtf, this is so cursed 
what
This is in the context of how Sage distinguishes elements from different rings
I'll try not to post too much more of this stuff, but that needed 
what's a sage
It's open source software for math computations, especially in computer algebra / abstract algebra
It's like Mathematica or Maple or Matlab, but free
Matlab ๐คข
@unborn flicker python ints shouldn't be compared using is unless sage has a different is operator
python's is is used for reference equality
generally doesn't work for numbers beyond 255ish iirc
yeah, I realized after I posted
that makes much more sense
Well, even if I get nowhere with sage, at least I'll finally pick up some python 
๐
so i've got some questions about lightbringer charm interactions, like does eye of the storm, and nightmare stack damage and such
probably
someone should make a mod that fixes grey prince zote not fall instantly when he does his nail-rush attack
You
ok buddy
edit DebugMod.Global settings in your TC directory
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/
google key codes and just change them accordingly
i dont think there is a way to really "unbind" keys but maybe you can lay with some of those values and see
(Sorry I should have directed to help channel much earlier)
If you remove the key-value pair it should unbind the thing
Do you guys know where to get the Randomizer mod for 1.4.3.2?
The google drive version didn't work
Alright, thanks
no problem! enjoy your modded hollow knight! ๐
yes
it doesn't work :(
which one are you getting from there?
the dll in the Randomizer v2.A folder
yeah that should be it
i put it in the managed folder of my hollow knight directory
oh
in the mods folder
oh
sorry
oh
no that's right
So your not using Modinstalelr?
have you installed seanprcore
seanprcore?
yep there's your problem
:sigh:
it requires that
Ye, it's need for Randomizer mods
go find that, it's on the drive
dowbload t from the installer
i am so stupid
Scroll down and then install SeanprCore
didn't realise i could scroll down
woha
F
smart
yes indeed
no problem! enjoy your modded hollow knight! ๐
ok thank you, sorry for wasting your time
PS:When you manunally install Randomizer v2.A and then you open Modinstaller it will say "Randomizer 2 is outdated" and just press no
Oh
i installed it using modinstaller now
it really shouldn't change from the file name
works great
but use 2.A
2.A is latest
it's newer than whatever's on the installer
Did you press this?
no
You should for Randomizer v2.A (latest but not latest on Modinstalelr)
ok, then, thanks
Then just put the DLL in and ta da your brand new Randomizer v2.A
yay ๐
also, what is "RandoMapMod" in the modinstaller?
does it randomize the map? or does the normal randomizer do that?
Randomizer helper
randomapmod just shows on the map where every charm chest and movement ability are
so kinda nice but it's not everything
And free maps talk to elderbug if you have RandoMapMod
plus some... interesting new dialogue
rude
Ok, so my friend is trying to run hollow knight on his computer that has about as much processing power as a potato with a usb port. We've managed to get it running pretty smoothly by downing the resolution past the minimum for the game, but the particle effects and stuff when you do a spell, hit someone, get hit, etc, really lag out the game. Is there any way to completely disable them?
how do you know that the problem i sthe particle fects
i almost finished a day without 56 maggotprimingme
p
The game only lags when the particle effects occur
yes
yes there are
how do you get them?
Or you can manunally install them
ah
Qol? What's that?
a mod
what in fuck
because 56 made it
particles isnt the problem
okay then

Well, thanks then.
@solar jacinth explain

this is not an explanation
@solar jacinth was it lagging before installing QoL but after installing the api
well , one day i was playing hk and then sometimes at some particualr spikes (basically tinking things) wehn i salsh them it lagged the game so hard thtat it was 3 fps , it was happening on some tinking things not all , btw i already had the api , and then i downloaded qol and it worked
what
There was a call to a really dumb method which I removed
yeah
It was on the tink spikes
i see
qol
๐ค
that's literally the mod
@upper niche i have this
idk if it'll do much but it sets a bunch of unity's quality settings
where do i put this
mods folder
don't
me it's a good dll
no
praise maggots

#justice for gnagghit
jngo what do you think of the new icon
i see
I love it
what indeed
what
bash redundancy 
could you do like
what
if [!$(which mono)]; then
# install mono
fi
I haven't used bash in a while
You're trying to install mono if it's a certain version?
install mono if the user doesn't have it
The plan is download the .pkg and then use the cli tool for it
which is a shell builtin which returns the path of the util and has exitcode 0 if it doesn't exist
hey
I heard that in the item-rando in randomizer version 2.9, there's only 16 hallownest seal are randomized.
So i want to ask that which one is not in the logic?
well
i think i need to have a talk with the one who told me so.
any recommended mods?
Randomizer - look in #randomizer pins
Redwing + Blackmoth
have you got the installer?
what do these do
which
all of them
randomizer - randomizes all abilities/charms etc
can also do rooms/areas
very customizable as well
blackmoth basically removes your nail damage
but you get constant sharp shadow from the start
...
why tho
i mean redwing is supposed to be played with blackmoth but blackmoth alone is fine
I'm getting redwing for sure, but blackmoth idk
Ok buddy
?
if you want some chaos then you can try enemy randomizer
which, unsurprisingly, randomizes the enemies
with a few exceptions
although there are a few bugs still that I need to fix
I'll look into these once I finish the game I think
yeah, you definitely want to finish vanilla first
help
thx
lol
if they fuck this up they deserve it
it even installs mono for you
it also downloads the newest modinstaller on first launch
instead of just keeping the exe in it from the start
What determines the particle effect that plays when the Knight walks? I noticed there are leaves in greenpath and dust in most other zones, but I don't know how itselects them.
Might be the room/zone?
I know when someone added a new block to the waterways, the player still made the splashing puddle particles on it.




