#archived-modding-development
1 messages · Page 469 of 1
steal them if you want, but youll need nitro so 
ffs
can i install modding API on mac os?
Yes
Check pins on modding help
Also
There were a couple of people recently who set out to make a co-op mod
But they seemingly have died
rip
But just in case they're still alive
You could try to work with them
I'm not dead just frustrated I'm happy to help however I can 😊
Why are you frustrated
mood
me irl
I think it's one of the fsm actions
Because just this puts me in the floor
@rain cedar
gg
actually a 
it appears to be BoundShell
fixing the nre fixed it

and bound masks show up
for some reason the bound nail doesn't though
I have better logic for nail damage in the F# version btw
Took a while to find this because I apparently pushed the wrong code to git
based
is it a bunch of anonymous functions

i have something kinda similar for minidebug
yeah
🥴
Good thing I still had it
I probably won't finish it ever but I definitely wouldn't have if I lost work
Slight difference in chance of completion
Idk what's wrong with the C# version nail damage even
Let me check
Idk looks the same, maybe the F# one sucks too
I thought with bindings your max nail damage was 13
Wtf using only some bindings
i was starting out w/ nail to just see if it works at all for property detours

truly the god detour method
now it shows the cap after i'm at full soul
I have recoded bindings entirely
But is it F#?
I would be very impressed if you made a working mod in zonnon
1
should compile with either api but I only tried underhero so uh ymmv
Hi. You can explain where and how to download the mod for weapons.
Or give a list of mods.
#archived-modding-help click tge link in the pins
Where to find the Hollow Point mod
pins
Can someone explain a bit about how modding for this game works? For example, can you create custom levels and if so, how? I’m trying to do some modding with a different Unity game using MonoMod and I’m hoping seeing what’s already been done here would be helpful
Sorry for the stupidity. I figured it out.
@valid ridge you can basically do anything
I want to know more about how it’s done, so I can implement it myself
Particular the custom levels part
For the game I’m trying to mod (The Messenger), I think the levels are stored in level0, level1, level2, etc files and I don’t see a way of changing those
@jolly oriole how are you guys loading assetbundles
And making custom assetbundles is enough to do fully custom levels?
@jolly oriole How do you make those custom asset bundles?
hive snail boss fight when?
that would be a neat enemy tbh
@solemn rivet yeet
the best part is at 10pm I was just trying to get checkboxes to appear properly
wth is this
All I hear is angle complaining
it’s because qt is cursed piece of technology
what's the difference between a V and a square?
this is how many people care -> 0
I have not
@solemn rivet
Pog
Why is it cursed to launch tho
But how
mega pepo
it badly supports mac/linux, but it does
what is pepo
ahh
like pepe + kiddo
of course of course
i'm guessing it's a new meme since this is the first time i'm hearing about it
pepa
@solemn rivet i put it in a .app for the guy
you just set it up to launch the executable from the script
like 2 lines
He tried it and it seems to actually work
Nice
The main things so far are
- dependencies (install them, disabling one should disable things which depend on it)
- API is a special case, i added an if to part of it but I should probably case it better
- shasums and auto updating mods
- manual install from zips
- possibly detecting manual installs
- actually properly getting the hk folder (rn it's hard coded)
- readmes I guess but I don't really care about that
- and I think I don't check if the mods folder exists
Rest of it seems to be fine
Soting?
They are alphabetically sorted ðŸ˜
installed over uninstalled
those sound hard
do the lazy way and just put spacers
I could add summaries into the installer though
ew
The real issue is just dupes ig
Shouldn't be that hard
just literally put a link to the mod summaries doc at the very top 

i was actually kind of serious but that does sound shit
yes
I'm gonna fork modlinks probably
Current one is kinda a mess
Bunch of extra garbage
wdym
DriveLink is unused
Shasums are a pretty bad system
There's a patch tag but it's unused
GOGLink is unused
InstallPath is useless
WritesOverAssembly is unused
Oh yeah and the zips are a conflated mess
The structure doesn't even get used
It really should just be dlls
Yes
Ok so I got it to allow you to select your hk path
And auto-detecting the basic cases is trivial
So that's one off the list
this post brought to you by LINQ
very cool
from combo in (from suffix in DRIVE_SUFFIX_PATHS select Path.Combine(d.name, suffix)) where Directory.Exists(combo) select combo;
I think this is valid
Definitely better
Writing shit with the keywords is so hard
I changed it to this
I think the keywords are probably still better
I have found the chad approach
the readonly field initialization selectmany's the drives
much shorter
is there any version officially out yet?
What tools dyall use to mod?
dnspy and any c# .net compiler
any c# .net compiler
TIL Stopwatch.StartNew
@copper nacelle help
Invalid IL for some reason
Method signature
I figured it out nvm
Thank you for helping
No I didn't
It works if I manually type out what my code is supposed to be doing
I forgot to define locals
It breaks in a different spot now 
This is actually a monomod bug
Trying to hook this at all breaks
Literally did not even know this class existed
what's ToJ
¯_(ツ)_/¯
Are we using an up to date monomod? Because he uses TryGetValue on the dict in question everywhere except one spot
The one spot not being in the constructor
Ok we're using one from september
Understandable
what
I have made an error
I have not made an error
It's monomod again
Must leak massively when a hook fails or something, because I can create all the delegates fine
yep
This will cause it
Fastest fatal gc error you've ever seen
In conclusion making a profiler is impossible without updating monomod
Thank you for coming to my ted talk
oh I had that error too
Wtf
Okay but that one's cause I'm bad I think
updating monomod let me detour ToJ.Mask.Update
Very nice
what file effects the partly filled soul gauge
i assumed it would be hud
but i can't find it
thanks
It's really nice !
Well I was developing a long range controller virtualisation so I could do local play in an unconventional manner and I found an application that allows you to do just that
Soooo
Multiplayer hk looking very possible
what
input is not the largest challenge inherent to multiplayer
not by a long shot
Catching some guinea pigs to play with you can be quite the challenge.
Well I was developing a long range controller virtualisation so I could do local play in an unconventional manner and I found an application that allows you to do just that
steam remote play ?
No I was thinking v con I'm not sure how it works but long story short you can be sat at your pc and they can join you but only if you let them and and when the join they control p2 like you put in a new peripheral
I only mention it because making a multiplayer server for hollow knight (much like making tf2 servers) might be complicated and time consuming for both the person coding AND the person trying to set it up
I made some custom knight skins back in last year when I was having fun with Godmaster stuff
(Bruh i just realized how to create zip's-)
I made them long time ago, so most of packs dont have geo and hatchlings replacement
(I also didnt replaced lantern sprites, and crystal heart dash might look a bit weird)
Plague knight does have hatchlings sprites but i failed it 
Hatchlings?
afair the usual custom knight mod does not include changing the hatchlings
but the christmas skin made by a group of chinese players includes an extra dll file, allowing hatchling sprites to be changed
yeah the glowing womb things
To the person who made the infected knight skin, how did you edit the partially full orb gauge?

ah, ok
There is no menu for that
The player data tracker is used for streaming
In combination with a web page. It does nothing else in game
ok
someone add this to the custom knight skins plz. this is great
@royal ridge
thanks
won't be again
cool
what happened
how do you use the explosives in the hollow point mod, again?
Quick cast
Is there a place to get into modding this game
installing or creating mods
Creating
Thank you
basically
you need dnspy to decompile the assembly and learn the internal workings of the game
then you need a .net compiler
uhhh
oh yeah
even though I just said you need dnspy to peek into the innards of the game, that's not 100% true
because most of the actual game isn't in code, but in fsms
so you'll need to grab nes' fsm viewer too
What is fsms?
Ok
is how this game is coded
Thank you
np
for instance, this is the "last" boss
if it seems cursed, that's because it is
||hollow knight or radiance or absolute radiance?||
THK
Ahh ok
if you need any help, just ask here
I tried making a multiplayer hk mod before but only got as far as confusing myself with c based languages and radiance host
Thank you
I understand it is daunting and honestly the only reason I'm coming back is because I worked out how to use a networked virtual controller meaning I don't need to worry about host and client sided stuff just to separate the controls and do a +1 to the knight and tweak to get rid of bugs and I'll finally have online multiplayer hk
In theroy at least

56 tsundere
4 cats 3 profile pics 2 conversations one realisation of all of this
In theroy at least
in practise you'll get desync. the best you can do is try doing local coop.
56 needs help with unity
who doesn't
he's shy
idk maybe he has already solved his issue
he wanted to know how to add materials
but I guess he already solved it
@fair rampart it accounts for that the bigger the distance though the more the lag
@west ridge you make no sense
It tries to account for the lag I don't know how but it works fairly well I tested it with cup heaf
ok so, real shit
*head
you should defo make it local first
Yeah
That is the one with 2 people on the same pc right?
pretty much
Cuz your problem will be everything besides how the second inputs are sent
if you can’t get online co-op working then people can just use steam remote play 🥴
Once I have local multiplayer working it should be easy
sentence said before disaster
No I've already tested it with cup head so it should be easy as long as I don't do something dumb
I already have the code
steam remote play is really fun, you really don't need full-fledged multiplayer
True
Both on one I think but I could do what they do in fighting games where they travel sition to split screen when they are too far apart
True but I was thinking when occursion naturally hides stuff it warps in to a splitscreen
Might require a second camera though
*Nth camera
you won't get anywhere talking about what could be done. try doing it and then you'll see
Both on one would be easier but I feel like restricting both players movement would be annoying
like making the screen bigger?
yes when you get far enough apart it would render a new cam
I feel like restricting both players movement would be annoying
just getting it to work on pantheon would be interesting enough
or stretching with warping to indicate a second redering so that movement isn't restricted
boss defeated, both transition to the next stage, ez
you misunderstood. I meant, even if the mod only works with a static camera, it's going to be fun
yeah
also sfg, the fsm viewer was made by nes, that's why I call it nes' fsm viewer
is there a guide on how to use it?
because previously KT had made one
and there's the official paid playmaker one
just run it and select the game folder
boom it works
how does it help with editing? (i'll try it just redownloading hollow knight)
it lets you see the fsms, their states, actions and transitions
ok
2 player pantheon would be pretty cool
2pp 
maybe you can revive your teamate by killing thier shade
maybe reviving them costs soul but they do(but probably don't) attack you
or they won't attack until x amount of seconds
what file do i open to see the fsms?
guys?
use the File->Open Scene List or File->Open resources... option
@jolly oriole
Is there a way to not allow a sprite with sprite diffuse material to be affected by light?
okie cool
I set it to that but it's still bright
this only happens in hk btw, unity Light doesn't affect it
I tried Unlit/Transparent too
anyway to stop HK lighting from messing with sprites?
sorry i'm more then useless here
i still don't understand i have hk running and use File->Open Scene List but it just closes the fsmveiwer and trying it without hk running does the same
what
why would you have hk open
you just open fsm viewer and find the fsm you want
nothing complicated
Not sure if I understand but I'll try to answer it anyways.
Each gameobject has an FSM that controls it. Gameobjects are located in scenes. You pick the scene you want through File->Open Scene List then choose the Gameobject and fsm you want
i can't select a folder though clicking the open sence list or the open resourse.asset crashes the program
unprecedented stability
is the game running?
no
Does that shader come with unity though?
@jolly oriole
i get a crash or this
wait
that's only happening with level one now
*0
now it's working
thank you
🙂
what did you do
tried level 1 level 0 is the only blank one
is there something xplaing what all of this is?
not really
and how many states, actions and transitions each one of them has
it's mostly self-explanatory anyways
do all levels use the same fsm?
no
fsms are like components
you attach them to gameobjects
so enemies have their AI as an fsm
for instance
so is there a way to create a perent of a fsm so anything that fsm does is mapped to all interations
the UI for the inventory is an fsm
like a second knight?
ouch
could you create a dublicate of an emimy by copy pasting a fsm and changing it's spawn co ordinates?
you can just copy the enemy itself
it should copy the fsms as well as any other component
how do i make a new instance of the knight?
that's a duplicate of the knight?
and how would you import it?
i hate to bug you guys but i don't know where else to look
I'm pretty sure that's just your sprite being affected by post-processing, not lighting
hero controller commits suicide if you instantiate more than one
and is heavily built around being a singleton
That's why I said local is the hard part
That's my repo
Because I had to rewrite half of herocontroller to get even the basics existing
Movement
and how do i code a new one what language ect?
And then you have to deal with hitboxes, syncing, the camera, enemy AI
Etc etc
You basically have to rewrite the whole game
To make multiplayer
i have plans just not the knowlege of the code
what programming language?
could I do it in python?
people usually use c#
C# and playmaker fsms
where is the playmaker fsms?
Through hooks
you have to create a mod using the modding API
You don't "have" to. But it'll be compatible with other mods if you do. And it has hooks in it
what's a hook and what's the modding api isn't it the dll on radiance host?
have you read the api docs?
how do you make an object collide w/ the floor and be affected with gravity and such but not get yeeted 900 mph when you walk into it
Wouldn't the game want its sprites to be affected by the lighting though? So using the game's shader wouldn't help. @jolly oriole
is there a copy of the modding api for the most resent version of hollow knight?
why wouldn’t there be
?i
Reminder: The mod installer (https://radiance.host/mods/ModInstaller.exe) and other modding resources can be found from the pinned messages.
most recent version of the api+installer
You can use it for that, yes
what's it's capablities and can i dissessemble easily?
What
can i look at the code and change it easily?
The source code is on Sean's github
cool
You can also open the dll with dnspy
i don't need to but i want to learn how the coding for modding works in general and adding a color to a hk second player would make it easier to destingish them
It doesn't do that through code
You have to edit the sprite sheets
Custom knight just loads the edited sheets into the game
bruh you don't create a mod by piling up imaginary features
you open up dnspy and get to work
Again.... That's the smallest of your issues
perhaps the mod could allow custom colours on certain parts of the image i already have a bit of python code for image editing that looks for colours similar to a rbg colour then changes that to a selected colour (also stated in rbg)
prepare for deep fried hk
ok but again, do the important part first then extraneous stuff like knight color
Oh cmon. Everyone knows that when you build a car, you worry about the color changing headlights first
This man builds cars
Honestly I'm just looking for both the fun and boring stuff
I'd love to put machine learning to work
Muhahaha 2 deep fried ai controlled speed running knights
Speaking of which how does the sprite sheets work and how do I edit it using the custom knight?
Can I edit each part of the sprite sheet individually orrr?
And where do I find it
Jeez I have a lot of questions 😖
?guides
It wouldn't be tas as it's not a human controlling it
How do I edit the sprite sheet using the custom knight mod?
Where do I get the Sprite sheet to edit?
?guides
I'd love to put machine learning to work
lmao I believed you until that, now I know you're trolling
You're a better man than all of us troule
bruh you should try and get a hello world mod running before thinking about "putting machine learning to work"
Does anyone here play with a GC Controller?
no because i use controllers that weren't designed during bring your kid to work day
they have reasonable button placements
and don't look like happy meal toys
I like the gc controller, but only for gc games
i like the gc controller, but only as fuel for fires
You dont play Smash?
Imagine playing smash
not enough to warrant buying a whole ass controller
Couldn't be me
I have the controllers from my gc console
What is it? 16 years old?
They still work
the one redeeming quality of the GC controller is that the triggers feel nice to push
its a nice controller. the c button just needs to be improved, and another bumper added
how do i find the sprites for taking damaged? using the sealed infection custom skin, and when i have the blue/orange hearts, and i take damage, it shoots out blue stuff, instead of orange stuff
@fair rampart no I genuinely love machine learing
is it possavle to leave additional files in the sprite directory for custion knight?
*possable
turns out my coding isn't the best
turns out my program just doesn't like blur
nice
here have some good mod ideas I may not do due to lazyness
improved moss charger
in which the individual bugs inside of him become different threats
kind of like a slime
like king slime from terraria?
yeah
make it seem like the normal boss defeat
but suddenly you have to deal with 4 different bushes in different patterns
Just add auto nail bounce mod and jump over em
no idea why the transparnt areas look white here but here is the second edit of mine
nvm it is transparent now
those are animation names
you can get the tk2dSpriteAnimator and then just list clips and their fps
There's also state names to attacks which usually are prefixed with what you could call an attack name
How does the knight call this code for animation as well?
Last time I added hatchling to custom knight and I just updated it again, allowing the grimmchild sprite to be changed.I'm wondering if you need it.If so plz tell me where to share it.
wait so how did you change the visual of the grimmchild?
also fire knight skin
Just find it and replace it
dnspy maybe?
sorry
Question: has anyone mentioned an extended fragile flower quest mod? I see so many people say "oh I wish I could give a flower to so-and-so", I'm genuinely surprised it's not already already a mod. Lmk if this is the wrong place, but I am considering making it meself.
this is the right place if ya wanna make the mod
also, who would you want to give it to?
Ngl, as many as I can handle. Mainly the ones people mention the most: Tiso, quirrel, other such dead folks, plus some npcs... legit can't remember which npcs are accessible rn lmao. Majority of it would be new dialogue and sprite edits, prolly.
Give the flower to Hornet, got to keep it protected all of Silksong. 
Please give me mod links!
If I actually figure this out you KNOW I'm adding one in the palace. Gotta torture them sentimental fools
Check pinned messages in modding discussion for your modding fix.
@plush blaze Should add a flower person in the path of pain. 
give it to the kingsmould
If you want to make this mod, it will probably be easiest to do it by editing fsms
You can see how the flower cutscene is handled in the game, for example, by opening the FSM viewer and looking at "Elderbug-Conversation Control" under "Town"
I don't know this community very well, but I just wanted to mention that if the person who made the health bar mod is here, that there's a bug with enemies that kill themselves. Their healthbars dont disappear when they die.
@solemn rivet
time to never touch this again
I mean I cloned your and Saleh's code but basically redid most of it
nice
I used unet 
what is this
a feeble attempt at multiplayer
pepega
well, between my laptop and desktop on a LAN
that's why I recorded it on my phone instead of using obs
well finally soon get a 5v5 competitive online arena death match multiplayer mod
@fair rampart plz I need dat PvP
@fair rampart if you do local play you can make it fully multiplayer using the code from https://youtu.be/Ii6xajgbCz4 or from https://github.com/savvamadar/Networked-Virtual-Controller/releases/
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How to Play Cuphead Online Multiplayer Co op
Shadowzac...
i suggest the latter as i'm not familiar with the former
is there a level creater/editor for hollow knight yet? (i'm thinking something equivilent to gz doom or hammer but instead of hollow knight)
if not how would i make it?
@ornate rivet I heard you have a level editor of sorts I was hoping to make a pvp editer is there a chance i could use it?
if a level editor does get made it’s going to be nothing like Hammer
I do not have a level editor. Nes has made one but it pretty much does not work but it is still useful.
If you are making a new level then you don't need it.
Just make the scene in regular Unity and assetbundle it (more on assetbundling in pins)
If you want to edit a level, load a scene with Nes's world edit, add your stuff to that level and position everything properly. Then assetbundle just the new stuff you addded.
look at code for a mod that uses them
are there any projects you recommend?
This is probably the simplest use of it since this project was made just to test new transitions:
https://github.com/SalehAce1/CustomAreaTest
thank you
You can also warp to an arbitrary scene and coordinates by making a respawn point there and using the respawn method from Benchwarp. Might be easier for you, idk
@west ridge that repository is basically just an inferior version of steam remote play
@fair rampart which one?
@unborn flicker well considering i know 0 santax for hollow knight modding it's like learning a new language so idk which will be easier
(sorry didn't mean to sound agressive there)
pretty sure it does more then local play i'm not sure if someone can use steam remote play from a differant wifi
just use parsec
it is a lot stronger
claims 60 fps i barely get 30 with the programs i use
might be a me problem though
I guarantee you steam remote play works online, I played shovel knight with a friend on my shitty ADSL internet. The latency did not make the game unplayable.
I have a child with a boxcollider at layer 17 and hitting it results in the parent with the healthmanager getting hit
how do I stop this
you are wrong
You'll probably have to detour some HealthManager stuff to add a special case
You could write your own DamageHero
And then just check the collider on the collision
If it's a direct child then actually do damage
Here's your problem
Big brain solution: recursion depth is 3, so put the child 4 deep
ah geez. can someone point me towards how to actually view hk's fsm. like, real basic level.
or uh, how to reference the game's events at the very least
yeah, im there. just. im baby idk what this is.
just run it and tell it to load resources.assets
it'll give you a list of the game's assets' fsms
does anyone have a link to the custom knight sprite sheet with the animation regions that sean made?
tanks
In unity Is there a way to handle the rotated sprites so that they're upright in animations?
not that i can see
dern
wheezes myself to death
legit helped ty
Thank you Sean!
bruh
Don't bruh me
But what if i do

About the multiplayer mods
56 worked on one a long time ago
jngo resurrected it yesterday
And some people are making unknown progress
Because they don't post here in ages
well i hope that there will be good progress soon enough

Uhh, I did this and nothing changed
private void HitTakerOnHit(On.HitTaker.orig_Hit orig, GameObject targetgameobject, HitInstance damageinstance, int recursiondepth)
{
if (targetgameobject.name.Contains("Whip")) return;
orig(targetgameobject, damageinstance, recursiondepth);
}
originally I had recursiondepth = 0 and that didn't work either
kek I'm going to do the big brain move
That's not actually gonna work though
It's searching for the HealthManager in children
And that's already on top
but it goes to the next parent in each iteration
https://discordapp.com/channels/283467363729408000/327461802311155714/684599633284038656
Ah yeah I was right the first time
I'm not making much multiplayer progress but I will be mapping the sprit cheats for easy editing for anyone who needs it
Ie for player colour mapping
Mage said they used this to unpack the sprite sheets into single images and then to repack them after editing
This is how we made that chrismas custom knight if anyone is interested.
That's much better then the idea I had
what are atlases?
iirc they’re sets of textures
basically sprite sheets
how do you turn the pngs back in to the atlas'?
Doesn't look like it has that feature
Ah it's another repo
thank you
Anyone here know where i can find the Hollow knight AK-47 mod?
?i
Reminder: The mod installer (https://radiance.host/mods/ModInstaller.exe) and other modding resources can be found from the pinned messages.
its on the installer
Is it just labelled AK-47?
hollow point
gunpoint
I dunno where mod suggestions should go, but can anyone make a mod where the control switches from the first controller to the second every few seconds. It'd be awesome to play the game like that
periodically switching controller? that just sounds annoying
Two people playing
Obviously
Playing the pantheons like that would be fun (at least imo)
A mod that gives each boss a random challenge, eg. Premature Birth could be a challenge for Gruz Mother where gruzzers spawn when she hits something, or Twin Vessel for BV where there's two of them.
This is something I need to make once I get a computer.
For modding, what workloads are needed for visual studio?
you want a class library with .NET Framework 3.5
then add the modded assembly-csharp as a reference
okay so I dont need the unity stuff? Cheers
And Im guessing visual studio 2019 doesn't have 3.5 anymore sick
make sure you select .NET Framework and not .NET Standard, etc
you'll have to scroll down to find it
And you can also reference the UnityEngine libraries packed with Hollow Knight if you need them for your mod, but that depends
@charred yew getting .net 3.5 on windows 10 kinda suck ngl
if you need help just ping me
The radiance guide suggested starting with another mod to work off of. I'm trying to make something that changes item locations, so am I better off piggybacking off a certain mod?
yup
remember when you didn't have to reference 50 unity things every time you wanted to mod hk 
fun, I'm not sure what to do now that I've beaten the purple shaman person
I got killed by a giant fish and an old lady told me there's a way to the palace through the giant fish's nest but I cant find it
You can never trust old ladies.
bruh
follow it
and dive
iirc it's straight ahead from where you first come into the lake after beating monk
ðŸ˜
wtf
snail
help i don't have a feelspepoman

@safe hamlet
I think this could make mod dev a lot easier
I think IronPython could also work out so I might try that
this is mega pog
what did you use for that screenshot tho
obs
Oh
i see
If you don't go for mono or something similar the de-facto way on .net 3.5 is to just make your own assembly and preprocess strings
have like a global dict of variables
and then incrementally add more to the assembly
highly cancer

It has a bit less output for stuff than js though
But it has way better support for like everything else
hey I'm working with InputField rn
input field is what the console uses
that's SOOOO COOOL 
looks slick
@jolly oriole yes
I'm asking for modding another Unity game, but how can I load a PNG into a Sprite?
Anyone have an idea?
https://github.com/magegihk/HollowKnight.SpritePacker
this might be what you're looking for
And that works for games that aren’t Hollow Knight?
probably
i would assume it works for unity games that use atlases
none of the modding staff have elderc'd me so that's a good sign that it works
elderc’d?

Ah
@valid ridge This method loads all embedded pngs as sprites https://github.com/seanpr96/HollowKnight.SeanprCore/blob/master/SeanprCore/ResourceHelper.cs#L18
That sounds like exactly what I'm looking for
Thanks!
I don't seem to have Texture2D.LoadImage()
Is that part of a specific dll
I have now, thanks!
Hey, I'm trying to install the debug mod but I have Mac so I was wondering if that is even possible and if so can somebody help.
#archived-modding-help first pinned message
Where can I find the sounds for the shade cloak, slash, and other hero sounds that aren't HeroSounds?
I think there's some glitch with the Strength for Nail Arts mod, some times it stops working a I have to unequip and reequip Strength for it to work again
@jolly oriole where are game sounds located?
They're all in the resources.assets file
Which you can change directly but it's not ideal
ty but where exactly is that?
It's better for mod compatibility to swap whatever sounds you're interested in changing at runtime
Yes
also where are the game sounds located
you speedrunners are weird
what
the moment 56 became defective
It's in the game files
he ran low% ag instead of making room rando
?saves
Saves
Windows File Paths: (Assumes Default Steam Install Path, Adjust accordingly for DRM Free or Non-Standard Steam Path)
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 is the resources.assets
This is what I was getting at with the mentor thing
I'm willing to help but I won't tell you what to do for literally every step
yes i know but i have 0 idea where that is
Like I said before, though, changing stuff directly in there is bad for mod compatibility
it's not that big a folder just scroll down
but isn't a file like this supposed to be a folder
no
you should probably know basic unity before doing this
y unity
why elderc me
i said should not have to
I said
not 
so this is encrypted. again
Kinda
It's more compressed
The goal here isn't encryption, where it definitely is with the saves
ok so how do i access the game sounds
What's your goal here?
finding the game sounds folder
You are not going to be able to drag and replace game sounds
@jolly oriole yes
so how do i change game sounds
what
You have to make the mod
https://radiance.host/apidocs/Getting-Started.html
this tells you how to make a mod
this is confusing as fuck
It definitely is if you're inexperienced yeah
yes i didn't code anything except a virus for the past 3 years
Highly questionable
no
how is that questionable?
How is it not?
I can't seem to instantiate the knight's slash
I tried to play the tk2dSpriteAnimator and creating a new go and adding the tk2d components manually but nothing's worked so far
the actual slash or just the animation of the knight doing it?
the actual slash
theres an existing slash prefab in herocontroller and you can instantiate that can you not?
I tried that too
hmmm
have you tried Instantiate(HC.instance.slash, HC.instance.position, Quarternion.Identity); or something like that?
dont remember if you have to set it to .active = true tho
lemme try again
if all else fails, i think you have to manually activate it so theres that
I got it if you want it
show it king
var slash = Instantiate(HeroController.instance.slashPrefab, HeroController.instance.transform);
slash.GetComponent<NailSlash>().StartSlash();
worked fine

oh yeah i also set it active
nice, thanks
now may I ask the same thing about nail arts 

force the state to transition to the nail arts /s (unless ofc you also wanna manually create them without the anims im guessing?)
how are you doing it rn
instantiating \Attacks\Great Slash, setting it active, then playing the tk2dSpriteAnimator from frame 0
HeroController hc = HeroController.instance;
GameObject gs = hc.transform.Find("Attacks").Find("Great Slash").gameObject;
var obj = UObject.Instantiate(gs, hc.transform);
obj.SetActive(true);
obj.LocateMyFSM("Control Collider").SetState("Init");
@fair rampart
@copper nacelle Did your great slash have audio?
Is there a reason why I sometimes can't get a FsmGameObject? Could it be because it's nested within some hierarchy that I'm not aware of?
Specifically, I'm trying to get the Knight's dead head
yeah
I tried to call
HeroController.instance.gameObject.transform.Find("Hero Death").gameObject.LocateMyFSM("Hero Death Anim").Fsm.GetFsmGameObject("Head").Value
is that a prefab or does it actually get set
Sorry, not sure what you mean
FSM Viewer keeps crashing so I only have the text hierarchy to go off
I'm going off of this
\----PFSM ---- CreateObject(FsmGameObject, Head) = None :: IsNone? = False
I mean
if you get it before its created it's obviously going to be null
or after the scene transition
idk if that's storing the result in head or instantiating head though
try getting it from the action itself
can be made to, iirc



