#archived-modding-development
1 messages · Page 487 of 1
ah alright
I'll see if someone who has already made a skin knows though, otherwise I just have to move em around and try it out myself anyway
haha if I do scale it up properly it'll work
but I kinda just meant in general, even without changing the sprite sizes how are they matching up the effects that overlay to the main part of the skin
anyway I'll figure it out eventually
How can I get HollowPoint mod
damm, my English is teeeeeeeeerrible
@tawny onyx 没关系,我们可以说中文
We skin makers really need Customknight+, that idea sounds awesome. And it will allow artists to change the combat actions
another suggestion was to add a skinmaking chat because we dont know if we should talk about it in modding discussion or in art
@cinder rivet I asked benji before about adding a skin channel, because I think we develop art mod in a very different way from coding. I mean, making a customknight mod is definitely included in a modding-discussion or modding-development channel, but making skins is totally different, it's more about art, and we use different tools. Just like Randomizer mod is developed here but the runners have there own channel to play it.
I think if more people have this need, benji will consider it
Not just skin, making game scenes also belongs to art mod channel in my opinion, but few people are doing it now
im with poppy on this one
@still locust yea, but what can ya do? the modding chats are usually pretty empty anyway i think we can try to make the best of it and use that for the skins, it's not a big deal for us I think
that is also a good point
Art discussion moves fast and I was told to not post a sprite edit in art gallery... The art people would be great for animation advice probably but I also like to be able to scroll up and see what everyone's doing y'know
ah, gallery maybe not..
hm, how easy is it to modify map layout?
i'd want to put winged nosk in front of herrah so that all three dreamers get a boss but there's no room in the current setup
like, that mod idea or map modification
although i guess there's that room with the weird statue
could make it a thing where the way to herrah only opens after nosk is dealt with
White palace map was added
not that map
i'm just like, "what if i made a mod where you could find the godhome-only bosses in hallownest proper"
but editing rooms and adding rooms is quite easy
Yeah. I didn’t know how to change the pre existing maps though
Do I search for an object of the name of the room Then move it?
this basically shows an edited room and an added room: https://www.youtube.com/watch?v=CL5nNLNtXzo
Things are going along nicely
A scene, which dynamically enlarges the further you go.
@vocal spire "map" as in the overview map (with the map key) or the collection of rooms (the scenes)?
luckily beast's den doesn't have a map
Didn’t think of that
Then that should be easy
Can I add the playmaker ui into the utiny ripper hk by replacing all the playmaker files?
@vocal spire yours should be as simple as finding a GameMap object, going to the respective member (e.g. gameMap.areaQueensGardens) and search the room you want to edit in its children (or add a child with your room name as the GameObject name)
with the playmaker stuff, idk
Oh ok
I might try to make the mod some time when I have access to the good pc
Also think of challenging the mantas lords again after getting all 3 dreamers and it’s sisters of battle instead
ohhh thank you, i was wondering where to put that too
my instant thought was "path of pain after the knigsmoulds are dead"
Ooooo
but that seems, a little cruel,
But that’s already been made
oh cool
Popv
ah, so that's redundant then
Maybe somewhere else?
black egg, after pv is defeated in HoG or the pantheon
Makes sense
basically wall off that ending once the pantheon of the knight is cleared?
could work, yeah
like they're right in front of pk?
I meant a room before the big final room
yeah that's what i mean
move that room over some, add an arena with pv there
Yeah
sisters of battle would have to give everything mantis lords would if you skipped them
Awww man. After all that work port forwarding still isn’t working
bc it'd definitely be possible to
unless, i make it so you have to leave and come back after beating them the first time
yeah
Imagine so many mods with multiplayer
radiance, upon being swarmed with vessels: "THIS SEEMS UNFAIR"
i'm like "it's probably as simple as copying it from crystal guardian" which is why i deleted the question
K
the real ambitious one i have is buffing dream wielder by giving it the ability to spawn a defeated warrior dream as an ally
i'd probably have to look at grimmchild's code and make some changes for it to not attack ghost immediately lmao
i just mean look at how it's handling who it's targeting, etc
friendly fire would be Bad
But
and i'd also not want you to bring a dream to fight themself in godhome
okay that'd probably be okay for like, elder hu
but it'd still be aiming at the player and not the enemies right?
So it damages enemies instead of you
Yeah
I guess you could clone grimmchild
Would require me to use my unfinished CustomKnight+ code for new/replacement animations tho
new animations?
Changing the way it looks since the easiest/normal way will turn Grimm and the dreamers pets into the same dreamer
another thing to draw from grimmchild, sorta, would be damage output
bc i'd want their strength to be relative to the essence stored in the dreamnail
Easier than modifying the way it looks
basically my plan is to copy the dreamers into allies like you said and then make the changes by looking at how grimmchild handles them
Nah
not by cloning grimmchild as that sounds. Much harder
Either clone Grimm and change attacks
Or clone dreamers and make a system for attacking enemies
either way sounds like some work
Everything from enemies to pets are in fsm
fsm?
Finite state machine
ah
one concern i had is the dreamers don't have a resting animation
so it'd probably be easiest to just have them remain hovering for now
Ok
certain NPCs would make sense to have extra dialogue if a dreamer is with you (e.g. Seer and Markoth)
but it's probably best to just make sure they work first
Would anyone be interested in a panda skin? I would love one but don’t know how to create skins
@quiet crest sorry mate making a skin is pretty difficult. Something specific like a panda, you should try to make by yourself. Unlikely that someone else will have the same passion as you to make that specific skin
you can ask for resources to learn how to make skins though, its pretty easy
Something like hornet was bound to be made at some point
That’s why it was made 2 times
Thanks.
<@&283547423706447872>
yay
Dw theyre nuked
@copper nacelle
lol
so lets say I used unity ripper, and for some reason it ripps absolutely all sprites alongside the one or two scenes I choose to export
is there a way to either export or create a new project and move specifically the stuff I use in said scenes without having to manually move the sprites to the new asset folder?
Manually move sprites
fuk
I am running into an odd issue when it comes to packaging shaders into asset bundles. Right now, I have two asset bundles, one for IKG and one for WeaverCore. The IKG bundle has a dependency on the WeaverCore one, and they both have shaders packaged into them. But when I try to use them in Hollow Knight, the dev console says Desired shader compiler platform 4 is not available in the shader blob. When I try to actually utilize the shaders somewhere, they show up as pink.
But, when i extract the shader from the asset bundle using UTinyRipper and see what the shader is compiling to, it doesn't have a d3d11 subprogram. It's essentially not compiling a direct3d11 version of the shader, and only a vulkan and opengl verison. And since my hollow knight game runs with direct3d11, the shaders aren't compiling for it. Would anyone know what is going on here?
shaders are os specific afaik
so you need an asset bundle for every one
I'd assume your asset bundle is compiled for Linux
This isnt particularly HK related but I want to create a custom package (I think it is .unity3dpackage) I can load runtime in game, it will be just sprites, custom textures and scritableobjects. How can I go about it? And is there way for me to override exist
@rapid spear I’m pretty sure you are supposed to use assetbundles for what you want to do. Also wdym override exist
assetbundles? The default assetbundles? i cant reference them, they are meta-referenced when you build unity project, there is no way to use them if you create completely new one, you can only repackageexisting
I was thinking about addressables but it wont work either since they need to be enabled in the project (game). Of course I can load data directly but this wont give me desired result. For context, I have ScritableObject that references other objects with data (weapon list, for example) and I want to add extra item to that. I can do that programmatically, sure, but this is limited to runtime only. Game save ID reference to that object and reloads on save load. I want to basically override it without modifying original asset data and also avoiding modyifying it every time in every asset streaming/loading scenario (it is a nightmare to manage and implement such system)
Well I just figured out my problem. It was a bug where all the embedded bundles were targeting linux 🤦♂️
lol

lol
Does hollow knight have any mods?
But like how big are the hollow knight mods?
Is that a whole new area with new animations and stuff?
from what I know it adds new rooms 4 new charms lets you fight the 5 great knights
also customknight is fun
yeah
you missed a lot
we can add harder versions of bosses, make completely new ones, a lot
I'm making a sans one
I also made uuwuu(big uumuu buff in godhome)
and a couple others I'm tired of mentioning
do you wan't to install mods?
Yeah I would like to
Indie crossover
is there anywhere i can find the sprites used in game? like hornet sprites, or any of the bosses' sprites...
#art-discussion pins
oh thanks
only checked the modding threads pins
can spritepacker sort these out? or do I have to do it manually
just looking to get the hornet sprites
checking to see if godump and spritepacker can do that for me
seems like its possible, so I'll try it out myself
I unfortunately cannot figure it out. If anyone can help me please ping me yea
just like
if ys downloaded it search for Hornet
also check the bosses folder
@cinder rivet
yea i downloaded like 2 atlases
one for hornet fight and one for out of combat
you know how spritepacker (or GoDump, not sure which) separates the spritesheet in a way so that we have the individual sprites we can edit. i'm trying to do that but for hornet instead of the standard knight
I did it before by preloading pv in a mod
But hk crashed in the middle of it because I selected too many sheets
GODump might be able to do something like that, im not sure. Check it's github
if you don't mind being incompatible with godump I have sse posted somewhere which lets you import a folder of sprites back in
NES!
dude it's been so busy for me these last few weeks
Autocorrect
I wasn't being angry, just excited that you were commenting here
nes pog
I haven't worked on any projects recently but once school gets sorted out maybe I can have time on the weekend
I've really been wanting to show off hkwe
and sse I guess, someone from the subnautica wiki was asking for it to be updated
cant wait
sse is still slightly broken on mono due to a mono bug https://github.com/mono/mono/issues/19995
it's been more than two months lol
Make your own mono to fix it
it's a native problem tho
so I'd have to recompile native binaries for mac and linux and crap
I suppose I could make a fork but their code is kinda messy
nope
redownload release
Should I use Xmls or globalsettings for the locations and other stuff of sprites on spritesheets for CustomKnight+?
I'm a bit late but @rapid spear if you want to create bundles in editor that reference existing assets files (like level/sharedassets, btw these aren't asset bundles), there's a way to post process your bundle to reference them without it being in your current unity project
also, if you want to add to a level file (this method doesn't work with sharedassets tho), you can modify level files at runtime and add certain fields in. it may help to know a little bit more specific info
also also, I don't think unity 2017.4 has addressables so that's not even an option
@dark wigeon
there's a way to post process your bundle to reference them without it being in your current unity project
I'm all ears
(my build is 2019 but addressables needs to be created in project, during runtime there is way to properly create addressables base, it is nightmare and requires whole boilerplate that hooks up to unity systems)
what I want ideally is to avoid modifying existing shared assets, because it it comes down to that there is no point to going around,m I can just edit stuff directly then (but I want to avoid it since it is pretty horrible to handle game updates)
hk uses unity 2017.4.10f1
They said they weren’t doing it specifically for hk
yeah, but for hk it needs to be 2017.4.10f1
make a mod that turns soul master into sans
The funny guy from that hidden indie gem
no, a hidden gem like the witcher 3
How do I get the gun mod? Please help!
it's on the installer pinned in #archived-modding-help
I tried installing the installers but two of them said that they did not work on macOS, and my computer could not find the maker of the other one so it rejected that one as well.
bruh
@obtuse hinge let it through the firewall. that is normal behavior for the modinstaller
also kind of the wrong channel
this is for the development of mods
Hollow knight pale court when?


yeah
I'm lazy
thought that might work but when it didn't was too lazy
added a new room when you leave the first room but when that didn't work I was too lazy
i noticed that you have code for that
yeah, I probably did something horribly wrong
next to those billion hilarious typos
?
starting with "Definately"
@ornate rivet
if you really want to create the scene dynamically, you would need to hook before GameManager.BeginSceneTransitionRoutine @vocal spire
k
that coroutine has code in it which tells unity to load a scene
@vocal spire are you still looking for sprites to use in your CK+ proof of concept? and if so, do you want sprites larger than the default size, sprites with a longer animation or different animation timing, or both
I'm taking a break from customknight+ also I already have some sprites
alrighty
@vocal spire ah, yes
i knew it
not installing that mod
?
definately pale court
K
i've been tricked, i've been backstabbed, and i've been quite possibly, bamboozled
lol
ah, yes (there should be a screenshot here)
So...One second ... hzr...
i'm not exactly sure what it does, but it looks like it turns on soul binding, reduces health by 4, removes your geo, and messes with your charms somehow
reduces notches to 5 maybe?
Soul limited is shade
oh ok
Health ends up doing nothing
why not?
oh ok
messing with player values doesn't seem too hard actually
i can see why hell mod is a good starting point
can i ask how to make a mod here?
yes
Wrong channel
@full summit no
bitch you can't just post a random image and then tell me to shut up

it's true he posted a random animal picture with a caption
feelsokayman
If I make use of randomizer3 code in my own project, I need to preserve the GPL3 notice correct?
Just want to make sure I'm not going to ruffle any feathers, though I don't think I'm going to end up releasing anything
yes
cool thanks
If you do not ever make a public release, GPL3 is irrelevant.
Does Hollow Knight target framework 3.5?
Yes
only using randomizer for the items.xml anyways so maybe ill just make my own list of items
how do you get the ingame modlog overlay?
set
"ShowDebugLogInGame": true
in the moddingapi globalsettings
thank you
hm. thinking aloud
would it be theoretically possible to add a taunt button
where clicking a stick lets the player let out a roar like a boss has, and they can set in the options what sound effect they want it to play (anywhere from Zote's babbling to GIT GUD to AHUNDAS and so on)
technically, yes
that wording suggests it's a pain in the ass though,
shouldn't be too bad, but only if people have time for that
i don't for example
Ah
it would be cool to see the HP bar having little marks on where the phase changes
would need to be made boss specific
as some bosses have somewhat "random" phase health amounts
Idk how consistently this applies but some bosses have a phase control fsm
i think hive knight has its phases "hard"coded into its control fsm
Bosses without phases:
Vengefly King
Gruz Mother
Massive Moss Charger
Hornet Protector
Soul Warrior
Brooding Mawlek
Crystal Guardian
Marmu
Flukemarm
Paintmaster Sheo
Elder Hu
The Collector
God Tamer
Troupe Master Grimm
Uumuu
Enraged Guardian
Grey Prince Zote
Failed Champion
Nightmare King Grimm
Bosses with phases:
False Knight
Gorb
Dung Defender
Brothers Oro & Mato
Xero
Soul Master
Oblobbles
Sisters of Battle
Broken Vessel
Galien
Hive Knight
Watcher Knight(s)
Nosk
Great Nailsage Sly
Hornet Sentinel
Lost Kin
No Eyes
Traitor Lord
White Defender
Soul Tyrant
Markoth
Pure Vessel
Absolute Radiance
watcher knights? really?
what is this based on?
some of that is really weirdly grouped
failed champion and false knight in different categories
order is the same order as poh
and yes, failed champion doesn't have phases, but false knight jumps only in phase 1 and 2
(no phases as in all 3 times exactly the same moveset)
(although then i also should move TMG and NKG to the no phase group)
dung defender has phases?
yes, after dd screams, it does that continues diving thing
same for broken vessel, lost kin, no eyes
hm, I guess that counts as a phase
and no eyes spawns more ghosts I guess
yea
broken vessel / lost kin i forgot why i put them there tbh
oh yea, the balloons only happen after a bit of hp is lost
so those are the phases in that context
so it's just based on attack patterns in relation to hp
basically yea
yeah okay
grimm and nkg should be grouped with phases then, they do the balloon one based on hp
but then it's the same again with false knight/failed champion
Collector doesn’t have phases? I thought he threw 1 jar and then 2 and finally 3 after enough damage?
uh, possibly? would need to check again
does that also happen in godhome?
dunno
this is base collector.
I'd imagine godhome collector is somewhat based off that, but it's also TC
so who knows
yep
finally updated uuwuu
fixed save killing
also I'm uploading to github
oh no I forgot to update to sfcore
updated to sfcore
is there a dump of 1221 fsms?
I think uuwuu should be fixed
It comes up normal but then turns upside down
It should come from the water already upside down
Hello, I'm here wondering how I can make a mod perhaps?
I have a request for a mod if someone could make it real quick. I want to always hardland. I want if for a challenge I have in mind.
@trail arch https://radiance.host/apidocs/
Thanks
I think Uuwuu is better this way
Somebody needs to make a mod where you can save Myla
The precious one needs to be saved
I was already planning to make that at some point
make a mod where you can kill Myla multiple times
make a mod where myla is dead by default
That’s called save editing
Just make a mod where you can change Myla's state easily then
Make it so she's dead or alive so when you kill her you can summon her back as many times as you like. And if you want to just kill her in King's Pass
I find another way to make hook, but no one use it and 56 never give a tutorial for it 
[SubscribeEvent(nameof(ModHooks.HeroUpdateHook))]
public static void TestHook()
{
if(Input.GetKeyDown(KeyCode.F6))
{
Modding.Logger.LogDebug("HelloWorld");
}
}
it use Annotations instead
Yeah Serena added that a while back
56 can you tell me how to unload an Assembly once it's loaded by Assembly.LoadFile()?
I just try to make some mod can be hotfix so I needn't to restart game while I recompile it
you need to load it into a separate AppDomain and then unload the AppDomain
is it hard to come true ?
It doesn't look too hard
var dom = AppDomain.CreateDomain("name")
and then you can do dom.Load and dom.Unload
Load takes an AssemblyName but you just make one with the default constructor and set .CodeBase to the path
I think
.net 3.5 feelsinvertedman
i just had it
because why not
couldn’t resist

is there a way to play audio without preloading it?
like getting it from another gameobject in the scene or something
so I would use loadall with a path to the right audiosource if it's not in the same scene?
is there some example of this?
it still expects a path as a parameter
empty string

Dun dun dun
yeah, that's what I'm trying to do right now
highly recommend just logging all the clip names
you can usually just guess the right one they're fairly descriptive
that's basically what I'm doing lol
some gameobject in the same scene should also have it but it's kinda fucked
like I'm trying to fix the spike pogos in the crystallized mound room, and there's other gameobjects that have that spike sound
but all of them only exist sometimes, like only when the crystal hunter shoots the thing or when some platform is flipped over
I think only the spikes top object has that audiosource
it's on the FlipPlatform
flip back sound is still different from the spike sound
but I guess the spike top is just a child of it as well
how do I get that to play in the scene
AudioSource.PlayClipAtPoint(clip, position); I guess
yeah you can do that
But if it's on spikes or w/e you should just add a component to the spikes and play it on them
I can try to do that I guess
oh also do you need modcommon for all the settings files? my qol settings kept resetting without it
every time I started without modcommon it would reset to a separate key and value array

that's part of the api
if you have a modlog w/ and w/out modcommon i could look
I'll take a look next time it happens
does anyone know how to export AudioClip as .wav or .mp3 file and import .mp3 file to AudiClip?
is the game open-souce?
no
you can export audio clips using unity studio or uabe
it's easier to load wav files over mp3s though
people use WavUtility or whatever and you can see that in a few mods
thx, i will look for github
Doesn’t wav utility have a way to convert audio clips to byte[] then write the file?
yeah
If you need to use mp3s, pack them as AudioClips into assetbundles and load those
umm so to make a mod i assume i need to change the code of the game through a .dll, am i wrong?
that... doesnt really help me
am i supposed to look at the .dll file at all because i wanna use transtrans as an example but thats the only thing it has
oof, thought that had a github repository, then you have to use https://radiance.host/apidocs/DnSpy.html to look at the code
this is going to be so difficult 
probably, i've never done something like that myself, but you can probably ask 56 or katie, as they made the transtrans mod
it's like 20 lines bro
all i wanna do is make some textures different, i guess time for googling 20 more things that i will need to do
the thing is i have little to no experience with stuff like this
(Based on my memory of looking at the code of trans trans)Trans trans has the right idea about replacing textures, just search for the object’s name and changing the texture
why was this taken down before?
bad graphics
Oh lol
replace enemy sprites
could make it multiple enemies but I want people to suffer because uuwuu
im a noob at codng but i will do my best to get something done, i do want to ask though, for people that know how to mod, on a scale of 1 to 10, how difficult would it be to make a mod where the knight's attack animations go on a 1 2 3 combo scheme, where it does the two animation slashes, then does a great slash on 3rd hit within its combo interval?
9.5
oOf
https://www.youtube.com/watch?v=VSyT9u6Qy8g
@jolly oriole is ToT already finished? it look so cool
near
https://discord.gg/hollowknight#rel
#sfgrenade #hollowknight #testofteamwork
i have no idea what ToT is because that teaser doesnt show much lol
i assume its a PoP but co-op?
ah
It’s another pop located directly across from the entrance of pop
With a breakable wall and a boss that no one has seen
I think that’s the last thing being worked on
neat
im forever stuck trying to find where in dnspy i can find things that reference greatslash
oooh, damn, i didnt think i was gonna need fsm for what i was trying to do, imma go get that
For what you want to do, you need to combine stuff from 2 different fsms.
But you can probably achieve it as well by just finding the child of the hero(ex slash 1)
child of the hero?
hmmm i dont take it theres a tutorial for fsm atm is there?
(video)
thank you
yeah thats what im looking at while testing to look for it myself in the program lol
How’s the mod so far?
@copper nacelle Help! When I call AppDomain.CreateDomain(), the game will immediately crash!
Dun dun dun

Did you check modlog for anything?
Did you open the dump log or whatever in the crash?
you mean these files?
you asking me how the mod is going?
pfft, i got nothing 
like i said, im a total noob, and i almost dont want to do anything else until i figure out this 3 hit combo arrangement thing (unless i give up on it and just modify other stuff instead)
check output_log
I’ll help if you need
thanks,i'll send them later (I am in class right now lol)
idk how to even ask lol
my statement still stands
I’m doing some late homework rn so I’ll try to get back soon
i probably have to sleep soon myself, i have work tomorrow x.x
lol, i need my energy to stand for 8hrs orz
im in programming class and my computer is got controll by my teacher just now lol
but at least i managed to somewhat find a few things (that i've yet to fully understand lol)
all i gotta do next is learn how to code the thing i want someway somehow :'D
Wish I got into the programming class in my school
Heard they don’t do much programming tho
Gl
Almost 60% through my assignment
thanks! i think the only help i'd want is being pointed in the direction i need to go and at the most a step along, cuz i dont really want to end up not learning anything and having stuff done for me lol
sorta, i did a bit of 56's bad modding thing (did up to the health thing but removed that cuz i dont think im leaving that in lol, so im back to just the log part)
K
Are you going to reference modcommon or vasi(maybe seanprcore has it too?) for fsmutil stuff?
i think im referencing modcommon, but idk exactly which one would be best for it
Just stay with that for now
i take it the other two are more complicated?
hopefully modcommon is all i need haha
i think Vasi is more powerful
I’m planning on creating my own helper mod soon. I’m putting down an idea list and have the obligatory useless features section
Brb
i probably wouldnt know how to reference vasi (since i mostly went with the tutorial vid)
Same as modcommon but you get Vasi from the installer and select Vasi
yes, vasi does not contains API docs. I went through its code for a long time and finally understand how to use it 
Cool
I use it only for add to send random event 3
But I needed for version 2...
So I ended up making my own one anyway
maybe I can add some tutorials to radiance.host lol
I was going to make a boss video tutorial
Including fsm editing
But it got lost somewhere in me making mods
lol
Dm if you are interested
goodluck making more animations for that xD
I would but I’m already involved in enough
pay me 50$ and I'll do it
lol
I can't draw
Get Mebi lol
no I can't disturb the almighty mebi
at this point if i ever give up i'll probably pay someone to do the 3 slash combo system i want to make for HK u.u
I can try tomorrow
can you mod
yes I can program
ok
also I have no idea how making a mod really works but anyways
Get asset bundle browser
ok
ok
I can try tomorrow
@vocal spire was that to me or to meme? xD
You can base it off of saleh’s monobehavior for armor lord
In the apidocs
That was to everyone who wants me to do anything
I’m fine with talking through programming and with screenshots, but I’m not fine with dealing with this slow pc at this time again
the heck is that
I have no idea how to read it but I’ll try anyway
They were trying to do something 56 said
Crashes
damm, the language of output_log is not English
well if you're trying what im wanting to do i guess name your price lmao
?
public class DynamicDebugTool : Mod,ITogglableMod
{
AppDomain ModDomain;
ModLoaderProxy proxy;
public override void Initialize()
{
LogDebug("Inst Begin");
ModDomain = AppDomain.CreateDomain("ModDomain");
LogDebug("Inst End");
return;
}
}
What are you trying to do again sawyer?
just run again the game
I meant with the code and app domain
oh
I am trying to load Assembly and unload
i did say i'd pay something if someone does it for me, you did say it was a 9.5 on a scale of 1 to 10 >:C
because once you load an dll file, you can't reload or unload it until reopen the game
well it feels like its 15 >:C
this is fucked
you need to load it into a separate AppDomain and then unload the AppDomain
56 sugguet me that
I found someone having the same problem by looking it up and no one replied
yeah you have to if you want to unload assemblies
But it crashes when creating one
seems to be a unity issue
you have to do some cursed things

cursed
When would you need to load and unload code from assemblies?
for hot reloads for mod debugging
Oh
it'd be very nice if unity didn't suck
yes, open and close game again and again is really fuck
Will app domains be added to the api if it is needed more?
imma sleep and probably break my head on thursday with figuring things out again xD
gl everyone o/
my head's already broken today lmao but thanks :)
I’m gonna head out for tonight too, bye!
Hi, is there some kind of getting started for mod creating or something i can read that will get me up to speed with creating mods? I know Id have to use unity but i dont know how to make stuff (i want to make a boss)
public class GlobalSettings : ModSettings
{
public List<Item> items = new List<Item>();
}
[Serializable]
public abstract class Item
{
public float x = 2;
public float y = 3;
}
[Serializable]
public class ItemA : Item
{
public string name = "itemName";
}
[Serializable]
public class ItemB : Item
{
public int span = 1;
}
Is there any way to deserialize List<Item> items easily? when i try to Deserialize an abstract class, it will get nothing
(Don't take my word for it, never worked with this) uh, idk whether that is a good way of doing that, or if it's easier to have a single Item class, which holds the members of both ItemA and ItemB with an additional member public int itemType or whatever
auctually I have ItemA ~ Item N( a lot of type with differece field)
it can be serialize but cant deserialize
then you can't, as the modding api is set up so no type guessing happens with abstract classes
wait nvm
in theory, it should include the .NET type name of the classes in that list both when serializing and deserializing (at least for the save settings, not the global settings)
it's set to auto
for saves
yes
pretty sure i unset it for globals
the saves one is useless
i did type name handling so you could get polymorphic deserialization yeah
but it'll try and deserialize to the derived class even when the assembly isn't loaded
oh yeah, somehow thought that savesettings was asked lol
so i have like nested serialization instead
you can setup a custom json resolver ig
how would one do that?
you can set a json converter with an attribute on a field
[JsonConverter(typeof(StringEnumConverter))]
public UserStatus Status { get; set; }
this kind of thing?
yeah
Could just pr type name handling to the api
Auto is fine for basically every use
if serialize it to a binary file will easily deserilize? actually I try to use IFormatter.Serialize() and IFormatter.DeSerialize(),
but it throw some Exception
btw, i love how the api has ... as ModSettings for the global settings and (ModSettings) ... for the save settings
Consistency
[Serializable]
public abstract class Item
{
public string classType;
public float x = 2;
public float y = 3;
public Item()
{
classType = this.GetType().ToString();
}
}
so I should add a field to let converter identify which Type should be cast to?
pr is made
I can merge it into my branch and update it on the drive for now later today
pog
Api update?
no it was a meme
K
@tawny onyx / @jolly oriole pushed the api update
pog
Cool
the one time i get to do my job 
is this the channel where I can ask how I can start making mods for hollow knight
@flat forum
glad to be the first victim
sorry if this is pinned somewhere, but is there some page I can look at that explains how to start modding hollow knight
thank you!
pog
pog
it run very well lol
Nice
redfrog didn't you need sleep? it seems that i can see you here for 24h
lol
Have school tho
I haven’t been working on it since I have been on other stuff
cuz enemies Fsm can't be sync
voice chat ? lol
Not perfect
Text
Still have stuff to add
Think of incomplete terraria chat
And for some reason broken teams
For now I want to work on other mods tho
Im almost done with work, be home in like 2and a half hrs to break my head figuring things out 
I’m about to go to sleep
You must sleeb

hey Papers
yeah lol, we've talked some
I changed my pfp though, that's probably why you don't recognize me
yeh, lol, sorry about that, but reindroductions are fine too :P, I'm Clark, nice to meet ya
Hullo I'm actually newb
This server looks super fun to chill in while I wait for silksong
Sir/ma’m/insert appropriate phrase here this is modding development
iri
They want a mod to chill and wait for Silksong
that's just sitting in dirtmouth/CoT quirrel bench
lmao
i spent a good few hours last night trying to figure my thing out, i think im gonna give up on that for now orz
k
if anyone wants to attempt it i'd rather them teach me how to do it than having them just do it for me, so i can at least learn something
@vocal spire with my code, pretty much everything in the playerdata, that isn't an int, string, float, bool & vector3, breaks
Sounds fun
How does it break?
I was thinking of just making a new class and rewriting everything for that
but if it would work, i could do shit like
pd.SetInt(r2bmc_com + this.GetType().Name + r2bmc_setNum, 1);
pd.SetString(r2bmc_com + this.GetType().Name + r2bmc_setStatName + "0", "Boss Statue Name");
pd.SetString(r2bmc_com + this.GetType().Name + r2bmc_setStatDesc + "0", "Boss Statue Description");
pd.SetBool(r2bmc_com + this.GetType().Name + r2bmc_setCustScene + "0", false);
pd.SetString(r2bmc_com + this.GetType().Name + r2bmc_setCustSceneName + "0", "GG_Hornet_2");
pd.SetVariable<GameObject>(r2bmc_com + this.GetType().Name + r2bmc_setStatGO + "0", new GameObject("StatePrefabGO"));
On phone rn so it’s pretty hard to read
yes, on pc it isn't much better
so uh
using the modhook GetPlayerVariableHook is pretty much impossible without hardcoding everything and i don't really feel like wanting to hardcode classes
nvm, found a method
nvm nvm, didn't work
tried https://stackoverflow.com/a/266282 on PlayerData.instance.GetVariableInternal<T>
or what i think the methodinfo version would be
but what are you doing
MethodInfo gviMethod = PlayerData.instance.GetMethodInfo("GetVariableInternal");
gviMethod.MakeGenericMethod(type);
object ret = gviMethod.Invoke(PlayerData.instance, new object[] { target });
... but orig could be none, then things would break again
what
if orig is null then the variable is null
that's just how it be
the event handler calls getvariableinternal before invoking itself
the whole point is so you don't have to use methodinfos
hm
no, not kelvin, leaves
:(
one moment please the gif is loading
Oh is the leafs crazy?
and want to add this effect to it
I think someone said that was a shader? I don’t remember
but with a different particle
Someone as in someone other than me
no, the walking particles
Oh
a full guide
Just change the floor type for that room or something
as Im an amateour
you are right, but that's not what's being asked
also, if it aint too difficult, with the boss's movement too
Oh. Idk what’s being asked then lol
boss will definetly be more difficult, but gimme a bit and i get those working too
a guide for babies, with pictures on what to do, from start to finish
sorry for the inconveniencies
I think grenade may mean coding stuff
https://drive.google.com/file/d/1skbnH4WpfN7P1ZSflht4EozSGQI5lzhl/view?usp=sharing this is what i've done with that already
"Why TestOfTeamwork?" - Because i know where to change stuff to test this garbage
I don’t see what’s different except collision with that one wall
the sounds when walking
nah, made it somewhat dynamic with the enviromentType int
Oh, cool
which is used for sounds and those particle effects when walking, jumping, etc
Asking for later, how would I save a classes data to save settings?
Why did they name it that
yes
Good point
my page down key on my keyboard doesn't work anymore
👀
as in, it just stopped functioning, nothing to do with the game
lol
ok Im back
shit won't work, trying more
Gl
waiting
what exactly is preventing the modloader from running on mac?
my assumption is the UI looks like it uses winforms
because cecil is cross platform
Are you onCatalina?
hm?
You said it doesn’t run on Mac
well, i'm not a mac user myself, but my friend can't run mods because they say it doesnt work on mac
if more information is needed ill ask them
my bad
of course everything with particles is handled in code, except walking/running
lol
remember to ping me when you get a full guide, Im heading out
@potent zealot dont post memes here thanks
Ok
damn, the game doesn't care if i delete an entire ObjectPool
:(
i got it somewhat working once, but i don't want people to have severe frame stutters every second, and my current method should work, but it doesn't for some reason
so, the fsm somehow yeets parts from an IntSwitch when spawning the prefab and i have no idea why
the custom transition stays, just the custom part of the intswitch disappears
Before shows the prefab (important part is at the bottom the IS IntSwitch)
After shows a spawned one (spawned from the prefab)
managed to work around that
does a higher load priority mean my mod is loaded first or last?
ok
If possible, is someone able to create Castlevania lords of shadow 2 mod? (Weapons like: Void sword, shadow whip and set of skills as charms.. almost like the Hollow Point mod)
If possible, is someone able to create Castlevania lords of shadow 2 mod? (Weapons like: Void sword, shadow whip and set of skills as charms.. almost like the Hollow Point mod)
If possible, but not a demand, just want to see how well the added charms work with the weapons..
If someone is willing to take my request then i can help with some info.. P.S. Castlevania LoS2 is created by mercurysteam and published by Konami Digital Entertainment
usually these ideas would go in #modding-discussion
Ok
guys tell me the normal fashion
Excuse me?
normal fashion?
????
Guys make GunSage Sly
sly with a gun
a pistol actually
shoots three times right when he starts a attack

can I show mouse arrow without pause game?
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
seems invalid
it will immediately miss next frame unless i set visible true on Update
Ok, Finally I found a solution: just hook On.InputHandler.OnGUI
“For his neutral special, Sly wields a gun.”
🔫
anyone have a good nkg skin?
Not modding development but there are 2
Look in #modding-discussion pins for the custom knight drives. Both have different Grimm knight skins
Can someone recommend a decent sprite editing software that isn't the unity one lol
Not modding development also unity has sprite editing software???
I remembered that it does, also I asked here because I was gonna use it to make a skin for the game so yeah
Where can I find this in unity?
I was probably wrong about lol my bad, cruddy memory
Guys make GunSage Sly
sly with a gun
a pistol actually
shoots three times right when he starts a attack
ishhin the sword saint in a nutshell
@fair rampart are you looking for spritepacker which is in modding discussion pins, not a program which you edit in but a program which can help you make skin
how can i get started with mod dev?
