#archived-modding-development
1 messages · Page 493 of 1
Mods
Google Drive with Mods - https://drive.google.com/drive/folders/0B_b9PFqx_PR9Um9MeFZMV21oWGs
Installer - https://radiance.host/mods/ModInstaller.exe
Mod Summaries - https://docs.google.com/document/d/1cz5tcggpGofrBcM90XyTkMWjMelDHzugvQM6HpB13Ew
sometimes i wonder why people do that here
?mods
Mods
Google Drive with Mods - https://drive.google.com/drive/folders/0B_b9PFqx_PR9Um9MeFZMV21oWGs
Installer - https://radiance.host/mods/ModInstaller.exe
Mod Summaries - https://docs.google.com/document/d/1cz5tcggpGofrBcM90XyTkMWjMelDHzugvQM6HpB13Ew
?mods
Mods
Google Drive with Mods - https://drive.google.com/drive/folders/0B_b9PFqx_PR9Um9MeFZMV21oWGs
Installer - https://radiance.host/mods/ModInstaller.exe
Mod Summaries - https://docs.google.com/document/d/1cz5tcggpGofrBcM90XyTkMWjMelDHzugvQM6HpB13Ew
Just wondering, how does hk determine what type of save you are on? Something in Playerdata?
if you mean normal/steelsoul/godmaster save thing, yes, that is in playerdata
?mods
Mods
Google Drive with Mods - https://drive.google.com/drive/folders/0B_b9PFqx_PR9Um9MeFZMV21oWGs
Installer - https://radiance.host/mods/ModInstaller.exe
Mod Summaries - https://docs.google.com/document/d/1cz5tcggpGofrBcM90XyTkMWjMelDHzugvQM6HpB13Ew
Seriously tho, jokes aside, why here
not even just that, but also the second time
Something i`ve been wondering. Thanks to this server i found a debug mod for Hollow Knight with many different functions, such as invincibillity and noclip. Could it be likely that when Silksong is released or after, that someone might make a similar debug mod? If there is something like that in the works, i´d love to have a look.
debug for silksong is already finished. now we just need the game to be finished...

Mickely is being sarcastic... for rather obvious reasons, one cannot generally mod a game without access to the source files.
Oh. But how long would it take once Silksong is out? Just a estimated guess.
It will happen whenever someone decides to make it, and not sooner.
Well aware it would depend on the skill of the person taking on the task of creating a debug mod.
- playing it: let's be generous and say 150 hours
- modding it after completed (imo it's horrible to start modding before you're done with the game): idk lol
Exactly. Fully featured mods will probably not exist during the first month of release.
You see. I do get that. However, i want to enjoy the game without the constant stress of struggling with surviving.
"i get that, but my needs more important. make me thing"
probably 3-4 months after release
as a conservative estimate
maybe longer
That sounds manageable to wait for so long. I wonder if the one i got could be used as a baseline, maybe if the same creator ends up making one for Silksong too.
What i mean is, if Silksong runs on the same system, most of the functions could probably work. If its a new system, adapt the functions to work with the new one.
that's not how this works
and you can't design a modification to something without the base item specs
can't design a cover for something or a box for something if you don't know what size it is
"yeah but the last thing was X size" is a shit reasoning for making something with no information
Well lets think about it. The invincibility function. At its core, wouldn´t each playable character be fairly identical? So one can start from there.
In terms of coding.
no
If you want to think about it, the code is all publicly available https://github.com/seresharp/DebugMod
You are welcome to begin porting it over to Silksong, if you think that is something that makes any sense to do right now.
I personally dont have the skill and time to do that. Just asking around and trying to understand it as much as i can.
But if a debug is made after the release of Silksong, would it be likely that if someone who is here finds it, they`ll share it?
Unfortunately, if you don't have the skill to do it, then you don't have the skill to judge how long it would take. It is reasonable to assume that a Debug mod will be a priority for Silksong, and will be released publicly once development has finished.
As a final note, this channel is for people working on making Hollow Knight mods. Please direct future speculation or questions to #modding-discussion.
I werent being judgmental with how long it would take. Got it. I`ll keep that in mind.
All things take time. Just were curious about it, thats all.
It will happen whenever someone decides to make it, and not sooner.
I didn’t make the original modding api and I don’t plan to make silksong’s so sorry everyone
I would like to help with silksong’s possible modding api but I sure wouldn’t want to make it alone
You see. I do get that. However, i want to enjoy the game without the constant stress of struggling with surviving.
@tardy mesa it would probably be really easy to make a mod that adds health every time the room changes, ofc it wouldn’t work with other mods, it would break every time there is a update to silksong, and it would make the experience of playing worse. If you are suggesting making a easy mode, then that will take a while. If you are suggesting a debug mod clone, then that would take a little less time but I don’t think anyone will do that without the api
Is silksong being made in a different version of unity?
If it is I hope it isn’t finished soon because I don’t want to remember 2 versions of unity stuff
I would like to finish the mods I’m working on before it’s release
So then I can focus only on silksong
agreed
And leave the knight to die somewhere
pale court development would inmediatly halt if silksong dropped next week
at 5:00pm, west
Hmmmm
sus increased by 5%
Anyway I’m probably gonna try to port multiplayer to silksong at some point
hornetmares get worse
Oh that would be a good boss mod thanks for the idea me
murder hornets
@tardy mesa it would probably be really easy to make a mod that adds health every time the room changes, ofc it wouldn’t work with other mods, it would break every time there is a update to silksong, and it would make the experience of playing worse. If you are suggesting making a easy mode, then that will take a while. If you are suggesting a debug mod clone, then that would take a little less time but I don’t think anyone will do that without the api
@vocal spire Its not really a easy mode im looking for. Its fine with keeping the set difficulty. Its a mod with a god mode/ invincibility feature i’d be on the lookout for. With noclip too in case i get stuck somewhere.
so you want a super easy mode?
Maybe make a song selection mod because the soundtrack is amazing
i think mikely was working on some kind of music mod
Cool
Im new to this topic but these are my thoughts on the time it would take. Im going to guess;
The first solid working version, with the same features as usual could be done in 2 weeks of mod development.
But modding the game with things like hk has right now would take a bit longer(modcommon, api etc)
It's Just a guess, but it would need a lot of dev time to implement all those features,
And people would want to play through the game fully of course.
We could probably reuse a lot but it would also take a lot of rewriting
Just got back to the inventory code I was making and for some reason it isn’t working help
Ok I don’t know any other way to explain it than the code just doesn’t want to work
there's a multiplayer mod for hollow knight ????
@shadow dagger #modding-discussion also yes
my bad, just saw that you mentioned it
modding community for hollow knight is insane
Update on my problem it seems that the game has its own plans and is disregarding my code
I want to throw the pc
Nvm fixed forgot that it needed preloading
wait, do your pages need preloading or does the itemhelper in general need preloading?
Item helper in general
Only reason I got it was because I think you put a comment about it possibly not working without preloading
?mods
Mods
Google Drive with Mods - https://drive.google.com/drive/folders/0B_b9PFqx_PR9Um9MeFZMV21oWGs
Installer - https://radiance.host/mods/ModInstaller.exe
Mod Summaries - https://docs.google.com/document/d/1cz5tcggpGofrBcM90XyTkMWjMelDHzugvQM6HpB13Ew
This is for developement so please can you use commands like these in #archived-modding-help if youre just gonna get the mods
This is for developement so please can you use commands like these in #archived-modding-help if youre just gonna get the mods
@floral furnace ok sorry
also a pinned message in #archived-modding-help of that command
How's CustomKnight+ coming along?
Have paused to work on something else
you make it
An Android version plz
@severe rapids if you ask for it in every modding channel that kinda makes us ignore that request also that wouldn’t be a mod, that would be a port or remake and I don’t think anyone here would do that
Also that would be a knightmare to control
Does anyone have a guide for getting started? I already develop in unity so I didn't think it would be that difficult so I opened a existing mod file, but I couldn't understand what was going on, and there were errors whenever I tried to change anything.
ok I've learn how to make spritesheets into animations in unity
now I just need tutorials on how to make the enemy
anyone willing to deliver?
a tutorial I meant
@fervent timber Check https://radiance.host/apidocs and the pinned comments in this channel
thanks
no written tutorial in the interent?
help pls
ples I gotta go soon
ok searched on my own on the apicdocs, will see if this is good for me
@sage holly I looked that up and it’s really easy to find.... unless you didn’t say what you need(I’m talking about spritesheets > animations)
nope, I know how to do that already
I meant animations-->tell what to do to the animation (move from point a to b, etc etc)
Wdym
Like making a object in unity move?
Really simple
You need to code it tho
Oh wait
Just look up how to make animations from sprites in unity
I found a helpful tutorial a while ago
I already made an animation out of a spritesheet
I now want to make it cicle from a point to the other of the screen
Oh so moving the object then?
yes, but on its own
Code
yikes
thats why I need tutorial
I can help
just requires my entire lunch
Right click in the file explorer part of unity and click create script
Click on the object you want to move
Click add component(I forgot the name of the button) on the right
Type in the search bar what you named your script
Select it
Now the script is on the sprite
Now add another component, this one one is called rigid body
Actually nvm
Don’t do that
Open the script in your preferred text editor
Or a c# ide if you have one
Paste
if(transform.position.x < 5)
transform.position += new Vector3(0.25f, 0f, 0f);
In between the { and } under Update()
Paste
transform.position = new Vector3(0f, 0f, 0f);
In between the { and } under Start()
Save it
Go back to unity
Start it
watch it go!
Now I gtg
exactly what the error says: missing assembly reference
where can I find the assembly files?
game_installation_path\hollow_knight_Data\Managed\AssemblyName.dll
that's in the patched assembly-csharp.dll
the reference is invalid or unsupported
@fervent timber so you referenced Assembly-cSharp.dll?
I hit add assembly reference and then chose the hollow knight patched assemblyc#.dll
did nothing
Screenshots or it didn’t happen
I meant adding the assembly
isn't that adding the assembly?
?
what do I have to do
I don’t see adding a reference anywhere
so i was missing a step i guess
Oh wait the image didn’t load
Ok so you add the assembly from file explorer, then click ok in the bottom right?
yep
Hmmm
Try removing the original assembly C sharp reference
Then reference the new one
okay thanks! it worked
Np
I feel like my life is ending, I have the perfect timeframe to work on hk mods but I can’t because someone else needs the pc
This has been a long 6 mins
Well I still can’t use it
Apparently they were downloading something and it was interrupted
another bunch of hours
And if I get to use it tomorrow, I don’t get to use it for long
Since I gotta go somewhere tomorrow
Smh my head
Oof
Ok, now, finally, I can use it
delicate flower finally works 
guys... I think I have custom relics working









It will look really cool when a page is full of actual sprites
good evening
@vocal spire it didnt work
here's the code
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class husk_cart_behavior : MonoBehaviour {
// Use this for initialization
void Start () {
transfor.position = new Vector3(0f, 0f, 0f);
}
// Update is called once per frame
void Update () {
if(transform.position.x < 20)
transform.position += new Vector3(0.25f, 0f, 0f);
}
}
also, any way to make it start with a different animation? like taking one out of a list of 3 animations at random, and each animation having an assigned movement speed?
I asked in other places and someone suggested me to use pools, what about that?
Regarding the scene loading error (sometimes mentioned in the modding channels): there is no way to bypass the 3-4 GB max ram usage for hk, as it is a 32bit program
:(
Are you talking about infinite loads or invisible bosses?
Someone should add a message like that to the installer
breaking preloads
well, not necesarily breaking preloads, but when loading a bunch of scenes, just crashing the game
I see. So if you were making a mod with a large number of objects needed from the game, would you try to load their scenes only as needed, or would you do something else?
currently i have a custom modding api that doesn't load the scenes for the preloads all at once, but only in packs of 5
I guess that would fix the issue of the game crashing at start-up at least. There are still lots of other issues from committing lots of objects to memory though, like infinite loads, invisible THK, etc.
Maybe we could just load them in between room loads?
That way only certain rooms take up more memory
Yeah, I think that's what you would have to do with any full-game mod that changes enemies on a room-to-room level.
It would also get rid of the huge start-up time, as well.
let me time, how long it takes to load the scenemanager from every scene (that has one)
so, on my machine, class was contructed ~3.9 seconds after the game started and the initialize happened ~125.1 seconds after game start, which means that it took ~121.2 seconds to load the scenemangers from 452 different scenes.
Is that good or bad?
considering that it preloaded most of the scenes in the whole game, i'd say that is good
K
https://github.com/SFGrenade/HollowKnight.Modding adjustable batch size, so one is able to have everything from serial preload to load all at once
How do you adjust it
moddingapi.globalsettings.json
Makes sense
now that i think about it, maybe should have done a check for negative numbers, but if one messes with that, shouldn't be too difficult for them to just remove the whole line to make the modding api regenerate that
What would negative numbers do?
I wonder if someone was an idiot that they made a mod that you can add mods on ps4. Like. How would you add that mod?
@devout orchid what?
K
oh, the health is just from save editing
Oh k
those are 21 masks (and then the joni charm)
Ok programming on my bad pc is not fun
For some reason I can’t open my inventory
K shutting down my pc bc I’m angry that it won’t open the inventory
The mod kinda revolves around the inventory
Also this isn’t due to editing the inventory
Since the inventory normally opens to the charms menu on a bench, none of the stuff I edited would take place there

Idk if this is the right place to post it, but I made hollow knight work with voice only. I'll delete the link if this is the wrong place since it isn't technically modding https://www.youtube.com/watch?v=aG2qiFiOOYo
I am trying to play Hollow Knight to completion using only audio and an eyetracker. No keyboards, no mice, no controllers. I stream my progress on twitch sometimes at https://twitch.tv/charsk
To do all this, I use the following python program that I developed and am developi...
That's sick
thats cool as fuck man
I got pale court news
sure

Oooooo
anyone who wants to try and show their worthyness come around
say hi or something
K
someone else should evaluate wether you join us or not
K
i can make useless joke mods that work all of the time, half of the time, am i qualified
do I need to download playmaker or is it already in unity?
mmm
does ripping HK adds it?
Ripping hk gets a version without editing
so, yes?
also, how can I expect to download it, when IT'S ALREADY HERE
?
What will you be using playmaker for?
1-learnig how to use it
2-small thing in pale court
Then you will need to full version
so small I may've been able to do it myself
You can only add the fsm component with hk’s ripped version
You can’t open the editor or anything else
At least from my testing that is
finish it or else
And for the definitely pale court mod I made
Idk if it worked tho
Because I purposely put minimal code into it
hi everyon
I want to say thank you to everyone who creates mods for Hollow Knight!
Np
it is thanks to you that I can wait for SilkSong!
Prepare for sans since I remember it now
Give me a couple months to finish other stuff
you breathe new life into the game, making it only better!
I can wait for SilkSong!
i can't
what mods can you recommend?
I made Uuwuu, lifeblood master, and dream shield coop. The others aren’t on the installer
Uuwuu?
Boss mod
It is hard Uumuu?
no, thanks
Lifeblood master isn’t as rng heavy. You’ll never guess what it’s a harder version of
where did you make his sprites?
I just edited the hive knight spritesheet I got from the last pin in #art-discussion
Yes, I would be working on them rn if my pc was working
I'm just waiting on CustomKnight+. I wanna see that Quirrel Skin.
K
There is no quirrel skin anymore
Person who offered to make the sprites had to do other things
I wish tho
wish I actually had the time and talent to mod, besides I can't ever even figure out how install the modding thing. Props to all the people who made the hollow knight mods
good job people!
"talent"
I mean modding* isn't really a talent, you just need to study the code and get how it works, it allways takes time, just like any skill.
I'm so bad at english
Idk I still don’t get the difference between talent and skill
talent is usually a natural ability while skill is something you learned/trained for
I have a talent for being terrible at guessing
talent is a mix of hardwork, determination, and finding other's github pages then """borrowing""" their code
mostly the last one
Idk if this is the right place to post it, but I made hollow knight work with voice only. I'll delete the link if this is the wrong place since it isn't technically modding https://www.youtube.com/watch?v=aG2qiFiOOYo
@fair rampart that's amazing lol congratulations 👏 👏 👏 👏 👏
I am trying to play Hollow Knight to completion using only audio and an eyetracker. No keyboards, no mice, no controllers. I stream my progress on twitch sometimes at https://twitch.tv/charsk
To do all this, I use the following python program that I developed and am developi...
I'm imagining someone trying Path of Pain with this feature
would be epic
Well, I don´t know when Path of Pain is coming up in the campaign, but I´m gonna attempt it with it 🙂
path of pain is in the white palace
I'm imagining someone trying Path of Pain with this feature
No, can confirm someone is not going to do that
excuse my language but holy shit that's cool
K
Swear words would be even worse, more latency than simple letters
I'm not sure if something called Path of Pain allows for a 400ms timeframe to basically do nothing
Yeah the F word is about 100ms long, so that would be one hell of a handicap
ultimate hk challenge
seriously tho what you're doing is awesome, this could potentially make hk + likely a lot of other games accessible to a lot of people
How do I set up the AssetBundle browser?
I have the page open in front of me
should I download the zip?
yea
oh wait I already downloaded it, apparently
So I copy over the folder inside it to whatever unity project I have for my stuff?
Yes
Saleh are you ok
Oh
My phone just being bad
It made it look like you had a default pfp
sure?
or would I need to rearrange the sprites
depends on what you want to do with it
explain?
are you trying to make a new boss thing or do you just want to recolor it?
Oh I see
so if only a recolor then I can use it like this?
Why, though
why does it work like this
If you just want to reskin the crystal boss, then you can swap the spritesheet
if you want to actually use these sprites for something else, then you will have to do typical unity animation shinanigans
Nes has a tool that makes this much nicer
If I want to base the boss off crystal guardian, I suppose I can swipe the spritesheet, right?
it gets the boss animations for you
so you dont need to figure out the order yourself
also what do you mean by "get"
gives you the set of sprites that make the idle animation for example
also were like 90% of the tools we use made by the same three people
yea
gives you the set of sprites that make the idle animation for example
so... no sheet needed?
yea
it looks spread over a lot of files, no folder or anything
oh thanks
just the zip, right?
yea
I don't need to care about the source code
indeed
except little did you know that it has a bitcoin miner in it that will destroy your computer
alright five things in the zip
which do I need
except little did you know that it has a bitcoin miner in it that will destroy your computer
oh ok good to know
how long do I have?
extract all of them and open the .exe
nope
Super sprite something something something something I forgot
super sprite extractor advanced
except little did you know that it has a bitcoin miner in it that will destroy your computer
😠 what's this all about
sorry boss
😠 what's this all about
😠 what's this all about

tfw nes is more alive and active in main than you
cuz ur lame gottem
Is tru
I have the sseadv, should I simply run the exe
?
Alrgihgt I have no idea how to use it
Hm
the modding api docs suggest to download an example mod and build off there. It gives a link to the Hell mod. now, I was wondering, would I want to download it from there or through the modinstaller?
to learn from it, that is.
Alrgihgt I have no idea how to use it
figured out the basics of the sseadv for now
Well, the code is in the dll, but using Dnspy or ilspy to edit it isn’t a good way to make mods
Have fun!
"fun"
sure
the fun isnt yet
which of the files should I look at?
I have HellMod.cs open and it looks very promising
are there any others I'll need?
So, if I understand correctly. Whenever damage is taken, this is called as a sort of inbetween function that can modify the actual value. In this case, it receives the damage taken in damage, then checks if settings.DoubleDeamage is true or false. If it is, returns double damage, otherwise simply returns the damage passed to it. Yes?
And settings.DoubleDeamage can be found here, along with some of the other restrictions the mod applies
So, if I turn off some of them, theoretically, the mod should no longer influence whatever they were supposed to do because everything is does is after checking the values of these. Yes?
@ anyone helpful
@ someone, please just tell me if I understood right or wrong
yeah
thanks
now to understand the rest of the file
then the syntax
then how it ties to everything else
not necessarily in that order
off I go
Sorry, I’m in school atm
oh its alright
The left side- ModHooks.Instance.GenericHook - is the game's actual hooks, right? While the right side, OnGenericOccurrence, are the functions that are later defined. So, in the case of OnHealthTaken I looked at earlier, it is called every time TakeHealthHook is "triggered". Right?
the modding api docs explains how hooks work and stuff
yeah I know
I read it
I just wanted to make sure I understand
and using this is perfect for learning
ah ok
A little late
?
Does one need to convert a project to a dll file to get it to work or can the project mod the game even in the form of a folder?
you compile it into a dll
hit build
Screenshot
what even needs to be included within the build?
Pressing build will just build it
the entire folder I downloaded?
nope
not up there
which is odd
cuz its there in like any other editor I ever used
ctrl shift p
it's time to type build
yeah
I figured now
but
its alphabetical
so...?
hm
lemme try anyways
oh its under other things
which?
Run
me neither
I have vs but iirc there was something stopping me from using it
checked like half a year ago
Maybe look up how to build in vscode?
I've used VS code a bit (not for C#) and I'm pretty sure you just build from the terminal. Definitely recommend using VS or Ryder over that.
If you get the plugin the build action works when you open it correctly
but I'd still recommend vs or rider over vs code for c#
What exactly is the difference between vscode and vs
vscode is an editor with many plugins, vs is vs
K
they can but they won't
Why would I spend my time doing something like that when I could be working on mods that add rooms
I feel like you could do something with the Rando mod to make that happen.
Like... Using the code from it, not in options.
I know how to do it
Get a aspid from preloading
On room change, copy the aspid to every enemy location and delete the original enemies
For some reason I don’t want to go this simple task
I think something that would make it better though is making the journal entries into the normal enemies instead of the aspids
i still can't figure out why when i preload an aspid it just sits there and doesn't move lol
Probably something with the range in the fsm
That’s a lot of work
Every single enemy
Editing every single one
Sprites, and fsm(type of code)
K
Then that’s easier
If you mean modifying the projectiles in spritesheets
Not how that works
I do have a idea on how to do something like that
If we replace the code that spawns projectiles for the entire game, and check if the projectile that would be spawned could hurt the player, we replace it with a aspid shot
If you want everything to shoot aspids, then it’s easier to change it to aspids
how do you install the ak47 mod asking for a friend
Alright I'm back
First of all
@vivid plover go to #archived-modding-help
Second
VSCode is apparently for web development so to hell with that
I used VS instead
but I ran into multiple issues trying to builf
build
a hell lot of dependencies didnt function correctly
ok
I'm gonna need to download and set up a few stuff and then continue
i figured it out aalso thanks though
yea thanks for being nice
@jolly jungle dependencies need to be re added some times since people have hk installed in different locations
wdym?
on the left side, there is an entry called "references", some of those entries have different paths depending on the system the project was created on (e.g. different HK installation paths)
Has there been a fix for macos big sur yet?
No
oh alright
updating my laptop is so much work
Ever heard of windows?
yeah pretty shit os
it either crashes immediately
or
it takes a long time to do something
then it crashes
@copper nacelle
can you run it from terminal
no
it doesnt work
wait
wdym by that
you mean the thing where you take the exe file
and put it in terminal?
no
what do you mean?
you have like a .app right
yeah
what is it called and where is it
its called
ModInstaller 2 and its in my applications folder
wait no
its in my downloads folder
well it was
cd "~/Downloads/ModInstaller 2.app/Contents/MacOS"
ok well that but Desktop instead of Downloads
yes
cd Desktop
oh ok
then ls | grep "ModInstaller"
mhm
ok
modinstaller
or modinstaller 2
cause there are 2 of them
when i typed
ls | grep "ModInstaller"
it showed
2
show
cd ModInstaller\ 2.app
pale court has taken so long I've started to learn code
cd Contents/MacOS
./ModInstaller
./
how long does it take before it dies when you run it normally
is it still running in the terminal
show terminal
wtf
wtf what?
nope
Cool
Not cool
Go inside it
i did
Anything in there?
but its a bunch of random stuff i dont know what to do with
@copper nacelle what do i do with it?
I’d ask for a screenshot but 56 probably has something better
open another terminal
do cd Downloads/mac; chmod +x ./ModInstaller; ./ModInstaller;
i kinda closed the terminal when you said to open another one
F
that's why it closed lmao
also this was the output for cd Downloads/mac; chmod +x ./ModInstaller; ./ModInstaller;
no
it crashed before i closed it
it said
the application
avalioan whatever its called
could not open
or something
in my downloads folder
Put it on the desktop
no
Oh
is it called mac
yes
cd ~/Downloads/mac
it worked
yay
chmod +x ./ModInstaller; ./ModInstaller
ls | grep "ModInst"
lol
?
do ls
./Modinstaller2
why did you type o
oh
lol
how do i disable that cannot open because of unidentified developer
cause imma have to allow every single file in that folder to open
and thats gonna take ages
bruh
it finally works
and yes
it asked for every dll
alr
now for steam
how do i put the file path
for steam
?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/```
Mac game files path
ok
Unless you changed the install location
@copper nacelle wait how am i gonna rerun this?
this what it says
Yeah
Try clicking it, maybe a finder thing will appear
click it
¯_(ツ)_/¯
what
<Button
bottom
the tag is a b utton bro
button....
oh ok
it's just also set to the bottom
mhm
ctrl
You shouldn’t
You can’t have hk open while using the mod installer(s) or they’ll break a bit
I’ll pay you $-100 to share your screen
nothing
can you not click on it
nope
cursed
very
i'll try and replicate on my laptop
ok
im probably gonna be at practice by the time u get home
bruh
i fucked up that sentence
online school think about it
what timezone r u?
lol
est
understandable
it doesn't work on my mac either
so i can just test there
i fixed it
You can turn it on and off
neat
imagine turning it off
only necessary if you get pinged/answered
Yeah lol

Imma be home soon
Cause it turns out I don’t have practice today
@copper nacelle do you have to send me another file to download?
Or does it work with the one you already gave me
it's in modding-help pins
no
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/```
@copper nacelle how to i actually locate the game file when i press the thing
cause i cant find it
ok
i cant open the hollow knight folder
tf
@copper nacelle
look
i cant press open
interesting
idk what to do
show package contents?
i cant
huh
oh yeah i've got the same issue now
yeah i eat sand
Oh wow
ok but why does it say Button
Because we need to make sure that Button
🙂
surely is AppData\Local\JetBrains\Toolbox\apps\Rider\ch-0\203.5600.6\plugins\dpa...
what are you making this form in 56?
avalonia
oh ok
Oh yeah I was going to help with that
Is the regular modinstaller still usable?
Okay.
approximately june 26th
Hello!
Im having a conwersation with strangers on the internet. This is so strange.
Your first time?
Not realy.
lol
But it makes me nervous.
I mean, strangers did make hk, the mod installer, and the mods for hk
But i did not have to converse with them.
Im sweating too mutch. i have to stop. Goodbye.
K
But you have the programs made by those strangers access to your pc
Not that they do anything bad
questionable
finally recreated all original items
Woah
I think it's actually done at this point!
just a little bit of tweaking, and itemhelper has pages of items!
it also involved remaking the core mechanics of how it works, but who cares
What is the mod for?
Helping with items

hi
hello
oh ok, thanks
just remember this channel is for the development of mods
ok, srry
just found out why my playerdata int set call has been lost between PlayerDataIntAdd.OnEnter and PlayerData.SetIntInternal
bool flag = ReflectionHelper.GetField(typeof(PlayerData), intName, true) != null;
should be a easy On fix
;i
?
uh, does anybody know how i could monomod patch a sealed class?
hm, ok
What do you plan to do?
trying to patch UnityEngine.CoreModule, to make things like sprite replacements easier
a hook for Texture2D
idk yet
Idk where I was going with that question. I kept thinking of what I wanted to edit it to then I couldn’t remember

