#archived-modding-development

1 messages · Page 496 of 1

jolly jungle
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Somebody? Please?

jolly jungle
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Psst
@jolly oriole
you're online
kinda
help?
or should I not ping you
let me know for future use

vocal spire
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Pretty sure they are online but now I’m here too

jolly oriole
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tbh that should work, but maybe try _stunControl.FsmVariables.FindFsmInt("Stun Combo").Value = 3; (added .Value)

jolly jungle
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Ah, thank you

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Ack, that did it

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thanks so much

merry scaffold
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Hey guys, I've been wondering if anybody has been working or knows about a mod to wire an a.i. to the knight?

vocal spire
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wdym a ai?

merry scaffold
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I want to train a pc to play the knight

vocal spire
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I mean, it's possible to allow it to sense stuff and control the knight

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I don't know a mod to do it, it should be pretty simple(other than the fact I don't know how to feed in stuff to the ai or recieve inputs)

jolly oriole
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that could be done with TensorFlow.NET or other ai frameworks with builds for .net framework 3.5 (i'm not even sure if tf.NET supports that, is written nowhere) and then there's the question if that framework supports learning

hidden adder
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Hi everyone! I am nopoint, I have very basic skills in programming and unity. I wanted to create a very simple mod that makes the bosses and/or enemies invisible, I thought that I can use the OnEnableEnemyHook or the ColliderCreateHook to get a reference to the game object and maybe disable it's sprite rendered but it didn't work, can someone help me or guide me towards the right direction ?

copper nacelle
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what did you do and what happened exactly

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because that sounds reasonable enough

hidden adder
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I pretty much followed your "bad modding tutorial" which is great by the way and was very helpful so thanks. Anyway, I tried multiple things, when I tried using the OnEnableEnemyHook and disable he enemy gameObject, an error appeared in the logs saying that "Object reference not set to an instance of an object".

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is it because the enemy hasn't been created yet ? but I tried using ColliderCreateHook and the same thing happened

copper nacelle
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show code

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might just need to wait a frame

jolly jungle
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Anyone knows where I access stagger timer?

jolly jungle
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No states seem to connect to it

jolly jungle
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Also people tell me who I can ping when I need assistance and when

dark wigeon
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Extension that needs importing?

ornate rivet
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probably modcommon.util or something

dark wigeon
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Sometimes it just needs a ctrl .

jolly jungle
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Ah, thanks, I'll see what I can do with this

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Too lazy for now, though

vocal spire
jolly jungle
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Hm

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Suppose I link to it instead? Can I redirect Phase Check to it?

vocal spire
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Yes

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Just change all transitions to that state or phase 3

jolly jungle
ornate rivet
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anyone know why when I'm trying to load a custom scene
UnityEngine.SceneManagement.SceneManager.LoadScene("Zemer godhome arena"); works but
GameManager.instance.BeginSceneTransition leads to the scene not fully loading

jolly jungle
ornate rivet
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havent imported the right stuff

jolly jungle
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Zemer godhome arena
I smell something
And I like it very much

vocal spire
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?

jolly jungle
vocal spire
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Wdym

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Begin scene transition should work tmk

vocal spire
jolly jungle
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Nope; where do I put the file before typing that in there?

vocal spire
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?

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Why would you change the location of the file

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Did you add a reference to modcommon

jolly jungle
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wdym

vocal spire
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You asked where should you put the file before typing

jolly jungle
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For this to work

vocal spire
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....

jolly jungle
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It clearly has no idea what I'm talking about

vocal spire
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You need to reference modcommon.....

jolly jungle
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Yeah that's why question

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Where do I put modcommon for that

vocal spire
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You don’t change it

jolly jungle
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wdym

vocal spire
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You do know how to reference assemblies, right?

jolly jungle
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I'm pretty sure

vocal spire
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You just reference it

jolly jungle
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Oh alright

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@vocal spire this means that my mod is now dependent on ModCommon right?

vocal spire
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Yes

jolly jungle
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Speaking of how do I make a readme

vocal spire
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Idk, i always uploaded mine and someone else did it. When I tried making one for frog core I think I messed it up

jolly jungle
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Wait, about that

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how do you get your thing to be on the modinstaller

vocal spire
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Until last week I always uploaded it here and someone else did it

jolly jungle
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Ah

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The installer doesn't update itself, right?

vocal spire
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It does?

jolly jungle
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Oh, how nice

vocal spire
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All you do is edit the file on GitHub from where it gets the mods list tmk

jolly jungle
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Also, it seems to have detected my mod and added it to the list, probably locally

vocal spire
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If it detects a dll in the mods folder it adds it to the list

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So basically you get editing access to the google drive(I don’t think this is as needed anymore since you can probably upload somewhere else) then upload the mod, then make a fork off the mod installer github, edit the ModLinks file then create a pull request and wait for someone to accept

jolly jungle
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Mmm

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Can I just leave it here for someone to add?

vocal spire
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I’ll see if I can

jolly jungle
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Wonderful, thanks

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Time to actually have a mod to add

vocal spire
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I don’t know about adding readmes but I can add your mod

jolly jungle
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great

jolly oriole
vocal spire
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Is begin scene transition ever called?

jolly oriole
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somewhere in transitionpoint i think

vocal spire
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Ok

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I tried making some changes to the api a while ago where I put some extra code in that to test a idea, and I don’t think it ever ran

jolly oriole
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in TransitionPoint.OnTriggerEnter2D

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oh lol

jolly jungle
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fsm.RemoveTransition("State", "Event");
Event is the trigger?

jolly oriole
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in the TransitionPoint class, there is still code to display things in the unity editor

vocal spire
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lol

jolly oriole
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TransitionPoint.OnDrawGizmos for those curious

vocal spire
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Idk what you mean by trigger

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If it’s the same or not

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In code they are called FSMTransitions

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Or is it FsmTransitoons

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Bruh

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My spelling is dying

jolly jungle
jolly oriole
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FsmTransitoons

vocal spire
jolly jungle
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Oh?

vocal spire
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fsm.GetState(state).Transitions = new FsmTransitioon[] { };

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Now you can add a finished transition too

jolly jungle
vocal spire
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Just a list of strings it looks like

jolly jungle
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Or are you saying I don't need this?

vocal spire
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Either looks to work

jolly jungle
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Like, do I just overwrite them

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?

vocal spire
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My way overwrites them, the other way removes them

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Both do the same way

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If you want to add a finished transition tho, modcommon is bad for that

jolly jungle
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Why is that?

vocal spire
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It creates a new Fsm event

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Instead of using a old one

jolly jungle
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Mm, wdym
I won't be able to transition to the unused Attack Choice?

vocal spire
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If you want to replace them then(mind my bad coding, I’m on phone)
Do the code I send but inside the { } put
new FsmTransitioon() {Event = FsmEvent.Finished, ToState = “Attack Choice”}

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I’m going to say FsmTransitioon from now on

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Gtg

jolly jungle
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ciao

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thanks for the help

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sorry for needing it fed on a spoon

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_control.GetState("Phase Check").Transitions = new FsmTransition[] { new FsmTransition() { FsmEvent = FsmEvent.Finished, ToState = "Attack Choice" } };
Alright I'm guessing through all of this using autocomplete, I'm gonna test it now cuz there aren't any errors but if any of you see a problem with this tell me

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It seems so... bulky

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I probably could've shortened it by half

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Well, it definitely works

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I can see why this was unused

vocal spire
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?

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Back

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Code doesn’t look wrong

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Why was it unused

jolly jungle
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Cuz it's literally hive knight spawning bees, choosing a random attack, repeat

vocal spire
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Does it always do bee roar or something

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Ah lol

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Well that is what you wanted right?

jolly jungle
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mmmm

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I just wanted to see what happens when I do it, and understand how to do it

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Now what should I try next

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Oh yeah, I wanted to spawn projectiles

vocal spire
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create a new attack

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add new animations

jolly jungle
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Nah, I wanna use the regular slash animation

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So, suppose I want to spawn the honey spikes fired from the globs

vocal spire
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Find the globs on fsm viewer

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I did it before

jolly jungle
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Yeah, I know

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I found them already

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lost them already, too palehmm

vocal spire
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Bruh

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I’m gonna go back to YouTube and wishing coding was slightly easier

jolly jungle
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there we go

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Stinger

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That's their names

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Battle Scene\Globs\Hive Knight Glob\Stingers\Stinger
first instance of one in the hierarchy

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So, what do I do with this, now

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Do I need to preload it or something

vocal spire
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Why would you need to preload it

jolly jungle
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idk

vocal spire
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You can just get it when the hive knight scene is loaded....

jolly jungle
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I have no idea how most of this works, red

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ah, right, I'm an idiot

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thanks

vocal spire
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...

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The index of the action

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First action is 0

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2nd is 1

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And so on

jolly jungle
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Ah, thanks

jolly jungle
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Alright this is a kind of dumb question but I can't find an answer anywhere
And you all might have a different approach entirely to offer, too
So
I want the Stinger thing
So I did something like this, right now

GameObject spike = GameObject.Find("Battle Scene/Globs/Hive Knight Glob/Stingers/Stinger");
I'm almost entirely certain this is a bad idea and will make spike simply a pointer
(Also I may have used the wrong types, though it doesn't give me an error of any sort so I suppose it's alright)
And also, suppose this is the way to do it - just suppose it is - how will I create copies of this when I need them?
Etc. etc.
lots of questions

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Alright I found something that might help me, Traitor God's shockwaves
Though this only shows that I can use Instantiate for something, I can't know for sure it'll work in general

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I'll try to replicate this, though, see how it goes

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Also fiftysix if you're reading this I'm sorry I'm stealing off tons of your code, this is in the name of science

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Because I have no idea what I'm doing

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Bah, nevermind
way too complex to plagiarize in fifteen minutes

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point is I can use this instantiate, though

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so let's see what happens when I try to just use it, no thinking involved

jolly jungle
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It appears that when I do not think about what I'm doing the mod does not function

jolly jungle
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Well I give up for this session

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See you all some other day

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Total progress for today:
-fast
-more fast

vocal spire
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Instantiate is commonly used

jolly jungle
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Oh hello red

vocal spire
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It’s used to clone objects

jolly jungle
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I was just about to go

vocal spire
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Ah

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Well goodbye

jolly jungle
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Yes, that's exactly what I planned to do
I just have no idea how

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It seems to
not work

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Didn't give an error, or anything
But the mod just seemed to shut itself down

vocal spire
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Show the code

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Wdym

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Do you have Qol on

jolly jungle
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Too late, undid it

vocal spire
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It logs errors

jolly jungle
vocal spire
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Get it

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Logs errors

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Probably what you were experiencing

jolly jungle
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Does QoL depend on Vasi?

vocal spire
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millions of null references show up

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Yes

jolly jungle
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Oh alright

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Anyways

jolly jungle
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this outlines what I planned to do

vocal spire
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WHAT IS THAT FIND

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You scare me

jolly jungle
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I don't know

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I just did whatever looked not-terrible

vocal spire
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You find the first object(before the slash)

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Then go that object.transform.Find(next object)

jolly jungle
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Wait what palehmm

vocal spire
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Then do .Find(next object)

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It thinks you are trying to find a object with the name of the entire string you entered in

jolly jungle
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Ah

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I understand

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I think

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So I start with the BattleScene?

vocal spire
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You can also just skip to only finding the object

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You can

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But you should probably try just finding the last object

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So find “Stinger”

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See if that’s null

jolly jungle
vocal spire
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You can try that to make sure it works

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Btw hold on it does work

jolly jungle
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nope

vocal spire
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After the first find put .transform

jolly jungle
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clearly there's an error mark there

vocal spire
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After the last one put .gameObject

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Autocorrect stop

jolly jungle
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lowercase right?

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yeah

vocal spire
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There we go

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Yeah

jolly jungle
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ACK it actually works

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or, seems to

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Now I'm gonna re-steal some code, but a different piece

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see if this works

vocal spire
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Now you probably want to instantiate that, so do something like

var(or GameObject) myspike = GameObject.Instantiate(honeyspike);

jolly jungle
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So where do I do this palehmm

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I want it to happen on a certain attack

vocal spire
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When you want to create the spike

jolly jungle
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I don't care about correct positioning atm

vocal spire
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I suggest insert Coroutine so you can wait

jolly jungle
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Wait for what?

vocal spire
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For anything

jolly jungle
vocal spire
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To be past a certain frame, wait for a animation to complete, something to hit a wall ect

jolly jungle
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I'm not following

vocal spire
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You can use insert method if you want

jolly jungle
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tried

vocal spire
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?

jolly jungle
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What does the "method" need to be?

vocal spire
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void mymethodidk() { }

jolly jungle
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I just took a look at Traitor God

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hm

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alright

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Why does traitor god have them return Action instead of void?

vocal spire
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?

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Show me the code

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You can still use void tmk

jolly jungle
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Alright this isn't working

vocal spire
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?

jolly jungle
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The mod just stops when I try this; Hive Knight returns to normal

vocal spire
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Show the error

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Null reference or something then

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Check the modlog

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Do you have Qol on?

jolly jungle
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yep, null reference

vocal spire
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Ok

jolly jungle
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So what did I do wrong?

vocal spire
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What method is it in

jolly jungle
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Probably the long line

jolly jungle
vocal spire
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When are you calling that

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What method

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The null reference has some stuff after it in the modlog telling you where it died

jolly jungle
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Yeah I have no idea what I'm looking at

vocal spire
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Copy paste in discord?

jolly jungle
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[ERROR]:[UNITY] - TypeLoadException: Could not load type 'System.Action' from assembly 'BuzzboMod'.
uh
what's this mean?

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uh I gtg

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which is terrible for business

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but I have to

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ciao

vocal spire
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B r u h

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Is it still not on net framework 3.5

ornate rivet
#

Trying to teleport to a custom scene through the statue gets me stuck in transition and the log says:
Couldn't find a Game Manager, make sure one exists in the scene.

vocal spire
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jngo did it with cagney

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btw cagney seems to work pretty well in pantheons

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does a gamemanager exist though?

ornate rivet
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fair will look at it

vocal spire
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you could probably on hook it and create one before that happens

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or find one for it if the game just doesn't like you and won't find it itself

jolly oriole
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did you LoadScene?

vocal spire
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wdym

jolly oriole
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i meant saleh

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because if so, that likely unloaded the gamemanager

ornate rivet
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I didn't, I set the BossScene's scene to my custom scene and challenged the statue

vocal spire
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That’s why I asked wdym

ornate rivet
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both LoadScene and BeginSceneTransition worked fine

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not sure why it's not working with the statue

vocal spire
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Maybe find the game manager for it with a on hook or something?

ornate rivet
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if the GM doesn't exist then there's nothing to hook to

vocal spire
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Good point

polar shell
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does anybody have a link or something to download hollow point

ornate rivet
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it's on the modinstaller

vocal spire
polar shell
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i downloaded a modinstaller from modding help

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its pinged right

vocal spire
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yes and in the channel description

polar shell
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oh sorry

ornate rivet
#

this game actually hates me

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literally wont even load a scene

vocal spire
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look at how jngo did it????

ornate rivet
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he doesnt do anything special

vocal spire
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so you have a gamemanaer in the sceene

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my typing is dead

ornate rivet
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The only thing that looked remotely related was him copying the _SceneManager from hornet except he doesn't use it anywhere

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plus the _SceneManager isn't the same as the gamemanager

vocal spire
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hmm

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I'll take a look even though you are probably more qualified than me

ornate rivet
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lol definitely not more qualified than you

vocal spire
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lol

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maybe do UnityEngine.Object.DontDestroyOnLoad(GameManager.instance.gameObject); before then?

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or add a gamemanager component to something in the scene?

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if you add or find a gamemanager component, looks like you just need to call these on that gamemanager with reflection to make it work

BeginScene();
OnNextLevelReady();
ornate rivet
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I literally do this same exact thing except it works when I do it

vocal spire
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bruh

jolly oriole
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I know that there are a few things that have to exist in a scene to be dreamwarped into, can tell specifics once im at my pc

jolly oriole
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things i have in the scene to dream warp into and out of (idk if there are differences between dream warp and gg statue warp):

door1 (stolen from wp03) [Where you want to appear]
Dream Entry (stolen from wp03) [anywhere in the scene, i have it at 0 0]
doorWarp (stolen from wp03) [Not necessary for boss scenes, as it is a manual exit out of the dream]
dream_beam_animation (stolen from wp03) [animation thing for above]
jolly oriole
vocal spire
#

Hnmmmmmmmmmmmmmmmmmmmmmmm

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Seems pretty cursed to me ngl

ornate rivet
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glorified charms?

jolly oriole
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no, more healing

ornate rivet
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okie

vocal spire
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adding charms

ornate rivet
#

make it like silksong

vocal spire
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Oh someone should really do that

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That someone currently is not me

jolly oriole
#

12 years of focusing just to recover 9 masks with just 33 soul

ornate rivet
#

wow I really cant figure this out

jolly oriole
#

still the blackscreen issue?

ornate rivet
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now it's a white screen, I can move around but forcing the camera to do FadeIn doesn't do anything

jolly oriole
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what does the modlog/output_log say?

ornate rivet
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nothing I can see

jolly oriole
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dm me pls

jolly jungle
jolly oriole
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yes

jolly jungle
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Hm

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What's the multiplier of the Charmier and Charmiest ones?

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Both Deep and Quick

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Should they be called Charmier/Charmiest or Adjectiver/Adjectiviest palehmm

jolly oriole
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i kept them like the base form, so the quick(er/est) focus multiply focus time by (2/3) ^ level and the deep(er/est) focus multiplies it by 1.65 ^ level

jolly jungle
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So for combos it simply add the levels, correct?

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so []est is effectively like [] and []er together

jolly oriole
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pretty much

vocal spire
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Does it include the yeet charms

jolly oriole
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no

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those are temporary debug charms in ToT

vocal spire
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Ah

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Keep them in as a Easter egg lol

jolly jungle
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ToT?

vocal spire
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test of teamwork, grenade's cool mod

jolly jungle
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Ooh, do tell

vocal spire
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you used to be able to find betas in this server, but I think grenade deleted them

jolly oriole
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yep

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fucking finally

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i can finally delete the shitton of tweets i made towards google

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they unblocked my account

vocal spire
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got your account back?

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yayyyyyy

jolly jungle
jolly oriole
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at least something lol

jolly jungle
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Also, what happened to your account

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Which account, even

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Also, SFCore is yours, right?

jolly oriole
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yes

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basically:
vacation, wanted to view analytics, had to log in. (17th october)
logged in, it said "suspicous activity", verifying didn't work.
fast foward to today, tried again, worked, am happy.

jolly jungle
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eyy, nice

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finallt

earnest scroll
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Hi everyone! one question. Are the NPCs synchronized in the multipla mod?

vocal spire
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no

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why would they need to be?

wintry rune
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is there a list of all grass in the game or all destructable objects?

rain cedar
rain cedar
wintry rune
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youre a goddess thank you

rain cedar
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good luck

jolly oriole
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Why are there so many different grass things?

rain cedar
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great question

jolly oriole
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And another thing: i saw some grass Fsms, but didn't check wether those also had one of the behaviours above, so there possibly might be more grass than thought

rain cedar
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yeah I figured that might be the case but didn't see any in the few scenes I checked manually

jolly oriole
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I think deepnest_east_12 and deepnest_east_hornet have some

rain cedar
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not seeing any fsm grass in either of those

jolly oriole
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then i misremembered, just checked if i just mistook some "cut" or similar fsm for grass, but i apparently simply misremebered them completely

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oh no

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grass without a behaviour (Fungus1_10 has some), but these are all labeled simple_gras_nocut, so might be easier to find them that way (i know, they aren't desctructible, which was asked for)

rain cedar
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ah ok

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doesn't seem important, then, if it's not cuttable

proven cipher
#

Is somebody routing grass%?

ornate rivet
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I dont even see the log

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but there are no visible errors since "Changing zem fsm2" does get logged

jolly oriole
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if that code is in an IEnumerator method it doesn't crash into modlog, it crashes into output_log, may be a nullreference with the first line

ornate rivet
#

It's in a regular method and I checked debug log too and there was no error there for it

jolly oriole
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hm

jolly oriole
#

then it has something to do with the fsm, maybe the changetransition worked, but not the insertmethod? idk

hidden adder
# copper nacelle show code

Sorry for the late reply I was experimenting. Right now, the modLog says that no renderer is created. I tried waiting a frame using a co-routine but it didn't work there may be a chance I didn't do the coroutine correctly.

warped hollow
#

how do i get into modding? do i need a special app, or can i just modify some text files? i want to disable enemy aggro and camera movement

hidden adder
warped hollow
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ok, thanks

hidden adder
#

no problem 🙂

jolly oriole
#

i really need to update the sfcore page

jolly oriole
ornate rivet
#

yessir

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it really should email me when there's a pr

jolly oriole
#

it doesn't?

ornate rivet
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yea

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must have turned it off at some point accidentally

jolly oriole
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i don't know if there is a way to get an email if a pr is accepted

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ah ok, you get emails for new prs when you're watching the repo

ornate rivet
#

oh it worked?

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yay

jolly oriole
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apparently, why wouldn't it have worked?

ornate rivet
#

I hadn't updated it in a while

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wasn't sure if I did it right

vague venture
#

holy shit that's a lot of grass

vocal spire
#

Is it ok that I’m really confused about where this grass stuff is coming from

jolly oriole
#

(haven't looked at it) probably all of it in queens gardens, greenpath & kingdoms edge

vocal spire
#

?

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why are we interested in grass tho?

jolly oriole
#

oh

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misread that message

vocal spire
#

what's so important with it

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lol

jolly oriole
vocal spire
#

oh lol

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why do they need to kill the grass

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wait I misread it

#

nvm

nocturne meteor
#

Howdy y'all. I'm a rando player and I'm big into codin' stuff up. I've worked a bit on the Link to the Past Rando side for a bit and I'm excited to (try to) make stuff for HKR!

vocal spire
#

ok

nocturne meteor
#

Yep, I looked through that and skimmed the code! Thanks for putting that together, y'all.

vocal spire
#

the rando code should be on github

nocturne meteor
#

Yep, it is, indeed!

#

For now, I only have one kind of general question: a number of places seem to use the websocket stuff (for the player dump info mod), but they seem to all use C# --- though, I might be missing some. Is it possible to connect to the ws via something like Javascript's ws stuff?

#

(I have not worked much with websockets in my day-to-day, so I'm unclear of the spaces that these things occupy, and if js has some fundamental barrier to entry for some.)

vocal spire
#

Tbh idk what websockets are so I’m gonna head out

nocturne meteor
#

Haha, I'm sorry. I'll leave this up in case anyone else knows! :']

young walrus
#

player data dump interacts with a webpage to allow the on screen trackers for streaming

nocturne meteor
#

Alright, so I can use my Javascript stuff to interact with it? I didn't want to start coding if JS has some weird restriction about not doing localhost ws or something.

rain cedar
#

yes, the tracker mickely mentioned uses js websocket

nocturne meteor
#

Oh, my bad: I was looking in the PlayDataDump folder and thought that's how it was managing it. Thank you!

vocal spire
sage holly
#

lol

nocturne meteor
#

Aw heck yes, I was missing /playerData from the end of my websocket. This is awesome, thanks y'all.

celest ingot
#

Hi, I'm new to this sub. Is there any mod that only removes death penalty? The mod "easy mode" does this but has tons of more stuff which kinda makes the game inbalanced.

#

Does anyone has the source code for this mod?

vocal spire
#

it's on homothly's github tmk

#

I could quickly make a version with toggleable stuff if you don't want to do it

celest ingot
#

OK. Let me search the code first.

#

Sorry what github link are you talking about?

#

I search homothly and github but am not getting anything useful.

vocal spire
celest ingot
#

Awesome. Thank you so much.

vocal spire
#

np

celest ingot
#

Awesome. It works. Thanks again.

nocturne meteor
#

Hey friendz. Does anyone know where the github / whatever is for the Player Data Tracker mod? I keep seeing it referenced with KDT's stuff but I don't see the repo.

fast estuary
nocturne meteor
#

Nice, thank you!

copper nacelle
#

The fork is more recent

#

Pretty sure

nocturne meteor
#

I'm going through the tracker thing, but it seems like most of this is parsing an already-existing API or something --- like, it seems to parse out {var: simpleKeys, ...} but it doesn't seem to define them anywhere.

I'm not super-familiar with how Unity Games work, but is there something the ws is "tapping into" in terms of events in the game?

vocal spire
#

I would love to help, but 1. idk, 2. my brain is dead and i'm going to sleep

nocturne meteor
#

For example, the tracker (or, rather, the .cs files in the playerdatadump folder) seem to output stuff like {'var': 'hasSuperDash', 'value': "True"} or whatever, but it doesn't seem to define the term hasSuperDash anywhere. It seems to take for granted that this already exists.

#

Oh, it's okay Someone, I'm just asking in general in case someone knows and can cut my detective time down a bit! It's totally fine to not know! And good to sleep as well.

#

(I'm secretly hoping that there's something in the game that can return me the room that the user is in when they get an item, since that's something necessary for what I'm doing.)

fast estuary
#

those are playerdata values

nocturne meteor
#

Okay, this is exactly what I wanted, okay, awesome.

#

Ah, okay, so this is where using Modding; comes from. Okay, thank you, I'm slowly piecing this together. I hope to have fewer dumb questions soon. :']

celest ingot
#

Has anyone experienced serious bugs with the modded Assembly-CSharp.dll file? I've only played for an hour and has experienced several bugs like: 1. when I get out of the subway station, a black screen shows up while sounds are fine. 2. I cannot pick up new Charms. 3. newly-bought map is not showing up. These problem occurs even if I turn off all the mods (while the Assembly-CSharp.dll is still replaced by the modded one).

vocal spire
nocturne meteor
#

When debugging your mods (that you're building), do you have to keep rebuilding the DLL and then copy+pasting it each time into the mods folder? Or is there some clever thing I don't know, haha.

copper nacelle
#

you can set a post build to auto copy it

nocturne meteor
#

Haha, I was just about to watch a video you did, 56, so I hope it doesn't explain it in there or I'm gonna look real dumb. :'[

#

Sweet, awesome. Visual Studio isn't as bad as I've been lead to believe it is.

potent dirge
jolly oriole
#

nah

ornate rivet
#

who says vs is bad

jolly oriole
#

@dark wigeon in AssetsView, do you know how i could search for scriptable objects?

jolly oriole
#

worked around with UABE

dark wigeon
#

They are the only monobehaviours with names

#

Just type the name you want to search in the "URL bar" at the top and press enter

#

Or you can do *PartOfName* wildcards

proven cipher
#

(The one on the installer)

#

I assume it is, but want to make sure I don't end up doing a bunch of pointless stuff first

dark wigeon
#

If you need to search monobehaviours that aren't scriptable object use the global searcher in the menu item since it takes a bit more time to find

jolly oriole
#

then i have something (although i'm using update 14, not 15):
1. add level381 (and dependencies)
2. search "Music Region (1)"
3. Follow reference of MusicRegion.enterMusicCue
4. NullReferenceException

#

afaik works also with every musicCue and atmosCue on all SceneManagers

#

ok, with update 15 it works

proven cipher
#

Okay so my specific question is this; what can be changed with Custom Knight? You have Knight itself and all associated animations, Grimmchild, the HUD, all Charms. Where can I find what can be changed?

fast estuary
#

there is a folder with all default sprites

#

so all of those will be changable

proven cipher
#

ty

vocal spire
#

Until I make the SHADE update

proven cipher
#

That's one of the things I was hoping would be included. 👀

#

I assume that changing sounds would require a total new mod?

vocal spire
#

Yes

#

I had a idea for it at one point but scrapped it to use in a update to CustomKnight +

jolly oriole
vocal spire
#

Oh ok

proven cipher
#

Sweet

#

I wanted to change nail sounds and things to match the new weapon

jolly oriole
#

oh sounds, that you may have to do yourself, mickely's mod was about changing bgm

vocal spire
#

Oh, sounds is what I meant lol

proven cipher
#

Ah, well both would be cool, TBH.

#

The game's soundtrack is awesome, but I could be persuaded to put Disasterpiece on it instead. 👀

fervent timber
#

The type or namespace name 'ModCommon' could not be found

vocal spire
#

reference modcommon

fervent timber
#

oh wait that's the wrong one I meant playmakerfsm

jolly oriole
#

then reference that

vocal spire
#

reference playmaker

fervent timber
#

is that supposed to be included inside assemblyc#.dll?

vocal spire
#

it is a dll in the same folder....

fervent timber
#

alright, now it's down to only 40 errors, saying that playmaker doesn't contain certain methods

vocal spire
#

did you reference modcommon

jolly oriole
#

then likely modcommon

fervent timber
#

I already did?

#

I referenced it again and it worked

#

ohh huh apparently I had 2 separate instances of visual studio running, and the references were getting mixed up

vocal spire
#

lol

fervent timber
#

what about unityengine.ui.dll

vocal spire
#

?

fervent timber
#

I can't seem to find it in the unity folder

vocal spire
#

you mean the managed folder?

#

I found it

fervent timber
#

I always just took it from my unity build

vocal spire
#

why

fervent timber
#

idk

vocal spire
#

you are supposed to take it from the managed folder so you use the exact same one the game uses

#

plus they all are right there

fervent timber
#

oh

#

it's saying I don't have the right assets, guess I'll have to track those down

vocal spire
#

?

#

wdym

#

what says that

fervent timber
#

trying to compile an old build of hollow point

vocal spire
#

and what is saying that

fervent timber
#

the project requires sprites that weren't in the github repo

floral furnace
#

do you want the old ass version

#

because i didnt specifically upload the assets due to uhh, reasons

vocal spire
#

?

fervent timber
#

wait, I might be able to pull the resources from the dll

jolly oriole
#

probably either:

  • Copyright
  • could have uploaded them in a release but didn't
vocal spire
#

why not both?

fervent timber
#

breaking news: strange bug comes holding a block of corrupted textures, shooting more corrupted textures from it

vocal spire
#

you think that's corrupted?

#

just wait until you see random knight

#

a mod I made a couple months ago

fervent timber
#

well, no but corrupted textures sounds better than invisible gun

vocal spire
#

good point

fervent timber
#

and i had that idea a few days ago after accidentally messing up a custom knight skin lol

#

does anyone still have the old dlls

#

dotnetresourceextract worked

floral furnace
#

what do you need to compile the old version btw

floral furnace
fervent timber
#

just the images and i already have those I think

floral furnace
#

ahhh you want the art stuff?

fervent timber
#

and sfx

floral furnace
#

sfx i cant, but the art i could

#

for reference theyre all from Insurgency

#

and tons of other mods for other games often uses them but i dont wanna upload or distribute it

fervent timber
#

ok, it's fine i already extracted them from the dll

floral furnace
#

aight

fervent timber
#

========== Build: 1 succeeded, 0 failed, 0 up-to-date, 0 skipped ==========

#

time to test out

#

so, the adrenaline system is still there, so I must have gotten the wrong build. Also, the gun is invisible, but the bullets aren't. I think I accidentally deleted a file

#

I kinda like how the knight is just telepathically shooting bullets

floral furnace
#

want me to just give you the old build

#

i still have it somewhere

fervent timber
#

yeah that would probably be easier

floral furnace
#

imagine needing to compress ayy lmao

fervent timber
#

thanks

#

yep, that's working perfectly

exotic current
#

How does one start creating a mod for hollow knight?

#

more specifically, a mod that makes it so you dont lose geo on death

floral furnace
#

Easy Mod already does that

#

and iirc someone was either making a fork of it only including the no geo on death or it was already toggleable

nocturne meteor
#

C# has so much whitespace! Dang. Looks so sparse.

#

Nevermind, this seems to be coming from the WebSocketSharp namespace, sorry, I'm used to Python where you have to name everything you import or prefix it.

exotic current
#

Thanks!

nocturne meteor
#

Okay, this one is a long shot but it'd save me a lot of work. Is there a map between scenes and the areas they're in? Eg,

RestingGrounds_09 <==> Resting Grounds

Or something? Obv that one's easy and we can regex, but for stuff that has proper names I don't know if that works.

#

Otherwise I'm just gonna haft'a build the map up myself, haha. Ugh.

potent dirge
potent dirge
#

@nocturne meteor just incase this is actually of interest to solving stuff, here have ping

glass thorn
#

small update to benchwarp version with hotkeys:

  • default binding for Ancestral Mound is now SM (key combos starting with A won't work because A unpauses the game)
  • unpausing resets the hotkey buffer (so if you type S, unpause, pause again and then type S, nothing happens, as opposed to warping you)
#

@unborn flicker I have made a PR for it now, too

potent dirge
#

Wtf why would A unpause the game??

#

I'm so confused

glass thorn
#

I think because it's the default binding for focus

#

it works as the "back" button in other menus, too, IIRC

chrome abyss
#

I assume hotkeys don't work with controller at all?

proven cipher
#

You can use X-Pad or Steam Controller setup to do that if you want

ornate reef
#

\

#

' ]/';.'u'''''''

#

}"P\

jolly oriole
#

bless you

vocal spire
#

:(

glass thorn
potent dirge
glass thorn
#

Perhaps. You might need combinations longer than 2 buttons if you wanted to fit all the benches

#

Another part of it is that it's harder to come up with good defaults for controller; two-letter mnemonics only work with keyboard

potent dirge
#

multiple shoulder buttons resulting in multiple layers? 👀

#

but yea, true

#

at that point itd be learning a new language almost

unborn flicker
#

It would probably be easier to make the menu navigable with controller, but that sort of thing is painful to implement.

vocal spire
#

coming not soon controller menu helper

hasty girder
#

How do I make a mod

#

Specifically for sound file stuff

proven cipher
#

Do you know how to code C#?

hasty girder
#

No

bronze plume
#

Something that works like Custom Knight but for sounds? How hard can it be? I was thinking of learning the API but didn't knew what to program (I used to mod Stardew Valley so I suppose they are not very different, both being Unity games)

hasty girder
#

Yeah

vocal spire
#

It would involve using wav file loading and replacing audio sources

jolly oriole
#

i hate sorting layers

#

how did i just manage to fuck up custom charms when i only added a sorting layer???

#

nvm

#

i hate fadegroups

ornate rivet
#

I hate modding

dark wigeon
#

I thought stardew valley was xna or fna not unity

potent dirge
#

im pretty sure it is

#

or game maker maybe

vocal spire
#

Well if it isn’t unity, they are gonna have a hard time finding out what unity actually is

jolly oriole
#

Stardew Valley uses XNA/MonoGame

vocal spire
#

So that’s going to be a problem for them

#

Thinking unity is what it’s not

#

@bronze plume stardew valley was not made in unity

bronze plume
#

I've only used C# for Unity and when modding SV, so I guess I make an involuntary connection

vocal spire
#

K

bronze plume
#

And, tbh, this API looks far more intuitive than the SV one

jolly oriole
#

the api yes

bronze plume
#

That response sounds like it has a "but" XD

jolly oriole
#

don't worry about it :)

#

it's just that some specific parts of modding are a bit tedious to do

bronze plume
#

Writing over other people's code always is. I remember spending countless hours digging through decompiled SV code searching for a concrete mechanic to be able to replicate it. But when the mod works feels worth it

bronze plume
#

I do not see a way to deal with sound files directly through the API, so custom sounds loaded from a folder might not be possible (or at least not as straightforward as images). Anyway, I guess I'll start by making some silly charm to get familiar with the mechanics, I'll worry later about what may or may not be possible

vocal spire
#

WavUtility

#

Load wav files into unity audio clips

bronze plume
#

That definitely looks like the perfect solution, yeah. Thanks ^^

jolly oriole
#

that script has a mistake tho

#

what was changed: length divided by channels, which was not done before

vocal spire
#

Could that be the reason it wasn’t working last time I tried it?

#

I thought my wavs were bad

fervent timber
#

why is charm 1 called charm 2 and charm 2 called charm 1

ornate rivet
fervent timber
#

ok then

safe hamlet
#

🧖

ornate rivet
#

me when hop is called " hop"

young walrus
#

Just you wait til you see what spells and nail arts and dreamers are called

vocal spire
chilly ginkgo
#

2 question for people who actually mod stuff

#

how much work would it be to make a mod where wk's have infinite health but it still tracks how much damage you do to them

vocal spire
#

easy, I was already planning to make one

chilly ginkgo
#

YES

#

for uh... practice

#

yea

vocal spire
#

except make the wks have more speed and more of them as it goes on(like infinite grimm) zote

chilly ginkgo
#

ive always wanted in infinite wk mod

#

where they just keep spawning

#

see how many i can get through with any% buil,d

vocal spire
#

ok

#

I'll see about making it tomorrow

chilly ginkgo
#

okay other quesiton, how much work would it be to make a mod where hall of gods bosses' rooms and their pantheon rooms are different

vocal spire
#

depends on the method, how different?

chilly ginkgo
#

exact same gameplay wise, i just need them to be 2 separate rooms with 2 separate names

vocal spire
#

ah

#

I think something like that can easily be done, but I'll see about it

chilly ginkgo
#

sweet

#

i wanna potentially collab with the person making kaizo p5, and i make separate ones for hall of gods

#

and then we have impossible godhome

vocal spire
#

cool

#

I think what might be easiest is editing decorationmaster so it loads different file names if the knight is in a pantheon or not

#

you good with that?

chilly ginkgo
#

sure

#

that way people dont have to download more mods too if im correct

vocal spire
#

yeah

jolly jungle
#

Is it simple as copy the scenes and then replace all Pantheon (or Hall) scenes with the copies?

#

Actually hall seems easier

vocal spire
#

I was thinking use room names with the suffix _Pantheon in every room whenever you are in a pantheon

#

so possible sequence breaks that allow _Pantheon to leak into other rooms might exist but idc

fervent stag
#

Can someone please combine two pictures

vocal spire
#

?

fervent stag
#

No one else said yes and someone sent me here idk why

vocal spire
#

why would you come to modding-development for 2 pictures(we don't know what they are or what exactly you mean by combine) being combined?

fervent stag
#

Idk why tf I asked

#

I was just trying to make a flag for a mc server

vocal spire
#

......

#

this is the hollow knight discord btw

fervent stag
#

I know

floral furnace
#

???

fervent stag
#

No one said yes on the mc discord server

floral furnace
vocal spire
#

that's what we have been talking about

steady comet
#

Definitely a noob question but what do I need to get to compile a mod into a dll? I want to make localized changes to a mod (specifically the rando mod). (I'm on windows 10, know how to code but not in c#)

vocal spire
#

a c# ide to build it

steady comet
#

If I do VS_community I get this screen, what do I click here?

#

(Or is there a better one to get?)

vocal spire
#

I just remember clicking universal windows platform development

steady comet
#

OK I'll try it

bold elbow
#

there should be a Death Wish mod to the game hollow knight where every boss is a LOT LOT harder then the radiant versions, have really good music and a rainbow effect on the boss to know that the mod is working

vocal spire
#

pretty sure there are about 100 other ways to know it's working, but every boss, no

hexed violet
#

a hat in time 👀

vocal spire
#

it is a good game tho

bold elbow
#

just a thought

hexed violet
#

i wish i could work on your mod idea but, i cant code

#

sounds interesting though

steady comet
#

I managed to get it to work for what I wanted to do - thanks Someone shroompog

jolly oriole
#

which mod put the scene name at the bottom of the screen again?

fast estuary
#

benchwarp has an option to do that iirc

jolly oriole
#

thx

mossy saddle
#

Can someone send me the link for GOdump and sprite packer?

proven cipher
#

They are in the pins

mossy saddle
#

Is this it?

proven cipher
#

No

jolly oriole
#

oh my god, the BeforeSceneLoadHook isn't called for BeginSceneTransition

ornate rivet
#

huh isn't BeginSceneTransition how most transitions happen?

jolly oriole
#

yes

weak zodiac
#

@here how do i turn on infinite soul using the debug mod

#

i have the debug menu open but its not letting me click anything

#

wait this isnt modding help

#

sorry

jolly oriole
#

and i can't even do

UnityEngine.SceneManagement.SceneManager.CreateScene("unnecessarily long scene name");
#

at least unity doesn't let me transition to this new scene

frank minnow
#

Is there any way to tell what scene is open within hollow knight from an external program?

fervent timber
#

benchwarp does it, and if you are that set on doing it, you might be able to tell from cheat engine or another mem editor

#

so you could create a mod that sees what scene is loaded, then pings broadcasts a message to another program

frank minnow
#

how would I go about doing it through a mod, sorry I am super new to this but I had a good idea for something to make

fervent timber
#

and pins

ornate rivet
#

there's a hook that gets called on scene change

#

use that

fervent timber
#

actually, that hook doesn't work

ornate rivet
#

huh?

fervent timber
#

you have to use the inbuilt unity one for some reason

ornate rivet
fervent timber
#

oh

nocturne meteor
#

Yeah, I literally just did this. The unity one works great tho. :'] I don't get why the += operator gives like the handler to the hook but, you know, just C# things I guess.

fervent timber
#

yep, c#

jolly oriole
#

unity sucks

if (!Application.CanStreamedLevelBeLoaded(text))
{
    this.Hide(doHideAnim);
    UnityEngine.Debug.LogError(string.Format("Could not start boss scene. Scene: \"{0}\" does not exist!", text));
    return;
}

this stops me from having a custom scene as a boss scene

nimble lake
#

hello my fellow modders, how is the modding

fervent timber
#

good, I finished my beta

vocal spire
#

how did jngo make cagney then?

jolly oriole
#

as if i know that

vocal spire
#

is there any way to do a on hook for it?

#

if not, can you edit the api?

ornate rivet
#

what's wrong

jolly oriole
#

tried editing PVs statue, with just pointing it to my custom scene (loaded via assetbundle), upon selecting difficulty the ui just closes

#

and the output_log contains Could not start boss scene. Scene: "CustomBossScene" does not exist!

ornate rivet
#

are you sure you named it right?

#

because I'm doing the same exact thing and at least my custom scene loads (as you are aware)

vocal spire
#

what a great scene name

jolly oriole
#

pretty sure i did ctrl+c and ctrl+v

ornate rivet
#

how did you load the scene/ab

jolly oriole
#
CustomBossScene = AssetBundle.LoadFromFile("E:\\Github_Projects\\CustomBossScene Assets\\Assets\\AssetBundles\\custom_bosses_scene");
ornate rivet
#

and the ab loads?

jolly oriole
#

never checked that, doing rn

#

well

#

ofc it doesn't work, when i don't call the method contain above code

ornate rivet
#

also print assetBundle.GetAllScenePaths()[0];

#

just to make sure you have the right name

jolly oriole
#

ofc it doesn't work, when i don't call the method contain above code

#

ofc it doesn't work, when i don't call the method contain above code

#

ofc it doesn't work when i don't call the method containing above code

vocal spire
#

F

#

is it supposed to be 2 of \ or not?

ornate rivet
#

yea

jolly oriole
#

yes, escape characters

vocal spire
#

k

jolly oriole
#

i could have made them each one in a

r"test\test"

i think

ornate rivet
#

or just use embedding (:

jolly oriole
#

as if i copy the assetbundle each time i make the tiniest change lmao

#

i'll just flip a bool when i want embedding

#

wait what, you can dreamgate out of the godhome boss scenes?

ornate rivet
#

not sure

vocal spire
#

Glitch?

jolly oriole
#

i'm just seeing it in the fsm rn

#

apparently has a special thing

vocal spire
#

anyway why can't I drag a prefab into a scene in the utiny ripper hk extraction?

jolly oriole
#

yes

vocal spire
#

good point

ornate rivet
#

Dont think so

#

SFG, did your custom scene work?

jolly oriole
#

i loaded it, currently trying to make the knight move normaly

vocal spire
#

stuck in the last frame?

jolly oriole
#

idk if it's the last frame

ornate rivet
#

epic tell me when you figure it out

#

how did you get the blanker to work btw
did you copy a Boss Scene Controller or fix it yourself?

#

@jolly oriole

jolly oriole
#

i copied what jngo did, manually fading out the blanker, but i also copied a boss scene controller

#

currently trying to figure out what's wrong with the dream entry

ornate rivet
#

ok cool
is the dream entry causing the knight animation to fail or is this another bug I haven't noticed yet?

jolly oriole
#

from what i looked at, the dream entry is the most likely

fervent timber
#

how do you give the knight his dash and doublejump back as if he hit the ground

ornate rivet
#

PlayerData.instance.canDash

#

probably, I haven't worked with stuff like that before though so it might be something else

vocal spire
#

I had some old code for it, but for double jump, pretty sure you need reflection

fervent timber
#

?

vocal spire
#

I think canDash might be related to having the cloak?

ornate rivet
#

ah

vocal spire
#

since the double jump stuff is in hero controller

ornate rivet
#

no that's hasDash

vocal spire
#

we already know tc is inconsistant, but I don't think they are that inconsistant

#

ah

ornate rivet
#

just look at double jump code in HeroController with DnSpy and see what TC uses to check if the player can double jump

vocal spire
#

yeah

fervent timber
#

hmm, I guess the first thing to do would be to pull apart debugmod and hollow point, since they both have ways of refreshing dbljump

vocal spire
#

I know it needs reflection since it's private

jolly oriole
#

BRUH

vocal spire
#

?

jolly oriole
#

1 sec

vocal spire
#

either good or bad bruh

#

I'm leaning towards good bruh

jolly oriole
ornate rivet
#

yay it worked!

vocal spire
#

hmmmmmmmmmmmmmmmmmmmmmmmmmm

ornate rivet
#

what was it

vocal spire
#

unity feels like it's taking longer and longer to load smh

jolly oriole
#
// bsc is gameobject with BossSceneController on it, set to inactive directly after instantiating
var dreamEntryControlFsm = bsc.FindGameObjectInChildren("Dream Entry").LocateMyFSM("Control");
bsc.SetActive(true);
dreamEntryControlFsm.SendEvent("FINISHED");
fervent timber
#

The godseeker finally punished the knight after being asked by them to become a god several times

vocal spire
#

?

jolly oriole
#

alternatively you could remove the first and only action of the Pause state

#

or maybe replace it for one of those that fire the event after 1 frame

vocal spire
#

can I use that code on insert boss I have trouble with the blanker here

jolly oriole
#

yea, whatever

vocal spire
#

k

#

will do it in a min

#

I think I just crashed unity by typing while it was loading

fervent timber
#

lol

vocal spire
#

:(

jolly oriole
#

bossmodcore is going along, maybe today or tomorrow i manage to copy PV into a custom scene

#

dynamically

ornate rivet
#

alright thanks

vocal spire
#

can you copy a entire scene at runtime?

jolly oriole
#

yea

vocal spire
#

k

#

how

#

I need it for science

jolly oriole
#

have one loaded, load the other (additive ofc), move root gameobjects from one to the other

#

lmao

vocal spire
#

lol, so preloading all the root objects?

jolly oriole
#

well, you could call it preloading

ornate rivet
#

you could experiment with additive scene loading

#

where you add stuff from one scene into a new scene

vocal spire
#

ok what is wrong with unity, it did it again with no error message

ornate rivet
#

it broke the game for me (I didn't try too hard though)

#

try getting a fresh install of unity

vocal spire
#

NVM unity is back

jolly oriole
#

hall of gods looks kinda funny when you additive load GG_HollowKnight and then unload it

ornate rivet
#

yea

#

I had a cool video of this that's unfortunately lost now

vocal spire
#

:(

jolly oriole
#

gimme a sec and i can make you another

ornate rivet
#

it was white palace and godhome combined

jolly oriole
#

i could stream it in a vc palehmm

vocal spire
#

ok

jolly oriole
#

well, this went wrong

vocal spire
#

?

#

crash?

jolly oriole
#

nah, but different effect before

vocal spire
#

:(

ornate rivet
#

when do you do the dreamEntryControlFsm stuff

jolly oriole
#

in my hook for activeSceneChanged

vocal spire
#

unity has been stuck on loading something for a while

#

it's taking a while to load the stream

ornate rivet
#

looks cool

#

not the same effect though but yea

vocal spire
#

I still don't see anything

#

oh

ornate rivet
vocal spire
#

it loaded

#

that's a interesting effect

#

I only see a frame like every 10 secs

#

unity still stuck

#

I tried moving the prefabs into another project

ornate rivet
vocal spire
#

now that looks really cool

fervent timber
vocal spire
#

tc, fix your collision in silksong

ornate rivet
#

ok new problem, boss's healthmanager stops working in the custom scene

#

sigh

vocal spire
#

2021 - the year when covid became a digital virus

ornate rivet
#

this should be relatively easy to figure out though

#

sounds like something that can be debugged

vocal spire
#

did someone say.... debug mod

fervent timber
vocal spire
jolly oriole
vocal spire
#

hmmmmmmmmmmmmmmmm

#

so what's going to be included in your boss helper?

jolly oriole
#

let me get it working first

vocal spire
#

why does right clicking a file take a century to load

fervent timber
#

you need a GamerPc™️

leaden hedge
#

does someone have access to modinstaller xml

#
        <ModLink>
            <Name>Dumbmod</Name>
            <Description>Makes most animated things invisible</Description>
            <Files>
                <File>
                    <Name>dumbmod.dll</Name>
                    <SHA1>863b4fbc3580f754561bc73c98957e0476dae0c3</SHA1>
                </File>
            </Files>
            <Link><![CDATA[https://drive.google.com/uc?export=download&id=1DvwCYLYDV7C1T4Xb0RT_hCiERo0mfagM]]></Link>
            <Dependencies>
                <string>Modding API</string>
            </Dependencies>
        </ModLink>
        ```
i cba forking and merging
jolly oriole
#

aggressive performance optimization

ornate rivet
#

I'll add it if no one else has?

leaden hedge
#

it hasnt been updated in 6 days

copper nacelle
#

snail

ornate rivet
#

does snail mean you added it

leaden hedge
#

yes

ornate rivet
#

ok good

#

I didn't feel like it

ornate rivet
#

not sure if this is true for you but for me, the custom scene breaks again after dying a couple times and retrying @jolly oriole

mossy saddle
#

So I have both things, but how do I add them to the mod installer?

vocal spire
#

which things?

mossy saddle
vocal spire
#

oh

#

godump is a mod while spritepacker is a program

#

use the manually install mods button on the installer to install godump

mossy saddle
#

Ok

ornate rivet
#

what's godump

knotty monolith
#

It yoinks sprites from the game

vocal spire
#

in the pins

ornate rivet
#

oh

mossy saddle
#

I don’t see it listed

vocal spire
#

?

#

did you use the manually install mods button?

mossy saddle
vocal spire
#

try closing and opening the installer

mossy saddle
vocal spire
#

you appear to have 2 installers open atm

mossy saddle
#

I closed both, and this is the updated one

vocal spire
#

did you try restarting it after manually installing it

mossy saddle
#

Yeah

vocal spire
#

and it's still not in the g section?

mossy saddle
#

There’s three mods in g

vocal spire
#

try extracting the zip file and then selecting the .dll file inside it

mossy saddle
#

Ok

vocal spire
#

oh wait

#

I see the problem lol

#

you downloaded the source code for both spritepacker and godump

#

go back to each of the github pages and look for a releases link

#

then download from there

potent dirge
#

(the releases thingy is usually on the right side panel on github, bc UX 🥴)

mossy saddle
#

I’m an idioy

#

Frick

#

It was there the entire time

#

It’s there

#

Now what?

vocal spire
#

in the mod installer?

#

just start the game

mossy saddle
#

Ok.

#

It’s loading

vocal spire
#

?

mossy saddle
#

How do I activate the GOdump?

leaden hedge
#

it says