#archived-modding-development
1 messages · Page 496 of 1
Psst
@jolly oriole
you're online
kinda
help?
or should I not ping you
let me know for future use
Pretty sure they are online but now I’m here too
tbh that should work, but maybe try _stunControl.FsmVariables.FindFsmInt("Stun Combo").Value = 3; (added .Value)
Hey guys, I've been wondering if anybody has been working or knows about a mod to wire an a.i. to the knight?
wdym a ai?
I want to train a pc to play the knight
I mean, it's possible to allow it to sense stuff and control the knight
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)
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
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 ?
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".
is it because the enemy hasn't been created yet ? but I tried using ColliderCreateHook and the same thing happened
Anyone knows where I access stagger timer?
Can anyone explain this?
Also people tell me who I can ping when I need assistance and when
Extension that needs importing?
probably modcommon.util or something
Sometimes it just needs a ctrl .
Unused. The phase states are used instead
why do none of these seem to work?
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
all it gives me is this
havent imported the right stuff
Zemer godhome arena
I smell something
And I like it very much
?
Wait if the first one works why do you need the second one?
Did you add using ModCommon.util?
Nope; where do I put the file before typing that in there?
?
Why would you change the location of the file
Did you add a reference to modcommon
wdym
You asked where should you put the file before typing
....
It clearly has no idea what I'm talking about
You need to reference modcommon.....
You don’t change it
wdym
You do know how to reference assemblies, right?
I'm pretty sure
You just reference it
Oh alright
@vocal spire this means that my mod is now dependent on ModCommon right?
Yes
Speaking of how do I make a readme
Idk, i always uploaded mine and someone else did it. When I tried making one for frog core I think I messed it up
Until last week I always uploaded it here and someone else did it
It does?
Oh, how nice
All you do is edit the file on GitHub from where it gets the mods list tmk
Also, it seems to have detected my mod and added it to the list, probably locally
If it detects a dll in the mods folder it adds it to the list
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
I’ll see if I can
I don’t know about adding readmes but I can add your mod
great
imo just let the game handle scene transitions, a workaround you could use: when the scene transition is needed, just create a transitionpoint on top of the knight
Is begin scene transition ever called?
somewhere in transitionpoint i think
Ok
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
fsm.RemoveTransition("State", "Event");
Eventis the trigger?
in the TransitionPoint class, there is still code to display things in the unity editor
lol
TransitionPoint.OnDrawGizmos for those curious
Event is the transition
Idk what you mean by trigger
If it’s the same or not
In code they are called FSMTransitions
Or is it FsmTransitoons
Bruh
My spelling is dying
Suppose I want to remove these transitions
FsmTransitoons
You can do that in 1 line btw
Oh?
fsm.GetState(state).Transitions = new FsmTransitioon[] { };
Now you can add a finished transition too
How do I use this 
Just a list of strings it looks like
Or are you saying I don't need this?
Either looks to work
My way overwrites them, the other way removes them
Both do the same way
If you want to add a finished transition tho, modcommon is bad for that
Why is that?
Mm, wdym
I won't be able to transition to the unused Attack Choice?
As I told you before, you can just change all those transitions to Attack Choice
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”}
#archived-modding-development message this message wasn’t supposed to have that reply
I’m going to say FsmTransitioon from now on
Gtg
ciao
thanks for the help
sorry for needing it fed on a spoon
_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
It seems so... bulky
I probably could've shortened it by half
Well, it definitely works
I can see why this was unused
Cuz it's literally hive knight spawning bees, choosing a random attack, repeat
Does it always do bee roar or something
Ah lol
Well that is what you wanted right?
mmmm
I just wanted to see what happens when I do it, and understand how to do it
Now what should I try next
Oh yeah, I wanted to spawn projectiles
Nah, I wanna use the regular slash animation
So, suppose I want to spawn the honey spikes fired from the globs
there we go
Stinger
That's their names
Battle Scene\Globs\Hive Knight Glob\Stingers\Stinger
first instance of one in the hierarchy
So, what do I do with this, now
Do I need to preload it or something
Why would you need to preload it
idk
You can just get it when the hive knight scene is loaded....
I have no idea how most of this works, red
ah, right, I'm an idiot
thanks
btw
index of what?
Ah, thanks
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 makespikesimply 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
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
I'll try to replicate this, though, see how it goes
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
Because I have no idea what I'm doing
Bah, nevermind
way too complex to plagiarize in fifteen minutes
point is I can use this instantiate, though
so let's see what happens when I try to just use it, no thinking involved
It appears that when I do not think about what I'm doing the mod does not function
Well I give up for this session
See you all some other day
Total progress for today:
-fast
-more fast
Instantiate is commonly used
Oh hello red
It’s used to clone objects
I was just about to go
Yes, that's exactly what I planned to do
I just have no idea how
It seems to
not work
Didn't give an error, or anything
But the mod just seemed to shut itself down
Too late, undid it
It logs errors
Nope
Does QoL depend on Vasi?
look at this
this outlines what I planned to do
You find the first object(before the slash)
Then go that object.transform.Find(next object)
Wait what 
Then do .Find(next object)
It thinks you are trying to find a object with the name of the entire string you entered in
You can also just skip to only finding the object
You can
But you should probably try just finding the last object
So find “Stinger”
See if that’s null
who'd've thought this wouldn't work 
nope
After the first find put .transform
clearly there's an error mark there
ACK it actually works
or, seems to
Now I'm gonna re-steal some code, but a different piece
see if this works
Now you probably want to instantiate that, so do something like
var(or GameObject) myspike = GameObject.Instantiate(honeyspike);
When you want to create the spike
I don't care about correct positioning atm
I suggest insert Coroutine so you can wait
Wait for what?
For anything

To be past a certain frame, wait for a animation to complete, something to hit a wall ect
I'm not following
You can use insert method if you want
tried
?
What does the "method" need to be?
void mymethodidk() { }
I just took a look at Traitor God
hm
alright
Why does traitor god have them return Action instead of void?
Alright this isn't working
?
The mod just stops when I try this; Hive Knight returns to normal
Show the error
Null reference or something then
Check the modlog
Do you have Qol on?
yep, null reference
Ok
So what did I do wrong?
What method is it in
Probably the long line
is what?
When are you calling that
What method
The null reference has some stuff after it in the modlog telling you where it died
Yeah I have no idea what I'm looking at
Copy paste in discord?
[ERROR]:[UNITY] - TypeLoadException: Could not load type 'System.Action' from assembly 'BuzzboMod'.
uh
what's this mean?
uh I gtg
which is terrible for business
but I have to
ciao
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.
jngo did it with cagney
btw cagney seems to work pretty well in pantheons
does a gamemanager exist though?
fair will look at it
you could probably on hook it and create one before that happens
or find one for it if the game just doesn't like you and won't find it itself
did you LoadScene?
wdym
I didn't, I set the BossScene's scene to my custom scene and challenged the statue
That’s why I asked wdym
both LoadScene and BeginSceneTransition worked fine
not sure why it's not working with the statue
Maybe find the game manager for it with a on hook or something?
if the GM doesn't exist then there's nothing to hook to
Good point
does anybody have a link or something to download hollow point
it's on the modinstaller
oh sorry
look at how jngo did it????
he doesnt do anything special
The only thing that looked remotely related was him copying the _SceneManager from hornet except he doesn't use it anywhere
plus the _SceneManager isn't the same as the gamemanager
lol definitely not more qualified than you
lol
maybe do UnityEngine.Object.DontDestroyOnLoad(GameManager.instance.gameObject); before then?
or add a gamemanager component to something in the scene?
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();
I literally do this same exact thing except it works when I do it
bruh
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
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]
i love healing
glorified charms?
no, more healing
okie
adding charms
make it like silksong
wow I really cant figure this out
still the blackscreen issue?
now it's a white screen, I can move around but forcing the camera to do FadeIn doesn't do anything
what does the modlog/output_log say?
nothing I can see
dm me pls
Is this multiplicative?
yes
Hm
What's the multiplier of the Charmier and Charmiest ones?
Both Deep and Quick
Should they be called Charmier/Charmiest or Adjectiver/Adjectiviest 
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
So for combos it simply add the levels, correct?
so []est is effectively like [] and []er together
pretty much
https://github.com/SFGrenade/MoreHealing/releases/tag/v1.0 if you want to test it
Does it include the yeet charms
ToT?
test of teamwork, grenade's cool mod
Ooh, do tell
near
https://discord.gg/hollowknight#rel
#sfgrenade #hollowknight #testofteamwork
you used to be able to find betas in this server, but I think grenade deleted them
yep
fucking finally
i can finally delete the shitton of tweets i made towards google
they unblocked my account
I'll be honest, that explained nothing
it did, on the other hand, hint at Teamwork = Pain 
at least something lol
Also, what happened to your account
Which account, even
Also, SFCore is yours, right?
yes
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.
Hi everyone! one question. Are the NPCs synchronized in the multipla mod?
is there a list of all grass in the game or all destructable objects?
why is grass so complicated to find
@wintry rune
youre a goddess thank you
good luck
Why are there so many different grass things?
great question
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
yeah I figured that might be the case but didn't see any in the few scenes I checked manually
I think deepnest_east_12 and deepnest_east_hornet have some
not seeing any fsm grass in either of those
then i misremembered, just checked if i just mistook some "cut" or similar fsm for grass, but i apparently simply misremebered them completely
oh no
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)
Is somebody routing grass%?
Anyone know why this isn't doing anything?
I dont even see the log
but there are no visible errors since "Changing zem fsm2" does get logged
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
It's in a regular method and I checked debug log too and there was no error there for it
hm
then it has something to do with the fsm, maybe the changetransition worked, but not the insertmethod? idk
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.
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
I am not an expert, but you can check the pinned messages and check this link https://radiance.host/apidocs/Getting-Started.html
ok, thanks
no problem 🙂
i really need to update the sfcore page
@ornate rivet pls https://github.com/SalehAce1/HK-Modding-API-Docs/pull/8
it doesn't?
i don't know if there is a way to get an email if a pr is accepted
ah ok, you get emails for new prs when you're watching the repo
apparently, why wouldn't it have worked?
holy shit that's a lot of grass
Is it ok that I’m really confused about where this grass stuff is coming from
(haven't looked at it) probably all of it in queens gardens, greenpath & kingdoms edge
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!
Yep, I looked through that and skimmed the code! Thanks for putting that together, y'all.
the rando code should be on github
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.)
Tbh idk what websockets are so I’m gonna head out
Haha, I'm sorry. I'll leave this up in case anyone else knows! :']
player data dump interacts with a webpage to allow the on screen trackers for streaming
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.
Oh, my bad: I was looking in the PlayDataDump folder and thought that's how it was managing it. Thank you!
bro tc spelled window as windoe
lol
Aw heck yes, I was missing /playerData from the end of my websocket. This is awesome, thanks y'all.
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?
it's on homothly's github tmk
I could quickly make a version with toggleable stuff if you don't want to do it
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.
Awesome. Thank you so much.
np
Awesome. It works. Thanks again.
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.
Nice, thank you!
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?
I would love to help, but 1. idk, 2. my brain is dead and i'm going to sleep
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.)
those are playerdata values
I think this page has most, if not all values there
https://radiance.host/apidocs/PlayerData.html
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. :']
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).
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.
you can set a post build to auto copy it
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.
You take that back and call it crap 
nah
who says vs is bad
@dark wigeon in AssetsView, do you know how i could search for scriptable objects?
worked around with UABE
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
Just a quick Q, is this the correct GitHub for Custom Knight? https://github.com/jngo102/HollowKnight.CustomKnight
(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
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
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
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?
Yep
Until I make the SHADE update
That's one of the things I was hoping would be included. 👀
I assume that changing sounds would require a total new mod?
Yes
I had a idea for it at one point but scrapped it to use in a update to CustomKnight +
afaik mickely is working on one such mod
Oh ok
oh sounds, that you may have to do yourself, mickely's mod was about changing bgm
Oh, sounds is what I meant lol
Ah, well both would be cool, TBH.
The game's soundtrack is awesome, but I could be persuaded to put Disasterpiece on it instead. 👀
The type or namespace name 'ModCommon' could not be found
reference modcommon
oh wait that's the wrong one I meant playmakerfsm
then reference that
reference playmaker
is that supposed to be included inside assemblyc#.dll?
it is a dll in the same folder....
alright, now it's down to only 40 errors, saying that playmaker doesn't contain certain methods
did you reference modcommon
then likely modcommon
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
lol
what about unityengine.ui.dll
?
I can't seem to find it in the unity folder
I always just took it from my unity build
why
idk
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
oh
it's saying I don't have the right assets, guess I'll have to track those down
trying to compile an old build of hollow point
and what is saying that
the project requires sprites that weren't in the github repo
do you want the old ass version
because i didnt specifically upload the assets due to uhh, reasons
?
wait, I might be able to pull the resources from the dll
probably either:
- Copyright
- could have uploaded them in a release but didn't
breaking news: strange bug comes holding a block of corrupted textures, shooting more corrupted textures from it
you think that's corrupted?
just wait until you see random knight
a mod I made a couple months ago
well, no but corrupted textures sounds better than invisible gun
good point
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
what do you need to compile the old version btw
insurgency has damn good gun sounds ngl
just the images and i already have those I think
ahhh you want the art stuff?
and sfx
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
ok, it's fine i already extracted them from the dll
aight
========== 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
yeah that would probably be easier
How does one start creating a mod for hollow knight?
more specifically, a mod that makes it so you dont lose geo on death
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
if youre still interested regardless about modding then this should help https://radiance.host/apidocs/Getting-Started.html
C# has so much whitespace! Dang. Looks so sparse.
Someone better at C# pls: https://github.com/iamwyza/HollowKnightRandomizerTracker/blob/master/PlayerDataDump/SocketServer.cs#L56 Where is this Send method coming from? Ditto for the Sessions object on line 20.
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.
Thanks!
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.
Just from guessong I'd say one of the websocket includes
I'm not sure if this is what you mean with map, maybe?
#archived-modding-development message
@nocturne meteor just incase this is actually of interest to solving stuff, here have ping
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
I think because it's the default binding for focus
it works as the "back" button in other menus, too, IIRC
I assume hotkeys don't work with controller at all?
You can use X-Pad or Steam Controller setup to do that if you want
bless you
:(
A bit late, but: they don't. They could in theory, but since controllers have a more limited number of buttons, I'm not sure how useful it would be
Layers 
(using the shoulder buttons+combinations thereof would give a lot of possible combinations I'd imagine?)
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
multiple shoulder buttons resulting in multiple layers? 👀
but yea, true
at that point itd be learning a new language almost
It would probably be easier to make the menu navigable with controller, but that sort of thing is painful to implement.
coming not soon controller menu helper
Do you know how to code C#?
No
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)
Yeah
It would involve using wav file loading and replacing audio sources
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
I hate modding
I thought stardew valley was xna or fna not unity
Well if it isn’t unity, they are gonna have a hard time finding out what unity actually is
Stardew Valley uses XNA/MonoGame
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
Yeah, my bad, I realised later what I was saying. I meant they are both made in C#. I don't know why my mind slipped there. I actually think it is xna
I've only used C# for Unity and when modding SV, so I guess I make an involuntary connection
K
And, tbh, this API looks far more intuitive than the SV one
the api yes
That response sounds like it has a "but" XD
don't worry about it :)
it's just that some specific parts of modding are a bit tedious to do
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
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
WavUtility
Load wav files into unity audio clips
That definitely looks like the perfect solution, yeah. Thanks ^^
that script has a mistake tho
just need to change the namespace
what was changed: length divided by channels, which was not done before
Could that be the reason it wasn’t working last time I tried it?
I thought my wavs were bad
why is charm 1 called charm 2 and charm 2 called charm 1

ok then
🧖
me when hop is called " hop"
Just you wait til you see what spells and nail arts and dreamers are called

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
easy, I was already planning to make one
except make the wks have more speed and more of them as it goes on(like infinite grimm) 
ive always wanted in infinite wk mod
where they just keep spawning
see how many i can get through with any% buil,d
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
depends on the method, how different?
exact same gameplay wise, i just need them to be 2 separate rooms with 2 separate names
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
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?
yeah
What'll you need to do for it?
Is it simple as copy the scenes and then replace all Pantheon (or Hall) scenes with the copies?
Actually hall seems easier
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
Can someone please combine two pictures
?
No one else said yes and someone sent me here idk why
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?
I know
???
No one said yes on the mc discord server
sir this is #archived-modding-development
that's what we have been talking about
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#)
a c# ide to build it
If I do VS_community I get this screen, what do I click here?
(Or is there a better one to get?)
I just remember clicking universal windows platform development
OK I'll try it
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
pretty sure there are about 100 other ways to know it's working, but every boss, no
a hat in time 👀
it is a good game tho
just a thought
I managed to get it to work for what I wanted to do - thanks Someone 
which mod put the scene name at the bottom of the screen again?
benchwarp has an option to do that iirc
thx
Can someone send me the link for GOdump and sprite packer?
They are in the pins
Is this it?
oh my god, the BeforeSceneLoadHook isn't called for BeginSceneTransition
huh isn't BeginSceneTransition how most transitions happen?
yes
@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
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
pr for the BeforeSceneLoadHook thing: https://github.com/fifty-six/HollowKnight.Modding/pull/8
Is there any way to tell what scene is open within hollow knight from an external program?
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
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
actually, that hook doesn't work
huh?
you have to use the inbuilt unity one for some reason
yea that's what I meant
oh
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.
yep, c#
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
hello my fellow modders, how is the modding
good, I finished my beta
how did jngo make cagney then?
as if i know that
what's wrong
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!
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)
what a great scene name
pretty sure i did ctrl+c and ctrl+v
how did you load the scene/ab
CustomBossScene = AssetBundle.LoadFromFile("E:\\Github_Projects\\CustomBossScene Assets\\Assets\\AssetBundles\\custom_bosses_scene");
and the ab loads?
never checked that, doing rn
well
ofc it doesn't work, when i don't call the method contain above code
also print assetBundle.GetAllScenePaths()[0];
just to make sure you have the right name
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
yea
yes, escape characters
k
i could have made them each one in a
r"test\test"
i think
or just use embedding (:
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?
not sure
Glitch?
anyway why can't I drag a prefab into a scene in the utiny ripper hk extraction?
yes
i loaded it, currently trying to make the knight move normaly
stuck in the last frame?
idk if it's the last frame
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
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
ok cool
is the dream entry causing the knight animation to fail or is this another bug I haven't noticed yet?
from what i looked at, the dream entry is the most likely
how do you give the knight his dash and doublejump back as if he hit the ground
PlayerData.instance.canDash
probably, I haven't worked with stuff like that before though so it might be something else
I had some old code for it, but for double jump, pretty sure you need reflection
?
I think canDash might be related to having the cloak?
ah
since the double jump stuff is in hero controller
no that's hasDash
just look at double jump code in HeroController with DnSpy and see what TC uses to check if the player can double jump
yeah
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
I know it needs reflection since it's private
BRUH
?
1 sec
bruh
yay it worked!
hmmmmmmmmmmmmmmmmmmmmmmmmmm
what was it
unity feels like it's taking longer and longer to load smh
// 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");
The godseeker finally punished the knight after being asked by them to become a god several times
?
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
can I use that code on insert boss I have trouble with the blanker here
yea, whatever
lol
:(
bossmodcore is going along, maybe today or tomorrow i manage to copy PV into a custom scene
dynamically
alright thanks
can you copy a entire scene at runtime?
yea
have one loaded, load the other (additive ofc), move root gameobjects from one to the other
lmao
lol, so preloading all the root objects?
well, you could call it preloading
you could experiment with additive scene loading
where you add stuff from one scene into a new scene
ok what is wrong with unity, it did it again with no error message
it broke the game for me (I didn't try too hard though)
try getting a fresh install of unity
NVM unity is back
hall of gods looks kinda funny when you additive load GG_HollowKnight and then unload it
:(
gimme a sec and i can make you another
it was white palace and godhome combined
i could stream it in a vc 
ok
well, this went wrong
nah, but different effect before
:(
when do you do the dreamEntryControlFsm stuff
in my hook for activeSceneChanged
unity has been stuck on loading something for a while
it's taking a while to load the stream
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
ayy found it
now that looks really cool
I just ddarked through the floor
tc, fix your collision in silksong
2021 - the year when covid became a digital virus
this should be relatively easy to figure out though
sounds like something that can be debugged
did someone say.... debug mod
I run the open source linux version of covid

BossSceneController has a list of healthmanagers
let me get it working first
why does right clicking a file take a century to load
you need a GamerPc™️
does someone have access to modinstaller xml
dumbmod.dll
https://drive.google.com/uc?export=download&id=1DvwCYLYDV7C1T4Xb0RT_hCiERo0mfagM
863b4fbc3580f754561bc73c98957e0476dae0c3
<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
aggressive performance optimization
I'll add it if no one else has?
it hasnt been updated in 6 days
snail
does snail mean you added it
yes
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
So I have both things, but how do I add them to the mod installer?
which things?
Refers to GODump, and spritePacker
oh
godump is a mod while spritepacker is a program
use the manually install mods button on the installer to install godump
Ok
what's godump
It yoinks sprites from the game
in the pins
oh
I don’t see it listed
Yes
try closing and opening the installer
you appear to have 2 installers open atm
did you try restarting it after manually installing it
Yeah
and it's still not in the g section?
There’s three mods in g
try extracting the zip file and then selecting the .dll file inside it
Ok
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
(the releases thingy is usually on the right side panel on github, bc UX 🥴)
?
How do I activate the GOdump?
it says
