#archived-modding-development

1 messages · Page 505 of 1

solemn rivet
#

#notmyfault

copper nacelle
solemn rivet
#

honestly isn't

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I wasn't the one who first made the modlinks

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and also

copper nacelle
#

that's true

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it's time to kill kerr

solemn rivet
#

I think the first version didn't have the Windows descriptor

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I think it was added later

copper nacelle
#

was it angle

solemn rivet
#

idk

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time to scroll back thousands of messages and years into the past

copper nacelle
#

that is incredibly annoying

#

no it's time to use git blame

solemn rivet
#

it wasn't originally on github tho

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it was on gdrive beforehand

copper nacelle
#

echgod

solemn rivet
#

idk y it migrated to github

copper nacelle
#

fucker

solemn rivet
#

who

copper nacelle
#

angle

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i can and will commit a warcrime

solemn rivet
#

makes sense

#

he did make a bunch of changes to the code of the installer to add linux/mac support

copper nacelle
#

how much do i have to pay you to give me a built version without the word windows

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building is so much effort

solemn rivet
#

can it be the version with the search functionality?

copper nacelle
#

yes

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that's why i asked tbh

solemn rivet
#

including the pepega if == installed

copper nacelle
#

disturbing

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do what you will

solemn rivet
#

amazing

#

56

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y are u bird

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is that an attempt to get khan to love you again

copper nacelle
#

it is a knife with legs

solemn rivet
#

uh huh

copper nacelle
#

why it exists

#

i have no idea

ornate rivet
#

𓌬𓌬𓌬𓌬𓌬

copper nacelle
#

i despise windows

ornate rivet
#

time to insert

#

I am windows

copper nacelle
#

i just want to be able to create a build without having to copy it over to an environment with actual filesystem flags

solemn rivet
copper nacelle
#

bitch i will remove your kidneys

ornate rivet
#

yooooo

copper nacelle
#

oml

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you won't die

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you fool

ornate rivet
#

I'll give you all my kidneys

solemn rivet
#

I like how it checks for "Modding API Windows" but then checks the OS

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amazing

copper nacelle
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idr when it swapped to UnixLink

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there used to be Modding API Linux/Mac or something

solemn rivet
#

did you change the modlinks?

copper nacelle
#

me?

solemn rivet
#

ye

copper nacelle
#

when/what/why

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i have changed many things

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I don't think UnixLink is my fault though

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might be though

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it do be

#

interesting

solemn rivet
copper nacelle
#

you should give me a release version

solemn rivet
#

bruh

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no

copper nacelle
#

bro how am i supposed to release it in debug

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he HATES me

solemn rivet
#

oml

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you actually want to release it

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lmao

copper nacelle
#

yes

solemn rivet
#

bruh

copper nacelle
#

otherwise i can't change modlinks

solemn rivet
#

I need to ask angle to host it for me

copper nacelle
#

no

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i have ssh

deep wave
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yo just downloaded modinstaller2 for windows ONLY

copper nacelle
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:echprime:

solemn rivet
#

amazing

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ok

copper nacelle
#

listen if you have a good way to create .app on windows i'm all ears

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The structure itself is fine, but you can't set it executable properly afaik

solemn rivet
#

please ssh it

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I have long forgotten my password

copper nacelle
#

rofl

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the trick is having an ssh key

solemn rivet
#

and angle is gonna kill me if I ask him to reset it

copper nacelle
#

is he

solemn rivet
#

not really

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he cool

copper nacelle
#

that's true

solemn rivet
#

I'm just lazy

copper nacelle
#

.done

solemn rivet
#

56 = god

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you are my life inspiration

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I'll name my firstborn after you

copper nacelle
#

🥴

ornate rivet
#

5yusuf6

vocal spire
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Huh

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Cool

merry lotus
#

So wait, is it possible that making the ModdingAPI change today has got people's bloatware antivirus scanners going crazy?
Would it only not have been acting up before, because essentially enough people had used MO1/MO2 with that software on, that it was essentially considered trusted?

Like, the impression I'm almost getting from the last few problems in #archived-modding-help is that the installers are getting pseudo-quarantined by their software.

midnight narwhal
#

https://paste.mod.gg/fepogozele.cpp anyone have any idea why this isnt working? It seems to make QoL mod throw a NullReferenceException, and it doesnt spawn anything or throw any errors itself

copper nacelle
#

.cpp x5fiftM

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what's the qol exception

copper nacelle
#

au.exe permission gets denied

midnight narwhal
# copper nacelle what's the qol exception
[ERROR]:[UNITY] - NullReferenceException: Object reference not set to an instance of an object
[ERROR]:[UNITY] - QoL.Modules.FastMenus+<FadeOutCanvasGroup>d__10.MoveNext ()
[ERROR]:[UNITY] - UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress)
[ERROR]:[UNITY] - UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
[ERROR]:[UNITY] - <HideSaveProfileMenu>c__Iterator1F:DMD<UIManager+<HideSaveProfileMenu>c__Iterator1F::MoveNext>(<HideSaveProfileMenu>c__Iterator1F)
[ERROR]:[UNITY] - UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
[ERROR]:[UNITY] - 
#

oop sorry ping

copper nacelle
#

is this 1.5

midnight narwhal
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wha

copper nacelle
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did you build qol from source

midnight narwhal
#

no

copper nacelle
#

are you on 1.4.3.2

midnight narwhal
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yes

copper nacelle
#

and it's only with that code you linked?

midnight narwhal
#

lemme check

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oop nvm it still threw the exception

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it still throws it even with my mod disabled

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although with my mod enabled it just removes some of the enemies

copper nacelle
#

i mean does it happen w/out your mod as a whole

midnight narwhal
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yeah

copper nacelle
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alright

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so qol bug

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yeet

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i would fix it

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but then i'd have to fix it

midnight narwhal
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lol

copper nacelle
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where even does it happen

midnight narwhal
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when i load in

copper nacelle
#

interesting

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oh the canvas group is prob null

midnight narwhal
#

ok but if its unrelated i still dont know why my thingy isnt working

copper nacelle
#

the gruzzer spawning thing?

midnight narwhal
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yeah

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it seems to preload the gruzzer just fine

copper nacelle
#

does it log

midnight narwhal
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im testing it without qol to see if that does anything

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it logs the "Spawned Gruzzer!"

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but nothing spawns

copper nacelle
#

Oh

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set it active

midnight narwhal
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oh

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it was that simple all along :ech:

copper nacelle
#

it happens

midnight narwhal
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lmao

copper nacelle
#

yeah the name changed

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update your installer

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or suffer

jolly oriole
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i just started it

solemn rivet
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The updater should run before that check

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I have no fucking clue what's happening

solemn rivet
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But why now

deep wave
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and then exiting using application.exit()?

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afaik application.exit should wait for load() to end before actually terminating, so all the checks that happen in load still occur while AU is starting, and THEN modinstaller closes

solemn rivet
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Oh

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Why

deep wave
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application.exit is polite, ie will wait for the process to finish everything it wants to do first

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including the load routine

solemn rivet
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Fuck politeness

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yhtsi

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Ty Jamie

deep wave
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i politely decine your offer

solemn rivet
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she hates us

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you know what the pro move is

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one that I should have done ages ago

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screw that autoupdater

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every time I update the modinstaller I should change something in the modlinks so only the most up-to-date version works

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then everyone will be forced to manually update

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thanks for coming to my TED talk

jolly jungle
copper nacelle
#

ngl there is no release here

jolly jungle
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Sorryyy

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I don't know what that means

copper nacelle
#

you can put a zip or dll there

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if you put a dll installer1 has a seizure

jolly jungle
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So a zip

copper nacelle
#

if you're doing zip you just want like a readme + the dll at the base directory

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yeah

jolly jungle
#

Alright

jolly jungle
copper nacelle
#

yes

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One thing of note is idk how well changing the dll name plays with updates

jolly jungle
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Hm

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Alright

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Guess we'll figure that out now

copper nacelle
#

That's true

solemn rivet
#

Amazing

copper nacelle
#

@dark wigeon sorry to be a bother but if you're not busy at some point is there any chance you could push the scenes menu

dark wigeon
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yes I can

copper nacelle
#

tyty

copper nacelle
dark wigeon
#

what

copper nacelle
#

search

dark wigeon
#

did you like dnspy it

copper nacelle
#

no

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i'm just off the old commit

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dnspy is too much of a pain with net core

dark wigeon
#

wow

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there's a wpf version of fsmview avalonia somewhere that runs on .net framework

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I have like two tests today so maybe sometime at the end of the day

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I still want to fix variable bug

copper nacelle
#

alright

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gl

solemn rivet
#

What if

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We resurrect crossroads

midnight narwhal
#
else if (fsm.FsmName == "Hatcher")
                {
                    fsm.InsertMethod("Fire", 11, () =>
                    {
                        for(int i = 0; i < 5; i++)
                        {
                            var act = fsm.GetAction<SetFsmGameObject>("Fire", 10);
                            GameObject child = Object.Instantiate(act.gameObject.GameObject.Value);
                            child.SetActive(true);
                            child.transform.position = fsm.gameObject.transform.position;
                        }
                    });
                }

when i use this it spawns the but they just stay still and dont do anything, how would i fix it?

ornate rivet
jolly oriole
#

gimme short list of differences: crossroads <-> modinstaller 1

ornate rivet
copper nacelle
#

crossroads is like an ancient installer that was beat by modinstaller

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it was made in unity

midnight narwhal
vocal spire
vocal spire
solemn rivet
#

that's the point

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we make it in unity

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then we build it for every platform

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way better than avalonia

midnight narwhal
ornate rivet
#

thefsm.enable = true

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the real problem is probably that it's waiting for an event though

vocal spire
#

Yeah

vocal spire
solemn rivet
#

🐸🍾

vocal spire
#

🐸

solemn rivet
#

poorman's frogchamp

ornate rivet
#

if the fsm isn't on the fsmviewer, print out the object's hierarchy using yourgameobject.printhierarchytree()

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or whatever the method is called

vocal spire
#

It will generate a file in the mods folder

jolly oriole
#

is that method base or modcommon

vocal spire
#

Modcommon I think

solemn rivet
#

I think modcommon

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angle added it ages ago iirc

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here

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eh

solemn rivet
copper nacelle
#

think I would rather shoot myself than do ui in unity

ornate rivet
#

cant wait for kerr to be summonsed here after 50 years

solemn rivet
#

courtesy of 56

ornate rivet
#

wow

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that's really

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something

jolly oriole
#

that's enough unity ui for the rest of the year

copper nacelle
#

did it look that bad

solemn rivet
#

I mean

copper nacelle
#

I thought it had a background at least

solemn rivet
#

that screenshot is yours

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maybe kerr added it after some time

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idk

copper nacelle
#

prob

ornate rivet
#

wouldnt rule out the possibility of 56 sabotage

copper nacelle
#

the rest stayed the same though

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hmmmmmmmmmmm

midnight narwhal
#

ok i got the hierarchy for the game object, what should i be looking for

ornate rivet
#

the fsm

midnight narwhal
#

it seems like its fsm is called "Control" but im probably wrong

dark wigeon
#

what gameobject?

midnight narwhal
#

the hatcher child

woeful igloo
#

Anyone know where I can find the damage from 'super dashing' into an enemy? Trying to set it so the damage is amplified when wearing a certain charm/gives invincibility when super dashing into an enemy with this charm.

jolly jungle
#

Which fsms did you look in?

ornate rivet
#

just send the hierarchy tree here

dark wigeon
#

I'm not entirely sure what gameobject is being spawned

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all of the gameobject refs are null in fsm view

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I don't know if the hatcher baby spawners are actually just the babies

deep wave
#

gradow what

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this could be a potential reason why modinstaller1 could be breaking fantastically atm

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this is why _apiLink is being null zote

copper nacelle
#

what

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expected

jolly oriole
#

are the 1.3.x mapi versions for past steam betas?

copper nacelle
#

1315 was a patch bro

jolly oriole
#

according to GoG:

R: 1.0.2.8
R: 1.1.1.8
R: 1.2.2.1
B: 1.3.2.8
B: 1.3.3.3
B: 1.3.3.7
R: 1.4.2.4
B: 1.4.2.7
B: 1.4.2.8
R: 1.4.3.2

obv R for release, B for beta

copper nacelle
#

well it's wrong

jolly oriole
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or did it just got on gog with 1.4.x

copper nacelle
#

lifeblood got released on gog I'm pretty sure

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dunno why they hate it

leaden hedge
#

they are racist against blue things

copper nacelle
#

so fucking racist

jolly oriole
#

could've been a private beta (only password protected), idk why that would be the case though

copper nacelle
#

what

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my man

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1315 was a release patch

leaden hedge
#

it was a dlc patch

copper nacelle
#

yeah

leaden hedge
#

1.0 no dlc
1.1 hd
1.2 gt
1.3 lb
1.4 gg

copper nacelle
#

It had a beta before releasing but it did release

jolly oriole
#

sadge though

leaden hedge
#

maybe its not there because its not a major content release

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and they are like "who would ever want to play lifeblood again" Kappa

copper nacelle
#

yeah idk

#

Weird shit

leaden hedge
#

how do you like this english 56

copper nacelle
#

why

jolly oriole
#

inventory venting

leaden hedge
#

they are sprites from a jp game

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its jewel and event

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theres also "chage" for charge

copper nacelle
#

suffering

deep wave
#

all the versions available on gog are specifically useful for speedrunners

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so that's probably why zote

copper nacelle
#

bro what about the hot 107 runs

dark wigeon
#

wow a pr

copper nacelle
#

you gotta

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idk why textbox doesn't have textchanged

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but autocompletebox does

dark wigeon
#

because avalonia

copper nacelle
#

that's true

dark wigeon
#

dude 2016

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that's avalonia for you

copper nacelle
#

awful

dark wigeon
#

wait until you see uabe avalonia

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that thing is a monster

copper nacelle
#

🥴

copper nacelle
astral oxide
#

i should really get back into modding this game

#

current plan: you've heard of uumuu, you've heard of uuwuu, now get ready for uuuuu

ornate rivet
#

sigh

astral oxide
#

one question before getting to that though for a different possible mod:
has anyone ever managed to mod in extra mask shards into the world to give the player more masks

solemn rivet
#

the thing is, the autoupdater was supposed to prevent that issue from ever happening

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but it clearly doesn't

dark wigeon
#

linux not supported because no one uses linux

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basically all ui frameworks suck

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for windows and mac

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linux is "community supported"

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which just means they won't do it

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also isn't maui just renamed xamarin

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yeah there was a big github issue on it

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yeah haxeui can do wxwidgets and qt but it's haxe

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wait a second

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haxe compiles to c#

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gg

midnight narwhal
vocal spire
jolly oriole
fair rampart
#

Thanks

lime cobalt
#

Curious about something, how hard would it be to change frames and/or animations on a mod?

copper nacelle
#

what does this mean

#

texture or fps or

jolly jungle
#

I think they mean texture, yeah

copper nacelle
#

that's not particularly hard

solemn rivet
#

pixel knight is a shader right?

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or was it glitch knight

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idk what its called

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the thing you made years ago 56

copper nacelle
#

yeah

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glitch knight is a shader

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the invert one applied a texture transformation in just normal code

solemn rivet
#

icic

vocal spire
#

Cool

lime cobalt
#

oh that, I was talking about Hollow Point

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I don't know why but the way the gun doesn't really interact well with the Knights other actions at times is kinda bothering me so I was wondering if it was possible to make changes to it

deep wave
#

hollow point's source code is publically available

copper nacelle
#

it's not a texture change

lime cobalt
#

ahh right, github

copper nacelle
#

there's just a gameobject parented to the knight

lime cobalt
#

Well I'll get it and see what if me or people I know can do something...hopefully

deep wave
#

this links to the readme for no particular reason whatsoever vesselsip

lime cobalt
#

Well I found the github anyway, thank you though

ornate rivet
copper nacelle
#

please my eyes

jolly jungle
#

Gas attacks dont affect mosskin enemies, doesnt work either on vanilla, im not sure if this is a vanilla bug or a feature due to lore reasons.
What does this even mean

ornate rivet
#

stuff like the spore gas charm thing don't affect mosskin enemies

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might be because of lore (spore doesnt harm them because they are related) or might be a glitch

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just realized, he means the DD-crest gas, not the sporeshroom gas

woeful igloo
#

So, err, how does one get their mod added to the community folder?

copper nacelle
#

pr modlinks

woeful igloo
#

pr modlinks?

woeful igloo
#

Ohhhh. Thanks!

woeful igloo
#

Okay, made a modlink. Who do I send it to? I assume there's an admin who has access to the shared folder to add to it?

copper nacelle
#

you make a pull request on github

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or you can just give me the modlink if that's easier

wicked spear
#

How do I use sprite packer in krita

vocal spire
#

Or

native pelican
#

I noticed that the latest code in the modding API would break grassbag, because grassbag accesses ModSettings.BoolValues which seems to be removed now. There's a new version of GrassBag (with a new name) that doesn't do that anymore, so it's fine, but figured I'd mention since it might not be obvious that change breaks backcompat.

jolly oriole
#

the 1432 mapi or updates of 1.5 one?

native pelican
#

I'm not sure, lemme just find the commit so I can be precise.

jolly oriole
#

yeah, that's already for the 1.5 beta patch

native pelican
#

cool 👍

#

I'm a bit confused by those versioning numbers, but sounds like there's at least two major versions of the modding API in the works that aren't compatible with eachother. So sounds like all is well.

jolly oriole
#

1432 is current hk release and 1.5 are the beta patches put out the last days (1.4.3.2 and 1.5.numbers)

native pelican
#

Aha! They're HK releases. Thank you, I think I'm understandin gbetter now.

#

I hope they didn't add more grass in 1.5 🤔

copper nacelle
#

yeah 1.5 breaks every mod anyways due to net 4 so I took it as an opportunity to remove lots of stuff

native pelican
#

ah makes sense, hard to pass up opportunities like that

solemn rivet
#

okay, the jig is up

#

fess up

solemn rivet
#

jamie

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what kind of changes are you doing to the installer

deep wave
#

currently none feelspkman

vocal spire
#

?

solemn rivet
#

amazing

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the code is such a mess atm

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I honestly think it'd be easier to just rewrite it

deep wave
#

i initially wanted to steal code from modinstaller to hkmanager but i decided to just move on without

copper nacelle
#

ahead of you on that one

solemn rivet
#

oh

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yeah

vocal spire
#

If you won’t do it I’ll do it

solemn rivet
#

that's how installer2 came about

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me and 56 had this plan to rehash the installer

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but I was lazy

copper nacelle
#

and mac deprecating 32-bit so you can't use the other one

solemn rivet
#

and 56 wasn't

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so he did it

deep wave
#

56 maybe add a special case for modding api now that it is un-windowsed to put it at the top of the list, and disable all other options until you install it?

copper nacelle
#

why

deep wave
#

idk i want to stop telling people to install modding api when they complain mods aren't working feelspkman

copper nacelle
#

it's a dependency

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should install

deep wave
#

does modinstaller2 also force enable dependencies when a mod is enabled?

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might be a good idea if not

copper nacelle
#

no

deep wave
#

plus if you verify game files then it just says modding api is out of date, which unfortunately i see no way around zote

copper nacelle
#

echgod

solemn rivet
#

you know what you should do

#

you should integrate installer2 to gog galaxy

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so you can launch and install mods for multiple versions of hk from it

native pelican
#

i have been kinda interested in hacking on the mod installer, figured i might try looking at it after i've got grassy knight (grassbag's successor) to the point that I feel good spreading the good word of the grass % speedrunning category.

copper nacelle
#

dmca%

jolly oriole
solemn rivet
#

I mean, the solution to that problem is right there in your name

jolly oriole
#

it did take me a second to leave out 2 letters tbh

solemn rivet
#

Yes

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The solution is to SFGrede them

bitter pollen
#

where is gun point mod

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or the hollow point

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<@&283468468592836608>

copper nacelle
#

what the fuck

bitter pollen
#

srry

copper nacelle
#

why would you ping admins

bitter pollen
#

i meant to ping some thing else

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and i pressed entrer

weak lodge
#

ok

copper nacelle
#

uh huh

ornate rivet
#

lucky

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do you think I can use the same excuse

#

trying to ping avenging angle

bitter pollen
#

what

ornate rivet
#

ignore me

bitter pollen
#

so where is it

#

the point mod

ornate rivet
weak lodge
ornate rivet
#

🐌

weak lodge
#

stfub

#

banned

ornate rivet
#

good

bitter pollen
#

i dont see it in the pinned

copper nacelle
#

bro

#

you get the installer

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and you install

bitter pollen
#

i did

copper nacelle
#

what

bitter pollen
#

installer

#

installed

copper nacelle
#

then why are you still speaking

ornate rivet
vocal spire
#

People be dumb again

native pelican
#

i am thoroughly confused. the hud elements' local scale to world scale machinery is all weird (specifically the geo counter's sprite but i suspect all those objects are guilty). despite me putting a lot of non-1 local scales in the transform heirarchy, and the renderer correctly respecting these local scales and scaling the sprite correctly, geoSpriteObject.transform.lossyScale gives a 1 vector.

#

been smashing against this for awhile to try and feel like i understand what's happening. no success yet.

#

is there some special "hud canvas specific" transform machinery i'm totally missing?

native pelican
#

ah wait, that's not an accurate description of what's happening. i messed up my testing and was logging lossyScale before all of my localScale muckery. i still don't know what's going on and now i'm back to not even knowing what i'm missing.

wicked spear
#

So... my sprite packer broke must’ve done something wrong when I put the sprite folder in the folder thing

crystal sky
#

Hi, a couple of friends and I have some great ideas for new charms, new, areas, and new dialogue to add to the game but none of us know the first thing about making mods. Do you think you could point us in the right direction?

vocal spire
#

Look at the getting started page, video tutorials page, mod class page, hooks page, adding charms ect page, and modifying scenes with utiny ripper page

#

For adding dialogue, do you mean adding a new conversation to a npc or adding a new npc or something else?

#

Or changing dialogue?

native pelican
# vocal spire Can you show your code?

i'll form up a small test case if i'm still stuck after trying a few things here... i'm not sure what i'm even getting stuck on right now honestly, been smashing against this a bit too long is suspect

charred topaz
#

@native pelican I think it's because many HUD elements in the game seem to not the normal way of displaying UI elements in Unity, which is to have a canvas object and all the UI elements inside of it. I also dealt with this when developing my "WeaverMod Settings" screen, and I just ended up adding a canvas myself and using that to display it. The method that the game uses could be using 2dToolkit, as shown here:
https://www.2dtoolkit.com/docs/latest/ui/basic_layout.html

native pelican
#

hmm that looks like a good read. there's these definitely have the 2k2d (or whatever that combination of letters and numbers is) components

#

thank you!

jolly jungle
#

Is the code for Customknight publicly available?

jolly oriole
jolly jungle
#

Thanks hollowknice

solemn rivet
#

You can also see how I handled it in enemyhpbar

#

I basically used a canvas, like nickc1 said

upbeat sun
#

how do i start developing mod?

ornate rivet
crystal sky
# vocal spire For adding dialogue, do you mean adding a new conversation to a npc or adding a ...

Thank you for helping! We aim to add a new conversation to both Tiso and Cloth along with new charms. We also aim to give Tiso a dream battle. I’ve been looking into it and I was wondering two things, is it possible to put custom music in Hollow Knight, and can you please point us in the direction of a way to make a custom sprite sheet for a new boss? We do not aim to change any existing content in the game, just add to it. And also any help with adding dialogue conversations would be greatly appreciated.

#

Although, now that I think of it, we do need help on making a new scene transition in Sly’s old house to take the player to a new area we are planning out. Honestly odds, ends, tips, guides, anything you can do to help us would be great!

#

We’re planning to call this mod The Chosen Vessel based on the cliche of

#

||The Pale King choosing the Hollow Knight||

#

But in our mod, it speaking of you, the little knight being chosen by fate

vocal spire
#

Cool

vocal spire
jolly oriole
#

custom music is easy, the most difficult part of it was to figure out what audiomixersnapshots exist and then the construction of musiccues

charred topaz
jolly oriole
#

the most cursed about that table is that the action, extra, ... columns aren't sorted the same way as in the enum

charred topaz
#

what is the enum called?

#

nvm, found it. I can fix the columns

#

done

jolly oriole
#

thx

quasi ridge
#

how to edit charm stats?

cedar hemlock
#

idk if you mean that

#

I used if (PlayerData.instance.GetBool("geo") > 100) {} and it says "Error CS0019 Operator '>' cannot be applied to operands of type 'bool' and 'int' "

#

can anyone help?

steady comet
#

Well the geo is an int so you should try using PlayerData.instance.GetInt("geo") instead I guess

cedar hemlock
#

ok ill try

#

thnx it worked!

jolly oriole
vocal spire
#

Job change

#

What could it possibly do

jolly oriole
#

idk, the repo just hosts the dll

ornate rivet
#

is there a special substring for the entry gate when I want the player to be in the lying down position when they return?

#

rn I just use "door_dreamReturn"

#

but the player can move around while they are in the lying down animation so I was wondering if maybe that was wrong

jolly oriole
#

afaik the transition and maybe a fsm on the dreamreturn thing should prohibit moving

ornate rivet
#

weird
it works fine when the player dies and leaves the dream but when the player wins and I do a BeginSceneTransition to leave, the player can move after the transition

jolly oriole
#

the game does a bit more than just beginscenetransition

#

the fsm i have this from is GG_Nosk_V/Boss Scene Controller - Dream Enter Next Scene

cedar hemlock
#

What is "SHA1"?

jolly oriole
#

a checksum

cedar hemlock
#

What do i fill in there

jolly oriole
#

the ckecksum of your mod (the .dll file most likely)

cedar hemlock
#

where do i find the 'checksum'

jolly oriole
#

7-zip adds a CRC SHA option to the right click menu, in which you can select sha1 and view the checksum, but there are also alternatives

#

like fciv (afaik a microsoft tool)

#

or possibly also online tools

cedar hemlock
#

ok

ornate rivet
#

I think it was HeroController.instance.EnterWithoutInput(true);
Thanks. I was using an FSM to do it but the fsm didn't have that in it.

ornate rivet
#

How do I change the key white defender uses to get the text at the end of the fight

jolly oriole
#
// index 3 is to get the amount of defeats of wd
// to use when normal wd, is the repeat convo
whiteDefenderGo.GetComponent<EnemyDeathEffectsUninfected>().corpsePrefab.LocateMyFsm("Control").GetAction<BuildString>("Set Outro Msg", 4).stringParts = new FsmString[] { "yourConvoNameHere" };
// or these two
whiteDefenderGo.GetComponent<EnemyDeathEffectsUninfected>().corpsePrefab.LocateMyFsm("Control").GetAction<CallMethodProper>("Outro Msg Repeat", 1).parameters[0] = "yourConvoNameHere";
whiteDefenderGo.GetComponent<EnemyDeathEffectsUninfected>().corpsePrefab.LocateMyFsm("Control").GetAction<CallMethodProper>("Outro Msg 1a", 1).parameters[0] = "yourConvoNameHere 1";
whiteDefenderGo.GetComponent<EnemyDeathEffectsUninfected>().corpsePrefab.LocateMyFsm("Control").GetAction<CallMethodProper>("Outro Msg 1b", 1).parameters[0] = "yourConvoNameHere 2";
ornate rivet
#

thanks

copper nacelle
#

suffering

#

at least this time i was just putting what someone gave me

vocal spire
#

?

midnight narwhal
#

does anyone know what path i should use to DllImport for a mod

trim moss
#

Im trying to give the dash(mothwing cloak ) to the player and before they have encountered hornet using PlayerData.instance.hasDash = true; The mothwing cloak shows in player inventory but is not able to be used also when after fighting hornet the dreamrs cutsence dose not play and the gates in do not open softlocking the player.

#

this works for all other ablilitys like double jump

copper nacelle
#

canDash

trim moss
#

were is that in documentation

copper nacelle
#

I gotta say the internal classes are not exactly documented

#

As far as the cutscenes go you prob just need to modify an fsm

trim moss
#

ok thankyou

#

cutscenes are controlled by playmaker?

copper nacelle
#

not necessarily but a lot of the logic in this game is

trim moss
#

btw that worked

copper nacelle
#

nice

trim moss
#

how would i know if cutsences are controlled by a fsm

copper nacelle
#

use the fsm viewer and look at the scene

trim moss
#

I got fsm viewr and I dont know what level# is the hornet boss room

copper nacelle
#

do you have debug mod

trim moss
#

ya

#

can i see

#

the level

#

num

copper nacelle
#

there's a scene name

deep wave
#

hornet 2 boss room? you mean Edge_Hornet_Sentinel_Arena? feelspkman

copper nacelle
#

h1

deep wave
#

hornet 1 boss room? you mean Greenpath_Hornet?

#

(iirc)

#

game code is Fungus1_04

copper nacelle
#

Sounds right

dark wigeon
#

I just use grep to find scenes so I don't have to open the game

copper nacelle
#

why

jolly oriole
#

<@&283547423706447872> channel spammer 667488264818655250

floral furnace
#

yeah yeah were on it

#

shoutouts

ornate rivet
#

shoutout to 56

#

my love

vocal spire
#

Shout out to me

#

I’m cool

potent dirge
#

Are you 56?

dreamy spruce
ornate rivet
#

unfortunately I'm iranian not arabian, but hi anyways friend yeeshaw

solemn rivet
#

Amazing

steady comet
#

Maybe I'm being dumb but are there some FSMs missing from the FSM viewer? e.g. the scene dump for Crossroads_04 includes an FSM for the object Corpse Big Fly 1(clone) FSM name corpse but I can't find it in the FSM viewer list for Crossroads_04. (It's the same for other corpse FSMs, it seems)

dark wigeon
#

open sharedassets40.assets

#

it's a prefab but not part of the scene starting out

steady comet
#

Oh thanks! heartoblobble

ornate rivet
#

bruh

jolly oriole
#

saleh did you find out?

ornate rivet
#

I just did it differently

jolly oriole
#

btw, it may have been DialogueBox.SendConvEndEvent()

ornate rivet
#

lmao this wasn't a good idea

ornate rivet
#

shoot sorry didnt mean to ping

jolly oriole
full peak
#

Does anybody have a mod where it does nothing but remove the shade?

jolly jungle
#

Wdym?

#

cool effect

full peak
#

Are you talking to me?

native pelican
#

I'm so pleased with how this counter turned out. Thanks for all your help ya'll. Got a ton of help from this channel.

jolly oriole
#

doesn't it clash with high geo counter?

jolly jungle
#

Can anyone remind me what is going to change when the new updates come out of the beta?

jolly jungle
#

Hm

#

How will that affect me?

jolly oriole
#

some event names changed

native pelican
jolly oriole
#

ah ok

jolly jungle
#

Alright, thanks

#

So nothing new I need to take into account when making a new mod?

full peak
#

How easy would it be to make a mod that just gets rid of the shade?

solemn rivet
solemn rivet
#

but idk

#

never messed with it

native pelican
#

they're all guilty

oak kestrel
#

yo does anyone know when silksong is coming out

worn eagle
#

yeah

copper nacelle
#

yeah

jolly oriole
oak kestrel
#

die

ornate rivet
#

fungus3_39 should be fungus3_49 in the google drive with all the maps

#

pls fix

#

@ mola

native pelican
#

i've also been tripped up by that

jolly oriole
#

i never had that poggers

ornate rivet
#

it happens once every ten times I open the game

#

players will just have to live with it like I did

jolly oriole
#

is it because pale court?

ornate rivet
#

yea

jolly oriole
#

smh

ornate rivet
#

was I supposed to use an older version of SFCore for the special title screen? Because I accidentally updated it and now there's a bunch of SFCore errors at every scene

jolly oriole
#

oh god oh fuck

#

dm me

#

the log i mean, because i didn't run into issues myself

ornate rivet
#

ok will do

full peak
#

So you don't think it would be that hard. Unfortunately, a: I have no coding skill, and b: I have a mac. @solemn rivet

copper nacelle
#

b is irrelevant

jolly jungle
#

And a is fixable

native pelican
#

yeah i do all my mod dev on mac. don't even use vs

jolly jungle
#

So I'm going over traitor god to see how the texture is changed, and I see different objects reskinned into sprites found in TraitorGod.Sprites[]
Now, those sprites are, if I understood correctly, the bunch found in the Assets folder

Thing I can't find is where and how is TraitorGod.Sprites[] defined

#

Wait I'm an idiot grimmpalm

#

TraitorGod is just the other file

full peak
#

Well how would I make a mod that just makes a shade not spawn then?

native pelican
#

there's some example mods that ship with it that you can just try building and running in-game to get the hang of what building entails

jolly jungle
#

aight, thanks

jolly oriole
#

modding api crashes the latest beta when creating a new godseeker save

#

apparently also entering those

copper nacelle
#

Oml unmanaged stacktrace

#

I will look ig

gusty dove
jolly oriole
#

crashes on normal saves as well

copper nacelle
#

Wonderful

jolly oriole
#

pls no

#

couldn't it then be the change from netstandard2 to net4?

copper nacelle
#

did they change?

jolly oriole
#

idk how to check that

copper nacelle
#

hmmmmm

#

just dnspy it

#

Oh my game was dying at startup

#

Not even on save load

#

Forgot about that

#

Sick

jolly oriole
#

seems to still be netstandard

copper nacelle
#

interesting

#

I'll look in a bit

jolly oriole
#

afaict it crashed here

0x000001EAEB9B4C79 (Mono JIT Code) (wrapper managed-to-native) UnityEngine.GameObject:GetComponent (UnityEngine.GameObject,System.Type)
copper nacelle
#

oh that's an easy fix then

jolly oriole
#

poggers

full peak
#

I'm honestly not sure if it's worth going through all the trouble just to make a mod that removes the shade.

deep wave
#

you could probably get easymod's code and remove everything that doesn't involve the shade mechanic

full peak
#

hmm... maybe

#

I'm trying to figure out how to access its code

#

I know very little about any of this

knotty monolith
full peak
#

I only want no-shade though. That's the problem. It's too easy for me with everything else in there.

deep wave
#

that's the code

ornate rivet
#

How exactly does the cameralockarea use the boxcollider's values to set the camera's min/max fields?
I've tried making a boxcollider that that covers the spot where I want the camera to freeze but instead of locking there, the camera moves to the (0,0) coordinate instead for some reason

#

I have it set like that

deep wave
dark wigeon
#

are the cameralockarea values set correctly

#

like not all -1

ornate rivet
#
GameObject parentlock =  GameObject.Find("CameraLockArea (1)");
BoxCollider2D lockCol = parentlock.GetComponent<BoxCollider2D>();
CameraLockArea cla = parentlock.GetComponent<CameraLockArea>();
lockCol.size = new Vector2(32.7f, 24.57f);  
lockCol.offset = new Vector2(-32.123f, 0f);
cla.cameraXMin = 167f;
cla.cameraXMax = 231f;
cla.cameraYMin = cla.cameraYMax = 102f;

I tried this

#

wdym -1?

#

I printed the mins and maxes and they're just zero

dark wigeon
#

you can set the camera min max values to -1

ornate rivet
dark wigeon
#

any log statements from the game?

ornate rivet
#

the one above

dark wigeon
#

from the game not you

ornate rivet
#

nope

#

well there's

#

but idk if this has to do with the lock

#

it doesnt happen when I set the lock so...

#

I usually just do it in a hacky way where I hook to cameralockarea's trigger2d and the min/maxes there but I wanted to do it the right way this time

dark wigeon
# ornate rivet

when/where is this being printed and are you printing cameraXMin/max or something else

ornate rivet
#

I'm printing them in the trigger2d

dark wigeon
#

Trigger2d where?

ornate rivet
#

in the CameraLockArea

dark wigeon
#

so at the beginning of OnTriggerEnter2D you print cameramin/max?

#

nothing can set those values to 0 unless that trigger happens before you set the values and it's still default 0

full peak
#

Yo @deep wave . I appreciate the whole thing, but for some reason my shade still spawned when I died. Did I do something wrong?

deep wave
#

screenshot the title screen?

#

looks like you still have it disabled/not installed

#

check if it's disabled in the in game mods menu

full peak
#

Naw I checked. It says it is enabled. I'll try turning it off then on again.

#

Still spawning one (1) whole shade

trim moss
#

The mod manager should have a refresh option so you dont have to close and open when you want to detect new mod that you manully put in the mod folder.

jolly oriole
#

doesn't it have the Manually install mods button?

jolly oriole
ornate rivet
#

In regards to the CameraLock problem from yesterday, I deleted the CL and made a new one with code with the exact same settings, and now it works

#

So maybe some of the settings were breaking in the transition from unity to bundle?

jolly oriole
#

idk why it would, but maybe

ornate rivet
#

ooo

limber storm
#

I had a question about this FSM. Why does it set Time per MP Drain to Time per MP Drain UnCH instead of just using Time per MP Drain?

#

I can see that there are three different values, though I'm confused why there are three in the first place instead of just two

vocal spire
#

Maybe different charms?

jolly oriole
#

they could've hardcoded it, but the fsm doesn't get unloaded or reloaded ever, so they use that to reset the time to normal when focusing without quick focus

limber storm
#

So the 0.0325 value just doesn't actually get used?

jolly oriole
#

afaik yes

leaden hedge
#

you either need 3

if(quickFocus)
  chargeTime = chargeTimeCH;
else
  chargeTime = chargeTimeUCH;

or hardcode it

if(quickFocus)
  chargeTime = 0.018f;
else
  chargeTime = 0.027f;

or some complicated stuff

if( (quickfocus && !wasQuickFocus) || (!quickfocus && wasQuickFocus)){
  float temp = chargeTime;
  chargeTime = chargeTime2;
  chargeTime2 = temp;
  wasQuickFocus = quickfocus;
}

the 0.0325 was probably just old code before they added charms

ornate rivet
#

hmmmmmmm for some reason the player doesnt take dmg any more in my custom scene
the invincibility is set to false

jolly oriole
#

nice

vocal spire
#

Cool

full peak
#

@deep wave Sorry about bothering you, but as I said earlier, the shade still spawns, and the game definitely detects the mod as being active. It says EaseMode 1.0.0 in the corner.

ornate rivet
#

Could it be because of this?

[ERROR]:[UNITY] - NullReferenceException: Object reference not set to an instance of an object
[ERROR]:[UNITY] - PlayerData.SetHazardRespawn (HazardRespawnMarker) <0x00012>
[ERROR]:[UNITY] - HeroController.FinishedEnteringScene (bool,bool) <0x00161>
[ERROR]:[UNITY] - (wrapper dynamic-method) HeroController/<EnterScene>c__Iterator0.DMD<HeroController+<EnterScene>c__Iterator0..MoveNext> (HeroController/<EnterScene>c__Iterator0) <0x0170d>
[ERROR]:[UNITY] - UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator,intptr) <0x00046>
[ERROR]:[UNITY] - 
jolly oriole
#

how did you make PlayerData.SetHazardRespawn throw an nre?

deep wave
#

ig i'll @full peak i've tested this and it works on my end, make sure you also have serecore enabled as it is required by the mod (doesn't stop it from loading though, there should probably be a check for that zote)

jolly oriole
#

just use a serecore method that does nothing in initialize, crashes if serecore's not present lol

full peak
#

Oh thats probs it

deep wave
#

yes but i didn't make the mod tamershrug i just unhooked everything except shade spawning

tough wyvern
#

hi there, i dont want to interrup or anything, but someone here knows where or how to find the original pale king skin mod? The one that changes the spells and stuff

deep wave
#

when the mod is made in a nice modular fashion then just doesn't have a globalsettings PepeHands

tough wyvern
#

i search and search, but i only found the public one

deep wave
tough wyvern
dire tiger
#

@tough wyvern It was a challenge skin and you won't be able to obtain it unless the challenge comes up again

proven cipher
#

If you find somebody distributing it, please inform people here, as they shouldn't really be doing that.

dire tiger
#

there's no point in searching for it and distributing challenge skins is scummy and against the intention of the skin makers

full peak
#

Yo I did it! It works! Thanks so much @deep wave and @light zodiac for helping me with all this! I appreciate it very much!

dire tiger
#

there's a chance

#

but I wouldn't advise keeping your hopes up

#

people have been pirating skins and giving them to people who didn't earn them by doing the challenges required

tough wyvern
#

I hope that challenge comes up again some day

dire tiger
#

so the skin makers feel discouraged

tough wyvern
jolly oriole
#

how tf does

foreach (var callback in AddCustomRunEffectsHook.GetInvocationList()) {}

throw an NRE?
the type of it is

public delegate (int enviromentType, GameObject runEffects) CustomRunEffectsHook(GameObject runEffectsGo);
public static CustomRunEffectsHook AddCustomRunEffectsHook;
stone elm
#

If no methods have been added to the event itself then it returns null. Events should generally be checked for null before usage.

#

no registration == nre

#

registered lambda == no nre

#

best (depending on taste) route is simple

if (AddCustomRunEffectsHook != null) {}
jolly jungle
#

Is there anywhere an organised list of links to the code of all the different mods?

#

Or do we just need to remember who made what and look for it

jolly oriole
jolly oriole
#

somewhere on github

jolly jungle
#

Yeah I know

#

Thanks hollowknice

prime urchin
#

You might be able to look in 'modlinks.xml' as some people are using a github link for their mod but other than that it's up to a simple search

jolly oriole
jolly jungle
#

Hm

#

Wait is that the entire thing?

jolly oriole
#

appears to be

jolly jungle
#

I don't think that's how git stuff are supposed to be used

#

but ¯_(ツ)_/¯

stone elm
#

They've taken the liberty of precompiling the source code for us...

deep wave
#

binaries in repos maggotPrime

jolly jungle
#

Welp I can't find transtrans rootcry

jolly oriole
#

that is indeed not on github

jolly jungle
#

oh zote

#

Then how is it an example how to change textures?

cedar hemlock
#

You can look in the dll

#

Although i dont understand sht when i looked in that

prime urchin
#

You can use dnSpy or similar, yeah

jolly jungle
#

Hm

#

idk how to use it yet shadecry

#

I'll need to learn at some point anyways though

prime urchin
#

You just have to open up the .dll with it and you'll see the decompiled C# code

#

it's not as good as actual source code but the logic is all there and mostly clear

jolly jungle
#

Hm

wicked spear
#

Do I extract the sprite folder before I put it in

jolly jungle
#

?

#

What's the context

wicked spear
native pelican
#

i'm trying to know exactly which enemy gameobject spawned a particular enemy (ex: the particular aspid mother that spawned a particular hatchling). anyone know of a function that the game calls when its about to spawn these mini-enemies that i can hook into?

jolly jungle
#

Isn't it in the fsm somewhere?

#

Gimme a sec I'll find a scene with one, unless you have an example alrady

vocal spire
#

Hmmmmmmmmmmmmmm

vocal spire
#

You need dnspy to look at the code of hk

#

Or ilspy

cedar hemlock
#

i also mod without looking at the games code bc i cant find how to search in dnspy

vocal spire
#

Search for an assembly or search in the assembly?

native pelican
cedar hemlock
vocal spire
#

Wdym

#

Opening a file or what?

cedar hemlock
#

i have used all the shortcuts but couldn't find it

prime urchin
#

Edit > Search Assemblies once you have some open

#

Right Click on something > Analyze to see where it's used

cedar hemlock
vocal spire
#

Smh not gonna grab my pc to get the steps

native pelican
# jolly jungle Huh

i've been a bit worried i'll have to uniquely hook into each enemy that can spawn others... i've been hoping the game always calls some "spawn my babies" function regardless of whos doing the spawning.

vocal spire
#

I think it might use object pooling?

#

Gonna have to look at the fsms for that

prime urchin
#

@native pelican I want to say there's a spawn state in the FSM you can hook, I'll have to look again

native pelican
jolly jungle
vocal spire
#

Fsm viewer

vocal spire
native pelican
vocal spire
#

How long did it take?

#

We’re there times where you didn’t understand what was going on?

native pelican
jolly jungle
vocal spire
#

Good point

native pelican
#

oof... this sounds like it'll be a rough time. a lot of one-offs.

prime urchin
#

so what exactly are you trying to do?

native pelican
native pelican
jolly oriole
native pelican
#

are you talking about me? my pronouns are they

jolly oriole
#

if not all

native pelican
#

yeah, i think that'll be my saving grace. i gotta think about what spawns i can ignore because of that.

#

if there's only a few, i can probably do some one-off shenanigans

#

was hoping there was some nice "spawnMyChildren" function that'd take care of it across the board though so i didn't have to worry about it

#

but whatcha gonna do 🤷‍♀️

prime urchin
#

The hatcher has a state that sends a SPAWN event to a game object which you might be able to 'hook', but I've never tried something like that

jolly oriole
#

afaik (haven't looked at it though), it's handled with a sorta generic Spawn method

solemn turret
#

uh i kinda came here for the hollow knight mod installler

prime urchin
#

I also want to say that the 'Spawned' enemies are actually already spawned in the scene, just inactive

solemn turret
#

can anyone provide im new to this game even tho i bought it three years ago just started playing it

tall rain
#

Noe

jolly oriole
native pelican
#

thank you both for those leads. i've got some new tools to play with (fsm viewer and dnspay)

#

i'll see what i can find

jolly oriole
#

is grassbag/grassy knight quality of life or functional changes? (or misc?)

deep wave
#

massive qol improvement. you didn't know what grass you had cut before. you do now. i don't know how i can sell this any harder

jolly oriole
#

alright

native pelican
jolly oriole
#

no dependencies anymore i guess? (for grassy knight that is, as grassbag seems to be the older version)

native pelican
#

Oh yes, that's correct. I might've actually forgot to remove the ModCommon dependency in that PR i made... imma go check that.

#

Was using ModCommon to get access to the coroutine scheduler but figured out how to do it without

jolly oriole
#

then it's on the mod summaries now pog

native pelican
#

pog! thank you!!

empty ridge
#

do object pools get initialized in the menu scene?

jolly oriole
#

certainly possible

empty ridge
#

i was modifying some prefab objects and noticed that some were already instantiated

#

guess i'll just look there first

jolly jungle
#

is it alright to take code from other people's mods for things like swapping out textures of things where they probably have the simplest way of doing it?

jolly oriole
#

let's just say that you got inspired by those mods

native pelican
#

i haven't seen very many licenses in mod repos... so i guess technically no. but it also feels like folks don't really mind 🤷‍♀️.

jolly oriole
#

technically all should have MIT or stricter

#

afaik

#

or lgpl idk

native pelican
#

oh wild, why? is that a requirement for inclusion in the mod installer?

#

i put grassy knight into the public domain (essentially)

prime urchin
#

I mainly use MPL 2.0 or MIT personally

ornate rivet
ornate rivet
#

but I don't think anyone cares unless you try to monetize your mod or something dumb like that

native pelican
jolly oriole
#

i should put gplv3 on my modding helper stuff zote

jolly oriole
#

and it's their IP after all

native pelican
#

sorry, i'm confused now. tc wouldn't allow what?

#

gpl licensed mods?

jolly oriole
#

monetize your mod

#

the gpl thing is fine, as the mapi was licensed with gplv3 until some time ago

native pelican
#

ah i see, that'd be interesting if someone tried to do that. i feel like i've heard of related court cases... it's been a long time since i was super into licensing though.

#

(court cases where someone monetized some mod-like-thing and the company behind the original thing tried to stop them)

ornate rivet
#

I'd like to see tc try and stop me from charging 100$ for pale court

jolly oriole
#

ez by just not allowing you to use the name Pale Court, as that is the name of a song from hollow knight

ornate rivet
#

that's ok the mod is called Five Knights anyways :)

terse owl
#

is there a download link for the custom skin moder

ornate rivet
native pelican
#

i made a new license a long time ago for something i built... not the best use of time. but was fun

woeful igloo
#

Huh. For those who have posted mods up: My mod is now in the mod installer, but the readme file didn't seem to be up with it. It's in the zip folder on github, not sure why it wouldn't be a part of it. Any idea why?

charred topaz
#

Hey, I was trying to build the Hollow Knight Modding API for the latest beta Hollow Knight, was there supposed to be a ModdingAPI.zip file that contains the patched assembly?

copper nacelle
#

build in release

#

debug doesn't zip and stuff because I hate build time

#

if you want it to work rn exclude the hascomponent patch

#

Haven't fixed it yet

charred topaz
#

yep, that worked. Thanks

jolly jungle
copper nacelle
copper nacelle
#

@jolly oriole fixed it

#

I replaced the handlers with Func/Action for a bunch of stuff so rebuild might be needed on mods

#

Still have some I could remove tbqh

jolly oriole
#

poggers, though idk what handlers were changed, so ig i'll just rebuild regardless

jolly oriole
#

god fucking dammit discord edit

jolly oriole
#

ah ok, i thought you meant more recent

copper nacelle
#

nah i just noticed when i actually updated my api and all my mods exploded again

jolly oriole
#

lol

#

btw @vocal spire might be interesting for you, i think i'll integrate either the item page system you sent me or something comparable in sfcore finally for "infinite" items

vocal spire
#

Ok

jolly oriole
#

also just now realized that the custom items would completely break once people save+quit lol

jolly oriole
#

damn, to think that i have exactly 1 field unused when saving all aspects of the delicate flower

jolly oriole
#

first of 3 parts done

jolly jungle
#

What are you trying to do?

vocal spire
#

Allow infinite items in the inventory

jolly jungle
#

I don't get what you mean but cool itssoulgood

#

anyways

vocal spire
#

Grenade made sfcore SFCore allows adding items

jolly jungle
#

for dnspy do I just go to releases and get the zip?

vocal spire
#

They bug out if you add more than the original space in the inventory

vocal spire
jolly jungle
#

five of them

vocal spire
#

I forgot which one to get

jolly jungle
#

I'd assume the first/second

vocal spire
#

Just anything that’s not source probably works

jolly jungle
#

Alright thanks

jolly oriole
#

Transform.Find hella sux, doesn't find inactive gameobjects

#

or their transforms

vocal spire
#

F

#

Makes me realize why some stuff didn’t work before......

prime urchin
#

You can do a GetComponentsInChildren(true) and then filter through that but yeah, unfortunate that Find doesn't have a similar overload

jolly oriole
#

i simply made a recursive extension method lol

jolly jungle
#

Which of these do I need?

ornate rivet
#

dnspy

jolly jungle
#

And only that?

jolly oriole
#

i mean, the bin folder is probably required to run dnspy

jolly jungle
#

And the third one?

jolly oriole
#

if you want to dnspy using the console, then yes

jolly jungle
#

Does this mean that anything killable with Climber in the name will be turned into a transtrans?

#

Even if I make a new thing of my own which for whatever reason has climber in the name?

jolly oriole
#

yes

#

but you can make it crash if you don't have the tk2dsprite monobehaviour on the go

jolly jungle
#

just wonderful

#

Welp time to try to mimic this

#

Thanks

woeful igloo
#

So, uhhh... if it's okay for me to ask again? How can I get my readme to work in the mod loader? I have both the mod and the readme file inside the zip file on both github and the google link, but for some reason the mod can be downloaded just fine, but the readme isn't.

jolly jungle
#

Hm

#

as far as I know that should work

#

Not that I know much

native pelican
jolly jungle
#

wait what's jewel's readme?

woeful igloo
#

It does end with .txt. The job change mod.

jolly oriole
#

there's a problem though

#

it isn't named readme

woeful igloo
#

.... Oh.

#

I... actually... didn't know it was supposed to be. :x

#

I'm sorry!

jolly oriole
#

welp, now you know ig

woeful igloo
#

Gonna go fix that. Thanks!

#

There, hopefully works now.

#

... Huh. Still says no readme exists.

#

Ahhhh.

#

So it needs to be README, not readme.

jolly oriole
woeful igloo
#

Ohhhhhh. Err, how do i PR the modinstaller repo? Sorry, still fairly new to github.

#

And... i think i just found the answer. Thank you.

#

Thanks. You guys have been incredibly helpful in helping me understand and figure all this stuff out. It's been so exciting. ^^