#archived-modding-development
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#archived-modding-help next time
Shoot. right ok
It’s just that I wanted to get the save file for development purposes
doesn't matter
Ok
Yes
C#
just throw it out there before they ask lol
hmm I see, I was thinking of getting into C# myself since Im on vacation. May I ask what IDE is common to use? I saw Visual Studio Code has a C# Extension but I dont know if thats the best idea
visual studio
I use visual studio community
i personnaly use community too
I installed the .NET core and was able to compile a little hello world console script. So I guess it kinda works?
i sometimes use vscode but not for c#
I guess community is also free?
yes
Community is free
From what I’ve tried from vscode, I personally prefer vs community
I also have no idea what I’m doing in vscode
Since the only time I use it is in free time on my school pc
And I can’t install much since school computers don’t have admin privileges
I know it’s better than notepad at least
oki doki, I take a look at it. Thank you for the docs aswell
Im a total C# noob so its gonna be a fun ride
vsc is fine
Is there a way to change a bunch of random objects' textures via a full atlas rather than a sprite for each object?
you could try <#modding-discussion message>
What does that do?
dumps/replaces everything with a tk2d spritesheet
wdym?
the mod i made dumps/replaces everything with a tk2d spritesheet
Damn, grenade, your'e the best explainer ever
So what am I supposed to do with this?
Use it or analyse it?
nvm, read that wrong
read that as if you want to change objects that have a full atlas
which only the tk2d spritesheets are
oh wait, that's an atlas too
I have the new sheet ready and all
So, I can use your thing?
:/
tk2d atlas: atlas0.png (in afaik all cases)
"normal" atlas: spriteatlas_xyz.png
See, I have problematic images like this one, where the ripped version is totally off with the edges and all
you'd have to hook either USceneManager.ActiveSceneChanged or USceneManager.SceneLoaded and then replace all spriterenderers (though idk how you'd go about the atlas part)
never worked with atlases before
That's what I'm doing up to the atlas part
Also ignore the weird smear on the image, that's just transparency being funny
So, no ideas?
no
Damnit
We'll need to suffer this for now, I suppose
Till we figure out something else
btw this is super useful, thanks
I'm back to (trying) getting 1.5 ModdingAPI working for me (from source). The output ZIP contains an Assembly-CSharp.dll, MMHOOK_Assembly-CSharp.dll and MMHOOK_Playmaker.dll. It appears that the Assembly-CSharp has the Modding namespace and types but none of the MonoMod hooks (which are in MMHOOK_Assembly-Sharp.dll. I feel like I'm doing something silly and missing a step... Perhaps the repack just isn't going and I'm missing a manual step? Any advice? Thanks in advance.
Yeah, I'm with you there. The issue is that the types are now not in the assemblies they were in before, thus creating an issue.
I suppose I'll reference the MMHOOK assemblies separately. Is that the intended solution?
currently yes
Ok, thanks!
What have I created
(it's the first skin I put remotely any effort into so sorry it's wobbly, but I think that makes a cool effect anyway)
Here's how my luck is going. This is new. 
extremely interesting
Managed to somehow get through it by adding a try-catch to log exceptions. Now I at least have info. I know what the issue is and I'm just gonna throw my shoulders up, say "fuck it", and wait for 1.5.
true
so uh i may need help with modding lmao
for some reason when i subtract or add geo it doesn't even display anything unless i quit the game
how do i fix this?
it updates when you change scene
or pickup geo
56 got something lately
something w/ event
but that was with blue health
.
If you want to add geo, why would you add blue health?
i don't wanna add blue health
@cedar hemlock does it have to be a valid event or any event string works?
just fill in ADD GEO
(i hope)
so any event string works or does it have to be a specific one
If you want to add/remove geo, you could try
HeroController.instance.AddGeo(amount)
HeroController.instance.TakeGeo(amount)
oh i was using PlayerData.instance
i forgot herocontroller exists
i'll try that
oh yeah makes sense
thanks
has anyone messed with menu map yet ? like showing new zones on the map
so uh
do i also have to call HeroController.instance.UpdateGeo();?
also does PlayerData.instance.geo and the such only updates when I save the game or not?
oh nevermind i guess i could try HeroController.instance.playerData
SFGrenade has added a white palace map
PlayerData.instance is the same
Does HeroController.instance.AddGeo not work?
yes
i mean the menu map right ? white palace doesnt really have a map
YO
like this
The code is on GitHub
i haven't updated it in quite a while, but https://github.com/SFGrenade/AdditionalMaps
Quick question, in what programming language are hk mods mainly written?
Aaah, thanks!
Does that mod only have twp?
currently yes
yeet, now only to change sprites and positioning
YO???
also actualball very dumb question
how'd you get the logs written in game ?
like on this screenshot
ModdingAPI has options in your saves folder
Which I believe you can turn on that logging
Found it? Not a stupid question, it's a little 'hidden'
sometimes it isn't even there
There's a hotkey for it. F1 or F9 or something.
i thought f10 lol
f10 it is
nice
I usually spam the keys until I get what I want so I never remember it. 🙂
truly is gorbrain
me when somebody asks which key hides the knight with debug mod
all i can say is that it's one of those above the arrow keys
wait nvm
it's backspace
dang
so
i tried the ADD GEO event thingy and UpdateGeo();
neither of them seemed to work
Is there and AddGeo method on HeroController?
Try add geo just to test
ok i will
how are you using it?
hold on. i think i may have used PlayerData.TakeGeo() in somewhere so I fixed it and I will try it
if my dll file wants to get compiled eventually
i use ADD GEO by EventRegister.SendEvent("ADD GEO");
I don’t think that’s an event
m
Are you sure it exists
well
i honestly don't know what events are there in the game
also someone told that the geo counter starts counting after an event
Randomizer gives you geo by doing HeroContoller.instance.AddGeo(amount) and that works there
And that function calls playerdata.addgeo as well as updating it on the UI
for event register, if the event doesnt exist it doesnt show an error. it just doesnt work
(I may have the wrong capitals)
is there a function to update the UI?
Yes (you can check it with dnspy, not at comp right now so I can’t)
Did herocontroller.addgeo not work?
Don’t do playerdata.addgeo
🤔
I. WANT. THIS.
one of the best things
also a map of white palace would be cool
whatever i'M getting off topic
also, how does cState even work? like, when i swing my nail horizontally, the attacking value becomes true, but after the swing ends does it stay true or what?
also what is altAttack
bruh that was just a random guess lol
tbh should've said that...
well do you have a guess on what this is
nail art?
alt attack is simple the nailslash that goes in the other direction
ah
like the nailslashes go: up, down, up down, the up part is attack, the down part is altAttack
hey so i am new here and i just installed the mod installer but when i install the hollow point mod the sprite for the ak showed up in the game but it only did one shot and it did no damage so what else here do i need to install to get it working
oh thanks sorry
i'm still confused as to what altAttack is
if the 2nd attack is in the opposite direction
afaik not any nail art but sure there is one for a specific nail art
ok
How are the original game's sprites for anything static managed?
Are they kept as the individual sprites or are there atlases/sheets similar to the ones we see in the ripped files?
i mean, sprites are sprites for unity, so tc decided some sprites are in an atlas, while others are single sprite images
also how can you edit sprites or strings from the game in an IDE rather than unity
i'll simply guess you can2t
uh
how can you edit sprites or strings from the game provided any tool?
but how were sprites in the ripping bundled into atlases?
How is it all Forgotten Crossroads sprites were in a huge chunk together, and why is there Crystal Peak in there too?
noticed the .net framework was 3.5
is it OK if i change it to 4.8..?
Pretty sure no
also
uh
cs0656
oh wait
nevermind
it seems to only happen if i declare a dynamic type
some are atlases, some are singular sprites, there is no pattern behind it
i have no clue what tc thought
btw, does anybody want to test this? (imma @merry lotus because you asked), requires sfcore from the modinstaller
part in the kings workshop, part in godhome near the bench
Does this mean it'll work only on tk2d sheets?
possibly? i never worked with that
the command line version it was based on only worked on unity sprites but the gui version only works on tk2d
kind of weird but that's just how it is
Any reason?
Ah, alright
lots of projects need finishing
The gui version isn't very cooperative anyways
yeah it doesn't seem to work on hk right now
probably because I'm on beta branch
it kind of worked but threw an exception in the middle of it
any changes you would suggest?
I "updated" it but it's still missing a lot of sprites so I wouldn't really call that working
Oh, I meant it just seems to work weird, not that it's hard to use
Wait where does it send all these files?
also, I entirely forgot to ask
Any idea why something that was supposed to be brk_crystal4 uses brk_crystal2? It seems like most of those in the scene do
The first is the original, using sprite #4
The second is what happens after my reskin, using sprite #2
It seems like most of those in the scene do
Cross that, actually
Not sure
hellow
does anyone know how to edit cutscenes?
I'm new, can't find .mp4 files in the game dir
I’d look at the redwing mod to see how to do that
They aren’t like that
Might be able to get them by using utiny ripper
Even weirder, there seem to be no brk_crystal4 in the scene at all
DNspy I think should help
Actually found this github as well https://github.com/natis1/redwing , but not sure how to proceed integrating it
Even weirder, there seem to be no
brk_crystal4in the scene at all
Now, I'd understand it if for some reason some of thebrk_crystal2use sprite 4 and then in my code it recognises them as crystal type 2 so it gives it sprite 4, but then there are some things that definitely use sprite 4 after the reskin so those would need to be namedbrk_crystal4but I can't find a single instance in the dumps
Do these dumps include every tiny thing in the scene or are there any things it overlooks?
Any specific layers it doesn't return, for example
Everything
Where did you find this exe
depends on the dump and when it was taken
If stuff is instantiated by other objects and the dump is first frame then obv that stuff isn't going to be there unless the prefab is
can i have edit perms for the summaries doc or does somebody else want to add AdditionalMaps there?
Then I'm stumped
Finally got a working build of IKG for HK 1.5
The asset bundle script that nes gave me worked perfectly. I just needed to clone AssetTools.Net and build it since the Pack() function wasn't in the version I had.
For some reason, having the Aspect Ratio Fitter on the Weaver UI Canvas causes all elements on it to not show, so I removed that temporarily
https://github.com/nickc01/Inferno-King-Grimm/releases/tag/v2.0.2.1_1.5
nice
to make your mod 1.5 ready you just need to change the .net framework right?
is the UI in hollow knight a Canvas object or another thing?
yes, potentially also code changes
very likely*
"just"
yea that comes with updating the framework
no
that comes with the new api?
a few ig but there's other shit you have to change generally
wait an update is coming to modding api?
The settings/savefile stuff is all different so anything using ModSettings needs a change, among other things. That's just the biggest problem I ran into yet. x_x
it's not different if you're not using deprecated stuff ngl
if you want to support 1.5 you need a new api
How do I use healthmanager.hit to manually make an enemy take damage. When I call the function it says the parameter should be hit instance but idk what that means
Stuff I was working on definitely was using it. I'm playing in someone else's code as a base. RIP me but it's not really something I'm complaining about
make a hitinstance and pass it
So would a modhooks.instance.slashhithook work?
np
wait
does making a new hitinstance work?
I don't remember how I did it in blackmoth/bonfire
On.HealthManager.TakeDamage += SetDamages; oh
i hate quake floors
Yay, Code for me to copy reference from
I want to make a mod that changes the text to whatever I put. Is there any guide thing I can read now on mobile that can explain some stuff on Mod making?
Thanks!
quake_floor is the only fsm, from those that i looked at, that has an fsm template
fuck this inconsistency
кто в холлоу найт по сетке, я думаю, тут есть русские.-.
Pls use english,as otherwise no one will understand what you're saying...
Google translate makes absolute shit of it
they're probably asking who here speaks russian
Well i dont if they wanna know
is there a way to add UI elements to the game
like a text, or a sprite showing up in the canvas.
like the geo logo near the geo counter
or the geo counter itself
ohhh i have to run GameObject.Instatiate() right?
How do I choose randomly between two or three things?
list[UnityEngine.Random.Range(0, list.Length)]
alright so this code runs when you load a save file
private void LoadGame(int id)
{
canv = GameObject.FindObjectOfType<Canvas>();
enemylist = new GameObject("enemylist");
enemylist.AddComponent<Transform>();
enemylist.AddComponent<Text>();
Text t = enemylist.GetComponent<Text>();
t.text = "hello!";
t.color = new Color(255, 255, 255);
t.fontSize = 30;
Transform tr = enemylist.GetComponent<Transform>();
tr.parent = canv.transform;
tr.localPosition = new Vector3(0, 0);
tr.localScale = new Vector3(1f, 1f);
enemylist.Spawn();
}
i still haven't figured it out how do you make actual gui text
i searched
looks like they use the same solution
maybe the mistake was at the canv variable
i'm trying to print text on the HUD
Can also just make a new go and add the components
When building the modding API, I get 43 errors in Mod class all pertaining to type is defined in an assembly that is not referenced
Just looking to set this up so I can see how it all works
if you're just planning on making mods you don't need to build the api fwiw
if you want to build the api, do you have a vanilla folder as specified in the readme
yeah I might not build it, was just wondering why it was erroring
But yeah I copied the contents of Managed to Vanilla folder (had to create folder)
what types?
Oh you need newtonsoft referenced
There should be a folder in the solution folder containing it
no such folder
Not under assembly C sharp
yea, just needs to be referenced
How do I reference it?
Add it like any other reference
right click dependencies -> add dependency -> select dependency (json.dll)
I did that but nothing changes. Newtonsoft.Json is already referenced and removing & re-adding it doesn't change anything
Re add the netstandard reference
Tmk re add everything with yellow triangles on them
the problem was I didn't have the right versions of those references. mscorlib I had older version and netstandard I apparently don't have at all, doesn't show up in search
but yeah not worth fixing this, will just use the mod installer. Thanks for the help though 🙂
And is there a recommended way to extract Unity project? In the past I've used utinyripper but not sure if there's something better
depends on what you want extracted
if you want scenes to copy then utinyripper, if it's only assets, uabe is enough
I tend to want everything. Downside to utinyripper is it doesn't extract majority of code, just fields is all it does, so can't run it in Unity
but for the most part, all that's needed is looking at scene hierarchy, component setup and some default values
Oh, I thought they intended that since they were building the api
sorry, wasn't sure
if I don't unhook stuff on Unload() does it remain hooked, or does api actually completely unload the mod?
it remains hooked
excellent

and if I launch the game with a mod disabled in config, does it still init?
and then immediately unload?
its 4am ok
i have a mod that disables isma's tear and lantern, but also quill, for reasons
i wanted to extend it to yeet quill even if the mod is disabled from the mods menu, so you can keep lantern + tear
might make more sense just to add quill yeet to qol at this point rather than being a separate mod 
i fucking hate quill
??
when you pick it up in rando you cry because it makes benching very marginally slower and makes an annoying noise
oml
I am trying to use MonoMod to patch the assembly, but it is saying it can't find "Assembly.exe". Where is that file located?
Thanks
Though it sin't really a list
I'll just use the random range aprt I guess
Does the hollow knight API support .net 5? Or do I have to install another SDK?
you need 3.5
depends, for all versions before 1.5 it's .net framework 3.5. I think the new version in 1.5 is 4.8? might be wrong
might be wrong
yea
it's net 4 anyway, thank the lord
Ok. That explains why I get errors.
ok so i tried to make a mod for hollow knight and uh it for some reasons appears in modloader now, does that mean it's public now and i'm screwed or only i can see it?
help
please
only you can see it
if you have a mod in your mods folder it will auto detect it
to add it for everyone elso you need to pr modlinks
but you can ask about that when you want to make it public
thank
Hey guys, I've been interested in getting into modding, are there any guides or sites to help me get started?
Thanks!
modding-development
stop
i've already done all channels i can talk in except #hk-help and #hk-art-gallery which i wont do
well it's already done so i cant stop something i've already done
i wont do it again if thats what your asking
always violent
imagine i get banned for saying the name of the channel of a bunch of channels
It is off topic
It's spamming for no reason
Here in the modding channels one mod is really strict on that
who
me
they've been muted
that's not the content that goes in this channel, refer to the channel topic
ah ok
what's with people doing this lately?
1.4.2021?
well I'm dumb
i'm trying to add skins into the HKMP mod, and so far i've got the skins to sync for 3 local instances of hollow knight, would anyone be willing to help out with testing the mod over the network?
the goal would be to test these things
a) the skins get downloaded to the players from the server
b) the skin selections actually get synced between players
c) let multiple players select their own skins and try to roam the map a bit see interactions with different abilities & items etc
Is there a way to return several lines of dialogue using LanguageGetHook?
just return the entire paragraph and it goes into pages for most dialogue
what's the maximum length the scenesMapped (or mappedScenes) the variable can be?
probably the max length for a list or array or whatever it is
so either your system memory or around 2.1 billion
i mean
if you had the complete map, how many items would be in scenesMapped?
around 480 - 500
i need an exact value though
try a 112% save yourself and log the length smh my head
too lazy but ok i'll try
i unlocked 99% of the map anyways
the only one i didn't get was that one area in deepnest (concerned)
i may remember this incorrectly, but didn't https://github.com/HollowKnight-Modding/HollowKnight.Modding/blob/master/Assembly-CSharp/ModHooks.cs#L1087 & https://github.com/HollowKnight-Modding/HollowKnight.Modding/blob/master/Assembly-CSharp/ModHooks.cs#L1161 have an additional null check at one point?
if you want to add more inventory items it could be
also can i add external libraries to my mod?
SFCore adds more inventory items, not item changer
yeah but what does itemchanger do
Yes, as long as they are in the mods folder
Readme
56 plz add readmes to 2
then remove it
what what
yes what
ah yes double mods
That means it failed to load
no
and it succeeded???
the top one and the low one are the same
it both succeeded and failed
thats what he means
It only failed
i don't know how the installer manages to not know that it has the newest sfcore, considering the SHA1 checksums are identical (in the modlinks and from the file itself)
do you also have the inf update or is it only me?
modinstaller 2 inf updates it
modinstaller 1 apparently fixed it after downloading it once
wierd
sigh
i put in the DLLs i used in my mod
it still says something like
couldn't load that from the assembly
are you adding a reference to that mod?
yes?
and then saying using modname on the top
do you get couldn't load that from the assembly in the modlog?
it would show me the error otherwise
yes
do i just paste the content of interest?
did you enable your references
i referenced the dlls in my project
then the only way that error would show up is when you start the game with your mod, but not the dependency mods
does a yellow triangle show next to the name of the library mod when you expand references
hm
true
i might have missed something even though i'm confident i didn't
though
also
no yellow triangles
i'll just assume i missed to add referenced dlls
wait how does sfgrenade have "Remove Unused References"?
where do you get the error??
hold on
after running the game, in modlog or in vs or smth
[INFO]:[HollowKnightDRPC] - Establishing Discord RPC...
[ERROR]:[API] - Error: System.TypeLoadException: Could not load type 'DiscordRPC.IO.ManagedNamedPipeClient' from assembly 'DiscordRPC, Version=1.0.175.0, Culture=neutral, PublicKeyToken=null'.
[ERROR]:[API] - at DiscordRPC.DiscordRpcClient..ctor (System.String applicationID) [0x00000] in <filename unknown>:0
[ERROR]:[API] - at HollowKnightDRPC.HollowKnightDRPC.Initialize () [0x00000] in <filename unknown>:0
[ERROR]:[API] - at Modding.Mod.Initialize (System.Collections.Generic.Dictionary`2 preloadedObjects) [0x00000] in <filename unknown>:0
[ERROR]:[API] - at Modding.ModLoader.LoadMod (IMod mod, Boolean updateModText, Boolean changeSettings, System.Collections.Generic.Dictionary`2 preloadedObjects) [0x00000] in <filename unknown>:0
[ERROR]:[API] - at Modding.ModLoader+<LoadMods>d__9.MoveNext () [0x00000] in <filename unknown>:0
modlog
the error is in modlog
Error: System.TypeLoadException: Could not load type 'DiscordRPC.IO.ManagedNamedPipeClient' from assembly 'DiscordRPC
whats the code in public overide void initilize?
public override void Initialize()
{
Log("Establishing Discord RPC...");
client = new DiscordRpcClient("a");
client.OnReady += RPCReady;
ModHooks.Instance.ApplicationQuitHook += GameClosing;
}
why is there a asembly csharp in mods folder?
if it says that then the modding api is broken
is there a modding api at the top?
in game?
yes?
idk
yes that's the proper channel
ok sorry
maybe this code is not allowing the mod to load, try removing it and try again
client = new DiscordRpcClient("a");
client.OnReady += RPCReady;```
the RPCReady isn't really a modhook
it's just related to the external library
my mod works just fine disabling the code
the issue is the libraries i included don't load
or maybe it doesnt need to happen on initialize. you could do it on a save game load hook
so uh
the thing i'm trying to do here that
once the game opens it should say "in menus" in the rpc
the rpc like
discord game status
uh
i'll just share the whole modlog.txt in a file embed
Could not render this file preview. nice
nice
how difficult would it be to upscale the mask sprites?
asking bc my customknight skin has cool mask designs, but they look a bit small and i can't make them any larger because of the sprite size limits, and i think just having a mod to do that might be an option
if i delete the assembly csharp dll in mods folder will it still load the assembly csharp from the Managed/ folder instead of Managed/Mods
why is it in mods?????
idk?
Have you tried adding DiscordRPC.dll to hollow_knight_Data/Plugins yet?
huh?
It's a weird solution but you could try it
i'm gonna try
I've had a similar issue, that solved it for me but at the same time I'm using Discord Game SDK which isn't the same library
You could
i'm not sure why i am using this library but eh ¯_(ツ)_/¯
ooh are you tryinng to add rich prescence to hk?
yes
sounds cool
would be way better if i could add the room status
That's doable as well
oof
you know what i'm just gonna use discord game sdk
is there a variable in PlayerData.instance that shows whether you're in godseeker mode or not
PlayerData.instance.bossRushMode
Can't add it where?
as a reference
@rough pulsar
You add the contents of the csharp folder in your project
The dll files go into hollow_knight_Data/Plugins
@midnight canyon it doesn't seem to work, i put the discord_game_sdk into plugins folder
[INFO]:[HollowKnightDRPC] - Establishing Discord RPC...
[ERROR]:[API] - Error: System.DllNotFoundException: discord_game_sdk
[ERROR]:[API] - at (wrapper managed-to-native) Discord.Discord:DiscordCreate (uint,Discord.Discord/FFICreateParams&,intptr&)
[ERROR]:[API] - at Discord.Discord..ctor (Int64 clientId, UInt64 flags) [0x00000] in <filename unknown>:0
[ERROR]:[API] - at HollowKnightDRPC.HollowKnightDRPC.Initialize () [0x00000] in <filename unknown>:0
[ERROR]:[API] - at Modding.Mod.Initialize (System.Collections.Generic.Dictionary`2 preloadedObjects) [0x00000] in <filename unknown>:0
[ERROR]:[API] - at Modding.ModLoader.LoadMod (IMod mod, Boolean updateModText, Boolean changeSettings, System.Collections.Generic.Dictionary`2 preloadedObjects) [0x00000] in <filename unknown>:0
[ERROR]:[API] - at Modding.ModLoader+<LoadMods>d__9.MoveNext () [0x00000] in <filename unknown>:0
put it in managed or mods
i put it in managed
the same error
i put it in mods
the mods don't even load at all
Wdym
wait so
if i am using a COM library do i put it in the Plugins folder?
someone suggested me to put it in there
the same error just happened
What happened when you put it in the mods folder?
Can you send your modlog
i guess the library i'm using is a COM library
the white loading bar didn't even appear
This
i also have other mods loaded don't get bothered by them
hold on let me put the dll into mods again
redownload the api
This
no the problem isn't with the api
the discord_game_sdk.dll is the one causing this because when it wasn't there the mods loaded
ignore the zip file
it was always there
Try removing all mods but what you need
Also could you send Output_log.txt(in the same place as modlog)
does anyone know where the mod installer downloads the mods from ?
the links provided by the mod maker
https://github.com/ricardosouzag/ModInstaller/blob/master/modlinks.xml whatever it shows in this file
@midnight canyon i put the dll in Plugins folder, didn't work, what do i do
so they use google drive links for downloading to everyone's devices ? i wasnt aware we could link to raw files using google drive
idk how one gets the links, but apparently it's possible
Did you copy everything from the lib folder in the plugins folder?
alright imma try this for my mod
ohhhh so i need everything? ok
Doesn’t modlinks explain this at the top?
i can't read ¯_(ツ)_/¯
it just parses xml into c# object then iterates through the array then shows you it
what i guess what happens
i didn't read the source code
I thought they meant how to get the link you put in to modlinks
I mean you don't have to use Google drive, you can also use a github release if you prefer
don't use google drive thanks
wow it works though i need an image asset so once it gets uploaded i'll try the thing, thaanks f4iTh!
Glad it works now
yeah that's kind of what i was thinking initially too, i'm working on a project involving skins so drive would be easier for skin creators to work with than github
is there any way to enable so that debug logs appear on modlog.txt?
Use Modding.Logger.Log ("thing you wanna log");
Or (ModClass instance).Log
Or set the LoggingLevel lower in ModdingApi.GlobalSettings.json
Setting it to 1 will give debug logs
is there any way to get knight's located scene? i tried HeroController.instance.gameObject.scene.name and SceneChanged hook, none of them worked as expected
UnityEngine.SceneManagement.SceneManager.GetActiveScene().name
have you referenced unityengine
i did
UnityEngine.SceneManagement.SceneManager.GetActiveScene
the setting may be unnecessary, but getting is because mod variables will be null as val
btw i also think that it was a thing at one point
now i did most of the things done, the rest should be easy
alright
merged it anyways but this feels very familiar
yea
On mobile
great
that's pog
i'll fix it so it says the actual names of the area
i won't be naming each scene individually
otherwise i would either have to:
- datamine hollow knight, i have done this once and my pc completely lagged out
- run around all scenes and take note
You can probably get the area name by getting the map zone or something like that
i already have named every scene in hk 
nerd
rando does things to you man
Boo
https://github.com/ManicJamie/HKTranslator/blob/master/IntegratedTranslator/TranslatorDictionary.xml in case you want to take this route, probably not the best idea though considering half the room names are named by rando players for rando players
the git logs say that it only changed 3 times:
- improved logging
- remove logging on events
- the one you just merged
i'll put the method for translating each scene name into actual names into a seperate file
because it would bloat the code anyways
if it were put in a file that already has code
most of these names look good for discord rich presence 
i will change some for my fitting
you may want to change eternal ordeal's name though 
anyone?
I don't know unfortunately
I have made the Forgotten Crossroad's names so far
i also don't know, haven't done anything with tk2d, what is probably used for the masks
sad
Elderbug
It doesnt show anything for me
Oooh, are you working on a discord rich presence mod kaan gaming?
Damn thats super cool, def give us a github link once your finished
Is there a way to replace the icons for the nail arts?
fast
i forgot to give howling cliffs its own logo so it looks like this lmao
why you not doing ToT??
tot?
oh
what if i added support for test of teamwork in my rpc mod
nice
as long as they give the scene names
do
x)
ok cool
now i only have to do
city of tears, the waterways, white palace, godhome, and some other rooms i haven't counted
AND deepnest
lol the scene name is SF_ToT_ToT_01
so far the only thing i have been doing now is just giving each scene a name
also there are two scenes i couldn't name yet, like Room_Tram and Room_Tram_RG, the page i use doesn't really give them clear names yet
anyone knows where these scenes belong to?
idk
makes sense
There's a pinned message in #randomizer that puts the scene names on the map
i have been using this page https://github.com/ManicJamie/HKTranslator/blob/master/IntegratedTranslator/TranslatorDictionary.xml to give names i'll stick using that page even though it's from rando players
Waterways, Deepnest, White Palace, Queen's Garden and a few other rooms left
For now I'll give them icons
what will you do with custom scenes now that tot is released?
I'll also add them
It's simple to add custom scenes
I can just add an if statement to them
Can you give me the github link to your mod@jolly oriole
Thanks
I just named all of them the same name, once I publish this mod to github you can add a pull request to change the strings. It will be located at the end of GetRoomName(string) method in RoomNames.cs
I don't know what icon to give it but it uses Hornet's help so I'll add the hornet icon i guess
alright, though i'll probs leave it at 'Test of Teamwork'
Once I have given every scene its name, I'll switch the version to beta and release it to github
Waterways & Deepnest done, White Palace, Queen's Garden etc. left
I wonder how many people will be using my mod
well, i will
pale court spoilers
||https://streamable.com/mm99qc||
rich presence is cool
and now people can watch me die to absrad through rich presence 
x)
what is that
@ornate rivet Is that a mod you're making?
yo what
Plz post in pale court discord too
I doN't know anytihng about pale court x)
||HAVE YOU NOT HEARD OF PALE COURT||
Smh very hyped mod that’s been in dev for a while
I have been playing hollow knight for 2 months now :c
Heed the Champion's Call in this new and unofficial expansion to Hollow Knight. Gather all new charms and make battle with Hallownest's greatest heroes; prove yourself worthy of the Pale Court.
Credit to the folks who made the trailer: https://twitter.com/MolaMolasses/status/1282830809393577984
For more info (and credit to the folks working on...
basically a fifth fan made dlc
You’d be more hyped if you saw the little spoilers posted by the devs in the modding channels
ho
YO
IT'S AWESOME
i might even consider adding pale court support to my mod if it ever releases
or if it has released
only consider?
well
ok
i will
add
i finished making queens garden rpc now
white palace left
also i noticed PoP has only 4 scenes
.-.
anyone has any idea what's the GG_Atrium scene for?
and GG_Atrium_Roof
1st is the main godhome room where you spawn and roof is the p5 room
If you want a list with all the HoG bosses with the boss name I can help with that
on this topic, could you add a way for other mods to add their scene and a friendly name for it?
sure. i can do that
also uh
i don't think i can add a status on what boss you're fighting in godhome
if i did i would have to get the list of gameobject then iterate through them and detect a boss
which is hard because i don't have every boss's gameobject name
Each boss has its own scene
So you could check the scene name and return a boss name
in godhome?
Yee
i would like a list because i can't seem to find a list of them in the page i'm using
isn't there a list of godhome scenes in pins?
Some bosses have a normal version and a _V version (I used the V version for my mod for the ones that do have so if there's a V in the end of the name write one for with V and without V)
what's V version, ascended?
very hard
Yea for the ones that have diff arena
ok
has anyone had Texture2D.loadImage crash the game?
it's either that or new Texture2D(2,2); crashing the game for me and i can't figure out why 😅
i mean modlog could help you there
i think i'm almost finished 
only things left to do is add boss names 
from godhome
Add the ones TC uses
wdym
there's literally nothing in the modlog related to this
output_log then
Giant buzzer col for vengefly King or zombie beam miner (1) for CG
Mega Jellyfish is my personal favourite
like the last log function that adds to the log is before new Texture2D(2,2);
uh ok
where would this be ?
next to modlog.txt
same folder as modlog
I mean it ain't wrong
i think you can use the ondamage hook
by reducing the damage value you return
so then return(1) or smth?
i'm assuming you want all bosses to do 1 mask ?
not all but i can select a boss i just want to know haw to make 1 damage
@light zodiac does it contain all bosses?
in that case https://radiance.host/apidocs/Classes.html#damagehero it might be better to replace damagehero
on the boss game object
I think I missed nosk. I did the ones in p5
what's the nosk's scene name in godhome?
Rest of the ones (eg mantis lords) Is just SOB's name minus the V
so nosk is GG_Nosk right?
I'm not sure
i'll try
lisent im not good at coding so... that only shows how to damage the player
Wouldn't be a bad guess but TC being TC can name it anything
@cedar hemlock do you want to set the knight's damage or what?
get the healthmanager of the gameobject, get damageHero, set damageDealt to 1
You can have a list of all the bosses you want 1 damage to do and check if their game object can be found in the scene
i know how to make only one boss do it
How are you currently doing it
i think i'm done
i just get the scene and then the bossname
i use it for the custom thk texture
So when the code for enter the scene runs, add a only 1 damage function that hooks onto take health and just returns 1
good, i think i'm done, now i have to wait for discord assets to upload then i'll call everything else a day
discord rpc assets take a good few minutes to upload idk why
i just want to make nkg do only 1 damage lol
first check if it's the NKG scene
one way to do that is
if (UnityEngine.SceneManagement.SceneManager.GetActiveScene().name == "GG_Grimm_Nightmare" || UnityEngine.SceneManagement.SceneManager.GetActiveScene().name == "Grimm_Nightmare") {
// run code if the player is fighting against nightmare king grimm
}
actually i'll just share the whole code to make nkg deal 1 damage
hold on
why are so many people telling me how to find nkg as i said i know how to do that lol
so i get all the logs before new Texture but none after it 😐 any idea what could be going wrong here ?
if you have nkg go
foreach (var dh in go.GetComponentsInChildren<DamageHero>())
dh.damage = 1;
thx
o
nice
please just do what grenade said
ok
lol
dont do my code x)
What is get components in children
gets all components of the type on the go and all of it's (active) children
look at my discord game status :o
i didn't change the icons or anything
this only appears when i have the godseeker mode
wow nice
Nice
it's about to change
vengefly
Gg boss door entrance?
You didn't use the TC names smh
smh
i didn't know there would be gg boss door entrance
giant jellyfish
can you list the scenes
I can't open hk rn

