#archived-modding-development
1 messages · Page 529 of 1
eg if i want to have acid water or breakable ground
Yeah. It would
If I preload a gameobject (such as a tik tik) and store it in a global variable. How would I Instantiate it elsewhere in a hook? I've tried to and it will not show up no matter where i set its position to.
do you set it active
np
some enemies seem to be stuck in an idle state and won't react to the player. Is there an easy/obvious fix? or is this a common issue that i just have to work around.
utiny ripper is still stuck at unityengine.videomodule
update
update
utiny ripper finished loading stuff
now onto exporting
it took 3 hours
yayyyyy
According to the FSM viewer "Mantis Heavy Flyer" is in Fungus3_48 but when i try to load it i get an error(in the log) saying it cant find that object. How does one load it?
What instructions did you follow?
^ that and various things i found in this Chanel
I am able to load other enemies such as a "Moss Walker" from Fungus1_03
If theres a better set of instructions i would love to know
hey does anyone know a mod or way in general to change in-game sounds?
I wanna replace the dash sound with something from Halflife 2
You have to go to the gameobject dump in the pins and find the full "path" of mods walker and put that instead of only "mods walker"
Smol knight does that with walking sounds see how that mod does it
@rough pulsar did it finish?
Also, unity still has to import it
Took me a day too
thats the part that took 1000 hours for me
Same
Even on my faster machine
I used ripper on my old backup laptop
But I imported it on my main
still exporti g
F
F
how long did unity take
Longer then ripper
wdym laggier
yea
Also, yes. The unity project was way laggier then it should be once done
just took a long time
It can sometimes take a minute to open a scene or even a folder
?
More like 12 hours I think
Depends on the performance of your pc
Mine is sorta faster than yours ig
That was my backup pc. I imported it on my newer pc
Has an i5 7th gen (idk the clock. Something like 3.1 ghz I think) 8gb ram and Nvidia 980(don’t think this one matters)
that's why i don't use uTinyRipper/assetstudio
Then what do you use?
And please don’t say scene dumps
uabe (for 1.5 it would be uabea), though the sprites i have are not the best ones as i cropped them manually
What are sceen dumps
and with gameobject dumps, none
Oh wait
Hard to read
Hkwe2?
Should i use hkwe2 or 1 for 1.4
2
ok
though you'd maybe possibly want an older commit of it (but i'm really not sure with that, try latest commit first)
https://github.com/nesrak1/HKWorldEdit2 link for the lazy
this is cool. I'll probably use this from now on when looking for the correct preloads
@rough pulsar I'm zipping now (if you still want it)
ok
im putting faith into my pc
honestly, this seems even beter then using ripper
now i feel bad for wasting my time damn
i usually waste time by playing games anyways but i dont quite like doing it this way
everyone makes mistakes
Same. This could have saved me so much time.
especially costly ones
bad grenade
sforgivengrenade 
^
does anyone know where the orb filling up with soul assets are?
i want to change the colour of soul
customknight mod?
no i mean the animation of the orb filling up with soul
that's not in the hud.png file
idk, try asking #modding channels
i think that's done dynamically
oh
not sure though
oh great
yeah you can't change that rn
darn
you can only change the eyes
I think there was a spritesheet for it
but I'm not sure if anyone's added support for it
thanks anyway, atleast i know now
(wait for ck+)
I dont think it'll look that weird with green soul when full
there's plenty of skins now that have completely different images when full and they don't look weird
cool
@ maroon amphibian
there's a small flash when it fills, so it's a nice transition
funny words magic man
I hereby summon the maroon amphibian
Oh also
Ck 1.5 skins the liquid inside the souls thingy
So if you're on 1.5/ planning to skin for 1.5 also you could use liquid.png from the pre-release on GitHub
@pine crow
do you mean the soul vessels or the main orb
since you could already skin the vessels
It's the same images with more images so not gonna be much porting gl
Main orb
ah, cool
Does anyone know where i might find ModCommon.Util so i can add it to my references?
nvm i got very confused
i found the dark mode in qt creator pog
nice
Adding the Descriptions to main/a rebuilt ModInstaller? 👀
in a race against 56 if i'm able to make a completely new modinstaller faster than he ports mi2 
Might I suggest: Add the "📂Open Mods Folder" button that got added to MI2, to your version
how do i change invincibility frames an enemy has?
invulnerableTime float on HealthManager objects (private field though)
then how do i change it, since its private, is there a method to change it?
via reflection, i think the 1.4.3.2 mapi already had a ReflectionHelper class
would then be something like
ReflectionHelper.SetField<HealthManager, float>(hm, "invulnerableTime", 0.01f);
or something like that
Are you saying that
- Descriptions may not be needed, or
- Open Folder may not be needed
❔
The latter I can't imagine how ModLinks would make it irrelevant, because the purpose is to help users be able to manually add a mod, or troubleshoot stuff in those folders (and get to CustomKnight folder, etc)
Im gonna try
ReflectionHelper.SetAttr<HealthManager, float>("invulnerableTime", 0.01f);
OH! @ SFG:
Also, can you be the person who makes a Mod Installer that correctly gives Unix systems the Unix version of the mAPI? Currently, both Zote Installer and MI2 only distribute Windows Mapi 
afaik that's cause of modlinks, but yea, that's planned in both mi2.5 and mi3
that doesn't work, set field is not an existing methon and setAttr does not work,
im gonna reread the reflection page
yea, exactly about that 2nd (3rd) last part, as mods are no longer identified by a checksum, but by a version that's stored in "database" to make updates a lot easier & safer
but thanks to how i'm making it (c++) and multi-dll-mods i also can't just check the 'only' dll in a mod for its version if there are multiple ones
I'm definitely not understanding something lol
So, Mod Installers will just pull mods from an official source to get the correct versions-
but how does the eliminate the need to for people to go to their mods folder?
they would only need to go there for things like customknight
i mean yea, i could add a button for that, then i'd also add a button for save files
I mean, a saves button would be
too. the 📂 button happens to use a location that you already have saved because of the inherent use of that folder though lol
||Granted, the saves location constant for all systems afaik, so it's not like it's finding more locations to save||
wait is invulnerableTime a static attribute?
it's per instance of HealthManager
so basically use this?
InstanceClass._non_static_field
can i just use this for hkworldedit2 
ig im uninstalling dis and installing 2020.2f.f2ff2 thing
@jolly oriole sorry for ping but should i install 2020.2.2? i can't find 2020.2.2f1 so, i'm asking just in case
how's work on the white palace dlc thing going?
whichever 2020.2.2 you can find
thanks
if you mean pale court, idk
@jolly oriole I tried
FieldInfo fi = ReflectionHelper.GetField(typeof(HealthManager), "invulnerableTime");
fi.SetValue(health, 0.01f);```
yet it still doesn't change the iframes of the enemies
hm, weird
[INFO]:[Class1] - Non-static field requires a target
there is an error
[ERROR]:[API] - at System.Reflection.MonoField.SetValue (System.Object obj, System.Object val, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
[ERROR]:[API] - at System.Reflection.FieldInfo.SetValue (System.Object obj, System.Object value) [0x00000] in <filename unknown>:0
[ERROR]:[API] - at HKTestMod.Class1.OnSlashHit (UnityEngine.Collider2D otherCollider, UnityEngine.GameObject gameObject) [0x00000] in <filename unknown>:0
[ERROR]:[API] - at Modding.ModHooks.OnSlashHit (UnityEngine.Collider2D otherCollider, UnityEngine.GameObject gameObject) [0x00000] in <filename unknown>:0 ```
that's nice, as i think the default is instance one, then idk how you'd go around that
Im now trying the second method
HealthManager health = gameObject.GetComponent<HealthManager>();
ReflectionHelper.SetAttr<HealthManager, float>(health, "invulnerableTime", 0.01f);
float nonstatic = ReflectionHelper.GetAttr<HealthManager, float>(health, "invulnerableTime");
Log($"(second way)InstanceClass._non_static_field is {nonstatic}");
its displaying
[ERROR]:[API] - at (wrapper dynamic-method) HealthManager.FieldSetHealthManagerinvulnerableTime (HealthManager,single) <0x0000c>
[ERROR]:[API] - at (wrapper delegate-invoke) System.Action`2<HealthManager, single>.invoke_void__this___HealthManager_single (HealthManager,single) <0x00065>
[ERROR]:[API] - at Modding.ReflectionHelper.SetAttr<HealthManager, single> (HealthManager,string,single) <0x0005d>
[ERROR]:[API] - at HKTestMod.Class1.OnSlashHit (UnityEngine.Collider2D,UnityEngine.GameObject) <0x0003d>
[ERROR]:[API] - at Modding.ModHooks.OnSlashHit (UnityEngine.Collider2D,UnityEngine.GameObject) <0x000ea>```
hm, weird
invulnerableTime is null, from what i see
yay
hey guys, could anyone please make a mod that increases enemy health by whatever percent you set, probably in a config file? i can pay a couple bucks for it.
was this the right channel to ask in?
sure i'll bite, would this be for 1.5 or 1.4? most mods are still currently on 1.4
1.4.3.2 yeah
Jamie do you know anything about hkworldedit2
i know nothing sorry 
it would only need to be compatible with a mod i have that increases enemy damage by mask amount, ill send it to you, but im pretty sure the two mods wont even conflict with each other.
im trying to play "Hollow Knight NG+"
I can't believe you're going to make me actually work on the installer at a reasonable pace this is so sad
Does anyone know anything about hkworldedit2 

Awww so sad
Yes and no
Been a long time since I used it
Scenes take extremely long to load
Is it compatible with 1.5 yet?
Well you posted a screenshot of installing unity 2020 so
It told me to install unity 2020
oh
Wait
Question
If i make scenes with 1.5 version of the game
Can I get it working on 1.4.3.2 version of the game
?
Hkworldedit2 or unity?
Unity doesn’t go backwards iirc
oh
Hkworldedit2 and unity
https://github.com/nesrak1/HKWorldEdit2/commit/c8725282e5b272e5a5dc8024c1557d9a662156e7 is probably the comment you want if you want to install hkworldedit2 for 1.4.3.2
It just saves them as like a file that can be loaded from it’s mod counterpart though iirc
.unity file or something else?
?
Ima just open the above i think it'll be ok with the 2017 version
Yeah
Are you trying to make something for 1.4 or 1.5?
1.4
Then why 2020
Do i have to downgrade unity as well
We already went over this
Imma go do stuffs now cya
Cya
I know a couple people have manged to get primal aspids to activate properly but as far as i can tell no one has spilled the tea as to how they got the primal aspids to not be AI dead. I would very much appreciate a little advice as to how i could get them to activate properly ❤️
I think it has something to do with their “detection range” you should probably look into the fsm for that
Oh, then ig unity 2017.4.10f1 it is, sorry
Heyo, new to the game, and im just wondering if I can get mods on a mac with steam?
not like anyone else answered
better late than never
why answer if when you wake up the message is already 1-2 hours old 
I didn’t wake up
I was already awake
never slept 

Anyone knows how do i override iframes of enemies and bosses? Change the value to allow 50 nail attacks every second
I already coded a mod that allows infinite nail attacks but when im hitting bosses it only does like 5 attacks every second
for some reason my orb_full custom skin stopped working even tho the only thing i did was start a new save file
"only" 5 attacks every second
i think it's working
yeah
it's working
why do scenes appear a lil dark though
i think i'll try toggling some layers
is there any way i can use assets from other scenes and use them in a new scene?
<@&283547423706447872>
oh
thanks
is there any way i can use these gameobjects/assets and use them in a new scene in hkedit?
in hkedit? no
I'm not sure if you can even do anything with hkedit rn
aside from looking at scenes
how do i use HitInstance, where do i get it from?
idek if hkwe2 can edit scenes yet, but the looking-at-them-part is pretty much the only thing i use it for lol
How do you download the mods. Like the kind they use in yt videos please
How does the latest commit ignore the Disabled folder? I have an old build of Fyremoth in that folder. For some reason it isn’t loaded while nothing in the code suggests it won’t be loaded
Which is wierd. The latest commit loads from all sub folders.
the installer makes a disabled folder with the specific reason to be able to disable mods
ever used the disable and enable buttons on the installer?
I’m talking about the api
That was because the api didn’t load from sub folders
Grenade, you made a pr, but even on master it doesn’t seem to load from disabled
it's loading from disabled for me
contents of modlog
[DEBUG]:[API] - [...]\Managed\Mods\Disabled\BlindRadiance.dll,
[DEBUG]:[API] - [...]\Managed\Mods\Disabled\EnemyChanger.dll,
[DEBUG]:[API] - [...]\Managed\Mods\Disabled\FuryFix.dll,
[DEBUG]:[API] - [...]\Managed\Mods\Disabled\GeoLog.dll,
[DEBUG]:[API] - [...]\Managed\Mods\Disabled\HKHKHKHKHK.dll,
[DEBUG]:[API] - [...]\Managed\Mods\Disabled\MenuThemesInGame.dll,
[DEBUG]:[API] - [...]\Managed\Mods\usingThese\CustomSaveArt.dll,
[DEBUG]:[API] - [...]\Managed\Mods\usingThese\DebugMod.dll,
[DEBUG]:[API] - [...]\Managed\Mods\usingThese\MoreHealing.dll,
[DEBUG]:[API] - [...]\Managed\Mods\usingThese\SFCore.dll,
[DEBUG]:[API] - [...]\Managed\Mods\usingThese\TestOfTeamwork.dll,
[DEBUG]:[API] - [...]\Managed\Mods\usingThese\Vasi.dll
[...] is the hk path, omitted to save space
Yeah. You’re right. Turns out I emptied it
Just wondering: why is the functions so complex?
To get the dll files I mean
thinking about making it differently, with https://docs.microsoft.com/en-us/dotnet/api/system.io.directory.enumeratefiles?view=net-5.0
idc
it's sadly unfinished
have fun ig
its gonna take long
i closed everything else on the pc anyways
hopefully its not gonna take a day
@rough pulsar in like 24 minutes I'll have a zip for you
yes
exactly what i needed
because ripper doesn't work for 1.5 and scenes don't seem to be changed
what is utiny ripper ?
rips everyrhing from the game as a ready unity project
yea
oh and you can recompile it too ?
idk
no
so it's useful for inspecting things
utinyripper only decompiles assets and variables. The scripts themselves aren't decompiled
yes
makes sense ty
it is still useful for making new levels right?
maybe? idk
I don't think so. At least not if you want to use it for breakable walls or spikes
sfg um
since the scripts aren't decompiled
how do you make levels
preloads
images broke, use these instead: https://github.com/SalehAce1/HK-Modding-API-Docs/tree/master/source/resources/newscene
ok
it will assume you know how to assetbundle new scenes into Hollow Knight. frick
there is a video tutorial, check the second tutorial
in apidocs
that may still work
That is the exact method Fyremoth uses
fyremoth adds new scenes?
@rough pulsar I'm uploading a 4.53GB scene for you
yes
?
it says kinda outdated, is it ?
more than needed though
im gonna look at tot source code
because i don't want to recompile each asset change
to figure out shit
nice ty
i like your thinking
hold on
so
to get preload for wp thorns
i basically do uhhhh
public override List<(string, string)> GetPreloadNames()
{
return new List<(string, string)>
{
("White_Palace_13","white_thorn_0001_1")
};
}
right?
Yes

yes
Is there any way to easily replace in-game sprites?
if you want to build your own mod , yes with code
if you want to replace a tk2d sprite , yes with swapster
if you want to do some magical custom animation stuff , presumably easily , wait till redfrog releases ck+
okay

Helo
I was thinking of replacing the broken vessel sprites with custom sprites, so I guess I should use swapster/enemychanger?
Ck+(CustomKnight +)
Have you ever used CustomKnight but it didn’t support replacing the sprites you want? Have you ever wanted to go outside the bounds of sprites CustomKnight allows? Have you ever wanted to have more or less frames in a animation? Now you can and do much more with CustomKnight +
Don’t have time for the rest of the speech
I'm gonna replace tiktik with your mom!!!!!!!!!!!
Imma replace you with nothing
Here is swapster if you want to use it
ah, ty
thanks mods
What happened?
Steancommunityr*
lmao
is there even any tutorial on implementing gameobjects from hk into the unity editor or something
other than utiny ripper
No
E
what
???
Why is this reminding me of my rl friends
But why?
They're just a fan of E
Where the ak 47 mod
- #archived-modding-help
- hollow point is on the installer
has anyone seen MelonLoader
is that a person or a thing
thing
@worn eagle why would you use it when there is the modding api?
for some reason i apparently was on its github page at some point
nice, by trying to make the disabled folder be ignored i made the mapi not load mods at all, nice
with this
wait nvm
Instead of managed_path shouldn’t it be mods?
yea
Also, why is managed_path even defined? Why not add mods to it by default? It wouldn’t be a noticeable performance hit and it is not like the managed_path variable is used anywhere else
Another question: my pr got denied because it searches for mods in all the sub folders. Also the sub folders of sub folders. Why is that a bad thing?
56 added it
I think it was so that a mod can have it’s own folders with all of it’s files
I agree. It makes things even more complicated for all those non-pin reading people in #archived-modding-help
I don’t think it needs it, I store a bunch of mods in subfolders so I can switch them out quickly when testing different mods in development
non pin reading people shouldn't even be in the mods folder
True
What? I can’t acces this.
i love how utinyripper has its capitalization as UtinyRipper in the repo link, but as uTinyRipper in the readme
How do I get in?
#speedrunning pin
there is no #sr-offtopic for us
How To Find And Read The Log Files
There are 2 log files. For current patch, they are both located in the saves folder.
(On mac, Player.Log is at ~/Library/Logs/Team Cherry/Hollow Knight/Player.log instead).
The first one is ModLog.txt, and the second is Player.log.
ModLog.txt: This log file contains the majority of mod errors. All errors that the modding API catches will be output here.Player.log: This log file is Unity's default log. All errors that are not caught by the modding API will be logged here. If the bug is fairly severe (something in the game not working at all, crashing, menus not showing, etc), the error is most likely located here.
Both of these files are text files and you can open them in the text editor that you use.
When debugging a problem, please look through these files and try to find the relevant information. C# logs stack traces so you can always find which method is throwing the errorr.
pin
@copper nacelle pin
@copper nacelle ping
true af
was loadedmods removed?
i think i know why playmaker is slow af: it does quite a lot with reflection in HK, but doesn't cache said reflection calls.
is it possible to change it so it uses mapi's reflectionhelper?
possible likely
so much effort
idk if you want to do it tho
playmaker is dogshit the entire thing is trash
changing the way playmaker works seems suboptimal for anyone who wants to switch between modded and vanilla
also suboptimal for mental health reasons
also idk you can get all the same functionality from the new system
i'd only change the reflection calls though

yeah but howwowknyight uses it and i have no way to compile rn, so i can't help the people that have their howwoknyight die 🥴
wdym ruttie
what is your code that you're using
because I guarantee theres the a replacement
oh nvm
I understand your message
now
nice
ok, just checked:
it does cache them, though only the action caches the singular methodinfo for itself
CallMethodProper action btw, forgot to add that
all of playmaker is trash
then don't use it
so true
god I wish tc didn't use it
I don't understand why you need reflection for a state machine
does every type of action do reflection?
I hope not
i could understand some where it’s method calls and shit
but even then they should do kinda like what mapi does
external method calls make sense if they don't compile it yeah
call method things and the getplayerdata stuff afaik
then make it faster 
impossible
you react with X and yet you do not use IL hooks to optimize it
curious
I'm not gonna do that
you x yet you don’t even write raw machine code to optimize everything
IL H
KS
do you have a better solution
if i knew what the other refers to, maybe
but c/c++ interop is always a good way to make things faster
What
nope
but c/c++ interop is always a good way to make things faster
you can make playmaker way faster just by coding it well
so true
quick question, what is this channel for?
Am I the only one or does the latest commit to the API not load any mods at all?
then the disabled folder and now none?
nevermind. I just doesn't load from the main folder. Only from any sub folders
Why?
I still don’t see how getting mods from subfolders is helpful
where? And when?
I get including sub folders, but why ignore the main folder?
why not
Because the folder is literally called mods. Not folder for sub folders containing mods
how is the modinstaller going to work then
extremely easily
^
where are you going to put the mods then? In a subfolder of the mods folder? thats just confusing.
mods folder -> folder with telling name (probably how it's displayed in modlinks/modinstaller) -> files of the mod (zip, other assets (thanks redwing))
then ig i have to change my mod zips then, should all be included as files in the zip
but how do you imagine deps?
a text file with dependecy mods? the mods themselves?
no I mean when people put multiple dlls in
and I mean you extract the zip which has everything in it but the folder is nice for encapsulation and preventing file conflicts
oh, so this was meant for modlinks?
File conflicts with what?
mod files of different mods
license
random file names
and I mean like if you have 2 dlls they're both in the folder and it's kinda nice
Does that mean people are gonna put source code in the mod folder 
oh that, yea
there were some mods which did that
because the person didn't bother putting it on github
brb, changing mapi to be a jit-compiler and all mods have to be distributed as source code
almost terraria tier
wasn't there a repo that allows python to interact with unity? using that ofc
I have tought about writing something like this for hollow knight https://github.com/SkriptLang/Skript
hkscript PauseChamp
another abstraction layer PauseChamp
900 fps -> 100 fps PauseChamp
but tbh, would probably be more of a coremod, as imo even though it's nice for beginners, it will probably be slow compared to c# mods
playmaker2
code your mods in straight up playmaker with a loader
true af
teach them the TC ways
dw, the beginning part is 1-to-1 copied from the edit scenes thing
I have no experience in anything that's related to editing/making scenes so

At least in hollow knight mods
I have basic knowledge in unity
i love how this doesn't prevent the main menu from loading (displayed is HutongGames.PlayMaker.Fsm.Update())
rofl
I'm pretty sure you could get some really decent performance gains out of modding playmaker
They like clear a set every action and then populate a new one from scratch
i'm testing by stubbing out every void method rn, can only go wrong
I have like an actual profiler report if you want it
update was very far up on the one you posted a while ago
yeah but idk how you'd fix that one
it's kinda important
ah yeah there were two functions from that taking up 30% of it
This was one
I gotta say clearing and then allocating all of it is really not it
it loaded with this btw
well, it (the main menu) doesn't load if i remove playmaker.dll entirely, so i'm kinda surprised that it loads with unusable fsms
haven't tested it
i have no idea how
i got off the bench, so ig
but i see that the PlayMakerFSM class has a lot of the same methods as the fsm class, maybe playmaker is really like that
that 2 classes have the same methods copied, just that one accesses the fields of the other

uh, so now i test with stubbed fsms
no fancy blend-in, but here we are
confirmed that a bit is reliant on fsms :)
that's more like it
if you want to try around with it
works wonderfully
yes
may I ask what you are doing?
having fun with broken assemblies
ok
it doesn't give me more fps though lmao
how did you do that one btw? asking so i could make one myself
10 day free trial 
simply be a student
yea, about that
the eap might be available and those are free if your want to try that
early access program
or that
shouldn't it be possible to use unity's profiler by just jamming the editor dll in the game files?
the beta builds are free so they get free testers and you get free temporary programs
no idea
Probably not though
It's not gonna have the unmanaged code in the backend to go with it

[ERROR]:[API] - Failed to load Mod `PlayCountLog`
[ERROR]:[API] - System.MissingMethodException: Attempted to access a missing method.
[ERROR]:[API] - at (wrapper managed-to-native) UnityEditor.SceneManagement.EditorSceneManager.SaveScenes(UnityEngine.SceneManagement.Scene[])
[ERROR]:[API] - at PlayCountLog.PlayCountLog.Initialize () [0x0010e] in E:\Github_Projects\HollowKnightMods\PlayCountLog\PlayCountLog.cs:49
[ERROR]:[API] - at Modding.Mod.Initialize (System.Collections.Generic.Dictionary`2[TKey,TValue] preloadedObjects) [0x00000] in <c2a48dab016a4177be1ebaa8c1a99f48>:0
[ERROR]:[API] - at Modding.ModLoader.LoadMod (Modding.ModLoader+ModInstance mod, System.Boolean updateModText, System.Collections.Generic.Dictionary`2[TKey,TValue] preloadedObjects) [0x00022] in <c2a48dab016a4177be1ebaa8c1a99f48>:0

wait, my license is valid until september
pretty much
eye burning
@copper nacelle
doesn't have a setting for dark mode sadly
CRINGE
i managed to not press "get snapshot and wait" and was wondering why it didn't display me the call things
i have achived data
staying on main menu
these two probably cause the most of computation
blur quality is nice, low -> medium changes basically nothing for me, medium -> high goes from 1300 to 950 fps
sort by own time
closed it already because it looks greatly like an accumulation of a lot of small time frames from unity / .net
ok
top 4 are all caused by playmakerfsm update
um
those are all i have
help
anyone?
@jolly oriole can you help please since you wrote the guide 
sorry for ping but i'm kinda desperate
Only that
_ _
step 10) makes you add those scripts to your mod smh
even though i have fuckery in those (meaning a seperate class which stores my preloads)
lol
probably because small text thing between code blocks lol
Hey guys, could you update the mod "Debug Mod" so that it works with the latest version of the game please?? I would do it myself but I know nothing about programming 😫
why don't you just downpatch to 1.4.3.2 instead
Yes, I'm using version 1.4.3.2 but it would be great if we could use the latest version instead of an old version.
have you tried using it
They have fixed many bugs in the latest version, it would be great to take advantage of those fixes
Yes, but mods don't work with the latest version
yeah they do
you just gotta believe in yourself
and get the latest build off ci and manually install
same difference
or you know you could wait for me to finish what i'm doing and have an installer
your choice really
are you doing a modinstaller
for 1.5
56 🥺
idk am i
just fork modinstaller and update it to match with 1.5 smh
/j
unless modinstaller source code is a mess to you and you wanna make your own
You are updating the mods?? Thank you very much!!!!🥳
you do know 56 made modinstaller2?
no i didn't
now you do
🙂
There is a modinstaller2?? Where?
not stalking the online presence of other people smh
too busy doing nothing
valid
i'm just trying to figure out what is this
i can tell you that
display right...? and only on revisit? m
oh wait
i think display right is that
um
title card displays on the right when you revisit it or something?
you basically leave everything at default
maybe uncheck sub area (i have not done that yet thanks to tot being a sub area)
wait for trigger is that the area name isn't displayed by timeout, but by a trigger collider
display right is the location where it's displayed
always visited is i think that it always is displayed small
only on revisit ig self explains
area even is the thing determining language keys for the name of the area
visited bool is pd bool that stores if you were in the area before
lang keys being
{Area Event}_SUPER
{Area Event}_MAIN
{Area Event}_SUB
i'm planning for my scene to be a subarea
good
is there even any way i can import the in-game GOs to my custom scene to the unityeditor?
or do i have to just
...
my way is to make a script that instantiates preloaded gos
yes
So if I install the mod I want manually it works with the latest version?
so, importing the sprites into the ready-to-be-replaced gameobjects would help me with designing the stage?
i mean you have to install the api and all but sure
mods also go in folders now
so it's mods/debug/debugmod.dll
would certainly help
Do you have a tutorial?
cool
yea, just rip the sprites and pack them into your assetbundles
cool, dude, thanks 
imma guess you make it wp-themed?
if so, i could help a bit with the sprites
actually
i'm making it
abyss themed
||(it's planned to be a sub-area of ancient basin)|| wink wink
i know where the sprites are
I will wait until you finish updating the installer. Thank you very much for doing this!!!!
in #art-discussion pins
yea, but they're not properly cropped, and manually cropping can result in kinda garbage looking sprites
you make yourself a mod that dumps properly cropped ones 
it would seriously help with the scene designing
or i can help with that
that would be awesome, dude
would GODump help?
or does it just dump the gameobject info itself
uh, good question actually
oh so you don't know either...
i just somehow changed my pc background image to a hk spritedump
haha
what i wanted to do was to send this screenshot of tot unity project, how i test-display things like saws (that i preload and not manually construct)
i have also saw sprites in my project, but when i have the actual saw in game i literally just delete the test one with a static sprite. at least that's what i think you asked about earlier
this
also what are those 
are those important
for seeing how things would look ingame
a few automatically cropped sprites
https://cdn.discordapp.com/attachments/693650261910224967/828024839008157736/unknown.png the cam
the knight is the knight's sprite and its hitbox directly stolen from what hkwe2 gave me
how do you "automatically crop" sprites
do you just um
i have a mod that crops them according to their data and dumps the result
can i have the mod 
takes like 5-10 minutes to load a single scene when no sprites are dumped before
oh so i have to... wait...
hmmm
i wanna travel to the uhhhh
hidden station then
i think i have one 1432 version of it somewhere
1.5 changed a whole lot else that i updated the mod to
i have found a 1.4.3.2 version, just need to check which version that is
despite the name, it dumps sprites (1.4.3.2 sprite dumper version)
wouldn't it be useful if i could just press a key then let it dump?
no 😤
damn ok
it would, but it's already there and i have the project for 1.5 now, so ig take it or leave it
lol
ok
What exactly are we meant to see here?
this is MI2 for 1.5
Soon ™️
Cool
Anyone knows why hooking this
On.EnemyDreamnailReaction.RecieveDreamImpact += EnemyDreamnailHit;
Makes enemies not react to dream nail?
It generated this function for me
private void EnemyDreamnailHit(On.EnemyDreamnailReaction.orig_RecieveDreamImpact orig, EnemyDreamnailReaction self)
{
}```
It thought at first I might need to return something but it clearly says void in the generated thing
What am I missing?
@jolly jungle you have to call orig(self)
If you put nothing in the on hook, nothing will happen
Orig(self) is basically telling it to do the original function
Thanks
Put stuff above it to do stuff before original function happens and after it to do stuff after function happens
cool, thanks 👌
How do I make it so everything happens as normal, except for a specific thing?
Do I need to just look at the original and copy it over?
wdym? 
the second argument is called self. Do self.VARIABLEORFUNCTION
Self is the original object
Why does this not work?
when I place the logging after orig(self), it dreamnails but doesn't log
when I place it before, it doesn't do either
Maybe your looking at the wrong function?
does it give any errors in modlog or player.log?
woah, the ui looks amazing
but where is readme button 







lemme check prlayer, modlog no
none in player, either
Wdym?
If I remove the logging, dreamnailing happens as normal
I meant like are you sure this function is the one controlling dream nailling
Pog champ
not pogchamp if it lacks readme button 
aside that it still looks pog thou,gh,,,
can anyone tell me which fungus is which
um thanks
Not dreamnailing, but rather controls how an enemy reacts to it
i.e. gets knocked back, glows white, shows dnail dialogue, and gives soul
um sfg
it's not going to dump every sprite on every room ever right
or is it only the scene i'm in
1 is greenpath iirc
2 is wastes
each scene change it dumps whatever sprites are loaded
so pretty much yea
in the current scene
and 3 is queens gardens (?) not sure about this one, that's what I was told
yeah makes sense
i'm dumping every sprite in uhhhh
where're you rn?
the room with lotsa mantises, before the dashmaster
so it's gonna be fun
o shit um
it loaded
bog
now it's time to dump basin and white palace objects and i'm good to go 
woah every scene now dumps very quickly
cool
Maybe try not logging the parent’s name? I thought that was just a component on the enemy, not a child of the enemy
Oh shit you're right
Null reference exception
it's been 5 minutes and still dumping
the uhhh
idk the room
i think it was lighthouse room
That room be big
it can take a while
it's nice, though i think i had like 1 or 2 sprites where i did end up with a bit of another sprites as well, idk what was up with that though
yea, just wait
i think when i first loaded in the wp middle thing i waited like 10-12 minutes for all sprites to dump lol
just because the room is small doesn't mean that not a ton of sprites are loaded
nice
well, i also takes long with big sprites, as it basically checks every pixel of a spritesheet to see if it is in the sprites' polygon of actual sprite
I'm so excited!!!!!🥳
Ima dump palace grounds then white palace now
you don't need it, but you can use it to 'preview' how your scene would look ingame, disable it before assetbundling
damn, entire ancient basin, abyss & white palace is 'only' 1600 sprites
Cool you're so poggers
I did the entire ancient basin abyss and wp
Too
Actually hhh
i actually missed the birthplace thing, so i don't have 'all' of the sprites
Same
And
I'm too lazy to start a new save and travel all the way to birthplace
Well
I could just hack in kingsoul then go to abyss
BUt
You know

brb in like 10 hours
is there anything new in any libs or the api that can help me create a custom boss?


