#archived-modding-development

1 messages · Page 534 of 1

rough pulsar
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or else it may either display the line of exception or may not work at all

jolly oriole
#

why should it crash? mapi doesn't care about pdb files

rough pulsar
#

so pdb files wouldn't work at all...?

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damn

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there goes my dreams of seeing the file and line number in modlog error crashes

jolly oriole
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it does workd

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but the mapi won't crash of it

rough pulsar
#

oh

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cool

jolly oriole
#

because it literally doesn't care if they exist, it just loads the dll files

rough pulsar
#

i put it next to my mod dll then

#

also the first time i had modding api crash is when i put discord game sdk dlls inside the mods folder 💀

jolly oriole
#

prob crashed because those were pure native dlls

rough pulsar
#

yeah

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vs said it's a com file i think
i may be wrong

nimble lake
#

i like this one better

rough pulsar
cedar hemlock
#

i feel like that has already been said

rough pulsar
#

b

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that was directed to other person

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but ok

rough pulsar
#

when is modding api for hollow knight beta coming out

ornate rivet
#

hollow knight beta? you mean 1.4?

rough pulsar
#

0.74b

ornate rivet
#

oh that beta

rough pulsar
#

actually i wonder if anyone even attempted to datamine it

floral blade
#

i recall someone saying that it exists

primal latch
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It doesn’t show line numbers for me when I put it next to Fyremoth

cedar hemlock
#

does anyone know where the camera is?

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mainly the Z

primal latch
#

Just do Camera.main.gameObject.transform.position.z ????

cedar hemlock
#

why didn't vs reccomend that to me wtf

cedar hemlock
#

thank you, exact values are easier to work with

primal latch
cedar hemlock
#

well the Z was probably wrong cus i did that Z - 0.1f and it absolutely failed to place something infront of the cam

primal latch
#

Have you tried doing +?

cedar hemlock
#

38 failed too grubsad

primal latch
#

Also, it might be behind the first clipping plain

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At such a small distance

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Not sure though

cedar hemlock
#

i'll see what happens to 30

#

it fails sadcowgrub

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is there a better way to make the screen black?

cedar hemlock
#

IT WORKED! tysm

solid matrix
#

I need someone to make VR hollow knight

cedar hemlock
primal latch
solid matrix
#

Ok you teach me gaw to make VR games and I'll try

worn eagle
jolly oriole
jolly oriole
cedar hemlock
jolly oriole
#

i don't have a crash ready with line numbers showing

cedar hemlock
#

oh only on crashes?

jolly oriole
#

exceptions

cedar hemlock
#

cus i'm getting alot of NRE's and i don't see any line numbers

jolly oriole
#

basically the same

cedar hemlock
#

well howwowknyight survives with NRE's

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so its not really a crash

jolly oriole
#

i can try to force one, 1 sec

#
[ERROR]:[API] - System.ArgumentException: Requested value 'StatueGO' was not found.
[ERROR]:[API] -   at System.Enum+EnumResult.SetFailure (System.Enum+ParseFailureKind failure, System.String failureMessageID, System.Object failureMessageFormatArgument) [0x00023] in <9577ac7a62ef43179789031239ba8798>:0 
[ERROR]:[API] -   at System.Enum.TryParseEnum (System.Type enumType, System.String value, System.Boolean ignoreCase, System.Enum+EnumResult& parseResult) [0x0017a] in <9577ac7a62ef43179789031239ba8798>:0 
[ERROR]:[API] -   at System.Enum.Parse (System.Type enumType, System.String value, System.Boolean ignoreCase) [0x00010] in <9577ac7a62ef43179789031239ba8798>:0 
[ERROR]:[API] -   at System.Enum.Parse (System.Type enumType, System.String value) [0x00000] in <9577ac7a62ef43179789031239ba8798>:0 
[ERROR]:[API] -   at BossModCore.BossModCore+PlayerDataCommand.Parse (System.String pdValue) [0x0004b] in E:\Github_Projects\HollowKnightMods\BossModCore\BossModCore.cs:211 
[ERROR]:[API] -   at BossModCore.BossModCore.OnSetPlayerVariableHook (System.Type type, System.String target, System.Object orig) [0x00086] in E:\Github_Projects\HollowKnightMods\BossModCore\BossModCore.cs:417 
[ERROR]:[API] -   at Modding.ModHooks.SetPlayerVariable[T] (System.String target, T orig) [0x000e1] in <c2a48dab016a4177be1ebaa8c1a99f48>:0 

this shows line numbers

cedar hemlock
#
[ERROR]:[UNITY] - NullReferenceException: Object reference not set to an instance of an object
[ERROR]:[UNITY] - ObjectPool.orig_Spawn (UnityEngine.GameObject prefab, UnityEngine.Transform parent, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation) (at <c2a48dab016a4177be1ebaa8c1a99f48>:0)
[ERROR]:[UNITY] - ObjectPool.Spawn (UnityEngine.GameObject prefab, UnityEngine.Transform parent, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation) (at <c2a48dab016a4177be1ebaa8c1a99f48>:0)
[ERROR]:[UNITY] - ObjectPoolExtensions.Spawn (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation) (at <c2a48dab016a4177be1ebaa8c1a99f48>:0)
[ERROR]:[UNITY] - (wrapper dynamic-method) HealthManager.DMD<HealthManager::TakeDamage>(HealthManager,HitInstance)
[ERROR]:[UNITY] - (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<HealthManager::TakeDamage>?361619456(HealthManager,HitInstance)
[ERROR]:[UNITY] - Mymod.Mymod.HealthManagerOnTakeDamage (On.HealthManager+orig_TakeDamage orig, HealthManager self, HitInstance hitinstance) (at <557827695b1a46f78536500fb9268704>:0)
[ERROR]:[UNITY] - (wrapper dynamic-method) ```
#

am i blind?

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or is it because unity?

jolly oriole
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should work, would be the second to last line

cedar hemlock
#

well i don't see anything and the pdb file is there

jolly oriole
#

maybe a different type of pdb? idk, i use the new csproj version and it just works with that

cedar hemlock
#

the project was made 3 days ago

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i trust vs to make "the new version" of CSProj

jolly oriole
#

vs defaults to old csproj version

cedar hemlock
#

wai _ _

jolly oriole
primal latch
#

Oooh

jolly oriole
#

it likely needs manual fixing afterwards (it did for me)

primal latch
#

Time to use that when I’m behind my pc

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I saw this once but I figured that since I have never used vs2017 it would use the newest version

jolly oriole
primal latch
#

Nice

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I just realised that this thing could have saved me an hour of debugging the wrong place. I got a key doesn’t exist in dictionary in a function with 2 dictionary get calls. I was debugging the first one for an hour only to find out it was the second one

valid shell
#

Does anyone know if there is proper documentation for making custom UIs? I'm having trouble finding any on radiance.host

cedar hemlock
#

idk i can't really find my way around there

valid shell
#

Thanks, I'll give that a look

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Ah yea, that's got it

cedar hemlock
jolly oriole
#

Nope 🌠

cedar hemlock
#

i download the tool

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i run in cmd

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it fail

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me sad grubsad

jolly oriole
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it worked just fine for me

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what does it fail with

cedar hemlock
#
dotnet tool install --global Project2015To2017.Migrate2019.Tool
'tool' is not recognized as an internal or external command,
operable program or batch file.
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i downloaded both versions sadcowgrub

primal latch
#

Try it without tool

jolly oriole
#

it can be:

  • you don't have dotnet (anything above or equal 2.1) installed
  • some system variable problem
primal latch
cedar hemlock
#

where

primal latch
#

Press windows key

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Type developer

jolly oriole
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does dotnet tool itself also throw an error?

cedar hemlock
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Required command was not provided other than that no

jolly oriole
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then ig try the isntall line again, at least tool appears to be there

cedar hemlock
#

Tool 'project2015to2017.migrate2019.tool' is already installed. wth

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it appears it works (?)

primal latch
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Hmmm

cedar hemlock
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i'll take it

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lets see vs scream at me

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hmm

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vs does not grimm

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i'll take that as good

jolly oriole
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i'd still manually fix the csproj, because it likely has unecessary contents (and for general reorganization)

primal latch
#

And test if you now have line numbers

cedar hemlock
#

yeye i'll test

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nothing

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is there any way to differentiate the old from the new CSProj?

cedar hemlock
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now thats one big CSProj

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i see that <?xml version="1.0" encoding="utf-8"?> is red

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thus it has been removed

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but my csproj still has that

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oh wait i can just push to my rep and see the differences knightbonk

jolly oriole
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idk why that's gone, kinda necessary to have that tbh

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but i also said yes to basically every option that updater gave me

cedar hemlock
#

me2

jolly oriole
#

but if it says <Project Sdk="Microsoft.NET.Sdk"> and not <Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> you should be good

cedar hemlock
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<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">

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shat

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wait what

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HUH

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when i pushed to my rep

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it says <Project Sdk="Microsoft.NET.Sdk">

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but when i check my local CSProj

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it still says the old thing

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am i looking wrong?

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oh god

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i hate vs

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ok it did get changed

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then why do i not see line numbers? confuzz

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<DebugType>pdbonly</DebugType> is in the CSProj, is that relevant?

jolly oriole
#

i don't have that, try deleting that line

primal latch
#

Maybe set it to full?

cedar hemlock
#

oh wait no

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i always set it to debug and debug has full

cedar hemlock
#

oop

jolly oriole
#

yea, i can just say that i edited the csproj by a large amount (as can be seen in basically any of my mod repos) to make it smaller and more readable

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and it just works

cedar hemlock
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somehow

rough pulsar
cedar hemlock
#

kaan't gaming

rough pulsar
#

Apparently if you run discord client in admin mode, the rpc doesn't even work

#

Extremely weird so i put that into the readme

young token
#

um, my hk mod loader is not working, it just opens a new window for like quarter of a second and then it closes. someone help?

jolly oriole
young token
#

thx

jolly oriole
rough pulsar
#

1.4 whens

jolly oriole
#

1.4 outdated

#

Visual Studio Project Template
to install: move this zip to {documents folder}\Visual Studio 2019\Templates\ProjectTemplates and then restart visual studio

light zodiac
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Why did you make it maggotprime. It shoulve been 🍝

rough pulsar
#

what about this one

light zodiac
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No nitro to show that

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But that's what I was going for

cedar hemlock
#

like, does it have the new CSProj template or smth?

jolly oriole
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new csproj, readme, gitignore, resource folder, main mod class, references

cedar hemlock
#

nice

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no need to extract?

rough pulsar
#

Hey guys when is apidocs getting finished

jolly oriole
#

no

cedar hemlock
#

k

jolly oriole
#

you do need to edit the csproj slightly after creating the project though, to indicate where your modded install is

light zodiac
jolly oriole
#

it's only all unity references, can stay

light zodiac
#

But looks bad

jolly oriole
#

for you maybe

jolly oriole
rough pulsar
#

it appear smol

cedar hemlock
#

how do i get code to trigger upon herodeath?

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when the hero is dead, is it's go null?

rough pulsar
primal latch
#

Grenade, I used that tool to update the project (and after that did some manual refactoring) and now instead of building to bin/debug it builds to bin/debug/net472. I tried re-adding the conditional that seems to set the build path but it doesn't work

cedar hemlock
#

does it matter it builds to that?

primal latch
#

for me it does

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I have pins to folders (to both release and debug) and now if I would move them they are both called net472

cedar hemlock
#

make a post-build event to copy it to debug

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or release

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or both

rough pulsar
#

^^

primal latch
#

work

cedar hemlock
#

fair

jolly oriole
#

lol, just look at the small postbuild the template has

floral blade
#

do all dreamnail dialogues have a _1 at the end of them ?

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if u add them manually?

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wait

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the _1 is the convo amount ?

rough pulsar
#

yeah

floral blade
#

so if you make that higher the game will automagically cycle them

rough pulsar
#

there are multiple dnail dialogues from enemy

floral blade
#

gotcha that makes so much sense lol

floral blade
cedar hemlock
#

ignore the random wind noises

rough pulsar
#

ears

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dead

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.

cedar hemlock
#

rip

floral blade
rough pulsar
#

do you use obs for recording

cedar hemlock
#

is there obs for mac?

rough pulsar
#

there is?

primal latch
#

yes

cedar hemlock
#

ok then probs obs

primal latch
#
rough pulsar
#

you can just disable microphone in mixer below

floral blade
# rough pulsar do you use obs for recording

i dont use obs i probs should, but the inbuilt thing is a shortcut away. i usually have mic off but had to turn mic on for something last time and forgot to turn it back off :/

rough pulsar
#

i forgot mac has a built-in recorder

valid shell
#

Hey, so I'm trying to figure out how to make a custom menu and I'm not able to access anything inside of Modding.Menu. I'm not sure if this is me being dumb or if I don't have the right things installed?

rough pulsar
#

check the error message

#

?

valid shell
#

It says it doesn't exist

steady comet
#

There's actually a pin in this channel with some examples of implementing the custom menu

valid shell
#

I should be developing for 1.4

steady comet
#

If you're developing for 1.4, you can't do the custom menu thing

valid shell
#

I checked those and I can't get the ICustomMenuMod and stuff

rough pulsar
#

yea

valid shell
#

Oh riiight

#

So is there no way for me to do custom menus in 1.4?

primal latch
rough pulsar
valid shell
#

Or like custom UI

steady comet
primal latch
rough pulsar
#

yea

valid shell
#

Right

rough pulsar
#

hold on i need to look at benchwarp source code to understand how the fuck do i do custom ui

#

everytime i tried to add text it just appeared blurry

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extremely blurry

valid shell
#

Sounds like a lot of fun then

#

Which docs or videos can I look at for help with UI creation then?

rough pulsar
#

all you can do is read source code

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and have fun reading source code

valid shell
#

Cracking, what source code?

rough pulsar
#

there are source codes for mods such as benchwarp

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or debug mod

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in github

valid shell
#

Ah right

#

Cool cool, cheers

valid shell
#

Do I need to actually install and do stuff on Unity or can I do it all from Visual Studio?

rough pulsar
#

visual studio

valid shell
#

Sliiick

floral blade
#

you can also use canvas utils that a lot of mods do

rough pulsar
valid shell
#

Or is that 1.5 stuff?

jolly oriole
#

yes to both

valid shell
#

Ah heck

rough pulsar
#

gdhkg

#

it should still work for 1.4 right

jolly oriole
#

majority should still work for 1.4 though

valid shell
#

Oooh

rough pulsar
#

lfg

ornate rivet
#

AssetRippers decision to replace broken shaders with dummy non-functional shaders is a bit questionable
At least before, it was easy to tell which shaders are broken, now it's not

vocal spire
#

Change it?

worn eagle
floral blade
#

does it have sound effects ?

worn eagle
#

no

floral blade
#

why do unity docs say i gotta StartCoroutine("WaitAndPrint"); instead of StartCoroutine(WaitAndPrint()); ?

#

what am i missing here

fickle sparrow
#

thats legacy

#

use the WaitAndPrint()

#

so much better

floral blade
#

alright ty

jolly oriole
floral blade
#

what layer is AlertRange supposed to be on? 13 ?

nimble lake
jolly oriole
worn eagle
vocal spire
#

Does it display on levers

vocal spire
nimble lake
jolly oriole
#

I made a loop that adds a few masks and positioned them according to the value in which position they are, can post code in a bit, just woke up

jolly oriole
#

this specific thing works like:

// in Initialize():
DoAddMasks(GameCameras.instance);

// outside of it, but the same class:
private void DoAddMasks(GameCameras self)
{
    GameObject health1Go = self.transform.GetChild(0).GetChild(0).GetChild(1).GetChild(3).gameObject;

    // this determines how many masks are added, yes, statically
    int totalMaskAmount = 28 * 13;
    for (int i = 12; i < totalMaskAmount + 1; i++)
    {
        // normal masks
        var healthGo = GameObject.Instantiate(health1Go, health1Go.transform.parent);
        SetHealthPositionAndFsm(healthGo, i);
    }
    // jonis masks, thought it maybe sets the position of where lifeblood starts to appear
    SetHealthPosition(self.transform.GetChild(0).GetChild(0).GetChild(1).GetChild(4).gameObject, totalMaskAmount + 1);
}
private void SetHealthPositionAndFsm(GameObject ob, int num)
{
    ob.name = $"Health {num}";
    var healthFsm = ob.LocateMyFSM("health_display");
    var healthFsmVars = healthFsm.FsmVariables;
    healthFsmVars.GetFsmInt("Health Number").Value = num;

    SetHealthPosition(ob, num);
}
private void SetHealthPosition(GameObject ob, int num)
{
    int tmp = num;
    int row = 0;
    while (tmp > 28)
    {
        row++;
        tmp -= 28;
    }

    float xPos = -10.32f + (0.94f * (tmp - 1)) + ((row % 2 == 0) ? 0 : (0.94f / 2f));
    float yPos = 7.7f - (0.8f * row);

    ob.transform.localPosition = new Vector3(xPos, yPos, -2);
}
floral blade
#

Italy, i went with your idea of making IEnums for states and letting idle decide the next state , but added a main loop to actually run the next state.

currently the "follow" and "attack" states do the same thing but in principle this works well i think.

rough pulsar
cedar hemlock
#

1 day is nothing

vocal spire
#

you seen multi patch support?

jolly jungle
#

Referenced Vasi, this happened. Ideas?

#

Do I need to go one by one and add something to the start or is there a faster way?

jolly oriole
#

unreference modcommon

jolly jungle
#

hm, ok

vocal spire
#

or at least remove using ModCommon.Util from the top

jolly jungle
#

What do I do if it has things I'll still need?

vocal spire
#

what I said or remake what you need or work around that

jolly oriole
jolly jungle
#

These don't work without modcommon, any alternative for it?

#

Ah, wait

#

vasi has stuff

#

I think

#

lemme look over it a bit

#

AddAction() seems to exist in Vasi, but for some reason it doesn't recognise it for me

worn eagle
#

GetState first

jolly jungle
#

thanks

#

Seems to work itssoulgood

rough pulsar
#

killing my pc

vocal spire
#

Smh 9+ pings

#

My pc is already dying over opening unity for some reason

rough pulsar
#

i'm never checking these

vocal spire
#

Also visual studio does not want to close so I guess it’s just gonna be there

rough pulsar
#

this is going to be a nightmare

#

i'll try to minimize some windows and see if it makes any better

floral blade
cedar hemlock
worn eagle
#

has anyone checked out or seen tauri

#

it's like electron but better, written in rust too

jolly jungle
#

what?

ornate rivet
ornate rivet
#

like maybe have them back up a little in the opposite direction before charging

#

also do you plan on adding particles? that would make them look really good imo

worn eagle
#

add sprite flash

ornate rivet
#

true

floral blade
floral blade
worn eagle
#

ye

rough pulsar
#

which one is the trigger hitbox

#

the inner circle or the outer circle?

floral blade
rough pulsar
#

also i wanna extend primal aspid's trigger hitbox, can anyone help me with that

ornate rivet
#

isn't that part of the fsm?

rough pulsar
#

oh, is that part of the fsm?

#

then uh

#

can i make it so the primal aspid is triggered via code?

#

fsmviewer doesn't work for me so

jolly jungle
#

outer

#

wait there were more messages lmao

jolly jungle
rough pulsar
#

unalert range?

jolly jungle
#

I think so?

rough pulsar
#

i thought primal aspids always follow you to the end

jolly jungle
#

It might be the range where it unalerts

jolly jungle
#

aggro the aspid at top of the long fall room in ke and jump to bottom and you'll see

rough pulsar
#

i never knew that

cedar hemlock
#

can i play a audioclip that is already in the game via code?

#

i want to play barrel_death_1 but idk how

rough pulsar
#

Depends if you know the name of the audioclip

cedar hemlock
#

yes

rough pulsar
#

I think you can get the object via uhhhh

#

Resources class

cedar hemlock
#

how

primal latch
rough pulsar
#

Damn

cedar hemlock
#

so i can't?

primal latch
#

You’ll have to preload it

cedar hemlock
#

how

primal latch
#

Find an object with a script referencing that audio, use getcomponent and get the audio

#

Or just rip it from the game

primal latch
#

Those have variables

cedar hemlock
#

i mean, it gets played by an FSM

primal latch
#

Then the fsm probably has a variable for it

cedar hemlock
rough pulsar
#

Preload the game object?

#

Then access its FSM

primal latch
#

And then get the fsm component

cedar hemlock
#

i have never worked with FSMs so idk how

primal latch
#

object.getComponent<PlayMakerFSM(?)>()

rough pulsar
#

The bottom line is temporary i just typed in there to show

cedar hemlock
#

i can't find anything, what should i put after that?

#

there is stuff for bools and stuff but no audio

#

i'm very bad at this sorry if i'm being stupid

rough pulsar
#

I... don't know tbh

#

Material or Object?

cedar hemlock
#

then i have the clip, how do i play it confuzz

rough pulsar
#

i don't know what after that sadly

primal latch
cedar hemlock
#

o nvm

#

i need to ref something else for AudioSource

#
Error    CS1503    Argument 1: cannot convert from 'HutongGames.PlayMaker.FsmObject' to 'UnityEngine.AudioClip'
```fck
#

i'll just make my dll file bigger

primal latch
cedar hemlock
#

yeye did that

cedar hemlock
#

i can read vs explanations

cedar hemlock
#

that method has code to yoink

primal latch
light zodiac
#

Extract the audio from game and use as embedded resource

rough pulsar
#

assetripper

cedar hemlock
#

i ripped the game files already a long time ago

#

and i doubt anything major changed

primal latch
#

So use that

rough pulsar
#

increasing range of aspids worked

#

thank you graig

zenith hedge
#

I was told to mention this here. On the modding guide there is a segment that's duplicated.

cedar hemlock
zenith hedge
#

Also is that BeforeAddHealthHook code example missing a parentheses? It looks like there is one more open than there are closed.

cedar hemlock
#

i see the right amount

zenith hedge
#

Nevermind

#

I didn't realize I could scroll to see the full text.

cedar hemlock
nimble lake
cedar hemlock
#

i'd say it works excelent

nimble lake
#

wait i just read in initialize

rough pulsar
nimble lake
#

yep i just read the comment, my bad

#

thanks though

jolly oriole
#

yep

vocal spire
#

There’s a bunch of messages I want to reply to here but since there’s multiple I won’t zote

cedar hemlock
#

reply hollowgun

#

you have made me curious

nimble lake
zenith hedge
#

Is that focus cost set to 1 soul or something?

rough pulsar
#

did i leave ping on

jolly jungle
cedar hemlock
#

yes

floral blade
#

calling SpriteFlash.flashFocusHeal(); does this 😦

cedar hemlock
floral blade
jolly jungle
#

That's... an underwhelming answer

#

I thought you were making some super cool thing

cedar hemlock
rough pulsar
#

you should always do orig(self); at the end of ANY On.thing.thing hook

#

but if you don't, some haha funny stuff happens

cedar hemlock
#

Some haha funny stuff happened

floral blade
#

this makes the flash work but the end result is still pink 😦

vocal spire
#

Why not just make your own spriteflash stuff? Really simple

floral blade
#

it is?

vocal spire
#

Oh nvm I’m thinking of fading alpha values

worn eagle
#

what shader did you put on the sprite

floral blade
#

first Sprites/Default but then saw your message and used Sprites/Default-ColorFlash

initially no flash pink sprite , now flash but also pink sprite

primal latch
vocal spire
#

?

primal latch
#

We are using the Grimm flash

worn eagle
#

Sprites/Default-ColorFlash might only work with tk2d

vocal spire
primal latch
#

True

floral blade
#

i am going to try something real quick i might have done something wrong

primal latch
#

@floral blade maybe take a look at the source code

floral blade
#

in unity my SR is setup like this and i change the material on awake in my monob.
is this right ?

floral blade
#

changing the pink to white did this

#

time to refer to historical texts of mods past

ornate rivet
#

incredible

#

I miss jngo

floral blade
#

how can i asset bundle a shader ?

#

i created a material and attached it to the shader and copied it on my sr

#

and then did the asset bundle

ornate rivet
#

I think you just drag the shader into an assetbundle

#

you probably want a separate assetbundle for shaders since you need a different version for each platform

floral blade
#

oh. i gotta build the bundle for mac then atleast while i test this

ornate rivet
#

yep

floral blade
#

does the file name here matter ?

ornate rivet
#

not sure

#

I would assume the right name would be for Shader.Find but the left name would be for when you get the shader using the assetbundle

floral blade
#

do i need to explicitly load it from the assetbundle ?

ornate rivet
#

I've only ever gotten it from the assetbundle so not sure if Shader.Find will actually work in this case

floral blade
#

how does one load it from the assetbundle? Resources.FindObjectsOfTypeAll<Shader>() ?

ornate rivet
#

ab.LoadAsset<Shader>("ShaderName")?

floral blade
#

okay i shall try it

floral blade
#

okay that seems to have worked

#

thanks!

rough pulsar
#

its been 2 days since i submitted the mod update pr

cedar hemlock
#

So?

#

Wait for 56 to see it, and it'll get merged

jolly oriole
#

alternative: ping

cedar hemlock
#

You like that too don't you zote

jolly oriole
#

yea, i'll just block people

vocal spire
#

Here I’ll do it for you-

cedar hemlock
#

Just wait and someone will do it for you mastersmirk

ornate rivet
#

@copper nacelle

copper nacelle
#

why have you done this

ornate rivet
#

because they needed you

#

for 2 days now apparently

safe hamlet
#

bruh isn't it just merging

ornate rivet
safe hamlet
#

does no one else have perms

copper nacelle
#

me gradow ??

safe hamlet
#

i thought a lot of people had it

ornate rivet
#

I do but I dont want to merge a virus

safe hamlet
#

and me

#

and saleh does too

#

what is this DRPC mod thing

copper nacelle
#

discord rich presence

safe hamlet
#

🗿

copper nacelle
#

🗿

jolly oriole
#

the C in RPC stands for ce

copper nacelle
#

gnu's not unix

safe hamlet
#

remote procedure call

floral blade
radiant basin
#

is there a way to make the boss title text not capitalise?

ornate rivet
#

change font

radiant basin
#

how can i do that?

tender imp
#

what do you guys think?

primal latch
cedar hemlock
#

what

#

i guess kinda?

#

but not for seperate frames

#

only for everything at once

spark bay
#

does anyone know where are the sprite sheets are?

cedar hemlock
#

of?

spark bay
#

the knight

cedar hemlock
#

do you have customknight?

spark bay
#

no

cedar hemlock
#

?i

finite forumBOT
cedar hemlock
#

get it

spark bay
#

sadly th mod installer no work

cedar hemlock
spark bay
#

okay sure

quick cave
#

how do you use the mod installer exactly
I am new to mods

cedar hemlock
primal latch
#
  1. Download mod installer
  2. Make sure you are on 1.4.3.2
  3. Install mods
cedar hemlock
jolly oriole
#

hk had an update?

#

nice, it's 1.5.77 time

cedar hemlock
#

- Fixed pantheons getting stuck at end screen when not using a controller

#

what

#

i never had that and i don't use controller

jolly oriole
#

where did you get the patchnotes from

cedar hemlock
#

steam

jolly oriole
#

wow, that's not even in the news section smh

jolly oriole
#

because it isn't in the list for the latest patch

cedar hemlock
#

wait what

#

it isn't the right oen

#

why does steam not show the new update smh

steady comet
vocal spire
#

Glad I missed this for school

vocal spire
nimble lake
jolly oriole
#

why have different fsms for basically the exact same code?

#

oh wait, infinite soul totems

nimble lake
#

hm

#

well i was the one who asked simo if he can bring it up to them since it's been a known issue for a while, so you can definitely blame me if anything happened

ornate rivet
#

clicks on steam forum

#

immediately

primal latch
nimble lake
# primal latch Please send a link

No doubt this will have some people flying into fits of rage for me saying this but this is NOT an Ori, Metroid or Turrican type game like people are claiming so if that's what you are expecting then you probably won't like it, sure it''s a nice looking side scrolling platform and that's where the similarity ends. Save your money in that case.

primal latch
#

This is correct right? The api was 1.5 while it was in bèta right? I kinda figured the api would be developed against the latest version of HK to always be up to date

deep wave
#

the public beta is opt-in only

#

the officially supported version should be the default that people download

jolly oriole
#

i don't know wether the first 1.5 update was on none or public beta channel

#

steamdb lists both under one list of manifests

deep wave
#

68 was on beta channel, 72 and then rapidly 75 were on public channel

#

wait no 68 is public too

jolly oriole
#

there were a few

deep wave
#

of all recent updates, only 68, 72, and 75 were released to the main channel iirc

#

at least those are the only ones we list on src so tamershrug

jolly oriole
#

can steamdb not display things from beta channels?

#

because the first it can display is the one from june 3rd

#

but the mapi was updated to 1.5 feb 23

jolly oriole
#

wait nvm

#

steamdb ui bad

vocal sapphire
#

does anyone know why I'm not able to add any references to a class library? It says the reference is invalid or unsupported, and I'm trying to add it to one of the example mods, and I'm trying to reference Assembly-CSharp.dll, UnityEngine.dll, and UnityEngine.UI.dll

topaz mortar
#

What does skull left and skull right do on customknight skins?

rain vine
#

Is it possible to copy the charm broken message to show that some other event occurred? I've been looking through dnSpy and I can't seem to find anything about it

jolly jungle
steady comet
#

Mod menu question: is there a way, using the ICustomMenuMod, to add a text/number input field?

floral blade
#

yeah, you probably need to make a canvas and put it into a static pane

steady comet
#

feelsgrubman I was hoping there was an easy way to do it

#

(like how you can do .AddHorizontalOption)

floral blade
#

it's a hard problem to solve ( to keep vanilla like ux ) without rewriting everything since nothing like that exists in vanilla.

steady comet
#

Yeah, I suppose so

#

I was thinking something like the seed entry field that rando uses

floral blade
#

but yeah would be nice if it at-least existed for now

#

idk if yuri got time to look further into it they had some code relating to it iirc

dusty sky
#

can someone send me the sprite for this wave animation please? i couldn't find it myself, it's not part of zote's or false knight's animation sprites

cedar hemlock
cedar hemlock
#

i sadly cannot find it

#

my best guesses are atlas0_5 or SpriteAtlasTexture-Mega_Mantis_Slash-1024x1024-fmt12

#

@dusty sky for visiblity^

steady comet
#

Do you have a build with the text input in the menu?

light zodiac
#

Not with newest api

#

You could just downlaod code and build tbh

#

Looks something like this

jolly oriole
#

i like that barely visible write name here

steady comet
#

Oh

#

I guess that looks a bit like the HKMP input boxes

light zodiac
#

It should

#

Yoinked it from jngos multiplayer mod

floral blade
jolly oriole
#

i slice pizzas generally in 4 tiles

floral blade
vocal spire
vocal sapphire
#

it was the example mod from radiance.host

vocal sapphire
#

let me see what framework

vocal spire
#

What version of hollow knight is installed

#

1.5 or 1.4?

vocal sapphire
#

1.4, steam beta

vocal spire
#

Ok

#

Have you tried removing other references then adding the new ones?

vocal sapphire
#

Yeah I did that at first but I definitely messed up cause I was doing it under dependencies, not references

vocal spire
#

Then the project is on the wrong .net framework ver

#

Probably not even .net framework iirc

vocal sapphire
#

damn

vocal spire
#

Just create a new c# .net framework class library project

jolly oriole
#

you can straight up edit the .csproj file of the project to match the one of hellmod
or create a new c# .net framework class library project

vocal sapphire
#

yeah I created a new project and it worked fine thankfully

#

a bit wonky but I'll figure it out

potent summit
#

whats the dash hook

vocal spire
# potent summit whats the dash hook

Either On.HeroController.something or you need to mess with fsms
(probably the first one)

Also remember when using On hooks call orig (one of the parameters) and give it the rest of the parameters it needs (all included in the parameters of your method again)

floral blade
#

what happens if you are a rebel and do not call orig but copy everything from dnspy that orig does ?

vocal spire
#

Then I kill you ask you out to talk about it at some restaurant, then form an elaborate blackmail scheme forcing you to call orig

#

Ofc it’s fine if you just needed to change something in the middle of the method

floral blade
#

no i mean in the sense that

#

i have always worked with the assumption that if my mod is highest in the priority order

#

and i do not call orig

#

later mods will not get that hook

vocal spire
#

Yeah

floral blade
#

but i have no confirmation that that is how it work

floral blade
vocal spire
#

And now you know how hooks work

floral blade
#

ye

#

once i called the orig in the hook

#

by doing self.<orig's real name>

#

segmentation fault city

vocal spire
#

Well gtg, cya

floral blade
#

i did break the mod installer , which you kindly helped fix

#

buhbye!

primal latch
#

you are calling a function on an instance. How can that thrown an acces violation?

floral blade
#

tbh i am not sure, it should have probably been a max call stack thingy

#

because the function i called called the hook and the hook the function and so on

#

unless delegates work differently

primal latch
#

no. That should be correct I think....

vocal spire
#

Mod idea: call orig twice zote

floral blade
#

Mod idea: get a bunch of On hooks, but instead of calling orig perform the actions of other functions in your list

vocal spire
#

I love how I got here right as somebody started typing

#

Nvm they are no longer typing zote

strong cosmos
#

lol

#

I was looking for something

#

Would anyone here know how to alter an existing mod to change some numbers around? Specifically the Bonfire mod. Specifically I'd like to tweak the Resilience stat so that damage resistance is no longer so strong(down to about half its current strength).

I've narrowed down the sections I need to alter to around/after line 185 in BonfireMod.cs and/or line 399 in LevelingSystem.cs

Once I've done that, though, I don't know how to compile the code. After that I think I just replace the .dll file in hollow_knight_dataManaged/Mods?

#

THis is just me taking wild guesses

#

Would be unsurprised if what I need to do to make this change is a lot more involved

vocal spire
strong cosmos
#

No(t yet?)

#

Wait I might have MVS...

#

nvrmnd do not (yet?)

vocal spire
#

Well I think you can compile c# code without them but I don’t know how

#

Also gtg

strong cosmos
#

k, this isn't exactly urgent, thanks

vocal spire
#

But yeah those are the steps to doing it

strong cosmos
#

So even before I compile(MVS downloaded, but I don't know which modules I need), I still to figure out how to mess with the numbers, and afaict Gradow(?) didn't include much of anything in terms of notation. The numbers are kinda meaningless to me without context, and I can't even find the function that's giving the base % or the increased % by level.

#

Would it be rude of me to ping Gradow for their assistance with this?

pale crest
#

hmm

#

not a good idea to ping anyone in general

#

just ask here

strong cosmos
#

In that case

#

Anybody willing to assist on this?

primal latch
#

@strong cosmos what values do you want to change?

strong cosmos
#

Specifically I'd like to halve the resistance chance

#

1/5 as a base value feels like it's happening every other hit

#

Maybe also lower the crit chance base/increase per level, but that's less important to me

#

Because with the sheer number of attacks you make during a fight, it comes out a lot faster than you'd see in D&D

primal latch
#

Hmmm. I have never looked at the source of bonfire before. I’ll see what I can do when I’m behind my pc

strong cosmos
#

thank you

#

I put my suspected areas of interest above

#

But I don't know what I'm actually looking at/what it means

primal latch
#

Well, you should look at variable names. They often give a good clue about what they are for

cedar hemlock
#

i don't get it

#

you want half the resistence chance of what?

strong cosmos
#

The chance to resist damage

cedar hemlock
#

but isn't the goal of the mod to upgrade those values?

strong cosmos
#

Most of the other variables are fairly straightforward, but Gradow seems to have to have done some gymnastics to pull off it off the way he did

#

Chance to resist damage isn't a thing in the base game

cedar hemlock
#

carefree melody

strong cosmos
#

I guess, but that's late game

#

And yes, the goal is to raise the values, but by its nature the mod alters difficulty to be easier. In my opinion the resist chance to way too high

cedar hemlock
#

11 feb 2020 👀

strong cosmos
#

I'd rather it stay-what?

#

(Also I never get Carefree Melody I always go for fully upgraded Grimmchild)

strong cosmos
cedar hemlock
#

that the mod is pretty ded lol

strong cosmos
#

Okay. Doesn't mean I can't play around with the values, and mandar1n already said they'd assist

cedar hemlock
#

well that doesn't mean i can't look around

strong cosmos
#

Oh, thank you

cedar hemlock
#

ResilienceStat HitsSinceShielded

#

those seem to be the most interesting values

#

396 in levellingsystem

#

long github links

#

look at that at a while and try to understand it

#

then the other dutch boi can help

strong cosmos
#


        public float IFramesChance(int totalRes, int hitsTaken)
        {
            if (hitsTaken > 7)
            {
                hitsTaken = 7;
            }
            switch (hitsTaken)
            {
                case 1:
                    return 0.1f * IFrames(totalRes);
                case 2:
                    return (1f - 0.1f * IFrames(totalRes)) * 0.2f * IFrames(totalRes);
                case 3:
                    return (1f - 0.1f * IFrames(totalRes)) * (1f - 0.2f * IFrames(totalRes)) * 0.3f * IFrames(totalRes);
                case 4:
                    return (1f - 0.1f * IFrames(totalRes)) * (1f - 0.2f * IFrames(totalRes)) * (1f - 0.3f * IFrames(totalRes)) * 0.5f * IFrames(totalRes);
                case 5:
                    return (1f - 0.1f * IFrames(totalRes)) * (1f - 0.2f * IFrames(totalRes)) * (1f - 0.3f * IFrames(totalRes)) * (1f - 0.5f * IFrames(totalRes)) * 0.7f * IFrames(totalRes);
                case 6:
                    return (1f - 0.1f * IFrames(totalRes)) * (1f - 0.2f * IFrames(totalRes)) * (1f - 0.3f * IFrames(totalRes)) * (1f - 0.5f * IFrames(totalRes)) * (1f - 0.7f * IFrames(totalRes)) * 0.8f * IFrames(totalRes);
                case 7:
                    return (1f - 0.1f * IFrames(totalRes)) * (1f - 0.2f * IFrames(totalRes)) * (1f - 0.3f * IFrames(totalRes)) * (1f - 0.5f * IFrames(totalRes)) * (1f - 0.7f * IFrames(totalRes)) * (1f - 0.8f * IFrames(totalRes)) * 0.9f * IFrames(totalRes);
                default:
                    return 0f;
            }
        }```
I'd already expected this bit, but I don't what the heck is going on
#
        {
            if (Settings.ResilienceStat > 1 && hazardType == 1)
            {
                if (HitsSinceShielded > 7)
                {
                    HitsSinceShielded = 7;
                }
                float num = UnityEngine.Random.Range(1, 100);
                float iframes = ls.IFrames(Settings.ResilienceStat);
                float multiplier = 0f;
                switch (this.HitsSinceShielded)
                {
                    case 1:
                        multiplier = 10f;
                        break;
                    case 2:
                        multiplier = 20f;
                        break;
                    case 3:
                        multiplier = 30f;
                        break;
                    case 4:
                        multiplier = 50f;
                        break;
                    case 5:
                        multiplier = 70f;
                        break;
                    case 6:
                        multiplier = 80f;
                        break;
                    case 7:
                        multiplier = 90f;
                        break;
                }
                LogDebug($"{num} <= {multiplier} * {iframes}");
                if (multiplier > 0 && num <= multiplier * iframes)
                {
                    this.HitsSinceShielded = 0;
                    hc.carefreeShield.SetActive(true);
                    damage = 0;
                }
                else
                {
                    this.HitsSinceShielded++;
                }
            }
            return damage;
        }```
#

This is the bit from BonfireMod.cs line 185

cedar hemlock
#

ok it gets the value hitstaken

#

if 1, do case 1

#

if 2, do case 2

#

etc

#

0.1f * IFrames(totalRes);

#

0.1 x the amount of Iframes

#

i'll try to make the IFrames more understandable one sec

#
public float IFrames(int totalRes)
{ 
(float)(3.25 / (1.0 + 2.4 * Math.Exp(-0.07 * (totalRes - 1))));
}
#

smth like that idk i'm not a great coder

strong cosmos
#

IFrames is just the incrementing value as you get hit more often, yeah? And the chance of negating a hit increases with each hit?

#

THat woulda been my guess from BonfireMod.cs code

cedar hemlock
#

yup

strong cosmos
#

Part of the issue for me is that the LevelingSystem.cs code is...ah...

#

It's doing some funky stuff that makes it look like (to my barely educated monkey brain) an exponentially reducing chance of getting to....wait

cedar hemlock
#

line number?

strong cosmos
#

The 399 mess

cedar hemlock
#

mandarijn help i'm not a fyremoth dev wai

strong cosmos
cedar hemlock
#

and howwowknyight wasn't that complicated either 🥴

strong cosmos
#

These might be two different versions of the same program?

cedar hemlock
#

?

strong cosmos
#

It's a wild guess

cedar hemlock
#

vs and vscode exist if you mean that

#

oh

#

nvm me

strong cosmos
#

I don't know what that means :V

cedar hemlock
#

nothing important

primal latch
strong cosmos
#

I meant v1 and v2, and one of them is just...around

#

Hey!

cedar hemlock
primal latch
#

I can’t

strong cosmos
#

sadness

cedar hemlock
#

sad

primal latch
#

I just got my second vaccination. I have to sit here 15 minutes to see if I faint

strong cosmos
#

oh shit

cedar hemlock
#

the waiting game

strong cosmos
#

Yeah, I wish you luck that you're one of the asymptomatic

#

I got hit like a train, but a friend of mine was completely unaffected

#

And another friend of mine thinks it makes your legs stop working

primal latch
#

I have already had COVID-19 so I think that helps

strong cosmos
#

IIRC there's literally no known causal effect

#

And no clear ...word..."implied cause and effect"

primal latch
#

For phayzer

strong cosmos
#

Anyway the vaccine doesn't even work on standard vaccination principles

primal latch
#

Maybe not have this conversation here

strong cosmos
#

sure XD

floral blade
#

||vaccine is like modding humans tho||

strong cosmos
floral blade
#

||unofficial patch||

primal latch
primal latch
vocal spire
jolly oriole
#

modding

potent summit
#

The people already created all the mods or i don't have creativitybeesive

potent summit
#

can i do a mod that show the fps?

pale crest
potent summit
#

oh

#

i never know that

pale crest
#

lol i didn't either until i searched if there was a way

potent summit
#

lol

potent summit
#

how to do a mod that add charms

#

i have some ideas

cedar hemlock
#

SFCore part on the api docs

potent summit
#

thx

potent summit
#

what's the reference for sfcore

cedar hemlock
#

in the solution explorer right click dependencies/references and click add new reference and select SFCore.dll

potent summit
#

Where

jolly oriole
#

in the solution explorer

cedar hemlock
#

who dat what have you done to the grenade garmond

potent summit
#

no wheres the sfcore.dll

cedar hemlock
#

install it with the modinstaller

#

?saves

finite forumBOT
#

Saves


Windows File Paths: (Assumes Default Steam Install Path, Adjust accordingly for DRM Free or Non-Standard Steam Path)

Game Files: C:\Program Files (x86)\Steam\steamapps\common\Hollow Knight\```
** **
Mac File Paths:
```Save Files: ~/Library/Application Support/unity.Team Cherry.Hollow Knight/
Game Files: ~/Library/Application Support/Steam/steamapps/common/Hollow Knight/hollow_knight.app/```
** **
Linux File Paths:
```Save Files: ~/.config/unity3d/Team Cherry/Hollow Knight/
Game Files: ~/.local/share/Steam/steamapps/common/Hollow Knight/```
cedar hemlock
#

game files > data > managed > mods

potent summit
#

i need to install, where

cedar hemlock
#

did you install sfcore on the installer

potent summit
#

oh

potent summit
#

where's subdivide

jolly oriole
#

salehs tutorial has that somewhere

worn eagle
#

any edit mode

winter moss
#

How do I enable the cursor in a menu

vocal spire
#

Anyone have any idea what plays the background audio when dreamnailing an npc

jolly oriole
#

an audiosource probably

jolly oriole
#

<@&283547423706447872>, edit: thanks mods

light zodiac
#

My nitro noooo

tender imp
ornate rivet
#

yum moment

nimble lake
jolly oriole
#

the actual image of it is straight stolen from the emote, vs displays it funny

jolly oriole
#

i should really update my mods, so scarab can be put in modding-help and have more than 6 mods

winter moss
#

That was the problem, I got it working by doing GameManager.instance.isPaused = true but now I can't close the menu grubsad

wild sail
#

what uh

#

language

jolly jungle
#

Suppose I wanna remove a finish event an action has

_control.GetState("Block Low").GetAction<Wait>(1).finishEvent = null;```
is this alright?
#

or is there some more correct way to?

jolly oriole
#

looks about right

jolly jungle
#

thanks

eternal crown
#
PlayMakerFSM dreamnail = HeroController.instance.gameObject.LocateMyFSM("Knight-Dream Nail");
dreamnail.FsmVariables.FindFsmBool("Can Dream Nail") = false;

What did I make wrong here?

jolly oriole
#

i think that value is calculated on the fly

#

but also the FSM is called Dream Nail

#

fsmviewer displays it like GameObject Name - Fsm Name

eternal crown
#

Oh, right

#

So, how should i block usage of dreamnail then?

jolly oriole
#

idk, can't look at things rn

eternal crown
#

Alright, i'll try to bump into things mysef then

#

Anyhow thanks

jolly jungle
#

Any idea why this causes the enemy to freeze?

_control.GetState("Block Low").GetAction<Wait>(1).finishEvent = null;
_control.GetState("Block Low").AddAction(new Tk2dPlayAnimationWithEvents()
{
    clipName = "Attack 3 L2",
    animationCompleteEvent = HutongGames.PlayMaker.FsmEvent.GetFsmEvent("FINSIHED")
});```
#

I added another action thats supposed to send the finished event once its done

#

I also had this line cs _control.ChangeTransition("Block Low", "FINISHED", "Reset");

#

So I know "FINISHED" is supposed to work

jolly jungle
#

doesn't event do the animation I want

#

Wait lemme check I spelled it right

#

I might've tried using the wrong one

#

there wasn t supposed to be a space between attack and 3 zote

#

if that's the reason it didn't work...

jolly oriole
#
HutongGames.PlayMaker.FsmEvent.Finished
jolly jungle
#

And the typo wasnt the main problem zote

jolly jungle
#

didn't you say last time this didnt work for you?

#

Welp, still doesn't work

#

the problem may be something else, I guess

#

How am I supposed to mimic this through code?

primal latch
#

A gameObject variable?

jolly oriole
#
new OwnerDefault() {
    ownerOption = something with self i think was it called
}
jolly jungle
#

hm

#

Welp this looks way too confusing

#

Doesn't FINISHED get called automatically anyways?

jolly oriole
#

after all actions finished yes

#

unless you remove the transition of FINISHED and make it a custom event that gets called by the Tk2dPlayAnimationWithEvents

jolly jungle
#

yeah I decided to just use playanimation instead of withevents

jolly jungle
#

I did this and now it doesn't freeze, but it also doesn't play the animation for some reason?

_control.GetState("Block Low").GetAction<Wait>(1).finishEvent = null;
_control.GetState("Block Low").AddAction(new Tk2dPlayAnimation()
{
    clipName = "Attack3 L2"
});```
jolly jungle
#

How did all of you get animations to play?

#

Is there anyone who has some code I can look at that does anything of this sort?

vocal spire
jolly jungle
#

That might be, but I can't see how it moves on to the next state without finishing the animation

#

isnt it meant to finish all actions and only then move to the next state?

#

I'll try to add a wait and see how it does

#

Adding a wait doesnt seem to do anything wai

vocal spire
#

I’d think it starts the animation and the action is done

#

Well you already have a wait that does nothing

jolly jungle
#

wdym

jolly jungle
#

oh yeah its there for waiting reasons

vocal spire
#

Also you can make your code slightly faster by storing the state in a variable and using the variable instead of GetState multiple times

jolly jungle
#

I meant a wait that comes after the animation begins

jolly jungle
#

Aight I added a long wait at the end

#

to see what happens

#

it waits the full wait before changing states, but it still doesn't run the animation

#

I'm probably not calling the animation correctly

#

I probably need to write what the gameObject is but I have no idea how to do it

jolly jungle
#

why does it even need an OwnerDefault?

jolly jungle
#

welp

#

I give up

#

itll need to just continue using the idle animation while using this attack I guess

#

I'll get back to it sometime in the futute

vocal spire
#

InsertMethod(statename, () => tk2danimation.Play(animName));

jolly jungle
#

I have a coroutine that starts running when you enter this state where I also tried to add in _anim.Play(animName);
the rest of the coroutine works perfectly though, only this didn't work

#

wait isnt it tk2dspriteanimator?

jolly oriole
#

snk signing is only good with <NoWarn>8002</NoWarn> in the csproj i just realized

jolly oriole
#

i broke my achievements again

#

but now i know that my modded installation refers to some assemblies in the actual gog installation which get corrupted for some reason, trying to find out which are affected

vocal tendon
#

Can I access HK dialogue using dnSpy? If not, how can I access dialogue from the code?

light zodiac
jolly oriole
#

at least this works

#

forgot to reply to this with the image

light zodiac
#

Which image did you want?

floral blade
dark gulch
#

quick question: how do I change stuff like what an NPC says?

cedar hemlock
#

languagegethook

dark gulch
#

?

cedar hemlock
#

just return what you want it to change too

dark gulch
#

I don't know what languagegethook is

cedar hemlock
#

ModHooks.LanguageGetHook or ModHooks.Instance.LanguageGetHook for 1.4

cedar hemlock
dark gulch
#

ty

#

last question for now: is there a way to change what the charms do

urban moss
#

There are mods for 1.5?

cedar hemlock
floral blade
urban moss
#

oh, ok

cedar hemlock
#

there are some but you're better off on 1.4

floral blade
cedar hemlock
#

pong

dark gulch
#

I will be back later when I have more questions

cedar hemlock
#

gl

jolly oriole
floral blade
#

oop

jolly oriole
#

i maybe was pointlessly blunt

floral blade
#

the real question was did they draw it or like make it from ingame things

jolly oriole
#

they drew it

floral blade
floral blade
jolly oriole
#

<@&283547423706447872> thanks mods

remote zealot
jolly oriole
#

nice, sfcore still not working correctly

jolly oriole
#

i hate this garbage

floral blade
#

how hard is it to add a new panel like journal or inventory

jolly oriole
#

check sfcore itemhelper

#

does exactly that

#

the version online should even be coded that it can be used indefinetly many times

#

... without breaking

jolly oriole
#

i fixed the fucking charms

#

finally

crude wave
#

Have you updated the mods for version 1.5 ???

jolly oriole
#

no, we're currently making a modding api for silksong

ornate rivet
#

bruh you weren't supposed to reveal that

#

delete

floral blade
#

did any one ask for this ? no. did we make it anyway? yes.

#

( @cedar hemlock and i )

floral plover
#

someone know if have any mod client that have suport for cracked versions?

jolly oriole
#

yes, no

#

in that order

floral plover
#

yes for mod client, and no for cracked?

jolly oriole
#

yes, i know that
no, no support

buoyant goblet
#

What about a modding api for version 1.5? When is it going to be ready?

steady comet
#

Every time someone asks about the modding api for version 1.5 in this channel it gets delayed by 1 week

light zodiac
#

Yo flib, when is 1.5 mapi comming

cedar hemlock
vocal spire
#

Mod apis 1.5 plzs I needs for prted version

cedar hemlock
#

<@&283547423706447872>

#

F

radiant basin
cedar hemlock
#

lol

stoic bronze
#

lmao

floral blade
cedar hemlock
#

true

radiant basin
#

too bad i listen to music while playing so i dont hear too much of it

cedar hemlock
#

tf it actually do

primal latch
#

For now? Add mod support to an empty test project

floral blade
#

56 commits

#

nice

ornate rivet
#

shout out

jolly oriole
#

the man, the myth, the legend

primal latch
#

Wooooo

primal latch
floral blade
#

it seems like that

primal latch
#

56th pr?

floral blade
#

i believe it is 56th commit on that branch

primal latch
#

Ah

marsh swan
#

just askin daily if any1 knows this skin, just in case someone finds it

proven cipher
#

Hi, I'm having trouble installing the packages I need to compile the assembly. I get this message saying "Not available in this source".

#

I'm using Visual Studio.

jolly oriole
#

from the icons i'd say that they are installed, just that you don't have the source code of them

floral blade
#

finally added support for showing areas with multiple scenes

jolly jungle
#

that map... a masterpiece wai

#

Anyhow nice work 👌

winter moss
#

No matter where I click my mouse, Unity says that the world point of my click is (136.3, 15.0, -38.1). Any idea why this is happening?

ornate rivet
#

asset ripper works on mac and linux too now!

jolly oriole
#

nice

#

the modlinks will have around 26 mods in a minute or two

ornate rivet
#

imagine updating your mods to 1.5

#

loser version

jolly oriole
#

imagine supporting boomer patch

jolly oriole
steady comet
#

Ah yeah I deleted because I found it

#

Thanks anyway hollowknice

#

Wait that's not public

#

...can I access it from a mod, without reflecting?