#archived-modding-development

1 messages · Page 537 of 1

vocal spire
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For the others you also either have to add references or add “using x;” (x will need to be something else like UnityEngine) to the top of your .cs file

indigo finch
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like this?
do I need to add also using anything? it doesn't seem to work on it's own

vocal spire
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Yes but no

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You can add references via selecting files if you right click your project in the solution view and click add reference, no need to manage the text (you also probably need to save the file since you did it with text from the looks of it). Also using UnityEngine; will be needed for assetbundles and using System.something (probably System.IO) will be needed for streams

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For On it will just work since On is a namespace

indigo finch
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oh yeah, I forgot to save the file. I fixed the Assetbundle too, but can't find the correct dll for the system yet

vocal spire
#

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Those are already included when making the project….

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Kinda essential to coding zote

indigo finch
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🤷‍♂️ i'm working from modifying an example and it didn't have it

vocal spire
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Could you screenshot your solution view

indigo finch
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seems I had the correct dll, but I had to do using System.IO and NOT using System 🤔

vocal spire
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Yeah

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I said that

vocal spire
indigo finch
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I thought one would include the other, like in python or something lol
tried just System because I couldn't find a System.IO.dll

vocal spire
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One dll can contain multiple namespaces

indigo finch
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wait, should I just add all .dll's? is there any drawbacks to that?

indigo finch
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does utiny ripper not work in 1.5?

old bobcat
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do i need to get rid of the red boxes while making customknight?

jolly oriole
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no

old bobcat
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but is it gonna mess me up if i did?

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cause i removed them all

jolly oriole
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should, but afaik it shows which part is actual content in the spritesheet

merry lotus
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@copper nacelle anything you ported the same way as ASCII camera, might not be ported correctly.

Mantis Gods on Scarab crashes HK, for same issue

copper nacelle
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wtf i literally tested it

vocal spire
merry lotus
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This is the user's error from modlog

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I can't check myself rn

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But it had that same hardcoded path

copper nacelle
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that's not a hardcoded path bro

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that's debug info

merry lotus
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Wot? That's the same path it have me, but I literally don't have any part of that path on my machine

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Like, I don't have a home account at all

copper nacelle
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because it's debug info for me

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the dev

merry lotus
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Ah

fierce star
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I cant code but got an idea for a troll mod, primal any radiance

light zodiac
fierce star
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Ahhh

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Sorry

wet dagger
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herp

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how can I FSMView Avalonia [BETA]?

vocal spire
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?pins iirc there’s a link in the pins to it’s GitHub repo

finite forumBOT
vocal spire
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Nvm it is not in the pins

light zodiac
wet dagger
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use

vocal spire
wet dagger
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ok but how to use it?

vocal spire
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After downloading, open the exe file. Click file, open scene, then select a scene, then select something in the scene. Alternatively click open resources.assets instead

wet dagger
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what's a scene in hollow knight

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those files called level?

vocal spire
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A scene = a room

wet dagger
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I clicked open scene and it crashed ;-;

vocal spire
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Also you probably clicked open file instead of another option which opened scenes since level is the name of the files

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Is your game version 1.4.3.2 or 1.5

wet dagger
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it didn't crash now

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ok I'm at zombie runner (wandering husk), now what?

vocal spire
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Did you select it?

wet dagger
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yeah

vocal spire
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You can view it’s ai now

wet dagger
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I'm in

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Zombie Runner - Zombie Swipe

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what's coward?

vocal spire
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Probably a state

wet dagger
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yeah but idk what it does

vocal spire
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Click on it

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You don’t know what any of them do, neither do I

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You can view the actions for the state, aka what it does

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Most have self explanatory names

wet dagger
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don't remember wandering husk running away

vocal spire
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If you send a screenshot of it I can point out everything to you

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¯_(ツ)_/¯

wet dagger
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oh, I'm starting to understand it

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is there a way to clone and/or edit it?

indigo finch
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how do I like, get the current running scene? and then get objects from it
it's for a specific scene, so in theory I already know what the "object structure" or whatever is like. i'm just looking for the functions to actually access it

wet dagger
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have yu used FSMView Avalonia?

indigo finch
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yes, but only to view stuff

vocal spire
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(Also my connection is bad so I might disappear)

wet dagger
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is zombie runner (wandering husk) AI in code version too?

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Cuz I'd like to find it

young walrus
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no

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this is the AI code

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welcome to the wonderful world of fsms

jolly oriole
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fuck those tbh

wet dagger
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In that case, how do I edit them?

young walrus
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with code

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at runtime

wet dagger
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It's like huh...

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I don't even know what I don't know

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what are the first steps to adding a new enemy?

violet zodiac
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crying

young walrus
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^

wet dagger
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:)

jolly oriole
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crying is always the first step of programming

wet dagger
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but what's after crying?

worn eagle
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working on a unity project that'll make creating new enemies easier

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coming after ck+

wet dagger
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I'm with an empty unity project currently

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what'd I do now?]

indigo finch
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what's ck+ 🤔

floral blade
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is this like an AI programmer using your IEnumerator structure?

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i was making something to manage enemies and adding them via code in Satchel , i do not do AI logic though that i leave to be implemented by the author currently

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if you do make a nice thing for AI i can point people to it in Satchel too shroompog

indigo finch
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what's the hardest part in making an enemy/boss? attacking? reacting to the player? moving in the environment?

wet dagger
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knowing how to start

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I guess now I just gotta code it though

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so that's my problem

floral blade
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hardest is relative i guess

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some people find the code hard

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some find the creation of a good balanced fun enemy harder

wet dagger
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does any of you use the playmaker thing?

worn eagle
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sprites and design

floral blade
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i don't know if anyone does, you do end up modifying some FSMs using code ( as it's probably the easiest way to mod an enemy)

wet dagger
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for me its the actual coding, if I only had to do the sprites them i'd love too

worn eagle
floral blade
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isn't playmaker a paid asset though

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unless i entirely misunderstood what you meant

worn eagle
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I paid for it a while ago

floral blade
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gotcha i think i initially misunderstood

indigo finch
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I added a sprite into the game but it shows up magenta/pink. that's a material thing, right? what should I set it to?

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i was able to add sprite particles but I think I just got lucky on that one

indigo finch
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ah, I had to get the sprite renderer and set the shader with sprite_renderer.materials[0].shader = Shader.Find("Sprites/Default");

wise needle
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looking to mod a boss, have not ever modded a boss before, vaguely familiar with unity and godot, advanced javascript dev, but wanting to learn c# by making some bosses

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where do I start, I downloaded mod api, but there I can't find like any direction of where to begin

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not looking to do anything crazy but just thought this might be a fun way to leanr c#

hardy stump
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Is there a value in enemy GameObjects or elsewhere that denotes whether an enemy will give soul on hit?

tulip jewel
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with dnspy you can even make mods (non transferable but if you just want to screw around it's pretty good)
dnspy modding might not help you with the api but you can get familiar with the code with stuff like that
obviously I have no experience with hk mods tho: #archived-modding-development message

wise needle
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is there no docs or guide or anything for noobs like me on just how to do some basic mods

tulip jewel
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isn't there like literally docs on radiance.host?

wise needle
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don't know, just got here

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ok yes that's exactly what I wanted

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awesome thanks

tulip jewel
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yw, glad I could help

wise needle
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me too!

tulip jewel
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actually I should read it too,
I've been meaning to do that

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minor spelling mistake moment

wise needle
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yea that one I know about, but I needed a bit of a precursor first

fair rampart
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Just a question because boredom
How are the pale court, test if teamwork, and sanctuary mods going?

proven cipher
hardy stump
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a lot of damage to enemies by certain damage sources (e.g. Flukenest flukes, Defender's Crest aura, Spore Shroom aura, Weaversong minions, Dreamshield collision, and Grimmchild projectiles) don't trigger HealthManager's TakeDamage function. Where can i override these damage amounts?

hybrid skiff
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hello

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anyone here

tulip jewel
hybrid skiff
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hi

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u here goldenguy

tulip jewel
hardy stump
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...are you there Bhar?

tulip jewel
hardy stump
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Dang it, I thought I could get by without it, but it seems I’m going to have to learn the intricacies of FSM

fierce star
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How do you mod hk?

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I’m wanting some help cause I’ve never done this

primal latch
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?pins

finite forumBOT
fierce star
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the file did nothing

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the thing I want to do but have no idea how to is changing the skin

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know what file or something I have to click?

glossy olive
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wha

young walrus
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why are you pinging the moderators

glossy olive
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oh common mistake

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we moderate the server

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We don’t do actual modding stuff

fierce star
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ahhhh

young walrus
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are you just looking to install mods? or make them

fierce star
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I thought mod for modding

young walrus
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this channel is for making them

fierce star
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sorry

primal latch
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How would I disable the effect for shaman stone? I can't use a GetBool hook because I need to know wheter it is equipped or not

floral blade
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so you want to disable effect of shaman stone but make it have new effect ?

primal latch
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yes

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I'm making it double the fire damage

floral blade
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i did something similar in smolknight using IL hooks, by changing the name of the playerdata float that the vanilla game requests

primal latch
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thanks

floral blade
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np

indigo finch
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i used utiny ripper and ported the result to 1.5 and the game somehow "works". music plays, and there's particles, but I can't do any input. is there any way to use this for debugging or is it too broken and will only serve as a visual preview?

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I did also try asset ripper but the scripts were too broken for it to ever compile. definitely happy that I at least have this to preview things moving

tulip jewel
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at least with runtime scene loading i just load the scene called exit to menu or something like that to get there

arctic vale
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What all can you do in the multiplayer mod?

jolly oriole
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thanks mods

cedar hemlock
safe hamlet
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i am gonna close this pr

jolly oriole
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Sid now on modding dev duty, since 56 left

safe hamlet
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56 left?

jolly oriole
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yes

worn eagle
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barges into modding-dev
posts scarab
refuses to elaborate further
leaves

vocal spire
indigo finch
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it said 999+ errors lmao

vocal spire
vocal spire
safe hamlet
jolly oriole
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sad

vocal spire
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:(

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Y 56 lev

young walrus
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u

vocal spire
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:0

young walrus
vocal spire
indigo finch
vocal spire
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Well that needs to not decompile methods

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Or at least decompile IEnumerators to be better read by c# compilers

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If no one else will, I’ll see if I can rewrite part of AssetRipper for that

indigo finch
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that'd be great in a general sense, but would there be any benefit for my case in fixing these when I already got the other one 'working'?

vocal spire
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That’s stuff from 1.4, plus it might not update properly

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1.5 has changed sprites, scripts and other stuff

primal latch
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What happened with 56?

cedar hemlock
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gone

primal latch
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Does anyone know why? (No jokes please)

jolly oriole
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left

primal latch
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Does anyone know why? (No jokes please)

patent zealot
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That's their business and I think its best not to interfere with it

ornate rivet
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ez

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because this server sucks

primal latch
jolly oriole
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had the server muted before regardless

primal latch
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guess I’ll assault him in the monomod discord

primal latch
jolly oriole
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to the person who deleted their message: the part that i read

is there a resource on custom level creation?
yes

tame bronze
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Oh, I re-read the pins and found it

jolly oriole
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nice

tame bronze
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Just need to figure out how it works, since I'm looking to make custom levels in a different Unity game and I knew you guys had that stuff

jolly oriole
tame bronze
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thanks, that looks useful

primal latch
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How would I go about patching the spells sfm? That seems to be the only way to remove the shaman stone effect under certain circumstances

modern star
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question, does RandomizerMod track non-randomized items at all? i made a hook for GiveItem but it's only for randomized items

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for example i would like a way to know if a geo rock has been broken if the randomized geo rocks setting is false

proven cipher
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You can check player data

vocal spire
proven cipher
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Every rock is tracked on player data. I'm sure there's a way you can check for it

primal latch
vocal spire
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You can either do HeroController.instance.gameObject.LocateMyFsm(“spell control”) or HeroController.instance.spellFSM

primal latch
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Ok. Thanks

modern star
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flib to the rescue~

steady comet
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For any item not affected by rando, you'll have to come up with your own code for it

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If you want to look in the save to see if a particular rock has been broken, you'll want the GeoRockData in the scenedata

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uhh

modern star
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mmmm I see

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probably too much work for what it's worth, if i have to consider the other items/checks too

steady comet
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I would say so

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If you're playing a randomizer game but with some vanilla pools (like vanilla relics or vanilla skills), those still go through GiveItem (it's any "standard" pool, minus stags, that this applies to)

modern star
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are geo rocks a subset of persistent bools?

steady comet
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No

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The scenedata consists of three separate lists - one for PersistentBoolData, one for PersistentIntData and one for GeoRockData

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But the FindMyState function has a separate overload for each type

modern star
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well it's a start, I think for now i can try checking the state of everything in those three lists upon certain events

steady comet
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Uhh

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I don't recommend that

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The lists only get updated when the scene is changed objects get unloaded

modern star
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ah...

steady comet
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Actually it might work for some objects, if they're actually destroyed rather than simply sitting there and only getting unloaded when the scene changes

primal latch
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So I have a reference to an SFM state. There is a setint action that I need. How would I get a reference to it? So I can change a value

steady comet
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Are you using Vasi?

primal latch
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no

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sfcore

steady comet
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Uhh

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Hmm

primal latch
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Or just give me how to do it in vasi so I can yoink code

jolly oriole
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the same in vasi

modern star
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also funny aside, RMM originally used a whole .cs to parse the helperlog.txt file to figure out if a randomized item was reachable, when it could all have been done as a one-liner:

steady comet
primal latch
#
PlayMakerFSM spellControl = self.spellControl.Fsm.GetFsmGameObject("Fireball Top").Value.LocateMyFSM("Fireball Control");
SFCore.Utils.FsmUtil.GetState(spellControl, "Set Damage").GetAction<PlayerDataBoolTest>().boolName = "Fyremoth.equippedCharm_19";

This returns a error.

NullReferenceException: Object reference not set to an instance of an object
  at SFCore.Utils.FsmUtil.GetState (PlayMakerFSM fsm, System.String stateName) [0x00000] in E:\Github_Projects\HollowKnightMods\SFCore\Util\FsmUtil.cs:59 
  at Fyremoth.Fyremoth.HCAwake (On.HeroController+orig_Awake orig, HeroController self) [0x0009d] in C:\Users\Erik de Vlaam\Desktop\Fyremoth\Fyremoth\Fyremoth.cs:275 
  at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<HeroController::Awake>?-86123648(HeroController)
steady comet
#

Are you sure your state has the right name?

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Like, capitalisation, spaces, question marks etc

primal latch
jolly oriole
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spellControl then is null

primal latch
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dang

steady comet
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When are you running your code?

primal latch
#

On.HeroController.Awake += HCAwake;

steady comet
#

spellControl is apparently set in Start

primal latch
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ah

primal latch
#

Well, I got it working. It just doesn't set the correct variable. The bool name is still just equipedCharm_19

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I might try using an on hook and the name of the holding gameObject

light zodiac
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Did you try to set the name before spell control is set or after?

quaint jay
#

Slight gui issue in Scarab, can't scroll further

primal latch
primal latch
#

wait..

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Did I only report it in here?

jolly oriole
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apparently

primal latch
# primal latch ```cs PlayMakerFSM spellControl = self.spellControl.Fsm.GetFsmGameObject("Fireba...

So I wrote this code:

private void HCStart(On.HeroController.orig_Start orig, HeroController self)
        {
            PlayMakerFSM spellControl = HeroController.instance.gameObject.LocateMyFSM("Spell Control").Fsm.GetFsmGameObject("Fireball Top").Value.LocateMyFSM("Fireball Control");
            PlayerDataBoolTest test = SFCore.Utils.FsmUtil.GetAction<PlayerDataBoolTest>(spellControl, "Set Damage", 3);
            test.boolName = "Fyremoth.equippedCharm_19";
            self.spellControl = spellControl;

            orig(self);

            spellControl = HeroController.instance.gameObject.LocateMyFSM("Spell Control").Fsm.GetFsmGameObject("Fireball Top").Value.LocateMyFSM("Fireball Control");
            test = SFCore.Utils.FsmUtil.GetAction<PlayerDataBoolTest>(spellControl, "Set Damage", 3);
            test.boolName = "Fyremoth.equippedCharm_19";
            self.spellControl = spellControl;
        }

And it does not work. Does anyone have any other suggestions on how to do this?

mortal kindle
#

Does anybody know if realtimeSinceStartup and RealtimeSinceStartup interact with RNG at all, i.e could a different value for either of those change how many calls are made to the generator on any given frame?

primal latch
#

It should give the correct value independent of everything

mortal kindle
#

was that in reply to me or part of your message

primal latch
#

to you

mortal kindle
#

Wdym by the "correct value"

steady comet
#

@primal latch I would suggest not doing it through the HeroController hook

On.PlayMakerFSM.OnEnable += ...;

private void ...(... orig, ... self)
{
  orig(self);
  if (self.FsmName == "Fireball Control" && self.gameObject.name.Startswith("Fireball Top")
  {
    ...
  }
}

Fireballs are kinda cursed

primal latch
#

ok. I'll try this

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It doesn't work

primal latch
mortal kindle
#

Yeah but this is for TAS stuff

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im trying to sync RNG on room transitions

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so in this case I have two separate TASes which take different amounts of time

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but they go through the same room transition and I want them to sync there

primal latch
#

I'm sorry, but I don't know

mortal kindle
#

no worries

primal latch
#
public bool IsGameplayScene()
    {
        this.UpdateSceneName();
        return !this.IsNonGameplayScene();
    }

    // Token: 0x06000FF2 RID: 4082 RVA: 0x0004D474 File Offset: 0x0004B674
    public bool IsNonGameplayScene()
    {
        this.UpdateSceneName();
        return this.IsCinematicScene() || this.sceneName == "Knight Pickup" || this.sceneName == "Pre_Menu_Intro" || this.sceneName == "Menu_Title" || this.sceneName == "End_Credits" || this.sceneName == "Menu_Credits" || this.sceneName == "Cutscene_Boss_Door" || this.sceneName == "PermaDeath_Unlock" || this.sceneName == "GG_Unlock" || this.sceneName == "GG_End_Sequence" || this.sceneName == "End_Game_Completion" || this.sceneName == "BetaEnd" || this.sceneName == "PermaDeath" || this.sceneName == "GG_Entrance_Cutscene" || this.sceneName == "GG_Boss_Door_Entrance" || InGameCutsceneInfo.IsInCutscene;
    }

Why is UpdateSceneName called in both functions? It only has to be called in IsNonGameplayScene right? Also: why is IsGamePlayScene a function? Can't they just invert the value of IsNonGameplayScene?

#

They could also change all the sceneName comparisons with a HashSet

steady comet
#

Strong recommendation: don't ask "why" when it comes to TC code

primal latch
#

true

eternal adder
#

why

vocal spire
#

The condition is the letter red

jolly oriole
#

my favourite letter, red

serene dome
#

Hey just wondering, with little to no programming knowledge, what is possible to be done with hk modding?

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Like would adding a spell require advanced knowledge or would a begginner be able to do it?

#

My expierence modding games is just with custom minecraft behaivior packs, but those are pretty easy to put together, especially since apps exist to do the json formatting for you.

#

I am interested in making a mod that balances things for hell mod (while keeping the huge difficulty additions). One thought is to make focusing have it's own spell (I say the lightbring mod does this) and to have deep focus buff it tremendously.

#

But I am unsure on wether I can with my little knowledge.

tulip jewel
proven cipher
#

you can open up other projects and use logic to try and figure out what does what for simple stuff. I've been using HK mods to try to apply my very basic C# knowledge and made edits to multiple mods and created one of my own at this point.

#

Making a mod with its own new actions like new spells would likely require art.

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Adding them in isn't so bad, it is more advanced than some other stuff. You can try to use existing code and edit it.

primal latch
#

@tulip jewel please refrain from giving useless advice.

#

@serene dome The advice from TamiJo is very true. I’d recommend watching some videos on c# and start with creating some small mods. If you don’t want to do that you could also find some other mod developers to work together with.

serene dome
#

Ok

modern star
#

anyone willing to help with modifying some existing sprite art? shouldn't be too difficult I think

supple spade
#

Which sprites?

modern star
#

I'd like the key/totem to have a bit more constrast against the background

supple spade
#

Do you happen to have a version of the background without the items?

modern star
#

no... but someone else might, I'll look in the meantime

#

I'm wondering if just adding a bit of extra glow around the items would help

supple spade
#

Something like this?

modern star
#

yeah! maybe even a little more, since these icons will be fairly small

supple spade
modern star
#

that's perfect thank you

supple spade
modern star
#

awesome, I'll mention you are a contributor

supple spade
#

Aight

#

Is this for rando?

modern star
#

my version of MapMod

supple spade
#

Ohh nice

modern star
#

hmm, they are still kind of getting lost on the map, maybe the items need to be brighter instead

supple spade
#

Yeah

#

Alright hopefully those work better

modern star
#

better

supple spade
#

Definitely

modern star
#

could you now try the same thing without the added glow?

#

plsss

supple spade
#

Just a sec

modern star
#

thanks so much man

supple spade
#

np

#

Can't take that little bit of glow off the key since that's how it was to start with

modern star
#

let's goooo

supple spade
#

Nice

#

Is that good enough?

modern star
#

I think so, thanks a lot!!

supple spade
#

Np!

primal latch
#

Turns out that I messed up patching the nail damage. I check if the HitInstance is a nail attack. Not whether it is a nail art. So now nail arts deal the same damage as regular attacks. This has been so for at least 3 months. Now that I have learned about FSM’s I should probably patch them directly

light zodiac
#

You can see glass soul for how i did it

merry lotus
opal crypt
#

Thanks

jolly scaffold
#

Just a suggestion for rando mod, cursed nail should randomize nail upgrades as well

#

|| Then again, early pure nail kinda op ||

proven cipher
#

That messes with logic and has been discussed multiple times

jolly scaffold
#

Oh

ornate charm
#

Do the rando mod will be on scarab?

vocal spire
lavish vine
#

you the warden round these parts?

vocal spire
#

This doesn’t relate to modding?

rough pulsar
#

hey what if i updated a mod AND changed its name

light zodiac
#

What did changing name affect?

rough pulsar
#

i don't really know but i guess it still would display the old mod in modinstaller and won't update the mod
eh i guess i'll keep the old name

merry lotus
#

It wouldn't be the first mod to have a name change

foggy sapphire
#

Anybody here interested in helping me make an mmc modded boss fight?

#

would be interesting

#

we could make mmc actually difficult

#

with new attacks

#

dm me if interested

rough pulsar
#

Sorry can't help
I'll give a few ideas such as you take 8x damage compared to normal damage

jolly oriole
#

ferocious foes would like to know your location

ornate plinth
#

hey

#

anyone know where i can get hollow point and if its for scarab?

proven cipher
#

It is not available for scarab

ornate plinth
#

oof

proven cipher
#

It is only available for 1432.

ornate plinth
#

where can i get that?

proven cipher
ornate plinth
#

ight

#

lets see if it works

proven cipher
#

Contains the installer and instructions on how to down patch

ornate plinth
#

ok

#

which pin?

proven cipher
#

Did you look?

ornate plinth
#

ok

#

i got modinstaller 2

#

so how do i get hollow point?

merry lotus
ornate plinth
#

ight

#

i was just wondering

primal latch
#

Am I the only one who kind of misses 56?

light zodiac
#

DM them if you want to talk to them

jolly oriole
#

or you just have him on your friend list

primal latch
#

They are just such a core part of everything.

jaunty oxide
#

Silly questions:
I have used MMhooks in other modding but am really partial to harmonyX patching

Deos HK support harmonyX patches? Or only monomod detours? Looking at the template seems to function off mmhook detours is why i ask

primal latch
#

Monomod is the only thing the modding api supports as far as I know

rough pulsar
#

is there a github repository of enemyhpbar

#

(if so, what's the name of it?)

cedar hemlock
#

or mulhima's fork of it

rough pulsar
#

i finally dont have to go through the struggle of looking up boss game object names

rough pulsar
#

update

#

i dont know how i am going to deal with multiple boss enemies (such as sisters of battle)

#

maybe add together their hp or something?

cedar hemlock
#

add together prob good option

tulip jewel
marsh flame
#

MODS

foggy sapphire
#

Does anyone want to help me in the coding aspect in making a new modded boss fight of Massive Moss Charger? If so then do dm me.

#

I want to make a normally jokingly easy boss into a fair-ly difficult fight that takes place over several phases

proven cipher
#

Randomapmod

rough pulsar
rough pulsar
#

i might do something like how many mantis lords/bosses you have defeated in the fight

#

i added most of the things i wanted to add

vapid lily
rough pulsar
#

i finished the update now and im working on the 1.5 version of it which shouldn't take too long

#

wait how do you implement global settings in 1.5

rough pulsar
cedar hemlock
#

api 61 maggotprime

#

get 63

#

it's on scarab

#

unless api 63 just says 61 in which case mb

rough pulsar
#

shouldn't it still work on 63

cedar hemlock
#

no, that's the problem

#

there are no changes but for some reason it needs to be specifically built for api 63

#

*to work with api 63

rough pulsar
#

can i still get api 63 from nightly builds

cedar hemlock
#

<@&283547423706447872>

cedar hemlock
glossy olive
#

yeye

drifting glade
#

Yeah we got it

rough pulsar
#

cools

#

is this

cedar hemlock
#

Just say yes

#

The window too smol

rough pulsar
#

finally

#

after hours of waiting for visual studio to load

#

ah, i gotta add options too

vocal spire
#

Kool

cedar hemlock
#

very kool

floral blade
#

vewy kwool

solemn rivet
#

what am I looking at?

#

what's this mod do?

rough pulsar
#

hold on

jolly oriole
#

discord rich presence i think

rough pulsar
solemn rivet
#

cool

cedar hemlock
#

kool

pure nova
#

Is there a doc or something similar somewhere listing the differences between 1.5 and 1.4.3.2 modding? I've been wanting to dip my toes back into it but I'm very lost.

rough pulsar
#

there are a few breaking changes in 1.5

#

there is a new installer for 1.5 called scarab as well

steady comet
# pure nova Is there a doc or something similar somewhere listing the differences between 1....

Just off hand, the changes I can think of are:

rough pulsar
#

i loooooove menu api

pure nova
modern star
unborn flicker
sage relic
#

I'm interested in adding an option to disable screen shake for QoL on 1.4.3.2. I did something quick on the 1.5 source as a proof-of-concept, but I couldn't find the source for the 1.4 QoL. Where is that, and is it open to accepting changes?

#

ping me with reply plz ins0mPleading

steady comet
sage relic
#

I won't need 1.4 after both rando and plando are updated for 1.5

#

But I might go the separate mod route, thanks!

steady comet
#

Oh right, plando, lmao

mighty chasm
#

How would I check what enemy was spawned in the enable enemy hook?

modern star
undone flint
unborn flicker
#

Most likely sometime in the near future.

undone flint
jolly oriole
#

oh, hollow knight update

#

.78

floral blade
#

did all mods break ? 😮

jolly oriole
#

nah, public beta

floral blade
#

alr

light zodiac
steady comet
worn eagle
#

what's broken different this time

jolly oriole
#

i have no idea, i don't read changelogs

#

even better, there are no changelogs lol

worn eagle
#

mhm

floral blade
worn eagle
#

it's basically just some code restructuring

#

variables to properties, name changes, == null returns to != null

young walrus
worn eagle
#

also some new fields in LightBlurredBackground to I assume make changing shader params from the component instead of directly from the material

#

also hero parent becomes null on hazard death

#

revolutionary

steady comet
#

== null returns to != null
What does this mean, that they completely changed it from true to false?

worn eagle
#

instead of

if (flag == null)
{
    return;
}
func();
if (flag != null)
{
    func();
}
steady comet
#

Is it definitely not a quirk of the decompiler? (Or mybe they just chnged a compiler setting or something)

#

Well, it probbly doesn't really matter anyway

floral blade
jolly oriole
#
EDIT: v1.5.78.11833:
- Fixed background blur for Low and Medium options when using a screen resolution that is taller than 16:9
- Fixed Low and Medium background blur to have the same vibrancy as High
floral blade
#

interesting... perhaps some new dev is working on this code and disagrees with the code style lmao

primal latch
hybrid skiff
#

hmm

cosmic drift
#

Hi I want to get into creating mods with hollow knight can anyone point me in the right direction

brisk bramble
#

i like this icon

modern star
#

and more importantly what do you want to make?

cosmic drift
#

@modern star i have very minor experience

modern star
modern star
#

imo easiest thing to do to start with is to clone an existing mod's repository and play around with what's already there, to learn how the different parts of the code work

merry lotus
#

||Dung Defender is one of the only Scarabs in-game, afaik. I feel like there's another, but off-hand, I don't remember who.||

cosmic drift
#

@modern star I want to be able to make a new boss

#

Or just practice modding

rough pulsar
#

PlayerData.instance.MPCharge should include only the current soul you have in your main soul container, and not the reserve soul right?

rough pulsar
#

progess

modern star
modern star
modern star
#

i have a question, for two mods using the same hook what determines the order?

steady comet
#

If the mods subscribe to the hook in Initialize, then it's load order (default to alphabetical, I think)

#

So if you want your code to run first, make your load priority lower than the other mod's and vice versa

#

Actually it works differently for On hooks - the way those work is that for the second subscriber, the orig parameter it gets access to represents the first subscriber (which gets access to the original method). So the second subscriber can choose to run its code before or after everything else happens

modern star
#

Right, but with the On hooks it still depends on the load order to determine who is the second subscriber?

steady comet
#

Yes

#

Well, the order of the subscribers is, like, the order that the "On.Blah.Blah += Blah_Blah" lines execute

#

And if both those lines are in the respective mods' Initialize methods, then that order is load order

modern star
#

that makes sense, thanks

rough pulsar
#

subscribe to ModHooks.HeroUpdateHook

jolly oriole
#

like and subscribe

cedar hemlock
#

and comment "E"

floral blade
#

😮 who we spamming

#

except the channel i mean

crude cradle
#

hi where can i find the mod link to download

cedar hemlock
crisp cargo
naive crypt
#

Alright guys. I asked in modding help and I'm sorry apparently I require someone with a bit more knowledge on the file parameters in the game. So the Hollow Point Glitch. The Fix featured in the pinned posting isn't fixing the issue. Heals are back to 33 from their old values, but I can also apparently heal at a rapid speed. I can get four heals off in the time it normally took two Quick Focus heals. With Quick Focus actually on it's coming out of the gate 0=100 within like 2-3s. What parameter in what file controls casting speed?

#

Is it even something normally exposed to the player?

#

Came here last of several stops so, please forgive the impudence. Been on a week long campaign on this hehe.

light zodiac
#

Could you see the save that was altered

cedar hemlock
#

send*

cedar hemlock
#

@naive crypt ^

naive crypt
#

Aye. My apologies. Didn't want to just drop it in. Had to step out. <3

topaz wigeon
#

how do i download the hollow point mod?

naive crypt
topaz wigeon
#

well i have that

naive crypt
#

Then on the list, Hollow Point shows up.

#

Install, restart HK,

naive crypt
cedar hemlock
#

only user1.json

#

and ping mulhima

naive crypt
#

Thank you. Sorry for the weirdness. But just noticed a small % had the issue and all dead ended. Hehe. It's also easy just to enjoy it because it makes you pretty damn strong.

#

So might go largely unreported lol

vocal spire
primal latch
#

does anyone have a preload for the grimmkin nightmare for me? Feel free to ping me

patent zealot
#

Check trial editor

naive crypt
#

I reverted to a backup so it's all good, I was just curious if that feature even had a config parameter in the json.
If not wonder how it even got modified. Haha...

floral blade
#

🥴

rough pulsar
#

<@&283547423706447872>

rough pulsar
#

<@&283547423706447872>

vocal spire
#

How many of these are there

rough pulsar
vocal spire
#

(There was a 3rd one sent right before I sent that)

jolly scaffold
#

I have a few suggestions for randomizer:
-Colloseum geo(basic enough, might want to have it give less geo, once that colloseum is completed once, it will revert back to geo)
-Godhome pins (basically, whenever a boss is defeated for the first time, it will drop an extra item,(for godhome doors) and to unlock the doors, you have to collect what I like to call “godhome pins”)

#

(Godhome pins are just to make Godhome ending more painful, doesn’t make much of an effect on other endings)

foggy sapphire
#

NPC rando would be awesome.

#

Anyways

#

Anyone want to help me make some interesting mods?

#

A new side quest, and a couple of new bosses?

#

I've made the idea and the designs of the bosses along with the side quest plot and lore

#

all I need is a good coder, because I. am terrible.

#

so do dm me

nimble lake
rough pulsar
modern star
#

for shop items, is it possible to have ShopItemStats.playerDataBoolName to reference something outside of PlayerData? How would I go about having my own bool value?

modern star
#

nvm I found it

unborn flicker
modern star
#

yep, I ended up figuring out that ModHooks was the easiest way to go, thanks!

blazing saddle
#

Guys I have a question, I'm going to attempt a rando run, is there some file In need to fix my game after ? Like the ak-47 mod or is it ok ?

rough pulsar
proven cipher
#

A Randomiser run can only be done on a new file, and you cannot open it without Rando installed or else it will break

sudden fjord
#

where i

#

i

#

?

#

where is mod installer

#

sorry my back space broken

#

oh and wrong chat sorry

proven cipher
#

.

fair rampart
#

Are mods available on PS4?

rough pulsar
#

no

fair rampart
rough pulsar
jolly oriole
#

technically

rough pulsar
#

cries

#

oh you mean mods on ps4 are technically available or

merry lotus
#

Mods as in the ModdingAPI that we use, are only for PC versions.

IIRC someone did manage to Mod a console one recently. They applied a custom skin

rough pulsar
#

yeah it was on nintendo switch.

#

still impressive

jolly oriole
#

technically ps4 is linux

rough pulsar
jolly oriole
#

i think

merry lotus
#

Aren't a lot of Console OS's based heavily on Linux? (Xbox is presumably based on Windows, as iirc it uses DirectX)

proven cipher
#

PS3 was, right?

#

Hollow Knight for PS3 when? 👀

merry lotus
#

But being based on Linux wouldn't changed the fact that the game itself is built differently. Like, afaik, the "Voidheart Edition" is just different in-general.

rough pulsar
#

Presumably never

ornate canopy
#

does anyone know how to change fsm weights for an existing ( vanilla ) fsm

steady comet
#

What do you mean, weights?

light zodiac
#

The probability of each event happening ig

vocal spire
#

If you mean one of the like send random event v3 actions (maybe also v2), action.weights[eventindex].Value = new weight

steady comet
#

Why do they have SendRandomEventV2 and SendRandomEventV3

vocal spire
steady comet
#

But, like, aren't they supposed to do the same thing

#

Seems like 🍝 to me

vocal spire
#

Same idea? Yes. Same method? No.

#

Anyways imma stop using discord at 3am and force myself to sleep

#

Cya

steady comet
#

Well, the tooltip attribute on both of them is the same

modern star
#

the OnEnter for v3 uses two flags

#

according to DnSpy

#

idk what that does to the overall function though

steady comet
#

Yeah the code for v3 is more complicated (I was too lazy to understand what it's doing)

jolly jungle
#

They use v2 at all?

vocal spire
#

V3 either includes an upper bound or lower bound to how many times a event can happen in a row (v2 includes the other bound)

jolly jungle
#

I don't remember ever seeing it in use

vocal spire
#

Maybe hive knight

jolly jungle
#

How did I never notice it in hive knight wai

vocal spire
#

Well imma actually sleep now

#

Bye

modern star
#

merging on 1.4 modlinks hasn't been done in a while, anyone know what's going on or am I just impatient/missing something?

steady comet
#

@modern star 1.4 mod development is being discouraged, so they're not really merging stuff on modlinks. If you have a final version of mapmod for 1.4 you could try pinging @unborn flicker (I think he has the ability to merge PRs); I guess it's a little awkward for something like randomapmod because rando is changing drastically so you can't really develop for it for 1.5 at the moment 😐

floral blade
#

This sounds like a situation where alpha build sharing (if one exists) and collaboration between Dev's might be usefull

modern star
modern star
steady comet
unborn flicker
light zodiac
#

just as that happens a new debug version exists

fathom latch
#

hello

tiny widget
jolly oriole
buoyant goblet
#

Do the mods work in "Windows 11"?

primal latch
#

Probably, also wrong channel

arctic dragon
#

hey real quick question, are ghost's horns included in its hitbox?

proven cipher
#

No

#

You can use debug mod to see the hitbox of various things

arctic dragon
#

awesome

#

i don't have access to a pc but this does make my idea doable :)

vale bronze
#

Hey, I'm trying to make a basic mod where the player has one mask, but there's one problem: The fury charm doesn't work. I did some testing in debug mod and I think the player has to take damage for the charm to activate. Can anyone help me out?

young walrus
#

glass soul already changes masks to 1 (so you can use this as a reference)

#

if you want to change how fury works, just intercept that and change it to always active

steady comet
vale bronze
#

Perfect! Thanks

chrome spade
#

where in the hollow knight sprite rip is the dung spore shroom particle effect?

vocal spire
#

<@&283547423706447872>

merry lotus
#

Aww man. I was gonna do the ping this time

rough pulsar
merry lotus
#

Message was deleted as I was typing the mod ping

rough pulsar
#

Ski

#

Nevermind

#

Oh wait another one appeared here again

#

Ah well

modern star
#

does anyone want to help me playtest a MapMod for vanilla 1.5?

light zodiac
#

Me

merry lotus
jolly oriole
modern star
#

i'd be happy to add compatibility if this is addressed, otherwise I might have a deeper look into your code to see why maggothug

jolly oriole
#

oh god

#

uh, i'll note that down, but i think i did test it (definetly tested it in 1.4.3.2 where i think it worked)

modern star
#

thanks! I'll have a look when I have time as well

worn eagle
#

speaking of issues with map mods I still don't know why inventory input gets disabled when manually calling GameManager.BeginSceneTransition

jolly oriole
#

easy, just don't do that

modern star
steady comet
#

(I have already been pranked by this bug lmao)

modern star
#

So I thought about a possible fix, which is to rename one of the duplicate named GameObjects + rename the GeoRockData, based on LocalPosition

... but they are goddamn geo rocks man, will anybody care beastcry

steady comet
#

FWIW they actually have different names, I think one of them is called Geo Rock and the other is called _Props/Geo Rock or something (i.e. its parent is _Props rather than having no parent) - that's how rando distinguishes them

#

Unfortunately the GeoRock component has no way to distinguish that beesive

modern star
steady comet
#

Yeah, and breaking the other causes the first one to become broken even if it wasn't

modern star
#

I wonder if the SceneData entries change if the Geo Rock GameObjects are renamed?

steady comet
#

If you rename the rock early enough, then I think so

#

I can't remember when the geo rock sets the parameters of the GeoRockData, but you'll have to rename it before then

modern star
#

I'll give GeoRock_OnEnable a go

modern star
#

yeah this works

merry lotus
steady comet
#

Hopefully renaming the rock won't break rando

fast willow
#

been away for a long while, feeling motivated
what's the current status of multiplayer? i heard someone else started working on a separate mod different from jngo's
which one is the one people are working on?

floral blade
#

HKMP

fast willow
#

so uh, the one that hasn't been updated since jun 2020? 😦

merry lotus
fast willow
#

thanks

jolly oriole
#

inventory map also shows

quartz roost
#

Out of random curiosity, would it be possible to create a mod that just removes all the types of spider enemies?

#

asking for a friend who wont replay hk simply because of deepnest giving them anxiety

floral blade
#

i think someone made a mod like this already

quartz roost
#

wait really

#

is there any way to find out? I couldn't find anything from googling

#

I wasn't sure which channel to ask in since im not really involved in modding myself besdies using the modding api to install some

fast willow
floral blade
#

yeah that's what comes up in my search too

quartz roost
#

thanks

#

do you know just by chance if theres a way to take the bg out of a specific area as well

#

im not sure if thats something that would have to be modded or you can just remove manually

floral blade
#

so custom knight has a swapper feature to modify random sprites which may work out for you (just replace it with a transparent image), or you could make a mod to do so but either way it would be a manual process.

quartz roost
#

Ah ok ty hollowD

primal latch
#

Where is the most up to date version of the randomiser 1.5 version?

steady comet
#

There's not been an official release (it's still got some bugs), but you can find the source quite well-hidden on Homothety's github

primal latch
#

Ok. That is what I was looking for

simple frigate
#

im new to modding can someone help me with finding the sprite files for mods
im in hollow knight data but where is the sprites
ping me if you can help

merry lotus
vocal spire
#

Be warned the ones from #art-discussion are from version 1.4.3.2 and some spritesheets were changed updating to 1.5 for some reason

merry lotus
#

Were more than just THK changed?

vocal spire
#

Iirc there was one, idk

rough pulsar
#

waiting for 1.5 version of spritesheet zzz goodknight goodknight

modern star
#

For those interested, the Hollow Knight Modding Server has a new channel for information/development on VanillaMapMod on 1.5. Anyone can contribute!
#898429311294509096 message

steady comet
#

<@&283547423706447872>

#

😤

#

Thank

elder radish
#

Does shader graph work while modding?

floral blade
#

<@&283547423706447872>

rough pulsar
#

<@&283470606366801930>

lucid needle
#

hey guys, does anyone have any code that fixes that Lifeblood glitch in 1.4 where, for example, if you have 1 Lifeblood, and get hit for 2 damage, you take like 3 or 4 damage?
and if anyone does, would it fix instances where you have 2 Lifeblood and get hit for 3 damage and take more than 3, and so on?
ping or DM me if anyone does please

vocal spire
#

<@&283547423706447872>

modern star
signal shoal
#

does hollowknight modding use harmony?

stiff otter
#

why am I getting these errors when these are my references?

#

im on mac

#

wait

#

how do you even access those dlls on mac

stiff otter
#

ok I got it all working except I can't use any unity functions in the code

#

the namespace has nothing

#

I've tried every UnityEngine.dll under the sun

modern star
#

the .dll files in the Managed folder of your Hollow Knight folder can be used to resolve references

stiff otter
#

yeah I did that, they are referenced but dont work

modern star
#

can you show us a list of all the references you have added

stiff otter
#

the block ones were already there from the example mod

#

Im loading some from copied files and some from from a bootcamp version of windows cuz I actually am on mac

#

they both resolved the errors but I can't use like UnityEngine.Object

#

wait

#

I think im a genius

#

yeah I needed to do UnityEngine.CoreModule

#

they should really say that on the wiki

stiff otter
#

does anybody know how to get the actual values of fsm actions? they seem to be set to super random things that makes editing them in code a nightmare

vocal spire
primal latch
#

Doesn’t harmony use monomod?

vocal spire
#

we’ll we don’t use harmony, we use hookgen which iirc is not used in harmony ¯_(ツ)_/¯

rough pulsar
#

what's harmony

jolly oriole
#

google harmony

signal shoal
#

What's your guys pipeline for getting content into the game

#

In the unity games I mod I like to make my game objects in the editor and export as assetbundle

jolly oriole
stiff otter
#

anybody know where mod logs are?

#

I can't find it on mac

merry lotus
#

?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/```
merry lotus
#

Modlog is with your save files

stiff otter
#

ohhhh

#

thank you

#

hmm this isn't what I wanted tho

#

is there a place to see all the Debug.Log() or something similar? I've been using the Debug Mod but it has no scrollbar and I can't see everything I need

worn eagle
#

Player.log

stiff otter
#

I dont have a file like that

#

in that folder

merry lotus
#

Debug's in-game log doesn't get saved.
You can go into your modding API global settings and change the logging level to 0, which will give you significantly more info in your log though.

stiff otter
#

I just wanna print stuff from my code

#

I might just create a new text file

worn eagle
#

Unity Explorer hooks Unity logging to mod logging and it's made by a very cool dude

stiff otter
#

its not for 1.4 tho

#

right?

worn eagle
#

oh you're on 1.4

stiff otter
#

mhm

worn eagle
#

output_log.txt

stiff otter
#

I could upgrade probably idk if that would break everything

#

in my mod

floral blade
#

nah its still player.log on mac

#

it's just in some other folder

stiff otter
#

neither of those files exist cryyyy

vocal spire
#

You’re checking in the save files path?

stiff otter
#

im searching in the unity.TeamCherry one

floral blade
#

and ~/Library/Logs/Unity/ to get player.log

|| yes, i copied my message from modding help because i'm lazy||

stiff otter
#

to upgrade to 1.5 I would just need to retarget a different assembly-csharp dll right

vocal spire
#

You’d need some extra files that aren’t merged with it for hooks and some other stuff but that’s about it

#

Might need to rewrite some code

stiff otter
#

my code is like

#

nothing

vocal spire
#

Also you’ll need to target .net framework 4.7.2 instead of 3.5

stiff otter
#

the way im doing it is im installing hollow knight on a windows bootcamp and then referencing those dlls

#

is there a better way

#

on mac

#

cuz its annoying to switch over if I need to change something

vocal spire
#

You already have them on Mac

stiff otter
#

where

vocal spire
#

Right click the hollow_knight.app file and click open package contents

#

Somewhere there

stiff otter
#

I searched everywhere there

vocal spire
#

They’re there

stiff otter
#

I even did a search for .dll and nothing came up

#

so

vocal spire
#

Otherwise the ModdingApi wouldn’t be possible on Mac without replacing hollow_knight.app

#

Plus mods are stored there

stiff otter
#

wait my computer was just stinky

#

thank you

#

wait wait

#

is unity explorer for 1.4? or just 1.5

#

I can't find it on either

vocal spire
#

Either of the mod installers? I don’t think it’s on them

stiff otter
#

oh its not a mod

#

I thought I saw it somewhere

vocal spire
#

Iirc there was a version made into a mod

stiff otter
#

gosh this is complicated to install 🥴

#

oh

vocal spire
#

It’s just installing BepInEx with the non api mod ver

stiff otter
#

where

#

so I need to get thunderstore or whatever

#

wait thats windows only

vocal spire
#

It should be on scarab

stiff otter
#

ugh so complex Ill do this later

vocal spire
#

You should be able to just install it like any other mod

stiff otter
vocal spire
stiff otter
#

no

#

I know that

#

sorry

#

what mod am I installing

vocal spire
#

Unity explorer?

stiff otter
#

oh

#

yeah

#

its not there

vocal spire
#

Isn’t that what you’ve mentioned?

stiff otter
#

wait

#

nope

#

lmao im stupid

#

so sorry

#

thats why I was confused

#

it wasn't coming up cuz I was on "Installled" slugspin

lucid needle
#

hello. could anyone write some code that disables the "Withdraw" button on Millibelle the Banker, please? preferably for 1.4.3.2 but ill take anything

#

only disabling the "Withdraw" button, please. nothing else.

#

its a long story.

proven cipher
#

Deposit 1550g and that happens anyway

lucid needle
# tulip jewel may I ask what for?

so basically, we are making a mod where enemies do extra damage and have extra health, but all of your Geo is multiplied, all of this depending on what you set in your settings. however, there is a glitch with the Geo multiply where say, for example, if the multiplier is set to 2x, if you deposit 50 geo, then withdraw 50 geo, youll get 100 geo back.

#

i dont want to bother you guys asking for a fix for this so i thought the quickest solution would be to just turn off "Withdraw"

steady comet
#

Honestly it would probably be easier to just fix it

#

actually I lied

lucid needle
#

well, if anyone is open to it i wouldnt mind, but i figure the quickest and simplest way to blanket fix would be disable Withdraw

#

plus its a "New Game Plus" modpack so like, banker being disabled would just be another challenge angle

#

i figure the easiest way to do it would be get some code that disables the "Withdraw" button, then make a statement saying "if geo multiply is anything but 1, activate this Withdraw Button Disable"

#

i also know very little about coding

steady comet
#

Look in the scene dump pinned in this channel, go to the scene for the banker (Fungus3_35), and see if you can find the object that corresponds to the withdraw button

#

With any luck it's called withdraw or something

#

then just destroy it

lucid needle
#

but what if they dont use the Geo Multiplier? again, i dont know much about coding so idk what Scene Dump does

steady comet
#

Look in the scene dump
Look in the pins, there's a zip file called scenes or something, the dump is just some txt files

#

It's not used to change anything, it's just so you can see what's in the scene without having to open the game

#

so when you're coding you can just look in there to figure out what you have to do

lucid needle
#

ohhh i see now

#

ill dig more into the game right now

#

i found "Bank Menu\Menu 1\Withdraw" and a bunch of FSM stuff after it, but i also found a bunch of stuff like "Bank Menu\Menu 1\Withdraw\Pointer L", "Bank Menu\Menu 1\Withdraw\Glow", etc etc, what do i do with this?

modern star
#

you need to find the corresponding game object called "withdraw" and disable it

#

something like GameObject.Find("Withdraw").SetActive(False);
but probably only do this when you are in the scene with Millibelle
edit: probably requires editing the corresponding FSM actually (see below)

rose tide
#

hate to ask this, where do you find the mod installer?

young walrus
rose tide
#

aight thanks

#

wrong channel too, my bad

vocal spire
jolly oriole
#

Prob in conversation control or smth

void burrow
#

what tools do you use for modding? in VS code i can't see characters right

proven cipher
#

What do you mean? You can use any app that will let you code in C#. I don't think you can build using VS Code. I downloaded VS proper for that.

void burrow
#

The characters aren't normal

#

I opened CharmOverhaul for using an example

proven cipher
#

You can't just open a .dll

#

You need to download the source code, which is why you'll need proper VS

#

A .dll file is made up of many different .cs files.

#

You'll open a solution which will contain multiple .cs files to do different jobs for the mod

#

Including links to the github projects for lots of mods

void burrow
#

Ok thanks

fast willow
#

just how many hollow knight discords are there

void burrow
#

A lot

#

I think

proven cipher
#

Main one, speedrun, modding, racing, TAS

#

Racing discord isn't used much

stiff otter
#

for some reason some playmaker fsms dont have all the actions on them at first? Im doing a tree search on each spawned enemy through each fsm, state, and action but for some reason some states come up empty

#

for example, my code shows that the "idle" state for soul master has no actions when it first loads

#

im testing in the HOG if that makes a difference

#

I even tried waiting until "ActionsLoaded" is true

primal latch
primal latch
proven cipher
#

I mean they did, yes

#

Because they are new to modding

#

It's not exactly a hard mistake to make 🤨

primal latch
#

Fair point. It’s just a mistake I have never seen before

jolly jungle
#

sad

primal latch
#

Aseprite looks for certain file headers to identify the image. Visual studio is a glorified text editor. It will open any file you give it

jolly jungle
#

looks for certain file headers to identify the image
yeah, sadly, most image editors don't like opening random file types

stiff otter
stiff otter
#

ok I fixed that lmao

#

does anybody know how projectiles work? Are there projectile scripts? how many different types are there?

vocal spire
stiff otter
#

fuck fsm

all my homies hate fsm

#

thank you tho

#

this game is a pain to mod because TC added like 10000 things and everything is coded differently

worn eagle
#

PaintBullet is one of the few competently implemented projectiles

modern star
#

Is there any way to modify a member of an existing FSM such as boolName in this scenario?

light zodiac
#

fsm.GetAction<PlayerDataBoolTest>("Crossroads",0).boolName = //stuff

buoyant goblet
#

Team Cherry has just released a new patch. Does this mean that the mods are not going to work again?? You will have to update the mods again??

jolly oriole
#

mods are now in public beta channel zote

primal latch
crude wave
wide delta
#

in which namespace PlayMakerFSM class is?

#

i already included HutongGames.PlayMaker, HutongGames.PlayMaker.Actions, and ModCommon.Util

steady comet
wide delta
#

Ok

#

Thanks

#

Ill check

rough pulsar
#

is there a gameobject with the fsm that defines whether the scene is a dream or not

#

(if so what is it)

vocal spire
rough pulsar
#

no

vocal spire
rough pulsar
#

it seems to only have music control and uh

#

gg_music_control

vocal spire
rough pulsar
#

i never realized godump existed so i made myself a fsm dumping mod

vocal spire
#

This isn’t a fsm, it’s a component

rough pulsar
#

OH

rough pulsar
#

alright 👍

real yacht
#

I have a request, can you make a mod where we fight the God Tamer without the beast, and replace the beast with 2 Watcher Knights.

crystal adder
#

Watcher tamer

primal latch
crystal adder
#

Watcher tamer.

primal latch
#

Just….. no

crystal adder
#

Mod request: Replace every enemy in the game (including bosses) with primal aspids

real yacht
#

Watcher Tamer

#

Collector but with 100% chance of spawning a Primal Aspid in a jar.
In addition to that, make a 33% chance of spawning a double Primal Aspids in a jar.

crystal adder
#

Amma try that

primal latch
#

Not sure where though

crystal adder
#

Eh

#

Not like Scarab wanna works

primal latch
jolly oriole
#

<@&283547423706447872>

glossy olive
#

Thanks

scarlet cypress
#

So, I tried to produce my own Custom Knight skin over the last month, and I have realized I can't make sprites for shit

#

My Super Ghost Deluxe spritesheet wasn't worth continuing

primal latch
#

@scarlet cypress wrong channel. Use #modding-discussion for this since this isn’t related to mod development

honest jetty
#

nevermind, there was a scam link/ip grabber here but it was removed, ty mods grublove

prime urchin
#

<@&283547423706447872>