#archived-modding-development
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Anyhow, if you have any more ideas of the sort, you should compile them in one place - a docs file is always a nice idea - and send it #879130860312477756
i have a cursed mod idea
wat are the keywords
Can someone make a custom boss fight where you fight iselda? If I recall, she mentioned something out wielding a nail way back.
How much you willing to pay
Never mind
It was just a random idea anyway lol
But in the event of someone making it, please put my name in somewhere for the idea
You could pay to put your name in somewhere
Fuck off please?
r/choosingbeggars
I legit said my idea lmao
The rando that reacted with the upvote, you doing gods work my dude.
it was his idea bro, he's the first one ever to want an iselda fight
Maybe not the first but I just wanted to share thoughts
You right jingle my bad. First ideas always get their name in the credits as the idea guy
I didn’t say you HAD to I just asked
Keep in mind not everyone is gonna pay for a HK mod
Yeah I'm sorry I agree with you. People should do work for free
What shit are you on? I’m just saying not everyone is gonna buy shit, I’m not saying to get a mod for free lol.
And why the unneeded sarcasm? It’s just a idea?
Just because I don’t want to pay for mods, and thus not get them doesn’t mean I’m a beggar
Lol, it’s like looking at a price and saying, “never mind, don’t wanna spend that much, so Im not gonna buy it.”
shivertron: interesting idea
zaliant: ok but give me money
Yeah, and I’m the beggar lol
If you want money that bad, I can direct you to sites
Hell, making games and selling them could get you some, you seem to have experience with programing.
Well?
I assume that is a no.
Just throwing this out there:
Zaliant was responding to the way you suggested this idea.
Instead of saying "can someone do X" when suggesting an idea, consider "has anyone done X?" or simply saying "I would love to one day see a mod with X".
And then you doubled down by asking for your name to be credited despite the idea not being very original (suggesting X npc be a boss fight, when the npc is common and literally says that they used to fight, is not really unique of an idea to begin with).
Relatedly- this channel isn't for suggestions. #modding-discussion is.
This channel is for if you are actively developing stuff, and want to discuss it / ask for help with it.
1st paragraph, he came at me, and from my end (keep in mind it’s like 1 and I’m sleepy) seemed aggressive.
2nd paragraph, I’m shit when I comes to wording, sorry.
3rd, I never saw a finished, let alone started iselda boss, so I assumed no one thought to/was to lazy to make one.
Oh I’m sorry
I thought that was for talking about like progress in mod PLAYTHROUGH
As a general rule, you should always check Channel Topics when you use a discord channel
lmfao why would someone write your name on an iselda bossfight
Do you know how many people already thought of that
I didn’t see one at the time so thought no one made it
A better way to put the stuff about giving credit: if you wrote up a whole move set, that’s worthy of credit, suggesting a mod doesn’t really warrant credit. I don’t want to come off as attacking you, as it’s not my intention, but I feel like that should be cleared up
oh good point ig
i thought of one consept for a move, cornifer jumps out and throws maps at you
if not, she throws the pins at you
what? is that a bad idea or something?
is this an opportunity to repost my iselda boss concept from over a year ago that is never going to happen
wait actually weavercore might make it less intimidating than when I had the idea
hmmm
time to learn how to use weavercore
maybe can we work together? i could make move ideas, consepts, etc.
well, you probably don't want me as a coder
given how I'm testing another mod of mine rn and it's literally freezing the game
i dont know how to code either lmao
HK mods are in unity correct?
if so, someday i might learn
c#, you don't need unity to make simpler mods
(well unity uses c# but whatever)
also I literally added some log statements and now the game no longer crashes
now I remember why I took a break from modding
for a while, i coded on a website called scratch, (murder me, i know, its childish) but I got interested in elementary, so it is likely i will learn C#
Does anyone here have experience with 2D raycasts onto sprites in hollow knight/other unity apps? I'm trying to raycast the middle of the screen onto the map objects of the GameMap, but no matter what I do I don't seem to detect anything. I've added PolygonCollider2D components to each object
Don’t you need to set the points of the collider? I’d think currently it takes up no space
From what I've read it automatically reads a SpriteRenderer component when you add it
I'm trying to do a workaround which is to get the position of all the objects and calculate which is the closest to the middle of the screen... not sure if this is something that will be easy on the CPU though
Have you tried checking if that actually happens? I don’t doubt what you said, but unity can be weird and some extra logging never hurt anyone (until it did)
How would one go about a new custom npc. I don't want to edit the map just dropping in a npc with dialog. I dont see anything on it in the wiki. One thing to add, how would i then allow the npc to open a store screen to then buy items.
you could edit sprites for an npc
Would this be where I ask how to make a custom knight skin?
Cool thanks
use godump and spritepacker from pins
there might be updated versions, so check to be sure
but making skins is just editing the whole sprite sheet in a graphic design program
i use krita
its a free drawing softwere that you can that you can also edit sprites in
boy do I have the plugin for you
I have a script that can be combined with a zote preload from dirtmouth that edits the fsm on it according to how you set it up, then you can use frogcore’s undocumented tk2d utilities to change the sprites. I’ve been working on a version for shop npcs, not close to finishing it though.
I ended up doing the easiest option which was compare each object's position. Much less computationally expensive
but how did you obtain references to all those objects?
I cant find were to download mod common it is not available as a built dll on github and is not available on the scarab installer
lol nvm just found it on the Modinstaller 2
someone should add it to the scarab installer
if it is required (which it isnt) it would be there)
pls sambody mod a mod so i never have to struggle with fsms ever again
how would that even work
make a mod that uninstalls hollow knight
In on HC awake do while true and it'll happen by itself
Question
I copied the bench from one location to another (custom) and sat on the copy. The knight properly respawns on it after death, but after loading that savefile from menu the camera seems to be stuck on (0;0) and refuses to follow the knight anywhere, including next areas, where it just spawns at (0,0) again.
I suppose it has something to do with CameraController but i ran out of ideas how to fix it. Any advice?
iirc this has something to do with the TileMap not being set, try checking your player.log for errors
and if you need to then then just preload a TileMap and use that
it was that or this https://github.com/PrashantMohta/Satchel/blob/0f74c026bfe8c034d12c09952b8ca877981ff260/Custom/CustomScene.cs#L68-L82
when i'd fixed it
Thx, I'll look into it
It would be really cool if someone made a darth vader skin
Or any skin with a light saber
First time modding, I just ported Lightbringer to 1.5 patch : https://github.com/TheodoreBranlex/HollowKnight.Lightbringer
Nearly finished my Hollow knight launcher!
For managing multiple installations?
In the future yes
But at the moment mod management and a web launcher
Also an electron app
oops wrong link
Also ported Exaltation, a great mod which makes Pantheons a little bit more rewarding: https://github.com/TheodoreBranlex/Exaltation
This channel is for if you are actively developing a mod. If you are just throwing an idea for one out there, then use #modding-discussion .
Please check channel topics for channels that you're unfamiliar with 
sorry
Thank you to the peeps that showed me around modding today, working with a few of my friends to bring our Hollow Knight OCs to life!
Please let me know if it's better off in the art channels 
Still missing one or two frames for some animations, but it's getting there
omg they both look super cute 
if you do finish them, please share them with everyone 
120$ each one so that it costs 4 games 
whats the standing of the uhh. voiceover mod and that added DLC ish mod with some of the 5 knights
I cant remember the names
Hallownest-vocalized
good
yo
Pale court?
Yeah
That’s kinda broken
What's broken? If you mean the frames switching back and forth between the knight and the mod, it's because they haven't drawn those frames yet lol
Hey I’m working on a Hollow Knight skin, got like 2 frames done lmao. Anyways, wish me luck!
Plus this preview drawing took me like 30 minutes cuz I suck at drawing and have no idea how to blend and stuff
Preview:
Yoo nice progress
You might wanna post it in #modding-discussion instead since it's the place for skins
Wonder how the sacntuary team are doing with their expansion
Can someone make a charm that let's you turn into a fucking drill like the bees in the hive
that would be so cool on so many levels
Please don't post mod suggestions in this channel 
Modding ideas are great in #modding-discussion . Not in here
oh oops thanks
I’m here now
Anyone know a good place to publish a skin?
Post it in #modding-discussion and the owner of the skin drive might see it
Thoughts? It's my first time making a skin hahaha
It looks cool
haha
looks... complex, might be hard to keep consistent for a full skin
Just a tip, simplify it a bit
i'll try to make it consistent, I'll make it slow and safe
Mmm, I really think you should simplify it more, but its your choice, in the end
Good luck
Hello, does anyone know if it's possible to modify the nail art charge time? There doesn't seem to be a related hook according to https://radiance.host/apidocs/Hooks.html. Is there a way to modify things like this when there isn't a hook for it?
This particular idea is to make nail arts charge much quicker the longer it's been since you charged one.
- You can look through hooks in the On namespace which can hook anything made in c#, but
- iirc nail arts are in a fsm on the knight. It’s probably a fsmvariable, but if it’s not you can modify it by getting the state and action(s) you want to edit.
Ah, thanks!
Btw it looks like you’re not in the hollow knight modding server, I’ll send you a link
Oh, thanks
Didn't know that was a thing
You’ll want to get the dev channels role then go to dev-support for help since people are way more active there
Ok, thanks!
Why can't I see bosses scripts and move sets when I inspect the code with DnSpy? Am I looking in the wrong place?
you gotta look at the FSMs
what variable/class/whatever does the game use to determine whether the player is in the shape of unn state?
@chrome spade I believe it'll be part of the spell control fsm
If you want to check when knight becomes slug, Start Slug Anim state seems to trigger when knight enters shape of unn state. I don't know how to check when this shape of unn state ends though. It's found in Spell Control fsm in Knight gameobject
Zz snail 🐌
(You can find it in fsm viewer called Knight-Spell Control in resources.assets, or HeroController.instance.spellControl to get access to that fsm in code)
oh ok ty!
Hello I have recently beaten Hollow Knight and interested in making my own mods for the game can someone help me get started. Thank you in advance
thank you
As some of you may have heard I am currently working on the sequel to impossible Any% by Gwonkee, Impossible TE (True Ending/Radiance Ending). Currently I am around a forth of the way done so it may be another couple of months until it's complete. I have attached a short demo ranging from kings station to Relic Seeker Lemm. For those of you who don't know the route, you will travel through Watchers Spire and over the city bridge until you reach Lemm. Any feedback, questions, etc. would be very appreciated.
link to the demo: https://drive.google.com/drive/folders/1gBEf__xxQDCLqVbIk-VoZEkqMUJLqX9t?usp=sharing
Required Tech for the Demo:
-Fireball skips
-spike tunnels
-Watchers Spire lever skip(through use of Qol)
At this point in the run you will have mantis claw, Fireball, dream nail, and cloak. Additionally use of infinite health (using debug) to save time as well as bench warp are strongly recommended.
Is there a flag or a hook or anything in the API I can check that indicates if the player is currently in a pantheon boss rush?
I think it was BossSequenceController.IsInSequence
@half moth for future reference send server invites in DMs, here we don’t do advertising
anyone got a mod where charms only cost 1 notches?
you can save edit that
Googly Knight. it's pretty fun so far!
I had a question though- Can I move the red lines if I need more space, or is that a hard limit when using the custom knight creator?

Custom skin creation is preferably kept in #modding-discussion . This channel is more for programming mods.
To answer your question though: the red lines are the hard limit. Anything that overlaps them won't be in.
Whoops, my bad!
Thanks for the answer
Is it time to advertise CustomKnight+ again?
custom knight PLUS? what's that?
Not gonna rant about it again so I’ll grab a link to a previous conversation
Beta coming soon
Hello! I want to try developing mods for hk. I've considerable programming experience (though less C# and more C++ but I'm sure I can pick it up). I have been having a look at the modding API already in the pinned posts for this channel. I was wondering if anyone else has any other tips for where to start off? I haven't ever made game mods before so even more general tips/resources would be appreciated.
look at source code of existing mods to see what they do
Yep def planning to do that
open or closed?
a good one to start with is Hell Mod, it's the one I looked at and helped me understand the structure of a mod
I can dm you a link to their server
keep in mind Maskbearer is still in a more conceptual stage rather than an actively developed mod
Aight lemme get you the link
It also shows up if you search for the server
Wait nvm this isn't a good channel for these kinds of images
Thanks! Will have a look 
I've worked with Unity before but definitely going to do a refresher, it's been a while
what should i use to make hollow knight mods?
Common ides are visual studio community and rider. If you want to make custom assets in unity to assetbundle, then ofc you’ll also need unity. The unity version depends on what ver of hk you want to mod. For 1.5.x.x it’s 2020.2.2, for 1.4.3.2 it’s 2017.something
I’ll also send you a link to the hollow knight modding server, there you can get the dev channels role then look around in dev-resources
ok thx
is there a mod for changing walking speed? i wanna walk slower
How much slower?
hollow knight the longing mod
Hollow Knight Is Over Rated
has someone the custom pantheon dll
Fine I’ll update it >:(
Anyone here have experience with making custom skins? I'm wanting to get into it but I need some work-flow tips because I can't make heads or tails of the texture files. I have experience making textures for other games and making digital art in general, so that's not really where I'm struggling. I'm just confused about how to make skins specifically for hollow knight
2 main ways: edit the spritesheets, or edit the "decompiled" single sprites (usually preferred)
the spritesheets look like incomprehensible messes to me, where can i find the single sprites
#modding-discussion pins, look for the spritepacker tutorial link, the message also has a uploaded .zip of pre "godumped" sprites
thank you!
I'll be waiting
😮
That’s when it worked
Yeah it's called "don't ask for mod names in #archived-modding-development because that's not what this channel is for. Please use #modding-discussion or #archived-modding-help"
You'll wanna check out the ReadMe for it
h
how can i start making mods?
Do you know how to program in c#?
somewhat
Good enough then
Good places to start modding is reading the apidocs (for 1.4.3.2) and the 1.5 docs (links can be found in the dev-resources channel in the hollow knight modding server). Also there’s a lot of resources in the pins of this channel and the dev-resources channel. I’ll dm you a link to the hollow knight modding server, once there, get the dev channels role.
?pins
Check the pinned messages for more information - https://cdn.discordapp.com/attachments/187137504393035776/823796522751623168/unknown.png
however, using opengl makes the game far laggier
!play mecha mecha
hello everyone, I'm making a skin for hornet but I don't know where the sprite sheets of the bosses/npc etc are, to basically replace it, thanks in advance ^^
#archived-modding-help message
the kingsmoulds have a parent so you have to get the nameof the object with slaashes to indicate the position in the hierarchy. Easy way to do it is to get the scene dump from the pins of this channel (posted by homothety),search for your object in your scene and replace back slash with forward slaash
Thanks!
Everyone seems to be clowning around this week…….
Yeah I muted silksong discussion 20 minutes before direct just so my phone didn’t die
Lol
Of course it’s a clown
Hello.
I can change the skin of my character in a pirate copy?
Sorry for my english, im spanish :&
I only want to add a clown hair
Life of a student xd
Don't pirate the game. U won't get help here or really anywhere if u do
Buy the game and people will help
nice, but this is for mod dev, ideas is listed in the topic of #modding-discussion
Ok
what program did you use to do this?
Firealpaca
Hey guys
do you use utiny ripper to touch the code of the game?
and load it in a unity editor?
you can export all scripts from ilspy into a unity project and they'll actually load pretty decently after a few hours of tweaking
Thanks, is there a way to view all of the game files in the editor? Including art and other assets
nope, but you can rip some things like sprite atlases and audio files using assetstudio
aight thanks
how do i revert custom knight frames back to normal?
i use fire alpaca for drawing and custom knight creator for the packing
nvm imma just download another sprite sheet and transfer
anyone here know how to code and know what deltarune is?
i have an idea for a project but can't code
lol
I’m stealing this
Also stealing
how can i make a mod?
Set 1. Learn c#
Step 2. Learn unity
Step 3. Realise you have more efficient ways of spending your time
Unity is only needed if you want to make assets and stuff
If you make sth. like a boss you only need c#
Well that depends on how you want to make the boss and what kind of boss
Completely new bosses should probably be made in unity
Not really true. Given that all the game code revolves around unity a basic knowledge is required
Not sure if it's the right place, but I'd just like to ask if there's any information on whether enemy randomizer is being worked on being implemented into scarab? Just if there is any knowledge about it, since I'm not exactly up to date on what mods are made or updated or however that's supposed to work 🙏
what if i just want to add pure vessel to nkg
like both at the same time
Only knowledge of how to program with it is required
And basic knowledge at that
Most stuff you’ll do is from the ModdingApi
- Preload pure vessel
- Use a hook to use GameObject.Instantiate(purevesselreference, new Vector3(x position, y position, purevesselreference.transform.position.z, purevesselreference.transform.rotation) for the nkg room
- Edit pure vessel’s fsm to make sure it works right (probably minimal editing, just modify the y position of the arena, the min and max x positions, the y position it spawns at when teleporting into the air)
- Do stuff to make sure either both bosses have shared health or beating both is required for the sequence to progress
cool, tq. i'll save this in case i understand this stuff some day
From what I have heard it is currently in testing stages of development for 1,5
Aight, so there is some hope, I take it? Thanks a bunch, appreciated 
Yeah I guess there’s some
Depending on what you do
But mostly it's nedded
Yes meant it the otherway but expressed it the wrong way
You have used unity functions right?
I thought we were taking about unity as in unity editor
Nah
My bad then
having some basic understanding of unity (the engine) is needed, unity (the editor) is optional but also helps when making more complex new things
i started making mods with very little idea of how unity engine works, just the very basics.
Mm, using unity itself, sure, but you need to know unity stuff even if not using the unity editor
ah shit you all already said this
eyyy
to 1.5
Quick ask, if anyone's available and willing to help. A while back, I got help from some folks on this server to make up a quick mod that made a couple charms have no notch cost (gathering swarm and weaversong), but since it was for 1.4, i'm not able to use it with scarab. Is there any chance i could get some help either a; learning to make it myself, or b; getting it made by someone who knows what they're doing?
you can do this with save editing through moresaves
Thank you very much! I'll work with that ❤️
But you can't do it with the save open
then just reference this for what charm ID to change the cost of
Make everything cost 0 and make every charm have its effect better and also you start with all charms

can i commission anyone here make custom a hollow knight skin?
anyone wanna make a really hard speedrunner challenge were you start with the Delicate Flower and have to bring it through every single room and then give it to whoever you want without it breaking or you lose?
It's very similar to glass soul
It is isn't it never realized
What
More like hitless rather than glass soul. Cuz glass soul gives buff
Just delete some stuff in glass soul and there you go
but I mean with the delicate flower you cant fast travel and sitting on benches wont help so if you get hit once you have to start all over
Yes that's a point
You could ask, but customknight skins are often expensive
In the $50-100 range, sometimes even more if it’s a complicated skin
thats fine im willing to pay
have u heard of chainsaw man ?
No
lmaoooooooo well i want a mini chainsaw man in the game
If you want to get someone to make it for you, it could help if you have a sketch of it for them to reference
A lot of people might bail if it’s a complicated skin
You could try the modding server, there’s a few skin artists in there
i did ask in the request channel but no response yet
yea of course its fine hopefully answer soon
youre also asking in channels for modding development, the mod for that is already developed, so youre looking for an artist lmao
*You're
so, whenever i try to add assembly refrences to vs (I.E Assembly-CSharp, UnityEngine etc) i keep getting this. can anyone help?
What .net version is your project?
uh i just use the template, it doesn't ask for a version
The mod template?
Screenshot your .csproj
Iirc the references are already there, just need to change the path from gog to steam or wherever else it’s installed
Also is your game ver 1.5 or 1.4.3.2
Well that’s all good then
should be good now
Btw for the mod template the .net framework ver is 4.7.2
kk
loading vs rn
taking forever xd
im a
bloddy idiot
and forget to save the csproj
F
Can you send the path here (without any sensitive info)?
Don’t think so?
Add a \ at the end
Nice
Also you appear to not be in the hollow knight modding server, I’ll dm you a link
oh thx
uh
how do i get the mod to auto-copy to my mod folder on build? @vocal spire
cause i saw this
or is it just automatic
It is
Some guy in Somniland roasted you, just thought I'd let you know
i know what would be a cool new custom knight skin
god tamer
the weavers would be her beast
and everytime she casts a spellher helmet would open a bit
have fun making it :D
where is a good spot to start modding/how can i start
Modding discord
can i get a invite to it
Join the modding discord server
can i get an invite to that discord server...?
i cant find that server can i get the invite to it
could i pay someone to update a modpack from 1.4 to 1.5 please?
im offering pay because its a really special modpack to me.
"NG+", boosts the amount of damage enemies do, the amount of health they have, and the amount of money they drop, all according to what the player set, as well as including a modified version of the HP Bar mod to correspond with the boosted enemy health.
yooo
Does this mean TC specifically allowed HK on game pass to be modded?
That's pretty cool if true
afaik yes
been a bit since this has been the case iirc
anyone know how i can contact seresharp?
does anyone have a link for the Hollow Point mod?
Idea: Hollow knight but the entire game is askew like when you search askew on google
But gravity stays the same so you slide down to the side constantly
lol
That would make false knight pretty much impossible
It is on scarab and modinstaller 1/2
Try beating radiance or smth with it lol
would there be a way to make the paint splatters (the ones that stay on the wall) from sheo smaller and shoot out when you are attacking?
Can someone make the map guy as an boss?
He must be so strong to beat all those bosses to get to all those areas before us
It was a joke and also i thought people could make that joke into reality and make him op lol
And he must have defeated bosses
How else could he go in deep nest
This is better for #modding-discussion
How hard would it be to make sporeshrooms explosion effect look more like what PV uses in his boss fight?
Not the hardest just change the range and let it appear on random points
How about altering the visual on it? Tbh I don't have any experience with this but I figured slightly changing a charm effect would be a good learning point
Yes it can be a good way to learn
Altering the visual isn't the hardest,and for sporeshroom you could look at pvs focus fsm
Where would that be?
Apologies if I ask too many questions, I have an awful time learning unless I have a specific inspiration and I've never had one until recently, so I'm basically starting from scratch
get an application to code with c#(visual studio as an example) fsmviewer avalonia
Learn basic mod build stuff
i suggest
start learning fsmviewer avalonia later on
like not early
also you might want to learn some simple basics of c#
Gotcha, thank you guys, I'll probably be asking a lot more in the future, I've got so many ideas but very little knowledge 😅 I hope that's ok
suggestion for the randomizer: in the helper log, make grub mimics with broken jars that you dont kill considered a "previewed location" rather than an "unchcked reachable location"
Comments about the Randomizer should go in #randomizer , or mod suggestions in #modding-discussion . This channel is just for making mods
Oh ok
anyone now a custom skin of the hollow knight/ pure vessel ?
Also, notably the message right about yours says the same thing. Please pay attention to the intent of the channels you post in.
@solemn rivet
Two questions:
-
- Do you mind if someone else adds-to / updates Enemy HP Bars?
-
- It looks like there was a pr on the github for it with updates being added- have you looked at that at all yet?
I hadn't seen the PR
ty for the heads up!
to question 1: not at all!
if you'd like it I can add you as a collaborator to the project so you don't have to keep PRing it (and I don't have to accept it lmao)
If @floral blade is fine with it, you might want to add them instead? They are more familiar with doing GitHub things than I am lol
Although notably, neither of us made that existing pr :P
I was just talking about wanting to update the mod on the Modding server, and then Dandy noticed that there was the pending pr for it, and I figured I'd ping you
yeah, that's fine
anyhoo, the mod is inactive, so if anyone is doing real work on it, might as well add them as collab
while i don't mind being added as such, i think the authors of the current PR, if they're interested in maintaining the mod, should probably be added as collaborators.
well, I leave it as it is
if anyone has actual interest in being added as a collaborator, just ping me
Hello is there a general list/ FAQ of some sort for someone who wants to start making a mod?
?pins
Check the pinned messages for more information - https://cdn.discordapp.com/attachments/187137504393035776/823796522751623168/unknown.png
(Sorry for necroposting)
Hi, are you the creator of the Horribly Translated HK mod that Scurry played once?
I'd like to know how the translation was performed.
Google translate?
^
I made a shitty python script (which Angle later improved to Certified Shit ™️) to randomly choose a series of languages to translate each line, and then back to English
But I didn't proof read so there was a bunch of tokens and shit getting mistranslated and breaking dialogue trees
@subtle karma
I think the script is still on my github?
I've taken a peek there, but to no avail.
Ok, let me phrase my question this way: can I see the latest version of the code for processing text strings and feeding it into GT?
@solemn rivet
sorry, I was looking for the github repo and couldn't find it
let me see if I still have it on my old hdd
There's this in the mod drive https://drive.google.com/file/d/1p4z610B8anDcSODuoJsRJ4b2o9dn0SZE/view?usp=drivesdk
I see.
Is there a guide somewhere to find out how to make your own skins for custom knight?
A. There are multiple YouTube guides.
B. Skin creation discussion goes in #modding-discussion ; this channel is for creating mods themselves
why here 


does this count as advertisement
🤔
I think bc it isn't related to an hk mod
loving the new #content-creators channel
<@&283547423706447872>
I want to make a very simple mod where It just changes a single sound effect, how would I do that? (this is my first time every modding something)
Depends on which sound effect and if you want your mod to be compatible with the ModdingApi (aka other mods) (I will not guide you on making a incompatible mod)
(Moving to dev-support since you also asked there)
does anybody know of any tutorials for using weavercore?
hey, I've never used github before, but I want to suggest improvements (with possible changes to the code, not just ideas) to a mod on github
what would be the best way to do this?
Make a GitHub account, fork the repository, make changes, open pull request
ah, so I do have to fork it
awesome, thanks for clearing that up
God i have to edit the spriteshert for the knight aaaaaaa
whats the mod for 1.5?
that one over there
Can someone help me out
I am entirely new to modding and I was hoping to make a simple mod, starting with replacing text that appears in game, and maybe eventually replacing the knight's textures once I get the hang of it. Can anyone tell me where to start and what kind of software I need?
Custom Knight did that already
Still what software do I need and how do I get started
I think I found a video that could help here
ah shoot this is gonna take a while isn't it
I'll try that once I get some good time on my hands
For now how could I make a mod that changes in game text (such as boss names/dialogue)?
I imagined that'd be the easiest way to start trying my hand at this
CustomKnight already can change text/texture in game
You can find its code on Github
ah ok thanks
with what version is this hollow knight mod installer available?
nvm I think I found it
It's not exactly clear how I can change text. Could you tell me or show me a guide?
Textures seems pretty easy other than the making a texture part
But text
I can't find that anywhere
Are you trying to replace text in your mod or in CustomKnight?
I was hoping to use customknight to replace ingame text
I may have misunderstood something though
If you found Dandy's Custom Knight GitHub, check the ReadMe on Swapper usage
There's also a skin that it comes with that has an example replace.txt file
I can’t seem to find it can you send a link to the github?
Or maybe I did find it but don’t understand where to look
Wait no I found it
this rules
is this it
Ok I'm going to be honest I have no idea what I'm doing
Imade fire based spells
making a custom knight and wanted some judgement pls tell me if it looks ok :D
Eh @thin vapor and @trim shadow sorry to break it but skins are meant in #modding-discussion
Cool tho
Ah my bad, thanks for letting me know!
sorry :o

Are placements I make with ItemChanger saved to the slot data or do I have to re-create them every time I load in?
Another question, I guess: is there any preferred hook/method for hooking for when the player saves and quits? Or should I just hook when a game is saved and assume that's it?
BeforeSavegameSaveHook?
https://streamable.com/lmbggu sorta mod
So it would be a massive undertaking but I had what I think is a really cool idea, the bestest ending. Requires you to complete all of p5 while holding an intact delicate flower. Instead of becoming shade Lord and killing absolute radiance, you give it the flower, and radiance chooses to simply pass on, finding peace in your strangely kind gesture. Or maybe choosing to coexist inside the knight or pure vessel, either way I think it would be a cool additional challenge
so only...
...34 people would see this ending
cool concept but no one would ever see it lol
Only 34 really? I didn't think it was that low 😅
how to install modinstaller
?i You click the link
Mod Installers
For up-to-date info, check the pins!:small_blue_diamond:Scarab (1.5 Mod Installer)
Windows | MacOS | Linux:
#archived-modding-help message:small_blue_diamond:Mod Installer 2 (1.4.3.2)
Windows | MacOS | Linux:
#archived-modding-help message:small_blue_diamond:Mod Installer 1 (1.4.3.2)
Windows:
https://radiance.host/mods/ModInstaller.exe
How would one learn mod making for hollow knight?
by learning C# and looking at other mod source code for examples
Okay. Thank you. The C# part is already taken care of.
Also has anyone used haxe for mods?
not that I know of
Okay so I shouldn't do that.
?i
Mod Installers
For up-to-date info, check the pins!:small_blue_diamond:Scarab (1.5 Mod Installer)
Windows | MacOS | Linux:
#archived-modding-help message:small_blue_diamond:Mod Installer 2 (1.4.3.2)
Windows | MacOS | Linux:
#archived-modding-help message:small_blue_diamond:Mod Installer 1 (1.4.3.2)
Windows:
https://radiance.host/mods/ModInstaller.exe
why
hey is there any tutorials to start creating mods ?
thx !
I wouldn't consider this a docs to help start modding
A WIP modding tutorial https://prashantmohta.github.io/ModdingDocs/
didnt knew that existed
still works for most things
and it's a lot more complete
that looks so cool
thank you sm :D
we need modes for ps 💔💔💔💔
doesn't playstation have like the game modes?
Yeah it has like steel soul normal and godseeker
por favor mantenlo pg este servidor esta en ingles. únete al servidor español.
<@&283547423706447872>
bruh
Thanks

yeah there is no modes we need modes

No you’ve got steel soul and godseeker
You need to beat the game normal for steel Soul and pantheon 1-3 to unlock godseeker
i finush god seacker and steel soul i finish all of the game achivments olso
but iam talking about the another moded
modes that i see them on youtube
thank u btw 😘
U can't mod on PlayStation
How can i change a charm behavior? I just wanted to make baldur shell infinite
Depends on the charm
They already said what charm
Well their question was how do you change a charm behavior, more specifically baulder shell. I was saying there’s no consistent way team Cherry implemented charm effects for every charm. Baulder shell is partially in a fsm and in HeroController iirc.
Ok
I would modify this FSM, there's a few ways you could modify it though
I'm also certain there's a better way to do it; I don't know much here
var BlockerFSM = GameObject.Find("Blocker Shield");
var BlockerControl = BlockerFSM.LocateMyFSM("Control");
BlockerControl.RemoveAction("Blocker Hit", 0);
That works, but the visuals broke
not sure if anyone is around at this time, but I'm having an issue in the DeathCounter mod where the counters just stop displaying
only times I have heard of it happening is after someone uses benchwarp (could happen at other times, but after warping has been when people notice it occurring)
code is here if anyone is able to lend a hand
https://github.com/ygsbzr/DeathCounter/blob/master/DeathCounter/DeathCounter.cs
I added a bunch of logs to it recently, but nothing is showing up unexpectedly
no errors, and after the counters disappear, all the logs show up as if it was all fine
@daring magnet
If I had to guess, based on what you said about benchwarp, the issue is that this callback https://github.com/ygsbzr/DeathCounter/blob/master/DeathCounter/DeathCounter.cs#L68 isn't invoked in that situation so it never reappears
I'm not sure why the counters would disappear in that case though
OnUnpause not triggering would just mean the whole process doesn't trigger, not that they are removed but never added
and it doesn't explain why from that point on the unpause trigger doesn't make them show up again
is it possible they are still being rendered somewhere else / underneath something?
Or we can add a menubutton to apply setting instead use Uiclosepausemenuhook
But I'm not sure what cause this situation

Oh lol I didn’t read that far
Is a charm glorification mod being made for 1.5?
Exaltation and #modding-discussion is for questions like that
opps
im gonna make my own hk mod
If I were a little bumblebee, hoping to resprite every character in the game as zote, then what would I enter into this window to make it change a sprite sheet:
Anyone?
I'm no coder, but you can use Customknight/Swapper to reskin enemies if that's what you're looking for
i know, and that's what I've been using, but i need to make a proper mod
so im stuck
waita sec
never mind I still need help
thx tho
Is there a good reason you're using Harmony/BepInEx rather than MonoMod (which is used by the Modding API)?
Someone have the Tag mod?
It isn’t out yet
its out but not public but the hkmp api is public now
I'm using bepinex cause it was the only way I could figure out to make a mod. HOW DO I IMPORT MONOMOD FILE INTO THE GAME AHHHHHHH!
Probably read the pins of this channel to see how to get started with HK Modding
thx
i still can't figure out how to import a monomod file into the game
wdym by import to game
then it's not import to game but import to ide
check this guide: https://prashantmohta.github.io/ModdingDocs/
I want to start modding, I have linux/windows dual boot and code regularly on linux and everything else on windows. Do y'all reccomend modding on linux or windows?
It doesn't matter bc as long as you can use a .Net IDE you're fine
Okay thanks
is there any way to get a better idea about what went wrong in this?
[ERROR]:[API] - System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.NullReferenceException: Object reference not set to an instance of an object
[ERROR]:[API] - at DeathCounter.DeathCounter..ctor () [0x00011] in <dbfb92325ab44e98b6f8d0a0462fd3d8>:0
no worries, can't say I understand exactly, but something is going wrong with using a Dictionary
@arctic thunder could you show the code in the DeathCounter constructor?
it's all good, I got it sorted out
jumping between JS and C# too much... 😛
F
I missed new-ing up one level, so I was assigning something indeed not set to an instance of an object
shortening it down, I left off the new Cs in:
{ "A", new B { Death = new C { X = 2.2f, Y = 11.3f }, Damage = new C { X = 4.3f, Y = 11.3f } } }
😦
I'm still a little surprised it was happy to build that, tbh
anyone know a sever / channel / folder with a whole bunch of custom knight skins
check pins in #archived-modding-help
Is there any ongoing project to facilitate the modification of game files with a usable interface? (for example, a simple tool with a UI to do certain things like rearrange save files, make backups etc that will be intuitive for everyone)
if not, I think it could be a cool idea, and I'd love to help make it.
like scarab for mod installing, but just for doing simple things with the game files
More saves exists
to be fair i never tried that mod.. is that what it does? 😅
I was thinking about a tool that isn't a mod in itself, maybe a very simple command app
again, I'm new to all this but it seemed like a cool idea on paper
There's a github app with that you can saveedit
I'll check it out :)
dead

🤔
Who died over here
around every 2 seconds, a person dies, could've been anyone
maybe silksong died 
You assume silksong is real
oh true, you didn't get the silksong demo i once asked for via mail
silksong never
how to get the attention of the modding community
Create a hk skin
don't be weird to other users @shrewd sage
Portgas D. Ace hk skin when?
where do i start?
nvm found the guide
https://prashantmohta.github.io/ModdingDocs/your-first-mod.html#basic-structure-of-a-mod i'm trying to follow this, how do i "Fix the assembly references in my mod project"?
@chilly narwhal
If you look in the .csproj file, there should be a line that looks like
<HollowKnightRefs>C:\Program Files (x86)\Steam\steamapps\common\Hollow Knight\hollow_knight_Data\Managed</HollowKnightRefs>
you might need to change that to point to your modded HK installation
(That's the default location if you have Steam on Windows but it might be different for you. Make sure you've installed the modding API, probably using Scarab, first though.)
E:/Github_Projects/__Exports/
Oh, so I guess it's pointing to a directory where the mod will be copied when you build, I guess?
Um, wherever you want it to go I guess
@floral blade
If you have it open in visual studio, then that's the process using the directory
Oh, you probably shouldn't have put that to be the directory then
What folder the managed one
C:\Program Files (x86)\Steam\steamapps\common\Hollow Knight\hollow_knight_Data\Managed this?
Yes
ok, everything works now, but my cs file doesn't log to modlog
using Modding;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UObject = UnityEngine.Object;
namespace MyFirstMod
{
public class MyFirstMod : Mod
{
internal static MyFirstMod Instance;
//public override List<ValueTuple<string, string>> GetPreloadNames()
//{
// return new List<ValueTuple<string, string>>
// {
// new ValueTuple<string, string>("White_Palace_18", "White Palace Fly")
// };
//}
//public MyFirstMod() : base("MyFirstMod")
//{
// Instance = this;
//}
new public string GetName() => "My First Mod";
public override string GetVersion() => "v1";
public override void Initialize()
{
ModHooks.HeroUpdateHook += OnHeroUpdate;
}
public void OnHeroUpdate()
{
if (Input.GetKeyDown(KeyCode.O))
{
Log("Key Pressed");
}
}
public override void Initialize(Dictionary<string, Dictionary<string, GameObject>> preloadedObjects)
{
Log("Initializing");
Instance = this;
Log("Initialized");
}
}
}
here's the MyFirstMod.cs
oh wait i think i see it
got it :D
good day today right folks? shame that they didnt change any of the modding channel names 
Hello!
In order to change the cost of a charm, can't I do this?:
PlayerData.instance.charmCost_36_C = 11;
Note: 36_C is the charm Id for voidheart
If so why isn't it working?
I'm starting to think that its read-only
it aint read only
what function did you put that line of code in
it's probably not hooked to anything, but also i dont think you can modify charm costs in initialize method if that's what you're trying
@small heart
No since that charm slot can be White frag, king soul, and void heart, it has A, B, C
ima check my save with void heart
looks like it's modified in an event in-game
you can still modify charmCost_36 to be 11
also since that change can be permanent even if the player uninstalls mod, i suggest doing GetPlayerInt hook
These are when the cost is changed in-game
AfterSavegameLoadHook
trying with a different charm for now
you can do GetPlayerInt hook
ok
private int GetPlayerInt(string target)
{
if (target == "charmCost_36") // kingsoul/void heart
return 11;
}
private int GetPlayerInt(string target)
{
if (target == "charmCost_36")
return 11;
return PlayerData.instance.GetIntInternal(target);
}
still not working, i added another return statement as the default return
Why are you modding on 1.4?
Why not on 1.5?
Also are you sure it's not a visual thing (the cost changes but visually nothing changes)
as you can tell i have no hollow knight modding experience and just found the first documentation by radiance host
Somethings changed between these patches
That are the ones for 1.5
But the 1.4 is still relevant
There's just some changes between the 2 versions
HORNET IS 100% VOID!!!!!
Can you not spam the modding channels
he wont be able to now 
Zaliant 
hey just wondering is there a trans flag knight skin?
Yes
There's an Alternate knight.png file in the subfolder of this skin. Just delete the knight.png in the main skin, then rename transtransKnight.png -> knight.png and put it in the main folder.
Also, I just realized you posted this question in #archived-modding-development ಠ_ಠ
In the future, please use #modding-discussion

modding community yall know what to do
oh sorry, ofc
Modding suggestions go in #modding-discussion
anyone?
helloooo?
The people that check this channel do check it when they're active.
But consider that there are only like a dozen active HK devs in general, and they are all over the world, so timezones are a big factor.
Also, the HK Modding Discord server is a little more active in terms of Dev responses / support, although even then, sometimes there just aren't any active devs around for a bit.
I know, but it seems for some reason i'm banned from the modding discord even though i've never been on it
Also could you answer my question?
I dont mean to sound rude btw
if that seemed rude
To me, it looks like you're trying to launch something that cannot be launched; it needs to be referenced by a different running program.
I can't help much more than that though, because I haven't actively programmed in nearly a decade 
Also, you may be an unfortunate victim of how Discord handles banning, which is via IP + username ban. So if someone with the same Public IP as you was banned, then you would also be affected. This is made more obnoxious by the fact that some ISPs put a large number of members on the same Public IP due to IPv4 limitations.
You can't debug or start code that's only for dlls
are you trying to test your hk mod? you would have to build the project normally, open the mods folder via scarab, make a folder the same name as dll and paste the dll and pdb file in there
For whats the pdb again
so when there's an error like
[ERROR]:[UNITY] - NullReferenceException: Object reference not set to an instance of an object
[ERROR]:[UNITY] - Vasi.FsmUtil.GetState (PlayMakerFSM fsm, System.String stateName) (at C:/Users/home/Projects/HollowKnight/HollowKnight.Released/Vasi/Vasi/FsmUtil.cs:53)
[ERROR]:[UNITY] - QoL.Modules.SkipCutscenes+<KingsBrandAvalanche>d__34.MoveNext () (at C:/Users/home/Projects/HollowKnight/HollowKnight.Released/QoL/QoL/Modules/SkipCutscenes.cs:314)
[ERROR]:[UNITY] - UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <047294ce45cf4b9a9441e48d2b8435e4>:0)
[ERROR]:[UNITY] -
the first says what error it was, vasi and qol lines are with pdb, so you see in which files with the line of the file the error occured and the last would be how it looks without pdb
Thx for the explanation
its very useful
if you want to make pdb work,you need to add<DebugType>portable</DebugType> in your csproj
or use the new csproj format
What's the new csproj format
sdk
How can I get it
look at an example
I did but why this is a new format I don't really understand how it is meant
old fields deprecated, new fields available, different behaviours, etc.
Thx
say I wanted to replace all the shade soul sprites with images I already have
how do I do that?
You could paste the images onto the spritesheet with shade soul, or use Spritepacker to replace them
Copy-paste is technically quicker but Spritepacker will get you better results
And you'll be able to see the image size requirements
so I have this sprite sheet, it's an unused one with a funky shade soul animation. It's not in the same layout as void spell sprite sheets from the actual game. Is it possible to use custom knight creator to recreate this shade soul animation and pack it into a readable sprite sheet?
without having to muck about manually editing the sheet
No to "can I easily do this without manually editing things", because it's not in a format that currently has anything to automate it
That being said, you're not the first person to find this, and coincidentally today Chaktis posted this:
Actually I got it from this guy 
He posted it a few days ago
Not with what's available currently, it uses like twice the frames of the in-game shade soul animation
So you'd have to simplify it a lot
hashtag customknightplus moment?
ooh, that'd be cool for a yin-yang ish skin
Did my best
Too much recoil
The spritesheet if you want it
Can't do anything about the recoil, that's how it is in-game
hey y'all, i'm very new to mod development and was wondering if anyone could point me to some good resources to get started 🙂
i have the hk-modding api cloned and followed the readme (wouldn't build but i prob just messed up the setup). aside from that and some decent knowledge of c#, i'm a noob with mod dev stuff
@wind coyote
You shouldn't need to clone the hk-modding api repository unless you're planning on modifying the api. You can just download the modding API by running Scarab - it'll replace the Assembly-CSharp.dll file in the game files with the modded version (which is the one you should reference in your mod's csproj).
Depending on what your relationship with C# is you can get a mod template from nuget https://www.nuget.org/packages/HKModding.HKMod.Templates/1.0.0 or from the WIP modding guide at https://prashantmohta.github.io/ModdingDocs/ (has some useful resources too). Most mods are on github so you can probably learn stuff by browsing the modding source.
Also there's a separate modding discord server you can access by looking at DwarfWoot's discord profile (they posted in this channel a few messages ago).
thank you for the info! really appreciated 🙏🙂
Indeed. Imma see if I can implement this through the code ck+ will use from frogcore since (not using ck+ itself since it is going through another rewrite rn). Imma probably release it over the summer
Is anything else on that spritesheet unused?
Not to my knowledge. I only knew about the unused shade soul because of a mossbag video, and when I asked him about it, he was able to grab me the unused sprite sheet that was all organised weirdly
while it's definitely possible, me and I think grenade tried this out earlier and found a slight issue. I wanted it to be like you load a single game object into a bundle and reference the dependencies in the level file. turns out the dependencies list in a bundle does not load the file if it's currently unloaded. the only solution is to do exactly what hkwe2 does and either load each asset as a different bundle or pack them all into one bundle
yeah I have no idea. I need to research that bit of loading soon for a different project anyway
emm... I want to ask how do you use hk api in c#?
ModdingAPI documentation: https://hk-modding.github.io/api/
Getting Started docs: https://prashantmohta.github.io/ModdingDocs/
Old Modding docs (still helpful for learning, but some information is out of date): https://radiance.host/apidocs
@earnest jewel
Okay thx
when it comes to making custom knight skins, do you have to include the red lines that are on the existing sprites or can you leave them off?
Red lines? Also #modding-discussion should be the place
Like on this for example, also my bad 😅
the red lines represent the boundaries
if you draw anything outside the red lines, it'll be cut off
but the red lines themselves don't show up
for me they do
sorry didn't clarify, I meant they don't show up in game
also I realized this is #archived-modding-development and not #modding-discussion, skin related talk should be there
emm... how to do testing on hk mods that have been made?
?saves
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/```
@earnest jewel if you go to your game files location, and go Managed/Mods, that's where Scarab installs mods. You can then place your own mod inside a folder in that directory (so it's like Managed/Mods/IwannMod/IwannMod.dll) and it'll be loaded by the game when you open up
(This is assuming you've used Scarab before to play modded HK)
They get created when you build your mod in your IDE
I wish I could draw or had money, to commission, so I could have a link skin for custom knight
this sentence looks confusing but is in fact gramatically correct so the inner english teacher in me kinda just died and i dont know how to hold a funeral
Sorry, I just said whatever my brain thought would work.
Do I have to use dotnet SDK 4.7.2 or can I use the latest 6.0 version too?
If it’s not built targeting 4.7.2 then you’re probably going to get some kind of error, but in some cases mods have still worked despite that
how to create mod
@rare yoke I'm reading up on https://prashantmohta.github.io/ModdingDocs/getting-started.html
thanks
Hm, I'll try it out.
Instructions in link above state that I must copy the managed folder.
Can I still do this if I installed Scarab before?
Or can I just skip step 4 & 5 altogether by referencing the patched Assembly-CSharp.dll, like in https://youtu.be/Ul0iSlGRg1U?t=63 ?
yea
Welp, I'm not having much luck. This is my ModLog:
[ERROR]:[API] - Failed to load Mod `SlugWithoutHeal`
[ERROR]:[API] - System.IO.FileNotFoundException: Could not load file or assembly 'System.Runtime, Version=6.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a' or one of its dependencies.
[ERROR]:[API] - File name: 'System.Runtime, Version=6.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a'
[ERROR]:[API] - at Modding.Mod.Initialize (System.Collections.Generic.Dictionary`2[TKey,TValue] preloadedObjects) [0x00000] in <2b54cdaf7a934f0eb297d50c4090ea9f>:0
[ERROR]:[API] - at Modding.ModLoader.LoadMod (Modding.ModLoader+ModInstance mod, System.Boolean updateModText, System.Collections.Generic.Dictionary`2[TKey,TValue] preloadedObjects) [0x00022] in <2b54cdaf7a934f0eb297d50c4090ea9f>:0```
Probably .NET Core 6 just isn't compatible.
Is there really no way around installing another IDE? I already have VSCode and limited storage remaining.
No I guess
Can’t you just install multiple versions?
Also we tend to use .NET framework instead of core (not sure if you meant that)
hi, how do I actually MAKE mods for hollow knight?
but that's 'bad' modding tutorial. Is it good?

ok, well, thanks 🙂
Why was I pinged here
Sorry that was me. Decided not to ask my question until I've tried some things
Did you solve it?
No I encountered a different issue
What problem(s) are you having?
msbuild was in my local language, and I'm trying to set it to english haha
Ah, don’t know much about that
It's a mess but I'll throw everything at it until it works
Gl!
What program are you using?
I have absolutely no idea what you did but congrats
thats the same as panic fireballing and killing the enemy
EventRegister.SendEvent("ADD BLUE HEALTH");
dont use Playerdata.instance.healthblue
if you want to add blue health
just use this
use dnspy to see API
from lifeseed
SendEvent sends events to things called FSMs, or finite state machines
they're basically flowcharts that control things like enemy ai
SendEvent isn't used much in the game code, but you'll probably use it a lot when modding in order to change the behavior of FSMs
though I just use SetState instead
setstate probably cause some strange problems
there isn't always an event that you can send to get to the state you want, though
Or you wait some time until redfrog releases the fsm into c# compiler
If you outright replace fsms with my stuff tho you’ll have some problems
Send event calls will need to be rewritten
Ok
https://www.youtube.com/watch?v=Ul0iSlGRg1U&t=63s hey in this video he uses On.HeroController.CanDash but on does not exist for me?
You need to reference MMHOOK_Assembly-CSharp.dll
thank you so much
try something with HeroUpdateHook maybe
is there a way to move forcefully the knight?
HeroController.instance.transform.position = ...
where ... is the position you want it to be
If you want to set the velocity
HeroController.instance.gameObject.GetComponent<RigidBody2d>().velocity = ...
thank you
(I might have the wrong capitals there)
its fine thx
or you could do Satchel.Reflected.HeroControllerR.rb2d.velocity = ...
this works best
i just made a velocity update on my own
This is probably worse than what I suggested
but convience
doing using Satchel.Reflected at top means you can do HeroControllerR.rb2d.velocity
Obviously
Satchel gonna be the new modcommon 
how do i get the slash rotation in SlashHitHook
DirectionUtil imo
yeah i got it thanks
im unclear, how do i use DirectionUtils?
look into HealthManager
Health manager?
a class
do you have an example
Use dnspy to look into HealthManager
Dnspy is very useful
how do i get the HitInstance in SlashHitHook
im just going to use HeroController.instance.cState
is there a check if the knight hit an enemy or not?
just Hit
So On.HealtManager.Hit
it took 10 hours to figure out 
Did you refference the core module
yes i did
you should reference the Assembly-CSharp_MMHOOK.dll too i think
Hello! I'm new to modding Hollow Knight and i get an error "System.TypeLoadException: Invalid type MyMod.GlobalModSettings for instance field MyMod.MyMod:_settings" Everything seems fine and i don't know what to do to fix that
send your modlog
it seems your mod does mot recognize GlobalModSettings have you checked you have all the references? or imports/usings?
I have Assembly-CSharp, PlayMaker, UnityEngine, UnityEngine.UI
Am i missing something?
would you mind show your code?
i dont know, if you are working with c# visual studio shows where the class is located and if vs recognizes it them probably you have all the references, in that case a log file would be very helpful
I am working with c# in visual studio.
This is mod log file
which mod is yours?
MyMod
Are you following a guide/tutorial btw?
your constructor is flawed
Are you following a guide/tutorial btw?
yes
you need a constructor
Because a lot of people accidentally reference and use 1432 things, due to the old tutorial
,but he also use mods ob Scarab
you should have this constructor:
public MyMod() : base("MyMod") { }
okay
i'm using this one: https://radiance.host/apidocs/Getting-Started.html#creating-mods
actually I havent use that
do you use another constructor?
i already had public MyMod() : base("MyMod") { }
https://github.com/PrashantMohta/ModdingDocs this one is for 1.5
Main differences between modding for HK 1.4.3.2 and HK 1.5.75
- .NET Framework 4.7.2 instead of 3.5
- Modcommon (and SereCore) no longer exist; I'd recommend switching to Vasi for a simple FSM extensions library, or one of the other core mods (e.g. Satchel, SFCore, FrogCore) if you need additional functionality
- Implementing Save/Global settings has changed (example https://github.com/hk-modding/api/blob/master/Examples/CustomSaveData/CustomSaveData.cs)
- The Mod menu that the API adds is a lot more functional, and an easy way to let users toggle global settings in-game (docs https://hk-modding.github.io/api/articles/menu_api.html)
- Using modhooks means you have to do ModHooks.??? rather than ModHooks.instance.???
- The API for the Get/Set player ??? hooks, and the LanguageGetHook, have changed (see https://hk-modding.github.io/api/api/Modding.ModHooks.html for info on the new hooks; notably you should never need to call GetXInternal or SetXInternal in your function)
- The mapi is no longer being ILMerged, so it's made up of a bunch of files and you may have to reference more than just Assembly-CSharp (typically you will have to add references to MMHOOK_Assembly-CSharp and/or MMHOOK_Playmaker to use On hooks)
- ReflectionHelper.GetAttr has changed to ReflectionHelper.GetField (same for SetField) - this can just be a simple find/replace
- If you're modifying FSMs, then adding transitions works slightly differently; I recommend looking at how Vasi and/or SFCore changed their implementations if you don't want to just use a core library
- original message from Flib, on the Modding discord
can it be because i had .net core project instead of .net framework?
That is the problem
You don't actually need this, because if you say public MyMod() the compiler will implicitly include public MyMod() : base(null) which the modding API translates to base("MyMod") (https://github.com/hk-modding/api/blob/master/Assembly-CSharp/Mod.cs#L47)
Does anyone have tips on reskinning the knight because that’s what I’m working on
what you want to reskin
I’m reskinning the knight
This is a picture of the skin
Thanks
Can someone make a mod about the cut abyss bench
I want there to be a bench somewhere in the abyss
Someone really should consider making this
benchwarp? 
No

