#archived-modding-help
1 messages Ā· Page 40 of 1
how to make them
that's a question for #archived-modding-development
for gods' sake how many times have these 2 channels been messed up
o o f sorry
Hey guys, I just came up here, I'm trying to find the bonfire mod, where can I find it ?
(Sorry I dont really know how it works, I'm not a developer :/ )
I tried to install the lightbringer mod but its also outdated š
I just did it, I installed the bonfire mod but I get a black screen on the game
did you use the installer?
Yup I did it
I fixed it, I had some corrupted files due to my previous attempt to install the mod manually, I just reinstalled the game then used the mod installer
Thanks for your help š
why are there suddenly so many people asking about getting more notch slots
I feel pretty OP with even 6 slots
^
someone just make an endless notches mod so hat people calm down
I could in 5 minutes make something that makes the notch cost of everything 0
but I don't make mods I wouldn't personally use so I don't see that happening.
Or people could just run the save editor that we already have
Also, remind me to make the easy mode mod at some point after finishing DeadHallownest
DAE redwing
basically the idea is:
You don't lose your shade (nor Geo)
Bosses get slower based on Percentage Health lost
Geo Sinks are now lowered
add passive soul regen 
maybe
in a weird twist the harder a game is the easier it is to make it fun.
Good thing HK is so hard like DaRk SoUlS
It's the Dark Souls of bug games
You can already be ridiculously OP with the existing notches
that's how i feel
idk what you're talking about 56 damage per nail hit is very balanced
yinded
is there someone know where I can fing a boss health bar mod?
Where are Spritesheets are located at for Hollow Knight?
thanks
most are just named atlas0
use Unity Studio (now renamed to Asset Studio) if you're just trying to extract them all
they're saved as texture2D
and can be exported as png
hi not joking
is there a way to limit fps? my laptop runs it at 500+ and after an hour or so it gets really hot and lags
vsync
its an option?
yes
Vsync adds terrible input lag, use rivatuner to limit to ~250
didn't lifeblood add an fps limit in a beta
Think so
i think it was the same update that brought us "%GODSGLORY%"
yeah i heard about that, but its discontinued and i heard it doesnt run well on window 10

Rivatuner is your best bet
The fps option as far as I know has no settings aside from on or off
oof, need a mod for that
you know where i can find it? i searched it before and nothing came up with an actual download
Welcome to the Rivatuner homepage. Guru3D.com is the official hosting partner for this software. Webmaster, RivaTuner can be only distributed electronically through Guru3D.com
big woke
rivatuner isn't a mod. lol
D:
lol
i just installed healthbars and now my game dose not see my controller has this happened befor?
tyvm that fixed it

the health bars dont show tho š¦
you need ModCommon
what? sorry new to mods
there's another mod called "ModCommon"
it's a library that a bunch of mods use cause it has useful stuff
so you need it for enemyhpbars
cause it uses it

what's a greywing
redwing's approximation of blackmoth for when you have redwing but not blackmoth installed
iirc
uhuh
might've been greymoth
So, just as the legend foretold
Muzznik is now pink and spawns unkillable flies. Also has like 1.5k (I think) health
they're only unkillable if you believe
it's 999 hp I think
might be 9999
for the flies
YOU JUST HAVE TO HIT HARD ENOUGH
can you disable the part of lightbringer that makes your attacks ranged?
uhh

Where can I get the Bonfire Mod? ^^
pins
thx šš»
only up/down slash 
So I installed the modding API as it says here https://github.com/seanpr96/DebugMod
But I'm stuck on step 5
I don't know what zip folder it's talking about
Use installer in pins
Can hollow knight run through hourglass? Or does does drm mess it up?
Looking to tas it
what is hourglass?
It's a shitty TAS program that only runs on XP and doesn't work with basically any games
it's so shitty I literally haven't heard about it until now
Isn't cave story open source?
Not sure
Well at least there's an open source clone of it
if I was gonna tas cave story, and tbh I wouldn't tas cave story, I'd probably use this. https://github.com/EXL/NXEngine
Itās the only tas program Iāve found for pc outside of emulators
HK is not a "deterministic" game, and half of the code is obscured in compiled and obfuscated c++ in the form of Unity.
it'll never have a TAS that works on unmodified software.
At the very least you'd need a modded steam dll
And modified software wouldnāt be accepted for tas even if it was to only make the game compatible with it?
Probably heavily modded Unity stuff as well to be realistic here
uh well the celeste tas uses some mod KDT made but it would work at least in theory on an unmodified game.
if you were to input the inputs perfectly, ya know
I just cannot see that happening with HK, ever.
Not worth the effort yeah
Iād figure Iād have to just edit the api.dll and then run steam in offline mode, I also heard about gog offering drm free ports of steam games, although I havenāt looked at what games they are
(I also don't see anyone ever making an open source clone of HK the way cave story got one, which could potentially be designed to be a tassable game)
nobody here cares enough about the game to do that, and the original source code is too shit to directly clone.
Really though we wouldn't need to make a clone of the entire game
Mainly just an exact C# replica of some Unity components
Which is still such a massive undertaking
https://www.gog.com/game/hollow_knight it actually is on gog I just checked
I feel like you're not following this conversation at all
me point is this, no matter what you do, you cannot create a TAS of HK that would run on unmodified software.
load times aren't fixed
Well yeah load time is never fixed
playmaker isn't a giant black box but has 0 documentation and we all hate it
They don't need documentation because their client base will never look at the code
their client base cannot read code
Yes exactly
I would have to ask KDT though because I'm not sure how important a run being technically or theoretically functional on unmodded software is to the tas people.
like if you made the HK tas mod that completely rewrote half of unity but your input presses could not under any situation theoretical or practical ever result in a run with the same time on the real game then what's the point of the tas?
I mean the only "tas people" is TAS Videos and they won't accept basically any PC TAS anyway
Unless it's done in an officially recognized TAS tool (Currently just hourglass, I think)
well kdt is a tas person.
idgaf who accepts the videos on some random website. I want the opinion of people making PC game tases in particular. How much does this matter?
(and yes I know that the "some random website" is the largest source of high quality tas content)
Or, in the end, is TAS all about the show you put on? Does the fact that the underlying code is so different that your run would never be valid in practice not matter if the video looks cool and shows off neat glitches?
What did kdt mod to make Celeste tassable? I donāt know if itās run on the same engine as hk or not
celeste is completely decompilable source, runs at a constant timescale, and uses 0 rng.
ok
HK is none of these things
sorry wrong terms me tired
you can't decompile HK because you can't decompile unity. the best you could do is attempt to reconstruct valid code from assembly functions.
which maybe counts as "decompiling" but c# compiling is 2 way, c++ isn't.
Ugh well what about segmented tases? Super meat boy tases are forced to use that because of load screen errors. HK could be segmented by transition and then all the clips edited together in post including the stopwatch
uh pretty sure all tases are segmented.
Most tases are an input series played back
ok fair
well what you ideally do is if loading screens get in your way that's where a tas mod not unlike what kdt made is good for
so your inputs only start the frame that everything is loaded
Segments by load screen would fix rng problems I think
no it really wouldn't
best I can tell super meatboy has no RNG in the lightworld at least and barely any in the dark world and also runs at a constant timescale.
Is rng random every time a screen loads or by input difference?
random every time it wants to be
nobody here knows how unity's rng works
The only rng I can think of is just enemy placement
it's not in their documentation at all.
lost kin literally waits a random amount of time between attacks
uumuu has an idle WaitRandom as well iirc
why
Would be nice if someone could pitch an open source idea to team cherry
it wouldn't matter is my point
the source code we need isn't TCs, we can decompile their code and get it roughly how they wrote it
it's the engine
go pitch them to rewrite everything in monogame I guess.
Surely other games on unity with rng are tassed normally
Or at least similar problems
they aren't tased ez
seanpr is right that very few PC TASes are accepted to the website and this is in no small part why
you said it yourself, even super meat boy requires segmentation to work.
and that game is basically the best case for unity tas
Even if it wouldnāt be a legal tas Iād still love to do it, maybe modding the game to fix problems would work
Although thatās probably just as hard as trying to make it work making a legal tas
Either that or just make a non tas segmented run
That's a lot of work you're asking people to do
that's like months of work
Iād figure Iād ask to see if it was possible, but I guess not
Iāve only tased emulator games so Iām new to actual pc game tases
Maybe when someone figures out how to make a switch emulator like dolphin Iāll look into it again
If only switch was viable for speedruns
Tas aside, would a savestating program be able to be used? It would make segmented runs way faster since you wouldnāt have to reset every time you mess up
Kinda like the save anywhere feature in the debug mod
It's very possible to save all of the relevant game state information for extremely basic save states
But at that point it would really be barely better than just using a bench or dream gate
you aren't allowed to submit tas runs if you modify the code btw
even though celeste tas changes no game code and is functionally the same game
because the code is different and the movie files aren't in a whitelisted format
its not allowed
however I'd recommend recoding the game anyway tas videos be damned, their rules are outdated for pc and if enough pc games get tased with engine specific tools they'll likely change the rules
I just really wanna see a frame perfect run of the game tbh
Plus it would be fun to tas in the first place
getting any tas style stuff to work on unity is a massive pain
gotta edit asm just to make timesteps consistent
Well I got a bunch of other games to try hopefully legit tasing but kinda a huge disappointment hk canāt be tased at all without going extremely out of the way to make it work
welcome to closed source pc games
Iāll just have to settle for irl segmented runs, then just edit each segment together in post
you could use sanic mod
to run the game at extremely low timesteps
then speed it back up and put audio in post
Not framestepping but just really slow?
like a certain iwbtg fangame
you could mod framestepping probably
by setting deltatime to 0 except on frames you want to advance on
you'd have to use the asm hack for that though zzz
Recording that I feel would be a pain, like if I have to cut and paste each frame of the actual tas together
I might somehow could use an in-game recorder that only recorded each frame that the game was progressing
Still would have trimming tho if I couldnāt use savestates
well then we'd have tas tools
recording and replaying inputs is what I want 56 to get working
Can tas tools be implemented? Disregarding all the problems input playback would offer
making timesteps fixed + making rng return deterministic values are easy enough
it just input playback which doesn't work
In that case I could use framestepping then if I mess up use the save anywhere feature from the debug mod
To revert to the previous room and reload the room Iām attempting
Recording would still be a pain
Can you use ābackwardsā features in Celeste?
you just input commands into a text file
and you can put *** to fastforward to that command
So itās replaying the whole game up until that one point?
so you just run the TAS from the start and fast forward at 400x speed to the point you want to check
But hkās rng would mess that system up Iām guessing
you remove rng
Remove it by replaying it or remove it externally?
remove with a mod
Which would probably make the tas illegal
and make all requests for a random number return something based off the frame counter
How hard would that be to make
monomod has a thing to replace all function calls with another one
so its like 20minutes of work or smth
timesteps are random by default
but yes, if theres no random random rng and all frames are 60fps regardless of actual fps
it should playback fine
besides ignoring none-input frames
like loading
So really the only two things I would need for a tas are framestepping of some sort and then the replay system
With locked 60fps, which I have a program to do that
no
that won't work
it has to be exactly the same frame duration every frame
not "close enough"
Frame duration is different from frame rate?
if you cap something at 60fps all its saying is, don't render frames faster than 0.01666666666666666666666666666667
but it could be like 30fps and still be under the cap
So Iād be impossible to actual do unless you overclocked your computer to stay exactly at 60fps
no
you change the code in the game that sets the memory address of deltatime
to instead set a fixed value š¤
It would keep it perfectly consistent? Does that depend on processing power
Surely thereās always some variation
you're literally changing the value that the game gets for deltaTime to a set value
well if the game calls a function
get_deltaTime
and you replace that call so it doesn't say lastTime-currentTime and instead make it say 0.016666666666667
So short answer is yes it would stay consistent
Coding stuff I donāt know so forgive me
yes, all you need to do is find several offsets in code + memory
on current patch they are
hk.exe + 0x0103C74C + 0x20
hk.exe + 0x0103C74C + 0x50
hk.exe + 0x0103C74C + 0x6C
hk.exe + 0x0103C74C + 0x68
hk.exe + 0x3DEAA9
hk.exe + 0x3DEA91
Where in that do we implement a fixed value
https://hastebin.com/isujukalih.cs here you go
yes
float unscaledTime = 0.02f;
unscaled.Write(ref offs, BitConverter.ToUInt32(BitConverter.GetBytes(unscaledTime), 0));
this is the code that writes 0.02f to deltaTime
everytime its requested
you need the modding api and current patch on windows
and then you need to compile it like any other mod
does this look fine
i dunno try it 
hhhhhh
Would I use the mod manager to implement that or compile it as it do it manually?
I just paste it in a single directory?
Ok hang on
so that fixed the consistency issue
i would also have to enable the tas mod in the mod menu like any other mod right
no
always enabled?
yes
cool
rng, loadtimes, cutscenes, garbage collection, although gc shouldnt affect timing
well you said monomod could help with the rng
kdt is this u
and cutscenes I can just wait out
what would i do to test it
im bout to go sleep
if i hooked everything to be true
and something happened
would i consider that a success
what
ok
so return left.Enabled && left.thisState.State in right
and vice versa
and yes im about to go to sleep at 9am
its 3am where I am so actually same
i'll be online tommorrow so we'll continue thenš“
Thanks for all your help btw
whenever i have debug mod installed i get hit randomly as i am walking and enemies seem to have huge area of contact damage
h
Alright i will uninstall and install everything
Ahh it will install over the one i have or do i remove the APi first
seems to be the same one i had
i dont quite know i just got it from the pins
ok
just run the latest one and see if asks to update
if it doesn't i have no clue
Alright the one you sent me is the latest one right just to make sure
yes
jumped over a crawlad and magically got hit
are you on gog
alright time to uninstall and install hollow knight
or anything
it doesnt happen when i uninstall debug mod sadly or perhaps luckily
how do you even mod the game?
making or installing?
making
you can either edit the assembly directly using dnspy
or use the API
the former option doesn't have compatibility with other mods
what language is it in?
c#
cool
the api has a bunch of patches to a few classes w/ hooks for stuff
and can load dlls from the Mods folder
it uses MonoMod to add the patches w/out having to decompile the whole game like you have to do for tmodloader
huh
for anything which doesn't have a hook on it you can use monomod's runtime detours (which are in ModCommon) to hook them
except properties cause properties are inlined
and you need to add hooks for those when you make the api
okay, I have basically no idea what any of what you're saying means
cause otherwise they'll get inlined
so I think I'm only going to actually bother learning once I have the time to do it
basic modding isn't complicated
yeah, I know
I've just never modded anything before in my life, and my knowledge of coding is only at the most basic level
heyyy youre like me
the extent of it is that I know how to make methods and such
i didn't know anything before modding hk to be tbh
[Citation Needed]
yeah, but I also don't have the time for it right now
because I'm gonna be playing monster hunter world

is there a boss healthbar mod? i find it very annoying that the game doesn't have healthbars
wow what are pins in #archived-modding-development
k
enemy hp bars in the installer, first pin
TBH if they're gonna disallow people from modifying code to make PC TASes I'm ok with it, it seems reasonable to me, but if so they should probably also disallow emulators since no emulators can run games perfectly exactly the same as physical hardware, ESPECIALLY not some of the ones they allow including n64 emus which are in some ways quite different indeed. @safe canopy
Ok i have gone half retarded i forgot where to add the speed change in the sanic settings. I want to make it 2x
{
"StringValues": {
"keys": [],
"values": []
},
"IntValues": {
"keys": [],
"values": []
},
"BoolValues": {
"keys": [],
"values": []
},
"FloatValues": {
"keys": [],
"values": []
}
}
where do i add the number?
lol
I think the sanic mod you got was the one that didn't do that
oh
{
"StringValues": {
"keys": [],
"values": []
},
"IntValues": {
"keys": [],
"values": []
},
"BoolValues": {
"keys": [],
"values": []
},
"FloatValues": {
"keys": [
"SpeedMultiplier"
],
"values": [
2.0
]
}
}
that's my config
ok now, are the settings that will make infintie grimm just a normal grimm that will die?
basiaclly i want to try out 2x NKG
but i dont have a save for normal
cos i killed his ass
debugmod?
you can respawn him with debug
unkill him
ahh yes i forget about debug! awesome
i think kdt had a keypad +/- too in the code?
for scaling the speed i mean
private void Instance_HeroUpdateHook()
{
if (Input.GetKeyDown(KeyCode.KeypadPlus))
{
if (Time.timeScale == GlobalSettings.SpeedMultiplier)
Time.timeScale += 0.05f;
GlobalSettings.SpeedMultiplier += 0.05f;
Log(Time.timeScale);
Log(GlobalSettings.SpeedMultiplier);
SaveGlobalSettings();
}
if (Input.GetKeyDown(KeyCode.KeypadMinus))
{
if (Time.timeScale == GlobalSettings.SpeedMultiplier)
Time.timeScale -= 0.05f;
GlobalSettings.SpeedMultiplier -= 0.05f;
Log(Time.timeScale);
SaveGlobalSettings();
}
}
yeah and it doesn't work
because you cannot modify GlobalSettings.SpeedMultiplier
he should have made a variable for it.
like currentSpeed = GlobalSettings.SpeedMultiplier;
and then in code
currentSpeed += 0.05f;
@safe canopy how would framestepping be implemented? you mentioned the sanic mod so maybe tweaking it a bit?
you do the same thing the tas dll does, but instead of returning 0.02f
you return 0
for frames you want to wait on
TBH if they're gonna disallow people from modifying code to make PC TASes I'm ok with it, it seems reasonable to me, but if so they should probably also disallow emulators since no emulators can run games perfectly exactly the same as physical hardware, ESPECIALLY not some of the ones they allow including n64 emus which are in some ways quite different indeed. @noble basin tasvideos has another section for console verified tases, in which there are several n64 ones
oh well I mean if they're gonna allow emulator videos on their main site I don't see why they wouldn't allow modded pc games if it's modded the way you modded celeste in that the same series of inputs could work on an unmodded game but the mod is done to make things easier for everyone involved.
easier to verify that emulator A is 99.99% accurate to a console
over some random guys hack to a game
especially if a lot of hacks to a bunch of different games are made
that's why you do what speedrun.com does and let game communities manage themselves
like there's no good reason that time ends when the screen fades to black in HK and not when you can let go of the focus button which is how it would be done if speedrunning rules were strictly enforced but it's done that way because the community decided to do it that way because doing splits based on loading unity levels is easier than splits based on FsmStates
@safe canopy where in the .dll file is that located? I could just change it really quick
I can use a copy of the tas dll right
the actual dll from the game?
no the tas one
oh ok
What are you even talking about changing?
hes saying i need to change a value in the tas.dll he made for me to make it usable for framestepping
i'd have to map a button to actually activate the framestep as well
which would probably be in the same file?
so let me get this straight, I need to edit the 0.02f value to zero, in the same dll file or a different one?
and also would I have to open it in c#
c# is my favorite editor
thats the editor I figured since from what i understand it was written in it
but you do edit c++ using c++ coded programs... probably
java to be tbh
to be tbh I might try out the jetbrains thingy for c++
if any program like that can edit it thats fine I just need to download it cause im sure you cant just use wordpad
dnspy
That's what you can use
ok, then I just find the value to change and im good
No if you just change it to 0 the game will be frozen
yeah i need to map it to a button so I can activate it manually
i think ill just wait for ktd to respond, causei dont even know where to find what hes talking about in the dll
FixedUpdate is called from c++ code, not C#
So idk where it would be either
He's probably modded it to be slightly more accessible
Heās been going step by step with me cause I know jack shit about how to do this stuff and I donāt even know half of the stuff heās telling me to do
fixedupdate is normally called from c++ code, the asm hack replaces that call with a call to a csharp function
you'd want to change
float unscaledTime = 0.02f;
to poll inputs and set it to 0 if your input wasn't pressed and 0.02f if it was pressed
assuming input polling even works at "0fps" which it should
Where is the modding API? I Can't find it in the drive folder or any alternative links
Merry Christmas everyone! Parody of Jona Lewie - Stop the Cavalry Animation by Ciaran: http://www.youtube.com/user/Ceeraanoo Music by Jason Bentch: https://t...
ha ha
pins
Still salty they never made one
But doesn't it say that certain mods require an API
I'm trying to install the boss health bar mod
pins
consider reading drive
i should probably take initiative and rename all the folders
In all seriousness the LEAST notch could have done is NOT using a goddamn java obfuscator.
but no, let's make the minecraft code intentionally annoying to mod
šµ š® š³ šø
I like avenging angle's idea, that way there will be no shortage of modding APIs
no
to make it easier
ease of use is for plebs smh
patch notes: removed 56 from the game for being too confusing for newer players
Bring back -nl ytg
^
can u don't
effort
Nevermind I found the API
I was being an idiot and I couldn't see the full name...
sorry
just scatter every folder across the internet so people have to hunt for them on random domains
just force gdrive list view for everyone thanks
in all seriousness I would very much like for the mods to be named by name and 56 wouldn't because his name 56 puts him before all other mods
I like all my shit being close together
really makes u think
It's convenient
no that's sorted in reverse u dungo
ur mum reverse
ur nan reverse
up
sounds dumb and overly complicated
like u
make 12 different drives, one that lets me sort by album title
like u
u
mantis gods more like 56 demod when
i don't have mod
make 30 drives and name every folder in each drive the mod that corresponds to the drive
demodder when*
56 Mantis Gods more like 3 mantis gods
more like GnG
gng more like dmca
More like 56 and Avenging Angle - Mantis Gods
no
wew
what would you do without that rainbow floor man
mantis gods are free
you'd be like, dead right now
rather dead than red rainbow ez
edited ** **
edited _ _
edited
edited
Seanpr and Firzen have created an API that allows mods to be compatible with each other. Install the Modding API (will overwrite one file) and all the API using mods will work.
List:
Blackmoth (Gradow)
Boss Rush (KDT)
Charm Notch Mod (Seanpr)
Debug Mod (Seanpr)
Nightmare God Grimm (KDT)
PlayerDataTracker (KDT)
Randomizer (Seanpr & Firzen)
@safe canopy could you make the tas dll with the correct timescale and a way to poll the timescale input?
i'd do it but this shit is all way over my head
What are you even asking?
You mean the 0/0.02 toggle?
Literally just do something like
private static bool timeStopped = false;
public void Update()
{
if (Input.GetKeyDown(Keys.whatever)
{
timeStopped = !timeStopped;
}
}
public float TimeThing() => timeStopped ? 0 : 0.02;
does anyone know how to reset the debug mod to default settings. It doesn't say in the instructions.
delete the settings file in your saves folder
I tried that and the values remained.
what values
what
anything you change that's not keybindings changes your save file
well then whats the default value for nail damage. as i am stuck one shoting everything
please and thanx
tfw doesnt know default nail dmg
wtf
nice
Hi, everyone. Can someone point me to where I can find mods for HK?
first pin
Thank you.
What's the difference? I don't know where to find the info on these. Sorry :/
Ahhh, thanks! Will uninstall then.
Save anywhere in debug mod is called set respawn right?
?
Set Respawn is whenever you get hit by spikes
you know how you get transported back to a certain location
yeah
that's Set Respawn
or at least seems to be
hazard respawn smh my head
is there a way to bind respawn to a key? all i see is the option at the top of the screen
cause the kill self command respawns me at my last bench
Yeah click the little circles in the binds panel
i know that im saying the respawn command isnt in the binds panel, only in the tab at the top right
o wow
56 binding keys
super mega ultra wrongo
you're supposed to unbind everything
and not play the game using keyboard
but rather your mindwaves directly controlling the character
Play only using the Volume and Power buttons
yall aint shit if you dont play with the dk bongos
play only using the buttons on your shirt

how do you unbind keys
@trail idol go into the debug mod config file and delete the bind ez
nope
can you control how much hp you have
ACTUAL glass soul mode
oh thats dumb your respawn point changes every room
Yes
literally everything about this game doesnt want me to tas or even do a segmented run
it hates me
uuuuuuuugh
I mean it's pretty possible to make a mod with a bind to restart a room
Serialize the player and the scene data for that room on enter
Reset the stuff and reload the room
Keep track of the entry gate as well of course
by mistake I made an animation of the dreams leaving hallownest, just need to swap the circles for a dream texture
and maybe make them not travel so far along the z axis
Why is this not named amazing-###?
@versed needle how easy for someone to make? would be super convenient
Idk not that hard if you've got a basic understanding of C#
which i dont 
I'm sure you could learn
Several of the people who have made large mods here had no prior experience
i'd need help then
Sure
dope, where would i start
No shit
Wrong repo
thx 
not rn
Sad
aa made an infinite enemy component so making one shouldn't be too hard
making infinite uumuu + trying to balance it took me like an hour
Wym balancw
make it so it gets harder at the right rate
and so that it's not entirely completely boring
it's still pretty boring to be tbh
uumuu is bad
also making it so quirrel makes him invincible instead of the normal
is there a way to change a normal save file to steel soul mode?
save editor
in particular if you know any
pinned š¤
nm i found an online editor
only one i havent tried is QoL
aight nvm i uninstalled everything and it STILL crashes
how do i uninstall the modding api tbh
or should i uninstall and reinstall the game
uninstall and install celeste
What patch are you on
1.2.2.1
You'll have to manually install them, or update your patch
i see
In this case, all the ones you're looking at only work on lifeblood anyways
Everything you see in the downloaded zip, just copy paste to the game file location
got it
Ahem, I haven't installed mods before and I'd like to ask something
how do I respawn bosses with debug mod?
@glass meteor
wtf
sorry
uhh iirc it doesn't work on some bosses
I'm trying it on the watcher knights
so it doesn't work on them
Bive BBight
š ±erhaš ±s this
also for a meme I'd like one that doesn't have zote neglected
I'm trying to avoid that achievement

just don't go back to zote

lol
ah, It's just that I heard that if you load a save file that has achievements you don't have
you'd instantly get them
wtf
for nailsmith that happens iirc
yeah ^
that's where I heard it from
but yeah 56 can you confirm that the debug mod can't respawn them? @glass meteor
it says there's a newer version of it
Ib?
left bumper
lifeblood
Neglect should only trigger if you go back to his skull
but if the person already has triggered neglect on the save
and then I load that save
ĀÆ_(ć)_/ĀÆ
huh that's handy
also ignore file directory
uwot
does the save file have the pure nail yet?
hal - you can use save editor, you know that right
you can?
dunno if memes or serious
if you only want to change the nail damage you can just use debug for that
also that
no, but you can using an editor
uhh i don't think you can do that with debug but you prob can with an editor
right
here, if you send me your save, I'll see if I can give you pure nail and res the WK
don't wk use the battle state fsm stuff
if you could do that it'd be much appreciated hold on
I can try
but numbers might be right
hal wtf u even doing
I just want to fight the watcher knights and I accidentally killed them
I was supposed to quit out on the last one
ever try debug enemy panel
yep, tried that
he did
yes I did the enemies panel
Hal is thinking that the enemies panel is the respawn
wow rip
idk why
what I did was stand in the boss room and open the bosses panel
and there select respawn
it said respawning

but nothing happened when I tried re entering the room
u ever set HP
I haven't used this tool before
Am I doing something wrong here?
no
Battle state fsm machine broke
ok so are you just fighting them for practice
It probably doesn't work on lifeblood
yeah
yeah it doesn't
not really, but you can
since looks like I can't change the directory where it's looking for the file
move the editor 
ohhhhh
sorry guys I haven't done this before
strange, it says SteelSoul OFF on all my saves even though user2.dat is a steel soul save...
so how would I edit this
wut u wanna change
respawn the boss
god damnit
manually? 
^
yes
yup
and how difficult would that be?
not that much I'd say
so have I joined the ETH miner club now that I installed these? 
yes
also the save files have 2 versions. user3.dat and user3_1.3.1.5.dat
which should I use
former
this one?
sure, make it "activated": false I think
I'm fine with notepad
yeah yeah If I were to do stuff like this more often I'd use something else
anyways so which is it?
well let's see
That's the lurien room
I see since setting it didn't change anything
would you happen to know which one controls the watchers?
Something in Ruins2_03
Not the same thing as before if debug isn't working for it in lifeblood
is it the same file but without the _1.3.1.5?
2btbh
yeah it's the same one
Hive knight
I haven't killed hive knight on that save though
It's watchers
yep
ok, try setting that to false and see if that works (it won't, but you might as well give it a go)
looks like this is gonna get complicated
why aren't you just using the save veru linked tho
because I'd like to keep my mask/soul vessel amount
If that works then debug should work still too
Since it literally resets exactly that
do both hal
what about the killsBlackKnight and newDataBlackKnight
I really don't give a shit about making it work well on lifeblood
wait, did you only change the blackKnight thing?
I just switched killedBlackKnight to false and set the battle control to false too
can u don't
also wow lifeblood discrimination
lifeblood is bad
