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      Rhymes with Play 136 - Oxygen Not Included   04/27/2017

      Join the Klei team this Thursday, April 27th at 3:30 PM PDT (10:30 PM UTC), where we will be talking about and playing Oxygen Not Included, only on the Rhymes with Play Dev Cast on Twitch. Where is it?
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Found 97 results

  1. [DST] Woka the Arctic Hunter

    Version 1.2.4

    288 downloads

    Adds Woka the Arctic Hunter to the list of playable characters. Woka is a character that I originally thought of for Don't Starve: Shipwrecked. I had planned to make this character before Don't Starve Together was even out, but I ran into some roadblocks at the time that prevented me from making her. Now, multiplayer is here, and I figured it would be a great time to make her. I really like how she turned out. Woka comes from an undisclosed tribe of people from somewhere in the northern hemisphere. She is always wearing her thick winter parka, and never takes it off (It was her late father's coat, and she refuses to let it go). She appears to be a cold and wisened hunter on the outside, but get her excited or angry, and you'll see that she's still really just a typical child. Side note: the word "Woka" is Inuit for "Brave". ------------------------------------------ Woka's stats are as follows: Hunger: 150 Health: 150 Sanity: 200 ------------------------------------------ Here are Woka's perks: PROS: + Woka can never get cold. She is quite warm all the time. + Woka cannot be frozen by attacks that would normally freeze you solid, such as attacking Ice Hounds, getting struck by Deerclops, or being hit by an Ice Staff. + Woka is so warm, other players can sometimes JUST avoid taking damage from freezing by huddling VERY close to her. CONS: - Woka gets hot very easily, which can be a serious problem in the summer. - When Woka's temperature is above 60 degrees, she becomes exhausted from the heat, and moves 25% slower than normal. You will need to cool off to get your speed back. - Woka's coat is very warm, but the warmth is not good for food storage. Food will spoil much faster on her than any other character. ------------------------------------------ Cool stuff in this mod: + A whole new character to play as (obviously). + TONS of custom dialogue lines written just for Woka! + High-Quality character art! + Custom minimap icons, select screen portraits, and save slot portraits! + Entirely new speech sounds! ------------------------------------------ Using Woka in Don't Starve, Don't Starve:Reign of Giants, or Don't Starve:Shipwrecked: Woka was developed for use in Don't Starve Together, and that is the only form of the game she is 100% compatible with. She has not been tested for any of the single-player games. Therefore, I am only allowing her to be used in Don't Starve Together. ------------------------------------------ Author's Comments: Thank you again for your support. I have been working non-stop on this mod for the past month now, and I have poured everything I have into this mod to make it look as much like an official character as possible. I would like to thank SuperDavid on the Klei Forums for helping with Woka's overheating mechanics. I couldn't have done this without his help. I would also like to thank The Tiddler (Mr. Tiddles), and Mighty_Zero for their support while I was working on this project. ------------------------------------------ Thank you all, and have fun not starving! -Thunder Volts (AKA: Spookers the Spoo) Here is the Steam Workshop download: http://steamcommunity.com/sharedfiles/filedetails/?id=900712024
  2. My dreams showed me this fun idea, and now I'll share it with all of you! "If you ain't turnin' heads, you ain't doin' it right, sug'!" Wanda, "The Hairdresser", is a hair stylist that was into it before it was popular, with a playstyle that revolves around her overly large hair. As I hear a lot down here, everything is bigger in Texas, and her 'do is no exception. Voiced by acousic guitar. Health: 150 Hunger: 200 Sanity: 175 =Advantages= -A special tab called Hair, which changes her hairstyle into a variety of useful things. Requires Hair Spray and certain items pertaining to the style in question. When she changes the style, she gains 5 sanity. Hairstyles also don't count torwards her head slot, as she finds ways to wear hats around her hair. -Can craft Hair Spray from the start, and starts with 2 cans of it. Requires 1 Papyrus, 2 Honey, and 1 Gold Nugget. -Due to her home state, she knows how to keep Beefalo from attacking her during mating season, allowing her to forgo the Beefalo hat for that purpose. -Her farms grow crops just a little faster then normal, and won't wither in Summer =Disadvantages= -All that hair is flammable. If caught on fire, she'll need to put it out quick, or it'll all burn away, forcing her to grow it over one season. Caused by Lightning or Fire damage. Put it out by right-clicking ice or wearing an Ice Cube. Negated at 40 wetness. -The climate of her home means she isn't very used to the Winter, giving her a negative Insulation Factor of -60. -Apart from one, Hairstyles only last half as long in the rain. -All that hair means she dries off slower then most. =Hairstyles= All Hairstyles require one can of Hair Spray and one or two different items that pertain to the style, and can be freely changed without waiting for their durability to reach 0. They all last for 5 days, and apart from the Umbrella style, will lose double their durability in the rain. They can also be manually disassembled for early style termination. Pompadour: A basic, large hairstyle which offers a Sanity boost of 2.5 per minute. Requires 2 Silk. Umbrella: A strange hairstyle which gives 65% resistance to rain, but isn't insulated against lightning. Requires 5 Cut Grass. Palm Tree: A chill hairstyle that gives a Sanity boost of 1.5 per minute and 80 insulation from the heat. Requires 1 Cactus Flower. Beehive: A hairstyle of a future time that stands tall and turns some heads. It acts as a portable Bee Box, which drops up to 8 Honey when the style falls apart. Requires 2 Bees and 1 Honeycomb, which will drop when the hairstyle comes apart. Starlet: A suave hairstyle that completely negates sanity loss from dusk, and halves sanity loss from night, darkness, and mobs. Does not offer any sanity on it's own. Requires 3 Nightmare Fuel. Bowl Cut: Her own variation that acts like a helmet, absorbing 50% of damage. Requires 3 Logs. Spiderleg: An odd fashion that only an artist could see beauty in. Lowers Sanity by 2.3 per minute, but removes aggression from any spiders. Requires 3 Monster Meat and 1 Silk. Terrorchic: A sinister hairstyle that quarters the aggression radius of shadow creatures. Made for the Ruins. Requires 1 Thulecite and 6 Nightmare Fuel. Thanks for reading this up, and enjoy posting responses!
  3. Ward The Ranger Whisp The Mellifluous Won-il the Defender Wollawossiky The Pathfinder Wisniowski The Sleepyhead My goal was to create a well balanced team of custom characters. I'm not that good of an illustrator so most of the appearances of the characters are mixed and matched from in-game assets. You can download the characters by clicking the above links which will take you to their Steam Workshop pages. Thanks!
  4. Greetings. I recently helped make a character, and everything works fine, but the game crashes after selecting the character if the caves are generated. It's a problem I have been trying to fix for a while now, but can't seem to work out why it's happening. any help would be appreciated. Here is the client log:
  5. So my new mod character is finished. Not officially done, but finished for now. Although I just now found the issue that my character isn't compatible with the original game. Does anyone know how I can fix his issue? I really hope I don't have to make a new character from scratch specifically for DS. I suppose if I have to I will, but not for a loooong time.
  6. Ello again. Today I have yet another minor issue. Nothing too major, but something I may need to fix later on. Firstly, I'm seeing an issue with my character's health and hunger changing during the phases of day. He starts out weak during the day, so he has low health but greater hunger. And during dusk and night his health increases and his hunger decreases. The issue I'm having is, they reset to their assigned number even after hunger went down or I've been damaged. Eg. During the day his health is base 100, he took damage and was reduced to 50. But dusk rolls around and his stats change to his base health which is suppose to be 200. I want to make it so he still retains the damage but his base health still changes. Same with hunger. If his hunger went down I'd like it to carry over to the other phases rather than resetting. Hopefully I am making sense? ^^;
  7. requires: notepad++ Don't Starve Mod Tools ** code you need ** Asset("SOUNDPACKAGE", "sound/esctemplate.fev"), Asset("SOUND", "sound/esctemplate.fsb"), ------------------------------------------------------------------------------------------------------------------- RemapSoundEvent( "dontstarve/characters/esctemplate/death_voice", "esctemplate/esctemplate/death_voice" ) RemapSoundEvent( "dontstarve/characters/esctemplate/hurt", "esctemplate/esctemplate/hurt" ) RemapSoundEvent( "dontstarve/characters/esctemplate/talk_LP", "esctemplate/esctemplate/talk_LP" ) ----------------------------------------------------------------------------------------------------------------------------------- inst.soundname = "esctemplate" ----------------------------------------------------------------------------------------------------------------------------------------------
  8. This mod adds Erik, The Tennis Player to the character roster! Made by CoC (Company of Creators) which is made up of the following: @Fidooop, @Dudedude, @ImDaMisterL, @NootNoot, @Asparagus, @Chris1488, and @T4T3RGR3NAD3R Erik is based off of the likeness of @Dudedude. Get the mod here: http://steamcommunity.com/sharedfiles/filedetails/?id=839280973 Join the CoC Steam group: http://steamcommunity.com/groups/CompanyOfCreators Join the CoC Discord: https://discord.gg/BNnHm3t See the whole CoC mod collection: http://steamcommunity.com/sharedfiles/filedetails/?id=884413115 This mod is also compatible with Modded Skins and Mods in Menu: http://steamcommunity.com/sharedfiles/filedetails/?id=835602689 http://steamcommunity.com/sharedfiles/filedetails/?id=880465230 Erik: Derik: Items: Videos:
  9. So this is a very short tutorial based on this tutorial from Cheerio but a bit more specific if anyone wants that. Also don't forget to check out the rest of character creation here Old version of the tutorial: Assets = { Asset("SOUNDPACKAGE", "sound/<file>.fev"), Asset("SOUND", "sound/´<file>.fsb"),}RemapSoundEvent( "dontstarve/characters/<character>/death_voice", "<file>/<folder>/death_voice" )RemapSoundEvent( "dontstarve/characters/<character>/hurt", "<file>/<folder>/hurt" )RemapSoundEvent( "dontstarve/characters/<character>/talk_LP", "<file>/<folder>/talk_LP" )inst.soundname = "wilson"inst.soundname = "<character>" I wrote a new verison of this tutorial which should be super easy to follow. So here we go: What wee need this time: What we need: - PC version of Don't Starve and Don't Starve Mod Tools- Some sounds to mess around with. If you don't have any yourself use these-The FMOD-Designer project template from here Step 1: Put all your files into your characters sound folder (i.e. "mods/waverly/sound/") If that doesn't exist simply create it.Step 2: Whenever you come across "waverly" replace it by your characters name. (That also means rename the file!) (The old tutorial was written with a template that contained "waverly" instead, so don't be confused by the screenshots)Step 3: Open the *.fdp-file, left-click on "talk_LP" on the left side of your screen. Right-click in the gray area. Select all sound files you wish to use for the speech (that is when the character examines something) and click open. Step 4: Repeat Step 3 for "hurt" and "death_voice"Hint: You find instances of "waverly" in the following two places: Step 5: Press CTRL+B, check if the box next to your characters name is checked and hit "Build"Step 6: Open your "modmain.lua" and add the lines:Assets = { Asset("SOUNDPACKAGE", "sound/waverly.fev"), Asset("SOUND", "sound/waverly.fsb"),}RemapSoundEvent( "dontstarve/characters/waverly/death_voice", "waverly/characters/waverly/death_voice" )RemapSoundEvent( "dontstarve/characters/waverly/hurt", "waverly/characters/waverly/hurt" )RemapSoundEvent( "dontstarve/characters/waverly/talk_LP", "waverly/characters/waverly/talk_LP" )Hint: Don't forget to replace "waverly" Step 7: Open your characters *.lua-code and replace the line: inst.soundsname = "wilson"by: inst.soundsname = "waverly"Please don't tell me you need the hint this time... Step 8: Go back and check if you really replaced al instances of "waverly". In the first case rebuild your soundfiles. That's it... Oh and don't forget to replace all instances of "waverly" by your characters name ; )
  10. Hey again! A new problem came up that I am trying to solve. My character's stats change during the phases, including the full moon. However I am having a problem implementing that one ability. It works, but only if you log off and log back in, or step into a cave. Basically only works if you leave to a different area while the full moon is active. I thought I made this work before, but I think I screwed up somewhere and can't figure out how to make it work. I've looked at other modded character scripts and even Woodies but I just can't find the solution.
  11. Heyo, been a long time. I come back with another question: Is there an animation software I can use to test the animation of my mod character? I'm having a hard time adjusting the body parts to line up. Eg. the foot connecting to the leg. I have to keep opening the game over and over just to see how my character moves. It's only because of snapshots did I realize a lot of limbs were out of wack. I used .scml but that isn't every helpful because I could line the parts up there but it won't change anything in the game. Plus I took a look at Wilson's .scml and all the parts are way oout of wack but they're just fine ingame. This is soooo confusing and frustrating. But I really want to finish my character. If anyone has some suggestions or might be able to adjust things for me I'd be VERY grateful.
  12. I can't figure out how to make a special sanity regen bonus only for cpecific character?For example, i wear bearger vest and gain +10 sanity/minute. I tried this, but it doesnt seem to work:
  13. I would like a character of mine to be able to sleep during the day, dusk, night and in caves. If it would be easier to make a custom sleeping item, that would be good too. But it would be preferable for it to work with every bed. I looked through other mods that had similar abilities, but they led to dead ends that I couldn't figure out. Thank you for any help!
  14. How do i make a custom starting item for my character? I want to make a Katana
  15. So in single player DS Maxwell is my favorite character. He is an interesting person, this "dark" occultist who has low health but can regain sanity very, very quickly. This leads to some fun changes in gameplay that I really enjoy! He also can summon shadow puppets - but this is something, that I use occasionally. In DS Together first thing that comes to my mind about this character is...miner. Why? Because people playing him mainly do that & yeah, how can I forgot - they also chop trees. Really a shadow puppets extravaganza. They do that ofc because his sanity regen is not very high --> so now he can become miner or lumberjack... He was a cool magician remember ?!? What happened to him ;-( Do You guys have some tips on how to play him now? (maybe I missed something). If not, please write how do You think he should be changed. I myself, would propose just this - make his sanity regeneration higher / faster - so instead of miner, he can become a magician.
  16. I've seen shiny crobat's tutorial but idk what to do next What i need to do now? How i make my char eat only sugar things? How i make her sprites? How i create her weapons(The mechanic of her weapon is crazy)? Send me a pm or reply here plz -i'm brazilian ( but i talk english a bit )
  17. I believe I asked this before once when creating an animation, although I've forgotten stuff about this now. Say I wanted to extract player_idles animations so that I could open up certain player character animations in Spriter. The file contains only an anim file. Where exactly would I find the build and atlas-0 for this file? I've tried to take two other build and atlas-0 files from player_actions and player_hit_darkness, but I didn't get the necessary textures for the specific animation.
  18. Hi, first thing i want to say is all the code down here is mostly from this forum's thread, from mod that posted on this forum and on steam workshop (DS+DST). I'm just the collector, So all Credit go to the original author of the code : Mobbstar Finerlobster rezecib CarlZalph NyctoDarkMatter Squids DarkXero Mr. Tiddles Sukoushi When i'm customize my favorite character (actually that not my own character, i download it from steam and love it so much that i decide to customize it to fit my taste), try adding some new perks i already got in mind, i had a realy hard time finding those codes for all the perks i want on this forum, so i creates this thread to make it easy to find for those who want to have the same perk on their character. One more thing: i don't know anything about coding so i cant give any more help than this and cant explain why or whatever you wonder cause i don't know too, sorry !!! One thing i'm sure of is these codes work for me, hope it work for you too. Have Fun !!! 1/ DEALS POISON DAMAGE Put these line above the line "local fn = function(inst)" in your "character's name".lua file in prefabs folder of your character mod Put these line under the line "local fn = function(inst)" in your "character's name".lua file in prefabs folder of your character mod. Save & DONE !!! 2/ POOP MANURE WHEN EAT VEGGIE FOOD (like pigman does) Put these line above the line "local fn = function(inst)" in your "character's name".lua file in prefabs folder of your character mod Put these line under the line "local fn = function(inst)" in your "character's name".lua file in prefabs folder of your character mod. Save & DONE !!! 3/ QUICK PICKING Put these line under the line "local fn = function(inst)" in your "character's name".lua file in prefabs folder of your character mod. Save & DONE !!! 4/ GAIN SANITY FROM PICKING THINGS Put these line under the line "local fn = function(inst)" in your "character's name".lua file in prefabs folder of your character mod. want to add more things just copy the code and replace the prefabs name of the thing you want to add. Save & DONE !!! 5/ GAIN SANITY FROM CATCHING BUG WITH BUGNET Put these line under the line "local fn = function(inst)" in your "character's name".lua file in prefabs folder of your character mod. want to add more bugs just copy the code and replace the prefabs name of the bug you want to add. Save & DONE !!! 6/ GAIN SANITY FROM PICK THINGS ON THE GROUND Put these line under the line "local fn = function(inst)" in your "character's name".lua file in prefabs folder of your character mod. want to add more things just copy the code and replace the prefabs name of the thing you want to add. Save & DONE !!! 7/ GAIN HEALTH, SANITY, HUNGER ON KILLING Put these line under the line "local fn = function(inst)" in your "character's name".lua file in prefabs folder of your character mod. Save & DONE !!! 8/ GAIN SANITY FROM PLANTING STUFF (Best for last, this one perk nearly got me, i almost give up on this perk) Put these line in your modmain.lua file of your character, replace the abc in the code with your character's name. want to add more things just copy the last line (only) and replace the prefabs name of the thing you want to add. Save & DONE!!! Voila! All done!!! Hope this help !!! Sorry for any mistakes. English is not my native language.
  19. Hello and thank you soo much for taking the time to read this! basically what im trying to do is rename all of wickerbottom's books and place them into a new custom tab with different craft materials for a MOD character. So far i've managed to successfully recreate the Sleeping and Tentacle books and was able place them in my custom tab with other custom items. fully functioning. but i came across a problem when i was recreating the "birds" book.; i'm able to place it into my custom tab no problem, but when i try to use it , it functions the same as the sleep book for some reason and doesn't summon the birds. at first i thought i placed the "sleep" code in my "bird" book but that wasn't the case... here's the code i've used for my bird book: function star_bird_book(inst, reader) local birdspawner = TheWorld.components.birdspawner if birdspawner == nil then return false end local pt = reader:GetPosition() reader.components.sanity:DoDelta(-50) --we can actually run out of command buffer memory if we allow for infinite birds local ents = TheSim:FindEntities(pt.x, pt.y, pt.z, 10, nil, nil, { "magicalbird" }) if #ents > 30 then reader.components.talker:Say(GetString(reader, "ANNOUNCE_WAYTOOMANYBIRDS")) else local num = math.random(10, 20) if #ents > 20 then reader.components.talker:Say(GetString(reader, "ANNOUNCE_TOOMANYBIRDS")) else num = num + 10 end reader:StartThread(function() for k = 1, num do local pos = birdspawner:GetSpawnPoint(pt) if pos ~= nil then local bird = birdspawner:SpawnBird(pos, true) if bird ~= nil then bird:AddTag("magicalbird") end end Sleep(math.random(.2, .25)) end end) end return true end im able to spawn and read the "original birds book" and it works perfectly but for some reason my custom birds book won't work,... can you please take a look at my star_bird_book.lua and also wickerbottom's books.lua to let me know where i messed up? could it be that i have to add the bird spawner tag into my star.lua? im new to all of this... still learning thanks so much in advance!
  20. The story and lore of don't starve is possibly my favorite aspect of the game. However, out of all playable characters, only Wilson and Maxwell have an in depth backstory that's been shown. So, I wanted to write a backstory and possibly hear your backstories of characters in the universe. Wigfrid Wigfrid grew up in a cabin in the woods, not too far from a small town. Growing up, her father hunted, mostly for game. Sometimes a younger Wigfrid was taken on these journeys and learned the in and outs of hunting. They trudged through the snow and dirt to find elks, deer, and sometimes even bears. On rare occasion she watched her father stand up against a mighty bear with his spear in hand, trying to intimidate the large beast. This would usually end in the bear toppling to the ground, and a new bear skin rug for the cabin. That was until one day, when her father came up against a bear that did not wait to play the intimidation game. The bear swiped at his face, scarring his eye and lip. Her father stabbed it in its chest, but it didn't seem to leave a dent. The bear took another swipe, and Wigfrid's once powerful, bear killing father, was bit back by nature. Wigfrid still remembers the moment where she stood shocked with fear at the sight. No inclination to fight; just shock. She remembers running through the forest, tears streaming down her face, fear overwhelming her. That moment made her promise to herself and to her deceased father: I won't back down from a fight. I won't have fear. As Wigfrid grew into her late teens, she spent her days training in not only hunting, but fighting. Her goal was to find the bear and avenge her father's death, but for years and years, she never found the beast. As time went on, a life of training and hunting for seemingly nothing weighed down on her, and she went into a more calm life. Discovering a nearby theatre, she applied for auditions as a mighty warrior, capable of fighting any foe. Her battle cries and combat skills got her in on day one. She enjoyed theatre, acting out scenes that she wished would happen in her real life. She fought dragons and monsters and whatever was apart of the play. But it wasn't enough. She remembered her goal: avenge her father. It's been years, she is in her mid-twenties. She's been sitting in this theatre growing an acting career. This wasn't her life. And so, she began the hunt again. And she found that bear. And she fought the bear, and she killed the bear. And the bear took off his head and said "Great job today, Wigfrid. We knocked em dead." The whole play was too real for Wigfrid. She started a downward spiral. Years and years of training in her life lead to a mundane acting career. Slumping down in her dressing room chair, Wigfrid looked at a strong, powerful reflection through a faded, dirty mirror. She needed a test of her strength. She needed to show the world that she isn't just an actor, that she is a warrior. Wigfrid slammed the desk and was about to punch the mirror too, until she heard a crackly voice behind her, coming from the radio. "Say, pal, you got a warrior's spirit huh? Why are you wasting your time in this shabby theatre? Say, if you just follow my instructions, you can show everyone all that training you did." I'm not sure if I will continue to write backstories. I also want to see others try this, and I could only really think of this one for Wigfrid.
  21. I'm trying to create a character that uses a build that doesn't share its prefab name. Normally, a character called "example" would default to using the anim file called "example.zip", unless instructed otherwise. I can't seem to convince it to use any build other than its own, however. I've read that the proper way to do this is to assign a new build using: inst.AnimState:SetBuild("differentbuild") however, it doesn't seem to work. The character defaults to the anim file with the same name, or simply becomes invisible if the anim with the same name is not provided. Here's the full prefab: local MakePlayerCharacter = require "prefabs/player_common" local assets = { Asset("ANIM", "anim/domo.zip"), Asset("ANIM", "anim/chanti.zip"), } local common_postinit = function(inst) end local master_postinit = function(inst) inst.AnimState:SetBuild("chanti") end return MakePlayerCharacter("domo", prefabs, assets, common_postinit, master_postinit) Both build files are standard character builds, compatible with the standard player stategraph. Can anyone fill me in on what I'm doing wrong, or anything I'm missing? Thank you so much!
  22. Playable Pets has been on the workshop for awhile now but I figure why not make a thread about it here. Looking for Help Playable Pets is a mod that makes most mobs in the game into playable characters, it is basically a successor to the playable mobs mod made by Indie (I don't know his forum name...) sometime ago. The mod is configurable and has a couple of neat features as well. You can view/download all the mods here. You will also need this mod if you want to access the skins for the mobs. Features Configuration Options General Info: -to be worked on later- Notes: Major Bugs: ToDo: Special Thanks: -Lily, Amir, RocketSM, Capt. Kickass, and Kwitchler for playtesting the mod in the prereleased builds of the mod and convinced me to make it public. - @Fidooop for making modded skins API, making it possible. -Logzombie for making 95% of the skins in the mod. -Cheshire Crow for making a lot of the portraits in the mod. (His are the really good looking ones, mine are the bad ones). -The forums for bits of information that helped out when developing the mod (this is my first mod ever). -The many users of Playable Pets whose feedback helped improve the mod in many ways that I could not have done alone. -A certain crow for teaching me how to code and giving support. Other stuff that might be worth noting I GUESS: Steam Group (if you want announcement of major updates to the mod I guess?) Discord Group I have a server that runs the mods daily, information can be found on the steam group page. (Also it will be in the beta branch). The initial goal was to make all mobs fun/interesting for coop/pvp, which is still being worked on. So if you got any feedback/suggestions let me know.
  23. Download: Domo's Don't Starve Character Creator Hey friends, I've got a brand new Don't Starve modding tool to share with all of you! It's a character creation script that allows you to draw your character in-pose, and then easily export the .scml file and all its assets directly to your mod folder. This method doesn't require adapting a template mod, and allows you to create assets without any size restrictions. There is a SMALL catch - this tool is an extension for Adobe Flash. Hear me out! Wilson and all his friends were originally drawn in Flash by Klei themselves, and it works quite well with Don't Starve's aesthetic. If you still prefer to use alternative software, you can import your character's assets into Flash and use the tool to create an .scml file. Here's how it works: Step 1: Open a new document. Open Window > Other Panels > DSCC. In the DSCC window, enter your character's name and click 'New'. Your character's assets will be created and appear in the document's library. Step 2: Click your character's name in the list and click 'Load'. Your character's assets will be loaded into the document. Once there, you can open each one and draw the appropriate body part. Alternatively, you can import external images if you'd prefer not to draw in Flash. Step 3: Once your character is finished, click its name in the list and click 'Export'. Navigate to your mod's 'exported' folder and click 'Okay'. Flash will process your character for about a minute, and after that, you're done! Once you start Don't Starve, it will automatically be compiled into an anim file for your character. My hope is for this tool to streamline the character creation process and make it easier for modders to publish their work. Please post here with any feedback you have about DSCC, as I plan to keep it updated and add some new features and fixes. If there are any questions about these instructions, please post them, as well. With your help, I can make this a real asset to you and the Don't Starve modding community. Thanks everyone! Also be on the lookout for Domo's Don't Starve Speech File Creator in the future!
  24. Being straightforward, i'm trying to always spawn a Varg when a hunt is completed. The command lines i tried are: And the error is: Any ideas? Any help is appreciated. Also, uploaded the file if anyone wants to take a deeper look. I'm pretty desperate to make it work. Everything i've tried is failing. yukihime.lua
  25. =Wallander Thomas Sykes - The Beastly Barber= Workshop Page Download Page [This is an in development mod, updates will be posted here on progress, new features, and hotfixes] Description: "A seasoned barber whose life had gone awry, Wallander Thomas Sykes, known by Wilson as "Snickety Tom", joins our morbid cast of characters, who curiously inquire about the nature of this newcomer. Questions arise to be answered with the arrival of this beastly barber and his perilous past." Stats: Health: 125 Hunger: 225 Sanity: 100 Perks: *A particularly skilled "Barber" Wallander's past is veiled in mystery. Though his dialogue may demystify some of it. He spawns with an Heirloom Razor Scale, an ornate handle with which he can craft razors for combat. *Balances Humanity and Animosity While at High sanity, he gains damage resistance due to his cautious nature and expertise in defensive combat, at Low Sanity, he becomes careless, his damage resistance drops massively, but also gains increased attack power and running speed. At completely zero sanity, he gains nightvision and becomes immune to Charlie's attacks until he regains sanity. *Has a voracious Hunger and Predatory Instincts Wallander's not afraid to eat what he can to survive, but he'll need to eat a lot due to increased hunger drain. At 15% Hunger or less, Sanity drains much more quickly due to regressing to his predatory instincts Trivia: *Voiced by a Pizzicato Bass Thanks to: Dleowolf for their "Extended Sample Character Mod" Found here X Akiru for code that helped with creating the Predatory Instincts perk Griffin for being my main modtester and vet to bounce ideas off of ZupAlex for help with Spriter and various bits of code Stephen Songheim for the wonderful broadway musical that inspired this mod to begin with Lumina for help with coding the Heirloom Scale