Hornete Posted March 19, 2020 Author Share Posted March 19, 2020 Just now, ILikeHoneyBees said: [snip] local assets = { Asset( "ANIM", "anim/zeta.zip" ), Asset( "ANIM", "anim/ghost_zeta_build.zip" ), } local skins = { normal_skin = "zeta", ghost_skin = "ghost_zeta_build", } local base_prefab = "zeta" local tags = {"ZETA", "CHARACTER"} return CreatePrefabSkin("zeta_none", { base_prefab = base_prefab, skins = skins, assets = assets, tags = tags, skip_item_gen = true, skip_giftable_gen = true, }) Remove this part here, it's unnessacary. Link to comment Share on other sites More sharing options...
ILikeHoneyBees Posted March 19, 2020 Share Posted March 19, 2020 7 minutes ago, Hornete said: local assets = { Asset( "ANIM", "anim/zeta.zip" ), Asset( "ANIM", "anim/ghost_zeta_build.zip" ), } local skins = { normal_skin = "zeta", ghost_skin = "ghost_zeta_build", } local base_prefab = "zeta" local tags = {"ZETA", "CHARACTER"} return CreatePrefabSkin("zeta_none", { base_prefab = base_prefab, skins = skins, assets = assets, tags = tags, skip_item_gen = true, skip_giftable_gen = true, }) Remove this part here, it's unnessacary. Hmm, I did that and now the game just closes with no error, here. I'll check the logs.. Looks like the same thing as before. I changed the name of the spriter file and what I think are the animation frames themselves Any Idea as to what it could be? 1 Link to comment Share on other sites More sharing options...
Hornete Posted March 19, 2020 Author Share Posted March 19, 2020 Just now, ILikeHoneyBees said: [snip] Are you sure you recompiled? Try deleting the zeta_rose.zip and then recompiling the animations again. Link to comment Share on other sites More sharing options...
ILikeHoneyBees Posted March 19, 2020 Share Posted March 19, 2020 3 minutes ago, Hornete said: Are you sure you recompiled? Try deleting the zeta_rose.zip and then recompiling the animations again. okay, the game loaded. but now not even the normal skin shows up. and there isn't a head slot. I'm sorry for taking up so much of your time, but do you have any idea what could be happening? Link to comment Share on other sites More sharing options...
Hornete Posted March 19, 2020 Author Share Posted March 19, 2020 3 minutes ago, ILikeHoneyBees said: --Hornet: I am currently using wilba as an example, youll want to change all instances of "wilba" to the prefab name of your character! --Skins local _G = GLOBAL local PREFAB_SKINS = _G.PREFAB_SKINS local PREFAB_SKINS_IDS = _G.PREFAB_SKINS_IDS local SKIN_AFFINITY_INFO = GLOBAL.require("skin_affinity_info") modimport("skins_api") --Hornet: We import the file! If you named your file something else other than skins_api then youll want to rename this function to the name of the file SKIN_AFFINITY_INFO.wilba = { "wilba_victorian", --Hornet: These skins will show up for the character when the Survivor filter is enabled } --[[ --Hornet: The table of skins youre going to have, You can have as many skins as you want! PREFAB_SKINS["wilba"] = { "wilba_none", "wilba_roseate", "wilba_victorian", } --And So on! ]] PREFAB_SKINS_IDS = {} --Make sure this is after you change the PREFAB_SKINS["character"] table for prefab,skins in pairs(PREFAB_SKINS) do PREFAB_SKINS_IDS[prefab] = {} for k,v in pairs(skins) do PREFAB_SKINS_IDS[prefab][v] = k end end AddSkinnableCharacter("wilba") --Hornet: The character youd like to skin, make sure you use the prefab name. And MAKE sure you run this function AFTER you import the skins_api file Are you sure you have these lines from the tutorial? Link to comment Share on other sites More sharing options...
ILikeHoneyBees Posted March 19, 2020 Share Posted March 19, 2020 8 minutes ago, Hornete said: --Hornet: I am currently using wilba as an example, youll want to change all instances of "wilba" to the prefab name of your character! --Skins local _G = GLOBAL local PREFAB_SKINS = _G.PREFAB_SKINS local PREFAB_SKINS_IDS = _G.PREFAB_SKINS_IDS local SKIN_AFFINITY_INFO = GLOBAL.require("skin_affinity_info") modimport("skins_api") --Hornet: We import the file! If you named your file something else other than skins_api then youll want to rename this function to the name of the file SKIN_AFFINITY_INFO.wilba = { "wilba_victorian", --Hornet: These skins will show up for the character when the Survivor filter is enabled } --[[ --Hornet: The table of skins youre going to have, You can have as many skins as you want! PREFAB_SKINS["wilba"] = { "wilba_none", "wilba_roseate", "wilba_victorian", } --And So on! ]] PREFAB_SKINS_IDS = {} --Make sure this is after you change the PREFAB_SKINS["character"] table for prefab,skins in pairs(PREFAB_SKINS) do PREFAB_SKINS_IDS[prefab] = {} for k,v in pairs(skins) do PREFAB_SKINS_IDS[prefab][v] = k end end AddSkinnableCharacter("wilba") --Hornet: The character youd like to skin, make sure you use the prefab name. And MAKE sure you run this function AFTER you import the skins_api file Are you sure you have these lines from the tutorial? Oh dear me, I am so sorry. I put them in but I think I was saving them to an old back-uped version. I added it to the files I'm using. and I got another error. and I'm back where I started. the last time this was because I mis-named something. but you mentioned something about type=base. I'll go and take a look at the code and get back to you (in case you hadn't already guessed. I'm not a programmer) Link to comment Share on other sites More sharing options...
Hornete Posted March 19, 2020 Author Share Posted March 19, 2020 Just now, ILikeHoneyBees said: Back to step one, haha. Are you absolutely positive you have this line for both the zeta_none and zeta_rose skins in the CreatePrefabSkin functions? type = "base" If you do, share the mods files so I can take a look Link to comment Share on other sites More sharing options...
ILikeHoneyBees Posted March 19, 2020 Share Posted March 19, 2020 Hmmm, the type=base is there, and I'm not seeing any naming issues. do you have any idea what else could be a problem? wait, gimme a moment I'll go check those Yea they do have the CreatePrefabSkin functions. do you want just the modmain or the whole mod? Link to comment Share on other sites More sharing options...
ILikeHoneyBees Posted March 19, 2020 Share Posted March 19, 2020 Well, for now here is the modmain file PrefabFiles = { "mutantbeecocoon", "mutantbee", "mutantbeehive", "zeta", "zeta_none", "armor_honey" } Assets = { Asset( "IMAGE", "images/saveslot_portraits/zeta.tex" ), Asset( "ATLAS", "images/saveslot_portraits/zeta.xml" ), Asset( "IMAGE", "images/selectscreen_portraits/zeta.tex" ), Asset( "ATLAS", "images/selectscreen_portraits/zeta.xml" ), Asset( "IMAGE", "images/selectscreen_portraits/zeta_silho.tex" ), Asset( "ATLAS", "images/selectscreen_portraits/zeta_silho.xml" ), Asset( "IMAGE", "bigportraits/zeta.tex" ), Asset( "ATLAS", "bigportraits/zeta.xml" ), Asset( "IMAGE", "bigportraits/zeta_rose.tex" ), Asset( "ATLAS", "bigportraits/zeta_rose.xml" ), Asset( "IMAGE", "images/map_icons/zeta.tex" ), Asset( "ATLAS", "images/map_icons/zeta.xml" ), Asset( "IMAGE", "images/map_icons/mutantbeecocoon.tex" ), Asset( "ATLAS", "images/map_icons/mutantbeecocoon.xml" ), Asset( "IMAGE", "images/map_icons/mutantbeehive.tex" ), Asset( "ATLAS", "images/map_icons/mutantbeehive.xml" ), Asset( "IMAGE", "images/avatars/avatar_zeta.tex" ), Asset( "ATLAS", "images/avatars/avatar_zeta.xml" ), Asset( "IMAGE", "images/avatars/avatar_ghost_zeta.tex" ), Asset( "ATLAS", "images/avatars/avatar_ghost_zeta.xml" ), Asset( "IMAGE", "images/avatars/self_inspect_zeta.tex" ), Asset( "ATLAS", "images/avatars/self_inspect_zeta.xml" ), Asset( "IMAGE", "images/names_zeta.tex" ), Asset( "ATLAS", "images/names_zeta.xml" ), Asset( "IMAGE", "bigportraits/zeta_none.tex" ), Asset( "ATLAS", "bigportraits/zeta_none.xml" ), Asset("SOUNDPACKAGE", "sound/zeta.fev"), Asset("SOUND", "sound/zeta.fsb"), Asset("ANIM", "anim/status_symbiosis.zip"), Asset("ANIM", "anim/status_meter_symbiosis.zip"), } RemapSoundEvent( "dontstarve/characters/zeta/hurt", "zeta/zeta/hurt" ) RemapSoundEvent( "dontstarve/characters/zeta/talk_LP", "zeta/zeta/talk_LP" ) RemapSoundEvent( "dontstarve/characters/zeta/death_voice", "zeta/zeta/death_voice" ) RemapSoundEvent( "dontstarve/characters/zeta/emote", "zeta/zeta/emote" ) --dst RemapSoundEvent( "dontstarve/characters/zeta/pose", "zeta/zeta/pose" ) --dst RemapSoundEvent( "dontstarve/characters/zeta/yawn", "zeta/zeta/yawn" ) --dst RemapSoundEvent( "dontstarve/characters/zeta/ghost_LP", "zeta/zeta/ghost_LP" ) --dst local require = GLOBAL.require local STRINGS = GLOBAL.STRINGS local TUNING = GLOBAL.TUNING local Ingredient = GLOBAL.Ingredient local RECIPETABS = GLOBAL.RECIPETABS local TECH = GLOBAL.TECH -- Stats TUNING.OZZY_MAX_HEALTH = 175 TUNING.OZZY_MAX_SANITY = 100 TUNING.OZZY_MAX_HUNGER = 125 TUNING.OZZY_DEFAULT_DAMAGE_MULTIPLIER = 0.75 TUNING.OZZY_HUNGER_SCALE = 1.1 TUNING.OZZY_NUM_PETALS_PER_HONEY = 5 TUNING.OZZY_SHARE_TARGET_DIST = 30 TUNING.OZZY_MAX_SHARE_TARGETS = 20 TUNING.OZZY_DEFAUT_SPEED_MULTIPLIER = 1.0 TUNING.OZZY_SPRING_SPEED_MULTIPLIER = 1.15 TUNING.OZZY_WINTER_SPEED_MULTIPLIER = 0.85 TUNING.OZZY_MAX_SUMMON_BEES = 3 TUNING.OZZY_SUMMON_CHANCE = 0.3 TUNING.OZZY_MAX_BEES_STORE = 7 -- Mutant bee stats TUNING.MUTANT_BEE_HEALTH = 100 TUNING.MUTANT_BEE_DAMAGE = 10 TUNING.MUTANT_BEE_ATTACK_PERIOD = 1 TUNING.MUTANT_BEE_TARGET_DIST = 8 TUNING.MUTANT_BEE_WATCH_DIST = 20 TUNING.MUTANT_BEE_MAX_POISON_TICKS = 5 TUNING.MUTANT_BEE_POISON_DAMAGE = 5 TUNING.MUTANT_BEE_POISON_PERIOD = 0.75 TUNING.MUTANT_BEE_EXPLOSIVE_DAMAGE_MULTIPLIER = 3.0 TUNING.MUTANT_BEE_EXPLOSIVE_RANGE = 8 TUNING.MUTANT_BEE_FROSTBITE_SPEED_PENALTY = 0.5 TUNING.MUTANT_BEE_FROSTBITE_ATK_PERIOD_PENALTY = 1.65 TUNING.MUTANT_BEE_COLDNESS_ADD = 0.5 TUNING.MUTANT_BEE_WEAPON_ATK_RANGE = 10 TUNING.MUTANT_BEE_RANGED_TARGET_DIST = 10 TUNING.MUTANT_BEE_RANGED_ATK_HEALTH_PENALTY = 1 / 10 TUNING.MUTANT_BEE_RANGED_DAMAGE = 15 TUNING.MUTANT_BEE_RANGED_ATK_PERIOD = 2.5 -- Mutant beehive stats TUNING.MUTANT_BEEHIVE_DEFAULT_EMERGENCY_BEES = 2 TUNING.MUTANT_BEEHIVE_EMERGENCY_BEES_PER_PLAYER = 100 TUNING.MUTANT_BEEHIVE_EMERGENCY_RADIUS = 30 TUNING.MUTANT_BEEHIVE_BEES = 4 TUNING.MUTANT_BEEHIVE_DEFAULT_RELEASE_TIME = 30 TUNING.MUTANT_BEEHIVE_DEFAULT_REGEN_TIME = 30 TUNING.MUTANT_BEEHIVE_DELTA_BEES = 1 TUNING.MUTANT_BEEHIVE_DELTA_RELEASE_TIME = 10 TUNING.MUTANT_BEEHIVE_DELTA_REGEN_TIME = 5 TUNING.MUTANT_BEEHIVE_UPGRADES_PER_STAGE = 3 TUNING.MUTANT_BEEHIVE_WATCH_DIST = 30 TUNING.MUTANT_BEEHIVE_RECOVER_PER_CHILD = 0.75 TUNING.MUTANT_BEEHIVE_GROW_TIME = {TUNING.TOTAL_DAY_TIME * 10, TUNING.TOTAL_DAY_TIME * 10} -- Armor honey TUNING.ARMORHONEY_MAX_ABSORPTION = 0.65 TUNING.ARMORHONEY_MIN_ABSORPTION = 0.35 TUNING.ARMORHONEY_HEAL_TICKS = 5 TUNING.ARMORHONEY_HEAL_INTERVAL = 1 TUNING.ARMORHONEY_MIN_HEAL_PERCENT = 0.01 TUNING.ARMORHONEY_MAX_HEAL_PERCENT = 0.03 TUNING.ARMORHONEY_MIN_HEAL_EXTRA = 1 TUNING.ARMORHONEY_MAX_HEAL_EXTRA = 3 TUNING.ARMORHONEY_ADD_STORE = 1 TUNING.ARMORHONEY_MULT_REGEN_TICK = 2 / 3 -- Parasite TUNING.METAPIS_PARASITE_HEALTH_DIV = 200 TUNING.METAPIS_MAX_PARASITES_PER_VICTIM = 4 TUNING.METAPIS_PARASITE_NEAR_OWNER_SPAWN_RANGE = 20 TUNING.METAPIS_PARASITE_HEALTH_RATE = 0.5 TUNING.METAPIS_PARASITE_DAMAGE_RATE = 0.5 TUNING.METAPIS_PARASITE_LIFE_SPAN = 30 -- Mod config local num_bees = GetModConfigData("NUM_BEES_IN_HIVE") TUNING.MUTANT_BEEHIVE_DEFAULT_EMERGENCY_BEES = TUNING.MUTANT_BEEHIVE_DEFAULT_EMERGENCY_BEES + num_bees * 2 TUNING.MUTANT_BEEHIVE_DEFAULT_REGEN_TIME = TUNING.MUTANT_BEEHIVE_DEFAULT_REGEN_TIME - num_bees * 10 local bee_damage = GetModConfigData("BEE_DAMAGE") TUNING.MUTANT_BEE_DAMAGE = TUNING.MUTANT_BEE_DAMAGE + bee_damage * 5 TUNING.MUTANT_BEE_ATTACK_PERIOD = TUNING.MUTANT_BEE_ATTACK_PERIOD - bee_damage * 0.5 TUNING.MUTANT_BEE_POISON_DAMAGE = TUNING.MUTANT_BEE_POISON_DAMAGE - bee_damage * 2 TUNING.MUTANT_BEE_RANGED_DAMAGE = TUNING.MUTANT_BEE_RANGED_DAMAGE + bee_damage * 5 TUNING.MUTANT_BEE_RANGED_ATK_PERIOD = TUNING.MUTANT_BEE_RANGED_ATK_PERIOD - bee_damage * 1 -- The character select screen lines STRINGS.CHARACTER_TITLES.zeta = "The Buzzy" STRINGS.CHARACTER_NAMES.zeta = "Wuzzy" STRINGS.CHARACTER_DESCRIPTIONS.zeta = "*Has his own hive\n*Produces honey by eating petals\n*Summons bees by chance on attack" STRINGS.CHARACTER_QUOTES.zeta = "\"Let's beefriend!\"" -- Custom speech strings STRINGS.CHARACTERS.ZETA = require "speech_zeta" -- The character's name as appears in-game STRINGS.NAMES.ZETA = "Wuzzy" AddMinimapAtlas("images/map_icons/zeta.xml") AddMinimapAtlas("images/map_icons/mutantbeecocoon.xml") AddMinimapAtlas("images/map_icons/mutantbeehive.xml") -- Add mod character to mod character list. Also specify a gender. Possible genders are MALE, FEMALE, ROBOT, NEUTRAL, and PLURAL. AddModCharacter("zeta", "MALE") local function MakeHoneycombUpgrader(prefab) if not prefab.components.upgrader then prefab:AddComponent("upgrader") end end AddPrefabPostInit("honeycomb", MakeHoneycombUpgrader) local function HandleHoneyPerishingInMetapisHive(prefab) if prefab.components.perishable and prefab.components.inventoryitem then local OldOnPutInInventory = prefab.components.inventoryitem.onputininventoryfn or function() return end prefab.components.inventoryitem:SetOnPutInInventoryFn(function(inst, owner) if owner.prefab == "mutantbeehive" then inst.components.perishable:StopPerishing() end OldOnPutInInventory(inst, owner) end) local inventoryitem = prefab.components.inventoryitem local OldOnRemoved = inventoryitem.OnRemoved local onremovedfn = function(inst, owner) if owner.prefab == "mutantbeehive" then inst.components.perishable:StartPerishing() end end inventoryitem.OnRemoved = function(comp) if comp.owner then onremovedfn(comp.inst, comp.owner) end OldOnRemoved(comp) end end end AddPrefabPostInit("honey", HandleHoneyPerishingInMetapisHive) local containers = GLOBAL.require("containers") local oldwidgetsetup = containers.widgetsetup local MyChests = { mutantbeehive = "treasurechest", } containers.widgetsetup = function(container, prefab, data) prefab = MyChests[prefab or container.inst.prefab] or prefab oldwidgetsetup(container, prefab, data) end AddRecipe("mutantbeecocoon", { Ingredient("honeycomb", 1), Ingredient("cutgrass", 4), Ingredient("honey", 1) }, RECIPETABS.SURVIVAL, TECH.NONE, nil, nil, nil, nil, "beemaster", "images/inventoryimages/mutantbeecocoon.xml", "mutantbeecocoon.tex" ) AddRecipe("armorhoney", { Ingredient("log", 10), Ingredient("rope", 1), Ingredient("honey", 3) }, RECIPETABS.WAR, TECH.NONE, nil, nil, nil, nil, "beemaster", "images/inventoryimages/armor_honey.xml", "armor_honey.tex" ) GLOBAL.ACTIONS.UPGRADE.priority = 1 -- To show over ACTIONS.STORE local Badge = require("widgets/badge") local function OnRegenTick(inst, data) local percent = inst.components.beesummoner:GetRegenTickPercent() inst.symbiosis_percent:set(math.floor(percent * 100 + 0.5)) inst.symbiosis_maxval:set(inst.components.beesummoner.maxticks) inst.symbiosis_numstore:set(inst.components.beesummoner.numstore) if data.currenttick > 0 then inst.symbiosis_pulse:set(true) else inst.symbiosis_pulse:set(false) end end local function OnNumStoreChange(inst, data) inst.symbiosis_numstore:set(inst.components.beesummoner.numstore) end local function CalcSymbiosisPosition(status) -- Assume that brain always stays in the middle, stomach on the left and heart on the right local brainPos = status.brain:GetPosition() local stomachPos = status.stomach:GetPosition() local heartPos = status.heart:GetPosition() local pos = GLOBAL.Vector3(2 * stomachPos.x - brainPos.x, brainPos.y, stomachPos.z) return pos end local function StatusPostConstruct(self) if self.owner.prefab == 'zeta' then self.symbiosis = self:AddChild(Badge(nil, self.owner, { 48 / 255, 169 / 255, 169 / 255, 1 }, "status_symbiosis")) self.symbiosis.backing:GetAnimState():SetBuild("status_meter_symbiosis") self.symbiosis:Hide() self.symbiosis.num:Show() local OldOnLoseFocus = self.symbiosis.OnLoseFocus self.symbiosis.OnLoseFocus = function(badge) OldOnLoseFocus(badge) badge.num:Show() end self.owner.UpdateSymbiosisBadge = function() local percent = self.owner.symbiosis_percent and (self.owner.symbiosis_percent:value() / 100) or 0 local maxval = self.owner.symbiosis_maxval and self.owner.symbiosis_maxval:value() or 0 local numstore = self.owner.symbiosis_numstore and self.owner.symbiosis_numstore:value() or 0 local pulse = self.owner.symbiosis_pulse and self.owner.symbiosis_pulse:value() or false local pos = CalcSymbiosisPosition(self) self.symbiosis:Show() self.symbiosis:SetPosition(pos:Get()) self.symbiosis:SetScale(self.brain:GetScale():Get()) self.symbiosis:SetPercent(percent, maxval) self.symbiosis.num:SetString(GLOBAL.tostring(numstore)) if pulse then self.symbiosis:PulseGreen() end end end end AddClassPostConstruct("widgets/statusdisplays", StatusPostConstruct) local function onsymbiosisdirty(inst) if GLOBAL.ThePlayer and GLOBAL.ThePlayer.UpdateSymbiosisBadge then GLOBAL.ThePlayer.UpdateSymbiosisBadge() end end local function PlayerPostConstruct(inst) if inst.prefab ~= 'zeta' then return end inst.symbiosis_percent = GLOBAL.net_byte(inst.GUID, "symbiosis.percent", "symbiosisdirty") inst.symbiosis_maxval = GLOBAL.net_byte(inst.GUID, "symbiosis.maxval", "symbiosisdirty") inst.symbiosis_numstore = GLOBAL.net_byte(inst.GUID, "symbiosis.numstore", "symbiosisdirty") inst.symbiosis_pulse = GLOBAL.net_bool(inst.GUID, "symbiosis.pulse", "symbiosisdirty") if GLOBAL.TheWorld.ismastersim then inst:ListenForEvent("onregentick", OnRegenTick) inst:ListenForEvent("onnumstorechange", OnNumStoreChange) -- kick off badge inst:DoTaskInTime(0, function() inst:PushEvent("onregentick", {currenttick = 0}) end) end if not GLOBAL.TheNet:IsDedicated() then inst:ListenForEvent("symbiosisdirty", onsymbiosisdirty) end end AddPlayerPostInit(PlayerPostConstruct) --Skin Stuff Below --Hornet: I am currently using wilba as an example, youll want to change all instances of "wilba" to the prefab name of your character! --Skins local _G = GLOBAL local PREFAB_SKINS = _G.PREFAB_SKINS local PREFAB_SKINS_IDS = _G.PREFAB_SKINS_IDS local SKIN_AFFINITY_INFO = GLOBAL.require("skin_affinity_info") modimport("skins_api") --Hornet: We import the file! If you named your file something else other than skins_api then youll want to rename this function to the name of the file SKIN_AFFINITY_INFO.zeta = { "zeta_rose", --Hornet: These skins will show up for the character when the Survivor filter is enabled } --[[ --Hornet: The table of skins youre going to have, You can have as many skins as you want! PREFAB_SKINS["zeta"] = { "zeta_none", "zeta_rose", } --And So on! ]] PREFAB_SKINS_IDS = {} --Make sure this is after you change the PREFAB_SKINS["character"] table for prefab,skins in pairs(PREFAB_SKINS) do PREFAB_SKINS_IDS[prefab] = {} for k,v in pairs(skins) do PREFAB_SKINS_IDS[prefab][v] = k end end AddSkinnableCharacter("zeta") --Hornet: The character youd like to skin, make sure you use the prefab name. And MAKE sure you run this function AFTER you import the skins_api file --Skin STRINGS STRINGS.SKIN_NAMES.zeta_none = "Wuzzy" STRINGS.SKIN_QUOTES.zeta_none = "\"Bees Together Strong\"" STRINGS.SKIN_DESCRIPTIONS.zeta_none = "Placeholder." STRINGS.SKIN_NAMES.zeta_rose = "The Roseate" STRINGS.SKIN_QUOTES.zeta_rose = "\"I think I got more on me than in the hive!\"" STRINGS.SKIN_DESCRIPTIONS.zeta_rose = "Wuzzy loves pollinating flowers at dawn with his fuzzy flying compainions." Link to comment Share on other sites More sharing options...
Hornete Posted March 20, 2020 Author Share Posted March 20, 2020 1 hour ago, ILikeHoneyBees said: Sorry for being a bit late, can you share the entire mod? Link to comment Share on other sites More sharing options...
ILikeHoneyBees Posted March 20, 2020 Share Posted March 20, 2020 46 minutes ago, Hornete said: Sorry for being a bit late, can you share the entire mod? Hmmm, I've tried twice now and klei can't handle the post. I'm going to try and break it up. and it's only 25MB total anim folder armor_honey.zip bee_anim.zip esctemplate.zip ghost_zeta_build.zip melissa.zip mutantassassinbee.zip mutantassassinhive.zip mutantbee_angry_build.zip mutantbee_build.zip mutantbeecocoon.zip mutantbeehive.zip mutantdefenderbee.zip mutantdefenderhive.zip mutantrangerbee.zip mutantrangerhive.zip mutantsoldierbee.zip mutantworkerbee.zip pollen_fx.zip status_meter_symbiosis.zip status_symbiosis.zip swap_melissa.zip symbiosis.zip zeta.zip zeta_none.zip zeta_rose.zip zetapollen.zip zeta_rose.xmlzeta_rose.texbigportraitzeta_none.xmlzeta_none.texzeta.xmlzeta.texs folder bigportraits folder.. zeta_rose.xml zeta_rose.tex zeta_none.xm zeta_none.tex zeta.xml zeta.tex lower arm upper arm upper arm skin cheeks face feet Oh dear this really isn't working. I need to get some sleep now. so I'll check this in the morning. but how do I do his without this discussion crashing? Link to comment Share on other sites More sharing options...
ILikeHoneyBees Posted March 20, 2020 Share Posted March 20, 2020 just as an FYI I'm back now Link to comment Share on other sites More sharing options...
Hornete Posted March 20, 2020 Author Share Posted March 20, 2020 12 hours ago, ILikeHoneyBees said: Oh dear this really isn't working. I need to get some sleep now. so I'll check this in the morning. but how do I do his without this discussion crashing? Try zipping up the entire mod folder and sending it here. Link to comment Share on other sites More sharing options...
ILikeHoneyBees Posted March 20, 2020 Share Posted March 20, 2020 Hmm, okay I'll do that now here ya go! again, thanks so much for helping me with this Wuzzy Mod.zip Link to comment Share on other sites More sharing options...
Hornete Posted March 20, 2020 Author Share Posted March 20, 2020 1 hour ago, ILikeHoneyBees said: Hmm, okay I'll do that now here ya go! again, thanks so much for helping me with this Wuzzy Mod.zip Ah so the issue was in the modmain, sorry for wasting your time on uploading the mod. Anyways --[[ --Hornet: The table of skins youre going to have, You can have as many skins as you want! PREFAB_SKINS["zeta"] = { "zeta_none", "zeta_rose", } --And So on! ]] For some reason this is commented out, but it shouldn't be. So change it to this --Hornet: The table of skins youre going to have, You can have as many skins as you want! PREFAB_SKINS["zeta"] = { "zeta_none", "zeta_rose", } --And So on! Link to comment Share on other sites More sharing options...
ILikeHoneyBees Posted March 20, 2020 Share Posted March 20, 2020 1 hour ago, Hornete said: Ah so the issue was in the modmain, sorry for wasting your time on uploading the mod. Anyways --[[ --Hornet: The table of skins youre going to have, You can have as many skins as you want! PREFAB_SKINS["zeta"] = { "zeta_none", "zeta_rose", } --And So on! ]] For some reason this is commented out, but it shouldn't be. So change it to this --Hornet: The table of skins youre going to have, You can have as many skins as you want! PREFAB_SKINS["zeta"] = { "zeta_none", "zeta_rose", } --And So on! OH YES!!!! it works! It WORKS! Oooooo thank you so much. this means so much to me!!!!! YES! I still get an error on my modded world, but hey. I'll fix that myself. quick question though. any idea why the portrait frame is not showing up? TBH I don't care at this point. I'm just so happy it works. Here's the error by the way if you have any idea what it could be. to me it seems like an issue with the character files themselves (I sure hope that's not the case! I've been on this world for a while and I'd hate to give it up) but I hope it lies within the some 30 mods I run If you don't know. that's fine. I'll fix it myself. just, thank you! thank you! thank you! Link to comment Share on other sites More sharing options...
ILikeHoneyBees Posted March 20, 2020 Share Posted March 20, 2020 Okay Been talking with the creator of the mod and we've got it fixed. Thanks SO SO SO SO much for helping me 1 Link to comment Share on other sites More sharing options...
ChinaMrG Posted March 28, 2020 Share Posted March 28, 2020 is that possible to make skins for items and buildings? Link to comment Share on other sites More sharing options...
icantevenname Posted April 6, 2020 Share Posted April 6, 2020 Think we can make some kind of gallery thread? Link to comment Share on other sites More sharing options...
cosmisora Posted April 14, 2020 Share Posted April 14, 2020 Hello, I've been following this tutorial and have ran into similar issues as ILikeHoneyBees, and was able to resolve most of the errors. Only problem now is that the game seems to ignore the skin(s). As-in; the game compiles the mod, and runs without crashes but doesn't "see" the skin whenever starting a new world or opening the wardrobe. Link to comment Share on other sites More sharing options...
Hornete Posted June 21, 2020 Author Share Posted June 21, 2020 @Goat Slice @Canis @-Variant @PanAzej @Toros @Mr. Tiddles @ILikeHoneyBees Hello! I apologize deeply if I bothered you, I just wanted to let some of the people I know using the file that I updated it just now, before there was a bug where you wouldn't be able to see your custom skins if the Owned filter was enabled. I now fixed that and you should be able to redownload it from the original post! If you don't want to redownload it you can simply paste this code into your already downloaded file local _GetLockedSkinFilter = _G.GetLockedSkinFilter function _G.GetLockedSkinFilter() local _LockedFilter = _GetLockedSkinFilter() function LockedFilter(item_key) local index = item_key:find("_") local character = item_key:sub(1, index - 1) if SKINNABLE_CHARACTERS[character] then return true end return _LockedFilter(item_key) end return LockedFilter end On 4/13/2020 at 9:14 PM, cosmisora said: Hello, I've been following this tutorial and have ran into similar issues as ILikeHoneyBees, and was able to resolve most of the errors. Only problem now is that the game seems to ignore the skin(s). As-in; the game compiles the mod, and runs without crashes but doesn't "see" the skin whenever starting a new world or opening the wardrobe. Hey! I'm so so sorry i'm late, I haven't seen this, I hope youre still there! Are you sure you put something like this into your modmain, and created your skin prefab? PREFAB_SKINS["wilba"] = {"wilba_none", "wilba_victorian"} it might not be showing up because your owned filter is on, which I just fixed now! So try updating my file 2 1 Link to comment Share on other sites More sharing options...
Goregonzola Posted July 28, 2020 Share Posted July 28, 2020 Hey! I hope I'm not too late to the party. I'm a newest member of the "I-might-have-screwed-up-something" club: Somehow I've stucked in the world generation phase and I get the attached error. Since it's not a crash, I don't really know what should I do about it at the moment. I've attached the whole character file below. Could you guys help me about it? Thanks in advance! spinel.rar Link to comment Share on other sites More sharing options...
Goregonzola Posted July 28, 2020 Share Posted July 28, 2020 Okay, progress has been done: I've had to remove this part from my character.none file: Spoiler local assets = { Asset( "ANIM", "anim/spinel.zip" ), Asset( "ANIM", "anim/ghost_spinel_build.zip" ), } local skins = { normal_skin = "spinel", ghost_skin = "ghost_spinel_build", } return CreatePrefabSkin("spinel_none", { base_prefab = "spinel", type = "base", assets = assets, skins = skins, skin_tags = {"SPINEL", "CHARACTER", "BASE"}, build_name_override = "spinel", rarity = "Character", }) Now the world loads in well, the custom skin is chooseable, but I can't pick my original skin. Here's my current character file: spinel.rar Link to comment Share on other sites More sharing options...
Goregonzola Posted July 28, 2020 Share Posted July 28, 2020 Okay, I've solved it It works now! I've had to add "spinel_none" to the following: Spoiler PREFAB_SKINS["spinel"] = { "spinel_none", "spinel_rose" } 1 Link to comment Share on other sites More sharing options...
icantevenname Posted September 8, 2020 Share Posted September 8, 2020 (edited) Pro Tip: Do not comment out anything in the _none file (--Like this), it'll cause a crash when you switch from a skin that's below the commented out area. Just to clarify: This doesn't need to be fixed, it's just a heads-up. Edited September 9, 2020 by icantevenname Link to comment Share on other sites More sharing options...
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