FurryEskimo Posted July 7, 2022 Share Posted July 7, 2022 @Fidooop Hello. Does this still provide a bio page for compatible characters? I don't see it in-game. Link to comment Share on other sites More sharing options...
Hornete Posted July 7, 2022 Share Posted July 7, 2022 1 hour ago, FurryEskimo said: @Fidooop Hello. Does this still provide a bio page for compatible characters? I don't see it in-game. It's an issue with the most recent game updated where Klei moved to another function in some cases like this for grabbing characters that doesn't included modded characters. I've reported it to Fidooop and he will be fixing it. 2 Link to comment Share on other sites More sharing options...
Garamonde Posted October 2, 2022 Share Posted October 2, 2022 (edited) Hi, I was trying this API for the first time and I absolutely LOVE it! In fact, I've already written a bio page for my mod character! Only issue is that something's wrong with his alternate skin displaying: It shows up fine on the character select screen, but not in MiM. Hornet knows about the issue already, but I read through the thread and was curious if @Fidooop or @Cunning fox might've done something that I haven't to get it to work. Here's my mod folder in case that's helpful in identifying any issues: K_K.zip Sorry if I'm being annoying with this! EDIT: I figured out the problem and it's fixed. Edited October 3, 2022 by Garamonde Link to comment Share on other sites More sharing options...
Miya_RItchlin Posted May 31, 2023 Share Posted May 31, 2023 imply add a modclientmain.lua file to your mod? How? Do you mind to upload a screenshot, thanks Link to comment Share on other sites More sharing options...
Wonderlarr Posted October 12, 2023 Share Posted October 12, 2023 If your survivor has a starting item, it's implied in your modclientmain.lua that you must use an image override for it to show up in the menu. -- Image Override from template modclientmain.lua TUNING.STARTING_ITEM_IMAGE_OVERRIDE["alchemistshat"] = { atlas = "images/inventoryimages/alchemistshat.xml", image = "alchemistshat.tex", } But, if you register your inventory image properly with the game via RegisterInventoryItemAtlas, there's no need for an override. -- Register inventory image properly RegisterInventoryItemAtlas("images/inventoryimages/alchemistshat.xml", "alchemistshat.tex") I'm not sure if this is actually better or not, but it makes my brain happier personally. Link to comment Share on other sites More sharing options...
RexySeven Posted October 15, 2023 Share Posted October 15, 2023 So, do I need to copy and past everything I have in modmain.lua to the modclientmain.lua? Or only stuff that relates to my modded character? Like icons, portraits, anim files without stuff like custom items? (Sorry, I'm just pretty new to this) Link to comment Share on other sites More sharing options...
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