Chesed Posted March 19, 2023 Share Posted March 19, 2023 (edited) Hello! Sorry to bother you but I’ve encountered a problem when moving my character over from the old version of the skin API to this one. My character equips masks to change the appearance of his head and face. I do this with AnimState:AddOverrideBuild. Some of my masks use the “swap_face” symbol. My character worked fine with the old version of the API, but since using this one… changing his clothes while wearing a mask causes the “swap_face” layer to disappear, I'm guessing because of the glasses layer. Glasses also override the swap_face, but even if I don’t equip them his swap_face gets cleared every time he uses the wardrobe. It’s literally only happening with swap_face – every other symbol, the mask has priority. Is there anything I can do to prevent this from happening? I wouldn’t mind if the solution stopped him from wearing glasses completely. I tried using “ExcludeClothingSymbolForModCharacter” and while that hides the glasses, his swap_face still disappears. :/ I’m not able to upload my mod character, but if it helps, I’ve used the Extended Character Template to very quickly recreate the issue I’m having. swapface test mod.zip Very sorry if this is a dumb question or an extremely niche issue. If it can't be helped, it's okay. Edited March 19, 2023 by Chesed formatting 1 Link to comment Share on other sites More sharing options...
Hornete Posted March 19, 2023 Author Share Posted March 19, 2023 1 hour ago, Chesed said: [snip] Thanks! In my implementation I made the mistake of assuming that swap_face would only be used in a skin setting, and didn't consider that mods might be using it for their custom hats. I'll get a fix in for it in the next patch (And I'll give precedence to swap_face's overrid in other contexts before skin swap_face's take effect, I imagine most modders would rather have their own gameplay/visuals take priority over what skins the player has from another mod) 1 Link to comment Share on other sites More sharing options...
GodIess Posted April 4, 2023 Share Posted April 4, 2023 (edited) @Hornete Hello, need u help, if I use Asset( "ANIM", "anim/ms_spear_wathgrithr_aloy.zip"), i have error Modded Skins WILL NOT skin official entities unprotected! if I use Asset( "DYNAMIC_ANIM", "anim/ms_spear_wathgrithr_aloy.zip"), the game starts but when i try to equip item i get an error AnimationFile::LoadDynamicTextures Failed to open ../mods/skiiins/anim/ms_spear_wathgrithr_aloy.dyn I don't have a dyn file and I don't know how to make one. I will be very grateful for an explanation of how to create a dyn file Edited April 5, 2023 by GodIess Link to comment Share on other sites More sharing options...
Hornete Posted April 6, 2023 Author Share Posted April 6, 2023 On 4/4/2023 at 6:02 PM, GodIess said: [snip] Hiya! Sorry for the late response, was a bit busy these past few days. I'd be happy to help you though I saw your other thread and it seems you were able what you wanted to do. If you still need something however or something goes awry with your implementation, you're free to reach me again. Link to comment Share on other sites More sharing options...
Chesed Posted April 17, 2023 Share Posted April 17, 2023 (edited) Hello again! Just wanted to report that unfortunately the last patch did not fix my issue. I understand you guys are super busy, so I won't bother you about it again. I was just worried it might have been missed while stuff was being changed. Unrelated, but thank you so much to you and your team for making this stuff possible - and so easy to use! As an artist who can't code to save their life, it's really awesome getting to have this opportunity to do stuff like this for my characters. Edited April 17, 2023 by Chesed Link to comment Share on other sites More sharing options...
Hornete Posted April 22, 2023 Author Share Posted April 22, 2023 On 4/17/2023 at 4:23 PM, Chesed said: Hello again! Just wanted to report that unfortunately the last patch did not fix my issue. I understand you guys are super busy, so I won't bother you about it again. I was just worried it might have been missed while stuff was being changed. Unrelated, but thank you so much to you and your team for making this stuff possible - and so easy to use! As an artist who can't code to save their life, it's really awesome getting to have this opportunity to do stuff like this for my characters. Hiya. It's no worry and you are right it was missed. Unfortunately I encountered complications when designing so I had opted to just have the 'ExcludeClothingSymbolForModCharacter' function you mentioned work properly and have glasses not function at all. Hope that's alright. It'll be in the next patch soonish(for real this time!) 1 Link to comment Share on other sites More sharing options...
Hornete Posted April 25, 2023 Author Share Posted April 25, 2023 On 4/23/2023 at 4:26 PM, GodIess said: in scripts/prefabs/prefabskin.lua: It looks like the init_fn's here come with extra parameters. The vanilla game is able to assign init_fns by each skin prefab and the game passes true for this extra parameter to allow for open top hats though in the API we just search for the init and clear fn's using the prefab name, I would like to change this. For now I'm sure you can hook into the existing fn's and check for the build name to set opentop to true. if build_name == "WhateverYourCustomSkinBuildIs" then opentop = true end Link to comment Share on other sites More sharing options...
GodIess Posted April 26, 2023 Share Posted April 26, 2023 22 hours ago, Hornete said: It looks like the init_fn's here come with extra parameters. The vanilla game is able to assign init_fns by each skin prefab and the game passes true for this extra parameter to allow for open top hats though in the API we just search for the init and clear fn's using the prefab name, I would like to change this. For now I'm sure you can hook into the existing fn's and check for the build name to set opentop to true. if build_name == "WhateverYourCustomSkinBuildIs" then opentop = true end Thx Link to comment Share on other sites More sharing options...
RexySeven Posted May 19, 2023 Share Posted May 19, 2023 Hello! What's the "Year of the Varg" tag for skins? Link to comment Share on other sites More sharing options...
Hornete Posted May 22, 2023 Author Share Posted May 22, 2023 On 5/19/2023 at 1:15 AM, RexySeven said: Hello! What's the "Year of the Varg" tag for skins? "VARG" 1 Link to comment Share on other sites More sharing options...
Well-met Posted June 14, 2023 Share Posted June 14, 2023 (edited) Hi My character has 1 + 3 skins (including _none) and everything works perfectly. If I attempt to add a fourth (fifth) skin, the game crashes on the wardrobe screen. I add the new skin the exact same way I did the others and even tried duplicating an older anim to make sure the .zip wasn't the issue. The game just refuses to add a 5th entry. What's going on? @Hornete Edited June 15, 2023 by Well-met Link to comment Share on other sites More sharing options...
Hornete Posted June 15, 2023 Author Share Posted June 15, 2023 On 6/14/2023 at 10:48 AM, Well-met said: [snip] You are not using the API from what I can observe from your mods list. Link to comment Share on other sites More sharing options...
Well-met Posted June 15, 2023 Share Posted June 15, 2023 API? oh, I'm still using the old way from your other thread. Link to comment Share on other sites More sharing options...
Well-met Posted June 16, 2023 Share Posted June 16, 2023 11 hours ago, Hornete said: You are not using the API from what I can observe from your mods list. Oh actually it's directly in my character modmain -- Skin 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") SKIN_AFFINITY_INFO.melium = { "melium_shadow", "melium_nature", "melium_formal", } PREFAB_SKINS["melium"] = { "melium_none", "melium_shadow", "melium_nature", "melium_formal", } PREFAB_SKINS_IDS = {} 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("melium") Link to comment Share on other sites More sharing options...
Well-met Posted June 18, 2023 Share Posted June 18, 2023 would someone at least post a fully updated list of item rarity? Link to comment Share on other sites More sharing options...
Haruhi Kawaii Posted June 19, 2023 Share Posted June 19, 2023 16 hours ago, Well-met said: would someone at least post a fully updated list of item rarity? If you use this API, you can't choose rarity, here's the reason 1 Link to comment Share on other sites More sharing options...
Wonderlarr Posted June 19, 2023 Share Posted June 19, 2023 8 hours ago, Haruhi Kawaii said: If you use this API, you can't choose rarity, here's the reason I wish we could get a sortkey system or something to sort our skins more easily, like how the old crafting system sorted recipes. Link to comment Share on other sites More sharing options...
Cliffford W. Posted August 2, 2023 Share Posted August 2, 2023 Is it forbidden to add skins for loading backgrounds or something ? Link to comment Share on other sites More sharing options...
TheMinno Posted September 1, 2023 Share Posted September 1, 2023 Hey, i made a character mod and i have added a skin to it, could my mod be added to the Modded Skins API Compatible list on the workshop? The mod is https://steamcommunity.com/sharedfiles/filedetails/?id=2951228262 1 Link to comment Share on other sites More sharing options...
hilber_angers Posted September 13, 2023 Share Posted September 13, 2023 The log showed that a skin for offical item needed a protected file, but Ido not know how to make a dyn file Link to comment Share on other sites More sharing options...
icantevenname Posted September 18, 2023 Share Posted September 18, 2023 Think it's possible to make a character who's gimmick is changing traits and stats based on what skin is equipped? Like, if the character is in a knight skin or something, they take reduced damage. But less than any armor and they can't wear anything in the torso slot. But if they switch to a wizard skin, they take normal damage and can use armor again. But then do more damage with weapons found in the Magic tab. Link to comment Share on other sites More sharing options...
FurryEskimo Posted September 20, 2023 Share Posted September 20, 2023 On 9/18/2023 at 2:30 PM, icantevenname said: Think it's possible to make a character who's gimmick is changing traits and stats based on what skin is equipped? Like, if the character is in a knight skin or something, they take reduced damage. But less than any armor and they can't wear anything in the torso slot. But if they switch to a wizard skin, they take normal damage and can use armor again. But then do more damage with weapons found in the Magic tab. Definitely, but I think that's easier to do that with transformations. Link to comment Share on other sites More sharing options...
ArcAngela Posted September 27, 2023 Share Posted September 27, 2023 (edited) Hello, I'm facing a problem involving hand items specifically, as they often have 2 anim files, in my case I have a weapon that has defaultanim and defaultanim_ground for when the item is dropped on the ground, and I could not get the _ground one to work. OnEquip works fine as intended, the skin gets applied, but when dropping the item it becomes invisible because I presume I have to tell the game to also use the _ground anim, but the API tutorial doesn't cover items that have multiple anim files. What can I do about defaultanim_ground? depthsword.lua Edited September 27, 2023 by ArcAngela added file Link to comment Share on other sites More sharing options...
Hornete Posted September 30, 2023 Author Share Posted September 30, 2023 On 9/13/2023 at 11:14 AM, hilber_angers said: The log showed that a skin for offical item needed a protected file, but Ido not know how to make a dyn file On 8/2/2023 at 3:03 PM, Cliffford W. said: Is it forbidden to add skins for loading backgrounds or something ? Hiya! Sorry for taking a while, I had a vacation and entered Uni back-to-back. I've dm'ed you regarding this topic On 9/18/2023 at 2:30 PM, icantevenname said: Think it's possible to make a character who's gimmick is changing traits and stats based on what skin is equipped? Like, if the character is in a knight skin or something, they take reduced damage. But less than any armor and they can't wear anything in the torso slot. But if they switch to a wizard skin, they take normal damage and can use armor again. But then do more damage with weapons found in the Magic tab. Yup! All necesacary skin information is found in the 'skinner' component. You can hook into the `skinner:SetSkinName` method and apply your changes depending on the new skin (and possibly any reverts depending on the old skin, in case you must clear something) On 9/27/2023 at 5:48 PM, ArcAngela said: Hello, I'm facing a problem involving hand items specifically, as they often have 2 anim files, in my case I have a weapon that has defaultanim and defaultanim_ground for when the item is dropped on the ground, and I could not get the _ground one to work. OnEquip works fine as intended, the skin gets applied, but when dropping the item it becomes invisible because I presume I have to tell the game to also use the _ground anim, but the API tutorial doesn't cover items that have multiple anim files. What can I do about defaultanim_ground? depthsword.lua 4.1 kB · 1 download We follow closely to Klei's implementation and in Klei's case they only really have support for having one animation file cover everything from ground sprites to swap sprites and more. But you can implement a little hack if you do not want to do this. In your init function, you can apply the _ground builds properly after you (I assume) run basic_init_fn --(H): I am making an assumption on what your init_fn may look like, the important like is the AnimState:SetSkin call depthsword_init_fn = function(inst, build_name) basic_init_fn( inst, build_name, "depthsword_ground" ) inst.AnimState:SetSkin(build_name.."_ground", "depthsword_ground") --Skin name with _ground concactenated for the proper anim file. Default build is 2nd parameter end 1 Link to comment Share on other sites More sharing options...
LowFatBananamil Posted October 8, 2023 Share Posted October 8, 2023 Hello! This is my first time ever looking into DST mods and this modded skins API looks amazingly made I was wondering if someone can help me figure one thing out: I'm trying to make a simple mod that adds a vignette of my own. I've copied someone else's homework and got my personal art to show up on a loading screen so far! What I'm having problem is the icon for the vgnette in the curio cabinet.. (I used some other animation's zip and dyn file in order for the game to not crash for this screenshot; It shows up as empty as names and what-nots arn't matching I'm assuming) I think I can properly make my Spriter project for it to export as zip. But this one mod and the another one I'm referencing, both requires the dynamic animation files, which I have no idea how to make one. ModdedCurios = { ms_kaity_bananamilk_sar = { type = "loading", skin_tags = {"LOADING"}, rarity = "ModMade", assets = { Asset("ATLAS", "images/bg_loading_ms_kaity_bananamilk_sar.xml"), Asset("IMAGE", "images/bg_loading_ms_kaity_bananamilk_sar.tex"), -- These I don't know how to make one of my art Asset("DYNAMIC_ANIM", "anim/dynamic/ms_kaity_bananamilk_sar.zip"), Asset("PKGREF", "anim/dynamic/ms_kaity_bananamilk_sar.dyn"), }, } } How can I go around making the zip and the dyn file for the icon? Or are there ways I can achieve this using just regular animation zip file, not dynamic ones? Or should I be asking this question somewhere else, like the "[API] Mods In Menu"? First time posting anything; Feel free to point thigns out for me Link to comment Share on other sites More sharing options...
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