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Hi, I am a relative newbie at modding, but changing this is usually done through AnimState. Useful functions are AddOverrideBuild when you want to override entire parts of a character, for that you generally need multiple animation files to swap through. Or you can OverrideSymbol when you need to change a single thing. ClearOverrideBuild or ClearOverrideSymbol reverts visuals back to original build.

In Wormwood's case, the flower actually uses a "beard" symbol (which is for things like Wilson's or Webber's beards, which is hilarious btw but makes so much sense now that I look at it, since it behaves like an upside-down beard).

To look at how they manage it, unzip "scripts.zip" in game's folder, and navigate to prefabs/wormwood.lua. Also I find beefalo prefab a useful case study for overriding builds, that's how they handle tendencies.

On 7/5/2025 at 8:55 AM, E100Pavel said:

Also I find beefalo prefab a useful case study for overriding builds, that's how they handle tendencies.

OHH I DIDNT EVEN THINK ABOUT THAT! Thank you thank you thank you! "OverrideSymbolwould be the method I am looking for, I am also quite a newbie as well, but I have alot of  experience in programming just not this specifically so I wanted to expand my horizons with trying something new. Once more thank you

  • Thanks 1

AnimState.AddOverrideBuild(build) and ClearOverrideBuild(build) will simply allow you to replace a basic part of your character regardless of hats. the build file should include the wanted symbol.

When you use OverrideSymbol you need to care about the hat you are wearing so it is not recommended.

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