Shiro3023 Posted September 24, 2025 Share Posted September 24, 2025 Hello, I just started in this world of modding some days ago and I have found some problems that haven't been able to solve by myself regarding a custom item I am making for my character, In order to solve it I decided to seek help. 1. As it can be seen in the image, there is a way to make the hand be behind the item or hide the hand? 2. I made so the claws are considered tools as for me to be able to work with them, however they still have the basic animations of mining, chopping, etc. Is it possible to overwrite/replace them with the already existing animation of throwing an object? As that one looks better when considering that she is using claws to destroy rocks and trees. As reference I have tried without success to mimic the code I found in a mod called Demogoron, which allowed the character to chop, mine, etc without tools and played the throw animation. Link to comment https://forums.kleientertainment.com/forums/topic/168154-correct-and-replace-modded-item-animation/ Share on other sites More sharing options...
Rickzzs Posted September 24, 2025 Share Posted September 24, 2025 (edited) 1. In a previous mod I worked on there is no luck about adding a new layer beneath the hand. But recently I found AnimState.SetSymbolExchange being used to swap skirt and torso. This may be a solution. 2. You can modify sgWilson, there are actionhandlers that decides which state an action will enter. And in the state's enter function you can modify the animation to be played. For example (from mod limbus company) local function ReplaceIf(states, name, iffn, thenfn) local state = states[name] if state then local onenter = state.onenter or state.deststate local key = "onenter" if state.deststate then key = "deststate" end state[key] = function(inst, ...) if iffn(inst, ...) then return FunctionOrValue(thenfn, inst, ...) end return onenter(inst, ...) end end end AddStategraphPostInit("wilson",function(sg) local states = sg.states local ac = sg.actionhandlers ReplaceIf(states, "bugnet_start", IsGregor, function(inst) inst.components.locomotor:Stop() inst.AnimState:PlayAnimation("atk_pre") end) end) Edited September 24, 2025 by Rickzzs Link to comment https://forums.kleientertainment.com/forums/topic/168154-correct-and-replace-modded-item-animation/#findComment-1837168 Share on other sites More sharing options...
Shiro3023 Posted September 24, 2025 Author Share Posted September 24, 2025 @Rickzzs Thanks for the reply. 1. I will try to see what I can get done with AnimState.SetSymbolExchange. To clarify I don't want to add a new layer behind the hand, I just want to hide the hand or make the object be in a layer over the one the hand is. I checked and the mod from which I took the reference for the claw Wolfe's Claw, was able to make the hand don't appear over the object although I haven't been able to find how they did it. 2. I will try to adapt the function, thanks to provide it. However I have some inquiries, this code where should it be in the files? Does it also replace the state for all the other instances in which my character will work, for example with other tools? I consider that bugnet_start is the state which is being replaced right? Last is, what is "IsGregor"? Link to comment https://forums.kleientertainment.com/forums/topic/168154-correct-and-replace-modded-item-animation/#findComment-1837178 Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now