amazingGob Posted September 29, 2025 Share Posted September 29, 2025 I'm working on a simple chester reskin mod, however i don't know how to change the eyebone icon since it has many different state (shadow/snow, open/closed eye) , i can't just do the usual inst.components.inventoryitem.atlasname = "images/inventoryimages/chester_eyebone.xml" --the directory of your atlas inst.components.inventoryitem.imagename = "chester_eyebone" --the name of your image anyone has any idea how to do it? Link to comment https://forums.kleientertainment.com/forums/topic/168221-how-to-reskin-chester-eyebone-inventory-image/ Share on other sites More sharing options...
kyupita Posted September 29, 2025 Share Posted September 29, 2025 I might have an idea, just to be sure - are you just replacing the images for the eyebone and its differnet states to make it look different? Link to comment https://forums.kleientertainment.com/forums/topic/168221-how-to-reskin-chester-eyebone-inventory-image/#findComment-1837564 Share on other sites More sharing options...
amazingGob Posted September 29, 2025 Author Share Posted September 29, 2025 8 hours ago, seraph780 said: I might have an idea, just to be sure - are you just replacing the images for the eyebone and its differnet states to make it look different? yep! Link to comment https://forums.kleientertainment.com/forums/topic/168221-how-to-reskin-chester-eyebone-inventory-image/#findComment-1837631 Share on other sites More sharing options...
kyupita Posted September 30, 2025 Share Posted September 30, 2025 3 hours ago, amazingGob said: yep! I think I figured it out! I took the inventoryimages and inventoryimages1 from the game and turned them into pngs with the tex editor, did a quick edit for the 3 different forms (+opened and closed), turned them back into tex files, created xml files and copy/pasted the xml data for the eyebones into it And then in the modmain I called the tex and xml file assets eyebonereskinned.zip Link to comment https://forums.kleientertainment.com/forums/topic/168221-how-to-reskin-chester-eyebone-inventory-image/#findComment-1837647 Share on other sites More sharing options...
amazingGob Posted September 30, 2025 Author Share Posted September 30, 2025 2 hours ago, seraph780 said: I think I figured it out! I took the inventoryimages and inventoryimages1 from the game and turned them into pngs with the tex editor, did a quick edit for the 3 different forms (+opened and closed), turned them back into tex files, created xml files and copy/pasted the xml data for the eyebones into it And then in the modmain I called the tex and xml file assets eyebonereskinned.zip 3.03 MB · 1 download ooohhhh interesting. i tested it out and while they eyes works, a lot of other images wouldn't load here's coal, cactus flesh and blue gem for example Link to comment https://forums.kleientertainment.com/forums/topic/168221-how-to-reskin-chester-eyebone-inventory-image/#findComment-1837659 Share on other sites More sharing options...
kyupita Posted September 30, 2025 Share Posted September 30, 2025 8 hours ago, amazingGob said: ooohhhh interesting. i tested it out and while they eyes works, a lot of other images wouldn't load here's coal, cactus flesh and blue gem for example The image I used might've been outdated then, the inventoryimages has a bunch of other sprites included, so an out of date one probably caused that I can try to look into it more, though I will admit I'm not very used to changing the game's already existing images, I mostly create my own items 16 minutes ago, seraph780 said: The image I used might've been outdated then, the inventoryimages has a bunch of other sprites included, so an out of date one probably caused that I can try to look into it more, though I will admit I'm not very used to changing the game's already existing images, I mostly create my own items oh wait I realized the actual reason - the xmls files had to include every single item not just the eyebones, so I copied the entire xml files from the games inventoryimages and inventoryimages 1 and now both the eyebone and other items work again eyebonereskinned2.zip 1 Link to comment https://forums.kleientertainment.com/forums/topic/168221-how-to-reskin-chester-eyebone-inventory-image/#findComment-1837697 Share on other sites More sharing options...
amazingGob Posted September 30, 2025 Author Share Posted September 30, 2025 1 hour ago, seraph780 said: The image I used might've been outdated then, the inventoryimages has a bunch of other sprites included, so an out of date one probably caused that hmmm does this mean ill have to update it everytime theres a new item added to the game? also what if another mod uses the same method? Link to comment https://forums.kleientertainment.com/forums/topic/168221-how-to-reskin-chester-eyebone-inventory-image/#findComment-1837721 Share on other sites More sharing options...
kyupita Posted September 30, 2025 Share Posted September 30, 2025 1 hour ago, amazingGob said: hmmm does this mean ill have to update it everytime theres a new item added to the game? also what if another mod uses the same method? Unfortunately I don't know what to do about either of those things, sorry Only other thing I can come up with right now is creating a new chester using the already existing one's code (and maybe making it so that the old chester eyebone doesn't spawn?) so that those issues don't come up 1 Link to comment https://forums.kleientertainment.com/forums/topic/168221-how-to-reskin-chester-eyebone-inventory-image/#findComment-1837753 Share on other sites More sharing options...
amazingGob Posted October 1, 2025 Author Share Posted October 1, 2025 okay thank you, i'll use it for now but if you find a better way please tell me Link to comment https://forums.kleientertainment.com/forums/topic/168221-how-to-reskin-chester-eyebone-inventory-image/#findComment-1837805 Share on other sites More sharing options...
kyupita Posted October 1, 2025 Share Posted October 1, 2025 5 minutes ago, amazingGob said: okay thank you, i'll use it for now but if you find a better way please tell me ofc! i'll try to look into it more later and see if I can find anything Link to comment https://forums.kleientertainment.com/forums/topic/168221-how-to-reskin-chester-eyebone-inventory-image/#findComment-1837806 Share on other sites More sharing options...
kyupita Posted October 1, 2025 Share Posted October 1, 2025 4 hours ago, kyupita said: ofc! i'll try to look into it more later and see if I can find anything I was able to create a new chester, but I'm stuck figuring out how to get the images to properly show up If someone smarter than me wants to take a look at what I've got so far: RSchester.zip (Might be a little messy, sorry) Taking a break from it now, but I'll keep trying to see if I can fix it on my own later Link to comment https://forums.kleientertainment.com/forums/topic/168221-how-to-reskin-chester-eyebone-inventory-image/#findComment-1837829 Share on other sites More sharing options...
Rickzzs Posted October 1, 2025 Share Posted October 1, 2025 (edited) Redirect the atlas. But I think I'd better give you an entire mod to learn. But being too lazy... Basically you can learn from HUD skin mods. There is a lib that allows you to replace any image. Edited October 1, 2025 by Rickzzs 1 Link to comment https://forums.kleientertainment.com/forums/topic/168221-how-to-reskin-chester-eyebone-inventory-image/#findComment-1837855 Share on other sites More sharing options...
kyupita Posted October 1, 2025 Share Posted October 1, 2025 3 hours ago, Rickzzs said: Redirect the atlas. But I think I'd better give you an entire mod to learn. But being too lazy... Basically you can learn from HUD skin mods. There is a lib that allows you to replace any image. Ok I'll look into it, thanks! Link to comment https://forums.kleientertainment.com/forums/topic/168221-how-to-reskin-chester-eyebone-inventory-image/#findComment-1837890 Share on other sites More sharing options...
kyupita Posted October 1, 2025 Share Posted October 1, 2025 1 hour ago, kyupita said: Ok I'll look into it, thanks! I looked at a couple HUD mods and Cunning fox's tutorial, and tried to do something similar for chester (Specifically trying to change the inventory images and map icons). None of the images I changed pop up in game though, am I naming something wrong or missing anything? steve.zip Link to comment https://forums.kleientertainment.com/forums/topic/168221-how-to-reskin-chester-eyebone-inventory-image/#findComment-1837910 Share on other sites More sharing options...
Rickzzs Posted October 1, 2025 Share Posted October 1, 2025 Changed a little local env = env GLOBAL.setfenv(1, GLOBAL) package.loaded["scripts/img_override_data2"] = nil local CONVERTION_DATA = require("img_override_data2") local copy=deepcopy(CONVERTION_DATA) for k,v in pairs(copy) do CONVERTION_DATA[tonumber(hash(k))]=v CONVERTION_DATA[k]=v for k2,v2 in pairs(v) do v[tonumber(hash(k2))]=v2 end end local function ConvertTexture(atlas, tex) print(atlas,tex,type(tex)) if CONVERTION_DATA[atlas] and CONVERTION_DATA[atlas][tex] then return unpack(CONVERTION_DATA[atlas][tex]) end return atlas, tex end local Image = require("widgets/image") local _SetTexture = Image.SetTexture Image.SetTexture = function(self, atlas, tex, ...) atlas, tex = ConvertTexture(atlas, tex) return _SetTexture(self, atlas, tex, ...) end -- Generate Assets if not env.Assets then env.Assets = {} end local Assets = env.Assets local CachedAssets = {} for _, v in pairs(CONVERTION_DATA) do for _, data in pairs(v) do CachedAssets[data[1]] = true end end for asset, _ in pairs(CachedAssets) do table.insert(Assets, Asset("ATLAS", asset)) local img_name = asset:sub(0, -5)..".tex" table.insert(Assets, Asset("IMAGE", img_name)) end CachedAssets = nil And please change your name to img_override_data2 so you don't collide with HUD skin mods which usually have that file. Map icons can't be handled this way. Just use an AddPrefabPostInit and do a periodic task to change the icon. That's what I can think of. 1 Link to comment https://forums.kleientertainment.com/forums/topic/168221-how-to-reskin-chester-eyebone-inventory-image/#findComment-1837928 Share on other sites More sharing options...
kyupita Posted October 1, 2025 Share Posted October 1, 2025 1 hour ago, Rickzzs said: Changed a little local env = env GLOBAL.setfenv(1, GLOBAL) package.loaded["scripts/img_override_data2"] = nil local CONVERTION_DATA = require("img_override_data2") local copy=deepcopy(CONVERTION_DATA) for k,v in pairs(copy) do CONVERTION_DATA[tonumber(hash(k))]=v CONVERTION_DATA[k]=v for k2,v2 in pairs(v) do v[tonumber(hash(k2))]=v2 end end local function ConvertTexture(atlas, tex) print(atlas,tex,type(tex)) if CONVERTION_DATA[atlas] and CONVERTION_DATA[atlas][tex] then return unpack(CONVERTION_DATA[atlas][tex]) end return atlas, tex end local Image = require("widgets/image") local _SetTexture = Image.SetTexture Image.SetTexture = function(self, atlas, tex, ...) atlas, tex = ConvertTexture(atlas, tex) return _SetTexture(self, atlas, tex, ...) end -- Generate Assets if not env.Assets then env.Assets = {} end local Assets = env.Assets local CachedAssets = {} for _, v in pairs(CONVERTION_DATA) do for _, data in pairs(v) do CachedAssets[data[1]] = true end end for asset, _ in pairs(CachedAssets) do table.insert(Assets, Asset("ATLAS", asset)) local img_name = asset:sub(0, -5)..".tex" table.insert(Assets, Asset("IMAGE", img_name)) end CachedAssets = nil And please change your name to img_override_data2 so you don't collide with HUD skin mods which usually have that file. Map icons can't be handled this way. Just use an AddPrefabPostInit and do a periodic task to change the icon. That's what I can think of. Thank you very much! I added the changes, and it worked for the closed version of the image, but the opened eye remains unchanged... Also I can't seem to get the minimap icons working still, but my main focus right now is the inventory images steve.zip 16 minutes ago, kyupita said: Thank you very much! I added the changes, and it worked for the closed version of the image, but the opened eye remains unchanged... Also I can't seem to get the minimap icons working still, but my main focus right now is the inventory images steve.zip 40.12 kB · 0 downloads Just did a quick test and it's specifically the normal chester eyebone (open) and shadow chester eyebone (open) that don't get changed, the 4 other images are fine Link to comment https://forums.kleientertainment.com/forums/topic/168221-how-to-reskin-chester-eyebone-inventory-image/#findComment-1837932 Share on other sites More sharing options...
amazingGob Posted October 2, 2025 Author Share Posted October 2, 2025 hmmm strange that it works on snow chester but not shadow, they have the exact same code from what i can tell Link to comment https://forums.kleientertainment.com/forums/topic/168221-how-to-reskin-chester-eyebone-inventory-image/#findComment-1837968 Share on other sites More sharing options...
Rickzzs Posted October 2, 2025 Share Posted October 2, 2025 I think I made a mistake when copying attributes in a table. So the for iteration cannot iterates every item in a table. for k,v in pairs(copy) do CONVERTION_DATA[tonumber(hash(k))]=v CONVERTION_DATA[k]=v local vv=deepcopy(v) for k2,v2 in pairs(vv) do v[tonumber(hash(k2))]=v2 end end This is the correct code. 1 1 Link to comment https://forums.kleientertainment.com/forums/topic/168221-how-to-reskin-chester-eyebone-inventory-image/#findComment-1838064 Share on other sites More sharing options...
kyupita Posted October 2, 2025 Share Posted October 2, 2025 That worked! Thank you again Here's the version with all of the inventory images replaced: steve.zip 1 Link to comment https://forums.kleientertainment.com/forums/topic/168221-how-to-reskin-chester-eyebone-inventory-image/#findComment-1838071 Share on other sites More sharing options...
amazingGob Posted October 4, 2025 Author Share Posted October 4, 2025 Thank you! Everything works! 1 Link to comment https://forums.kleientertainment.com/forums/topic/168221-how-to-reskin-chester-eyebone-inventory-image/#findComment-1838590 Share on other sites More sharing options...
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