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Hello forums! I'm trying to make a mod that forces Wolfgang to visually appear at a certain mightiness while being functionally different. For example, with this mod you'd be able to have Wolfgang always look wimpy, even when he's mighty or normal. Does anyone know where I could look to start with something like this?

On 12/22/2025 at 8:50 PM, zvxaxvz said:

Hello forums! I'm trying to make a mod that forces Wolfgang to visually appear at a certain mightiness while being functionally different. For example, with this mod you'd be able to have Wolfgang always look wimpy, even when he's mighty or normal. Does anyone know where I could look to start with something like this?

I used AI to generate this code, and I was genuinely surprised that it actually works, although there are some issues. If you need help with modding, I think besides this forum you can also join some large Discord servers dedicated to DST modding — they might be able to help you.
 

Spoiler
AddPrefabPostInit("wolfgang", function(inst)
    if not GLOBAL.TheWorld.ismastersim then
        return inst
    end

    local function ForceWimpyVisual(inst)
        if inst.components.skinner then
            inst.components.skinner:SetSkinMode("wimpy_skin", "wolfgang_skinny")
        end

        if not inst:HasTag("ingym") and inst.components.rider ~= nil and not inst.components.rider:IsRiding() then
            inst:ApplyAnimScale("mightiness", 0.9)
        end

        inst:RemoveTag("mightiness_mighty")
        inst:RemoveTag("mightiness_normal")
        inst:AddTag("mightiness_wimpy")

        inst.customidleanim = "idle_wolfgang_skinny"
    end

    inst:DoTaskInTime(.3, function()
        ForceWimpyVisual(inst)
        local mightiness = inst.components.mightiness
        if mightiness == nil then
            return
        end
        local _BecomeState = mightiness.BecomeState
        mightiness.BecomeState = function(self, state, silent, delay_skin, forcesound)
            _BecomeState(self, state, silent, delay_skin, forcesound)
            ForceWimpyVisual(self.inst)
        end
    end)
end)

 

 

1 hour ago, Haruhi Kawaii said:

I used AI to generate this code, and I was genuinely surprised that it actually works, although there are some issues. If you need help with modding, I think besides this forum you can also join some large Discord servers dedicated to DST modding — they might be able to help you.
 

  Reveal hidden contents
AddPrefabPostInit("wolfgang", function(inst)
    if not GLOBAL.TheWorld.ismastersim then
        return inst
    end

    local function ForceWimpyVisual(inst)
        if inst.components.skinner then
            inst.components.skinner:SetSkinMode("wimpy_skin", "wolfgang_skinny")
        end

        if not inst:HasTag("ingym") and inst.components.rider ~= nil and not inst.components.rider:IsRiding() then
            inst:ApplyAnimScale("mightiness", 0.9)
        end

        inst:RemoveTag("mightiness_mighty")
        inst:RemoveTag("mightiness_normal")
        inst:AddTag("mightiness_wimpy")

        inst.customidleanim = "idle_wolfgang_skinny"
    end

    inst:DoTaskInTime(.3, function()
        ForceWimpyVisual(inst)
        local mightiness = inst.components.mightiness
        if mightiness == nil then
            return
        end
        local _BecomeState = mightiness.BecomeState
        mightiness.BecomeState = function(self, state, silent, delay_skin, forcesound)
            _BecomeState(self, state, silent, delay_skin, forcesound)
            ForceWimpyVisual(self.inst)
        end
    end)
end)

 

 

Thanks for the help! I'll try to tweak this code to fit my purposes.

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