zvxaxvz Posted December 22, 2025 Share Posted December 22, 2025 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? Link to comment https://forums.kleientertainment.com/forums/topic/169228-i-need-help-with-wolfgangs-visual-changes/ Share on other sites More sharing options...
Haruhi Kawaii Posted December 23, 2025 Share Posted December 23, 2025 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) Link to comment https://forums.kleientertainment.com/forums/topic/169228-i-need-help-with-wolfgangs-visual-changes/#findComment-1846907 Share on other sites More sharing options...
zvxaxvz Posted December 23, 2025 Author Share Posted December 23, 2025 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. Link to comment https://forums.kleientertainment.com/forums/topic/169228-i-need-help-with-wolfgangs-visual-changes/#findComment-1846912 Share on other sites More sharing options...
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