Echsrick Posted April 12 Author Share Posted April 12 managed to find a mod that had a character that is fire immune and over heat protection so i could see what to actualy do and that part works, the health change part like wormwood i dont have Link to comment https://forums.kleientertainment.com/forums/topic/169938-how-does-makin-mods-even-work/page/4/#findComment-1860694 Share on other sites More sharing options...
Echsrick Posted April 13 Author Share Posted April 13 ok, figured out how no health change from food happens, now i am fine with goin to the next character art asets Link to comment https://forums.kleientertainment.com/forums/topic/169938-how-does-makin-mods-even-work/page/4/#findComment-1860954 Share on other sites More sharing options...
Echsrick Posted May 4 Author Share Posted May 4 hello again, next character drawn, and i run into another problem i was able to make them able to craft books, make them able to read the books, but the magic part for the books? i dont know that dont work for some reasons i dont get why, so thats help i need for that now, in the meantime i try to make some custom items, simple hat and a staff weapon hopefully Link to comment https://forums.kleientertainment.com/forums/topic/169938-how-does-makin-mods-even-work/page/4/#findComment-1866003 Share on other sites More sharing options...
Echsrick Posted May 5 Author Share Posted May 5 and.....it has no graphics when on ground....again...i dont understand why or how even like i litteraly copied it from the hammer bro helmet and hammer and changed the words of the items...just that when on ground no graphic...ugh...how dit i fix that again? what dit i do with the hammer bro items to make that work again? ugh... On 3/8/2026 at 3:14 PM, kyupita said: Should be fixed now. They weren't showing up on the ground since they still had the template's name in the scml file and weren't renamed (the bottom right area where it lists animation layers), and I found out the "blueprint.lua" error was because AddRecipe isn't used anymore, so I replaced the recipe code in your modmain to AddCharacterRecipe. hammer bro.zip 6.95 MB · 1 download ah that was the problem, inside the SCML file, renamding it dit work alsol hello again, sorry for the ping now thats needed is give the wand have a projectile like attack but i found a mod that kind of does exactly what i had in mind even draining sanity when using it as a weapon, i can do those at a later time, and hat is pretty much like a top hat realy, size changes i can do later once i got everything and everyone so hats are not so floaty and the books i guess thats i dont know i could not find anything why not magic of it happens Link to comment https://forums.kleientertainment.com/forums/topic/169938-how-does-makin-mods-even-work/page/4/#findComment-1866015 Share on other sites More sharing options...
Echsrick Posted May 6 Author Share Posted May 6 ok books now got there magic if read the problem? the reader tag alone was not enought in master postinit needed this aswell  inst:AddComponent("reader") wich i think is realy silly like...needing to seperate things to make that work, so weird...well all is left is the wand then realy Link to comment https://forums.kleientertainment.com/forums/topic/169938-how-does-makin-mods-even-work/page/4/#findComment-1866126 Share on other sites More sharing options...
Echsrick Posted May 6 Author Share Posted May 6 this time i actualy do need real help as i have no idea what i dit wrong i copy the file from the other mod of the staff, went inside to change the prefab names to mine and even changed the projectile prefab to something that allready exists in game....but i get this error and i am actualy helpless this time and confused magikoopa.zip this is my mod and the real problem is the staff weapon workshop-783732757.zip i copied the file from scripts/prefabs/whitestaff i dit change some bit of whitestaff into magikoopawand because it dit not work before so i alsol took some of the old, premade weapon files Link to comment https://forums.kleientertainment.com/forums/topic/169938-how-does-makin-mods-even-work/page/4/#findComment-1866133 Share on other sites More sharing options...
Haruhi Kawaii Posted May 6 Share Posted May 6 8 hours ago, Echsrick said: this time i actualy do need real help as i have no idea what i dit wrong i copy the file from the other mod of the staff, went inside to change the prefab names to mine and even changed the projectile prefab to something that allready exists in game....but i get this error and i am actualy helpless this time and confused magikoopa.zip this is my mod and the real problem is the staff weapon workshop-783732757.zip i copied the file from scripts/prefabs/whitestaff i dit change some bit of whitestaff into magikoopawand because it dit not work before so i alsol took some of the old, premade weapon files In your code, the prefab returns assets, but your declaration uses a capital 'A' (local Assets). It's best to use a consistent name throughout the script to prevent any nil value or declaration errors. Link to comment https://forums.kleientertainment.com/forums/topic/169938-how-does-makin-mods-even-work/page/4/#findComment-1866168 Share on other sites More sharing options...
Echsrick Posted May 6 Author Share Posted May 6 8 hours ago, Haruhi Kawaii said: In your code, the prefab returns assets, but your declaration uses a capital 'A' (local Assets). It's best to use a consistent name throughout the script to prevent any nil value or declaration errors. thank you, i cant belive it was because of A and not a new problem i dont understand why suddenly hand item is invisible, icon and ground are still existing at least but not sure why suddenly why in hand is invisible even if it was not so before Link to comment https://forums.kleientertainment.com/forums/topic/169938-how-does-makin-mods-even-work/page/4/#findComment-1866209 Share on other sites More sharing options...
Echsrick Posted May 7 Author Share Posted May 7 thinkin...maybe in the SCML file? but...it worked before so it cant be that right? Link to comment https://forums.kleientertainment.com/forums/topic/169938-how-does-makin-mods-even-work/page/4/#findComment-1866325 Share on other sites More sharing options...
Echsrick Posted May 8 Author Share Posted May 8 no progress at all and i still dont get why or how it stopped showing up even if it worked before i made it into a staff weapon Link to comment https://forums.kleientertainment.com/forums/topic/169938-how-does-makin-mods-even-work/page/4/#findComment-1866359 Share on other sites More sharing options...
Haruhi Kawaii Posted May 8 Share Posted May 8 1 hour ago, Echsrick said: no progress at all and i still dont get why or how it stopped showing up even if it worked before i made it into a staff weapon This issue usually stems from an incorrectly created SCML file or the OnEquip function (which triggers when the character equips the item). Check your Handslot Item Templates or the SCML file to identify the exact cause Link to comment https://forums.kleientertainment.com/forums/topic/169938-how-does-makin-mods-even-work/page/4/#findComment-1866365 Share on other sites More sharing options...
Echsrick Posted May 8 Author Share Posted May 8 the template what it is now the SCML file, text i changed nothing on and worked with the template....wich that is what confuses me, it works with the template but not with this new one...i think i could get a new SCML file, remove the zip folders for that item and maybe it works then? <?xml version="1.0" encoding="UTF-8"?> <spriter_data scml_version="1.0" generator="BrashMonkey Spriter" generator_version="b5"> Â Â <folder id="0" name="swap_object"> Â Â Â Â <file id="0" name="swap_object/swap_object-0.png" width="200" height="380" pivot_x="0.383922" pivot_y="0.183927"/> Â Â </folder> Â Â <folder id="1" name="wilson"> Â Â Â Â <file id="0" name="wilson/wilson-0.png" width="244" height="374" pivot_x="0" pivot_y="1"/> Â Â Â Â <file id="1" name="wilson/wilson-1.png" width="258" height="388" pivot_x="0" pivot_y="1"/> Â Â Â Â <file id="2" name="wilson/wilson-2.png" width="238" height="381" pivot_x="0" pivot_y="1"/> Â Â </folder> Â Â <entity id="0" name="magikoopawand"> Â Â Â Â <animation id="0" name="BUILD" length="67"> Â Â Â Â Â Â <mainline> Â Â Â Â Â Â Â Â <key id="0"> Â Â Â Â Â Â Â Â Â Â <object_ref id="0" name="swap_object" folder="0" file="0" abs_x="-322.55" abs_y="107.45" abs_pivot_x="0.383922" abs_pivot_y="0.183927" abs_angle="353.624" abs_scale_x="0.948755" abs_scale_y="0.948755" abs_a="1" timeline="0" key="0" z_index="0"/> Â Â Â Â Â Â Â Â Â Â <object_ref id="1" name="wilson-0" folder="1" file="0" abs_x="-548.974026" abs_y="364.090909" abs_pivot_x="0" abs_pivot_y="1" abs_angle="0" abs_scale_x="1" abs_scale_y="1" abs_a="1" timeline="1" key="0" z_index="1"/> Â Â Â Â Â Â Â Â Â Â <object_ref id="2" name="swap_object-0" folder="0" file="0" abs_x="94.05" abs_y="104.85" abs_pivot_x="0.383922" abs_pivot_y="0.183927" abs_angle="350.699" abs_scale_x="0.94859" abs_scale_y="0.94859" abs_a="1" timeline="3" key="0" z_index="2"/> Â Â Â Â Â Â Â Â Â Â <object_ref id="3" name="wilson-1_000" folder="1" file="1" abs_x="-146.75325" abs_y="372.42857" abs_pivot_x="0" abs_pivot_y="1" abs_angle="0" abs_scale_x="1" abs_scale_y="1" abs_a="1" timeline="2" key="0" z_index="3"/> Â Â Â Â Â Â Â Â Â Â <object_ref id="4" name="swap_object-0_000" folder="0" file="0" abs_x="394.7" abs_y="98.1" abs_pivot_x="0.383922" abs_pivot_y="0.183927" abs_angle="7.293" abs_scale_x="-0.94851" abs_scale_y="0.94851" abs_a="1" timeline="4" key="0" z_index="4"/> Â Â Â Â Â Â Â Â Â Â <object_ref id="5" name="wilson-2_000" folder="1" file="2" abs_x="371.97403" abs_y="368.58442" abs_pivot_x="0" abs_pivot_y="1" abs_angle="0" abs_scale_x="1" abs_scale_y="1" abs_a="1" timeline="5" key="0" z_index="5"/> Â Â Â Â Â Â Â Â </key> Â Â Â Â Â Â </mainline> Â Â Â Â Â Â <timeline id="0" name="swap_object"> Â Â Â Â Â Â Â Â <key id="0" spin="0"> Â Â Â Â Â Â Â Â Â Â <object folder="0" file="0" x="-322.55" y="107.45" angle="353.624" scale_x="0.948755" scale_y="0.948755"/> Â Â Â Â Â Â Â Â </key> Â Â Â Â Â Â </timeline> Â Â Â Â Â Â <timeline id="1" name="wilson-0"> Â Â Â Â Â Â Â Â <key id="0" spin="0"> Â Â Â Â Â Â Â Â Â Â <object folder="1" file="0" x="-548.974026" y="364.090909" angle="0"/> Â Â Â Â Â Â Â Â </key> Â Â Â Â Â Â </timeline> Â Â Â Â Â Â <timeline id="2" name="wilson-1_000"> Â Â Â Â Â Â Â Â <key id="0" spin="0"> Â Â Â Â Â Â Â Â Â Â <object folder="1" file="1" x="-146.75325" y="372.42857" angle="0"/> Â Â Â Â Â Â Â Â </key> Â Â Â Â Â Â </timeline> Â Â Â Â Â Â <timeline id="3" name="swap_object-0"> Â Â Â Â Â Â Â Â <key id="0" spin="0"> Â Â Â Â Â Â Â Â Â Â <object folder="0" file="0" x="94.05" y="104.85" angle="350.699" scale_x="0.94859" scale_y="0.94859"/> Â Â Â Â Â Â Â Â </key> Â Â Â Â Â Â </timeline> Â Â Â Â Â Â <timeline id="4" name="swap_object-0_000"> Â Â Â Â Â Â Â Â <key id="0" spin="0"> Â Â Â Â Â Â Â Â Â Â <object folder="0" file="0" x="394.7" y="98.1" angle="7.293" scale_x="-0.94851" scale_y="0.94851"/> Â Â Â Â Â Â Â Â </key> Â Â Â Â Â Â </timeline> Â Â Â Â Â Â <timeline id="5" name="wilson-2_000"> Â Â Â Â Â Â Â Â <key id="0" spin="0"> Â Â Â Â Â Â Â Â Â Â <object folder="1" file="2" x="371.97403" y="368.58442" angle="0"/> Â Â Â Â Â Â Â Â </key> Â Â Â Â Â Â </timeline> Â Â Â Â </animation> Â Â </entity> </spriter_data> Â nope makin a new SCML file and auto complie the art zip folder stuff was not it, so its maybe some line of text inside the SCML file Link to comment https://forums.kleientertainment.com/forums/topic/169938-how-does-makin-mods-even-work/page/4/#findComment-1866414 Share on other sites More sharing options...
Haruhi Kawaii Posted May 10 Share Posted May 10 On 5/9/2026 at 2:14 AM, Echsrick said: the template what it is now the SCML file, text i changed nothing on and worked with the template....wich that is what confuses me, it works with the template but not with this new one...i think i could get a new SCML file, remove the zip folders for that item and maybe it works then? <?xml version="1.0" encoding="UTF-8"?> <spriter_data scml_version="1.0" generator="BrashMonkey Spriter" generator_version="b5"> Â Â <folder id="0" name="swap_object"> Â Â Â Â <file id="0" name="swap_object/swap_object-0.png" width="200" height="380" pivot_x="0.383922" pivot_y="0.183927"/> Â Â </folder> Â Â <folder id="1" name="wilson"> Â Â Â Â <file id="0" name="wilson/wilson-0.png" width="244" height="374" pivot_x="0" pivot_y="1"/> Â Â Â Â <file id="1" name="wilson/wilson-1.png" width="258" height="388" pivot_x="0" pivot_y="1"/> Â Â Â Â <file id="2" name="wilson/wilson-2.png" width="238" height="381" pivot_x="0" pivot_y="1"/> Â Â </folder> Â Â <entity id="0" name="magikoopawand"> Â Â Â Â <animation id="0" name="BUILD" length="67"> Â Â Â Â Â Â <mainline> Â Â Â Â Â Â Â Â <key id="0"> Â Â Â Â Â Â Â Â Â Â <object_ref id="0" name="swap_object" folder="0" file="0" abs_x="-322.55" abs_y="107.45" abs_pivot_x="0.383922" abs_pivot_y="0.183927" abs_angle="353.624" abs_scale_x="0.948755" abs_scale_y="0.948755" abs_a="1" timeline="0" key="0" z_index="0"/> Â Â Â Â Â Â Â Â Â Â <object_ref id="1" name="wilson-0" folder="1" file="0" abs_x="-548.974026" abs_y="364.090909" abs_pivot_x="0" abs_pivot_y="1" abs_angle="0" abs_scale_x="1" abs_scale_y="1" abs_a="1" timeline="1" key="0" z_index="1"/> Â Â Â Â Â Â Â Â Â Â <object_ref id="2" name="swap_object-0" folder="0" file="0" abs_x="94.05" abs_y="104.85" abs_pivot_x="0.383922" abs_pivot_y="0.183927" abs_angle="350.699" abs_scale_x="0.94859" abs_scale_y="0.94859" abs_a="1" timeline="3" key="0" z_index="2"/> Â Â Â Â Â Â Â Â Â Â <object_ref id="3" name="wilson-1_000" folder="1" file="1" abs_x="-146.75325" abs_y="372.42857" abs_pivot_x="0" abs_pivot_y="1" abs_angle="0" abs_scale_x="1" abs_scale_y="1" abs_a="1" timeline="2" key="0" z_index="3"/> Â Â Â Â Â Â Â Â Â Â <object_ref id="4" name="swap_object-0_000" folder="0" file="0" abs_x="394.7" abs_y="98.1" abs_pivot_x="0.383922" abs_pivot_y="0.183927" abs_angle="7.293" abs_scale_x="-0.94851" abs_scale_y="0.94851" abs_a="1" timeline="4" key="0" z_index="4"/> Â Â Â Â Â Â Â Â Â Â <object_ref id="5" name="wilson-2_000" folder="1" file="2" abs_x="371.97403" abs_y="368.58442" abs_pivot_x="0" abs_pivot_y="1" abs_angle="0" abs_scale_x="1" abs_scale_y="1" abs_a="1" timeline="5" key="0" z_index="5"/> Â Â Â Â Â Â Â Â </key> Â Â Â Â Â Â </mainline> Â Â Â Â Â Â <timeline id="0" name="swap_object"> Â Â Â Â Â Â Â Â <key id="0" spin="0"> Â Â Â Â Â Â Â Â Â Â <object folder="0" file="0" x="-322.55" y="107.45" angle="353.624" scale_x="0.948755" scale_y="0.948755"/> Â Â Â Â Â Â Â Â </key> Â Â Â Â Â Â </timeline> Â Â Â Â Â Â <timeline id="1" name="wilson-0"> Â Â Â Â Â Â Â Â <key id="0" spin="0"> Â Â Â Â Â Â Â Â Â Â <object folder="1" file="0" x="-548.974026" y="364.090909" angle="0"/> Â Â Â Â Â Â Â Â </key> Â Â Â Â Â Â </timeline> Â Â Â Â Â Â <timeline id="2" name="wilson-1_000"> Â Â Â Â Â Â Â Â <key id="0" spin="0"> Â Â Â Â Â Â Â Â Â Â <object folder="1" file="1" x="-146.75325" y="372.42857" angle="0"/> Â Â Â Â Â Â Â Â </key> Â Â Â Â Â Â </timeline> Â Â Â Â Â Â <timeline id="3" name="swap_object-0"> Â Â Â Â Â Â Â Â <key id="0" spin="0"> Â Â Â Â Â Â Â Â Â Â <object folder="0" file="0" x="94.05" y="104.85" angle="350.699" scale_x="0.94859" scale_y="0.94859"/> Â Â Â Â Â Â Â Â </key> Â Â Â Â Â Â </timeline> Â Â Â Â Â Â <timeline id="4" name="swap_object-0_000"> Â Â Â Â Â Â Â Â <key id="0" spin="0"> Â Â Â Â Â Â Â Â Â Â <object folder="0" file="0" x="394.7" y="98.1" angle="7.293" scale_x="-0.94851" scale_y="0.94851"/> Â Â Â Â Â Â Â Â </key> Â Â Â Â Â Â </timeline> Â Â Â Â Â Â <timeline id="5" name="wilson-2_000"> Â Â Â Â Â Â Â Â <key id="0" spin="0"> Â Â Â Â Â Â Â Â Â Â <object folder="1" file="2" x="371.97403" y="368.58442" angle="0"/> Â Â Â Â Â Â Â Â </key> Â Â Â Â Â Â </timeline> Â Â Â Â </animation> Â Â </entity> </spriter_data> Â nope makin a new SCML file and auto complie the art zip folder stuff was not it, so its maybe some line of text inside the SCML file Please zip your mod file, including the exported folder, and attach it here. I will check it as soon as I have time. Link to comment https://forums.kleientertainment.com/forums/topic/169938-how-does-makin-mods-even-work/page/4/#findComment-1866556 Share on other sites More sharing options...
Echsrick Posted May 10 Author Share Posted May 10 1 hour ago, Haruhi Kawaii said: Please zip your mod file, including the exported folder, and attach it here. I will check it as soon as I have time. magikoopa.zip thank you! this sould include everything i think from mod main to scripts to immages and exported and the anim folder too Link to comment https://forums.kleientertainment.com/forums/topic/169938-how-does-makin-mods-even-work/page/4/#findComment-1866564 Share on other sites More sharing options...
Haruhi Kawaii Posted May 10 Share Posted May 10 9 hours ago, Echsrick said: magikoopa.zip thank you! this sould include everything i think from mod main to scripts to immages and exported and the anim folder too In this line of code: owner.AnimState:OverrideSymbol("swap_object", "swap_magikoopawand", "swap_object") The second parameter is your zip file name. I don't see an SCML file named like that in your folder—only one named magikoopawand. You just need to change it to: owner.AnimState:OverrideSymbol("swap_object", "magikoopawand", "swap_object") If you want to keep the original code, you'll need to rename your SCML file from magikoopawand to swap_magikoopawand. Link to comment https://forums.kleientertainment.com/forums/topic/169938-how-does-makin-mods-even-work/page/4/#findComment-1866593 Share on other sites More sharing options...
Echsrick Posted May 10 Author Share Posted May 10 2 hours ago, Haruhi Kawaii said: In this line of code: owner.AnimState:OverrideSymbol("swap_object", "swap_magikoopawand", "swap_object") The second parameter is your zip file name. I don't see an SCML file named like that in your folder—only one named magikoopawand. You just need to change it to: owner.AnimState:OverrideSymbol("swap_object", "magikoopawand", "swap_object") If you want to keep the original code, you'll need to rename your SCML file from magikoopawand to swap_magikoopawand. i cant belive it, it realy allways ends up being the smallest oversights of me, thank you! my next step then would be to draw the final character, thank you! 1 Link to comment https://forums.kleientertainment.com/forums/topic/169938-how-does-makin-mods-even-work/page/4/#findComment-1866602 Share on other sites More sharing options...
Echsrick Posted Monday at 01:41 AM Author Share Posted Monday at 01:41 AM allrighty then, final character drawn now for the difficult part, the code and stuff...lets see... overall slower movement speed....easy to do with the template takes less damage like wigfrid...maybe i find a character mod that just has that so i can know the code being able to craft and use portable camp fire i found a mod with its character tag just add the recipe to his own same with portable tent and portable cookpot thats for another time i am exhausted 1 Link to comment https://forums.kleientertainment.com/forums/topic/169938-how-does-makin-mods-even-work/page/4/#findComment-1867256 Share on other sites More sharing options...
Echsrick Posted Monday at 09:57 PM Author Share Posted Monday at 09:57 PM its almost done...all that is needed left are...oh boy....writting how many there are examination quotes...i seen someone post something before containing all pre existing quotes so that could work with that too...and then off to steam Link to comment https://forums.kleientertainment.com/forums/topic/169938-how-does-makin-mods-even-work/page/4/#findComment-1867353 Share on other sites More sharing options...
Echsrick Posted 21 hours ago Author Share Posted 21 hours ago ok, still wait for a response from that person that had those text file things, i took the time to actualy combine each character mod into one, so not 6 seperate characters anymore but all in one deal now Link to comment https://forums.kleientertainment.com/forums/topic/169938-how-does-makin-mods-even-work/page/4/#findComment-1867580 Share on other sites More sharing options...
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