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About Cagealicous

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  1. I had this problem long ago when I made my anger meter for my character mod. Now, the issue I had was because I ripped the asset from the game's files. Instead, my friend and I had to completely create a new widget meter asset. You can use my old asset for the meter if that's your problem. (You'll just have to change all the assets and etc. Also, make sure to change the name in Spriter from "irritation" to whatever you've named your widget.) Also, for the widget not disappearing. I'm not sure why that happens. It could be the anim, but it could also be a code thing. My character doesn't have a meter that disappears, but rather it stays on screen since it's his whole motif. Sorry about that. Ok, this is the last time I'll have to edit this, but I also discovered that my animations don't have the "close_90s" and "open_90s". You can easily add those back in by writing a new animation for the file with recreating the frames and size displacement. It can be a bit finicky, but it should work for it.
  2. Well, from what I have seen, at least a couple other posts have been popping up about this issue. Honestly, they rushed this update. So, guess we'll wait for an eventual hotfix.
  3. I'm pretty sure everyone is currently having this issue. We'll just have to wait until they fix it.
  4. Well... I figured out what those mods were and they were not client. (At least three of them were not.) Although, to my knowledge, those mods have the visibility as Private or Friends Only because usually if a mod is deleted off the Workshop, it is not listed since the mods cannot be loaded. Aside from that, it's not mods in general. Since, there is no warning towards it. We'll just have to wait until a hotfix is rolled out.
  5. Same thing I'm having except instead of: [XX:XX:XX]: EResult 15, 1457039579 [XX:XX:XX]: Failed getting mod details. [XX:XX:XX]: EResult 15, 1448485602 [XX:XX:XX]: Failed getting mod details. I get the following: [XX:XX:XX]: EResult 15, 1134891274 [XX:XX:XX]: Failed getting mod details. [XX:XX:XX]: EResult 15, 839280973 [XX:XX:XX]: Failed getting mod details. [XX:XX:XX]: EResult 15, 880465230 [XX:XX:XX]: Failed getting mod details. [XX:XX:XX]: EResult 15, 835602689 [XX:XX:XX]: Failed getting mod details. [XX:XX:XX]: DownloadPublishedFileV2() [XX:XX:XX]: Did not find the ugc handle in the cache. This is likely because you're subscribed to a non-existent file 1134891274 [XX:XX:XX]: DownloadPublishedFileV2() [XX:XX:XX]: Did not find the ugc handle in the cache. This is likely because you're subscribed to a non-existent file 839280973 [XX:XX:XX]: DownloadPublishedFileV2() [XX:XX:XX]: Did not find the ugc handle in the cache. This is likely because you're subscribed to a non-existent file 880465230 [XX:XX:XX]: DownloadPublishedFileV2() [XX:XX:XX]: Did not find the ugc handle in the cache. This is likely because you're subscribed to a non-existent file 835602689 Not sure what's going on here, but uh... we need an hotfix.
  6. This is a guide for creating a simple music mod using TheScraps' tutorial mod for looping working music and Klei's Official Music Mod tutorial. (This mod is for anyone who is either confused or want to know how to make music mods.) What you will need: A text editor. (Possibly Notepad ++, but sometimes it could be down. So, look for an alternative you can't use or access the website.) Don't Starve Mod Tools (Download through Steam. Directions below.) TheScraps' tutorial mod (Might need WinRAR if you aren't able to open .rar files) Klei's Official Music Mod tutorial (Workshop mod or through the forums.) Audio that you would want to use (More info below.) Location for Mod Tools Click Library, then click Tools. Then find Don't Starve Mod Tools and download the files. Making your FMOD Project: When you open the tools, you are prompted with this message: Select the Launch FMOD Designer option from the list. When it launches it will be a blank project. The next part is simple. All you need to do is download the two mod tutorials. Once that is done, you will want to open the project data for Klei's mod. The file location should be in your steamapps/common/dont_starve/mods/workshop-180938116/sound_source For people who do not own Don't Starve: For people who do not own Don't Starve, they will have to go to their Music Mod Tutorial page. It's similar to TheScraps' mod tutorial. Just open the zip and extract. Next, you should open the .fdp and you'll be greeted with this screen: Once you are there, you should begin by deleting the gramaphone_... events (Except the gramaphone_ragtime) Once you have deleted the gramaphone_... events, add an event called jukebox. Then, delete music_dusk_stinger crazy and music_test_parm. (Look at the image from above about the gramaphone events.) Now for the next part. You have to copy and paste these events as follows: music_danger music_epicfight music_work These musics have Autumn, Winter, Spring, and Summer alternatives. (Autumn uses the music_work, music_epicfight, and music_danger events.) The procedure goes as follows: First, you must copy and paste the events three times for the music_danger and music_epicfight. For the music_work, you must copy the event eleven times. Then you must rename the event to the following for each copy: music_danger_winter music_danger_spring music_danger_summer For music_epicfight: music_epicfight_winter music_epicfight_spring music_epicfight_summer For music_work: music_work_dusk music_work_night music_work_winter music_work_winter_dusk music_work_winter_night music_work_spring music_work_spring_dusk music_work_spring_night music_work_summer music_work_summer_dusk music_work_summer_night Now, that you have renamed all these tracks, the next part is replacing audio. The way to replacing audio is that you must right click on the audio clip which is called, /none, and click Replace sound... Then click Add sound file... Then look for the file location for your audio and add it into the sound. Then, select it and click OK. (You can do this for all audio in here, except for jukebox.) For jukebox: Then, add your sounds from your file location. Finally, go to your Banks. From there, you can try to use this compression method. If it doesn't work for you, try changing the Compression. Make sure you save your project always because occasionally the app crashed randomly. (It could be caused by anything.) Now, there are some other audios you can add to these, such as DST_theme_portaled, which is used for the lobby. Just copy and paste the music_FE for it. I will leave my whole list of events for reference: Now, you must Build the music_mod.fsb and music_mod.fev. Use Ctrl-B to build the project. The building will take a while to complete (Based upon on what extension you used for the music. .mp3, .ogg, etc.) (.ogg is the best in my opinion.) When it is done, it should be located in a folder called sounds, where ever you saved the project. If you cannot find the folder then build again, but before you do it, click Output >> Put .fsb and .fev in a folder called sounds in your Mod's folder. Making the script: For this one, I'll just give you a already created modmain.lua (file at the end) so I don't have to explain every single detail. (It's really late the time I'm posting this.) If you want me to explain this procedure, comment and I'll reply. In TheScraps' mod, he includes a scripts folder. Copy that folder and place it into your mod's folder. Finally, copy the modinfo.lua file into the folder and edit it. (Note: This is my mod info.) What you will want to do is rename anything that is in the quotes to whatever is needs to be named. (forumthread = "" is used if your mod is a Workshop item.) DO NOT mess with anything under configuration_options. The title says it all. Finally, you can boot up your game and test out your mod from the client mods section. If any of you have any problems with this tutorial, please leave a comment and explain your problem. I hope this helped anyone in need. Sorry if I rushed the end of this tutorial. It was around 3:00 am when I finished writing this. Thanks. modmain.lua (IGNORE THESE LAST PICTURES. I COULD NOT REMOVE THEM.)