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      UPDATED - Studio Note & Rhymes with Play Streams Temporarily Canceled.   03/06/2020

      UPDATE (3/19/20): Just a quick note regarding the team at Klei Entertainment. As noted previously, everybody at Klei Entertainment is working from home due to the Covid-19 outbreak. Many of us have been working especially hard to help maintain operations as we all move out of the office and into our homes and with everything being done online, extra time must be spent in organizing conversations and trying to maintain communication. As some of you may know, we have a very open office and we are almost always in contact with each other as we go about our days. Some of us work across multiple teams and that work has become a bit more challenging for everybody.   That being said, at this time the transition has not caused any major disruption in our operations, but it would be overly optimistic to expect that we won't have any delays at all. We're going to have to be especially mindful about this in the coming weeks and make sure we don't take on too much work so we can keep things running smoothly.  We will let you know as we see how these changes affect our timelines.  Thanks UPDATE (3/10/20):
      The test yesterday went well. We got the whole office (mostly) to work from home without significant issue. As a result, Klei Staff that can work from home have been asked to do so until further notice.  This means that we will have to cancel the Rhymes with Play stream until we are all back in the office. This shouldn't affect anything else at least in the short term, but if things change I will update you all here.  Original Post: Hey everybody,  This Tuesday March 10th, 2020 the entire staff at Klei will be working remotely for 1 day in an effort to prepare the studio to work remotely for a little while if the need arises.  Klei is already set up pretty well to allow for working remotely, however we are going to have a one day "dry run" with the whole studio so that we can identify and avoid any issues or downtime that may arise should choose to implement a work from home policy due to COVID-19 outbreak concerns. Unfortunately this does mean that we will be canceling the “Rhymes with Play” Art stream this coming Tuesday, however unless the situation changes we expect everything at the studio to be back to normal Wednesday and we’ll continue our regular stream schedule Thursday March 12th. If the situation changes at all, we'll let you know. Thanks for your understanding.


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About FleurDuSoleil3

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  1. Updated Tutorial: Create a Custom Werewolf Character (Sorta)

    @Yakuzashi Hi, there. I haven't had too much of an in-depth look at your mod (I haven't loaded it up in the game, basically), but I noticed: In the becometaern function, you have written inst.AnimState:SetBank("taern") It should be inst.AnimState:SetBank("wilson") If this doesn't work, let me know and I'll have a proper fiddle with your mod.
  2. Credit goes to the Bigby Wolf mod for the health threshold activator; however, there are other options available to you. I will preface this by saying I'm not a very good coder; most of this was discovered by asking for help or digging through the game files. With that said, here we go. It will also be needlessly prolix. What we'll be achieving here is having you make your character become any other mob in the game via a transformation that can be triggered by health, the full moon, or by eating an item. For custom-made mobs, I don't know. The principles probably remain the same. For creatures without any action handlers in their stategraphs, I don't know. This is an amateur hour tutorial. I simply don't have the knowledge as of yet as I have not needed it. Firstly, you'll need to post the following code in your character's prefab file: local function BecomeYour_Custom_Character(inst) inst.your_custom_werewolf = false inst.AnimState:SetBank("wilson") inst.AnimState:SetBuild("your_custom_character") inst:SetStateGraph("SGwilson") end local function BecomeYour_Custom_Werewolf(inst) inst.your_custom_werewolf = true inst.AnimState:SetBank("your_custom_werewolf's_anim_bank") ----- You can find the bank of whatever creature you are using in its prefab. inst.AnimState:SetBuild("your_custom_werewolf's_anim_build") ---- You can find the animation for x's _build in your creature's prefab. inst:SetStateGraph("SGyour_custom_werewolf") ------- See stategraph below end So, let us take a look at becoming a Bunnyman to see an example of this. local function BecomeRabbitman(inst) inst.wererabbit = false inst.AnimState:SetBank("wilson") inst.AnimState:SetBuild("rabbitman") inst:SetStateGraph("SGwilson") end local function Become_Wererabbit(inst) inst.wererabbit = true inst.AnimState:SetBank("manrabbit") inst.AnimState:SetBuild("manrabbit_build") inst:SetStateGraph("SGwererabbit") end Now we need to make sure the game knows when to start this transformation. Health-based transformation: Moon-based transformation: inst:ListenForEvent("nighttime", function(global, data) if GetClock():GetMoonPhase() == "full" and not inst.your_custom_werewolf then becomeyour_custom_werewolf(inst) end end, GetWorld()) inst:ListenForEvent("daytime", function(global, data) if GetClock():IsDay() and inst.your_custom_werewolf then becomeyour_custom_character(inst) end end, GetWorld()) Food-based transformation: inst:ListenForEvent("oneat", function(inst, data) if data.food.prefab == "whatever_you_want" and not inst.your_custom_werewolf then becomeyour_custom_werewolf(inst) --- turn into your werewolf when you eat a carrot or something elseif data.food.prefab == "whatever_you_want" and inst.your_custom_werewolf then becomeyour_custom_character(inst) --- turn back into your character when you eat another one end end) Stategraph: You are going to need to find whatever creature you are using's stategraph (located in the game's data folders). You will need to replicate it and rename it, then create your own stategraph folder in your mod character's scripts folder and put your new renamed stategraph in there. So the path will be YourMod/scripts/stategraphs/SGyour_custom_werewolf The stategraph will need some editing. On a basic level, such as turning into a bunnyman or pig, you will need to remove any instance of the term 'follower' from the stategraph (more often than not by just getting rid of the entire line it is contained in). This will prevent crashes if you equip an item such as a hat. For most creatures, such as the Deerclops, death will cause a crash. I don't know why because I'm an untalented hack, but I removed the following line from the Deerclops and it stopped crashing: inst.components.lootdropper:DropLoot(Vector3(inst.Transform:GetWorldPosition())) You can also add in actions (you can find a list of actions in the game's data folder under 'actions.lua'). For instance, you may want to add in the action PICK and PICKUP using one of the creature's existing animations to avoid any crashes when you attempt to pick things up. Here is an example of making a bunnyman able to pick objects such as grass and flowers: local actionhandlers = { ActionHandler(ACTIONS.GOHOME, "gohome"), ActionHandler(ACTIONS.EAT, "eat"), ActionHandler(ACTIONS.PICKUP, "pickup"), ----- The bunnyman can already pick up items ActionHandler(ACTIONS.EQUIP, "pickup"), ActionHandler(ACTIONS.ADDFUEL, "pickup"), ActionHandler(ACTIONS.PICK, "pickup"), ---------- So we added in the PICK action using the bunnyman's "pickup" animation } Here is a demonstration using the Bunnyman. Bunnyman's stategraph before we use it: And after: There is a little bit more you can do with the transformation. Just as with your custom character, you can customise the werecreature: There is a lot more, but those are just some examples. Don't forget to revert anything you do in the transformation to the werewolf in the transformation back to your character. For instance: And that should be all. Good luck, everyone! I hope this helps.
  3. How do i edit my moded charecter's speed

    Hi, This is actually really easy to do. Insert the following under your character's prefab file under local functions: inst.components.locomotor.walkspeed = (TUNING.WILSON_WALK_SPEED * 1.1) inst.components.locomotor.runspeed = (TUNING.WILSON_RUN_SPEED * 1.2) Edit the digits as you like to adjust the speed at which they travel. Hope this helps.