seronis

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About seronis

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Don't Starve
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Don't Starve Together
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Oxygen Not Included
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  1. Id like to add that capitalization DOES matter and if you change capitalization the mod usually works on windows, but will crash on any OS that understands that AAA.ext is a different file than aaa.ext
  2. [Tutorial] Using Extended Sample Character Template

    Please dont quote an entire post. its spammy
  3. If you're still confused and want more examples to flesh out your understanding then look at Mandrakes. They have health and pickable components added and removed based on whether the mandrake is in the ground, in inventory, or following you.
  4. [Tutorial] Using Extended Sample Character Template

    since the character name is used as one of the keys in the strings sub tables they wont conflict with each other. now you still shouldnt have those in modmain. they should each be in their own 'newbie1_speech.lua' 'newbie2_speech.lua' files. Then have modmain load those files. Things stay far better organized this way
  5. A shadow creature about to descend upon Wendy and Abigail protects her (abigail looking human, not pacman/ghosty) If possible red glowly effects coming from abigails eyes (since she turns red when attacking) and if she had some type of aura/outline where it almost looked like she was inside a white version of the shadow creature i think that would be a good contrast to defending Wendy from a shadow. White vs Black etc
  6. [Tutorial] Using Extended Sample Character Template

    Start over. Do ONE (and ONLY one) of those things. Run mod to make sure your ONE change didnt break anything. Celebrate or Retry. Move on to next edit. Rinse / Repeat
  7. [Tutorial] Using Extended Sample Character Template

    Just to note: its also like riding a bike when you're NOT experienced. You're gonna fall over a few times. Literally 'start over' is best approach because you get the most experience at doing it right as long as you take the time to SLOWLY and THOROUGHLY read instructions. If you try to speed-read / skim you will fail. (and deserve to fail)
  8. Should add a note that the repo version of CMake can not build this. You need to manually upgrade CMake to version 3.0
  9. Pretty odd you would be saying RIP about a mod on the day it gets added to the steam workshop. ... odd indeed.
  10. [TUTORIAL] Making a Custom SetPiece

    Curious if this tutorial is still accurate or not.
  11. local function OnEquip(inst, owner) owner.AnimState:OverrideSymbol("swap_object", "swap_orbstaff", "swap_orbstaff") owner.AnimState:Show("ARM_carry") owner.AnimState:Hide("ARM_normal")endWell this is how you declared OnEquip. Its a function. Line 89 sets the equip handler to your local OnEquip function. Line 90 'states' that it is setting the unequip handler to a local function named OnUnequip but you dont have that function in your code. 1. write the function to do what you want it to do 2. remove line 89 if you dont actually need any special handling Whichever solution works for you, use.
  12. Warfarin, The Tricky Thief!

    Someone else uploaded it to the workshop. Not sure if you have a problem with this or not since you're just not able to do it yourself
  13. (WIP) Human Charlie Mod

    Yes. read the last couple pages of comments.
  14. (WIP) Human Charlie Mod

    Not out. Just one i'm eagerly (and patiently) awaiting for, too.