Jump to content

Search the Community

Showing results for tags 'Character mod'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Hot Lava
    • [Hot Lava] - General Discussion
    • [Hot Lava] - Suggestions and Feedback
    • [Hot Lava] - Bug Tracker
    • [Hot Lava] - Strats and Records
    • [Hot Lava] - Developer Log
    • Hot Lava Latest Update
  • Griftlands
    • [Griftlands] - General Discussion
    • [Griftlands] - Suggestions and Feedback
    • [Griftlands] - Mods and Tools
    • [Griftlands] - Localization
    • [Griftlands] - Bug Tracker
    • [Griftlands] - Developer log
  • Oxygen Not Included
    • Oxygen Not Included FAQ
    • [Oxygen Not Included] - Developer log
    • [Oxygen Not Included] - General Discussion
    • [Oxygen Not Included] - Bug Tracker
    • [Oxygen Not Included: Spaced Out!] - Bug Tracker
    • [Oxygen Not Included] - Mods and Tools
    • [Oxygen Not Included] - Suggestions and Feedback
    • [Oxygen Not Included] Art, Music & Lore
    • Community Challenges
    • [Oxygen Not Included] - Latest Content Update
    • [Oxygen Not Included] - Latest Animated Short
    • Oxygen Not Included DLC Alpha
  • Don't Starve Together
    • Don't Starve Together FAQ
    • [Don't Starve Together] Developer log
    • [Don't Starve Together] General Discussion
    • [Don't Starve Together] Beta Branch
    • [Don't Starve Together] PlayStation
    • [Don't Starve Together] Xbox One
    • [Don't Starve Together] Nintendo Switch
    • [Don't Starve Together] Bug Tracker
    • [Don't Starve Together] Trading
    • [Don't Starve Together] Server Bulletin
    • [Don't Starve Together] Dedicated Server Discussion
    • [Don't Starve Together] Mods and Tools
    • [Don't Starve Together] Tales of Life and Death
    • [DS + DST] Art, Music and Lore
    • [Don't Starve Together] Suggestions and Feedback
    • [Don't Starve Together] The Forge
    • [Don't Starve Together] The Gorge
    • [Archived Bugs]
  • Don't Starve
    • Don't Starve FAQ
    • [Don't Starve: Pocket Edition] iOS / Android
    • [Don't Starve] General Discussion
    • [Don't Starve] Mods and tools
    • [Don't Starve] Art, Music & Lore
    • [Don't Starve] Suggestions and Feedback
    • [Don't Starve] Videos
    • [Don't Starve] Bug Tracker
    • [Don't Starve] Trading
    • [Don't Starve] Testing Discussion (archive)
  • Klei Entertainment Games
    • Eets Munchies
    • [Invisible, Inc.] General Discussion and Strategies
    • Mark of the Ninja
    • Shank
  • Other Stuff
    • Other Klei Services

Categories

  • Oxygen Not Included
  • Oxygen Not Included: Spaced Out!
  • Griftlands
  • Don't Starve: Hamlet
  • Don't Starve: Hamlet Early Access
  • Don't Starve Together
  • Don't Starve Together: Beta Branch
  • [Don't Starve Together] Nintendo Switch
  • [Don't Starve Together] PlayStation
  • Don't Starve Together: Return of Them
  • Don't Starve Together: The Gorge
  • Don't Starve Together: The Forge
  • Don't Starve Together: The Forge (Archive)
  • [Don't Starve Together] Xbox One
  • Don't Starve: Shipwrecked
  • Don't Starve: Shipwrecked [archive]
  • [Don't Starve Together] PS4 (archive)
  • [iOS] Don't Starve: Shipwrecked
  • Don't Starve: Hamlet Closed Beta (ARCHIVE)

Categories

  • Oxygen Not Included
  • Oxygen Not Included: Spaced Out!
  • Griftlands
  • Hot Lava
  • Don't Starve Together
  • [Nintendo Switch] Don't Starve Together
  • [PlayStation] Don't Starve Together
  • [Xbox One] Don't Starve Together
  • Don't Starve: Hamlet
  • Don't Starve: Shipwrecked

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Biography


Location


Interests


Occupation


Favorite Game


Modder


Chester Kickstarter


Chester Kickstarter


Chester Kickstarter


Chester Kickstarter


Chester Kickstarter


Klei Featured Artist


Early Supporter


Early Supporter


Don't Starve


Don't Starve Together


Oxygen Not Included

  1. Hey, I'm trying to make a character mod for DST Every time I choose my character this shows up: Can anyone please help me solve this?
  2. Hello there! I'm trying to learn how to create a character mod, but I don't really know where to get started. I've got the concepts designed and all of the dialogue prepared (aside from gorge/forge content) I know that I need to make the character designs and sprites, but I plan on doing those later. I plan on creating Joker, from Persona 5. My main features are: Can craft Gold Nuggets into Bonus Sanity Gains Sanity in Darkness instead of losing it Can Dash forward, similarly to the Lazy Explorer, while holding a custom weapon (his Knife) Enters the Constant with a Knife that does about the same damage as a spear, attacking faster if possible Can craft Masks for Personas, each with different abilities. (I'll be explaining these later, but the personas will behave similarly to Abigail.) Has a unique meter, like Beaverness or Might, called SP. SP is used to Dash, as well as being drained when a persona uses certain skill. Max is 50, and it's recharged at a rate of 1 SP every 5 seconds. I would also like to add a few items: Coffee Beans - Some sort of new food. Functions like in SW? (Can I add base game DLC content if it's not in DST yet?) Coffee - Increases your movement speed. (It was in SW, so I'm not sure if I can do that.) LeBlanc Curry - Crock Pot Recipe that requires a Meat, 2 Veggies, and a Coffee Beans Rebel Knife - Same damage as a spear, slightly faster. (Crafted with 1 Gold, 1 Charcoal, 2 Flint, and 1 Rope by hand) Persona Masks - Each mask can be crafted in a special tab called "Fusion," and usually requires 2 nightmare fuel and one additional item. When equipped in the head slot, it summons a follower, similar to Abigail, with different skills. Arsene - Requires 3 NMF - Deals AoE, but only attacks when you do. Can use 25 SP to do an AoE attack with x2 the strength of the Rebel's Knife. Jack Frost - Requires 2 NMF and 1 Blue Gem - Provides ~120 (Cold) Insulation and immunity to being frozen. (Uses 15 SP each time you're not frozen.) Pyro Jack - Requires 2 NMF and 1 Red Gem - Provides ~120 (Heat) Insulation and makes you take longer to catch fire. (Uses 15 SP each time you're not set on fire.) Alice - Requires 2 NMF and 1 Purple Gem - Shadow Creatures ignore you until attacked, no matter the Sanity level. Can use 40 SP to revive ghosts. Mothman - Requires 2 NMF and 1 Moonrock - All forms of Gestalts ignore you until attacked, no matter the Enlightenment level. Can use 40 SP to revive ghosts. Daisoujou - Requires 2 NMF and 1 Thulucite - Whenever Joker's HP is restored, Daisoujou will release a small area that heals nearby players for 50% of the health factor. (Can restore a small amount of sanity for 35 SP?) Raoul - Requires all other Person Masks and 1 NMF - Deals AoE damage when you attack, provides 80 Cold and Heat resistance, prevents Shadow Creatures and Gestalts from attacking you until attacked, and provides AoE healing when Joker is healed, for 30%. Can boost Damage, Defense and Speed of all nearby players for 50 SP I've also got several samples for his voice, but don't know how to implement them. I plan on implementing things in waves, of sort. Starting with the stats, then basic items, before moving to the phantom dash and SP, and then the Personas and all their skills. After that, I'll add the LeBlanc Curry and Coffee/beans, since I'm not sure if I can add coffee. TL;DR, I have no idea how to use the .lua format and need help getting things figured out. I'd like to mod this my self, but if you're willing to do some of the heavy lifting (including implementation and art assets) I would LOVE to have your help.
  3. Hey DST modding community! It's been a while, but I'm working on a slightly simpler mod as a refresher for my bigger Wanon mod. What I'm looking for is how to stop the 'flinch'/'hit' animation that plays when a character is attacked. I don't want to stop the damage from being taken, and I have a balance in place for the ability to avoid stun if I can't keep the slight pause from being hit, but the idea is this character (at least lore wise) actually can't feel pain. He wouldn't know when he's hurt, so he wouldn't realize he needs to back away from danger... thus the reaction to being hit wouldn't be to flinch. I'm basically trying to stop the actual animation, but not the slight pause that the animation causes from being hit. Any idea where I can find and stop it, or even how I could edit it to be less of a reaction? Thanks!
  4. I mean adding new parts to custom character sprite like ears or something other, it looks ok in spriter but doesnt changing after export.
  5. So! I've been working on this for a while, but since this doesn't pertain to my other thread about this mod (it's far more specific), I'll make a separate thread for it. I'm trying to add some code to the Modmain.lua in order to have the existing characters in the game react in unique ways to my character (Different from the Player string in the speech_[character].lua file) and I pulled the code from an existing mod that had it. In my testing, it seemed characters like Wilson and Webber still used their default descriptors instead of the ones I modded in. Here's what the code looks like (Only posting a few as not to clutter this thread): My first thought was in the line "...DESCRIBE.warlock", warlock needed to be capitalized. I tried that, and it still didn't work properly. If anybody has any info I'd appreciate it! ---------------------- I tossed out using this code entirely, as nothing I tried worked and nobody seemed to have a fix for it. Instead, I ended up using a different code to use a custom speech file I made and added my character's prefab to the character interaction list. In case anybody else is looking for it, the code I used is this: GLOBAL.STRINGS.CHARACTERS.GENERIC = GLOBAL.require "speech_wils" This is for Wilson, because he uses the generic string. I took his speech file, renamed it to speech_wils so it wouldn't conflict with his existing speech file, and it worked like a dream. Hope this helps someone else!
  6. Is it possible to assign the mine action to empty hands? Looking at the Zinnia mod I know you can move it to a new tool. But what about no tool? local function DoToolWork(act, workaction) if act.target.components.workable ~= nil and act.target.components.workable:CanBeWorked() and act.target.components.workable:GetWorkAction() == workaction then act.target.components.workable:WorkedBy( act.doer, ( ( act.invobject ~= nil and act.invobject.components.tool ~= nil and act.invobject.components.tool:GetEffectiveness(workaction) ) or ( act.doer ~= nil and act.doer.components.worker ~= nil and act.doer.components.worker:GetEffectiveness(workaction) ) or 1 ) * ( act.doer.components.workmultiplier ~= nil and act.doer.components.workmultiplier:GetMultiplier(workaction) or 1 ) ) return true end return false This seems to be the check for the right tool in your hand, I'm just not sure how to bypass it.
  7. Hi. I was wondering where I could find the golden texture for the name in don't starve together? I'm talking about this one right here. I can only find the gray one. Thanks.
  8. Hello. So, I keep getting this when my game crashes. I checked all folders, all lua files, everything has been neatly fixed and changed but there is still something I am missing. Can someone please show me the right direction? Because, the only tutorial on YT is not helpful at all.
  9. I'm making a character who has a phobia of lightning. I'd like to make it so every time there's a lightning strike, there's a sanity penalty. I have no idea where to start, though. I know that I need to write in some code in the character's main script page, but that's about it. Can I get some help? (If there's already a topic covering this, just link me to that. I find navigating forums to be incredibly difficult...)
  10. So, I've been thinking about a perk for a character who is a magician, and thus shouldn't lose sanity when using staffs and other magic items. However, I'm well aware of the fact that the sanity drain is coded in items themselves, so I wanted to ask. Does anyone have any ideas on how to integrate it to the mod? The only thing that comes to mind is making a custom recipe for each item(kind of cloning them) and making it that only my character can craft and use them. Which sounds like reverse engineering which I'd rather avoid. Thanks in advance for any ideas!
  11. Hello! So, I plan on making a character that changes depending on his stats. Now, since he is some kind of hybrid he will be faster than normal characters. I wish to make him slower to a normal speed once he reaches some % of his HP, since it will be lower than average is, making me cautious of it. Also when his sanity drains I thought about making his eyes glow! Now, can someone tell me, is that possible? What does it require if it is? I have many ideas for him, to make him useful when I play him but not OP as many people do since struggle in DST is fun, but I never did stuff like this.
  12. Once again I've come seeking aid from this wonderful community. Sadly I lack anything beyond elementary coding skills, and I work on yet another character mod for DST. For my next project I wish to learn how to add an effect that takes place when said character is at low/0 Sanity, such as moving slower/gradually dying.
  13. I'm creating a character mod for Don't Starve Together (all the cosmetic parts are done), and I need some assistance with an ability of his. He's a robotic character, so I'd prefer if he didn't have to eat, and could instead gain hunger and health from killing. If anyone could help me with this, it would be much appreciated! (I accidentally put this same question on the regular don't starve forum before this, whoops.)
  14. I was wondering if there was a way to change my characters portrait depending on their state. Something like, if my character has a certain tag then Asset( "IMAGE", "bigportraits/bretticus_none.tex" ), Asset( "ATLAS", "bigportraits/bretticus_none.xml" ), elseif my character has a diffrent tag then Asset( "IMAGE", "bigportraits/Lilith_none.tex" ), Asset( "ATLAS", "bigportraits/Lilith_none.xml" ), Any help at all would be very appreciated.
  15. Hi Guys! I'm making a character with the Esctemplate I want to have a massive amount of unarmed damage. I found this character, One Punch Man https://steamcommunity.com/sharedfiles/filedetails/?id=566155039 that does it perfectly! The crater, and everything its exactly what I'm after. No idea how to transplant this onto my own character. I tried fiddling around and adding everything I thought would do it, but everything I did crashed and then I just broke it all completely. So what I need to know how to do is- · Increase my unarmed fighting damage · I'm I'm carrying a weapon I'd like that to do normal weapon damage. not sure if this is possible · How to add the area of effect crater like this. Or, if its easier to do it, how would I simply reskin this character with my own? Thanks
  16. I have been trying my luck with creating new characters for Don't Starve Together by using Dleowolf's "Extended Sample Character" template, so far(and after a lot of effort) I managed to create a couple of characters who simply have readjusted stats, but now I've brought myself into adding an ability for my latest character(pictured below) which is recovering sanity from breaking boulders and chopping down trees. The only issue so far is I lack any form of coding skills and neither have I underwent any programming classes to be able to fully comprehend the lua code, if anything I've surprised myself that I made it this far. And so I've come humbly to this great forum to seek aid with my work.
  17. So I thought I had finished updating my character mod, but apparently not D: I had finished everything up, and loaded my mod up to test it out. I started a new world, and my game crashed! I checked the log to see what was wrong and I got the log attached. One thing that stood out in particular to me was this: [00:04:06]: error loading module 'speech_rox' from file '../mods/workshop-956613943\scripts\speech_rox.lua': [string "cannot OLDFILEACCESSMETHOD @../mods/workshop-956613943\scripts\..."]:2122: '<eof>' expected near '=' What does this mean, if anything, and could it be the source of my problems? (P.S. I'd be willing to add a zip file of the mod if it'd help.) client_log.txt
  18. Hi there, I'm working on a character mod and I'm trying to make it non-stunlockable under certain circumstance. I gave it a try and got an error. Would you please point out what went wrong with my code? Thanks! Part of the character.lua: (I referred to combat.lua for this stunlock code) These are the mod file and the server log file. This mod works just fine before this non-stunlockable stuff. server_log.txt Part of the server log: Regards,
  19. I'm still new to modding in don't starve but one of my character's downfalls are is that he'll get the drowsy status if it rains or it's summer. So how do I do that? I've provided the code so do what you wish. local MakePlayerCharacter = require "prefabs/player_common" local assets = { Asset("SCRIPT", "scripts/prefabs/player_common.lua"), } local prefabs = {} -- Custom starting items local start_inv = { "armorwood" , "spear" } -- When the character is revived from human local function onbecamehuman(inst) -- Set speed when reviving from ghost (optional) inst.components.locomotor:SetExternalSpeedMultiplier(inst, "esctemplate_speed_mod", 1.2) end local function onbecameghost(inst) -- Remove speed modifier when becoming a ghost inst.components.locomotor:RemoveExternalSpeedMultiplier(inst, "esctemplate_speed_mod") end -- When loading or spawning the character local function onload(inst) inst:ListenForEvent("ms_respawnedfromghost", onbecamehuman) inst:ListenForEvent("ms_becameghost", onbecameghost) if inst:HasTag("playerghost") then onbecameghost(inst) else onbecamehuman(inst) end end -- This initializes for both the server and client. Tags can be added here. local common_postinit = function(inst) -- Minimap icon inst.MiniMapEntity:SetIcon( "esctemplate.tex" ) end -- This initializes for the server only. Components are added here. local master_postinit = function(inst) -- choose which sounds this character will play inst.soundsname = "wilson" -- Uncomment if "wathgrithr"(Wigfrid) or "webber" voice is used --inst.talker_path_override = "dontstarve_DLC001/characters/" -- Stats inst.components.health:SetMaxHealth(125) inst.components.hunger:SetMax(150) inst.components.sanity:SetMax(125) inst.components.temperature.mintemp = 75 -- Damage multiplier (optional) inst.components.combat.damagemultiplier = 1.3 -- Hunger rate (optional) inst.components.hunger.hungerrate = 1.2 * TUNING.WILSON_HUNGER_RATE inst.OnLoad = onload inst.OnNewSpawn = onload end return MakePlayerCharacter("esctemplate", prefabs, assets, common_postinit, master_postinit, start_inv)
  20. Hey everyone, first of all, thank you for taking time to look at this page, I am not really 100% sure if this is where I should be doing this... but I didn't find anything else, so here it goes... I've been working on a custom character mod for a little while now, and I ran into a bit of a block. Turns out that I have a lot of trouble trying to figure out how to code for this game. (I'm not exactly experienced with coding and scripting) I managed to make the base of the character thanks to the Extended Sample Character made by DragonWolfLeo (I think) and I still have some goals I'd like to accomplish. The goals I aimed for while making the plans for this mod were this: -Make a working character. -Add a full custom speech file. -Make the character know tier 1 magic by default. -Make the character capable of reading books though, not making them. -Add head-slot magic items (sort of like an amulet for the head slot.) -Add a new staff with a healing effect (for other players only, preferrably) -Make a clothing item that has an inventory, like the backpacks but much smaller. I'm currently trying to work on the reading properties. But I seem to run into some issues. I added the "reader" tag in the common postinit and in the master postinit (like in Wickerbottom and Waxwell's files) but the character performs the reading animation and then simply says "I can't do that" without the book's effect taking place. I would currently like to know how to fix this issue, but I know that all the other "to-do" items will require help too. I thought I could just copy the "amulet.lua" file's code for most of it, but it turns out ALL the amulets are stored in that one file and I don't really know what to do with this information, same goes for the staves. I know I sound like some sort of idiot who wants other people to do the work for him, but I honestly want to get into making mods for this game. I just don't know how to get there on my own. Thank you for reading this and extra thanks to anyone who can provide any sorts of help.
  21. I'm working on a character mod for Don't Starve Together. The command that I need help with is a code that will allow the character -If they are dead- to respawn at the start of the next day. I think I have the right idea with the code, just not the proper set up. Please assist! (Code highlighted in image)
  22. Hi! So, I'm very, very new to modding don't starve together. I basically can't do anything for myself unless I have a video tutorial (long story short with that one, I get incredibly confused when I read something and don't have any video to go along with it). However, with my new custom character there are some things I want to add to her and I honestly don't know how!! She's based on the snow birds in the game (the ones that spawn in winter) and her perks are centered around her being a snow bird as well. Her three perks consist of: 1. Can only speak in bird (when you click on something to get information, she only says things like "chirp" "squawk" etc. I have this one figured out already!) 2. Immune to the cold (pretty self explanatory: she doesn't get cold/doesn't freeze. i have no idea how to implement this!) 3. Can't eat meat (basically the opposite of Wigfrid. she can't eat meat at all, unless it's fish or frog legs. again, i have no idea how to implement this. this also carries on to crock pot food such as meatballs, spicy chili, etc) I also wish for her to occasionally drop blue feathers, similarly to how if you murder a bird it sometimes drops a feather. I used dleowolf's extended character mod to make her, and I haven't added any code or anything to her besides changing her speech and uploading her custom look. If anyone can help me out that'd be great! I'd be happy to give you my discord/steam if you want to have a live chat with me to coach me through doing this stuff. thanks so much!
  23. So my mod is practically 100% done, but there's this problem. The sprite for the portrait of my character is not working. The one in the selection screen is, but the roundish one is not working. I have the .tex files + right names and I set it up with the tools, but in the game it's just invisible. Any suggestions? The portrait I am trying to fix is below if you are curious.
  24. Hello! I've started work on my second mod, and while it's been going smoothly so far, I do have a question or two. The first one is this: How would I change the rate at which my character dries off? Basically, said character has thick fur, and as a result it holds water longer than short fur would. Is there a way I can make her dry off slower? And in a similar vein, is it possible to make my character more susceptible to cold only when wet? (As it currently stands, she's less likely to freeze and more likely to overheat overall.) Thanks!
  25. So I'm making a character based off the ancient torch wielder. I have all the sprites and basic stats finished but I want her to be able to have clockworks be neutral to her and have her be able to make a tragic torch that scares off hallucinations and damages them when they get in it's light radius. I know this is a lot, but I would really appreciate it if somebody could help. Thank you.
×
×
  • Create New...