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Found 7 results

  1. 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!
  2. It's been ages and I'm trying to update an old mod of mine, Winifred the Witch, up on the steam workshop, and things are going pretty smoothly up until I try to get Winnie's name to appear on the selection screen. Now, I've seen this issue around, and apparently it was a compiler error, and the fix is to add your images, compile them, and then edit the XML documents to reflect the correct compiling script. Which I did. I've tried every feasible combination of edits. I've provided my own pngs for the grey and gold names. I've changed either and both of the element name tags in the XML documents for her name. I even made sure that the png is scaled to a power of 2, at 1024x512. Nothing is working. The game works fine, and nothing crashes, but hovering over the selection icon for my mod character has no result on the name. It will just linger on whatever the last canon character you hovered over was. I've seen threads around that detailed how the fix this, but they all seem out of date, since Klei keeps updating this game and all the threads I looked at were from early 2019 at the LATEST had an entirely different selection screen all together. I'm not sure what I'm doing wrong. I mean. By all accounts, according to the tutorials I found, it SHOULD be working, but it just isn't. Anyone know what I'm doing wrong?
  3. I had the idea for the hound character I am making, that he will have seasonal coats. Like how hounds normally have the ice and fire fur he would just get the ice in winter and the fire in summer, autumn and spring are the times he has the normal fur. This would be a way to get beard hair in game, as when he sheds his fur (most likely only happens when he is switching to a different fur from the black fur? because the beard hair is black and would match.) He would be a good character for getting it too because since it happens only 2 seasons when he loses the black fur, you will most likely get a number from 3 - 5 beard hair. He doesn't shed fur immediately when the season ends, it would most likely change fur after 2 - 4 days once the new season starts. The downside to his fur would be that he loses moisture slowly, so he is more likely to freeze due to rain or getting too wet, he doesn't lose moisture fast because of his fur keeping himself wet and he isn't able to dry off as easily as his fur keeps the moisture in it. Depending on his fur in the season, he is more likely to burn or freeze easier, like for example if he is in his fire fur and is getting cold, he will freeze much faster than if he were actually on his normal fur. ICE FUR PLANS When it comes to the ice fur, he would gain insulation and be less likely to freeze. I think I would need to look into how the beard mechanics work for this part because it would be keeping him warm but it would most likely be a bigger insulation than how the beards work since well.. he has a full coat of fur. With the ice fur as well, it would have a low chance to freeze enemies in battle like how ice hounds do it as well. Of course I don't want to make the thing over powered so he would most likely only be able to do this rarely. FIRE FUR PLANS Fire fur would basically be the opposite of how the ice fur works, he would be less likely to burn in the summer. Just like how the ice fur works, he has a chance to set enemies on fire, and depending on his sanity, he can also set things that can burn aflame if you do not put how the fire. I would need to look into the normal DS willow's code to see how I would need to make that work, of course you would need to be practically insane for it to start happening, so it is best to keep sanity up when you are in the summer unless you want to start accidentally setting fires to things. DO HOUNDS ATTACK HIM? Sadly, Wolfe does get attacked by hounds. Due to his title being ' The Runt ' it is no wonder the other hounds still dislike him, and after he became looking half human the hounds despise him more and will still attack him. Due to him being a monster still catcoons, pigs, and etc will all attack him. In situations where there is a hound attack happening, they are more likely to attack Wolfe than other characters. This would make it much easier when it comes to having a thing of tooth traps on the ground as Wolfe can lure the hounds with him to the traps while other characters don't have to deal with it. Of course its not 100% that they will attack him as of course they will aggro on another person if they decide to attack the hound. That is basically all when it comes to the ideas I have, I would love some criticism on how the ideas could play out because I want the character to be fun and useful to play while still being balanced as possible. ^ Not Wolfe but me as hound ^
  4. Im sorry again for another post. The last problem was just a simple fix but this one I'm actually stumped. Thank you Yagi2137! I''m using the extended sample character to make my first mod, and the ghost is invisible. I've deleted everything in anim folder and re-compiled it, but the ghost file always comes back as Ghost_esctemplate_build and I have to rename it, while my other comes back as my characters name (Giggabyte). I rename the file and the game loads fine however the ghost doesn't show. its just floating lights. when I check back to the anim folder it has re-added the esctemplate file, so my anim file has "ghost_esctemplate_build", "ghost_giggabyte_build" and "Giggabyte" Ive searched around on the forums and the a few things I found involved the .bin files but I cant open them. I downloaded a program called "Krane" from here but it does work, its just loads a black box for a split second and closes. when I try to type something it closes as well. the other post I saw on this topic involves a line of code that I actually cant find at all. the other posts I found that did not have the best solutions: https://forums.kleientertainment.com/forums/topic/48407-my-custom-character-die-as-invisible-ghost/ https://forums.kleientertainment.com/forums/topic/46252-mod-character-ghost-is-invisible/ Ive gone back through and checked all my spelling to see if an "esctemplate" was hidden somewhere that was loading a duplicate but I cant seem to find the problem. I'll attach the mods files if it helps. Im in no rush for answers, though I would definitely like to know how to fix this since I do plan to make some characters for my friends who introduced me to the DST in the first place and I want to know how to fix it if the problem arises again. thank you a bunch! [removed files]
  5. I am working on a custom character mod and I thought it would be fun to give the character a idle animation, I figured that the peruse animation that Wurt uses when reading books would be a great fit, but sadly it turns out Wurt uses a custom face for that so any other characters that do it dont have a face sprite for it (With exceptions). I don't have any clue what the name of the face sprite needs to be, I tried a few obvious options like incrementing the face sprite number or trying something like face_peruse-0 but none of that worked. I have been talking with a friend who also was working on a character mod and simultaneously had the same idea of using the peruse animation as the character's idle animation and he could not figure it out either. I realized something interesting about the peruse animation during my testing though, even though most character's dont have any face sprite for the peruse animation, a few of them do, be it a unfitting face sprite but it does mean that those characters must have a face sprite under the same name. Characters that have a face sprite for the animation: Warly Wormwood And Wurt of course. Every other character has just the head base. If anybody knows of what the face sprite is called or could direct me to a mod character that has a face sprite for this animation it would be much appreciated. Me and my friend would really love to get this working in our mods and thanks for at least reading about our problem.
  6. So, I'm trying to make my character afraid of Pickaxes. Being that he himself is made of rock. I've found a thread that point's me in the right direction. But I'm wondering how do I check other player's inventories for Them holding a pick, and how do I check the ground for random dropped pickaxes, either from corpses or people not using chests. Thanks in advance
  7. Hi everyone! I am very new to the modding thing. I am trying to make a character mod for Don't Starve Together. He's gonna be a Rock person. Following along with the tutorial on the Klei website, it all seems fairly straightforward. However, I've run into a little snag (being that I have no coding experience, and don't want to screw up my game) I need help with a few things. Firstly, a slightly slower sanity drain, I set his sanity to 50, but i'd like it to drain a bit slower. Found someone else's thread to help here! Secondly, how to make it so he can mine boulder and etc, with his fists. Thirdly, how he can give off a warmth aura exactly like a thermal stone. Fourthly, how to drain his sanity near pickaxes. And lastly, how to make food non edible, but minerals edible for him. Any help would be appreciated.