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Found 5 results

  1. Good day everyone, I'm trying to make myself a new lantern. But I had a little trouble understanding how the game's animations work. Namely, I'm trying to analyze the animations of the game itself to understand how they work, but I can't because some of them don't have complete files. I'm using ktools-4.4.4 to extract the files, but I can't extract the files that only have atlas-0.tex and build.bin I can get files only from similar files, where there is a whole set with an anim file... I will be very grateful for your help, and for any information, I apologize if a similar topic has already been raised on the forum, I tried to find information but it did not work..
  2. Hi! I've been working on a new mod for a commissioner of mine, and so far everything seems fine, but when I test it on worlds with caves the custom weapon of that character refuses to spawn with the command DebugSpawn, and when I craft it the character holds it and can use it but it's invisible on the inventory and cant be selected (also the animation when attacking glitches out and makes the character's arm invisible along with the weapon itself). I also can't pick it up pressing space when I debug spawn it. I checked if all clients require mod in modinfo.lua was set to true and it is, so I have no idea what might be the problem. I've tried it also when playing on offline mode and on local and it just doesn't wanna work. I also tried uploading it to workshop to see if that happened to fix it, but to no avail. This also didn't happen to me on my first mod where I added a custom healing item. No idea what might be causing it honestly. Any help is truly appreciated, I'll attach a couple of files that may be the cause. "bloodshot" is the character, "shotknife" is the weapon. bloodshot.lua shotknife.lua modinfo.lua modmain.lua
  3. Hello! I'm pretty new to modding, and was wondering if it's possible to make items uncraftable when sanity is below a certain threshold? Later I would like to translate that to "dark energy" which is a custom meter that I made for my character. The code I've been fiddling around with: inst:DoPeriodicTask(5, function() local old = inst.replica.builder.CanLearn local de = inst.components.darkenergy:GetPercent() function inst.replica.builder:CanLearn(recname) if forbidden1 [recname] and de < .40 then return false elseif forbidden2 [recname] and de < .30 then return false elseif forbidden3 [recname] and de >=.40 then return old(self,recname) else return old(self,recname) end end end) I've gotten it to work where once de (dark energy) gets below 30, the recipes disappear, but I have issues with the recipes reappearing once de increases above 40. Any help/tips would be greatly appreciated!! Edit: I think I realized why the recipe won't reappear: they are taken out of the game until restart. Is there a way to lock recipes instead of taking them out completely?
  4. I am in need of coding help! I want to make another new character and I noticed that a lot of people were getting help here so now I'm searching for help here. I've made a full custom character before but this new one will require a bit more coding that i do not have the knowledge to do. The Perks that i need help with: -Can make body armor like Wigfrid makes battle helmets. -He has extra room for items. (the extra slots appear on the side just like a backpack would give.) -He cannot wear any type of backpack (Krampus Sack, Piggy Back, Etc) and will do the same emote Wigfrid does when you try to make her eat fruits and vegetables if you try to make him wear a backpack. This extra thing i need isn't for this character, but i would still like to know how to remove the arm model that doesn't hold anything. Making a character only have one arm. EDIT: Thanks for the help so far! but i should've mentioned that i have no idea how to create custom armor. I'm looking into armor files to see if i can find anything though.
  5. Because I love suffering and being sad, I'm adding one more feature to Winnie before she's fully released. She now can utilize her book of shadows in the form of various spells craftable from a unique tab in the toolbar. I figured out how to add a custom tab, and even added a custom recipe! But I'm struggling to link an item to the recipe. local carrotspell = AddRecipe("Carrots", {Ingredient("papyrus", 1), Ingredient("carrot", 2), Ingredient("nightmarefuel", 2)}, papyrustab, GLOBAL.TECH.NONE, nil, nil, nil, 5, "papyrustab", "images/inventoryimages/carrotspell.xml", "carrotspell.tex") is in my modmain.lua, and I have carrotspell tex and xml in the appropriate folders as mentioned in the recipe line. STRINGS.NAMES.CARROTSPELL = "The Green Thumb Spell" STRINGS.RECIPE_DESC.CARROTSPELL = "All it says is 'carrots.' Huh." is also included in the modmain to lend a name and description to the recipe. I have the carrotspell.lua file in my prefabs folder, though it's not really fleshed out since I don't know how to achieve the function of the spell just yet. Spawing Carrots can come later. Right now I just need to figure out how to make a basic custom item. However, at the end of the prefab file, if I try to put return Prefab( "common/inventory/carrotspell", fn, Assets) like I'm supposed to, the game won't open correctly and then crashes. In addition to that, when you hover over the recipe for the carrotspell - for which the image shows up fine! - the image of the carrotspell and the name and desc is missing from the hovertab where you can hit 'build'. If I gather the necessary materials and craft the carrotspell, Winnie will use the materials, busy about for a moment, and then say "I can't do that." I'm not sure exactly what I'm doing wrong here. I've been following another mod that uses custom items, to see where everything needs to be placed, but I must have gotten something mixed up along the way. I have the files available if anyone would need them to get a better idea of what I did.
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