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Found 16 results

  1. I'm working on a custom character for a friend's birthday next month and have been trying to add a follower. The end goal is to make it a cat but for now I just need to make it work. I'm working from the esctemplate base for shipwrecked and using Yakuzashi's custom follower template to try and make the follower. The mod was working, but when I finished transferring and renaming things for the follower the new mod would cause the game to say "the mod is out of date" and then crash. the link below should have the crash log, the working zip[before adding the mod], and the broken follower zip [after attempting to add the mod] (I had to do the drive link because the files were too large) https://drive.google.com/drive/folders/1uommEF5yiMaVY-RzEIVfonEDU4f2J2ts?usp=sharing I'm rather new to modding so any insight would be appreciated!
  2. Sorry for reposting this from other forum, but I haven't gotten any help from the Don't Starve Together Forum, and I would really like to figure this problem out so I can go back to working on my update for my mod. I was working on adding my first item into the game when I realized that the item's sprite wasn't loading, I tried following a similar issue but I have had no luck, so I need someone's assistance with this. I have included an attachment of my mod, and the item I am working on in particular is titled "sanityspear" Wayne_The_Experiment-1.2.zip
  3. Hello, I was working on adding my first item into the game when I realized that the item's sprite wasn't loading, I tried following a similar issue but I have had no luck, so I need someone's assistance with this. I have included an attachment of my mod, and the item I am working on in particular is titled "sanityspear" Wayne_The_Experiment-1.2.zip
  4. I made a recipe for my hat and it is working if i'm crafting it but recipe itself looks weird Here's a screenshot And here's the code Recipe("evilgarland", {Ingredient("petals_evil", 12)}, RECIPETABS.DRESS, {SCIENCE = 0}) STRINGS.RECIPE_DESC.PETALS_EVIL= "Pesky parasite!"
  5. Hello! I am an artist new to modding. After running into dead ends years ago creating custom character art, my ultimate aim is to make a clear video tutorial of an easy pipeline to share with the modding community. I am making progress and still figuring out an efficient pipeline, but have run into some issues. 1. Errors while trying to preview player animation in Spriter for the Sample Character Template SCML . My goal is to use Spriter to easily preview WIP custom characters with default player animation, to check if everything is working, sized, and placed correctly, without having to open the game & host a new session just to check any art updates. Fixing this would make adjusting art significantly easier. The default Sample Character Template SCML file works fine in DST, but contains no animation when opened in Spriter. Following this Reskinning Mod Guide, I tried using KTools to create a new SCML file with animation. While the new SCML contains working animation in Spriter, the project has completely broken proportions: For the SCML file, I tried The Sample Character Template's two atlas files, build, and anim: The premade SCML works perfectly in DST, but no animations load into Spriter. Running the files through KTools results in the broken example above WITHOUT animation in Spriter. The Sample Character Template's two atlas files and build, and default player idle anim from DST data: Running the files through KTools results in the broken example above WITH animation in Spriter. Does anyone know why this happens/ how to build an animated character template SCML properly?? 2. Alternatively, is there a way to add existing animations (anim) to existing Spriter projects? Adding player animations to the original working Sample Character Spriter project would solve the issue just as well! 3. Alternatively, is there an existing method to easily place/align/resize sprite images? Is there an existing method for making sure sprite art, especially faces, are aligned correctly? Currently I am drawing over the Sample Character Art Atlas and replacing the files manually, but features end up too high/low/small/large/off center & need manual adjustment. I'm working on a fast way to do this, but I wanted to check here if anyone has already figured this one out? Thank you!
  6. hi here is the button i want to move (the flag) i would like to move it at the red cube near day survived without pressing TAB to show the button if someone can make that please respond to me have a nice day
  7. 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...)
  8. Yep, it's me with flamey again BUT... i want him to take damage by being wet. Does anyone know how to do it? (and where i should put the code .w.) Edit: I mean, like WX-78 but without sparks
  9. I'm trying to make a character who's rather quick and physically strong, but it's pretty jarring to see them slow aaall the way down when carrying a chunk of marble statue. He'd normally be able to carry them somewhat faster than the average person, but I have no idea how to do this. Well, except that it probably has to do with stuff in tuning, and this line of code in the suspicious marble prefab. inst.components.equippable.walkspeedmult = TUNING.HEAVY_SPEED_MULT Where would I start?
  10. I would like to make it so my mod character has a slightly above average starting speed, and have their speed increase over time as they move. I've seen another mod character do a similar thing, but I felt like just copy+pasting the code would be pretty rude of me. Another thing, not necessary but would be appreciated, is if I could get some help with making sanity drain faster with wetness level. Thanks!
  11. *inhales* OOOkayy so asides from custom sound, getting animations to look right for mods seems to be a bit of a challenge for me. Reskinning things that only need a slight visual change are easy enough, but actually modifying the animations slightly is a bit of a challenge. I was trying to create a character mod for a cyclops. The images for his face needed different dimensions, and tweaking all the character animations or doing them all from scratch don't seem to be practical or viable options custom items appear on the ground, but are invisible when equipped I edited bird animations to give one of my custom birds a longer tail, but it still uses the base bird anim files and the tail resets to normal another character mod I'm working on requires the arm_lower to be above the arm_upper for aesthetic reasons. does anyone know a way I can fix any of these? lunasmart.zip
  12. Up until recently, I had a working mod that enabled Chester to change into more forms than just snow and shadow chester. The code seems to be functioning differently now, but I'm not completely sure how to fix it. Right now the primary issue is a crash related to MorphShadowEyebone, which I think may be related to how the game cross references the chester.lua, chester_eyebone.lua and the leader component of the eyebone. Anyone know of a way to fix this problem? chesterfix(DST).zip Less important at the moment, but does anyone know how to code a chester form that could work as a science prototyper?
  13. Hello I am trying to add modconfig to my dwarven mod, but it keeps crashing when I hit something with the weapon. It says something like: attempt to call number for boulean or something in the crash. Can someone help me? Sincerely -Eremus007
  14. just wondering if there's a way to copy world data to duplicate a server's world
  15. So, I'm making an item for a character, which is a weapon. It is supposed to do an AoE attack, kinda like the Bearger. Actually, I wanted to use the effects for the bearger's attack, but anyway, the weapon does a lot of damage to all enemies around it, has a cooldown of 20 seconds, and I wanted to add a custom animation. The weapon is a tuba, (like a really, really, really loud tuba) so I wanted to have an animation where you blow into the tuba, not just the normal attack animation. The final thing is I wanted is when you use the weapon you just right click it and everything around you gets damaged, (also trees get chopped down), instead of having to equip it and target a specific enemy. It would not destroy anything else, just trees and enemies. It would also be cool if you could see the cooldown on it's inventoryicon, but that isn't a necessity. Thanks to anyone who can help!
  16. Hey, I had an idea for a newspaper weapon mod I am developing. I would like that if the weapon is wet (like with the blue bar around the item comes) that it loses durability more quickly (because paper breaks when it's wet. But I really have no idea how to call a function like that or say that in LUA. Is that even possible?