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Found 285 results

  1. Hello! I'm very sorry for the inconvenience. I am creating a character for DST. I want to make the character unable to eat meat, something like Wormwood. I'm quite a novice so I don't know how to look at the code of characters that are already part of the game. Any help would greatly appreciate it.
  2. So... I making a character who can eat cutgrass. I have made different attempts but I have not come to anything yet, any help would be very helpful. I am quite a novice using the code. Thank you very much! Thanks
  3. It's annoying to plant Berry bushes, grass tufts and saplings because the item slots open immediately when the item is put on the lower half of the screen. This is so annoying because we have to move our character far down and put items on the top. Please fix this, Klei team.
  4. Its been a while I played dst and I recently bought wormwood. But now I am having a lot of problems playing him recently because he can't heal from dishes. I have opt out for bee boxes and spider farms for healing items but I'm having no luck. They require papyrus/ stones which are rather rare. what should I do? How do you play him? What are your priorities? Please share
  5. Hi Everyone =D, So after the last update (Walter and Woby) a lot of things starter to crash in the mod I help maintain (My Pet) since Woby shares a lot of things with the critters code. One of the changes implemented by Klei was how the game shows the Abandon action when near the Rock Den. In order to avoid people abandoning Woby they made a check that if the pet is a container the abandon action will never show only the Pet Action. klei files componentactions.lua crittertraits = function(inst, doer, actions, right) if inst.replica.follower ~= nil and inst.replica.follower:GetLeader() == doer then if right then if inst.replica.container then -- Added for wobysmall table.insert(actions, ACTIONS.PET) elseif doer.replica.builder ~= nil and doer.replica.builder:GetTechTrees().ORPHANAGE > 0 and not inst:HasTag("noabandon") then table.insert(actions, ACTIONS.ABANDON) end elseif inst.replica.container == nil then --V2C: @Scott: Should this always be available??? table.insert(actions, ACTIONS.PET) end end end This is a big issue since My Pet mod transforms the critters in a container by default (like Woby). So my issue here is that I can't create a way to go around the check Klei implemented so the Abandon option never appears because as soon as the game detects the Pet as a container it will not show the Abandon. What I thought I could do was to create a new Component Action in order to divert the check Klei did to the new one I create, the issue here is that I don't know how to create a new Component Action, and the tentative of copying one never worked. I tried to add the file componentactions.lua to the My Pet files, but I can't make the mod access that one instead of the one in klei files (I'm aware this might not be the best way to code a mod, but I was desperate xD ). Any help with this will be very appreciated =D My Pet Mod https://steamcommunity.com/sharedfiles/filedetails/?id=1898077974 Let me know if you need anything else in order to help me =)
  6. Hello! I'm a semi-new modder and I've gotten pretty good at it, having made do with creating two functional character mods with custom perks and items so far. I think it's been a little over a week, though, so I'm no expert. So, on that note, I'd like some help with figuring out a project I want to work on. I want to create a follower for one of my modded characters-- kind of like abigail, I want her to spawn with an item that can be used to summon the follower. I've looked into a few turorials/templates etc. and I've looked into the official game scripts for abigail and bernie, but my problem is that I can't seem to figure out which files/lines of code are necessary and which ones I can get rid of in favor of customizing and simplifying the follower I want to make. I also can't seem to figure out where to put the files inside my mod's folder so that it's included with just that character and still works properly. Any advice would be appreciated!
  7. I've been trying to make a character not gain any speed multipliers when walking on roads, paths and trails, but everything I tried so far has not worked. My attempts on character.lua: inst.components.locomotor:FasterOnRoad(false) inst.components.locomotor:SetFasterOnRoad(false) inst.components.locomotor.fastmultiplier = 1.00 inst.components.locomotor.enablegroundspeedmultiplier = false inst:AddComponent("locomotor") inst.components.locomotor:EnableGroundSpeedMultiplier(false) I tried these individually and none of them seem to have worked, I can clearly see that setting groundspeedmultiplier to false does something but all it actually does is teleport me back a few steps every time I try walking on Roads, not actually slowing me down. I went over to Wurt and saw that she has a multiplier for walking on swamp tiles, and I also noticed that Roads count as a tile. inst.components.locomotor:SetFasterOnGroundTile(GROUND.MARSH, true) so I tried inst.components.locomotor:SetFasterOnGroundTile(GROUND.ROAD, false) and it still doesn't work... Has anyone ever attempted to "remove" or "ignore" the road's speed buff? I'm not that good at Modding but everything I tried so far with the locomotor component has failed me.
  8. hi! I play this game using an xbox controller and i mainly play Wortox, the prompt to soulhop isnt appearing for me, only when i use mouse will it show up. Anyway to fix that?
  9. Hello, I'm making a photographer character that uses a camera that makes pictures depending on his sanity, depending on the sanity threshold. "Passionate Picture" high sanity "Bland Picture" medium sanity "Horrible Picture" low sanity My problem is: I have no idea how to make this, any help would be appreciated, and thanks in advance.
  10. profile This is my first time starting a dedicated server, so if there's any more info needed to solve i would be happy to give it. I cant find any information on this error online. cluster.ini cluster_token.txt server_chat_log_2020-05-28-15-53-35.txt server_chat_log_2020-05-28-18-39-30.txt server_chat_log_2020-05-28-18-42-25.txt server_chat_log_2020-05-28-18-52-01.txt server_chat_log_2020-05-28-18-59-47.txt server_chat_log_2020-05-28-19-06-25.txt server_chat_log_2020-05-28-19-12-01.txt server_chat_log_2020-05-28-19-19-24.txt server_chat_log_2020-05-28-19-25-57.txt server_chat_log_2020-05-28-19-53-26.txt server_chat_log_2020-05-28-20-00-52.txt server_chat_log_2020-05-28-20-01-26.txt server_chat_log_2020-05-28-20-01-48.txt server_chat_log_2020-05-28-20-13-00.txt server_chat_log_2020-05-28-20-20-52.txt server_chat_log_2020-05-28-20-45-52.txt server_chat_log_2020-05-28-21-45-51.txt server_chat_log_2020-05-28-21-52-40.txt server_chat_log_2020-05-28-21-57-59.txt server_chat_log_2020-05-28-22-01-04.txt server_chat_log_2020-05-28-22-07-50.txt server_log_2020-05-28-15-53-35.txt server_log_2020-05-28-18-39-30.txt server_log_2020-05-28-18-42-25.txt server_log_2020-05-28-18-52-01.txt server_log_2020-05-28-18-59-47.txt server_log_2020-05-28-19-06-25.txt server_log_2020-05-28-19-12-01.txt server_log_2020-05-28-19-19-24.txt server_log_2020-05-28-19-25-57.txt server_log_2020-05-28-19-53-25.txt server_log_2020-05-28-20-00-52.txt server_log_2020-05-28-20-01-26.txt server_log_2020-05-28-20-01-47.txt server_log_2020-05-28-20-13-00.txt server_log_2020-05-28-20-20-52.txt server_log_2020-05-28-20-45-52.txt server_log_2020-05-28-21-45-51.txt server_log_2020-05-28-21-52-40.txt server_log_2020-05-28-21-57-59.txt server_log_2020-05-28-22-01-04.txt server_log_2020-05-28-22-07-49.txt boot_modindex modindex saveindex server.ini server_chat_log.txt worldgenoverride.lua cluster.ini cluster_token.txt server_chat_log_2020-05-28-15-53-35.txt server_chat_log_2020-05-28-18-39-30.txt server_chat_log_2020-05-28-18-42-25.txt server_chat_log_2020-05-28-18-52-01.txt server_chat_log_2020-05-28-18-59-47.txt server_chat_log_2020-05-28-19-06-25.txt server_chat_log_2020-05-28-19-12-01.txt server_chat_log_2020-05-28-19-19-24.txt server_chat_log_2020-05-28-19-25-57.txt server_chat_log_2020-05-28-19-53-25.txt server_chat_log_2020-05-28-20-00-52.txt server_chat_log_2020-05-28-20-01-26.txt server_chat_log_2020-05-28-20-01-47.txt server_chat_log_2020-05-28-20-13-00.txt server_chat_log_2020-05-28-20-20-52.txt server_chat_log_2020-05-28-20-45-52.txt server_chat_log_2020-05-28-21-45-51.txt server_chat_log_2020-05-28-21-52-40.txt server_chat_log_2020-05-28-21-57-59.txt server_chat_log_2020-05-28-22-01-04.txt server_chat_log_2020-05-28-22-07-49.txt server_log_2020-05-28-15-53-35.txt server_log_2020-05-28-18-39-30.txt server_log_2020-05-28-18-42-25.txt server_log_2020-05-28-18-52-01.txt server_log_2020-05-28-18-59-47.txt server_log_2020-05-28-19-06-25.txt server_log_2020-05-28-19-12-01.txt server_log_2020-05-28-19-19-24.txt server_log_2020-05-28-19-25-57.txt server_log_2020-05-28-19-53-25.txt server_log_2020-05-28-20-00-52.txt server_log_2020-05-28-20-01-26.txt server_log_2020-05-28-20-01-47.txt server_log_2020-05-28-20-13-00.txt server_log_2020-05-28-20-20-52.txt server_log_2020-05-28-20-45-52.txt server_log_2020-05-28-21-45-51.txt server_log_2020-05-28-21-52-40.txt server_log_2020-05-28-21-57-59.txt server_log_2020-05-28-22-01-04.txt server_log_2020-05-28-22-07-49.txt boot_modindex modindex profile saveindex server_save 0000000002 0000000003 0000000004 0000000005 0000000006 server.ini server_chat_log.txt server_log.txt worldgenoverride.lua
  11. I am making an oar, it's fully functional besides the fact that that swap_anim is invisible! The prefab itself is called "living_oar" (its an oar made out of a living log), the "atlas-0.tex" in the swap anim folder isnt invisible and build.bin is renamed to swap_living_oar (from the normal oar). I have tried the following: Putting the anim and swap anim in the modmain like this (nothing happened) Changing the first spoiler to the second spoiler in living_oar.lua (nothing happened) Changing said "swap_anim" in the directly above spoilered code (tested with the oar, spear, and moon cutter. Changed the living oar to look like the respectable item) Due to the circumstances and evidence, I believe that "swap_living_oar.zip" is not properly imported into living_oar.lua. I have optimized my mod as to only include the item if any of you would like to help me please. living_oar mod.zip
  12. Hello! It has been a while since I have worked on modding, so i'm pretty rusty. (Not that i was good to begin with) I'm looking to replicate something similar to Wortox's teleport ability but without the use of souls/blinkstaff without an item, i have gotten it to work with the use of souls but it seems to me the only other bit I need to change is the blink action itself. ACTIONS.BLINK.strfn = function(act) return act.invobject == nil and act.doer ~= nil and act.doer:HasTag("soulstealer") and "SOUL" or nil end ACTIONS.BLINK.fn = function(act) local act_pos = act:GetActionPoint() if act.invobject ~= nil then if act.invobject.components.blinkstaff ~= nil then return act.invobject.components.blinkstaff:Blink(act_pos, act.doer) end elseif act.doer ~= nil and act.doer.sg ~= nil and act.doer.sg.currentstate.name == "portal_jumpin_pre" and act_pos ~= nil and act.doer.components.inventory ~= nil and act.doer.components.inventory:Has("wortox_soul", 1) then act.doer.components.inventory:ConsumeByName("wortox_soul", 1) act.doer.sg:GoToState("portal_jumpin", act_pos) return true end end I'm going to need a new tag and remove the "and "SOUL" or nil" bit, but then if someone plays wortox that will mess them up i assume. Basically the question is, how can I make a new one of these actions without hindering other characters, i assume I shouldnt touch the actions.lua file at all, and if that is the case how would I do that in my character file? Bonus questions: How can i make custom localization so it does not say Soul hop, and make it say something else? Is it possible to change the key bind wrong right clicking to another key? I currently have it possible to use a keyhandler, but i'm not sure how to pass in anything other than right click local function GetPointSpecialActions(inst, pos, useitem, right) if right and useitem == nil then local rider = inst.replica.rider if rider == nil or not rider:IsRiding() then return { ACTIONS.BLINK } end end return {} end the "right" is there, but trying to change it to a key value like 122 will not read correctly like I have for other things. Thanks in advance!
  13. Hi! I'm making my first mod because i wanted to add a character i made in the game, i'm not really good at coding so i was wondering if someone could help me with a perk! Basically what i want my character to do is to give a sanity aura (Like a gloomer) to other players around, with a maximum of 2 players near my character (If there's 1 person near he will still give sanity aura) But when there are 3 or more players near my character, he will give an insanity aura instead I know that is it possible to make a character give sanity aura, but i'm not so sure if something this specific can be made Many thanks for the help!
  14. So as i browsed the forums this week i noticed people could manage to fit everything and their mother inside a boat, while i can't even fit a fishing bin and a campfire in one if i wanna have a lightning rod on it. Is this some sort of space cleaner secret item found in the ruins? Ancient wisdom coming from the Elder pig from the Elder bog? just HOW do you guys do it?
  15. Hello everyone! I m looking for someone to create a mod for my character Walter. I wrote and drawn 2 comics for this character so it will be nice to see him in the game. If you are interested please let me know.
  16. I noticed two bugs while I was playing with my friend in multi (My friend was the host of the server also): My custom item doesn't want to show (inventory pic and other animation pics), while my friend could see it When my friend tried to give me custom item, my game crashes with the error "[string "scripts/components/inventotyitem.lua"] :10: attempt to index field 'inventoryitem' (a nil value)" Just on a note: the string №10 in inventoryitem.lua is local function onowner(self, owner) self.inst.replica.inventoryitem:SetOwner(owner) end I just can't understand what's wrong... Maybe something wrong with animation folders in the first problem? But then what's wrong with the second one? I haven't seen any topics about that so i'm calling for help! Here's my mods, because ig maybe here's something wrong with all of them, uhuuuhhh mods.zip
  17. I am having troubles finding a way to code a mod for Wolfgang. You see, I want to mod Wolfgang to that his health is consistently 150 at wimpy form, 200 at normal form, and 300 at mighty form. It also want his consistently 75% speed at wimpy, 100% at normal, and 125% at mighty. His hunger will stay. I would also like him to lose sanity at 1.5 rate when near monsters and the night. I know it's a lot to ask for, but I am bad at coding and don't really know what I'm doing when it comes to Wolfgang. If you are going to help me, please leave the whole thread of code for Notepad++ for the modmain.lua, thanks to all.
  18. Hi there great people of this forum first things first, i'm attempting to ''clone'' a basic mod, to change the art and items in it. following the instructions i saw in the dst files itselt, "start by choosing what you want to edit and copy/paste it, and edit to create my own mod" etc i did that. edited all the images, no problem, if i try to just edit the ''visuals'' of vanilla things i can make them work ingame, BUT the problem is when i copy and paste the files to a new folder custom named to create a 'whole new mod'' which is the goal since i want to upload in the workshop and have my friends who play with me always actually ''see'' what i ''see'' here because i have a few vanilla things ''only visually edited'' in my 'personal dst files' replacing the 'vanilla' images, names, or proprieties, so only i can see the thing i've edited for fun but i'm trying to make them 'actual mods' so i can share with the friends in my server. anywayy this one i tried to start with is a kittykit, it has a special item 'catnip' i've edited all the images from the kittykit, and all the strings from the characters interaction with it, names, description etc, these worked already when i only messed around with the strings, and images on the original mod so only i could see it ingame like that, all other players would see the ''original art and dialogs'' from the original mod. since i haven't changed the 'file names' ut since i'm trying to copy and edit to make a new mod, i have to change all the words to represent the 'new mod' like i've called it a 'black kitty' and all the images from the kitty i've changed the words to 'blackkitty' and all the ones which showed the word for the other custom item to ''catnip' since the new item i want to be a catnip pack. BUT then comes the error it says it can't find the catnip.zip but i've changed all the words to catnip, made sure it's all in .zip format because i've read in another question/forum this couldbe the problem, the file being in .rar format, or the files inside in a different format, but idk what to fix, there where 2 folders with this same name in the original mod, one 'exported' one, with a folder inside and a .zip inside this one, where there was a png, a animation and build xml inside and they're still there, only changed the image inside to a catnip, and the name to 'catnip' aswell and there's an anim folder with a catnip.zip inside with a anim and build .bin and a .png and .tex '-' so i don't know what isn't being found to try to fix it nor which of these 2 folders with the same name is the one returning this error. anyway the files are below.. i hope someone can help me, if i ran into this problem in the future maybe i can fix them aswell with some instructons given to this one. i've tried searching for this inthe forum aswell but they weren't the same problem but with other file extensions and were fixed with other steps or insertings certain strings/codes in other files i even tried following a few but in the end the instructions didn't match my error so i ended up in the same place i've started so decided to ask here the mod folder below, i've uploaded to my drive -i've never shared a link from there so if anyone can visualize/download the files just let me know i'll try to figure it out how to share it properly https://drive.google.com/open?id=1VpsSACHdpc1OMMez_5b9ucSIEpNN9VII edit: adding a .zip of the whole mod itself,i though i coulnd't upload it directly in here but aparently it's possible haha Blackkitty mod.zip and the image log i got when trying to run a test world with this mod [as it's own standalone mod] activated ----._. i talk a lot, i know....sorry, but please bear with me....loveu already and thanks for the patience -----
  19. Help. I want to build my mod but auto compiling only work with my ghost build. To explain when i select my character he become invisible but when he dies he can be see. also when I try to manual to compile it I got this: here is my mod. workshop-1997942430.rar
  20. So recently, I got back into relearning how to make custom characters using the extended character template. As a good friend of mine wanted me to make two for him. And all was going well until I went to test out my progress in game, only for it to turn up invisible. I searched for some answers and found the animation folder wasn't compiling after deleting it. I've looked through my folder and I can't seem to find the issue. So far I have only changed around the names and mod info and drew all the assets for the character. I'd be very thankful if anyone could help me out. I included a zip of the character folder. szuzu.zip
  21. I was trying to make a new type of bee, and I seem to have gotten it mostly working, except for some kind of error in their pollination. I wanted to make them require less flowers for pollination so I made them their own pollinator component, but this broke the game unless I also made a new brain and findflower behavior to go with it. I think the brain is working ok, as spawned bees will wander, properly aggro, return home at dusk, and seek flowers, but after they find a flower and rest on it, they become perpetually stuck flying above it and no longer move until dusk comes, at which point they return home. I figure since the other behaviors are working it must be the new findflower that's causing problems but I can't see where. (Also if someone could help me figure out how to give the player a regular bee when these are caught instead of the new bee that would also be appreciated, but that's secondary) findflowernew.lua honeybeebrain.lua betterpollinator.lua
  22. So then, decided to make an update for my mods by adding recipe tabs Loaded the world with mods and here's a problem: Recipe tabs isn't character_only (the other players on server has that tab too), but when i'm trying to add character_only tag, like chtab = AddRecipeTab (STRINGS.NAMES.CHTAB, 998, "images/hud/chtab.xml", "chtab.tex", "chonlytag", nil, false) Then my recipe tab doesn't working at all I searched for mods where tabs are working normally and they is character_only, but scripts are totally same as mine! So i dunno what to do o^o I need help P.S.: Ah, i forgot to say. I have one mod that worked correctly with custom recipe tab and with character_only tag, but after update tab doesn't working. Maybe here's something with the game, or the scripts have changed?
  23. Hello, I have a mod which creates additional food items, however if I try to add spices to them using Warly's station, I end up with spiced wet goop. I have looked at spicedfoods.lua and I cant see any reason for this, but admittedly my Lua knowledge is limited. I had thought maybe adding GenerateSpicedFoods(require("mod_foods")) -- Insert modded_foods into food spicer local function ModDSTSpicer(inst) GenerateSpicedFoods(require("mod_foods")) end AddPrefabPostInit("spicedfoods", ModDSTSpicer) However, this didn't result in any change, either because it doesn't matter, or perhaps is coded wrong. I am at a bit of a loss. Any advice would be appreciated, thank you.
  24. I made character and weapons mod. In single player this mod works very good. I send this file for my friend an he said that when he play with his friend his game crash when not host select mod character and use special weapons. QrchuckRemastered0.1.rar
  25. Hello fellow modders. So I recently started to play DST again and I found something interesting in the wardrobe when you cycle views with some characters in the game, where it shows you the other states/modes of the characters You know how when you cycle views with Wolfgang so you can see what he looks like when he's mighty, wimpy or a ghost? Yeah, that's exactly what I'm aiming to do for my character mods and I know for sure it's possible because I just read this from the game's recent patch notes. However, I'm having a hard time trying to set the code up and I'm really stumped on what to do. I tried taking the code that does this stuff for the official characters and still nothing changed and now I'm stuck with this line of code AddModCharacter("stormish", "MALE", {{name = "normal_skin", scale = 1.5}, {name = "human_skin"}, {name = "ghost_skin", scale = 0.75, offset = {0, -25}}}) I'm not really sure if I'm doing this correctly, if anyone here already added that feature for their character mod, please show me how it's done, thanks in advance.