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Found 18 results

  1. Would anyone know exactly how one would go about making a modded character receive reduced damage from Charlie? Or at the very least if there's some sort of mod which had something similar to this I could look through? I genuinely haven't been able to find anything that references her damage aside from Negating it entirely.
  2. I have a character that used to work perfectly fine, but as of recently the game crashes whenever I spawn or craft a couple items that share some code with the shield of terror. I am wondering if there is any change to the shield of terror that may be causing this crash, or otherwise some other reason that I have not noticed. I have attached the character mod as well as the scripts for the two individual items. All help is greatly appreciated! tfmmw.lua lmw.lua WerriTerri (2).zip
  3. 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.
  4. I'm wondering if anyone has a base melee file anyone has sorta like the base character mod, I've looked through the workshop and the forums and couldn't fine one sorry its just hard to figure it out and when i try to take a melee off the workshop and redo it to be a "base" i cant seem to get it right
  5. 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!
  6. Hello! I'm trying to make my first ever mod and I've been running into a lot of trouble but finally managed to make him work with his own script and images, but now I got help from a friend to try and give him a custom character item, a locket that when worn restores sanity, and ever since then every time I try to load a world to test his mod I'm stuck in world gen forever. If anyone would be willing to take a look at my log and also mod files to see if they can find what was changed to cause this problem? I'm a real novice to all this coding stuff so I'm floundering a bit. Thank you to whoever takes the time to try! DST_Ley.zip client_log.txt
  7. Hello my name is Ive/Ivy, and I've previously went by Mercyque. I'm looking for help in making two server side mods, which each have the following functions respectively. Mod Request 1: (Part 2 & 3 are new. But part 1 is important too.) 1) Items don't drop on death. (Not new, but important to have bundled in this mod.) 2) While the player is a ghost, they can type the following command in chat. This command will then delete their inventory and despawn the player. #Despawn 3) When a player becomes a ghost, send a message to that specific user saying the following. You can despawn while as a ghost at the cost of losing your inventory, by typing #Despawn Mod Request 2: (All following parts are important.) 1) When one or more mods on the server are outdated, if no players are online, restart the server. 2) While one or more mods on the server are outdated and there are one or more players online, every 20 minutes effective immediately until server shuts down, send the following announcement. When able, please all log out of the server so updates for mods can commence! Thank you to anyone whom is reading this post out of interest and/or inquiring to help complete these server side mods. If compensation is needed for your time and/or modding skills, we can discuss payment as needed. Sincerely, Ive/Ivy
  8. Hello everyone, I am currently working on a emote mod where you hug your friends either for comfort or sanity purposes. I had an issue while working on the mod where I had the code become recognizable to the game, but the images/animation became blank. I tried to fix that but I made the situation way worse than it should be. It introduced the label "crashed" under it and i couldn't open the world anymore with the mod enabled. I have the animation already down and build to a specific folder, and I have already decided to start over on the coding aspects for the mod. I just really need help with the coding for the mod, this is my first time creating a emote mod ever. I just wanna say first, yes I have used another mod for this. It was the default dance mod (yea I know cringe) I use Visual Studio Code for this mod the image below was the old code for my first try its a modinfo.lua The second one was my mod main again I used the default dance mod to help me out with this please don't lash on me about it. but this is really what I had including the anim build. I would really love some help on this mod, if anyone knows how to do this please let me know
  9. Hopefully the title makes sense. What I'm trying to do with my mod character is make it so he breaks tools faster but he chops trees, mines rocks etc. faster as well because he is very strong and easily breaks man-made and organic materials. I took code from Wigfrid's durability Battlesong and tried to modify it to make it so that tools broke faster but trees fell and rocks broke with like half the uses, however I am getting crashes, the most recent crash being this: Now I understand that the "weapon" component isn't going to work, but I don't know what to change to make it work. The most recent crash happens when I unequip a tool, oddly. Plus I am not even getting the effect I want. Here is the code I currently have as well as my character's .lua file attached. local GARAMONDE_DURABILITY_MOD = 0.8 inst:ListenForEvent("equip", function(data) if data.eslot == EQUIPSLOTS.HANDS then inst.components.weapon.attackwearmultipliers:SetModifier(inst, TUNING.GARAMONDE_DURABILITY_MOD) end end) inst:ListenForEvent("unequip", function(target, data) if data.eslot == EQUIPSLOTS.HANDS then inst.components.weapon.attackwearmultipliers:RemoveModifier(inst, TUNING.GARAMONDE_DURABILITY_MOD) end end) Thanks in advance! garamonde.lua
  10. I am trying to make a Funtime Freddy mod, and currently, I am stuck. The game freezes whenever I choose the character (This I am trying many things to fix). Other than that, my character has three main perks that I will need help making when/if I can fix this bug, the perks are: 1. He has an built-in ice box, this is compensated for by having him move slightly slower, and unable to equip body and head items. 2. Funtime Freddy has night vision. This is compensated for with Funtime Freddy losing sanity during the day. 3. Funtime Freddy Brings along Bon-Bon. Bon-Bon is an equippable item that lets Funtime Freddy gain sanity in the dark, and negate the daytime sanity drain. Bon-Bon also has a secondary function when equipped, when held, Bon-Bon de-agros mobs after Funtime Freddy (This of course doesn't effect big bads). Bon-Bon also can be dropped or thrown, in which Bon-Bon will act like Bernie, where he will attack mobs. Bon-Bon seems overpowered, but Bon-Bon has a major downside, his crappy durability, Whenever Bon-Bon attacks a mob, gets attacked by a mob, or Funtime Freddy gets attacked while Bon-Bon is in his inventory, Bon-Bon loses 1% durability, and when broken, will become rubble on the ground. Bon-Bon can of course be healed for 10% durability per gear and when broken can be fixed similarly to how you can tame clockworks, by repairing him with three gears, this will make a new Bon-Bon with 25% durability, making gear farming essential if you want to have any sanity. Funtime Freddy has 225 health, 150 hunger, and only 100 sanity. I know how to make custom stats. But if you guys can help me with the other perks and help me to fix this bug that prevents me from progressing any further, I would be grateful
  11. hello! I recently downloaded ktools so that I could decompile the characters sprite files. when I try to open the program, a black command box opens for a split second and then closes again. can anyone help me with this? I have also tried mattstools, and the files just don't show up when opened. any help or advice is appreciated! -Brenn
  12. 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?
  13. 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!
  14. 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.
  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. In my mod, I recently added Poutine as a crockpot item that can be cooked with a custom crop that my friends and I also added. After like, a month of struggling and almost resorting to poutine being a drop from a mob (how silly would that've been?), we finally got it to work in the crockpot. Except... If the person cooking it isn't the server host, the poutine disappears in their inventory. In a sense. It's still there in their inventory! But they can't see it or interact with it. That's an issue, considering that we added a temperature increase to it. It's almost essential to the character we modded in, aside from its health decrease (because honestly, french fries drenched in gravy and cheese is not good for you. Sorry, Canadians.) Since finding this bug, I feel a bit bad. I wanted to get this update out asap so people knew that the mod was still being worked on, but we came across this major issue. The only thing we could think to do to fix the issue was move inst.entity:SetPristine() above the "if not/then" conditional branch for TheWorld.ismastersim Surely someone can help us?
  17. Chester can't move. This makes Chester sad. All Chester wanted to do was to play and bound and pant and... But no. Chester can't. So Chester is sad. Maybe someone will pick up the eyebone, his link to the world where he can play. But for now Chester must wait and hope. Always hope
  18. Ok before I begin I will address all the characters and ages Wilson age = 30 Willow age = 16 Wolfgang age = 45 Wendy age = 13 Wes age = 27 Woodie age = 38 Maxwell age = 56 Wickerbottom age = 65 WX-78 age = no age And Me! Bilfy age = 13 Let's begin! Chapter 1 :Purgatory "Say Pal, You Don't Look So Good." "You Better Find Something To Eat Before Night Comes!" I wake up in a forest in a daze."Where am I"? I stand up."Hm" I could have sworn that plane crash killed me. And it Did Notcrash in a forest. Suddenly, I hear a loud screech. "RAAWWWK!" Then I see a giant one-eyed bird coming towards me. I am staring at it in disbelief, then it pecks my arm. "Agh!!!!!" I think "So it appears I am not dreaming." It pecks the same arm again and leaves a huge bloody gash in it. "Oh my god!" I start to run from the beast,Screaming"Help!Somebody help me!!!". Then I run into a grave, trip over it, flip in the air, and bang my head on another grave and faint. In my head I hear a man's evil laughter "Muahahahaha! Fool. It appears you have already died. Meh, I am feeling kind of generous today. I will give you a second chance". I try to speak but I open my mouth and all that comes out is a hiss. Then I wake up. ~~~~~~~~~~~~~~~~~~~~~~ Tell me what you think. If enough people like it i will make another one. Here's a hint on what the 2nd one is about. Chapter 2: The Girl