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When I started playing the dlc, I really dug the rocket system of SO compared to the base game, soo much more depth <3. However, when I started hunting achievments, I got increasingly annoyed at how there is no "AI-Module" of sorts that allows the rockets to fly without dupe input. This annoyance got me wanting to get a mod, but since there was no mod of that sorts, I had to learn modding myself. Since that moment I have doubled my time spent in the game developing and debugging my ever increasing list of mods, which I want to present here: 1) AI Controlled Rockets (dlc only) Rockets that fly without duplicants inside. 2) Space Radiator Radiate heat into space, based on black body radiation physics. 3) Canned Food Adds non-spoiling, canned food variants. 4) Buildable Cryopod (dlc only) Adds 2 constructable cryopods to the game with a custom unlock mechanic. 5) Dream Journal Hitbox fixed [Obsolete] Gives the dream journals a proper hitbox. All Features now part of the base game. 6) Daily Routine This mod allows automatic queueing of a set amount of recipes in any complex fabricator building, allowing for maximum efficiency of production chains. 7) Duplicant Stat Selector Select between 1 and 100 starter dupes and individually modify their traits and attributes. Feature wise similar to DGSM, opposite to that however compatible with mods that affect dupe generation such as Always 3 Interests by Pholit or Bio-Inks by Aki. It also holds all Traits and interests in a searchable list, requiring 2 clicks to change to any wanted trait/interest Also allows to create stat presets and apply dupe skins independent from stats 8) Scan & Relay Satellites (dlc only) Adds deployable satellites that increase the range of logic transmitters and scout the star map. More satellite types to come. 9) Mod Profile Manager This mod adds Mod Profiles to the game, these allow per save game mod configurations and importing custom profile from steam collections and own modlists 10) Rocketry Expanded (dlc only) Many new Rocket Modules, Module Types and QOL Features for Spaced Out Rocketry. This mod is very modular, allowing individual toggles for all features and modules. 11) Rotatable Radbolt Chamber Output Allows to set the output direction of the radbolt chamber similar to other radbolt buildings. 12) "Move Here" Command Tile. Adds a tile that allows calling an assigned dupe via logic signal to its location 13) Critter Shedding Fluffy Critter drop fur balls when brushed (functions as reed fiber) 14) Mineralizer Reborn A machine to turn Water & Salt into Salt water for those salad farms. Revived and updated Test447 original mod. 15) Balloon Dispenser Hand out your newly aquired balloon skins with this new Rec building 16) Drywall Colours Some new colours for your drywall 17) Cluster Generation Manager Mix and match to create a fully customizable cluster 18) Critter Traits Reborn Adds Traits to Critters. Revived and updated from Heinermanns original mod. 19) Claim Notification Adds a simple PopUp when there is a new blueprint to claim 20) Meteor Migration Adds the new Meteors to pre-WhattaBlast Savegames 21) Meteor Drops Meteors drop 50% of their mass when shot down with the meteor blaster 22) Modify Difficulty Settings: Adjust the meteor firing frequency and other difficulty settings of existing savegames without the need of a save game editor. 23) Warning Notification Manager: Get some more control over those warning notifications 24) Preset Manager Allows to create and load presets for: Schedules, Consumables and Priorities
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Hi, I don't know if I can get the answer I want here, but I still hope someone can answer my confusion(about Dedicated Server Mods Update) I am setting up on a windows cloud server, this is my configuration 【 system name:Microsoft Windows Server 2012 R2 Datacenter System version number:6.3.9600 cpu:AMD EPYC7K62 48-Core Processor,2595Mhz Memory:8G disk space:100G 】In terms of cloud storage, I think it meets the official configuration requirements I describe a problem with cloud Dedicated Server mod updates: I follow the official top “Dedicated Server Quick Setup Guide - Windows”to set up my dedicated server,But I forgot to set the my mods before opening the server(The server is up and running ,It was after entering the game and playing for a while that I found out that there is no mod) I have summed up all the methods in the forum into 2 kinds: method one:Revise ServerModSetup("1216718131") inside "\mods\dedicated_server_mods_setup.lua" ------ Enter the game after restarting and find that it is invalid method two:Recreate the modules in the local server and upload them to the dedicated server ------ Enter the game after restarting and find that it is invalid So,The mod file after the server I created locally is overwritten on my dedicated server ------ Enter the game after restarting and find that it is invalid So I tried to put “\\Documents\Klei\DoNotStarveTogether\MyDediServer\Master\”file inside modoverrides.lua and leveldataoverride.lua cover ,Glad it worked after restarting the server I am here "\bin\scripts\launch_preconfigured_servers.bat" After starting and successfully entering the game, fortunately, the mod can be used normally,But I wanted to add a new module later and found that the previous method didn't work I have no idea "dontstarve_dedicated_server_nullrenderer.exe" is it updated (The mod in the mod folder was deleted by me,Configured “modoverrides.lua”The mod file can be downloaded normally , But the mod information cannot be found in the game) I put the running log that I think is important here,Hope someone can answer my confusionserver_log.txtserver_log_2023-04-30-17-20-04.txtworkshop_log.txt ------The above is google translate ===================2023/5/1=========== New_Log Now there is a new problem, I delete all steamcmd items (including games and "C:\Users\Administrator\Documents\Klei"); reinstall I use the command "app_update 343050 validate" to install my Don't Starve Together Dedicated Server This is where my game saves are stored The first time you install and run without mods, you can enter the game, and it will appear when you use the update command for the second time “DoNotStarveTogether_EasyConfigCaves”,“DoNotStarveTogether_EasyConfigOverworld”;as well as “C:\new_steam\steamapps\common\Don't Starve Together Dedicated Server”,‘ugc_mods’folder Why every time you use “app_update 343050 validate”Will overwrite my original setting parameters,makes me have to write again after every update; This is the compressed package of all my logs, if you can’t open it, please use “bandizip” Desktop.zip cloud_log.txt configstore_log.txt connection_log.txt connection_log_10999.txt connection_log_11000.txt connection_log_11001.txt content_log.txt server_log.txt server_log_2023-05-01-01-10-40.txt server_log_2023-05-01-01-17-06.txt server_log_2023-05-01-08-07-30.txt server_log_2023-05-01-08-31-31.txt server_log_2023-05-01-08-59-26.txt server_log_2023-05-01-09-19-15.txt systemmanager.txt workshop_log.txt
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Hey there, I'm a creator. Artist, technomancer, meme-lord extraordinaire. I do a bit of quite literally everything; what exactly and when depends entirely on when I can summon the motivation...and scheduling. This is my topic for stuff, mostly of the DST variety. Sometimes I create, sometimes I talk about creation. This top post is an archive where I'll attempt to compile my Klei-related creations. I won't be posting .PSD files because of reasons, but in most cases, they are available via PM if you're interested. In general, if you want to contact me for whatever, use a PM; just know that my timing on checking any service can be wildly inconsistent. I am an ephemeral being. [There is a metric ton of stuff for me to import here from other posts, other places, and an old art topic. It will never be entirely done. Oop.] -o- ARHT -o- and relevant maymays -o- Mods -o- -o- Meme Hell -o- it is done
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I'm making a character whose main gimmick is that they die every 22 minutes, then can be revived with no Max HP cost. How would I keep their Max HP from going down? Would I put some script into their lua, or would I need to put it in a new revival item unique to them? (My original plan was to add a new revival item for them to use anyway, so that won't be a problem.)
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I've been modding for a while, posting some mods in several threads or discord, finally decided to create a thread and share everything with y'all! Repository link: https://github.com/Cairath/ONI-Mods Steam: https://steamcommunity.com/profiles/76561198076768290/myworkshopfiles/?appid=457140 Feel free to ask questions/leave feedback. Enjoy Encountered a bug? Shoot here! https://github.com/Cairath/ONI-Mods/issues Due to having over 35 mods it's become awful to keep their list maintained in two places. Full list of mods with their descriptions is here: https://github.com/Cairath/ONI-Mods/blob/master/README.md
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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..
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Hello! I'm working on some ideas for a Character mod for a character from Outer Wilds - known as The Hatchling - my idea is that they have 6 special items, 2 items for each of the 3 main alien races in the game. However, I'm not entirely sure how to implement these, and some of them may not be possible. So I figured I could ask people here about it. THIS THREAD MAY CONTAIN MINOR SPOILERS FOR OUTER WILDS, DO NOT PROCEED IF YOU PLAN ON PLAYING THE GAME. Hearthians Probe Scout - Some kind of sentry, but rather than damaging foes, they either slow or stun them. This would require a lot of balancing, though. Signal Scout - My original idea was that you could place an item into it, and it'll point you toward others, like the Navigadget in Hamlet. (However, I don't have access to the code of Hamlet which might be problematic.) Strangers Artifact - Acts like a torch, but it damages any non-survivors caught in the radius Vision Torch - I have two ideas for this one. Either it would be a torch that reveals your position to the global map at all times, or it would exchange hunger and sanity for HP. Nomai Nomai Mask - Allows survivors to respawn without losing Max HP, (must use an item on it first, maybe a Telltale Heart?) and automatically respawns the Hatchling. Warp Core(s) - A Black and White Warp Core must be placed down, but it will then let you teleport between the two, with a high sanity cost. As for the character themselves, I was looking at a few specific abilities: - A 22-minute timer. when it expires, they are killed and respawn at their Nomai Mask. Upon respawning, it'll fully restore their HP, Sanity, and Hunger. - No sanity drain from ghosts so, are these possible? Is there anything in particular I could use to help me figure out the mod and how to make it?
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How to make a language mod
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I'm wanting to mod a character so that she uses two different arm assets, is there a known way to do that?
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Hi, im making a tool mod, but i don't rlly know how to make the custom animations in spriter and how to import my assets to it: i want to make some anims like swap_item Interaction when you eqquiped the item in the handslot (like the axe chopping a tree) inventory image and ground image Qs: How can i make the anim assets? How can i import the assets to spriter? and finally, How can i export the anim? Thank you <3
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mercury.lua Hi, I've attached my LUA file here to ask for some help with this mod, I am currently trying to make him immune to thorns and fix the goop issue. The goop function somewhat works. However, sometimes he drops goops that cannot be picked up (or examined). This isn't so bad except that when you're placing items or structures down it will get in the way, the only way to fix this is to refresh the game. I've tried looking online for similar problems but I cannot get them to work. the immunity to getting prickled does not work at all, I've tried digging into to cactus, spikey bushes and bramble armour code files but nothing seems to work. I've even tried looking for similar mods with this function but I couldn't find any. Just as an extra note, this mod is pretty outdated as well (I remembered I had it and wanted to get back into making characters) But there's no crashes with it, there's just minor bugs that I would like to get fixed. These would be nice to fix, but are not my priority right now. When he gets hit, he drops goops and will shrink -- This function works well. The more he shrinks the slower (maybe weaker too?) he gets -- This doesn't work, it only works when he dies and gets revived, but eating removes this penalty and I'm not sure what I did wrong. Freezes and overheats faster -- not fully tested but I think I got the freezing faster one to work?? (needs more testing) I am not an expert on LUA, If anyone can have a look and tell me the issue I will really appreciate it, thanks for for reading!
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So I made a character that can transform by pressing a key on the keyboard and it looks good so far. But I'm having problems with the scripts. Let me explain, I want him to be able to transform only if he has at least 100 sanity or more, and his hunger bar still doesn't hit 0. How could i make that?
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Hello! Recently, a bug appeared on my friend's computer when playing DST. I am making this forum post for him. We frequently play Don't Starve with many mods enabled. Some of the mods we frequently use (the now common "Insight" mod is one of them) have begun to act strange for him. Whenever he subscribes to one of the "corrupted" mods as we refer to them as, they show up on his server mod list as entirely blank with "workshop-XXXXXX" as their ID, the X's being the mod number (screenshot of the mods in the menu attached). The "update mods" button also suggests he needs to update the same number of mods as his subscribed corrupted ones, however pressing the update button simply refuses to update the corrupted mods and just returns back to the "updates needed" icon. If he attempts to join a DST server or world that has any of the mods on it that he is having issues with, whenever he is subscribed to them or not, an error message pops up: "Disconnected Due to Missing Mods" (screenshot of the full error message attached). If he unsubscribes from these mods and resubscribes, they appear the same, corrupted. Most frequently we test this on my server, but I can unsubscribe to my mods and resubscribe without any issues to me. We are both using Windows 10 as our OS and playing on Steam. I have suggested numerous things, and he has tried numerous things, however we could not get anything to work. Here is a list of everything we have done and their outcomes. None of these have worked. - Restart the computer: Nothing. - Restart Don't Starve Together: Nothing. - Restart Steam: Nothing. - Unsubscribe from corrupted mods and resubscribe: Nothing. They simply reappear as they were before. - Update all mods: Nothing. Updates all other mods successfully, however simply refuses to update the corrupted mods and still states mods need to be updated. - Manually delete the mods from the mods folder: Nothing. The mods get deleted, but when reinstalled they come back as they were. - Manually delete the mods from the mods folder and reinstall them: Nothing. The mods get deleted, but when reinstalled they come back as they were. - Delete the mods folder from the local DST folder and verify the files: Nothing. Again, the folder and the mods get deleted, but when reinstalled nothing happens. - Uninstall Don't Starve using Steam: Nothing. The game successfully uninstalls and wipes the mods, however when reinstalled the corrupted mods remain the way they were. Any suggestions on how to fix this? I will give a confirmation when and how the bug is fixed if it is. My friend is not willing to factory reset his computer, if that has anything to do with the issue. Thank you in advance!
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Version 1.3
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This is my tweaked mods pack. credits for their authors. no mod is mine, just balance them, fix, add content.... This pack includes: Default's item pack [<domyślny>] Additional Equipment (fixed, compatible with servers with caves) [Silentine] icepack can be open at the same time as the backpack include bunnyback and houndback from Additional Equipment DS [Silentine] Aditional Item Package (Need Many more ores) [smith3 -- MagVI] include Golden Minecart [smith3 -- MagVI] The Maxwell's Revenge (Many functions disabled but you can edit this for enable) [Don] include Light Spear [Inspector Dave](reworked) fixed year of PigKing incompatibility Steampunk [star -- Hast] Asparagus and Chocolate and Coffee[Keidence -- yuli] [Hast -- Kuloslav][Mert the Türk] Deluxe Cooking Pot [Astro -- Jankiwen] Domestication Fixed [Darcrov] Many more ores(include many mods) Moar Metals [RoG] [DST] [Cr3ePMan -- Globalastick] Tungsten Mod [ outseeker (au) -- Marqson-- Mr. Gentleman --Zarklord] Shadow Tools [FelixTheJudge -- Neu7ral] Expanded Shadow Armory [FelixTheJudge] Lunar Tools [FelixTheJudge] Marble Combat [FelixTheJudge] Felix's Explosive Bomb Pack [FelixTheJudge] Special Saddles [Ryuu -- pinkmollies] 77_Downvest [The77sim3] Mace [Mico] Spiked Mace [Mico] Blood bag [Pirate Joe -- Delicius] Booty Pack [^-,...,-^] (can be open as chest or equiped as backpack) Eelight DST [Globalastick] Lovely Chest (Fireproof) [RiverSwim] Madman's Fighting Pack [star -- Madman666] More armor [noerK -- VaneshKi] More Gold Tools(DST) [JustJasper] Moving Box [Jelly -- Peanut Butter] Notebook [KaiserKatze] Monster Hambat [kasra9400] Battle Horn [Tykvesh] Dining Table [宵征] DST Gesture wheel [rezecib] DST Minimap HUD [squeek] DST Always on status [rezecib -- Kiopho] Extra Equip Slots Increase Storage [Luis95R] koalefant beefstification [imperialistic dog] Simple economy [AppleMomo] Super Wall (Need Many more ores, and icludes New Walls - Reeds, Hedge, Mud, Living and Bone) [DYC] [JustJasper] Your Skeleton Respawn [Беккит] -
Hi guys! I've been looking for an answer on this topic, however, it seems like players are happy with how this work right now because I couldn't find anything. Is there a way to "port" or "migrate" my actual mod configuration from one savefile to another savefile? I'm not sure if this is a bug on my end, but everytime I tweak mods options on the main menu mods tab, those changes are not applied whenever I start a new game... so I find myself constantly tweaking the mod options because they were set to the default state. Are there any files that I could copy to keep eveything the same? Is it possible to move mod configurations from a normal game to a beta version and viceversa? Thank so much in advance and sorry if this is the incorrect forum.
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Hey ! I tried to write code for a very long time, but in the end I couldn't do anything "Recovering sanity, next to Webber" If anyone can, write the code :C I'll be very thankful
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hello, i would like some help with coding a character for a friend i need help coding in sanity gain around other players and custom players/characters without crashing the game as well as giving people sanity a little wen they are near them as well, i have attempted this before but it just crashed the game wen another player walks near. any coding help is appreciated and i would really like help with this. also here's an image of what made it crash.
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Hi, I would like some help with creating a sanity aura for a character that I am currently making but, I think I screwed the order wrong or something. I'm not entirely the best at coding so yeah (it's gonna look a bit ugly). -- This initializes for both the server and client. Tags can be added here. local common_postinit = function(inst) -- Minimap icon inst.MiniMapEntity:SetIcon( "mizukii.tex" ) end local function OnSanityDelta(inst, data) CurrentSanity = inst.components.sanity:GetPercent() if inst.sleepingbag == nil then if CurrentSanity <= 0.15 then inst.components.sanityaura.aura = TUNING.MIZUKII_AURARATE * 0 elseif CurrentSanity <= 0.5 then inst.components.sanityaura.aura = TUNING.MIZUKII_AURARATE * 0.5 else inst.components.sanityaura.aura = TUNING.MIZUKII_AURARATE end else inst.components.sanityaura.aura = TUNING.MIZUKII_AURARATE * 2 end end -- This initializes for the server only. Components are added here. local master_postinit = function(inst) -- Set starting inventory inst.starting_inventory = start_inv[TheNet:GetServerGameMode()] or start_inv.default --Sanity Aura inst:AddComponent("sanityaura") inst.components.sanityaura.max_distsq = TUNING.MIZUKII_AURASIZE inst.components.sanityaura.aura = TUNING.MIZUKII_AURARATE inst.components.sanityaura.fallofffn = Mizukii_aurafallofffn -- choose which sounds this character will play inst.soundsname = "willow" -- Uncomment if "wathgrithr"(Wigfrid) or "webber" voice is used --inst.talker_path_override = "dontstarve_DLC001/characters/" -- Stats inst.components.health:SetMaxHealth(135) inst.components.hunger:SetMax(155) inst.components.sanity:SetMax(200) -- Damage multiplier (optional) inst.components.combat.damagemultiplier = .75 -- Hunger rate (optional) inst.components.hunger.hungerrate = 1.15 * TUNING.WILSON_HUNGER_RATE inst.OnLoad = onload inst.OnNewSpawn = onload end return MakePlayerCharacter("mizukii", prefabs, assets, common_postinit, master_postinit, prefabs) Whenever I try and test this character in-game, the game won't load at all so yeah, i definitely scrwed something up lol. Any help with this coding mess I have created would be much appreciated.
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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!
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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?
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Availability: CLOSED Want special coolio items with custom mechanics? Want custom actions? Want custom HUDs or badges? Want an insanely cool character with amazing mechanics? Perhaps a pet will suit your needs? Want a DS mod ported to DST? Want a DST mod ported to DS? Want a DS mod ported to ShipWrecked? a ShipWrecked mod ported to DST? a DST mod ported to ShipWrecked? a ShipWrecked mod ported to DS? I SO hope SW isn't standalone... Want your mod easier for you to control and edit? Want a nicely made custom component? Need help netcoding various functions for your mod? Well, all these things can be done and more! I'm here to help you program your mods! Want examples of what I'm capable of? PRICE: Price can range from free to $20 to a bunch of art! It all depends highly on what exactly you are wanting and what exactly you are able to give and what exactly I'm currently being paid for what I'm currently working on. Because of this, we need to privately discuss everything you want done and what you are able to pay! Things I'll accept: free --only if the thing you need help with takes me less than a minute to fix. money --Would prefer this the most. art --It really depends on how much other art I'm getting at the time. (Currently not taking any.) animations --if you're a good animator that works fast then you've got yourself some code. sound development --Not the highest priority. combinations of the above --Maybe you have some money but not enough but can also make art! If you are trading your modding skills: you WILL be working on either one of my mods or the Markiplier mod. I will need proof that you are working on the thing I need you to work on before I start I will give you the code you needed after you finish with the task I gave you. RULES: You MUST have all assets ready and prepared before hand. I will not partake in programming for mods having to do with copyrighted creations. (This means no Mario, no Crash Bandicoot, no copyrighted music, etc. These have to all be YOUR creations that I help you program!) No nudity mods... I'm not exactly sure about helping make IRL people that are not you but it may be a possibility. YOU have to be the one uploading the mod. If the mod is not satisfactory (bugs, errors, glitches, etc. are present) I will be able to work on them for free! If getting rid of all the bugs and errors are physically impossible for me then a 50% refund is negotiable but only if what you paid was cash. You need a Skype or email that we can use for communication and file sharing. You have to be constantly ready to make a change to any of your assets so that it'd be able to work with the code given. Changes made to current DS/DST code have got to be in a way that nothing from the game is actually being stolen! (such as taking entire functions/files, ripping a DLC character to put it in vanilla, or duplicating a Wilson character so that you can have a silly lil reskin.) to contact me email me at fidooopATgmailDOTcom (that's 3 of the letter o there) HOPEFULLY I'm not in the wrong in doing this... But if something is pointed out in the rules that needs to be added, removed, or changed then please let me know ASAP
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So I'm currently making a DST character mod from Dragon Wolf Leo and I ran into a problem pretty quick. My character has a high ponytail but I have very limited knowledge to using Spriter or any sort of coding so I'm unsure on how to animate the ponytail bouncing along like all the other characters. I also wanted to make a follower for him that kinda works the same way as Abigail and Bernie mixed together. I'd have the follower's item (a gem in this case) work the same way as Abigail's flower and appear normally but become big and aggressive like Bernie when a player is insane when my character's stat is low. Koya (the follower) may end up needing custom animations so...yikes. Unfortunately, all I have are minimal refs and ideas, it's getting everything done that will be difficult. Any help is appreciated though!
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I've been wondering on how people make reskin mods where the mod files are only the icons, anim, modinfo, but either no modmain.lua or the modmain.lua is empty. How do they do that? Is it just simply exporting the anim into animation exports and done? I don't think it's like that, is it?? Here's 2 examples of mods without modmain.lua(s) - https://steamcommunity.com/sharedfiles/filedetails/?id=1292913714 - https://steamcommunity.com/sharedfiles/filedetails/?id=1806500091