The Hollow Knight API aims to remove this requirement by exposing hooks to perform most needed operations without having to rewrite decompiled code. We use the MonoMod patcher to greatly reduce the effort in patching the assembly. Go check it out!
[INFO]:[ModManager] - Initializing |
[INFO]:[ModManager] - Initialized |
[INFO]:[API] - Loading ModdingApi Global Settings. |
[INFO]:[API] - Main menu loading |
[INFO]:[API] - Preloaded reflection in 99ms |
[INFO]:[API] - Trying to load mods |
[INFO]:[Benchwarp] - Initializing |
[INFO]:[Benchwarp] - Loading Global Settings |
[INFO]:[BingoUI] - Initializing |
[INFO]:[BingoUI] - Loading Global Settings |
- GitHub Gist: star and fork ThistleDuuwuu's gists by creating an account on GitHub.
- Hollow Knight - Title screen w/modding API bug makes an unintentional wallpaper. Like us on Facebook! Share Pin Tweet PROTIP: Press the ← and → keys to navigate the gallery, 'g' to view the gallery, or 'r' to view a random image. Previous: View Gallery Random Image: You Might Also Like.
- Installing the API ¶ To install mods that use the modding API you first need to install the Modding API from the the google drive or build it yourself. The Assembly-CSharp.dll should overwrite your vanilla one at Hollow KnighthollowknightDataManagedAssembly-CSharp.dll.
- Modding API (obviously) ModCommon; Potential compatability issues: Exaltation. Changelog: 1.0.0.0: Trunk. 1.0.0.1: Fixed issue where charm costs wouldn't revert after disabling/uninstalling the mod. 1.0.0.1b: Corrected the I-frame value of Entrenched Shell in the Readme. Specified the walk speed bonus for Sprintmaster in the Readme.
## Hollow Knight Crowd Control Command List |
Command: ax2uBlind |
Usage: !ax2uBlind |
Cooldown: 1 use(s) per 00:01:00. |
Summary: |
Makes all rooms dark like lanternless rooms for a time. |
Command: nopogo |
Usage: !nopogo |
<scriptid='jsbin-javascript'> |
'use strict'; |
var listOfRolls = []; |
// Rolls a 20-sided die and gives us the result |
function diceRoll() { |
var number = Math.floor(Math.random() * 20 + 1); |
listOfRolls.push(number); |
Installing Mods¶
Installing the API¶
To install mods that use the modding API you first need to install the Modding API from the the google drive or build it yourself.
The Assembly-CSharp.dll should overwrite your vanilla one at ~HollowKnighthollow_knight_DataManagedAssembly-CSharp.dll
.
Note
I'd recommend backing up your vanilla assembly-csharp.dll so you can easily uninstall the API without having to reinstall your game.
After installing the API Assembly-CSharp.dll, the API is installed.
Now you can install mods, mods will be zipped and will either contain modname.dll
file or a hollow_knight_Data
folder. Adobe media encoder cc 2017 crack mac 10.
Installing DLL mods¶
The dll file contained in the zip needs to be moved into ~HollowKnighthollow_knight_DataManagedMods
.
For most mods this will be enough, however some may have dependancies you will also need to install.
Usually mods will come with a readme file that will list dependancies if any that you will be required to also install.
Twincat 3.1 keygen. To uninstall the mod just remove it from this folder.
Installing folder mods¶
Most mods will come in a folder named hollow_knight_Data
and this folder should just be moved to the ~HollowKnight
folder to overwrite the vanilla one.
For most mods this will be enough, however some may have dependancies you will also need to install.
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Hollow Knight Debug Mod Download
Usually mods will come with a readme file that will list dependancies if any that you will be required to also install.
To uninstall these you can just find the dll file it installed in your ~HollowKnighthollow_knight_DataManagedMods
folder and remove it from the folder.
Installing via Crossroads¶
??? I don't know I've never done it, someone with more experience with that please fill this in :^)
Creating Mods¶
To uninstall these you can just find the dll file it installed in your ~HollowKnighthollow_knight_DataManagedMods
folder and remove it from the folder.
Installing via Crossroads¶
??? I don't know I've never done it, someone with more experience with that please fill this in :^)
Creating Mods¶
Install the API as directed above.
Either download an example mod from github or create a new C# Class Library Project, I'd recommend downloading an example so you know the structure of mods.
Ensure that your project has references to
~HollowKnighthollow_knight_DataManagedAssembly-CSharp.dll
and~HollowKnighthollow_knight_DataManagedUnityEngine.dll
, you may also want to reference~HollowKnighthollow_knight_DataManagedUnityEngine.UI.dll
if you intend to use Unity's Canvas in your mod.Ensure you have a class in your project that extends the
Mod
class, and that it contains apublicoverridevoidInitialize()
functionAssuming you've done everything correctly you should now be able to build your mod and install it by moving the compiled DLL into
~HollowKnighthollow_knight_DataManagedMods
if the API is installed you should see your mods assembly name at the top left followed by what you madepublicoverridestringGetVersion()
return.To add more functionality you will have to add delegates to the hooks that the ModdingAPI/Unity exposes, there is a list of them, roughly when they are called and what they may be useful for.
Note
How To Mod Hollow Knight
If you downloaded a example mod, your mod will have an assembly name like ExampleMod, you will probably want to change this by right clicking on your project in the Solution Explorer and selecting Properties, Assembly name will be the top left most option on the screen that appears.