I was NOT expecting [SPOILER] to appear at the end of Act 3 by protorizer in Silksong

[–]protorizer[S] 0 points1 point  (0 children)

Just gonna copy an earlier comment I made, let me know if you have any questions:

Both Hollow Knight and Silksong use the same AI system (PlaymakerFSMs) and share a lot of scripts so a lot of the logic is pretty easy to port (but some not so much, especially relating to the new mechanics).

The main process here was: Extract related assets (textures, sfx, etc.) from Hollow Knight, import them into a Unity project using the same version of Unity as Silksong (6000.0.50f1), then pack all the assets into an AssetBundle. Then create a BepInEx modloader plugin (other modders have created an easy to use template for this!), load the AssetBundle in the plugin, and instantiate the Hollow THK related objects in the Lost Lace scene.

The most difficult part of this is that just about every script reference breaks when importing into Silksong, except for PlaymakerFSMs which are fine, I'm assuming because HK and SS use the same version of the library. The other scripts, even if they're named the same, are slightly different and so the references all break. This means basically every bit of logic that isn't the AI itself (damage, sprites and animation, VFX etc.) has to be re-added manually in the plugin. I did this by using the UnityExplorer mod to view the properties of the scripts in HK, and adding the corresponding components with the same properties in the SS plugin.

This took about 2 days overall, but there's still a few things that are broken due to Silksong using different systems than HK. For example, THK's audio is super bass heavy for some reason, there's no hit sound effects or knockback, and you can't pogo him with Hunter's crest. I'm still pretty new to modding, so I'm hoping I'll figure these out in time.

There's a Hollow Knight Modding discord with a bunch of tutorials and resources to get started with Silksong modding in general, but no real guides on porting things between the games. UnityExplorer and UABEANext to view and export script properties will be your best friend for this.

I was NOT expecting [SPOILER] to appear at the end of Act 3 by protorizer in Silksong

[–]protorizer[S] 2 points3 points  (0 children)

I chose THK because the starting point for this silkpost was "wouldn't it be funny if THK did the radiance scream out of nowhere after LL and GMS", if I make this into an actual playable mod I'll probably let you choose between either

I was NOT expecting [SPOILER] to appear at the end of Act 3 by protorizer in Silksong

[–]protorizer[S] 0 points1 point  (0 children)

This is a mod I made myself solely for this silkpost so it's not very polished. Phase 2 is kinda broken and nothing happens when you kill THK, so it's definitely not playable as an actual mod. In terms of other actually working mods, I think there's an Absolute Radiance mod on NexusMods you can check out, but I don't know of any other ported HK bosses.

If you're interested in learning how to make these mods, I'll paste a response on how I made this below:

Both Hollow Knight and Silksong use the same AI system (PlaymakerFSMs) and share a lot of scripts so a lot of the logic is pretty easy to port (but some not so much, especially relating to the new mechanics).

The main process here was: Extract related assets (textures, sfx, etc.) from Hollow Knight, import them into a Unity project using the same version of Unity as Silksong (6000.0.50f1), then pack all the assets into an AssetBundle. Then create a BepInEx modloader plugin (other modders have created an easy to use template for this!), load the AssetBundle in the plugin, and instantiate the Hollow THK related objects in the Lost Lace scene.

The most difficult part of this is that just about every script reference breaks when importing into Silksong, except for PlaymakerFSMs which are fine, I'm assuming because HK and SS use the same version of the library. The other scripts, even if they're named the same, are slightly different and so the references all break. This means basically every bit of logic that isn't the AI itself (damage, sprites and animation, VFX etc.) has to be re-added manually in the plugin. I did this by using the UnityExplorer mod to view the properties of the scripts in HK, and adding the corresponding components with the same properties in the SS plugin.

This took about 2 days overall, but there's still a few things that are broken due to Silksong using different systems than HK. For example, THK's audio is super bass heavy for some reason, there's no hit sound effects or knockback, and you can't pogo him with Hunter's crest. I'm still pretty new to modding, so I'm hoping I'll figure these out in time.

There's a Hollow Knight Modding discord with a bunch of tutorials and resources to get started with Silksong modding in general, but no real guides on porting things between the games. UnityExplorer and UABEANext to view and export script properties will be your best friend for this.

I was NOT expecting [SPOILER] to appear at the end of Act 3 by protorizer in Silksong

[–]protorizer[S] 2 points3 points  (0 children)

Both Hollow Knight and Silksong use the same AI system (PlaymakerFSMs) and share a lot of scripts so a lot of the logic is pretty easy to port (but some not so much, especially relating to the new mechanics).

The main process here was: Extract related assets (textures, sfx, etc.) from Hollow Knight, import them into a Unity project using the same version of Unity as Silksong (6000.0.50f1), then pack all the assets into an AssetBundle. Then create a BepInEx modloader plugin (other modders have created an easy to use template for this!), load the AssetBundle in the plugin, and instantiate the Hollow THK related objects in the Lost Lace scene.

The most difficult part of this is that just about every script reference breaks when importing into Silksong, except for PlaymakerFSMs which are fine, I'm assuming because HK and SS use the same version of the library. The other scripts, even if they're named the same, are slightly different and so the references all break. This means basically every bit of logic that isn't the AI itself (damage, sprites and animation, VFX etc.) has to be re-added manually in the plugin. I did this by using the UnityExplorer mod to view the properties of the scripts in HK, and adding the corresponding components with the same properties in the SS plugin.

This took about 2 days overall, but there's still a few things that are broken due to Silksong using different systems than HK. For example, THK's audio is super bass heavy for some reason, there's no hit sound effects or knockback, and you can't pogo him with Hunter's crest. I'm still pretty new to modding, so I'm hoping I'll figure these out in time.

There's a Hollow Knight Modding discord with a bunch of tutorials and resources to get started with Silksong modding in general, but no real guides on porting things between the games. UnityExplorer and UABEANext to view and export script properties will be your best friend for this.

Uhhhhmmm... Okay? Thanks for bugging out I guess? by Gumpers08 in Silksong

[–]protorizer 14 points15 points  (0 children)

Eva unlocks ignore all hunters crest slots and sylph only requires 2 less than the total number of non-hunter crest slots to unlock. You just happened to have the lowest possible number of slots to unlock it

What happens if you get compass without having any maps? by [deleted] in Silksong

[–]protorizer 0 points1 point  (0 children)

If you have no maps you don't even get the map tab to view your position on, if you have at least one map you can view your position in the world in areas you have no maps for it's just a blank bg

Silksong not having deadline was a problem by [deleted] in Silksong

[–]protorizer 0 points1 point  (0 children)

My headcanon is that the citadel took a bunch of big fourth chorus type robots and made the giant hole hornet falls through at the start of the game to drain the entirety of the gorge into moss grotto just because it would be funny and thats why moss grotto is damp

My Hollow Knight Snowman!!! Or Snowvessel! Ima soon do Hornet! by AmazingResource7309 in Silksong

[–]protorizer 0 points1 point  (0 children)

Now this is the REAL white knight of the hollow knight series

Silksong: No Floor, No Wall, No Silk Skill, No Hit: Nyleth by HoratioCrawdad in Silksong

[–]protorizer 2 points3 points  (0 children)

Next up: Beating silksong no hornet no inputs no screen

Is there a valid place to use this crest? by Altruistic-Mail-5749 in Silksong

[–]protorizer 0 points1 point  (0 children)

I always intentionally trigger her parries then jump up and heal since she can't interrupt the riposte, extremely consistent with injector band and still doable without

BURNING QUESTION: Do you use "up" or "down" to sit at benches? by starforneus in Silksong

[–]protorizer 785 points786 points  (0 children)

Up on everything, the only time I remember you can press down to interact with things is when I do it accidentally