![]() 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.Assuming you’ve done everything correctly you should now be able to build your mod and install it by moving the compiled DLL into ~\Hollow Knight\hollow_knight_Data\Managed\Mods if the API is installed you should see your mods assembly name at the top left followed by what you made public override string GetVersion() return.Create a backup of the game files located here. Ensure you have a class in your project that extends the Mod class, and that it contains a public override void Initialize() function Right click Hollow Knight in Steam -> Properties -> Local Files -> Browse Local Files OR In GOG galaxy 2 -> Click button to the right of Update -> Manage Installation -> Show Folder.Ensure that your project has references to ~\Hollow Knight\hollow_knight_Data\Managed\Assembly-CSharp.dll and ~\Hollow Knight\hollow_knight_Data\Managed\UnityEngine.dll, you may also want to reference ~\Hollow Knight\hollow_knight_Data\Managed\UnityEngine.UI.dll if you intend to use Unity’s Canvas in your mod. I just tried using the Mod Manager to install the randomizer mod, but hollow knight wont start with the modding api enabled (even after uninstalling all of the mods). ![]() 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.
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