Hollow Knight Modding Api
Hollow Knight General Discussions Topic Details. This topic has been locked Kurama. May 2, 2018 @ 4:40pm. Modding API Debug Mod by SeanPr Enemy Health Bars. Aug 24, 2018 Developer Team Cherry is celebrating the release of Hollow Knight’s latest free expansion pack, Godmaster, on PC and Nintendo Switch. While the expansion adds new areas, new bosses, and new quests, Hollow Knight is the kind of game that players are clamouring for even more reasons to return to it – and the small but significant world of its PC mod scene delivers. Once finished and you have a functioning folder of the game on 1.2.2.1, copy and paste the entire folder, then install the following mods into one of those folders: (1) Modding API (2) Debug Menu Mod.dll. Follow the instructions in the readme to install the Modding API, then extract the Debug Menu Mod.dll to hollowknightdata Managed Mods. I downloaded the modding API and replaced the folder hollowknightData with the folder of the same name in modding API. However, when I tried to launch the game, it just showed the title, and no buttons to start the game.
May 24, 2020 Once finished and you have a functioning folder of the game on 1.2.2.1, copy and paste the entire folder, then install the following mods into one of those folders: (1) Modding API (2) Debug Menu Mod.dll. Follow the instructions in the readme to install the Modding API, then extract the Debug Menu Mod.dll to hollowknightdata Managed Mods.
QoL mod for Hollow Knight is a collection of tiny mods by 56 which improve the general Hollow Knight experience. Rather than describing the experience as a whole I shall write about each component, which can be enabled or disabled from the modding api menu, individually.
In order:
Infinite PoP: Allows the user to retry the path of pain after finishing it. Ideal for attempting speedruns, or for those who just enjoy the masochism of it.
Mouse Bindings: Lets you bind mouse buttons past middle mouse button to various actions in the game.
Salubra Killer: Makes Salubra’s blessing silent when sitting on benches. No longer do you have to hear her ghostly noises. She will still give you soul as normal.
Skip Cutscenes: Allows you to skip some of the plot related cutscenes in the game, such as the dreamer ones. This was a vanilla feature removed by the lifeblood update and made speedrunning the game on this and newer patches relatively slow.
Speed Broke: Allows the user to perform glitches like inventory drop that were patched out of the game by the lifeblood update. These glitches are generally seen as benign by most users and incredibly useful by speedrunners.
Unencrypted Saves: Allows the user to load the game from unencrypted save files. Simply decrypt your savefile and rename it so it ends with .json (EG: user1.json). This makes save editing vastly easier since you don’t need to decrypt and reencrypt your saves every time.
Dream Respawner: Allows you to reenter all 6 dreams after dying much faster than otherwise. Useful for those who don’t want to walk back to the platform every time lost kin or NKG kills them. Has full Infinite Grimm integration.
Download it, and any other Hollow Knight mod, from Gradow’s Mod Installer.
Installing Mods¶
How To Download Hollow Knight Modding Api
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.
Hollow Knight Modding Api
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.
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.
Custom Knight Mod Hollow Knight
For most mods this will be enough, however some may have dependancies you will also need to install.
Hollow Knight Modding Api
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.
Hollow Knight Debug Mod Download
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
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.