Hollow Knight Modding Api



Jul 1st, 2019
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  1. 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.
  2. Set 1 of my Hollow Knight OCs, Set 2 still in the making; Quinn: a 'defected' vessel, one of the many spawns of the Pale King and White Lady, the very few vessels who had successfully escaped the Abyss.
Api
  1. Falconer
  2. Geralt Bounty Hunter
  3. Thrall
  4. Unnoficial Pallet Extension
  5. Raven Fiend
  6. Stacking Inventory
  7. Twilight Knight
  8. The Seraph
  9. Abyss Walker
  10. The Monk
  11. Bounty Hunter Valiant Skin
  12. Trinket Overhaul Project
  13. Ronin
  14. Incadescent Whisper
  15. The Librarian
  16. Extra Weald Backgrounds
  17. Acolyte
  18. Jester Marceline Skin
  19. Sunward Isles
  20. Crimson Court Trinkets
  21. Faraam Armor Variants
  22. Color of Madness Trinkets
  23. Welsh Corgi Master
  24. Scourge Class Mod
  25. The Banshee
  26. Hollow Knight
  27. Darkwraith
  28. Amphitheater District
  29. The Canoneer
  30. Backless and Bloody Plaguemasters
  31. Mimics
  32. Lord's Blade
  33. Dragonslayer
  34. The Beastmaster
  35. The Seer
  36. Enigma
  37. Redhead barmaid
  38. The Forsaken
  39. ShindoL Hero Skins
  40. Better Trinkets
  41. Cultist Simulator Trinkets Mods
  42. EC- town statue Filianore skin
  43. The Revenant Class Mod
  44. LW-guild
  45. LW-sanitarium
  46. LW wagon
  47. Winter Wonderland
  48. Female Crusader Skin
  49. More dungeon background variations all in one- Reworked
  50. Ves - Grave robber skin 1.1
  51. Clair's Collection of Curiosities
  52. AceroSteel's God of War Bounty Hunter Skin
  53. Guts the Black Swordman - Class Mod
  54. More dungeon backround variations - Warrens - Reworked
  55. More dungeon backround variations - Cove - Reworked
  56. Vernon Roche - Leper skin 1.3
  57. Omen Seeker Class Mod
  58. Kraken Society CoM- Cataphract/Omen Seeker/Slayer expansion
  59. Butcher Bird Class Mod
  60. The Conqueror Class Mod
  61. The Warden Class Mod
  62. SKorpion - Bounty-hunter skin
  63. Larger Roster

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

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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.

Installing DLL mods¶

Hollow Knight Hell Mod

Knight

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.

Hollow Knight Modding Api

Modding

Usually mods will come with a readme file that will list dependancies if any that you will be required to also install.

Hollow Knight Debug Mod Download

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.

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¶

  1. Install the API as directed above.

  2. 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.

  3. 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.

  4. Ensure you have a class in your project that extends the Mod class, and that it contains a publicoverridevoidInitialize() function

  5. Assuming 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 made publicoverridestringGetVersion() return.

  6. 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.