Hollow Knight Modding Api
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- 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.
- 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.
- Falconer
- Geralt Bounty Hunter
- Thrall
- Unnoficial Pallet Extension
- Raven Fiend
- Stacking Inventory
- Twilight Knight
- The Seraph
- Abyss Walker
- The Monk
- Bounty Hunter Valiant Skin
- Trinket Overhaul Project
- Ronin
- Incadescent Whisper
- The Librarian
- Extra Weald Backgrounds
- Acolyte
- Jester Marceline Skin
- Sunward Isles
- Crimson Court Trinkets
- Faraam Armor Variants
- Color of Madness Trinkets
- Welsh Corgi Master
- Scourge Class Mod
- The Banshee
- Hollow Knight
- Darkwraith
- Amphitheater District
- The Canoneer
- Backless and Bloody Plaguemasters
- Mimics
- Lord's Blade
- Dragonslayer
- The Beastmaster
- The Seer
- Enigma
- Redhead barmaid
- The Forsaken
- ShindoL Hero Skins
- Better Trinkets
- Cultist Simulator Trinkets Mods
- EC- town statue Filianore skin
- The Revenant Class Mod
- LW-guild
- LW-sanitarium
- LW wagon
- Winter Wonderland
- Female Crusader Skin
- More dungeon background variations all in one- Reworked
- Ves - Grave robber skin 1.1
- Clair's Collection of Curiosities
- AceroSteel's God of War Bounty Hunter Skin
- Guts the Black Swordman - Class Mod
- More dungeon backround variations - Warrens - Reworked
- More dungeon backround variations - Cove - Reworked
- Vernon Roche - Leper skin 1.3
- Omen Seeker Class Mod
- Kraken Society CoM- Cataphract/Omen Seeker/Slayer expansion
- Butcher Bird Class Mod
- The Conqueror Class Mod
- The Warden Class Mod
- SKorpion - Bounty-hunter skin
- 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
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
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¶
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.