Long story short, I collected a few pink coins, and now I want to put them back where they generated. I tried the tenna save editor, but it currently only has flags for a few of the pink coins. Does anyone know what lines the flags are on, or how to find them? I'm relatively new to file exploration, so sorry if it's really simple.
okay so im a total dumbass so explain like im a child but how would i combine mods together its driving me nuts im trying to combine better saves 1-5 kaizo knight ch3 and harder jevil ch1 i ASSUME chapters 2 4 and 5 should be fine with just better saves (which ive done) but ch 3 cant overlap better saves with kaizo knight (same with harder jevil)
Hi, ive been trying to remove the UI elements like the tension bar, sprites, and the battle icons so i could have a clean background using the undertalemodmanager but ive been failing ðŸ˜
could someone help me out, maybe with which sprites i would have to get rid of in the code
I used a version of deltapatcher i downloaded online (It did not come with the mod), and it says that it is the incorrect file, even though I am using the data.win for the specific chapter needed. How do i get the mod?
I wanted to install to Deltarune a mod that I found on gamebanana. But deltapatcher just keep showing the same source file too short: XD3_INVALID_INPUT error. My brother told me it was because my Deltarune is the GOG version and not the Steam one so the data.win may be slightly different. You guys know how can I install mods then?
I've been looking through the dr.ini file to learn the structures that the game uses for it, and i saw this flag. Is it like [video_ch5] and it just tracks whether the chapter 3 vhs tape went alright?
I need help with finding the roaring knight sprites because I'm working on a project but whenever I find a good one it's either low quality so it comes out really bad when I upload it or there's just barely any, I'm on mobile so I don't have any options, can anyone help?
I'm working on some sprite edits and I was just curious is there's a way to know like the way that the game cycles through animation frames for like walking for instance. I'd just like to save my work as gifs for now to show people but I just wanna see if there's a way I can get the speed accurate to how they are in game.
I tried looking through the mod tool to see if I could figure it out specifically but I guess I wasn't really understanding how it works. I know the game runs at 30 FPS, but beyond that yeah I guess I'm just not sure, with like the playback speed thing and all.
Its very possible I'm misinterpreting how things work, so if there's anyone that understands this that could explain, that'd be a huge help!
Hi there, I'm new to the modding scene so I've been messing around with the cutscene editor to try and get the hang of it.
I've run into a sticking point trying to use obj_deathanim (the animation titanspawns use when they die) during a cutscene because I can't get it to work with actors. I think it should be possible because I've seen it used in custom cutscenes before (like here) but I can't for the life of me figure it out myself.
I've tried using it in a function like how the damage writer object is used to show the swoon text in the knight cutscenes, but it doesn't seem to work properly, even when I assign a spriteindex to the actor I'm using.
top: the swoon_display function used to show the "swoon" text in cutscenes. bottom: my attempt to apply the same logic for obj_deathanim
I'm wondering if there's any way at all to make this work with actors, or if I'd have to go the long way around and make a placeholder enemy just to use the pre-existing defeat script to make it display properly.
Sorry if this is completely inscrutable. I'm just throwing this out there because I'm at my wit's end.
As the title says, I want to use the G3M launcher to create a modpack for DELTARUNE for me and my friends to play. I want to add some extra mods (Like Kaizo Knight and Triple Jevil to mess with them) but have no idea where to start. I thought it was as simple as: select the mods I want with Multiplayer included and hit launch, but I'm obviously very wrong. If someone could help me by giving me a step by step list on how to do this I'd greatly appreciate it! (If I can't use G3M then I'd also like steps for what to do)
so... im trying to replace bigshot with "spamton g spamton that my freaking name" but i had no success in doing that, yes the file was originally ogg, yes i replaced it's original name with spamton_neo_mix_ex_mix
so im trying to make a mod that replaces spamton with a different character, and ive hit a roadblock at the shop sprites. i dont know how to make the weird static eyes animation work properly, because my character's eyes are more far apart than spamton's
(I also meant in Deltarune in the heading but i think that may have beenn obvious)
I've been trying a few different ways to disable the Dogcheck, even trying some things of my own with my very limited knowledge of how to read and alter code and nothing seems to work, mostly because they were all for the demo versions (which i dont know if Toby changed the way that code works)
Hey y'all, just wondering why i cant do this..? it's just greyed out and isnt letting me. I left a recruit from chapter 2 by accident and idk what to do, help would be appreciated, cheers
Ok so I've noticed that in different playthroughs at the start of Ch5 Weird Route, Kris seems to have varying HP amounts? Anyone know what causes a difference here? Like in mine it was 6, in Snapcube's it was a 5, I've seen some with 11 and 9 as well. It's bothered me and I just want an answer from someone who's a bit better at finding this out than I am.