E4L0 Posted January 18 Posted January 18 @the_poet I found something interesting about your mod while I was editing sprites, you can still exit out of the game normally and not ALT+F4. The game still asks you about exiting the game, but the text to accept or deny doesn't pop up, but it's still there. I found out about it by accident last month, but I had a bunch of IRL work and no time to edit sprites (unless I stay up for a bit, or pull all nighters) 1
the_poet Posted January 20 Posted January 20 On 1/18/2026 at 12:43 PM, E4L0 said: @the_poet I found something interesting about your mod while I was editing sprites, you can still exit out of the game normally and not ALT+F4. The game still asks you about exiting the game, but the text to accept or deny doesn't pop up, but it's still there. I found out about it by accident last month, but I had a bunch of IRL work and no time to edit sprites (unless I stay up for a bit, or pull all nighters) I actually noticed this as well, but didn't bother mentioning it since I don't have a real fix and there isn't too much practical difference. Supposedly there's a version of the TextModder on a website called Thunderstore that doesn't have the menu bug, but I haven't investigated it yet. I've also had a bunch of IRL work to do, and have spent what time I've had on editing text files rather than testing in-game. I did finish the City text yesterday though, so things are moving along, if a little slowly.
E4L0 Posted January 22 Posted January 22 It took me a while, but I manage to test it on that mod you're referring to, and it does in fact work (it was hard to find a specific dialogue that I haven't skipped on and not have to make a new save or have used the wrong repeat dialogue + trying to get the text dump to work was a pain to do). The only downside is the placement of the dialogues so if you get to switch mod its gonna take a while to apply them. On the other hand: Scale x2 cloakless hornet is doing fine, I think im nearing the halfway point of the whole sheet, and Shakras on hold till I get cloakless done. I am here to show 2 things that I have set myself a world of headaches to deal with. Thicc hornet while using the beast crest, who is only missing a lot of boobs so I'm sorry (feel free to use it) and Naked Phantom who was alot simple to do if I keep her in her stick body form (did my best to give her some boobs regardless) 9
Merck Foehurt Posted January 22 Posted January 22 Are you or emikochan going to finish atlas2 or 3? With how good the edits have been so far, I've been putting off finishing the game until curvy base hornet is complete. As is, only some of the frames in her idle and attack animations have the edits. 5
Deekin Posted January 22 Posted January 22 13 hours ago, E4L0 said: It took me a while, but I manage to test it on that mod you're referring to, and it does in fact work (it was hard to find a specific dialogue that I haven't skipped on and not have to make a new save or have used the wrong repeat dialogue + trying to get the text dump to work was a pain to do). The only downside is the placement of the dialogues so if you get to switch mod its gonna take a while to apply them. On the other hand: Scale x2 cloakless hornet is doing fine, I think im nearing the halfway point of the whole sheet, and Shakras on hold till I get cloakless done. I am here to show 2 things that I have set myself a world of headaches to deal with. Thicc hornet while using the beast crest, who is only missing a lot of boobs so I'm sorry (feel free to use it) and Naked Phantom who was alot simple to do if I keep her in her stick body form (did my best to give her some boobs regardless) What folders do those two go into? And do they need to be renamed as well? 2
E4L0 Posted January 22 Posted January 22 5 hours ago, Deekin said: What folders do those two go into? And do they need to be renamed as well? The beast crest goes under "Hornet CrestWeapon Warrior Cln" just remove beast in the name and you're good. Phantoms in "phantom" but im still working on that. 3
emikochan Posted January 25 Posted January 25 Those are fantastic E4L0, and Merck I feel like my edits are slowing a bunch cause Arknights:Endfield and MiO came out, don't hold back for me
Kenrito1 Posted January 30 Posted January 30 On 1/15/2026 at 11:12 AM, the_poet said: It is weirdly fitting, maybe that's part of what drew me to making this mod. I only speak English, but I plan on making all the files available so in theory someone should be able to go through and translate them. That being said I'm using some amount of wordplay that probably won't translate well. So machine translations are possible in theory but will probably not be great. Mod is still coming along, I finished the Caravan text yesterday and started on City. The fleas took a bit of extra time because they have some really long dialogue, and also they move a lot as you progress through the game, so I had the opportunity to put in some minor storylines that play out over time. No pictures or files today, I'll upload more when I've made some more substantial progress. Any updates on this?
the_poet Posted February 4 Posted February 4 (edited) On 1/30/2026 at 1:48 PM, Kenrito1 said: Any updates on this? Unfortunately I've had very little time to work on this lately due to my day job being really busy for the past few weeks. I did finish the City text a little while back, and finally started on Coral today. I did a quick and dirty copy/paste into some Word docs and so far, all the stuff I've edited makes up ~48k words across 133 pages. Everything I haven't edited yet makes up ~55k words across 245 pages. So I'm almost halfway! Except not really, except kind of. It's complicated. I tend to add a lot more words were originally there; I don't have numbers on this right now but the 48k words I've edited so far probably started out as more like 35k-40k. The stuff I haven't edited yet takes up way more pages, because a TON of it is things like boss name cards, Needolin dialogue, menu options, item names, etc. Stuff that's hundreds of entries that are just one or two words, instead of dialogue that's paragraphs long. It will be significantly faster for me to edit that stuff (and I'm probably going to leave a huge amount of needolin dialogue unchanged), but I do still have to go through it all to find what's actually worth editing. So anyway, TL;DR I've been busy with life stuff but I'm maybe at 40-45% done with the full text overhaul. If I have time before work tomorrow I'll get some images and throw up the files for anyone who wants to peek at the them early. Edited February 4 by the_poet Formatting 2
lastboy463675 Posted February 4 Posted February 4 btw i am on this place for a while is there any mods made yet?
ClosetOfDoom Posted February 4 Posted February 4 1 hour ago, lastboy463675 said: btw i am on this place for a while is there any mods made yet? None released yet.
the_poet Posted February 4 Posted February 4 Alright, here's what's currently done on the text mod. As mentioned, I've been pretty busy with work lately so not a lot has been added recently. But, there are some cool new developments. The user dr1 over on Thunderstore managed to fix the TextModder, so it doesn't break the title screen anymore. I've uploaded the .dll (in a .zip) here. You can just replaced the existing SilkSongTextModder.dll in your BepInEx/Plugins folder and it should just work. This means you can finally see the achievements that I messed with! I didn't do all of them, but made a few tweaks here and there where I felt it was worthwhile. I don't think it actually adds anything to change literally ALL of them to be horny. Sometimes less is more. I've included lots of screenshots this time around. Unfortunately a lot of the Caravan dialogue isn't accessible in the postgame, and that's where I spent a lot of time recently. Similarly, a lot of the City text has already passed on my main save file, and I'm not playing all the way there on a new save just for some screenshots. Notably, Songclave HASN'T been edited yet, as it's contained in a separate file from the rest of the City text. The Slab is included in City though, and the Pinstress on Mt. Fay is included in Coral. Anyway, this is basically a proof of life post as well as putting up some screenshots. I've fixed a few typos throughout the files, but other than that there's not much change from last time I posted. I'm getting back into the swing of things though and hopefully will have more done soon. Achievements.txt Belltown.txt Bonebottom.txt Caravan.txt City.txt Coral.txt Dust.txt General.txt Journal.txt SilkSongTextModder.zip 10
the_poet Posted February 5 Posted February 5 I managed to get through Crawl and Enclave today, so have some files for those. Also, I'm a huge fukken nerd who likes Excel, so I threw together a progress report. Here's all the individual text files I'm editing (separated for convenience, I'll be jamming them all into a single .txt when I eventually finish the mod) with word and page counts before and after I edited them. Right now I'm just shy of 50% through all the text in the game, which is kinda crazy. I did remove a few things; I'm not messing with the credits at all, there's a Deprecated text file I'm not touching, a lot of Song won't get changed but I'll still glance through it. At this point I've gotten through most of the text-heavy areas of the game, except for Wanderers which is waiting around the corner with a baseball bat to catch me unawares. That's where Shakra, Lace, Garamond, etc. live, and it's going to be an ordeal. You can also see that I've been expanding on the total wordcount by a decent amount. I want to make sure the game is still playable, and so I'm leaving in lots of text that directs the player on where to go and what to do, and slipping in lewd bits around it. There's also a few files where the word count drops. This is because I grabbed all the word counts quickly and lazily and while doing so some of the files still had a bunch of things like </entry> all over the place adding to the wordcount. This generally can be written off as a rounding error, except in documents that already had extremely low word counts. Nobody cares about all this. Why am I writing so much? I mean, I guess I didn't start this project NOT to do a bunch of a gratuitous writing. Hopefully the end product is enjoyable. Crawl.txt Enclave.txt 6
Kenrito1 Posted February 7 Posted February 7 On 2/4/2026 at 1:22 AM, the_poet said: Unfortunately I've had very little time to work on this lately due to my day job being really busy for the past few weeks. I did finish the City text a little while back, and finally started on Coral today. I did a quick and dirty copy/paste into some Word docs and so far, all the stuff I've edited makes up ~48k words across 133 pages. Everything I haven't edited yet makes up ~55k words across 245 pages. So I'm almost halfway! Except not really, except kind of. It's complicated. I tend to add a lot more words were originally there; I don't have numbers on this right now but the 48k words I've edited so far probably started out as more like 35k-40k. The stuff I haven't edited yet takes up way more pages, because a TON of it is things like boss name cards, Needolin dialogue, menu options, item names, etc. Stuff that's hundreds of entries that are just one or two words, instead of dialogue that's paragraphs long. It will be significantly faster for me to edit that stuff (and I'm probably going to leave a huge amount of needolin dialogue unchanged), but I do still have to go through it all to find what's actually worth editing. So anyway, TL;DR I've been busy with life stuff but I'm maybe at 40-45% done with the full text overhaul. If I have time before work tomorrow I'll get some images and throw up the files for anyone who wants to peek at the them early. That's fine! I was just curious on the progress, just take your time, life comes first after all!
EelzLab Posted February 7 Posted February 7 So I was thinking, The_Poet's text replacer mods are very fun and flavorful. And the mods that make Cogflies look like baby hornets are fun and cute.. Then I got to thinking. There's a lot of text with a focus on breeding in those text replacers. What if there was a mod to make Hornet spawn a cogfly (Baby) every time she binds, or maybe gets hit by an attack that stuns her? (Like falling into pits of those bitey worms maybe? I don't really think any enemy has a "grapple" attack though. Spawning with a few babies after getting snagged and stripped might make sense though (Vague for spoilers?) How hard would it be to code something like that? I have very VERY limited knowledge with c# scripting in visual studio myself. I fumbled my way through a course in college to make a unity demo, but I retained like nothing. That being said, the tutorials I found make it seem simple enough, in fact, I already have the game's reference files in and a vague idea of what I need to do. But I have no idea which parameters actually need to be called, or what to write to call them at the appropriate times. Anybody have any interest in helping me getting this to work?
ClosetOfDoom Posted February 7 Posted February 7 19 minutes ago, EelzLab said: So I was thinking, The_Poet's text replacer mods are very fun and flavorful. And the mods that make Cogflies look like baby hornets are fun and cute.. Then I got to thinking. There's a lot of text with a focus on breeding in those text replacers. What if there was a mod to make Hornet spawn a cogfly (Baby) every time she binds, or maybe gets hit by an attack that stuns her? (Like falling into pits of those bitey worms maybe? I don't really think any enemy has a "grapple" attack though. Spawning with a few babies after getting snagged and stripped might make sense though (Vague for spoilers?) How hard would it be to code something like that? I have very VERY limited knowledge with c# scripting in visual studio myself. I fumbled my way through a course in college to make a unity demo, but I retained like nothing. That being said, the tutorials I found make it seem simple enough, in fact, I already have the game's reference files in and a vague idea of what I need to do. But I have no idea which parameters actually need to be called, or what to write to call them at the appropriate times. Anybody have any interest in helping me getting this to work? Well, if you consider the fact that the "baby Hornet cogflies" mod is an art asset edit, and the "Hornet breeding dialogue" mod is a text edit, you'd understand that neither of those require much (or any) coding. I'm guessing the folks here don't have much experience with making mods with legit coding in them. I myself make retro Sonic mods myself, and I still know absolutely nothing of coding, period. Anyone can correct me if I'm wrong, though. 1
EelzLab Posted February 7 Posted February 7 (edited) 17 hours ago, ClosetOfDoom said: Well, if you consider the fact that the "baby Hornet cogflies" mod is an art asset edit, and the "Hornet breeding dialogue" mod is a text edit, you'd understand that neither of those require much (or any) coding. I'm guessing the folks here don't have much experience with making mods with legit coding in them. I myself make retro Sonic mods myself, and I still know absolutely nothing of coding, period. Anyone can correct me if I'm wrong, though. I know that neither of those need much coding. They were just the two mods that inspired my idea. Which does need coding. Code at it's simplest: IF condition is met - THEN spawn cogfly The other two mods would just be complimentary addons. The text mentions a lot of breeding, and the cogfly art assets make you look like you have babies. Even if the majority of people here might not be able to help, I'll never know if I don't ask. But I'll likely keep plinking away in visual studio myself to see what I can learn. Edited February 7 by EelzLab 2
the_poet Posted February 9 Posted February 9 On 2/6/2026 at 5:33 PM, Kenrito1 said: That's fine! I was just curious on the progress, just take your time, life comes first after all! Don't worry lol, you didn't push me to update faster or anything, I just saw your comment when I came to check out the thread for the first time in a while. On 2/6/2026 at 6:17 PM, EelzLab said: So I was thinking, The_Poet's text replacer mods are very fun and flavorful. And the mods that make Cogflies look like baby hornets are fun and cute.. Then I got to thinking. There's a lot of text with a focus on breeding in those text replacers. What if there was a mod to make Hornet spawn a cogfly (Baby) every time she binds, or maybe gets hit by an attack that stuns her? (Like falling into pits of those bitey worms maybe? I don't really think any enemy has a "grapple" attack though. Spawning with a few babies after getting snagged and stripped might make sense though (Vague for spoilers?) How hard would it be to code something like that? I have very VERY limited knowledge with c# scripting in visual studio myself. I fumbled my way through a course in college to make a unity demo, but I retained like nothing. That being said, the tutorials I found make it seem simple enough, in fact, I already have the game's reference files in and a vague idea of what I need to do. But I have no idea which parameters actually need to be called, or what to write to call them at the appropriate times. Anybody have any interest in helping me getting this to work? I love this idea, and I'd love to see mods in general that add actual sexual gameplay mechanics. Unfortunately I've only done some very basic coding before, and don't really have the time to learn C#, at least not until I've finished the text mod. I've had too many projects due to feature creep before. I can figure out code, eventually, but writing is what I'm GOOD at. I very much support this kind of mod though, and I'd be happy to do any necessary writing for it or tweak some things in the text mod to reference it if it ever sees the light of day. 1
EelzLab Posted February 9 Posted February 9 (edited) 6 hours ago, the_poet said: Don't worry lol, you didn't push me to update faster or anything, I just saw your comment when I came to check out the thread for the first time in a while. I love this idea, and I'd love to see mods in general that add actual sexual gameplay mechanics. Unfortunately I've only done some very basic coding before, and don't really have the time to learn C#, at least not until I've finished the text mod. I've had too many projects due to feature creep before. I can figure out code, eventually, but writing is what I'm GOOD at. I very much support this kind of mod though, and I'd be happy to do any necessary writing for it or tweak some things in the text mod to reference it if it ever sees the light of day. Exciting~! Me and a friend are looking into it at the moment. I know how to use Visual Studio, and have done like, the most bare minimum scripting before, but it was in a guided class, so the instructions were clear, the parameters were well defined, and all I really had to do was follow the guide. I didn't actually learn how to do much from scratch or how to interpret undefined code. So that's where I am currently stuck, trying to figure out what does what in Silksong's source code lol. It's a tad frustrating. Art and animation is what I'm GOOD at, so i'd much rather be trying to make lewd animations. But without anybody to show me how to actually implement them into the game, And with me also not having much free time) this just seemed the simplest and easiest way to incorporate a "baby making" mod lol. So far my ideas are to just make a baby spawn when you bind, when an enemy like a Muckroach or a barnack grabs you and deals damage, or when you land a cross stitch. So far the cross stitch feels like the most rewarding option. I never liked rewarding play that requires failure, but getting grappled before having a baby does make more sense lol. If anybody has any other ideas, I can try looking into more options for conditions to meet before spawning a child too. With how much of a noob I am, I can't imagine adding anything more in-depth than that regarding sexual gameplay mechanics would be in my wheelhouse XD. Still, I'll be plucking away at trying to figure this out from time to time. Love your text mod too btw, can't wait to see more~! Edited February 9 by EelzLab
the_poet Posted February 10 Posted February 10 20 hours ago, EelzLab said: If anybody has any other ideas, I can try looking into more options for conditions to meet before spawning a child too. You could trigger spawning a child when sitting on a bench. I've always considered sitting on a bench or saving/quitting to be significantly more time passing in-game than we see. Like sitting on a bench is the equivalent of a short/long rest in D&D, or sitting at a bonfire in a Souls game. That means you could explain it as Hornet being there long enough to spawn something. Getting a little more complicated, you could have a child only spawn if you weren't at full health, or have more spawn based on how much health was missing. That could represent pregnancies from enemies that dealt damage to you, even if they didn't grapple you. Though, that kinda falls apart when you consider environmental damage or damage from enemies that couldn't reasonably impregnate Hornet (automatons, Lace, etc.) Anyway, ambitious mod ideas aside, I made more progress on the text mod today. Finished off Forge and then ripped through Inspect, Lore, and Map Zones extremely quickly. A good amount of those entries didn't get changes, but I did get to flesh out some VERY IMPORTANT lore changes in the Red Memory that I plan on expanding upon as I go. Map Zones got exactly one change (The Cradle>The Womb). I'll probably blast through the rest of the files within a week or so, except for Wanderers which I'm definitely saving for last and will take a week or two on its own. Then it will be time to load everything in, start a fresh playthrough, and take notes on typos or changes as I go.
EelzLab Posted February 10 Posted February 10 3 hours ago, the_poet said: You could trigger spawning a child when sitting on a bench. I've always considered sitting on a bench or saving/quitting to be significantly more time passing in-game than we see. Like sitting on a bench is the equivalent of a short/long rest in D&D, or sitting at a bonfire in a Souls game. That means you could explain it as Hornet being there long enough to spawn something. Getting a little more complicated, you could have a child only spawn if you weren't at full health, or have more spawn based on how much health was missing. That could represent pregnancies from enemies that dealt damage to you, even if they didn't grapple you. Though, that kinda falls apart when you consider environmental damage or damage from enemies that couldn't reasonably impregnate Hornet (automatons, Lace, etc.) Those aren't bad ideas. I like methods that make sense, and resting at the bench certainly makes sense to me. You are right that basing it off damage could break the illusion a bit. I also usually try to reward skilled play, so I don't like rewarding players for getting hurt, even if getting grappled or attacked makes sense. It can be a hard balance to strive for XD. My thought was to use a mod that gives silk back only upon successfully parrying with a cross stitch, representing Hornet 'engaging' with the enemy~! then getting a baby every time she binds. Since you'd only have silk if you parried, each time you bind, despite having to do so to heal damage, it'd still be a reward for skillful play earlier. But I'll definitely consider the bench idea, I want to try something with that now too~! 3 hours ago, the_poet said: Anyway, ambitious mod ideas aside, I made more progress on the text mod today. Finished off Forge and then ripped through Inspect, Lore, and Map Zones extremely quickly. A good amount of those entries didn't get changes, but I did get to flesh out some VERY IMPORTANT lore changes in the Red Memory that I plan on expanding upon as I go. Map Zones got exactly one change (The Cradle>The Womb). I'll probably blast through the rest of the files within a week or so, except for Wanderers which I'm definitely saving for last and will take a week or two on its own. Then it will be time to load everything in, start a fresh playthrough, and take notes on typos or changes as I go. Yay, that's exciting~! I hope I can figure my mod out around the same time. A Playthrough using all of this in conjunction sounds like fun. 1
the_poet Posted February 11 Posted February 11 Alright, I have a favor to ask for those of you who are actually good at Silksong. There's some text I want to modify at the VERY end of the game, but I've only beaten the true final boss once, and I don't want to spend hours on doing that again when I could instead spend that time writing. Since this is explicitly discussing the true final boss, I'm going to put the details in a spoiler box, just in case someone is browsing this thread and somehow doesn't know about it yet. Spoiler So after defeating Lost Lace, you're prompted to TAKE her. Honestly this already has some sexual connotations, especially given all the subtext between Lace and Hornet, but I'd like to make it a bit more explicit. In the Prompts text file, there are entries for TAKE and also TAKE_LIVING. My hope is that TAKE_LIVING refers specifically to picking up Lace at the end of the game, and I can change it to read "BREED" without making it seem like you want to fuck every single collectible you otherwise come across in the game. If someone is willing, I would really appreciate if you could install the mod, beat Lost Lace, and check whether the prompt has been edited properly or not. This is the scene in question, without any mods: I've changed the TAKE_LIVING string from "TAKE" to "BREED", and the TAKE string from "TAKE" to "BREED2", just in case that happens to be the one that applies to Lace, so that the fight should only need to be done once. That being said, if you do this favor for me and also have a few collectibles lying around unclaimed in your save file, I'd love to double-check where exactly the TAKE string is used. I'm asking you to run around and see if you spot "BREED2" showing up around the world. Spoilers over! I've knocked out a few more text files, and updated my tracker accordingly. Nerd shit, go! There are enough individual text files now that it's cumbersome to upload them all, so I took the time to put together the proper file structure and put everything in a nice convenient .zip. You should be able to just drag the unzipped "Hollow Knight Silksong" folder into your steamapps\common folder and it will put everything in the right place for you. This also includes the fixed TextModder.dll, so the only dependency here is BepInEx. pharwomb beta 0.20.0.zip 1
Nanacho Posted February 11 Posted February 11 3 hours ago, the_poet said: Alright, I have a favor to ask for those of you who are actually good at Silksong. There's some text I want to modify at the VERY end of the game, but I've only beaten the true final boss once, and I don't want to spend hours on doing that again when I could instead spend that time writing. Since this is explicitly discussing the true final boss, I'm going to put the details in a spoiler box, just in case someone is browsing this thread and somehow doesn't know about it yet. Hide contents So after defeating Lost Lace, you're prompted to TAKE her. Honestly this already has some sexual connotations, especially given all the subtext between Lace and Hornet, but I'd like to make it a bit more explicit. In the Prompts text file, there are entries for TAKE and also TAKE_LIVING. My hope is that TAKE_LIVING refers specifically to picking up Lace at the end of the game, and I can change it to read "BREED" without making it seem like you want to fuck every single collectible you otherwise come across in the game. If someone is willing, I would really appreciate if you could install the mod, beat Lost Lace, and check whether the prompt has been edited properly or not. This is the scene in question, without any mods: I've changed the TAKE_LIVING string from "TAKE" to "BREED", and the TAKE string from "TAKE" to "BREED2", just in case that happens to be the one that applies to Lace, so that the fight should only need to be done once. That being said, if you do this favor for me and also have a few collectibles lying around unclaimed in your save file, I'd love to double-check where exactly the TAKE string is used. I'm asking you to run around and see if you spot "BREED2" showing up around the world. Spoilers over! I've knocked out a few more text files, and updated my tracker accordingly. Nerd shit, go! There are enough individual text files now that it's cumbersome to upload them all, so I took the time to put together the proper file structure and put everything in a nice convenient .zip. You should be able to just drag the unzipped "Hollow Knight Silksong" folder into your steamapps\common folder and it will put everything in the right place for you. This also includes the fixed TextModder.dll, so the only dependency here is BepInEx. pharwomb beta 0.20.0.zip 182.88 kB · 0 downloads I'll check this and tell if it work later... BTW is there any mods required other than in this comment?
EelzLab Posted February 11 Posted February 11 6 hours ago, the_poet said: Alright, I have a favor to ask for those of you who are actually good at Silksong. There's some text I want to modify at the VERY end of the game, but I've only beaten the true final boss once, and I don't want to spend hours on doing that again when I could instead spend that time writing. Since this is explicitly discussing the true final boss, I'm going to put the details in a spoiler box, just in case someone is browsing this thread and somehow doesn't know about it yet. Reveal hidden contents So after defeating Lost Lace, you're prompted to TAKE her. Honestly this already has some sexual connotations, especially given all the subtext between Lace and Hornet, but I'd like to make it a bit more explicit. In the Prompts text file, there are entries for TAKE and also TAKE_LIVING. My hope is that TAKE_LIVING refers specifically to picking up Lace at the end of the game, and I can change it to read "BREED" without making it seem like you want to fuck every single collectible you otherwise come across in the game. If someone is willing, I would really appreciate if you could install the mod, beat Lost Lace, and check whether the prompt has been edited properly or not. This is the scene in question, without any mods: I've changed the TAKE_LIVING string from "TAKE" to "BREED", and the TAKE string from "TAKE" to "BREED2", just in case that happens to be the one that applies to Lace, so that the fight should only need to be done once. That being said, if you do this favor for me and also have a few collectibles lying around unclaimed in your save file, I'd love to double-check where exactly the TAKE string is used. I'm asking you to run around and see if you spot "BREED2" showing up around the world. Spoilers over! I've knocked out a few more text files, and updated my tracker accordingly. Nerd shit, go! There are enough individual text files now that it's cumbersome to upload them all, so I took the time to put together the proper file structure and put everything in a nice convenient .zip. You should be able to just drag the unzipped "Hollow Knight Silksong" folder into your steamapps\common folder and it will put everything in the right place for you. This also includes the fixed TextModder.dll, so the only dependency here is BepInEx. pharwomb beta 0.20.0.zip 182.88 kB · 2 downloads You may also be able to use a save editor like so: https://www.nexusmods.com/hollowknightsilksong/mods/435
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