#More Suits v1.5.2

3905 messages Β· Page 4 of 4 (latest)

knotty cypress
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I tried adding the Default.png to the disabled suits in config but didnt work

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that's the file name in the more suits plugin folder so i assume it's not possible right now

fast dew
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is it okay to increase the max suit limit or will there be issues

dire falcon
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Only issues should be performance or if you have millions

fast dew
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ty

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after some thinking i think its better to limit it for performance anyways a lot of suits dont even end up being used

opaque oak
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Ever any plans to seperate the included suits as their own thing instead of having to do that funny lil txt file thing?

knotty cypress
dire falcon
opaque oak
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Fair enough, I can easily imagine there being a swarm of "bug" reports if they suddenly disappeared

dire falcon
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I really hope Zeekerss ends up updating the model at some point though, it just needs a little work

opaque oak
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like 90% of it needs to be remade

vast nest
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Bc I agree the UV maps are ROUGH

bronze wagon
dire falcon
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Since MoreSuits comes with a few suits you might not want if you're making your own suit pack, you can include !less-suits.txt in your package to stop them from loading.

fast dew
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is more suits working perfectly in new update @dire falcon ?

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we just got v47

dire falcon
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I haven't tested it yet, busy today

fast dew
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it broke a lot of mods

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i think too many suits is atleast broken

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i can test it

dire falcon
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please do

fast dew
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Seems fine

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console has only unity messages

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pretty safe to say its fine

dire falcon
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hope so

fast dew
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oh wait my game launched in v45

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woops

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was on wrong update as i forgot i downpatched it when showcasing how to downpatch

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saved @dire falcon

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toomanysuits and more suits work on v47

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suits are working propperly too i can see it on my dead body

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i can try mimics as well

opaque oak
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It seems zeeker added a new suit

fast dew
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oh

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Good news @dire falcon

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i will now try it on modded moons as they also work

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[Error : Unity Log] ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown.
Could not load list of method overrides due to Method not found: void .IHittable.Hit(int,UnityEngine.Vector3,GameNetcodeStuff.PlayerControllerB,bool)

[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object

[Error : Unity Log] Trying to add Caret (TMPro.TMP_SelectionCaret) for graphic rebuild while we are already inside a graphic rebuild loop. This is not supported.

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these 3 error shows up

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dont seem to affect your mods

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just thought id let you know

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ok there is an issue with mimics rip

dire falcon
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ah they did change hittable

fast dew
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mimics is very broken unfortunately

bronze wagon
opaque oak
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I still feel it'd be better to just split the example suits as their own thing instead of the conveluted method currently required to hide em out

frosty talon
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can people with only base more suits mod see other peoples custom suits

wispy sun
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no, everyone needs the suits downloaded if they want to see them

ripe zenith
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Hi So I tried this, I changed the manifest.json but now it says that it's missing, is there something I did wrong here?

dire falcon
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you probably have an extra folder somewhere

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the manifest.json, readme.txt, etc should be inside the zip itself

ripe zenith
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Hmm ok

dire falcon
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not inside a folder inside the zip

ripe zenith
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Good catch, thank you

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So does it usually take a bit for it to upload to thunderstore?

dire falcon
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yeah up to 15 minutes but usually 1 or 2

ripe zenith
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gotcha! tysm!!

dire falcon
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@opal cairn getting materials working on my new creature has been a pain, it looks nothing like it does in Unity. Is there any trick to getting good looking specular, or would you be able to help me procure a matcap HDRP shader?

opal cairn
manic hound
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hey might be a stupid question but how do you make use of the enhanced uv for the suits from blender? is there a specific mod I need to use it with on top of more suits or will I have to go back and remake the suit with the original base?

wispy sun
manic hound
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ahh thank you!!

wispy sun
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no prob

manic hound
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sorry to bother again but any idea why its come out like this? (im assuming because I hadnt kept clean to the lines but I have no idea what im doing XD

wispy sun
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sorry the late response, but yeah its probably not aligned enough

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you can also try editing the bake settings a but like it says in the video but i usually find myself having to edit little things the baking process mucks up with an image editor

wispy marten
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when loading in none of my suits are loading, they were fine about a month ago when i played (yes i updated all mods when i started the game), i use more_suits by x753 and i use that to use custom suits but not a single one shows up on the rack

ripe raft
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SIRE

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what does your mod DO

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XD

wispy marten
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my custom suits mod?

ripe raft
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mhm

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does it expand upon x753s?

wispy marten
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its like 2 outfits I added into a mod pack for a streamer that was doing a lethal company lobby with viewers. its just 2 suits of her character/model

ripe raft
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Lol :P I see, nice!

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A friend of mine accidentally ended up downloading both yours and the original :P shes been confused ever since

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thanks for clearing it up :D

wispy marten
stoic mural
dire falcon
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If you see any errors in the logs I can debug it but I haven't been able to recreate any issues on my end

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Make sure you're using save files made after the update

timber pasture
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such a life saver thank you for this

uneven pollen
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Does anyone by chance have a blender file of both suits aligned correctly? I can't get it to work

craggy pike
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hello, we're using GlowStickSuits on my server and im the only one seeing the glowing stickman part on the suits, for my friends it's just a black suit. i went in the config files to see if we all had the same and there is no problem so i don't understand why they dont see the glowing parts
it's the same issue with any other glowing suit mod, like Space Pajamas Suit and EmissiveSuits
they see the skin but not the glowing part

dire falcon
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I've been getting reports about this but I can't narrow down what's causing it

brazen talon
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am i doing something wrong or are the default suits like mario and luigi not showing up?

dire falcon
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probably doing something wrong or downloaded a mod that disables them

brazen talon
dire falcon
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default

brazen talon
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yeah they were never there for me.

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even with no other mods installed i just never saw them

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thought i was doing something wrong for a while now.

dire falcon
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Are you using the mod manager?

gentle jasper
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so im following the instructions for baking, ive got the models aligned and the new model painted. but for some reason the bake option is just not there, like not in the menu as an option. am i missing a step?

gentle jasper
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Nvm. Figured out the bake button. Now I just need to get these models aligned or change some settings because my final product looks soooo bad KEKWDISCO

brazen talon
round pendant
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Is there a way to remove the suits that the base More Suits mod add in?

dire falcon
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Yeah, you can remove them by file name using the config or remove them all at once by adding a text file named !less-suits.txt to any folder named moresuits

round pendant
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Thanks!

vapid fractal
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Are you able to disable the default suit?

vast nest
vapid fractal
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Just remove it from the rack

obsidian lagoon
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for some reason my suits doesn't load when i start the game

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i reinstalled the mod

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but it still does not work

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does anyone have a idea of what is causing this?

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and btw i updated the mods to v49 ( i was on v45 when it was working)

obsidian lagoon
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nvm it appeared when i landed on a moon

hot frigate
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I should probably get that better uv one up

hot frigate
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also is there a way to mark the normal map as a normal map in the shader so it looks correct

hot frigate
cursive lintel
hot frigate
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I know how to set up shaders and stuff in unity but I don't know how i'd get them in game and working with this mod lol

cursive lintel
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Ohh sorry I think I misread what you meant

hot frigate
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rahhhh

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I'll keep looking, i noticed people were using custom shaders earlier so i'll look into that

hot frigate
ashen narwhal
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Someone got the Lidl suit?

burnt vigil
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Hello! Is there a way to disable the Vanilla suits from the decorations store?

dire falcon
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Not currently, likely in a future update

burnt vigil
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Thx!

chilly pond
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@opal cairn Heya! was wondering if it was possible to make a headless version of the clean suits?
I seen there was a headless suit mod but it keeps the backpacks, while clean suits dont have a backpacks, but keeps the helmet (Asking for the sake of cosmetics)

jagged dirge
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Suggestion: config option to disable unlocking suits by default, so players have to buy them from the store. I'm a solo player looking for.. well... More Suits to collect so I can pose in front of a mirror and just generally have something to work towards. I can't exactly collect the suits if they're already there and the only way to not be there is to disable entirely

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I would also be perfectly fine if there was an addon mod that already did this but I didn't see any. Granted I didn't scan all of thunderstore for it but.. Yeah.

slender gale
jagged dirge
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Oh

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I see

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I was not aware of that

slender gale
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Just keep in mind the store items are in rotation.

jagged dirge
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All according to plan

round pendant
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Is there a way to make the suits paginated instead of all of them being bundled in the rack?

dark sluice
round pendant
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Oh nice thank you guys

slender gale
hollow needle
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Why do the suits seem to appear in a different order every time I load the game?

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Is there a reason they don't all load consistently/organize themselves by mod always?

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Oh yknow what, no... they do seem to load by mod, just not in a way you'd expect

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Huh

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I wonder if it would be possible to add a setting to flip the suit rack

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To make that more clear

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Cuz rn everything feels kinda backwards

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I'd expect pressing N (which is the right key) to effectively move the suits right, but instead it feels inverted

dire falcon
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that'd be more of a question for the mod that adds suit pages

hollow needle
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Fair, my bad

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Too many suit mods and I get them mixed up

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That said @dire falcon I do got a question for you: Is there any other way to separate the list of suits other than commas?

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I'd like to disable the ones that aren't the Captain ones

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But Lieutenant, JG is screwing things up

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(I know I need to use the PNGs, not the JSONs, was in the wrong folder, problem stands)

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Can I put quotes around them? Probably not, right?

dire falcon
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who the hell puts commas in a file name

hollow needle
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That was my thought

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But uh

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I'm here now

dire falcon
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yell at the author of that mod for now, I probably won't be updating MoreSuits until the next game update makes me

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I want to do a full rewrite then

hollow needle
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I unfortunately can't

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I'd love to yell at him

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But he's not in either Discord

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So I guess I'm releasing my own fork of the mod

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Only way I can do it lmao

hollow needle
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Uninstalled any suit rack addons like TooManySuits and suitsTerminal, config setting for squishing them to fit no work

ebon grotto
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Can you disable vanilla purchasable suits? If you can, what are the png names for them?

dire falcon
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Not possible at the moment

blissful axle
hollow needle
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Don't have the time for a project like that rn

blissful axle
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πŸ’€

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All good. πŸ˜„

dire falcon
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just have less suits

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there are so many better things to spend your RAM on

blissful axle
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Tis what I have done.
But i have 64gigs of ram to spend soooo. Why not?

dire falcon
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your friends likely don't

blissful axle
pliant bobcat
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is this carbon copy of the mod legit?

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it's a complete copy and paste of description version and all.

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just under another person's name

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it appeared in my modlist cause the launcher is likely being confused by it

dire falcon
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More Suits v1.4.2

wraith marsh
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damn update!?? πŸ™‚

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its been a hot minute lol

dire falcon
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just a small fix to reduce RAM usage

wraith marsh
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love to see it! πŸ™‚

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now if only TMS would get updated lol

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i didnt even realize the ram usage from MoreSuits but thanks for the update!

ashen vine
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AAAAA

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WHAT HAPPENED

ashen vine
dire falcon
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I can't remember what I did with the sorting, forgot to document it πŸ’€

ashen vine
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Yea I just updated and now everything is alphabetical

dire falcon
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I think someone requested that but now that I think about it it doesn't make as much sense

ashen vine
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Especially with like any amount of suit mods

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All the colored suits are mixed in with other suits on different pages and god

dire falcon
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man I sure wish we could search in forum posts so I could find who told me to change it

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More Suits v1.4.3

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Okay I reverted the change, suits should be sorted like before now.

wraith marsh
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i don't see a difference in the sorting between the versions?

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or is it in combination with TMS or something?

dire falcon
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It should only matter if you have multiple mods that add suits

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the old and current versions sort by full file path so suits in different folders are grouped together, 1.4.2 sorted alphabetically between all folders

wraith marsh
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ahh ok

sudden mica
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It regenerated config files. My prices are gone, and all suits are considered purchased.

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Why do some mods regenerate configs on update when others don't?

dire falcon
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UnlockAll should be false by default, what's it say in your config?

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I don't know why config would regenerate.

sudden mica
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Unlock all is false. I've set prices for the suits that this mod provides, and I don't have any custom suits yet. Unlock all doesn't apply to those suits because it overrides prices, instead of requiring them to be set. Not really an issue, but still

dire falcon
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Oh what you've edited isn't the config then, it's the mod itself. So when it updated, it reverted to how it's supposed to be.

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If you want to avoid this in the future, you'll probably want to make your own moresuits folder and put whatever suits you want in it

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and use the config to stop the originals from loading maybe

sudden mica
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So I guess putting the original suits in my own moresuits folder. Would make the mod treat them as custom suits and achieve what I'm looking for

sudden mica
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So I take it that anything inside the plugin folder is going to get overwritten for any mod?

sudden mica
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if i have my own moresuits\advanced folder with json files for original suits, would that override the original jsons for those suits?

dire falcon
quiet zinc
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This is not working btw

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Pretty sure it used to work before but now it doesn't

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It doesn't put the defaults suits on the rack when starting a new game

dire falcon
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are you sure you started a new game? any errors in logs?

quiet zinc
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I'm using LethalFashion as a replacement for now as the option doesn't work

meager arrow
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I did all of the steps in order to make my custom suit in the shop, but it still won't show up. I don't know why and help will be thankful

dire falcon
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Shops are on a random rotation every quota, so it won't always show up

meager arrow
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I've tried a lot of tries, but it still won't show up. It also usually creates 2 Pajama Suits in the shop

meager arrow
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Nvm got it working

opal cairn
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@dire falcon have you seen suit changes in v50?

dire falcon
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uh oh

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what'd they do

opal cairn
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suits can have head and lower torso parts

dire falcon
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oh boy

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might be time to deprecate MoreSuits and a better alternative can exist

opal cairn
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inbf BetterMoreSuits then BetterMoreSuitsPlus

plain jewel
dire falcon
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damn there goes my excuse to replace it

plain jewel
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Haha

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I mean if you did deprecate it imagine all the mods that rely on it that would need to be updated lol

high crystal
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that would be sick, but just don't deprecate it

wraith marsh
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yoo @dire falcon just seen your Twitter post lol...well I think it's you but you dropped thisπŸ‘‘

fading wedge
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@dire falcon out of curiosity, do you append any kind of identifier for modded suits when you add them to the unlockables list? I see the 753 unlockableType being applied on the dummy item but I was wondering if you had any unique identifiers that I'm not seeing when you add them in to the unlockables list

I want to update LethalFashion to essentially loop through and add in the base game suits as unlockables so I don't have to update it every patch (unless they make some breaking change to the unlockables list) but without a way to know a modded suit is appended to the unlockables, it'll just add all of the More Suits as well, including shop ones like Glow and I don't wanna make a change to LethalFashion that breaks your mod functionality and cause any issues

dire falcon
fading wedge
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Ah, okay, I figured that might be the case. Makes it a bit trickier since I can't just loop through the list looking at the suitMaterial to determine to unlock it or not. I can probably just set up a config or something that lists the actual in-game suits to unlock and have it only do that if it detects those, though it'll require manual updates each patch when Zeekers adds a new one.

fiery mica
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Is it possible to change the order in which the suits are displayed? (like in AdditionalSuits)

dire falcon
fading wedge
fiery mica
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Could it also be doable that it's only one "advanced" json/cfg file for every suit? If you do a file for every suit, the config editor gets unnecessary clustered really fast. (in there it could be possible to toggle every single suit and change the order id)

dire crag
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Is there any known conflicts that can screw with the positioning of the suits 753?

quiet zinc
dire crag
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Hmmm o- o

dire crag
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or any suits just added and unlocked automatically?

quiet zinc
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So mods like UnlockOnStart and LethalFashion will mess with the suits position

dire crag
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so custom suits added by another mod should cause no issues

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unless it's a custom suit that should've been purchased- but then set by the config (of that mod or another mod) to be unlocked out the get-go?

quiet zinc
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Yeah it's probably purchasable suits that get unlocked that messes with the position, not entirely sure tho

dire crag
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Okey. Thank you for that lovely information πŸ‘ c:

dire crag
quiet zinc
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oh damn I just noticed you are one of the rare ones that got the Recently Played feature on Discord

dire crag
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o,o?...

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OH- the Recent Games thing? πŸ˜… ...

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I thought everyone got this o,o

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wait- I can't find anyone else with the recently stuff... ._.

quiet zinc
quiet zinc
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it's beta or something

dire crag
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I just had to check in a different server

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I can't find anyone with this. Heck yeah, super rare tracking update on me -3-

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I'm like a shiny in pokemon- except I'm a shiny diglet or something

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still shiny~

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I did not even notice I was unique with that. I saw it on myself a while back and was like "ah, new feature"... πŸ˜… - ty for 2 bits of information today @quiet zinc c:

quiet zinc
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np lol

split crow
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Hello more suit dudes and dudets ? ehhmmm so i have some problems with securing that the suits i make for more suit though my own mod works, are there any way to guarantee them loading ?

slender gale
split crow
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Looks pretty much like the one i made :/

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Arh the file gets downloaded almost totally empty wth

willow oar
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To get rid of the other suits the mod comes with can you just delete the suit textures in the foler? or does that glitch out the game, or is there a way to do it in lethal config

sudden mica
# willow oar To get rid of the other suits the mod comes with can you just delete the suit te...

You could delete them and it would work. Note that when the mod updates they will be back.
Idk if it would be compatible with existing saves tho. Since those suits are counted as unlocked, and the game would be missing them now?
Also what I have done to get "rid" of them, is I've set prices to all of them, and now they are not unlocked by default. They simply have joined other purchasable suits in the store

slender gale
sick flame
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yo, any fix for custom suits being broken after quitting and remaking a lobby?
suits are only broken for clients, host can use and see them just fine

dire falcon
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I haven't heard of this before. Have you tested it with just More Suits installed and no other mods?

sick flame
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I have not

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havent had the chance to

quasi wedge
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No matter what suit mods I'm using, I have the same issue with my friends joining my lobby to a rack of orange suits or not seeing people changing into suits they are even if we have the EXACT same suit options. This is a relatively recent problem as of like, the last patch or so.

sick flame
dire falcon
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they made it into Black Ops 3????

plain jewel
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Lol

dire falcon
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it's a mask at a weird angle

plain fog
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Dont know if this is the right place to put this, since i just joined the server to ask about this. But i have a problem with the !less-suits.txt file in my mod, where it doesnt remove the suits that come with the more suits mod

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its dependant on v1.4.3 and the txt file is in the moresuits folder

dire falcon
plain fog
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is there meant to be anything written in the txt file? the other suit mods ive used as a reference keeps them empty

dire falcon
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It's supposed to be empty

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Could you send me your .zip? I'll take a look.

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I've seen this reported a few times but never really figured out what's going on.

plain fog
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my only guess is that its relating to the version dependancy since thats the only thing that differentiates my mod from the other ones in terms of code

dire falcon
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that shouldn't matter

dire falcon
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Windows once again screwing people over because it thinks file extensions are too confusing for the average user

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if you haven't already, change this setting in File Explorer

plain fog
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at least its an easy fix

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and if that doesnt work im assuming i just remove the .txt part of the file name

dire falcon
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full file name with extension should be "!less-suits.txt"

plain fog
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yeah

dire crag
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why did it .txt.txt?

dire falcon
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because by default Windows hides file extensions because they think they're scary, so when you save a text file as "file.txt" it makes it "file.txt.txt"

dire crag
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ah - but who ever saves a file with the extension at the end of the name? The program does that for you .3.

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It's like savin' an image as image.png- with the selection bar underneath it set to "PNG"

dire falcon
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there are plenty of valid formats to save text files as though

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for example manifest.json could just as well be manifest.txt (don't do this)

dire crag
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But the program that creates it should handle that for ye o -o

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also I bet windows did that because of the giant .exe scare

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everyone and their grandmother was afraid of the .exe

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(even though a majority of windows processes and things are executables)

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Nowadays, we have to teach people to be afraid of .png's and .jpg :p

sudden linden
shell stratus
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i have a problem where whenever i add new suits, the ones from this mod either disappear or the suits from other mods are physically placed over the ones from this one and are inaccessible

dire falcon
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Some suit mods include a file that purposefully stops the default suits from appearing, you can set Ignore !less-suits.txt to true in the .cfg to fix it.

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As for suits being physically placed on top of each other, I have no idea. Are you using two different suit loaders? Maybe a suit pages mod?

shell stratus
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this guy

shell stratus
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and also they arent physically on top of each other anymore

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i might have just been seeing things

dire falcon
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we'll just pretend it never happened πŸ‘

civic hazel
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is there a easy way to remove all the suits in moresuits so i can just use my own?

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without delteting fiels

dire falcon
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You can disable suits in the config

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or create a file named !less-suits.txt and put it in your moresuits folder

burnt vigil
plain jewel
burnt vigil
plain jewel
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Nope but when you select your suit it will remember it

dire falcon
quasi rover
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Unlock all suits from store doesn't work

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0191b6de-407e-fcb7-f38d-087c41680527

shell stratus
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i can confirm this

olive fiber
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Omgomgoomgomgomg

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I'm so excited

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This is gonna be so dumb. But I'm going to try to make my own custom suit using ChatGPT. I'll keep you guys posted

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Also the "unlock all suits" portion works for me!

cobalt lava
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Question for anyone using this mod who adds prices to the suits, what do you see as a good price value per each suit from the base more suits mod? Asking because I'm trying to make my players work for their outfits a bit more, and right now I'm just defaulting to 60 credits apiece as that's what was in the glowsuit.json file as an example.

desert vale
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It seems like suits don't want to sync unless other players have visited all pages (using More Suits + TooManySuits)
πŸ€”

olive fiber
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Thought they fixed it by now

desert vale
olive fiber
desert vale
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gotcha

brisk lodge
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the moresuits blender bake tutorial got privated

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this is like moresuits 9/11

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does anyone have an alternative guide?

dire falcon
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oh no

rustic bolt
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Hi! I cant page through my suits for some reason

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oh am I in the wrong

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oops

ionic fog
ionic fog
cobalt lava
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Never noticed this before, but do suits with purchase prices using More Suits not make the purchase sound when bought from the terminal?

dire falcon
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if you do end up testing it yourself you can send in a PR to fix it

hollow garden
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Is there any way to disable the base game default suit from showing up at all on the rack?

cobalt lava
dire falcon
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Pull Request, fixing the code yourself and requesting me to use your fix on GitHub

alpine osprey
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er

quiet valve
#

Hi, the glow didn't work for me. After solving the problem for a long time, I removed the dot in "_EmissiveColor": "1, 1, 1, 1" in the json file, the glow started working. Also, "_EmissiveIntensity" does not change the glow in any way, only the increase in "_EmissiveColor" affects": "2, 2, 2, 1"

plain jewel
#

@dire falcon seems like More Suits is overriding the change to the default suit

plain jewel
#

For the anniversary update

dire falcon
#

when was this update?

plain jewel
dire falcon
#

Ah, if anyone wants to PR it before I wake up tomorrow I'll merge it in the morning.

#

I'm not sure what the best solution would be though. Maybe a hash check?

plain jewel
#

I mean is there not an easy way to fix this by just not having the default png be touched by default?

#

I'm not sure why the default png needs to be included

dire falcon
#

I guess it can just be removed from the package yeah, just double check it doesn't error out because the file is missing.

#

Off to bed for me now

plain jewel
#

Removing the file I think might prevent it from showing up in mods like SuitsTerminal, I'm not really sure what the best option is for the Default suit to always be the vanilla game one by default

lost drift
plain jewel
#

so...

lost drift
#

you could theoretically run suitsTerminal without moresuits lol

lost drift
#

hat seems to only show up when there's another player in the lobby

dire falcon
#

More Suits v1.4.4

#

If anyone could test this in multiplayer that'd be swell

#

I moved Default.png into the Advanced folder so it doesn't overwrite the base suit, that's the only change

regal tangle
#

im not able to test in multiplayer but it still seems to be the orange suit

regal tangle
plain jewel
regal tangle
#

i do have that yee, alright

plain jewel
#

Yeah the Default was kept but moved under the advanced section so if SuitSaver saved you as wearing Default.png then you'll be wearing the og orange one lol

inland fiber
#

is there a way to change the price of modded suits and have that sync to everyone else

dire falcon
#

The prices in the .json files are the prices of the suits

#

which I guess means you can only price your own mod's suits

#

I'd accept a PR that let you set custom prices if anyone could think of a good way to do it

lost drift
inland fiber
#

that sounds good

shadow stump
#

How does this work with 3d models? I have 2 diff suit mods that add characters that dont work together. They work individually and with other mods but not together. Are they trying to replace the same suit?

dire falcon
lost drift
#

but yeah dependent on how the models are added

shadow stump
#

Ahhh ok i see

dire falcon
#

Sounds pretty likely that they're both replacing the default suit then

shadow stump
#

Thats helpful thank u. I gotta figure out how to change that

#

Im sure i can change that

dire falcon
lost drift
#

I was thinking of that and I found a hacky solution

#

try something like this to prioritize json files if they exist in the config folder, otherwise use the standard json path

string configJsonPath = Path.Combine(Path.GetDirectoryName(BepInEx.Paths.ConfigPath), "more_suits", newSuit.unlockableName + ".json");

string defaultJsonPath = Path.Combine(Path.GetDirectoryName(texturePath), "advanced", newSuit.unlockableName + ".json");

if(File.Exists(configJsonPath))
    advancedJsonPath = configJsonPath;
else
    advancedJsonPath = defaultJsonPath;
#

the replacement json files in config would be located at BepInEx\config\more_suits\ in this idea and the rest of the code can just remain as-is if it doesnt exist

#

pretty sure that would work but i just whipped it up in notepad as a concept lol

lost drift
#

it's just slightly different from the above message (like Bepinex.Paths.ConfigPath actually sends you to the bepinex root folder and not the config folder)

#

feel free to reject it if you dont like it, just figured i'd throw it together and see if it worked since I was curious

dire falcon
#

just the changes to the .cs file should be fine

#

If you're alright with it I can just toss the code in myself and credit you in the changelog rather than accept it as a PR

dire falcon
#

this change should work

#

note that I changed the folder in config's name to MoreSuitsConfig

#

I can't believe nobody noticed 1.4.4 had two .dlls in it by mistake

#

More Suits v1.4.5

lost drift
plain jewel
dire falcon
#

It was a non-code update so not a huge deal that it was getting overwritten

haughty peak
# lost drift try something like this to prioritize json files if they exist in the config fol...

Following that, would it be possible to add .png in that folder, or in a moresuits folder in this folder?
Something that looks like replacing that line:

List<string> suitsFolderPaths = Directory.GetDirectories(Paths.PluginPath, "moresuits", SearchOption.AllDirectories).ToList<string>();
With

string suitsConfigPath = Path.Combine(Path.GetDirectoryName(Paths.ConfigPath), "config\\MoreSuitsConfig\\moresuits")
if (File.Exists(text))
{
    suitsFolderPaths.Add(suitsConfigPath);
}```
lost drift
dire falcon
#

The issue with that is that Thunderstore profiles aren't meant to be syncing files like that

#

It may be the case that .png files aren't allowed to be stored in profiles one day

lost drift
#

of course, there is a pretty obvious file size limit that you can hit really quickly with high quality image files

#

oh I see you said one day, so yeah you prob already knew that mb πŸ™‚

haughty peak
#

Another option would be to have a custom folder path in the x753.More_Suits.cfg Emblem does this

dire falcon
haughty peak
#

Yep, custompaintings, and I have seen it mainly in other games

red sphinx
#

So @dire falcon , me and a friend went through more suits and did a bit of erm... cooking :L

Will put in a PR once we've dotted i's and crossed t's (gonna be adding full documentaiton too) but we maaay of gotten the main patch class down to this:

   private static void StartPatch(ref StartOfRound __instance)
        {
            Debug.Log(LoadAllSuits);
            var originalUnlockablesCount = __instance.unlockablesList.unlockables.Count;
            var suitsFolderPaths = Directory.GetDirectories(Paths.PluginPath, "moresuits", SearchOption.AllDirectories)
                .ToList();
            (ISuitFactory suitFactory, IUnlockableSuitFactory unlockableSuitFactory) factories =
                InitFactories(ref __instance);

            SetOriginalSuitInFactories(ref __instance, factories);

            try
            {
                factories.suitFactory.SuitFolderPaths = suitsFolderPaths;
                factories.unlockableSuitFactory.CustomSuits = factories.suitFactory.Create();
                RegisterUnlockableSuits(factories.unlockableSuitFactory, ref __instance);

                SuitsAdded = true;
                AddDummySuits(factories.suitFactory.OriginalSuit, ref __instance, originalUnlockablesCount);
            }
            catch (Exception ex)
            {
                Debug.LogError($"Something went wrong with More Suits! Error: {ex}");
            }
        }```
dire falcon
#

is that just a refactor to add abstraction?

red sphinx
#

tldr: The suit factory contains the data of each custom suit (name, material, and if its a default suit)

Then the Unlockable Suit factory takes the ISuits and turns them into unlockable suits

red sphinx
#

As the abstraction makes it easier to add to if that makes sense?

dire falcon
#

I'd have to see the factories but generally abstraction makes things harder because you have to learn the codebase rather than just change singular lines (with small programs like this)

red sphinx
#

That is just... not correct my man.

I do not know what abstractions you've been seeing but, tell you what, i'll put my money where my mouth is and show you once we've got it all cleaned up πŸ™‚

#

Unlockable Suit Factory:
https://pastebin.com/rTsR0Bna

Suit Factory
https://pastebin.com/QtpzjVY6

@dire falcon

#

*The benefit is mainly the interfaces though, as the 2 factories implement them, but the main code only refers to the interfaces. So one could completely re-do the factories without having to rewrite any main-patch code other than the decleration.

public interface IUnlockableSuitFactory : IFactory<UnlockableItem>
{
    /// <summary>
    /// Unlockable Item that represents the base game's original Orange Suit.
    /// </summary>
    UnlockableItem OriginalSuit { get; set; }
    
    /// <summary>
    /// The List of ISuits that will be used to create the Unlockable Suit List.
    /// </summary>
    List<ISuit> CustomSuits { set; }
}```

```csharp
using System.Collections.Generic;
using MoreSuitsMod.Model.Suit;

namespace MoreSuitsMod.Model.Factories.Interfaces;
/// <summary>
/// Interface representing a List Factory that creates a list of ISuits. 
/// </summary>
public interface ISuitFactory: IFactory<ISuit>
{
    /// <summary>
    /// List of File Paths of Suit folders within the mod files. 
    /// </summary>
    List<string> SuitFolderPaths { set; }
    
    /// <summary>
    /// Unlockable Item that represents the base game's original Orange Suit.
    /// </summary>
    public UnlockableItem OriginalSuit { get; set; }

}```
#

Lmk your general thoughts after uve had a peak ^_^

#

*also as a thought, as the ISuits are interfaces, it COULD open the door to a potential way to add an api to the mod, to allow folk to come up with some wacky new suits that use their own custom logic to create

#

Also, we are doing content-lib which is an event driven api for LC modding... and the leg work of "we have a list of ISuits" is already done so, if we made a manager, register and events involving the suits?

We could actually expand this pretty easily (the ground work of our api is done, so it'd be pretty plug and play) to make suits that could have actual effects attatched to them.

#

*Only just realised this one now lol

dire falcon
#

Reading through everything, my first thought is that it's a bit overkill. I have to jump from file to file to figure out what the code's doing and it's not intuitive to me why functions are being used how they are.

#

For example in SuitFactory's Create(), why have

List<ISuit> suits = new List<ISuit>();
        SetPaths();
        SortPaths();

when SetPaths is 3 lines of code and sort paths is 2 lines of code?

#

Is it just so they can be patched from another mod if someone wants to?

red sphinx
#

It isnt everyone's cup of tea.

But I also live under the principle of "my job as an API / utility mod maker is NOT to make MY job easier, but to make the end-user's job easier"

dire falcon
#

Yeah I do understand that how it currently is, patching my mod requires a nightmare of IL

red sphinx
#

IL?

dire falcon
#

IL patching to modify code within a function rather than just pre/postfix

red sphinx
#

[BepInPlugin(LCMPluginInfo.PLUGIN_GUID, LCMPluginInfo.PLUGIN_NAME, LCMPluginInfo.PLUGIN_VERSION)]
public class Plugin : BaseUnityPlugin
{
    internal static ManualLogSource s_log = null!;

    private void Awake(){
        FlashlightListener listener = new FlashlightListener();
        GameEventManager.Instance.RegisterListener(listener);
   
    }
}

public class FlashlightListener : IListener
{ 
    [EventDelegate]
    private void OnItemActivate(OnItemActivationEvent itemActivationEvent)
    {
        if (itemActivationEvent.Item is IFlashlight flashlight)
        {
            Landmine.SpawnExplosion(flashlight.Location,true,default,default,default,1F);
        }
    }
}```
#

This is a mod using our API

#

Other than the fact i used the local Landmine method

#

that works

dire falcon
red sphinx
#

Look above at the snippet and appreciate that thats the entire mod

#

Basically by using a Modular approach with interfaces in its own seperate API project (that both the main mod and any mods using the API would depend on) you can have the ability to directly influence your mod without even using a patcher

#

I.e. the GameEventManager is NOT in the mod

#

its in the dependant API

dire falcon
#

I don't consider APIs like that in modding a good thing generally

red sphinx
#

Why?

#

No hate btw , everyone has their own views , ur a based dev homie regardless ❀️

#

Just always curious to see folks thoughts ^_^

dire falcon
#

Making that mod the traditional way would be very similar and not reliant on an API being up to date

red sphinx
dire falcon
#

And when it comes to people new to the modding community, having to learn an additional API on top of the patching that works for just about everything is a bit annoying

red sphinx
dire falcon
#

People should learn patching regardless. It's just as easy as your API in your example, but also doesn't depend on your API being up to date.

red sphinx
# dire falcon People should learn patching regardless. It's just as easy as your API in your e...

I will simply say, in regards to the "easy" opinion of it... our way of changing item weight is quite simply:

[EventDelegate]
    private void OnItemPickup(ItemPickupEvent itemPickupEvent)
    {
        if (itemPickupEvent.Item is IFlashlight flashlight)
        {
            flashlight.Weight = flashlight.Weight / 2;
        }
    }```

Tell me with a straight face that this is easy in patching. 

It SHOULD be, but thanks to our lord and saviour zeekers, it really isnt xD
dire falcon
#

Does that half the weight every time you pick it up???

red sphinx
#

There is a second method we are still cooking which is "TempWeightChange"

#

Which would literally just be flashlight.TempWeightChange(flashlight.Weight/2)

dire falcon
#

If someone wanted flashlights to have half weight, it shouldn't have anything to do with pickups. Other mods might use weight on things besides players.

#

One of the things once requested of my mod was a way to change how suits are sorted on the rack. I think the easiest way to achieve that would be taking the code where I sort suits and putting it in its own function so people could patch and replace it. How would the API make this easier?

red sphinx
#

I'd use decorator pattern.

So have an API that had a SuitLoaderDecorator abstract class.

And then you'd literally do something akin to:

ISuitLoader suitLoader = MoreSuitsAPI.SuitLoader;
MoreSuitsAPI.ChangeSuitLoader(CustomSuitLoader(suitLoader));

in your main Plugin.cs, where CustomSuitLoader is just an impl of the SuitLoaderDecorator

#

And the CustomSuitLoader would have the suit rack loading method overidden

#

And any other custom logic they want

#

Could also allow for the main mod to actually manage the API calls and actually tell the end user via console "nuh uh, someone else already changed the order"

Or even have a priority system that can have the mods using the API talk to each other much smoother than any patching system

red sphinx
red sphinx
dire falcon
#

But it relies on some sort of abstract class / API features existing. People are going to want to do any number of different things to the code. I don't think it makes sense to implement APIs for every bit of logic like this.

red sphinx
#

All i'll say mate is there a reason the decorator pattern exists

#

Like i standby, this aint a hill i'd die on either way, everyone has their preferences ^_^

fiery apex
#

99% sure this is a repost of the same mod but i could be wrong

analog basin
#

what should i use to retexture a suit

red sphinx
#

Hey mate, just popping in to let you know I went ahead with the Rework mod and it is now up on the site as Lethal Wardrobe.

It intends to go beyond the reworked code and into more functionality as time goes on (and even out the box has a small API that has room for improvement later down the line).

Just figured i'd give the heads up as, frankly, we are a community first and foremost and felt it'd be dirty to just drop it and not let you know.

Hope ur doing well ^_^

wraith marsh
#

is it possible to do glowing text on a suit?

dire falcon
#

yes there should be a glow.json file included in the More_Suits package that shows how it's set up

timber pasture
#

I hope this is the right channel/thread for this, channels have changed so much since I was last here - when I was last here, I think someone had sent an image of the default suit being edited in 2D, with each different part of the suit (hands, shoes, etc) colored differently and labeled to make it much easier to paint over when editing in 2D. does anyone happen to have this image? thank you!

timber pasture
# ripe lichen Maybe this?

YES thank you! Idk if it was that same image but that’s exactly what I was thinking of thank you!

silver mountain
#

hey the "unlock all suits" option doesn't seem to work

ripe lichen
#

I'm going to take a guess, and guess that it's because this mod doesn't appear to even use moresuits

ripe lichen
#

idk but not moresuits

silver mountain
#

oh shit

#

ah ok

ripe lichen
silver mountain
ripe lichen
#

no sorry

silver mountain
#

@dire falcon any idea?

#

sorry for the ping

dire falcon
#

AdditionalSuits is another suit loading mod

#

it probably isn't compatible

silver mountain
#

but it still doesn't work

carmine wigeon
#

I've encountered a weird situation, when I host I am able to see modded suits just fine, but all my friends just see orange suits. Strange enough one of my friends died on a moon and on the next day was able to see all of the suits, didnt happen to anyone else. Anyone have an idea why that happened?

dire falcon
#

You'd have to check the error log, there could be a conflict.

#

Or you might not have the exact same files.

lunar kiln
#

Does anyone happen to know where the white spot on my foot is located on the template?

ripe lichen
#

(near the top of the image)

lunar kiln
# ripe lichen Probably around these

I looked very very thoroughly on Gale I even tried using select by color and chose the white looking color to see if there might have been a spec somewhere that I didn't notice. I could not find it for the life of me and it almost looks like a square. Thank you for taking the time to answer my question though.

ripe lichen
#

Things are easier if you use Blender

lunar kiln
#

I've been using gimp

ripe lichen
#

since you can just input the player model and color over it

lunar kiln
#

I've been struggling to learn it to be honest. I also wanted to add a chest plate onto one of my suits kind of like the slayer suit. I know how to overlay it but I don't know how to be removed the excess from the outside of the image after pasting it.

#

Or how to fill it in with color. I tried putting a red tent over it and it still left pieces of green and other colors even though on my screen it looked red

spark jacinth
#

So today i've had this really weird issue that my friends would not see any of the suits on the rack
Not even the default one would be there and everyone would be orange

The only way to fix it for now (that i know of)
Is that the friend needs to host a game first themselves
Leave it
And then join my game again and suddenly all the suits are there, and their suits load in too and can see mine

I don't understand why this would happen

lunar kiln
plain jewel
#

@dire falcon This error appears to happen for clients whenever Unlock All Suits is set to true

plain jewel
#

To add to this, if a client wears a suit from More Suits that is normally paid while this option is set to true it causes them to desync really badly and have chain reaction effects go off

carmine wigeon
#

I had a similar issue caused by LC Shrimp. Pretty sure it desyncs everyone’s client

flint holly
#

any idea why I cannot install my custom suits through r2modman?

ripe lichen
#

You need to wait 30m-1h+ after uploading to Thunderstore for the mod to appear in mod managers

flint holly
#

ohh I see, thank you!

dire falcon
#

requires an audioclip in an asset bundle named .suitbundle placed in the moresuits folder

#

and an entry in the advanced/{suit_name}.json file like this:
"AUDIOCLIP": "fart"

#

I'll release it when someone volunteers to test and confirm everything works

violet kernel
#

whats up

#

How can I make it so every single suit is disabled (including vanilla) except these

#

I'm having a very difficult time understanding the config

dire falcon
violet kernel
#

yeah I managed to do all that

#

i fixed it all up, but the default suit seems impossible to remove

dire falcon
#

Yeah, my loader mod doesn't touch those

violet kernel
#

all good

#

i used store rotation config to remove the default suits i didnt want

#

except the normal orange one which you cant remove

dire falcon
#

The normal orange one can be replaced by putting a default.png in a moresuits mod

#

but I'm assuming the HighVis Suits mod doesn't do that (and it probably shouldn't for most people anyway)

burnt vigil
violet kernel
burnt vigil
#

the only disvantage is that you can only change the suit via terminal

violet kernel
#

So I can completely disable every single vanilla suit, and make it start on a specific high-vis suit?

violet kernel
#

I was gonna ask if it keeps the rack

burnt vigil
#

there are no current ways to disable the vanilla suits on the rack

violet kernel
#

I kinda want to keep the rack lol

#

but thank you

#

my friends on the modpack arent insanely knowledgeable and i think they wanna see the actual suit theyre putting on yk

#

that option to change the starting suit sounds sick though

dire falcon
#

requires building an asset bundle in Unity just like the materials feature

plain jewel
dire falcon
#

alright time to push it

rough mirage
#

If you want to try it out I published GlitchedAddonsSuits with the dll, the fumo, cross and Glitch suit has a jump sound

dire falcon
#

More Suits v1.5.1

dire falcon
plain jewel
#

I'll do the same asap

violet kernel
#

ill set that up

#

some people arent using the default one I want them to use

#

lol

burnt vigil
#

lol

#

Sorry

burnt vigil
violet kernel
#

and also change the default?

#

thats gonna go hard

burnt vigil
#

I never said something about changing prices

burnt vigil
violet kernel
#

ill make them all free then

#

im just trying to do this so I can change the default suit

violet kernel
#

this mod is dope, ty

fossil ore
#

πŸ™‹β€β™‚οΈ I do πŸ˜‚

dire falcon
#

More Suits v1.5.2

violet kernel
#

I’m so happy

#

I got my 300 mod modpack from 5-8 minute loading times to about 8-12 seconds

#

And it’s because I had set the β€œload suit amount” in this mod to 1000000 b/c I didn’t know what it did

sleek nymph
#

Is deleting a suit's .png from the moresuits folder the same thing as adding a suit to the disabled list? Better/Worse?

plain gate
#

I have a strange question:
What determines the name of the suit in the game when it is on the rack?
Also, is it possible to write code in the .json file for the suit to change it's name to include characters that you can't compress into a .zip file?

sleek nymph
#

@plain gate It depends on the mod. Some mods that replace the player model have LethalConfig support and let you specify which suit(s) the model will work on. Others have the suit, model, and partnering settings locked in the .dll.
If you want to add a basic suit that works on the default player model, you can find these suit names (and add your own) in the moresuits folder inside a mod folder, or make your own suit mod.

plain gate
# sleek nymph <@316669417767305216> It depends on the mod. Some mods that replace the player ...

Thank you for clarifying. I didn't use a .dll file in the mod I put together with skins I made for me and my friends so I'm not familiar with that. What I wanted to do was use the ♀ and β™‚ characters for some of the suits. It works in game, the symbols show up, the problem was when I was finished and went to compress it into a .zip so I could upload it to the thunderstore I got an error message saying that the .png and .json files containing the ♀ and β™‚ could not be compressed due to the ♀ and β™‚ characters.

So I was hoping there was another way to assign a name to the suits that didn't involve the file names directly because the characters I wanted to use would not compress into a .zip format.

sleek nymph
#

Oh, huh. That is a a pretty unique issue lol. I'm not sure whether there's a work-around for that but I'd try asking in dev-general. It sounds like more of an issue regarding Thunderstone/fonts/OS and those guys would know if anybody does.

plain gate
#

Thanks for the advice, I'll give it a shot

dire falcon
devout wave
#

@dire falcon Hello mate, I have been using your moresuits mod which I love a lot, I just had a quick question about it, what are the limitations of how many suits I can have in the game via the config edits of your mod? I am just wanting to know the limits so I don't run into problems as I am making a big mod list.

dire falcon
#

I think the current limit is how much RAM you have

#

I strongly recommend not going over 100, lest people run into difficult to debug issues

devout wave
dire falcon
#

if TooManySuits made it so only visible suits are loaded into memory any number should be fine

devout wave
#

Thank you for answering my question 753 πŸ˜„

dire relic
#

I have a question, what exactly is the "_NormalScale": that you can use in the advanced folders for suits?

#

And do I use "1.0" or "0.0"

#

okay it looks like noone has said anything in this channel for like months so I'll ping. @dire falcon sorry for the ping, just doesn't seem like anyone has said anything in awhile here

#

Just confused on what this normalscale thing is

dire falcon
#

NormalScale is the strength of the normals on the suits.

#

Normals are used to make textures look like they have depth

#

I set it to 0 for most suits because at 1 it adds depth for the straps / patches which might not exist on the texture anymore

#

@dire relic

dire relic
#

so if I'm giving a suit prices, do I need to give it a 0 or a 1?

#

some suit mods have 0.0 and some don't have normalscale at all

last yoke
#

one doesn't affect the other, right?

#

like, the normal map is a visual thing while the price is a different thing entirely

dire relic
#

I'm not sure, but some have it above the price in the advanced folder. I just don't know if it's better not putting normalscale at all or having it with a 0.0

#

like what will happen with and without

last yoke
#

I would suggest just keeping it unchanged

dire relic
#

but do I need normalscale above my price or not at all?

last yoke
dire relic
#

I'm just going to type in the price then. it'll probably not hurt anything

last yoke
#

it should look like this

#

whether it has normalscale or not depends on the suit and you should probably not touch it

dire relic
#

Ok but I type this out do I not? So I have no clue if a suit is supposed to have the normalscale or not

last yoke
#

if it has it already, then don't touch it

dire relic
#

It's not like I can run a suit through something and determine whether it needs it or not

#

I dont' know that's why I'm asking lol

last yoke
#

are you modifying an existing suit's .json?

dire relic
#

I am making a suits json.

#

Making a json for a suit that doesn't have one

last yoke
#

then you don't include normalscale

#

because it has nothing

#

if it needed to have normalscale it would have it on the json

#

or rather it would have a json already

dire relic
#

ok that makes more sense lol. Thank you

#

So just price

last yoke
#

no problem!

#

yeah

molten tinsel
#

hey i was hoping to see if anyone could help me with the baking process of the enhanced to og model,i went and did the whole model and didn't check the tutorial video till the end only to see it privated.i'd really hate to have that work go to waste

tribal canyon
#

Hello, for some reason, since the v70 update, there is an issue with the store bought suits
if the settings to unlock them is set to true, the terminal says that the item is already bought but they don't appear on the suit rack
if false, they can be bought like normal and appear after
Did someone else have this issue ?

dire relic
#

I haven't had said issue

tribal canyon
#

It's only while using a mod unlocking all paid suits, according to the terminal they are already bought but they don't show up on the rack, not even in the logs it seems (no error as well), same issue if I add a price to a suit to make it unlockable
However without using any "unlock suits" mod they can be bought and appear normally, very weird
I'm using the store rotation config and free decorations items as a workaround for now

tribal canyon
#

Well, problem solved thanks to a_bat, it seems a spawnunlockable method from the v70 update was an issue, the mod update solved it x)

dire relic
#

I noticed the lethalcompany wiki and your default suit have slightly different colors and that the two shapes near the top left, one they are connected flawlessly but the other has a little bit of orange on the gray.

#

yours is the left (the default that comes with moresuits and is 2048x) while the right comes from the wiki which is 1000x

dire falcon
#

mine are from around launch so it's possible they've been slightly updated since launch

dire relic
#

dang! Any chance you know of a way to get the png from the game itself? If not I could probably use ai to scale the right one to 2048x

dire falcon
#

I think the right one is just compressed and they're not actually different

#

as for ripping it yourself, I believe I used a tool called (Unity) Asset Studio

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but I can never remember which GitHub it is since there were multiple versions

ripe lichen
#

there is a uh

dire relic
#

You sure it's just a compressed of yours? I mean looking at it from here, it looks like EVERRRR so slightly more orange than yours

ripe lichen
#

sketchfab download that gameripped I think lol

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but it's also old though so

dire relic
#

What was your process to get your suit? It seems to have the color/texture processing unity does to make it smoother. While mine (all ripped straight from the game) are blocky

dire falcon
#

I used a tool called Asset Studio to rip mine

dire relic
#

Which assetstudio? I've tried .net572 and .net6 but niether seemed to open the file

#

Frankly I've tried and couldn't get it. If you would, could you open whichever assetstudio you have and give me the latest orange suit png

#

πŸ™

dire relic
#

Yeah, I still tried and couldn't get it. This was editing the default orange before the unity stuff editing it. So it looks blocky. But the one png in game looks smoother

dire relic
dire falcon
#

No idea, and I was hoping you'd find the right Asset Studio fork because mine is on a PC in my closet

dire relic
#

😭

#

if your moresuit version is the old png, then why does the orange look smooth

#

the png in game look different in game

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i put my asset tipped purple png in moresuits and they both looked different

#

does your suits not have unity do whatever it does to the default suits?

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Because if it did, then the purple suit I manually put in wouldn't have had blocky ish purple

dire relic
#

If you want it to replace the default suit you currently have

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This is your color texture smoothness over the most recent suit. It's literally the best of both worlds and at this moment, the most accurate orange suit out there

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You don't have to replace the default in moresuits with this, but maybe someone will come along and realize it's not accurate and go through this whole process again, and I wouldn't wish that on nobody lmfao

dire relic
dire falcon
#

I have no idea what you mean by tint

dire relic
#

Well I'll probably get back to you on that. I think I have an idea but my apologies for now!

last yoke
#

Hello! I have a question, does anybody happen to know what the filenames of each of the vanilla suit's textures are?

last yoke
#

Erhmmm bump

dire relic
#

Do you think is a called callback to the moresuits mod? In my modpack I have developer scrap, plushies/unique scrap that are based on moddevelopers who make them since in vanilla lethal there is zeddog. I wanted a suit based on moresuits since without it we couldn't have custom suits so I merged all of the suits together, fused the final product with Graelyth's twitter pfp averaged color. The suit is going to be called Graelyth/Graelyth's suit and it'll be worth 753 credits

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Just wondering what you or anyone else that sees this thinks?

dire relic
#

@dire falcon Is there any chance you know which suits where specifically made by Curt and specifically made by Graelyth?

dire falcon
#

I believe in the default pack only Smile was by Curt

dire relic
#

Ahh okok. Thank you!

dire relic
#

Like a suit that'll go from the mario to the luigi to the minion and it does that every like 4 secs or so

dire falcon
#

custom material in Unity

dire relic
#

Custom material?

dire falcon
#

looks like they already have a flipbook material for you to use

last yoke
ripe lichen
#

i dont think anyone knows what u mean

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also that the suits in that mod just look like color adjusted of what MoreSuits gives lol

dire relic
#

Trying to figure out how to apply that change to the other vanilla suits

ripe lichen
#

oh i see

dire relic
dire falcon
#

it's a normal map

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for the default suit

dire relic
#

huh, okie. I figured out how to use the flipbook thing so I'll be able to make The More Suit HAHA

fierce thunder
fierce thunder
dire relic
#

does flipbook have emission?

dire relic
#

learned it doesn't but I don't need it so all good!

dire relic
#

@dire falcon I have a question! So using MoreMaterials flipbook, it works but it doesn't use the PlayerTex2b suit map thing so the suits go off of only the suit color png I have making them almost silky. How would I go about making a suitmap for that image? it's literally just a 3x3 suit images combined into one.

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Like I'm thinking I'd have to do something with the morematerials things directly which I won't do, but if it's just a case of directing a spefic suit to use a specific suitmap thing, I think I can make that work

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See it's going from top left to top right then goes to second row

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But it's not using that playertex2b thing so the suit looks silky. And no, I don't have a normalscale in the json

dire falcon
#

It'll look bad with the normal map

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you probably don't want it

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and if the material doesn't have normal map support you'll have to write a shader that does

agile parrot
#

For some reason the terminal itself adds the word "suit" to any non vanilla suit BUT for the suit rack itself does not. with this system its impossible to have suit names that fit into vanilla. if you have a suit name such as "red suit" in the shop it will be called "red suit suit" and "red suit" on the suit rack but if you just call the suit "red" the shop will say "red suit" but the rack it will just be called "red." Is there any way to fix this at all?

last yoke
#

I don't think so, but it would be great if the inconsistency could be fixed

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it's a little annoying hehe

last yoke
#

does this work in v73?

dire falcon
#

It should, @ me if it doesn't

last yoke
#

aye aye sir

eager steeple
#

@dire falcon small request but is it possible to move this patch to a terminal awake postfix perceive (it should still work since StartOfRound.Instance would exist as its awake gets called before Terminal and your terminal references would exist via self so you wouldnt need to FindObjectsOfType either), it's mainly cuz prefix of Start is a bit late as I use monomod (which runs before harmony) so i cant collect the Unlockables you register via your mod, i could just call your patch earlier since you check for more than 1 call to it but I figured i'd ask

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oh and the reason why prefix of Start is late is cuz unlockables get put into the save file during Start so i need to also be a prefix of it

dire falcon
#

Sure, can you look through all the mods that depend on More_Suits first and make sure there are none that patch it depending on it being where it is?

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exclude the suits tag

eager steeple
#

sure ill take a look

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i forgot how badly people tag their mods

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hmm TooManySuits does do it πŸ™ƒ

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tbh i dont actually know if this relies on moresuits patching StartOfRound.Start

last yoke
#

Suits sold on the terminal's store that show up on adverts don't have the "suit" suffix added to them even though it's added to them when seen in the store

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I feel like the suffix should either never be applied or always be applied, cuz rn there's an inconsistency where it's applied on the store display but not on the rack, and now also not during ads

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here's a screenshot of it happening

last yoke
#

Is there a way to have suits be in a specific order when on the rack?

last yoke
#

bump

wary ferry
#

is this place also okay for asking about the ModelReplacement or only for classic suits?

dire falcon
#

I've never used ModelReplacement so it'd probably be better to ask elsewhere for that

long valley
#

@dire falcon is this mod maintained, and does it work on v81

dire falcon
last yoke
#

Will the reported text issues ever be addressed?

dire falcon
#

@ me to look at it some time this weekend

last yoke
long valley
#

@dire falcon tomorrow is the weekend

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just so you know

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in case u didnt know

last yoke
#

@dire falcon @ing to remind you to look at it some time this weekend!

burnt vigil
dire falcon
#

Mind giving it a thorough testing @last yoke ?

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I added this line of code:

if (AppendSuitSuffix && !newSuit.unlockableName.Contains("suit", StringComparison.OrdinalIgnoreCase))
{
    newSuit.unlockableName += " suit";
}
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I'm a tad worried about translation issues though

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Perhaps I'll put it behind a config enabled by default

last yoke
last yoke
dire falcon
#

I'm sure there are, but I've never needed to look into that before.

last yoke
#

[Error : Unity Log] ArgumentException: Cannot use any of the following characters in section and key names: = \n \t \ " ' [ ]
Parameter name: key
Stack trace:
BepInEx.Configuration.ConfigDefinition.CheckInvalidConfigChars (System.String val, System.String name) (at <d1b9206986c241dcad96bb21eee55a97>:IL_004B)
BepInEx.Configuration.ConfigDefinition..ctor (System.String section, System.String key) (at <d1b9206986c241dcad96bb21eee55a97>:IL_0011)
BepInEx.Configuration.ConfigFile.Bind[T] (System.String section, System.String key, T defaultValue, System.String description) (at <d1b9206986c241dcad96bb21eee55a97>:IL_0000)
MoreSuits.MoreSuitsMod.Awake () (at <97202726ffc74f99bcc34dd8b98edc6c>:IL_00D7)
UnityEngine.GameObject:AddComponent(Type)
BepInEx.Bootstrap.Chainloader:Start()
UnityEngine.XR.Management.XRGeneralSettings:Awake()

last yoke
#

tried it on an existing save and not even the default suit was there, only a vanilla suit I'd purchased before swapping the DLLs. tried it on a new one and only the default was there

#

Tried it again after closing and opening the game back up and the same thing happened

dire falcon
#

Woops, I tested it but then changed the config text

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this is why I ask for help

last yoke
#

LOL you're ok

last yoke
#

There anything I can do to fix it on my side or should I just wait on ya?

last yoke
#

Niceu, thanks boss

last yoke
last yoke
# dire falcon Use this

So for some reason even when I grab suit mods that are supposed to have buyable suits they're all unlocked by default

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so I can't really test how the text looks in the terminal nor when they're at a discount

dire falcon
#

Do you have another mod that unlocks them, or the config set to unlock them all?

last yoke
#

don't believe so, I'm just running imperium with the mod's dependencies

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I can try taking imperium off tho

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yeah it happens without it

last yoke
#

hello, just checking in

dire falcon
last yoke
#

I can try super quick yeah

last yoke
#

which is strange, they used to be purchasable before... Did something change?

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I even got suits from mods that specifically add purchasable suits

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mesa suit unlocked by default

sinful spindle
#

Hey! So, I have the "unlock all suits" on. And still all buyable suits request payment. Any fix for this? I refuse to pay for goddamn suits πŸ˜„

last yoke
sinful spindle
last yoke
#

Initially thought the issue was an incompatability with TooManySuits or smth

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but no, suits that used to be purchasable no longer are and just get unlocked by default

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changelog from latest version of the mod that adds "Bright yellow"

last yoke
#

Unlock all suits is set to false, aswell

clever sparrow
#
  at (wrapper dynamic-method) MoreSuits.MoreSuitsMod+StartOfRoundPatch.DMD<MoreSuits.MoreSuitsMod+StartOfRoundPatch::StartPatch>(StartOfRound&)```

hello ![hi](https://cdn.discordapp.com/emojis/1320756594652221460.webp?size=128 "hi") should I be worried about this?
fluid sigil
# last yoke Unlock all suits is set to false, aswell

Hey, is this still an issue? I've spent hours trying to get the suits to be purchaseable from the shop instead of auto unlocked into the rack and I'm 100% sure I did the config "PRICE": 60, same json name file as the suit name, and put it in MoreSuitsConfig

last yoke
#

Yup, definitely still an issue

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It's not happening on my v73 profile but it happens on any fresh v81 profile

fluid sigil
#

I thought I was going crazy with this lol

last yoke
dire falcon
#

I fixed a small bug where advanced jsons weren't loading at all since the last pre-release

last yoke
#

oh hell yeah

#

I'll give this a try after calamity night

last yoke
#

I tested this though!

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It fixes suits being unpurchasable!

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the pink is a purchasable suit I bought for testing

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"suit" is added to them as well on the suit rack

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however, the word "suit" is duplicated on the terminal

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Something that could be adressed as well is that when you buy custom suits thru the terminal, this sound doesn't play

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But it does for vanilla suits

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Upon wiping, whichever suits happen to be unlocked by default retain the position they were moved to after purchasing other suits

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does fix itself when you reset the lobby, tho

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oh yeah and for some reason it uses "suits" plural for the terminal confirm screen even tho... you can only ever buy one

dusky spire
#

how do i disable suits?

last yoke
#

you can check their names by going into the mod's files

dusky spire
#

is this it?

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@last yoke

last yoke
#

no, it'd be the one that ends in .cfg

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x753_More_Suits.cfg

dusky spire
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i'm useing gale

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i don't see that

fierce thunder
dusky spire
fierce thunder
# dusky spire what do i do?

in the disabled suit list you can list which suits you want disabled (you will need to search for the files to know their name)

dusky spire
last yoke
fierce thunder
dusky spire
fierce thunder
#

what

dusky spire
fierce thunder
#

there should be a moresuits folder (where the suits are)

dusky spire
#

is it !more-suits

fierce thunder
#

no

dusky spire
#

i'm in the moresuits folder

fierce thunder
#

there you'll see whatever suit(s) that mod has as png

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just copy the name of the one(s) you want to disable (including the .png) and paste it into the "Disabled Suit List"

dusky spire
#

all i see is glow luigi mario kirby knuckes slayer skeleton minion smile then i see !more-suits and advanced

dusky spire
#

yes

fierce thunder
#

those are the suits

dusky spire
#

i know but is there a way to see all of the suits the mod adds

fierce thunder
#

they're not all located in the "MoreSuits" mod folder

dusky spire
#

the only mod i have that adds suits is moresuits

fierce thunder
#

then what suit do you want disabled if you only have the base mod

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be specific

dusky spire
fierce thunder
dusky spire
last yoke
#

i was taken away and murdered in an alley sorry