#More Suits v1.5.2
3905 messages Β· Page 4 of 4 (latest)
that's the file name in the more suits plugin folder so i assume it's not possible right now
is it okay to increase the max suit limit or will there be issues
That's perfectly fine
Only issues should be performance or if you have millions
ty
after some thinking i think its better to limit it for performance anyways a lot of suits dont even end up being used
Ever any plans to seperate the included suits as their own thing instead of having to do that funny lil txt file thing?
so hundreds of thousands is ok epic
At this point no because so many people have come to expect them to be included. I do regret setting it up this way and may change it if there's a major game update that changes the 3D model.
Fair enough, I can easily imagine there being a swarm of "bug" reports if they suddenly disappeared
I really hope Zeekerss ends up updating the model at some point though, it just needs a little work
like 90% of it needs to be remade
Or if he just asked the right people they could provide him with a better model
Bc I agree the UV maps are ROUGH
can some explain how this works
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.
I haven't tested it yet, busy today
please do
hope so
oh wait my game launched in v45
woops
was on wrong update as i forgot i downpatched it when showcasing how to downpatch
saved @dire falcon
toomanysuits and more suits work on v47
suits are working propperly too i can see it on my dead body
i can try mimics as well
oh
Good news @dire falcon
i will now try it on modded moons as they also work
[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.
these 3 error shows up
dont seem to affect your mods
just thought id let you know
ok there is an issue with mimics rip
ah they did change hittable
mimics is very broken unfortunately
stops all the suits even my own from loading
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
can people with only base more suits mod see other peoples custom suits
no, everyone needs the suits downloaded if they want to see them
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?
you probably have an extra folder somewhere
the manifest.json, readme.txt, etc should be inside the zip itself
Hmm ok
not inside a folder inside the zip
Good catch, thank you
So does it usually take a bit for it to upload to thunderstore?
yeah up to 15 minutes but usually 1 or 2
gotcha! tysm!!
@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?
I've had the same issue tbh. All of materials look different in unity
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?
so the enhanced uv is used to bake your texture into the old model so its easier to make. here's the tutorial video: https://youtu.be/pmsdI-xs8Pc
ahh thank you!!
no prob
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
sorry the late response, but yeah its probably not aligned enough
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
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
LITERALLY THE PERSON I WAS LOOKING FOR
SIRE
what does your mod DO
XD
my custom suits mod?
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
Lol :P I see, nice!
A friend of mine accidentally ended up downloading both yours and the original :P shes been confused ever since
thanks for clearing it up :D
no problem!
i notice the same thing probably needs a update or something
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
Make sure you're using save files made after the update
such a life saver thank you for this
Does anyone by chance have a blender file of both suits aligned correctly? I can't get it to work
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
I've been getting reports about this but I can't narrow down what's causing it
am i doing something wrong or are the default suits like mario and luigi not showing up?
probably doing something wrong or downloaded a mod that disables them
are they in the shop or are they on the rack by default
default
yeah they were never there for me.
even with no other mods installed i just never saw them
thought i was doing something wrong for a while now.
Are you using the mod manager?
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?
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 
yes
Is there a way to remove the suits that the base More Suits mod add in?
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
Thanks!
Are you able to disable the default suit?
like get rid of it entirely or not wear it everytime you join?
Just remove it from the rack
for some reason my suits doesn't load when i start the game
i reinstalled the mod
but it still does not work
does anyone have a idea of what is causing this?
and btw i updated the mods to v49 ( i was on v45 when it was working)
I should probably get that better uv one up
also is there a way to mark the normal map as a normal map in the shader so it looks correct
otherwise you get pretty bad artifacting.
Find the normal map in unity in the project area, click it, then on the right side at the top there should be an option for texture type (I don't know for sure, not at my comp) and switch that to "Normal"/"Normal map" whichever it's called
there's a way to actually get the hdrp shader in-game without using this json file thing? (I am not adept in unity at all)
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
Ohh sorry I think I misread what you meant
rahhhh
I'll keep looking, i noticed people were using custom shaders earlier so i'll look into that
figured it out, glad that this is a feature, now I can make materials in peace.
Someone got the Lidl suit?
Hello! Is there a way to disable the Vanilla suits from the decorations store?
Not currently, likely in a future update
Thx!
@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)
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
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.
You can do this already. edit the suits json file
from this
{
"_NormalScale": "0.0"
}
to this
{
"_NormalScale": "0.0",
"PRICE": "60"
}
Just keep in mind the store items are in rotation.
All according to plan
Is there a way to make the suits paginated instead of all of them being bundled in the rack?
TooManySuits
Oh nice thank you guys
There is also an alternative to TooManySuits
https://thunderstore.io/c/lethal-company/p/darmuh/suitsTerminal/
Why do the suits seem to appear in a different order every time I load the game?
Is there a reason they don't all load consistently/organize themselves by mod always?
Oh yknow what, no... they do seem to load by mod, just not in a way you'd expect
Huh
I wonder if it would be possible to add a setting to flip the suit rack
To make that more clear
Cuz rn everything feels kinda backwards
I'd expect pressing N (which is the right key) to effectively move the suits right, but instead it feels inverted
that'd be more of a question for the mod that adds suit pages
Fair, my bad
Too many suit mods and I get them mixed up
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?
I'd like to disable the ones that aren't the Captain ones
But Lieutenant, JG is screwing things up
(I know I need to use the PNGs, not the JSONs, was in the wrong folder, problem stands)
Can I put quotes around them? Probably not, right?
who the hell puts commas in a file name
yell at the author of that mod for now, I probably won't be updating MoreSuits until the next game update makes me
I want to do a full rewrite then
I unfortunately can't
I'd love to yell at him
But he's not in either Discord
So I guess I'm releasing my own fork of the mod
Only way I can do it lmao
Uninstalled any suit rack addons like TooManySuits and suitsTerminal, config setting for squishing them to fit no work
Can you disable vanilla purchasable suits? If you can, what are the png names for them?
Not possible at the moment
Did you? I am having "TooManySuits" errors and the people, they want customization.
Nah, I haven't
Don't have the time for a project like that rn
Tis what I have done.
But i have 64gigs of ram to spend soooo. Why not?
your friends likely don't
Looks like we need to weed out the peasants!
Haha your right though.
is this carbon copy of the mod legit?
it's a complete copy and paste of description version and all.
just under another person's name
it appeared in my modlist cause the launcher is likely being confused by it
More Suits v1.4.2
just a small fix to reduce RAM usage
love to see it! π
now if only TMS would get updated lol
i didnt even realize the ram usage from MoreSuits but thanks for the update!
Are suits sorted alphabetically now instead of by mod?
I can't remember what I did with the sorting, forgot to document it π
I think someone requested that but now that I think about it it doesn't make as much sense
Especially with like any amount of suit mods
All the colored suits are mixed in with other suits on different pages and god
man I sure wish we could search in forum posts so I could find who told me to change it
More Suits v1.4.3
Okay I reverted the change, suits should be sorted like before now.
Ill hunt them down
i don't see a difference in the sorting between the versions?
or is it in combination with TMS or something?
It should only matter if you have multiple mods that add suits
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
ahh ok
It regenerated config files. My prices are gone, and all suits are considered purchased.
Why do some mods regenerate configs on update when others don't?
UnlockAll should be false by default, what's it say in your config?
I don't know why config would regenerate.
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
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.
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
and use the config to stop the originals from loading maybe
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
Also thanks for this info, this explains why certain mods were losing their changes on update
So I take it that anything inside the plugin folder is going to get overwritten for any mod?
how can i stop the originals from loading? Do you mean to blacklist their names in the Disabled Suit List setting?
if i have my own moresuits\advanced folder with json files for original suits, would that override the original jsons for those suits?
blacklist their original names and make the new ones different
This is not working btw
Pretty sure it used to work before but now it doesn't
It doesn't put the defaults suits on the rack when starting a new game
are you sure you started a new game? any errors in logs?
No errors and yes I'm starting a new game
I'm using LethalFashion as a replacement for now as the option doesn't work
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
Shops are on a random rotation every quota, so it won't always show up
I've tried a lot of tries, but it still won't show up. It also usually creates 2 Pajama Suits in the shop
Nvm got it working
@dire falcon have you seen suit changes in v50?
inbf BetterMoreSuits then BetterMoreSuitsPlus
MoreSuits was working fine for me in the v50 beta π¦
damn there goes my excuse to replace it
Haha
I mean if you did deprecate it imagine all the mods that rely on it that would need to be updated lol
yes
that would be sick, but just don't deprecate it
Same here
yoo @dire falcon just seen your Twitter post lol...well I think it's you but you dropped thisπ
@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
I don't think there are any unique identifiers I add for suits, they're more or less identical to default ones.
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.
Is it possible to change the order in which the suits are displayed? (like in AdditionalSuits)
not currently
If you have a suggestion for a fix I could implement it, although I want to avoid breaking people's saves if possible
Hmm, not too sure, I'll have to think about that since I'm not too familiar with how fragile saves are. I generally delete all mine when I update mods in general just to prevent issues
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)
Is there any known conflicts that can screw with the positioning of the suits 753?
Mods that makes suits unlocked by default
Hmmm o- o
specifically the default ones?
or any suits just added and unlocked automatically?
I only tried with the default ones, since I have all my custom suits enabled by defaults
So mods like UnlockOnStart and LethalFashion will mess with the suits position
so custom suits added by another mod should cause no issues
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?
Yeah it's probably purchasable suits that get unlocked that messes with the position, not entirely sure tho
Okey. Thank you for that lovely information π c:
Tried to react with an emote to realize I am forced to this server's emotes- so know I'd give a custom heart emote - u-'
Okay lol
oh damn I just noticed you are one of the rare ones that got the Recently Played feature on Discord
o,o?...
OH- the Recent Games thing? π ...
I thought everyone got this o,o
wait- I can't find anyone else with the recently stuff... ._.
Yeah it's super rare
it's beta or something
I just had to check in a different server
I can't find anyone with this. Heck yeah, super rare tracking update on me -3-
I'm like a shiny in pokemon- except I'm a shiny diglet or something
still shiny~
I did not even notice I was unique with that. I saw it on myself a while back and was like "ah, new feature"... π - ty for 2 bits of information today @quiet zinc c:
np lol
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 ?
For starters packaging your suits in the correct file structure. The pinned message on here has an example zip file.
Looks pretty much like the one i made :/
Arh the file gets downloaded almost totally empty wth
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
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
Use the config editor in r2modman or thunderstore app to edit the x753.More_Suits.cfg file. add the suits you want to remove under Disabled Suit List.
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
I haven't heard of this before. Have you tested it with just More Suits installed and no other mods?
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.
its toomanysuits, apologies for the misreport π
they made it into Black Ops 3????
The face is so horrendously fucked
Lol
it's a mask at a weird angle
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
its dependant on v1.4.3 and the txt file is in the moresuits folder
Have you tested with just your suit mod and MoreSuits? If there's a second MoreSuits.dll anywhere it can break.
yeah ive made a blank profile with only those 2 mods in it to make sure everything works correctly
is there meant to be anything written in the txt file? the other suit mods ive used as a reference keeps them empty
It's supposed to be empty
Could you send me your .zip? I'll take a look.
I've seen this reported a few times but never really figured out what's going on.
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
that shouldn't matter
lol
Windows once again screwing people over because it thinks file extensions are too confusing for the average user
if you haven't already, change this setting in File Explorer
bruh
at least its an easy fix
and if that doesnt work im assuming i just remove the .txt part of the file name
full file name with extension should be "!less-suits.txt"
yeah
what-
why did it .txt.txt?
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"
ah - but who ever saves a file with the extension at the end of the name? The program does that for you .3.
It's like savin' an image as image.png- with the selection bar underneath it set to "PNG"
there are plenty of valid formats to save text files as though
for example manifest.json could just as well be manifest.txt (don't do this)
But the program that creates it should handle that for ye o -o
also I bet windows did that because of the giant .exe scare
everyone and their grandmother was afraid of the .exe
(even though a majority of windows processes and things are executables)
Nowadays, we have to teach people to be afraid of .png's and .jpg :p
instead, save it as manifest.pdf
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
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.
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?
this guy
thanks! that worked
and also they arent physically on top of each other anymore
i might have just been seeing things
we'll just pretend it never happened π
is there a easy way to remove all the suits in moresuits so i can just use my own?
without delteting fiels
You can disable suits in the config
or create a file named !less-suits.txt and put it in your moresuits folder
Still no way to set a default suit when joining?
SuitSaver?
suit saver let you set a suit when joining for 1st time?
Nope but when you select your suit it will remember it
I can't remember if overriding the default suit works, if not I'll add it at some point
I'll test doing that
i can confirm this
Omgomgoomgomgomg
I'm so excited
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
Also the "unlock all suits" portion works for me!
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.
It seems like suits don't want to sync unless other players have visited all pages (using More Suits + TooManySuits)
π€
Oh yeah I had that problem too in the past ngl
Thought they fixed it by now
did you have that problem with or without TooManySuits?
With toomanysuits
gotcha
the moresuits blender bake tutorial got privated
this is like moresuits 9/11
does anyone have an alternative guide?
oh no
The random company Modpack work in progress - New suit more immersive
https://thunderstore.io/c/lethal-company/p/Moeeep/RC_MoreSuits/
Never noticed this before, but do suits with purchase prices using More Suits not make the purchase sound when bought from the terminal?
I've never tested that specifically before (I kinda hate the rotating store system as it is, was thinking Zeekerss would replace it or something)
if you do end up testing it yourself you can send in a PR to fix it
Is there any way to disable the base game default suit from showing up at all on the rack?
PR? Public Request?
Pull Request, fixing the code yourself and requesting me to use your fix on GitHub
er
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"
@dire falcon seems like More Suits is overriding the change to the default suit
There was a change?
when was this update?
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?
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
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
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
suitsTerminal just loads all UnlockableSuits from base-game. Not exactly reliant on moresuits there except for the fact that moresuits is the mod that adds more of them to the game
Well I tried disabling Default.png from being replaced and the Default suit didn't show up anymore
so...
you could theoretically run suitsTerminal without moresuits lol
Add Default.png to "Disabled Suit List" here
hat seems to only show up when there's another player in the lobby
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
im not able to test in multiplayer but it still seems to be the orange suit
doing this worked though
That's because you have SuitSaver probably, upon testing the update it is indeed no longer overriding the default suit
i do have that yee, alright
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
is there a way to change the price of modded suits and have that sync to everyone else
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
pretty sure if you set the json files to save/load from the config folder they would be included between profile shares (and you could just direct people to modify the .json file to set their own prices)
that sounds good
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?
I'm not sure, I didn't make the model replacer mod.
pretty sure if they use modelreplacementapi the models replace a specific suit and if they dont add their own suit it will replace the default suit
but yeah dependent on how the models are added
Ahhh ok i see
Sounds pretty likely that they're both replacing the default suit then
Thats helpful thank u. I gotta figure out how to change that
Im sure i can change that
this sounds a bit annoying because I'd have to refactor a bit of code since the files would no longer be in related folders
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
decided to try the above out and it worked for the most part (needed to add a keyword conflict resolution mod for some suit names, i.e mario) so here's the PR https://github.com/x753/Lethal-Company-More-Suits/pull/51
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
Looks like you committed quite a few unnecessary project files
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
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
Yeah thatβs totally fine. I just had to add a bunch of references in order for it to compile for me and didnβt bother going thru each of them and adding to the git ignore
I'm surprised that never caused issues π
It was a non-code update so not a huge deal that it was getting overwritten
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);
}```
wouldn't this essentially be replacing existing suits mods with your own? I feel like that might not be something @dire falcon is okay with. At that point you might as well just make your own suits pack
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
Actually png files sync pretty fine across profile codes. I've used this mod in valheim for custom loading screens for example (which uses the config folder for some reason) https://thunderstore.io/c/valheim/p/ComfyMods/Intermission/
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 π
It's a problem for the future if it ever exists, they allow it now and it's in so many mods that I don't see them going back.
They mitigated the problem of file size by limiting the total upload of the config folder to 10MB. If your folder exceed it you are not allowed.
Another option would be to have a custom folder path in the x753.More_Suits.cfg Emblem does this
What mods do this so far? Emblem?
Yep, custompaintings, and I have seen it mainly in other games
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}");
}
}```
is that just a refactor to add abstraction?
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
Yes and no.
Its to make it easier to find the easy wins performance / loading wise, as the next step. And also means other folk can add to the mod easily if they desire
As the abstraction makes it easier to add to if that makes sense?
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)
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 π
Unlockable Suit Factory:
https://pastebin.com/rTsR0Bna
Suit Factory
https://pastebin.com/QtpzjVY6
@dire falcon
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
*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
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?
I follow uncle bob's clean code (im a 28 year old aerospace software engineering lecturer haha) .
The idea of clean code is "you can tell what something does by reading the main public methods of a class, and then the private methods are in-order of when they appear in the code"
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"
Yeah I do understand that how it currently is, patching my mod requires a nightmare of IL
IL?
IL patching to modify code within a function rather than just pre/postfix
Oh wow my dude we could make it even easier than that.
Lemme show you something real quick
[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
well yeah that's not at all a problem if everything's divided into functions
Even better than that my guy
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
I don't consider APIs like that in modding a good thing generally
Why?
No hate btw , everyone has their own views , ur a based dev homie regardless β€οΈ
Just always curious to see folks thoughts ^_^
Making that mod the traditional way would be very similar and not reliant on an API being up to date
I counter with simply "how the old bird works"
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
Do you see any patching in that API friend?
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.
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
Does that half the weight every time you pick it up???
There is a second method we are still cooking which is "TempWeightChange"
Which would literally just be flashlight.TempWeightChange(flashlight.Weight/2)
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?
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
As said mate, not everyone's cup of tea, but to me personally, that is much simpler than any harmony / monomod patch
Also LGU has an ability that halfs item weights if you pick it up
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.
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 ^_^
99% sure this is a repost of the same mod but i could be wrong
what should i use to retexture a suit
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 ^_^
is it possible to do glowing text on a suit?
yes there should be a glow.json file included in the More_Suits package that shows how it's set up
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!
Maybe this?
YES thank you! Idk if it was that same image but thatβs exactly what I was thinking of thank you!
hey the "unlock all suits" option doesn't seem to work
i installed this and it just stopped working https://thunderstore.io/c/lethal-company/p/Oddyssey/VanillaSuitsPlus/
I'm going to take a guess, and guess that it's because this mod doesn't appear to even use moresuits
what else would it use?
idk but not moresuits
do you know how to fix this issue?
no sorry
but it still doesn't work
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?
You'd have to check the error log, there could be a conflict.
Or you might not have the exact same files.
Does anyone happen to know where the white spot on my foot is located on the template?
Probably around these
(near the top of the image)
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.
Things are easier if you use Blender
I've been using gimp
since you can just input the player model and color over it
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
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
Thanks for pointing out the location after many hours I figured it out and fixed it.
@dire falcon This error appears to happen for clients whenever Unlock All Suits is set to true
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
I had a similar issue caused by LC Shrimp. Pretty sure it desyncs everyoneβs client
any idea why I cannot install my custom suits through r2modman?
You need to wait 30m-1h+ after uploading to Thunderstore for the mod to appear in mod managers
ohh I see, thank you!
candidate for More_Suits v1.5.0, which adds jump sfx
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
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
I don't know if it would work for vanilla, but there's a Disabled Suit List option in the config where you can put the names of suits you don't want
yeah I managed to do all that
i fixed it all up, but the default suit seems impossible to remove
Yeah, my loader mod doesn't touch those
all good
i used store rotation config to remove the default suits i didnt want
except the normal orange one which you cant remove
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)
Use SuitTerminal, set the starting suit onto one of these suits, disable the rack and set the vanilla suits onto the blacklist
Oh that sounds very interesting
the only disvantage is that you can only change the suit via terminal
So I can completely disable every single vanilla suit, and make it start on a specific high-vis suit?
oh I see
yup
I was gonna ask if it keeps the rack
no
there are no current ways to disable the vanilla suits on the rack
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
Back to this, any testers want to try out the jump audioclip feature?
requires building an asset bundle in Unity just like the materials feature
Oh I can confirm to you that it works, I saw @rough mirage testing it early this morning while in VC with him and it was working, I also have a couple of suit updates he made using it in my current version of Lunxaras Addons for whenever you push the update live
alright time to push it
Yep works perfectly
If you want to try it out I published GlitchedAddonsSuits with the dll, the fumo, cross and Glitch suit has a jump sound
More Suits v1.5.1
Okay you can update your package to depend on x753-More_Suits-1.5.1 now
That's the plan
I'll do the same asap
ok i give in
ill set that up
some people arent using the default one I want them to use
lol
Good luck :]
So you're saying im able to set custom prices for some
and also change the default?
thats gonna go hard
I never said something about changing prices
You can set if you wanna disable some suits and set defaults
oh
ill make them all free then
im just trying to do this so I can change the default suit
already set it up
this mod is dope, ty
πββοΈ I do π
More Suits v1.5.2
Iβm so happy
I got my 300 mod modpack from 5-8 minute loading times to about 8-12 seconds
And itβs because I had set the βload suit amountβ in this mod to 1000000 b/c I didnβt know what it did
Is deleting a suit's .png from the moresuits folder the same thing as adding a suit to the disabled list? Better/Worse?
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?
@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.
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 β 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 β and β could not be compressed due to the β 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.
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.
Thanks for the advice, I'll give it a shot
Mostly a Windows issue.
I'll throw this on the TODO list if I ever get the inspiration
@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.
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
Okay thanks for your response, I will keep it only at 100 then, the toomanysuits mod increases that limit safely though I do believe but I am not 100 percent on that.
if TooManySuits made it so only visible suits are loaded into memory any number should be fine
oh I see so toomanysuits does not have anything to do with supporting more suits into the game, its only for making the suits more visible on the suit rack.
Thank you for answering my question 753 π
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
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
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
one doesn't affect the other, right?
like, the normal map is a visual thing while the price is a different thing entirely
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
that's just because it's above it and for no other reason, so ignore that
I would suggest just keeping it unchanged
but do I need normalscale above my price or not at all?
It probably does not matter where the normalscale or the price is, just that they are there if you want to do what you want to do
I'm just going to type in the price then. it'll probably not hurt anything
it should look like this
whether it has normalscale or not depends on the suit and you should probably not touch it
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
if it doesn't have it already, it doesn't need it
if it has it already, then don't touch it
If I am making the price text thing you showed above, then I have to start from nothing for any suit. So how am I supposed to know if any suit needs the normalscale or not
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
no you don't
are you modifying an existing suit's .json?
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
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
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 ?
I haven't had said issue
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
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)
Sorry for the reply but I have a question. Which of these two are the ACTUAL decoy/orange suit from lethal company?
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
mine are from around launch so it's possible they've been slightly updated since launch
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
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
but I can never remember which GitHub it is since there were multiple versions
there is a uh
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
I have a question regarding your orange default suit. From my understanding unity does something to the pngs to make them look smoother in a sense when in game. My suit is asset ripped straight from the game but is blocky in color texture. Very noticable in the purple suit here
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
I used a tool called Asset Studio to rip mine
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
π
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
Does this have anything to do with mimicing how the vanilla LC makes the suit pngs look more smoother in game?
No idea, and I was hoping you'd find the right Asset Studio fork because mine is on a PC in my closet
π
if your moresuit version is the old png, then why does the orange look smooth
the png in game look different in game
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?
Because if it did, then the purple suit I manually put in wouldn't have had blocky ish purple
If you want it to replace the default suit you currently have
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
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
Really sorry for the constant messages and pings. I have a question. This suit png is designed to not be tinted. Is there a way in the advanced folder where I can have this not be affected by the tint?
I have no idea what you mean by tint
Well I'll probably get back to you on that. I think I have an idea but my apologies for now!
Hello! I have a question, does anybody happen to know what the filenames of each of the vanilla suit's textures are?
I found out through looking at this mod (https://thunderstore.io/c/lethal-company/p/YELLOWGLASS/Yellowglass_Drab_Suits_2/) that you can mess with the textures of the default suit, which is groovy as hell and I wanna see if I can retexture the others aswell
Erhmmm bump
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
Just wondering what you or anyone else that sees this thinks?
@dire falcon Is there any chance you know which suits where specifically made by Curt and specifically made by Graelyth?
I believe in the default pack only Smile was by Curt
Ahh okok. Thank you!
I'm sorry for pinging you twice in one day but I have a question. How would I make a suit that would change into other suits over time?
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
custom material in Unity
no idea
Custom material?
looks like they already have a flipbook material for you to use
If anyone knows please do tell, I really wanna do something w/ that
i dont think anyone knows what u mean
also that the suits in that mod just look like color adjusted of what MoreSuits gives lol
what's monty is saying is that that mod actually replaces the default suit with it's own unique suit somehow
Trying to figure out how to apply that change to the other vanilla suits
oh i see
Thank you for finding that! Also, what is the playertex2b suit in moresuits?
huh, okie. I figured out how to use the flipbook thing so I'll be able to make The More Suit HAHA
don't worry kitten i'm here to help you:
- ScavengerPlayerModel.png - Orange
- ScavengerPlayerModelBee.png - Bee
- ScavengerPlayerModelBunny.png - Bunny
- ScavengerSuitGreen.png - Green
- ScavengerSuitYellow.png - Yellow
- SuitPajamas.png - Pajama
that's the names in the ripped game files at least
does flipbook have emission?
learned it doesn't but I don't need it so all good!
@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.
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
See it's going from top left to top right then goes to second row
But it's not using that playertex2b thing so the suit looks silky. And no, I don't have a normalscale in the json
It'll look bad with the normal map
you probably don't want it
and if the material doesn't have normal map support you'll have to write a shader that does
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?
I don't think so, but it would be great if the inconsistency could be fixed
it's a little annoying hehe
does this work in v73?
It should, @ me if it doesn't
aye aye sir
@dire falcon small request but is it possible to move this patch to a terminal awake postfix
(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
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
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?
exclude the suits tag
sure ill take a look
i forgot how badly people tag their mods
hmm TooManySuits does do it π
tbh i dont actually know if this relies on moresuits patching StartOfRound.Start
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
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
here's a screenshot of it happening
Is there a way to have suits be in a specific order when on the rack?
bump lol
bump
is this place also okay for asking about the ModelReplacement or only for classic suits?
I've never used ModelReplacement so it'd probably be better to ask elsewhere for that
@dire falcon is this mod maintained, and does it work on v81
Yeah it should still be fine
Will the reported text issues ever be addressed?
@ me to look at it some time this weekend
Fuck yeah, I'll make sure to.
@dire falcon @ing to remind you to look at it some time this weekend!
Mind giving it a thorough testing @last yoke ?
I added this line of code:
if (AppendSuitSuffix && !newSuit.unlockableName.Contains("suit", StringComparison.OrdinalIgnoreCase))
{
newSuit.unlockableName += " suit";
}
I'm a tad worried about translation issues though
Perhaps I'll put it behind a config enabled by default
Ah there's translations?
thank you! I'll try this with the mods I tend to play w and let you know
I'm sure there are, but I've never needed to look into that before.
[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()
I get this when booting up and no custom suits load
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
here's me logs:
LOL you're ok
There anything I can do to fix it on my side or should I just wait on ya?
Use this
Niceu, thanks boss
I need to get some purchasable suits later but they work on the rack!
So for some reason even when I grab suit mods that are supposed to have buyable suits they're all unlocked by default
so I can't really test how the text looks in the terminal nor when they're at a discount
Do you have another mod that unlocks them, or the config set to unlock them all?
don't believe so, I'm just running imperium with the mod's dependencies
I can try taking imperium off tho
yeah it happens without it
sending logs
hello, just checking in
Could you check if the buyable suits are unlocked at all times on the public version, not just that pre release?
I can try super quick yeah
Yeah looking at it they're not purchasable in the main version
which is strange, they used to be purchasable before... Did something change?
I even got suits from mods that specifically add purchasable suits
mesa suit unlocked by default
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 π
Seems we're having opposite issues here lmao
Yesss!! I was literally giggling while typing after your messages
Initially thought the issue was an incompatability with TooManySuits or smth
but no, suits that used to be purchasable no longer are and just get unlocked by default
changelog from latest version of the mod that adds "Bright yellow"
This ain't a thing w the new file you sent me or anything, just sorta getting this issue on a normal profile with latest public
Unlock all suits is set to false, aswell
at (wrapper dynamic-method) MoreSuits.MoreSuitsMod+StartOfRoundPatch.DMD<MoreSuits.MoreSuitsMod+StartOfRoundPatch::StartPatch>(StartOfRound&)```
hello  should I be worried about this?
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
Yup, definitely still an issue
It's not happening on my v73 profile but it happens on any fresh v81 profile
Interesting, hopefully this does get fix though!
I thought I was going crazy with this lol
If @dire falcon sends a dll for me to test I def will and see what's up
give this a try
I fixed a small bug where advanced jsons weren't loading at all since the last pre-release
had a bit of a busy week (sort of, sorry I also kinda forgot LOL)
I tested this though!
It fixes suits being unpurchasable!
the pink is a purchasable suit I bought for testing
"suit" is added to them as well on the suit rack
however, the word "suit" is duplicated on the terminal
Something that could be adressed as well is that when you buy custom suits thru the terminal, this sound doesn't play
But it does for vanilla suits
Upon wiping, whichever suits happen to be unlocked by default retain the position they were moved to after purchasing other suits
does fix itself when you reset the lobby, tho
oh yeah and for some reason it uses "suits" plural for the terminal confirm screen even tho... you can only ever buy one
how do i disable suits?
there's a field in the moresuits config you can put in the names of suits you don't want
you can check their names by going into the mod's files
? MoreSuitsConfig/README.txt
is this it?
@last yoke
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)
how do i go to the files of all the suits
in your mod manager go to settings > browse profile folder > bepinex > plugins and then go to the folders for the suit mods you're using
right click the mod where the suit(s) you want to blacklist is, open folder, search for the moresuits folder and seek the ones you want to blacklist and copy their names into the blacklist
all i see is advanced !more-suits then a few random suit names
what
i right clicked the mod then i went to the "open folder"
there should be a moresuits folder (where the suits are)
is it !more-suits
no
i'm in the moresuits folder
there you'll see whatever suit(s) that mod has as png
just copy the name of the one(s) you want to disable (including the .png) and paste it into the "Disabled Suit List"
all i see is glow luigi mario kirby knuckes slayer skeleton minion smile then i see !more-suits and advanced
so you see the PNGs then
yes
those are the suits
i know but is there a way to see all of the suits the mod adds
that's all of the suits that mod adds, you need to go to the **SPECIFIC **mod that adds the suit you want to blacklist to look at their name
they're not all located in the "MoreSuits" mod folder
the only mod i have that adds suits is moresuits
??????????????
then what suit do you want disabled if you only have the base mod
be specific
do i paste it behind the normal text?
If you're editing as text, separate with commas, for example:
thank you kenji for the help 
i was taken away and murdered in an alley sorry

