#Lethal Creature

1958 messages · Page 2 of 2 (latest)

thorny sandal
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I set the scale far too small so they look like little goblins

ornate kite
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@candid pumice After some more testing, and me figuring out how to publish things on the thunder store, yeah, I should be posting it soon

#

This is a pretty incredible bug, glad they figured it out!

ornate kite
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Also, not sure if you've experienced this, but using the newest version of More Company, it breaks my kobold mod, so I assume it breaks the Lethal Creature one as well

#

More Company 1.4 adds cosmetics which don't play well with the custom model

split pumice
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do I just drag into bepinex?

tribal marlin
#

Into the plugins folder. Though unless your facing the same issue as no1 was, you don't need that version for now

split pumice
#

i was as well expierincing the issue, lol. so this is fine right?

#

in the plugins folder to be specific

ornate kite
#

@tribal marlin I believe I fixed the texture flicker

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The issue is the current InitModels function will spawn additional meshes ontop of eachother everytime a player dies and respawns

#

Adding an additional IF statement to check if the mesh component has already been spawned will fix it

#
{
    var localPlayer = GameNetworkManager.Instance.localPlayerController;
    Debug.Log(localPlayer.gameObject.name);
    var players = UnityEngine.Object.FindObjectsOfType<PlayerControllerB>();
    foreach (var player in players)
    {    
        if (player == localPlayer)
        {

        }
        else
        {
            var Kobold = player.gameObject.GetComponentsInChildren<SkinnedMeshRenderer>().ToList().Find(x => x.name.Contains("LethalKobold"));
            if (Kobold != null) continue;
            player.gameObject.AddComponent<LethalKobold.KoboldController>();
        }
        
    }
} ```
#

You would just need to replace "LethalKobold" with "body" for yours

#

Might not be the most efficient way, but I tried the whole day looking for ways to get it to work and this is the only one I found 🤣

wild arch
#

updated my api and i think it broke it

thorny sandal
#

yeah the 1.4 api breaks my mod as well

tribal marlin
#

Ah right, the updated api got pushed out

tribal marlin
#

\PlayerObjects.cs(27,101,27,107): error CS1061: 'SkinnedMeshRenderer[]' does not contain a definition for 'ToList' and no accessible extension method 'ToList' accepting a first argument of type 'SkinnedMeshRenderer[]' could be found (are you missing a using directive or an assembly reference?)

thorny sandal
#

Are you having problem with the new api?

tribal marlin
#

thunderstore on the other hand seems to be getting snagged on something with the zip file

#

Thunderstores upload doesn't seem to be working for me right now, so here's the zip directly

#

It just keeps getting stuck around here

#

And then after sitting there for a minute it goes poof

leaden fern
#

I think I've heard some other people complain about the tstore this morning, think its a bit on the fritz

viral wasp
#

Honestly I thought they WERE skaven and got so happy till I saw the tail docked lol

tribal marlin
viral wasp
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💀 yeah skaven is like my favorite race from any media ever tbh

thorny sandal
#

@tribal marlin hey can I ask you how you make your assetbundle? I'm having a problem where other people who join after, or people who respawn would be invisible

#

I've been testing out my mod and this only happens when I load my hazmatnardo.fbx instead of your lethalcreature.fbx

tribal marlin
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Here's all the files in my assetbundle

#

I did make some changes to a few names in the past two updates

thorny sandal
#

Thanks, I did change the code, but I think I might have found my solution

#

if only I named my mesh Body

tribal marlin
thorny sandal
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public static void DisablePlayerModel(ref PlayerControllerB __instance, GameObject playerObject)
{
    var localPlayer = GameNetworkManager.Instance.localPlayerController;
    if (playerObject == localPlayer) return;
    playerObject.gameObject.GetComponentInChildren<LODGroup>().enabled = false;
    var meshes = playerObject.gameObject.GetComponentsInChildren<SkinnedMeshRenderer>();
    foreach (var LODmesh in meshes)
    {
        if (LODmesh.name == "Body") continue;  //I think this disable every mesh except body
        LODmesh.enabled = false;
    }

}
tribal marlin
#

Ah, maybe that might have an effect then

#

Made some little notes of your own too I see

thorny sandal
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I'll give renaming a try

tribal marlin
#

zoomy said this line here apparently is what stops our own model from being changed to the modded one
if (playerObject == localPlayer) return;

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But I tried marking it out, and even changing those two false spots near it to true

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and there didn't seem to be any effect at all

thorny sandal
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hmm yeah I saw you asking about this. I'll see what I can try

tribal marlin
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The whole code could probably use more sprucing up or even a bit more of an overhaul but not really sure who to ask

thorny sandal
#

uh funny question, when do we get to see ourself

tribal marlin
thorny sandal
#

I thought your hands is a separate mesh

tribal marlin
# thorny sandal

Well it is still technically one of the ways to see yourself. I wish the code had included something for that too but I recall zoomy mentioned leaving it out cause of how massive and oversized that amongus model was when scaled up

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And they did mention at one point not having interest in expanding on it much more either, so I don't wanna bother em with it too much

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Which is also unfortunate cause they're kind of the only one that made player model replacement mod that I know of
And all the rest of us have just been building off from it

ornate kite
#

I had the same problem with my model, and yeah, that disable function hides everything other than the name of the mesh, so either you name your mesh "body" or you rename that to whatever your mesh is

ornate kite
#

Your error says 'SkinnedMeshRenderer[]' right?

#

player.gameObject.GetComponentsInChildren<SkinnedMeshRenderer>().ToList().Find(x => x.name.Contains("LethalKobold"));

tribal marlin
ornate kite
#

This doesnt have the brackets in the type

#

try removing the brackets?

#

That's what my PlayerObjects.cs has in it

tribal marlin
ornate kite
#

Can you show what you've got?

tribal marlin
#
        public static void InitModels()
        {
            var localPlayer = GameNetworkManager.Instance.localPlayerController;
            Debug.Log(localPlayer.gameObject.name);
            var players = UnityEngine.Object.FindObjectsOfType<PlayerControllerB>();
            foreach (var player in players)
            {
                if (player == localPlayer)
                {

                }
                else
                {
                    var Creature = player.gameObject.GetComponentsInChildren<SkinnedMeshRenderer>().ToList().Find(x => x.name.Contains("Body"));
                    if (player != null) continue;
                    player.gameObject.AddComponent<LethalCreature.CreatureController>();
                }
            }
        }```
#

Looks like system.linq was the missing key

ornate kite
#

Oh, nice

tribal marlin
#

So how did ya even notice the duplication error happening?

#

I don't think I've heard anyone else bring it up, nor have I noticed it myself yet

ornate kite
#

I knew it was happening due to the flickering, as that type of thing only happens when two models are directly on top of eachother

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And so then I looked at the log while testing, and saw that the debug for the suits texture case you added was showing multiple meshes

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And it kept adding one each time a player respawned

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Not to mention, atleast for me, other player's suits would revert to the default orange skin on the other players screen

tribal marlin
#

@stoic geyser That debug ya added seems to have come handy!

ornate kite
#

so I knew that a new model was being instanitated with the default skin

tribal marlin
#

Well can thank 753 for that debug, they're the one that made the outfit code

#

It certainly also reinforces their thoughts that the code is in heavy need of an overhaul aha

drifting mulch
#

so this was what your questions was about Hyst haha

ornate kite
#

Haha, yeah

tribal marlin
#

Ello again Hugo!

drifting mulch
#

did it work out? I know LCM gave some insight as well, and hey hey

ornate kite
#

I tried your method, but am really unfamiliar with how unity handles its components and things, so I wasn't able to get it to work, and after trying a bunch of more random things, I found a lonely forum post with someone that had the same issue as me for another project of theirs

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So I used their line of code and it actually worked 🤣

tribal marlin
drifting mulch
#

I do a bunch of mesh and material stuff for Valheim, so I can shed whatever help I can but sounds like you found some code that helps

ornate kite
#

Interesting, for me, it straight up doesn't allow me to join a game, just says "error has occured"

#

But I can try to look into it again

tribal marlin
drifting mulch
#

haha yeah, I'm not a fan of how ItemDrop was made

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I don't need food stats for my sword 😠

tribal marlin
#

Though I do wish this code was set up to work with a prefab instead of splicing all the bits and pieces together through code

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But from what I recall zoomy mentioning, the way the player character for the game is set up is strange

drifting mulch
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if you want we could probably made something that function where you just toss it some textures and it does the above behind the scenes I did that with my PrefabFixer

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yeah looking at the player character it's a bit funky

tribal marlin
#

Yeah, so with my limited knowledge the code could of ended up this way because of that
So I can't really fault zoomy for that

ornate kite
#

Funky stuff for a funky game 🤣

drifting mulch
#

do you have a git for it? You can add me as a collaborator and maybe later we can pow-wow and get something setup for you, at least if make adding new suits easier

tribal marlin
#

From what I've seen others mention here and there while trying to pick apart the game files, it seems Zeeker has some rather eccentric ways of coding and piecing together assets for their games

drifting mulch
#

still better than me, I don't even have 1 game to my name yet haha

tribal marlin
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Oh for sure

#

We can critize and huff and puff all we want, but they made a game, and we haven't

drifting mulch
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true tho

#

but it's still interesting to see, it's like "how not to do X" sort of deal

ornate kite
#

I use funny blueprint spaghetti for my games 😏

tribal marlin
#

They made a very popular and profitable game and we haven't

drifting mulch
#

and ergo there is "how to do y right"

rocky hare
#

I wanna collab, and make dergs

tribal marlin
#

Actually... it is kind of funny now that I think about it

#

this is like the second time now I've gotten into modding a low polyish indie game that just skyrocketed into millions of sales

drifting mulch
#

I feel most of it is luck to be honest. I'm glad they struck it good, but there is also so many hidden gems that will never get the same

ornate kite
#

Yeah, it's all luck and chance with these sort of things I feel

tribal marlin
#

Indeed, it is always unfortunate so many just never see a chance at breaking out

ornate kite
#

But glad his game made it

drifting mulch
#

like during Covid like Fall Guys and Amougus got hella up there, and LC sort of falls into a mix of the 2

tribal marlin
#

In LC's case, I thin kthe main thing that helped is it's absurdly memeable

drifting mulch
#

and it just exploded thanks to creators

ornate kite
#

I just hope he can keep it up, and not "ruin" the game

drifting mulch
#

sounds like I'm being cynical but I'm not, he lucked out, and I'm glad he is now successful

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it's like the dream we can all hope for

viral wasp
#

I would say it's due to it's cinematic nature, and it's variety in enemy behavior that makes the gameplay actually fun similar to OG SCP Containment breach

tribal marlin
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Eh, Zeekers game in the end, but I do worry too with them being a solo dev suddenly having this massive fanbase fall into their lap so soon after release

ornate kite
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Oh yeah, same - it's awesome a one guy game that's priced fairly and fun is so popular

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To me it's basically phasmophobia 2

drifting mulch
ornate kite
#

Same type of game and same type of hype

viral wasp
#

Yeah except I hate how lazy phasmophobia is

ornate kite
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But the game actually works other than phasmo

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🤣

drifting mulch
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it def contributed it to being more enjoyable instead of like most games where it's like 1-4 mobs

tribal marlin
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I often wish phasmo was more bold

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and like fleshed out the whole ghost hunting theme more

drifting mulch
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which for a solo dev is actually commendable

tribal marlin
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like maybe could be three different phases

viral wasp
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I remember opening the ghost book in the game, seeing that all of the ghost types had specific behaviors and weaknesses, getting excited, and then immediately being disappointed that all of that is just fake flavor text that doesn't actually affect gameplay at all

tribal marlin
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First phase would be taking the role of that mystery team that learns what house is haunted, the name of the ghost, and how it responds to groups or solo players

viral wasp
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Then the VR version would just have a ton of bugs normally lol

tribal marlin
#

Second phase would be phasmo as it exists now

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And third phase would be full on ghost hunting exorcism kind of thing

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Will be interesting to see where LC goes from here

drifting mulch
#

but yeah I'mma go lurk elsewhere for a bit, if you want to collab on some code Hyena, toss me a DM. I remember doing verbose stuff like that over and over, and just caved and made my own system, it's still a bit more long hand, but it's shorter now

viral wasp
#

Hyena did you ever figure out the custom suits implementation?

ornate kite
#

Same, I hope they develop more stuff to the game, there's a ton of great ideas modders have here that would be excellent if added in a formal capacity

tribal marlin
viral wasp
#

Nice, now the next question is, would it be possible to combine multiple of the creature mods (I saw some cool ones posted in here) or is it hardcoded to replace all character models?

tribal marlin
#

I'm not certain the code as it exists now would work with multiple models

drifting mulch
#

could do it via "suits" and maybe have a clientside setting for like Hyena, Cat, Dog, fish, etc

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and then if they pick suit 1 it adds an offset to the index?

viral wasp
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thought so, if it is possible in the future that'd be a dope evolution of the mod where special suits added onto the rack will actually change the model as well

drifting mulch
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green suit is different for each player based on what animal they want to be

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well "different" it's just the greensuit index for said race

ornate kite
#

Technically, it should be possible, since you can add multiple mesh components ontop of eachother

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Since we were doing it accidently up until now 🤣

tribal marlin
drifting mulch
#

if they were all registerd yes

ornate kite
#

So we would just need to setup a system to enable a model on suit switch

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or whatever we wanted

tribal marlin
ornate kite
#

Oh yeah of course

drifting mulch
#

just patch into the pick suit, and once they "update" so like Hyena it's be suit 2, but for dog it'd be 2+6 (8) for a green suit dog

ornate kite
#

Just saying it should be possible

drifting mulch
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so the player would actually be index 8 and tell everyone they're that

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RPC jazz

tribal marlin
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Personally I would stil lwant the different suit colors to be an option aswell

drifting mulch
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idk I'd have to see what you, 753 cooked up

tribal marlin
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ALONG with the option to have different models

drifting mulch
#

yeah that's what I'm saying,, all the models are added, you just need to make a greensuit for all of them

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and then client side they pick their race, and it's an offset

tribal marlin
#

Ah, kk

drifting mulch
#

so everyone "has" all the races, just when they are given their suit ID it shuffles itt to the right one for them

tribal marlin
#

And here's the code 753 did for the suit toggles


    [HarmonyPatch(typeof(UnlockableSuit))]
    internal class UnlockableSuitPatch
    {
        [HarmonyPatch("SwitchSuitForPlayer")]
        [HarmonyPrefix]
        static void SwitchSuitForPlayerPatch(PlayerControllerB player, int suitID, bool playAudio = true)
        {
            Texture tex;
            switch (suitID)
            {
                case 0:
                    tex = LethalCreature.CreatureController.TexBase01;
                    break;
                case 1:
                    tex = LethalCreature.CreatureController.TexBase02;
                    break;
                case 2:
                    tex = LethalCreature.CreatureController.TexBase03;
                    break;
                case 3:
                    tex = LethalCreature.CreatureController.TexBase04;
                    break;
                default:
                    tex = LethalCreature.CreatureController.TexBase01;
                    break;
            }

            SkinnedMeshRenderer[] meshes = player.gameObject.GetComponentsInChildren<SkinnedMeshRenderer>();

            Debug.Log("Looking for meshes...");
            foreach (SkinnedMeshRenderer mesh in meshes)
            {
                Debug.Log("Found a mesh: " + mesh.name);
                mesh.materials[0].SetTexture("_BaseColorMap", tex);
            }
        }
    }```
drifting mulch
#

is that in the GIT?

#

we can connect later

tribal marlin
#

We had to do some extra changes here aswell

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And with the textures

drifting mulch
#

looks like a great foundation, def can refactor it

tribal marlin
#

But 753 also expressed the sentiment that the code probably needs an overhaul, and this was kind of a "quick fix" at the time

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And yeah it's on the git

drifting mulch
#

yeah I can see that, this isn't judging, this is "code that works"

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great foundation

tribal marlin
#

Wait till ya see the main pillar of the code that makes the model swap works

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The bone and IK section

drifting mulch
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yeah the IK stuff is new to me

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but shouldn't need to touch it? Unless different races are bigger/smaller

tribal marlin
#

From what I recall zoomy said, the impression I got is the player itself is only a capsule with the player model kind of just puppeted to it

drifting mulch
#

valheim is the same, you're a bean, with just a animated puppet, IK makes that more so

tribal marlin
#

Well I more so meant like

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usually the player model is kind of the base of it

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with al lthe player stuff built ontop

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But it sounded like it's the otherway around for LC

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I ought to get around to ripping the game to see for myself

drifting mulch
#

I mean that's generally how it's done, Player controller and collision (or just the controller) is top level, then sub children have the mesh and other effects. Honestly up to the dev

tribal marlin
#

So when might ya be free to help give this code a look over?

drifting mulch
#

maybe a few hours? its' 3:30 and I'm done work at 5pm, I just don't have time to really dig into stuff while watching things run

tribal marlin
#

kk!

#

Also I had made a little wishlist of sorts at the original post

Outfit Support. ✓ 
Ragdolls
First person model


Bonus Wishlist
More Suits compatibility
Multiple model options
Bone physics```
#

I feel it's pretty modest

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First section is more tangible goals
And the "bonus" are more future "if possible" goals

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More Suits is another mod that lets people add in their own custom textures

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And I think it'd be rad to have that for my mod too

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Though it'll probably have to be it's own built in thing

drifting mulch
#

could be doable. would have to get a secondary model done up. Also might need to ensure suits for the races are unwrapped the same. Like say a Dog race has a beer gut, but they can all use the same suit texture

tribal marlin
#

That shouldn't be too difficult to do

drifting mulch
#

in that case we could make the code more dynamic, like it registers a green variant for all of them ,it's just the model that changes

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idk why I say we haha you and 753 invested more into this than me

tribal marlin
#

I don't know how many different models I might do, but the second one I had in mind to do was maybe like a kobold like shape

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Which would basically just be taking off the ears, and giving them a thicker meatier tail

drifting mulch
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yeah different models shouldn't be an issue

tribal marlin
#

Another option would to give em a longer tapered tail since a lot of folks like to think of em as skaven but eh..

drifting mulch
#

nothing wrong with a ratman

tribal marlin
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I want to see if it'd be possible to have bone physics first

tribal marlin
#

It's easier to get away with a stiff tail when it's short and stubby

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but it stands out more when it's longer

drifting mulch
#

I haven't had much luck but could attach a sub-child for tails, and give them a basic bone structure with joints

#

the physics stuff hasn't really worked out for me 😛

tribal marlin
#

Well, awhile back I tried to see if I could get physics to work in valheim through my mod

#

though sadly I didn't have any success, with a rather amusing result

drifting mulch
#

yeah same, ends up like flying everywhere, acts like they're colliding with something

tribal marlin
#

But, this was the boen physics I tried to use

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And the maker of it even tried to help directly

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Even made some adjustments and updates to the code to make it more friendly to being used as a mod

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Sadly I think we didn't have much luck because of my mod just being glorified armor

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so couldn't really get any custom bones added ontop

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But Nael felt pretty confident it might of worked if it wasn't for that limitation

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Which is another reason I really want a new code base for my valheim mod to free me from the vanilla rig

drifting mulch
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I helped Snarling Fox with thier dragonid by spitting the wings to be a sub-object

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so they can just override the player animations, and the wings watch the player state if they are flapping/gliding/idle

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that was the only way to "add more bones"

tribal marlin
#

Here's that funny effect it had when we tried

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Basically in the character select menu, I just changed between one wearing a unaltered rig, and then one wearing a copy with the altered rig

drifting mulch
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lol explodes

tribal marlin
#

But the altered one was just poof

drifting mulch
#

yeah Unity is very... volitile trying to change the core armature/rig

tribal marlin
#

I know it is possible to add bone physics in valheim

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mods like that VRM one has it

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and it worked with that other one named VPM [valheim player model]

drifting mulch
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VRM just overlays a new animated model over the player doesn't it? hiding the base one

tribal marlin
#

Yeah

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basically just an entirely different player model

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Compared to mine that's just an overly elaborate suit of armor

ornate kite
#

VRM was pretty dope

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Setting up the unity project to convert a model into a VRM model was hell

tribal marlin
#

Do you know much about the netcode and player sync stuff in regards to valheim? @drifting mulch
Cause a friendo of mine has been trying to make a new base system but has run into a snag when it comes to syncing between players

ornate kite
#

But damn it was dope how it was compatible with a ton of different things

tribal marlin
#

I recall you were among the more powerhouse modders among the community

drifting mulch
#

most if it is controlled by the ZNET stuff that Irongate made, that normally syncs most of what you need

#

ZNetView syncs position and location, and also custom ZDO data, there is a ZSyncAnim for syncing animation states

tribal marlin
#

Well, I'll be needing to do some catching up on my valheim mod again soon, but I was really hoping to migrate to this new system said friend is working on

drifting mulch
#

depending on what they need they can just add ids/data to the ZDO and read that and sync it

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anything else custom you might need your own RPCs

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but it honestly depends on what you need, and how often it needs to be sync'd

tribal marlin
#

By chance, they're also hanging about in the beasttribes server if you want to take a gander
Snarling made me a little channel for cackleheim on there heh

viral wasp
tribal marlin
#

Yeah, it could already be possible, but the current code might become spaghetti if we tried since it was only made one with model in mind

tribal marlin
#

@viral wasp Guess I got a new addition to my wishlist YeenCheeky

thorny sandal
# tribal marlin

I was trying out this bit of code, and it seems like there's a mistake here. if (player != null) continue should be the previous var if (Creature != null)

tribal marlin
thorny sandal
#

nah hyst's is fine

tribal marlin
#

Oh huh

thorny sandal
#

check yours

tribal marlin
#

I must of missed that then while adding in the code

#

The code was building though so I've got no clue what effect that had

thorny sandal
#

it was checking if player != continue, It was skipping every player

drifting mulch
#

yeah adjusted it to check if creature instead of player is !=null, componenet is now added, however now LC_API is compliaing about loading assets

[Error  : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
LC_API.BundleAPI.BundleLoader.GetLoadedAsset[AssetType] (System.String itemPath) (at <8b8f000da7b442fcb33d65b0d2744834>:0)
CreatureModels.AssetHandler.TryLoadAssets () (at <ca5178f3af114c2dbb18d16bfb11a829>:0)
CreatureModels.LethalCreature+CreatureController.Start () (at <ca5178f3af114c2dbb18d16bfb11a829>:0)
#
TexBase01 = LC_API.BundleAPI.BundleLoader.GetLoadedAsset<Texture>("assets/textures/lcred.png");
#

issue was HideManagerGameObject = true for bepinex, seems LC_API uses the OnDestroy route

viral wasp
#

Just now responding because I’ve had the lovely luxury and experience of having food poisoning since like 3PM susVadoYesPapi

tribal marlin
#

oof

leaden fern
#

yeen power

tribal marlin
#

It's so wild to see so much fanart

candid pumice
#

Why you eat the bolts!

thorny sandal
#

I'm getting this error with the new LC_api2.0.0. this might be an api problem?

tribal marlin
#

Mod updated!

thorny sandal
#

is the git updated as well?

tribal marlin
#

Ye

#

On a side branch atm

thorny sandal
#

I'm gotta study it later

kind terrace
#

updated the mod recently, but the playermodels have gone invisible again!

drifting mulch
#

bepinex config, do you have HideFromUnity = true? LC_API does not like that

kind terrace
#

h u h?

#

thats sounds like alien territory to me LOL

#

how would one fix that if it is so?

drifting mulch
#

Lethal Company\BepInEx\config -> BepInEx.cfg

#

HideManagerGameObject = false

kind terrace
#

yes it is false

drifting mulch
#

hmm.. what mod version you're using, and what lc_api version

kind terrace
#

im using it off the mod manager

#

should be the latest

drifting mulch
#

ok, what versions

kind terrace
#

im hoping those numbers are the build versions? ;;

drifting mulch
#

yeah, should be good? are you missing the asset bundle?

kind terrace
#

i dont think so

#

lethalyeen is in the bundle

blissful spruce
#

In r2modman can you click settings, Open Profile Folder, then navigate to BepInEx and grab the LogOutput.log from there

#

& post the file here

drifting mulch
kind terrace
#

im sorry but whats r2modman?

stoic geyser
#

same thing as thunderstore mod manager

blissful spruce
#

^

stoic geyser
#

just on github

blissful spruce
#

The same steps should apply

kind terrace
#

O.o

#

where would i put the file?

drifting mulch
blissful spruce
#

just drag it into discord

kind terrace
#

nono i mean once i download r2modmanager- does that go just into plugins?

#

the zip itself

blissful spruce
#

Oh, you don't need to install r2modman

kind terrace
#

oh!

blissful spruce
#

Give me a second to get back to my computer and I'll take a screenshot

kind terrace
#

like this?

blissful spruce
kind terrace
#

ah!

blissful spruce
#

hmm, this says your LC-API is only on 1.5.0

#

try uninstalling LC-API and installing it again

drifting mulch
#

hmm.. looks like rthe core prefab didn't load. do you have the right bundle?

blissful spruce
#

fairly sure it's because the LC-API version is loading the bundle w/o unloading

#

updating should fix it

kind terrace
#

trying it now

drifting mulch
#

hmm yeah, I've been helping with some upgrades, looks like it's still 1.0.2

#

for the main mod

kind terrace
#

same issue unfortunately

drifting mulch
#

yeah this is the issue

[Error  : Unity Log] ArgumentException: The Object you want to instantiate is null.
Stack trace:
UnityEngine.Object.Instantiate[T] (T original) (at <e27997765c1848b09d8073e5d642717a>:0)
CreatureModels.LethalCreature+CreatureController.Start () (at <0449f2934e1740e5aab1517c683f28cc>:0)
kind terrace
#

O.o

drifting mulch
#

maybe Hyena uploaded the wrong version

kind terrace
#

possibly but then wouldnt other people be having the issue then?

#

oh wait

#

is there supposed to be a config folder for lethalcreature specifically?

blissful spruce
#

lc-api is still the wrong version

kind terrace
#

thats weird cuz i uninstalled and reinstalled it to latest

drifting mulch
#

I don't think they update the internal version

#

for LC_API

blissful spruce
#

wait did they niot

drifting mulch
#

when I had it v 1.4.0 showed as 1.0.0 in the log

#

checked the mod.dll with ILSpy it's all old code that uses LC_API, so it should work

blissful spruce
#

oh, you're right

drifting mulch
#

even if it's older LC_API since the mod (currently) isn't trying to load the bundle itself

kind terrace
#

still invisible unfortunately

drifting mulch
#

hmm LH wiill have to check it out then

kind terrace
#

woah i just noticed a thing

#

could this have anything to do with it?

drifting mulch
#

with the .dll I sent yeah, altho if you're using latest LC_API it shouldn't

ornate kite
#

So is that new LC_API thing breaking the bundle loading? Or is it because you made that other bundle loader, and they are conflicting?

drifting mulch
#

well it should work with what's on TSIO now, as it's old code that makes use of LC_API, but it won't load the asset. And the new code can't access the bundle because LC_API has it open (doesn't unload the bundle with false (meaning don't unload assets that have been loaded)

#

so the new code I shared briefly for Lethal Karnthal is blocked by that

#

however Local Hyena was already doing a ton of tests and it was all green. So to be honest idk what happened

tribal marlin
#

I bamboozled myself

#

Put the wrong dll in the zip

#

Should be working for real this time now

drifting mulch
#

but the real question, will it work? 😛

tribal marlin
#

Yes, I was using it just fine earlier

#

which is why I was confused initially about reports of it not working

#

Then I saw the date on the dll in the zip was from yesterday

#

I mistakenly put in a broken test version

blissful spruce
#

it happens to the best of us

thorny sandal
thorny sandal
#

I see in the new branch you are also looking into loading different model with the suits

tribal marlin
thorny sandal
#

what's your idea atm

tribal marlin
#

Well one idea Hugo had was to have some kind of like toggle to swap between different model shapes with the outfit rack still doing the different textures

#

And an idea I was thinking would be to split off the ears and tail, and have different models for that people can mix and match

#

Maaaybe even do the same for the gasmask for different face shapes

thorny sandal
#

mm I see

#

maybe blendshape would reduce the need to split it into different meshes?

tribal marlin
#

I probably would still need to do that if I wanted to add like a thicker tail for a kobold look

drifting mulch
#

Shapkeys/Blendshapes is doable, however it's up to LocalHyena on the asset setup. Cause at that point it comes down to the code.

Am I disabling the player model (from Zoomy's code?) and only enabling one extra (Hyena, Kobold, Cat, etc)

Is something else taking care of accessories, or do I have to enable/disable/attach those as well?

Am I checking for some ID to set a Blendshape?

#

it's a very data driven (asset) approach, but will still need to know what is settled for the asset

delicate coral
#

Hey, we run into a weird issue, the host can't see Lethal Creature (we confirmed by switching who the host is), clients do see eachother as creatures and me as creature, but i dont see them as such

tribal marlin
#

Huh, thats certainly a new bug

#

Any other mods y'all have?

delicate coral
#

We do have a few yeah, i was actually gonna soon try and see if its any specific of those causing it

#

this would be the list

#

Ok so it seems "More Company" was the issue

#

probably due to the cosmetics thingy somewhow bullying the model loading but only for host?

tribal marlin
#

Sadly MC breaks LAN so I wasn't able to test it locally, so I had just quickly joined a random public lobby for long enough to see it on others

delicate coral
#

Its specifically the host not being able to see

#

the clients all can see others having it even the host having it, but if you're the hose (in our case was me) i wastn able to see anyone with it

tribal marlin
#

@drifting mulch think you could take a look into that?

drifting mulch
#

is there a log?

#

cause with LAN tests seems to work?

#

but I can check, I just need something concrete to work off of

delicate coral
#

Uh, i could test it out later again and send a log if you tell me where i can find it

tribal marlin
delicate coral
#

also its specifically online not lan

tribal marlin
#

More company doesn't work with LAN for some reason

drifting mulch
#

to be fair how the mod works LAN and Online shouldn't have a huge impact. But it's harder to test on my end, as I don't own multiple accounts or copy of the game either

tribal marlin
#

Yeah same here

drifting mulch
#

the patches will be the same for online or lan, so everything should work regardless of host or client

#

I know currently you can't see yourself as the new model (working on that)

hidden cloak
#

This might be a dumb question but is this mod bugged with the multiplayer mods atm? I can't seem to see any other players with it on

#

If so I'll just play with 4 people until it's fixed

drifting mulch
#

will have to see, I don't see how this could be an issue, because everything is setup, attached, and enabled/disabled on PlayerSpawnAnimation

#

and is harder to test for MoreCompany

#

as we don't have 5-6 testers on hand

delicate coral
#

oh, one other issue cuz we tried to play a little like that, is once the players died (i was host again), they became fully invisible outside of badge

#

but again, only happened when we had more company with the modpack

#

and only to the host (me)

#

which we confirmd was an issue with the host by changing who hosted

#

eitherway, i can test tommorow and send longs and all that tommorow as amma be off right now

tribal marlin
hidden cloak
proven tendon
#

thanks for the fix

ornate kite
#

Trying to use blendshapes for big model changes will be a chore

drifting mulch
#

I do blend shapes for my 1 armor set for Valheim, it would be a chore but it def allows one to do more with a single mesh.

I was thinking of something like a local config (now LocalHyena is the real driver, so only my musing my opinions) this config is what animal you want to be.

Then when there is an RPC call, as you said it'd indicate what animal (model to show), and then the rest should be handled the same way. Like if changing suit color should just go as per usual and just change the texture the material is using

#

but as LH is the one doing the real heavy work, I'll just help code what I can to work with their design

leaden fern
#

Lethal Critter

tribal marlin
#

At the moment I'm just doing different model shapes

#

Which do you feel would be easier to work with? @drifting mulch

#

Shapekeys or model swapping?

drifting mulch
#

as i'm not too familar with syncing data for LC probably model swapping. but I think that will require the same work for syncing as well.

as for coding I've worked with both methods

#

syncing is probably just custom rpcs?

tribal marlin
#

I understand these are words yes

drifting mulch
#

if I learn how to sync data, you can do either option or both

#

Shapekeys and More does both and even combos of it

tribal marlin
#

Ah fancy. having the option for both would let me have more specialized shapekeys per model

#

But hmm, I still worry that route might drift hard into scope creep

drifting mulch
#

yeah it could lead to taking more time to complete a new animal due to all the options (shapekeys)

#

if I get it coded just right, and you have a naming convention that can be followed, you should be able to just add more rather easy

tribal marlin
#

I'm content to just doing like four ears and for tail options

#

technically five with no ears nor tail

drifting mulch
#

since I've already like went circles around my own models, and redoing stuff, heck I have some unreleased stuff because I'm redoing my greatswords again haha

#

I know the struggle of "how should I do this"

#

but since I do code and my own models, It's bound to happen as I learn more on one side I have to redo the other haha

tribal marlin
#

I do wonder though how we'll go about making them toggable too

#

My first thought would be maybe some simple hud with a pair of sliders

#

Doesn't need to be anything fancy

#

Though, that would also need some way for people to see what it looks like as well

drifting mulch
#

I have no idea how to do the UI stuff, maybe someone around here would be able to help with that, if you want ingame menus to drive changes

tribal marlin
#

Guess a config would be good enough for now
I imagine it'd be connecting back to one anyways to save those changes

drifting mulch
#

if there's a UI menu, can just do the Camera + Render Texture option to view yourself

stark kindle
#

@tribal marlin Thank you for the hyena times

tribal marlin
acoustic ore
#

Bit of a silly question but how do you go from the source code to that single .dll you place in the plugins folder?

#

I'm smoothbrained when it comes to coding

acoustic ore
#

already got that

#

so far so good 😄

#

Do I have to run some part of the code or?

tribal marlin
acoustic ore
#

Oh I see

#

That's the part I missed

tribal marlin
proven tendon
#

what the flip

leaden fern
#

what the scallop

acoustic ore
tribal marlin
#

Then pick "Add references"

#

Then go to the browse section and look for the same files currently in the assembly list

loud mountain
loud mountain
#

AH I LOVR IT

acoustic ore
#

I got the dependancies hooked up, what's the next step?

tribal marlin
acoustic ore
#

Oh really

#

I thought I had to do something to get those two other files 😄

#

the .dll and other one

tribal marlin
acoustic ore
#

But how do I turn the main folder to those two files you put in plugins?

#

Cause the way I think this works is I change whatever I need in main, then do something to get those two files

#

Or am I missing something?

tribal marlin
#

They only seem to be in the other modding server though

#

If it's got cloth physics, I wonder if that means it's more prefab based than just sticking a fbx file into the code

#

03Hmm They seem to believe it'll work with More Suits aswell

acoustic ore
#

OK thanks I'll try this out

tribal marlin
tardy moth
#

Oh that's neat

tribal marlin
#

Unfortunately the miku mod itself doesn't appear to be working for me in LAN mode

tardy moth
#

We are slowly approaching a VRM mod where everyone can have their own model easily

tribal marlin
#

personally I'd rather it not be VRM specifically, but some kind of LC specific SDK setup like what people made for Bomb Rush Cyberfunk would be nice

#

the process for setting up a model as a vrm is just so weird

tardy moth
#

Yeah but I'm a vtuber fan so it makes more sense to me hehe

tribal marlin
#

Since you gotta first set up the model, then build the model into a format the vrm process wants, and then build it again into the final vrm file

#

Seems the mod works online, but not in lan

#

The bone physics on the miku are absurdly buggy

delicate coral
#

This is probably not the best place to send it... but i wanned to show you the yeen bean, making avatars for me and my friends playing with the mod (but also made this basic colors version :D)

leaden fern
#

real yeen energy

delicate coral
#

gave him a lil background too :3

#

and one for my BF's pattern/colors

tribal marlin
desert oak
#

uses the same concept i originally tried which is just copying bone rotations

#

doesnt work great on armatures that differ too much from the normal model tho which is why I use IK

tribal marlin
#

They got some code for dynamic bones too

ornate kite
#

VRM is nice, would open up using a ton of models

acoustic ore
#

How can I generate these files for my model?

#

Do I have to put my model + armature in unity and export it somehow?

tribal marlin
#

The game is on version 2022.3.9f1

delicate coral
#

Hey, would it be possible to somehow make a mod to swap out the texture of lethal creature to a custom one, kinda like more suits but for lethal creature

tribal marlin
delicate coral
acoustic ore
#

How can I generate a .controller file?

#

Because once I build the asset bundle, a .controller doesnt appear

acoustic ore
#

And the player model is invisible, I believe this explains why, but I'm not sure what it means:

tribal marlin
#

It's a animation controller

#

Honestly you can just reuse the one I made, it's in the github files

acoustic ore
#

How do I fix this error?

tribal marlin
#

Try changing that + to a dot perhaps?

acoustic ore
#

The thing is there is no + in the code

acoustic ore
#

I mean I assume this error is preventing the model from appearing

#

Because I am out of ideas😅

tribal marlin
#

What part of the code is it in?

leaden fern
#

that plus is part of the object's.. uh "signature" I guess. Its just saying the object type is CreatureController from your LethalCreature assembly, I think. I would focus on other parts of the error

#

I'm not familiar with that error tho, sorry

thorny sandal
#

but this can break easily if there's other mod that adds to the unlockables first

fallen sorrel
#

Hi, please tell me what could be the mistake? This happens when I log on to my server and then my game crashes. I reinstalled the game several times. I don't have any plugins except LC_API and BepInEx

thorny sandal
#

what version of the lc_api is this?

fallen sorrel
#

This is last version, [LC_API 2.1.1]

thorny sandal
#

hmm I'm not sure. you might want to go ask in #help-and-troubleshooting

tribal marlin
#

The mod doesn't use the API anymore currently

acoustic ore
#

I decided to retry making my own mod off of lethal creatures because my first attempt didnt work and it still doesn't work

#

Could someone tell me the steps I need to do to make my own mod?

#

I know I'm asking for a lot but I'm really desperate😭

#

My model is just the default player model with little things added to it, none of it affects the armature

tribal marlin
#

And swap out the FBX and textures with your own files

acoustic ore
#

Does the fbx file have to be with the armature or just the mesh?

tribal marlin
acoustic ore
#

I believe I'm doing something wrong in unity

tribal marlin
#

You'll want to set it up as a humanoid rig too

#

When you have a model or texture/etc selected, look to the lower right corner here

#

And that'll be where you can make an assetbundle name

#

If you don't have the assetbundle browser, you can use this script to create one

#

Just right click anywhere and you'll see this option at the bottom of the list

acoustic ore
#

OK so this I was doing correctly

#

good to know

#

What about the animator controller?

#

Do I just create it and assign it to the fbx I imported?

tribal marlin
#

You include it in the assetbundle

acoustic ore
#

So all this is supposed to be put in an assetbundle using that script in Editor right?

tribal marlin
#

More or less yeah

#

But, if you're wanting to just plug it into the existing dll file, you'll need to match the names of mine

south holly
#

the gang (we were all violently dismembered and beheaded immediately after)

delicate coral
#

Anyone knows if creechur works with new update? scrungly

tribal marlin
delicate coral
#

Thank! Will know what ill be doing later :3

acoustic ore
#

So I've tried multiple times to replace the lethal creature with my own, but still didnt work with this error:

#

The model is just invisible

#

@tribal marlin would you mind if I sent a video of my process?

#

Maybe you'll find what mistake I'm making

acoustic ore
#

Awesome thank you 🙂

#

I'll send it to you later today, kinda busy

#

I'm in no rush to make this, so you can watch it whenever you have time

tribal marlin
#

kk

delicate coral
#

o no, poor yeen!

odd sandal
#

the gigglers

#

the faller

tribal marlin
delicate coral
#

Amazing! Love the jiggle physics on tail and ears, and the paws now moving is extra nice!

obsidian turret
#

I do love this, the only reason why at the moment its not a go for me is it complete removes the hands and makes it into nubs. So any emote using "Fingers" like point and middle finger = Broke. If one day that changes. Im sold

delicate coral
#

I think the nubs add to the goofy cute vibe of the creechur myself

obsidian turret
tribal marlin
delicate coral
#

Ooo, thats kinda cool!
Do you plan to maybe add any more lethal creature suits?

tribal marlin
#

First need to get color changing working again though

delicate coral
#

fair! I do definetly enjoy using the green myself but i know some others wouldnt mind more colors, sadly im not proficinet really with modding to kinda "hack in" suits myself

quick nacelle
#

That's a really neat update! Really good work 👀

tribal marlin
odd sandal
#

mortis

tribal marlin
delicate coral
#

poor yeen
had to sactifice to show us the working ragdolls

ebon solar
#

is this planned to be made into a model you can swap in/out of like the dog mod?

tribal marlin
delicate coral
#

would it be possible to make it so i could make my own suit mod specifically for more creatures?
Cuz id absolutely love to make a set of 4 or 5 suits for me and friends

tribal marlin
#

75 did mention this though when I asked them about custom model support earlier

delicate coral
#

Looking forward if it happens! :3
Altho no stressing and rush, default suits are still super fun to use, we pretty much dont play without the mod

tribal marlin
#

Some possible future ideas for creature variants

delicate coral
#

that would be awesome

stark kindle
#

I wish to be a jiggly creature once more

wild arch
#

this mod has some interesting fan art >_>

delicate coral
#

Hey, is there any ETA for the update with jiggle bones and all :3?

tribal marlin
#

Not atm, but back home now and can keep working on it some more

flint willow
#

You’re just using dynamicbones right

tribal marlin
#

Infact, Nael even created a modified version of it to work with bepinex stuff

flint willow
#

The bootleg dynamic bones might just be real

tribal marlin
flint willow
#

I’ve just been using the actual package

tribal marlin
#

And this modelreplacement api has that modified version of Jigglephysics built right in now

flint willow
#

I have never heard of these before because everyone just uses dynamicbones lol

#

I guess the free probably less feature version exists lol

tribal marlin
#

JigglePhysics is it's own standalone thing

#

But since it's also free, it's much more ideal for using in mods

flint willow
flint willow
#

Get jiggy with it

tribal marlin
#

But yeah it works pretty great

tribal marlin
small hearth
delicate coral
#

damm lazy yeen

wild arch
tribal marlin
delicate coral
#

ratdance
Let's gooo! Thank you for your work on this, must have mod for us

delicate coral
#

That's so good!

robust holly
# tribal marlin

Changing from creature model to default model seems to break the mesh (may be some incompatibility with another mod)

more than breaking the mesh, it actually seems to be loading a low quality LOD version of player model

tribal marlin
robust holly
#

Any other ModelReplacementAPI based models have the same issue so i guess it's that mod's fault, either way i removed most of my mods to test it out and it still keeps happening with only: lethalcreature, moresuits, mirrordecor, lethallib, modelreplacementapi, mmhook

#

Ok it seems to be some incompatibility with mirrordecor. Seems to be a known issue with modelreplacementapi, forget i said anything lol

tribal marlin
#

No worries!

tribal marlin
bleak hinge
#

Was this mod ever working at one point?

bleak hinge
delicate coral
#

Those 2 are different mods not made by the person who makes Lethal Creature, and would be best to test it out yourself if they do still work

bleak hinge
#

Lethalkit always ends up not working, the model ends up as a t-pose right outside the ship on every moon

#

And I dunno what the other one is called

#

I wanted to find it

delicate coral
bleak hinge
#

I fiddled with lethalkit a bit and yeah it just doesn't work

delicate coral
#

No probs, I showed that mod to someone a while ago so just had to check history, personally not using anything other than the yeen, just too good wigglyfilli

bleak hinge
#

I like the yeens, but the proportions make them seem a bit too silly/cute for the environments they're going in, lol

tribal marlin
tribal marlin
delicate coral
#

is each color of the suit its own model (as in your plans for it) or can you choose both model and color of the suit?

tribal marlin
delicate coral
#

Oooo!
Thats even more exciting then, i hope the next one in plans if you do, is the smol yeen

delicate coral
#

i think lethal creature + toomanyanimations mod has a funny little bug (altho the animations work which is neat)

tribal marlin
delicate coral
#

you still plan on doing the tiny one? ANd overall looks great! Love the variety of yeens, best mod

tribal marlin
tribal marlin
delicate coral
#

The yeen gonna have a mohawk? Neat!

unkempt bluff
tribal marlin
tribal marlin
tribal marlin
delicate coral
#

oh damm, missed it cuz eeps

tribal marlin
tribal marlin
delicate coral
#

omg, them purple!

tribal marlin
safe forum
#

noice owo

#

i need this!

delicate coral
#

is that texture in the middle broken or intentional? x3

tribal marlin
#

So they're just borrowing from the original for now while I work through the kinks

delicate coral
#

ah fair! Still super cute to see the yeen variants!

tribal marlin
odd sandal
#

my goodness

ocean acorn
#

friend shaped

tribal marlin
#

For anybody that wants to try it out. Still a WIP
3rdperson mod is optional, I just think it's fun to have

#

Sentry doesn't have any proper textures yet, so they still look rather scuffed

tribal marlin
bleak hinge
edgy grotto
#

does this interact properly with maskedenemyoverhaul and masked enemies in general?

edgy grotto
#

rip

tribal marlin
edgy grotto
#

it's a mod that makes masked enemies indistinquishable from players, it copies player suits and can spawn without a mask

ocean acorn
#

perilous objective: masked yeen that plays yeen cackles intermittently instead of the masked chuckles

edgy grotto
#

that'd be funny and i do wanna use the mod really bad i just think my friends would be mad if i dropped skinwalkers to be a little gremlin instead

#

but i love the role choices that's such a good idea i honestly might just say f it

tribal marlin
edgy grotto
#

bc if the unmasked enemy skinwalker is a player then its obvious that its not a real person bc we'd all be coyotes

#

hyenas sorry

tribal marlin
#

Ah yeah

ocean acorn
#

skinwalker has nothing to do with the masked enemies specifically FYI, that mod will have a variety of enemies use voice clips. Masked enemies are just like that as base vanilla assets, but they do very obviously stand out if you're using creechurs to scamper and scurry.

glad fossil
#

yeah you can use skinwalker and the masked enemy overhaul at the same time

tribal marlin
delicate coral
#

woah, spooky bean!

ocean acorn
#

bequeath this creature with a pumpkin and Cackles™️ bar

ocean acorn
#

need to somehow manage masked yeenemies 🤔

lusty burrow
#

Hey, Hyena! I love your creature mod. I was wondering if I could pick your brain a little bit about mapping cosmetics to both the default player model and a custom replaced model, if you've got time sometime?

tribal marlin
lusty burrow
# tribal marlin Oh sure, what did ya have in mind?

Thank you so much! If you prefer to chat via DM, let me know - here's a quick summary of what I'm trying to do and why I think you can maybe point me in the right direction.

I'm working on two separate mods atm - a model replacement for the Lethal Company player model, and a cosmetics mod.

I'm trying to figure out if there's a good way to ensure the cosmetics I make look right on both the base player model and the replaced player model. I'm using swipez' Unity workflow for the cosmetics, and the Unity workflow for the model replacement API as well. Is there a good way to make sure a cosmetic is lined up on both models without needing two versions of the cosmetic?

tribal marlin
#

I guess at best, probably a lot of back and forth eyeballing it to make sure they fit on the custom model

#

But BUnya, the maker of the modelreplacementAPI has talked of working on adding some kind of support for it in the SDK

lusty burrow
#

Ah, got it - I had thought you had made some cosmetics for the creatures that looked right on both models somehow

#

I figured going back and forth was gonna be my best bet but was hoping there would be a good system for it lol

tribal marlin
bleak hinge
#

dubious little creechur...

tribal marlin
ocean acorn
#

friend-shaped

delicate coral
#

the 3rd one be like: You haven't unlocked this charactger yet

tribal marlin
#

Gotta find the secret boss

delicate coral
#

O no, the yeen boss

ocean acorn
#

boss fight music but the entire midi instrument library is just hyena noises

dire silo
#

Does this mod use its own rig or the vanilla rig?

tribal marlin
dire silo
#

Seemed like it, just wasn't sure, that's cool though

tribal marlin
tribal marlin
delicate coral
#

So much customization!

ocean acorn
#

cacklesquad

tribal marlin
dire silo
#

I love these lil guys

ocean acorn
#

toe to tip: these are friends alright

tribal marlin
#

Just about done and ready to go, but I'd like a bit of field testing to get some initial feedback before I push it out

safe forum
#

oh nice owo

safe forum
#

i love this one ♥

tribal marlin
#

Ah ye, the Comms

#

initially named Navigator, but it was a bit too long in the text box

drifting mulch
#

do they have a passive ability? like always has walkie-talkie capabilities

dire silo
#

I think it's all purely aesthetic

drifting mulch
#

I think that'd be cool. Sub-Classes that have 1 ability, and a downside. Like they're slower (or base weight is like 15lb)

dire silo
#

That sounds like it would need to be a separate mod so people who just want fun outfits don't need to deal with that

drifting mulch
#

Yeah I have a feeling it's all cosmetic but a add-on mod to work with them. I've been working with Hyena on and off

drifting mulch
drifting mulch
# tribal marlin

Like imagine the big boi has more loot slots, or weight reduction, but batteries drain faster Physically better, but suffers from technical disadvantages

safe forum
tribal marlin
#

That could be neat as it's own thing ye

#

Like maybe comms has a built in walkie, less health, but moves the fastest

#

Sentry maybe having an extra carry slot and more health but slowest

drifting mulch
#

yeah just a little pro and con, not something massive, but it's a fun gimmick that if someone really likes to haul loot to the ship, or be the field comms guy

#

and then the base one is just default/ balanced (basically no pros or cons, just base player)

#

maybe even add a techboi, that can (with time) activate nearby doors/turrets/mines

#

and has longer battery times

dire silo
#

built in "hacking device"

tribal marlin
#

Maybe sentry could have a special slot that comes with a free shovel

dire silo
#

it's just a fist

#

or a pipe would also work

drifting mulch
#

yes Sentry has a 5th slot and its' reserved for "fist"

dire silo
#

if pipe, then no need for a new animation

#

just reuse the normal attack

drifting mulch
#

that too, or can just play the charge animation but sped up? lol

#

sucker punch

#

"charge item animation"

dire silo
#

oh lol that one

drifting mulch
#

but they are using IK with the model replacer? maybe it's possible to just package some animations and use an avatar to just make it so only the upperbody will get overriden and play a punch animation?

#

give em the 1,2

#

if not using a custom animation, just remove the override and follow the base game model+animations

#

well in theory

ocean acorn
#

Inverse text to speech where the creatures replace voice audio with animal crossing hyena sounds and then subtitle what the person actually said

dire silo
#

Standard

  • Just the vanilla employee, no bells or whistles
  • Functionally the fastest employee, best at running loot

Comms

  • 5th slot "Micro-terminal" tool, can only input Signal Translations, Signal Booster commands and ID Code Triggers (for doors/sentries/mines)
  • Scanning turrets and mines provides their ID code
  • +15 lbs weights

Sentry

  • 5th slot "Lead Pipe" weapon, functionally a shovel
  • 150 HP
  • +15 lbs weight
tribal marlin
#

Comms would probably have less weight tolerance

#

cause they're a nerd

dire silo
#

lol

#

from what I know about weight in vanilla, it's diminishing punishments

#

so like, 100lbs is not twice as bad as 50lbs

#

you could in theory make it so the comms creature has a more punishing curve

#

but Idk if that's possible to mod

#

so I just listed them as having +15 lbs by default, simplest solution

tribal marlin
#

OH

drifting mulch
#

it doesn't have to be brutal punishments, just something enough that balances their bonus.

tribal marlin
#

You meant that as in like, they have that added to their default weight

drifting mulch
#

like you really don't want the meta to be all Sentry or Comms

dire silo
#

yes

#

sorry if that wasn't clear

#

the +15 pounds is a bad thing

tribal marlin
#

I thought it meant they can carry more weight before it slows em down

dire silo
#

nah nah nah if anything that would be added to the vanilla employee

tribal marlin
#

I was thinking comms could be faster too

#

but their trade off would be less health

dire silo
#

less health isn't toooo impactful when half the enemies in the game instakill you

tribal marlin
#

Sentry gets more health, but slower
Comms get less health, but faster

#

Ah yeah true

dire silo
#

more health? Meaningful for a fighter class

#

less health? kinda hurts but if you move faster then you can outrun things that would kill you

#

which is ideally what you're gonna do anyway

tribal marlin
#

What other sort of con could there be instead of just slower though

#

Even if there's that half that can insta kill, there's still others that aren't instant death but still otherwise deadly if you don't high tail it out

dire silo
#

"more visible" maybe

tribal marlin
#

So, you'd have to be more alert if your thresold for smaller hits is lower

drifting mulch
#

reduced jump height or stamina

dire silo
#

Idk how the game handles when or how monsters see/target you

#

but if comms characters were easier to see and more likely to be the target, could be funnny

tribal marlin
dire silo
#

less stamina is pretty clean

tribal marlin
#

carrying around the radio gear while skidaddling wears ya out faster

dire silo
#

would balance out being faster

drifting mulch
#

like if Sentry has more health, less speed, but more stamina and weak jump height, makes them more ideal for dueling a problem

dire silo
#

I don't think I'd touch jump height

drifting mulch
#

but you might not want to be making questionable leaps of faith

#

Comms with less health (blobs, thumpers more dangerous) and less stamina means you don't want to be running everywhere

#

but you can run a distance if you need

tribal marlin
#

Problem though is jumping is kind of a vital game mechanic considering the trench room type

drifting mulch
#

buy a ladder for your thiccboi

tribal marlin
#

Like, if the other 90% of the facility is on the other side of one of those, then sentry is just useless

drifting mulch
#

there's tools in the game

tribal marlin
#

ladder is a mid/later game tool

drifting mulch
#

also note, when super overweight, you still can make those jumps

#

eh only testing can tell

#

it's the balancing or what to balance that's important to get some items down

tribal marlin
#

Yeah but if the sentry already starts with a 15+ weight along with a gimped jump range that will be a bit of a double whammy

drifting mulch
#

I'd just jot it down, and test it later

#

since this doesn't exist yet

#

you don't know it'll make it impossible

#

harder yes, impossible? without testing who knows

tribal marlin
#

True, just trying to think of how different ideas would clash since that 15+ weight would already kind of gimp their jumping a bit

dire silo
#

I think there's a lot of muscle memory surrounding jump height

#

like it just wouldn't feel good to have a lower jump

drifting mulch
#

weight never affects jump height, just speed and stam drain

dire silo
#

it still makes jumping the gap harder

#

weight affects the speed your stamina drains and your movement speed

#

just so we're clear

drifting mulch
#

well not saying 50% jump height cut, there's tweaking

dire silo
#

I just wouldn't touch it

drifting mulch
#

everyone here acting like it's gonna be 90% reduction lol

dire silo
#

nah cause like, if it's just 20% reduction, then it barely matters so why have it

#

but the tipping point into "it really sucks" is super harsh

#

like trying to balance a coin on its edge

drifting mulch
#

having a free melee off the bat, and more hp is already a massive boon early

#

means you can buy a more useful tool, or more flashlights early

dire silo
#

I'm not saying he shouldn't have a nerf, I just think nerfing jump height will feel crappy as a player

drifting mulch
#

well if comms and sentry are just +15lbs it's like a head scratcher

tribal marlin
#

Well either way, it would still be something to tinker with to know for sure what effect it has

drifting mulch
#

cause do you want melee, or some tech

#

the downsides are the same

dire silo
#

the downsides being the same makes the upside for staying vanilla be that you're the fastest

tribal marlin
#

That's why I was thinking comms would have less health in exchange for a bit of speed

#

Or faster stamina drain in exchange for that speed

drifting mulch
#

being vanilla just means you're balanced, no bonus, no cons.

#

for those that don't care or are wary of it (picking a class)

#

someone that likes to be a meathead and deal with spooky monsters, isn't also going to excel at looting

#

a comms guy gets some free tools/quirks, at the downside of being ok at looting, but might die from a sneeze

#

if they're more comfortable with being a jack of all trades, and know how to use the game's tools, no point in picking a class

#

which is fine

dire silo
#

Scav

  • Stock

Comms

  • +40% stamina drain rate (stamina refill speed unchanged)
  • +20% base speed
  • 70 max HP
  • Access to terminal commands but not the monitor (baked into 4th slot)

Sentry

  • -30% stamina drain rate (stamina refill still unchanged)
  • Starting weight of 20 lbs
  • 130 HP
  • Lead Pipe weapon (baked into 5th slot)
tribal marlin
#

Ah yeah, instead of being a fifth slot, they could just takeover one of the four slots

#

so that would be another trade off

dire silo
#

means they can carry less loot

#

which sounds like something you think would fit yeah?

drifting mulch
#

that works too, just a fixed slot is lost, but gains something perm to them. Just have to make sure said item can't be dropped (which is a few places, by choice, or teleport, or holding a body when leaving moon, ragdoll revive forces a drop all)

#

but hitting 5 or some other hotkey to "show" a item that's not an "item" might avoid that by not being an offical thing

tribal marlin
#

Hmm yeah that would be a troublesome thing to figure out how to block out

dire silo
#

hm

#

could maybe have a "special ability" button specific to the mod to avoid any slot complications

drifting mulch
#

not saying impossible just offering it as "this might happen"

#

and a possible alternaive, similar to what tilted just said

dire silo
#

so on Sentry pushing the button makes you punch, and on comms it makes you pull up a mini terminal

#

regardless, having Sentry's downside be Starting Weight instead of just a movement speed decrease is intentional

#

because it means that adding more weight isn't quite as bad as it would be on the other classes

#

so in a sense, he's slower, but that just makes him more efficient at hauling heavy loads

tribal marlin
dire silo
#

that logo is awesome

tribal marlin
#

Might of changed up the names a lil

dire silo
#

looks good

tribal marlin
#

Tried to make the colors more uniformal to the game

#

though there's some coded in colors for the model selection that'll need to be adjusted

dire silo
#

you know what would be a funny upside is +crouch speed

#

waddling around all sneaky and fast

drifting mulch
#

haha if I get back into Valheim maybe I'll ask you on some UI help? or what tutorials you used, Cause I do want to make a custom weapon/armor crafting thing

tribal marlin
#

I wouldn't be much help with coding UI

#

That was all the work of Sprinkles/Scotty

#

They set up the initial UI and I just been kind of tinkering with it since

dire silo
drifting mulch
#

Alt is nice, however as I ran into this with Late Game Upgrades, it always triggers my NV when I alt-tab. Imaging your alt-tab trigger-happy sentry punching everyone int he back of the head lol

dire silo
#

the specific key doesn't matter

drifting mulch
#

but yeah hotkeys are easy to add as config

dire silo
#

rebind controls mhm

drifting mulch
#

😛

dire silo
#

could be middle mouse really

#

bind it to the letter C, for Computer/Combat

tribal marlin
#

Yeah, rebindable toggles is a must have for sure to future proof against other mods adding custom binds

dire silo
#

also note that I speicifcally put - walk speed on the brawler

#

so crouching doesn't take ages, and when he wants to sprint at a monster he can really book it

tribal marlin
delicate coral
#

Me and my group when lethal creature mod

marble pagoda
#

need to see myself while customizing...somehow.....without 3rd person mod (which is also not really helping) pls .......

drifting mulch
#

Could add a camera that renders to a rendertexture, and add that to the UI

#

so it shows the player model

dire silo
#

Alternatively just a 2D representation of the character model would also be cute, like just a cartoony lil creature

sullen echo
#

Does this replace all players or can some people still be humans?

tribal marlin
tribal marlin
dire silo
#

Just QoL stuff basically?

tribal marlin
dire silo
#

Groovy

dire silo
#

Omfg

full gazelle
#

how can i make masked look like that?

tribal marlin
dire silo
#

Me and the.... wait, those aren't my boys, THOSE AREN'T MY BOYS

tribal marlin
#

Bah creature is real

dire silo
#

Oh wow cool

mint hamlet
tribal marlin
#

creature

dire silo
#

holy shit

worn hound
#

sick

warm frost
#

is there a way for creatures to not replace everyones model?

viscid mason
warm frost
#

oh sweet!

#

i love that mod

viscid mason
#

creatures

inland falconBOT
#

Sorry, meow, the Lethal Company Modding community has restricted the ability to share links to that specific platform. Please use modmail if you have any questions or this is an important link, mew!

#

Sorry, meow, the Lethal Company Modding community has restricted the ability to share links to that specific platform. Please use modmail if you have any questions or this is an important link, mew!

#

Sorry, meow, the Lethal Company Modding community has restricted the ability to share links to that specific platform. Please use modmail if you have any questions or this is an important link, mew!

#

Sorry, meow, the Lethal Company Modding community has restricted the ability to share links to that specific platform. Please use modmail if you have any questions or this is an important link, mew!

leaden fern
#

what the fuck pawsy?

inland falconBOT
#

Sorry, meow, the Lethal Company Modding community has restricted the ability to share links to that specific platform. Please use modmail if you have any questions or this is an important link, mew!