#Lethal Escape 0.8.5
2975 messages Ā· Page 3 of 3 (latest)
DAMN
Will there be a option to disable this? Ion wanna get butchered by eyeless dogs š
Yeah
Will be disabled by default
and if possible allow the forest guardian inside but scaled down
same with the worm
lol
I'm just imagining a baby forest guardian carrying a person
cant enemys go outside during an event?
I feel like it becomes too immersion breaking at some point
Pretty much all the huge enemies would look odd inside and the worm would straight up be frustrating imo
i wanna know if a baboon hawk can go inside
the Huntdown mod has an event that spawns a Mouthdog inside the Facility
Thats why it will be disabled by default
Far
Will there be an option for all of them?
Like enable some to go in but others to not
Yeah
Currently every monster has a config to disable their ability to escape
and a config for if they spawn outside
huntdown can spawn an eyeless dog inside already, so maybe you can look at that
Is there a way to make Lethal Escape only work on some maps? Would like to have it only happen on harder maps and some modded ones
im sorry what are you cooking????
I could work on that
nooooooo
and then
my days of luring coilheads and brackens outside to make the inside safe are OVER
you-
you wouldnt be suggesting
inside worms
right
thats a wild and wacky idea

you shouldn't downscale worms inside at all
anyways, once again suggesting an escape delay and for enemies to spawn at the correct spot (actually at the door)

wh-
who was the person that downloaded Version 0.8.4
when 0.8.5 is out...
Version 0.8.4 doesnt even have a dll
I just saw the number of downloads for it go up
not really related to lethal escape, but i noticed you can configure spider web count in the config, would be interesting if there was something to do that but for the spider inside
btw, how does random escaping work? do the enemies need to be close to exit for that?
When they are chasing you and they have to be close to an exit
Every minute they have a chance to pop outside
so unrelated to anything else
they also have a chance to spawn outside when they spawn
ohhhhhh
is there a way to config it, so only certain monsters can escape
spawn chance to spawn outside
yes
if you have r2modman you can go to the configs of lethal escape
cant find it
#1183231190833049652
ok
the demon
You can also go to the game files and open up bepinex->config->xCeezy.LethalEscape
is there a mod that makes hoarding bugs not act like a hive mind. because when you stole one item from one hoarding bug in the facility apparently every hoarding bug on the moon will go after you for the rest of the run
@granite cosmos I was trying to debug an issue with my mod and I stumbled onto your code, would you consider caching the Outside AI nodes and EntranceTeleport instead of looking for them every time an enemy goes outside, this could help relieve lag on lower end machines
I could but
its only when they escape
so it shouldnt cause much lag
the game does this when it spawns an enemy
also most enemies AIs work alright after setting the isOutside=true and setting the ai nodes
the jester can be solved with a transpiler, without doing a prefix, if you want I could send you the code
Its possible to change the one line of code?
yeah, just one value change from false to true does it
The one where it checks if people are only inside
yeah, it looks for if at least one player is inside otherwise it resets
just set the found to true and you solve it
[HarmonyPatch(nameof(JesterAI.Update)), HarmonyTranspiler]
private static IEnumerable<CodeInstruction> Transpiler(IEnumerable<CodeInstruction> instructions)
{
var codes = new List<CodeInstruction>(instructions);
for (int i = 0; i < codes.Count; i++)
{
if (codes[i].opcode == OpCodes.Stloc_1)
{
codes[i - 1].opcode = OpCodes.Nop;
codes.Insert(i, new CodeInstruction(OpCodes.Ldc_I4_1));
break;
}
}
return codes.AsEnumerable();
}
here's the code I'm using, feel free to replace the prefix
but please consider caching the Find result of the ai nodes and exit locations
I'm playing on a lower end laptop
and Find does have a negative effect
alright I can cache them
you could just add a postfix on the ship landing to cache them on a level basis
or level load
Yeah thats what I was gonna do
thanks
Do you know how I would patch a code on start to the coil head?
or something similar to that
because the coil head does not use the start function
not possible afaik
Guess I would have to patch enemy AI then
what kind of change are you trying to make?
because you might just be able to do it once then just put an empty monobehaviour or something on him to mark that the change was made
are you doing that right now by patching the start function of EnemyAI?
because I might've found the bug that breaks my mod
I currently patch all the AIs individually
and then it checks the configs value and a random value 1 to 100
and it calls send ai outside
ok, so my mod has events that already spawn inside enemies outside
so what happens is that I spawn them outside, and your mod sometimes decide to send them outside
I don't know what that would do
Yeah every minute if the AI is inside it will do a chance to send them outside
but that one has a check to see if its already outside
but the start ones do not
are you checking if they're inside by the isOutside variable?
nonono that wasnt the issue
The start function doesnt check
if the start function doesn't check it might cause some issues
you might be willing to patch the start function of EnemyAI to add a monobehaviour to them that waits 5 seconds then randomly sends them outside instead? and after that destroys itself?
I can write the code if you think it'll be too much trouble
it might fix some future compatibility issues as well
Tried to make a timed function and it never worked
yeah I'm on the same boat, just learning as I go
it has to be a coroutine otherwise you'll just freeze the game
Yeah it was a coroutine
or you need to add a timer which is hard to do if you only use the start method
they have to be run from monobehaviours so if you have the __instance variable injected it should work
do you want to write it, or should I?
I could write it
It doesnt seem to different than the thing I use for timers now that I look at it
great, just ping me after you update, so I could check if it fixes things
again, thanks a lot
no problem
is there any update for v49 atm?
how exactly is the chance in this mod measured?
for me this mod works for the latest version
for me it loads but there is no mobs outside the map
is your config logical?
did you mess around in there and tested?
maybe theres another monster mod you have running and theres a conflict
ill see
this is my config:
it works perfectly fine for me on v49
What other mods do you have?
1-100
so 5 would be a 5% chance
theres 2 random chances 1 for spawning outside and one that happens every minute
yap that problem game. not from u mods š
hey, add the config for max enemy like bracken only 1 can outside.
because kinda useless the Diversity Mod if bracken all outside.
Any progress on adding a map-specific config to this mod? I'd love to see some monsters escape on certain maps but have others be safer
Especially modded maps like SCP Secret Labs 
how is the spawn rate measured? whats the reference? i set nutcrackers spawn outside to 100 to test and i tested it on offense. i saw only one nutcracker outside and he despawned after like 1 min apparently
it's a chance for them to get teleported outside when they spawn. enemies can't despawn, i presume they just went to an obscure corner of the map
oh okay so that would be based off of what i set as a spawn rate for the nutcrackers in lethalutilities for this specific map
yes
and also its the exact same monster? so the one inside is outside then.
because first i thought a new one spawns
yeah
cryptid photo from a friend
also, idea for fixing nutcracker, maybe check if the person being chased uses an exit door then run the code to spawn it outside if they do?
I think target is only set on the client being chased
or wait
they don't even use the .target
they just use who ever is calculating the AI as the target
well then, check if the person calculating the ai interacts with an exit door?
enemies get stuck on dine
they exit and get stuck in the little platform
or atleast the jester does
fourth time suggesting for a delay for enemies escaping and them escaping at the door instead of a random spot
The reason they don't escape directly on the door is because the AI nodes on that map are too far away
masked are perfectly capable of exiting through the door at the correct spot though
They use different AI
but the AI nodes are more of a detection
To see where the AI is normally meant to be at
Like in offense they have zero AI nodes in the upper part
and the AI can't go in between these areas
despite being able to climb the ladder
i thought the enemies used a navmesh, and the outside ai nodes were just spawnpoints for outside enemies
Cant have em spawn on the door. entities like the CoilHead will block player colision and occasionally force the player coming out of the dungeon OutOfBounds (Happened to my crew)
they do use a navmesh
the nodes are mainly used for certain AI stuff like loot spots or "favorite spot"
but the creator also only puts the AI nodes in spots the AI can normally go to
which is why I use them
like on offense
or a couple other maps
but I could add a list of maps that override this change
in this update when I get time for it
well, that's what a delay would be for
alright š
Do the enemy spawn outside (not escape) weights allign with the vanilla outside spawns? Do they go in the same weight pool with the outside monsters? Are they additional charts in the pie chart?
it's just a chance for the enemy to teleport outside when it would normally spawn inside
ouh yea right. i forgot
so if i set the weights like this, 43% of the time the puffer spawns inside, it would get teleported outside?
it isn't any sort of weight. it's just a raw chance. if you set the bracken spawn outside chance to 10, then it'd have a 10% chance to spawn outside.
oh its a percentage. okay
And the escape chance? Also percentage? Or is it weight?
whats the difference to the spawn outside chance? the requirement for them to be at a door?
also percentage
it rolls the chance every minute, not just when it spawns
does the escaped enemy/outside spawn count as inside spawn intially? so if max 10 bugs can spawn in the round and 5 escaped then inside 5 more can spawn?
not sure about that, but probably yes
would still like a delay for enemies exiting, coilheads are a death sentence because they spawn on top of you when you leave
Yesterday I played with my friends and my friend was watching a coilhead so I can go past it explore. There was nothing between him and the coilhead that could have counted as cover but the coilhead just went after me even though my friend was watching it. I think its lethalescape causing this. it took place on the more interiors mod bunker map but i dont think its the map's fault.
Also sometime the bracken just sprinted towards me from down the hallway even though i looked his way (i didnt look before and long enough for it to have a reason to be aggro). He kept sprinting until he was there and just killed me.
Is this what happens to the coil head when it is outside or inside?
It's a bit strange outside because sometimes the moon isn't visible on the wall ( i mean like Invisibled Wall that why coil head Strange and only Stand ). but inside it is normal
because bracken are like that (normal and lore, don't watch him for too long, if you do aggro he will chase you and if you don't pay attention to ferns he will sneak up on you)
all happened when inside
uhhhh
- Nutcracker escape is off in config
- why are they all just chilling in the hoarding bug pile
@granite cosmos
I don't know If anyone else has had this problem but I've had problems with Hygroderes where when they escape their hitboxes aren't where they're supposed to be. I'll die to seemingly nothing meanwhile the actual slime is a good 30 feet away visually
did you set spawn outside chance to 0
If the monsters are inside my mod doesnt change their AI
Its an experimental config which is off by default
to why they are all chilling in that corner I'm not too sure
Yes
I deleted my config, let it be generated again, set all the escape chances to false other than the hoarding bug, set all the spawn chances to 0 other than spider, and even set the hoarding bug nesting nest ship to 0 and all enemies still just kinda chill there, as far as I saw it may have just been the nutcracker that is ignoring the escape thing, I do not know why they all use the outside hoarding bug logic(?)
I assume itās something like that since afaik thatās the hard coded āhoarding bug at shipā spot right?
Somewhere between v47 and v49 broke it since thatās when I first noticed how hoarding bugs move an inch at a time outside
yeah yeah ceezy can you try to fix it?
all the code does is set the hoarding bugs nest pos to the closest node to the ship
only for the hoarding bug
I feel its affect all of their navs
Hey! I was wondering if you could add Landmines to the spawnrate for outdoors? Seems like they could come in for pretty funny actions ontop of the normal enemy spawns
my most memorable experience with this mod is on experimentation with weather, it can be summed up in four words
"BRACKEN IN THE FOG"
Ceezy are you looking into the issue? Are there any known incompatibilities?
Are spiders supposed to wander to the ship and just sit outside?
not sure if its just me but nutcrackers seem to escape instantly i think?
ive had times where we just landed on titan and theres already a nutcracker outside
The default spawn outside chance for nutcracker is quite high
i thought the default chance was only like, 5?
Ceezy what are spiders supposed to do outside?
leave webs and make you cry
Its leaves 1(one) web and then just sits near the ship and never moves
Didnt say they were smart
I had 3 nutcrackers outside on titan immediately wow
They still are disabled for escape and have no spawn chance, they just silly like that
omg yeah wtf there were 10 nutcrackers all huddling next to the ship
What's this?
[Warning: BepInEx] Plugin [Lethal Escape 0.8.2] targets a wrong version of BepInEx (5.4.22.0) and might not work until you update
I have 0.8.5 installed
Does this mod change the raycast of the spider webs?
So, when the bracken is outside the game starts lagging a ton after you spot him, is it fixable?
have you tried pathfindinglagfix?
or something
gonna send the link in a bit
not yet, me and my lads will consider that.
Any idea what it exactly does in the fix?
nvm i see its in the description
hopefully it works with snatchin bracken
no idea, im actually goading people into getting it so they can tell me if it fixes that
99% sure it does
yeah it does i did a test run with diversity+lagfix+snatchin
how would escape work with snatchin tho?
you mean code wise or in gameplay wise?
so far we haven't gotten killed by him as we just ran away due to the lag
but i'm pretty sure he just would go somewhere random
maybe it works like this
yknow the facility is below the outdoor map?
imagine the cordinates for width and lenght
in the facility it would include height, but perhaps outside of the facility it drags you to the same coordinate, just on another vertical level, atleast thats my theory
tonight i won't be able to tell you anything if it works or not since we won't add it right now, but next session me and my lads have we will put it in and try out.
you wanna test it?
cause me and my friend were thinking of testing it on experimentation tomorrow when it would be just the two of us, where he would spawn a bracken outside with control company and let AI take over, to have me die to it outside
oh i was gonna get the whole package of diversity, escape and snatchin' and spawn a couple with lethaldevmode
i know that diversity works but now i gotta try escape
What map
What mods do you have and are you making sure to save the config?
just tested the mod and ran into no issues
version 49
I Prolly forgot to change the version number in Bepinex variable
error doesnt effect anything
I have quite a few 018d2f1c-26f8-05c5-50c4-5a4a89ce7d7e
game changing
had a spider follow him out main entrance on Dine and it got teleported stuck inside the slab
Game creator making hollow floors moment
could potentially fix it spawning the creatures nearby a placed vent object instead of the front doors
probably nearby but far enough not to glitch them in the flooring
This mod loves throwing out a bracken or nutcracker while your standing directly outside a fire exit
Tried this on aquatis and a jester was there, waiting, menacingly
I want to add this mod back but with eclipsed shenanigans, it has me like eh....
I disabled jesters being able to go outside cuz I use this mod with More Company alot and the second a jester goes outside he'll kill everything and won't stop until everyone's dead, and he also seems to ignore the ship door being shut
V49 update did jack shit to forest giants
They still camp the fuck out of your ship and dogs, well, we all know they're bipolar as hell
Make noise outside
Dogs: I sleep
Make a small noise inside ship or loud horn:
REAL SHIT?
I know loud horn, after 100 hours of vanilla is best with door shut
Otherwise their pathing fucks you
Oh right
That was before I was messing with configs on mods
Good idea
A. I need a mod that makes the loud horn scare dogs away from the ship
B. I'm still waiting for map specific config before I feel comfortable adding this, between modded maps potentially bugging out and the fear of outdoor Coilheads on March or Vow, I refuse to let it happen on all maps
Does this mod fix any of the bugs related to interior monster pathfinding when outside?
Isn't the main point of the loud horn is that it's able to help lost players to the ship but at the cost of luring blind dogs too?
I'm starting to feel like dogs hear you with the doors shut even
They have been guarding the doors even with the doors shut and no sound being made
I grabbed a mod that fixes them not being able to be killed by shotguns
But then giant becomes a problem because without perk mods, you can't outrun it
Sure you can flash it with a stun grenade or radar booster but that only helps you if it is close enough
I have found luck with the flare gun from xyz mod (can't remember which) but it only works when the giants see the flare
Dogs, it's ok
I enjoy eclipsed maps because of all the unspoken strategizing but dogs and giants are really becoming old
I'm pretty sure enemies hear you in a bubble radius, with no form of occlusion
someone pls correct me if this is wrong
Interesting
I was always under the impression that the doors, when shut, kinda acted like a sound barrier
Unless you're in the "outside" areas of inside the ship
Does your doors perfectly block sound ?
I don't think so
Is this rhetorical
For a real answer, i believe the dogs have a similar radius to what the player can hear
so if you can hear your buddys talking through the ship, the dogs can hear them talking through the ship.
best defence is the doors or climbing on the roof
good luck with a giant/dog combo though
In my 200 hours
The giant isn't too bad to kite on top of ship, it's very easy and kinda goofy looking
Dogs though,
They will walk inside like a buffet
But it isn't bad advice necessarily
I'm on 130 hours now, but bc I started hosting every game with lethal escape, brutal+, and More Monsters, I went from intern to boss to intern
Lmfao
I'm gonna look into trying savage company(?) With lethal escape
Is more monsters as the name implies?
I read over it once the other day
MoreMonsters is a mod where u can change how often monsters spawn, how many monsters can spawn, and the max amount of a monster that can spawn (for example, u can limit to only 2 thumpers being able to spawn, 0 masks, and 3 hoarding bugs
The max is like 100 monsters but that usualy just crashes ur game
Yeah, I use to have brutal company minus but it spawned loot bug mafia and that was enough for me
The lag was too much to deal with a lot of people
Too much micromanaging over people
Usualy my configuration settings is 45 monsters every 0.25 in-game hours, having a max amount of every monster
Very fun
Loot bugs are horrifying when they follow you outside with RacistHoardingBug mod
Probably the reason I'm back down to intern
What does that mod do exactly? I looked over it but it has been like 2 weeks
Audio overhaul. the mod maker replaced the sounds with his own custom voice lines
Hilarious
I think more monsters overrules brutal+ stuff bc if u set maps to only spawn specific monsters, and/or events that only spawn one type of monster, MoreMonsters will just spawn any monster regardless of Burtal+ events.
Interesting
"oh coilhead" OH REALLY?
bad computer
MoreMonsters and LethalEscape go hand-in-hand cuz u might end up with like 3 thumpers outside, along with 2 coilheads, 5 spiders, 7 brackens, 20 masks, 47 hoarding bugs, 100 nutcrackers roaming around,
Do you know if its compatible with elads hud?
However, its a custom edited compass. mod maker suggested doing it myself but dont remember
Honestly, no idea but if you can link it i can probably have someone look into that
One sec
Only complaint about this hud is the stamina empties at 10%
Otherwise has been my pref hud for awhile
Next update I could make the vent noise play before a creature escapes outside
no
This would be very nice. I've had so many brackens appear when I'm standing right outside an exit and die instantly
It was hilarious when I did have this mod and someone got snatched right outside the ship and you see the bracken scurrying away
Brackens are very unforgiving. They'll walk up right inside the ship and snatch someone.
Hilarious
I've gotten good at killing nutcrackers and anytime bracken spawns, I hunt the bracken
I also don't think u can shoot brackets with a shotgun when they enter, either I just missed really bad thoes few times or they're invincible inside the ship
bug report, yet more bracken desync. was playing with a friend when they told me "I can't look at brackens outside or else they'll kill me because I can't see them move." they didn't tell me much else because i didn't note it much at the time
The bracken should hide from me
Unless you know, you find 2 people dead to the bracken and your terminal jockey gives you no warning about your neck being misplaced also
Fuck
Teaching players the importance of mines
forgor to pay attention for bracken
Bracken, I've come for your pickle
how the hell did you get landmines outside?
like, a private one or?
I've also wanted to try this experiment but I haven't been able to do it yet. I've been messing around with the ControlCompany mod and I wanna see if your a thumper (or something) roaring at someone, and then they go outside, would you be teleported outside a little after too?
it kind of works with controlcompany? only the randomly spawning outside seems to work, and you have to let the ai control to update it
I can not suggest it in good faith because the mines dont always function due to massive desync
this doesn't seem p- oh
desync my beloathed
while you're at it, add turrets outside too 
Boomba enters your ship
As I said, if you want to replace brutal company, check out savage company, it is supposedly a successor with more customizability
I haven't tried it yet
Would walking outside with the The Surface Is Explosive event be possible with this mod
I imagine it would break lol
For anyone familiar with the boomba though, you can shoot them to kill them
Or if you're brave enough, you may be able to trigger and get back fast enough
Shoot with what?
Zap gun!
I imagine that would stun them
The zap gun is a meme to me
I lowered the price of it and I don't even use it
Iām thinking of making a mod that makes it target mines/doors/turrets and temporarily disable them
This one guy who was in my game wasted our cash and bought 3 zap guns making us unable to to titan
He said zap guns are good
Hmm interesting
Dude
(I especially like the idea of shooting a door with it, lure a coilhead in, and then lock it)
This was the night before
I leave company about to go to rend
Notice my money is short
Thought I did my math wrong
One of the noobs in my group, nobody would admit to it, bought a damn peeper for LGU for 500$ and I only found out because I was like, well let's sell more scrap at company and it lands and I'm like 
Honestly think peeper is kinda useless for me
One because lootbugs and two, locking coils behind doors, zzz
Peeper overpriced imo, Iāve set it to 400
Idk what peeper or LGU is
Late game upgrades
Peeper is a camera stand that watches coils
Late game upgrades, has some slight bugs with newer items but amazing mod
It feels nice to use against coilheads though
I run a lot of lobbies and I would laugh at someone who used this mod
But I'm starting to get to the point of getting a mod that limits it to the host who can buy things
Expensive, getting it back is dangerous, half-cancels out a threatā¦
I think* it's lethal utilities, i can lock doors with keys
Makes the keys feel so much more useful
I actually use the lockpicker now because of it
?
You know, the item everyone forgets about
To unlock doors you previously locked?
OH :P hehehe
It helps for maps that don't have the powered doors
I don't think it's OP either because you lose the key
(Unless you change config)
What I did was I made lockpickers able to jam doors with a mod
Can't you lock someone inside a room then
You're next
For the funny

I've already been locked in rooms 100 times
Wut how lol
Oh
The Horros Of The Inverse Teleporter
Inverse?
Book title ^
When your In a big group of ppl laughing and yelling "GET IN!" to be teleported inside a mansion, hearing no other voices, alone with no lights being on, and hearing monsters
But last note on locking doors, locking jesters and coil heads, so satisfying
Silly monsters following me to their doom
They thought they had the upper hand
That is until you lock a coil head and 2 more spawn and you're out of keys
@fluid folio Doesnt look like anything is wrong yet
Honestly I like this idea, but for me Iāve made lockpickers lock doors instead. Do you think I should switch?
Sweet
But is it still stuck in the 1920x1080 as mod desc says?
When you have lockpickers do it, is it instant?
Maybe? i havent noticed because im using the HDLethalCompany
Nope, takes 10 seconds. I kind of like the idea I think
I am the danger
I like that idea
What mod does this?
This would be a fantastic addition if anything
Gives you options
I'll try it out tomorrow
I appreciate your testing
EnhancedLockpicker I believe? Donāt take my word on the locking doors in 10 seconds though! Iām just assuming thatās how it works
You can set how quickly doors open
I can look into testing it
So I think that timer works for locking too
(I have it set to 10 secs)
30 seconds is a mood killer since I'm the lock picking guy
BAHA Lol :P
Let me check it rq
Yeah it does feel a little long sometimes
Does the lockpick have like a actual lock picking puzzle
Like skyrim
I've never used the lockpick ever in my 140 hours of playtime
No
But late game upgrades adds a minigame
I've yet to use it
the lockpicking lawyer, even
It just takes a daunting 30 seconds of twiddling your thumbs and making small talk with the bracken
Was about to mention LGU minigame yeah
(Bracken is shy)
This is gold
Bracken is like the best guy to use to troll ppl with ControlCompany
Whenever I see a guy alone, lost and dosnt know where the exit is, I'd just keep showing up and then backing away but then coming back after 10 seconds or so without ever killing the guy
And then leave them alone after a bit
It's insane how people get tunnel vision with the bracken
Proceed to stare at him
Then he gets pissed and comes after you, a bystander
Best way to control bracken is to talk to someone as a player but then become bracken and kill urself and drag urself away right in front of a different player right in the middle of saying "We'll stick together, we'll survive this"
the vanilla shotgun hitboxes are atrocious
if you get close enough you miss cause the hitbox spawn leaves a gap between you and the shot
how does the escape chance every minute actually work? is it weight? is it its own pool that's being shuffled?
yes yes yes!!
Any map honestly, last time it happened was on a modded moon "Budapest"
but it also happens on vanilla maps.
So, the lag issue is fixed with using another mod, what happens though is that the bracken is gonna be moving often in a laggy way, and when it comes to kill you, it will stare at you while standing still, and after a few moments you will die and have the bracken teleport on you.
its as if the model lags while trying to follow the AI movement, so the model will be teleporting at intervals like a lagging player
okay so snatching bracken works with lethal escape
bracken just goes to his spawn node outside
coilheads work (it may be a bit weird when at the ship due to the railings and how they count as walls.)
bracken kinda works, but i'll be honest, if you use this mod disable the bracken from being able to go outside, the issue i wrote up above is the reason.
coilhead weird because finding path rail for move. that why weird ( invisibled wall )
bracken no sync because host only, old version bracken location is sync but no kill everyone
recommended let's Thumper out (because v47-v49 Zeekers nerf Thumper better make him out), Jester, Hording Bugs ( make chance escape 5% for no trigger all hording bugs inside out )
else that let's him inside. for outside add the Rolling Giant ( This is for Coilhead v2 ) and make Anyspawnchance Inside and outside. outside 30% - 45% chance and Inside 18% - 20% chance. and Setting Max Rolling Giant 4 or 5.
If you have pathfindingLagFix does this still happen?
coilheads can instantly kill you because in some maps they escape on top of you and they have no delay for going outside
if i use another mod to spawn coilheads outside though it should be fine right?
what other mod could you possibly use to spawn coilheads outside
Advanced Company
I can make coilheads spawn outside naturally
I came here to check if they have pathfinding issues
they usually don't
what about hoarding bugs, spiders, etc... ?
spiders tend to sit next to the ship and be useless
I think hoarding bugs do the same sometimes
lethal escape specifically has a setting for hoarding bugs to do that
to sit next to the ship and be useless?
:P
how come
to make their nest next to the ship
can they steal from inside the ship?
i don't think so
what value should i put if i want hoarding bugs to make their nest in the ship 100% of the time?
100
Yes but it didn't really work, and since I assume theses are weights and not percentages I'm asking
But ig it's still kinda random
they're percentages
pathfindinglagfix only for Fixing the Enemy like only Idle / Stand / Make Game LAG, and they can't attack or aggro
they not fix Bracken Location. this is issue made by Lethal Escape for no Sync Bracken outside
in the video the brackens location was shown to be lagging
thats not lagging
that not lag, just Animations Kill is Weird. because Dev Lethal Escape said, Animation Kill Bracken little weird
and He dont know about No Sync Location Bracken ( i already report this is so long ).
Before This is Mod All Clients Need, Never Happend Bracken outside is no sync always sync but only bracken can kill everybody outside but Other Monster is no sync
thats the bracken not replicating
not sure what causes it
But I had a decent amount of reports for it
what does not replicating mean?
The position of the bracken is not being sent to the client(you) from the server (or who ever is currently calculating the ai at the time)
would it be possible to just, make an alternate fully networked version for fully modded people? if everyone already has lethalescape then why not have it be networked? this would be as an alternate version of course, no point in removing the non-networked version
I need to figure out how the bracken is replicated
I just tested out spawning coilheads outside... looks to me like they do NOT work
which is unfortunate because i wanted to have a bunch of coilheads outside on the SCP custom map :(
party in the corner
there are more
but aside from that though, without worrying about making it so only the host needs it you could maybe make some enemies actually properly function outside instead of sitting in a corner
yep, not your fault at all :P. Just interesting to note.
Do you know if it does the same thing on all moons?
i was talking about vanilla maps.
i'm pretty sure its not unusual for AI to have some issues on custom maps
when me and a party of friends used this mod and where on assurance, the coilheads worked perfectly and followed people just fine when able to move
Interesting
Wanted to ask, I noticed an odd issue when leaving the facility, it seems blobs like to get stuck at the door, albeit very slowly, they will literally camp the door (main for example) and as soon as you go in, they're there
Now it does take a very long time for them to get there
I've only noticed this behavior when they're chasing someone and everyone leaves the facility
Not sure if this mod modifies how they act at all
I do not let them escape the facility or spawn outside
(the own games AI isn't made for being where it's not supposed to)
only tried it on assurance so far?
assurance is the latest example i can remember in detail, only maps i cannot be sure of them working due to me not getting coilheads outside are experimentation, titan and one of the two snowy moons, i don't remember wich one was wich tho due to me being incompetent at recognizing them while playing unless i read the name.
only "issue" they had was just that next to a railing of the ship they might slighly move anyway, but that happens inside the facilities by default at the mansion for example so i'm not really gonna be counting that, as thats a vanilla game detail
one of the snowy maps i mentioned tho can have the coilhead get stuck in the concrete outside of the main entrance, but only happened once so doesn't seem to be costant
probably dine complete guess, just
but at the same time, it was a coilhead variation, (to be exact, the knight coilhead from the scarlet devil mansion inside map)
so i don't know if that has anything to do with it
we can ask
pretty sure its just a remodel, but sure it can be asked
i don't think it has a channel here yet...?
if it does and you find it, i'd appreciate if you could link me it
nvm found
does this mod have support for control company?
yes, lethal escape make monster is out. so when you using control company you can make monster from inside going outside
but can the monsters go back inside?
nope, dev said next update make monster can back
k
but dunno when update
Does this mod work with modded entities (like rolling giant) If so, is there config for them, and do they stay inside or exit automatically?
no
Ok thanks; would the mods not run (mod pack breaks) or would the modded entities just stay inside?
just stay inside
Thank you, I will try out the mod!
Rolling giant in particular is an exception since that mod itself allows you enable them spawning outside
you stare at the fog and the fog stares back you stare at the fog and the fog stares back you stare at the fog and the fog stares back you stare at the fog and the fog stares back you stare at the fog and the fog stares back you stare at the fog and the fog stares back you stare at the fog and the fog stares back you stare at the fog and the fog stares back you stare at the fog and the fog stares back you stare at the fog and the fog stares back you stare at the fog and the fog stares back you stare at the fog and the fog stares back you stare at the fog and the fog stares back you stare at the fog and the fog stares back you stare at the fog and the fog stares back you stare at the fog and the fog stares back you stare at the fog and the fog stares back you stare at the fog and the fog stares back you stare at the fog and the fog stares back
Came here to post this issue, i just had this happen yesterday lol
It happened the second my friend went outside the door, instantly killing him from behind and leaving me
This looks like normal coil head bugginess
I've seen plenty of times they may simply ignore other players
and go after their "target"
So hey @granite cosmos, what does a modded map need to add to be compatible with this one (or other mods that adjust enemy spawns outside)? Since right now all indoor enemy AIs don't really function at all when outside on Secret Labs.
On Secret Labs they all just kinda huddle in a corner by the ship and don't move
Can't even aggro them or anything
My mod just checks if the AIs target leaves
It should only be that the map has outside ai nodes and a navmesh
That or a recent update broke the AI
Havent tested the mod recently
What enemies use outside AI nodes? Perhaps Secret Labs doesn't have the AI nodes properly set up, since the Navmesh (which I assume certain enemies use exclusively, such as Masked) seems to work fine.
Bracken and Hoarding bugs I know for sure
Could also be that they are being spawned by AdvancedCompany and not this mod, if that matters at all.
Since I disabled this mod's spawning logic so that I could configure spawns per-moon with AdvancedCompany
In my testing in the past the Brackens would huddle together after they killed someone or lost a target sometimes
they would get un stuck when seen though
they would huddle at the spot farthest from a player
Valid. I'll see if I have any other issues on other maps and see if it's a Secret Labs exclusive issue or whatever, cuz at least on Secret Labs enemy AI completely breaks, they just get stuck to the wall and will not fight back or aggro on me no matter what.
like their nest/fav spot
might be that a nav mesh is not set up
like not even the thumper targets you?
Nope
what about normal outside creatures
He hugged the wall and decided "Yup, done here"
like eyeless dog
thumper at the very least should beable to chase the player
Not on Secret Labs at least
I'll try bumping them up to a crazy number on a couple other modded maps and see
Even the modded Boomba got stuck in the corner, though interestingly ||Shy Guy (from Scopophobia)|| seemed to work fine
have you tried it on a normal map?
Does Lethal Escape modify their AI at all when they "escape", or is it vanilla AIs? Not yet
Gotcha. Makes sense
because the game only checks if players are inside and if there are none it reverts to a box
Lemme try them on another map, could be another mod breaking them too
so I had to make custom movement speed
although
all the collision code outside is overwritten
I tried my best to make it the exact same but certain values I didnt have access to
because its forcing the collision to be calculated on the server
Ahhh, so maybe the collision code is fucky with modded maps?
I mean the attack collision
Works somewhat fine on Vow, though the Coilheads pretend I don't exist
The Thumpers chase and attack me tho
Yeah overall enemies outside doesn't appear to be working with my mod setup, most moons and most enemies just congregate in a pile and don't do anything unless they see a player, and even then some just ignore
things seem to work better if they escape via lethalescape rather than spawn outside
||shy guy works outside by default||
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Okay, @granite cosmos, outdoor enemy AIs are basically completely borked for me with the following mods:
BepInExPack v5.4.2100
LethalCompany_InputUtils v0.6.2
HookGenPatcher v0.0.5
LethalLib v0.14.2
LCBetterSaves v1.7.3
LethalLevelLoader v1.0.7
SecretLabs v3.3.4
AdvancedCompany v1.0.148
LethalEscape v0.8.5
So either one of these is incompatible (which are all needed for me to test properly on SecretLabs), LethalEscape itself is broken, or my config is affecting more than expected. I do have the configs for LethalEscape set to prevent all entities from "escaping", as well as reducing their spawn chances to 0, since I wanted to allow AdvancedCompany to handle the enemy spawning (as I said, so I can enable it on specific moons). With only these mods, AdvancedCompany successfully spawns the enemies, but they all route to the same spot and stay there. Coilheads and Brackens will never aggro or acknowledge the player, Thumpers will chase if they spot you but can deal zero damage, and the AIs overall behave the same with or without LethalEscape. Any other entities not mentioned weren't tested very much but also seemed to route to that spot and never leave. It happens on Offense and Vow as well, tested vanilla maps to make sure it wasn't the modded map specifically, though it being an issue with LLL is not impossible.
Have you had any issues like this with LethalEscape, and if so, do any mods I have stand out as ones you don't?
If they are spawning outside the facility with all lethal escape configs set to zero
I dont think it my mod
because I only change the AI if escaped through my mod
although my mod would modify their attack collision still
Ah.. that's unfortunate. So it may just be vanilla AIs not working outside then
Welp, guess I'll have to wait further for per-moon config or some compat patch
Yeah, I'm unsure, the Thumpers were completely unable to harm me. They did their attack anims and followed if I stood in front of them, but were completely harmless
Would it be hard to add a config setting that basically says "Always overwrite AI if spawned outside, even by other mods"?
the mod doesnt really overwrite any AI
it just adds in extra code to set the AI nodes and isoutside variable
to be the ones outside
only real AI that has its own kinda code is jester
Either way, they'd need to use those AI nodes and variable to function outside I imagine
Yeah
And might work properly if those were enabled manually when spawned by other mods, since I imagine the issue right now is they're trying to navigate to the indoor nodes
And failing miserably 
Yeah
Normally if the bracken would try to do that
you fps becomes like 5
because the game tries to go to the farthest node away from the player
every tick
if it doesnt have a node to go to
do the brackens cause this issue?
Gotcha, I had PathfindingLagFix so they didn't destroy my FPS but I definitely noticed an increase in lag with Brackens outside
I also didn't try Brackens after disabling everything else except that core set
Since I figured they'd be lag machines
It uses a config setting to simply allow you to define them as outdoor spawns
and/or daytime spawns if you want them to be there when you land
Other mods such as Infernis and Etern spawn ||Spiders|| and ||Nutcrackers|| outside by default as well, and they have this same issue
A way for the mod to detect if an enemy is outside and route it to the proper AI nodes would be dope
I'd love you forever if you did 
And then AdvancedCompany already handles the "adjusting spawns per moon" request I had a while back
I'll makle two methods
One that attempts to guestimate if its spawned outside
and the other that just checks if the outside variable is set
Mhm
Might not work perfectly with all modded moons but definitely sounds like a better solution than them just not working if spawned by other mods
Started a test and brackens seem to worjk alot better than last game update
albeit alot more laggy
Haha, I've heard PathfindingLagFix works for your outside stuff too
So definitely worth looking into or even seeing if you can integrate into LE
Yeah
The interiors spawn a certain distance below the map, correct? Would a good way to check if an enemy is outside be to reference its location comparatively to the nearest indoor and outdoor AI nodes?
As someone with very little code experience, was just an idea I thought of
I have a bit but don't know how taxing on the game that would be
I was thinking of checking the Y level of the monster compared to the ship
that or checking the distance of the closest outside node
That could also work
Y level of ship might be fucky with modded maps with high verticality but should generally be fine
Distance to node might work better, but might be more resource intensive
This is a less important request, but could you add an option to allow this for modded enemies as well? I'd love to have Boombas spawning outside on some maps, but unfortunately their AI breaks too

It might not be doable since idk if enemies are gonna be hardcoded to use a separate AI node
but yknow
Figured I'd ask 
I entered an eclipsed map with this mod, and there were no creatures, whether normal outside ones or modded until the night. Could this mod be causing this?
no
this mod only effects inside mobs
That can also just happen sometimes, it's rare, but it can
and it just sends them outside
Even with the spawn outside chance stuff?
Ah ok, thanks guys; have a good day!
[Error : Unity Log] NullReferenceException
Stack trace:
HoarderBugAI.CheckLineOfSightForItem (HoarderBugItemStatus searchForItemsOfStatus, System.Single width, System.Int32 range, System.Single proximityAwareness) (at <af9b1eec498a45aebd42601d6ab85015>:0)
HoarderBugAI.DoAIInterval () (at <af9b1eec498a45aebd42601d6ab85015>:0)
EnemyAI.Update () (at <af9b1eec498a45aebd42601d6ab85015>:0)
(wrapper dynamic-method) HoarderBugAI.DMDHoarderBugAI::Update(HoarderBugAI)
this error seems to be causing the hoarding bugs to get stuck at their nest
I think their nest
Is this mod compatible with snatchin bracken? (Sorry to bug you guys again)
not sure
I've heard it is, but have not tested it myself
So add it, it might break, but I think it works
Is LCBetterSaves still borked?
Iirc it was causing a ton of issues, but not sure if that has been fixed since, that was 1-2 weeks ago
I have 100 mods and have had no issues with LCBetterSaves
Seems it still bugs with LGU
I'd read changelogs if it had any :omegakek:
If anything, feel free to search the discord if you're curious of the issues it was causing
Hey @granite cosmos, been discussing with a couple other mod devs and had a thought: Could the functionality of applying the "isOutside" tag retroactively be a separate dependency mod? That way any mod that adds enemies spawning outside could use it instead of LethalEscape being required. Which would then result in less conflicts overall as separate mods don't have to try all fighting for control over the "isOutside" tag
its only really two lines of code
Gotcha
I'm not familiar enough to know how to do it, I'm terrible at code, especially in a 3d space
But it'd be awesome to have
from my only bracken encounter outside, it does escape
but it doesn't take you anywhere when you're outside, it just grabs you and makes your items drop then let's go immediately after, you don't even move
that is if you have the "drop items when grabbed" config turned on
i tried testing it further but that's the only instance of one grabbing me outside
would be cool if he took you back into the building though
would be absolutely hilarious

Yes, it would be brilliant; imagine if there was an official compatibility with this feature!
Thank you for the reply
Hello! just checking back in from this old comment!!
I tested further, and he does seem to grab you and take you somewhere
he does get stuck on trees and rocks though, so he just keep walking backwards until the timer runs out and he kills you
but he indeed does the snatching!
would be funny if on maps like march he just dragged you into a mud pit or the lake in the middle of the map
should be possible if he just chooses to back away in the direction of one of those
but yeah! no crashes, no weird behavior
what's the current state of the mod? its disabled in my mod constellation because until the ai isnt behaving weirdly outside anymore (and inside coilheads still move for some players when they look at them) i wont use it
Sounds like a you issue
The coilhead issue is a vanilla issue I've experienced plenty of times
They sometimes only respond to one person looking at them
i shouldnt have any mods that are incompatible
ooh interesting
And depending on what you mean by behaving weirdly, would need elaboration
My guess is it may be desync or a connection or just a bug
It's definitely not fun when you tell your friend watch this for me and the coil is like, I only stop for you š
for example some monsters not attacking or making damage
some just randomly wandering around not doing anything
What monsters?
yea this exact thing happened to me xD
The only ones I don't allow outside is coilheads or jester
Everyone else is fair game
Sorry, or blobs
Blobs, coil, and jester stay inside the facility exclusively
i still kinda struggle to set the percentage for certain monsters in the config because they still spawn outside too often
this chance every hour thing is a little too much imo
I left mine 100% vanilla and I don't experience toomany issues
I also run with savage company so maybe the power weights affect that?
The most common inside monsters i see is
Bracken, lootbugs, puffers, masked (normal)
Very rarely a nutcracker will wander out
Spiders often like to spawn on titan or assurance the most
I think having hoarding bugs outside is such a pain in the ass cause they just keep stealing your stuff you put outside and get aggro too quickly. also when you angered one bug inside every bug on the map (also the ones outside) is just auto aggro
I run with AC, so I just bonk them with my strong arms
It's drop dead hilarious with bonksfx
The biggest issue I've seen so far is when they steal beehives
Bees go insane when that happens
yeah
But that's the cost of the chaos
Great, thanks for the follow up! I have now started to use both in my mod pack, and itās been a great experience!
I see thereās code for monsters to have their escapes delayed configurably, but thatās not the case for all monsters I see - why not add config options for them as well?
Iād have to double-check the config to see which ones are missing, but I think the Jester and Coilhead are among those who donāt currently have escape delay config options
the spider doesn't have a "chance to escape every minute" config also
I also tend to see that when a spider comes outside, it might start crawling infinitely down into the void. Ive seen this a few times with Spectate Enimies.
yeah,i played on experimentation and the spider didn't love the outside geometry
so she would just walk sideways on very small hills
Is the mod more monsters compatible? (And if anyone knows is it host only?)
this is mod for host only. old version is need all client but now only host need
maybe compatible more monster (never use), but i always using HullBreaker Company + BrutalCompanyPlus
Ok thank you !
I had some questions on how everything works
I'm a bit confused on the escape settings and the spawn escape settings
let's say a lootbug tries to escape from the inside does it first go through the escape settings chance then the spawn escape settings chance
or are those for two completely different things
spawn escape chance is a chance for it to warp outside when it spawns
Is this mod supposed to fix indoor enemies just standing next to the ship when they go outside?
it does a lot more, but from my experience it does
odd, I never got that to work, brackens, slime, coilheads, hoarding bugs, nutcrackers, snare fleas bunker spiders etc just stand in a pile
hmmm
that's odd
maybe it's cuz in my configs i have the spawn chance set to like
10% for each AT MOST
so like, usually only one indoor enemy spawns outside
Do you know if this has any incompatibilities?
It's designed to work in a very vanilla way so it should be compatible with a lot of things
But I've heard lethal escape patches outdoor ai so I have no idea for this
Hopefully someone can test soon
I am using PathfindingLagFix and having no lag with outdoor Spore Lizards / Coils
er
Brackens
I am also
I just meant, if this https://thunderstore.io/c/lethal-company/p/AudioKnight/StarlancerAIFix/ would make inside enemies more natural outside
For LethalEscape, unsure
All I know is StarlancerAIFix works alongside PathfindingLagFix
I can't say for sure how much AI weirdness it will fix
Ah that's what I was looking for
The only things I really notice "weirdness" with is really lootbugs hiding by ship on some maps
Unless they steal bee hives (do at your own risk)
Lootbugs seem to not really wander too much tbh cuz there's no loot for them to go look at
Yeah
But I'm cool with the outdoor boys being chill
I like them wandering though for those who drop their loot on the ground and they come and yoink
The mod only applies the outside stuff to AIs that escape within the mod
it just makes them go outside if they see people leave
or randomly escape every minute
or even have a chance to just spawn outside
Other mods that spawn AI outside won't be fixed
unless the mod applies the outside variables
https://discord.com/channels/1168655651455639582/1206494982521753620
This exists now as a global fix for other mods to use
Ah thanks
AI Fix works like this one?
Or changes something with this mod?
Works better than this one imo, as Lethal Escape's changes only apply to monsters it spawns
So it's incompatible with other mods that spawn enemies outside/inside
do you think youll ever do one that allows outside enemies inside? like dogs and hawks?
Starlancer AI Fix already does
is that host only?
Iirc
StarlancerAI just adds the possibility to spawn inside creatures outside and viceversa, but it doesn't allow to actually move
thats why she said ai fix
thats a fixed version
So, it just works as LethalEscape?
Correct, StarlancerAIFix allows enemy AI to function properly when placed in a different section of the map than usual
But make sure you read what I am saying: Lethal Escape only applies its fixes to enemies it spawns
For example, if a modded moon spawns a Spider outside, it will huddle up by the ship as it attempts to navigate to 0, 0, 0, even with Lethal Escape installed, because Lethal Escape didn't spawn the Spider.
Lethal Escape and StarlancerAIFix apply similar fixes to enemies they spawn, but Lethal Escape only applies to its own enemies. StarlancerAIFix applies globally, allowing other mods to spawn enemies wherever they please.
And StarlancerAIFix works with dogs/baboons inside too, though I warn you that they are incredibly oppressive inside and not designed for tight spaces.
Oh.
StarlancerAIFix Spawns creatures by itself?
No, it allows any other mod that spawns creatures to function properly
I see, Thx!
AdvancedCompany, several custom moons, and several other mods tweak/allow you to tweak what spawns where
StarlancerAIFix just let's them work when you do so 
Instead of clumping up by the ship and crying
wait what? so what mod do i need with starlancer ai fix for all enemies to be able to spawn out and in
ĀÆ_(ć)_/ĀÆ
Idk tbh
It's not a good idea
Earth Leviathans on the interior is the dumbest idea on earth lol
It's technically doable with AdvancedCompany
i already have some spawn stuff setup in lethal quantities
also
its not dumb
its actually fun, as long as its rare
you can see the particles too btw
Would be awesome if monsters had AI to walk around at the Company planet, great for trolling.
They actually have AI fine, the issue is that the company has no Navmesh
There's a mod that fixes that, though I don't know the name
Ooo Iād love to find that mod!
Plz lemmie know if you remember it
I'm pretty sure it's like Company Navmesh or something
Searching it up on Thunderstore shouldn't be hard to find
Just asking again, does this mod support ControlCompany?
Yeah
Although you have to go in the facility
and control an enemy and then uncontrol it
and it calculates the escape chance
There's a bug I found here:
https://discord.com/channels/1168655651455639582/1210439469677944852
Ayo, I keep getting killed by the Bracken miles away from its actual location every time it escapes outside....
My friend said they saw it run right at me (on the monitor), so it might be desync, but how would we fix that?
I have seen similar things happen, i actually have a clip of it
We've also had him grab someone from under the ship
https://cdn.discordapp.com/attachments/1086478729628364800/1212573974907588608/Sneaky.mp4?ex=65f25484&is=65dfdf84&hm=f87f7d8bc07c76657938a0a87b84ce89c096a62f5bf2f91f871c2d78ac066b43&
everyone's running the same profile + configs each time
For the first clip, we did have SnatchinBracken on
So that might have caused it, so we disabled it
i recommended disabled Bracken Escape cause broken No sync location bracken
Makes sense
from now on we either turn off snatchin bracken or we stop him from being able to escape
SnatchinBracken is kinda redundant anyways for us since we have the demogorgon mod which behaves similarly
See, I use Lethal Escape specifically to compliment Diversity's Bracken revamp, but I guess we just can't use it until this issue has a resolution š
You can just make it so the bracken cant escape
by default slimes and snare fleas cant escape cuz it just wouldnt make sense for their AI n stuff
so i say just do the same for the bracken
In general, the bracken works best in indoors environments anyways
it would be neat if he worked outside with these different AI changes mods
#1206494982521753620
:)
No, i mean the config
they are turned off
i know
but that fixes all issues with indoor to outdoor and vise versa
most
issues
Well, where I use LE specifically for the Bracken, that'd be the same as disabling it entirely
like where is the snare flea gonna latch on, and the slime is too slow, works best indoors
Its not that the AI is broken outside for those 2, moreso it doesnt make sense imo for them to go outside
i am getting starlancer tho for the other enemies to work better outside
Ah i see
from what he described to me there, it sounds like it doesnt override the AI outside
just adds the fix afterwards
so, it should keep diversity's behavior in tact
idk what diversity does to the bracken so idk if it would break it as much as it does for SnatchinBracken when using lethalescape, but i will also try using starlancer to fix it
This works
With starlanceraifix, snatchin bracken seems to work with lethalescape
I can say tho, its a common bug where if you and someone else are watching a coilhead near the exit of a facility, the second one of you leaves the coilhead will teleport outside even though he is being watched by someone
and he is far away from the door
Ello!
So I have a question about Lethal Escape
Will there be able to one day be compatibility between this and other mods that add monsters? For example The Fiend by Rolevote
In my opinion, probably not
because that's the problem with the developer who made Fiend Mod
for example mod (Scopophobia) can go in and out of buildings
So in conclusion, in my opinion, it is impossible to add custom monsters like what Lethal Escape reads. For example, Lethal Escape says in and out of the building, meaning that when the monster leaves the building, it can go back in.
There is a possibility that the lethal escape mod developer will read Custom Monster
Ah I see, I absolutely understand, thank you
heya, been having an issue with lethalescape where monsters are behaving... weirdly... as host the mosters are all acting just fine, but for my clients enemies are having severe issues both inside and outside the building with lethalescape turned on. brackens appear to have "extendo arms" and are teleporting to people when they grab them (on my end, the bracken moves just fine), spiders and thumpers are instakilling etc.
Sounds weird, never really seen that in the whole time i have used it
The closest is having a bracken teleport and grab me
Was it like this at all?
this happened to me too, the bracken teleported to me and killed me
i dont have a video of it though
does this support modded enemies?
Nop
Tho some modded enemies like Herobrine, Slenderman (?) and Shy Guy have special code to allow them to do this.
wonder if this works with v50
it says that it is targeting BepInEx version 5.4.22.0 but on thunderstore the latest BepInEx pack version is 5.4.2100. What can I do?
it's ok. but if you wanna using BepInEx version 5.4.22.0 u can download manual https://github.com/BepInEx/BepInEx/releases/tag/v5.4.22
yo please update this mod with the new entities @safe eagle

i am not the dev
Maybe try out starlancers tho
not serverside
not a good option
is this safe to use?
Wdym safe? It was created by starlancer one of the modders here, so we can assume that it's not some malicious actor trying to sneak malware into a PC.
haha no by safe i mean if there is a high possibility that it will conflict with other mods or mess up some things idk
It's possible that there could be some weird AI behavior, as that mod is relatively new.
But nothing more jarring than what already happens with this mod.
And issues are being reported and fixed actively, so i would feel it's "safe" to include in a modpack.
I plan to do so myself, once some more mods get their updates for new lll.
when will butlers come outside
you can use #1206494982521753620, that one's a bit more up to date
Deadass?
?
why cant i change exit chance of jesters?
and why do jesters look like they are not popped when they spawn outside but still chase u imediately
lethal escape is very broken, use starlancerenemyescape
its broken too
what do you mean?
Does this still get updates?
Have seen quite a lot of bugs where (for example jester) simply teleports outside
I might come back and fix it up.
Depends on how fixable it is
Not sure what has changed in the past updates
Alright so I'm gonna go through an take a look at every enemies code
and see how I can override where it moves to
and semi change how escaping works
Or
Full rewrite
I'm gonna make it so theres multiple options
Chance to escape when walking by exit
Chance to escape every 30 seconds and walk to exit
Chance to spawn outside map
If the ai sees a person run outside then it will go to the exit door and escape out after waiting 2 seconds at the door


