#Skinwalkers
1 messages · Page 3 of 1
chill
right soo this spammed
and looks like this
doesnt show them in my lobby even tho they join and got put like this
is the mod even working?
i dont think this is my fault
send the Player.log if you can
press Win + R and paste in %appdata%/../LocalLow/ZeekerssRBLX/Lethal Company then send Player.log file
did some more digging, found potential root causes
this mod is now perfect for the mask
will do when hes back on
i am in the cfg file if i want to disable the mod for a specific monster do i turn both true to false? or just the true next to the monster name?
i had this till i disabled lethal progression
Use r2modman, or change to false
do i change just the false next to the name or the default value false? some say true
Next to the name
#1182384185571291266
both developers will work on a fix soon, no ETA
so can use only one of the two?
Monsters are no talking, i dont know why
how do skin walkers work
How many people are you playing with?
had a crazy ass conversation with a masked individual in the game cus of this mod
like it legit responded correctly 3 times to what i said
kind of creepy
so does this replace brackens?
8
no idea then, if you play the game are any files popping up in the Dissonance_Diagnostics folder? The audio files that get saved should be stored there if I remember correctly
No it just takes audio clips from your friends as you play and then makes the monsters randomly say them
until it is fixed, yes.
Do you have a realtek audio card
yes
then idk
the game itself has stutters sometimes, especially when there are many audio sources
well my mod doesnt add any audio sources, so
the vanilla game already barely achieves that
is this mod ever gonna be server side so everyone hears the same thing or is that not planned
would it be possible to add a config option for that or no?
thats reasonable
man this mod litterally burn pc's, requesting to save files every second...
without i do 180 fps with this i do 40 fps -.-
a good fix could be to Just take 5-10 audio clips and stop asking them
do u have a realtek audio card
oh question
if im the host
and everyone who dl the skinwalker
will they follow my setting or
their own
urs
Any changes for the mod in v45?
check changelog
2.0.1
- Recompiled for BepInEx 5.4.2100 for Thunderstore compatibility
They should just update BeepInEx to 5.4.22.0 on Thunderstore, idk why they are not doing that
I talked to Mama llama about it, it's because it would break old mod manifests
So it makes sense really
It's not a major enough update to warrant that
OK SO. just did some testing. it seems that yes, the people who are stuttering have realtek, and the people who dont, dont have realtek. unfortunately the Hz solution didnt work for any of us, but we also didnt have a mic that could do 41k hz, its always 48k, 44.1k, 96k... wonder if theres something to do to make realtek cards compatible
well, at least we figured it out ://
I have got no idea how to fix the compatibility. since its a hardware issue idk if its even possible
There a way to have this kind of thing but only for the new mimic enemy?
yeah use the config
sweet. Would everyone else have to adjust their config accordingly, or just the host?
host only
i just stumbled upon the same github u screenshotted lmao
will there be any update for everyone to get the skin walkers or only host?
What?
does the mod only work for host?
No...?
Do you have lethal progression installed
no
Or do they
no
Well try with just skin walkers mod for both of you and nothing else
we did and it did the same thing. i can host the game with the mod and it works but not join
Can you send the player.log file to me?
this file?
go to %appdata%/../LocalLow/ZeekerssRBLX/Lethal Company
im a tad braindead where do i go for that
Hmmm seems like my fault
Can you make sure you both have the same mod version?
2.0.1
i will double check when hes on again and see if it works. would really like to use it
K
Btw when you tried with only the skinwalker mod did you make sure to disable LC_API too?
that might be it, im not sure if i had the api in for the suits or not. ill try both
yes
does it replace them?
seems to be working without the api now
@wispy wolf can u please set a config where i can choose how many clips he take?
because its no sense how much fps it takes
[Warning: Unity Log] Audio source failed to initialize audio spatializer. An audio spatializer is specified in the audio project settings, but the associated plugin was not found or initialized properly. Please make sure that the selected spatializer is compatible with the target.
getting the same thing...
I got this error to go away after setting "Legacy Asset Bundle Loading" and "Disable Bundle Loader" to True in the LC_API config settings
This does not affect anything
Dw about it
It isn’t an error, it is a warning. Errors are red and happen when something goes wrong usually.
Warnings are just a heads up that something might not be right, but they are usually not significant or serious.
So it’s not something to worry about, but if your game does not work, then it does matter 👍
Ah; thanks for the clarification. That makes sense; I've been making a modpack for friends and my goal is simply "No red in the log box and as little yellow as possible". Odd that I haven't seen it since enabling those options since someone else said that warning pops up even in vanilla, but maybe something else I did helped it out then.
if u are getting 100s of warnings in a row constantly then something is probably wrong, since it usually just happens like every now and then.
yeah; before I had those options toggled on it would spam like 10-15 times in a few seconds; be fine for a few more seconds, then repeat
This warning is a good example of UH OH
Lots of warnings being spammed and it has children/parents issues (the hierarchy of the game objects) which is not something u wanna see
idk if anyone talked about this but me and my friends try to use this mod with some other mods but this mod makes everyones game drops frames at random times. Any suggestions on what i should do?
Do you have a realtek audio card?
Why u ask just that every time xD
all have a realtek audio card!!!
the problem is that the mod ask 2 much audio clips
No, it's only people with realtek audio cards who have that issue
Everyone else is fine
Is it confirmed to only be specific models of cards/drivers? My friend has a realtek and is fine as a whole
Not sure
yeah
Same here, sounds like for the time being we are sol, would love to know how Leader's friends has his realtek set up where they dont receive constant frame drops or freezes
I've asked them, just waiting for a response
and 90% of pc's have a realtek -.-
Eh depends on the pc and when it was made
If it's a cheap-mid a cheap or midrange prebuilt or laptop then there's a chance but it's been phased out with other, better drivers for about 5 years now
yeah but not 90% of people who have the issue, so idk
on ttv/teosgame?
Haha yea, been watching that dude forever
lol he's the reason I got into Lethal Company in the first place
- the reason I made the mod
That’s sick
Don't the Realtek drivers only get used when using audio out/mic in on the computer? I think most headsets that are USB do their own sound processing with their drivers
horrifying mod. would also be awsome to see a version of this for comedy-based entities, if you get me.
I went and got the console trace from my friend who had really bad stuttering with the mod installed
what i notice standing out is this error getting repeated
[Error : Unity Log] Error: Cannot create FMOD::Sound instance for clip "" (FMOD error: Unsupported file or audio format. )
what was the ne update to the mod
he moved his game from an external drive to his internal hard drive and the stuttering seems to have fixed
I think in this case it was in I/O rate issue, not driver related
They do that
It works for them
okay interesting
Yeah i diddnt realize the update included that ^^;
@fresh atlas @astral flume hey someone stole and reuploaded my mod, are you able to remove it? [redacted]
the code is 1:1, they copied the README too
I was actually mostly wrong about that, sorry
rejected it
I forgor that thunderstore can actually properly handle that sort of thing, most the time
ah thanks, dude. I'm deleting another full copy of the spongebob movie
"Damn that's a cool mod. I wish I made this mod. I made this mod"
Yeah he just had standard Realtek HD Audio with this driver version, laptop
No issues what so ever
what is this in reference to?
The stuttering issue that some are experiencing
Yeah none what so ever after a few hours of playing with just that mod
Doesn't use USB devices but the actual jack so it goes through realtek
ok
eh I think its usually an I/O issue with the file reading/writing
I'll see if theres a way to get around the file system later
Should I not install LC API by 2018, with this mod?
I haven't had any issues so far but was planning on adding the LC API mod
dont
Lc_api causes a lot of issues with a lot of mods
is there any fix for the stutterig issue
I have heard that this mod causes issues when played for prolongued periods due to the way soundclips are stored, is this still the case?
No
I've heard it can use up a decent amount of space in its audio cache. Does that release between rounds or wait until the game exits or something else?
will it continue to spam this until it gets an audio file
I think this is what I heard about, from what I have heard it stores all audio files in the cache and then doesn't delete it until game exit which can cause issues.
Hm, it would seem prudent to clean that cache out between rounds instead since I don't see why you'd use audio from a previous round in the new one. That would stop it from using up a buch of space in long sessions, if that's how it works
Love this mod
its funny af when a friend leaves and then you hear him talk in the next round
the mask with the skinwalker mod is scary
does this mod work with more than 4 players yet?
I played in a morecompany lobby yesterday with 6 or 7 of us and it still tricked me but I dunno if it records from anyone but the first 4 or not
No, people are making shit up
No, people are making shit up. It answers this in the FAQ. One person made a tweet about it and now everyone just believes it
No lol
Oh I see. I didn't download your mod intentionally it was in somebody's modpack so I didn't see your readme
I can't escape people saying it fills up your hard drive when it's just not true 😭
what tweet?
Oh I love people spreading misinformation on the internet
What issues does the mod have then? Other than disagreeing with LC_API like 90% of things
strongest person concerned about their hard drive vs weakest person who doesn't care
The only one is occasional stutters for some. Everything else is caused by people installing it wrong
so assuming I just hit download on a mod manager it will work fine?
Yes
uh yeah
one of my friend says that he dont hear anything from the skinwalkers?
but cant trouble shoot cuz 4 of us dl the same mod pack

only 1 person doesnt hear
did he manually install?
2.0.1 latest version?
yep
he might just be unlucky
yeah
he could've been too far or didnt notice it
same issue with my friend, when rewatching his gameplay, turns out he could hear em, he just didnt notice it
3/4?
I mean u could set voice frequency to 20 to really see
next time
so how long are voice clips kept for?
In RAM? A while. On disk? Seconds
oh also in the readme it says the mod is incompatible with Lethal Progression but I believe the Lehtal Progression dev patched this a few updates ago so they work together
nice
suggests ai too. blegh

actually the suggestion makes no sense 
im 100% sure AI will take a hell alot more space compared to what is being done now
Worse performance too
left for a bit to linger in general but yeah turn up the frequency and use the gamemaster mod to spawn some baddies to really confirm it
That wouldn’t be an issue, as there’s nothing stopping the monster from mimicking you while you’re alive
Does config need to be the same for everyone or just the host?
Nvm I read, it’s the host 👍
Actually there is no way for the monster to possibly replicate your own voice in game currently, since it only records other people's voices and not your own
I swear I've heard my own voice before
could be someone echoing or something
one of my friends does have a little echo so that might be it
Just wanna say op, I love this mod so much and I've had a blast with it as I played with my friends :)
11/10 mod
Very sorry if this has been asked already, is there a way for me to make this only happen with the new monster?
go to config and disable every monster other than masked
siiiiiick does it let you adjust frequency at all?
i didnt realize r2modman kept old config values
which i guess makes sense, but is annoying
I changed the config
BepinEx config is what manages it and it will first read in your config, then add the default values in then write it back out. As you just learned, once you release a mod into the wild you should rarely, if ever, change your config option keys since that will keep old keys that you don't use on existing config files
👍🏽
thankfully it only affects 350000 people 💀
Ah, no big deal then
no biggie
Does the mod also include audio from people that are speaking whilst dead whilst you're alive?
For example if I died and was talking to someone else who was dead, could someone who was alive hear that via a skinwalker? 🤔
yes
are you planning to fix that ?
good to know, not really much of an issue in my opinion noting it'll probably take a while for you to hear it (depending on how many prior clips there were before the person died)
i think it kinda gives it away
with all the random yapping while dead
this should 100% be optional
I don't see the problem. Presumably, the monsters "learned" that line before your friend died so its not like it matters to them if they still live. Unless the whole group stays together constantly somebody will probably be tricked by it. I got had by some coilheads repeating things the group said on the other side of the map while I was holding them still the other day, haha
I was about to run out the door since I felt like I was the last alive when they repeated some lines and I turned back around, hehe
i thought it records dead voices
not before dead
i dont mind recording before dying
i meant recording while dead yapping in dead voice chat
From my understanding the mod records as soon as it starts & takes out clips of sound when you activate your mic
Because I've had eyeless dogs repeat things from previous moons. No idea if it was when I was dead or not tho
Hopefully its as simple as something like not recording from clients if their playercontroller says they are dead then
When rug and I were playing, a hoarding bug was repeating lines that were said prior without either of us dying
Bro I had an eyeless dog clip one of my buddies singing o-zone : dragostae din tei
Was surreal
wont the file become massive if it never stops recording in a long session
Rug said it cleans up old files and its not a problem, when I asked that
it does a bunch of short clips and deletes them after it's used from the looks of the decompiled source on thunderstore
I don't know how exactly it works, but I believe it only clips when your microphone activates and most likely deletes clips of X age
ok good
its intentional
should still be optional
if you are dead it shouldnt record dead chat
it can ruin the experience
have you ever had it ruin the experience?
no since i havent had the mod working until recently
but i can imagine it happening
the stuff you say as a spectator can give it away
example watch "this person"
or something
I've never seen it be an issue
sometimes its even better because then people think its new content, if they were alive when the spectators said it
depends what is recorded when dead
yep
depends on a lot of things
the mod works on coincidence already pretty well, I don't think it needs to be complicated
is it hard to add it is a config option
ehh not really. but I don't like introducing more areas for bugs
i guess its fine to not do it then
i think he is working on sync already
no, im just thinking about it
syncing is so important though
if you never do it someone will steal the glory and do it instead prob
the game already has a mimic now
I like the idea of just arguing with yourself on who's the real person with a past version and just gaslighting the shit out of your teamates. It would also be a much better experience when players are dead so they hear the chaos unfold
I just hope if syncing is ever added that it still works like it currently does if the host doesn't have the mod
Since this is one of the mods that I play with during regular multiplayer games
Good to know
this mod still dont work for us
it works sometimes im not sure anymore some games it feel like it dont work then suddenly it worked 2 times in a row
I think i may have run into an issue last night while playing, it could have been a conflict with some other mod, but this is the only mod that touches/records peoples audio so i thought id post it here first. Was playing with my friends, and the audio i was hearing coming from them when i was dead, and spectating, was not the actual stuff they were saying at the time. Its as if anything i was hearing from one friend was coming in delayed by about 40 seconds or so, idk i didnt count. It led me to almost believe i was having a stroke, jokingly, as they were having two completely seperate conversations at the same time, and the person who was out of sync was talking about having to turn off the smoke, and run away from a thumper while they werent even inside the dungeon area. ------In the second clip you can hear what hes is actually saying in the moment at the end of the clip coming through my buddys mic.
just wanted to thank you for making this mod the comedy and horror it brings to the game especially when its a masked enemy is incrediblely fun
i keep hearing myself and assuming its just my friends mic echoing 😭
please dont fix that its pure gold
Is there any update on fixing the issue where it causes games to stutter?
That's just called being rare lol
What version are you using? This was an old bug fixed in 2.0.0
I'm working on it
my frequency is 1.5
should i put it higher ?
If you want
i want it to be somewhat often
but not like 5 times in one game
but atleast once a game
some games we didnt feel like it happened at all
what frequency do you recommend ?
i only use it on the masked and bracken
so its limited to those only
so maybe 1.5 is too little
Ok then idk, you shouldn't even hear it while spectating
Yep
I wasnt hearing an enemy speaking though, it was the player jackyjedi speaking, but it wasnt lined up with what was actually being said in the game at the time. At the end of the clip you can hear him saying "So that leads me to believe its not broken" coming through the other specators mic, but i was hearing him say "So thats, thats a real fire escape...... Good Job", which im assuming was something he said earlier in the round. His audio wasnt cut up into fragments either, it was literally like it was just coming through delayed by a minute or so.
Restart your game? And check the console for errors
Yea it was last night so already ended the session, was just clipping some videos from the session. Ill definitely save a copy of the log next time, or check the console if it happens again though
@astral flume @fresh atlas is it possible to change the name of a mod and dependency string on thunderstone retroactively, and update it in other modpack's manifests? Or is that impossible
Impossible
Even just the title?
impossible
Ok, thanks
Who is that
Admin on thunderstore
Mama and 753 is only moderators
Mythic helped me out before
wasnt the exact same problem though
What did they help you out with
they deleted a mod for me and removed a team thing
they just seem like they have a lot of power idk
K
Yea, Mythic is like the administrator and while it takes a bit to get a response from him he does check his DMs
so it is posible then
If its something I can't do, then sure, bug Mythic about it. He doesn't mind
I don't think you can change a dependency string without just uploading a new mod and it can't be propagated into other people's mods, as far as I know. Bug him if you want tho, I may be wrong
This has happened between me and another buddy, but it was a long time ago and this mod didn't even exist yet. Funnily enough, for me the audio was delayed by more than 2 minutes.
I thought it was a bug related to MoreCompany or another mod.
After resetting the lobby, it went back to normal
Heya! Wanted to make a suggestion, tho it might be stupidly hard.
With the "MaskedEnemyOverhaul" and this mod being so amazing together, I wondered if it was at all possible to have Masked enemies only pull audio from the player they're mimicking?
Is there any planned fix for the random lag spikes when it records a clip?
Also, does the mod delete old voice footage over time? I heard something about it building up a large amount of space on their computer
it deletes old footage
it deletes it when it is used
ic
can i put it to 3?
do it in the config
Is it possible to make a separate config for masked enemy? I think frequency should be low for other mobs but frequent for the masked enemy
just disable it for everyone but masked
^
this...
the modders of both mods would have to work together to get this working but would be incredibly cool and if they go to that length I personally would love to see the option of having a recording of there voice or f it make it a live repeat of what they are saying dead or alive!
would love to gaslight my friends into there funny demise!
tbh in general it would be cool to see Skinwalkers only mimic a players voice that they have killed
so if they get someone you would still think they're alive
instead of the goofy "that wasn't you talking, right?" scenario
Agreed!
Also yeah I imagine they'd both have to work on it, tho the game already keeps tracks of the player that's being mimicked (For example, it can keep track of the outfits and in More Company, even the cosmetics)
I'd like at least the option at most, since my friend group splits up alot, so we've been fooled by it, alive or not
yeh an option
read the FAQ
potentially
Aye that's a start! Tho I can't imagine it's easy 😅
fr
My buddies cant hear oneanother in game now, didnt have the issue before using this mod
happened after going to Titan
make sure you're using r2modman
Why does using r2modman change how the mod works vs thunderstore?
It has a specific version of bepinex
21
thunderstore mod manager is so much of a copy of r2modman that it even supports r2modman modpack files
Ok ty
It worked fine for me last night
Well nothing changed... So
tested yesterday, it works
ok nice
We might have heard em
is there a plan for voices to be global rather than local?
Rug I assume you assign a "random" for the local player? An easy way to get them to sync would be to use the random code the game generates when you land on a moon? Maybe? Just set the random to that integer. Unless it's done differently
True actually, good idea. But the voice lines are all recorded independently, so you can't choose a random one with a seed and have it be the same
Potentially
Hmmm true. Not sure how you would distribute them. Not sure if you would be able to record the voices globally on all clients. I assume you have each player only able to get something they they have already heard. Hmmmm
Cause if it recorded them globally you could use the seed to determine which voice lines it records and then use the seed again to play them lol
I need heavily explaining to as to how exactly this mod works in technical terms, how is it people are having conversations with it is it just pure coincidence and also
How many clips does it use and is it AI replicating voices or is it literally recording you
just recording players
Read the faq
How and when does it capture peoples voices, I wanna know the specifics 😭
Before asking those things
Iv been using it and understand the simplicity behind it but after all these tiktoks I gotta know exactly how tf a mod like this can be made
I read it, just forgot half of it till now, still really confused bcs there ain't no way half these audios of my friends are coincidences
Well they are coincidences
oh im a dumbass, didn't really looked at the FAQ and installed Skinwalker, Masked Enemy Overhaul and Lethal Progression together
what kind of conflict does Skinwalker have with Lethal Progression anyway?
it was playable but I, as the host with console turned on, can see a lot of errors being spammed if there is someone in the ship.

I did some testing and it seems like that's actually not the case
It seems like it just records silence from them (which I'd guess would be due to the game turning the mic volume of dead players down for non-dead players/them being in a different voice "room" or something similar)
it is random.range bro
LMAO
it happens to lots of ppl
Yea i think Stoneman rewrote his mod or something, they work together now
Interesting
skinwalker and lethal progression works fine for me
config still isn't working, a bunker spider was talking about plans to steal a beehive. only thing i had it set to was masked. only enemies in radius was a snare flea, a bunker spider and a hoarding bug. i have no console logs because it was being spammed by a bugged snare flea trying to pathfind.
voice line frequency sure was working though 👍
Were you host?
config works fine for me (never heard from a disabled mob)
nope
Regarding the stuttering issue this might be a possible fix? https://discussions.unity.com/t/unitywebrequestmultimedia-getaudioclip-huge-profile-spike/221484/4
TDLR try adding ((DownloadHandlerAudioClip)www.downloadHandler).streamAudio = true; on the line before the yield return www.SendWebRequest();
I hope it is
did you mean to spoiler it ?
wait nvm im dumb its not a spoiler
it just looks like it
was more directed towards Rug but yeah it's a code block not a spoiler
@wispy wolf Hey Rug! love your mod, I might have found a section of code you can streamline to improve performance. It appears (at least from the console side) this mod is preforming checks on mobs disabled in the config at regular intervals to attempt to play a sound, which always fails as the mob's ability to speak is disabled. You might be able to save some resources by excluding the checks all together earlier if possible. Thanks again for your hard work!
That seems to be incorrect, the log is within a loop that happens every few seconds to initialise skinwalker on newly spawned enemy AIs that don't already have it active and that are enabled in the config
Odd, I was having checks performed repeatedly on a mob I had disabled earlier. I can't remember what it was, but I might give it another try and see if I can reproduce it. Thanks!
Well yeah it'd loop through it everytime but it wouldn't initialise the skinwalker stuff on it from the looks of it
is what im tryn to say to the dev like 5 days ago, but he keep say "its realtek audio card problem"
because its unrelated 
Cool! I'll try it when I'm back
Yep! I have plans to optimize that
I don't think that's the main performance issue though
Some mods do that every frame lol
Does this mod give any performance issues at all?
Depends on ur specs tbh, anything can give any issues
If you have an old hard drive or slow hard drive you might have performance issues
Whenever it records clips (im assuming) there is almost always a short fps spike at least for me, and im on a pretty good computer
Seems to be the same for my friends as well
Btw I noticed this which is a slight issue, If I'm correct the while loop wouldn't ever run since it'd always return before it gets to it?
so currently you could have over 200 audio files
Also I tried the possible fix I sent the other day (on a decompiled version of the mod) and it seemed to make it have more stutters, gonna do a few more tests with it tomorrow tho
Oh
yeah
The moment i saw this image symbolism (the funny turi ip song) started playing
hmm curious question, when the mask takes a person it only uses voice clips from that person, is it something you did or a happy coinkidink?
have not been able to keep up seeing what you have been working on of late with school and stuff. But i am loving the mod for sure.
that was i think planned but i don't think its been implemented yet?
Did you do that yourself or is it already pushed?
had an instance with two mimics on opposite walls "talking" to eachother and have been hoping they'd do that ever since
so that'd be sick nice work
igp made a video about the mod with next to no credit, you've won at modding
People still dont credit others for their work?
Damn
Tends to happen with igp ive noticed lol
i tried this mod out yesterday with a friend group and im pretty sure i gave one friend a near psycosis experience. so good job i guess on the mod...
he might sue you later tho so just a headsup 🙂
It is what it is
ya kinda nuts how people post a bunch of mimics / skinwalker / etc mods clips/shorts on yt with no mention of it being a mod or any credit and 80% of comments are confused if its vanilla
💀
The weird genre of content farmy videos that say "we added x to [game]" when they in fact, did not do any of the work to add it to the game
The config seems to only ever be applied if you're the host so that'd be why
ah
thats why i like insym, he usually always mentions whether somethings a mod or not
@potent dagger The host syncs the config to all clients. If you are in a lobby, you will use the hosts config, not your own. If you join a lobby where the host doesn't have the mod, you will use the default config
Isn't that the same as what I said but more detailed? 0_0
Either way random thought I just had, wouldn't it be possible to do a NetworkVariable that is default false which gets updated to true within the existing isHostingGame check, then if that was true you'd use the network config otherwise you'd use the local one?
which if I'm correct should mean that if the host has the mod all clients will inherit the host's config otherwise it'll default to the client's local one
Exactly
Well not really
You implied that only the host has a config applied
When in reality everyone has a config applied, it's the hosts
ah yeah rubbish wording from my side
Yes
are you planning to fix the stuff 1A3 sent anytime soon ?
I haven't actually sent him the stuff yet since I've been having a mess around with my version in public lobbies to see if i can work out the cause of the stuttering some people (including me) are experiencing
I also did per enemy voice line frequencies & the ability to choose when it can record audio
Shouldn't that last one say "dead"? XD
good spot
Hey just looking to help a little with the problem solving, the filepath for the audio recordings, is that stored in the game directory or the appdata plugin folder?
game directory then Dissonance_Diagnostics
Ahhh right, so has SSD/HDD been ruled out? I've a habit of throwing all games on a HDD, but i'm thinking the deletion process of these files is bricking up the drive's IO
that is a fair point which i some reason forgot to try
unsurprisingly that seemed to fix it
the changes I've done will probs help with performance slightly anyway tho
That's brilliant news! Means me and my group can actually use it, but in the case of people who don't use an SSD, maybe there could be an option OP could implement where it clears the files during the "break phase" of the game, so like the company building and in space, I'm not sure if the mod still records audio lines during these times
Probably the file writing is also part of the problem then?
yeah that'd explain why i didnt notice any issues when disabling EnablePlaybackDiagnostics
(since that stopped it creating the wav files)
I'm not sure if the mod still records audio lines during these times
it does however with #1181846289458135080 message that'll be customisable
clearing the files wouldn't change anything since it's the writing the files that seems to be the key cause
Wouldn't multi threading the coroutines make the io calls less impactful on performances?
well the audio files are created by the plugin that's used for voice chat so it's not necessarily that easy
Congrats rug, your mod just made a friend of mine heavily gaslight himself into thinking the imposter was actually me because apparently it repeated my voice with exceptional timing to his questions
Full on 30 second conversation with a fake
Funny how this always happens 👀👀👀. I can have a full on conversation with a mimic sometimes 🤣🤣🤣
One time I asked "Are you real??" And they answered back duh I'm real... Then proceeded to kill me 🤣🤣🤣
Lol
Oh yea unity api interaction has to be done on main thread right? 
@wispy wolf what happened to that skinwalker monster you were makin
The masked kinda is that already
yeah the masked is perfect
aww but the concept art looked so much fun
Would be cool if skinwalkers could shapeshift from a human into different monsters as they approach you
i would just love it if the bracken stole peoples skins and stalked people dressed as them but with the glowing eyes.
and just have it enable the bracken to leave the base and get into the ship and kill and steal someone away from there into the station.
are you real "yes" are you sure "yes im sure dude" for real? "yes" ok
(it was a bracken)
just make it more complex then the masked 🤫
the masked kinda sucks tbh 🥱
imagine it trying to play the part of seeming like a "team mate" combine that with mods like strange objects that some times mutes players with one of there curses
The fact it can ||hide in the ship|| is pretty cool but except from that it's not much different from the other enemies
I don't really like it due to the fact that the mask itself has no plus sides to even using it (unless I'm stupid and missing something)
and i think that the ai for the enemy could be a bit better
yeah I also think that your idea was way better than the masked guy
The upside is pissing off your friends because you put it on as soon as you found it (incredibly funny every time i promice)
thats what i think too, the models that ive seen looked like i could have been really creepy
yeah the model looked extremely cool and actually scary
its funny in certain situations (getting inverse teleported into a locked room)
Itd be nice to be able to hold it up to your face to keep something from instantly attacking you.. but tbh i like that its just an item. Not everything needs a use, plus its just something to sell. Its a good noob trap.
well atm its just an item with a really big downside and no upsides, I think that having it be a temporary disguise from monsters like you said would be a good idea
Why does it need to have an upside tho
Its a mask that possesses people found on the hardest planets, if you put it on expecting something good that seems like the trap landed hook line and sinker.
Itd def be fun to have some cool feature, but as is it doesnt really feel like it lacks anything
cause how it is rn the masked can only be spawned by putting on the mask, there should be something that makes it worth putting on the mask other that just wanting to mess with your friends or being clueless
Maybe a percent chance while having it equipped to get “possessed” where it brings the mask to your face automatically and you need to press “G” to drop it or move it to another inventory slot. But that’s more of a suggestion for the base game than the skinwalker mod.
and ofc it doesn't HAVE to have an upside but it would be nice
.. no? They spawn rarely on their own too.
they do?
Every time you hold it in your hand theres a random timer put on, and if you hold it for too long it automatically puts itself on
This is a vanilla feature
ive never seen one spawn naturally, maybe they need to up it a bit 🤷♂️
I can see that
Tho also i think its kinda like the mimic mod where its more fun when you see them every like.. 20 or so hours in
Where you just never see them, but when you do it hits you in the gut
Is it really?? I thought it’s only if you put it to your face there’s a timer
Its just holding it
Idk if holding it to your face speeds said timer up, it might but dont count on that
This is all off topic anyway lol
the first one I saw was one that spawned naturally, never seen the mask item so far lol, maybe some mods have changed it
Theres two masks, but they do the same thing. "Tragedy" and the much more aptly named "comedy".
damn never seen them, last time I saw a masked guy three of them spawned at the same time
actually I did, died to them like 10 seconds later
W
i noticed that, most of the time when the game's open, the console just gets spammed by
[Info :RugbugRedfern.SkinwalkerMod] Audio folder not present. Don't worry about it, it will be created automatically when you play with friends. (C:/Program Files (x86)/Steam/steamapps/common/Lethal Company/Lethal Company_Data\..\Dissonance_Diagnostics)
Did you read the message
There's really no other simpler way to deliver the message
of course i did, yet, when playing with friends, it still spams the same thing. with no change
Are you using r2modman?
You'd be surprised how many people don't 😅
ye
yep
same
created the folder and getting spammed with this
this video psyched me out cause he sounds like me 😭
This clip from Insym is so good 🤣 https://www.twitch.tv/insym/clip/SweetCrackyBaconPlanking-UIHw8jO4uABSBioM
they ganged up on em
They were in a dead-end room, if anything he just interupped their conversation
I've done so many changes in the build of this I'm using, like you'll be able to put sound files into a specific folder which will then be used when playing singleplayer (so the mod isn't completely pointless in singleplayer)
and improved configuration options too https://i.imgur.com/mwnMWmy.png https://i.imgur.com/5whftA0.png
its the chance of it playing the sound after the cooldown
so instead of it being 100% like it is currently you'd be able to lower it so it isn't as spammy if you want a lower cooldown
I'm gonna pass the stuff over to Rug whenever he's back noting that my build is done via the decompiled version from thunderstore 😂
But that's what the voice line frequency is 🤔
similar but not exactly
on your version it decides when to next play using Time.time + Random.Range(15f, 40f) / SkinwalkerNetworkManager.Instance.VoiceLineFrequency.Value whilst mine does Time.time + Random.Range(minCooldown, maxCooldown) then whenever it reaches that time it then checks if the chance succeeded
which allows you to have a lower duration between sounds playing whilst not having it be insanely spammy (for example if i did min & max cooldown as 5 seconds then chance as 50 it'd try playing every 5 seconds but would only have a 50% chance to actually play the sound)
There's also a hardcoded minimum of 5 seconds for the cooldown so people can't completely spam it and it isn't recalculated until the previous audio finishes playing which prevents a single enemy from play multiple sounds at the same time - The amount of sounds I heard at once before I did that was painful 🤦♂️
k
Just realized that voice sync would be rly hard since you'd need a dedicated web server to store and request for voice files. then syncing them up with players that have the files
esp needed if people use late company to join late
Plus people with slow internet wouldn't have a great experience 🤷♂️
I initially thought it could be possible by using the file name noting clips would likely be at the same time but then I remembered people could have their pc time unsynced
no ..?
Why would you need a web server?
You can just send it to clients
imo it's just difficult to do without assembling audio clips on the main thread which could be really laggy
Oh I thought that wasn't possible lol
If that wasn't possible then the voice chat wouldn't work in the first place
my first thought was a web server since its the simplest solution i could think of with my experience
yeah
the voice chat is multi threaded so it doesn't interfere with the main game loop
But that's kinda a lot of work
maybe sync the recording of clips, and then sync playing them?
or you cant record someone you don’t hear
If I had to guess (take this with a grain of salt cuz im not a modder) the host would have to essentially download the audio file and then distribute it to the other clients.
If it was that easy I would go it
just an idea, maybe you didn’t thought of it
Audio desync is probably a hell to work with when saving them on sync
Skinwalkers kept going off on the ship even in orbit. I have it only enabled for masked enemy too
bizarre what version are you using?
2.0.1. We had to restart the game. I could see the console being flooded with commands from skinwalker
Are you using r2modman?
Yes. It was very bizarre. We would only hear it on the ship too. If we went inside it was gone. It almost sounded like it was coming from one of the players? Like they got turned into a Mask but they were alive and well
this mod+ mimic overhaul is absolutely incredible ngl
i use both as well, it makes them much spookier
Hey, I constantly get these error messages in terminal from Skinwalkers: "[Info :RugbugRedfern.SkinwalkerMod] Audio folder not present. Don't worry about it, it will be created automatically when you play with friends. (D:/SteamLibrary/steamapps/common/Lethal Company/Lethal Company_Data..\Dissonance_Diagnostics)
[Warning: Unity Log] [Dissonance:Recording] (00:36:26.645) BasicMicrophoneCapture: Insufficient buffer space, requested 71520, clamped to 16383 (dropping 55137 samples)"
"Don't worry about it, it will be created automatically when you play with friends."
@sinful stone I see that but it spams constantly lol. Like its not 1 and done it is constant messages.
do you play with friends
^
yes im playing with friends, they also all have the mod downloaded
Are you using r2modman?
just found out the reason my friend kept getting errors is cause he had his game on hdd so he moved it to his ssd
now its working out
Same, keeps spamming it.
If I could make a suggestion, I play duo LC alot with skinwalker, i understand not being able to hear your own voice when alive, but during spectating would be neat if we could hear ourselves talking to the alive person
you would'nt hear the same audio as your friend since they're not synched between players
9
Noted, hopefully that can be fixed. Stellar mod other than that
@astral flume @fresh atlas blatant reupload: https://thunderstore.io/c/lethal-company/p/Moth/Skinwalkers/
skin
wat
are you ever going to fix this ?
That's intentional, what is there to fix?
are you able to fix the console spamming "this folder doesnt exist yet(which is normal it will happen eventaully)"
scrolling through the console today to find more info about an error was a pain cx
it only gotta say it once
well that bits obvious but why does it have to say it every 10 seconds
Just do a find and replace and make it whitespace if you don't want to see it
my issue was just i was trying to scroll through to read something and every 10 seconds my scroll would be automatically put to the bottom
Ah heheh
well thats just a problem with the console in general
Use the Player.log file instead
how does the mod keep the temp audio files? are they deleted when the game is closed or when they leave a save file?
when the game is closed
seems to be the exact same as the original but with one thing slightly changed
not sure what the fix is for i couldnt spot it
Eliminated with prejudice
the "fix" was removing the IsEnemyEnabled debug log and moving a part of the code out of the main loop
so its a console cleaner fix
but it will prob be taken down since it dont have permission
i guess kinda
the version I've got has so many changes 😂 https://i.1a3.uk/1703887799.png
he's away from home I think
at this point you might as well make ur own mod as its own thing
you did so much difference
The increased performance does sound very handy
For real, I cannot use the original mod, I wonder if that version would fix it
not sure how much it does actually improve performance since I haven't tested the original version since I moved the game over to my SSD
so not sure if my initial stutters were only due to it being on my hard drive
As I said on https://discord.com/channels/1168655651455639582/1184400965282050048
I have it on my SSD and it still happens. It's a bit weird tbh, it was happening some weeks ago so I disabled it, tried again a week ago and seemed to be solved but yesterday it started to happen again, same log spam as the OP in his screenshot
Fair, I'd happily test it with the rest of my modpack to see if it performs different then default. (I get some performance woes with the og though mine has always been on a ssd)
Honestly considering removing this mod from my list tbh
the mod generally becomes an issue the longer you play, And if you have the game on a harddrive and not an ssd
well that's just always gonna likely happen since the longer you play the more unused audio files there are
eyup, and also all that saving of files and logging, there is an insane amount of stuff being logged
Surely there would be a cap though yeah to keep it in check?
bulk deleting singular files is fairly intensive
wipe audio at cap during orbit or sometime when performance isn't as noticable?
yeah if anything maybe that would be something that could be done when landing on the company building or something as its a low resource demanding area.
sorry I'm not super familar with coding but throwing ideas out there, though they might not be that helpful lol
hmm that could work, from my testing it seemed like the recording was more intensive than how many files there were
yeah, but i think introducing a cap and also deleting would be the optimal thing to do
Ideally once the cap of the number of clips is reached, the mod should stop saving new clips, until old ones are used up and there is space again.
Could also put an adjustable cap on how often it saves / deletes a clip, like X clips every 10 seconds or something. (not sure how often it does it)
Does it record at all times?
on the thunderstore version yeah, on mine its configurable
probably makes sense to clear the recordings when you leave a lobby rather than persisting over lobbies
and could also do a config option for whether it clears when going into orbit or at the company building
Yeah since it sounds like both the recording and bulk storage over time sound like the heaviest hitters
with over 1000 audio files i had little issues when recording was disabled when i did some tests the other week
Though I imagine it'd be tricky to balance when the recording takes place so you don't get only half of a player sentence etc
well yeah thats why it constantly records
Didn't you mention that yours isn't constant? I may have misread what you meant before
since the dissonance (voice plugin lethal company uses) debug mode automatically creates a new file each time you talk
Mine has config options to disable recording whilst alive/dead/in orbit
ah I see
I wonder if a cooldown would work, it'd miss some things you say but if it was set to a time where you couldstill get a decent amount of lines for enemies to use..
I see now, looking at the code, this mod doesn't actually record the voices, it just enables a debug setting for the voice chat plugin that lethal company uses that logs the voices to the game folder. So it can't just choose how many clips to save at once / how often to save them.
you could still enable / disable recording periodically, but that probably wouldn't help much without cutting clips really short
though that'd be more of the dissonance plugin related than the mod
yeah, but all this mod does is enable the recording, then grab clips. It doesn't determine how often they get saved, just how often they are read/deleted
I wonder if it can tell when a clip is made..
As in with the cooldown idea to cut down on active recording times.
-Enable recording (per player?)
-wait till clip has been generated
-see clip generated, turn off recording for X period of time
So it'd be elsewhere then where it excludes you from hearing your own voice
If the performance is caused by the disk being bogged down with write speed, there's not much that can be done, I think. Even if you only periodically enabled recording, it would be bogged down for the period of time it's recording.
yeah
recording ur own mic is a separate debug option
The best solution would be for the mod to hook into the voice streams directly and save it's own audio files. Then it could grab a new clip whenever it needs it, implement a cap, use cpu/ram to identify silence points to generate smaller slips, use higher compression, whatever is needed to reduce the load. It'd be a huge undertaking, but that's probably the only way to fix the issue completely.
Any plans for making it optionally work randomly over the walkie too?
i havent actually tried it yet tbf
thats actually a fair point...
Check the Diversity mod code, cause it have random voice lines of ghost girl playing over walkie sometimes, maybe will help
i tried to work out if i could directly pipe it into an audioclip (which i didnt get anywhere with)
but i could maybe just limit how often it saves
Cheers for the info , makes more sense where the performance hits come from specifically. So realistically I just need to trim my modpack back to something reasonable lol.
Hopefully you'd be allowed to share your version of skinwalkers 1A3 since the config option for masked using a specfic voiceline sounds very good
I wish I'd grabbed a download of your version to see if it runs better for me lol
is his even a fork why does he need permission didnt he make it himself its just a mod that does the same thing but with more features
nah its based of the thunderstore decompiled code of skinwalker
I think there's just a static audio source for walkie audio
Cuz it's not a fork xD he's just using the decompiled code, he doesn't have a license
that message was in regards to KM's message about "the best solution would be for the mod to hook into the voice streams directly" not the walkie talkies
xD
A idea, add a config to alow some monsters to talk more often compared to others
I think 1A3 did that? Not sure if I want to implement it tho
Yeah I've done that
Per monster voice frequency is a lot more config settings
Also imo the two main bugs that actually need fixing are
- stutters when recording
- spectators cannot hear voice lines
everything else is kinda just fluff
do you mean spectators shouldnt be able to hear voice lines?
ah
i just disabled it on my build cuz it didnt make much sense to me noting its not synced
yeah i have like 55 settings total for all enemies
is there an issue with having so many config settings? 🤔
it's not as messy if using https://lethal.wiki/dev/intermediate/custom-config-syncing
tried it earlier today https://i.1a3.uk/1703901387.png
its not in the main file so not as messy
mm
plus its just defining the variable & binding (no need for networkvariables n all that stuff)
Ah, well perhaps have one just for the mask, since it would be the one that makes the most since to talk more
Again just throwing ideas this mod is in top 3 for me
Maybe #1 lol
ye
spectators cannot hear voice lines
Fairly simple fixVector3 playerPos = StartOfRound.Instance.localPlayerController.isPlayerDead ? StartOfRound.Instance.spectateCamera.transform.position : StartOfRound.Instance.localPlayerController.transform.position;
neat
Will there be a feature where you can hear the voices of your friends and yourself when your dead? Cause when I'm dead I usually hear my friend saying "Is that you gia?" without nothing speaking at all.
what updates have been made to this mod since last time i checked
May I make a suggestion?
It would be neat if you could add this in the settings specifically for this mod, but if you were able to pre-record some dialogue that you read, such as "Follow me", "HELP!", "ARGH!", "Pass me the torch", "Give me the torch", "Oh hey there", "Check this out", etc etc.
I combined this mod with a few other mods that hide the mask, stop the zombie arms, and hides players names, so players genuinely think it's the other living player. The only thing that throws them off is when the 'Skinwalker' says things like "We should buy some Walkie-Talkies" and things like that. Of course the Skinwalkers will still say those things, but adding in the other elements where you can deceive your friends would be hilarious and way more immersive in the game.
come with joe biden
could u send me a link to the no zombie habds mod plz
hands*
I'll have a look for it again for you (at work right now)
this is the best mod
It's called MaskedEnemyOverhaul
You can remove the mask from it too. So they look like a normal player. I'd also get HidePlayerNames as the 'Masked creature' doesn't have a name floating above its head.
This makes it more immersive and scarier.
I also use this combo, it's honestly great
i don't think hideplayernames is really necessary, player names already seem a bit odd in terms of when they appear so i wouldn't notice if someone didn't have one.
anyways this is an amazing clip
Just thought about this, if a mod that adds monsters, would they also be able to play voices or is it just the normal monsters?
Just normal monsters rn
Modded monsters would work too I’m pretty sure, had the ooblterra mod installed with this and those monsters talked
Modded monsters work, but you can't disable their voices if you only want voices enabled for specific mobs
got it
yea i've never heard boomba make a peep
probably it's not added to the list of enemies?
seems like boombas do have EnemyAI so it technically should work on them since it seems like it defaults to enabled on enemies that have no configuration
to be fair i've only seen boomba 3 times since it came out so it could've just never lined up for me
It is
would it be possible to generate extra configs then, kind of like lethal quantities?
?
I think what’s being asked is if it’s possible to dynamically generate config entries for modded monsters if they’re present
Hi, not sure if this has been asked yet but is there a way to make the voicelines that are heard not clientside?
Oh, maybe
No
Is that a planned feature
I think it’d be a good idea just for the fact that when you’re with a small group you all hear different things and makes it less deceiving
The fact that its client side is the only downside I think this mod has
Well if you're in a group it doesn't work very well in the first place
The whole point is to lure you off when you're alone
yea I get that but I think its also be kind of scary to have it lure a duo or something 🤷♂️
I also see why it'd kind of be difficult to make this server side, I don't know a whole lot about coding but for it'd to be server side it'd have to upload the sound files and sync for all the players
well i guess putting all the file saving on the host only would cut down on local saving, and make it possible to have all sounds be events serverside. which would also cut down on clientside weight. But it would open it up to net issues i guess.
and also i guess since the clients would lack the soundfiles it might make it an issue anyways depending on amount and syncing issues that would cause.
but again maybe if the sync happened while on ship in space it would have a limited window of syncing with temp files on the clients instead of constant barrages of saving.
though that would remove the hillarious moments when it uses very resent comments to really trick people to their deaths..
im conflicted on this thing cause on one side, server based sounds are nice and would cause people to become paranoid together, but also the potential issues and workload to make it work might excede that relativly tiny bonus.
I had a mess around with tryna send wav files as bytes to all clients the other day and couldn't get it working, i do have a working version where if the host has the mod then the clients only play sounds when receiving an event from the host (and it attempts to play a clip from the same person for everyone - it still records locally on all clients though which is why I can't just play the exact same clip however ofc there is a higher chance of people hearing the same one)
yeah i think the issue would be in matching the soundfiles, maybe going by the saved timestamps or something might be a thing. though that is also a matching and timezone issue 😛
well yeah my thing tries to find the exact same file name but if it can't it has a fallback to the same person then another fallback to a random person
actually maybe look in at how the tv/bombox mods where you can insert youtube links or what ever to play stuff and how that works.
well the ones of them that use local files require all clients to have the same files
boombox controller is the one i think of
but maybe their solution only works thanks to a thirdparty like youtube.
if i completely turn off recording in my config and shove a bunch of wav files in the folder then made sure everyone had the same files my code would be 100% synced
they use ffmpeg/youtube-dl to download the file locally which would have the same name for everyone
Ah okay yeah that make sense
i really need to get around to taking a look under the hood of the game.
LCSoundTool supposedly has networking support for sending sounds https://thunderstore.io/c/lethal-company/p/no00ob/LCSoundTool/
I know
Doesn't fix the underlying issue of sending large files over there network lagging games
you could make it so that the clients record players at the same time or something? But still have it randomized with the seed?
It probably wouldn’t be completely synced up though ig
I do look forward to whenever this mod gets it's next update, I removed it for now due to the fact that it just starts to murder performance after a few hours in of gameplay
Yeah I plan to fix that first
When I get back
Yeah I look forward to it ^^
im having troubles locating the config file because im dumb
the file isnt showing up in the bepinex config file even though I started it im confused
Use r2modman
i got it to work with thunderstore because i was checking the actual game files
instead of seeing the config files
is it maybe possible to use same technique as game uses to transmit voice chat in real time?
It's complicated since that's part of a pretty complex third party library which uses multithreading
But yes that would be the ideal way
Does this still conflict with Lethal Progression?
Hoping it will be possible to configure this toggle for custom enemies
Not too picky if it's individual or not, I'm fine with a "disable on all modded enemies"
Same here man but hopefully rug can change that cuz its weird hearing ur friends voice on for example a skibidi toilet monster
Is there any estimate as to when this might be added to the mod or released as a fork? Very excited at the possibility that voicelines for masked might actually be able to match the player skins that they use.
Also, would there be a way to make it so masked that spawn naturally exclusively use player voicelines consistent with their player skin (i.e. not just masked spawned via killing and "turning" a player, but all masked ONLY use voicelines from the player they are mimicking)
I second this as the immersion ends there.
Me and my friends want to have difficulties telling them apart. The biggest hint being their dialogue in general.
What do guys use/think are the best config settings to have it be fouling people but not over do it?
I've found that default amounts of voicelines are fine, because having them speak with any voice around a corner or through a wall is fine - as it can draw players toward them - but if they speak too much they can give themselves away too early while in line of sight.
Otherwise just making sure nametags are off, not using the flashlight or walkie mod that adds those to the player model, not using morecompany cosmetics, only having skinwalkers voicelines apply to masked (optional but I prefer that) and ofc the maskedenemyoverhaul mod so they don't have masks and their arms stay down.
You think having it 1 is good because when I had it on 1, I barely noticed it. I guess I'm just kinda salty that I have had this mod installed for so long and never really have someone fold.
It's always either there are to many people close together that the extra voice line just goes unnoticed or no one is talking and then suddenly someone says something, they ask did you here "Blank" talk? They all heard someone or something different and instantly loss all engagement with any callouts.
I would love there to be an option to have the Voice lines be the same for everyone except the person being imitated.
So the skin walker can't be figured out that easily and so people can prank other and also not be caught instantly.
I understand that networking is a bitch so I wont get my hopes up
What does the "Audio source failed to initialize audio spatializer. An audio spatializer is specified in the audio project settings, but the associated plugin was not found or initialized properly. Please make sure that the selected spatializer is compatible with the target." mean?
did i download it wrong=
applying this to snare fleas is quite possibly the most horrible (in a good way) thing ever
it spams like that even in vanilla
It's planned
@fresh atlas can i be special
ah
:3
After reading the patchnotes... could I be informed how a level-up system mod can conflict with a mod about voice mimicry? TL;DR it if ye want, but I'm honestly curious as to even how they could be even remotely interfering with each other. That would be one of the last type of mods I'd assume could even cause an issue (Hell, I'd say "Yippee" mod would be closer than that because they both mess with audio).
the way they implemented networking conflicted
huh... here I was thinkin' the entirety of that mod could be client-sided.
and that very small syncing of a config conflicted 🤣 ... god I love the world of modding...
Coding memes will never fail even to this day
Ty for the info 'n response @wispy wolf 
Just wanted to say, I LOVE your mod, its amazing.
You did an amazing job
thx 😄
Np, i get so many good moment thanks to it
Oh, no seriously. I've cried I think 5+ times from what your mod has done. It's a no-brainer of a mod to add and ensure everyone has. It doesn't seem to play the same sounds sometimes (I don't know if that's intentional or not) - but god has it sent my chest into a heaving mess trying to stop laughing half the time
has repeating a player's own voice to them been removed?
that was a thing?
since it records playback audio not your own microphone 🤔
Would it be possible to generate the config on launch for modded monsters? Or if not that then a config option to make the default option to not mimic if theres no config set?
thats never been a feature?
in the future
i'm nuts i guess
ty kind mod dev
@wispy wolf Yay so glad you managed to fianlly update the mod ^^ so that's why it would lag after a while I thought it had something to do with how it saved sounds didn't know there was a memory leak lol
heres hoping that was the issue 😅
pretty sure its fixed, but players will need to test to see
I think so, cus I know a Spore Lizard spawned once and the game started hitching like mad so I disabled Spore Lizards in the config lol
🤔
~~@wispy wolf are you the same rug in this video? https://www.youtube.com/watch?v=H7K9MNMfktE~~
Turns out actually reading answered the question - yes he is 
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passthegamechalleng...
Yeah how'd you find out 🤔
Btw @wispy wolf Any chance you'll add support for Masked Enemy Overhaul so the mimic uses the voice of the person it's mimicing consistently? I think that would be pretty fun but dunno how hard that would be to implement lol
im not a fan of how much info skinwalker mod gives away in console what creatures spawned if they play a clip near you
these things should be a debug option
Why would you look at the console if its not to debug?
I agree with this I personally disable the console unless I'm trying to find errors with a mod
Don't look at console...?
Alternatively use LessLogs, this neat mod makes a config for all mods meaning you can entirely exclude all from what you don't like in a single mod
I like error logs atleast
Yeah it allows you to narrow down category of log
in bepinex cfg https://i.1a3.uk/1704741091.png
hmm i tried this before i thi k maybe it reverted itself
This is only for BepIn logs, right?
That will get rid of any mods logs that are not fatal, error, or warning
That's how I run my game lol cause I could care less about the grey logs
I Wana see red and yellow
If that's the case, what's the point of LessLogs then?
its crazy how this is one of the most downloaded mods
Is it? It's perfect for content creators.
🤔 🤔 🤔 🤔
true
i didnt mean that its a bad mod im just saying its crazy how it became so big in a month
Do you no longer need DissonanceLagFix with latest version of Skinwalkers?
nope
Double negative, but I assume you meant to confirm what I said. 😅
nope as in you don't need it
@wispy wolf does it work for v47 ?
yes
nice
2.0.4
- Updated for Lethal Company v47
- Attempted to reduce the stutter that can affect some players by reducing Dissonance log output (1A3)
- Fixed an issue where the Ghost Girl could play voice lines for players she was not haunting (1A3)
nice
2.0.5
- Updated for Lethal Company v48
- Added an option to the config to disable voices from modded enemies.
Your YT is linked to your Discord, and in that video your channel is linked in the description. The video itself just plopped into my recommended though, so it was a neat coincidence
Honestly 2.0.4 was working fine because v48 is a minor hotfix XD
I do love the new config option though
I was about to fucking lose it upon seeing "v48"
Yeah don't worry all mods that were updated for v47 work with v48
I have a modlist of 60 mods that all are working fine, removed deprecated fixes such as LCSprayFix, LandmineFix and LC_Masked_Fix lol
So btw @wispy wolf this means the mimic fire escapes can talk now if left enabled right? Lmfao cus that's amazing XD
no, they dont inherit EnemyAI
Ahhh okay lol
https://clips.twitch.tv/SpikyHonestTomatoThisIsSparta-2yBYGgdQN0_gHLIX Lmfao such a good Skinwalkers moment btw, the Bracken going "Wait a minute" then slowly backing away XD
lol
Lol it's funny he was like "Crap I've been spotted"
It's funny how no one has noticed that rug was devoured and replaced by "rug"
When will we get the synchronized net code version 😭
I sent Rug the code for my version of skinwalker last night which includes all of my changes (which includes the host controlling when clients play audio and who to play a sound from)
seems like he's going through it bit-by-bit noting he's already added some of my changes
How taxing is it on the host?
probably a bit, only tested that on LAN so not fully sure
Id be down to test netcode when i wake up but i just went to bed if you need people to test with i have i9 12900k cpu 3090 gpu
With the dll of course
This cpu gets so hot
Such a silly cpu
the 13 series are even worse lol
if the file names for recordings were the exact same then it'd be 100% synced
I think 14 is also pretty bad if I remember
but noting they wouldn't be it'd just fallback to a random sound from the same player as the sound the host tried to play


