#Skinwalkers
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๐ I literally just updated my mods to say v48
Yeah v49 was released because the masked enemies were extremely bugged
On the vanilla end
We might as well, considering red screen bug from masked attack is still not fixed.
Did you test it with v49 though?
#1185257048225615902 message
What??
LC Masked Fix got readded cus it fixes a bug with the red screen happening, but it was removed before lol
That's not masked enemy overhaul is it
I got them mixed up
Yeah but I'll be using a different implementation for syncing audio
Yeah no it isn't lol
I can't wait, cus it's so odd having a mimic of myself spawn then using my friends voices lol
I doubt that will be synced.
?
Isn't that the point of syncing the audio lol
No.
Ah
It's so everyone hears same thing.
They're talking about other mods making Masked wear player cosmetics. And thought voices would aslo match that.
I swear I remember 1A3 somehow said they managed to sync audio for masked enemy overhaul before though
FML why doesn't zeekerss make steam announcements for these patches
Lol
I guess they don't consider hotfixes worth it lol
Uhh it doesn't work tho, the method is flawed
Huh?
Maybe but now people are gonna complain about mods not working to me ๐
I think Rug intended that response for what I said lol
No mods broke with v49 you're all good XD
I wouldn't say no mods.
U sure..?
Okay well nothing in my list broke
Skin walkers still works?
tbf v49 was a very small change https://diffy.org/diff/e407fa21649a2
It should, it worked when v48 came out before you even released an update for v48
yeah it was
only one change to the masked enemy and a few changes to scrap but that's basically it
What about the inverse teleporter?
Inverse Teleporter had a bug where you couldn't use it til you left the moon and went back
when you bought it
Lol
[Error :RugbugRedfern.SkinwalkerMod] LogoManager OnSceneLoaded Error: Object reference not set to an instance of an object
does this matter ?
did u launch in LAN?
yeah i think so
it was two instances on lan
for testing something
alright
Watch Lunxara's clip titled "When you realize it's a mimic cus your friend uses the walkie lol"
Was honestly timed so great, it spoke after he turned off the walkie then walked up talking like he saw items then went "Wait" when he saw me XD
Can you fix the spam of this message?
It makes it very hard to check for logs and stuff when it keeps dragging me to the bottom of the console every few seconds
Just change your BepInEx LogLevels to only be Fatal, Error, Warning
Oh cool, thanks
this only happens solo or before playing
its still not a good way to go about it though
one message is enough
well if its spamming u know somethings not quite right
cuz it shouldn't be spamming if you're in a lobby with friends
itll be removed in a future update tho dw
hooray
and then a couple minutes later i was trolling you pretending to be a skinwalker and you almost started beating me to death ๐ญ
Tbf you did move around just like your mimic would
XD
bet
hello. can you disable skinwalkers for modded entities/creatures?
oh nevermind ๐
last time i checked the config there wasn't an option. my bad
โค๏ธ this mod
you rug, correct me if I am wrong but isn't there a feature where masked only use the voice of the player they used to be?
is there a way to make the lines server side?
Yes. By making a server side version of the mod. ๐
there isn't in the official version however it was something included in the improvements I sent to him
I'll probably work on that today
So you coded that?
He decompiled it and added some stuff
I'd like to know how the game checks if a player in specific is being mimicked and how it knows who for my own mod
I have a different plan for the implementation though
Mimics have a variable that tells what player they are mimicing
like say you have players 1,2,3,4
3 puts on a mask, how does the game know they were 3
hmm
I was trying to code it in by tracking player id
How does that variable work? does it just tie a number to players in the order they join?
MaskedPlayerEnemy maskedEntity = (MaskedPlayerEnemy)ai;
if (maskedEntity != null && maskedEntity.mimickingPlayer != null)
{
Debug.Log(maskedEntity.mimickingPlayer.actualClientId);
}```
when a player joins they are assigned to whatever the first unused player controller is and the masked enemy has a reference to the player controller of the person it killed via .mimickingPlayer
ahhhhhh actualClientId
I was using OwnerClientId last night as I couldn't figure it out thanks
What is bad about the way 1A3 coded his server sided net code that you dont like ?
Are you sure you even know how to make server sided mod as far as i remember you didnt know how back in the time you were going to make your own creature from that reddit model uploaded
It doesn't work
why u like this?
Well its been forever since you started the project how would i know his didnt work if it keeps being brought up i hope you will be able to do it its a difficult and very important task
I didnt mean to come of in a rude way
And my memory could also be wrong
I haven't had time to work on it cuz I've been away from home for a month ๐ 1A3 was doing stuff while I was gone, that's why there's such a large difference in progress.
Oh okay i apologize then
He attempted to make it server side but his technique doesn't work.
I didnt know you were away from home at all
I thought he tested it server sided with his friends
It compares file names and tries to pick the same one, but it's unfortunately not consistent because they'll eventually desync that isn't reliable
Oh
I've seen one other person make that work but they had to wipe the files to resync after each moon which is a deal breaker for me
Wait manual wipe them you mean?
Dont that make more sense though?
well i mean thats an issue anyway with the 200 voice line limit?
its more accurate to not be far back
No, it chooses random ones to remove so they aren't affected by recency
Hmm
What is the way you are trying to do instead ?
It sounds very difficult if you want it to remember multiple levels back and keep stability net code through the AIs
Also is it for the skinwalker mod or a new project for only mimic
technically my method does work 100% if you use prerecorded audio files
Pre recorded isnt thst what we do
nah
Well it also tracks new sounds
Traces?
phone moment
Tracks?
my description there was kinda shit tbf, what i'm trying to say is that on the version I have if you disable recording and everyone has the same audio files it'd sync completely fine
It doesn't "track" audio.
Having to actual make ur own audio isnt ideal
but recordings happen locally and are named using ur pc time so could be unsynced (which in that situation it'd try to play a random sound from the same person)
well then just. change how they're named?
It records on previous and new moons not track are you happy mr needs everything corrected Agitatio
You're trying to talk about something you seem to have no understanding of whatsoever.
something like
PlayerA1
PlayerB1
PlayerA2
PlayerA3
PlayerC1
for names
number is just one more than the last recording from that person
there's not really anyway to ensure they have the same name for everyone
since network lag/desync etc could cause clips to be missed
this is a good point
And you act like you know everything chill man i just woke up you just have to be right lmao
At least I don't act like this.
Bro you dont know the context you were not in the server
Just drop it
I apologized to him anyways
are people still trying to make serverside versions?
I'm making it serverside in the official version
plz test 3.0.0 to see if it works with other players, I've only tested it locally ๐ ๐
nice update!
i have no friends who want to play until a few hrs so cant sorry
will comeback with feedback after i play though
logo manager? ๐ฎ
So not server-side yet?
no
these are changes ^
this is probably an already asked question so forgive me in advance.
but is there a way to sync the voices the monsters play for everyone?
not yet
oh aight
So far my best moment with this is me trying to get spooky looking lamp in a hallway and all I hear that started changing me was "give me your beautiful succulent body" from a loot bug.. I died sec later
.
My friend also heard "wanna see what's in my pants?" As a door opened and a centipede falls from the ceiling and goes after him.. he then blew it up with a rocket out of fear, and killed himself from discuss afterwards
Scariest things we've been thru
still better than being with your friend in a dark hallway, hit a cobweb to kill the spider, wait for the spider, and hear the spider running at you while its beatboxing monster hunter osts
giant enemy spider
or when in the same game, with lethal escape, he was coming after delivering some items, back in the dungeon, and on his way a puffer walked up to him, and copied the voice of our memey friend by saying "Hello" with a dumb tone, before walking away from him
i swear this mod makes the game better
i set up voice lines to run only on brackens and masks
it's even more funnier
especially coupled with masked enemy overhaul
so many times masks successfully fooled other players cause of that
Idea for the mod if possible, if the mask/masked enemy kills the player, the "player" now infected will automatically use the voice as the person that died
Mainly so you don't hear "jim's" voice when it's the playermodel of "timmy" coming for you
rug i have an idea
something that doesnt use much gpu/ram that detects something like a laugh for a line like "it's me, come over here" or something like that
i get trying to not use ai as much as possible, but it could make for some better encounters. maybe something in config that is defaulted to disabled.
no
if you want to attempt it tho u can go ahead. it's just not what I want personally in the scope of the mod
also if I include AI, ppl are gonna freak out lol. so probably best to not
hey, just wanted to let you know in the 3.0.0 release I completely rewrote the mod to not use files anymore, which got rid of the stuttering issue
๐
While I can see why, it's a bit of a bummer, imagine the possibilities ๐
would this be the mod responsible for spamming this in logs? not really sure what else would be causing it
Guessing 500 was too much?
yeah
but I realized 500 would be maybe 500mb of memory usage
so 200 is a lot more reasonable
and they're time-independent anyway, so its not like this means you get more recent clips
it just means its more possible to run out of potential clips from monsters playing them
which realistically is not gonna happen much
so it wasnt worth the tradeoff
just add config line for that
i have 48gb of ram, friends have something like that too, we can spare for sure ๐
maybe, but idk if I trust players to judge what the right amount is
there's not really a benefit to having more than like 50 clips
more clips - more funny coincidences
I assume they're not cleaned up until the game closes?
I mean, if theres a 50% chance of getting a funny clip out of 50 clips theres a 50% chance of getting a funny clip out of 500 clips
its just probability it doesn't really change depending on how many you have
By the way, will the change to storing in memory affect other mods that use Skinwalkers functionality?
I get this error when booting the game
That looks like it'd be a conflict from another mod you have which is trying to access a non-existent field from skinwalker
hmm i have to. maybe conflict with InsanityRemastered
Yeah, InsanityRemastered uses Skinwalker for its audio hallucinations
Might be due to Skin walkers having a recent update that changes its audio to be stored in memory as opposed to a section of the hard drive
if audio syncing is added, i hope players wont be able to hear voice lines from themself
I do, it'll be nice to have say a mimic of yourself from masked enemy overhaul speak in your own voice rather than other's voices
some people really don't want to hear themselves though
I'm sure it would be an option in the config if added
Depending on how he does it you'd probably hear everyone except from the host (including yourself) unless he makes it also record the host's microphone ofc
Why doesn't it have skinwalkers as a dependency?
Do you know what audio IR uses when the player has high insanity?
Good question for the mod owner I guess x)
They added that option relatively recently so probably they just didn't think it, it's also just an option in case you have it installed, maybe they don't want to force everybody to install it
Because it's not required.
It has extra stuff if Skinwalkers is also installed.
It plays many stuff, from vanilla sounds like Thumper roar to footsteps, also custom sounds like drone, laughs (I think) and also distorts the in-game sounds with echoes and reverbs.
From the skinwalker side it just picks skinwalker recorded files to play at random times. Since the skinwalker mod got changed I guess that's not possible anymore
I mean it's possible still it's just a different variable
I refactored a lot of the code
Thx. Iยดm the maker of an audio overhaul and i was interested on the audio used cuz some users recommended that I make some changes to the audio
I hope one day either Zeeker or a modder can have Voice chat set to output for people who record ๐
wdym?
Last night I had a lot of stuttering issues similar to when I initially installed the Skinwalkers mod, I only recently saw the 3.0.0 update to it removed it and was working fine, but yesterdays 3.0.1 update it was happening again, any ideas?
It's been updated to 4.0.1 to revert changes for now
I fixed the stuttering issues in 3.0.0. However, some people reported crashing so I reverted to 2.0.7. unfortunately this means the stutters are back. To FIX THE STUTTERS: you can select version 3.0.0 manually in r2modman, or you can download this: https://thunderstore.io/c/lethal-company/p/RugbugRedfern/SkinwalkersExperimental/
however I'm not sure if the crashes were a result of incompatibilities with other mods or not, since everyone who experienced them was using a modpack
Wonder what they've been using cause it's been fine for us on my modpack with experimental
Probably a mod conflict of some sort, they'd need to check BepinEx errors most likely
Or maybe it could be hardware dependant as well
The experimental version isn't generating a config, is this intended?
It did for me.
I think I'll just switch back to the main version.
Did you try loading a lobby up and seeing if it generates the config after?
It's there
Yeah I already tried everything including landing and all that but no dice. It's not a big deal. I have no issues with the main one generating config. I think the experimental one just doesn't like me.
Hmmmm do you have LethalConfig installed? Maybe that'll kick it to generate it lmfao
Could also be if you have both Skinwalker mods installed the main one is preventing experimental from loading
You should only be using one anyways
I unistalled the first one and deleted it's config before downloading the experimental one so that can't be it
And LethalConfig was already in my list and didn't help
Like I said it's no skin off my back. lol
Just wondering but if the mod does go ahead with the server direction and saving to memory, could we have a configurable amount of voice lines? Personally i'd like to keep that 500 limit to keep older voice lines in rotation for long sessions
Thanks! Iโll try it today
That's not how it works. Age has nothing to do with what clips are saved.
You can just select version 3.0.1 for normal skinwalkers. It's the same thing
Hello, me and my friends are experiencing weird crash with our modpack, we added a few mod, and even by tossing in and out random mod it keeps happening.
Basically, the game froze and infinitely repeat the last sound that the last frame was emitting, and then app close because it's not responding, does that happen to ring a bell to you? ๐ค if not sorry for the bother
This is the reason why Skinwalkers got reverted with the v4 update, some people experiencing crashing
hm I see, thx for the info
can you send me your Player.log file located at %appdata%/../LocalLow/ZeekerssRBLX/Lethal Company
I played an hour with the mod desinstalled in the meantime, hope it didn't remove what you may be looking for
I'm surprised people use IntroTweaks I have had nothing but issues when I try using that mod
Most recently it was capping my rank at 25
I like it for the main menu alignment bug ugh
sure thing
or itll be replaced next time u open the game
Are we able to have the regular mod and experimental on at the same time?
I'd imagine no
no
hey, how much free storage do you have on your PC? someone else with this issue resolved it by finding out they only had 5gb free
b
is skinwalkers not working with dissonance fix?
:P
(the b was to make sure i could come back to this thread later hehe)
I swear to god, and I know those who are really good at code could prove it by just looking through said code but: this mod has to have bloody AI or phrase detection. There is no god damn way out of hundreds of random things I've said to others and what others have said to me, have I been tricked so often by a skinwalker. Literally asked a question to a masked of "is that you?" and it responded with a "No, you're crazy". Out of HUNDREDS of damn things said, it chooses THAT? You can't make me believe this mod isn't smart in some capacity. >:o ...
Literally in a vid someone said "Is anyone else alive? If everyone else is dead just vote" and a skinwalker said not even 2 seconds after "You're good man - it's all good"
10/10 mod, would fall for a masked again
dissonance lag fix is useless with skinwalkers, skinwalkers already does what it does
I'm glad I randomly looked into here with that response- my pack had that. Time to rid it o -o
Should really point that out somewhere that your mod helps improve performance from "Dissonance" or somethin'. I would've never knew that o, o
Hello, @past tree, we have a dedicated support channel and forum here: #help-and-troubleshooting #1185732310700654732
Anyone responding is a volunteer so be patient.
what... Bot - I ain't askin' for help or troubleshootin' >->
BEGONE
I mean, you don't have to know it. thats why it does it for you
Do they work kindly with each other (in the event people have em both together)?
I mean its fine? just redundant
redundancy is my middle name. Yes I order 12 shovels with 3 people, and? >:o
(it is not actually my middle name, and I will order like 15 instead - but who's counting?)
Excuse me, 5gb?
4Tb still free doesnโt sound like this lol
on all drives?
also what version of the mod do you have downloaded? when you launch the game, check the console and it will tell you
2TB on the windows one and 2 Tb on the all utility one
Had issue with both the one you uploaded yesterday and the version before
I need the actual version number
just launch the game and check console ๐
Canโt tell, about to leave for college rn
Will give you news this evening yeah
Me and my friends had the same thing happen 4x in our last run but couldn't really narrow it down since there was no error message in logs for me, tried to crash my game afterwards in a solo lobby and it ran fine for 2hrs ๐ค
Storage whise i have like 100gigs left on the ssd so that shouldn't be a problem ๐
what version of the mod do you have downloaded? when you launch the game, check the console and it will tell you
Oof we haven't played in 2 days so dont really know if it still happens if a patch came out in the mean time
Last time we played with v3.0.1
yeah ok go to 4x
Will see and come back with logs if we have the same problem again next time we play
k
if possible, could you try manually selecting the 3.0.1 version in r2modman and trying without any other mods to see if its a mod conflict?
well need to get someone of my friends online first, since it only happend in multiplayer ๐ and at random spots (picking up an item, selling, starting/landing ship, or just standing around)
you could also open up task manager on a 2nd monitor and check the memory usage
What finals player are you
light
wait where does it show im playing the finals
oh we're steam friends nvm
leader im sorry i had to do this
This isn't though, heavy main life
Is skinwalkers in any way resource-demanding?
idk if its just me but it seems to activate/try to activate even in singleplayer worlds. Not a big deal since I dont think it saves anything
just got me wondering how efficient this mod is?
I just got an update that made it not save to disk but to ram
Maybe your ram is struggeling but I have the feeling it is pretty efficient with what it does
that might be a problem for me yeah
That was reverted in 4.0.0
Oh so then only on the Experamental version
when was 4 released?
trying to find it myself, un moment
It was added in 3.0.0 which released on the 14th, and was removed in 4.0.0 which was on the 15th
oh mama mia :P ok wow thats not long ago XD
The 3.0.1 version was posted separately as an experimental version
do you guys think these errors could be because of this?
Try if this works better for you
It should work fine
And 4.0.0/4.0.1 reverted it back to 2.0.6
Alright will definitely try, do you know how this issue actually works?
asking out of complete interest
:)
Unfortunately iโm not familiar with log errors yet
But it does seem to be related to this mod
What other mods do you have installed, if any
a bunch to be honest - nothing sound based except the apis CustomSounds and LCSoundTool
I'll be testing a lot of stuff out though to see what could be wrong. Im using r2modman now!
(its so much faster and makes testing things so much more fun)
faster than thunderstore mod manager, or faster than manually doing it
faster than thunderstoreee
Oh dang I might have to try it then
Thunderstore feels like using my old windows xp laptop than ran windows 7
BRO YES :P im really not sure whats going on on overwolfs end but they aint doing somethin too good
that thing even lagged in undertale (specifically muffetโs cupcake monster during her fight lol)
undertale lagging is crazy loll
been there hehe :P undertale is great
Yeah it really is. One of my fav games
Ah, damn, these errors apparently aren't connected to skinwalkers at all! Sorry :/
any idea why this is happening?
Select version 3.0.1 in r2modman to fix this
Or download experimental
Yeah I have experimental downloaded and the main version removed just so r2 doesn't nag me about the mod having an update
XD
sry i couldnt read everything. but whats wrong with 4.0.1?
why use the experimental version? whats different?
4.0.1 is just version 2.0.7
It was reverted because some people experienced crashes with certain mod packs
okay so im good with 4.0.1
If you don't want the performance benefits and such of version 3.0.1 yes
turns out the issue isnt related to skinwalkers at all since it occurs even when skinwalkers is disabled :/
I'll keep experimental in mind if the issue somehow doubles while i AM using skinwalkers?
so if performance is important to me i should use experimental 3.0.1?
Yes 3.0.1 is better for performance, cus it removed the need for sounds to be wrote to disk
So people on HDD's especially will benefit
what does it do differently?
are there less audio clips being made?
okay but besides that there are no differences to the main version? i can just replace?
Is there any chance we can get the this message from the console " [Info :RugbugRedfern.SkinwalkerMod] Audio folder not present. Don't worry about it, it will be created automatically when you play with friends. (F:/Steam Games/steamapps/common/Lethal Company/Lethal Company_Data..\Dissonance_Diagnostics) " to only post once instead of every 10 seconds?
Trying to do some mod troubleshooting by looking at the console and this message keeps bouncing me back to the bottom, lol
are they fixing/changing that in the main version of the mod any time soon or why is there an extra seperate mod for that? just for test purposes?
The update was in the main mod, then 4.0 reverted it to v2 because of people reporting crashes with certain modpacks as I said
so experimental is less stable and less optimizied
So rug seperated the mods for ease of use
No experimental is stable and better optimized, some people ran into mod conflicts
It happens
what kind of conflicts?
I don't know ask Rug
You're asking too many questions lol
All I know is what Rug has stated
okay i just wanna evaluate what version to use with my friends
we have many other mods too
Well test experimental and if you run into no issues keep it, if not then stick with stable
ok i will test with my friends as soon as we all get together again
๐
ty
@wispy wolf this would be an interesting thing to work with, maybe in the experimental version.
https://thunderstore.io/c/lethal-company/p/loaforc/VoiceRecognitionAPI/
pretty neat, I think it only works on your own voice though
so there wouldn't be a good way to pick out responses
so your game is crashing regardless of whether its running skinwalkers or not?
less stable, more optimized
it is a lot more optimized
that was the whole point
Nope, not a crash, just a bit of lag. I'm working to optimize it.
Awesome :P
So experimental could intefere with other mods?
no
the only difference is some people said it crashed
idk how valid their claims are, or if it was another mod
Alright that's good to know, will definitely spend some time testing it.
Thanks for the mod :) โค๏ธ we love u
This would be sick! Imagine you ask someone your sus of "Oh is that you?" and the Masked replies with "Yep!" (Providing you said that previously xD)
That exact situation happened to my yesterday. The clips just happened to be right especially with mimic overhaul and that massive emote mod.
Spoiler, I was played like a fiddle and died.
Yeah, With the Masked Overhaul and skinwalker mods, the masked has easily become the coolest thing about the game
If there was a way to use it on in-game audio, that could work. Iโd assume you might be able to use it to pick stuff out of whatever audio channel is used for the voice chat.
If only it were that simple
Iโd say I have an idea of what to do but Iโve only ever used unreal engine and not unity for game modding. Surprisingly enough, model swapping is really simple and can be achieved with a really simple json script, some way to execute the code, and the aes key for the files.
So I think I know why Skinwalkers 3.0.1 seems to cause a crash after playing for a while, I believe it might have a memory leak of some sort possibly. Cus it suddenly caused me and my friends' games to freeze earlier
have you taken a look at it in task manager?
and I think you're right, I'm not sure what else it could be (other than a mod conflict)
but I have never encountered it myself, even when running two instances with voice recording for like an hour
I didn't but the way it crashes makes me think that must be the case, we all froze when we landed at the Company randomly
check task manager next time u play
I was experiencing freezes and crashes until I removed some mods. They were a couple dungeon generation mods and a config mod. Iโd have to check what they are when I get a chance tomorrow.
would be nice to know what they were, yeah
it was I think some mansion mod, lethalconfig (i think), and another dungeon mod
ok if you get the exact mods that would be great
I guess I could send you the pack i sent my friend
it usually happened when I launched the ship to land on a moon
I canโt really see what they are exactly because I tested in single player before multi so I donโt have a file, however I can look them up so lemme do that now.
ScarletDevilMansion
Scoopys Variety Mod
LethalConfig
I also have LethalConfig but I find it odd that that would conflict
I had IntroTweaks but removed it because IntroTweaks always seems to cause issues in some way or another for me lol so I wouldn't be surprised if that conflicted honestly
Is there a way to disable the console outputs for every single wav files recorded?
use 3.0.1
Experimental ok got it, thanks
any idea what this is?
What other mods do you have
quite a lot, but it seems to be fixed using experimental so far
Cool
That's interesting cus v4 is actually just v2 lol
the mod is working with v47 or not?
It's been working with v47+ for a while
what happens? I don't know what your issue is
Would it be possible to have a toggle for not deleting voice recordings? Would be nice if there was a consistent flow of random dialogue as to throw you off more.
still this ๐ค
Why? New ones replace old ones. You'll get consistent stream either way.
Did you check the memory usage in task manager?
we played for hours today without skinwalker, 0 crash, added it and it crashed after 5 minutes
nope forgot ๐ค
Try to get it to crash again, see what the memory usage is because Rug wants to know if it's a memory leak problem
And make sure to cross compare it with mem usage on game launch
well we are in the middle of a run rn so I doubt I could get my friend to relaunch, but I'll tell them to try next time
holdup
idk whats going on but i played a ~4hour session with my friends and it didnt freeze again even tough its the same version that i already freezed the game before ๐ (v3.0.1)
maybe some updates of other mods fixed it ยฏ_(ใ)_/ยฏ
fundamentally you can't do a memory leak in csharp can't you? :kek:
Me and my friends have mods to have the masked creatures appear more 'human-like', and what usually gives them away is when they start saying dialogue that was said 30 minutes ago. We want diaologue to appear from anywhere from a few days ago or even 5 minutes ago. At least if the recordings just wiped every few days or something like that.
That just sound like an unlucky roll. To pick same clip from 200 files.
not sure what you're talking about. the voice recordings that are picked are independent from what time they are recorded.
random clips are deleted when the max is reached, not oldest.
deleting clips/expanding the amount of clips stored has no effect on how old the clips are that get played.
playing clips from a few days ago is currently not possible with the mod, unless you leave the game running
I'm guessing that's a limitation on the game and not the mod itself, correct?
I just saw this when booting the game, does it mean it doesnt load the mod at all? because I dont crash or freeze like i did on the original mod.
ops spoke too soon, game crashed
Yeah I'm definitely sticking with the main version for now
Both doesnt seem to work properly for me sadly
no, this is InsanityRemastered's fault
if you use 4.0.1 then that would work fine.
InsanityRemastered uses the audio from Skinwalkers
but they didnt update for the new version
so it breaks
4.0.1 is the same as 2.0.7, so just use that
I see, but both mods will still work kinda?
if you use 4.0.1 yes
Alright good, thanks for clarifying
So I haven't had my game crash again while using Skinwalkers v3.0.1 but I since removed IntroTweaks and LethalUtilities cus we kept getting desyncs and weren't sure which mod was the cause lol desyncs stopped after we removed them both
Probably introtweaks, i think Iโve heard that being a problem before
Probably
The only thing I like about it is that it aligns the main menu tbh but IntroTweaks causes nothing but issues
for the new version? 4.0.1 is the newest isnt it?
Or do you mean insanityremastered only doesnt work with the experimental version of skinwalkers?
on the github page of insanityremastered:
it being crossed out means it's already implemented
but ig not updated to the experimental version
so yeah
oh okay
i thought when its crossed out it means it WAS planned but they cancelled it
no it def works
is there a config where you can disable the integration of skinwalkers so that you can use it with the experimental version?
I think there's an option for that in insanity, but I doubt it would work? Probably worth to check regardless
alright imma take a look
I wish insanity dev had a thread here ngl
oh he has a github, maybe someone with an acc could invite him here?
I've already informed him about the place, advised him that homelessginger for masked enemy overhaul could help with referencing player used suits
yes
works with new
not experimental
idk the guy, they did it without consulting me or anything
okay
will there ever be a way for the audio to be synced with players
Maybe
that would be pretty cool ngl
Skinwalkers mod be like:
Oh, yeah Dissonance_Diagnostics folder was not created
XD
Well, now it's doing something else...
yeah, that is correct. do you have friends?
Well, now I'm solo in the lobby
then yeah you arent gonna hear anyone
Yeah, I just wanted to know why it's spamming in console
both things you sent are intentional behavior. play with other players to experience the mod
its not meant for singleplayer
It's nice, got myself lured to a centipede a few times ๐ณ
But does it need to post it every 10 seconds? I like to test my modlists before playing with my friends and when I was trying to pull some internal names for items from the console yesterday so I could set up another mod the message kept bouncing my console back to the bottom which was pretty annoying. Can the frequency be changed to maybe every five minutes instead? I'd even take a minute haha
no, cuz then it would only check audio files every 5 minutes
I think theres another mod that lets you disable logs per mod
@wispy wolf SkinWalkerExp bug Voice Player in ship. not in player or body
i mean like "I saying anything but my friend can heard on ship and another my friend from inside can't heard what i'm saying"
???
ya basicly bug voice SkinwalkerExperiments
i can't tell detail because i'm not main eng language
hard and idk what word good for report bug
make player voice is bug. different location not inside head or around player that
whats your main language?
ID
I have no idea what you're talking about
Ahhh I understand now
It also just occured to me I could just disable Skinwalkers if I need to look at the console in depth ๐คฆ
people can hear you in the ship but not when theyre around you right?
I and myfriend inside Bunker, and my another friend waiting on ship he can heard my voice inside bunker
But my friend with me can't heard my voice
Thats desync. Thats not an issue with skinwalkers, its some kind of issue/bug with whatever lobby mod you might be using
can i see your mod list?
Youre doing really well with english btw ๐
its hard
this is problem SkinwalkersExperimental but using skinwalkers v2 is normal
i'm just telling report because SkinwalkersExperimental is bug
Thanks :P thats not a skinwalker issue though, it has to be something else.
Right @wispy wolf ?
(His friend can't hear him when they're right next to each other in the facility, + someone else can hear him at spawn)
if you're using 4.0.1 that shouldn't happen
that only happened with very old versions, but it was fixed
Yeah I had the same thing happen on 4.0.1, where everyones voices got stuck in the ship.
They left the ship but the where their voices came from didn't change.
Only me as host had this problem and everyone else heard eachother fine.
Could be that it's not this mod but I would'nt know what else
how is the progress with netcode ?
this is probably asked a lot but can you make the audio clips not random? like it has a priority on saving clips when u are being chased by an entity or last seconds before dying and having the entity that killed you taunt your friends by using your voice?
also in the config files can you make different skinwalker frequency for each entity? instead of it all being universal you can make some entities speak more( masked,eyeless dogs, coilhead) and others speak less (bracken, thumper, spore lizard)
idk. Some other stuff came up in my life, so I probably won't be working on this for a while. If v3 didn't have crashing issues it would've gone a lot more smoothly.
well just some people said they crashed. IDK if it was another mod or an incompatibility or what
Yeah I haven't seen anyone moan about 3.0, tell you what I love troubleshooting stuff, I'll downgrade it and see if we get any crashes for our group, I'll post findings here and all the best for whatever came up
i get no crashes with experimental, which is 2.x unless i got that wrong
3.x
First session in my fat pack of mods using the experimental branch yielded no crashes, spooky masked encounters still good, i'll post more as I play more
any lag ?
Nah experimental really helps with performance in general because the audio is being stored in RAM IIRC, if you want the current version to not stutter you need to have LC on an SSD
Also checked RAM during the session, only went to about 3GB so all good on actual resources
yeah it only stores 200 clips so RAM usage should be fine
when it gets more than 200, it deletes a random one so that they aren't influenced by time of recording
I've had a little think and maybe it was from people using larger lobby mods and having all creatures true in the config? My testing is only with the masked in a group of 2-3
that shouldn't affect it at all
there's not a lot of additional overhead for more creatures
realistically I think it was a mod incompatibility in a modpack. but since its a crash its very hard to debug
Yeah I mean so far with the mods that I use I haven't experienced any crashes so far, that being said I stay away from the silly mods this game hosts, there might be a popular one that causes it
Any event ones
Event mods that let AI do things they're not normally allowed to do (Spawn/move brackens outside) = big contenders for F'ing things up
well my big pack that i play with my friends ~80-90(depends on maps) and Experimental we didn't get any more crashes average RAM usage was 1.5GB-2GB
cannot reproduce the crashes/freezes i had ๐
its a weird world
Yeah I also only ever had that crash once
anyone know what the difference is between actualClientId, playerClientId, and playerSteamId is?
hi, just checking, this doesnt look like a skinwalker issue right?
actualClientId is something, playerClientId is the index of the player controller then playerSteamId is the person's steam id
ok
im just trying to find a reliable way to compare players (including in LAN)
going with actualClientId for now
that returns 0 for everyone except from yourself and the host
unity explorer
do u know if this is the same across all clients?
fairly sure
cuz im a client and thats what i see
how'd you get that ui in unity explorer tho
is that some code executed in the console or something?
ye
Session #2, no crashes, spooky little men talked their talk
i didnt know they could rec such long quotes, in the ship i hear him singing "where the homies, were the homies, where did all the homies go-woh.. where the homies, where the homies, where did all the homies go-woh"
Me and my friend were trying to find one of the 3rd in our group and it started panicking saying "no no it's not no it's not Harry there's another mimic there's another mimic there's another mimic there's another mimic" it was one of the funniest encounters we've had
Lol
Session #3, we had an absolute ton of masked and I mean a ridiculous amount of them, like stupid amount and commonly hit 3 or 4 in the moons we went to so the little men spoke their spoke and we went without any crash to be seen
is this any problems or will mod still work?
That's a bug with InsanityRemastered
Not this mod
oh yea thats right, i forgot about that
Which version of InsanityRemastered is that?
the latest
btw is there a way to make the skinwalker not use people's voice in the vicinity?
like if me and my friend are together. can they not use my voice?
it kinda gives it away sadly
Not at the moment
Will it be possible to play all players the same sounds
so everyone hears the same things
Session #4, we got a crash, unfortunately my friend ran the game again after it so we didn't get the logs for it, but i've let him know for the next time
if he hasn't restarted more than once, you can send the Player-prev.log instead
Oh can you let me know the filepath for that log?
C:\Users\XXXXX\AppData\LocalLow\ZeekerssRBLX\Lethal Company
Ahh perfect, i'll be sure to nab them next time it occurs, it seems infrequent considering out of 4 sessions like almost 4-6 hour long it's only happened once
sorry but what does this mean, that experimental version doesnt work with insanity?
yes
I think skin walkers is giving me issues too
does instanity remastered mess it up
I mean it messes with it
I doubt it, latest release is stable. he is talking about the experimental release.
yea it wasnt skinwales
a different mod
which
hey this mod spams the log which is kinda annoying
I have a weird issue where the voice lines are being played from players
That's InsanityRemastered.
๐ตโ๐ซ sorry I didnt even know that mod had that functionality
ah my gosh
[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.
why are there so many and why does my game seem to lag during them?
dunno but ignore them
try the experimental version if u lag
right! sorry
I will say I have an issue sometimes where the game audio starts to like lag a little and I'm guessing it's related to the experimental version of this mod
but no performance issues or anything with it
all game audio?
Not all, like footstep audio and stuff sometimes will start becoming choppy
But it resolves itself after a bit
@wispy wolf Got another crash but this time we got the logs,
[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.
This warning has been occurring throughout the session maybe once or twice here and there, but then started occurring a lot like 3 hours in, in the log you will find large chunks of these errors, one near the end when my friend had crashed most notably.
Here's the log file from his google drive - https://drive.google.com/file/d/1JiwOkinfT60IRqPZCIApVY6j2Cs2lelK/view
Hey @wispy wolf, someone mentioned this code your running
https://cdn.discordapp.com/attachments/1196943144009351258/1200235179172704418/image.png?ex=65c5711e&is=65b2fc1e&hm=241503df40e8b2fb8cc9bd544cddcb69737821768fbced9d1806f717b6495c4c&
You might want to iterate through the StartOfRound.levels on like maybe RoundManager.Start Postfix and cache these enemy references instead of grabbing them constantly
To expand on this, the issue I noticed is with the "LC_Office" mod, which recently added a custom enemy named Shrimp. The debug line "IsEnemyEnabled Shrimp True" constantly prints every time once you load in to a lobby, even when the ship is in orbit. It still spams even after exiting to the main menu! Although, the True changes to False. I haven't tested with friends, so I don't know if skinwalkers will break further, since it considers the Shrimp enemy active when it's not.
I'm using a huge modpack, and haven't tested a minimal modlist. If you have issues replicating with just the two mods, let me know and I can start narrowing my modlist down.
experiment version or normal?
Experimental, i've been testing Experimental for Rug and meaning to get this information as people just said "it crashed" with no details
If we can get files saved to memory that means people running the game on a HDD won't suffer the awful stuttering
requested access
interesting, sounds like the Shrimp doesn't get despawned?
it seemingly never spawned, the messages appeared the moment I entered the lobby, before landing
then thats a bug with that mod
those proposed fixes would not work. there are alternative methods but I'm not really interested
if it aint broke
Why wouldn't that work?
neither of those reference instantiated enemies
the fix is to just postfix EnemyAI.Start
but idc
I like the logs
they are good for debugging
You can add the component to the prefab in the scriptableobject
and every instance of the prefab will have that
I am not interested but thx
it works fine
why complicate things
the stance I'm currently taking with the mod is changing 1 tiny thing can cause unknown complications for millions of people, its not really worth it if it is already working.
not that the idea is bad, I just don't want to increase risk of issues
Far better optimisation and you could remove that IsEnemyEnabled function entirely
If you grab all the prefab references once at the start you can make yourself a Dictionary and store your stuff as a <EnemyType, NetworkVariable> KeyPair, so you would just have a paired list like
(Blob, VoiceEnabled_Hygrodere),
(Thumper, VoiceEnabled_Thumper),
(GiantWorm, VoiceEnabled_GiantWorm),
So that part of the code doesn't run every frame, there's a section that skips the update until enough time has passed. Not sure the specifics, but it runs once ever 2-3 seconds
Also, that part checks for individual instances of spawned enemies, not enemy types
so it keeps checking for when new enemies are spawned
alright, I just wanted to make sure I wasn't being confusing when I posted that code snippet in the other channel
it really does not affect performance that much. the worst part for performance is the file loading, which is why Experimental exists
and other mods do FindObjectOfType every frame lol. its not a huge deal
other mods are just as gross ๐
I could be wrong but pretty sure your findobjectoftype in this context is finding both the prefab instances and the prefab assets btw
My mate's approved you
nope
well the console spammed this at the end ๐ค
no errors from skinwalkers
in fact, no logs at all from skinwalkers
it didnt even log the startup message
was the mod working that session?
Oh yeah, forgot I got all these, whoops
well then the log file wont be much help xD
but I dont see a crash, so dunno
it doesnt even have a crash report
game just stopped
is that from immediately after the game crashed? or did he restart
I'll get em disbaled and fiddle with the bepinex logger
Well in my case it was more of a game hang than a crash
ah ok
I think that might have been the same case for him and he closed out
you both hung at the same time?
Nah separate
His game done that then the moon after restarting the session mines did
Nah I didn't after he hung, I restarted the session as it counted him as still in it
That would explain why when it happened the first time I saw his character running on the spot
so after a fresh restart u hung
After a restart of the lobby yep, didn't close the game
Nah because his hang was a good 2 hours into the first lobby
ah ok
It's quite sporadic, i'll get more detailed logs
I don't think Experimental is ever gonna be merged in to the main at this point, cuz I have no idea what caused it.
ppl should just use Experimental if they lag on the normal version, and that's that
True, although the troubleshooting nature of me wants to dig deeper
Hands down top tier mod for the game. ๐ https://www.twitch.tv/tomatobird8/clip/FreezingCrispyDoveVoteYea-BKRmWYRqYPYNVsnt
that's a perfect clip lol
reminds me of another clip where someone walked outside and there was a lizor walking past him saying โdoop ie doop ie doopโ
btw skinwalker is different for each player?\
Yes.
oh no wonder sometimes i hear their voice somewhere else when the person they are copying is in front of me
and asked them. "did you hear that?" then said no
cant we have a sync skinwalker? question
The monsters have learned how to mimic the voices of your friends.
Download the mod: https://thunderstore.io/c/lethal-company/p/RugbugRedfern/Skinwalkers/
Outro music: https://youtu.be/rytLdvijguI
these walkers seem to be skinned
@wispy wolf i might have a solution to make voices match the person itโs mimicking ; make the mod name the clipped audio files using the persons ign and when it plays the audio back, make it first grab the name of the mimic and playback the clip with the same name
Not sure if itโs possible, but I think it could be.
1A3 already tried this, it doesn't work consistently
how does the naming process work
it names files with the player ID, index, and timestamp
the issue is eventually the indexes can desync. the fix someone else tried was resetting the files after each moon, but that results in only the most recent audio being recorded, which is pretty rough. there's probably a way around that though
what causes the desync?
not sure
maybe the moon loading?
since it always lags then
plus maybe packets dropped detected as silence or something
Do you have the ability to tell it to not record or record? . ,.
XD
it would still cause desyncs
if the timestamps were reliable it would work
theres probably an algorithm you could make that would pick the same files with like 80% accuracy
based on timestamps, index, clip length etc
so you're saying a clip of me being like "hello? is someone there?"
could show up on person 2's end as like 1.30 seconds
but someone else has it at 1.35?
yeah potentially. I mean I havent tested but that's the theory
really it would just need some extensive testing and we would know
hm..
when I was looking at the folder
when someone spoke the folder filled with like
8-10 audio files rapidly, then were removed
is it 8-10 individual files, or all of that is turning into 1 file?
individual
those are each a clip
some might be like 0.1 sec tho and they are discarded
even though they only said like one sentence? . ,.
^
little noises and stuff
why is it so sensitive to starting and stopping o -o
does it try to record everything, or only audio that's the farthest-reaching in terms of volume? o ,o
thinkin' of like - how the filter could be refined to assist in syncing. If you could set it to only record when the volume reaches 2/4 or 3/4 'loudness' (off the meter), it could make syncing a lot more accurate ., .
but I don't know if you could detect how loud an audio was recorded
I dont do the audio detection, thats dissonance
I just use the files and analyze them after
so it records everything then it passes thru my filter
the filter detects who said it, and how long?
I guess ye gotta flub around to see what else can be detected o -o
in theory it could do volume analysis for screams
I was thinking like, volume analysis to shave off any keyboard-tapping random mic pickups or breathing or something
cause when ye talk it'll obviously be louder than what keyboard taps come through
although most ideas I have to try to sync perfectly requires the host to be the one to distribute the files
but I don't know if that's allowed/possible
yeah which is real tough
honestly not really worth the work, idk
there is config syncing, but I don't know if like ... cause - the files are smol
I know those files are stupid-smol
but it's still files needing to be uploaded n downloaded consistently off the host
'n if there's 3 others, and the files need like .2 mbps to upload, well all of a sudden that's .6 upload
needed atop of all other things they got
assuming we can even allow a mod to upload and download consistently between players
totally not a virus risk potential there ๐
hecc
... hm
theoretically could you make it to where the host can ping clients and vice versa on something with the mod?
I'm thinking, there's delay (ping 'n whatnot). But what if the host pings to all clients (not literally word for word, just the end result): [Hey, the file of (Person) that started +.5/-.5 seconds ago is to be named (Person + Seed + Algorithm)]
and then when sound plays from a creature, tries to play sounds only from those named by the pings
but only if it needs to - with multiple people. Could your mod detect if the sound is only audible by one person - or does it not care whether someone's even within the monster's viscinity or not? o, o
cause then like... it could keep recording per usual - and all the files that haven't been host-pinged could play automatically at random to solo players nearby creatures, but it only plays the pinged-named files if multiple people are within earshot
i'm typing all of this like it's a cakewalk, when it's opposite of that... -w-'...
(if even possible)
wait a minute, can you have a way to read ping?
or detect ping between client to host
The new ImmortalSnail mod now also has the same issue as Shrimp from the MoreInteriors mod. Errors on main menu, log output in orbit. Not sure if it actually breaks functionality in-game. I know you said it it's a problem with those mods, but it might be worth telling those authors what they need to change to fix compatibility.
immortalsnail... lol
it doesn't break functionality, but annoying for sure
i have same errors with shrimp
This feels like shrimps problem, have you talked to the dev?
How does voice playback work on a ghost girl? Can anyone hear it, or only those haunted by her?
afaik - everyone. You'll hear a voice in the middle of nowhere
when somebody talks about how they got ghost girl on em, I tend to hear voices where their source leads to no enemy visible - so I fully assume it's the invisible ghost girl
Shame.
Only the person that hears her.
This was fixed in 2.0.4
Why does the Skinwalker Mod keep spamming this in the console? ๐
๐
is there a way to make so that all of the players hear the same voice
You can try Mirage an alternative mod, it's forced push to talk but players hear the same voice.
Forced PTT? I don't see anything about that on the page.
Guess that was changed 5 minutes ago. It now supports voice activity.
Oh! I got a QUESTION!!
Does anyone know if Skinwalkers 4 and Skinwalkers 3 are compatible? (Like if one player uses 4 and another uses 3)?
noting it doesnt sync between players the answer would logically be yes
Yep
its still not possible to sync the skinwalker right?
so that everyone hears the same thing
nope
oh is it because you get the voice audio during gameplay and not premade?
kinda used a deprecated mod before and me and my friend could hear the same audio like screaming in the distance or dungeon walking sounds. so i thought it was also possible with skinwalker
tho that mod kinda breaks when going to the company. thinking its a dungeon
What mod?
Anyone?
It just does that for logging purposes :/
Itโs not an error but itโs also not very efficient
The author said they just donโt want to touch the mod anymore in fear of breaking it
That doesn't sound good ๐
Yea :P but itโs also better than getting hate from a bajillion people after an update accidentally causes a bug
(Which is something that definitely comes with fame [and already happened with this mods 3.0 update] )
Oh... I don't like people who instantly turn to hate...
is there any difference in features between the normal version and the experimental version?
No, just how it works behind the scenes
Experimental doesn't use files
So it's less laggy
Some people crashed tho
Idk if it was a mod conflict or what
is it possible to get a config option to supress the constant "IsEnemyEnabled" logging? It makes it hard to read through log files when looking for information. Thanks!
Does not seem to be possible, at least I couldn't find anything
use LessLogs
That seems to just adjust the log level? Which I already set in the main bepinex config
I'm talking about hiding the skinwalker "isenemyenabled" spam specifically
it would be nice to have a config option to mask it
since it makes troubleshooting (or just generally using logs) very difficult
log cleaner?
Look up marking and bookmarking for Notepad+, makes it much easier to just remove lines with certain strings. Obviously ideally they wouldn't show up at all, but this works fine for me
I'll do that as necessary for debugging, I just thought it would be a perfectly reasonable thing to add into the config to toggle
since it's exceptionally extraneous debug-style information
and it spams the log roughly every 5 seconds
it would be nice if it could simply be toggled off
could be a nice QoL change yeah
whats the current state of the different versions of skinwalkers (main one and experimental one)? i read some about those but im still not sure what to use. im still using the main one (v4.0.1). does it depend on the mod constellation or the use case?
Either mistranslation or autocorrect, I think they might mean modpack/group of mods?
Or maybe compatibilities
SYNC MIMICS VOICE TO ALL PLAYERS WHEN ๐
Have a look at Mirage
i did already, but it syncs only masked enemies i believe
having sync mimics voice on all enemies so all people in lobby would hear the same phrases from enemy would be best thing ever literally
They just added that feature
Every enemy except modded
You have to run the game with the mod to get the new config pretty sure
They are disabled at default
^
i see
i need to checkmark all enemies here i think?
I mean not really the only thing tyat skinwalker has over mirage is its compatiable with maskedaioverhaul by talking in walkie talkie
Only if you want modded enemies to speak too (Which wouldn't be synced in this case)
Also ive noticed the mirage voices are more frequent than skinwalkers so if you want to decrease that its the maximumdelqy and minimumdelay options
finally i dont need to ask "did u hear that" 10 times when i hear voice
thanks!!
literally the only 1 more thing that i wanted from this game
Chaos is about to unfold! Youll be hearing so many fake voices
it was fun with unsynced voices, i cant even imagine what will happen with synced mimics to all lobby
some next level experience i think
there was a mod i used to use that has networking sync for audio
we could hear the same atmosphere and screaming in the distance with it
not anymore tho
depreciated
im not sure but i think we started hearing same indoor noises after installing mirage mod
and also using lethalresonance
Deprecated mods can still be used, theyโre just a little harder to find
Do you still have the profile with it or know who made it?
My friends unfortunately crashed a lot more with the experimental build (expected, it less laggy but it's prone to crashes)
i don't have it anymore. though im using another depreciated audio which is AbyssalAudio i think
Yeah, that oneโs good :P I finally made the switch to resonance some weeks ago though
well it's kinda broken right now
Resonance doesnโt have bugs anymore! + the sounds are great
still fine for us though
It was for a while but almost all the bugs are fixed
LethalResonance?
Yep!
abyssal still have bugs
can hear footsteps in the ship when in the company
the sync sound doesn't work anymore
we hear different things
it was okay the last time before the last update but the last update had the voice frequently asking help
but the sync was definitely better in the older version
so LethalResonance has audio sync?
Yknowโฆ I donโt think thatโs resonance. I might be wrong though
Iโm not too sure honestly
I think so
until i find an audio that has sync for everyone. ill keep my current depreciated one
Me and my friends hear the help me and oh God please at the same time
ill check that out
When playing single player it works great, but I might switch back if there are any problems. The AbyssalAudio two versions before the last one is the one I use as a fall back
how often that guys talks lol. it was on abyssalaudio too but it was a lot on the older version
I'm not sure but it's not that rare
it wasn't rare on AbyssalAudio
it kept asking Help
it was annoying
my friend kept saying "I Dont Want To" or "Shut Up"
cuz both of us hear it
it was amusing
well
we never hear from it once the last final update was out
tho the chucky walk is annoying
yeah. i mean compatibilities
I mean I just want some advice on which variant of skinwalkers I should use. And I think that probably depends on which mods I use with this version of Skinwalkers. thats what I meant
is this normal?
it means ur playing with an incompatible mod
NREs are rarely "normal".
happens often over here ., . - which mod is it?
It's normal if you have Shrimp set to false in the Skinwalkers config
Shrimp from LC_Office, and the snail from ImmortalSnail cause those issues. They make their custom enemies in a different way that causes them to be loaded from game launch, which breaks stuff that skinwalkers does. It probably work fine in-game though, at least it doesn't cause crashes or anything, it just spams the logs.
โคด๏ธ and if your playing solo.
Can the voices be synced for all players
mirage does that but the creator is fixing some bugs
I keep getting this [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object Stack trace: SkinwalkerMod.SkinwalkerModPersistent.IsEnemyEnabled (EnemyAI enemy) (at <5dce9aa414c946f29f4eb5df62cd6035>:IL_043F) SkinwalkerMod.SkinwalkerModPersistent.Update () (at <5dce9aa414c946f29f4eb5df62cd6035>:IL_0105)
thats cuz you have an incompatible mod
AdvancedCompany v1.1.1 by PotatoePet AquatisOrionOprava v1.0.0 by Unknown Atlantica v1.0.2 by Magic_Wesley BepInExPack v5.4.2100 by BepInEx Dantors_Mental_Hospital v1.0.3 by Dantor Doms_Basic_Suit_Colors v1.4.4 by 404_Dom Gratar v1.0.0 by Magic_Wesley HookGenPatcher v0.0.5 by Evaisa ImmersiveScraps v1.1.9 by Justice69 ImmortalSnail v0.6.2 by AmesBoys Infernis v2.0.1 by Magic_Wesley JumpDelayPatch v1.0.1 by monkes_mods LC_Office v1.0.3 by Piggy LCMaxSoundsFix v1.0.0 by Hardy LethalCompany_InputUtils v0.6.3 by Rune580 LethalExpansionCore v1.3.15 by jockie LethalLevelLoader v1.1.6 by IAmBatby LethalLib v0.14.2 by Evaisa LethalNetworkAPI v2.1.6 by xilophor LethalThings v0.9.4 by Evaisa MaskedEnemyOverhaul v3.1.2 by HomelessGinger Mimics v2.4.1 by x753 More_Suits v1.4.1 by x753 OdinSerializer v2022.11.9 by Lordfirespeed QuotaRollover v2.3.0 by boxofbiscuits97 ScarletDevilMansion v1.2.6 by Alice Scoopys_Variety_Mod v1.2.0 by scoopy SCPFoundationDungeon v2.3.1 by Badham_Mods ShipLoot v1.0.0 by tinyhoot Skinwalkers v4.0.1 by RugbugRedfern
any idea which one could it be?
It's ImmortalSnail, and Shrimp from LC_Office causing it. The error can probably be ignored, skinwalkers will probably continue to work fine, but I haven't tested with a group yet
Alright thank you
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Nahh bro, that skinwalker got me ๐
Fkin love this mod ๐ญ
., .
Why not make the switch to Mirage?