#Too Many Emotes
1 messages · Page 2 of 1
yea unfortunately its still broken
@lofty brook You set all to be unlocked by default, you said? Does everyone have every emote unlocked for themself at least? Or did that part not sync to everyone?
What happens with the other players? Does it appear that they are doing no emote? Or the default dance?
I did play quite a few rounds yesterday on that update, and we did have morecompany, but it was fine for us. I wonder what the issue is on your side.
they have everything unlocked too yes
they just stand still when using emote
would profile code help debugging?
Been having a great time with too many emotes, it's an amazing effort.
Is it possible to add a config option to prevent sharing unlocked emotes? And maybe an additional toggle to still allow syncing unowned emotes
It could be helpful if you don't mind sharing. I am curious what would be causing the issue
Yeah, I could get those added sometime. Maybe tomorrow
Would you want the emotes in the shop random for each person? Each person have their own emote credits?
thanks! definitely no hurry, but that would be super fun to test... Random shop for each person + individual credits (but otherwise same system) would be perfect I think
018cd09a-e762-f4ef-dc1f-62b3e3a52eb9 hopefully this code works from last night
cant give a fresh one since im not home for like, 6-7 hours
I love having these emotes, though I also noticed my emote credits never depleted from buying emotes too. Intentional behavior?
(Also various things related to viewmodel positions, like objects being held lower or out of alignment)
Arms low enough now that I cant see myself pointing
The emote credits, or group credits? If it was the group credits, I actually fixed this issue today lol.
Does this bug with the arm positioning happen from the start, or does this happen after doing an emote?
I presume emote credits? Whatevers used in the emote shop at face value, cause thats what I saw when making purchases. Started at 100 and never went down (went up fine though)
I remember seeing first person emotes fine when we first loaded in, so if I had to guess its probably after doing emotes.
Oh, were you the host in this case? Let me check on both of those real quick.
Nah I was client in this case.
The other players however did report seeing stuck animation oddities like the ones detailed earlier in the thread
Awkward legs, hands out of rotation, etc
Yeah, they're probably all due to the mod disabling and enabling the player's animation rig in order to perform emotes correctly. When re-enabling them, it sometimes janks the player rig lol. It used to be a lot worse, but I will be looking at this again after the next udpate.
Also,
We did it!
@near birch Thank you! I did find the issue with non-host clients not updating the emote credits when they purchased emotes. This will be pushed in the next update!
@scenic cave can you fix compatibility between diversity and toomanyemotes? i can't detach snare fleas from friend heads now, as it's required to look at player and press "E" and overridden by emotes sync
possibly config settings to revert this behavior?
When a snare flea grabs onto a player, is it showing the prompt to sync emote, even if they're not emoting?
Ah, lemme look at this. I'm about to push an update out soon, and I'll likely include that fix in there. But let me just double check a few things about this
Thanks for letting me know!
no problem, thanks for awesome mod
Are you sure it's my mod conflicting?
I'm trying to see what might be causing the issue, but this would be the code where I could edit the cursor tip.
[HarmonyPatch(typeof(PlayerControllerB), "LateUpdate")]
[HarmonyPostfix]
public static void CheckIfLookingAtPlayerSyncableEmote(PlayerControllerB __instance)
{
if (__instance == localPlayerController)
{
lookingAtPlayerSyncableEmote = null;
if (localPlayerController.cursorTip.text.Contains("Sync emote"))
localPlayerController.cursorTip.text = "";
if (Physics.Raycast(localPlayerController.gameplayCamera.transform.position + localPlayerController.gameplayCamera.transform.forward * 0.5f, localPlayerController.gameplayCamera.transform.forward * 3f, out var hit, 3, 1 << LayerMask.NameToLayer("Player")) && performingCustomEmoteLocal == null && !__instance.isPlayerDead)
{
PlayerControllerB hitPlayer = hit.collider.gameObject.GetComponentInParent<PlayerControllerB>();
if (hitPlayer != null && hitPlayer != localPlayerController)
{
if (performingEmotes.TryGetValue(hitPlayer, out var performingEmote) && performingEmote.canSyncEmote && (StartOfRoundPatcher.unlockedEmotes.Contains(performingEmote) || ConfigSync.instance.syncSyncUnsharedEmotes))
{
lookingAtPlayerSyncableEmote = hitPlayer;
localPlayerController.cursorTip.text = "[E] Sync emote";
}
}
}
}
}
It should only remove the text if it had the text before
I'll keep looking at this, though.
the sync emote shouldnt apprear unless they are emoting either right
Yes, and only if it's one of my emotes, and if its loopable
And any event that would force someone to stop emoting, would force them out of my emotes as well since I reuse the same code for most emote logic wherever I can, so there shouldn't be anyway they could start emoting after being latched onto 😂 (but I won't rule that out)
So far, I can't blame my mod yet, but I can't specifically test that mod out for a bit.
is it possible that this code somehow overrides diversity's code?
i'm not entirely sure, you know how it goes with mods updating here and there each day, but only mods that uses E interaction on players that come to mind is this one and diversity
I just looked at some of the decompiled code, and that mod doesn't even use the cursortip at all.
[HarmonyPatch(typeof(HUDManager), "Start")]
[HarmonyPostfix]
private static void Start(ref HUDManager __instance)
{
GameObject val = new GameObject("InteractText");
val.AddComponent<RectTransform>();
TextMeshProUGUI val2 = val.AddComponent<TextMeshProUGUI>();
RectTransform rectTransform = ((TMP_Text)val2).rectTransform;
((Transform)rectTransform).SetParent(((TMP_Text)__instance.signalTranslatorText).transform, false);
Rect rect = rectTransform.rect;
rectTransform.anchoredPosition = new Vector2((0f - ((Rect)(ref rect)).width) / 4f + 5f, -40f);
GameObject val3 = new GameObject("InteractBarHolder");
val3.AddComponent<RectTransform>();
Image val4 = val3.AddComponent<Image>();
val4.sprite = Content.MainAssets.LoadAsset<Sprite>("Assets/custom/diversity/hud/holder.png");
RectTransform component = ((Component)val4).GetComponent<RectTransform>();
((Transform)component).SetParent(((TMP_Text)__instance.signalTranslatorText).transform, false);
component.sizeDelta = new Vector2(133.33333f, 20f);
rect = rectTransform.rect;
component.anchoredPosition = new Vector2((0f - ((Rect)(ref rect)).width) / 4f + 5f, -70f);
((Behaviour)val4).enabled = false;
holderBar = val4;
GameObject val5 = new GameObject("InteractBarHolder");
val5.AddComponent<RectTransform>();
Image val6 = val5.AddComponent<Image>();
val6.sprite = Content.MainAssets.LoadAsset<Sprite>("Assets/custom/diversity/hud/bar.png");
RectTransform component2 = ((Component)val6).GetComponent<RectTransform>();
((Transform)component2).SetParent(((TMP_Text)__instance.signalTranslatorText).transform, false);
component2.sizeDelta = new Vector2(133.33333f, 20f);
rect = rectTransform.rect;
component2.anchoredPosition = new Vector2((0f - ((Rect)(ref rect)).width) / 4f + 5f, -70f);
((Behaviour)val6).enabled = false;
clickBar = val6;
((TMP_Text)val2).alignment = (TextAlignmentOptions)514;
((TMP_Text)val2).font = ((TMP_Text)__instance.controlTipLines[0]).font;
((TMP_Text)val2).fontSize = 16f;
((TMP_Text)val2).text = text;
((Graphic)val2).color = color;
((TMP_Text)val2).overflowMode = (TextOverflowModes)0;
((Behaviour)val2).enabled = false;
tipText = val2;
HUDManagerRevamp component3 = ((Component)__instance).gameObject.GetComponent<HUDManagerRevamp>();
if (!Object.op_Implicit((Object)(object)component3))
{
((Component)__instance).gameObject.AddComponent<HUDManagerRevamp>();
Diversity.mls.LogInfo((object)("Added HUDManagerRevamp to: " + ((Object)((Component)__instance).gameObject).name));
}
}
It seems like they're making their own Gameobject/Text component.
I could keep looking to see if there might be any conflict between our mods.
it's pretty hard to debug, yeah
it's not every day snare flea jumps onto friend's face
i'm thinking about https://thunderstore.io/c/lethal-company/p/Woecust/Immersive_Visor/
it could be possible reason as well
if (Physics.Raycast(val3, ref val4, InteractRange, LayerMask.GetMask(new string[4] { "Enemies", "Room", "Terrain", "Railing" })))
if (revamp.clinging)
{
((Behaviour)HUDPatch.tipText).enabled = true;
((TMP_Text)HUDPatch.tipText).text = "Free from head : [E]";
((Behaviour)HUDPatch.holderBar).enabled = true;
((Behaviour)HUDPatch.clickBar).enabled = true;
((Graphic)HUDPatch.clickBar).rectTransform.sizeDelta = new Vector2((float)(200 / Configuration.clickAmount.Value * revamp.clicks) / 1.5f, 20f);
}
It performs a raycast, which can hit enemies, so I'm assuming it only works if you look at the centipede and not the player. I'm not sure lol
i'm pretty sure i was looking at player head, but i guess we'll test it some more to be 100% sure
Soon!
Gotta tweak a few things first. I will likely get this updated tomorrow!
is that with masked enemy overhaul, or mask is removed standalone?
Is toomanyemotes making masked do the emote?
This is with the masked enemy overhaul, yes.
Yes, this mod is doing this, but I have not pushed the update out yet. If people do not want this, there is a config option to disable this feature
amazing
I know there's a masked AI mod in development that was adding emotes to them also
along with realistic movement and item usage
hope it'll be compatible
Yeah, I've been following the development. Not sure how it'll play with it, but I specifically added a config option to disable them from emoting if it conflicts with another mod.
When this mod comes out, I might try working with the mod creator to get a compat patch build on either of our mods. Maybe in his mod, he can detects that TooManyEmotes is running on the client, that feature could be disabled. Not sure yet!
Alright, I'm awake now. Let's get this update finished and pushed soon!
W fr. excited to use it!
@scenic cave hey, sorry for the ping
is it possible to somehow not override the player contoller animator for current player but still keep the emote feature for other players?
asking for compatibility with the vr mod 😄
if i got it right i can just not use the mod myself, but i kinda want to see other players emote
Hmm, I guess I could add that option haha. Could you just not do the emotes yourself, or was there another issue specifically?
yeah, vr mod also uses the animation controller, so game just insta crashes when you load in with both mods on
i guess full compatibility will require you to cooperate on that somehow, but i personally will be perfectly fine with other guys not seeing me throwing my hands around in vr 😄
New update is out! (1.7.0)
Like always, some features in this update haven't been tested too thoroughly, but if needed, they can be disabled in the config until I can get them fixed.
So please let me know if you run into any bugs with this!
@wild sluice You should have your config option now 🙂
Just know that if you disable emoting for yourself, be warned when sharing your profile with a code with other people, because they will sync to that same config and they won't be able to emote, either.
@scenic cave did my profile help debugging a bit? :(
Sorry, could you remind me again what that was related to again? lol
I forgot
no one could see eachothers' emotes, like
when we used it, I couldnt see others using it, and nor did the clients could see eachothers'
I have everything unlocked by default in config
Oh right, I did not figure out what the issue was exactly. I also wasn't able to test with other people using that profile, but I might have someone that can run the same profile with me, and we'll see if I can replicate it rq.
@lofty brook What was the name of that profile again? I have a few testing ones from various people, I forgot which one it was lol
Oh, was it Better Lethal Company?
Ah, okay. Gonna test it in a bit
just saw there was an update with some of the stuff I suggested. Updated just now and looking forward to testing it out with the group later
just a heads up on a bug: if you perform an emote (looping only, maybe?) and try to change wheels (e.g. move to favorites) you will be locked out of performing any emotes
until you cancel/end the currently animating emote
and then switch to another wheel to unstick it
Oh, interesting. Were there any console errors?
@lofty brook You guys were able to join each other with this profile? It's just showing Error when connecting, and this on the host's console: NetworkConfig mismatch. The configuration between the server and client does not match, but everything should be the same.
let me go reproduce, sec
yea we could
it was a 6 man lobby
I can't reproduce it now 🙃 , I think there's an additional step where the favorite wheel assignments have just changed or something
I'll update if I can get it reproduced again
how though, if I share profiles, doesnt that also mean they get the same configs?
@lofty brook I got it btw, and the issue is with BetterEmotes.
It looks like the same code Sligili uses in his More_Emotes mod (maybe the same code), but they're basically running this in the update method, which force's the player's animator controller to be the one they set, which is technically fine with my mod, except for the fact that the animator controller instance is not of an AnimatorOverrideController type, which makes it so emotes won't play on other players.
[HarmonyPatch(typeof(PlayerControllerB), "Update")]
[HarmonyPostfix]
private static void UpdatePrefix(PlayerControllerB __instance)
{
if (!__instance.isPlayerControlled || !((NetworkBehaviour)__instance).IsOwner)
{
__instance.playerBodyAnimator.runtimeAnimatorController = others;
return;
}
if ((Object)(object)__instance.playerBodyAnimator != (Object)(object)local)
{
__instance.playerBodyAnimator.runtimeAnimatorController = local;
}
currentEmoteID = __instance.playerBodyAnimator.GetInteger("emoteNumber");
if (!incompatibleStuff && __instance.movementSpeed != 0f && griddySpeed != 0f)
{
__instance.movementSpeed = ((__instance.CheckConditionsForEmote() && currentEmoteID == 6 && __instance.performingEmote) ? (movSpeed * griddySpeed) : movSpeed);
}
}
I had to make a patch for More_Emotes for this same reason, and had to cast his local animator controller to an AnimatorOverrideController (which causes zero issues at all), but it's a pain because his classes were internal, so I had to write extra code to make it work lol.
For now, I'd advise disabling this mod (or my mod) until I can push out the fix.
Btw, compat has been fixed for betteremotes. (I think)
new update and i cant emote
nvm
Sadly that option didn't fix it, maybe there is still something that should be done in the vr mod.
Thanks for the help anyway!
Does it run without toomanyemotes?
Yeah, it's pretty much playable without it
I'll take a look at some other things tomorrow then. It would be nice to get an actual error for the crash. Have you checked your log files maybe?
yeah, i'll send you some in PM after i'm done debugging on this side
i'm not the author of the vr mod, btw
just tinkering with it while the actual author is doing the last preparations before the release 😄
this can mix with more emotes ?
It should, but I haven't tested it recently.
It works for the most part. Just don't try to emote on one and then emote on the other before ending the emote lol. Your character does some kind of ballerina frozen move 🤣🤣
If you perform a TooManyEmotes emote followed by a MoreEmotes "Twerk" emote (Emote Wheel) while the TME emote animation is still running, the model of your hands and the items you are carrying disappears.
You have to leave the lobby and return to fix it. Not too critical, I just try to not run both emotes at the same time 🫡
Are you referring to the Confused emote, or they act confused? lol
so we played today with a new version of mod
it was just hilarious 😄
mimics using emotes everywhere
a lot of people were vomited onto 😄
10/10
also discovered my first legendary "error" emote, and it was epic as well
You run into any issues/bugs? Suspiciously, I haven't heard of too many big ones 🤔 (hopefully a good thing!)
Alright, I just updated TooManyEmotes to support InputUtils if enabled. It's not a dependency, but if enabled, it will now use it to allow setting keybinds for this mod in the in-game keybind menu.
(the keybinds in the config will still exist for now for cases where players aren't using InputUtils, but will not be used unless InputUtils is not enabled)
Will be adding controller support soon 🙂
nope, no bugs encountered (yet? 😈 )
Btw, I may have fixed this issue just a bit ago. But I also may not have. I did make some changes, but I might need more details on what exactly happened lol
The mimics using all Emotes, so the animations like 1ticks using all Emotes. basicly the Mimics like confuse what using the emotes (not me confuse but mimics) and i am setting the Emotes unlock all.
Example: first he using Breakdance then change Gangnam then Change emotes agins somany time but in 1 ticks
Okay, I think my friend just experienced this. Let me get this fixed soon
does too many emotes support binding to mouse buttons too? (e.g. changing <Keyboard>/backquote to a mouse bind)
how to fix this hand
yes but you will have to specify <Mouse>/backButton for example
use this to find the binding names ur looking for https://thunderstore.io/c/lethal-company/p/KlutzyBubbles/WhatsThisButton/
thank you!
Just heard about this mod from the LCVR development channel, I'd like to thank you myself for making it compatible with config so us vr players will still be able to dance with non-vr buddys. Keep up the great work👑
I'll be testing it tonight to see if everything works flawlessly
I can't find that channel 💀
Its on the flat2vr discord
oooooooooh aight, thanks m8
You can now use InputUtils to change keybindings in the in-game menu. I added support for it the other day
No problem! I had someone using the mod bring up the issues, so I was able to get it working 🙂
It looks like you might be using another mod that changes the layer of those arms. Would you know which mod might be doing that?
maybe more emotes ? idk
a little bug to report
when i'm using any emote - all people who doesn't wear any more company cosmetics clonin my own
only while i'm in third person
when i stop - their cloned cosmetics disappear as well
it's only seen on my client when i'm doing any emote
and on of the players stop seeing his own cosmetics when using any emote
Yeah, there are some very issues with more company at times. I actually ran that same issue with the cosmetics cloning onto other players, but I found out it was because I had my cosmetics checkbox turned off in the main menu. After I checked it on, I saw everyone's cosmetics normally. Let me know if that fixes your issue!
I haven't heard that, to be honest. Which mod gives you that head? That one seems suspicious to me lol
Maybe that's the one messing with layers
yeah, I set that up this morning actually. Really neat way to keep stuff set up well. Thanks
hmmmm
mod is not compatible with 47 yet?
emote cam going haywire
showing something random or even outside of ship walls
yeah, seems like it always shows outside of ship
nvm, seems like it was another broken mod
@prisma mantle Which mod was it? I heard someone asking about something similar to this, so I'm wondering if they had that problem mod installed.
are there any known conflicts with toomanyemotes
Might be advanced company. Atm emoting sends me outside the ship during orbit. No thirdperson view as of right now. Test more later.
When i removed More Company it fixed it for me
I'm disabling emotes for masked enemies for non-host clients until I fix the bug with them having spaz attacks lol.
Was advanced company causing this? I've heard about this bug from multiple people, but unsure of what's causing it.
The camera was doing the same thing to me but I removed each mod separately and the camera didnt freak out when i had advancedcompany but did when i had morecompany, also after emoting the camera kinda glitches and I can see the sides of my head while walking around
Ok i did a little more testing and it onlly seems to happen when wearing cosmetics from morecompany
Huh, interesting. I wonder why. Oh well, I will look into it tomorrow haha, but might not even be my mods fault, idk yet
yeah when the new update came out a lot of things seemed to bug out lol
Yeah, hello I submitted one of those bug reports LMAO, and it seems to be advanced company with more company
With the newest version of advanced and more, cosmetics are missing even on host and on non-host the camera is broken
I played with MoreCompany + TooManyEmotes tonight and didn't encounter that bug, fwiw
(no advanced company)
It's weird cuz I'm not using morecompany. I do have moreemotes as well but they worked somewhat seamlessy together. Just can't use them one after the other or my character starts swimming lol.
you may want to try BetterEmotes instead of MoreEmotes, it fixed the swimming thing and potentially some other conflicts IIRC
I'll give it try
I only get the camera issue when i have any kinda of cosmetic on
Hmmm, seems like you just need to rehost the session to get the emotes working again (TooManyEmotes camera effect). They don't work the first time you host a session (For me anyways). Or have much less mods, that'll fix that.
When I was hosting earlier, I couldn’t sync emotes with other players. All of them synced together, but I just started to do a random emote.
I will check on this once I update my reserved item slot mods.
Did everyone have the same emotes unlocked? Like was that part synced up?
Are you referring to a specific emote?
i alr found another mod but yeah
Noticed corporate restructure combined with some other mods breaks third person emotes
https://discord.com/channels/1168655651455639582/1189810199939252274
made a post over there
(might be some other mods involved in the conflict)
It's not Corporate Restructure. We're using it and its working just fine.
Yeah not alone
Seems to be some more mods involved
not sure which yet though
I think it's Solos Bodycams or AntonzloCameras
do you use some of them?
looks pretty similar
just thought i'd check here about the starting free emotes, do those rotate or get changed regularly? it doesnt affect me personally but one of the people i usually play with used the crying emote a lot and it seems to have been replaced with cheer instead as of the last update. its not really the end of the world but i was curious
yap same here, i disabled it and it fixed for me
Hey uh
I'm still getting some rare cases of emotes breaking (when looking at other people do emotes their joints just kinda go weird)
But is it fine most the time? And it is something you could replicate if you tried? Or just completely random?
It’s random as far as I know
Also even though in the config I have the emote wheel set as “V” it keeps going to the default set one
I’ve deleted the config multiple times
No fix
Ill try to get it again
Mainly it looks like they have their arms out in an awkward t pose with their chest out and just bobbing up and down
Yes, that part worked normally
same! did you fix it?
newest update for More Emotes may have broken some emotes with TooManyEmotes
tried to use the "Big Wave" emote but then my character ends up looking like this
also i can hear clapping sounds, which makes me think its something to do with the clapping emote from More Emotes
"be seeing you" and "cheer" are also broken for me, but thats all
To addon to this: cheer is replaced by the sign emote
yep
And that's because i started using negative emote id numbers without realizing TooManyEmotes does that aswell. I'm gonna fix it
How to make no conflict? ToomanyEmotes and MoreEmotes. Because like this is
Im fixing it rn
oh y and the Hand POV is now Weird because Both Mods.
Like Invisibled and Plastics
Nope I have not
yo today after all the update i have a weird bug with emotes
[Info : Unity Log] soumdmanager: True; False
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
TooManySuits.PluginLoader.Update () (at <434b74dca9584b6891fed93d3e2a47a3>:IL_000E)
get stuck here when spawning, cant close emotes radial any idea ?
@cinder hornet Did you get any errors in the console?
its fixed by latest LECore update, joakim the goat
@mossy rapids
use the rebind menu ingame for that it work
need input utils tho
Rebind menu in game?
the binding menue in game
Like the vanilla binding spot
yes where you set your bind like go forward lol
Wait
Bruh, I thought my nickname got changed lol
I'm not Flippy in this discord server
ran into 1 bug with the beta part of the config, you know what im talking about 😉 no spoilers for people but the clients cant see them emote but the host can see them emote
Yes, I had to disable it until I fixed my ReservedItemSlot mods. It currently bugs for them, but I'm actually working on it now again 🙂
i think it only enablefor the host rn, need a fix
^
do we need to manually set it on false to avoid any weird thing with client/host?
No, I think I just completely disabled it for non-host clients in the code (for now)
ahh ok ty!!
xD Was this when a player joined, or after an emote?
Hmm. Run into any errors in the console? Looks like the rigbuilder is failing to enable or something.
lol probably.
https://downdetector.com/status/steam/
I'm not on currently, but I'm gonna guess yes

Can you pin the mod link?
It doesn't give me the option for that sadly. Someone else with a proper role could.
https://thunderstore.io/c/lethal-company/p/FlipMods/TooManyEmotes/ But here it is
Thanks!
Ooo new update, what's in it?
Also idk if anyone pointed this out, but your linkage to maskedenemyoverhaul doesn't link correctly
almost no mod from the store have a working linkage, idk why
Ah
I have a small bug using both MoreEmotes and TooManyEmotes. So when using an emote from TooManyEmotes, then using an emote from MoreEmotes simultaneously, i lose visual of my emotes from MoreEmotes like even the vanilla pointing,cant see my hands.
masked emotes work?
They did for me
same issue for me
hands gone
and sometimes me or my friends' character animation totally freezes until we do another emotes and walk
EDIT: just saw the 1.7.8 update, not yet tried with this version
@scenic cave Fck it let's simply return from the 'perform' method if the current playing emote ID is from the other mod. This way, animations won't overwrite defaults from the other
Just added an 'if id<0 return'
Lol it might be for the best lol. I will get on that when I get home
you guys should come together and make 1 mod ❤️
This is beautiful
Yeah this is happening to me too. Either one of the emote mods makes me invisible in the security camera except for the name tag and emloyee rank
@analog walrus
Would this be enough to check if the player is performing an emote from your mod?
if (emoteID < 0 && CallCheckConditionsForEmote(localPlayerController) && localPlayerController.playerBodyAnimator.GetInteger("emoteNumber") <= 2)
{
// Perform the emote
I guess would the emoteNumber integer always be 3 or more if performing one of your emotes?
Also, if it makes anything easier, you could run a check that checks if the current "emoteNumber" integer is "1", and then run a method like this to get the current animation clip from the state "Dance1", which I play my animations on, and if it's NOT the default dance clip (which you'll probably want to store in a variable early), and if it's NOT in the list of your animation clips (which it shouldn't because I don't think your mod plays your clips from that state), there's probably a good chance that the player is performing one of my emotes if all of those check out. Doing this, you shouldn't have to specifically check if my mod is enabled, I don't think. Might prevent the need from getting fancy and calling my methods.
public static AnimationClip GetCurrentAnimationClip(PlayerControllerB playerController, string stateName = "Dance1")
{
if (!(playerController.playerBodyAnimator.runtimeAnimatorController is AnimatorOverrideController))
playerController.playerBodyAnimator.runtimeAnimatorController = new AnimatorOverrideController(playerController.playerBodyAnimator.runtimeAnimatorController);
return ((AnimatorOverrideController)playerController.playerBodyAnimator.runtimeAnimatorController)[stateName];
}
This will not work unless your animation controllers have been converted to an AnimatorOverrideController which you could do after they're initialized, with playerController.playerBodyAnimator.runtimeAnimatorController = new AnimatorOverrideController(playerController.playerBodyAnimator.runtimeAnimatorController);
This won't cause issues (or shouldn't), but does allow for more flexibility. Also, if you did convert your animator controllers to AnimatorOverrideControllers, I wouldn't have to add 40ish lines of code to access your controllers and do it manually when it detects that your mod is enabled lol, which is fine, but feels messy since your classes are internal.
Hopefully that made sense a little lol
Yes, that'll do it.
Ok, this worked perfectly.
if (CheckIfTooManyEmotesIsPlaying(__instance) && emoteID > (int)Emotes.Point) return false;
``````c#
private static bool CheckIfTooManyEmotesIsPlaying(PlayerControllerB player)
{
Animator animator = player.playerBodyAnimator;
return animator.GetCurrentAnimatorStateInfo(1).IsName("Dance1") && player.performingEmote && GetAnimatorEmoteClipName(animator) != "Dance1";
}
private static string GetAnimatorEmoteClipName(Animator animator)
{
AnimatorClipInfo[] clipInfo = animator.GetCurrentAnimatorClipInfo(1);
return clipInfo[0].clip.name;
}
And as you suggested, now both Runtime Controllers become an Override Controller after replacing them 👍
Ah, that's good to hear, and thanks for the override part! I will try removing my compat patch soon and see if I run into any problems, but it should be okay. I haven't pushed my update (that prevents emotes if emotes are playing from your mod) yet, as I'm finishing a few things first.
Alright, the update has been pushed.
I'll update it rn aswell then
I'd vote for that.
Btw, not sure if you heard, but I believe it was being caused when synced (maybe they didn't have to sync) or perform an emote, and then they stop performing by walking, or literally anything, and then other players who are emoting break. I don't think I fixed it, but I can't test it right now. Probably still happens
hm
thx
ill test when i can'
@scenic cave @analog walrus
Your mod works fine but the conflict makes Hand Invisible still no fix
*sry for tag
This is happend when First Using TooManyEmotes then Using MoreEmotes
🤒
is there known fix or conflict when camera shows outside of the ship when using any emote (only on host)?
it happens randomly, usually on fresh game
Yeah, I have this strange issues myself.
I thought it was a conflict at fitrst but no. It just shows up sometimes and then fixes itself.
I think lobby restart fixes it?
Can confirm camera issues are definitely happening.
Are you guys running corporate restructure? I've heard someone mention this was causing it for them, but maybe it's not in this case? I personally haven't seen this bug yet :/
I'll check tomorrow if this is an easy fix
It seems to be happening to host only, as I haven't gotten any complaints from clients.
Is TooManyEmotes using an OverrideAnimatorController?
Yes it does
Wish there was an option to disallow emoting while hands are full.
I could add the config option for that in the next update if you'd like. Would be simple
I'd love that, but its up to you.
Alternatively, maybe it could hide held object when emoting?
Because right now with big objects in hand emoting just looks weird. I know some will find it funny, but not me.
Are there any debug commands I can use to test emotes and stuff?
There's a config option to have all emote unlocked if that helps
Yeah, I just did that in my test profile. 👍
Just downloaded this mod
It's great, not sure why I waited this long to get it
Is there any more emotes going to be added, or is 100 it for now?
Yes! I'm actually getting more emotes set up as we speak 😂
But I'm also in the process of fixing a bug where player's animations are getting canceled when others stop emoting, so the next update will likely include that fix, as well as the new emotes.

anyone by any chance experienced bug with spectating, when camera freeze in place and you can't switch between players anymore?
i'm having hard time trying to identify the reason
so even when my config says share is disabled, so everyone has their own balance and emotes
it still has shared credits
but not emotes
That's how it's supposed to be?
nah in the settings there's an option to where each player gets their own pool and own emotes to get
"Each player will have their own emote credits."
Yes?
I don't understand what's the issue.
we want it to where each player gets their own pool and their own emotes
ok?
the setting to where that becomes a thing
does not work
Yes, and you get that with that option.
does not work
How? Everyone starts with nothing and you get to buy emotes from the store. The store selection is unique for everyone.
🤷
that parts true
we all dont start with emotes
but its still a shared balance
even when it shouldnt be
yes
i am aware
it is set to false
FOR ALL OF US
and we tried it with it on true
and it STILL
doesnt work
So you buy and everyone gets an emote?
What about this?
its disabled
So the only issue is that group credits are still present and spendable?
group credits are a thing
however it SHOULD be
personal funds
like we just tripled the amount of emote credits we get to compensate
but its still kinda annoying
I don't know. I played with similar settings recently and it worked as advertised for us.
who knows man
this does seem to be the case, I wanted to try to repro one more time before I reported it
@shy falcon I should mention that this feature has not gone through many tests, but at one point, I did have it so each player had their own, but if it's not working, I'll likely need to double check my code.
Just for clarification so I know what to test, when you had ShareEverything disabled, it still let you purchase emotes with group credits? And also, the emote credits would go down for each person when one person bought an emote?
so when ANYONE bought an emote the group amount went down
so for everyone it would say 100
but if person A bought an emote for 50
everyone loses 50
but only person A gets the emote
Okay, and when you say "group amount", you're referring to group credits? And just so we're on the same page, and maybe you know this part, but the game calls the default currency "Group Credits", so when you see this term in the terminal, it means the default currency in the game, and not the shared pool of emote credits.
I want to say in the configs, I tried to use "Default currency" so people know what they were, but maybe I need more clarification.
And I think I did find the bug that was causing everything to drop emote credits when an emote was purchased. I will get this fixed and added in the next update! Thanks for letting me know!

Was there anything fancy you had to do to make them compatible? Looks like it could have been incompatible with the terminal?
Also, I cannot unsee that typo, and now it's gonna bug me 😦 "one"
Lmao, nevermind. That's not the terminal.
xD
If there's anything that might need a compat patch that would be easier for my mod to implement, just let me know!
Sure, seems to work fine tho :)
Do you have cosmetics in advanced company? And if so, do they work with toomanyemotes? MoreCompany needed a patch to make them compatible
Let me check. I give them layer 23
Looks good
I must say, having a v-type engine in hand while emoting is funny tho
If you want to fix that:
playerController.currentlyHeldObjectServer.EnableItemMeshes(false);
I had to fix it last minute for my terminal too :D
So you mean disabling the the currently held item mesh while emoting? Or just with two handed items?
You could check if its a twohanded item
I think most one handed items should look fine
Yeah, it definitely wouldn't be hard to do. BUT, it doesn't look hilarious when you emote while carrying a player (which is two-handed), and I know some people might be upset if I don't make an exception for that 😂
Haha
Uh, I'm having an issue where emotes dont save when people leave and rejoin
I have it to where everyone has their own emotes
I'll see if I can fix that in the next update! This feature is not one I tested a ton of, but thanks for letting me know! Hopefully it's an easy fix
been running into an issue where some of my friends (non-host) get their cameras bugged after they emote and they can see their own body but i think it goes away if they die and respawn
is this a mod conflict?
Right when they emote? Or after they stop the emote?
after
So are they seeing the body that other players are supposed to see for you? Are you using any mod that might change the model or have anything to do with the player model?
https://pastebin.com/bAXYGC8Z this is my modlist if it helps
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
I'm not too sure. I see a few cosmetic mods, and who knows if they change layer stuff. MoreCompany should be fine. Mirror decor should be fine. MoreEmotes should be fine.
But if it happens after an emote ends, then it's gotta be a mod that either has a patch with emotes, or is directly related to emotes. I'll double check my code to see if there's a possibility something like this could happen if another mod changes a render layer or something, idk.
ill see if i can get a friend to test things with me
It could be related to me setting the player's body shadow casting mode to "default", which I get that value as they're spawning, but maybe a mod that you have makes is visible during the animation and it reuses it. Not sure. I should probably change my code to run the OnSpawn events until afterwards, just in case. I'll include it in the next update. Hoping to push it out today
Actually
No, that's not is. I have it hardcoded, so that's not it. Let me keep looking
my modpack is so fucked rn ppl arent even respawning 💀 wtf did i do
xD that's not good
soooo it broke mid emote this time
its one of these four prolly cuz we just re-enabled them
time to see which one it is
I'd bet generalimprovements. I have heard people mention having issues with that mod. (I don't remember what those issues were)
But who knows if that's causing it
Broke mid emote as in what exactly broke?
I used GI for quite a while and so far only had issues on my end. But they eventually resolve tehmselves after a lobby restart or maybe death? Never bothered to properly check because nobody but me has the issue, so I haven't bothered yet.
like the camera is off the ship?
It usually manifests in your first emote not going into third person but instead camera is just staying where it was in first person, but emotes after just show you the side of the ship.
im using GI and TooManyEmotes and i got no issues
I don't use Hexi though. 🤷
maybe another mod who knows
what in the spaghetti
never using this shit again
this also solved the issue of not being able to respawn btw
lol wtf, what are they doing to break it? 😂
how do you get more emotes
You can buy them in the terminal. Type "emotes"
ahh
thx
another quick question
are they permament when you buy them?
@scenic cave please i need to know
Oh, no. They reset on new games. If you're the host, you can enable all emotes from the start by changing a config setting.
oooo thats good to knwo
where is the config setting
@scenic cave im sorry i need to know
😆
Hello I am having some issues with toomanyemotes I am currently getting this error
I am able to see my own emotes but not my friend's emote
When they are emoting they are just hopping up and down
encountering a new bug in 1.7.11: can't scroll between different emote wheels (e.g. when "common" has 9 entries, I can no longer move on to the next wheel "tab")
dropping back to 1.7.10 fixes it
nothing of interest in the console
When does this happen?
The red wall of text only appears when he emotes
It seems like your animator controller isn't being converted to an override controller for some reason
Might be another mod doing it?
Want to see my modlist to check?
Yeah sure
WAit we figured it out
Also experiencing the bug where I can't scroll through emotes
Apparently we needed better emotes
thanks for confirming! 🥰
Also how do we buy the emotes
Does it sometimes let you scroll, or never?
It doesn't let me scroll at all.
^
Okay, I think I fixed both issues in 1.7.12
Scrolling and added checks before trying to set animation clips, so it will convert the controller to override before it does it. BetterEmotes might try to change the controller type.
I'm also not in a position to test the scrolling part, but I did see the error that was causing it. Pretty sure
I feel like I updated it like 5 mintues ago lol, but the page still shows 1.7.11
It does show up there before r2 I guess
thunderstore has been hit hard lately and likes to serve cached pages for extended periods of time
so i'm as surprised as you are
Btw I am not sure why I cant confirm the purchase for emotes for referenc eI am using advanced company so it modifies the way the shop dispalys
018d0b9b-c07a-e020-6424-9cb059ef291b
This is how the modlist is setup currently
im pretty sure its caused by corporate
Don't know if this is a compatiblity issue but some emotes freeze on the first loop or on animation end
For some examples Orange Justice and Backflip just froze on these frames for me
is it normal for the mod to completely remove darkness while in third person?
The camera thing with corporate restructure has been reported I assuming? Only happened to me recently oddly enough
I've not really tried it yet, but i've seen that masked guy can do emotes? Is this default or do I need to install another mod too? Also does it alway emote or is it like a random chance thing?
There's a chance when does the stare animation to emote after a short delay, they will also always emote during first player encounter as well.
so there is a bit of a random chance + a guaranteed
Cool stuff i'll definitly try it tonight
its in "beta" so it might not always work but from my experience it works pretty well
Is beta available on git or is there some way to download on thunderstore?
its on by default I believe, so if you have the toomany emotes mod you have it. Just letting you know it might be buggy :)
I'm not a dev of the mod but just letting you know from experience and what I read
I'm used to buggy stuff by now, i've been testing out the vr port for this game from the start haha. TooManyEmotes was first to bring compatibility for it so def my new favorite 😍
I think I found this issue. Gonna push out the fix soon. Thanks for letting me know!
Okay, the mod should be updated now to 1.7.13, and seems to have fixed those issues.
Hello I am using 1.7.13 When i am doing an emote, all the voip seems to have echo effect
Does anyone have the same issue?
thanks, seems like this is it
Yes, it does echo. It was an attempt to move the audio listening source to the third person camera because it sounded weird to rotate your camera and have the sound directions not change 😂
Not sure why it echos, though. I just copied the audio listening source, but I'll look at this sometime
The mod breaks the walking animations, etc randomly idk how this gets triggered (also cant see my friends emoting with toomanyemotes)
It is just random? You don't know how to replicate this? :/
Nah it pretty much happens every time my friend can't see my emotes I can't see his
I use advanced company so idk if its cause of that
They supposedly made that mod compatible, but I'm not sure. I'll try to test a few things sometime
and all emotes unlocked via the config
i am also running into this issue
downgrading to 1.7.10 makes everything work again
Do you ever see their emotes? Or nah?
Gonna test this real quick. This was working for me just last night
i can send you my profile code if you'd like
Yes please, I was about to ask lol
018d0ee4-6253-0373-831e-63facccd448c
kk one sec
Definitely a conflict. Still trying to figure out what it is though
Thanks @mighty pagoda! I figured it out. I got is working now. Had to make some slight changes in case of compat issues with other mods, again. Should be on 1.7.14 now
pog
Is bought emotes not saving for clients a conflict too?
yeah, its happening to my guys as well.
anyone getting
MissingMethodException: Method not found: TooManyEmotes.UnlockableEmote TooManyEmotes.Patches.PlayerPatcher.GetCurrentlyPlayingEmote(GameNetcodeStuff.PlayerControllerB)
at ModelReplacement.BodyReplacementBase.SafeGetEmoteID (System.Int32 currentID) [0x00001] in <b9ae5003cd51460481d20a5bd9c6d186>:IL_0001
at ModelReplacement.BodyReplacementBase.Update () [0x001b1] in <b9ae5003cd51460481d20a5bd9c6d186>:IL_01B1
40 billion times?
Yeh currently I buy emotes, I don't get them - it spends the currency, I could repurchase them as many times as I want (and still keep using up the currency) - but everyone else gets the emote :<
They also don't see me using the emote I emote with

Yeah the bought emotes aren't saving
Is the share everything disabled? Or enabled?
Did you guys disable share everything? I've been hearing that not too stable right now
I did disable share everything. Is that what's causing it?
That's my guess. I've heard this from others well, but I will test this more tomorrow to see what's actually going on. Sorry about the issues!
I reorganized my code, and I forgot that ModelReplacementAPI referenced one of my methods, which was now in a new location. I put that method back, so that issue should be resolved now. (in 1.7.15)
Thanks for bringing this up!
Two questions: 1. The masked enemies doing emotes works without MaskedEnemyOverhaul still, right? And 2. Is there a way to disable the always emoting on first encounter in the config? (I haven't installed the mod yet so these are questions from an outsider :3)
Yes to both
Sweet, thanks!
Well, uh, this happened when I emoted in front of the mirror 
Also, do any of the emotes let you move while emoting? Some of them would make sense to do so with
Yeah I'm getting this behavior too, thought it was my shitty internet lol
Though I can say that after buying an emote (As a client) and rejoining, the emote shows up for me.
Worth mentioning
@near birch Were you playing with ShareEverything disabled? Is so, this seems to be the trend. I'm going to look into this today.
Share Everything is True
Presuming this is the default cause I never touched it
Yes, it is default. Maybe, what was the actually issue going on then? haha just to double check
Assuming my problem is the same as theirs, as a client I would buy an emote from the shop, it would take the credit to make the purchase, but not grant me the emote.
I didn't check if the host saw it, though.
But it did have the emote there for me once the host had to restart the lobby and I rejoined
Sorry, got distracted with something.
- So, you were not the host.
- You bought an emote.
- Credits were deducted.
- You didn't receive emote.
- Host relaunched lobby and it appeared.
Is that right? Did you mention if the host got the emote when you bought it?
Its okay I got sidetracked too, that is all correct yes.
I didnt think to ask the host if they saw it while I didn't though, no.
I'm assuming he did, but I'mma follow through the process in my code real quick to see.
Yeah Im gonna presume he did too
if (!ConfigSync.instance.syncShareEverything)
StartOfRoundPatcher.UnlockEmoteLocal(purchasingEmote);
I have this line of code, but after that line, it sends the purchase to the server which should send it back to everyone so they unlock it.
Let me see if that's not happening for some reason
You think Latency might screw up the delivery? Cause at the time my net was god awful, but if it failed to deliver then it probably wouldn't of appeared after a reset...
(Also LC's lag comp is pretty good from my experience)
Nah, I don't so. There shouldn't be any type of race condition. The emotes should be fine even if they got sent to the host 2 seconds later, or back to the rest of the clients 2 seconds later.
Making some tweaks, and I'll test in a bit 🙂
Btw, I think I've fixed the issue now. Testing it soon
Great!
suggestion to hide the emote prompt if either:
youve unlocked all emotes or
have the "party pooper" thing set to true
everytime I emote it shows the outside of the ship, is there a fix for that?
You got corporate restructure mod? I hear that mod is causing this issue
Hello, the cosmetics mod has been downloaded TooManyCosmetics v2.6.0 by Hypick, but we don't see each other's cosmetics, only through the mirror (as well as cosmetics, you can see through the dance emotions)
What could it be or how to solve the problem?
emoting is causing you to go invisible in the mirror again
yeah I do, it also fixes itself after dying once
hey, i was playing as a client and when i bought emotes in the shop, only the host had the new emotes added to its wheel, using share everything @scenic cave
the nametage rarity gone
So emoting making you see the side of the ship is due to Corporate Restructure?
Hello 🙂 I don't know if this has already been said, but a cool idea for this mod would be to keep the emotes you buy even if you fail the quota, or maybe provide a config for it ?
It's a common thing I've been hearing. I've never used the mod, so I don't know exactly what's going on
There seems to be an issue of positional audio being screwed after emoting.
I will look into this soon
Like the camera position you had before transitioning from emoting to first person gets applied to first person.
Gonna post a video example.
LOUD WARNING
Hello, has anyone encounter a bug that voip only coming out from left/right after doing an emote with the latest version?
Just tested without any other mods. Same thing, so it's not a conflict.
@summer elm Thank you!
I found and fixed this issue now. I was setting the audio listening source to the emote camera when emoting, but when finished emoting, I was setting it to the emote camera again. Whoops! Update has been pushed
Did this happen everytime?
Does this happen everytime? It seems to be working for me. Were you the host?
Just fixed this btw
We only had one game session with this list so idk but during it yea
Also the VoIP when emoting was echoing like you inside the facility when you are not
I want to say I fixed this late last night, unless you've tested this again today. Could you confirm that? haha also, if that issue you were having with not syncing was from yesterday sometime, or 2 days ago, then I might have fixed that yesterday as well.
Replied to the wrong person lol
@cinder hornet
I might look into this sometime in the future!
Hey @scenic cave was this ever looked into or fixed?
I've seen it happen, but have not look into it much yet. I will be today, though!
Sounds good! No biggie until then, was just curious
As long as its just a Mirror bug and not a full visual bug
yea it was like 20h ago
Hopefully both of those have been fixed then 🙂 Because I definitely attempted to fix them. (I think I did actually fix them)
Hi :) is there a way i could simplify this mod by just choosing a couple of the emotes and using them like emotes are used in game?
Without all the rarities, buyables/unlockables/and stuff
Or do I have to use MoreEmotes for that?
.
(I used to use MoreEmotes but I realised its apparently slow and breaks when using some other mods)
check the config, there is option to unlock everything without buying
100 emotes seems like way too much though can I just choose a couple and bind them to the number keys?
there is keybind to put the emote u like to separate wheels
Ok thank you! Rarities won’t show up right?
Or erm matter?
In the favorites wheel
Rarities only matter for buying.
yes
I stopped using Corporate Restructure because it seems to cause issues anyways, and I noticed it throws errors quite a bit in the console lol. I'm glad GeneralImprovements implemented the main features I liked from it
Weird I saw the camera thing fix the other day and now its broken again for Corporate restructure, I use it as a restart mod mostly (cause the other one breaks a lot) but the weather and loot count thing some nice extra's I guess I gotta stop using it
Is the mod compatible with More_Emotes? Or will it cause desync and bugs?
Why do when my friends do some emotes, their arms are not moving?*
It should be, but it may be an issue if you try to do an emote from more_emotes while performing one from toomanyemotes, or vice versa.
Does the rest of their body look like they're emoting?
More Emotes has a lot of animator conflicts sadly, it's why I ended up removing it
https://clips.twitch.tv/PlausibleHandsomeTomatoWOOP-jgsZ9fCl0yJWjQqz @scenic cave thought you might enjoy this lol
Perfect MEO + TooManyEmotes moment XD
Haha ikr my friend having that disappointed "Ohhh" at the end made it even better
@scenic cave weird bug latest version
Are you using corporate restructure?
yes
Don't need CR if you have general improvements
i no using general improvements
that same like cr?
Yea replace it with general improvements
or different
It's got the same features as CR, and you can adjust what shows in the config. It's got a LOT of config options to adjust what you want changed. But it's a Pure QoL mod, just got it 2 days ago and it's been helpful for removing several mods out of my list
GeneralImprovements contains QOL changes and bug fixes as well
Having items not fall through the cabinet is the reason I started using it
Lol
Fyi it also replaces IntroTweaks, BetterScanner, FireExitDoorFix, and HealthStation(However it has a bug where only host can heal to full sometimes)
that and having fire exits not face the wrong direction when walking inside places
Yes forgot about that too
I mean you can still pair IntroTweaks with it but I recommend against it, IntroTweaks causes problems more often than not
hey @scenic cave do you know why when i set a custom value for tv volume in the cfg of objectvolumecontroller, it reset itself everytime i start the game? using TVloader
Sounds like a mod might be setting the volume to 100 overwriting your saved values. That's my guess.
Is TVloader resetting your volume?
will try with tv loader disabled
ok so i tried on an empty fresh profile with only object volume controller and it still reset to 100 when starting the game so its not a mod conflict its within objctvolumecontroller
would be cooll if you can fix it when you have time
I'm not sure why that's happening :/ Everytime I load in a game, it loads in at 20. I'll have to investigate sometime
ok so did one more test and i find a fix, if you leave the boombox volume at 100 the two other value for tv and recordplayer will reset, you have to edit the boombox base value to make it save the other one
I might get rid of the config option, and just have it remember what you set it to previously. I'll still have to fix this issue, though. But it won't be now haha
previously as like forever even when you leave game /start a new save ?
because if not, i would prefer that you leave the config as it is, maybe just edit the txt to say that you need to put boombox at 99 or less to save change ?
anyway its working now so noot very important to work on for now i know you busy
also, jsut had an online session and when closing the lobby during round then reloading the save, we didnt had the emotes we bought earlier
How far into the game were you when you closed the session?
it was about an houre+, and i close the lobby like 30 sec after landing in this specific round
one of my friend also lost xp and lvl (with AC), and some item also despawned (equipement, mostly AC i think)
@scenic cave im trying to use your code as a basis (with credit given) in order to make a custom currency for my own mod and right now im trying to use your "ParsePlayerSentence" method to do it but its saying it cannot parse my word?
public static bool ParsePlayerSentence(ref TerminalNode __result, Terminal __instance)
{
if (__instance.screenText.text.Length <= 0)
return true;
string input = __instance.screenText.text.Substring(__instance.screenText.text.Length - __instance.textAdded);
string[] args = input.Split(' ');
if (args.Length == 0)
return true;
if (!ConfigSync.isSynced)
{
if (input.StartsWith("furniture"))
{
mls.LogInfo("ATTEMPTED TO RECOGNIZE FURNITURE WORD;;;;;;;;;;;;;;;;;;;;;;;;;;;;");
__result = BuildTerminalNodeHostDoesNotHaveMod();
return false;
}
else
return true;
}
if (input.StartsWith("furnitures"))
input = input.Replace("furnitures", "furniture");
if (input.StartsWith("furniture"))
{
mls.LogInfo("ATTEMPTED TO BUILD TERMINAL NODE HOME!!!!!!!!!!!!!!!!!!!!!!!!!!!");
if (input == "furniture")
{
mls.LogInfo("ATTEMPTED TO BUILD TERMINAL NODE HOME!!!!!!!!!!!!!!!!!!!!!!!!!!!");
__result = BuildTerminalNodeHome();
return false;
}
input = input.Substring(6);
}
else
{
return true;
}
return true;
}```
Sorry, just saw this. Let me look, one sec
@torn storm What are you trying to type when it says it cannot parse the word? Are you trying to type "furniture"? I will assume so
Where does your code make it to in here?
Is it getting to the last return false? And in your BuildTerminalNodeHome method, does the returned TerminalNode have the same values as what mine has? (aside from the text)
Unless I'm missing something obvious, this code seems fine.
But I also am very tired haha. And last question, is this method a [HarmonyPrefix]? I'm assuming so.
yes it is, i eventually figured it out but i forget what the issue was lol
it might’ve been a case sensitive issue but i’m not sure
When I emote in the pre game lobby My camera gets sent out the ship and when I stop the animation I can see my own character when I look down.
Definitely a mod conflict of some sort
See if you can narrow down which one and then report it
Do you use Corporate Restructure? It's known to conflict with TooManyEmotes
Remove it and swap to GeneralImprovements if so
Why should I switch to that?
Because it contains the features from Coporate Restructure and doesn't conflict
and you can also customize which monitors you want to display what
same thing happens to me while CorporateRestructive is turned off
Wonder if it's some other mod then
I know some mods cause issues when disabled as well for whatever reason lol
i'll try to uninstall it then
it actually worked
i just realized that it always work for hosts
Cuz it breaks always on clients
Also having this bug, I dont have that mod.
Hand placement in view models is just lodged elsewhere for emotes/hand actions/etc
Oddly, the hands are okay however with some of the moreemotes features, 5 through 7, 8 is odd, but 9 & 0 are fine
Worth mentioning the hands were fine when we began, possibly that old bug where they got dislodged after doing a TME emote
It only works for emotes that loop, or pose emotes
is it normal that when testing in lan mode, the client emoting see black screen during emote and after that can see part of his caracter model bugging when walking ? @scenic cave
did you find a fix?
for reference i didnt had this bug 3 days ago and i ddint add any mods, and no i don't have corporate
Probably a conflict with More Emotes from the sound of it
Haven't tried yet
Not using any other emotes mod
btw
Stack trace:
TooManyEmotes.CompatibilityPatcher.MoreCompanyPatcher.ApplyPatch () (at <44c4305a1b95409cabf8b07202ab19f4>:IL_0015)
(wrapper dynamic-method) HUDManager.DMD<HUDManager::AddPlayerChatMessageClientRpc>(HUDManager,string,int)
HUDManager.AddPlayerChatMessageServerRpc (System.String chatMessage, System.Int32 playerId) (at <af9b1eec498a45aebd42601d6ab85015>:IL_0111)
HUDManager.__rpc_handler_2930587515 (Unity.Netcode.NetworkBehaviour target, Unity.Netcode.FastBufferReader reader, Unity.Netcode.__RpcParams rpcParams) (at <af9b1eec498a45aebd42601d6ab85015>:IL_0073)
Unity.Netcode.RpcMessageHelpers.Handle (Unity.Netcode.NetworkContext& context, Unity.Netcode.RpcMetadata& metadata, Unity.Netcode.FastBufferReader& payload, Unity.Netcode.__RpcParams& rpcParams) (at <895801699cfc4b4ab52267f31e2a4998>:IL_004E)```
Can you add AC to the MoreCompany check to then not apply the patch?
For now I probably will add an empty CosmeticApplication class to my MoreCompany stub dll :)
Ah, yes, I can do that when I get home!
Is there a way to force first person? I know why its in third person but a buddy of mine refuses to use it in third person
Well, I mean, I could attempt to make changes to force the camera to stay where the head is. In the game, the camera isn't "parented" to the head, so the base game basically moves it manually (I think), so I'd have to replicate that logic without making it move the character. (or add the camera container into each animation, but I don't want to do that 😂)
I'll experiment with it later.
There's the camera container, which holds the camera, and the camera container is siblings with the character's "metarig", so not parented to the head at all. I don't remember how the camera stays at the head's location, but I'm assuming it's in the player's update method. I could be wrong. It could be part of each of the character's animations since I know there are keyframes for the camera container in the animation clips.
Or I could set my third person camera's distance away from the pivot point to 0, so it will basically be at their head, and I can use most of my logic from my camera that I use for when it is third person. (maybe make some tweaks if it's in first person mode)
Idk, might not be too hard
I'll look into it later
I pushed out the update now. I didn't test anything, so maybe check just in case and let me know haha.
Is there any current issues with this mod I need to address? It's suspiciously quiet in here xD
Are rigs breaking occasionally?
Are players' animations canceling when another player cancel theirs?
Any specific animations just broken in general?
I mean, a lot of stuff is bricking left right and center - so until those breaks are fixed, I can't really test to see if anything is wrong with yours. In solo trying-to-figure-shit-out-to-report mode, nothing seems off with your mod o -o
Lol, and what kind of stuff do you mean are breaking? Like other mods? Compat issues in general that are hard to tell what's causing issues?
Yeh, just random errors left 'n right
this mod being mean with that one
this one saying [item] already exists
the ol impossible-to-fix-by-any-dev
the usual
But nothin' seems off 'bout yours now o ,o . . . if nobody said anythin' on github and nothing is here, you're goin' flawless o- o
Bask in the glory of (possibly) no issues. Dust your hands, you only got a small break before somethin' pops up ;p
nb4 1 week from now: main game update
I have no idea what mod you might have that is doing this lol
Me Neither~
I feel like I always see this error, and I'm pretty sure it's just vanilla. Probably centipedes cuz they always seem to break, hence why the FixCentipedeLag mod exists haha
Oh, I just use the pathfinder mod
should I put both fixcentipede and the pathfinder?
"PathfindingLagFix"
Oh, I have no idea. I don't really use the fixcentipedemod, I just know it exists
I'll look into the pathfindinglagfix
Might only need that one
they both sound like they do the same thing to the centipede... i think
i looked up teh centipede one
Don't use the centipede one
Yea the centipede one just kills all centipedes
cannot confirm, have it since forever and they spawn nicely no issues
just yesterday died to one
@scenic cave would it be possible for you to put California girls into a separate mod?
Specifically put it in a new mod? Are you just wanting to remove it, or what are you wanting exactly?
I mean keep it in TooManyEmotes too, but I've also been talking to some people who don't want to use TooManyEmotes but also want the California girls emote, so I figured I'd ask if you minded making a separate mod that only has that emote?
If not, it's completely fine 🙂
The only way that could happen would be if I copied my whole mod, and took out every emote except for one haha, which is basically the same as posting the same exact mod, but with a different assetbundle.
Is there a specific reason they don't want to use this mod?
If you'd like, I could give you a new assetbundle that only has california girls, and you can just replace the one in my mod's folder, that way, the mod will ONLY have 1 emote, but it probably won't play nice with others who don't have the same asset bundle as you. It's a weird workaround, but it could work if you're playing with friends and you know for sure they have the same asset bundle as you.
Has there been any reports of animations failing to play? Had a game yesterday with 5 players, no changes in mods only mod updates, and all emote animations refused to play (did nothing)
Would they play for yourself, or would it just not play for other players from your perspective?
Neither
They would not play for myself or for others using it
I'll keep investigating. Unfortunately the console log had no errors thrown
They don't want to use it because it has a LOT of emotes and they say they are just copy pasted from fortnite, if you could give me the a new asset bundle that only has that emote, that'd be appreciated
They just don't like having a lot of emotes I guess lmao
It does have a lot of emotes lol, and they are in fortnite, but I wouldn't exactly say copy and pasted since it requires me to port them over to a format that unity likes, and convert the animations from humanoid to generic, and other tricks to make them play nicely in game, as well as specific fixes for various emotes since sometimes they just need a little more love and care 😂 (sorry for being technical lol)
Also, here is the assetbundle. You will place it in FlipMods-TooManyEmotes/Assets/ folder wherever your mods are installed at. You will need to delete these files: emotes_0, emotes_1, emotes_3, and emotes_complementary. Everyone else you play with will need to do the same so they're running the exact same assetbundles as you. If you have any questions, feel free to shoot me a dm, or if something doesn't work as expected.
Also, this is a pretty specific request, so this isn't something that my mod will play nicely with if other clients don't have the exact same asset bundles as the other players, so if you did want to play with others who are using the rest of the emotes, you will probably want to uninstall the mod, and reinstall it so you get the original asset bundles back.
It would require some work that I can't do right now to make a better solution lol sorry!
It's okay, I appreciate that you even did this, thank you 🙂
Yeah so no emote animations play. It works fine for better emotes but unfortunately not fortoomanyemotes
[Warning:TooManyEmotes] Converting animator controller to override for player: Player (2)
[Info :TooManyEmotes] Enabling rigbuilder for player with id: 2
[Warning:TooManyEmotes] Converting animator controller to override for player: Player (2)
[Warning:TooManyEmotes] Converting animator controller to override for player: Player (2)
[Info :TooManyEmotes] Player syncing emote with another player. Player id syncing emote: 2 Syncing with player id: 0
[Info :TooManyEmotes] OnUpdateCustomEmote for player: Player (2) Syncing with player: Player Emote: scout_regiment_salute EmoteId: 63
[Info :TooManyEmotes] Disabling rigbuilder for player with id: 2
[Warning:TooManyEmotes] Converting animator controller to override for player: Player
[Error :TooManyEmotes] Failed to get current animation clip from player: Player. Clip does not match starting or loop clip! Playing clip: Dance1 EmoteStartClip: aerobics LoopClip: NULL. This is probably okay?
[Info :TooManyEmotes] Setting animation clip for player with id: 2 Clip: aerobics```
This is the only output from the log
@undone cipher Ohhh, are you using betteremotes? If so, they made a patch recently that updated a namespace or something, so I had to alter my patch slightly. It's fixed, but I'm in the middle of an update, so I haven't pushed out the fix for the compat yet.
Oh okay, gotchya. Thanks for the information!
haven't had time to sit down and dig into it or figure out repro, but just a heads up: the rarity/favorite stuff is disappearing periodically (1.8.2)... really unclear what was causing it... next level load fixed it, but it kept happening... only recent addition to the mod pack was CrowdControl, so I'm going to try to take a look at that later and i'll update if I get a better handle on it
no relevant console errors as far as I could tell
Out of curiosity, are you using input utils?
Also, just for information, and might not matter, but are you playing with keyboard, or gamepad?
And did you get any errors in your log? I'm guessing probably.
InputUtils: yes [0.6.1]; Input: Keyboard/Mouse; Log: No thrown errors
for completeness [Warning:TooManyEmotes] Error loading favorited emote. Emote does not exist. The emote has likely been temporarily removed in this update. but I don't think that was at the same time (pops up periodically due to not having favorited emotes unlocked, I think?)
This used to crash the mod, but it's been fixed since then. This should be fine. should, but could be wrong. But there were no console errors when the emote menu opened? Would you have a log file to share maybe?
the log is quite lengthy (extended play session to test stability on a few things), but you are welcome to it
but yes, there were no errors thrown at the times this happened (saw it a few times over the course of the session, reset upon new level load each time)
unrelated, but I almost managed to escape a centipede when I realized I could emote and use the third-person cam to make a break for the door
you were (almost) a literal life saver
lately my friends an I bascially forgot we had this installed, the emotes provided by the Emotes API are just too well done! however i was bored on ship and saw there was a legendary emote in the store and decided to pop it out
it reminded us all why we are just not using this as much anymore, ever since we started using toomanyemotes way back when, emotes often glitch out when viewed by other players, making it hard to enjoy the silly dances
i dont remember this being reported anywhere here, so ill assume this is not something that happens to everyone?
im having problems still when emoting you are like put outside the ship
also sometimes when starting the ship your view is just like messed up
and sometimes you can see parts of your helmet or suit in your view
Someone made a template, and now I must share it here see if it can be turned into an emote: https://cdn.discordapp.com/attachments/750645985411203182/1201250301018116206/Pipe_meme.png?ex=65c92285&is=65b6ad85&hm=a9b0f7f5bc1f9eb431bd73ce390cfeea80be23770a42d78171d2beffaf95ee75&
while i was testing some camera changes with the GeneralImprovements and the OpenBodyCams set to Body. i got this. it was funny to look at
Hmm, doesn't seem normal. I wonder if it's a mod conflict. At least I haven't seen this. Might have to investigate a bit.
What's even going on with that camera? lol
I wonder if there's a camera attached to the animation preview player because of another mod. I'll see if I could force delete any body camera if it exists on the player's animation previewer
If I had a custom model and I still wanted it to do emotes how would I do it
Because when I do emotes it just dose the emotes as the old model
i dont know either XD
it only happens when i have the body cam set to the body instead of the head cam
havent encountered any problem when set to head
so far
Found a bug that puts you in third person. The way to do it is quite simple and, though I haven't tested all emotes, seems to only work with Death emote:
Open the selection wheel and hover your mouse over death, hold the W key, then release the wheel selection key while still holding W
This mod puts all emotes in 3rd person by default
Yeah but then you're stuck in 3rd person and not emoting and you can move around and do whatever
It's basically a glitch to enable thirdperson
sadly i was running around with death emote last night an never got stuck hmmmm
I see now that my wording was rather poor on the first message
thats weird tho had a pretty big lobby with no issues i wonder if you have another mod that affects it imma go try it see if it works for me
I could send a clip on how to do it if you'd like
i think i understad from the msg
i just think its weird thats never happened to me and i constantly change emotes holding w
do ou have the config set to emote on relese of the key or by clicking
release of key
heard
you open emote wheel press "W" and hold them release "~" correct and that sticks you
yup, with death selected
does the character stay in the emote
?
be a lotta emotes on here loop and never end until you do certain actions
including death can just lay there an move around "dead" untill like I jump or crouch
i cant get the issue to happen for me
i tried
no, they dont
lemme get a clip of the intended outcome
also, definetly not a conflict. I did this with the latest version and only this mod
Doing another emote fixes it back btw
So, let me repeat the steps to get this:
1-Have death unlocked
2-Open the emotes wheel
3-Hover over the death emote and hold W
4-Release the emote wheel selection key
thats exactly what i did
youre walking b4 you open emote wheel bro lmao
lemme try that
holidng w
then open emote wheel
and the rest
Also i run Party Pooper to just keep all emotes unlocked
yeah but that doesnt matter
as long as you're holding w when you release the key to open the emote wheel it should trigger
dont do it to me thats so weird
did you get it to work?
no lmao
bruh
im trying something else hold up
goti t
it
i got a fix for you
either turn on the setting to move while emote which stops you from using alt to turn while emoting or add this https://thunderstore.io/c/lethal-company/p/KlutzyBubbles/InfiniteEmote/ which lets you move while emoting and you hold alt to turn player with mouse or movement is weird
personally i use infinite as i like the holding alt to turn more so i can still look at the front of my player when i emote
yeah either works personally i move non stop so it would bug me
@slim oracle thank you for this! I will check this out and see if I can get this fixed
you're welcome! It's honestly rather minor but I figured I might as well report
btw. the twerk emote is removed? it was kinda funny because someone in the crew tried looking for it after using it before hahaha
this one only has the buns moving
the one from this mod was different
@desert raven Actually, I did remove it because I was fixing the feet, but I totally forgot I hadn't re-added it. Thanks for letting me know haha. I'll add it in the next update!
@slim oracle I think I found the issue, and it was with all "pose" emotes, and I think emotes that transition to a loop. Thanks again for showing me this! It will be pushed in the next update
are there more emotes that were removed?
There were a few, but most of them were re-added already, except for twerk, but maybe a few other?
Also, I just updated the mod, fixed quite a few things! (I ran out of time and will add the twerk emote back in tomorrow)
Now on 1.8.4
hey am i being dumb and missing something completely obvious?
I opened up the terminal, typed "emotes" to get the store list, then typed "buy <emote>" and it just says "There was no action supplied with the word".
If i type "Emotes" with an uppercase to get the command list, it says the same thing
Okay, I broke something with the character's rig, whoops. Pushed out 1.8.5 to fix it
@last plume Did you test this before 1.8.4 finished uploading? I updated on r2modman right after you posted that message I think
i have the update pending now so i will get it and try again
yes now "Emotes" with capital works to show the list.
I was confused because the prompt says "Emotes" shows the list of commands, but it just showed the store itself.
I actually wasn't aware that you didn't need to type "buy <xxx>" in the store to buy things.
so i was putting "buy " at the start of the line which failed.
perhaps you could let that work too, to match vanilla store functionality?
oh, I don't even type "buy" when purchasing items. I just type the item. I guess I could add the "buy" part sometime
yeah i'd always typed "buy" first since i didnt know it was optional haha. so it caught me out on the emote store
this has probably been asked but is there any intention of incorporating the default dance and point emotes into the wheel and removing the hotkeys?
as it is now when i share my profile with InputUtils, HotbarPlus, and TooManyEmotes, I'm also going to have to ask people to go and manually rebind the default emotes away from the 1 and 2 hotkeys.
i dont think there is
since those are vanilla keys
i mean if you have MoreEmotes on. which some likes. you still end up telling them to rebind their keys anyway
Has anyone experienced something like this, and does anyone have a solution?
same bro, i try landing 2 times and still like this
to this day. i dont really know what breaks those except MoreEmotes or something
Did this happen after performing an emote while you were performing one from More_Emotes?
in-game tooltip isnt updating for me, i changed my emote wheel to Z but the tip still says backquote
i also have inpututils
same with the rotate tooltip
I guess I haven't tested this after changing the keybind mid session, but didn't think that would matter. Let me check.
@mighty pagoda This should be fixed now, and will be in the next update later today! Thanks for telling me about this issue.
ty
Happens to me too and I dont have more emotes
What about better_emotes? Or model replacement api? Those are the main ones I'm wondering about. Would you have a mod list to share maybe?
018d57eb-9891-e13b-94ba-78fe4121ea47
Believe this is my latest profile
@lusty canopy sorry for the late reply. There's kinda a lot of mods lol, but I can't immediately see anything suspicious. Is it just random when your hands disappear? Or does it happen a lot?
Wait, unless it's corporate restructure. I feel like that mod has been conflicting with mine recently
Are you running corporate restructure? I want to say that issue is caused by that conflict, but I could be wrong
It only happens when I emote and then stop my emote
Also only happens to me in solos. When im hosting with friends it just happens to one of them sometimes
Was this the same issue with the camera going outside the ship, or with your arms messing up?
we still get the camera going outside of the ship occasionally. the arms on the other hand. kinda experienced that too. saw my arms jiggling in fron of me specially when i look down
Both
Or @desert raven, have either of you tried testing this without corporate restructure enabled? Not sure if their issue with throwing the camera outside the ship is still happening. At least, I believe that was a compat issue before.
Ah, okay nevermind haha. Did you send me a mod list earlier?
haven't
i can send it later once i open my pc
i think i only showed you that funny camera view
where i was dancing in the camera even though i stopped
i never really said about the hands showing but i've experienced it multiple times that im used to it lol
Ah, that's right. I do believe I fixed that (hopefully), but I haven't tested it. Who knows lol. I wonder why the camera would be going outside the ship. Hmmm
it normally fixed it self when i go back to orbit and land to a moon
but occasionally someone in the group would see them hands
or see a 3rd hand in their screen
all we do was rejoin in orbit
and it would fix itself
though what i think is causing it was the item switching speed not being the default speed and it's too fast that it's breaking the visuals of the hands.
Btw, which mod do you use to rejoin when a game is in progress? I used to use one in the past that broke a lot, but it's probably more stable now. Is it latecompany?
i use the shiplobby one i think
late company tends to bug out as far as im aware
with late company. sometimes people join with a black screen
@scenic cave this is what i run
still saw my hands when i had this set but. i havent updated yet because im afraid to break it on multiplayer ahaha
tho this is what me and my friends played with 8 players at least and kinda worked with only a slight visual an input issues
at most we just rejoin the lobby on orbit when something is broken
it kinda became a habit to wait and check changelogs and issue reports before updating
as long as we dont get Desync issues. were fine ahahaha
the only mod i had removed from that was HexiBetterShotgun. it was a major Desync issue for us
Hmm, my initial suspicions, in regards to mods that might potentially set the layer of player arms, might be ModelReplacementAPI, maybe the Jiggle mod lol (when that mod first came out, I know it made the player's body visual, and blocked the camera, but it could have been because of ModelReplacementAPI, thought I thought it was fixed), standalone cosmetic mods that add their own implementation on rendering the player, or camera mods, maybe.
Not home atm, so can't look at this too hard
oh i thought of that too. tho the only jiggle stuff we have are cosmetics
not suits
Ohh, i was talking about the thicc one actually, then nevermind lol
that mod's jiggle weights actually can kill you when you stop on an edge
when you stop moving. your body is still being dragged around with that massive boobas
saw someon slip to death cuz of it on stream lol. it was funny
they stopped moving at the edge and their body was still moving due to the body jiggle force lol
the only female body mod we have is the Female Scavenger https://thunderstore.io/c/lethal-company/p/Vegasx/Female_Scavenger/
its cleaner
tho the jiggle physics are funny with the Thicc mod. still not my type lol
hey, whenever I use an emote with this mod it just puts me in a sort of placeholder position and doesn't show the actual emote
might it have something to do with the mod that makes it so you can walk while emoting?
or the other emote mod I have installed, called betteremotes?
traversal_emotes is what it's called
BetterEmotes should be fine. Sometimes it breaks if you perform an emote from BetterEmotes while already doing an emote from TooManyEmotes, and maybe vice versa. I'm not too sure about traversal_emotes, but it's definitely a possibility. Does the emote play at all? Or does it stop when you stop moving?
it doesn't play at all
betteremotes works fine with it
though there was another issue where the only way to stop emoting was to use a certain emote that lets you write text on a sign, then exiting out of it
assuming that's also because of treversal
since normally you stop emoting by moving
Let me see if I can test with that specific mod
alright, I'm using quite a big modpack so it's a bit of a pain to open it each and every time just to test something
so I appreciate it
Idk why, but using traversal_emotes spams errors in my console about network stuff. It won't even let me in a lobby lol
Have you tried InfiniteEmote instead, maybe?
that's really odd
I have not, same thing I assume?
and how do I stop emoting for god's sake
I'll try it out next session
Yeah, I think so. I have my own implementation for moving while emoting in the config, and you can stop it by pressing escape. It might only work if you allow emoting while moving, though. I might be able to allow it regardless of that config. Maybe you can cancel by crouching?
It should work, as long as you don't try to switch between both mods' emotes while performing an emote from the other one, from my understanding. I thought I added checks at least to prevent mine from playing if it detects emotes from that mod is playing
Okay so I just had the camera outside bug happen and yeah, disabling corporate restructure fixed it
Im also using Advance Company for late join but ive just been doing single player testing before our play session tonight, tho AC hasnt caused issues
I believe AC should be compatible. I think they even added patches for this mod. (hopefully continues with no compat issues)
It's so weird about the corporate restructure causing that issue. I didn't look too hard in their source code, but they didn't seem to do anything obviously weird. I don't even think they move the camera around. Ill have to look again later
Is there a way to combine moreemotes and toomanyemotes into one emote wheel
No.
i mean.. they are not the same mod
they also have different controllers as far as im aware
what cosmetics are you using?
thanks
yall i cant figure out how to buy emotes from the terminal idk the commands😭
emotes
then type the name
when you write Emotes
it will give you a set of emotes that you can buy
(I have no clue if this is a current emote, but if it's not-) Can this be an emote (No idea if colors, lights, or music could be done during emoting):
Sorry :<
As someone who has translated many things like this to emotes in ror2 and here in LC, stuff like this tends to not do well without music tracking as most of the impact is in camera movements and camera cuts. It wouldnt be awful but it would have substantially less impact as your character snaps between poses
Was thinking of the character just snap-teleporting within a small radius, doing these things.
of course we can't really expect toomanyemotes to add in music/sounds - cause that'd require another dependency or two right?
Yeah, we've done that with a few but again some of them are just back to back cuts of a walking anim with different lighting and a different camera angle so every other cut would just look like it missed a beat with the poses
Doing audio is much harder than it seems, back when emotesapi was made it took months to get consistent audio balancing and syncing figured out. Here in LC without handy tools like wwise or fmod its even harder to do as you kinda have to spin your own solution
I would love to see TME do a system like that but I fully understand it also not being done 
:c
Maybe no walking animation, just the different hand poses - snapping from one to another on a loop
instead of the walking/moving bit, just make em take dramatic stances o- o
Also, in my notes of what I needed to bug report, it stated TooManyEmotes had the issue with jiggle physics?... I don't think it's TooManyEmotes that controls cosmetic jiggle physics though is it?...
I really gotta get back into the pack and doublecheck this weird note...
Who the hecc controls "jiggle physics" on cosmetics or models . _.
I don't know who the heck to shove the report to
I definitely want to mess around with audio, but haven't had too much time because of work. What kind of system would you be referring to? Or what are the current struggles with audio if you're not able to use fmod or wwise? Maybe it'd save some headache knowing what to expect when I can get around to messing around with some audio 😂
well nunchuk is the one who handles basically all of the emotesapi codebase (im mostly just in the animation, rigging, and QA)
I recall the biggest issue is how you handle audio balancing, tools like fmod and wwise handle location playing, syncing, audio levels, and like... everything with not a ton of effort once you understand those systems.
I know a big challenge we had that nunchuk had to solve is if there are 2 players playing synced songs you would run into hearing the song 2x as loud as it should be due to it being played twice at the same time. I remember him drawing up diagrams and stuff for dynamic audio balancing in a custom thing he wrote for unity. There are also problems like how you cache the audio so it doesn't lag the game when called from disk and whatnot. Also also you need to consider how to properly and consistently time and sync the audio to the animation and how to network that call as well for all players. That has to be done properly in a way that will prevent lags and hitching or load screens from desyncing the animations from the sounds
