#Too Many Emotes
1 messages · Page 5 of 1
does this mod still eat RAM?
Only to the amount of space it uses on disk I believe
It's lighter weight than BadAssCompany's ram usage is
i dont use that so i just need to know if my friends' potatos can run my pack if i install this mod
if you need me to, i can send the link to the pack
@exotic pond The update should be pushed now!
Yay 😄
not sure if this is caused by a conflict but the new 3rd person renderer seems to have broken the scrap addon
https://gyazo.com/b67ac946cc72f1a74b6e94bad235aef9.mp4
He most likely needs to update the scrap mod
He only updated TME, for now just disable the scrap mod
@scenic cave
Oh, I think I know what I broke lol. I fixed (thought I fixed) a bug with swapping between items while performing an emote from a prop, and I forgot to test it. It wasn't the main reason for the update, so I kinda forgot about it.
It's not related to the render changes, but lemme get a fix for that out soon.
Thank you!
This should be fixed now in 2.1.21. Thanks again!
Awesome! I'll give it a quick test
Yep, works again, thanks for such a quick fix LOL
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Howl - Uncommon Emote
Description: Stand in front of a moon for maximum effect.
Price/Unlock: 200
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please add this emote 🥺
Does anyone know why my friends and I can't see each other emote?
What do you see instead of their emote? Do they do nothing? Or does it look like they're doing the default lethal company dance?
It doesn't look like they're doing anything
False alarm! We redownloaded it and everything starting working
Lol okay glad to hear!
@exotic pond Have you confirmed if the cosmetics issue is fixed for you now?
It is c;
Okay, just checking! haha
All good 😄
Hey @scenic cave, if you remember the bug with cosmetic lights showing up in first person, it's sorta back
It shows up until you do at least one emote
Not a big deal but a bug report I got from Monty
Ah, yeah. I probably broke it lol. I'll look into it sometime soon
No problem, just wanted to let you know 
Idk what you're talking about
Lol
Only time I saw cosmetic lighting was from the goggles but they're constant XD
I tend to emote before I land the ship though so
I've likely missed this
Lol
This was fixed in TME a while ago and recently broke again, both TME and AdvancedCompany have patches for this since it doesn't happen if you don't have those mods
Ah yeah
@scenic cave is TooManyEmotes still touching text chat? Been having an issue recently where when clients use text chat they then become soft locked
I don't believe so. I think it was only with the previous patch of more company
Thank you for fixing the AC compat 🙂
is there a way to change the keybinds of the emotes?
either use the config or use this mod
Since the games v56 patch this happens to me when I use Too Many Emotes.
I guess since it´s been updated to be 56 compatible its something interfering with the mod?
Does anyone know what might cause this?
It works on v56 so this is definitely another mod, I'm not sure what though
Hey flip, was working on updating my cosmetics mod and I can't see my cosmetics in third person at all with AdvancedCompany installed. Figured I'd let you know in case it's easy to fix on your end, I'd assume it's all cosmetic mods but I could be wrong.
For boogie down could you make it so Funked Up slowed reverb by XXanteria plays? Is this the right mod to ask for that?
Last I checked, MoreCompany cosmetics were working fine. I haven't specifically checked with AC, though. I can check later today
I'm not sure. You haven't tested with only TME enabled have you? I wonder if another mod is conflicting
For some reason I can't see my friends emotes when they try to emote. Is this a host setting or a bug? I have party pooper enabled.
Okay nevermind... it works now???
Okay yeah @scenic cave it looks like you can't see the cosmetics with AdvancedCompany, exclusively in the actual third person state
I believe they still work for other players since they show up in AC and in the emote previewer but have not tested
does this mod work with mirage? like will the masked use emotes or do i need a separate mod like the one for skinwalkers?
Works fine with Mirage
How do you get more emtoe credit?
The more you get from selling to the company the more emote credits you get
New emotes when??!!?? 😆 I love this mod pack
Anyone know how many legendary ones there are? I think I got them all but I'm just curious. I have like 6 or 7 .
I think I may have found some clue on what could be conflicting?
I tried Too many emotes with the standard skin, and the speedup does not happen.
But with any custom skin , the player automatically starts speeding around
I remember having a problem with the suits months ago, before we even used tme.
It also had this speedup problem happening, and stopped with updates.
So basically any skin mod seems to trigger this problem
To be more specific, I think it´s any Skin that uses https://thunderstore.io/c/lethal-company/p/BunyaPineTree/ModelReplacementAPI/ which triggers the problem of the speedup with TME
i never had any problem while having both 🤔
Same
It´s super weird, i´ve tested deactivating quite a lot. But that bug only occurs when using a Model that also uses Model replacement API
It worked fine for me before v56 dropped
is it just that particular model ? or every custom model u have
It´s all the models that use Model Replacement API for me.
So basically all the Valorant skins, the maid skin etc.
Not the basic "reskinned" ones.
I´ve downloaded another model that uses the API , and it happens with this one too
I´ve just tested installing an older version of Too many emotes (2.1.19) , and the speedups don´t occur anymore.
But all accessories from another mod are now broken, probably because that one was pre v56
from what I understand, it has to do with the models somehow interacting with the late company cosmetics. Others have had this problem as well. The solutions rn are either use an older version of model replacement (I think 2.4.5 is the last one without the probem) or don't wear cosmetics
@chrome reef Did you ever get this working again on the latest version, or is it still breaking? I haven't made any changes. I'm just wondering if you found anything out.
Also, could you clarify what exactly is happening? In your video, you're zooming around. Are you actually moving, or is it doing that automatically?
@lethal cypress Cosmetics should work with AC now
Sounds good, now if only the rest of my pack did
We went and used 2.5.1 of too many emotes, which then made it work again.
Tried it again with the newest version and it seems to break again.
Yes the zooming is done automatically, I can't control my char.
This only happened when I've used an emote, while wearing a model that uses model replacement api.
If I somehow managed to change to a normal suit while zooming around, it automatically stops again
is there any way to see what new emotes have been added with updates? I'd love if this was actually a ranking/category in the wheel but also if there's just a list somewhere would be nice
Yeah, watch the changelog
Sometimes I will mention them in the changelog, but if there have been updates where I have added quite a bit at a time, I might not have mentioned those ones.
useless query about persistant unlocks Nevermind! Question answered!
Could this mod possibly effect interacting with the terminal/entrance doors or not being able to pick up or drop items?
It seems to be after emoting. Has anyone had this issue with using the movement while emoting? Would make sense since that was experimental
pls 🥺
Sorry for repeating my question but is it possible to replace the song for boogie down with “funked up (slowed)” by Xxanteria like in the YouTube videos?
Just FYI Flip, currently there's an incompatiblity with EnemySkinKit custom Ghost Girl models, TooManyEmotes will cause the Ghost Girl to reappear inside of the custom model. Disabling the Ghost Girl patch fixes it but may cause her normal model to become visible while emoting depending on how EnemySkinKit handles it. Since EnemySkinKit can have a % chance to replace the model there's no real way to 100% ensure there's no issues outside of one of you patching it for compatibility, so I figured I'd bring it up.
is it possible to add a config option for enabling DMCA free Mode by default?
I could have sword I removed the patch for the girl since I changed how I render the player while emoting.
I'm checking now, and I definitely did not remove the patch. I shouldn't need this patch anymore, so I could just remove it soon.
Thanks for letting me know lol
Lmao
Not fully sure, but I'm noticing when players are emoting while landing it soft locks us. Not sure if it is due to this mod or not.
I can not find anything useful in logs sadly
My group hasn't had this so gonna say it's not this mod
Interesting. I'm trying to figure out whats causing a soft lock on landing
If you're using TestAccountFixes disable the AutomaticInventoryFix
Interesting. Thats whats causing it?
It can yeah, I've had it softlock me after using the terminal randomly
TestAccount is rewriting the fix, as of right now it's extremely broken
Gotcha. Thank you so much!
I've fixed so many things cause of you btw. Thank you for always helping.
Thanks. This explains a lot
https://tenor.com/view/outer-wilds-gif-22858957
|| ᵈᵉᶠᶦⁿᶦᵗᵉˡʸ ⁿᵒᵗ ᵃ ᵗᵉᵃˢᵉʳ ||
||If you add a group emote where my group and I can play the Outer Wilds ending instruments I'll die of happiness, but I hope I can play the Prisoner's part||
I will just say, if I were to do that, hypothetically, all instruments would be included 😉
Also, I will hopefully be posting a preview video of the update tonight!
Will there ever be a way to change what instrument you're playing in those types of emotes?
Well, it would basically be the same type of emote as jug band, so if we took that one as an example, you can just play the emote while already performing that emote, and it will just cycle through the instruments.
Oh I didn't know you could do that 
GPU: NVIDIA GeForce RTX 4080
CPU: 12th Gen Intel(R) Core(TM) i7-12700K
Memory: 64 GB RAM (63.74 GB RAM usable)
Current resolution: 2560 x 1440, 240Hz
Operating system:
God I love it <3
now gonna wait till a masked used the emote
actually is it possible to make a whitelist or blacklist of what emote can be performed by masked ? 
If a Masked uses this emote I'm having a lengthy discussion with him about Outer Wilds

Oh shoot. I totally forgot. This emote was added also.
Yeah, I should really find a method for converting the songs to a non-dmca version
https://youtu.be/vzcBoofNHCc?si=qA1qkL34Cd239TuW
@exotic pond Maybe I should add this as the non-dmca alternative of travelers lol. It's the undertale version 😂
I would just have no idea about splitting the tracks
Music: Travelers (Brittle Hollow)
Composer: Andrew Prahlow
Playlist: https://www.youtube.com/playlist?list=PLL0CQjrcN8D0gn6yGUMz-rE5t9sDiZVpW
Platform: PlayStation 4, Xbox One, PC, Nintendo Switch
Read the channel description before it's all gone.
I think in the most recent update of this mod, when in windowed fullscreen, the cursor/mouse could escape the game and go onto another monitor.
This happens after selecting an Emote with the Emote Wheel, and then moving the cursor/mouse towards the other monitor.
yeah i think during an emote, it remembers where your mouse cursor was located so that you can use the same emote quickly again? at least that what it seems like
Also posted the issue to Github, where someone else also had the same problem.
https://github.com/cmooref17/Lethal-Company-TooManyEmotes/issues/152
It would be better to add this version) https://www.youtube.com/watch?v=iTh0GHu9SMY
Music: Travelers (Hourglass Twins)
Composer: Andrew Prahlow
Playlist: https://www.youtube.com/playlist?list=PLL0CQjrcN8D0gn6yGUMz-rE5t9sDiZVpW
Platform: PlayStation 4, Xbox One, PC, Nintendo Switch
Read the channel description before it's all gone.
Lol I love all of Siivagunner's vids
can confirm this issue
It would be great to add something from the silvagunner remixes as an Easter egg. For example, there is a 10% chance that this version will play instead of the original
If I knew how to separate the instruments, I would 100% do it
yippee!
Also @scenic cave you can probably enable this song in DMCA-free mode since it's an indie game and the music is almost certainly not gonna get copyright struck
I could be wrong so probably worth testing
But I doubt it will be <3
Especially considering like, Nintendo music is safe for Twitch at least lmao
Yeah, I'm not familiar with all that jazz, but I'm not worried about composers or developers filing for copyright. It's mainly for the automated copyright claiming stuff that twitch or YouTube might have that many prevents people from monetizing their videos and streams.
I would have to look into it a little more, though.
Yeah I am 99% sure it'll be safe for Twitch
I don't know about YouTube
As someone who used to stream all the time lol
How many emotes does it show in the emote menu on the latest version? In my latest video, it shows I have 272, but I have the latest one downloaded on my laptop, but it's only showing that I have 262.
Hmmmmm
It says 272 for me
Interesting. Okay thanks! I was going to make a quick fix update from my laptop, but the asset bundles I have might not be correct? I don't know. I will just wait until I get home to push it lol
anyone know why the emotes sounds dont play when outside the ship, it seems like it plays through the speakers on the ship not from the player themselves
Believe its a config setting to change that
ight ill look and see thanks
TooManyEmotes config > Emote Audio > turn Disable boombox requirement to true
yea i found it thank yall
Lmaoooo omg I feel old now I used to listen to Can You Feel my heart a lot in my early teens
@scenic cave I request this be added as an alternative version of the emote tbh lol
As a streamer myself I can tell you you definitely still need to be careful of indie videogames
its very reasonable to be worried, I'd stick to keeping it in DMCA
I still don't think you have to worry about it for Outer Wilds, but I could be wrong. Most indie games were fine in my experience at least on Twitch, and I streamed there for a while myself. Key word being most, admittedly.
That's why I didn't say 100% sure, just 99% lol
YouTube is a bit worse about it due to effectively also being a music platform, but Twitch is usually safe for a lot of game soundtracks, though not all
Well thats the thing, its usually more alright if you're actually streaming the game vs the game's music playing in an unrelated game, and I could have just been unlucky, definitely.
Plus I upload every vod to YouTube, I am talking about the YT side more than the twitch side, I've literally never had a single violation on twitch lol
I used to play various indie game music just for the background of various talk sections and whatnot xD
But that is fair
Yeah. No, thats actually kinda what makes this system fucked tbh
The fact that two people can have such a different experience with a thing like this
Agreed
I also upload my vods to yt although my yt channel has barely any viewership compared to my Twitch 
I did upload like a 2-minute version of the song to YouTube in a separate video, without the layers, but YouTube never flagged it as copyright. That's usually how I test if songs are okay for YouTube since they will usually automatically flag a video within 10 minutes if there's a copyrighted song in it that's not okay.
But that's just YouTube. I was also concerned about twitch. But the fact that the song is in layers makes it better though. 😂
@scenic cave Tik Tok flagged the Saxophone 😭 couldn't upload without being automatically muted.
The saxophone should have a non-dmca version, though.
Did you have dmca-free mode enabled?
There are two sax emotes, but both should have an alternative song I thought.
I'll have to check and see. I probably don't have that enabled lol.
@scenic cave Jug band is mega broken lol
Wait, what did I do? 😂
What's it doing?
Wait, I'm testing now
Wtf is this error
Hmmmm. One sec
hm?
I only saw some desync on the instruments
Syncing is broken and we ran into a funny issue where someone got only the start of the emote to keep playing and we all synced it that way
lol
That shouldn't have been pushed in the recent update. That should have been part of my testing code for 2.2.2. I must have mixed something up. Thanks for letting me know!
Okay, it should be patched. I will push it out in the next update. It will also include a hotkey to switch to the next instrument when performing any emote with multiple instruments, and the tooltip for this will be in the top right. Otherwise, people might not know about swapping instruments by playing the emote while already performing the emote lol
I could do same basic separation, but it would end up having many artifacts due to compression
Or not, because the original audio isnt deterministic it seems
Literally one of my most recent twitch vods did get flagged from a bunch of emotes fwiw XD
Not muted, or like, the "serious" kind of copyright mark
Just the "we own your vod now" kind
What do you mean by a bunch of emotes? Did you not have the dmca-free mode on? The travelers song is the only copyrighted song that plays no matter what this setting is set to, but I will likely be reverting this so it's muted when this mode is turned on.
I will hopefully have replacement instruments sometime soon in the future anyways.
I wasnt replying about anything specifically about the travelers song, just an experience I had in general, I hadnt scrolled down so I thought the conversation about copyright was the most recent message and I was just "joining in the conversation".
Also wasnt meant to sound like a complaint, I dont have the DMCA mode on and idgaf, I'm not uploading to make money, I couldnt even if I were lol
lol okay, I see what you mean now 😂
yeah myb I just thought i was chiming in with my 2 cents
Is there supposed to be audio with the Jar of Dirt? was hoping for some Jack Sparrow action with it 😂
I only have the heartbeat in the audio I believe.
Needs pirate theme music! Or how about the jack sparrow run with pirate theme!
Omg @scenic cave Jack Sparrow Run with pirates theme please!!!!!!!! I just realized how awesome this will be with move while emoting.
@scenic cave Little idea, maybe an ability to bind some emotes to the number keys
Not sure if this is a known issue but with "I am a Party Pooper mode = true" and "DoNotUnlockPropEmotes PartyPooperMode = true", with the EmoteScrap mod installed, Clients were able to use emotes that you would normally have to collect the prop for, but the Host could not. We all had the same config settings
Emote idea:
Is there any way how I can still put a custom global keybind into the config despite having InputUtils installed?
Unfortunately no. I have not supported keybinds and the config for a while now. Sorry!
that's fine, thank you for the reply 🙂 despite that still one of the best mods ever for LC ❤️
Just wonder if you saw the idea I posted above
Yeah, I did. I did attempt this at one point, but there was a lot more that I needed to consider to make it work without too many issues. I realized that it was going to take more time to plan out than I actually have right now, but I do want to add something like this though in the future.
Ah np, thx for the reply
If you want keybinds now, kind of a solution is using EmotesAPI with it importing TME (default behavior) and then assign shortcuts through the customize menu
You should add a thing to preview an emote before you buy it!
That would take too much time than I actually have right now to implement this 😦
It would be cool, though!
Thank you so much
this worked great
I JUST LEARNED THIS IS IN THERE NOW
:D
I could've sworn I talked about that or recommended it a while ago.. o, o ... I dunno if I'm gaslightin' myself. But I love it.
@scenic cave For some reason when I emote it makes me unable to interact with anything
Do you allow moving while emoting? Or do you see any errors in the console?
I don’t allow moving and I will check for errors
I can still do stuff but this was the error
I have a fun error relating to ObjectVolume controller, would you like it?
Oh lol, sure
Sorry, I just saw this. That's a strange issue. I'll look into why that's happening soon. Thanks for sharing the log!
Can you throw in a "random emote" keybind at some point?
This is most likely related to the Nymph bracken skin, as the log was spammed with this error while I was being killed by her
there is already one, it's F
also i have an emote suggestion, i dont know how many other people suggested this or if it has already been added. my whole friend group agrees that this dance (plus the song) would be amazing to have in this mod (and Fortnite too) https://youtube.com/shorts/dHDMFUNVyFk?si=hAFiaWbwWYyaErMX
i know there are a handful of emotes in this mod that aren't from fortnite specifically so i thought it was appropriate to ask
in v64 center hotbar fix makes it look like
I don't think I have a keybind like this. Could you be thinking of LethalEmotesAPI maybe?
Is this a TME issue?
hotbar plus, couldnt find the thread(if it has one)
ik you are also the dev of that
oooh that's why that happened
i guess lethal input utils updated one day and made it F
Don't know if its been suggested yet, but we absolutely need the NSYNC - Bye Bye Bye Dance, aka the Deadpool Dance, as an emote
Emote idea: https://www.youtube.com/watch?v=osuX_M0Q8Hs
I have forced being able to move while emoting set to false, but we should still be able to rotate our characters on the spot? the keybind for rotate is working but to other players i am not rotating and i cannot see them rotate either
well this kinda just got into fortnite so i guess i can strikethrough my whole suggestion
kinda hype
https://www.youtube.com/watch?v=YFljXKR7ZBw @scenic cave you adding the random emote button has made Jacu have fun with his macro XD led to a funny moment
Lmao yo. Is he spamming that, or using a macro? 😂
Now I'm debating whether to put a cooldown on that since that could potentially cause some lag lolol
He has a macro XD
where does the cheer emote even come from?
is there a list anywhere of all of the emotes?
(also geddan is my favorite)
Didn't seem to cause any lag. At worst some audio-cap issues depending on how you have the emote audio set up
this mod needs more devious emotes for real for real
oh also
speaking of toomanyemotes
iv noticed a client-server desync
if you use alt to rotate around while emoting, it does not change your rotatation on anyone elses client, so for them your still facing the same direction
(i have moving while emoting turned off)
Yeah, someone else mentioned this. I'll need to look into this. I always figured the vanilla game would handle that, but seems like there is another issue. I'll look at it this weekend when I have more time
i would like to see the mote "The Magic Bomb" added if possible
idk if it actualy real emote
but i saw a video of it on youtube and it look cool
actually it from pubg
but still cool emote
I'm looking, but I don't think it is. It looks like it's a pubg emote. I did see a video with it in fortnite, but doesn't seem like it's real 😦
Looks like a dope emote haha
I should try ripping some pubg emotes sometime
ye
reuploads or? they all lead to dead links
if its dead then prolly bad stuff and been taken care of?
yeah prob just thought it was weird
something fishy is happening
IT FUCKING CLICKBAITED ME
hm?
wat
oof
prob a reup or a virus
One was actually under flip's name
Yeah the name was wrong
ah
Prob an accident or him testing something idk
But yeah the others prob got taken down by TS staff
Or all of them did
Any plans on having any active emotes sync as a new client connects? Currently the client just sees the players standing there unless they start a new emotes
@scenic cave So the random emote button is nice however I'd like to be able to see like "Current Emote:" somewhere as I've found a couple of emotes I want to favorite through random and can't find the name of xD
Hello, I would like a report a desync between the client and host when using this mod. It happens specifically and consistently with the company_jig, where the host sees company_jig on their screen but all clients see a different emote, and vice versa. Some other emotes are also not synced properly, the hype one for example. The company_jig was used specifically to test and create a log output in my case though. It was done using only TME to eliminate any modpack related issues.
Logs for the Host and Client, respectively:
@scenic cave Any chance the Travelers emote could be made quieter? It's a bit too loud in game
Yeah, I could do that sometime tomorrow
Thank you I meant to ask you sooner before you pushed out the current update cus my group pointed it out when we did my big birthday stream but I was very dead and forgor by the end lol
There is a volume slider you can adjust your self for emotes.
I personally like its volume its at and feel most of them are on the lower side so I actually say please don't lower them D:
It makes sense to have them all be in the same volume range
and my whole group said it was too loud
🤭
My whole group hasn't complained and loves them how they are 🤔 I agree they should all be the same volume but most of them are already pretty decent. The songs are much louder imo
I mean I doubt you've got a group big enough to play the whole emote yet though
lol
It's loud
Umm....Yeah I have done that before. Kind of not cool to assume that.
I wasn't assuming lol it's just rare to get enough people for it cus it needs like
9 people?
Yeah its not often I have everyone at the same time but its pretty common we have enough to play the entire emote. Its our groups favorite one.
I think the harmonica is the biggest one that is too loud
Also depends where you play it. Certain places echo it more than others and yeah can make it sound horribly loud all at once.
I mean it shouldn't be too loud when you play it in orbit on the ship
and yeah I agree the harmonica is too loud
But the entire song is very loud when everyone is playing it
I would rather it's volume be on par with jug band
Oh god no please, I say the first instrument is perfect where its at or the whistle. Jug band is low
Jug band is perfect at default volume
and you're the only one complaining about it being asked to be quieter
Fact of it is it's the only loud emote and it doesn't need to be that loud
Have you adjusted the volume gain per player?
Or are you talking about the volume for that emote being loud compared to other emotes?
talking about the emote volume being loud
That should have been kind of obvious XD
Ye, but I know you heavily config your pack so could be your max volume or per player gain was to high.
and if you have that many people join in and player gain is high and max volume is high it's going to get loud.
So in case you had a brainfart I thought I'd chime in
Nah lol I always turn player volumes down
Ah I see
@scenic cave On your TooManyEmotesScrap page, the hyperlink you have for Refering to the TooManyEmotes mod page for the latest update compatibility links to ReservedItemSlotCore.
Also I'm not getting any scrap spawns either, not sure why but I've tried playing several games and haven't found a single item.
lolol, let me fix that. Ty.
Also, I'm not sure about the scrap spawns. Are the config settings default?
The last time I played, I thought it was working 🤔
The config settings for TooManyEmotes should be default, nothing's generating for the scrap mod though on my end.
Oh, I meant for TooManyEmotesScrap. I guess I don't have configs for that do I?
Hmm. If you give me a profile code through r2modman, I could test it later with your current mods/configs.
Here you go: ||0191f89a-120f-d7e8-d9a9-eae21fa375f5||
@scenic cave weird thing I noticed but didn't you used to be able to see your own reserved items holstered on your character while emoting? Cus I noticed you can't anymore lol
Not sure why, but my modlist is now working with your items. Really strange but I guess my issue's resolved. Noticed the BepInEx Terminal actually started to load them in correctly.
It seems more like my issue was that it wouldn't initialize correctly. Never saw that text before in any of my other playthroughs.
I second this
I just want to say, I still want to look into this. I've been crazy busy haha hopefully sometime this week
I think I just need to change the layer that I render them on since I changed how the third person emotes render.
weirdly specific request, but my friend wanted back on 74 as an emote
When using the Disco Ball, the company jig emoji on the Emote Wheel doesn't work.
Nevermind, realized I could disable the audio for the emote. Seems to resolve the issue.
Idk why, but, it doesnt play the song with some emotes, someone knows why?
Spamming the random emote button seems to have some sort of memory leak going on. The longer you spam, the more lag spikes. Not too urgent to fix, but it might be an indicator of a bigger issue
@scenic cave
Pretty sure it's an indicator that memory is climbing every time you emote
Maybe unity caches some of the songs/emotes behind the scenes when you play them 🤔
But everything in my mod is basically already in memory since I never got around to pulling them out on demand, but it could be something else that I'm doing weird.
I'll take a look sometime!
Yeah it could be maybe not a memory leak but some other underlying issue
Was this tested with just TME and its dependencies to eliminate the possibility of another mod caching it?
I doubt it's another mod doing it, cus it happens the more emotes that you're playing
And it's only for that specific person
So in this case only Jacu lagged
But was that tested? If another mod is caching animations or something it still could be
kinda fax tho
I don't think there's any mod that would do that, I only know there's mods caching ReverbTriggers for optimizations
Actuallllyyyyy
SoundAPI might be responsible
I think it caches sounds
@scenic cave This appears to be an issue with SoundAPI with it turned off the issue is not reproduceable
Actually disregard
It repros
But it takes longer without SoundAPI
Idk why
Yep SoundAPI might have a memory leak
I was spamming Emotes and watched it slowly climb to 7.5gb's of memory used
I will do another double check without it
Just to confirm
Cus I noticed some emotes causing a stutter after all, but it wasn't at 7.5gb's of ram when it happened
Okay after double checking @scenic cave TME does have the memory leak
You can watch memory climb in task manager each time you emote
I think SoundAPI just makes it climb faster cus it caches them when the game is loading, but then the bug with TME is happening regardless
Can't confirm this though
Only Bongo would know
There's also a possibility that both have a memory leak issue that I need to look into
It's some sort of interaction that makes it happen faster with SoundAPI but it happens regardless
@subtle sinew Would you know why this happens? I'm really confused why the memory leak issue is a bit more exxagerated with SoundAPI present even though it's memory leaking either way
i can't reproduce it so i have no idea
You'd need to spam the random emote button, that seems to be what causes the memory leak
You could test with my config, it'll auto have all the emotes unlocked
i did lol, its probably a specific emote (or group)
Probably, cus I noticed the stuttering wasn't happening with every emote
@exotic pond I dunno. I have a macro to spam the perform random emote key insanely fast. My memory usage for LC started at 1690 MB and after probably 3 or 4 minutes of this, I had about 1692 MB.
I don't use soundapi if that matters.
I'm not really sure about this one
Hmmmm I'm genuinely curious what could have been causing the memory leak
Maybe NiceChat? Since when performing random emotes it inputs chat messages
Cus I reprod it without SoundAPI
Did you try with my config btw?
Not yours, no, but I can
Cus I know I saw some emotes stutter after mem usage climbed
Okay yeah it might be worth checking if maybe it's something to do with the config options
Gonna test now
Btw, I generally test all of my mod updates in a lightweight modpack, so I don't have a ton of other mods, so it's kinda in a safe environment right now during my tests.
I could try your whole modpack sometime if you share a code
Yeah cus maybe with unity explorer or something you can find what's doing it if it's not reproable with my config
So this time, with your config, I started at about 1424MB, it went up to about 1428MB at one point, but at the 2 minute mark, it was back down to 1424MB.
🤔
I know when I kept spamming it eventually climbed and didn't go back down
I wonder what config option may be doing it
maybe the emote colors?
Gonna try having NiceChat disabled on my end since I will say that sounds like it could be a plausible culprit
@scenic cave It was NiceChat
Holy
Shit
oh
might be because normally chat isn't saved beyond a few lines, NiceChat has full chat history
makes sense tbh, if it just needs to keep expanding a string list infinitely
it's not a memory leak
unless I'm missing some coding magic, that's unavoidable unless you have a cap on chat history
xD
Well I would imagine a config option to disable the message history could fix it
Yeah do you know what the vanilla value is?
it's prolly this right?
no that's per message
Oh yeah then there's no config option atm
@keen ledge Is there a good alternative mod that adds text chat when dead?
@exotic pond I could have a config to disable displaying the name of the random emote in chat for cases like this, too if you think it'd be helpful
I have people that use Text chat a lot and have been wondering why my games have been laggy lately
Lol
But yeah that would help
@keen ledge https://thunderstore.io/c/lethal-company/p/Kaguya/SpectatorChat/ maybe this mod?
Even still something is odd with NiceChat cus my game was using around 1gb less of ram with it disabled in general
@exotic pond The update is pushed. The setting is client-side, so everyone will need to change it if they want, or just sync to your modpack.
This seems to work, just need to disable this for compat with ImprovedClock
Hah got an error
Might be able to use BetterSpectator just for the chat feature
This likely relates to the bug report on the github where it was reported alive players can see dead chat, cus it's dying at some point
This seems to work
@leaden yew I think NiceChat has some other underlying issues, cus I was testing on a moon I got bad performance issues on in late game before heck an interior I got also that gave me performance issues sometimes which is SDM and had 0 issues, so I think it might be spiking the hudmanager potentially
Cus I also no longer got weird stutters when scanning
shoot! i'll see what i can do
i'll definitely add a configurable chat history limit at the very least
Oh lol there it is
I just pinged you in your thread about this
XD
Yeah configurable history limit will help
I would maybe make the default like 10-15 messages
I still want that Deadpool dance as well, lol
flip would you take money to put an emote in perchance
ok, just released NiceChat v1.2.7 which makes the max message history configurable and reduces the default to 15 messages, to mitigate any performance issues related to long message histories!
erm .. mod dead :/ where are all de new emotes 😁
bruh it was updated 4 days ago 💀
dead ahh mod... 4 days? more like 4 years.
ummm. with no new emotes?!!? Dead mod!
bruh doesn't know what dead means 💀
bruh failed 1st grade
um no i not
also i often have problems with turning on party pooper mode and not all my friends joining having every emote
as well as disabling the requirement for having a boombox and having emotes play through the ship's speakers. it works most of the time
I've not experienced those issues with my play sessions using this mod. Party Pooper Mode works just fine for us 🤔
Did the new update break anything?
Hey Flip
I have an idea
for uh
an emote
especially to fit the season
if its okay for me to pitch it
does anyone know how to fix emotes not showing for other players? i do an emote and nobody can see it, even though we have the exact same configs and mods. i also cant see when THEY do emotes
You need to wait for it to update
It's broken cus of MoreCompany's most recent update
oh rip
thats unfortunate
good to know that its not just our modpack at least
i will await an update patiently 👍
I updated 2 minutes ago. Thank you for being patient 😂
#1199570032196333648 message
oh nice!
my favorites arent being saved anymore since one of the latest updates
I could have broke something then. I'll take a look soon
Does it let you press middle mouse button to favorite emotes? Or which part isn't working? I just wanna make sure I'm looking in the right spot for what I broke
Nvm, I think I found it. Apparently I commented out the line that loads the favorited emotes. I must have thought it was something else.
I'll get it pushed soon, but thanks for letting me know!
it puts it into the favorite section but when closing/opening the game again it just doesnt stick
It should be fixed now, but just double checking, did any favorited emotes load? Or was it only the ones you added to your favorites during that session that didn't load?
what do you mean
Sorry, worded that weirdly
Besides the emotes you favorited during that session, did any of your other favorited emotes show up? Like anything that was favorited before this update
i launched the game and saw my favorite were gone, i re-added them while i was testing my model replacement stuff and when i restarted the game for more testing the favorites were empty again
Okay thanks!
When you get the chance to test the new update, could you let me know if it's working for you? It should work though
im all ready im just waiting your update to actualy appear 
ah there it is
still doesnt show on the website
slowstore is at it again
Yeah. Hopefully any minute now lol
seems like favorites work again
I accidentally clicked on the DMCA once and some of my emotions disappeared, when I uncheck the box they don't appear. Does anyone know how to fix it?
So I've run into a quirky little issue where I can sort of buy new emotes
They'll show up after I quit out and boot back up, but not right when I buy them during my current game session. Want a code or a log or both?
Eh, here
0192f282-3867-48ae-df21-691f6b32ccec
@scenic cave There is an issue where if you have a mod that disables post-processing, when emoting, all post-processing effects are reenabled during the emote. This is a problem for users on low-end hardware.
Hmm. Likely an issue with the settings on the emote camera. I thought I would have copied the settings over. I'll look into this soon. Thanks for letting me know!
I'm not 100% sure about this one. I haven't seen this personally. I'll keep in on my list of potential issues, though.
So they don't appear when you buy the emotes? Do you happen to see any errors in the console/logs?
That's the confusing part- I don't see any red text around the time I buy the emotes or open the menu, even though it's not doing what it should
Specifically, it's like the 'all' tab doesn't register the new additions. I have to dig through the subcategories to find the ones I just bought, and if they were already favorited, it's a coin toss whether it appears automatically in the favorites wheel
im curious, why not "Peace and Tranquility" song for Smug dance emote
Is there a way to add customs songs to certain emotes?
Are QuickEmote binds gonna be readded/re-enabled soon cos I miss em
hakari dance as an emote
could you add 'Hip Check'?
i think i agree wit h this
wdymmm
@scenic cave Found this error in a client's log
Seems to have been when closing out the lobby
What’s the error (on mobile)
Also it seems like the Fish Sticks emote is copyrighted, got part of my vod muted due to this
I'll look at this soon!
Also, for the fish sticks song, it was was of the fortnite/epic games original song, and from my experience, they didn't normally trigger copyright flags. I can get this moved to the dmca section, though. Thanks for letting me know!
It seems to trigger now cus the song was uploaded to Spotify
lol
I also hope you can prevent the mod from writing to the save file when you have "I am a party pooper" enabled
That's fixed now. I'm adding another fix or two in an update, so it will be live soon
Hopefully binds are fixed
Yay :3
Oh, I'll try to get that added back in. It was only technically for testing, but I needed to fix a few things first, but didn't get to it. When I did push that update, it was by accident lol. I'll get it in for real soon
Also, I didn't read all of the conversation, but was this part causing some issues?
Nah it'll just be useful to have less overhead when the game is saving lol, my game freezes for a while when saving cus of all the extra stuff it has to save
XD
lol okay, just checking. and yeah, it wasn't supposed to be saving with that option set 😛
Btw clients have reported interesting issues of getting double scrolling through the scroll wheels sometimes, dunno if you might know what causes that
I know @fringe raven has said it happens to him a lot though
I've never had it
Oh yeah happens to me like sometimes several times in a session
is there a hotkey button to cancel emote?
just move or crouch
@scenic cave Any eta on the update? ;o
Lol sorry, I forgot today was thanksgiving. For sure this weekend. Maybe tomorrow, but not sure. I don't wanna promise something that won't happen
Hopefully tomorrow though
Looks like Hot Marot is also being detected as DMCA now ffs
Fortnite emotes seem to just be an issue
Fortnite likes money

Im agreeing with you wha-

Lol, that shouldn't even be a copyrighted song. It's like a 15 second original loop wtf.
Also, these songs getting flagged for copyright aren't getting flagged on youtube. A test I'll often do is upload a recording of 30 seconds to 1 minute of a song and check if youtube flags it. Neither Hot Marat or Fishy Flourish got flagged for whatever reason, but the Fishy Flourish kinda makes sense why it could have gotten flagged for you.
I'm really not sure.
Are these getting flagged on twitch @exotic pond? And is it telling you which song was flagged? I'm not sure how twitch handles all that
Yeah Twitch is flagging them for whatever reason
@scenic cave the new update seems to break the sorting I had for my favorited emotes
Oh, what kind of sorting are you talking about specifically? Were they sorted by the order that they were favorited? I don't remember
Probably, I had them sorted by rarity
lol
And it was working just before the update today? Hmmm, I'll go take a look.
A bug thats frequently reported from players of my pack is that favourited emotes persist onto new saves even when they arent unlocked yet
No error in log or anything like that
just sounds like a slight oversight
Wait i am braindead
oh wait, no, this setting will then go back to off after loading. I would need to do this everytime with the pack to avoid the issue? 
Is this maybe because a new save might occupy the same slot as before, so then it loads the favourited emotes?
I dont just mean getting ejected, i mean deleting the save and creating from fresh
So when you say new save, do you mean you delete the save and remake the game? I believe the unlocked emotes should be linked to the save file, so they should be deleted if you have persistent unlocks enabled.
But it's only the favorited emotes? Maybe I can look into this this weekend. I was never aware of something like this happening
On a completely new save, for clients, favourited emotes persist from a previous save where they favourited them, despite the above config settings
And yeah its only favourited ones
@magic thistle Did this happen for the host? Or was it only for the other clients?
Only for clients
Could I replicate this by creating a game, having a player join, purchasing an emote, then quit to the main menu and start a game on a different save and have that player join me again?
Okay, I just tried that, but that didn't cause the issue. I'mma try some more things
@south vessel had the issue with us
And yeah
Clients with favourited emotes could join a lobby and keep them
But when they go and host they're gone again
Our config
Another issue we found is that reloading a lobby resets the emote store options, whilst still keeping the ones you have already bought (according to @south vessel )
gives you the 200 emote credits again too
so is Hip Check not gonna be added? :c
@magic thistle Sorry, late reply, but at the time I replied to you, I couldn't seem to replicate the favorited emotes being added by non-host clients. I used those same configs that you showed me.
What do you mean by reloading the lobby resets the emote store options? Like all of the emotes are random each time? I do know there is an issue where you can purchase an emote, reload the lobby, and the same emotes appear in the store, except that the purchased one(s) are replaced with new emotes. That one would require more code to fix, but I just haven't really gotten around to fix, and isn't a huge priority, mainly because there's other things I'd need to consider that I didn't mention above.
I'm not aware of the credits emoting to 200. When does this happen? And does it only happen with certain configs?
What is Hip Check? An emote? Or something else?
yeah it's an emote.
my cousin loves it and I wanna surprise him with it in lethal
I'll add it to the potential emotes to add, but I can't say if/when it'll be added.
It is a little more difficult since it also has a prop, but we'll see.
alright thank you <3
emotes confiredm 🙌🙌
I may need @south vessel for it because he originally reported to me and was able to reproduce the issue as the client
And yeah that known issue you mentioned is the second issue we noticed

I don’t know how to replicate it
or is it the store thing
wait what am I replicating
Honestly in most cases i don't think people would care much, it's whatever
It became more apparent in Bingo though because we wanted challenges related to having X amount of emotes or doing the emotes with certain things
Having favourited emotes carry across or having the shop pool reset each time lobby is opened messed with it too much for challenges
I have to re-favourite Jug Band and Travellers basically every time I adjust my mods? Idk what's causing it, other emotes are not lost.
Hello, I just wanted to say that your mod made me and my friends install fortnite
and we spent 50 bucks on skins each
and we just got our first victory royale
I'm not aware of this issue. I'm not too sure. Are you using r2modman? Installing mods manually? I don't think that part matters though. What OS do you run?
Maybe I will do some testing sometime. My favorited emotes never got reset before though.
I'm using Thunderstore, not using r2modman, and I'm using Windows.
thunderstore and r2modman are functionally identical in this scenario
At the same time it re-sorts the favourited emotes into alphabetical order, if that helps.
My favorite emotes keep getting reset and in console it says it cannot decrypt them
Well if it happens again, could you share your log file with me? It might help seeing some of the logs before that line.
Yeah I will do that when I get back on
[01:05:47.4485480] [Error :TooManyEmotes-2.2.14] Error while trying to load favorited emotes due to possible save corruption? Your favorited emotes will likely be reset.
System.Security.Cryptography.CryptographicException: Could not decrypt file. Please ensure that you are using the same password used to encrypt the file.
at ES3Internal.ES3Stream.CreateStream (ES3Settings settings, ES3Internal.ES3FileMode fileMode) [0x00111] in <9a53cee95b8c4093a7e8ca243c325c34>:IL_0111
at ES3Reader.Create (ES3Settings settings) [0x00000] in <9a53cee95b8c4093a7e8ca243c325c34>:IL_0000
at ES3.Load[T] (System.String key, T defaultValue, ES3Settings settings) [0x00017] in <9a53cee95b8c4093a7e8ca243c325c34>:IL_0017
at ES3.Load[T] (System.String key, System.String filePath, T defaultValue) [0x00009] in <9a53cee95b8c4093a7e8ca243c325c34>:IL_0009
at TooManyEmotes.SaveManager.LoadFavoritedEmotes () [0x00025] in <86e649f59809415988b2ab25f60908ba>:IL_0025
[01:05:47.4560541] [Error :TooManyEmotes-2.2.14] Error while trying to load quick emotes due to possible save corruption? Your quick emotes will likely be reset.
System.Security.Cryptography.CryptographicException: Could not decrypt file. Please ensure that you are using the same password used to encrypt the file.
at ES3Internal.ES3Stream.CreateStream (ES3Settings settings, ES3Internal.ES3FileMode fileMode) [0x00111] in <9a53cee95b8c4093a7e8ca243c325c34>:IL_0111
at ES3Reader.Create (ES3Settings settings) [0x00000] in <9a53cee95b8c4093a7e8ca243c325c34>:IL_0000
at ES3.Load[T] (System.String key, T defaultValue, ES3Settings settings) [0x00017] in <9a53cee95b8c4093a7e8ca243c325c34>:IL_0017
at ES3.Load[T] (System.String key, System.String filePath, T defaultValue) [0x00009] in <9a53cee95b8c4093a7e8ca243c325c34>:IL_0009
at TooManyEmotes.SaveManager.LoadQuickEmotes () [0x0002a] in <86e649f59809415988b2ab25f60908ba>:IL_002A
Here is the full log
@jade urchin Thanks for the logs. I'm not sure why this happened. I haven't seen this happening to people for a while. I thought I had this fixed, or at least the resetting working.
I guess I'm not too sure.
Maybe you could try deleting this file completely for right now.
C:\Users\YOUR_USER_FOLDER\AppData\LocalLow\ZeekerssRBLX\Lethal Company\TooManyEmotes_LocalSaveData
The actual file might have some corruption somehow. If you get the chance to delete it, could you let me know if this issue comes back?
Ok, I'm testing. This has been happening for a while but I was just too lazy to report it.
That fixed it
thanks
It doesnmr seem to happen in other modpacks, idk what causes it
is the middle finger in this?
no
i figured out its compatable with betteremotes anyway
so now I can flip people off AND raise the roof
If I made a budget version of the Ymca with me singing, Would you add it to the emote?
(This is mostly a joke, but like, I would actually try singing because people tell me i have a good singing voice)
Sing some random shit and ill turn it into company ambience for LR
I couldn't help it lol
I'm just guessing, but maybe you have a mod that updates or replaces the original HUD, and maybe removes or replaces the original control tip lines on the top right of your screen.
I'm guessing it shouldn't affect anything besides not showing some of those controls, but I could probably ignore the error so people don't have to worry about it.
Unless you don't have a mod that would remove or replace it, then I'd have to take a look at your mod pack probably and test some things.
https://thunderstore.io/c/lethal-company/p/Rminin/FinallyCorrectKeys/ Probably just an interaction with this
Ah, yeah. That's probably it. I'll probably just throw a warning instead of that long error message when I get around to updating it. Thanks for letting me know!
Yw ^^
what does this mod actually do?
It shows the key you assigned to an action instead of the default ones
im not sure if its my pack but is move while emoting known to be bugged?
it just randomly quits and needs to be reenabled midgame and i have seen random users encounter it in my lobby
What is this error? @scenic cave Im playing mutliplayer and sometimes my friends emotes stop working for other people but they can see themselves emote
Good question! Could you share a modlist with me? I feel like I remember a specific mod causing some issues similar to your in the past, but the error prevented some vanilla code to not run, and also broke mine because of that. It kinda sounds like that same issue, but it couldn't hurt to take a look at the modlist. I just can't remember what that mod would have been called
can I dm you a text file with the mods listed
Btw, was this the host's error, or on a non-host's computer? I did mention that LethalProgression was probably causing the reserved item slots to not sync with the non-host clients, and because of that, I believe it might potentially be breaking the toomanyemotes_compat in the ReservedItemSlotCore mod. Can't confirm yet since I haven't encountered the problem yet. Still testing
Lol I spoke too soon
But the emotes are still displaying correctly between the clients. I'll figure out the exactly reason behind that error soon
Nevermind. That's a different error. Likely the reserved item slot error that occurs when lethalprogression is enabled. False alarm
Not the right thread, but ObjectVolumeController deserves an update to finally control the disco ball and cruiser volume 😔
The error was on a non host computer, I was the host and had no errors and they could see my emotes
btw why does the never gonna give you up emote have this delay in the audio at the start?
Counter argument https://www.youtube.com/watch?v=-jmyDIUUhpg
I'm in your walls.
Anyway credits to this random gentleman : youtu.be/sMXsRapaAy0
When we'll have chipi chipi chapa chapa dubi dubi daba daba
https://www.youtube.com/watch?v=_e9yMqmXWo0
CHIPI CHIPI CHAPA CHAPA DUBI DUBI DABA DABA MAGICO MI DUBI DUBI BOOM BOOM BOOM BOOM, CHIPI CHIPI CHAPA CHAPA DUBI DUBI DABA DABA MAGICO MI DUBI DUBI BOOM BOOM BOOM BOOM
Still holding out hope for this one day: https://www.youtube.com/shorts/Skh7N6YFblU
Bye bye bye
Ciao, au revoir, sayonara... you get the idea
Icon Series Emote 500 V-Bucks | Release date: Sep 24, 2024
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27 emotes coming in an update later today!
Miku or no Miku ?????
Not sure why it's super quiet, but also, the Miku Miku Beam is also in the list
I'm about to take a nap, but I will finish one last thing afterwards, and then upload the update
HOOO
EXACTLY THE ONE I WANTED
OMGGGGG
THANK YOU FLIPPPP !
Deserves to be a legendary emote lmfao
I don't have any legendary emotes in this update. If I did have one, it would have been that one. I would just feel bad about almost gatekeeping this emote for those who like buying emotes 😂 I decided to make it an epic emote since it is popular, but maybe I will change my mind later haha
This emote is epic in this mod, but it doesn't mean it is not a legendary emote!
LET'S GOOOOO
It looks like the Bye bye bye emote is not playing the music (V2.3.0)
Oh, you're right. I just had it working. What the heck
Thanks for letting me know. Lemme see why
Also forgot a changelog :b
Wait, that's the wrong change log. That was from my testing environment. I did not mean to upload that one.
Well, I'm pushing the fix for the bye-bye-bye emote now. I found the issue. Also, the correct changelog will be in this one lol
I'm scrambling through all the emotes tryign to find the new ones and something tells me half the ones I think are new are ones I just missed before lol
@scenic cave why is "Go With The Flow" not the "Go with the flow" music lol
Oh, I'm not sure. I can't remember, but is that a new one? Or was that an old emote?
And do you know what song is playing?
THANK YOU 


Were you saying that the song for that emote wasn't the right one or something?
Idk it's probably just that I don't have enough pop culture lol
any chance of compatibility with other emote mods? Like being able to add them to the TME wheel plus being able to add them to the store rotation... would be a cool feature
@exotic pond It's hard to keep track of various mentions across channels, so I just wanted to make sure I'm caught up.
Were there any issues going on with my mod currently? It sounded like the sponge/MRAPI was just a MRAPI conflict with sponge, but that resolved the issue it was causing with my mod.
I may have missed some other things, but were there other issues you tagged me in that were not related to the sponge/MRAPI issue, that my mod is causing? I'm trying to make sure I'm keeping track of these issues.
Also, you were asking about a camera for my mod. I can't remember if I answered this in the other channel, but you asked what I was using a separate camera for in my mod. I use a separate camera so I don't have to touch the vanilla camera. I try to avoid touching vanilla stuff when I can to prevent conflicts with the vanilla game, or other compat issues with other mods. When the player is done emoting, I don't have to revert any camera settings, or reset the placement of the camera, I just swap back to the original camera, which usually just works. I do copy some settings from the original camera so the emote camera behaves/renders similarly.
Yeah your mod touching the camera is definitely fine as I found out lol I just was curious about it when Sponge initially released causing the funny
Okay, glad to hear! But yeah, like I said, if there was an issue you mentioned me in and I didn't see the mention, you can post it in here, too!
Yeah I'm not entirely sure what was going on with the MRAPI errors befire
Will say there is some funky stuff going on when you dance on the cruiser. Sometimes its fine, but other times it causes you to spin rapidly
Same effect happens inside the Office Elevator
Ooh, how did I miss this? Thank you. I'll get this fixed soon.
diff --git a/TooManyEmotes/UI/EmoteMenu.cs b/TooManyEmotes/UI/EmoteMenu.cs
index bcd3c88..f443b27 100644
--- a/TooManyEmotes/UI/EmoteMenu.cs
+++ b/TooManyEmotes/UI/EmoteMenu.cs
@@ -615,7 +615,7 @@ namespace TooManyEmotes.UI
localPlayerController.isFreeCamera = false;
if (menuGameObject)
menuGameObject.SetActive(false);
- if (quickMenuManager)
+ if (quickMenuManager && quickMenuManager.isMenuOpen)
quickMenuManager.CloseQuickMenu();
OnHoveredNewLoadoutElement(-1);
AnimationPreviewer.SetPreviewAnimation(null);
Would be nice to add this check to prevent lag spikes due to LethalConfig listening to close quick menu
Yeah, after you posted that, I immediately agreed, but after throwing that in, it actually doesn't make a difference. I wonder if I'm spoofing the game into thinking the quick menu is open to keep the same restrictions for the emote menu, so whatever the game prevents you from doing while the quick menu is open, it'll do the same if the emote menu is open. I can't immediately remember all the reasons or thought behind the emote menu, since that was done so long ago, but I might be able to create a workaround so that LethalConfig doesn't have to listen to the emote menu closing.
Thanks for bringing this up, though!
I could probably just run the same code that's inside to not trigger any hooks from the CloseQuickMenu method. It only runs a few lines.
if (settingsPanel.activeSelf)
{
IngamePlayerSettings.Instance.DiscardChangedSettings();
}
CloseQuickMenuPanels();
menuContainer.SetActive(value: false);
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
isMenuOpen = false;
Not sure yet. I guess it depends on other mods that hooks on the method.
that could work. LethalConfig just uses postfix on CloseQuickMenu
I'd like to nominate this banger: https://www.youtube.com/watch?v=Qy8dvO6Pr4Q&ab_channel=VRTOK
Rat dance ! | VR 360°
If the quality is low, we recommend changing to a higher resolution in the settings menu before watching.
You can enjoy it more realistically if you wear a VR headset and watch it.
source : https://youtu.be/mBfANxFraNE
music : Joyful - Chess (SLOWED)
Credit the Creator-
"5 panoramas tourmodel" (https://skfb.ly/6...
HmmmMMMMMMm
I actually really want it now. We will see 😂
@glass compass Technically, this emote is already in this mod. It's labeled as "criss cross"
Maybe I will rename this emote, add the music, and move it higher than tier 0
Oh that would be dope
Update is pushed btw.
Hell yeah, thank you
with new update (whichever one added the new emotes like Bye Bye Bye) the Death emote doesn't want to stay favorited anymore
all the other emotes show the * and are added to favorites but Death just doesn't want to
Oh, that might be because it got changed the a multi emote. I'll take a look sometime and see if I can figure out why it's doing that. Thanks for letting me know!
i have a question
i have this thing for knowing if a player is emoting
but for some reasons, some modded emotes do not work and some work
when performing a custom emote does the performingEmote flag is set to true? and is the emoteNumber animator integer is set to something?
cause it looks like for some emotes the flag is set to something and for others idk
Sorry, I didn't see this the other day. Off the top of my head, I don't remember how I'm handling this. At one point I set the emoteNumber to 1 while performing an emote, but some of that code is commented out, likely because of some issues. I'm not 100% why.
This is just a quick example on how you can handle this, but if you'd like to check if the TooManyEmotes mod is enabled and someone is performing a custom emote, you could create a custom class, like this:
public static class TooManyEmotesCompat
{
public static bool IsEnabled { get { return BepInEx.Bootstrap.Chainloader.PluginInfos.ContainsKey("FlipMods.TooManyEmotes"); } }
public static bool IsPlayerEmoting(PlayerControllerB playerController) => EmoteControllerPlayer.allPlayerEmoteControllers.TryGetValue(playerController, out var emoteController) && emoteController.IsPerformingCustomEmote();
}
And then check
if (TooManyEmotesCompat.IsEnabled && IsPlayerEmoting(playerController))
{
// player is performing a TME emote
}
I can't fully remember, but I feel like the IsPlayerEmoting function in this case would need to be in another file in case the mod wasn't loaded, and in which case, it would throw errors? Yeah, don't remember
Again, sorry for the late reply!
Yeah don't worry for the late reply
Adding compatibility to custom emotes is of course a classic thing to do like you showed me, but I feel like the code I wrote should be sufficient enough to detect if a player is emoting or not, no matter if it's a custom emote or a vanilla one...
I have to say tho, that the emoteNumber == 2 is especially to check if the player is doing the point emote, which for me is not considered a dance
I feel like this number should be something like 3 or 4 or smth in TME when performing a custom emote just to say that the player is not performing a vanilla emote.but I'm not sure if this is even possible to set like that?
Hi, I don't know if it only happens to me, I don't think so, and I want the mod's music to play when I leave the ship.
Well, TME doesn't use the player's animator to emote, so it technically doesn't need to set the "emoteNumber". It performs the emotes on a separate animator that's connected to an invisible skeleton, which then copies the bone positions and rotations over to the player's bones. Performing the emotes on the player's original animator caused so many problems for me, so I changed it at some point. The only reason why I used to set the "emoteNumber" in the past was to have a fallback in case players don't have TME, and in which case, when someone performs a custom emote, those players would at least see the default vanilla emote. And like I said, it seems like I'm not setting the emoteNumber anymore for whatever reason. I'm sure there was a reason, but I can't remember.
You need to disable the boombox requirement in the config.
Ah ok no problem then
But if you are not using emoteNumber at all, how is this possible that with some custom emotes my check pass and with some other it just does not?
It's supposed to pass if performingEmote flag is false, so i can kill the player, or if it's true, it checks if emoteNumber is 2... but if you are not using emoteNumber then it should be another value than 2 right? like 0
Yes, this is my question as well. I am not 100% sure. It does look like I set the emotenumber to 0 when they perform an emote. Could you remind me, was 0 an emote, or was it the state for when you're not performing an emote?
1 is the dance, and 2 is the point
0 is no emote
If you want i can check which emote works specifically in my case?
Sure. If one in particular does work, let me know. I'll check if anything is different about it. I'll check some other parts of my code, too just in case I'm missing something
It does look like I set this every time a player performs an emote though.
playerController.performingEmote = true;
ok, ill check soon and let you know
Ok I'm back, yes i kinda forgot to check for a long time im sorry
what i found
So the problem is different, its not that some emotes works and some dont, it depends of whats the precedent vanilla emote was
If i do the point (which is supposed to kill you) then doing a custom emote will kill you, but if i dance, then a custom emote will not kill you
Is it fixable ? @scenic cave
to be more precise, it's the emote Number which is still 2 even after performing a modded emote after the vanilla 'point' emote
Okay, I see what you mean. Yeah, let me look into this! I'll do some testing in a bit! Shouldn't be hard to fix
@pliant steeple Would you want to try this out for me sometime? I won't push the update yet, but maybe you can let me know if this fixes your issue.
Just replace the existing TooManyEmotes.dll with this one
Okay perfect! I'll get his pushed out later today.
Thanks !
@scenic cave Could you add a feature to where emoting in front of a mimic fire exit would cause it to come out? Currently emoting can be used with the third person character to see through the wall and see if its fake.
that would probably be on mimics to do instead
this would be funny as fuck ngl
i think you should totally add the civilian pose (A pose) from tf2 as an emote
Hello! Is there a way to disable specific emotes? One of them made our friend a bit uncomfortable and we'd like to keep the mod on
i dont think there is an option for that yet
As mentioned, this never made it as a feature in my mod. Let me whip something up real fast, and I will see about adding this real fast.
Thanks! No pressure of course :D
@scenic cave You may wanna do a recomp of this mod for V72, I've been seeing some reports of clients getting shadow realmed and people saying they've fixed it by removing TooManyEmotes
Jupp, the Mod is causing issues right now.
Okay, I will try to get that updated later today!
Okay, I will try to get that updated later today!
LMK when it goes live, also no idea why your message sent twice lol
I sent that while I was driving down a pass and had no service. I figured it would have sent after I got service again, but it apparently sent it before I lost it haha.
Anyways, I'm gonna update the references now and hoping that will fix it. I'll let you know
@exotic pond Did the errors occur all the time? Or did anyone have logs about them? If not, I'll likely just update the references and hope that fixes it.
Hopefully lol, it's been a while since this mod caused people to badly desync and essentially shadow realm I almost wonder if it's cus it can hook into masked enemies in some way
I had a player in my lobby badly desync but they never got any errors from TME and then I saw other people mentioning experiencing the same thing and turning it off fixed it
so it might be something with references
Otherwise maybe lan testing might show something
I know masked enemy stuff got changed in V70 which is why I assumed it could be something being weird with that code for clients lol but I really have no clue
@exotic pond It's updated now. If it happens again, could I get some logs, even if it doesn't look like errors from my mod? Could be helpful.
@mortal lynx Do you have any logs since you reported experiencing problems?
Sadly, not anymore.
This shows up when hitting the 'm' key
it still works across multiplayer but it shows up
@scenic cave
Thank you. This has been fixed now in TME 2.3.6
Just wanna verify this isn't due to TME, been seeing it in client logs recently
Still having issues with users joining in broken essentially
logs weren't really showing me anything outside of
Invalidated grab on Player (1) on client; another player was already grabbing the same object
Joining in broken how?
cosmetics not loading, incapable of using both modded and the vanilla game emotes, grabbing an item that has physically takes us space in the center of the screen allows the user to continue grabbing it and continuously add to their weight.
I've only had the issue of cosmetics not loading
and people at the Company building would fall through the world
weird
@scenic cave For the cosmetics thing, it's possible you just need to compile against the newer build of MoreCompany
Are you sure all of those issues are caused by my mod? If so, I feel like there would definitely be errors.
Would you be able to share your log file the next time? It could be helpful.
This was from earlier and we gave up after a while
I can test later as well but we just wanted to play lethal tonight
I can already tell you a big number of your issues will be OpenMonitors
that mod is pretty broken on V70+
Also soft mask errors
Add DiFFoZTweaks
Yeah I have added the Tweaks a bit ago
what would be a good replacement for OpenMonitors?
GeneralImprovements is the only real one now
hmm okay
I've tried avoiding that from just the amount of stuff in it
but I'll deal if I have to
It's not so bad honestly
[04:50:02.4057178] [Error : Unity Log] ArgumentException: An item with the same key has already been added. Key: Seraphi
Stack trace:
System.Collections.Generic.Dictionary2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.InsertionBehavior behavior) (at <787acc3c9a4c471ba7d971300105af24>:IL_015A) System.Collections.Generic.Dictionary2[TKey,TValue].Add (TKey key, TValue value) (at <787acc3c9a4c471ba7d971300105af24>:IL_0000)
TooManyEmotes.SessionManager.ResetEmotesLocal () (at <13a94e6f61ad46038e2a7e174e3dcef5>:IL_00A5)
TooManyEmotes.SessionManager.ResetProgressLocal (System.Boolean forceResetAll) (at <13a94e6f61ad46038e2a7e174e3dcef5>:IL_001F)
TooManyEmotes.SaveManager.ResetUnlockedEmotesList (GameNetworkManager __instance) (at <13a94e6f61ad46038e2a7e174e3dcef5>:IL_0174)
(wrapper dynamic-method) GameNetworkManager.DMDGameNetworkManager::ResetSavedGameValues(GameNetworkManager)
StartOfRound+<playersFiredGameOver>d__293.MoveNext () (at <31f0351006d541aeb5ae92a12fc7161b>:IL_02D2)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)
upon getting fired this error popped.
@scenic cave
I guess it's a good thing I didn't fire us at the end of my session today
Lmao
I normally do a chaos ending on Galetry and do that
😆
Weird. Is Seraphi you?
And by chance were there two players named Seraphi?
Seraphi is one of his group members
and nah there should be only one player named that unless something went jank with late joining and they had to rejoin? 🤔
@frail steppe did they ever need to rejoin possibly?
unlockedEmotesByPlayer.Clear();
foreach (var playerController in StartOfRound.Instance.allPlayerScripts)
{
if (playerController.playerSteamId != 0)
unlockedEmotesByPlayer.Add(playerController.playerUsername, (playerController == localPlayerController || ConfigSync.instance.syncShareEverything) ? unlockedEmotes : new List<UnlockableEmote>());
}
It must be erroring here. I wonder if there were two players named Seraphi in the allPlayerScripts somehow. Strange error
My guess is at one point they had to leave the lobby and rejoin during an orbit so probably some issue with late joining
I'll add a check here in case of duplicate entries, but hoping there aren't other issues cause by the duplicate entries lol
Or if they dced mid round and had to join in orbit that might have also done it
Yeah, honestly, who knows. I'll push it out tomorrow. I might add some more stuff to that update as well.
Yeah they had to leave and rejoin
Yeah I would try compiling it on the latest version of MoreCompany for example to hopefully fix clients getting the overflow exceptions and being unable to see cosmetics on Lobby Join as well
Oh yeah, I forgot. Thanks. I'll do that part now
Masks emoting for only 1-2 seconds and changing to higher values in config doesn't work. Any solution?
[16:06:06.9086098] [Info :TooManyEmotes-2.3.7] Calculating if the masked enemy (MaskedPlayerEnemy(Clone)) should emote: True
[16:06:06.9091167] [Info :TooManyEmotes-2.3.7] Pre-performing emote on MaskedEnemy. Delay: 0 ExtendedStopAndStareDuration: 0
[16:06:06.9197311] [Info :TooManyEmotes-2.3.7] [MaskedPlayerEnemy(Clone)] Performing emote: fast_slow_disco
[16:06:09.2828798] [Info :TooManyEmotes-2.3.7] [MaskedPlayerEnemy(Clone)] Stopping emote.
@scenic cave It's still happening sometimes lol
My host log if it helps, she brbed and I'll send the client log after she returns
hi client I'm VELD
So is the issue with the emotes not syncing correctly or something? I guess, what is going on?
I will look into this when I can. Not sure what's going on atm
Btw, are you the host? I believe the host would have to set these values.
Yeah for her she stopped emoting but for the rest of us she was still in place emoting for a while
It did eventually catch up
@celest blade Nvm, you were the host, otherwise you wouldn't see those logs.
I'm not too sure. I actually saw no errors from my mods, but I'd have to look at it a bit more to be sure my mod isn't causing desyncs. I won't be able to look a whole lot during this week, sadly.
Yeah the lack of errors could just be that something is going on with the networking sometimes
What's her name in game?
And who was host?
Oh, it's Skitts. Nvm
Do you happen to know the emote, or at least one emote in particular that stopped for her, but nobody else?
It was Travelers
Such a good emote from such a good game
Agreed
If it helps I was playing the sixth one
||Solanum's part|| to be specific
but idk why it'd be instrument-specific
What did you call Hatsune Miku's dance ?
I think there are several Miku emotes. One is called "Miku Live"
The one hiding in your wifi, I know that Flip added it but I don't know under what name
Yeah that should be the one - you mean the one that goes Oooo-eeee-oooo, right?
It's epic rarity
I only have 2 Miku emotes, at least that I know of. The two that were added a few months ago were Miku Live and Miku Miku Freeze, I think?
Unless I had another emote that I didn't realize was Miku.
Oh I see hmm
Alright thanks for info ! Easy to recognize then :p
Miku Miku beam
Lol yeah that one
You come up with any ideas for fixing the networking problems Flip? ;o
Actually maybe I should try doing a regen of the config for my profile since it's been a while
Honestly I have never experienced such issues personally, are you sure it's not caused by another mod ?
It wasn't, TME was having some issues after V70 and Flip pushed a few updates but we still experienced it the other day. Since my group was the only one to report it after the recent updates though I think it's possible the config needed a regen so I did that
oh okay
the default config for this causes the mod to not load
This week and the next week are the two busiest weeks of the year where I work, so I honestly don't have a lot of free time right now, especially during the weekdays. I will see if I can look into this on Saturday or Sunday though.
The mod does not load? Do you get any error messages? And input utils is not required, but I'm just curious if you had that mod enabled.
Thanks for letting me know. When I have time, I will look into this without the mod installed.
@exotic pond I'm just looking at the logs again, but was JacuJ spamming emotes? The host's logs kept getting like 10 requests a second from them. Not sure if they were actually doing that, or if that's some bug.
Didn't someone in your group do this in the past, too? lol
I'm about to restrict emoting to once per 0.5 seconds 😂
Yeah he spams them a lot lol
You don't think that's related then do you?
We didn't have any issues today, so it could be a possibility
It's also possible the config regen helped
[Info :TooManyEmotes-2.3.7] Pre-performing emote on MaskedEnemy. Delay: 3.851778 ExtendedStopAndStareDuration: 5.374938```
I used your same configs, but the values seem to be working properly. Do you have any mods that change the masked enemy behavior?
Mirage and MaskFixes
I can give you a modpack code if you want
Mirage should be fine, I think. I don't know much about MaskFixes
But it's possible. Not sure
I disabled both mirage and MaskFixes (bc mirage is dependant on it) and it still showing that delay and stare duration are 0
Hmm, interesting. I wondering what's causing that for you. Maybe you can share a code of your current profile
Code is 019793a3-77dd-72e3-a9a5-570260df5a17
There is Imperium mod for testing, because i'm spawning masks with it to test it
[18:21:59.6890197] [Info :TooManyEmotes-2.3.7] Pre-performing emote on MaskedEnemy. Delay: 1.513501 ExtendedStopAndStareDuration: 7.779389
It seems to be working for me on that profile.
At this point, I have no idea why it's doing this.
The only difference is, I've been spawning them with the LethalDevMode mod, but idk if that would make a difference.
I tried with a new clean config file and it still showing zeros in console
Also tried with a natural spawned masks, still nothing
I even tried spawning with LethalDevMode
On a new clean profile from my code
And it still showing zeroes
This is very strange
Okay, something magical is happening. New profile, installed only imperium for spawning and tooManyEmotes. Still showing that values are zero
[Info :TooManyEmotes-2.3.7] Calculating if the masked enemy (MaskedPlayerEnemy(Clone)) should emote: True
[Info :TooManyEmotes-2.3.7] Pre-performing emote on MaskedEnemy. Delay: 0 ExtendedStopAndStareDuration: 0
[Info :TooManyEmotes-2.3.7] [MaskedPlayerEnemy(Clone)] Performing emote: be_seeing_you
[Info :TooManyEmotes-2.3.7] [MaskedPlayerEnemy(Clone)] Stopping emote.
@scenic cave I got it. Changing values to a ones with no decimal separator works fine
I don't know why this is a case for me
I suspect it could be related to a system language, but it just a theory
I guess if that might make that fail to parse, then possibly? I'd have to check the defaults for when it fails to parse
I guess default is Vector3.zero if it fails to parse. Apparently I have no error messages when it fails to parse.
Give me a sec
Btw, what would your system language be?
Russian
Kk, let me look into it
Oh, I just saw that you said it worked fine without decimals. I was about to suggest that lol.
Yeah, I wonder if I could reimplement the parsing to be more universal. You might have to do that for now, but thanks for letting me know!
No problem. That was a fun investigation 😄
@scenic cave I'm assuming this is a float parse that's failing?
I've had this issue in the past. You just gotta hit it with the float.Parse("0.11", CultureInfo.InvariantCulture); and it just works
Yeah, I think that's what I actually did yesterday, afterwards. I just haven't tested that part yet, but with you saying that, I can probably skip the testing on that part and assume it works as long as I don't run into errors. I just don't want to change my system language right now to test that lol, but ty!
You're transmitting numbers as string, not even bytes ?
that's just how default bepinex config works
by chance, may we possibly get the VRC default dance as an option?
Sorry to pester but did this end up making it in? I see the option to blacklist, but the emote is still selectable in the radial menu
thank you for all your work 
Might be MRAPI
@scenic cave
I encountered an incompatibility issue between FeralCompany and TooManyEmotes, where TooManyEmotes duplicates the FeralGame object created by FeralCompany multiple times. I'm not the author of FeralCompany, but I'm trying to fix this compatibility problem. After reading the code of TooManyEmotes, I noticed it performs a CopyFrom operation on the gameplayCamera. I attempted to make FeralCompany patch execute after TooManyEmotes, but the issue persists. I think I might need your help to resolve this problem.
Okay thanks, I can try to look at this later when I have time. What object is it duplicating?
Sorry, if the answer is in the screenshots, then I haven't looked at them since I'm driving right now.
Yes, it's on the first screenshot
I'm not sure why it would be copying that. Is it only that game object that is getting duplicated?
Actually, one sec. I have an idea on why it could be doing this.
Only this one and its internal objects were copied.
The [5]FeralGame above is normal, while the [10]FeralGame below was duplicated by TooManyEmotes, and it seems the object's internals were copied multiple times as well.
the bee suit is vanilla though
Could you add a option to be unable to do emotes near fireexits? It's because of mimics mod.
Or just a option to unable emotes inside the interior
im thinking maybe the mimic will trigger if emotes from TME is used near it? just to compensate
@marsh dove Sorry, I haven't had a lot of time to look into this. Is the FeralCompany mod still up? I can't find it on Thunderstore anymore
It seems to have been taken down a few days ago
It got taken down for client side cheats
Because it had un networked minimap and night vision iirc
I mentioned this to the author a few months ago, but the author did not address this issue. But I can add restrictions on the individual use of the client
Ah, gotcha. Well I guess I won't be looking into that lol. Thanks for letting me know
Given it's permissively licensed you could fork it and add networking yourself if you want to
Not sure if this was suggested yet, but... https://www.youtube.com/watch?v=x2AO_8ViOA8
OG song: I'm so lonely
Vintage-Eva
Animation: Doomguybot
The usual loop of the meme is from 0:07 to 0:22
believe it or not, the dance is a stock animation from Mixamo
meaning it'd probably be really easy to add i hope
Would you add an option to force first person?
also, i am in favor of funni VRC/TV dance.
so i have this weird issue that my gpu usage skyrockets like crazy to 100% usage when using a emote, this seems to be somehow related to my model but i have no idea why or how. using the third person mod doesnt cause this spike, i initialy thought its the fairly high polygon count and ive spent like an hour decimating that mesh to like 1/3rd the vertices befor i noticed this issue doesnt occur with third person and only when using a emote. any ideas?
According to my investigation, InitPlayerCloneAfterSpawnAnimation duplicates the objects attached to the player. I’ve resolved the issue based on this finding. However, I believe this approach might cause problems with other mods as well, so I wanted to let you know.
Is this why sometimes after a player disconnects mid round and they join back in orbit their name shows up twice?
I've always noticed TME adds some overhead tbh but usually not this bad, BadAssCompany is larger in terms of it's bundle size but tends to be more optimized if you need an alternative and can't sort it out
Yeah I get ya
No, this will only be called when you create or join a lobby yourself. It only affects other local mod
Ah
Yeah, that's what I figured was happening. I don't feel like it caused problems with the vanilla game, but it would technically trigger their mods that hook onto that function, so I can see how that could cause strange issues with specific mods. I would need to rework that part when I got time
Since you pinged me about this I assume you think the model's being duplicated? I don't recall ever hooking into that, but that would be pretty wild.
Perhaps take a look into unity explorer
If you're getting a bajillion models destroying your fps, it would be pretty easy to spot.
but even if, how would i solve that
It would probably be some interaction with the api that I would need to fix.
I doubt you're cloning things in your mod.
no i dont
ive done several models and none of them have this issue
i dont use any other code either only what comes with the default project
So you don't think it's an incompatibility with tme? I kind of figured that's why you pinged me here.
well you know stuff about models and im clueless
it can only realy be something about that models that is causing this
ive done a different model last night too from a different game and that one didnt have issues either
Let's not clutter up this poor channel then.
I imagine debugging a model is the last thing they want, lmao
well im not sure where or who to ask since this is such a weird issue lol
I finally got around to looking at this, and I have a few functions hooked into ConnectClientToPlayerObject function, but all of my methods only run one time. The same goes for other mods. I can safely say my mod is not causing this function to run a second time, so my mod isn't necessarily causing problems for other mods.
The FeralCompany mod, when I added the mod from the github to test, I found that it's likely occuring when I clone the player's game object to use as the animation previewer, which copies a component (or more than one) from FeralCompany, causing their component's awake function to trigger, and it likely creates more game objects without checking if they exist first on the local player's game object, and then setting the feralgame transform's parent to be the same as the original feralgame object.
Rough explanation, I know, but at least I can say that the issue is (sorta) with how the feralcompany mod handled this function and that my mod wouldn't have really affected other mods just because they hooked into the ConnectClientToPlayerObject.
I won't make any changes to fix this, just because cloning the player's object is the only real way to maintain various objects, such as morecompany cosmetics, and probably MRAPI, and likely other (current + future) cosmetic/visual mods.
Just wanted to share this!
@scenic cave This error throws if you bring up the change keybinds menu and back out for some reason
Oh, thanks! I guess I never checked if the players were in game before I ran that code. It would dynamically update the control keys on the control tips on the top of the screen after the settings are changed, but obviously that does not apply to the menu. I will get that fixed hopefully tomorrow or the next day.
Thanks again!
You’re Welcome lol
@exotic pond Fixed in 2.3.12
Hi! So sorry to bother, but I've been having trouble blacklisting emotes that have a ' apostrophe in the name. Is there any particular way it should look in the config?
Probably Freestylin/'
Gale tends to auto do this if configs need it to fix the entries not working
@scenic cave I noticed you have a blacklist of emotes in the TME config. Any chance you could add a list of emotes to force-unlock?
Like, to specify the names of certain paid-emotes to be automatically available, like the default ones you already have?
That would be pretty cool 👀
Was there ever an idea for being able to control pitch and the speed of the emotes?
To be honest, I thought I might have had something like that, or maybe I played with the idea of a config that would force emotes into complementary. Maybe it will happen eventually, but to be honest, probably not anytime soon. I'm not prioritizing new features at this moment. Mainly bug fixes and compatibility updates.
No, it was never a thing and I never really thought about it.
Hello, i have a little issue with the blacklist for emotes, i want to blacklist the "Hip Thrust" but no matter how i write it, i just got that error :
[Error :TooManyEmotes-2.3.13] Error parsing emote blacklist. If you are the host, the blacklist will not be used.
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at TooManyEmotes.Config.ConfigSettings.BindConfigSettings () [0x00779] in <f4f564c8275d4e4ab629b88519afdcce>:IL_0779
there seems to be a bug with graphicsapi(which is a dependancy of diversity which just came back), when doing an emote the menu wont close unless you pless escape(emote still applies tho)
Interesting. Any logs in the console? I'll see if I can check this out tomorrow
nothing besides graphics api registering something
i did find an issue where using any emotes would only play their song on the ship (and very far away)
logz: #modding-general message
Like it would play the audio from the ship's speakers? That's likely because the boombox is required in the config, but you could change that. Or rather, the host would have to change that setting. Let me know if that's not the issue though
funny thing (it's not your fault)
Hey just a question for some reason toomanyemotes just breaks for the second player who joins the lobby and me and my friends cant find out why? anyone have an answer?
Do you know if there are any error logs in their console?
And how does it break?
Dont know if there are error logs but they cant hear/see/do emote and and interferes with interactable items from other mods. It also says that its unsynced with host only for them?
I have the same issue rn
seemed to start happening after the bepinex update
Oh, did bepinex update? If so, I may need to update my references to the new one
it did but I actually did find the conflict
https://thunderstore.io/c/lethal-company/p/mr_hat/NicheTweaks if you disable control tooltips it breaks the emote wheel
emotes menu doesnt close and other players cannot see them
Small report, but iirc there was some shadows and textures here
While I'm emoting, I can't see the bunny ears and bee antennae from the bunny and bee suits. Other players still can see them.
Add lofi headbang
could use some more emotes 🥱
too LITTLE emotes!
Bug that breaks "move while emoting"
If this is enabled, you hold alt and then move, it bugs you out of the state and you can no longer move while emoting, not even just by turning the option off and on again. You need to press alt to be able to move again.
that just sounds like its storing the state of "don't move while emoting" until u press it again
cus the emote ends while youre holding it
seems like it could be a simple fix
Mod seems fine, but so far you do get this error spammed if you use an emote and then press Tab (which takes you to the new Utility Slot)
Stack trace:
TooManyEmotes.EmoteControllerPlayer.CheckIfShouldStopEmoting () (at <f4f564c8275d4e4ab629b88519afdcce>:0)
TooManyEmotes.EmoteController.LateUpdate () (at <f4f564c8275d4e4ab629b88519afdcce>:0)
TooManyEmotes.EmoteControllerPlayer.LateUpdate () (at <f4f564c8275d4e4ab629b88519afdcce>:0)```
Goes away if you press Tab again
oh and I guess the doll is dead but w/e
@scenic cave Had a player get bugged with this earlier and they panicked and left and rejoined the Lobby lol
i finded a bug at v80 about the [tab] slot when i select that slot the emotes changes to the default dance
To help a bit with this.
This mod is working on v80, the only error log spam appears when you try to use the ||new vanilla utility slot|| while emoting (usually [tab])
@scenic cave V81 finally hit Main branch if you wanna look into fixing this
is this mod going to be updated for v81? there is many bug rn
Hopefully soon. I've been on spring break so I have been away.
is there gonna be any new emotes soon?

