#Masked Enemy Overhaul (New Update)
1 messages · Page 2 of 1
Readme is still 2.2.0
Ended up having a funny moment with this happening to my gf and she almost got grabbed by the imposter because with skinwalkers it copied my voice and said "Are you real?" so she let her guard down. My friend came up and started beating the hell out of it with a shovel and killed it as she saw the real me coming up the hallway
Wish she was recording it all I got was the aftermath
It's almost done!
I feel like this mod goes really well with this haha. I will likely push this update tomorrow.
I can see this tripping so many people up with the masked enemy overhaul mod 🙂
#1184362437550555176 message
We use TooManyEmotes whenever we see each other to show we're real. It's always so funny seeing someone tpose to show off
Hahaha yeah, same. Now you'll never know who to trust!
looks awesome, cant wait to use it!
unlucky i hope, it randomly selects a player based on the amount of players in the lobby. when i tested it i had masked spawn in with both skins (i had two players total in the lobby)
we were playing with 5, apocalypse starts and i see 4 clones of myself outside on vow chasing us around the ship. its not like it was always like that, sometimes they were other ppl in the lobby and other times they were the basic player model with no cosmetics and the default suit. i think it was probably just dumb luck, but the mod itself is REALLY great
it used to select only one skin per day, but i pushed an update to fix that yesterday
or i guess two days ago
thursday night
oh yeah we played a few days ago, i guess probably before the update so that would make sense LOL
also unfortunately cosmetics do not work with the mod atm 😦
is it also supposed to have a chance of just being the vanilla player model? we encountered that quite a few times despite none of us having it
i mentioned it on this thread before but its not something i can fix
Like as of recent update? Because it was working with morecompany cosmetics
i find that odd seeing as they definitely were working some of the time
At least on my save it was
same here
if they have the default suit on when the masked spawns it would have the default, if no one has the default then maybe it bugs on the id and it goes to default
cosmetics only work when the masked eats another player, or when the masked walks into or out of the building
ah, thats why we saw it working outside then
so the ones that naturally spawn that mimic someone do not have cosmetics, but as soon as they walk outside they spawn in
Not true, one of the masked men that spawned had spawned looking like one of our players to begin with and had all the cosmetics and suit
if its doing an update check when it goes through the entrance doors that applies the cosmetics, why not run the check when they spawn in?
all i know is it is very buggy
or is it more of an unintended check
i dont have access to the cosmetics through my mod so i dont do the check, its morecompany that does it
Idk it was working fairly consistently in my games, enough that it definitely got several us over multiple matches
i brought it up with mod developer but i didnt push the need for a fix. i cant fix it myself, it would have to be him
but yes the idea is just having a check on spawn would fix the issue
yeah, i only noticed morecompany cosmetics not being correctly added a couple times, and i felt it added to the charm of the mimic
it reminded me of the alternates from mandella catalogue, how they had the slight imperfections
its not a bug its a feature! 
i was about to say that haha
but maybe more company did fix it, i havent played recently but this is the newest update they did
That definitely must've been it
they mightve added a check for cosmetics that makes it work more often. since last time i played the cosmetics did not really work at all
but W
I was playing with both mods 2 days ago and it was definitely working as we wanted
ill try it out tomorrow and let yknow
Big W
im pretty sure its working perfectly now
🕺
i feel like really unique work like this should be praised more lol
really sick mod, loved playing with the apocalypses on the scp DunGen mod
The masked men not being able to use cosmetics items or moded suits made them a non issue, so with this mod they singlehandedly became a MASSIVE problem especially in my lobbies with 14 people
thank you both for the kind words! im glad so many people are enjoying it
It so is
it combines really well with the skinwalkers mod for sure, and i do appreciate you not changing the ai, as another mod is currently in development that changes the ai MASSIVELY and i really want them to both be compatible when it releases :p
I saw that one today. looks dope, but yeah I wanted my mod to be as compatible as possible so I only touched the visuals and as few of the spawn settings as possible
one thing i noticed is sometimes the arms on the mimics get very stiff, i know that its replacing the much more obvious zombie arms, but is this planned to be changed to move more like the player?
And it's perfect. Would've been cool if the masked fix was built in but that's why we've got other mods
I mean shit you saw the too many emotes integration right?
Between that and skinwalkers and this? Masked men have personality now
@winter thicket if Player Die by Drowing / Sandquick. the Mimics models gone i mean disappers and the mimics can't kill player
🫡 not sure when I’ll have time to fix it, if I ever do. my current fix/recommendation would be to uh not do that
hello again, someone reached out today and offered a pretty nice idea so i thought id throw an update out in between everything. the update adds a new config which reveals the mask right before the masked attacks. i think this is a neat alternative to always being killed by someone with no mask. it is off by default but figured i would let yall know if that was something you were hoping to see or whatever. Thank yall for the love and support 🫡
is it known that morecompany cosmetics are broken inside the facility
sí
I’ve mentioned it a few times here. it’s not something I can fix
understandable. hope it gets resolved
This mod is funny asf I had a lobby of 12 people
And we all died to masked outside
And the 3 poor people who just got out of the company
Witnessed horrors
army of jesters
@winter thicket can you add nametags copy as well and support for https://thunderstore.io/c/lethal-company/p/taffyko/NameplateTweaks/ the voice above this maybe as you already copy a player suit and cosmetics a nametag would help
the voice would have to be for skinwalker i guess
nametags might be better voice seems difficult
what does that mod do? I haven’t seen it
does it just add the voice indicator?
I have for a while wanted to do nametags above the masked. I just don’t know the best way to do it yet
mostly focus on visibility and tracking voice with a visual indicator that can be disabled in config
since no nametags gives away masked enemies a lot
yeah the nametags is definitely something I want to do before I stop working on the mod. I keep saying it’ll be the next thing I do and then I get distracted 💀
i always remove nametag when v40 cause for make my friend confuse 
yeah i use Hideplayernames mod til a solution for this is done
Yeah I also replaced NameplateTweaks with that for now lol, gonna be fun seeing how many of my friends die to mimics XD
@winter thicket Hello, respected HomelessGinger. I really like MaskedEnemyOverhaul, which has provided me and my friends with a better gaming experience. However, I have found an issue where it cannot mimic any clothing of the ModelReplacement API. Do you have any plans to add support for the ModelReplacement API? May you be happy
ModelReplacement API:https://thunderstore.io/c/lethal-company/p/BunyaPineTree/ModelReplacementAPI/
i wouldnt even pretend to know how to do this rn. i can look into it, maybe itll help me find a workaround for cosmetics too. my thing is i dont know how to access other mods from my mod without it being a requirement but im sure there is a simple way. ill look before i head into work
Thank you
look into soft dependencies
i just did. i already finished the patch but im tuning up now. i realize that i misunderstood the creator of morecompany for his reason on using "setEnemyOutside" vs start, so i assumed it would not work / be buggy always due to how the game is coded (which is not very neatly). anyways, a slight adjustment in where my code was taking impact and the cosmetics loaded right in.
so cosmetics work inside now?
as far as im aware
i need to test on a nonhost machine, but im sure it works there too
that's awesome
i'm not sure if it's been mentioned before but has anyone experienced any issues with masked getting stuck beside vents
yeah im pretty sure its a vanilla thing. the masked are really dumb sometimes and just get stuck in a loop of staring at locations
in trying to test this mod the masked would often run right past me and then stand next to me staring into space without attacking
lmao
cosmetics should now work. update was just posted
yippee
Let's goooooo 
need github
after installing Lethal Escape, I also encountered the problem of all monsters except Bracken only attacking the host
I have reported this issue to the author of Lethal Escape and I am not sure if it will be fixed
Yes, I mean installing both MaskedEnemyOverloul and LethalEscape at the same time would cause this issue
yessir
yeah its only for more company
will cosmetics match with inherited suits?
like whichever player is being copied for the suit, will the cosmetics match that player too
yes
awesome
Fantastic, the masked experience should be so seamless now can't wait to try it out
cheers on creating such a great mod
This guy WILL not stop before making the best MaskedMenOverhaul mod ever
the mod is client-side right?
should be, but much more fun when everyone has it
alr thanks
I'm pretty sure it's server-side. I don't see how this mod could work if only 1 person in a whole group had it installed
Maybe it could be if you use the vanilla spawns I suppose
All it does is remove the mask for the most part
Probably some visual desync with the bodies
i know that the spawns are server side only (obviously) but when testing today i had masks on on one client and masks off on the other and it worked just fine
Has anyone else had a bug where a masked kills a player, and then that masked stays bugged in that position doing its "puking" animation? Along with that it spawned 2 masked, one based on the playermodel of the turned player, and one with the default suit despite no one in the lobby using that suit.
Posting it here bc it's new and one of the only recent changes I've made was updating this mod, but I'm not actually sure it's because of this mod. Could also just be incompatibility with another mod.
there are quite a few issues with masked with weird cases like that. i dont handle the spawning of the mask when they consume someone so my guess is that it is either desync or an incompatibility
Nah when they spawn with the default suit that's when the game does a vanilla masked spawn
I've seen it happen once before, and there was no cosmetics when they walked outside either it's just a vanilla one spawning in lol
when the game spawns any masked, it is supposed to change the suit since i change the suit on start of any masked. the issue is that it spawns 2, and i am unsure if the 2nd is my fault or a bug
if possible, see if it happens again and try to screenshot the console of there is an error. the default game has a billion logs every minute so its a pain in the ass to scan though
LogNeuter prevents that mess
QOL mod for real
i need that fr
ty I'll check the log next time. It happened twice, but both times to a friend of mine so I didn't realize what had happened until I later found the bugged out masked. Curiously both my friends and I (host) could see the weird bugged masked, but for me he was vomiting, for them he was just standing still.
I had a mod idea where you can remove the mask from masked or dead masked friends and sell it, but i also though about adding a way to revive your friend when you take the mask out of it, maybe you could like it
But idk how possible would that be
Just wanted top pop in and say i appreciate the work you put into this mod 🙂
it’s definitely possible, but I won’t be doing it with this mod. I want to try to only touch spawns and the visual aspect of the masked so it stays as compatible as possible. It’s a cool idea though
Thank you. Appreciate the kind words 🫡
Okay :3
- Fixed an issue which occurred when the masked enemy was interrupted while converting a player, which could result in the player becoming stuck or unable to move their mouse and sync position to other players
LC Masked Fix
- Prevented a case where the masked enemy could create dozens of duplicates of the same player if that player was somehow not allowed to die, resulting in chaos
There's a mod that fixes this btw
In case people wanna stick around on v45
i said o7 to that mod
well once mods are fixed i doubt anyone will stick to v45
that mod worked perfect and great though
Chill on the attitude my guy, I know you were reading patch notes, tho I was referring to a mod that fixes the issue
you are reaching im not angry or anything i just told you to re read my message to understand it
I understood it to begin with
no shit isnt a rude thing to say
but the way you replied it makes it look like i didnt know about the existance of the mod
thats why i said no shit and told you to read it again
you didnt let him finish
lol
if you read his second message you wouldve realized what drake meant
Soooo how would re reading the message make it any different?
well to me it looked like you didnt understand it was fixed in v47
but then you added v45 later
why does this matter so much to you
yall chill on semantics
it does not matter at all not even remotely lol
I LITERALLY said "There's a mod that fixes that"
its whatever to me
Fair
lets just leave it at that
That said, Its sick to see the other issue fixed, the Masked enemy duplication bug
this is why i did not implement the LC Masked fix myself haha. i knew it would be fixed eventually and i didnt want my mod to combat that fix 😆
also i have ni clue if my mod works on v47 as i am not home to test it and im scared to check 😨
we always have zombie apocalypse mode
Seems like some mods made it through, others, not so much
i will be out all night but tomorrow i dont have that much real work to do so i might be able to test the mod at like 7am
i can test masked mod soon
im testing a few others first
actually more company is broken so that prob makes your mod broken too
thoughts on that ?
moresuits works fine in v47
i saw a ton of mods are broken so ill have to do it with nothing else
its possible it breaks with more company, the only thing i use from there though is the cosmetics, but if cosmetics are broken but downloaded it will still try to use them
it was already dark af without a flashlight
no need for more darkness. imma need a candle hat mod asap
more company is fixed now btw
its half working
its def bugged
they have suits
but they are not able to kill me
they spawned over the cap of 2
i have 4 of them
with vanilla spawns disabled
@winter thicket
this is without more company running due to being alone rn
"can a loc come up in yo crib"
Lol I'm sure it'll get updated tomorrow, for now we have bugged mimics that can't kill us XD
LOL
Ive only had mask bugs with zomb apoc on personally but, otherwise yeah bein a lil goofy
all in due time
I mean the fact it works partially with v47 is good, make sure you remove LC_Masked_Fix if you have it btw it's deprecated with v47
Yea thank goodness, saves me an extra mod slot
From what I heard theres a couple other issues that it still addresses? I remember reading a bit about it in the mod's thread
so im probably gonna keep it around for the time being just in case
Have yet to experience this, we had a masked spawn in normally so maybe if you have LC_Masked_Fix or MaskedAIRevamp installed that's the cause, still need to see if a masked can grab me
i only had this mod i was testing this specifically
Weird mod is working fine for me
Just got killed by a mimic like normal, maybe a config conflict somewhere?
and they also spawn in like normal
on v47?
Yeah, so maybe there's something wrong with it on certain maps, I will admit they never seemed to kill me while outside but when inside it was fine
LOL just had a Baboon hawk kill a mimic of me XD
my testing was only outside
I released a hotfix for some slightly backwards height damage logic. I forgot to add to the notes that you can now take a small amount of damage from less height than before.
from his discord
So btw the mod is still working as normal for me, try resetting your config maybe it was corrupted somehow?
btw you don't have to use a second laptop, you can run the game twice locally and connect to yourself via LAN
just right click the game in the taskbar and open a new instance once you launch it from steam the first time
Did you happen to find any errors at all btw? That could be the cause for broiler's bug? Cus I've been unable to reproduce it and I played for hours with friends
Was on a brand new modpack adding 1 mod at the time
Yeah it's super odd, I couldn't reproduce it at all, did you also have a brand new save?
Also i ran the game with two clients through lan for testing
Ah so maybe it's bugged in lan mode
Could be
I think that's it
It was a brand new save
Cus it worked as normal playing Online for me
Thats good to know
I will do more tests later i was also forcing it to use Apocalypse mode with capped at 2 but it spawned 4
so not sure what happened maybe a lan issue i will try it on v48 in a bit
@winter thicket I will say I did have a moment earlier where a 2nd mimic spawned in wearing the default suit but had the face cosmetics on of one of my friends lol, but idk if that was the mod or cus they had to drop out before we encountered it cus their game was bugged
I would guess the latter, cus I know I've seen someone crash before and their character model sticks around but the suit reverts to default
well mine is still broken
even online solo
apocalypse mode is my guess
i will change it to normal now
these were my settings
so its not related to lan
Yeah sounds like the Apocalypse Mode portion of the mode is broken then, I know the default config settings still work fine though
Custom mod manager btw?
@winter thicket sounds like the mod does need an update, appears v47 broke some of it, I do know the default stock config settings still work as normal though, no idea what else is broken besides Apocalypse mode
r2modman
im doing everything right its just broken with some settings
the screenshot is from lethalconfigs ingame config changer
didnt use that the first time but its not broken in v48
Ahhhh makes sense, I've only ever edited configs in r2 lol
I saw you asked if ShipLobby still works btw, I can confirm it does lol
ty
ok its bugged for me even without those settings
thats weird
maybe its brutal company plus
yeah i even deleted the config
has to be an incompatibility issue
it could be because of morecompany being disabled too though
i hope this is the case
tested with just those 2 mods
version 3.4.0 of brutal company plus and mask only issue happened
now i need to try with morecompany
actually i will try just mask first
ok so its not brutal company plus thank god
the mod stand alone still does this bug
😦
so its the mod thats broken
yeah how did it work for you because i cant get it to work solo at all
maybe it works with morecompany + real player
i will have to try
my modpack and it still isnt working
i rlly doubt it has to do with the config
as i wiped config and it still didnt kill me
maybe it kills you inside but not outside
ok it does not kill me inside either
@winter thicket hf with this :c
i will ask a friend to join me
with a friend still broken
same modpack
both on v48
Ummm working for me
ok thats rlly weird
i redownloaded the mod removed every mod except for it
and its still broken
But they can't open door...?
can they kill you ?
yeah
inside
try outside
OK
its def some kinda broken thats for sure
Yeah
they can't kikk
Just dance for me
and wearing same suit while I'm single play
I'm in titan
wonder if using lc_mask_fix mod fixes it
And still chill with me
its fixed xD
No it still needed
i want to test if mask is bugged in vanilla now
Cause the red screen haven't been fixed yet.
red screen ?
never noticed but i guess if thats true i would use it
When masked kill you it will turn your screen into red and this haven't been fixed yet.
but he should remove the other fix
so it wont cause issues
im testing it with vanilla now
oh shit
wtf
?????????
its bugged in vanilla i think
thats why its not killing me outside i think
wdym?
this is only with 2 mods
this level
and timescale to speed up day
i think mask is bugged outside in the actual game
thats why it didnt kill me inside earlier
because i force spawned them outside
and since they were outside they cant kill me inside
but when i got killed inside they spawned inside and met me
Gonna test it
damn 😦 vanilla bug now?
i feel like it is
i dont have a good way to test vanilla
it does not
damn okay thanks guys!
Well, it's time to roll back to v45
yeh 😦 i was just putting together a fresh mod pack for v47 too 😦
wtf i just got eaten by a forest giant at 1 pm in vanilla
bruh my run
on March 1 pm forest giant ?
not eclipsed
it camped the main enterance
yeah, it happens
i still made quota atleast i died on 2nd last day
lol
i dont think normally they can spawn that early
all this just to test masked with fully vanilla game
they can
i'm pretty sure they were working okay outside in v45
v45 isnt v48
bruh what is my luck spider and coil head at 1 pm at main enterance offense
did they buff the difficulty a lot or something
it used to feel like a walk in the park to play vanilla until end of day
i did tests a while ago on all maps to see what times on avg mobs spawned outside and it was never before like 5-6 pm i think
so 1 pm caught me off guard a lot
idk if anyone has mentioned this here yet so ill put this here
I know it didn’t work with advanced cosmetics. I only did it with MoreCompany. I’ll do advanced eventually
@honest scaffold
so it is vanilla 100%?
Yes for sure
we got a masked enemy(without mask ofc) and he wasnt attacking us at all
advanced company overrides more company and takes it's cosmetics, so you can use more company cosmetics mods with advanced company
he was just emoting
but yeah, seems like additional compatibility is required
100%
it’s the latter, cosmetics are saved by id at start but the suit is not saved so it probably errored to default
im currently on rend hoping to get a masked to spawn bruh
im playing vanilla
so i can record it
this is pain
day 2 9 pm no masked
vanilla spawns suck fr
well rend should have 60 weight
or something
10 pm n othing
im not even going to bother going back to the ship
ah I didn’t know that. I’ll look at it
well thanks for the testing 🫡
I’m about done with my morning meetings & then I’ll look at advanced company and maybe the vanilla code to see if i can see what blows up
couldnt get 1 to spawn i give up good night
gg
is it okay to only use spawnrarity from lethalutilities instead of the config from this mod? and the other way around?
If you put set vanilla spawns yes in the masked mod
Cant say for otherway as i dont know
@winter thicket @remote nebula
That bug report i did came in clutch
Nice will test it later
🕺
Cant test went to bed but gl
Now who's gonna tell him that spray paint still shows up for people who aren't the host sometimes? Lmfao
You
Idk how to contact Zeekers tbh
He has a public discord then use his bug reporting channel
But yeah when playing last night my friend saw something they sprayed at the Company when we went back and said it was floating, only them though
and it could be cus they were on a HDD
and have slow net
Very posible
Lol odd
I've always just bought it in orbit so I likely wouldn't have noticed, granted I haven't gotten an inverse yet
i did not do it in true vanilla but i spawned masked inside and then ran outside and they killed me and cosmetics worked as well
more suits did not work tho but i havent updated it yet so thats prolly why
in v49?
nice!
unsure, the red screen thing happens when a masked is killed while eating someone
according to LCMasked, it still does
I forgot to report that bug woops
Well lc mask hasnt tried V49 yet i think
It was still doing it in v48 though
ahh
They did, they said it still happens with v49 but the masked behavior is back to normal
Yep he fix the outside friendly problem
Lmfao the outside friendly thing was funny, because we had a Baboon Hawk kill one
I think the Baboon hawk thought it was a player
now I'm gonna test if he will open the door or not
Yeah i saw that now my bad
Oh well it will forever be memorialized incase that is also fixed now lol
cus that was funny
whats up with this mod today?
i was in a dungeon and a mimic "killed me"
but all it did was STUN me
permanently
i was frozen, couldnt move at all
but i didnt "die"
Lmao new vanilla bug?
Hey @winter thicket I think you can make masked take off mask after player escape from it for a long or medium distance?
or maybe cus you were playing solo
What was wrong with doors ?
Nah I spawn lots of masked in v48 and they just wondering behind the door and won't come to see me
Ah
assuming this is for the reveal mask config option?
you try v49?
Yes
i tried it when i originally made the option but i couldnt find a good method to attach it to
i did not have that much time to look at it though so ill check again eventually
lol
That's fine just an advice
all good, i do want it implemented in that mode
That will be pretty scary lol
pretty sure i just did it
Distance will be configureable?
i wont push the update yet, i want to do a little more testing to make sure it works on newest version. also want to integrate advcom cosmetics before the push
i didnt do distance, so no
when the masked loses the player in a chase, it resets to unmasked
Got it. Thanks for your hard working!
do you know if advanced company has a discord
i did not mean that
github
i dont see one linked to the mod page
nah, i don't think it's open source
but there's channel in mod releases, yeah
May I ask, does the mod work on v47? I'm asking because so far I haven't encountered any. I also tried to check a bit up but was unable to find anything (or I'm blind)
is it so hard to just turn it off in config
LogNeuter makes adjustments that aren't in the standard BepInEx config
For some reason the masked are able to kill me, I tested it yesterday. Am I a gangster?
Outside they can't
old message
They couldn't do it from outside, was a vanilla bug that got fixed today
Oh fr fr? Hell yes
Where can I get a good logneuter config
Do I just need to do it all myself
I left the settings for LogNeuter on default
I thought default does nothing
Is this mod broken on v49? it spawns like 15 masked
And you have to generate configs for your game then add them in manually
It does, at least after first launch it will
yo by any chance do you know if this got fixed since u saw it ?
does masked enemy need an update for V49 ?
we removed the mod and havent used it since so i can't say
I never had this happen at all when playing with it
Are you using LateCompany at all? LateCompany is pretty bugged since v47
Hello, please tell me those who downloaded the MaskedEnemyOverhaul mod, you also have a problem with the fact that everyone except the Server Host sees masks on those who put on the mask, the mask disappears only for the Server Host? Or is it just me and my friends who have this problem?
v45
Ah well if you updated Skinwalkers that might have been why, Skinwalkers last 2 updates were for v47+
we haven't used either mods for a long time
ever since
#1184403394660663326 message
Well I can confirm I've never had that issue
So if it was a thing it's probably been fixed
or there was a conflict somewhere
Are you using posessed masks?
cus that mod can cause it
It's not really that big of a deal, just something to keep in mind
No, I haven’t downloaded other mods for maskeds at all
Ah then maybe a bug with the update that added the new config option
Idk I haven't tested it, and I don't have my game downgraded to v45 and don't plan to downgrade it lol
It’s just that my friends and I really wanted to immerse ourselves in the feeling that maskeds could be among our own, we even installed a mod to turn off nicknames, but except for the Host, everyone sees the masks of those who put on the mask, and the immersion is spoiled
Thank you anyway
Im talking liké a month ago it was happening, but only on lobby with many players liké around 8-10 and only After 1 or 2 houre of gameplay, really not constitent tho it was pretty random
I want to say it works on v49, I tested it very briefly and it worked. But it was just loading into a server and spawning in masked, but the masks were hidden and stuff
are the config options for your friends set up correctly? I tested multiple times on v47 and a few times in v49. it worked on both host and clients
When I collect mods, I immediately send the config to my friends along with the mod so that their settings are exactly the same as mine, but I haven’t checked it on version 47 and higher, maybe there won’t be any errors.
In any case, thank you very much
FYI Ginger may want to update the recommended mods on the webpage listing https://gyazo.com/bf5f8a69558f9c616cae635547dcdf48
Two of the masked bugs were fixed in the newest updates, however I believe masked fix still works for 3 of the other bugs associated with Masked
currently the only issue with masked is if the kill is interrupted, the red tint stays on your screen until you die
it's a vanilla bug
which tbh i think is intended, but the masked fix mod will correct it
get maskedfix or what was that mod called
oh ok

I didn't read anything before that and assumed you were reporting something, sorry haha
yeah, i was gonna update it when i finished advcom fix but i might just do it now since idk when thatll happen and i have another fix ready to go
is there a way to update readme without changing version
no
~t that I know of
L fr
yeah the site is not super creator friendly
i have this problem , and im on v49
did you find a fix?
Not yet, we are testing
if you find a solution then please let me know
figured I should post this here, idk if it's known already but AC added cosmetic and equipment support to Masked enemies but I came across one and it didn't have anything on him and I spotted this error on console
him just waving is hilarious
he nearly gave me a heart attack
yeah, i need to make it compatible. idk how he changes it and there is no github so i have to look at the dreaded dll which is why i have not done it yet. this was before the changes he just oushed to make them on the masked so itll probably be easier now then when i looked a week ago
I see, all good, he does have a thread here for AC so worst case you guys can work on it together or something 🙂
just go to his channel and ask for a code, he's okay guy i think
and just to let yall know about the next update. i will definitely have:
masked player names
on masked reveal mode, masks will hide again after some time
i will hope to have advcom
i will if i get stuck on dll. it should be fine, i havent even tried that hard to do it since im avoiding it. thank you tho
oh also, should player names be randomized on masked? like if a masked was mimicking me should it say "HomelessGinger" or "H0meIessG1nger" or something along those lines
or should i do both and just add yet another config option
Mimic same name and suit
The more accurate copy the better
^
🫡
Not sure how hard this would be but if you can have the voicehud mod or nameplate tweak copy the speaking of the same player not audio just visual So it looks like they speak at the same time
Just to ask about masked usernames, can we have an option to disable them? My group run the mod that hides usernames
yeah thatll be an option
You can take the approach of autodetect specific mods to disable setting for it if it nots in the players mods
ill have to look into it, ill probably push the names jsut base before i look at common mod integrations
Look forward to them having the names lol
Is this mod compatible with cosmetics done through Advanced Company?
The mod has MoreCompany cosmetic integration I just haven't had the opportunity to test it properly
not at the moment. i think i have the fix for it but i havent tested it and frankly dont feel like downloading advcom at the moment to test it. ill test it when i push the update with the masked names, which will hopefully be this weekend
Hey, whoops posted in the wrong chat before. Is the masked enemy overhaul working for the latest version?
I only ask because it seems like they aren't spawning at all, even though the host does have them set to spawn naturally and everything (we also have all our configs set to same as host just in case)
should be, a few people seemed to have this no spawning issue but it works for me and seems to work for a majority of people. My guess would be some conflict with mods
we actually JUST got our first one. it was 10x scarier because we genuinely thought the mod was broken lol. i think it might just be a conflict with spawning, our spawnrate % is r.lly high but thats the first time we got one all night. thanks for replying.
sorry im not sure where this goes, but the mod doesnt seem to be compatible with lethalvrm, the mimic spawns as the default suit rather than the modded one and everyone turns invisible whenever a mimic is spawned
nope
more company cosmetics yes advcom no
Oooooh do you plan on integrating adv
They said opver the weekend they probably will when they do the NamePlates update
https://clips.twitch.tv/GrossAthleticSharkDBstyle-jj3sUWqP5VPmrnSG Top tier moment of Skinwalkers and Masked Enemy Overhaul btw lol
Watch Lunxara's clip titled "When you realize it's a mimic cus your friend uses the walkie lol"
I swear when MaskedAIRevamp gets stable/out of beta, it’ll be the trifecta of Lethal Company modding
Lol for sure
hey ginger how complex is the mask hiding?
If its built into the games ode already then I just want to make my mod hide the mask on death
my revealing of the mask? not complex at all
i can send the code. gimme a sec
I'm trying to see if I can use
__instance.SetMaskType(-1); for it rn
-1 doesn't exist however, if null exists for the mask it could be this simple
gonna try 0
no, you just need to deactivate the mask. i use a method to make an animation to hide the mask so it doesnt just pop away. could look cool
0 wont work
{
float counter = 0f;
float startLoc, endLoc;
mask.SetActive(true);
if (fadeIn)
{
startLoc = 0.095f;
endLoc =.215f;
}
else
{
startLoc = .215f;
endLoc = 0.095f;
}
while (counter < duration)
{
counter += Time.deltaTime;
float loc = Mathf.Lerp(startLoc, endLoc, counter / duration);
mask.transform.localPosition = new UnityEngine.Vector3 (-.009f, .143f, loc);
yield return null;
}
if(!fadeIn)
{
mask.SetActive(false);
}
}```
damn, is that for one of the masks or is that not a numberic value?
probably for one of the masks. i dont use set mask type though, there is no reason
Whats the IEnumerator?
the code i just sent you makes the mask sink into the body and then deactivate
a coroutine, very useful stuff
Do I need a reference for it? my visual studio doesn't recognize it
basically it runs this code for the set duration time without stopping the rest of you method. is pretty essential for this
i think just using UnityEngine
you have to call it a special way though
What would the code look like if it weren't an animation/what is the central part of it?
{
IEnumerator fadeMaskCoroutine = FadeInAndOut(mask, true, 1f);
__instance.StartCoroutine(fadeMaskCoroutine);
}```
this is it, the if block calls the fading method, and the coroutine does all the work. this is the only code needed to hide the mask
Do I need to set up other code to make it readable?
I'm trying to make it the mask on the model dissapear on death
so plugin is specific to my mod, you can delete that. also the comedy mask and the tragedy mask visually look the same, so i just use the comedy mask for everything. gimme a sec and ill type what you need to replace that if with
I would think that I could replace the plugin with my plugin name yeah?
that depends if you want the option to be a part of your mod permanently or if you want someone to be able tokeep the mask after death. Plugin.RevealMasks is just a config option for people who dont want them to ever show
We are talking about the model of the ememy yes?
the mask on the enemies face, yeah
My mod spawns in a mask on the ground after killing a masked so I am trying to visually hide the mask on the enemy after tehy are dead
so the method i gave you makes the mask gradually disappear, would you want it to disappear immediately after death?
it can either sink into the skin or just disappear (which looks odd when playing, thats why i have it gradual)
by gradually dissapear you mean like slowly vanish?
this but backwards
ig disappear since I found there to be no way to spawn the mask drop mid air so its already an instant transfer to the ground
so yes
well, to have it instantly disappear is much easier, you wont even need the coroutine
__instance.gameObject.transform.Find("ScavengerModel/metarig/spine/spine.001/spine.002/spine.003/spine.004/HeadMaskTragedy").gameObject.SetActive(false);```
thank you, that code worked, I honestly don't think the sink in would improve it since then there would just be 2 masks briefly unless I want to add a delay to the drop appearing
one thing you could do, is look into lerp and use a coroutine to move the mask from the face to the one on the ground, so you can visually see it fall
i can give you a coroutine that might work if you want it
oh huh so you are saying I could try animating the mask on the ground to look like it rotates off the body and onto the ground?
Sure I'm down to try that
yeah, mine uses lerp to go inside the head and hide there, but instead you would just change the final position to be the one on the ground
I think I figured it out
(dw about the screen I was killed by one of the 10 with invincibility on)
sorry i got a bit distracted when i started and went to get a drink but i also did it since i didnt see your message
{
// beginning of method stuff
// move maskToSpawn and spawnedMask here
spawnedMask.SetActive(false);
GameObject existingMask = __instance.gameObject.transform.Find("ScavengerModel/metarig/spine/spine.001/spine.002/spine.003/spine.004/HeadMaskComedy").gameObject; // all masked spawn wearing comedy mask im pretty sure
float duration = 0.5f; // time in seconds for mask to fall, might have to speed it up
IEnumerator MaskFall = MaskFallCoRoutine(existingMask, spawnedMask, duration);
__instance.StartCoroutine(MaskFall);
//place getComponent and rest of method here
}
static IEnumerator MaskFallCoRoutine(GameObject existingMask, GameObject spawnedMask, float duration)
{
float counter = 0f;
while (counter < duration)
{
counter += Time.deltaTime;
existingMask.transform.localRotation = UnityEngine.Quaternion.Slerp(existingMask.transform.localRotation, spawnedMask.transform.localRotation, counter / duration);
existingMask.transform.localPosition = UnityEngine.Vector3.Lerp(existingMask.transform.localPosition, spawnedMask.transform.localPosition, counter / duration);
yield return null;
}
existingMask.SetActive(false);
spawnedMask.SetActive(true);
}```
Thank you, I figured it out and tweaked the fall speed, its quite juicy now imo
Now I gotta see if it works alongside your mod
kinda sad that with overhaul its pretty heavily intended to turn off the masks, i love the animations 😦
You can use the Option that has the Mask show up when it's killing you
btw, does overhaul overwrite custom moon spawns?
nah i really want it to but i dont see a lot of masks
also there is an option to toggle every part of the mod if you want some things to still show up
but cant really say for sure
and i dont think i have sufficient tools to reliably check it ngl
yup no issues
my mod uses the moons list to overwrite the spawn rate of the enemy, so if you set it in the config, there is no reason it shouldnt spawn on the modded moon if thats what you want
ohhhhh, ty, gonna check that out
weird, dont see an option to do that in mine, might be outdated
turn on use spawn rarity and then set the number below that to whatever
the higher the better
W
so 15 would be close to the default setting?
hey i delete this mod but there are still no mobs spawning
Why is it so bright in your facility?
That mod doesn't conflict, it just won't load the models from that mod
So you either have something else that's conflicting or you should delete the config and let it regenerate
can you tell me how to do it?
If you're usind r2modman or TMM, go to config editor, find MaskedEnemyRework.cfg and delete it
It'll regenerate on launch
thanks i will try it
If you use AdvancedCompany I know it has conflicts right now
is there a problem with suits?
didnt work sadly
Probably a conflicting mod then, that or one just didn't spawn it's not guaranteed lol
the fun thing is, before the update it all worked proberly
I've had 0 issues
devmode
I think the mod is called LethalDevMode?
wait so the mask fades in when you are close ?
thats kinda cool
what does your mod do then ?
my mod makes it so it detects the death of a masked and
1.Hides the mask on their model and
2. 50/50 chance placing one of the masks on the ground and using a translation to make it appear to fall from head level
oh
its guaranteed to spawn a mask only either comedy or tragedy
masked enemy overhaul can either hide masks forever, reveal masks when they go for a kill, or never hide them at all
There's an option you can set in the config for the mask to appear when the mimic is close to you which is what Impulsive used in the showcase
my mod doesn't interfere, in the video you can see how they reveal the mask as they attack but my mod still hides it post mortem
ima use that next time i play
Hi homeless, when you get the chance can you tell me if the game differentiates player spawned masked from naturally spawned masked?
correct me if I'm wrong but the skinwalker mod compats with your mod and only uses voicelines of that person yeah?
Trying to see if I can have my mod instantiate a player body of a matching player id when a masked that has a player id attached to it is killed
im confused by what your last statement means. but in vanilla, you can differentiate between a natural and a player spawned one by seeing if mimickingPlayer is null. in my mod, there is no way to tell since it sets mimicking player on both natural and player spawned
so the game does not know who is being mimicked?
it does, mimicking player contains the player id
so its like __instance.mimickingPlayer.playerId or something like that
ok, I am now trying to see if I can have another event that runs when a masked is killed but only if they are tied to a specific player id, it would make the body dissapear and spawn in a player corpse with that matching id
yes, its recoverable
ahhh i see
yeah thats for sure possible, the easier option might be to just make the masked bodies interactable for pickup
Interesting
but if you just want to spawn in a body, you should have everything you need for it in the mimickingPlayer field
alright
Do you have a mod thread for this yet? And if not can you @ me or something when you do? I like this idea and it would definitely go well in my modpack if it works nicely with this mod too
yeah #1195383416837902456
If it still works with this mod depends on if this mod has naturally spawned masked that are tied to a specific players id
Sick ty, following now
my mod does, vanilla does not
shite so if you run your mod with mine it may dulplicate bodies
i dont think so
what exactly are you trying to do? replace the dead masked with a player body to carry?
But.....
Why can't you spectate the naturally spawned masked in your mod? Did you hide that or do they only mimic a player id and not take over as being that id in the server?
Yes, only ones that used to be a player, otherwise the new code will not affect them, their husks will remain inmoveable
ohh then your mod would make naturally spawned masked turn into a body too. i see
and honestly i forgot you could spectate masked so i never even looked to implement it haha
No, wouldn't that automatically be a thing if you mod didn't patch it out?
well i did not patch it out
this got updated today??
negative
oh ok :<
it was updated a few days ago, and will be updated in the next couple days to add nametags to masked
maybe i missed it?
ill check it out
ohh ok
holy fuck thunderstore just got hit with a bunch of mods all at once (nvm that was a glitch? lul)
rofl
just thought of this, one thing you can do is just check the masked lastplayerkilled field. if its not null, then that specific masked killed a player and you can turn him into a dead player prefab
wouldn't that be for a masked that has killed a player already?
oh you right, for some reason i thought the masked that killed the player would be the masked that is the turned one but it spawns the turned one
how is the nameplates going is it too difficult ?
cxan this mod owrk with host only
From my experience it apparently can but idk how that looks for other players
oh
can you please tell me the name of that mod?
I have them done but I haven’t tested it too much. Wanted to test it out a bit more but might just release it so y’all can try it
there is something odd about the names and how they look but I can’t really place my finger on what it is
Sure i could take a look if you release it or give a dll for it
so, i pushed the update which includes:
possible fix for advcom cosmetics
Masked usernames (off by default, can be turned on in config)
Reveal Mask config option now rehides the mask when Masked is no longer aggressive
i will be honest, i have not thoroughly tested them, i just havent had time. ill be out all day today and tomorrow so odds are i wont be able to test them before yall do. all updates i made this update are able to be turned off in the config, if they are broken. just disable them
thanks
out of 10 spawned only one was with a nickname. im running advcomp so the cosmetic issue might be from there
nickname looks kinda off
nvm
i had 2 spawn with my cosmetics the second time i tested
nickname persists after they die
it appears that i can also sync emotes with their dead bodies lol
This is a feature with TooManyEmotes newest update, not MEO
it’s only on one enemy? tough. I’ll look into it, for now just keep it off. thanks y’all
It looks like it spawns likeeeeeee
1 in 20 with a name
def more that one, i've seen a couple
havent seen more than a couple with costumes also, havent seen any after i restarted the lobby
we’re they by chance outside with the cosmetics? All I did to fix cosmetics was stop the error from happening, and I left the actual showing of cosmetics up to advcom. wondering if they have the same issue more company had
didnt check outside, i was using zeekers' test map and saw like 2 with cosmetics
im gonna do more testing on an actual moon rn
0 out of 40 had cosmetics, saw 1 with a nickname. gonna change my cosmetics ingame and check if it changes anything, then im gonna do a run with adv disabled
changing didnt do anything for me
w/o advcompany
oh damn i forgot to test nicknames
brb
what tf is going on with this picture haha are those cosmetics
the name is still quite a rare occurance
also idk if its this dungeon's shading but it looks better than in unmodded ones
picture makes way more sense now
i could not tell what i was looking at in the first one hahaha
lmao sorry
well its really weird to me that i def did see a couple costumed masked with adv enabled
all good, i just thought there was like 10 cosmetics stacked on top of one another
well it used to not work at all, so i would assume my "fix" makes it apply in some special case (like when they went outside for morecompany or something like that)
i cant say anything abt outside ones, only seen them inside and then died sadly
but i think you should know that im testing on my main profile with 100+ more mods so something might be breaking, i can test in a more sterile environment if you wanna
dont worry about it, thank you for what youve done so far. ill see why its only one one sometime in the next few days
or only on some*
ok, thanks a lot for all the work you've done on this mod!
Syncs with host
Just double checking, if host changes something in the config it syncs to every client?
Yes that's what I just said
Alrighty
in the new patch notes its said that the spawn rate of the mimics has been changed. for me lethalutilities takes care of the spawn rate. so can i somehow disable this in this mod so that they dont conflict?
Are they conflicting? Because I'm pretty sure MEO just adds a guaranteed spawn for the mimics, not an actual change to the spawn rate
the patch notes say "Boosts the spawn rate to be the same as a bracken, so it can now spawn on every moon"
i already configured this and other spawn settings in lethalutilities
that was a thing way before today's update tho
What he said
well i just set spawn rarity on false
is this still possible now
cant look into the new update rn
when its false the settings shouldnt apply right?
idk man maybe try it out in game and report back to us?
ok i thought maybe the mod author could give some quick intel on that
i just want to set a unique spawn rate for every moon and it seems like you can just configure one global spawn rate in the config
but ig "use vanilla spawns" should take the ones configured with lethalutilities then
correct, if you have another mod that affects spawn rates, use "Use Vanilla Spawns" then there will be no conflict
For some reason since the latest update I have had a mask spawn at the start every time
probably been asked a lot but how exactly does the spawn rarity work?
i've heard that 300 is max chance, so it's 25/300, 45/300 etc
maybe i'm wrong
at least it works like that for custom dungeons chance
Wait so this adds more company’s cosmetics on the masked?
yes
how do i know i am not masked ?
i could be, u could be too
Just double checking, this mod attaches an actualPlayerId to every mimic?
yeah it is
i will do some testing with local clients
but i cant do multiplayer netcode test atm
What’s the difference between actualPlayerId and playerClientId?
no clue
ok, maybe that means my mod won't interfere with yours?
masked arent killing anyone, is this a known bug? they just kinda follow
definitely something wrong with your pack, I had this mod and one of my friends died to a mask incognito and they were pissed lmao
Bro really victory emoted on you
did you tell this to the maker of TooManyEmotes? that’s hilarious tho
and was this with invincibility on?
nvm I just watched the whole video
yeah, the first one was naturally spawned i think
cause i was testing the other mod
the ones that were created of me were with cosmetics to that's something
using advcom right? I’m willing to bet it’s the same problem that morecom had where it wasn’t called on start due to there being no need to without my mod. so I’ll have to just get in there and fix it eventually, was hoping it would work base
yup
advcom used to not work at all with it so at least it works a little
so far it looks like the initially spawned dude has no cosmetics and a nickname, the ones created by him get the cosmetics and nickname starts basically jumping to the last one created
if i understand correctly
yeah that’s what it looked like in the videos. Thank you for testing 🫡
i figured out the issue with the zombie apocalypse btw. ill see if i can get it fixed later this week
has the skinwalker integration happened so that the skinwalkers only mimic who they masked?
nope but the author of skinwalkers messaged me yesterday trying to look into this
i forgot
nope still the same
Hello! I wanted to know if there was a list of cosmetics mods that were compatible with the Masked Enemy Overhaul mod, thanks
After reading a bit of this thread is this working with AdvancedCompany as expected?
I will disable to avoid issues then
Why does AdvancedCompany have so many compatibility issues with mods?
I think it's because it's a "huge" orverhaul mod maybe? or change so many things?
Is it like the community standard atm?
Or is MoreCompany still the most popular “overhaul” mod
I think MoreCompany still more popular, also doesn't change that much so i think things will be keep like that
this mod doesnt crash advanced comp, so it can still run with it. just the cosmetics only sometimes show up, but no errors or crashing occurs
ill try to fix it soon
Also slightly off topic, but dang I wish thunderstore had better tagging where you could tag host-only mods/client-side mods that allow you to play with vanilla players
Or even the version
Because it's a mess to search for working mods with that many patches
it has that
but uhhh
overall not many people use the tags
Ahhhhh gotcha
which leads to stuff like modpacks flooding your normal mod search queue
Hey, I'm getting an error with the mod that's stopping things from spawning, should I post the error?
cause people are too lazy to tag their stuff as a modpack
I’m used to GameBanana as a mod platform, so it’s an adjustment
I find the that a lot of mods will just be like “adds different skins” or “adds 8 new pieces of scrap” and just goes into no detail or show what they look like
I can’t think of like any other game that I’ve looked into mod stuff for that’s like that
Sending your log file might be your best bet
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
MaskedEnemyRework.Patches.MaskedSpawnSettings.UpdateSpawnRates (SelectableLevel& ___currentLevel) (at <e5d2cf2966da4135ac98abdd46bd11b4>:IL_0034)
(wrapper dynamic-method) RoundManager.DMDRoundManager::BeginEnemySpawning(RoundManager)
(wrapper dynamic-method) RoundManager.DMDRoundManager::Update(RoundManager) getting this error
there are about a million things that can cause this, as all it means is that something is null when i try to call for it in the method
this typically means a mod conflict prevented me from grabbing something
or a mod changed what im looking for
How do I find out what's causing the conflict?
do you by chance have a custom moon mod or lethal expansion
the only way to definitively find it is to deactivate until the error is no longer present
lethalexpansion which is required for many custom moons, causes a lot of errors with a lot of mods. not saying its definitely that, but i wouldnt be surprised
I can vouch for LE (meant lecore lmao sorry), been doing all the testing with it enabled
Def something else
So the mod doesn't work with custom moons?
LE
do you mind switching to lecore and trying again?
I always forget that not everyone is running lecore sorry
yeah maybe an le issue after all
Different mod then
another option, if you use many custom moons and never really play vanilla moons you can turn on vanilla spawns
Is that in the config?
it will stop the error from happening, and enemies will start to spawn in again. but there is no guarantee for the masked to spawn. i would guess most modded moons would spawn every enemy anyway so you wont see a difference
yes
Yeah I've had the masked spawning normally on the custom moons I've been using, it should function the same
then yeah, turn on vanilla spawns and only the visual part of the mod will apply. should fix the spawning
Awesome thanks
Can't wait for the update that adds support for Advanced Company, Advanced Company really does make the game more stable and makes it run smoother
hopefully soon
is that me or maskeds spawn kinda too often lately?
considering that i didn't change config
Just experienced this mod after a couple weeks of it being installed (Never had masked man spawns in a while)
Bro ran up to me while i was lost in the snow and i thought it was a player ;-;
I was so happy to see another person and lost my shit when he grabbed me
Yeah I got baited by one of the imposters last night. It had the exact outfit and cosmetics as my friend that was just ahead of me as we were running to the door. So when I went to go in he was just standing at the door about to go in and just GRABBED ME as I realized it was an imposter
imagine we had masked man spawned in the first round when we was landed on experiment and waiting for our shitty flashlights
he sneaked up on us easily
as we was watching the sky
Had that happen whilst testing mod compatibility in my mod-pack on a custom moon. I'm still experimenting with SkinWalkers mod trying to find a good rate for the vocals to be played by the masked men but havent had it actually work yet
so i probably need to increase the chances by a ton
i think i set it to 1.5 but honestly 2 might be the best option
or multiplied, i don't remember if there's delay or rarity in config
Same and I disabled it for most of the enemies
yes
i keep it on only for masked and brackens
both of them can surprise to say the least
I dont use it for any other creature, only the masked men. i know it works for other creatures like the eyeless dog
i might reenable the eyeless dog so it fits the SCP theme
I did dogs/ghosts/coilhead/imposter
The dog allows for some scary coincidences when you hear them outside the ship trying to trick you to open the door
My only complaint about that mod is the pitch changed voices on the creatures
oh I love it. One time when we were first using it we heard a dog repeat my friend saying "I need to shmoke this shit rq" but it was in a demonic pitch and slowed down a bit
Check out CoilHeadStare from TwinDimensionalProductions
it fits too, mimics are not perfect but they're trying
Already have it homie 😎
Based
by the way i can suggest installing too many emotes as well, it makes masked use emotes before vomiting on you
Its shocking how quickly modpacks can bloat up
making them even more funnier
Yep already got that too
https://clips.twitch.tv/StupidEasyJayTriHard-QOkg4UVgBbqId4hc This is the game after I got grabbed by that fake imposter of my friend outside the door
🤣
my friend made me run in circles around whole facility today
cause he was silently following me and making emotes
i also use mod that hides player nicknames
so i was so damn sure he's masked
@peak geyser This was my run with the masked man. sadly only got it clipped with like 5-6 frames with the guy in it
Yo when it says attempt to attacak is made, does that mean when it grabs someone or when it starts a charge and a lock on the player?
attack**
in configs for the reveal mask option
I plan to work on that after I finish ironing out bugs with the v3 release
bump
its for when the mask would normally raise their arms, so when they start to charge the player a little after they lock on
Oh alr cool
