#Masked Enemy Overhaul (New Update)
1 messages · Page 3 of 1
Just finished creating a modpack and went to test this mod specifically and they end up cloning me and can't actually kill anything
they had invincibility on, thats why they didnt die
I launched a game with TooManyEmotes, Beta Masked AI revamp, and this mod and they could not kill me exactly as pictured in that video
as well as not having cosmetics on spawn but the clone they created after letting me go having them but I saw you're aware and fixing that hopefully
I had all default settings and flipped on zombie apocalypse to test the new AI from the other mod in conjunction with this one and they just couldn't kill me
I'm excited to see what v3 has in store 👀
Tbh the masked are one of the cooler enemies in this game thanks to this mod alone
Doesn't seem to be working suddenly, anyone else have issues?
Can't sell em though
#1186884307332108339 message
Just dropping this in here @winter thicket
You should probably ping HomelessGinger as well so they see this post
true my bad
Great idea!
Wait why would you wanna disable the cosmetics tho
What? It's not about disabling cosmetics it's about Masked Enemy Overhaul getting support for cosmetics to work when using AC
It only works when using MoreCompany currently
Ah my bad, I glance read it
lol
so by default spawn rarity for mask is 15
if I change it to 20, would that be to common?
thats only the default for the custom cause i had to put a number. the vanilla default changes on every map. for reference, ghost girl on experimentation is at 1, and bracken i think is in the 20s, but on titan bracken is at 67. at 20 you might see it every other moon, the number just means the odds itll get randomly chosen by the spawning
ok hanks
Anyone having an issue where the masked is just floating cosmetics/names?
Any chance for an update that adds AC support soon? 
^
So this mod, makes all masked have if (__instance.mimickingPlayer != null) yeah?
I am pretty sure thats the case
That means that my mod now causes desyncs with it since it will treat every mimic mimicking a player like the real player themself
@winter thicket
if I'm wrong then I'm wrong and I hope I'm wrong
hold on, let me try adding a second criteria to my code so it only runs that if the player being mimicked is also dead
This will make it a lot better, the only "issue" would be that you could revive a player that died in any way by killing a masked that just so happened to be mimicking them but it won't cause a desync
hi, im having an issue where on vanilla moons and modded moons only masked enemies spawn, except when the moon is eclipsed
hahah nope, still desync if a player dies while a masked that is mimicking them is somewhere
do you have zombie apocalypse mode enabled in the config
no
strange
seems okay now if i just turn on vanilla spawns, but didnt have this issue before
What kind of desyncs happen exactly?
I haven't noticed it truth be told
It’s not out
Ah, well I hope the desync issues can be fixed with the new update
cus I love both of these mods
Thank you
They both use mimickingplayer so if there is a naturally spawned masked that is mimicking a specific player, and that specific person dies of any reason, the game shits itself as it goes “wait why is there more than one of this specific player”
If you leave the moon after you end up in the other place™️
@winter thicket Is there any chance you can have your mod function without using mimickingplayer? its not as much of an issue as it seems surface level but the game should really only either have a living instance of a player or 1 masked that is mimicking them because if not then the game believes there are more than one instance of that one player
i might be able to, ill have to look into it
uh hopefully, havent looked into it at all yet
Yeah hopefully Potatoe's suggestion works otherwise you could go over in the Advanced Company thread and probably talk with them about it
This is where the ship takes you if you desync btw, found it by accident aftering killing my friend who was already dead (by killing the masked mimicking him)
actually!! I have an idea!!
I can fix it by adding a check to see if the masked spawned in naturally (if it exists)
Woah that’s cool
@winter thicket Does your mod also make the naturally generated mimics use this property? __instance.mimickingPlayer is PlayerControllerB
or would that be the same as mimickingPlayer
every masked uses the mimicking player property. every single one
what??
this is so i can easily get the player id in order to spawn in the suit and cosmetics
my mod works because it only affect masks who have the mimickingplayer property
unless you don't mean vanilla
i do not mean vanilla
ok that makes more sense
if you really need me to, i can look into adding a component to the masked that keeps track of the mimicking player without using the mimicking player field
Do you know if there is a way to check how a masked spawned in?
not that i know of
in vanilla, that would be through the mimicking player field, if its null, it was natural, otherwise it was spawned in using the mask or by consuming a player
ok, I am trying to fix it by adding a check that differentiates between naturally spawned masked and ones that were created through vomit or putting on the mask
you could check the vents on the map, and if the enemy from the vent is the same as the masked, it was spawned through the vent
I tried to do that, I don't think the game keeps track of if something vented
I also tried to see if I can make it only affect masked who use the coming out of the vent animation but idk if that exists
it would be much easier for you if i moved it off the mimicking player field. for now, just assume our mods dont play well and in the next few days i can move it off to another component and make them compatible
ifthat works then that would be great
for now I'll have to put a warning in the readme to disable natural masked spawns if ran with this mod
No, its just specifically having your mod as well makes it so that naturally spawned mimics are buggy since the game thinks all of the mimics on a player and that player are the same
without your mod it works since there will never be more than one masked that is mimicking the same player and that player will never be alive at the same time the masked is mimicking them
its either they are alive and they aren't be mimicked
or they are dead and they are being mimicked
or they are dead and they aren't being mimicked
Name for the actual player disappears now when they get mimic'd. So if a masked spawns that is similar to Player A, Real Player A doesn't have a name anymore for the rest of the game until host resets.
That's honestly funny XD
Is compatibility between this and AdvancedCompany's cosmetic loading methods functional now, or is that still broken? Been looking into this mod as more features are added, but AC is a little too integral to my mods atm
Are you running takethatmaskoff?
Dev said they're gonna look into fixing it soon
Im having his issue and i have that mod, so i can answer you with a yes
Okay can confirm, cosmetics still broken when AC is installed
At least in singleplayer
Masked enemy had none on when encountered
Yes, unless this mod changes to not apply mimickingplayer to natural spawns, that can’t really be fixed
I can’t fix it in my mod without essentially removing the player body system so for it I recommend just changing the masked rarity to have them not spawn in outside of masking and infecting. If you toss in maskthedead, they can spawn from someone dying near a mask
if you mean the config that the mask is taken off, yes. if that's a mod, no.
Not at all.
@winter thicket is this a thing to consider compat with AC?
#1186884307332108339 message
yes, pretty please
i'm so used to your mod so i can barely imagine playing without it anymore
it would be amazing to have compat with AC
Same, my mates and me fell for so many masked because of that mod or we pranked ourselves
Pretty sure that's what needed added yes I even posted a screenshot before showing Homeless that Potatoe said that line of code needs to be added so it'll run before AC instead of after
just pushed it out, that is the only change i made and i did not test it
fingers crossed
Just wondering, what does it mean by fixing with advanced company? I just recently transit to AC. Thank you
Added a fix I suggested
Basically one line of "code"
And the fix is what you see on the screenshot
Masked enemies now correctly display the cosmetics of the mimicked player
It makes it so the cosmetics show up like when you pair it with MoreCompany now
The cosmetics integrated via Advanced Company weren't functioning. They have now fixed it
oop
Will also add equipment soon :3
oh i see thanks a lot
That they wear tactical helmet etc.
oh shit
Of the mimicked player
thats awesome
Tactical Helmet would always make light basically
So it feels like a player approaching
duuuude thatd be insane
Yay for more moments like this https://clips.twitch.tv/SillyPluckyPassionfruitDancingBaby-XTjdBiRNExdfoygr XD
Used his voice at the perfect timing and his name showed up so I was like "Yeah he's real"
Lmfao
Will you be able to loot it off them if you kill them?
Then they're not free
I love you guys 😍
Guys like me and my friends have the newest version and our masked are like T posing no animations or anything they just float to you while T posing any fix or why is this happening :D
Are you using Advanced Company?
But we are using lethal-extended
what is this error ?
Dunno what that is, it doesn't even show up on the Thunderstore.
lethal extension???
Could be that, lethal extension is abandoned though and was replaced with Scoopy's Variety Mod
Speaking of Scoopy should really deprecate the mod page for LethalExtension tbh lol
Nexusmods lethal-extended its the name
Can't help you there I don't use modpacks posted on nexus or the Thunderstore
you probably have a conflicting mod
Thats wierd that nothing shows in logs or anything
Gotta do testing tomorrow tbh
Its just what mod is confilcted there is question
ah its a modpack
Yeah i know whats in that modpack but cant find what mod is conflicting there
wanted to say thank you for the fix, if i had to integrate the fix the way i did more company, it would have been a while before i was able to fix it. i just didnt have the time. also you adding it to the start method is the easiest fix to it, i couldnt get morecomp to do the same haha. Thanks tremendously!
this is not my mod, its MaskedAIRevamp that is causing it
#1190848624402386985
Is the update that changes this still coming out soon btw?
I've just removed TakeThatMaskOff for now lol
thx
my apologies
what did 3.1.0 do?
fix cosmetic use in advanced company
ah
🎆
maybe, i made the change a few days ago but it did not work like at all so ill try again when i have time
Alright 🙂
Hey, so i decided i wanted to add this mod to my modpack with friends, however we use the mod "LethalVRM" and it turns out it just spikes the FPS down to like 5 or 1 FPS :3
is this like a possible future idea to be added as a support?
Looks like cosmetics break when you have both Advanced Company and LethalEmotesAPI
whenever me and my group land on a moon (specificlly after the first day) there are tons of mimics everywhere
i assume it's something with this mod cause it's the only mimic mod edit we have
Did you check the config and see if zombie apoc is turned on by any chance
it's off
are you the host?
yes but it also happens when my friend hosts
only thing i can think of is config desync. Does your config setting look like this
not sure anymore, only thing i can think of is deleting and reinstalling profile and hope it doesn't reoccur
https://clips.twitch.tv/PlausibleHandsomeTomatoWOOP-jgsZ9fCl0yJWjQqz Lol MaskedEnemyOverhaul and TooManyEmotes work way too good together
Does this mod mimic* with the Tf2 suit mod? 
If it's a suit and not a modelreplacement like ThickWoman or Ferret, yes it'll work
Is it possible i can get an answer please? I just wish to know ❤️
Probably not. It's pretty much impossible to apply custom model replacements onto Masked and even more difficult when the model replacement is janky like VRM
Fair enough, thank you for answering ❤️
didnt see tons of mimic but they spawn really early, and we got fucked as a group
Isnt mimic just a fire escape door
if there are a lot on the ground early, I would recommend not letting them spawn outside. there are not that many outdoor enemies, and if you let them spawn outside the game really only has to choose between a beehive and a masked
I just wanna throw this out there, yesterday when I was spectating I saw a masked that I (Host) saw as one person and everyone else saw as another person.
It was for sure a spawned enemy because the real person was still alive
Btw @winter thicket I've also ran into this issue where nameplates end up bugging out and disappearing lol
yea same
afaik it got disabled on latest patch while its getting fixed??
its disabled in the config, i didnt actually remove the feature entirely
you mean monsters? think of it like a pie chart. those are weights. when you increase the weight for one the others lower a bit. there is a separate pool for interior enemies and one for outside ones.
i think that means it overrides the vanilla rarity
but I personally manage the weight for masked enemies in lethal utilities
well, i'm using advanced company, so using another big mod probably gonna murder my modpack
i'll set it to 10 for now and check how it feels
yes there will be conflicts
so you manage the spawn weight inside masked enemy overhaul? i think it will just override the vanilla one and be added to the pool of interior enemies
yep, there's override in config options, otherwise it just spawns "like bracken"
which is kinda too much
i want masked to be sneaky surprise, not a chore 😄
i also set zombie apocalypse chance to 5%
to spice things up
but in latest updates zombie apocalypse settings are deprecated somehow
so i had to reset them
You know fix for mimics T pose
And also sounds dont work all my friends have it
this does not happen for me, or for anyone else ive heard it from. so no
Hey idk if its been said but just to report when using the LethalVRM mod with this one it cause the game to blow up and tank to 5 fps if it chooses to clone someone using a VRM
hope that makes sense :D
.
@winter thicket is this behavior part of your mod?
MEO doesn't exactly do anything to the AI
holy, okay. i just remember them starting to sprint recently, but crouching is insane
I think his AI broke 
well I think it got stuck in the terminal
since its clear they moved it
🤔
would it be possible to add a config option that lets you turn off copying a players model? but allows the other stuff like no mask and emoting etc.
Does anyone know if this mod adjusts the spawnrates of Masked on modded moons with LLL? Specifically, I'm hoping to use this with Atlas Abyss but want to make sure that moon's spawnrate for the Masked (pretty high) isn't overwritten
it should affect on moons that allow masked based on config
friens
hahaha this was when the game had broken masks only outside wasnt even mod related
aw man
no matter what i set the spawn settings to i encounter one at least every mission
poor guy was chilling out and got beaten up
Should I just set the spawning to vanilla then? I don't want to lower the spawnrate down to bracken levels on moons that are supposed to have lots of Masked
I set the spawn weight to about 21 with a max of 2 spawns, they spawn uncommonly enough to where it's still an exciting encounter but not too frequently to be annoying
yes
Will the mod apply the setting "Max Number of Masked" when use "spawn rarity" is false?
And also i still dont get why the spawns category's options are also in the general category like a duplicate. Do you have to change each setting twice for each one?
they aren’t. delete the config and reboot the game
okay, will try ty
Are you using the latest version of LethalVRM? There was a fix for vanilla mask enemies last week. I'll take a look at patching a fix in some time if it's an incompatibility with this mod: the result would be that naturally spawned masks appear vanilla probably since spawning multiple vrm models is a performance nightmare
The masked enemy was not showing any characters at all it was just nothing attacking me while i was waiting in the ship cuz i wanted to see how the masked enemy looked if it was me or not, i was the only player and it ended up putting my frames to like 5-1 for the duration of being on the moon until the ship went to orbit.
Ps. Yes i update all my mods constantly
I did.
By the way, with it set to 'false', the Masked is definitely still way more common than the Bracken.
I'm pulling this number out of my ass but I don't see the Bracken on literally every moon.
It seems to be about 3x more common.
I like it that way imo, makes me feel uneasy and stressed out when playing alone
Okay, but the config lies.
Oh I’m sorry I wasn’t tryna be rude I was just saying. Hope you fix yours though 👍
I don't think it was rude. I fixed it already.
it is quite literally the exact same as the bracken. im not just saying that
i say masked.rarity = bracken.rarity
It could be something with my load order in particular, but it wasn't so when I played.
were they always outside
Often, yeah, I'd either meet them outside or they would follow me in.
cause when you have spawn outside set to true, they spawn in the same places as like a beehive so its immediatey noticeable
i play with it on false for reference
the ones where there are no descriptions means it is not supposed to be there and they dont affect anything
Yeah, I recommend if you're using other moons that spawn them outside to just leave the spawning to outside handlers
You'll still see plenty of Masked

@winter thicket can you take a look here if you can help? i also mention this mod #1184930262077939752 message
I'm a little confused about the spawn rarity settings, it says the higher it goes the higher chance there is one will spawn, so if its not percentage than how do I figure out how to make it so that theres like a 30% chance for one to spawn?
the thing is though this never used to happen
like we never had any issue with masks spawning as soon as we land
Landing on vow and a masked walks out while you're solo
It starts sprinting
Shit made me nope away
I have trust issues with the shovel
While fighting Masked, always hold and release with the shovel rather than just clicking. If you're grabbed while holding an attack, you can release it to hit the Masked and free yourself.



Wait what? Sick
Yeah
I tested this
Twice
No dice
You just continue to hold and die
I figured it would let go and bonk them
you're supposed to release it dude
something is bugged
theres like a million masks
max is set to 2 but we're getting 3+ spawning by 12pm
we have the setting to make it spawn same amount as bracken
Do you have the Zombie apocolypse turned off?
I'd suggest looking through the config to make sure the settings are correctly set to what you want them to be
yeah and it was fine when we played before
i guess there was some update that messed stuff up idk
Am I being dumb or should this configuration make masked enemy's really common on all moons? And if so why are none spawning? Been trying to work out why I haven't need any before I had use spawn rarity to false and I saw a lot of brackens and not one masked?
Is it some conflict with another mod or me being dumb?
did you check what the max number of masked is able to spawn?
Set to 2 which shouldn't be a problem right? Or do I need to raise that?
depends on what you want, if you set the spawn chance that high and only 2 can spawn then you might still not be able to find them since there's only 2
Maybe try allowing them to spawn outside? to see if it works?
Fair, I will change that now and have another test (to both of you, higher max and spawn outside)
yea, that way you can find out if it might be another mod that conflicts
The only things I have that I have that isn't common in modpacks that use this is dark mist I guess thinking about it if THIS doesn't work I will try disabling that
lmk what you find, was thinking about adding dark mist so if that mod causes issues i'd like to know
It is kinda fun adding it if people don't know took a guy to actually read every mod I added for people to stop blaming eachother for closing doors
From my understanding with this masked should spawn on every moon correct?
they should yeah
Well something is up, didn't get to test outside because even with it set to 1000000 spawn weight I saw a bracken, coilhead and boomba
But not one masked
could you send your .log
what kind of values have you set to the spawn values throughout the day?
i'm not sure if those have any impact on the set rarity if there's no apocalypse but i'm not sure
i meant the log file from your game
yes
is this the right one? it says 30/12/2023
Weird.. it is in the right folder
is your game currently running?
Same folder with the plugins with all the plugins and the correct config files ect
uhhh cant rememeber when I closed it relative to sending that file
it should update once you've closed the game
Still the same weirdly
can you access the logs in the second window once you're playing the game?
Ah I turn that off because it annoys me I didn't realise it ALSO stopped it from actually logging
that explains alot lol
Though it would be useful when actually encounting bugs xD
Is this a repost?
i think?
@winter thicket
def not my mod
report it to a janitor in #thunderstore-moderation
so nicknames work rn but no cosmetics?
cosmetics work
is that your clone?
hm
also didnt work in a solo lobby
theyve been working for me
do you run adv?
weird
its maybe been a few days since i last played but i had no issues
unless a recent update with MEO somehow broke it
maybe you dont have the cosmetics mod enabled?
https://thunderstore.io/c/lethal-company/p/gorndingberema/MaskedEnemyOverhaul/changelog/ <@&1173795317469159444> @winter thicket this a virus? :)
For thunderstore content issues, including malware you should be asking <@&1184851104568201276>, I understand its confusing that we have us all in the same place but only the Thunderstore role staff have access to Thunderstore tools
mfw double ping
Oh yeah that looks like it, or a reupload for downloads if nothing else
TIME TO TRIPLE PING
jkjk
Kinda just looks like a reupload to me

LOL woops XD

who the shmick puts an APOSTROPHE in KNOWS
Okay I found the conflict... https://thunderstore.io/c/lethal-company/p/red_eye/LethalAutocomplete/
tested with just these, masked spawn w/o cosmetics still
the converted ones also dont have cosmetics (wasnt the case before)
dont use morecompany with AC
morecompany gets unloaded so doesnt matter
ah i see
well not unloaded, ac prevents it from loading
i might have an idea of whats going on but i gotta double check
nvm i cant
did adv dev move the cosmetics from configs to a separate file?
or something
cause i read that he wanted to (and i cant ask him cause he banned me)
It was working fine for me in the previous update for MEO
try downgrading mod version? Could be a bug
oh yea 3.1.0 works
@winter thicket any chance for a hotfix for AC after the newest update?
i didn’t touch any code for the masked in newest update
so no clue why it broke
divine intervention
usually the case with mods😭
yeah true, everything always works until it just doesnt....
i updated the mod to .11 again and it started working??????
am i actually insane
no, its the same modpack
the same 6 mods
im gonna try doing the same thing on my main
Maybe your cosmetics just didn't load in properly the first time somehow
or at this point i think im gonna redownload my modpack altogether ngl
although two of my teammates today were on a freshly installed profile and also didnt see the cosmetics
hm, weirdly enough it doesnt work on my main with 120 mods
or maybe it only started working after i swapped my cosmetics inside of morecompany and not adv?
still breaks on my main 😦
@winter thicket Can you make it work with the thicc employee model? It applies the outfits but without the thicc model itself.
what mod has that long hair? lol
Thank you ^^
No shit
I just said you continue to hold it even if your finger is let up
as this mod allows masked enemies to spawn on every moon, is it planned to give the option in the config to set spawns per moon in weight?
when you change the spawn rarity in affects all moons globally...
erm.. nuh uh
Can confirm I have this issue as well
So seems these are all the essential ones
i have more
well it doesnt cache every time, and the dev is making a workaround for it
True
btw does anyone know if the max masked count override moon limits?
cause i suspect that atlas abyss is supposed to have a lot of them
I will say I think for all the cosmetics Absas includes it only has few good ones imo
Most of them are the back accesories
I just wish I could disable some of what Absas includes like the Fnaf masks
Lol
I'm confused by the fact that I keep seeing videos of masked having nametags, I thought this was still in development?
but it is this mod witch is adding this and not the ai masked mod
yes
I tried it once and on that first try it worked
it wont for the subsequent masks
unless it got updated?
and if the mask kills you it loses the nametag and the newly created one gets it
I'm finding that all Masked are spawning with the host's player model, could be chance but best to mention it. I'm using Advanced Company along with cosmetics that use MoreCompany, but they are also using the same suit as the host so I don't know if that'd be the issue.
Anyone else experience this mod stealing usernames?
Thanks for saving me the time to type an example
what do you mean by "stealing"?
because i believe there's an option in the config to show usernames above masked
Yeah lol its deliberately a feature
They're more specifically talking about how the nameplate bugs out and sometimes prevents it from being shown over the player themselves next round
if the masked spawn chance is modified with this, is it kept the same on moons that actually have a spawn chance for masked by default?
no
Is there a way to make advanced company compatible with cosmetcis or are they already and it's just bugged for me?
???
Wdym
The masked don't wear the cosmetics
Yeah that definitely sounds like another mod or something causing an issue, they are compatible
I don't have it so wouldn't know, but sounds right
Weird question, I know the Masked wear custom suits, if a player is using a Model Replacement mod which uses suits to choose, will the Masked also replace their model?
Doubtful but am curious lol
if the suit uses the suit system from the game and not model api or anything of the sort, it might work. im also doubtful but there is a chance
I'm using these mods 018d3ce9-683f-def0-0ab9-f5e663563337
based from the messages way back it should work with model replacements
Getting this error every time a Masked enemy is spawned
[Error : Unity Log] MissingFieldException: Field not found: bool MoreCompany.MainClass.showCosmetics Due to: Could not find field in class
Stack trace:
MaskedEnemyRework.Patches.MaskedVisualRework.ReformVisuals (MaskedPlayerEnemy& __instance) (at <705cb0ff4d81450f812a7709fd5ff640>:IL_0188)
(wrapper dynamic-method) MaskedPlayerEnemy.DMDMaskedPlayerEnemy::Start(MaskedPlayerEnemy)
I have AdvancedCompany on and MoreCompany uninstalled, but I was under the impression it would work fine with cosmetics. The Masked spawn with the suits of players, but no cosmetics, and seem unable to actually attack (Unless I'm playing alone, so maybe only Masked that spawn as you can kill you?) There's a longer error when the Masked spawn outside to do with teleportation but I'm fairly certain it's just the same cosmetics issue
Could OpenBodyCams be causing issues? It seems to do something with hiding cosmetics
This is something you should ask the OpenBodyCams dev if that's the case, I'm sure Zaggy could check and push out a fix
I'll test it tomorrow and see
but I wouldn't be surprised if it's caused by something like MaskedAIRevamp if you use that
I don't use that, no
I'll do a proper check for incompatibilities tomorrow. Only other Masked related mod I use other than those is TakeThatMaskOff
That's probably the mod causing issues, it has incompatibilities with this one
You could downgrade it to 1.2.0 but 1.3.0 conflicts
Oh really? I didn't think it did enough to cause issues, thanks for letting me know
Yeah it looks like masked aren't getting cosmetics with advanced company after it's last couple of updates. The masked also gets stuck in it's vomiting animation after it kills you
Rune580-LethalCompany_InputUtils-0.6.0
PotatoePet-AdvancedCompany-1.0.138
notnotnotswipez-MoreCompany-1.7.6
x753-More_Suits-1.4.1
dancemoon-DanceTools-1.1.2
HomelessGinger-MaskedEnemyOverhaul-3.1.1```
@winter thicket just wanted to say i love your mod. Makes the masks actually interesting. Quick question. Does the mod work with the "possessed masks" mod made by omergunr100? Or is there some issues with it
The possessed masks mod is known to break your item slots from time to time regardless of what else you run alongside it
Honestly I just run this and maskedai revamp
Maskedai revamp? Whats that do
possessed masks rn is broken. dev said wanna remake that
Ah gotcha
maskedai like almost npc he can take shotgun, take item, dance, etc
Oooooo
@hazy jetty does it seem stable or is it got some stuff thst needs fixing? Since you use it lmao
maskedai is a little wonky but nothing gamebreaking. Occasionally the masked will just be vibing in a corner with an item in their hand and the next they'll be waiting in the ship to ambush you. It's funny tbh
Might give it a look
Combined with skinwalker and this mod. Could make for some creepy moments
i just tried this mod but he doesn't ambush me :/ he just looks at me menacingly forever. He is part of the crew now ! (unless i hug him)
and if i activate de terminal option in the config he just hugs the terminal without interacting and does nothing else
I find it works best in multiplayers since if they're mimicking you(most likely in solo testing) they are less likely to attack you. I find I'm most often attacked by someone else's mimic if that makes sense
oh i see will try with friends then
It's by no means a perfect mod hence why it's labeled as in beta of course lol
thanks for the info
Is the Mod stable enough rn?
Has cosmetics issues with AC right now but other than that yeah
it only has issues with the masked's cosmetics right?
It doesnt mess any of your own up?
i get this is with AC
Yeah only the Masked
Have you heard of the MaskedAIRevamp mod, it's still in BETA but it's very impressive.
https://discord.com/channels/1168655651455639582/1190848624402386985
they were talking about it
just one message above the one you replied to
whoops
anyone know if Possessed_Masks still has that bug that causes you to be unable to drop it if you're not the host?
I'd probably ask in that mod's channel, rather than not that mod's channel
Thanks for letting me know, I forgot this was for something else.
Cross posting this log here
EmotesAPI spam - Says it's something to do with an enemy spawning/ Mixed with LethalThings - Lethalthings declared was just a debug log/ Savage Company - Seems to be with masked enemies potentially?
Does this look like an Emotes API issue? Stack trace: System.Collections.Generic.List`1[T].get_Item (System.Int32 index) (at <787acc3c9a4c471ba7d971300105af24>:IL_0009) (wrapper dynamic-method) RoundManager.DMD<RoundManager::SpawnEnemyGameObject>(RoundManager,UnityEngine.Vector3,single,int,EnemyType) RoundManager.SpawnEnemyOnServer (UnityEngine.Vector3 spawnPosition, System.Single yRot, System.Int32 enemyNumber) (at <af9b1eec498a45aebd42601d6ab85015>:IL_0012) SavageCompany.CoilEvent.Update () (at <565b69407cff4c4883746ac55e6718db>:IL_01A0) SavageCompany.GamePatches.RoundUpdatePatch () (at <565b69407cff4c4883746ac55e6718db>:IL_0018) (wrapper dynamic-method) StartOfRound.DMD<StartOfRound::Update>(StartOfRound) (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<StartOfRound::Update>?674841190(StartOfRound) EmotesAPI.CustomEmotesAPI.StartOfRoundUpdate (System.Action`1[T] orig, StartOfRound self) (at <736f2fd0ba9e44c3a1ffa4ea1a0e4ef4>:IL_0001) (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<StartOfRound::Update>?1407469116(StartOfRound) (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<StartOfRound::Update>?-1934108510(StartOfRound) LethalThings.Patches.Debug.StartOfRound_Update (On.StartOfRound+orig_Update orig, StartOfRound self) (at O:/github/LethalThings/LethalThings/Patches/Debug.cs:221) (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<StartOfRound::Update>?207253584(StartOfRound)
still spamming the error without emotesAPI turned on, so I'm going with not us probably?
using the profile 018d47da-b82a-c3b7-b295-22ae7b46bb53 you sent
Thanks
How is the compatibility with TakeThatMaskOff
I read on the page that we have to disable masked spawning on all moons
But is that it?
Hi, I have too many emotes, advanced company, and the masked enemy overhaul installed together and the masked still have various issues like not spawning with cosmetics and I can't really seem to figure out what it is
018d4dec-21cb-4050-d8c4-9e061fcec81d
Here's a screenshot of them not wearing facial cosmetics with too many emotes removed form the pack even still
this mod fixes the problem
https://thunderstore.io/c/lethal-company/p/kuba6000/LC_Masked_Fix/
If you’re referring to the blood on my screen and not being dead, it’s because I’m using invincibility.
The bug I’m referring to is the Masked not using player cosmetics on spawn, this mod fixes that??
Sorry, I was in some games and I barely noticed. That error happened to me with advanced company. For my part, I preferred to remove morecompany and prioritize advance company since it gives a lot of stability when playing in large groups. but I don't know what else could be causing this.
I think it’s just another problem with the way advanced company handles cosmetics vs more company as far as compatibility goes
@compact pond Sorry for the ping here, your mod is very very lovely and I appreciate the work you go into first and foremost but Idk why this mod still doesn’t use players cosmetics from advanced company for the masked despite it saying it does in the changelog, I’m at a loss and you’re the quickest I’ve seen people solve compatibility problems with your mod or outright recreating others
advanced company doesn't have any cosmetics
You should ping the creator of MoreCompany! :)
(those are the cosmetics youre talking about right?)
Oh, wait!
Advanced Company adds cosmetics and suits to masked enemies BY DEFAULT! (I didn't even know that, das craaaazy) Because this mod does it too, its likely there's some compatability issue there. To fix it you can disable the cosmetics being copied onto players in the mod
advanced company uses more company consmetics
masked enemy overhaul explicitly has a patch for advanced company
it does not! by default it does not
i did not say it uses it be default
it would be safe to assume the person you replied to is still using the more company consmetics through advanced company
No but then how is that advanced companys problem
advanced company does not have cosmetics
!!!
because advanced company has its own integration for it?
it just has a ui for them!
dude
nooo it doesnt
the cosmetics are handled by advanced company
wut
yes it does dude
advanced company has its own method of loading and handling cosmetic mods
any cosmetic mod made for more company can be used with advanced company
i would know because i literally use them
so do i but i dont see how that creates the aforementioned issue!
The AC changelog that he mentioned says something completely different from what he said it was
dude what
AC has a cosmetic system
it is meant to work with Masked Enemy Overhaul
They are reporting it is not functioning for them
@compact pond Do you automatically give masked cosmetics?
That is handled by Masked Enemy Overhaul
why are you pinging them multiple times
this is what it says on his page
im ASSUMING
both mods are adding cosmetics to masked enemies
and thats causing an issue
but idek whats going on anymore
There is a literally compatibility patch for Advanced Company in Masked Enemy Overhaul
If both mods have a system for adding cosmetics to the Masked then I was not aware of that. But the two mods are meant to be explicitly compatible
ill ask potatoe when hes around
Dude I'm literally telling you how this shit works and am showing the logs 😭
You need to make a issue report on his github page
yes i know xD, i meant im going to ask about the issue
he knows better what his mod can or cant do
I literally saw both mod devs chatting with each other trying to fix the issues before hence these patches
It seems that something may have been tripped with his many recent updates, or the guy with the issue has an mod incompatibility issue. Potatoe just needs to be made aware via an issue report
Cuz it still works for me lol
U using just this mod and it works?
Both
I use Advanced Company and Masked Enemy Overhaul
Cosmetics work fine on Masked
Maybe slight quirks
But never does it simply not function
Unless a very recent update broke it
Agreed yeah
Does anyone know what might be breaking cosmetics rn? worked fine until i updated my mods
I'd wager something with Advanced Company's recent updates
That is if you're using it
can you make it so that they cans show a random player name above them?
that way you dont know its a mimic when you dont see a name
at MaskedEnemyRework.Patches.MaskedVisualRework.HideCosmeticsIfMarked (MaskedPlayerEnemy& __instance) [0x00014] in <705cb0ff4d81450f812a7709fd5ff640>:0
at (wrapper dynamic-method) MaskedPlayerEnemy.DMD<MaskedPlayerEnemy::SetEnemyOutside>(MaskedPlayerEnemy,bool)
at MaskedPlayerEnemy+<killAnimation>d__102.MoveNext () [0x00476] in <af9b1eec498a45aebd42601d6ab85015>:0
at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <e27997765c1848b09d8073e5d642717a>:0
MissingFieldException: Field not found: bool MoreCompany.MainClass.showCosmetics Due to: Could not find field in class
at MaskedEnemyRework.Patches.MaskedVisualRework.ReformVisuals (MaskedPlayerEnemy& __instance) [0x00188] in <705cb0ff4d81450f812a7709fd5ff640>:0
at (wrapper dynamic-method) MaskedPlayerEnemy.DMD<MaskedPlayerEnemy::Start>(MaskedPlayerEnemy)
Can you check if AC is present and MC (as I am delivering with a stub dll for cosmetics to load faster) and then dont apply any MC specific patches? As the MC present is basically a husk.
Only alternative for me is to add AssetTools.NET back and reparse all asset bundles at the beginning of the game once again and remove MC.
This is already a feature. Check the config.
TakeThatMaskOff is a pretty unstable mod. You're better off using something like 'Huntdown', since it spawns Masked in the facility with a configurable chance that will drop their mask as a "quest reward" when they die. it's not the exact same use case, but at least it doesn't, for example, override the entire planet's scrap value to the value of whatever the one mask dropped by the Masked you killed was, rewarding you with a ton of extra EXP for no reason if you bothered to go into the facility and collect even a handful of scrap.
i didnt see it before
oh yea I got rid of TakeThatMaskOff
even if it was stable I didnt like mod itself in action
The infinite Masked issue with MaskTheDead was a funny quirky horrorifying thing
Oh? Do tell
let me pull up a clip
so basically masked would kill your friend, turn them, you kill your friend, mask drops, their body drops, masked reposses their dead body, and starts bugging the hell out
lmao what the fuck
what exactly is zombie apocalypse? in a recent patch, sometimes masked men will spawn early but do nothing but stand still, killing them causes them to duplicate like crazy but i reckon this is a glitch and not zombie apocalypse? (am running TheMostLethal modpack)
Is there any way to make this mod work with some other player models? I have a mod with other models but for some reason with these models this mod just shows the default employee outfit and not the modded ones..? Idk if there is like a fix for that though
That happend to me too, with the maskedthedead mod
Anyone know if the issue with with maskedenemy walking sideways looking up and being stuck in vomit animation is still a thing? Is it an incompatibility?
according to the mod developer
no
or atleast thats what they said the last time I saw them talk about it
Aaah unfortunate
i don't remember if i already asked this, if i did forgive me, but is there any way this mod would be compatible with mods that add suit with modded player models?
(ping me if replying)
Nope
It’ll only show the suit it uses
Not the actual model
What is the current issue with Show Masked Usernames config option? Does the nametag not show at all? Can't really test it myself rn
@winter thicket Just gonna ping you in this reply so you don't miss this from Potatoe, you've probably been busy tho so take your time
yeah I can probably push out a quick update today. I’ve been out of the country until last night
only the most recent masked has the nametag. for example, a masked would mimic someone and have their name, and the person themselves would lose their nametag
Will the stuck mask fix tonight?
?
I think it's related to the cosmetics issue, when a Masked kills someone they end up stuck puking while the new masked walks away.
i pushed the update PotatoePet recommended, i dont use AC so i did not test it, but should work as intended
Will try that tomorrow Thanks for your hard working!
I'll give it a test in an hour or so when I get home
@winter thicket I am happy to announce that the bug is dead! The Masked getting stuck thing went with it too
Huzzah!
Awesome news! Thanks for the update ❤
does this mod support model replacement mods??
no
@winter thicket hoi! I fixed that spawn rate bug btw: https://github.com/HomelessGinger/MaskedEnemyOverhaul/pull/16
I have a suspicion git isn't part of your workflow? though I believe the risk of merging going horribly wrong is rather low. We're likely on different timezones (I'm about to head to bed), so I won't be able to respond for a while.
nice mod though, easily one of my favourites. moments like friends pretending to be maskeds and later falling for a real one might just be the most fun I've ever had in modded LC
idk if its just me, or if its even this mod that's causing it, but I'm still getting masked freezing in animation when they grab someone 😭
This bug was fixed
Did you guys ever update
ye
This is a different bug, before the player that gets turned walks away as a Masked just fine. Do you have any other Masked mods?

ummm i have these if that counts and other extra enemy mods like strangerthings mod, peepers mod, scopophobia mod
kk
I see what you're saying but still, similar enough
Yeah I'm just saying it's not the same MEO and AC incompatibility thing
Yeeee
so i got masked with those mods disabled and enabled and resulted in just the mask that grabs being stuck in animation, but my masked body is free to move afterwards (solo play) couldn't recreate both being stuck
ye
Hmm
maybe its cuz im on a custom map too?
Try on a vanilla
You can try with lethaldevtools(?)
To spawn in masked
You could also try reinstalling the mod
Goodluck!
nope still happening, its fine at least now one freely moves 😅
Strange
But I can't say frankly
On a regular moon?
ye i tried on titan
Nothing obvious to me at first glance, apart from MoreCompany. I don't remember but I feel like having that enabled fucks with the fix. Could give disabling it a go, only trhing you're losing is the cosmetics builtin
sure
(I do also notice a few redundancies but they shouldn't have a bearing on this issue specifically)
ye still doing it
i do get this everytime a masked spawns, not sure if it means anything
LethalEmotesAPI maybe?
Did error change?
Yeah this was supposed to be fixed with last update
What version of AC are you on
v1.0.148
Try 145
If you can
I'm sticking with 145 until BPV gets fixed
Corrupts saves
Unfortunately I do lose other bug fixes but 🤷♂️
Pick your poison
kk trying now with v145 n disabled emotes api
@ me once you get a result
still happened but i didnt get that error this time, got this instead
Let me look
Wtf
Hmm
Do you have any cosmetics on?
I doubt it's that but I gotta ask
nope i do change suits before i get grabbed tho to see which one i am
That's fine
Let me ask
Is it uh
Sorry brain went Kaploop
I was gonna say, as of your last test, does the one that gets taken over move away?
Or are they both still stuck
my masked body moves after but not the one that grabbed me
Yeah that's what I thought
Try this then
Try making a completely new profile with AC / this mod
And the mod to spawn the masked in ofc
And let me know if you have any issues
kk
I just find it strange because I don't use any cosmetics or emotes (too unstable in current state to bother) and this issue you have now was fixed after last update
Not that those should matter anyways
You don't have more emotes right?
Okay so
How about you try this
If it's ok with you, maybe nuke your MEO config file
How many mods do you use actually?
uhhh 109 😭
Could you post the decency string with ``` on both sides
Before and after
Likely a mod undoing the fix
Or something corrupt
o i have the list above me thinks in txt file
npnp

When I was helping in FNV modded discord, I saved so many text documents :omegakek:
Rune580-LethalCompany_InputUtils-0.6.3
PotatoePet-AdvancedCompany-1.0.148
notnotnotswipez-MoreCompany-1.7.6
Evaisa-HookGenPatcher-0.0.5
Evaisa-LethalLib-0.14.2
Evaisa-LethalThings-0.9.4
malco-Lategame_Upgrades-3.1.1
malco-SellBodies-1.1.0
Toskan4134-LethalRegeneration-1.2.0
Jordo-NeedyCats-1.1.1
ButteryStancakes-AccurateStaminaDisplay-1.2.0
matsuura-HealthMetrics-1.0.2
AinaVT-LethalConfig-1.3.4
Gemumoddo-LethalEmotesAPI-1.4.0
Gemumoddo-BadAssCompany-1.1.4
FlipMods-FasterItemDropship-1.2.1
FlipMods-LetMeLookDown-1.0.1
stormytuna-SellFromTerminal-1.1.2
Jamil-Corporate_Restructure-1.0.6
Drakorle-MoreItems-1.0.2
Spyci-CozyImprovements-1.2.2
Dreamweave-CompanyBuildingEnhancements-2.6.0
Woecust-NoMorePush-1.0.0
stefan750-LCUltrawide-1.1.1
ZG-ScalingStartCredits-1.0.6
Ozone-Runtime_Netcode_Patcher-0.2.5
ViViKo-BunkbedRevive-1.1.1
PC-FireExitFlip-1.0.0
PostMortem-BetterLightning-1.0.3
taffyko-BetterSprayPaint-2.0.2
kRYstall9-FastSwitchPlayerViewInRadar-1.3.2
CTNOriginals-CrossHair-1.1.0
EliteMasterEric-Coroner-1.6.0
RaspberryProgramming-NoDeathDespawn-1.0.0
Nebulaetrix-ScanFix-1.0.3
MassiveNewCoilers-FixCentipedeLag-2023.12.7
Zaggy1024-PathfindingLagFix-1.2.1
AgentRev-ShootableMouthDogs-1.0.1
Ryokune-CompatibilityChecker-1.1.6
quackandcheese-ToggleMute-1.3.0
Zaggy1024-OpenBodyCams-1.1.1
BunyaPineTree-ModelReplacementAPI-2.3.6
x753-More_Suits-1.4.1
FoxGod-ThiccCompanyModelReplacement-2.0.1
sleepoversquad-sleepysuits-2.0.1
Crab_imitation-EmissiveSuits-1.0.0
Insomniax-InsomniaxCosmetics-1.2.0
Speed3559-LethalCosmetics-1.0.0
bigmcnugget-VanillaContentExpansion-0.1.8
sunnobunno-YippeeMod-1.2.3
sunnobunno-LandMineFartReverb-1.0.3
jockie-LethalExpansionCore-1.3.15
Magic_Wesley-Infernis-1.5.2
Magic_Wesley-Acidir-2.0.0
Magic_Wesley-Etern-1.3.4
IAmBatby-LethalLevelLoader-1.0.7
Zingar-Atlas_Abyss-1.1.6
LethalMoonTeam-Ether-1.6.2
Major_And_Skiz-MoreInteriors-1.3.1
TanmanG-Forest_Giant_Motionsense-1.0.2
Bobbie-FixRPCLag-1.0.1
Rozebud-FOV_Adjust-1.1.1
no00ob-LCSoundTool-1.5.1
Clementinise-CustomSounds-2.3.2
Norman-Lightsabers-1.1.2
TeamCosmic-GoldenShovel-1.1.2
NotAtomicBomb-TerminalApi-1.5.1
loaforc-FacilityMeltdown-2.1.1
MegaPiggy-BuyableShotgun-1.0.4
MegaPiggy-BuyableShotgunShells-1.0.5
TwinDimensionalProductions-CoilHeadStare-1.0.5
Monkeytype-HideChat-1.0.0
NiceHairs-NuclearLib-1.0.4
NiceHairs-Symbiosis-1.0.5
Supremo-Hit_Haste-1.0.0
Owen3H-IntroTweaks-1.4.5
quackandcheese-MirrorDecor-1.3.2
Missing_Services-ReaperThumper-1.0.1
Scoliosis-StrangerThingsMod-0.0.31
KayNetsua-E_Gypt_Moon-2.0.13
TryToDiveMe-AmongUs-1.0.4
jaspercreations-Scopophobia-1.1.1
ENZ-Lock_Doors_Mod-1.1.0
readthisifbad-SnatchinBracken-1.3.6
readthisifbad-KillableEnemies-0.1.1
tinyhoot-ShipLoot-1.0.0
HomelessGinger-MaskedEnemyOverhaul-3.1.2
HGG-JigglePhysicsPlugin-1.1.2
Flof-LethalLaser-1.2.1
fumiko-CullFactory-0.6.2
Caseuhdeeyuh-MolesterLootBug-1.1.0
BlueAmulet-LogNeuter-1.0.3
EliteMasterEric-CleanerLogs-1.0.0
scoopy-Scoopys_Variety_Mod-1.1.0
NiaNation-AbsasCosmetics-1.2.3
fonnymunkey-SimpleHats-1.0.0
mfwmt-SanrioSuits-1.3.1
Sluka-CosmeticMegapack-1.2.0
Verity-TooManySuits-1.0.5
nerdcat-SillyCosmetics-1.8.0
Park-Park_Suits-1.0.6
necrowing-DramaMask-1.1.0
MegaPiggy-BuyableDramaMask-1.0.0
Owen3H-CSync-1.0.6
x753-Peepers-0.9.2
PXC-EnhancedSpectator-1.0.5
Metrollen-FNAF_Moon-1.0.5```
😭
I'm pretty sure compatibility checker is deprecated and doesn't work
Try removing the RPCLag mod and lemme know
ooo
That wouldn't cause issues but frees up space
I suggest this as it broke shit for me
I forget what it broke off memory but just in case it's messing with anything network side
Also your meltdown mod is pretty out of date, but that shouldn't cause issues here
You don't have to worry about that rn either
kk disabled those n nuked the config file
Good
yea i downpatched since it was buggy but its fixed now :3
watch it be thiccc 💀
I'm just trying to take a light approach because R2m shits the bed when disabling mods
Oh wait
Does that use model replacement
ye
Try disabling that if this doesn't work
Model replacement does have its own set of issues
Mostly with dead bodies afaik rn
Classic
well thankyou for the help, now i gottta break it down to my group that they cant be thiccc anymore
LOL
Just add thicc coilheads to make up for it
testing with model on n thicc off rn jsut in case
(Creator of Modelreplacementapi) so you can probably ask them if they plan on working the compat
Ez
should i do it in here or modelreplacement's thread
It's been talked about plenty times here, idk if it's been brought up there
kk
I know they know about it
can u download this mod?
yes you can download this mod
alr im getting it
wait can this mod grab items?
the masked?
ye
i think thats a diff mod iirc
MaskedAIRevamp by Piggy
yeee
@winter thicket
Have you looking into a way to not use the real player id but instead just get the value of it and use that?
or ig it would stil need the real one, idk
i have not, ive not had much free time outside of work & in the time i do have ive had 0 interest in doing more with the mod tbh. i do want to eventually, but not in the mood rn. my job has ramped up a bit, and after 8 hours coding, i dont wanna spend more time doing coding. sorry
Since you're really busy, is it okay if I upload a 'spawning bug fixed' version of the mod to thunderstore for the time being? I don't see a code license btw.
related to this
i do not care
that sounded rude, my b
i do not make money from this, so i do not care what anyone does with it. feel free to use the github to make any mod you want
cool no worries, 'don't care' is valid engineering terminology
What is the issue exactly? Is it just the masked not spawning as they should?
every time you land on a moon, the power levels intentionally increase to account for extra masked
when you take off and land repeatedly on the same moon, the power levels keep going up
until it becmes possible to spawn 5 giants or something
That explains a lot
:omegakek:
12 dogs enter chat:
Let me know when you roll that fix out if you upload it seperately
Id like to actually see this, lmk if you release your fix
in 5 hours or so, I'm at work
OHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH
THAT EXPLAINS
7 NUTCRACKERS
it's the british army
@jaunty raven If you can I'd love if you could look into fixing the issue where player names disappear after a masked mimics them as well 🙂
I appreciate the fix ^^ I didn't realize it was causing a bug with giants and other enemies to have insane spawns, that explains why I've had so many dogs spawn before lol
Should I only use this version?
Yes
It also uses the same config as the original mod
Sweet
So you don't have to adjust your config again
Just a drop in replacement
Ye
You should probably make your own thread under mod releases btw, since you plan to maintain the mod til @winter thicket feels like working on it again
so for this do i need both MEO and the Fork or just one
o wait nvm i see it
LOL
Yeah just the fork, it replaces og MEO
just the fork. I don't really plan on 'maintaining' the mod but we'll see; this would eat bandwidth from my other projects
Fair lol
npnp
and I'm that type of dev who straight up makes custom game engines and stuff, a little optimization and code-quality obsessed. c#, unity, garbage collectors, and the typical 'unity way' of doing things may impact my mental health after an extended period of time
I feel that
has anyone tried zombie apoc mode? and if so, how many masks did you allow to spawn on a single moon?
Hey Copper, does your fork read the same config as Masked Enemy Overhaul?
here @pallid canopy
Ah thank you!
In the configuration files for Masked Enemy Overhaul mod the "Zombie Apocalypse" configuration states that no mobs but the Masked will spawn when a Zombie Apocalypse is active. I set this to 100(the max) and other enemies spawn, not only that but they spawn immediately. I'm talking Giants and Dogs on top of the Masked when the ship lands on non-eclipsed moons. I don't have any other mods that effect spawns.
@winter thicket am I missing something?
sorry to bother you, I can tell youre a busy person, and if someone else could help me id appriciate it
or if theres someplace else I am supposed to ask this
i know its pretty experimental still so that is the only thing i can think of
Are you using a mod like LethalUtilities or Advanced Company?
@left meteor my modlist
ignore pest control
I added that to try and fix and it didnt
it has since been uninstalled
Hm do you have "vanilla spawns" set to true in the MEO config?
its false
I might take another look later but it does seem like a bug in that case
I'm out right now so I'll try when I get the chance
sounds good, I leave to work now, I hope we can figure this out
@lime wraith Could you tell me what other config changes you have made, if any?
With only MEO installed I can't recreate the issue
it is probably a mod conflict. im not totally sure though, i know it works for at least some others
it was also something i put together very quickly one day, so it is nowhere near perfect
@lime wraith I think it's related to the bug that Coppertiel released a fork to fix, as I didn't get any issues until the third day on the same planet (basically whenever a Masked is spawned it increases the spawn cap so other creatures don't end up being less common, but the spawn cap stays increased as long as you don't change planets, so the spawn cap gets bigger and bigger the more times you land on a moon, which I suspect is leaving holes for other monsters to spawn as the Masked cap is reached but there is still space for other creatures even if their chance is supposed to be 0)
So uninstall the main MaskedEnemyOverhaul and install MaskedEnemyOverhaulFork and I imagine it should be fine
Masked enemies in my game stopped wearing More Company cosmetics. And I have no idea why. The outfit is correct, but cosmetics are gone. Did the update change something? I have ModelReplacmentAPI but this doesn't seem to cause any problems since I uninstalled it to check.
Do you have Advanced Company?
Nope
Mirage? TakeThatMaskOff?
Still nope
Then I'm not really sure what to tell you, those are the mods that I know cause problems (other than ModelReplacementAPI) and the mod hasn't been updated in a week and I've had cosmetics work fine
Though I do use AdvancedCompany and not MoreCompany, so idk if MoreCompany is having issues
Send a modlist anyway just to check if I missed anything
I will do this when I get home and let you know the results, Thank You
LateCompany and HelmetCameras stand out to me as potential problems but I can't be sure
you should replace helmet cameras with openbodycams
probably not the issue
with cosmetics
but uh
openbodycams is just a better more optimized helmet cameras
thank you for the tip, and thanks, will check these 2
damn, none of these 2 are the problem
Do you get any errors in the log?
I don't use cosmetics but I am getting errors in the log again about cosmetics on masked
I use AC
I don't bother with cosmetics though, too many issues
Just to note, I set the chance for a ZombieApocolypse to 1 (out of 100) and it started an apocalypse every moon
Obviously not a big problem but it's good to have it known ig
zombie apocalypse sets the probability of masked to spawn to a very big number. there should still be "holes for other monsters to spawn" since the power level isn't actually reduced according to the 'max zombies' config
Understandable, theres just a very large degree of other enemies spawning. I really wanted to play with masked enemies only
Also this did not work
Fork has the same issues
i set it to a large number instead of 0 since the enemies array is a scriptable object, basically if i set it to 0, i will have to reset it back to the original number for it to change back which is more work than setting it to what i put it as. its the same issue that copper fixed in his fork. setting it astronomically high in a weighted algorithm makes it so its near impossible to spawn other enemies, but there is like a lottery percent chance others spawn
So should I increase the spawn curves?
I have it set to
Zombie Appoc
True
Max Number
50
Random Zombie Apoc
100
SOD Inside Curve
500
Mid Inside curve
700
SOD outside curve
300
Mid Outside Curve
400
EOD Outside Curve
500
On Offense
And I didn't get any Masked spawns, three thumpers, a slime, and a Levithan. I will increase the numbers further, it doesn't feel like im getting holes of other enemies Spawning, it's mostly other enemies. Is there a recommended number for the curves or maxes to get mostly masked, inside and out?
I thought this bug was fixed?
More of said shenanigans
I don't even have any cosmetics
MoreCompany Updated broke performance then released a hotfix. It's related to that I'd assume.
I don't use that mod
I'm an AC type of guy
But iirc there was an update pushed not long ago that fixed it but now it's back again
It's not the end of the world, I just don't like log spam
Its not about using it
This mod had checks for it but it broke maybe.
Is it just log spam, or is it actually not loading cosmetics?
I'll give it a test in a bit and see. It could be that it's erroring specifically cause you don't have any cosmetics, so I'll see if there's any actual ingame issues while using them
@winter thicket
On getting turned into a Masked. probably caused by the MoreComapny update.
[Error : Unity Log] NullReferenceException
Stack trace:
UnityEngine.Component.CompareTag (System.String tag) (at <e27997765c1848b09d8073e5d642717a>:0)
EnemyAI.EnableEnemyMesh (System.Boolean enable, System.Boolean overrideDoNotSet) (at <af9b1eec498a45aebd42601d6ab85015>:0)
MaskedPlayerEnemy.SetVisibilityOfMaskedEnemy () (at <af9b1eec498a45aebd42601d6ab85015>:0)
(wrapper dynamic-method) MaskedPlayerEnemy.DMD<MaskedPlayerEnemy::Update>(MaskedPlayerEnemy)
Downgrade MoreCompany then, or use AdvancedCompany instead. It seems MoreCompany's 1.8 update has caused a lot of issues with mods
Homeless has said he doesn't really have the time to update the mod right now
@empty scarab does this also happen when using the fork by Coppertiel?
I think this is more on the MoreCompany dev to fix than it is on other mod authors to resolve tbh
there was some serious issues with morecompany 1.8.0. I haven't checked, but swipez should have released 1.8.1. idk if that will fix anything
there's some code in MaskedEnemyOverhaul specifically designed to work with MoreCompany. it looks like MoreCompany doesn't have any kind of stable API, so minor changes are likely to break things
not really anyone fault; can't blame someone for not being a good enough programmer for things that aren't commercial or safety critical. when considering root causes, this is a typical object-oriented "random access anything changes anywhere any time lol" exacerbated by patch-based modding
1.8.1 just fixed the optimization issues, but not the conflicts with mods 1.8 added
Yeah this reason is also part of why I prefer AC, last time AC made a change that broke some of the compatibility with MEO Potatoe immediately came over and told Homeless how to fix it
good luck getting that kind of communication with the dev of MoreCompany
I haven't used AC before. does it supports cosmetics without MoreCompany?
Yep
and works with MEO?
Yep
It does, but if you have MoreCompany installed it prevents MoreCompany from waking and you'll get the MoreCompany cosmetics
I'm trying it with Mirage atm and it doesn't seem to be working alongside that?
I haven't tried Mirage
it would be pretty odd if AC cosmetics works by making fake MoreCompany classes
Mirage is planning on adding a lot of the features MEO adds anyway so it could be a decent spiritual successor
It works by having a dummy MoreCompany.dll that turns off regular MoreCompany
AC has a stub MoreCompany dll included
oh they straight up just are
Yeah it prevents MoreCompany from waking because the empty dll has a much higher version number
Does MEO support AC cosmetics? (even the default head thingy)
yes
Scroll up 3 minutes
and you're more likely to see MEO get updates for AC support when issues arise because Potatoe comes in and tells Homeless how to fix it
MoreCompany problems are less likely to be resolved due to the dev not really communicating
the dev broke compat with a lot of mods with the 1.8 update without a warning
Well Homeless isn't really regularly working on the mod anymore anyway
Yeah
yeah move to AC its way better lol
Which is why it helps when someone is super helpful and tells Homeless how to fix something, cus Homeless will push out the fix asap without testing it cus they're so busy
I don't even have MoreCompany installed and my cosmetics seem broken? I don't understand :(
Do you have IntroTweaks?
I don't, but I do have the auto Online feature of GI?
That shouldn't do it
It's just the cosmetic check MEO has that broke with the new MC update. I have tested this without any other mod but because MC leaves the cosmetics text file
MEO thinks I still have mc installed. I deleted it. (Same location saves are in)
When I remove the MoreCompany dll from AC and install regular MoreCompany it works fine
I have never had issues with MEO and AC

