#Masked Enemy Overhaul (New Update)

3497 messages · Page 4 of 4 (latest)

left meteor
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I did when they were known to be broken, but this is the same issue just come back without any game updates so I don't understanddddd :(((

empty scarab
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Good to know might switch over any tips to have least content a possible? I just need a bigger lobby feature.

left meteor
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Just the morecompanycosmetics file or also morecompanysave?

muted sapphire
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It could be because you're loading the old save tbh

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I would recomnmend starting a new save after adding AC

left meteor
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Nah I've been making a fresh save with every restart

muted sapphire
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Ah idk

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the latest MEO update had 0 issues for me besides what Coppertiels fork resolved

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Cosmetics worked fine from AC

left meteor
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I mean yeah the last updates from AC and MEO didn't break anything, my cosmetics only broke today or yesterday, which is weird cause I know neither mod had been updated

muted sapphire
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Did you add any new mods or update anything recently?

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Could be another mod is conflicting somehow

left meteor
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I did, I had Mirage which I assumed to be the problem at first but I disabled it and tried again and things still weren't working. LethalNetworkAPI? LLL? Those are the only ones I can think of that could potentially cause issues

muted sapphire
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When you remove a mod make sure to always delete it's config too

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the config can still cause issues

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sometimes disabling a mod also causes issues and it needs to be full uninstalled

left meteor
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Hm, I didn't think I still had any old configs or disabled mods that would cause obvious problems but I will have a look and a clean

muted sapphire
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so could still be Mirage is the culprit and disabling it isn't enough

left meteor
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Oh I see what you mean

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I'll give it a go

muted sapphire
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if not mirage then probably LLL I've seen a few reports of issues with the new LLL update

left meteor
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Yeah I just don't necessarily think it would do anything to affect this, I've been wrong before though

muted sapphire
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I've seen mods break shit that you wouldn't think it would, I remember when InputUtils had an update that wouldn't let me progress past the first day XD

left meteor
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Yeah YippeeScrap would stop me being able to rehost without restarting the game

muted sapphire
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Yeah YipeeScrap is mega busted, basically if it spawns on a planet you can't land

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The game soft locks

left meteor
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They did update relatively recently which might have fixed stuff? Haven't dared try it yet tho

muted sapphire
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Yeah it got 2 updates recently, I don't care to try it again though

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lol

empty scarab
left meteor
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Oh weird

muted sapphire
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So YippeeScrap still sucks, got it

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Lol

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Borked mod is forever borked

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XD

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It's a shame too cus it's made by the same dev as LethalConfig

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and LethalConfig is goated

timber thunder
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Huh, I used YippeeScrap a week or two ago and it worked

muted sapphire
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Well maybe it just throws errors now then

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Which isn't great XD

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But if it works it works

timber thunder
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I’m not sure if the others I was playing with could see it before I picked it up

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But after I first picked it up it was visible for the rest of the session

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And that’s for each scrap

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Like each individual yippeescrap

left meteor
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I'm so fucking lost dude

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I've removed all traces of Mirage

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I still have broken cosmetics

muted sapphire
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My guess is LLL then

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Idk about LethalNetworkAPI I don't have that

left meteor
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I wanted to make dinner 3 hours ago but told myself I'd get this fixed and then make it

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I'm gonna lose it

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Still.

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I need to brute force this ig

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Losing my mind

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I disabled every mod

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Other than cosmetics, MEO and AC

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STILL

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Noah's Arking this bitch

left meteor
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ive done everything

timber thunder
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What’s the issue you’re having?

left meteor
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No matter what I do, Masked are not spawning with cosmetics

timber thunder
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Have you tried starting on a new mod profile?

left meteor
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Doing that now

timber thunder
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I know AC has some cosmetic compatibility settings that were recently added so that could be worth a peek as well

left meteor
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its a fresh install

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deleted all of my lethal company data and reinstalled

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One thing left

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If this is the problem, idk if I'm going to be happy or if I'm going to kill

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i

timber thunder
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What mods do you have installed?

jaunty raven
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is this on my fork or the original?

winged hollow
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Having this same issue with cosmetics not showing up on the masked. Thank you for trying to troubleshoot. Using the fork as well.

left meteor
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i swapped the fork for the original and cosmetics work

timber thunder
jaunty raven
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likely a difference between the version on thunderstore vs. the one on github [which I based the fork off of]

left meteor
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Oh no sorry

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3.1.2

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@muted sapphiresolved

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I need to cool down

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And eat

jaunty raven
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github one has MoreCompany.MainClass vs thunderstore which is just MainClass

left meteor
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Yeah it's just a little bit of code Potatoe sent Homeless to fix the issue, I'll find the msg

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No code actually

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Just advice

winter thicket
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i did not see the git was so out of date. if you wanna fix it for the fork, i just did

                MoreCompanyPatch.ApplyCosmetics(__instance);```
that if statement replaces two if statements in the MaskedVisualRework class, all i added was the condition after && to them (line 76 and 108)
fallow spoke
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@jaunty raven pst

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cosmetics fix

jaunty raven
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i'm suppose to be doing things for work atm

fallow spoke
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oof take ur time then

orchid adder
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Oh this explains why that bug came back

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Phew

glossy osprey
winter thicket
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zero

glossy osprey
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fair enough

winter thicket
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im not even attempting to do it, i havent looked into it myself but i heard it was very difficult / impossible since models themselves are a lil janky. so i am not ever gonna do it

muted sapphire
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@jaunty raven Nice job on the update 👍

muted sapphire
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Theoretically this option should also fix compat with TakeThatMaskOff as well right?

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@dusky jungle Isn't that what you wanted fixed before?

dusky jungle
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Yes

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I like

muted sapphire
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Yeah so that means Coppertiel's Fork should play nice with your mod then if that option is toggled

dusky jungle
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Ic

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Because it makes them not use mimickingplayer but instead just act like it?

muted sapphire
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That's what I'm guessing it does lol

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There, got the description in LethalConfig XD

dusky jungle
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Oh wait hmm maybe not?

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The issue is that the masked are duplicating a players ID

desert heart
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are there plans to make this compatible with player model suits? like, the ones that completely change the model

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oh

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scrolled up nvm lol

pine lichen
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When I die or my teammates die they turn into a mask how do I change this

muted sapphire
left meteor
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Or Mirage

pine lichen
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How do I turn the setting off

torpid bronze
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like

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every other mod

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optional settings are in the config

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or even an ingame menu

pine lichen
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I checked and I don’t see it

nimble blade
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Which one should I download? I know the first one, but is the second official? better? worse?

muted sapphire
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You can download both, it's set to a higher version now to prevent the original one from waking lol, but I recommend just downloading the fork

nimble blade
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ty for explaining to me

muted sapphire
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Yw ^^

harsh fern
torpid bronze
harsh fern
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Is that even allowed lol

left meteor
orchid adder
jaunty raven
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it happens all the time in the software works, it's called a fork

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I adjusted the version numbers in way that my fork dll is loaded instead of the latest MEO, since too many people are just installing both

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not development related, but i would like to share this clip from 2 days ago

timber thunder
jaunty raven
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give

orchid adder
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Assuming they shared it

safe talon
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@jaunty raven Is there any possibility of releasing MEOFork as a Patch instead of a fork? I don't really feel comfortable uninstalling MEO to install a separate Fork, but a patch for the issue would be nice.

jaunty raven
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a patch for a patch tends to be a headache that I'd rather not deal with. I don't know how to approach such a problem cleanly if there was no other way. note that my original intentions was to merge my changes directly into the original.

white canyon
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since the forks version number is higher you can have both installed just fine

safe talon
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Can you?

white canyon
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someone correct me if I'm wrong but I'm pretty sure that's how it works. higher version dll will have priority over the other

jaunty raven
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the console straight up says

[Warning:   BepInEx] Skipping [MaskedEnemyRework 3.1.1] because a newer version exists (MaskedEnemyRework 3.1.990)
safe talon
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Fair enough then

timber thunder
dusky jungle
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Have anyone tested if the fix version of this mod makes it compatible with takethatmaskoff and natural masked?

left meteor
left meteor
dusky jungle
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When they used to be a player that isn't you?

left meteor
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Yep. I tested with naturally spawned Masked, which as expected don't drop a body, and with a turned player

dusky jungle
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Because naturally spawned masked shouldn't drop a body, the bug was that they would spawn in a duplicate of that person if they died from any other cause

dusky jungle
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I would need that to ONLY apply to naturally spawned mimics

left meteor
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I didn't test any other death causes tbh

dusky jungle
left meteor
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I can give it a quick go now brb

dusky jungle
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Try to have a naturally masked that is mimicking the other player and have that player just jump to their death, does that mimic become invisible but still audible and collidable?

left meteor
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But I imagine it probably won't do anything with the bodies not dropping whatsoever

left meteor
dusky jungle
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h

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what does mirage do?

left meteor
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By default it spawns a Masked when someone dies, assigning the mask to mimic them. You can also have natural spawns though where it just assigns a random player, like MEO

nimble blade
left meteor
safe talon
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I use them and have no issues

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I just disable most of Mirage's Masked controlling

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Let MEO handle the Masked and Mirage handle the voices

grand sun
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like i mean disabling MEO controlling and letting mirage handle controlling

safe talon
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I don't think so

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Have not tested though

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I prefer MEO's more vanilla-esque Masked compared to only spawning when someone dies

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So I disabled Mirage's stuff

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I basically only have Mirage for synced voice clips

wheat rover
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I don't know, if it was asked already, but is MaskedEnemyOverhaul compatible with all the model replacements mods?

torpid bronze
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no

nimble blade
safe talon
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Can't say I'm familiar

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I have Mirage spawning a Masked on death entirely disabled

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¯_(ツ)_/¯

sour rune
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what was the new upadte

nimble blade
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I have it configured the same, there must be another problem, I will have to check the other mods

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thanks for answering!

dusky jungle
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From my understanding the masked enemy overhaul fix mod not touching mimickingplayer “fixes” compat with my mod but it also disables that feature of my mod since masked that aren’t naturally spawned still need to be mimicking a player, do I have that right?

left meteor
jaunty raven
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for vanilla, I'm fairly certain mimickingPlayer is null unless spawned through possessing a player. whether this should mean the masked was originally a player or spawned naturally is faced with the reality of patch-based modding.

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so there's that bug in MEO where mimickingPlayer is set random even for possessed players. this comment from MoreCompany kinda explains it well:

// "Why this function? Why not Start/Awake/Another function?" Well, Start and Awake are called on clients that arent the host before the mimicking player is set.
// And the other functions are called before the mimicking player is set... sometimes. This is the only function that gets called after the mimicking player is set on the client and host consistently.
[HarmonyPatch(typeof(MaskedPlayerEnemy), "SetEnemyOutside")]
public class MaskedPlayerEnemyOnEnablePatch
// ...
dusky jungle
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@jaunty raven Hi I’m the TakeThatMaskOff dev, I’ve noticed that dont touch player id fixes compact with my mod and MEO but it also disables the corpse return feature as that needs MimickingPlayer in order to grab the players data, is there any way you can make the dont touch only apply to naturally spawned masked and not ones who used to be a player?

jaunty raven
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I'm not sure if I quite understand? "don't touch" means it doesn't change the value at all, no code (in the MEO mod) modifies it. it's set by the vanilla game

dusky jungle
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So a masked made from a player putting on a mask will still have mimicking player ?

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It only makes vent spawned masked not touch it?

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Because from my understanding it makes ALL masks not touch it?

jaunty raven
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So it doesn’t remove mimicking player when a masked should have it?
mimicking player is never removed in MEO regardless of settings.

So a masked made from a player putting on a mask will still have mimicking player ?
yes

It only makes vent spawned masked not touch it?
vent spawned masked just have mimicking player null by default?

Because from my understanding it makes ALL masks not touch it?
it stops MEO itself from touching the variable

dusky jungle
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Ok so if using your fix

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A masked that spawned from a vent will have mimicking player null?

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Because MEO makes it not null causing there to be more than one player instance in the lobby

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MEO uses mickingplayer to use their appearance

jaunty raven
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If the "don't touch mimickingPlayer" option is enabled, then a masked spawned from a vent should have mimickingPlayer = null, since this is vanilla behaviour. if the dont-touch option is disabled, then mimickingPlayer is set to a random player all the time

dusky jungle
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And a masked who would have mimickingplayer not null in vanilla is not changed by that setting?

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Because if it does work that way then it should fix compact with my mod

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Somebody came to me and told me it didn’t I think

left meteor
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That would be me, and yeah it didn't. All Masked, regardless of spawn circumstances, would die normally and not drop bodies

dusky jungle
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That would mean that don’t touch is not touching the masked it should be

dusky jungle
jaunty raven
dusky jungle
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Because the body should ONLY drop if that masked was a player

dusky jungle
left meteor
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What I'm getting is "don't touch" means it doesn't alter the vanilla behaviour

left meteor
# left meteor I did, yes

Actually wait, I may have gotten something wrong. Are bodies supposed to drop when the player was turned by being killed by another Masked? Or only when they turned via putting on a mask?

dusky jungle
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both

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In vanilla, masked who spawn in from a vent have mimickingPlayer == null

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masked who are created from putting on a mask or being killed by a masked have mimickingPlayer != null

left meteor
# dusky jungle both

Okay I did test when the player was turned by being killed, I did not test when the player was turned by putting on a mask

dusky jungle
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my mod executes code when mimickingPlayer != null

The fact that debbies testing shows that all masked do not run that code shows that all masked have mimickingPlayer == null

left meteor
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How is deadBody defined?

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Would mimickingPlayer.deadBody be referring to the body of the player, or the body of the Masked?

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I'm not 100% familiar with C# so I apologise if I'm spouting nonsense, but if you're trying to access mimickingPlayer.deadBody might that be trying to find the corpse of the player? Which wouldn't exist right?

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Unless it's referring to the Masked's body

left meteor
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Will that not always be null, then, for a player that's been turned? Cause their body doesn't exist?

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If that's not how this works just tell me, was just a thought

dusky jungle
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wait I may be stupid

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Its checking if they don't have a body

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but I coded it to check if their body isn't null

left meteor
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Classic

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The will they won't they, the not not not not, the no it does exist, the yes it doesn't exist

vague night
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if i set the compatibility setting to true on the fork, does it let mirage deal with the spawn settings

left meteor
vague night
left meteor
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When using Mirage, just turn on compatibility

vague night
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👍 thanks

jaunty raven
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so this whole thing was about an accidental deadBody != null that spawns a duplicate body only if one already exists?

dusky jungle
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No, it’s that my mod worked without meo but I can’t prevent meo from touching mimicking player on only natural mimics and not all

pine lichen
pine lichen
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Why doesn’t the owner fix the bug

left meteor
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Cause they're busy, cause they don't want to, cause they're dead, doesn't matter, they haven't and probably won't. The fork was given HomelessGinger's blessing and so it carries the torch

pine lichen
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Ok

plain plank
jaunty raven
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both my fork and the original MEO properly sets the right vanilla max count values, though I have a strong feeling the vanilla game doesn't actually treat the max counts the way we think they do

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it might be max spawned at the start of the game

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while testing, I found that when in zombie apocalypse and outside spawns enabled, masked will always be spawned outside at the start of the game regardless of spawn curves

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max numbers set quite high of course. a bunch of them are already outside the moment the ship lands, and they all climb to the entrance. even more spawn throughout the day

empty scarab
jaunty raven
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assurance's interior is fairly small and the masked can often spawn close to the entrance near the start of the day. I find it takes a longer wait on average to see a them at titan's main entrance

orchid adder
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As I mentioned in another thread, I'm seriously thinking people don't realize they're set at bracken spawn probability by default

glacial flicker
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how do you get this mod to work with mods that use More Suits + Model Replacement API?

muted sapphire
glacial flicker
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I see.

muted sapphire
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Yeah just use more suits and cosmetic mods

little wave
left meteor
# little wave

This is a #1200695291972685926 issue that is currently being looked into

muted sapphire
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For any case in terms of stability I highly recommend removing this mod if you have Mirage and using AC to have masked spawn at the same rate of the Bracken instead if you use AC

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it provides a much more stable experience and improves performance

nimble blade
muted sapphire
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I use MaskTheDead for that instead, more immersive that way someone only becomes one if they have a mask in their inventory

nimble blade
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That's how I have it configured and it still has errors, also the voices are sometimes not heard, the masked people sometimes appear and don't move, if you get close and die you get bugs, there are many problems with Mirage. I occupied Mirage alone and the problems persisted

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He occupied MEO without anything else and is doing very well.

left meteor
static siren
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Does anyone know what could be causing masked to not copy the skins correctly? Previously, they were copying correctly even with unique skins and cosmetics. But now, they do not.

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They will use only base models rather than the unique ones.

velvet fractal
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I am using the fork if that makes any difference.

muted sapphire
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I've not had this problem at all

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You must have a conflict somewhere

velvet fractal
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Hmm, the most recent thing that changed was switching from Advanced Company to More Company.
I'll take a look at my mod list.

muted sapphire
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I may not be having the problem cus I'm using Mirage and MEOFork

velvet fractal
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Well I'm also using Mirage and MEOFork, so it's something else.

velvet fractal
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Found out what the issue was, Enable Cosmetics was disabled on More Company.
I didn't notice because it still applied cosmetics to my character in-game, but still disabled them on the masked.

muted sapphire
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[Error : Unity Log] NullReferenceException
Stack trace:
UnityEngine.Component.CompareTag (System.String tag) (at <e27997765c1848b09d8073e5d642717a>:IL_0001)
(wrapper dynamic-method) EnemyAI.DMDEnemyAI::EnableEnemyMesh(EnemyAI,bool,bool)
StartOfRound.SetPlayerSafeInShip () (at <af9b1eec498a45aebd42601d6ab85015>:IL_006B)
AudioReverbTrigger.ChangeAudioReverbForPlayer (GameNetcodeStuff.PlayerControllerB pScript) (at <af9b1eec498a45aebd42601d6ab85015>:IL_0177)
AudioReverbTrigger.OnTriggerStay (UnityEngine.Collider other) (at <af9b1eec498a45aebd42601d6ab85015>:IL_018B)

[Error : Unity Log] NullReferenceException
Stack trace:
UnityEngine.Component.CompareTag (System.String tag) (at <e27997765c1848b09d8073e5d642717a>:IL_0001)
(wrapper dynamic-method) EnemyAI.DMDEnemyAI::EnableEnemyMesh(EnemyAI,bool,bool)
StartOfRound.SetPlayerSafeInShip () (at <af9b1eec498a45aebd42601d6ab85015>:IL_006B)
AudioReverbTrigger.ChangeAudioReverbForPlayer (GameNetcodeStuff.PlayerControllerB pScript) (at <af9b1eec498a45aebd42601d6ab85015>:IL_0177)
AudioReverbTrigger.OnTriggerStay (UnityEngine.Collider other) (at <af9b1eec498a45aebd42601d6ab85015>:IL_018B)

[Error : Unity Log] NullReferenceException
Stack trace:
UnityEngine.Component.CompareTag (System.String tag) (at <e27997765c1848b09d8073e5d642717a>:IL_0001)
(wrapper dynamic-method) EnemyAI.DMDEnemyAI::EnableEnemyMesh(EnemyAI,bool,bool)
StartOfRound.SetPlayerSafeInShip () (at <af9b1eec498a45aebd42601d6ab85015>:IL_006B)
AudioReverbTrigger.ChangeAudioReverbForPlayer (GameNetcodeStuff.PlayerControllerB pScript) (at <af9b1eec498a45aebd42601d6ab85015>:IL_0177)
AudioReverbTrigger.OnTriggerStay (UnityEngine.Collider other) (at <af9b1eec498a45aebd42601d6ab85015>:IL_018B)

[Error : Unity Log] NullReferenceException
Stack trace:
UnityEngine.Component.CompareTag (System.String tag) (at <e27997765c1848b09d8073e5d642717a>:IL_0001)
(wrapper dynamic-method) EnemyAI.DMDEnemyAI::EnableEnemyMesh(EnemyAI,bool,bool)
StartOfRound.SetPlayerSafeInShip () (at <af9b1eec498a45aebd42601d6ab85015>:IL_006B)
AudioReverbTrigger.ChangeAudioReverbForPlayer (GameNetcodeStuff.PlayerControllerB pScript) (at <af9b1eec498a45aebd42601d6ab85015>:IL_0177)
AudioReverbTrigger.OnTriggerStay (UnityEngine.Collider other) (at <af9b1eec498a45aebd42601d6ab85015>:IL_018B)

[Error : Unity Log] NullReferenceException
Stack trace:
UnityEngine.Component.CompareTag (System.String tag) (at <e27997765c1848b09d8073e5d642717a>:IL_0001)
(wrapper dynamic-method) EnemyAI.DMDEnemyAI::EnableEnemyMesh(EnemyAI,bool,bool)
StartOfRound.SetPlayerSafeInShip () (at <af9b1eec498a45aebd42601d6ab85015>:IL_006B)
AudioReverbTrigger.ChangeAudioReverbForPlayer (GameNetcodeStuff.PlayerControllerB pScript) (at <af9b1eec498a45aebd42601d6ab85015>:IL_0177)
AudioReverbTrigger.OnTriggerStay (UnityEngine.Collider other) (at <af9b1eec498a45aebd42601d6ab85015>:IL_018B) @jaunty raven I've noticed my game seems to spam this after a Masked Enemy spawns in and the dev of Mirage said he doesn't touch this so I can only assume this is an error from MEOFork, do you think a fix could be pushed?

jaunty raven
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i'd assume this is the vanilla game's 'bug' as masked are spawned in maps that originally don't have masked in them

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there's no other creature that intentionally walks to the ship, so there's probably no support for those maps

muted sapphire
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Most likely

jaunty raven
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investigating a bit, what I said above isn't the problem. it's an error from some mod that patches the EnemyAI::EnableEnemyMesh method, which isn't MEO

#

it's some other mod on your end

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the only mod I have installed that does this is TooManyEmotes; it isn't the culprit though.

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maybe search your plugins folder for "EnableEnemyMesh" (idk if this looks into dll files though), or maybe send me a mod list

muted sapphire
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It's a vanilla bug

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Starlancer has been working on fixing it in his AIFix mod but then we ran into a stacktrace of a masked just standing there so we're trying to figure out what happened XD

prisma hemlock
#

Is there a way to quickly scroll to the main post on mobile? I wanna see what's new!

timber thunder
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At least on iOS

prisma hemlock
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Not for me, unfortunately. It either does nothing or brings up the members following this thread

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I'll have to search for the page in the store

prisma hemlock
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The funny thing is, I think only the Thunderstore page got updated with the new content. Otherwise I'm dumb and I already looked at the top post after they added the news for the new stuff lol. But thank you for linking, that did work!

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I can't even get it to jump to the original post in desktop, although pinning the top post manually would work

jaunty raven
muted sapphire
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I think it's a mix of vanilla plus the cosmetic stuff probs

jaunty raven
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i'll probably fix it in the following hour or two

solid carbon
timber thunder
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Very handy

prisma hemlock
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Dang

gloomy flume
#

Hello. Masked enemies just invisible, have only footsteps and flashlight model. How I can fix this ?

ornate shale
#

That sounds fucking terrifying 5/5

prisma hemlock
#

For the record, I believe the OP isn't in the server anymore, so if no one else knows, rip

ornate shale
#

That's rough because people are recommending the mod right

prisma hemlock
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No idea

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Ohh so it might have got adopted? All I know is OP of top post seems to be gone

normal sluice
#

yes coppertiel has been working on their fork of MEO

prisma hemlock
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Thanks for the confirm, I wasn't aware

left meteor
#

Coppertiel doesn't have plans to maintain the mod though, they could have already done all they're gonna do with it tbh

muted sapphire
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Coppertiel is maintaining it atm but mostly when bug fixes and stuff are needed

muted sapphire
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@jaunty raven So I just was informed HomelessGinger left the server, do you happen to know why or did he leave rather unannounced? 😦 Cus I know he was still here just a couple days ago when we were all in Starlancer's thread

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My immediate guess would be just cus of the things he stated before with him being busy and not really feeling like working on the mod rn, maybe he didn't wanna be bothered

timber thunder
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RIP to the 93% of MEO users that didn’t update to the fork

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MEOF: 61,703
MEO: 898,843

raw jacinth
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So use fork now instead?

muted sapphire
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Yeah

jaunty raven
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there are some major changes I wanted to do but avoided it due to point above

austere rune
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Is it possible to give maskeds the ability to jump over parkour drop instead of teleporting?

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Like normal enemies?

jaunty raven
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MEO doesn't touch masked AI. There exists "MaskedAIRevamp" that I'm aware of does, but idk if it features that.

of course it's possible to create such a feature, but it's a matter of if anyone wants to work on it, and how easy/hard would it be to implement

echo kite
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hey has anyone else had an issue with the masked arms still doing the animation even though it is disabled through masked enemies overhaul?

potent geode
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huh? The 1.8 update added compatibility for way more mods since I changed most of the code to use transpilers

muted sapphire
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That's an ooold comment 😂

potent geode
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yeah ik, searched for "swipez" and noticed it

muted sapphire
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I've been using MoreCompany 1.8.1 without issues though, there is a fix Matty suggested is needed though

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to fix the unknown name issue

potent geode
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I've not seen any reports of any compatibility issues on the morecompany github/discord

muted sapphire
potent geode
muted sapphire
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I mean Matty just got that from looking at the code recently lol so if there is I wonder why it's not being used

muted sapphire
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That should theoretically avoid the problem then

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So idk why it still happens

potent geode
muted sapphire
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Possible yeah

muted sapphire
muted sapphire
muted sapphire
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@jaunty raven It looks like HomelessGinger has definitely abandoned the original MEO, he set the github repo to archived

timber thunder
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Bruh

jaunty raven
muted sapphire
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@jaunty raven Is this supposed to be doing this?

left meteor
muted sapphire
left meteor
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I think it's adding 2 to make space for 2 Masked, which it then removes later?

muted sapphire
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Most likely

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🙂

muted sapphire
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@jaunty raven had this happen a couple of times

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Wtf is happening?

muted sapphire
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Everytime after was screenshot above it

muted sapphire
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That was on Rend btw I just wanna clarify but that still isn't normal

jaunty raven
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first day it modifies the power levels, but the following days it doesn't change it

muted sapphire
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Ik but why is it doing that? 😆 I've been trying to figure out why I'm having so many dogs on Rend and Titan sometimes and the only mod I'm seeing messing with power levels is MEOF 👀

muted sapphire
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@jaunty raven so MEOF was bugging spawn rates for us for sure

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I removed it and we're not having an insane amount of dogs spawn anymore

jaunty raven
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that's intended behavior. regular MEO increases outdoor spawn rates even if masked don't spawn or go outside

muted sapphire
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Intended behavior to have 8 dogs spawn on Rend?

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👀

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Okay so here's what I wonder now

jaunty raven
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was there actually 8?

muted sapphire
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Yes

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one game we had 8

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LOL

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I never had MEOF cause higher spawn rates like that before I added custom enemy mods btw, adding custom enemy mods seemed to cause it to go all weird

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Tonight after removing MEOF it didn't happen once

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Had a Titan game once where there was a Forest Giant and like 6 dogs

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Lol

jaunty raven
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dog is 2 power, so power level 16 is enough. 8 is also the maximum.

one of the major changes I've been planning is to modify the moons just once at the start of the game instead of per-landing. maybe the power level bump can be configurable.

muted sapphire
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In vanilla the game hard locks it so no more than 3 dogs can spawn at once though

jaunty raven
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idk, read the value 8 off the fandom wiki

muted sapphire
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Well I should say 3-4 lol

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cus I think I've seen 4 in vanilla play before

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at max

edgy helm
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@jaunty raven
You may want to request a modder tag.

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Also I have a request.

jaunty raven
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i'll probably start a new thread for the fork

edgy helm
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I was talking with @hollow lance about masked spawnrate on custom moons.
#modding-general message

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I wonder if you can alter the function of this variable.

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To include a check to see what the current spawn rarity is for the enemy before changing it.

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This will allow compat for moons that Feature, Masked enemies.

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So if it has a rarity that is higher then the config, it leaves it alone. Otherwise it adds the rarity for moons that do not possess it.

jaunty raven
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there's also the possibility of settings for individual moons

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is there an existing commonly used API for moons and spawn rates?

edgy helm
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True. You could add a slot for either a Whitlist/Blacklist. Or a custom list of moons for spawn rates. Like how moons/interiors work.

edgy helm
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@wooden rock
@worldly rivet
Do you know the answer to this question?

jaunty raven
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did a quick search: lethal expansion?
edit: nevermind

left meteor
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#1193461151636398080

jaunty raven
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for modifying existing moons

edgy helm
edgy helm
pseudo whale
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I have a question, is this the mod that makes everyone turn into masked enemies after dying, regardless what kills them?

jaunty raven
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I likely wouldn't actually need LLL; just need to make sure modifications to SelectableLevels doesn't explode any other mod

pseudo whale
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I've been trying to pinpoint which mod it is, that does what I'm currently experiencing

jaunty raven
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i might be wrong

pseudo whale
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I'll check config

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Yeah this thing has been annoying coz I play with a huge group and then there's like 6 masked enemies and you can't do anything about it

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Yeah it is Mirage, thank you so much

muted sapphire
pseudo whale
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it was automatically set to 100

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I didn't know Mirage had this a config setting since I got it purely for syncing masked enemies

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It's on 0 now

muted sapphire
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Btw @jaunty raven if you want a simpler mod to look at for changing how MEOF works, you might be able to look at @full elm's CoilHeadSettings mod, it allows changing all sorts of settings related to the CoilHead without the need to adjust the actual power levels in game, and I will say when I used [Redacted] to make Masked spawn on all moons with the same spawn rate as a Bracken it essentially worked the same way MEO does and had a max of 2 spawn most of the time. So I think the power level adjusting stuff is entirely unnecessary and not really needed ^^

jaunty raven
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I can just add an 'adjust moon power levels (default: true)' config and that's that for now

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I'm a bit hesitant to change the default behavour to not adjusting power levels, but I probably should

left meteor
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What would be the purpose of adjusting power levels in the first place anyway? All I can tell it would really do is make Masked guaranteed to spawn, but I'm not sure that's really something the mod needs to do

jaunty raven
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it's simply what the original MEO did

(my message from another thread):
"afaik, it's simply to account for more masked enemies. the power boost is pretty much MaxSpawnCount * 2 (2 is the power level of masked). There is nothing in place to ensure that the enemies spawned to fill the power level are masked"

left meteor
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Oh I see, well there's plenty of mods now that allow control over the spawn counts so it might not be necessary. I also think just changing the spawn count rather than adding 2 each time would probably avoid issues more? Like on landing on the moon, rather than adding to the maxspawncount then, instead precalculate what the spawncount would be on each planet before landing to avoid cascading issues altogether?

jaunty raven
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"MaxSpawnCount" there is an option in the config. I might just add an option to not touch spawning at all, and let other mods do it

left meteor
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Yeah fair enough

muted sapphire
# jaunty raven "MaxSpawnCount" there is an option in the config. I might just add an option to ...

Well this might be interesting to note when I used to use [Redacted] I learned the power level of Masked enemies is 1, and as I said basically changing it so they could spawn on all moons would almost always mimic the behavior of MEO and usually spawn 2, and that was the vanilla game mind you with no adjustments being done to moon power levels and such, I think MEO adjusts the power level for the max amount of Masked enemies you set to spawn to basically ensure masked enemies always spawn but as we've seen when you add a bunch of custom enemy mods and such it tends to cause chaos and wreak havoc on the game such as spawning too many dogs outside lol so yeah the implementation in theory was good but it's better to just let the vanilla game handle it

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It's definitely not bad with it's original intent and when not using custom enemy mods you don't really notice the effects it has, it was only after adding custom enemy mods to my game I was wondering why my game was doubling the spawn rates of Giants and Dogs and the only mod I saw messing with stuff in the logs was MEOF and removing it fixed my problems 😆

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@left meteor I imagine LethalQuantities also shows their default power level is 1 btw

wheat violet
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Anyone also having the show name option not working?

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I'm using the Fork together with Mirage btw

left meteor
dusky jungle
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I have dev questions

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  1. Is the masked using player meshes vanilla and this mod just makes it affect natural ones
  2. If so, how does it/the dev acquire the players body
  3. I'd imagine that if so then the death animation (the mesh/texture override of the body) is set to 4/5 (comedy and tragedy respectively)
  4. Theoretically if so then you could acquire the appearance of a player and grab the ragdoll from the array and render them as any deathanimation. Including modded ones
  5. I'm trying to figure out for a mod since one enemy is similar to the masked in a zombie way and I could probably add a deathanim to the array and borrow from that
ornate shale
dapper void
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use #thunderstore-moderation for reporting packages

potent geode
ornate shale
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Rebuilt is a very strong sounding word. Have you checked?

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The documentation is identical and it's uncredited. Same bugs. Only difference is it says compatible for v50 not v49

potent geode
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Zeekers changed some integers to floats in v50 which caused mods including this one to break, so it seems like that person just re-uploaded the exact same mod just built on v50 instead (which fixes the issue)

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I don't get why people do that though since just because mods arent updated to v50 yet doesn't mean they won't be when it's out of beta 😂

left meteor
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"Ported from Masked Enemy Overhaul (v3.1.2)" it is partially credited, and HomelessGinger is no longer modding as far as anyone knows so I don't see a problem

ornate shale
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Oh ok that's pretty much fine whatever. They just wanna play with the mod on v50 clearly

jaunty raven
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it's on github too, forked from my fork. it's very much just rebuilt

potent geode
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So then people could do a download for v49 then a separate one for v50

jaunty raven
# dusky jungle I have dev questions
  1. The masked use the same mesh asset (named 'Circle' oddly enough). I guess you mean suits though? it's vanilla behaviour to copy the suit IDs and get the same suit material. this uses the killed player's PlayerControllerB::currentSuitID. Also, I recall HomelessGinger said that changing the masked meshes was difficult for some reason.

not sure if I can answer the rest of the questions. What do you mean by 4/5?

dusky jungle
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4 and 5 are the deathanimations for comedy and tragedy, controls the corpse mesh

little wave
left meteor
jaunty raven
dusky jungle
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It’s not an animation

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0 is normal corpse, 1 is headless, 2 is coiled, 3 is electrocuted, 4 is comedy, 5 is tragedy

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It’s the value attached to the ragdoll prefab

jaunty raven
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oh, the ragdolls when players die. I see then

lucid vortex
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anyone else have a issue where the mobs wont spawn with v50?

hybrid bolt
formal scaffold
hybrid bolt
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Using 1.15.0 this is expected, if you are running that version you need to update LL.
When using 1.15.1 and still getting this issue, it's caused by one of the mods that are depending on LL, and haven't been updated to work with 1.15.1.
Look on Thunderstore at the preferred LethalLib version, of each mod that uses LL.

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Mods that prefer an LL of 1.15.0 or less are suspect for causing this. From there you need to try removing them one by one to see which one is doing it.

formal scaffold
hybrid bolt
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LL has been updated to 1.15.1 very recently. So there are not many mods that have already adapted to it. If a mod was using LL for spawning custom monsters it needs to support the new version to avoid breaking the spawning system.

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Mods that used LL for other things should be good without changes

formal scaffold
young onyx
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lgu works on v50 just fine

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its something else

hybrid bolt
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I would expect lgu not to be the issue here, as it isn't using LL to spawn monsters.

formal scaffold
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There is also Sellbodiesfixed which say it uses ll, but its also been updated as far as I can see

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Oh shoot, I realize I am in Masted Enemy Overhaul section, not bug fixing, my bad

hybrid bolt
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Another way to be certain that a given mod is not the culprit is to test it alone.

young onyx
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sellbodies also works

formal scaffold
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hmmm... I only use 26 mods, would it be fine to post a list of them to show?

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Ill put it in the Support channel, to stop hogging any space here

potent geode
hidden copper
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rip this mod

little wave
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Just use mirage ool

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lol

lucid vortex
hybrid bolt
lucid vortex
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ya i read that and this was the only mod causing the issue for not spawning. i also retired the v50 one posted #1184403394660663326 message and seems to spawn now

lucid vortex
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i played around with a god mode and it seems to be working might not have been spawning at the time i was trying it before..

jaunty raven
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btw I updated MaskedEnemyOverhaulFork to v50 yesterday

young onyx
jaunty raven
south lion
jaunty raven
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i'll open a new thread actually