#Masked Enemy Overhaul (New Update)
3497 messages · Page 4 of 4 (latest)
Good to know might switch over any tips to have least content a possible? I just need a bigger lobby feature.
Just the morecompanycosmetics file or also morecompanysave?
It could be because you're loading the old save tbh
I would recomnmend starting a new save after adding AC
Nah I've been making a fresh save with every restart
Ah idk
the latest MEO update had 0 issues for me besides what Coppertiels fork resolved
Cosmetics worked fine from AC
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
Did you add any new mods or update anything recently?
Could be another mod is conflicting somehow
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
When you remove a mod make sure to always delete it's config too
the config can still cause issues
sometimes disabling a mod also causes issues and it needs to be full uninstalled
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
so could still be Mirage is the culprit and disabling it isn't enough
if not mirage then probably LLL I've seen a few reports of issues with the new LLL update
Yeah I just don't necessarily think it would do anything to affect this, I've been wrong before though
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
Yeah YippeeScrap would stop me being able to rehost without restarting the game
Yeah YipeeScrap is mega busted, basically if it spawns on a planet you can't land
The game soft locks
They did update relatively recently which might have fixed stuff? Haven't dared try it yet tho
Tried it for you
Spits errors by itself no other mods. About chat or something. ..
Oh weird
So YippeeScrap still sucks, got it
Lol
Borked mod is forever borked
XD
It's a shame too cus it's made by the same dev as LethalConfig
and LethalConfig is goated
Huh, I used YippeeScrap a week or two ago and it worked
Well maybe it just throws errors now then
Which isn't great XD
But if it works it works
I’m not sure if the others I was playing with could see it before I picked it up
But after I first picked it up it was visible for the rest of the session
And that’s for each scrap
Like each individual yippeescrap
I'm so fucking lost dude
I've removed all traces of Mirage
I still have broken cosmetics
I wanted to make dinner 3 hours ago but told myself I'd get this fixed and then make it
I'm gonna lose it
Still.
I need to brute force this ig
Losing my mind
I disabled every mod
Other than cosmetics, MEO and AC
STILL
Noah's Arking this bitch
ive done everything
What’s the issue you’re having?
No matter what I do, Masked are not spawning with cosmetics
Have you tried starting on a new mod profile?
Doing that now
I know AC has some cosmetic compatibility settings that were recently added so that could be worth a peek as well
its a fresh install
deleted all of my lethal company data and reinstalled
One thing left
If this is the problem, idk if I'm going to be happy or if I'm going to kill
i
What mods do you have installed?
is this on my fork or the original?
Having this same issue with cosmetics not showing up on the masked. Thank you for trying to troubleshoot. Using the fork as well.
i swapped the fork for the original and cosmetics work
Finally! Awesome.
likely a difference between the version on thunderstore vs. the one on github [which I based the fork off of]
Yeah, on github it's 3.1.0, on thunderstore it's 3.2.0, which is the update that fixed cosmetics.....
Oh no sorry
3.1.2
@muted sapphiresolved
I need to cool down
And eat
github one has MoreCompany.MainClass vs thunderstore which is just MainClass
Yeah it's just a little bit of code Potatoe sent Homeless to fix the issue, I'll find the msg
No code actually
Just advice
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)
i'm suppose to be doing things for work atm
oof take ur time then
hey, what is the status on making it so the masked copies models?
zero
fair enough
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
@jaunty raven Nice job on the update 👍
Theoretically this option should also fix compat with TakeThatMaskOff as well right?
@dusky jungle Isn't that what you wanted fixed before?
Yeah so that means Coppertiel's Fork should play nice with your mod then if that option is toggled
That's what I'm guessing it does lol
There, got the description in LethalConfig XD
are there plans to make this compatible with player model suits? like, the ones that completely change the model
oh
scrolled up nvm lol
When I die or my teammates die they turn into a mask how do I change this
That is caused by a mod called MaskTheDead if they are holding a mask or have one near them when they die, otherwise becoming a masked when dying to another is vanilla
Or Mirage
its in the config dude
like
every other mod
optional settings are in the config
or even an ingame menu
I checked and I don’t see it
Which one should I download? I know the first one, but is the second official? better? worse?
The one by Coppertiel is a fork that fixes a bug that caused insane enemy spawn rates
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
ty for explaining to me
Yw ^^
The fork is literally the same mod but better?
yes
Is that even allowed lol
The dev of the fork asked if they could, and they said yes, so yes
Mind blown into a billion pieces
it happens all the time in the software works, it's called a fork
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
not development related, but i would like to share this clip from 2 days ago
I have a mod that can fix this glitch!
give
It's a band aid fix but it does work
Assuming they shared it
@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.
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.
since the forks version number is higher you can have both installed just fine
Can you?
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
the console straight up says
[Warning: BepInEx] Skipping [MaskedEnemyRework 3.1.1] because a newer version exists (MaskedEnemyRework 3.1.990)
Fair enough then
Sorry for the 12+ hour late reply, but: https://thunderstore.io/c/lethal-company/p/DOkge/InventoryFixPlugin/
Have anyone tested if the fix version of this mod makes it compatible with takethatmaskoff and natural masked?
I was gonna test some Masked related things, I can try and do this now
Bodies never get spawned regardless of settings in MEO
When they used to be a player that isn't you?
Yep. I tested with naturally spawned Masked, which as expected don't drop a body, and with a turned player
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
ah shit it may be blocking my mod from running them since its forcing mimickingplayer to be null? (Or replacing it with something else that just saves its data)
I would need that to ONLY apply to naturally spawned mimics
I didn't test any other death causes tbh
hm
I can give it a quick go now brb
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?
But I imagine it probably won't do anything with the bodies not dropping whatsoever
When "Dont Touch MaskedPlayerEnemy.mimickingPlayer = true" naturally spawned Masked won't mimic anybody unless Mirage is involved
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
Has anyone played with these 2 mods at the same time? MaskedEnemyOverhaul and Mirage
https://thunderstore.io/c/lethal-company/p/qwbarch/Mirage/
The only reason to use them both at the same time is for MaskedEnemyOverhaul's Masked spawning controls
I use them and have no issues
I just disable most of Mirage's Masked controlling
Let MEO handle the Masked and Mirage handle the voices
wouldnt make a difference if it was vice versa right
like i mean disabling MEO controlling and letting mirage handle controlling
I don't think so
Have not tested though
I prefer MEO's more vanilla-esque Masked compared to only spawning when someone dies
So I disabled Mirage's stuff
I basically only have Mirage for synced voice clips
I don't know, if it was asked already, but is MaskedEnemyOverhaul compatible with all the model replacements mods?
no
Have you had any problems with the 2 mods, for example, when someone dies from a mimic, sometimes the body is bugged, the corpse remains standing and the dead person can continue talking, although they do not listen to us.
I do not know if I explained well xD
Can't say I'm familiar
I have Mirage spawning a Masked on death entirely disabled
¯_(ツ)_/¯
what was the new upadte
I have it configured the same, there must be another problem, I will have to check the other mods
thanks for answering!
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?
Yeah it basically just doesn't assign players to Masked. I'm. personally not sure how the assignment differs from the vanilla player assignment that gives them the suits
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.
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
// ...
@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?
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
So it doesn’t remove mimicking player when a masked should have it?
So a masked made from a player putting on a mask will still have mimicking player ?
It only makes vent spawned masked not touch it?
Because from my understanding it makes ALL masks not touch it?
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
MEO gives all masked Mimicking player
Ok so if using your fix
A masked that spawned from a vent will have mimicking player null?
Because MEO makes it not null causing there to be more than one player instance in the lobby
MEO uses mickingplayer to use their appearance
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
And a masked who would have mimickingplayer not null in vanilla is not changed by that setting?
Because if it does work that way then it should fix compact with my mod
Somebody came to me and told me it didn’t I think
That would be me, and yeah it didn't. All Masked, regardless of spawn circumstances, would die normally and not drop bodies
That would mean that don’t touch is not touching the masked it should be
Unless you are misunderstanding my mod, you tested if the body drops when another player puts on the mask right?
If dont-touch is enabled, then again, the behaviour is vanilla. with dont-touch disabled, then MEO will always set mimickingPlayer to a random player (regardless if it was already set partially due to a bug).
I did, yes
Because the body should ONLY drop if that masked was a player
So what you are telling me is that don’t touch affects ALL masked?
What I'm getting is "don't touch" means it doesn't alter the vanilla behaviour
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?
both
In vanilla, masked who spawn in from a vent have mimickingPlayer == null
masked who are created from putting on a mask or being killed by a masked have mimickingPlayer != null
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
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
How is deadBody defined?
Would mimickingPlayer.deadBody be referring to the body of the player, or the body of the Masked?
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?
Unless it's referring to the Masked's body
body of the player
Will that not always be null, then, for a player that's been turned? Cause their body doesn't exist?
If that's not how this works just tell me, was just a thought
wait I may be stupid
Its checking if they don't have a body
but I coded it to check if their body isn't null
Classic
The will they won't they, the not not not not, the no it does exist, the yes it doesn't exist
if i set the compatibility setting to true on the fork, does it let mirage deal with the spawn settings
Mirage doesn't have spawn settings
what does it mean when it says lets other mods handle which players are mimiced
I wouldn't worry about it, it's just that both MEO and Mirage have the ability to set vent spawned Masked to be mimicking a random player but they can overwrite one another, leading to voices in Mirage not matching the mimicked player
When using Mirage, just turn on compatibility
👍 thanks
I guess so? a little confused about 'affects' when don't-touch means it doesn't affect anything.
so this whole thing was about an accidental deadBody != null that spawns a duplicate body only if one already exists?
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
Is this still needed or is it fixed https://thunderstore.io/c/lethal-company/p/Coppertiel/MaskedEnemyOverhaulFork/
This is the fix
Why doesn’t the owner fix the bug
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
Ok
For some reason when I use this version it's spawning way more than just 2 masked enemies (like it's set to in the config) for me and it's spawning them at really quick rates. I got like 3 masked enemies spawning in before it even hit 12 pm in game
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
it might be max spawned at the start of the game
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
kind of a fun clip
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
I did notice the moon risk rating affects the spawn probability.
I went to assurance and saw the masked climb down at the front entrance right as I landed.
but I'm seeing this happen more with the fork.
I'll have to double check as it could have been chance.
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
As I mentioned in another thread, I'm seriously thinking people don't realize they're set at bracken spawn probability by default
how do you get this mod to work with mods that use More Suits + Model Replacement API?
It's impossible to get it to work with model replacements
I see.
Yeah just use more suits and cosmetic mods
This is a #1200695291972685926 issue that is currently being looked into
ty
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
it provides a much more stable experience and improves performance
I used Mirage with a group of 13 people, when the people died they were bugged, between alive and dead. also a lot of lag
Use natural spawns and disable the people turning into masked on death
I use MaskTheDead for that instead, more immersive that way someone only becomes one if they have a mask in their inventory
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
He occupied MEO without anything else and is doing very well.
Known Mirage issue, we're still trying to find the cause
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.
They will use only base models rather than the unique ones.
Same issue here, using More Company and the masked only copy the custom suits and none of the cosmetics.
I am using the fork if that makes any difference.
Hmm, the most recent thing that changed was switching from Advanced Company to More Company.
I'll take a look at my mod list.
I may not be having the problem cus I'm using Mirage and MEOFork
Well I'm also using Mirage and MEOFork, so it's something else.
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.
[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?
i'd assume this is the vanilla game's 'bug' as masked are spawned in maps that originally don't have masked in them
there's no other creature that intentionally walks to the ship, so there's probably no support for those maps
Most likely
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
the only mod I have installed that does this is TooManyEmotes; it isn't the culprit though.
maybe search your plugins folder for "EnableEnemyMesh" (idk if this looks into dll files though), or maybe send me a mod list
It's a vanilla bug
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
Is there a way to quickly scroll to the main post on mobile? I wanna see what's new!
Tap the top of your screen and it will scroll up
At least on iOS
Not for me, unfortunately. It either does nothing or brings up the members following this thread
I'll have to search for the page in the store
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!
I can't even get it to jump to the original post in desktop, although pinning the top post manually would work
this is the same error with the cosmetics in AI fix, right?
Yeah that's the error that was being spammed before the update Starlancer did in the most recent AIFix version
I think it's a mix of vanilla plus the cosmetic stuff probs
i'll probably fix it in the following hour or two
👍
Yea sadly Discord doesn't have a way to jump to starter post with Forums/Threads without manually pinning the message. iOS only has such a feature because, apparently, that's an iOS-itself feature, not a Discord feature.
Yeah it’s an iOS thing
Very handy
Dang
Hello. Masked enemies just invisible, have only footsteps and flashlight model. How I can fix this ?
That sounds fucking terrifying 5/5
For the record, I believe the OP isn't in the server anymore, so if no one else knows, rip
That's rough because people are recommending the mod right
No idea
Ohh so it might have got adopted? All I know is OP of top post seems to be gone
yes coppertiel has been working on their fork of MEO
Thanks for the confirm, I wasn't aware
Coppertiel doesn't have plans to maintain the mod though, they could have already done all they're gonna do with it tbh
Coppertiel is maintaining it atm but mostly when bug fixes and stuff are needed
@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
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
RIP to the 93% of MEO users that didn’t update to the fork
MEOF: 61,703
MEO: 898,843
So use fork now instead?
Yeah
I don't know either
I'm intentionally avoiding 'taking ownership' of the project and staying as a contributor (mostly because I have other projects, as well as some gripes about unity and most game engines in general). if homelessginger officially halts development, then I guess I'd be the de-facto maintainer
there are some major changes I wanted to do but avoided it due to point above
Is it possible to give maskeds the ability to jump over parkour drop instead of teleporting?
Like normal enemies?
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
hey has anyone else had an issue with the masked arms still doing the animation even though it is disabled through masked enemies overhaul?
huh? The 1.8 update added compatibility for way more mods since I changed most of the code to use transpilers
That's an ooold comment 😂
yeah ik, searched for "swipez" and noticed it
I've been using MoreCompany 1.8.1 without issues though, there is a fix Matty suggested is needed though
to fix the unknown name issue
I've not seen any reports of any compatibility issues on the morecompany github/discord
It's cus MoreCompany hardcodes to 4, whether that is intentional or not, so once you have over 4 people it causes the unknown name problem
Fairly sure there's a transpiler in morecompany to replace that 4
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
yeah there is
he would've been on about the base game code i think
Possible yeah
Btw while you're around looking into MoreCompany issues you should try to get in touch with Starlancer and Zaggy about the issue they found with MimicPatches.cs
do you mean #1184403394660663326 message ?
Might relate to that yeah #1206494982521753620 message
Actually Batby posted a pretty large comment that states the issue pretty well in that thread
@jaunty raven It looks like HomelessGinger has definitely abandoned the original MEO, he set the github repo to archived
Bruh
@jaunty raven Is this supposed to be doing this?
Wasn't this the original purpose of the fork?
Yeah it fixed the bug with the original I was just making sure if it's supposed to do the slight increase or not lol
I think it's adding 2 to make space for 2 Masked, which it then removes later?
That was on Rend btw I just wanna clarify but that still isn't normal
first day it modifies the power levels, but the following days it doesn't change it
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 👀
@jaunty raven so MEOF was bugging spawn rates for us for sure
I removed it and we're not having an insane amount of dogs spawn anymore
that's intended behavior. regular MEO increases outdoor spawn rates even if masked don't spawn or go outside
Intended behavior to have 8 dogs spawn on Rend?
👀
Okay so here's what I wonder now
was there actually 8?
Yes
one game we had 8
LOL
https://thunderstore.io/c/lethal-company/p/JS03/KeepEnemyPower/ but with the addition of this mod now, I wonder if the MEO stuff messing with spawn rates and power levels could be removed
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
https://clips.twitch.tv/AwkwardTenderSandpiperUWot-tAewhhLCIZTWjXkw but yeah stuff like this was happening constantly
Tonight after removing MEOF it didn't happen once
Had a Titan game once where there was a Forest Giant and like 6 dogs
Lol
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.
In vanilla the game hard locks it so no more than 3 dogs can spawn at once though
idk, read the value 8 off the fandom wiki
Well I should say 3-4 lol
cus I think I've seen 4 in vanilla play before
at max
i'll probably start a new thread for the fork
I was talking with @hollow lance about masked spawnrate on custom moons.
#modding-general message
I wonder if you can alter the function of this variable.
To include a check to see what the current spawn rarity is for the enemy before changing it.
This will allow compat for moons that Feature, Masked enemies.
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.
there's also the possibility of settings for individual moons
is there an existing commonly used API for moons and spawn rates?
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.
I have no idea.
@wooden rock
@worldly rivet
Do you know the answer to this question?
did a quick search: lethal expansion?
edit: nevermind
#1193461151636398080
for modifying existing moons
Ahh I guess if you are talking moon loaders.
There is lethal expansion core and lethal level loader.
Many moons are migrating to LLL so I would reccomend it over lethal expansion.
I have a question, is this the mod that makes everyone turn into masked enemies after dying, regardless what kills them?
I likely wouldn't actually need LLL; just need to make sure modifications to SelectableLevels doesn't explode any other mod
I've been trying to pinpoint which mod it is, that does what I'm currently experiencing
i think this is mirage?
i might be wrong
I'll check config
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
Yeah it is Mirage, thank you so much
Why do you have that set to 100? 😆
it was automatically set to 100
I didn't know Mirage had this a config setting since I got it purely for syncing masked enemies
It's on 0 now
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 ^^
I can just add an 'adjust moon power levels (default: true)' config and that's that for now
I'm a bit hesitant to change the default behavour to not adjusting power levels, but I probably should
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
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"
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?
"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
Yeah fair enough
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
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 😆
@left meteor I imagine LethalQuantities also shows their default power level is 1 btw
Yeah it does
Anyone also having the show name option not working?
I'm using the Fork together with Mirage btw
It never has worked properly, it's an experimental feature afterall
I have dev questions
- Is the masked using player meshes vanilla and this mod just makes it affect natural ones
- If so, how does it/the dev acquire the players body
- 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)
- 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
- 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
Someone posted this in another thread asking if it's fake. I'm no moderator but I'm more interested if it's sanctioned.
https://thunderstore.io/c/lethal-company/p/Rise/RemoveMasked/
use #thunderstore-moderation for reporting packages
it's seemingly just MaskedEnemyOverhaulFork but rebuilt to work on v50
Rebuilt is a very strong sounding word. Have you checked?
The documentation is identical and it's uncredited. Same bugs. Only difference is it says compatible for v50 not v49
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)
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 😂
"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
Oh ok that's pretty much fine whatever. They just wanna play with the mod on v50 clearly
it's on github too, forked from my fork. it's very much just rebuilt
Tbf this is where multi-version support on thunderstore would be amazing
So then people could do a download for v49 then a separate one for v50
- 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?
4 and 5 are the deathanimations for comedy and tragedy, controls the corpse mesh
tbh mirage does the same thing except for spawns
It does now add an option for Masked spawns
are these arbitrary array indices in zeekerss' code, or something with unity's AnimationController that I don't know about? I'm a little confused since I can only find 1 animation clip for masked death (MaskedPlayerDie)
It’s not an animation
0 is normal corpse, 1 is headless, 2 is coiled, 3 is electrocuted, 4 is comedy, 5 is tragedy
It’s the value attached to the ragdoll prefab
oh, the ragdolls when players die. I see then
anyone else have a issue where the mobs wont spawn with v50?
do you have LethalLib? And if so is it version 1.15.0 or 1.15.1?
Im having the same issue, I run 1.15.1 of LethalLib. No monsters spawning
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.
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.
Okay! Thank you so much, Ill peruse my mods.
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.
Mods that used LL for other things should be good without changes
I do use Lategame Upgrades, but it said its updated to v50, as does LL say. Im having a lil difficulties narrowing down what mod is bugging me
I would expect lgu not to be the issue here, as it isn't using LL to spawn monsters.
There is also Sellbodiesfixed which say it uses ll, but its also been updated as far as I can see
Oh shoot, I realize I am in Masted Enemy Overhaul section, not bug fixing, my bad
Another way to be certain that a given mod is not the culprit is to test it alone.
sellbodies also works
hmmm... I only use 26 mods, would it be fine to post a list of them to show?
Ill put it in the Support channel, to stop hogging any space here
https://thunderstore.io/c/lethal-company/p/Rise/RemoveMasked/ is the version of MaskedEnemyOverhaul that works on v50
rip this mod
i tried this one as well and still never spawned monsters
0.15.1
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
Weird then
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..
btw I updated MaskedEnemyOverhaulFork to v50 yesterday
did you update it on the compatibility sheet? sbd is saying its broken still
I'll ask around for who owns this. I can see it says 'partial' though IDK who is testing it
lethalmatts owns it i’m pretty sure
I released a new version (3.3.0) that actually changes the default behaviour to not do this. zombie apocalypse works now + a few extra stuff too.
i'll open a new thread actually