#Model Replacement API & SDK

1 messages · Page 5 of 1

misty nova
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I've been having the worst struggle in existence rn with model replacement api. Doing the coding and im at the part where I need to change the suit name to the png? But whenever I have the png in the similar folders with the coding, it just doesnt wanna work? So just all the time my suits are default and the suit png is just another suit with the name :PandaWAAAH: im quite unsure what I could be doing wrong. I've been following this video https://youtu.be/Wnobg8zFFK0?si=DsES2AkzaAANtjiC&t=1502 (timestamp included)

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placing this here since I asked in dev general and it got kinda crowded 😔

long briar
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i say your folder directory is wrong where the png is at

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check at 30:12

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i remember having that as mistake too on my very first mod

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i have no idea whats wrong with my message that its being blocked off lol but yea this

grim scarab
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it's included in the actual mod folder in plugins

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along with manifest, icon, readme

misty nova
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I'll try this later and update you guys

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thank you so much for helping me

sterile kettle
long briar
vital raft
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Discord hates goobers

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He has been felled by the power of friendship too many times to allow it

sterile kettle
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I dunno, the default wordlist isn't visible so I can't see what its blocking and its good most the time but it has some really weird choices ¯_(ツ)_/¯

marsh hound
# misty nova I've been having the worst struggle in existence rn with model replacement api. ...

Hiya, I was directed here for help I need for uploading models to be suits. I already have the models rigged and did everything I needed to do in Unity, but I just am not getting how to put them in the game or upload them on Thunderstorm, the tutorials I watch on youtube aren't explaining things clearly enough and they're confusing.

I've been following this same video you posted, not sure if you ever got things figured out.

marsh hound
# long briar check at 30:12

I'm stuck on the same thing except for me when I rename it to the png the line in the code "RegisterModelReplacementOverride" has an error and red lines under it and it's never explained how that happens or what to do. I also checked the time stamp you said and it doesn't show me anything useful.

long briar
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make a screenshot of it

marsh hound
long briar
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all of it until the line where you list the png name

marsh hound
meager bane
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Does anybody know how to fix custom models with blood on them causing X-ray?

long briar
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you replace "item" with "Magilou"

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the 3rd one

marsh hound
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Yea it is, I was always worried about that part because Idk if I should delete anything and worried if I do it might mess up the code or something.

long briar
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ye the deleting is very confusing and overcomplicates things

marsh hound
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I do wish the person didn't do it in this guide. Okay I got that part done. Thank you.

marsh hound
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I watched more into the video and the guy doesn't explain what to do if something doesn't work.

long briar
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not sure tbh

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@long hinge

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smells like a rigging issue but im realy not sure, maybe naqi himself knows he helped alot of people already

marsh hound
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I have the "Render Preview Player" checked like he did in his video to make the scavenger model appear to compare but that doesn't work when I do it.

long briar
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well i have had that befor and i just redid everything for the model tbh

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i dont know if theres a easier solution

marsh hound
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I've done that like 3 times. 😭

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Also when you install the Lethal package in Unity from the link it always says like "error" circle does not match the file name circle_1". I have to assume it's just normal since it's not talked about in the video.

long briar
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ive never heard of that befor

marsh hound
long briar
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i cant remember if this has always been there

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ill check on my end when im done downloading unity again lol

marsh hound
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Got the scavenger model to pop up this time. To me it looks like my matches pretty well, could that really be the issue?

long briar
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thats completly fine

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didnt you say you scale it to like 150? concern

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you should check if the feet clip through the pink circle

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just move it up a little until its not anymore

marsh hound
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And yea when I first put my model in Unity I scaled all of it to 150

long briar
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they would be inside the ground ingame

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the pink circle is basically ground level ingame

marsh hound
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So if I fix this in Unity do I have to do all the other steps over like with the coding too?

long briar
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i'd guess so? im not a unity jesus either ive done 3 model replacement mods and thats it perceive

marsh hound
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Think this would be better?

long briar
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yes

marsh hound
# long briar yes

Fixed the size, redid all the coding/files perfectly, still turns invisible in game. Definitely think I need @long hinge to help me now cause I don't see any reason this isn't working now.

long briar
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if hit play in unity and move your character around there does that work properly? or is that behaving weirdly too

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basically what the video does at 14:55

marsh hound
long briar
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then its most likely a rigging issue

marsh hound
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The models are already rigged, so it's something in Unity I'm doing wrong?

long briar
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i highly doubt it at this point tbh

marsh hound
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So you think it's the model itself?

long briar
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i can have a look at it if you want

marsh hound
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May I DM you?

long briar
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sure go ahead

marsh hound
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Sent~

grim scarab
marsh hound
grim scarab
meager bane
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Does anybody know how to fix custom models with blood on them causing X-ray?

grim scarab
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wym xray

meager bane
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let me get a ss

livid tide
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Or the cause I should say, noticed it a few times and would only show up at certain angles sometimes

marsh hound
long hinge
marsh hound
marsh hound
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I just realized I've only downloaded the 2022.3.9 version of Unity, does it update automatically?

long hinge
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You mentioned your model was going invisible earlier, so I presume your Unity version is the cause yes

long hinge
marsh hound
long hinge
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It should say 2022.3.9f1

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Maybe something went wrong when setting up the project?

marsh hound
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Possibly, I did have Unity hub too, but idk if I should have had that.

long hinge
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Unity hub is fine

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But you can specify which Unity version to use when creating a project from there, maybe it automatically set to the latest version

marsh hound
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Oh you know I think I know what happened, Unity hub automatically has you creating a new project in the latest version?

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Yea that probably happened.

marsh hound
long hinge
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When you create a project, can you find the option to switch Unity versions?

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Maybe it's already there?

marsh hound
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This is where it takes me

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When I try to create a new project

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Though before I had it I could make HD projects and it was a bit different. Wish I didn't uninstall it now lol

livid tide
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Hitting the install button on here will open up Unity Hub to the right one

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It would otherwise be in the Archive section

marsh hound
marsh hound
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Is this error supposed to happen the first time you open a project in a freshly installed unity?

marsh hound
long hinge
marsh hound
long hinge
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No just open the same project. Delete the package from your package manager first though.

marsh hound
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It's done it like 10 out of 10 times I've installed it

long hinge
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Did the modelreplacementsdk thing pop up in your toolbar at the top?

marsh hound
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Yea it did

long hinge
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Then it's fine

marsh hound
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It always does

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Okay as long as that error doesn't mean it causes any issues for this.

long hinge
marsh hound
elder hill
marsh hound
long hinge
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Oh well

marsh hound
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I guess I'm gonna try to do this without rescaling my model at the start when I first put it in since you don't do that with yours.

marsh hound
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I do what the video says and add the dll like usual but now it just doesn't wanna fix the red lines for some reason.

long hinge
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Hmm could you screenshot your project folder?

elder hill
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is this vsc or vs

marsh hound
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Visual Studio

marsh hound
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I had it working before when I was doing it as a different project

elder hill
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you have your unity project and your build project in the same folder?

marsh hound
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The build folder is in the project folder

elder hill
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well this got a bit disorganised so i cant 100% tell what went wrong lol, but when you tell it in unity to make a new template project, you would usually choose an empty folder

marsh hound
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That's what I did

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Is the build folder not supposed to be in the project folder? I swear I had it there before the other time.

elder hill
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well im noticing that u have files like plugin.cs, which come from the template code project in here, when unity and the template code project are supposed to be separate

marsh hound
elder hill
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the guide tells you to just build in the same folder as the unity project? huh

marsh hound
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That's what I see. 😭

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It says put it in any folder you can go back to

marsh hound
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Okay yea I did that and it's fine now

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Ahhhh finally!

elder hill
marsh hound
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Okay I finally understand how it works I think I appreciate all the help. I do wanna learn the more advanced stuff like the mouth movement.

elder hill
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not sure how the tutorial from naqibam does it but it's probably a custom script that involves blendshapes

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either that or if the mouth stuff is just an animation u have, u would have a script that plays the mouth animation randomly through teh animator

marsh hound
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I do have this suit that just puts the texture on a suit and I'm not sure why I have it, not a big deal but would like to get rid of it if you happen to know why that happened.

marsh hound
elder hill
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lol that's weird, are you accidently including multiple textures in teh moresuits folder or smthn?

marsh hound
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That's how it looks which is what the video does

elder hill
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that looks right to me Think

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maybe its in another moresuits folder in another test or smthn? not sure tbh

marsh hound
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I do have another moresuits folder here. But I didn't see it tell me to delete it.

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@elder hill oh I wanted to ask, am I supposed to save this? I haven't closed visual studio yet.

elder hill
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yeah you'll wanna save any changes you make

elder hill
marsh hound
elder hill
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if this was where it was before, then yeah save it here

marsh hound
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It wasn't anywhere but that's where the csproj was.

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So I guess it makes sense to save it where that was.

marsh hound
elder hill
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weird, it'd bne somewhere in your thunderstore/r2/gale profile

marsh hound
elder hill
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r2 and gale are just different mod managers

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didnt know which one you used which is why i said that

marsh hound
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o

elder hill
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find your profile's folder

marsh hound
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OH I think I found it

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I had another test folder, in a place so gonna see if that's it.

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Oh that wasn't it.

marsh hound
elder hill
meager bane
elder hill
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i think another mod does that

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try reproducing with just mrapi if you arent

meager bane
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ok

meager bane
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I can see the bar on the ship through the model with the blood

elder hill
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and this is with only imperium and MRAPI?

meager bane
elder hill
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last resort, try with hatsune miku model rather than extrathiccsuits

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my last guess is that its the fault with the creation rather than the API

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because i've seen this with cosmetics too

meager bane
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the second one?

elder hill
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maybe its one word? whichever one that Bunya made

meager bane
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ok I found it

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its not happening with this model

elder hill
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yeah then the problem is with the people who made the model not the API

meager bane
elder hill
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model

meager bane
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how do I fix that

elder hill
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not sure, you personally can't if its not ur model but it's probably part of the material's settings

meager bane
marsh hound
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Added a second model but it changing into it's suit doesn't do anything. Not sure what I did wrong there.

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I'll have to mess with it more tomorrow.

meager bane
elder hill
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then its the owner of those "other things" that needs to fix their thing

meager bane
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but it happens with like every modded thing in the game.

elder hill
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idk what to tell you, a lotta people are just doing it wrong with decals then

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if you can reproduce it with anything that I make then I can fix it, otherwise eeeh

grim scarab
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i might be in a conundrum but i want to make sure of something before i try it. Someone who uses my suits mentions that the height keeps increasing when they switch off of it (it has code to change the scale of the player object), when it should be resetting when taken off. Is this something that has to be fixed with networking? or am i just messing the code up

elder hill
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i believe you'd be messing up with your code in this case

grim scarab
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alright

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i'll do a double check of my code

grim scarab
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what's the best way to check if Generate Viewmodels is on? i tried to program so that it checks the mrapi config but it's not working how i wanted it to

grim scarab
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nevermind, i was doing it wrong

marsh hound
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Disregard that ping @long hinge I realized what I did wrong, when I copy and pasted the 2nd suit in the code I didn't change the name in the green part.

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Hey @elder hill I got a question. In this second model, the hands are actually find finger wise, but they're still silver like the first mod hand colors are, do you know what's causing this? I don't think it's the models, am I just not doing something in Unity with them?

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Ofc if anyone else knows why this is feel free to let me know.

grim scarab
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is this a question of why theyre shiny

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or the color

marsh hound
grim scarab
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if the hands are a separate mesh from the rest of the body, you can open the model in blender and increase the Roughness modifier to make it stop being shiny

marsh hound
grim scarab
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it's not hard really, just find the mesh that the hands belong to, and then check the materials settings (should be a circle with a checker pattern), you can set roughness to 1.0 (maximum) as a baseline to see how it behaves

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(and you shoiuld make sure blender is on the "material preview" render mode)

marsh hound
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Okay I'll give it a try sometime and see if I can do it

marsh hound
grim scarab
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looks like you have a few materials with no texture

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make sure all the textures are imported to your unity project before importing the model

marsh hound
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Oh I have not been doing that LOL

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I'll try that now

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I wonder if that's why the hands on my other ones are weird... 🤔

marsh hound
grim scarab
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did you delete and reimport the fbx?

marsh hound
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Yea

grim scarab
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hmm

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how did you get your model

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like was it imported to blender with a different tool

marsh hound
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Someone uploaded all the models from the game to download and they're already rigged by default.

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Idk any specifics other than that.

elder hill
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You'll wanna go to the model fbx

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Go to the materials section

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There'll be a button to get all materials out of the fbx

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Just get them all out

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Assign the right textures to them

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Make sure you don't have any colour other than black assigned to your emissive color, and reassign the materials in the same materials category in your fbx

marsh hound
marsh hound
marsh hound
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Another example of a model I'm working on, there's two different images for textures, and on the other models the texture for the clothes has an empty half which I just edit in photoshop to have the faces and clothes on the same image, but I can't do that with some other outfits so idk what I do about that.

marsh hound
# grim scarab or the color

I think I got the hand colors fixed now, and for my other model with messed up hands I just need to learn how to replace the hands on that one with this model's hands.

tribal sky
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anyone know why the asset bundle isnt exporting? ive had this problem a few months ago and fixed it but i forgot how to actually get it to export

tribal sky
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nvm i switched to a different version of unity and it generated the rest of the files

grim ruin
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anyone know why my character is rotated like this? I can't turn it back

long hinge
grim ruin
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It was indeed a problem with the rig, tysm

long briar
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looks like a familiar model that already exists as mod

grim scarab
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What's a good way to hide SkinnedMeshRenderers at runtime? A modelswap I'm working on has settings to disable parts of it (done by enable/disable the parts' skinnedmeshrenderers), and it works fine in singleplayer but I've noticed it throws an exception in lan mp testing. Is there a better way to do it than SkinnedMeshRenderer.enabled = false;?

grim scarab
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nevermind

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it was specifically an issue with affecting the visibility of replacementModelShadow's skinnedmeshrenderers

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does it not like running GetComponentsInChildren?

worn hornet
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Sorry if this was already asked, but sometimes when setting up a model with the SDK in unity some parts of the mesh get dislocated and i am not managing to fix this.

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Most of the model moves correctly, but the little flap thing cannot be moved by itself. In the rigging menu it looks ok, so not really sure what could be causing this.

delicate glade
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Well hm maybe not, I don't see any unused bones in that screenshot

long briar
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either the weights are missing or the bones for the weights are missing

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my guess

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cant do more than guessing without the model

delicate glade
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^

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would need more testing in blender/your modelling program, and/or indivually moving each bone in unity to see if it all moves correctly

worn hornet
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in blender it worked correctly, but when exporting to unity that specific part of the cloth had no weights, and since it was a submesh the sdk wasnt managing it properly

marsh hound
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Does anyone know how to attatch hands to a model in Unity, this model specifically loads in like this and this is also how it looks in Lethal Company with the hands just floating in the air a bit out from the body.

delicate glade
marsh hound
long hinge
marsh hound
long hinge
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I believe you just have to select the model, and in the top left there's a dropdown that lets you select pose mode somewhere

marsh hound
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But I'm not sure how to attatch them to the model

long hinge
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Do the hands have any bones on them? If not, you'll probably have to merge the meshes together, make the hand and finger bones and do some weight painting

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A bit complex, but yeah if the hands aren't rigged, you'll have to do that if you want the fingers and hands to move properly in the game

marsh hound
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Ah I see, I have a friend that might be able to help me cause I'm a blender newbie

blissful crescent
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so, newbie to modding in every regard.
just managed to get senko working as a player model, tail and cuff jiggle physics work fine on the player
but why does the mimic get a stupidly long tail?

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players skin

long briar
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Tbh I've never seen that bevor lol

blissful crescent
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spawned one in manually and seems fine this time?

long briar
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I was guessing it's probably a bug caused by something else and not your model tbh

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Hard to tell just from this little bit but yea test a few other scenarios and if it doesn't happen exclusively on your model it's probably not a you problem

blissful crescent
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i'll try look at the console the next time it happens

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thx anyways

long briar
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Ngl it's so cute when such mimics stare somewhere up to you xd I would give that mimic a hug

grim scarab
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Might be the way they spawn or something

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I wonder if disabling them on spawn and then reenabling when they finish the spawn animation would help

long briar
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mh interesting, ive never run into this

eternal tusk
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Is there a fix to the jitter in the view model when walking?

grim scarab
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i don't believe so

tidal river
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I'm suffering a issue wherein wearing any suit that uses Model Replacement my movement gets all messed up. Are there any known mod incompatibilities that cause this?

grim scarab
tidal river
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Like, my movement speed gets increased and I move in incorrect directions. It's severe and it effects every suit that uses Model Replacement

grim scarab
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yes, i've had it before. are you using any morecompany cosmetics?

tidal river
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Woah, yeah. Model replacements hate MoreCompany cosmetics, lol

grim scarab
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is there a way to manually offset the replacementModel? i'm trying to add a config for my suits to disable height changing code, and i'm trying to raise the modelswap so it still looks fine without the player's height being changed

grim scarab
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i also noticed performing replacementModel.transform.localScale works to modify the model itself, but localPosition isn't applying correctly.

grim scarab
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is it because the model's position is being determined every frame by the api?

long briar
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Is there a way to add being hit/death sounds to models? End goal is to also have a config option for them, I currently know nothing about programming/coding but I'm willing to dip into some simple things over time

grim scarab
long briar
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Nope

grim scarab
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this github has code for emote audio

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to actually include the audio u gotta put the audio files in your unity project and add them to the assetbundle you use

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also i should mention the relevant code you need is in both Plugin.cs and BodyReplacement.cs

long briar
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I'll look into this when I'm home

long briar
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The thing I'm wondering is how do I change this up so the audio plays when being hit or dying. I feel like it's here with the emoteid? But what would I have to change?

grim scarab
long briar
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Sounds doable

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I'll make a test mod sometime during the weekend to try it out befor messing around on my bundles

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Ty

hollow oracle
long briar
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i appreciate the bug fixing despite it not being your mod yoiled

sonic atlas
grim scarab
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is there a way to offset the model's position from inside BodyReplacements.cs? this code inside Start() doesn't work (assuming because the position is chosen in Update()) but is there a better way to assign the offset when the suit is put on?

sonic atlas
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@hollow oracle Were you interested in being a maintainer if the community fork gets made?

hollow oracle
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not really, would be nice to see the fix in use tho since ik it's been an issue for a long time

sonic atlas
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I agree NODDERS

median rain
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@hollow oracle Thanks for finally getting to that bug. I've put out your PR.

grim scarab
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new update causes this error to be spammed when loading into a lobby. i noticed it only happens when suitsaver tries to restore a modelswap suit when you load in, but it doesn't happen in a profile with just mrapi, suitsaver, and a modelswap suit. i'm assuming it's some other incompatibility causing it
code: 01954c1d-d32b-54c7-b10f-e56062004248

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(and it doesn't happen in a pack that is identical except for using mrapi 2.4.12)

pine lantern
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Noticing this as well

long briar
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im getting this

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every model spams this on my end

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they seem to work normal tho its just this spam

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huh

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using a emote from toomanyemotes just stops the spam

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was there specific compantibility with TooManyEmotes?

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oh yea the error spam from Winter's profile also stops when i disable TooManyEmotes

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yea after double checking im confident its a issue between TooManyEmotes and MRAPI

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the error from my profile is gone and the error from winter and his profile dissappears too when disabling TooManyEmotes

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the error from me appears only after loading in befor using a emote or while hovering over a emote in the emote wheel

sonic atlas
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@reef jacinth sounds like your compatibility for ModelReplacementAPI needs updated

reef jacinth
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Hold on, let me double check that before I say I don't have that compatibility.

grim scarab
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Started happening with mrapi 2.4.13

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Which if I remember what 1a3 said, was 1 line of code difference?

reef jacinth
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Hold on, let me take a look at something real fast.

reef jacinth
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Yeah, I'm not too sure. I could take a look again when I get home from work though

eager mural
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I think MRAPI added some combatibality stuff for emotes

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idk when that was last updated

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ye MRAPI is doing something with it

grim scarab
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that was already there iirc

eager mural
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ye ik but something broke

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and if both mods add softDependencity to each other then it depends when they run there check if the mod is present most people do it on awake which in cases were both mods softDepend on eachother i think load order is used instead which is alphabetical order so the soft dependencity check can fail if done on awake of the mod

harsh mirage
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i had thought it was bc an older mod was fucking with the code in some way but evidently it isnt that

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and this was not happening before. every model replacement suit worked the way it was intended to before today, so it must have been either of the two updates that came out today.

harsh mirage
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tried going back to 2.4.12 and it still happened. the hell.

grim scarab
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if it's still happening on 2.4.12, and it wasn't last time you used it, then you have an incompatibility

harsh mirage
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yeah. ill try figuring it out what it is tonight

reef jacinth
harsh mirage
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dunno why

gilded orchid
harsh mirage
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huh

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weird

wicked pivot
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Hello! On newest update everything works fine however console throws so many errors when using a single model replacement mod.

grim scarab
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is there any code that masks can run when they apply a modelswap suit?

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it doesn't run Start() when a mask spawns, so i'm wondering if i can get it to run a replacementModel script when it is worn

median rain
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@late loom Huge thanks for your work. Those were bugging me for ages. I'm not sure if TheSlowlyy is in this server but your PRs are in the next update. Thanks again.

elder hill
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oh hell yeah, those are some really nice fixes

grim scarab
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i just read them and wow, was not expecting that kind of improvement. i thought the item position was just gonna be a problem forever, nice to see a way to make it look better. the jitters being removed is also a really nice touch

gloomy root
reef jacinth
gloomy root
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Unfortunately, yes. I tested on a profile with just MRAPI and TME and the error immediately hit the profile.

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I think it involves the emote wheel UI specifically with TME. Because while using it, you can make the error stop and start back up again.

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On my main profile, using the lethal emotes API wheel couldn't stop the error but the TME wheel could.

long briar
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For me these issues were gone with the previous update of mrapi

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I was surprised to wake up today to such a awesome update that just came out of nowhere tho

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Haven't tested that version yet

gilded orchid
grim scarab
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i didn't observe any twitching with new version

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so i'd venture to say yes

wicked pivot
eager mural
wicked pivot
#

Ok yes. I figured out the issue, this mod I use has a setting to add its own first person hand visuals, (something that is no longer needed because model api can generate viemodels now), but having the previously mentioned setting on causes this strange glitch.

long briar
#

im getting this again wich is the same issue with too many emotes again wich we already had in v2.4.13

#

was gone in .14 but is back in .15

#

its not gamebreaking tho its just there again

#

but i dont have the invisible items issue either

sonic atlas
#

I was testing ModelReplacementAPI just last night and had no errors

long briar
#

well it doesnt break anything seemingly

#

maybe ill find time on sunday to figure out what exactly it is

#

oh yea no

#

might come from the suit saver function again from general improvements

#

the error dissappears after emoting once

#

its literally like same thing again as in update 2.4.13

gloomy root
long briar
#

i couldnt get it to appear without the suit saver from GI

grim scarab
#

Would you be able to replicate it with hexnet111's suit saver

long briar
#

probably but ill check real quick

#

i was able to do it when the .13 update issues popped up

#

since this behaves the same i bet it does

#

ye it does

long briar
#

the update is soooo good for shotguns and shovels ngl

pallid heart
#

i am getting absolutely bombarded in the console log with the latest update, literally every frame produces an error

#

is there a combination of mods causing this?

long briar
#

its usualy gone after using an emote from tme

#

after that only happens when hovering over an emote on the wheel

#

thats how it is for me atleast

#

also we played for like 6 hours with this and doesnt seem to do any harm realy

tidal fractal
#

does anyone know how to use the liltoon shaders 🧍‍♀️ i cant find a tutorial or guide

left oxide
#

Will the issue /w this mod's custom viewmodels fucking with the belt bag ever be fixed

sonic atlas
left oxide
#

This is a pretty major bug with the config option to just simply call, "unfixable."

sonic atlas
#

With how ModelReplacementAPI hooks into the game it very well could be unfixable

#

if you don't like it turn off the view models, they make holding a lot of items look odd not just the belt bag

left oxide
#

This config option makes the belt bag unusable. It doesn't look, "weird."

#

"If you don't like it," isn't a good excuse either (If that's what you were getting at, IDK)

left oxide
grim scarab
#

well thats a bit more useful statement of what it's doing than the first message

#

that can probably be fixed

#

(not that i know how)

#

also weird that it only happens with viewmodels enabled

left oxide
grim scarab
#

well i don't use custom viewmodels

#

and i imagine a lot of other people don't as well

#

i think you're the first one to report it?

sonic atlas
#

Idk I don't remember a friend having issues with the belt bag when using a model replacer

#

So that's why I'm so offput by the complaints

left oxide
#

If so, then

#

damn

grim scarab
#

i'll get on a fresh profile and confirm

#

is it any specific model or all of them

sonic atlas
#

Makes me wonder if it's an issue with the model replacer since they all affect holding things differently

#

the view models are kinda jank

grim scarab
#

in my experience a lot of people don't make their models with the viewmodels in mind

#

since i think in order for them to generate without that config being on they need an additional parameter

left oxide
#

The modern version, not classic

grim scarab
#

in a fresh profile with viewmodels on and creature suit on, the beltbag behaved as intended

#

there might be something else you have causing the issue

left oxide
#

Oh, god damn it

grim scarab
#

all i saw is that creature throws a few errors whenever pause menu is up

left oxide
#

Why does it work in my server-side modpack, but not my client-side one??

#

They literally share the same mods

#

I think only clients have this issue

#

Not the host

#

I'll try a LAN lobby rq /w two instances of modded Lethal Company running

#

Yes

#

It only happens for clients

left oxide
grim scarab
#

huh

#

thats fair, i didnt wanna do lan testing on it

left oxide
#

Not sure if this log is from the host or client

grim scarab
#

does it happen with any other modelswap

#

or just creature

left oxide
#

Let me try that rq

left oxide
#

It is indeed an MRA issue

grim scarab
#

gotcha

#

to make it clear for anyone else:
the beltbag immediately closes itself, ui doesn't appear, under the conditions of

  • being a client
  • using a modelswap suit
  • having "generate viewmodels by default" set to true
#

did i miss any part of it

left oxide
#

No

#

Those are all of the requirements for this bug to manifest

grim scarab
#

ite

#

quite a weird bug

left oxide
#

Indeed. Not sure how it would even... begin to form

#

I would assume probably related to an animation, I guess

grim scarab
#

my guess would be some player object related shenanigans due to it replacing the default hands

#

might involve networking since its only on client

left oxide
# left oxide Yes

I also did not need to see a 5'10" avali today
Why you so fucking big

left oxide
grim scarab
#

yea

long briar
#

trying out some random model mods ive never checked out, 188mb download for a single model TH_huh

#

and i thought im big with like 300-400mb for 8 models

grim scarab
#

how

#

i think the biggest singular one i have rn is 30 mb

#

how do you get to 188mb

long briar
#

actualy nevermind its 3 suits it just didnt mention it anywhere

grim scarab
#

thats still like 63 mb per suit

long briar
#

even for 3 suits thats hard considering they dont look too good lol

#

also those are some crazy hands lmao

#

generally i actualy have had some issues with download size with one of my bundles

#

how is one of them over 400mb and the other only 145mb

#

ive never figured this mistery out

#

they are both 8 models, all models from the same game, same settings for textures

#

this just never made sense to me

#

i have another bundle wich is unfinished but also is already at 188mb for 4 models

upper dagger
#

看了thunderstore上你mod的反编译,看起来你不需要形态键,你把fbx形态键导入取消就好了@long briar

long briar
#

What

upper dagger
#

@long briar

#

Sometimes you need to adjust it manually (which is usually not needed)

long briar
#

I'll check later

long briar
#

ok what the fuck

#

disabling blend shapes is crazy

#

its literally down to 23,5Mb for 6 models

young flame
#

Forgive my ignorance but is there a way of setting up custom view models yet? I've been converting a bunch of friends' models from VRMs to the API and I can't seem to find any documentation or examples of a model with a different view model compared to the world model

upper dagger
#

config?@young flame,

young flame
upper dagger
#

Not at the moment because the custom view model isn't complete yet? The SDK has not been updated

grim scarab
young flame
proven sparrow
#

Hey guys, Im getting extreme lag when running this mod, which uses the model replacement API mod
https://thunderstore.io/c/lethal-company/p/PoikSpirit/VoidCatCompany/
Wondering if any of y'all got any ideas what to do? Clearly can see an error spam in the log, im running way more mods than just these two but the game doesnt lag at all with the exact same set of mods sans this model and this dependant for it. So I'm not sure whats going on. Is it just an unoptimised model?

#

I also cant ask this in a specific thread for the mod because one doesnt exist, but the mod author has said they're in the discord, idk what the right way to approach them about this is, incase its on their end

long briar
#

@distant spindle

rain dragon
distant spindle
eager mural
#

its the logging that is lagging you if its happening on update

#

as logging to console is a pretty heavy task

distant spindle
#

The voice object is only null, as far as I know, when SuitSaver or General improvements with the suit saving option are on.

eager mural
#

as it doesnt only print to the console

distant spindle
#

I know. The logs are in the main thread unless you use async loggers.

#

I don't do those logs. That's higher up the chain.

#

If I figure out how to fix the null object with suit saver mods, I'll send something here as other jaw enabled suits have the issue too.

#

And if a suit already fixed it, I'd like to know which so I can fix mine. ^^;;

eager mural
#

I would take a look but im too lazy to setup a model for testing lmao

distant spindle
#

Fair. I do not like working with Unity is my take away from this project so far. ^^;; I'll leave it to people who do, I think, later.

eager mural
#

thats the reason i dont wanna set it up the Unity part lmao

distant spindle
#

I didn't know about disabling the blendshapes to improve the asset bundle file size, so I guess I'm diving back in anyway.

distant spindle
# eager mural its the logging that is lagging you if its happening on update

The logging is vanilla, in StartOfRound, and the voice check is from the pinned tutorial on jaw movement (the V2 tutorial with Godzilla). I think the check for StartOfRound.Instance.voiceChatModule in that code may need to be updated to something else?

Moving this to the new Void Cat Company thread until it's figured out. Unless it's more appropriate here.

eager mural
eager mural
#

as i dont see anything wrong with it

distant spindle
#

I don't either. I'm trying to get a minimum mod pack that reproduces the lag now, and I'm having issues with that. So I guess I'll throw a bunch of mods in the pack and remove until it goes away?

eager mural
#

imo this is your issue

distant spindle
eager mural
#

its looking for it inside of the PlayerControllerB

#

looking at ILSpy its not avaliable like this

distant spindle
#

It's actually the line before it that causes the lag. (wrong link.)

eager mural
#

but it only gets called if voice == null

distant spindle
#

Yes, because if voice is null, you need to call the RefreshPlayVoicePlayerObject then fetch it for the model. This works in all of my testing. And is the way they have you do it in tutorials linked here, and in other models.

#

So if you have another way to get the voice, it needs to be submitted to the tutorial maker pinned here...

eager mural
#

oh wait i didnt read the entire init class

#

it does 2 ways of targetting it

late loom
distant spindle
eager mural
#

my ILSpy is bugging...

#

i seached for voiceplayerstate agian and it found it this time inside of playerControllerB

late loom
#

it's likely spamming errors because the playercontroller isn't attached to a player, and thus doesn't have a voice so it continues refreshing indefinitely

distant spindle
#

Yep. It's definitely the animation preview model. But it only happens if the suit is loaded on lobby open. So the minimum to recreate it is a jaw enabled suit (like VoidCatCompany or GummyGoo) set to replace "Default,Orange suit" in configs and TooManyEmotes.

But if I, say, replace Purple suit, and then change into it, all is well.

#

Minimum to replicate: 0195b577-a883-60d5-de87-94b964f88986
Should have the configs set to replace the default suit, and nothing else is touched..

#

As a sanity check, also happens with GummyGoo by GhostModels: 0195b57d-20bb-c05c-99cf-8b000a7d2a0d

#

Adding the line from your PR to VoidCatCompany doesn't solve it completely. When opening up the emote wheel, it spams NullReferenceException from ModelReplacement.BodyReplacementBase.LateUpdate. That says to me that another check to prevent the jaw code on the preview model is necessary, or that TooManyEmotes needs to have a complete player model, even if the voice is just a dummy object...

Unless adding this to MR itself will fix it. I'll try compiling it for myself in a bit. I have to go for now.

#

I guess it would as the body replacement won't even be applied to the preview model. That should solve it.

eager mural
#

you could always just check if the player is valid in your jaw script

distant spindle
#

That check should do that.

eager mural
#

so it never calls the script to spam it if its not

distant spindle
#

I add that before the reinit line, and it still throws errors when the emote wheel is open, but doesn't rotate the logs with the other log spam.

#

Sorry for not uploading my mod to github to poke at, I only have permission to make a mod and distribute that, not distribute the model assets directly. (Yes, I know the assets are extractible.)

late loom
#

the issue is with the api itself, adding that check in your mod would at best prevent voice refresh spam

proven sparrow
#

Thank you guys so much for looking into this, I'm sorry I couldnt help much more with anything, it was like, 2 am for me and I felld asleep XD

eager mural
long briar
distant spindle
long briar
#

Bunya is usual lurking and not taking long to push these patches

distant spindle
#

Fair. This one has been open for a week. So I just wanted to try it to make sure it fixes everything at least.

long briar
#

@median rain Cat1

median rain
#

I saw it. Work is pretty busy right now. I'll get to it soon

long briar
#

What are you working as even? I always just hear you are busy plink I mean I don't realy have big time either atleast on work days lol

median rain
#

I work as a software contractor for a pretty small company. During the busy season it gets particularly soul crushing, since we don't have a ton of workforce to throw around.

long briar
#

Yea I feel that since I work in a very small company too, just nothing tech related

distant spindle
median rain
#

@late loom Posted your fix. Thanks again for all the work.

long briar
#

seems to work, only issue on my side still is that the item holding position is still always on default instead of what i set in unity

#

basically item position doesnt change if i change it in unity

#

nothing major but it kinda bothers me still xd

late loom
#

so the itemholder in the sdk is effectively useless rn

#

no. 1 reason being because the offset between the default and avatar hands are different in each pose so a static offset simply could account for it properly

proven sparrow
#

are you guys saying that you fixed the issue I brought up with Poik about their mod with this patch?

#

because if so it wasnt happening before i landed the first time, when it was before the latest update for the model replacement api, but even with said latest update it is still happening once you do land

#

im also confused cuz async loggers doesnt even really help all that much either

eager mural
proven sparrow
#

which I am yeah XD

long briar
#

why do the shoulders get so weird grrrrr mmd models are a pain in the ass sometimes

#

it pushes them up in such a weird way

distant spindle
elder hill
#

QualitySettings.skinWeights = SkinWeights.FourBones;

#

Just put that anywhere so it runs atleast once

grim scarab
long briar
elder hill
#

I'm not 100% sure since it's been a while

#

But the default in lethal is two bones

#

And I make it 4 in coderebirth otherwise some models get changed a tiny bit weirdly

long briar
#

well the arms in generel were split into like 8 bones or something

#

it was super stupid

#

i sat there in blender for like 3 or 4 hours today

elder hill
#

There's one more that's like unlimited u can try, but yeah I dun remember the exact description of how it works

long briar
#

well ive already weighted everything to just 2 of the bones and also deleted a few stupid bones

#

but i didnt strip down the arms entirely to 2 bones yet

#

when i tried that the rig configuration was starting to be red like everywhere

#

didnt have time to dig any further

elder hill
#

I mean I have no idea what the problem is, only a hunch that what I sent might work

long briar
#

im also wondering if simply re-importing can fix it too, i had it earlier that when i deleted the mesh and reimported it without redoing the stuff in the scene the model kinda broke and became twisted and stuff

#

idk if redoing everything would help me in this case tho

long briar
grim scarab
#

you try putting it in model's class > Start()?

long briar
#

i know absolute 0 about programming

#

no idea what this means

long briar
#

ah yes

gloomy root
#

arms can do this irl if you try hard enough

long briar
#

i swear im about to just use a rig from a different outfit entirely

#

madge

long briar
#

why are the bones red? theres clearly something wrong with them but where or how can i figure out what

young flame
distant spindle
livid tide
distant spindle
#

That's me. By the way. ;3

livid tide
#

Oh! Lmao

distant spindle
#

Too lazy to change my github back now that ME/Long Haul COVID made me unable to hold a development job.

#

Probably should though.

#

Hm. So this was solved on my side with the patch. But now it isn't. What changed. Can confirm, same symptoms once you land on a planet (at least Gordion).

#

At least it's not happening in the ship anymore.

livid tide
distant spindle
#

What gets loaded when landing on a moon wrt playercontrollerb that isn't loaded on the ship. And why isn't it loaded in my modpack, but it is in the stripped down ones. I'm out of spoons, but the pack I'm using that doesn't experience this is 0195c19e-b45b-06f6-6a33-6f8b895ebed6 . (It's currently experiencing a bunch of other issues, and takes a while to load.) And the one from the PR comments still experiences it if you immediately land on Gordion: 0195b57d-20bb-c05c-99cf-8b000a7d2a0d

proven sparrow
#

Right, i mean its probably specifically to do with TooManyEmotes

#

it uses the default model for the emote preview,

#

And I'm attempting to replace the default model with the void cat, with that setting

#

So we dont have to buy a random outfit to be the void cat.

#

I suppose the other fix would of course be to add a mod that unlocks all suits from the start and just replace a different one, but eh. Having a moving mouth on the model is not the be all and end all for me to play the model. I'm more going to 1.0.3 consistently to test it to help you make the mod better @distant spindle

distant spindle
#

It also enables the "VoidCat" suit on its own.

long briar
#

looks fine in unity now with shoulder bones set to none, will see how it is ingame in a bit

long briar
eager mural
#

could say gone with the wind

proven steppe
#

Hello is this the right channel to ask questions about model replacement?

long briar
#

yes

proven steppe
#

i've been following the tutorial. When i launch the game the suit doesn't appear on the hanger. i could only found this error inside unity thats all the errors i get. when i launs the game the log says everything fine and the model replacement is succesfully loaded.

long briar
#

the most common error i see people doing is just file structure, png file with your suits name being in the wrong folder or in no folder at all causes suits to not appear ingame

proven steppe
#

its supposed to be there right?

long briar
#

looks about right if the name matches

#

needs to match with this from the csproject, does that match too?

#

would have to say bator there basically

proven steppe
#

i don't have this line

long briar
#

well its the only important one for you

proven steppe
#

this is the basic

#

this is the plugins tab

#

did i deleted it by accident? the guy in the video deleted here tons of stuff

long briar
#

well the tutorial makes this step far more confusing than neccessary

proven steppe
#

but now i see its matching

long briar
#

i dont know much about coding but im assuming you deleted too much, you can try to build a new project and just dont delete anything and just modify this 1 line

proven steppe
#

but i have this line in the middle of the second picture

long briar
#

naqi very much overcomplicated things by deleting all that stuff

proven steppe
#

oh okay ill try

proven steppe
#

redone everything now i actually get an error message 😄

long briar
#

yea but this one doesnt do anything

#

my mrapi mods also do that

proven steppe
#

but same issue

#

the suit is not on the hanger

long briar
proven steppe
#

i swear its something obvios but i can't think of anything

#

on paper everything is correct

long briar
#

can you send a screenshot of the code section in plugin.cs again? just this entire thing just for double checking

proven steppe
#

ye

long briar
#

seems right to me Worryhmm

#

mind dropping the actual mod here?

#

or in dm's

proven steppe
#

ye gonna zip it

#

th whole build fodler?

long briar
#

mh yea why not

#

i have 1 more guess but after that im atleast out of time to realy mess or spend time on this

#

well

#

@proven steppe i dont even need to test anything your problem is probably somewhere in unity

#

your mod dll is 71 KB

#

there is no way theres a model and textures in that size

proven steppe
#

you want the model xd?

long briar
#

well no but you certainly set something up wrong unity did not pack the model with its textures

proven steppe
#

i sent a screen shot about unity there is an error there but i have no idea what it is

#

hmm

long briar
#

the thing is that i cant make much of just those error messages, the BoneTransform errors are hinting towards issues with the model but even if there are issues with it i think it would still show up in lc just fine and it would just behave in a broken way instead of not appearing at all

proven steppe
#

thats the issue

#

im cluless what to do

#

ill try to find a new model

#

thanks for your time ❤️

long briar
#

you can check if this is linked

#

thats basically the model prefab and the mr project being linked there

#

besides that i cant realy think of much more atm

upper dagger
#

Do you have an installation More_Suits?

proven steppe
#

what installation?

upper dagger
#

You need this to make the suit appear on the suit rack

pine lantern
#

Can anyone explain these errors to me? Im in the rebuild step of making the mod

#

No connection could be made because the target machine actively refused it.

eager mural
pine lantern
#

could a vpn do that

#

or virus blocker

livid tide
#

If you're using a VPN it could be on a blocklist, an anti-virus on your end isn't gonna cause the server to block a request on their end

eager mural
pine lantern
#

So I got everything working alright, except I can’t get the suit to appear in the rack/suits terminal. Any ideas what I am doing wrong? I know the model works fine

grim scarab
#

whats the suit name

#

and while we're at it do you have moresuits

pine lantern
#

I do have more suits, but I’m confused. I tried to upload the mod with the more suits folder already inside but it removed the folder once installed through thunderstore. In the cfg I had it set to default, yellow suit. But wait how can I find out what the suit name would be

grim scarab
#

the suit name is the same as the png name

#

if your moresuits folder isnt inside BepInEx/plugins/ then it won't propagate correctly for TS

median rain
#

@late loom Thanks for your work on the belt stuff. It's been posted.

pine lantern
# grim scarab the suit name is the same as the png name

So wait this is what I’m confused about because I put a folder titled moresuits with the png inside in my zip for TS. But after uploading it deleted the folder and the png was just in the main folder with the other files. I’ve never had to move any folders manually for other model mods so I don’t get what I did wrong

#

I thought more suits generated that folder inside the plugin folder

eager mural
#

For ts to install it correctly you gotta put it inside of plugins folder the moresuits folder in your zip

#

Otherwise it tries to install in the root of the game instead

pine lantern
#

Do you have a picture or something of how it should look because I’m still a little confused, sorry

eager mural
#

just hit manual download on the site

#

but ye like this

pine lantern
#

Ok thank you! So that’s how my directory should look? And then inside that folder is the dll and the more suits folder?

dapper coyote
#

If it's a suit mod you don't need a dll

long briar
#

sure mrapi suits have a dll

dapper coyote
#

Ohhh

#

Oh yeah true

#

lmao

#

Yeah i didn't realise what thread I was in my bad

#

💀

cinder oriole
#

dont know if the issue lies with this or reserved slots, but when im in a custom model and i switch to a reserved slot, the game visually freezes until i switch back. works fine with regular suits

grim scarab
#

it also freezes when picking up the belt bag at all

#

so i would assume its this

#

actually when picking anything up

#

i picked up a gold register and it freezes then too

late loom
#

I can't replicate that with just the api and a basic debug setup so it seems to be a mod conflict

#

something is causing the cached hand transforms to become null

grim scarab
#

would that mean its on reserved item slots

late loom
#

I tried that one and it seemed to be fine

#

I also tried hotbar plus and lethalsponge and neither caused the issue

#

it must be something in that modlist but I don't think i'm insane enough to test 300 mods

cinder oriole
#

wonder if it's with a specific skin then

grim scarab
#

i was wearing the NEO TWEWY suits when it happened

#

i doubt you have that one

#

it might help

#

(MRAPI was left out cus i downgraded it before grabbing this list)

pine lantern
#

Yeah rolling back the most recent mrapi mod fixed the issue for me

grim scarab
#

i just did another test

#

with mrapi 2.4.17 and every reserveditemslot mod disabled

#

and it still happened

#

so there's something else causing the problem

pine lantern
#

Could it be because older model replacement mods use the old DLL from mrapi when being built?

distant spindle
#

Only if the symbols or arguments change, otherwise it should be calling the right functions within the DLL. Worth checking.

grim scarab
#

That probably wouldn't be it

#

It's something pepsiman and I have in common

#

So I've been skimming through the intersection of our modlists and haven't found it yet

#

I can at least clear lethalperformance, which I suspected due to the amount of caching it does

pine lantern
#

Do you guys know how to add a death sound to custom models? I know a gorilla one does it lol. Also, the scout models mouth syncs when you speak. Any ideas on how this is done?

grim scarab
#

i'll dm it to you

pine lantern
late loom
grim scarab
#

i figured since both pepsiman and i got the problem i could do that to shrink our modlists and easier find the problematic mod

late loom
#

ah I see

median rain
late loom
#

ohhhhh I see

#

can't believe I didn't think to try turning viewmodels off

cinder oriole
#

viewmodels were off on my end

#

unless the update flicked em on somehow

late loom
#

wait I think that could be fixed even easier

#

I think it happened just because I deleted CanPositionItemOnCustomViewModel for some reason

#

I vaguely remember doing that when I was trying to fix items not adjusting on other players but idk why I removed it completely

grim scarab
#

2.4.18 fixed it

#

thank you

cinder oriole
#

odd, ts wasnt showing it when i looked at the site. sure nuff, it's there.
thanks for your efforts, bunya ^^

spiral cargo
#

Firstly, thank you for all you done with this mod!

With v70 this seems to be happening when I am wearing the default skin while the mod is turned on. Also happens with custom models too like LethalFortress and my own skins. If I get killed by the new creature I get softlocked where I'm stuck on the moon while still dead. If you need me to test anything specific let me know!

grim scarab
#

So might be an underlying incompat with the bird

desert grove
long briar
#

So we need to summon Bunya the almighty MRAPI God? Or is he here by default

shadow path
#

Theyre usually around, you might have to ping

long briar
#

@median rain

meager bane
#

@median rain This mod breaks the new enemy in v70. When dieing to the sapsucker, your game screen freezes while all other things happen in game. Also, I believe that the error that spams in console is not related to your mod because it happens with only bepinex installed. More company had this issue too but they fixed it so you could ask them since it seems it has to do with modifying the ragdolls.

median rain
meager bane
median rain
#

I'll look into it. Hopefully it is an easy fix

meager bane
grand cape
#

is this normal

#

it happens with every skin using this mod

livid tide
#

Yep, issue with the way the game renders arms and the mirror mod shows them

#

Only shows on your end

grand cape
#

ok thats fine then

spiral cargo
obtuse nebula
obtuse nebula
obtuse nebula
upper dagger
#

Should be able to solve the Sapsucker problem.

long briar
#

seems to work

#

i wish mrapi models could explode into several pieces too but it is what it is

median rain
#

Crazy that that's a real workaround. I'll get back to this problem when I'm back in town.

#

Also that is possible, believe it or not, but it would be ridiculously jank.

long briar
#

sounds awesome

long briar
#

entire game is jank, a jank solution only fits

iron knoll
#

(First time unity guy here) Is there something I'm doing wrong? I'm trying to put the api url thing into the package manager in Unity, but it keeps giving me this. Any help or assistance? I'm trying to follow the updated custom player models guide.

long briar
#

mh forgot to install Git maybe?

eager mural
#

Ye if git or net8 is missing it will error

limber swift
#

(first time unity guy) I added a couple of models in-game and I was able to somewhat simulate the physics of hair and clothes by adding jiggle rig builder in unity, but the legs of the models clip through the skirt. Does anyone know how to stop that from happening?

spiral cargo
#

I personally couldn’t get that figured out either and just forgot about it. I tried using cloth in Unity but it crashed my game. Would love to hear more if someone figured it out.

long briar
#

i think you can do something with colliders for the physics but ive never actualy tried this properly

#

ive seen 1 model a long time ago that did do this tho

#

cant remember who made it tho or what model it even was

limber swift
eager mural
median rain
limber swift
limber swift
#

sorry if I misunderstood something, I'm a complete beginner when it comes to Unity and modding

median rain
#

The opposite of that, make it tall and wide, instead of long.

meager bane
grim scarab
meager bane
grim scarab
#

Use SapsuckerDefaultBody

meager bane
#

oh the mod

meager bane
grim scarab
#

Yes

#

This is the only issue mrapi has with v70 i think

arctic mantle
#

Hii is it okay if I forward my message from the main modding channel here? I'm like completely inexperienced with coding and such so I have no clue where I've gone wrong and 😭

#

There are more details in the following messages. I'd be super grateful for any help (or if someone would mind doing it for me 🥲🥲🥲 I am so incredibly not good with computers it's laughable)

long briar
#

I would guess you did something wrong in the csproject because naqibam's tutorial only makes matters more complicated than they need to be in there

#

I would suggest that you go and build a new project in unity so you get a fresh and new csproject and then only edit the line he's editing and nothing else

#

No deleting stuff or anything

#

But that's just my blind guess there could be other reasons it doesn't show up

arctic mantle
#

I'll give that a go, thank you! Any ideas on the (I still don't know what to call it, but the uh - attached photo)? Is there supposed to be a version of this generated with my model's textures generated from unity or is it something I have to put together myself? (I'm really hoping it's the first because I wouldn't even know where to start haha)

#

I'll link the model I'm trying to convert for reference!

long briar
#

Most people just don't bother with this and use the orange one lol

#

I tend to just steal skins from other skin packs and then recolor this thing until it fits to my model

obtuse nebula
#

Decided to come back here, after months of not updating and fixing my stuff due to a weird problem.

Has anyone had an issue where unity starts in safe-mode with the SDK not compiling?


Library\PackageCache\com.bunya.modelreplacementsdk@91ccd7f277\Editor\RotationOffsetEditor.cs(7,7): error CS0246: The type or namespace name 'Codice' could not be found (are you missing a using directive or an assembly reference?)```
These are my only 2 issues preventing me from doing anything

Feel free to @ me if you know if a solution. I asked in the Unity Discord and I got bullied lol
long briar
#

Sounds familiar but I think I just gave up back then and made a new project lol

obtuse nebula
#

This is all I need to do to make the project, right? making sure my head isn't just empty space lol

twin fern
#

Does anyone know why the tab near the menu wont show up?

elder hill
#

try reloading unity

#

unity sometimes just doesnt show it until you close and reopen it

twin fern
#

should i also reload the unity hub?

twin fern
long briar
elder hill
#

i would say always but i just had it not be always today

#

so...

#

:shrug

long briar
#

well you probably doing far more than me with my idk 6 model replacement mods

#

so i wouldnt be surprised if it actualy would for you at some point

queen knot
# arctic mantle

Hello ! Hope everyone is doing well 🙏 It's my first time trying to make a Model Replacement mod and I've been having the same issue as this person and tried following the advice that was given below the message but it didn't work...one thing I noticed is when I try creating a project, the solution explorator seems to show a file that doesn't exist (the one I underlined in red on the screenshot below), does anyone have any clue of what I could have done wrong ?

#

Building a solution wouldn't work unless I manually delete this file btw !

upper dagger
queen knot
#

Okay gotcha, but it is indeed missing right ?

#

When I build a new project these are the files I end up getting, are there any missing ?

#

(I think the three above generated once I opened the csproj though)

upper dagger
#

Have you completed the Unity packaging?Copy that file to this folder

queen knot
#

Oh I see !

#

I'll try again and tell you if it works

#

Thanks for the advice !

#

Hmm well by following the tutorial I noticed the two highlighted files do not appear when I create a new project and I don't know where to find them if they appeared somewhere else

queen knot
#

Okay, I got past this issue but now it seems I just become invisible when putting the suit on, does anybody have an idea on how to fix this ?

long briar
#

you dont have to copy anything anywhere when doing all this and you only get the csproject after building the project in unity anyways

queen knot
#

Yup ! Figured I had to start a whole unity project from the start, and as for the invisble problem, I heard there was a specific version of unity to use so I’ll try again doing so

long briar
#

well if you got the wrong unity version you didnt follow the tutorial properly

queen knot
#

Yes that's totally my bad on that point my apologies for that 🙏 I followed a youtube tutorial before checking the actual official tutorial and that was clearly not the thing to do

long briar
#

the video tutorial is perfectly fine tho and shows that aswell

#

unless you found like a outdated video

#

the latest one is pinned in here

queen knot
#

Oop yeah nah that’s the one I watched I guess I haven’t paid enough attention

#

Sorry for that 😭🙏

queen knot
#

Yup it all works now ! Sorry for my lack of attention and thanks for the help !

harsh cosmos
#

Hello, does the API support attaching scripts to the models GameObject. I am asking because I want to make my models blink, move their mouth when they talk and change expressions based on the two default emotes. if that is possible, I would like to know to functions, such as for the end and start of emotes are accessed alongside with getting the current audio level of the player to edit a blendshapes or hide/unhide an object. I know that this is possible to an extent since I've seen models like MrLandlord by rainbowsludge (https://thunderstore.io/c/lethal-company/p/rainbowsludge/MrLandlord/) that plays a sound effect when emoting and Loona Player Model by ProjectBuddeis (https://thunderstore.io/c/lethal-company/p/ProjectBuddeis/Loona_Player_Model/) which syncs the players mic to the jaw bone. So I would really appreciate it if anyone could give directions to these functions and variables or tell me if I need to look into the source code of aforementioned mods.

#

here seems to be the function at the start of an emote so i would assume the function for the emotes ending is OnEmoteEnd?

#

plus the code for the jaw sync seems pretty understandable

eager mural
#

Yes you can add script references onto it and just make sure to have the script in your dll

harsh cosmos
#

I am not extremely familiar with CS but what I am assuming is that scripts are attached to they playermodel and then in the decompiled DLL all the different scripts are combined into a couple of namespaces or does all the behavior have to be refered to in the Plugin.cs? if so how do i make sure they are included in the DLL?

eager mural
#

By dll I mean in the csproj that was generated for your model

#

Doesn't really matter where it is in the dll aslong as its there for unity to find

harsh cosmos
#

yea from my experience, i always have to edit the csproj for Plugin.cs to register the suits and to make a new class for every new model becuase it doesnt include all the models manually but i dont know exacly how to refer to another script in the csproj. looking in the decompiled DLLs from other mods, all the behavoir is in the same file of couse but i dont understand what i need to do to make sure they are included, do i just place them in the same directory as the csproj and its compiled alongside with the other scripts?

eager mural
#

Then you can directly add the scripts from your dll to it if you prefer that way

harsh cosmos
#

well what I do is I click the button in unity to build the project, I copy over the Plugin.cs, BodyReplacements.cs and ModelReplacementAPI.dll then put the DLL file in the folder for the built mod every time I make a new build so pasting in the scripts for custom behavior alongside with everything else should be fine, right?

eager mural
#

Idk what you mean exactly by copying them all over

harsh cosmos
# eager mural Idk what you mean exactly by copying them all over

when generating the cs project using the Modelreplacement SDK it creates folders like bin, Build, obj and the scripts Plugin.cs and BodyReplacements.cs and it creates the csprojfiles and a file for the data for the models themselves which is just the name of the model mod. what i mean by copying them over is that i have to replace the prebuilt scripts with edited verstion that include all models and i also paste in the Modelreplacement DLL since its needed. i have already created versions of the scripts since i recompile the mod over and over again to make tweaks and fix clipping etc

eager mural
harsh cosmos
#

it seems not so I will keep the manual approach but UnityExplorer is on r2modman so I will use that tip. but thanks for the help with this!

harsh cosmos
#

is the collider feature for the jiggle rig builder not supported or do I have to change some unity setting or change the layer overrides in a certain way. I've tried to activate them but what seems to happen is that the colliders collide with the player and they go flying and get stuck in a corner of the ship since they're perpetually colliding with themselves

#

what I'm trying to do is to make it so that flowing clothing does not clip into the body but i am open to other solutions than using colliders in this way.

harsh cosmos
#

I turned on 'Is Trigger' and the player no longer detects the collider but the tie, which is what i am testing the feature on is stuck in the air and partly spinning like one of those propeller beanies. but if i the model in the unity editor, the collisions work as explected

#

currently, there are only colliders in the tie and attached to a spine bone

#

and it works correctly if it turn off the collider via unityexplorer but then there is no collider of course

harsh cosmos
#

@median rain
Hello, Dr Pine Tree. I am having trouble implementing colliders on jiggle physics for when player models are compiled into the game, as seen above and I'm wondering if you could give me a helping hand?

harsh cosmos
#

im trying it with another character, this is how jigglebones move even if the collider is all the way to the side (the wind is for gravity downwards, not the sideways movement)

#

and this is how it reacts if the collider is in the head. to reiterate, jiggblebones collide fine within unity itslef, its just whack when compiling the mod and equipping the suit within game

median rain
#

@harsh cosmos physics is always an inevitable case of trial and error, but it's possible that you just aren't building your changes. When the SDK was originally built, it had this unexpected side effect and colossal flaw of storing your last build, and not overwriting it when you rebuild, so it's usual to delete the contents of Assets/ModelReplacementSDK/AssetsToBuild before building again.

grim scarab
#

does this mean SapsuckerDefaultBody isn't needed anymore?

median rain
#

Probably, I did check that the game doesn't freeze anymore, but I didn't see what was left since you instantly go into the lose animation in singleplayer. Regardless, it won't change the fact that the corpse is going to be the base player model.

#

Thanks @late loom and baerchen201, for the bug fixes.

grim scarab
#

got it

#

kinda figured that would be the way to go, automatically making gibs for custom player models basically isn't an option

median rain
#

It's an option. You can use basically the exact same method as the viewmodel. I just haven't had the time to figure it out.

#

God, I spent a while looking through the new lethal assembly, I can't even find where the dismemberment happens.\

late loom
#

looks like it's GiantKiwiAI.SpawnExplosionAtDeadBodyAndSync()

harsh cosmos
# median rain <@429166733526564864> physics is always an inevitable case of trial and error, b...

i've been making sure to empty the build directory (the one the creates the .csproj file) every time before rebuilding the project and i realized i had an old ModelReplacementAPI.dll so i updated it to v2.4.5 from v2.4.2 but the physics issues are still there. are you aware of any mod that uses colliders for jigglephysics with a public unity project or build so that i can cross-reference it to mine?

tardy cedar
#

@median rain Hey i have a few questions

#

Is it using this API that people add bone physic to their model ? Or is there other alternative ?

#

And do you think it can be used for a monster enemy mod ?

harsh cosmos
tardy cedar
#

"Native support for UnityJigglePhysics as a free and highly functional method to implement bone physics into your model without needing to struggle with Assembly Definitions."

#

does that mean that if i want to struggle with assembly definition i can have it without dependency ?

harsh cosmos
#

im no unity expert and do not really know that assembly definitions are but i dont know why any other jigglebone system would be used since its included automatically

median rain
#

I can release my miku project, but I won't be at the computer that it's in for a little bit, so it won't be immediate.

#

I know there's at least one framework for adding enemy skins, but this is not one.

median rain
#

Though if you were planning to use another physics plugin like Dynamic bones, I'd recommend that you stick with UnityJigglePhysics, which is already supported. It's way more performant, too.

harsh cosmos
#

resorting to help from the community has made me a being of patience so i dont mind the wait

long briar
#

Isn't there a separate mod for the jiggle physics anyways? The one that people use for their hats and stuff for more company

harsh cosmos
long briar
#

its the same thing as in MRAPI, i was mainly mentioning that since @tardy cedar was asking about adding jiggle stuff to a monster

rain dragon
#

hello

full hollow
#

@median rain could you fix the shadow having this weird unused head in ur shadow

solar bramble
#

Is anyone else having trouble with mods using model replacement API not utilizing a more suits folder after updating?

solar bramble
#

nvm figured it out

median rain
harsh cosmos
#

ah schweet

median rain
#

You'll find the setup miku prefab in ModelReplacementSDK/AssetsToBuild.

median rain
median rain
# rain dragon

Those ones are always weird. rendering was never standardized, so you had to do some funny stuff to get third person mods, cosmetics, and the model replacements all working together. If you can find the precise combination of mods that causes this to happen, I might be able to figure something out, but you have to understand that any changes to rendering can have huge impacts in unexpected places, so I'm very averse to fixing minor bugs like this.

full hollow
#

You broke compatibikity with butteryfixes

long briar
#

Tbh I don't even understand what flamsey is talking about Harold

scarlet locust
#

is there any docummentation on how to add the liltoon shader to models?

harsh cosmos
median rain
#

If you rescale your model to the same size as miku in unity and use the same collider sizes that might work.

harsh cosmos
#

should scale be 1 and then i just change the size of the armature?

median rain
#

The armature should scale with your model. Try scaling it up to 1 before doing your work.

harsh cosmos
#

but miku is just scaled to 1 all the way so it must be that the model itself is bigger

#

i guess i could change the scale factor to be bigger?

median rain
#

It's pretty model specific, you just have to try different things until it works

harsh cosmos
#

wait no never mind miku is also at a big scale

harsh cosmos
#

alright, thanks for the help tho. my main problem is now fixed

young flame
#

So I'm currently working on a "censored" config for the flesh interior by using some enormous decals, but it seems like any suit replacement imported in gets affected by them. In the editor the decal layers are only the default one, and the first light layer. I'm using decal layers 4-7 for the interior effect, but I worry this will cause problems for a majority of players since suit replacements are crazy common. Is there any way to work around this or potentially fix it?

scarlet locust
median rain
median rain
#

Nevermind I just looked into it and that only applies to ragdolls. I have no idea what causes that.

livid tide
#

I do recall some models having issues with explosion or blood decals on surfaces for whatever reason and it seems to be the same issue as that was, though I don't recall there being an issue with it being an issue with viewmodels (but that was pre fixed viewmodels)

young flame
scarlet locust
median rain
median rain
young flame
long briar
#

@median rain check dm's when you have free time plz perceive

long briar
#

actualy nevermind i fixed it

#

i dont understand why the things happen the way they do but i fixed it

long briar
#

my unity doesnt actualy package anything

#

every time i click on build project it doesnt build anything, it just opens the folder and has no assetbundle in the end

#

now it does

#

i just selected a different folder

meager bane
#

Has the sapsucker issue been fixed

#

It seems to be fixed but I still get a error in console

median rain
#

Sapsucker has a bandaid, it's not really fixed.

long briar
#

bunyaaaaa

#

help

#

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