#Lethal Emotes API
1 messages · Page 3 of 1
oh, I can see, you are in play mode still
ye
i clicked pause
right
next to play button
still in play mode
how do i exit
lmao
something like this
seems good
wait is it still in playmode
i unchecked the play
oh yeah i need to add my new audio
since i remade it
woops
i made it better
but its flawless not yet

wait if i can get the audio from bo3
it would be easy
that's some ripping magic
which people have done
so it's not magic
but I have no idea how to go about it so good luck lol
i have the game
im scared of ripping it because its vac

ik how to rip it
i rather not
i will look at the emote and copy it manually instead
tbh it dont have to be perfectly synced
as long as its decent
the first whip is perfectly sync and nae nae
but the 2nd one
is desynced
fak
maybe i can loop it
this is how it is rn
i gotta take a break gonna play lethal with friends
ty for everything
yep, glad to help!
oh if anyone want to make emotes for this mod a good resource for animations could be vrchat emotes since they're both unity
vrcmods.com is a good resource that i use for emotes in vrchat
Yeah any vrchat emotes work, the unfortunate reality of vrcmods tho is 70% to 90% are uncredited mmd rips
Or other translated to humanoid asset rips so if you are someone who is big on providing source credit be thorough
its actually what i used for both the emotes i made so far
https://www.youtube.com/watch?v=3iT2xylHXPE the animation is the problem with syncing the audio here @red needle any ideas how i can make it better
Watch Me (Whip/Nae Nae) is now in Black Ops 3, This just happened...
i replied to my attatchment
one thing the audio plays too long it might and after the first 2 it falls off sync
due to how the bo3 emote is made it might be better to find another source
any idea on how can i fix this @grizzled lava or i need a new animation/motion
I mean from my perspective, the audio you have already just needs to have the first second or two just cut off
what I would do tbh, is just pull up the audio and a video of your animation in vegas
since that's what you have
and allign the audio and then chop off what doesn't belong
since i dont know how to do actually edit the animation
hold on im opening up unity
i kinda forgot
id say audio
is early
yeah
i dont know what you mean with line them up as i can only edit the audio in vegas
oh you don't have like big vegas
um
but
i used to do youtube content
but its an animation
not video
huh
or do you mean the video i uploaded
with the audio ?
isn't it the same animation as the one in this?
oh
i guess this can help me
but it might be better to find another one
its a popular dance surely its findable
brb i have to do something irl
I mean its just a matter of aligning the clip times, either add a delay to the start of your animation or cut off the beginning of your audio clip until it lines up
how can i add delay my animation ?
@grizzled lava ?
unless ur busy
what am i looking at
well assuming your animation is not designed to loop
you just move all of those to the right
move what exactly
by an amount
i dont even know what im looking at
oh
I mean personally I would recommend offsetting the audio
cause that would be far easier
well i cant make it work
with the animation
i dont think
the song just dont match
i can match 1 part of the animation then its slower than the animation
ive tried finding how to match it
honestly
sounds like you need better source material then
cause you are only going to suffer more trying to square hole this animation
yeah i think thats it
let me try to find a better animation
the animation is good but it wont sync to the song
found a good motion
but as always its vmd
found a guide on it
think i need blender for this
i think i need a model for doing this
every single file is just vmd when i download a motion
video music data i think is what it means
We will use .vmd animation motion files for the .PMX #GenshinImpact #3D model in #Blender and export it to UNITY.
🔥Genshin Impact Models (by MiHoYo): https://bit.ly/33B6mho 🔥
.VMD motion file: https://bowlroll.net/file/238048
Unity Chan shader: https://unity-chan.com/
🔥Guilty Gear Stylized Shaders in Blender's EEVEE🔥
Part 1 of 4: https://gum.co/...
idk this looks like it works?
yeah but i tried clicking n
and its not working
i get a different menu
and i dont even have a model
ok i see how i add a model
but i still dont have one
cant i use him
xD
his guide is mega outdated
there is a addon i can use it seems
Yeah cats blender plugin
Is decent enough at porting anims to vrchat from mmd
There are a few options though
blender 4.0 came out in november lol
oh

error all day
is my version of blender the problem
i think it worked anyways ?
looks like it worked
new issue
vmd file not showing up
trying to import it
yeah the file just wont show up in software
thats great
the real solution is to just animate all your animations and compose all your music

right
i have a banger animation and audio even for it but it just had to be vmd
😦
is there rlly not a tool for vmd - unity package
i see cats is a bit older
its been a while since we have converted vmds
let me look at some of the other systems we used
yeah vmd is the standard motion data for MMD
either that or unity package bc of vrcmods
do you know why its not showing my vmd files in the import option ?
i mean i have cats but i dont think its running correctly as it gave a weird error
this
well yeah you might need an older version of blender
to use cats
cats would still work but you would need the right version of blender
get an mmd model
ive never done this before
actually send me the motion data so I can verify it works on current blender
and then I can walk you through it
is there an emotes mods with custom sound ?
BadAssCompany, TF2Emotes, uhhh quite a few others
thank you 🙂
you can look at mods that depend on LethalEmotesAPI to find what emote mods exist for this
true , i totally missed that
well except for the 10 or so modpacks that are unlabled :/
Thunderstore has a exclude feature
In the search filters
So you can disable modpack as an option
oh you meant like this
well there is 287 packages that depends on it
@grizzled lava
luckily you can do that
oh how about that
yeah that's the problem
well if you look for stuff that depends on emotesapi
and just uhh
ignore the modpacks
I guess that's the best
there's only a few
oh it lies to me
its not 200
i have every emote mod already then
xD
need to work on my own
i got some ideas
most of them are in the modpacks tab
but they only go to that tab if they're labeled
i want to make 9mm go bang with ui mama loli dance from loli kami
ahh
Making this to address shortcomings of previous Short of Shigure UI's 9mm Go Bang edit that features Missouri.
But I ain't stopping there!
Now featuring:
• THE FULL SONG with the appropriate UI's dance sync
• Yamato, for having the bigger 460mm caliber guns
• Cinematic aspect ratio
• Turret movement
• Better quality environment and render
• So...
this
for reference
one of the emote mods has it
chikuwa
o
i use it already i want specifically 9mm
there is a duplicate emote as well between glizzy and badasscompany
the breakneck one
also it uses the other dance not the same one
yeah I noticed
the song has 2 dances
https://www.youtube.com/shorts/A-M0zMeG_Ec this is the one it uses
オリ曲MVがでたわよ
■full→https://youtu.be/Ci_zad39Uhw?si=k4uvGW1jwI372jcQ
■作詞:まろん(IOSYS)様 ■作曲/編曲/mix:D.watt(IOSYS)様
■アニメーション:ががめさま ■動画:鬼灯わらべさま
#ロリ神
作っていただいたオリ曲MV、サビも可愛すぎるのでみてほしい
■full→https://youtu.be/Ci_zad39Uhw?si=k4uvGW1jwI372jcQ
■作詞:まろん(IOSYS)様 ■作曲/編曲/mix:D.watt(IOSYS)様
■アニメーション:ががめさま ■動画:鬼灯わらべさま
#ロリ神
and this is the other one
did i send the same
yes i found a rlly good motion
Just gonna pin this incase anyone needs the info
As of LethalEmotesApi 1.1.15, you cannot emote in VR but there are no conflicts with any of these mods https://thunderstore.io/c/lethal-company/p/Gemumoddo/LethalEmotesAPI/dependants/
I cannot pin messages
well you can search here anyway
but yeah works fine in VR, we just have no way of sending your VR inputs (yet) so you yourself can't emote but that is the only downside
you can't rename it cause it's still bundled
is the overall fbx set to be humanoid?
before we continue it needs to be humanoid
ok yeah
but its giving an import error
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
that will extract it effectively
pastebin of my errors btw
I'm not reading all that unless it doesn't work
that should make an animation not bundled with the fbx
...
send me the fbx lemme see
okay

can't even import it to blender to test
I feel like it might be cause file names have weird characters
or it's saved weird
hey @vivid nexus just a question about advanced company, I'm looking to get cosmetics to show up when in third person, is there a function to call which would need a PlayerControllerB or something similar to show/hide cosmetics?
been sifting through the dll and nothing is jumping out at me yet
oh, probably coulda asked this in the advanced company thread
but I guess I already pinged you
Are you using the Layer 23 fix? I can add your mod to the list which enable this fix. But I guess Lethal Emotes API is using their own AnimationController which will lead to problems with the upcoming MobileTerminal :)
we don't override any animationcontroller
we effectively just change bone position + rotation
nothing else is touched
touching the animation controller is a cardinal sin for us 
also I haven't heard about this layer 23 fix
from what I've gathered, I really just need to access Show/Hide Cosmetics for the Player
problem is finding the Player instance
oh, I can just GetPlayer
I'm legally blind
How do you show cosmetics for other mods like MoreCompany? Layer 23 is basically a culling mask. When going into third person you add layer 23 (which is usually not rendered) to the culling mask of the camera.
The cosmetics are not spawned for your own player if the Plugin.MirrorFound is not set so this method wont help :D
MirrorFound spawns own cosmetics and set them to use layer 23.
Same with equipment slots
I just copied how they turn cosmetics on for mimics
which is to say, it ultimately just boils down to cosmeticApplication.ApplyCosmetic
for the culling mask
I set the camera's culling mask equal to the spectate camera's culling mask just as a catch all
Let me see how TooManyEmotes is doing it :D
Yea, its adding the layer to the camera
emoteCamera.cullingMask |= 1 << localPlayerBodyLayer;
It creates its own camera tho
right I get that
I'm setting the culling mask equal to the spectate camera's culling mask
so if something shows up there it will show up
So probably it should suffice to do
camera.cullingMask |= 1 << 23;
And to remove it
camera.cullingMask = camera.cullingMask & ~(1 << 23);
I will have to look up which layers both cameras use. :D
But MirrorMod is using layer 23 for this stuff, so I might break compability with that then
I feel like I'm being talked over, do your cosmetics render in spectate mode when someone dies?
No, your own cosmetics are not even spawned as they would be shown otherwise :D
Yes, afaik.
ok then
so me setting the camera's culling mask equal to that spectate camera's culling mask
should work
if the cosmetics are enabled in the first place
right?
To see your own cosmetics?
They are not spawned if I dont detect a mod I add compability for with the layer 23 thing. :) As I stated. I have to look up the different culling masks to create a solution which will work for other mods.
I see
What is the name of the spectator camera?
PlayerControllerB.gameplayCamera.cullingMask
well
just PlayerControllerB.gameplayCamera I guess
I'm assuming this is the spectate camera in game
Not SpectateCamera?
wait
I missclicked lol
playerController.gameplayCamera.cullingMask = playerController.playersManager.spectateCamera.cullingMask;
is what I have
SpectateCamera: 557389823
GameCamera: 557520895
Difference seems to be layer 17
I wonder if the mirrir mod changes the spectatecamera as well
If it does it would make all mods work together
The problem is tho that SpectateCamera unsets Layer 17. I guess I will incorporate the Layer 23 thing in my mod then and change the SpectateCamera accordingly so other mods copying the CullingMask from it will also work and compability with Mirror etc. is still given.
Then I dont have to decide if I want to spawn the players own cosmetics but only need other mods either to set cullingmask to include layer 23 or use the same values the spectatecamera uses.
I dont know why layer 23 was picked tho. Its EnemiesNotRendered. I guess it wont break stuff if only spectators can see that.
TL;DR: Will fix it in next version
not bad
i might rework the audio a bit though
didnt rlly do much with the audio yet just ended it when animation ends maybe i should loop it
hey thanks for this, that was literally all I had to do, I guess I was just confused because I suppose that is not part of the base spectate camera's culling mask, not sure what's up with that
I just kinda assumed setting the culling mask to the vanilla spectate culling mask was enough
evidently not



working on an update for emotes, adding a way to "request" the healthbar to animate for literally anything, it will just copy what your player is doing
including with other emote mods
- a config option to just always force it to be on
another emote finished 
hihi, is there a way to fix lag on lower end pcs? or is it dependant on the emotes pretty much? my friends started lagging pretty badly using the badasscompany emotes,,
You know I've heard this from a few people, but when running performance tests on our emotes, it's pretty minimal, are you running with any other mods?
im running quite a few, although its hard to tell cuz it only happens with my friends who tend to turn off clientsided mods like skinwalkers and such
ik its an entirely unrelated mod but it even happened with toomanyemotes for a while as well, so im wondering if its a general issue with emote mods?
I mean it could be a conflict but
#1187207551754977290 message
I ran pretty extensive tests, and our emotes don't really impact much at all
So if there is lag it could be a conflict but it's hard to say
oof yeah, i can see if maybe i can happen across a conflict if anything, i have no lag at all so i cant really speak on it myself too much
Yeah I mean if one of your friends that was actually lagging wouldn't mind sharing a r2modman code, I can take a look, but it's kind of a vague question of what's causing it with every mod you add
ill see if i can have em send one in the morning, theyre relatively the same as mine tho aside from some better performance mod, but for whatever reason r2 is shitting itself so i cant export a code or a file
for now i have this if its any help, i was thinking maaaaybe it was the custom hud conflicting a bit? but i can only kinda guess
i run this mod with over 80 mods and it runs stable for me its just about finding the right mods
also watch me whip nae nae finished 
forgot to loop animation but easy fix
another emote dont ask
You should really consider root motion for some of your emotes
As they travel rather far and get away from center view of the camera
will it cause issues
i havent heard anything about root motion setting tbh
do you mean this
non of my emotes are forced third person either
i liked how scuffed hit or miss look though
I experience a weird bug with lethalemotesapi. i found out its this exact mod through basic troubleshooting (enabling/disabling mods one by one). When i wanna access the terminal it doesnt zoom in on the screen. It just disables the ability to look around and when you type something, wasd still moves the character. After you leave the terminal you cant access it again
the weird thing is yesterday it still worked and since then i didnt update it or install anything else after that
ofc i updated other mods but i dont know what could have caused this
i joined just for this, glad to see im not the only one, did u find any way to fix it?
no i found this issue like an hour ago
well, time to wait for fix update i guess
the dev is asleep im pretty sure last time i spoke to him was at 08:43 am its 1pm rn
It's 7:19 right now for us
yea same time zone for me
i am ready to release my mod but i dont know how to move it out of the example dll 😄
ik how to release it as the template dll but uhh
i might do that ive renamed the ingame group thing to my own instead of test mod and changed the folder in the code
Looks like something @grizzled lava might have introduced in a recent bug fix spree
I'll take a look if he hasn't by the time I have a chance to
is latest version broken?
thank you
seems like it
but it depends on the mod constellation ig
idk if its a mod conflict or something broken within this mod
until we get another update out to fix it, please revert to the version prior to the issue
sorry for the trouble
im never really sure if i can just download an earlier version through the thunderstore mod manager over a newer one.
im just going to install 1.2.0 over 1.2.1
it should be fine to do so with LethalEmotesAPI at least
just tried it with 1.2.0. still same issue
so i will try 1.1.16 then
yeah do 1.1.16
1.1.16 seems fine
hmm I'll take a look in just a moment
give up :< idk why getting '[' letter errors kk
@mossy forum what version of .Net do you have installed?
you need .Net 8.0
grab the installer for windows
you probably want the "x64" installer
ok.
oh. getting build success.
and after getting error kk go to find channel who getting same problem kkk
oh i did
@narrow geyser Thx for help 😄
I never think about .Net 8.0 kk..
no problem, in the future we plan on improving the tutorial and maybe provide an alternative way for making emote packs.
could you tell me the steps needed to re-produce this issue?
along with a modpack file I guess
well i didnt do anything specific besides entering the terminal
somehow i couldnt export the profile code: "Cannot read properties of undefined (reading 'key')
But heres the file:
were you playing with other people?
no
i was in a singleplayer game
LAN or Online mode?
online mode
everytime i entered the terminal and the issue appeared and then when i exited the terminal i couldnt go into it anymore (when lethalemotesapi was enabled).
i will try with a fresh save with version 1.2.1
should really look into finishing up the diagnostics branch for LethalEmotesAPI
also happens on a fresh save with version 1.2.1
i think so
i can test again with v1.2.1
I was able to re-produce the issue
along with another one
playing emotes doesn't work either
seems to be a mod compatibility issue
I'm going to open up an Issue on our github with all the info I've collected from here
you'll be able to follow the progress on it in more detail there
true
can you send the link?
I will
Describe the bug When entering a terminal the zoom doesn't work correctly. When playing an emote, the emote doesn't actually play and you get locked in place almost permanently. To Reproduc...
right makes sense
cause I changed the hud object
and the hud object can get deleted
oops
oh, well I have the checks already guess I just didn't fact check them :/
oh, the answer was much more simple, I'm just stupid, I checked if the hud element got deleted but then just proceeded with my code anyway
fix coming out in just a few minutes
sorry everyone who was affected, I probably shouldn't be making drastic changes like that at 3am
also fixing arms not working in first person cause I broke that too

@weary forge @valid bloom 1.2.2 fixes the issue, so sorry about that
it just got pushed so r2modman might take a few more minutes to get the update
Gj man. Glad to hear that
Thanks! 
I don't see either of the devs in discord, but incase they are here and search for stuff made made:
Toothless Dance Emote and Lotosblume Dance both need to setup their folder structure like this so thunderstore doesn't break it when you download via r2modman (also please anyone using the emote template, actually rename your mod instead of leaving it as example mod name)
the reason for this is r2modman for some reason decides to unpack the first folder it finds
not really sure why r2modman does this, but you just have to work around it
cause if you don't it's dumping your files in one folder but your code is expecting an "assetbundles" folder
oo more emotes
This is due to legacy compatibility issues
Before TS had any big manager there were a few mods that would have alternate versions of DLLs in folders, but installing them all would cause it to fail due to the mod already having been loaded
To prevent it as they all had the same file name, flattening was the easiest solution
hmm any easy way to vmd to unity?
I think there's some tools to do so, but I can't remember if there are
I'll have to look into it
@mossy forum hey btw, can you mark your songs as DMCA? I noticed everything you import leaves this as false
oh i just noticed they used one of the same emotes i did 😄
so there will be a duplicate
this one
that's how it be someitmes
the first emote mod beyond our own also added an emote BAC had
yeah this emote is important for my friend group
lol
it has special meaning
so im not removing it
yeah i saw that
the breakneck
xD
it's w/e
there kinda is
oh
if two emotes of the same exact name exist, it ignores the new ones
i see
but these are named differently so they will both exist
which I think is perfectly fine
and preferable
but custom name is freely so thats not likely to happen
so people can choose
we want to get a system in the future to allow even true dupes
but that requires a bit more work so we are putting it off lol
true dupes ?
as in, the name is the same
something along the lines of
and mod dev B also creates emote "test1"
now there is an emote named "mod A test1" and an emote named "mod B test1"```
but that's ignoring a few other complications that come with a system like that
which is why we haven't done it yet
but as more and more people start making stuff, it's becoming more obvious we need a system for it
ah
yes you can use mmd4mecanim in unity
here is a link to the developers page for it
https://stereoarts.jp/
here is a link for the direct download. You will need to source your own pmd/pmx models and you will need to source your own motion data.
https://stereoarts.jp/MMD4Mecanim_Beta_20200105.zip
If you have motion data that requires a specific model or modded/addition non-default MMD bones then you will need to find and use a model that has those bones for the import to work correctly. Once the tool is used it should convert a pmx + vmd into an FBX file that can be turned into humanoid and used with the rest of the standard emote creation process.
If you use linux this addon will require a wine layer to work correctly. If you need tutorials or assistiance on how to use this tool I would suggest going to google/youtube/nicovideo/bilibili depending on your language as the existing tutorials will be far more effective at teaching you about this tool than I can.
All emotes on my build getting true
Oh, guess thunderstore's decompiler is cringe then
Why did you bother using it in the first place?
Cause the source code wasn't available, and I trusted it enough to not just be objectively wrong
do AC cosmetics work with LEAPI?
I remember not being able to see them in the third person view
how long ago?
Yesterday
This bug should've been fixed already. Do you have a modpack code you can share?
maybe we had a regression somewhere
nah I install all my mods manually
when was the last time you updated LEAPI?
I can try readding LEAPI and see if it still occurs
Yesterday is when I first tried it
what version?
Latest
can I get a version number
why not r2modman >:L
Uh idk if thunderstore even lets you download older versions anymore so 1.2.5 I believe
gonna try adding it again and see if the issue still occurs
if the issue is still occurring, then send logs
yeah still occurs
I use a log stripper so idk if it will accurately log the issue but here
w/AC
mods in use
hmm
seems fine on my end
might be specific to some of your cosmetics
since you aren't using r2modman for some reason
what cosmetic mods do you have
Idk the specific cosmetic packs but I use like the most downloaded ones
is r2modman really a big factor
why not use it
whats the difference between manually downloading and stuff
our willingness to help you fix issues
cause I don't want to have to sort through your mod list
when you could just send me an r2modman code
and I get your mod list + config
in seconds
I see
it's easier for us to find and fix issues when r2modman ensures that we have an exact copy of what your mod list and configs are
I know I'm up to date because I installed almost all of these mods yesterday at the same time and I'm up to date with all the mods via the forum feature
ok great
many mods update many times a day
but a better question
so I know for a fact based on what you just said that you are most likely out of date for some fixes
why not r2modman?
I don't rlly have a huge mod list so it isn't hard to check
like why do you manually install
I just prefer manually idk why
don't like applications I won't really use on my pc
well, I'm not testing on assumptions
so if you give me an r2modman code
I'll take a look at it
almost instantly
I could try removing every mod except ac and leapi and its decencies and see if thats the issue
I don't really have much mods
what kind of logs does r2modman produce?
to determine the issue other than instantly showing the mods and configs
wait
ok how about this
cause I have a bet to make
and if I lose the bet I'll debug your mod as is
show me a video of you launching the game from steam
is the bet showing if I own a legitimate copy of the game
yes
so show me a video of you launching the game from steam
and show the issue occuring
in that video
and I'll deal with your annoying manual install setup
ok
genuinely
I can't fathom a reason to not use r2modman other than it doesn't work with pirated copies
the funny thing is you can get r2modman working even if you pirate it 💀
i can't be the only one who manually installs mods
no, but 99% of the bug reports I get are from manual installers
why would you do it when you can do it with one click
and share it with friends with one click
because im cool like that
💀
ill get the vid tho
you aren't but devs need a way to reproduce and check these issues
yeah like I'm willing to lose the bet here and deal with it
and the devs already checked and LEAPI works with AC cosmetics
but like, debugging this is still going to be a pain
I'm not spending 15-20 minutes sorting through the log+screenshot to fully re-produce the set up you have just because you don't feel like it
in that case
I don't feel like fixing your issue ever
...
I deleted my cosmetic preset and then made a new one
💀


















thank u for ur time....
I'll win a bet against you one day nunchuk
manual on top

thought i followed everything pretty closely but when i try to build it fails, also got a bunch of errors and for the life of me i cannot figure out where i went wrong
what's your csproj look like?
apologize for thunderstore i havent gotten to using r2mod
what's inside the lethal emotes api folder?
can I see what's below in this screenshot
hmm, I don't see anything wrong
I'd say try reloading the project
Nunchuk recently updated the template today to have the emote api dependency handled without needing thunderstore/r2modman iirc
so if reloading doesn't work, you could try updating to the latest template
sorry, it's an ongoing process to improve the developer experience with creating emote packs
its good i understand
yeah I'm actively editing together a much more in depth tutorial, but the repo is already updated
new template worked 
glad to hear it
awesome, I'll have a tutorial going over it probably tomorrow, but it should be pretty similar to what the current video shows
018d15bc-d57c-d742-285f-cc0b11768b2f
Hello, I'm having trouble adding the LethalEmotesAPI and BadassCompany to my modpack. Each time I try to add them, it makes me unable to press ESC or move in the game. I can only emote, but if I leave my camera unmoved, it will start to spin while emoting. I've already tried using only LethalEmotesAPI,BadassCompany and Advance Company mods, and I disabled my other mods, but the issue persists. I've seen people say that Advance Company is compatible with LethalEmotesAPI, so that's why I'm asking here. If someone has encountered this issue before, I would appreciate any help.
could we get a modlist code
Yes this is the code: 018d1990-1ea8-7e79-2fe5-96c092e331ed
should be, but there have been a few updates on both ends recently
try hitting the windows key
this is a regular bug unrelated to the mods, unless something new came up
I'm looking into it
the logs suggest otherwise
there is so much error
in those logs
idk i dont have these issues with lethal-emotes-api my own emotes and bad ass company
my console has 1 error only and its a non damaging once
my entire point was when im having weird bugs like i cant hit esc or something else clicking the windows button tends to fix them when loading in a bugged state
broiiler ur not helping :x
true
I think you said so, but just to clarify, it breaks with just advanced company and emotes api/badasscompany installed?
Yes, that's what I did. I disabled all other mods and left only Emotes and Advance Company, and of course, their dependency mods
Can only 1 emote pack be loaded? tried installing badass company and broiler at the same time and it only shows 1 set in the menu
they should both be there
you can test by using the search menu and doing @modname

screenshotted my 2nd monitor by accident
it is
it is
anything that uses emotesapi works together
make sure you are running 1.0.9 + of my mod
unless they don't rename their mod
there was an earlier version where it had an issue but it was with chikuwacompany
badass company has always been compatible im pretty sure
I'm thinking it might be something other than advanced company, but I'll do some more testing, cause with just badasscompany + advanced company the game works fine
here you can see im running my own badass and glizzy all in 1
I manually installed the mods, and then I installed the mod manager like one hour ago . The issue still persists
i should prob include manual install instructions in my read me
i just put the dll in the plugins folder lol
yeah...
oh
i recommend using a mod loader like r2modman or thunderstore app as it installs everything correctly for you and has other pros and manual has mostly cons
I didn't change anything; I let the manager install the mods, but the issue remains the same for me
for reference, this should work 018d199f-6663-f25a-a8a0-d7fe4133c022
I was talking to f1eece
since they do manual installs
and as such run into problems like this
ok so when I give it folders
now it doesn't show the emotes at all lol
I could try using r2modman but thats such a process yk
is it?
because then I have to redo all my mods and configs
it autosetups everything for you its just download mods from an install button
there is 0 manual setup
you just click install on the mod
you can use other peoples profile code to get their mods or share yours to give your friends mods 10x easier
it even automatically links to lethal company when you select the game in the launcher
so you dont have to set the game path
ik how it works i just have like a minimal setup so i don't rlly like downloading applications use for mods and stuff
I'll try this. Thanks
ill check it out
the reason why I like manual install is I can see what is going in my folder and what isn't
and I heard there were incidents of malware, etc slipping through thunderstore so me being the cybersecurity nerd its just habit now
um
yes that happened
but you still downloaded mods right?
which is what was actually compromised
not r2modman
you are downloading your mods from the same source what is the difference ?
you would get malware with the manual install too i check every mod i download manually before using it in the mod loader
also this hasnt been an issue for a while now as the thunderstore admins made an effort to make it safer
ill switch to r2modman once im not lazy to reinstall and config everything
for the multiple emote pack thing ill just use stick to 1 for now since it will have to suffice until then unless there is some sort of way to do it manually and get it over with
thanks ill try it out
I suggest doing that for any mod that would otherwise have a loose dll
for reference, I'm gonna keep looking into what's causing the problem, seems to be maybe a middle man or something, cause whatever is happening is causing Advanced company to throw errors like no tomorrow, and removing emotesapi from your pack specifically fixes it, but on their own they work together just fine
probably just gonna look at reinforcing my own code instead of making a patch
if that's possible
Yeah, exactly. Weird. I'm going to try disabling some mods on this profile until I find the culprit . At least it didn't stop working after removing all mods and leaving the EmotesAPi and Advance Company mods alone again. Thanks for your help
what is key for that ?
should be 'V' by default
ok thx
you can change it ingame
I swear I'm going to make a mod to patch out boombox/tellivision controller from yoinking my console on startup 
yeah hardening was the answer, I just delay my stuff by a frame so anyone inserting stuff at the begining will never see my stuff and have their code get confused + renaming stuff to very clearly be for emotes.
working fine on my end, will get a patch out after I run through a few more test cases
@vagrant sapphire #thunderstore-releases message fix is out, should be on r2modman whenever it updates the cache
I'll check that. Thank you very much
@grizzled lava i think you broke the emote api ?
we are playing with friends and people cant see people emoting
this person is emoting
but its doing nothing
wtf
1.2.9 is probably safe
trying to figure out what broke
uhh
@narrow wraith
seems fine right now?
are you using other mods?
many
we just changed to 1.2.9
cause I got like 3 other people in the last 20 minutes saying stuff broke
i can give you my mods though
a profile code works
thank
so i think this has the api with latest
where it broke
ive barely added anything new except for moons since last time it worked
the issue isn't with your pack, it is happening with BAC as well, its looking like it may be an API issue
works fine for 1.2.9
we are all vibin now
what is this green message if you know ?

found a new bug if you emote while dying on a landmine and when you spawn in you will spawn in a wall in the ship while in orbit
ty!
(something is still broken)
is 1.2.9 just the most stable version
yeah sorry
is it compat with ac at least
working on it actively
it is mostly*
there seems to be a middle man breaking something
but I couldn't nail it down
with just emotesapi and AC it works fine
didnt run into any bad issues playing for some hrs with 1.2.9
what is broken in the current version may I ask?
uhhh
it's hard to explain
but sometimes one person in a group will have their emotes broken
I think the only bug I encountered is the flashlight not working unless I do a random emote or smth like that
but only visible to some of the other players
here's an example
only happens with a specific set of mods
1.2.12 should be actually fixed for real this time
we tested with 3 people this time
so sorry about all of the confusion
I'm starting to worry about the developer LethalEmotesAPI and his mod 🥺
So many fixes in one day
ehhhh
it was all oversights
stuff that I didn't change when porting this from ror2 finally came back to bite me
Should I be afraid of this?
fuck
is this in single player too?
I'm alone, but I expanded the lobby to 8 to check compatibility and stuff
Maybe the problem is in MoreCompany?
I just don’t understand much why and where the console is cursing, but I want to figure it out so I can write a clearer report on gihub
I apologize for giving you a mistake out of the blue. 😭
I have 3 mods with emotions
it's clearly broken somewhere
I really need to update our build system to include the debug symbols
Would make things easier for us
And I hope that they will work stably, because toomnay is needed for masks, and more emotes by default, well, badass - where would we be without them?
I'll be very grateful! I've been updating the Lethal Loners build for 4 weeks now and it's going to be great
so I guess maybe be a little less afraid of the errors
Sometimes my game screen freezes if I minimize and check the logs often. I have no idea why this is, maybe because there are a lot of mods? Or the console doesn't upload, I don't know...
Is it spamming the console with errors?
nah just seems to be when importing the emote skeleton
not sure why it didn't do that with out tests earlier
today I will get older with 4-6 players and try this modpack and test for errors
yeah please report anything you encounter, I'm always down to get stuff working better
speaking of
so this right?
just a cleanup task
not really sure why it's failing
but should be genuinely harmless
so, gonna sleep on it, instead of trying to cram the fix in tonight
don't let my shitty programing distract you from this hot new hour long tutorial I did for Emotes API https://www.youtube.com/watch?v=GZ6-ufji-Rk
Timestamps:
0:00 Prerequisite programs/opening
5:28 Blender Time-lapse
7:09 Preparing Animations in Unity
11:59 Looping animations setup
12:37 FFMPEG audio optimization
14:42 Unity audio optimization
15:35 Playable Director/Timeline Editor
18:21 Asset bundles
23:27 Coding setup/boilerplate explanation
30:35 Emote parameter examples
34:33 Importi...
replacing the old 10 minute "good luck lol" tutorial with this
i somehow managed with that but this is v nice~
Well it wasn't unusable, but it also didn't elaborate on anything
So I was quite unhappy with it
i did scream into the void a few times
Sorry :/
rly appreciate the api tho. not uploading to thunderstore bc it's mostly mmd stuff but my friends are having a lot of fun!
Honestly fair, glad y'all enjoy it!
is there any reason for me to watch the tutorial ?
or do i know everything from it already
oh props could be useful to learn
Also we found a better way to preview stuff
in the game in unity ?
Timestamps:
0:00 Prerequisite programs/opening
5:28 Blender Time-lapse
7:09 Preparing Animations in Unity
11:59 Looping animations setup
12:37 FFMPEG audio optimization
14:42 Unity audio optimization
15:35 Playable Director/Timeline Editor
18:21 Asset bundles
23:27 Coding setup/boilerplate explanation
30:35 Emote parameter examples
34:33 Importi...
Props are at the very end, there are timestamps in the video though
yeah i saw



