#Lethal Emotes API
1 messages · Page 6 of 1
Which given the nature of the issue means it probably does have a similar crash with Emotes2
well not now 
😎
but yeah, NetworkObjects generally should be assigned in Unity, not code, unless I just fundamentally don't understand them
I'm saying "crash" but I do mean the blackscreen issue btw
just kinda subconciously doing that lol
I have the same issue with my interior mod & betterspraypaint, any idea how to fix it on my end? Seems like its linked to network objs too
That seems like it could be a slightly different issue, but unless I'm the confused one here, the bottom line is you can't and need to ping one of the mod devs to setup the NetworkObjects in unity not code
Wait you're Rosie sorry, just woke up LoL
Yeah if you're not assigning NetworkObjects in unity you should do that
Another issue I found, this time in BadAssCompany, is that the "Float" emote is basically a solid sphere of white, while in the preview trailer it's a lot less harsh and actually appears to illuminate your surroundings (which the current version doesn't seem to do)
so, we ended up changing float to be a solid color as we received a lot of complaints that it was too cheaty
yeah it was always supposed to be just kind of a meme. And the original brightness was just brought over from RoR2 where light levels didn't matter, we have since turned it up to 50 so it can't be used to cheat
uuuuuge update 1.10.0 is out:
UI performanced significantly improved with large amounts of emotes, this will make the load time go from a few seconds to a few milliseconds when having more than a few emote mods installed.
Added gamepad support, all bindings can be changed or removed if need be.
Added toggles (default on) which allow BetterEmotes/TooManyEmotes to be populated into LethalEmotesAPI. These emotes are still tied to the configs of their respective mods (such as TooManyEmotes requiring emotes to be unlocked). But can be interacted with more fully, such as supporting the join button (default V). BetterEmotes emotes also supports the third person options in LethalEmotesAPI if used through LethalEmotesAPI methods.
again, it's not replacing BetterEmotes or TooManyEmotes. It's simply checking if they are loaded, and implementing their emotes into LethalEmotesAPI so if you wanted to, you only need one emote wheel now instead of needing to juggle 3
while also solving a few conflicts they had with each other to make it seamless
Does BetterEmotes actually still work properly even though Runtime Netcode Patcher hasn't been updated for v50?
yeah
the patcher is deprecated so it won't receive updates
but until it breaks, it's not broken
for reference
Cool, I'll probably add it to my pack then in addition to EmotesAPI. Just making it known once again that I'd really like a feature to be able to have Local be set as the default config type, which would be especially useful for modpacks with friends
Yeah that point has been taken
Sorry if I'm being obnoxious about it lol
we're thinking of some sort of toggle where, you can toggle it on before exporting the pack, and for anyone using that pack for the first time, it will use local configs, but if they ever switch to global, they will get to keep that going forward
that's a poor way of explaining it, but point is, we are looking into it
@grizzled lava holy shit TME support?
yeah
Does that mean it will fix the networking issues the mod has normally?
you can use a single wheel now if you want
👀
no, as stated, it's merely importing their emotes if their mod is detected
I'm still calling BetterEmotes/TME's play calls
Got you
for reference on the "you get LethalEmotesAPI features" part, you can use the same join key to join stuff, and the healthbar automatically animates & displays emote name
well you can't see emote name with unityExplorer open, but trust me bro
Found an issue with the BetterEmotes integration. If the "Sign" emote comes up when using the random emote hotkey, then nothing happens. This can be considered desirable behavior since unlike most other emotes it stops your movement dead in its tracks and pulls up a GUI, but in that case the Sign emote should probably have a special case where it's by default set to not be able to appear in the random emote pool since it doesn't function properly
Otherwise if that's not desirable behavior then the Sign emote should work properly if pulled up in the random emote rotation
Hmm, on one hand it's a bug but on the other hand you make a good point, I'll think on it
So what I have implemented on my local branch which I think strikes a good balance:
Local config has a bool called something like "Modpack Override" which if turned on, will force the user to have Local Config enabled regardless of their "Use Global Config" setting
However, if the user ever changes their settings to use global config again. The profile will effectively never be allowed to enact the "Modpack Override" option again, thus giving the power back to the user if they decide they don't want the preset Local config (however, they can always just switch back to Local config)
working on a few other things at the moment as well, but this will be included in the next patch (probably over the weekend?)
Sounds good although by design it'll have to not account for the current global/local setting since users might unknowingly opt out otherwise
just to clarify, it doesn't account for the global setting
if you have the modpackConfig turned on in a profile where the user hasn't opted out of it already, it will always use local config
and a user opting out of it isn't so drastic, it just means they pick global vs local, instead of it being auto assigned to local
actually yeah
much better way to describe it
if true, your modpack defaults to local config
boom
that's it
Gotcha, sounds good!
@patent fern In our next update for LEAPI we are adding a process monitor for detecting OBS/XSplit in order to prompt the player to enable DMCA friendly mode, we just want to make sure that this (having a thread running in the background to detect when obs or xsplit is running) would be ok.
You can view the relevant code here: https://github.com/Wet-Boys/LethalEmotesAPI/pull/159
Also, sorry for the ping.
in other news, here's a teaser of an upcoming feature
Personal preference with the Chug Jug emote in BadAssCompany, it seems like it picks between the original version and the vocaloid version 50/50. Maybe the original version should have a higher chance of showing up in that case with the vocaloid version being one that comes up just sometimes? Same feedback for other emotes with variant audio, specifically the Mario Star Get emote since it plays the screwed up version much more often than the regular version.
Also running into an issue with BetterEmotes compatibility, or more specifically, the handling after it's removed. Specifically, both BAC and BetterEmotes have an emote called "Griddy". If BetterEmotes is uninstalled, the Griddy emote does not get a "Griddy Requires BetterEmotes" note unlike other BetterEmotes emotes (see image), and the Griddy emote just doesn't do anything when selected, even after removing the emote from that wheel and re-adding it.
also @grizzled lava I'll fucking fight you
I'll destroy you if we have that fight

I bought a $70 dollar game just to be told to buy DLC to finish the story
can you send me your config file so I can check what got saved there?
either global or local, whichever you were using at the time
wrong emote mod lol
well, I'll try and debug why it happened the way it happened for you
but as to why it's behaving that way in it's current state
you have it completely disabled
so that checks out
unless you personally don't want to see people using emotes, I wouldn't recommend disabling emotes
if you go to your customize menu
in which case that makes sense but yeah
anything with the eyeball slashed is fully disabled
as in
"you don't want to see the emote in any capacity"
so it never plays those even if you or others call the play functionality
yeah the stuff in that list was largely intentional, I just got mixed up since BE has their own griddy emote
realisitcally what I'm thinking happened, is since there are too griddy emotes, you accidentally put the BAE one onto your wheel and not the BetterEmotes one
because I can't see any way it pulled the BadAssEmotes GUID and used it in the settings
Maybe, I can't be completely positive tbh, it might be just me being stupid
for reference
this is on your emote wheel save data
whereas the BetterEmotes griddy would be like
it's not 3
but whatever the griddy is normally assigned to, that number
I think 4?
Gotcha, my bad then lol
and this is actually what you have setup on your keybinds actually, so those should work
nah don't worry about it, it happens. Things can get confusing when there are a bunch of similar names
(also Rivers in the Desert is spelled Rivers in the Dessert lol)
Probably not related to LEAPI (and maybe another mod is doing it idk), but for the rabbit and bee suits, the attachments (like the tail/stinger and ears/antennae) do not appear for yourself while in third person via an emote. You can still see them on other players, even when they’re emoting.
ah that might actually be on our end thanks for the reminder, I meant to take a look into it
I'll see if I can get that fixed in a hotfix tonight, 1.11.0 just went out, you can use this for the modpack stuff we've talked about
oh, that would be why it doesn't work with the normal cosmetics, for our third person I directly move the camera instead of making a new one, so the cosmetics follow it lol
@grizzled lava got quite a few stack traces from the LethalEmotesAPI update, even made it so I couldn't open the terminal
Sending the log
yeah there is a known issue I found out about like 15 minutes ago, getting a fix together, big oversight on my behalf
@midnight galleon can you send me a modpack code just so I can verify my fix works in your scenario before I push it out?
018f08d1-62c3-0ca7-81c2-25df4a768703
thank
does terminal break instantly for you or more of a "on exit and rejoin" kinda thing?
I mean it broke the second I tried to use it
Lol
cool, just making sure I reproduce your steps accurately when I test it
well this is problematic, I downloaded it and I can access the terminal...
oh, I do see the issue though
should be a quick fix, expect it tonight
hihi!
uuh, idk if anyone else said anything, but the most recent update makes it so everyone is a boulder
Like you can't walk through them at all, or move them
I went through my mods 1 by 1 and downgraded just LethalEmotesAPI to the last version, and it works fine
that's weird... I'll look into it
Thank you! If you need videos or anything I'll take them after our play session
oh, yeah no we are very bouldery
fixed this in 1.11.3
gonna sleep now, crossing my fingers that was the last of the bugs in this version
please report anything else you see though
sorry about all the bugs tonight, a few overlooked things got through the cracks apparently
but the ghosts can dance now so maybe it was all worth it :^) https://cdn.discordapp.com/attachments/1187207551754977290/1232070241094467656/Lethal_Company_FKtPDmJazW.mp4?ex=66281e54&is=6626ccd4&hm=1b324946e4579a33d7adc822f37f326a71f4959762e7d19c3cb70256b12f4e38&
Tank ya!
@grizzled lava was wondering if this bug could have been caused by LethalEmotesAPI somehow since it's the only mod I have that updated recently that touches networking, a friend of mine couldn't talk earlier, and when she rejoined the lobby stuff she had way earlier started randomly being said from her, almost like her voice got sent to the shadow realm
Also only I could hear her desynced voice lines, noone else could hear her at all
I haven't touched networking since the last time we talked about networking like a month or two ago
so I'm going with probably not
is this the first time that's ever happened?
Yeah it is
I remember having it happen with a friend genuinely like 3-4 months ago
hasn't happened since
well I had another session where some people couldn't see others emoting (me personally could only see the host and myself emoting)
here's the log of that session hopefully that helps
This is a very weird one, looking through your log, it seems like every player should have been working on your end except "player (3)" who only every played "none"
And there were no errors at all
yeah the weird thing is that the music from the emotes does play, but the animation does not
so like my client does know what emote they are using but it doesn't play the animation
Correct, if you just Ctrl f your log for "received message to play"
You will see all the times it called emotes on specific players
It's so weird though because based on your description, it's inconsistent
And varies player by player
exactly, and if i'm not mistaken the host was able to see all the emotes just fine
Just to clarify, was it certain emotes not showing up
Or certain players not seeing certain players emoting
no it did not matter which emote they used from what i could tell
Hmmmmm
I hate to be like "next time it happens" but I really don't have much to go off here since the log shows it working fine and when I tested with your profile it worked fine
But next time it happens, have someone being affected by the error, mash the random emote key
maybe they have a corrupted cached download?
Would a corrupted cache allow you to see someone emoting but not another?
is there an easy way to reset cache like that?
i'll try to remember for next time
#1187207551754977290 message
instead of badasscompany do LethalEmotesApi
Oh actually, I have a thought which might lead somewhere
Do you know if you used local or global configs during this session?
idk
If you don't know it probably used global
modpack override config is false, so i think global?
Yep
Rune can you post the image to get to global config if you have it
I'm on mobile
also about the cache thing, would each user have to delete that or just the one making the import code?
Otherwise it's uhh
%appdata% ../locallow/zeekerssomething/emotesapi
Each user
Ok yeah that's not it then, was thinking you might have some emotes disabled but that list is empty
oh if that was the case i wouldn't see anyone use the emote tho
I would try the cache solution then I guess
Is this the first time your group has played since the last time it happened?
yeah
i deleted the cache now, so in theory if that is the problem it would work even if someone else hasn't deleted their cache right?
If that was the issue then yes, should work perfectly on your end
alright, well thanks for looking into it. will let you know what happens next time
Oh just another question trying to gather info. Both times this happened, was it from the very beginning or did it start some time after you had already been playing
from the very beginning
at first i thought it was only showing the animation for people who joined the lobby before i did, but then someone else said that they were able to see people who joined after they did emote; so i don't think that was the case
@grizzled lava bug with the API, when you die while emoting you get permanently stuck in a weird pose on revive

probably some sort of conflict, I'll test with the pack you've sent me before. Works fine on its own
yeah I'm seeing it too with your pack, I'll figure out a fix soonish
your credit card declined in the hospital, not a bug
lol
damnit, we are not immune. I was hoping we would be lol
huh
seen it cause issues with other mods that move bones around
seems we get caught in that if we are moving bones during death
thankfully the solution is super duper simple: just stop holding onto bone positions sooner
pushing out a quick fix for that. in the meantime just don't die 
https://clips.twitch.tv/GenerousDaintyBeaverImGlitch-wdfWNbd3UOiAsXBY Btw me getting stuck in that pose like that was worth it XD
After being chased 4 or 5 times by her I was like "Fuck it I'm going out in style"
LOL
does someone have a collection of all the mods that works with Lethal emotesapi
As in a list of emote packs, or just a compatibility list?
Compatibility should be all mods.
Emote packs specifically is https://thunderstore.io/c/lethal-company/p/Nunchuk/All_Emotes_API_Emote_Packs/
- https://thunderstore.io/c/lethal-company/p/BigBadPigeon/Pigeons_emotes/ which I haven't gotten around to adding to the main list
😅 what did you mean by this btw?
Since i think im doing that
But apparently my other interior is breaking now with bsp
are you giving your prefabs NetworkObjects in unity, where you can see a pre-defined ID, or are you calling AddComponent<NetworkObject> in code
The former
Hm
Same issue, black void when in multiplayer
well I more meant console logs
Uhh
Not sure
Ill ask for some from the person that reported the issue
Heres the log they sent me
hmmmm, I don't see any errors/dupe notifications
How are u assigning smthn a network object? Apparently I'm having the same bug with my mod somewhere, and I do a tiny bit of stuff with scrap where I do some spawning on monster death
Uhh, I'm just giving stuff NetworkObjects in unity (you should see a randomly assigned id in the component)
And then at startup I register the prefab with the game (can't remember the exact call)
Then just network spawn them when needed
That about what you do?
Well I do still register the item etc with LLL, but I do take the item's item scriptable object, and I do make a patch to spawn a network object for one of my game objects hmm
private static void CreateNetworkManager(StartOfRound __instance)
{
Plugin.Logger.LogInfo($"IsServer: {__instance.IsServer}");
if (__instance.IsServer)
{
if (GiantSpecimensUtils.Instance == null)
{
GameObject go = new("GiantSpecimensUtils")
{
hideFlags = HideFlags.HideAndDontSave
};
go.AddComponent<GiantSpecimensUtils>();
go.AddComponent<NetworkObject>();
go.GetComponent<NetworkObject>().Spawn(false);
Plugin.Logger.LogInfo("Created GiantSpecimensUtils.");
}
else
{
Plugin.Logger.LogWarning("GiantSpecimensUtils already exists?");
}
}
}```
Ok so I think, if you debug log the NetworkObject.Id right after you add it
It'll be 0
From what I found, unity isn't a fan of adding those at runtime
Hmmm yeah...
Would it be a bad idea to just assign it some random number I think up of then? Assuming I can
Pretty sure it's a read only value
You're probably right
And here I thought this was a good solution to spawning scrap lol
I mean, in some way, I really don't understand why it doesn't work super well adding that component at runtime, but unity doesn't actually warn you about it
Idek if that's completely the problem either, I think lgu does exactly what I'm doing here and that has no problems
Huh
I'd have to recheck its code but yea
Well uhh, I would suggest adding the NetworkObject in unity and see if that solves it, if not I'm not sure
Maybe we should form a support group for mods suffering from networking and see if there is a common thread lol
Will try that, I'm not exactly too sure how to do it tho lol, just create the gameobject, add it to my bundle then just find it?
Oh, you don't use assetbundle stuff?
As far as I can tell, it was reported to me that it was the same mod that was causing problems with you
I do, it's just I moved to LLL
Spray paint?
Yep
Hmmm
Well I fixed that with my method
Yeah just make a prefab game object with that component
I think you need to add it in unity first, can't remember
Which has a listener for the asset bundle stuff and I'm not at all a programmer, only 2 months and counting so wouldn't know how exactly to access a bundle properly for smthn specific
Oh, uhh, I could show you how we did it, pretty straight forward but I'm already in bed and have work in the morning
If you haven't figured it out by the time I get home I can grab what we have
Take ur time, this problem isn't a big deal anyway, and ye I'll try seeing what I can figure out, ty though 
So just the highlighted part really matters. This is just running right at the begining of GameNetworkManger.Start
networkedObjects just being a list of GameObjects that already have their NetworkObject assigned to them
then to spawn those items, I just get their NetworkObject and call Spawn
minor patch going out, just adding Sentinel support
@grizzled lava I think the new update broke my character
I suddenly couldn't interact with anything and my character was softlocked
Got spammed with PlayerControllerB errors
018f4bfd-685b-7b2b-1223-b22bb6e2005a
uhhh, just checking, when was the last time you played?
I'm not seeing the issue you had in your log file. That issue doesn't mentioned emotes anywhere anyway, and if I look at the changes for this most recent update, it's literally just a couple lines
It happened when we landed on Harloth and we went inside, but downgrading LethalEmotesAPI fixed it for some reason
Strange
hmmm, let me try that flow
just went into Harloth, grabbed something and came back, no notable issues yet. Not sure exactly where to go from here
it's kinda weird cause in your log file, it just kinda starts
there is no notable error that starts it all
I would say try the new version again, and if it still gives you issues let me know?
hate you make you my QA tester for it, but I don't have a lot to work with here
what does the IL error even point to
That's a great question which I hadn't already turned off my computer, but I'll check in the morning
It looks like PepsiMan figured it out
It's a bug with the Decorative Flashlight from SDM
Wow with that sentence I must have already turned off my brain too 

oh you talking about the grammar
Yeah I think I just merged two thoughts
also for later, does lethal emotes api mess with kinematics and stuff?
my giant relies on turning off kinematics to throw the player and i think lethal emotes api stops me from doing that for clients or smthn cuz they cant get thrown with it installed
Yeah keep in mind this also prevents clients from ragdolling from Tesla Traps too
Wanted to throw this here since log mentions lethalemotesapi. I've sent this in diversity discord too since it was when i was removing a snare flea from someones head using the revamp. game froze on the last click to remove snare flea
I could look further into it if you have a profile code I can test with, but our injection into that code is super safe. As you can see by the message, it made it to the catch spot and proceeded, which means it just called the vanilla calls
I'll look into this, we don't directly touch IK bones but I think I might know why (IK bones just got auto registered as emote bones)
icic
which one throws you btw, I've only had them stomp on me lol
yeah forgot to get code. 018f4cbf-0c70-a125-0717-1e30c72d8bf7 this was the code however just note i think it was version 1.11.6 lethalemotesapi. log file should say what version i think yea? nothing else was updated tho.
i wish i remermbered to ask if the player also froze. another player who was spectating didnt freeze and just saw us standing there hahaha
the driftwood throws you
im almost done adding the 3rd 
(mostly a much cooler reskin of the redwood)
uhhh, I'm thinking it's not me breaking it?
I suppose it could be some conflict of sorts cause I only tested with this
lemme use lunxara's pack from last night and see
yeah it's still working with that, @upbeat vale do you have a profile code from whatever you were using at the time, or was it the same as Lunxara?
lunxara's yeah
good news, getting it on my end too, let me test without emotesapi turned on
not happening without emotesapi. So yeah it's on my end, not sure how, but I'll get it fixed
yeah didnt even think to test with it off tbh. ty tho!!
oh wait i just realised, its only for non host clients
incase u werent doing that
oh, I'll check that out then
my debug log was causing the crash 
guess I'll just remove it
i'd like to see a mod make the emote of the song "mala" it has became popular recently
assuming you have the animation already, don't let your memes be dreams
https://www.youtube.com/watch?v=VfmFxi7_-Oo
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...
im not a modder i just said it because i wanted someone to make it because i cant
its just a suggestion
could it be because i use this?
this might be the issue instead of lethalemotesapi itself
let me test with that disabled
yeah that is the conflict
alright good to know. thanks for the help!!
if you never mentioned the debug i never wouldve figured it was that hahaha
not really sure how to resolve that one. I'll probably just remove my debug call
@eager cradle actually better yet, any idea why this would cause errors with it?
seems like a fine debug to me
(for further reference)
The crash, it seems to cause a crash when I debug the error that's highlighted there
for some reason with the debug patcher, this crashes the game instead of just logging to console
alas, it's not true crashing, just softlocking
I think I might be onto something, replacing our logger with vanilla debug logs seems to not crash the game
it conflicts/breaks when our debug symbols are not present
gotta say, a random spherecollider we use for audio detection was not on my "causing the problem" bingo card but here we are lol
well fix pending, but yeah, shouldn't be that hard of a fix
It's always the dumbest things you don't expect that breaks everything XD
cool, got it fixed, pushing out a patch to fix that and to add the debug symbols so we don't have a crash with the debug mod
👍 I guess I'm lucky I haven't gotten any crashes while using the debug mod yet
afaik it only happened when emotesapi tried to log an error, which aparently is pretty rare
It may be worth looking into, but after the update I noticed some clients were rubber banding around but their voices weren't lagging
funnily enough i started using it because of your mod pack, i see you around here tryna get the best performance and stuff and im always looking for little tweaks
not sure how useful it is for devs but i imagine it probably helps a ton
Similarly to pushing you out of the wall, co-op emotes trivialize clipping through locked doors
There's also a secondary bug where all clients saw me as still attached to him permanently until later in the round
I mean you are technically right, but that would be extremely difficult to fix while still letting you be attached so unless something comes, uhh, don't cheat? It can only really happen if two parties are in on it
fair lmao
As for that, I'll look into it tomorrow
It's one of those things that has been a thing since the dawn of emotes but neither of the games we've put emotes into are competitive so we haven't worried about it, since it only really can be used to cheat if people intentionally use it to cheat
my friends are assholes lmao

Is there a possibility of turning off join positions for certain emotes? Stationary emotes are fine, but any that you can freely move with can trigger this, and I don't trust my friends to not abuse this lmao
We'll have to look into solutions for this
I have an idea on how we could mitigate this
No rush, I'll just berate them for it for now, but a config option or something would be useful
But it will be a bit
Oh
Wait nvm that only solves half the problem
I'll explain anyway
For some emotes (for no reason other than, I didn't think about it that hard) it works where your player is actually exactly on the host emoter
Like hare hare yukai
That actually should fix the clipping out issue
But technically the join spots still go through walls
So you can still grab people through doors
Wait actually
Just raycast when attempting to join a spot that will lock you
And deny the join if you can't see the host
Huh
It can't be that easy right?
(it's probably that easy)
(I'll see about fixing that tomorrow)
@woven heron first part done, might finish tonight, probably tomorrow though
@darkbum (no discord tag in the readme) your Eirinx emote mod doesn't quite work well with r2modman fyi.
r2modman unpacks the first folder it sees, so you end up with this when using the mod loader
which causes the default asset loader to fail, either change that, or more reasonably, just add a dummy folder to your upload like this
also you might want to set the displayName attribute of your emote so it doesn't look uhhh, like this
in another instance of no contact info, for whoever made ClownSchoolEmotes https://thunderstore.io/c/lethal-company/p/ClownSchool/ClownSchoolEmotes/
you named your assetbundles kinda generic names, I would suggest naming them something unique as to not conflict with other mods like clown_audio. This is because unity mods will conflict when trying to load an assetbundle with the same name
Not quite right, it unpacks non override folders
If you have a folder deep inside called plugins, that will be kept as-is and the contents would be installed as if that were the override
it’s basically just a recursive search and for individual files per level they are flattened unless the directory it goes into is one of the override names
@frozen kite tis here
Im struggling to figure out how to add custom holding animations @grizzled lava would you have any ideas on how i could possibly do this? I figured out how to make an animation for it but not actually implement it.
as in a custom position for the currently held item?
yea
let me find what I had, pretty straight forward
For reference, this is just spawning a gameobject that I animated when an emote plays
BoneMapper.AttachItemHolderToTransform
I meant actual hand animation srry like this for example
explain further, I'm a bit confused now
we're trying to make our own grab animation for this specific item
yeah that
oh like just a passive holding animation?
yee
yee
basically the strings you put in item properties for grab animation, but none of those fit our requirement
HUH

did you not think about how the player has custom animations for like, holding the clipboard, holding apparatus etc?
not really no. I've never looked into making items lol
dam i dont know anyone else who might know how to do this only person i knew who had something like that was AdvancedCompany but the dev is bad news
did the piggy's variety mod have anything on it? I know they did something with animators for their gun
The main thing that advanced company did iirc was just add new animations to call to the base animator, which is why it broke with basically anything that ever touched the base animator
since it just replaced it with his copy that had additional animations
I could be remembering the setup incorrectly though
actually not a bad idea to look at thank ill take a look
I also know I saw the person who made the cat mod, stated they just re-used the grenade animation to pet the cats to avoid the headache of changing stuff in the base animator
but I wish you all the luck
oh I see looking into it
grabAnim is just a bool to be set in the animator
that's uhhhhhhh
yea :|
scary
it makes the animator have so many dang parameters too
I think the "solution" would be to replace a specified animation temporarily, and then just use the bool string for that animation
I don't think you would be able to add a new bool but I might be wrong on that one
lmao
is there a unique anim/bool per item?
sorta
I would think there are just like 3-4 animations that each item can pick from
HoldClipBoard is one of them
oh, that might make sense, since it's held more "at you" so you can read it
rather than sideways
Beware: you can PERMANENTLY get stuck in 2d if you use the stock person dance (lights camera action) from the emotes 2 and knuckles.
does doing the lights camera action dance again and cancelling fix it?
...yes
Ahaha this fixes it but makes him stand like this: XD
ok
in my defense
I had the solution in my head 3 weeks ago
I just completely forgot to implement it

How do you reproduce this, because I’d totally do it on purpose
no clue
I played with a group a few weeks ago, the bug happened seemingly at random. but it does happen. Not sure what causes it but I (probably) know how to fix it
I believe dying while doing it, cancelling the emote while dead and then respawning at the end of a day will reproduce it
using Lights Camera Action twice consecutively does some very interesting things to the model in the top left
not terribly urgent but it contorts a ton lol
does the character work either? looks like it is breaking in your image
do you know which version of Emotes2 you have running here? I pushed out 1.3.5 like 25 minutes ago
and if it is 1.3.5, can you send me a profile code, cause it's not happening on my end
1.3.4 yeah
ah, I would check again once 1.3.5 propigates, pretty sure I fixed the issue (I hope)
lol
don't worry about it lol
the most disappointing part is that you can't dive over the ship railing even though the window is higher
still funny though
yeah I mean technically speaking, emotes could move you over
not asking you to fix that btw, that's more likely to screw shit up
but gravity doesn't get removed so it would be very iffy
did you ever figure it out?
adding custom holding animations
kinda but it causes incompatibilities with other mods that have custom holding animations
ah, so you're just replacing hold clip board i assume? im a bit new to unity, do you have the player prefab that you mess with teh animations in?
im probably gonna re look into it i might use an animator override controller and just have the player when holding the item use the clipboard override and then when deequiping have it remove overrides
and if any other mods do the same thing it shouldent conflict at all
I make my mods inside the decompiled version of the game (nomnoms version makes things easy to test) so i have access to the original animator and stuff i just make an override (havent done this yet but hopefully it works)
i think i have that, i opened it up to check on stuff
i didnt know you can... make mods in it?
i guess its just like normal unity developing
actually that makes a lot of sense i guess
the only thing you'd have to do outside is maybe the main script that patches stuff in
im sure you thought of this already and its not so easy as i suggest, but I'll ask anyways for curiosity, is there any way to just patch in a new animation, like HoldCustomItem or something additive instead of overriding HoldClipBoard?
Nope ive tried looking around but theres no way to really add to an animator during runtime without replacing the original animator (which is the incompatibility with other mods that do the same thing)
i see i see
I suppose some kind of animation API would add all the animations from mods using the API into one new super animator and then throw it into the game... but i do not have the expertise to create such a thing :/
do u have the link to the decompiled game thing
thxs!
also this https://discord.com/channels/1168655651455639582/1199473521265475745 might help too
um chat?
chat is this real?

chat is this real?
uhh this is about the grabAnimations etc we talked about earlier i think, i thought lethal emotes api doesnt have that kind of stuff 🤔
sorry, im a filthy title reader only
i thought this is only emotes api
not custom holding animations
???
You can prep and call whatever anims you want, granted, emotes api is a bit of a bloated dependency to have for non-emote based mods but its totally doable
if you wanted to be exceptionally lazy
well it's called emotesapi, but at the end of the day, it's just animator that replaces the animations of the original animator temporarily
ohhhh
so you could register a hidden emote with your holding animation (hidden means it won't show up in the regular emote list) and call that emote whenever you start holding your item
(best part is, any anims you make for emotes api also work on all the enemies in game if you wanted the enemies to do the animations too
)
and that might be too much of a "swiss army knife to solve a butter knife problem"
nah thats really cool, I'll look into this!
but if it is, you can take a look through our whole repo to find something that fits more your needs
just to lay out how I would do it in your scenario if I were to use emotesAPI:
if holding item and currentAnimation == "none" make current animation equal to our holding animation
if switching off of the item or dropping the item and the currentAnimation is equal to our hold animation, play "none"
I didn't really spring this idea up the first time since it seemed like y'all wanted to replace the base animator, and I didn't really want to impose if you already had a path you were set on
icic
this you?
yeah pretty much
lol this actually works well wtf (also if you know the music your based af)
yup
@grizzled lava Hi, I don't know how to explain, but I want to make an animation and make it so that the lower part of the bones are not involved (for example, a person raised his arms and he has a running animation and so on).
Yep, there are import options for solo/root bones to ignore, they both take an array of HumanBodyBones
Let me grab an example
You can see what they do here
Ahh, thanks 🙏
@grizzled lava I need to ask, why do things like this happen to the player sometimes? https://cdn.discordapp.com/attachments/1200901735129022575/1252014754151796736/Captura_de_pantalla_2024-06-16_233815.png?ex=6670ad1a&is=666f5b9a&hm=56ae0fd2e50da21433cebb0692b258764a3921f8d146e70b4dcb31916fca13d5&
Is it an issue with Lethal Emotes API and mods like Piggy's Variety Mod messinmg with the player animator?
XD
I was playing with @north matrix and @dapper spindle at the time and only Mac saw me bugged like that btw lol
what am I looking at sorry, there is a lot going on in this image lol
My character's legs being broken
XD
I remember seeing @bitter ingot have a broken leg once too lol
hmm, I haven't really seen this issue in a while, I'm not entirely sure what's breaking it specifically. To be clear, emotesapi doesn't actually mess with the base animator ever, it moves bone positions around and that's it.
As for diagnosing it, I'm not sure, do you know if there has been any comon thread/actions among those who had broken legs?
Nah it's pretty random, I would imagine it's an issue with Piggy's mod cus it messes with the Player Animator
is it just the knees, or various different locations that break?
It's usually the legs for whatever reason
XD
I don't think I've seen another body part break
So to break down about what I think is happening:
When any given bone starts emoting with emotesapi, it grabs the local position/rotation of the original bone and saves that
when the emote bone stops emoting, it resets the original bone to the original local position/rotation.
This is to prevent breaking certain bones that might not actually animate with other animations (I.E: If shoulderL doesn't actually have keyframes in the regular animation, if we move it around, that will be permanent, so I need to revert that stuff)
I think what might be happening is emotesapi is grabbing bone positions/rotations that are non-standard if there is another animation currently playing. I thought I had fixed this before, and I clearly got far with it cause this issue barely occurs these days (or just no one reports it idk)
As for fixing this specifically, I'm not entirely sure, I could look at just caching the vanilla position/rotations, but that would require some manual work, I'll think about it
Yeah that would make sense, cus I've never been able to replicate it when I have TME installed and LethalEmotesAPI and BAC disabled lol so I figured it was a Lethal Emotes API bug that happens rarely, or Lethal Emotes API breaking cus of mods that alter the player animator like Piggy's mod does
hmm, @tender sinew out of curiosity, did you do anything fancy for reverting bone positions?
Like the bones on the original skeleton?
yeah, reverting their positions after emotes play
I don't think I reset any of those bones. I'll have to double check in a bit
Doesn't seem like I reset any bones. Were you thinking if I reset the bones, it somehow could be related to the issue? Or is it possible me not resetting them could be related?
Basically He's trying to figure out why this issue happens with his mod but not yours
lol
It's more of a, I'm not sure how you get away with not resetting bones lol
Ohh, I only skimmed through the convo
cause I swear I tried that before and it caused issues, but if it works for you then I'll have to take another look at it
At the time, I figured I would just let the original animator do that, but I never thought at the time that some animations might not animate all bones lol, but in hindsight, it probably would have been a good idea
I come with the worst kind of news.

I was looking into some null reference exceptions caused by my treatment of more company cosmetics, and I found to my absolute awe that there were a vast and numerous number of duplicates of those cosmetics.
I'm not 100% sure that emote API caused it, but I tracked the duplication down to looking in third person, by pressing middle click, while in the middle of an emote.
😅
Oh and just to let you know, this might not be emote API. In the early days of modelreplacementAPI, I got broken legs every once and a while, but never found the cause.
Ah well maybe when you push that update for ModelReplacementAPI it might fix it
Basically, back then I parented the replacement model's bones instead of updating their positions every update, and that would occasionally result in the legs getting flipped, exactly like that image.
We do use it in our pack so it would explain things and why it is so rare
Nope, it's a base game issue.
Ahhhh fun
I think there's like a one frame moment where the legs are broken in base game.
Which caused that very rare bug on my end, and it seems on emote API's end as well.
Since it went away as soon as I stopped parenting bones.
Are you looking into trying to get that update out today btw? Looks like you've been working on it c; gonna be glad to know that NRE's being thrown every frame are fixed that will likely fix a lot of the random intermediate lag I get
XD
Been wondering what's been causing that
😅
That's already fixed, was just looking into the cosmetics as well, since they were doing some weird things.
Yeah, glad you're working on getting everything DiFFoZ found fixed
But as it is I'm just going to push the update now, since I can't fix everything to do with cosmetics.
Also his findings helped me out a ton in the end too, cus after removing some of those mods he found that were using a lot of gc allocation it fixed a desync I was getting in Multiplayer with @frozen kite's Shockwave Drone mod, it finally dropped the scrap for me today after me ripping my hair out for so long wondering why it would never work in Multi lol
Although I'd have no idea which mod was responsible I was happy to see it fixed
Here's hoping the update also fixes the issue where Models just stayed permanently when a player would leave too, the NRE's involved some issues with MoreCompany so I would hope it was the culprit
afaik I used to cause that but not anymore, let me do some digging
doesn't seem to be duplicating on its own, do you have any specific mods installed when you saw that @spring citrus ?
even with modelreplacementapi it's fine
I know what it is
@spring citrus The cosmetics duplicating happens with TooManyEmotes, and I remember seeing an error once in TME's thread regarding the 2
I've seen it once myself but can't reproduce it
If you have TME though that's probably the cause of it
To clarify you're testing with the new release published to Thunderstore right? It hasn't shown up in R2 yet
But I'm pretty sure this issue is due to TME
Yeah you could probably manually import and see if you can repro it
You know what, I think my emote API version might have just been that old. False alarm.
I only had some emote API mods installed, and more company. I just tested it after updating, and it's gone.
My apolocheese for taking your time.
all good, it happens
I had a pre-release input-utils for the longest time until rune got tired of my false alarms

Lol well if you want you can still check compat with TooManyEmotes I suppose 😂
That's true, I could. I'm not going to though.
@grizzled lava any plans to see about compat with V55? The animations for the Company Cruiser don't seem to break but when people are driving it the whole game lags and I'm guessing because support needs to be added somehow
Was it spamming EAPI logs?
Nunchuk did some testing earlier and didn't notice any errors other than some fixes that might need to be made for enemy interactions mod which isn't part of base EAPI
I never got any errors from it unfortunately but someone mentioned that the issue seems to be caused when any mods touching animations are present
Well we also had an issue where players couldn't sync the emotes in join spots as well
we don't touch animations at all, we have a seperate skeleton and animator
we'll take a look at that as well though
Got it, just trying to isolate why it lagged the game so hard lol
It could be a Vanilla issue for all I know but people seemed to believe it's mod related
gotta ask if the emotes from emotes and knuckles, more specifically pain, have a vrchat version? if not is there any way to obtain the original files from them to port them over?
i think we forgot to make the repo for emotes and knuckles public

I can send the blend file
but I think a lot of the effects setup is done by nunchuk in unity
and rune
they are standard humanoid though, you may need to use some custom avatar sliders to flatten yourself or provide some of the effects
yoo thanks guys!!
Yep! Only thing we ask is that you keep whatever you port open so all can use it/port it to something else if they want
understood!!
by itself im getting this error [Error : BepInEx] Could not load [Custom Emotes API 1.12.8] because it has missing dependencies: ainavt.lc.lethalconfig
that checks out
At this point with how much we have moved to just be in the emote customization menu, it probably doesn't need to be a hard dependency, but I would need to go in and fix that, maybe at some point.
fixed by reinstalling
O
Not sure if this mod officially supports v56 yet but with it installed the new suits render incorrectly in first person
you do need an additional mod to let you look down farther to see it
That happened in V50 too
Wait what, I'm not aware of this issue. Can you describe it further cause I'm unsure what I'm supposed to be looking at
oh, fiddled around with it, yeah I never knew this existed, seemingly it gets fixed after entering third person mode once so it should be a simple fix, let me see about it
free download glitch 
got a idea/suggestion for an emote, possibly something with Reno - Red Vox, as it'd be fun to use with lethal casino
Lmao I really hope SoundAPI updates soon my god the broken looping for the ship squeak
Is there a music video/dance for it? Tbh I've only ever listened to it
Just video mocap Vinny from TooManyGames and make that an emote
thats kinda what i was thinking too
i havent seen a video for it other than the visualizer on their YT channel
Unfortunately that's a little beyond my knowledge base, but if you or someone else can get the animation the rest is ez
i mean the performance visually is just generic guitar strumming and singing which wouldnt translate over the lethal men's masks, so maybe something else would be better, even if its just like the walking from the visualizer from TMG
I was just wondering if enemy interactions was going to be updated for v55/v56? it looks like the same person who did lethalemotesapi also did enemyinteractions so I just wanted to see if that was still the case
oh
honestly I thought I did update it
I'll get it done before I get off tonight, should be a simple update, I think I just need to set it up with the new onKill function
sorry about that
yay, thank you!
enemy interactions has been fixed. I'll work on getting an EmotesAPI patch out to add emote skeletons for the new enemies since I guess I forgot that as well
Lmfao seeing the Fox need a medic bag is so cursed
wondering about enemy interactions, could you add the new enemies to the config, as well as an option for all modded enemies?
i'd like to disable emotes for every enemy other than the masked so it looks like its another player dancing around the facility since the people i play with usually end up doing that
would that also include the toggle for modded enemies?
yeah I'm adding those as well. I thought I had all them in here already but I think I'm confusing settings with ror2 emotes
I didn't even remember to add settings for v50 enemies 
it's been pushed
thank you!
i see in the config "can football emote" but i dont think she emotes when an emote triggers on her, as the audio played but she didnt dance while i was playing earlier. does she animate with her emote?
she should, something might have broken recently, I'll take a look into it when I can, probably tomorrow
i also encountered a tulip snake bustin it down even though they're disabled from dancing in the config
https://thunderstore.io/c/lethal-company/p/Nilaier/NilsHUD/ Id love to see compat with this mod
i keep running into this error when loading the game, and none of the emotes in my pack are available. i've tested this with an older asset bundle and everything works fine, so im thinking it's probably an issue with the newer asset bundle, im just not sure what the problem is lol
Looks like it's just not finding the audio files, do you need to specify a sub folder for them?
sorry im a bit confused by what you mean, but i have the audio with the anim files
So in your code, you have a string somewhere that is pointing to your audio files (I.E: "liadbackshuffle.ogg")
can you send me a picture of that bit of code?
here u go sorry i haven't messed with this in a while lol
mk, and next to wherever unity generated your assetbundles, there should be a .manifest file, can you send that as well?
it should have filepaths
yeah so,
your strings above need to be more like "Custom Animation Folder/Fortnite/laidbackshuffle/laidbackshuffle.ogg"
to match what the .manifest says
ohh ok ill try that
that worked tysm, just another case of me overcomplicating things lmao
All good, some of this stuff can be hidden knowledge if you don't know exactly why something breaks
Was this a one off problem or a constant? Also can I get a profile code so I can look into causes?
Constant. It keeps appearing in the log every minute or so
01910cec-5349-7c17-387d-a4ae7dea1085
So with a disclaimer of "I couldn't reproduce it" I took a look at that spot in code and it's an easy fix to add safety checks around it, so ideally you won't see it again
Alrighty
Hi, there.
I'm a 3D animator who wanted to port my animations to lethal compagny.
I followed the "custom emotes api" extension tutorial but I'm stuck at the coding part (the step that follows the unity export in lethal files).
I've seen some people make awesome emotes, if anyone can help me that would be great. ^^
Hey! I'm glad to help with whatever you need. What specific timestamp in the video did you stop at, and which part about it were you unsure about?
I assume around here but there is a few things in the segment https://youtu.be/VfmFxi7_-Oo?si=QSrLV6Rd8YS11irg&t=1407
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...
Thank you in advance for your help. ^^
So I'm stuck at 23 minutes into the video.
I don't know where the file to be coded comes from.
I've searched the github documents, and I can't find where it came from.
The problem seems silly.
But I watched the 2 videos several times and never found the answer to my question.
thanks for the example.
but it remains strange to me X,)
So starting at https://github.com/Wet-Boys/ExampleLethalCompanyEmoteMod
so if I've understood correctly, I just have to take this example file, import my emotes, change a few lines, and the "build" compiles everything for me, right?
pretty much
I'll give it a try
let me skim through the rest of my tutorial (it's been a while lol) but I don't think it leaves out any other steps
I'm going to do all your steps and if it doesn't work I'll let you know. ^^
Oh yeah, obviously emotesAPI has had quite a few updates since I made that video. If you want a full list of import parameters
I don't know if it's due to the absence of these lines following the update, but the test emotes I made don't appear in the game.
these 2 files are generated as in the video, but the emote is not in the game.
so that's a great start so far. As to why it's not showing up in game could be a number of things. Can you show me everything inside of the awake function that is on your end?
So first off
Second off, try inserting this debug log into your code, then check what the console outputs
can you send the log file from this run?
where to find them ?
(or the bepinex folder in your r2modman profile if you use that)
are you running manually or with r2modman?
same thing but without ads so don't worry about it.
I found this log on my datafolder/...bepInEx
So I don't see the debug log in here anywhere.
in this image, can you show me the file path?
yes
and you ran the game from thunderstore, not steam/an exe right?
Should I have placed my emote in the Datafolder or with the lethal compagny .exe file?
yep
that's the problem
so, either run manually (steam, or the exe), or change your file paths to be in the thunderstore profile
oooh I see
cause right now the mod is "installed manually" and not "installed on your thunderstore profile"
in your case, I would recommend just setting up the filepaths to match your thunderstore profile
if I start lethal compagny with default .exe I d'ont have mods
right, which is why I recommend for you to just point visual studio to your profile
okay
I'll do it right away
(also make sure to copy over your assetbundle folder as well)
I copied the entire "emotes" folder
you're gonna want to do this
that way visual studio will automatically output to the correct folder
the console detects the emote,
but it's displayed in red and boxes all the other modes in my profile
uhh, that's a new one, can you show me all of this file? Or at least the start all the way to your import call
right, changing this is bad revert it to [BepInDependency("com.weliveinasociety.CustomEmotesAPI")]

he sit
X)
I'm back with a new problem 
hmmm, looks like the default nuget stuff I include has some waste that is causing issues. Remove it like this and see if that clears it up
Guessing you're probably gonna be pushing an update to fix that?
yeah I can push a quick update to the example to fix it. but this has nothing to do with the api itself. It's just the example repo
Ahhhh
thx
🥲
Oh yeah, unity quirk. When you create your asset bundles in unity, make sure to give them a unique name, this could easily be achieved by adding your username to them or something like instead of
animations
Name the bundle
octosniper_animations
thx again
if I want to make more emotes in one file
I just need too add a new ligne
ImportAnimation([CustomEmotesAPI_Template_Mod.Assets.Load<AnimationClip>
right ?
Yep
now that I no longer have a problem with the code, I find myself with an animation problem.
the question is why ? XD
The employee just snapped his own neck instead bruh
what does the animation look like when previewing it in unity?
huh, that's a new issue I've never seen before. Not entirely sure what's causing it but as a first step for debugging try checking these boxes and set it all to original
For animation, just check that box
For audio, the default function in the tutorial has an option, it's the third parameter, you want to set that to true
thx gain and again
https://thunderstore.io/c/lethal-company/p/Szumi57/LethalInternship/ can it have compatibility with enemyinteractions? it would be funny
It should be pretty straight forward, I haven't used this mod but I imagine it's just copies of the player model, so I already have an emote skeleton for them, it just needs to be setup to apply to them as well
Holy shit thats a wild theme, I finally just caught up
Im switching to the fortnite palette for blender moving forward
ah, so is there going to be support for it?
I guess it depends on what you mean by "support for it". But I'll set them up with emote skeletons. If they have enemyAI built in it should just work TM, if not I'm not sure

quick answer
uhhh well
i have this tornado here
is it just like, one particle system?
and it is registered as an enemyAI because some guy wanted the weather to become spawnable by default
uhhh it's animated in the sense that it's a particle system, no actual animator sadly 😔
and yeah i figured not lmao
I mean on a technicality, the answer to your question is yes
in reality
I don't wanna go make another system dedicated to animating static objects
sorry 
I mean
ok hear me out
add an animator/skeleton to the tornado
that does nothing
but exist
then we are talking
just an animator works actually
interesting, ill add one for fun
i guess im schizo, turns out it does have one i just dont use it
does it have the bones associated with it already?
def not
my favourite clip will forever be redwood doing the omni man meme
peak
Holy shit wtf
yo @grizzled lava, are masked enemies supposed to be able to emote after being knocked out?
(when masked are enabled to emote ofc)
No they are not, I can take a look into this when I get home
ighty, i unfortunately dont have a log or clip as this was from last night and i've relaunched since then to fix some misc modpack stuff.
i assumed it was an oversight since unlike other enemies masks dont really "die" it seems they just lay down but still remain an active entity
That would be it probably
Cause I check for isDead (or whatever it's called)
Maybe they don't use it?
that could be it
watched one get up right as i walked near it and omni man on me
gave me a heart attack XD
Pretty funny though 
it was!! but it can become an annoying red herring when you have a dead crowd of em all going at it
Better idea
Instead of fixing the bug
Force them to play the "Dallas Medic Bag" emote
I had a friend that spammed that
"Had"

this would be an unnecessary but amazing config for shitposting
vidya of mask gettin up from death
minor issue is interns are listed under the vanilla enemies area instead of the modded ones in the config
also football doesnt emote she just plays music
yeah so the problem I realize now is: the "can't START emote after death" works fine, but enemies are still free to join other enemies who have started emotes
I think
is there a way to disable that join text that appears in the top left whenever a player somewhere in the game is doing an emote? it's very distracting and we don't use this functionality at all
iirc it disappears after you do it once
but it can be turned off, let me find the config
i see this in the config but it's already off
furthermore, i had this off as well, and it was happening with BetterEmotes, which is the only emote pack we have
btw, is that gale? I don't recognize that config editor
yeah
yeah it's def a global-local issue
so as you might be aware, emotesapi has "local" options, aka what is normally config for mods. But it also stores global options, so that people can jump between profiles without having to change their emote wheels every time
oh, i didnt know that
and these are both setup with that, but the global options aren't noted anywhere
where are the global options stored?
it's the main reason we had to make our own settings in-game so that global options can be easily changed
%AppData%..\LocalLow\ZeekerssRBLX\Lethal Company\LethalEmotesAPI
should default to false though, could be the "tutorial" mode causing problems
oh
so out of curiosity, did anyone ever humor it and join the emote?
cause it has the "tutorial mode" as I call it to let people know they can just join emotes from wherever, then it goes away forever. But if y'all don't actually want to use it I can see a situation where you would just not well, use it.
I'll get stuff setup in the customize UI so these settings aren't a pain in the ass to change
i dont think so?
i see. i unbound the button to join emotes to free up some keys for other binds so i couldnt even if i wanted to
I'm pushing out an update here in a bit, it's adding these items I forgot to setup in the customize menu
@small ginkgo fixed the issues with Football and dead enemies emoting. Added a new setting 
your the goat my man
@peak zodiac also pushed an update with these settings
thank you 🥺
🤣
is there any chance you could link football's (and by extension the ghost girl's assuming she doesnt already do this) emote audio to weather or not they're visible
like if they're either unrendered or on a non visible rendering layer, you cant hear the emote
this way other players wont hear the audio if they're not being haunted, and the haunted player wont just hear lingering emotes where ever the ghost was last visible
lol i wonder if u can layer audio sources
in footballs case she prints to the log when revealing herself so it might be extra easy
even if thats not a possibility a script to check when the layer changes and the dynamically change the volume to 0 and then change it back when the ghost reveals its self would work
that'd also keep the audio synced with the emote if the ghost hides and reveals itself during the same emote, since the audio isnt technically toggled off it wont restart
EmotesAPI works fine with the new update, I'll get around to adding emote skeletons to the new enemies, as far as I'm aware there is ||just the man-eater in two varieties right? someone can correct me if there is another enemy||
you are correcto

i think this mod might be broken on v61. currently reimporting my code just to see if something broke when i was updating stuff, but disabling this mod seems to make everything work fine
can you send me a profile code/log? I tested on my end and stuff seemed fine
the thing is that there were no errors from what i could see
but i was getting that bug where the screen is black and you can't do anything, if you know what i'm talking about
then a profile code will do
019161f1-0fe7-c566-ad04-34b488f3d188
this will likely take a while to import, so i'll do some more tests as soon as mine is finished and if everything works it was probably just something downloading incorrectly
by this, are you referring to the "spawn in and can't see anything" bug?
yeah seems fine with the profile as is, probably just a download bug
interesting
yep, after reimporting the code everything seems to work fine now. really weird
Beyond peak
fog gets REALLY easy to see thru in third person
Do you use modelreplacementAPI?
yeah
see #1187188516644474911 message
tl;dr, will probably be fixed in its next update, but I'm not a mind reader so don't take my word for it
ooo okay gotcha
I need to see redwood do the deadpool dance
which one?
oh that one
I mean, we aren't really doing emote requests atm
yeah I'm kinda burned out of major stuff. I'm still down to do maintenance and little things like emote skeletons, but I'm kinda too busy with other stuff to do emote requests
that being said, ya know if you are ever feeling adventurous lol https://www.youtube.com/watch?v=VfmFxi7_-Oo
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...

--- Exception Handler ---
Exception Caught: System.NullReferenceException
Assembly: LethalEmotesAPI
Plugin Info
GUID: com.weliveinasociety.CustomEmotesAPI
NAME/VER: Custom Emotes [email protected]
LOCATION: \plugins\Gemumoddo-LethalEmotesAPI\LethalEmotesAPI.dll
Message: Object reference not set to an instance of an object
Source: LethalEmotesAPI
--- Begin Frames ---
--FRAME 1:
In Assembly: LethalEmotesAPI
Source: /home/runner/work/LethalEmotesAPI/LethalEmotesAPI/CustomEmotesAPI/Core/BoneMapper.cs:1264,17
Target Method: BoneMapper.OnDestroy
--- End Frames ---
--- End Exception Handler ---```
i keep occasionally seeing this in the log
not sure what's causing it but it seems to make it so my friend can't drop what they're holding or interact with anything
well that shouldn't have anything to do with dropping items, as that is an exception that gets handled by just deleting the BoneMapper. Not sure where you are seeing that error from, doesn't look like a normal log. (Or how even, cause again, that line get's handled if it errors)
If you send me a profile code I can test it on my end, sounds like it's happening from a client and not the host?
is the issue consistent for your friend?
that's an error from UnityDebuggerAssistant. yes its a client only thing because i could pick up and drop stuff completely fine. it was happening consistently with everything on the ship for us. im not exactly sure if it's an issue with this mod, but that was the only thing in the log and it seemed to always be present around the time that they were having the issue, but unfortunately we didn't get to test it
019183db-b333-3a00-ca2c-e9b80af92387 this is the code. let me know if you're able to reproduce it over lan, because i'll do some troubleshooting on my own tomorrow if that's the case and it isn't an issue with LethalEmotesAPI
Getting the same stuff when loading in a fresh save as host
This one is interacting with the terminal
those 2 logs in isolation don't make it clear what is causing the issue entirely, the full log might be more helpful, but we'll look into it
You might be able to ignore the logs for now, seems UDA might be catching errors patched by harmony, look in #1275596392550764544 Robyn is way smarter and better at explaining
I see
well I'm fixing up those spots to be more uhh, not jank. (long story, but I'd bet 10 bucks none of them are the issue) By just adding more checks to prevent false errors.
@peak zodiac in multiplayer I'm not having the issue with the client, the profile is called vr mods test, were you running with LCVR or something else?
no no that's just an old name, we don't really play with the vr mod anymore
i think we're gonna play tonight so hopefully we can do some testing or figure out what the issue is
mk, I'm gonna push out a quick patch for emotes just to prevent those false positives from showing up, again I'm positive they weren't real errors but I'll still fix them cause they are bad practice coding
sounds good, i'll post here again if i find anything out
--- Exception Handler ---
Exception Caught: System.NullReferenceException
Assembly: LethalEmotesAPI
Plugin Info
GUID: com.weliveinasociety.CustomEmotesAPI
NAME/VER: Custom Emotes [email protected]
LOCATION: \plugins\Gemumoddo-LethalEmotesAPI\LethalEmotesAPI.dll
Message: Object reference not set to an instance of an object
Source: LethalEmotesAPI
--- Begin Frames ---
--FRAME 1:
In Assembly: LethalEmotesAPI
Source: /home/runner/work/LethalEmotesAPI/LethalEmotesAPI/CustomEmotesAPI/Core/BoneMapper.cs:929,25
Target Method: BoneMapper.TwoPartThing
--- End Frames ---
--- End Exception Handler ---```
everything seems to work but im getting this error, seems like its whenever someone joins
it gets thrown quite a lot actually, not sure whats causing it
"thrown" is a bit of an exaggeration I feel since it's another mod digging up my bad practices that don't normally throw errors. That being said, it is similar to the previous ones were "it shouldn't break anything cause it's unrelated, but I'll fix it cause it's old code that was made with old brain"
glad everything is working though, did you change any mods up or did it just kinda work this time?
pretty much just the same stuff. i did clear cache and do a fresh import, not sure if that had anything to do with it
fresh import seems to fix a surprising amount of issues around here so you never know lol
okay i think using the terminal consistently triggers it
Like triggers the "can't pick up stuff" issue?
O
Hey ! Im so sorry but i need a hand please ..
We have the same modpack, but my friend cant join
We deleted CustomEmoteAPI (or LethalEmoteAPI) and he can join
We reinstalled CustomEmoteAPI, he still can't join
we did a clean installation of the modpack, we did everything good
but i dont know why CustomEmoteAPI is responsible of that
Anyone has a fix please ?
what mod manager are you both using
Hum .. i dont know maybe i'll get ban but .. we use the fork of r2modman that allows AdvancedCompany ..
and since AdvancedCompany got some .. issues with the communities ... 🤷♂️
Yes, we did it, we did a clean installation (which means completely deleted the r2modman folders in Roaming)
But what i dont understand, is that my 8 others friends can join, with the samemod pack
But one of them just can't join at all ..
Seems like LethalEmoteAPI is the culprit, because when we both remove it, he could join my room
i really just dont understand, same config and all
Yeah there should be a folder here (old image, just find the newest mod version)
delete the most recent folder
well the fork might use a different location, not sure
that sounds like your friend has a corrupted install somehow
if your other friends can join fine then that seems to be the most likely cause
Thanks y'all for you answers !
So i need to delete the most recent update, means we run of the 1.13.1 thats it ?
Or do we need to reupdate to the last version ?
Oh my bad, i was looking at your screen !
yeah that's why I specified it's an old screenshot
Alright, we'll do that, thanks for the support 🙏
