#Lethal Emotes API
6698 messages · Page 7 of 7 (latest)
disabling the cache in settings would also do this
not the delete, but it replaces the contents
So, i'm back
We deleted the 1.15.4 and reupdate it, it doesnt work ..
but i have this in my console
Just send the whole log from whoever is unable to join
You should be able to click on settings --> copy log file to clipboard and paste em here
ok try this, for whoever was unable to join
huh?
do you have a log there on your end?
that could only be possible if they weren't launching the modpack
Me neither
I swear we start the game on "Start Modded", and as i've said, i've already play with 8 of my friends for 2 hours there was no issue at all
only him, for a reason that i cant understand, he cant
I'm assuming you at least have an active log since this image
on the console, yeah, but the only log i have is useless, let me send you a picture
uhhh, maybe have him try join, then copy the entire console
like the entire console log, not just a snippet
Alright, he can copy this and send it on pastebin ?
that works
Ok, thanks a lot, i'll tell him to do that
for reference, that can be accomplished by entering the console area, ctrl + a, ctrl + c
hmm, I'm noticing some mods in here are not updated either. Just to be safe, have them delete this entire folder
(entire folder being: the Gemumoddo-LethalEmotesAPI folder)
also not really sure what is going on with the log your friend sent unless it's cut off at the top (which it kinda looks like it is) cause on my end, I see this in my log when launching
but in the log you sent
Yes, indeed
From my experience, when a modpack works well, i prefer to not update any mods to avoid any unwanted incomptabilities or newer bug
Absolutely, because the console seems to not keep all the informations, newer infos erase the old ones ..
if it cuts off stuff, just launch the game and send me the log from there. Once Online/Lan shows up, send me what he's got
Alright :)
for this step, have whoever is unable to join, and the host, do this step
I wanna compare launch logs
So, we know why logs wasn't wrote at all, it was in BepInEx.cfg, LoggingDisk : almost everything was off
so we put it on true, and he joined my game
here is the complete log file
this is from the client unable to join?
Yes sir !
can you send me one from the host as well? I wanna compare what's different
and just to clarify, your friend deleted the emotesapi folder here, redownloaded it, and still can't join?
Not exactly but i guess its the same : we deleted what contains in the folder "Gemumoddo-LethalEmotesAPI" which contains folders of updates
Here is my log when he try to join :)
everything checks out so far
can you send me a profile code? I wanna test it on my end
Here it is : 01918fd3-572a-19ea-07aa-8cab6ac8645e
Thanks a lot for helping, i did everything on my side to check wheres the problem came from,
and like i said, when we removed LethalEmoteAPI he was able to join
but my others friend, with the mod, could play normally 😭
i dont understand
I mean I've seen that issue quite a few times before and it's always a broken download, but if you've delete the cache and it's still breaking I'm not sure
wait a minute
I just realized a potential oversight we've been having
ok so your friend deleted the cache right?
but
have him do this as well
I completely forgot that you know, even by deleting the cache, that won't magically fix the existing download in the profile
Yes, and we already did what you shows in the video before contacting you ^^'
well what order did you do it in, have you resinstalled it like I showed after deleting the cache?
We did it two times :
- One by making exactly what you shows in the video, which was before contacting you (but not deleting the cache)
- The other time we deleted the two updates that were in the Gemumoddo-LethalEmotesAPI, then deleted the mod, and redownload the latest version, and only the latest version shows up in the Gemumoddo-LethalEmotesAPI 's cache folder
yeah so that's perfect. And yet it's still not loading properly...
what's so weird is that I don't even see emotesapi errors in the console
whats trigger me the most, is that i can't found why him, why only him, contrary to my friends, that doesnt work for him, even tho he followed the exact same method of installation
I'll investigate more by my side, if i found something interesting or found a fix : i'll tell ya :)
like the only thing I see in the log is a generic error
This is also weird, dont you think ?
whats "Host was missing network identifier"
🤔
honestly not sure, seems like AC is logging that error, not bepinex/unity/emotesapi
hmmm
I know you want AC, but for debugging purposes, can you have your friend join you without either of you having AC enabled?
or have you already tried that
ok
scorched earth time
have your friend delete everything in this folder C:\Users\Bigma Male\AppData\Roaming\r2modmanPlus-local\LethalCompany\cache
then re-download the mod list from the profile code you sent me earlier
01918fd3-572a-19ea-07aa-8cab6ac8645e
oh, sorry translation problem, that was a request to do, not a question
Yes of course, i clearly understand :)
We are doing it, it redownload the modpack
Sorry for my bad english tho
don't worry about it
Sorry, we did it, and it doesnt work ..
i just dont understand
but i guess it isnt LethalEmoteAPI's fault
i have to play without ... for that single friend 😭
but if i found a solution or if i identified the problem, i'll tell you there
sounds good, sorry about all the trouble it's causing
Can Emotes API to not enabling visor if it was disabled by other mods, like RemoveMotionSway?
I can look into it
Support for nils hud would be nice https://thunderstore.io/c/lethal-company/p/Nilaier/NilsHUD/
Coulda sworn we did that already
I vaguely remember working on the shader for it
But I can't remember if we shipped it
Nils Hud is kind of buggy unfortunately and sometimes causes the exp sound to keep playing
Iirc we still have a branch for it, we got pretty far but just kinda stopped
I personally forgot about it
Idk about you rune
I think I remember, there was some visual bugs with the shader that would show during some of our testing
Will get this done shortly.
Incidentally, do you guys know of the issue where you press the random emote button, and it starts an emote for a split second before stopping it?
I get that somewhat frequently. We just run that modpack that has every emote mod.
I'm not familiar with that, do you know if it happens with specific emotes or like, anything?
wondering if it's an emotesapi bug or a specific emote that is imported improperly
Not sure. It happens on emotes that otherwise work, but with such a large selection it's impossible to say whether people have import errors.
anyone know why this is happening every once in a while? this causes my fps to drop a lot for ~1 sec
the code: 0191d17f-1a98-1cdd-0fc9-3c9730955f42
the full log
not really. Is this log from when you were experiencing the issue or just you testing it? I ask because according to the logs it only really happened twice (two sets of the errors)
I tested with your profile on my end and I never got this error. I did stutter occasionally but honestly with 200 mods (some of which are deprecated even), it's kinda hard for me to tell anything in particular
Yeah I started playing just to test it, I had removed all the deprecated mods and still the same issue, ill be testing it later (its very late here) to see if its a specific mod causing it
seems im unable to reproduce it now despite having the same mods on the same moon, possibly a mod update and fixed it
I get the same issue spammed in my logs too
doesn't seem to break anything just spams
Idk what happened to but on my pack the animated dude stopped woroking, ill test more at home but have any ideas?
like it's broken or just not working?
if it's just not working, best thing I would guess is you accidentally turned off the config option. It's in the customize menu now so you don't have to dig for it anymore
if that box is checked and it's still not working, send me a log/profile code cause that's a new one
Ill double check but its on in r2's cfg menu
when I get the chance ill also clear cache ad reinstall the mod and see if that fixes it
I would check in game over r2's config, emotesapi has global/local config options and afaik, r2 is unable to magically grab the global config
might be that since I just swapped pcs
GRAHHHH why does left clicking play hare hare yukai
not sure if it's a lethal emotes api issue hard to tell
I've cleared every bind related to mouse to no avail
reset the configs completely, reinstalled
In your settings? Or in the customize panel
also happens to a bunch of my friends but has gone away for some of them with seemingly no fix
Because emotes api uses a separate binding system for custom emotes bindings
where would it be in the customize menu?
Right beneath the name of the specific emote
You can bind specific emotes to specific keys, and chances are left click was bound to it by mistake
yup for sure
no idea how multiple of us managed to bind hare hare yukai specifically though lmao
I'll probably look into adding a grace period before the binding becomes active to reduce accidental binds
idk what you mean by blacklist them
weird that they are breaking again though, last I checked they imported properly
I'll take a look into it later tonight
Might have found another error caused by adding your mod that happens for clients btw, at least I never saw this before
Yeah clients have some errors
well
it's less of a "emotesapi causes the error"
and more of a
some vanilla item just didn't exist
Weirddd
I think it might have been CodeRebirth's update somehow, it just fired off a whole chain reaction
Based on the log
Xu pls 
It also could have been a StoreRotationConfig issue thinking about it, I had the option to remove purchased turned on I'll just keep that off
@fossil cape Would be good if you could confirm if it might have been your mod possibly doing that
Oh wait QuickMenuManager, is it conflicting with QuickerVote?
Hmmm nvm it's not touching that, but now I'm wondering what mod is lol
BetterEXP touches it
I guess you could probably fix it by setting up a null check incase another mod is patching it
So things don't explode
I mean that client log had so many stack traces after LethalEmotesAPI errored like it set off a whole chain reaction
lol
Maybe but I've never seen logs explode like that before XD
Chain reaction sounds more likely here

I mean
ez to say that
but looking at what the code that broke on emotesapi
I don't really see how it would cause a chain reaction
unless all these other mods are hooking into emotesapi
(which they aren't)
Fair, I'll need to look at CodeRebirth's code as that's the only logical thing that updated that might do it
do you have a profile code?
Oh, removePurchased doesn't delete the actual items, it just doesn't add them to the store again if they're already bought (and removes them from the current rotation).
Yeah I'm just hoping that's not causing some explosion for clients

This game is so finnicky when changing vanilla stuff it's not even funny

0192a1a5-6272-d73f-7393-27e0d1a7ac1a
and a follow up, is it on like, player join, or something else?
I think based on the log it looks like the MoreCompany and LethalEmotesAPI errors happened on player join 🤔
Similar to how CodeRebirth and LGU normally error, but usually a whole reaction doesn't go off but CR did update recently
I just hope it's not melanie's furniture mod somehow but I saw nothing in it's code that should cause that
https://thunderstore.io/c/lethal-company/p/MelanieMelicious/MelanieMelicious_Utility_Furniture_Pack/source/ Guess it couldn't hurt to double check it I suppose, I know furniture mods unintentionally break things sometimes
to be that guy for a moment. Have you tried reproducing the bug with any of these mods that you are listing disabled?
I mean the only things I've added since we played yesterday were this, StoreRotationConfig and replacing TME with your mod cus TME has a memory leak
So it helps narrow it down
So
I tested locally
didn't see the error on my end
only thing I changed from the installed profile was disabling https://thunderstore.io/c/lethal-company/p/DiFFoZ/BepInEx_Faster_Load_AssetBundles_Patcher/ because locally it causes file sharing violations
but before I disabled it I noticed it just lets you start a lobby before all mods have fully loaded?
not really sure if that is intentional or not
Hmmmm
So it has some weird interaction with LethalEmotesAPI? Or maybe it's the assetbundles in BadAssCompany potentially 🤔
I don't think it's either of those tbh
here let me remote into my potatoe PC and launch there so I can keep all the mods enabled
Yeah cus it's gotta be some strange thing that's maybe failing to cache if it's Faster Load, I know DiFFoZ was gonna be updating the mod so I hope he eventually gets around to it
welp
two computers
so normal multiplayer with all the mods enabled
I'm not getting the error
probably goes without saying but I did check, seems to work fine on v65
Does BepInEx Faster Load AssetBundles Patcher not work well with all mods? 😯 @grizzled lava
BFLABP or whatever the acronym stores stuff on your local machine for what it needs to do, and if you're lan testing, well, you cant really use that mod, atleast thats what i got from what nunchuk said earlier
Everything is normal for me :3
Nothing is normal... I can smell colors
yeah like xu said, I'm 99% sure the issues I had with it was because I was launching more than one instance on a single computer.
through the grapevine ||and by that I mean spying on the TME channel|| apparently a MoreCompany cosmetics call changed, will push an update soonish to account for it. Nothing is super broken, you just won't see your cosmetics in third person until I fix it
oh I literally just had to recompile against the new version
epic
Well yeah that fixes the main problem
Most mods haven't accounted for the mid-game cosmetic changing yet tho
If u want an example of how to do stuff when that happens u can look at the PR I did for OpenBodyCams (which was already merged)
Oh I didn't know that got added, I'm guessing on your comment emotesapi doesn't work with that?
Not sure, I don't use emotesapi xD
I'm guessing it probably wouldn't though unless you did some weird stuff previously
I live and die by the weird stuff so you never know
As long as you toggle the local player's cosmetics visibility when 3rd person is enabled/disabled it should be fine
it already works close enough that I'm not gonna worry about it, but I'll look into real time switching eventually
so i realized that the tf2 emotes mod by Gemumoddo isnt working as intended anymore i have it installed but when i try and do a emote from the mod it says i dont have it installed
oh
seems when I removed lethalconfig as a required dependency from emotesapi I forgot to do it for tf2 emotes as well
sorry
I'll get a quick fix out for that
fixed it, sorry about that
tysm
@grizzled lava is this a problem?
uhhh, well kind of. Do you have a profile code I can eyeball? I don't see it happening on my end
ehh, emotesapi stuff should work with all emote mods
also looking more into it, I think that line might be some legacy code I forgor to remove
are you noticing any problems in game or is it just throwing the error?
honestly, I think you can safely ignore the error
cause I'm looking through my code and this line is like, completely unneeded
I'll see about cleaning it up though
Yeah for reference it's an object that only ever gets assigned to, I never actually read it. So I'm just going to remove it
okay thanks for help
pushed out a fix, but it technically is just an eyesore at the end of the day so no need to rush to update
Hey is enemy interactions suppose to work with "toomanyemotes" cause when I do badass company they always do the emotes. Once I got rid of badass company they never do any emotes from "toomanyemotes" (They never did the toomanyemotes in the first place which is strange.)
it's not setup to work with it no. I mean theoretically I think it might work since TME also uses humanoid for their animations. But it's not currently setup like that
Darn. That is a shame. I was really hoping it would work with too many emotes for the enemy interactions.
Yeah the "import TME" option is much closer to a translation layer where emotesAPI makes the calls to play emotes on TME's end. It doesn't technically import the emotes to the EmotesAPI system
I managed to port over a couple bonuses like "wireless joining" and emote name display, but that was more manual work
Mind I ask why LethalEmotesAPI is 34 megabytes? My modpack is 121.7 megabytes, so I don't know why this mod takes up so much more space than the second-biggest mod, MoreCompany (10 megabytes)
LethalEmotesAPI has a lot of assets (mostly UI, but some core assets for emoting support)
gotcha
you cannot sorry
👎
Lol
121mb is already super small compared to a lot of packs so you really shouldn't worry about it
@grizzled lava Any ideas why this emote mod takes 1.2gb of ram ingame while the mod itself is just 140mb?
i asked the creator but they didn't answer
I can only assume that they didn't set up import settings correctly for their audio, causing it to inflate memory usage
it tooks us a bit to figure it out
If you don't import audio perfectly unity inflates it big time
not much we can do on our end to fix it
Specifically Unity by defualt uncompresses audio into raw byts in memory
so it can save on processing time for decoding specific formats
we recommend compressed in memory
as the runtime cost for 99% of audio for emotes is negligible (with our testing using ogg)
and it has significant improvements to memory usage
thank you for that! some of my friends have 8gigs of ram so it is very usefull when playing with a modpack
I have a small request, is it possible for you to make a plain 3rd person emote?
like just a plain 3rd person camera as an emote? similar to this emote but without the phone and sound, want to use it for combining cosmetics and suits.
Yeah, I've gotten that request by a few people, seems the third person setup I did is actually good
yep its just perfect 😄
When I finish with the stuff I'm currently working on I can take a look into it again
thank youu!
@grizzled lava Hi, I was informed that there is a problem with my dances because they consume a lot of RAM. How to load the sounds correctly so that there will be no further problems ?
I set them up with these options to keep compression at max
@grizzled lava hey so, a model I have for a thing I made (unrelated to emotes whatsoever or this mod) requires me editing zeekerss' default QualitySettings.skinWeights from SkinWeights.TwoBones to either SkinWeights.FourBones or SkinWeights.Unlimited, do you know of any potential problems from me doing this?
i assume not
99.9% sure what won't affect me
okie
If you can play the animation to the model of MRAPI
thats really cute, I'm impressed you managed to get lip sync to pass through so accurately
https://thunderstore.io/c/lethal-company/p/Gemumoddo/ThirdPerson/
was technically ready a bit ago but I was on vacation and got the rona
Oh shit that's hella useful for me lol. Don't have to fuck around with freecam anymore to test my suits
thank you so much!
@grizzled lava seems this error throws a lot
could you send me a log from that session?
seems to be the claysurgeon bonemapper is broken in some way
I'll look into it, shouldn't affect normal gameplay tho
@midnight galleon not seeing it on my end, could you send a profile code? I'm assuming it's a conflict
Might be ClaySurgeonOverhaul
I'll try that
Also we ran into some issues today where my stream dropped a couple of times and I remember Emotes API had some networking issues in the past so I hope that's not happening again lol
that hasn't been an issue for almost a year at this point
also wasn't this
Weird
01946164-2b51-aede-72b0-db4064d8204a Well here's a profile code, my only other guess would maybe be BarberFixes
oop, spoke too soon I guess. I tried spawning it naturually instead of just dumping it in the ship and I got the error
Lol fun
We did it
an emote with live compositing is wild
that's fucking wild
Us when making emotes api: "finally now we can do funny fortnite emotes"
The community: makes a music video into a live emote
Impressive stuff
@delicate berry fyi, your emote mod gets unpacked by mod managers and breaks, you gotta upload it with a similar file structure to this since the first folder always gets unpacked.
what mod?
i dont think i have uploaded a single mod
oh, tbh I thought this was you since you are the only person in this server with "smile" and "modder" in their username
guess they don't exist in this server
ahh okay all good xD
Hey, do you know what could have broken this?
0194948b-363f-0e1b-038f-67485b1854e0
I think some stuff got broken with the latest badasscompany update, I'll see about fixing it
I'm just gonna revert the update until it gets fixed since it's breaking and has differently named emotes causing further problems
Why has BadAssCompany became 354 mb? lol Are the audio files properly compressed as ogg's cus I'm confused why it's so large if they are @-@
I'd have to check with Brynzananas since they have been setting up the updates lately. I think it was just the 1.3.0 patch that might have been uncompressed. I reverted it in 1.3.1 since other bugs anyway.
So, what's wrong with badasscompany? Looks like 1.3.0 and 1.3.1 are a little bit broken. Some emotes just disappeared.
1.3.1 should be equal to 1.2.2. 1.3.0 broke some stuff so I've reverted it until fixed. That might be why some emotes look missing (since they are no longer present with the revert)
1.3.1 == 1.2.2
1.3.0 == new emotes but also some stuff broke
Hello, is there a possibility of making this compatible with CoilHeadStare ?
@grizzled lava maybe its the same incompatibility issue as used to be with badasscompany?
#1184939869278044180 message
It used to be compatible, I'll have to take a look into it
probably a quick fix
probably
thank you 
This should be a bug
@grizzled lava
Occurs when the host joins the join point animation for the client
Another bug
found a issue where some clients cant join emotes
it doesnt say anything in the logs though, probably some sort of desync
That's weird if the logs genuinely have no info
No sort of attempt to join is logged?
nope, none of that
i didnt even mess with the log registry
When booting the game
Not sure if this can be ignored
It seems like it wants me to have ModelReplacementAPI
weird... it shouldn't attempt to load that stuff unless modelreplacementAPI is present
I've got a couple of bugs backed up, whenever I get off my ass (probably later this week after I finish kcd2) I'll look into them all
@hidden charm sorry I took me a while to get to it. Been kinda not feeling modding these days. I pushed an update that should fix your errors.
@grizzled lava Hi, I've been trying to get the Lethal Emotes API to work with the Coilheadstare, but I don't really know anything about programming. Until I get here after a few hours, I don't know if you can help me, and I'll help in any way possible if necessary.
Oh, yeah that's my bad, I think I was told about it months ago but I just forgot
I'll take a look when I get off work
99% sure I know the problem

I didn't expect you to be so sure, but that's amazing, and have a nice day at work.
pushed the fix, sorry this took so long.
Don't worry, I couldn't have done it, you know, you're just someone great at bringing fun to others with your creations.
I already tried it, thank you very much.
In multiplayer, emote music has an issue affecting enemies
Can "stuck" an eyeless dog
@grizzled lava
Weird. I wonder if it's because it spams the enemy audio checks
I swore I set it up like the boombox but I can take another look when I get the chance
Adding this condition will work
Oh, I forgot the volume of EnemyInteractions, PR again@grizzled lava
Maybe an option could be added so that enemies can also affect enemies?
@grizzled lava This was spamming the console, any ideas?
i believe this is less lethal emotes api and moreso whatever you were looking at when this was spamming the console
Something in Generic's Tower Interior then
Unfortunately it kinda would just spam then suddenly stop and no matter where I looked I couldn't figure out what was causing it
cus I tried looking in the same spot it started spamming and it wouldn't repro
it'd spam when you were looking at a specific object, what the object is it wouldnt say
Yeah
@sick ore might be worth looking into what objects in your interior are freaking out
Full log
because of this error it's impossible to use badasscompany at all
before updating the dependencies from 1.1.0 to 1.15.13 it worked correctly but without any emotes
pressing C and only "Customize" showed up on upper-right corner and that error popped in
Can you send me a profile code?
@nimble marsh
it's on clean profile
new profile made moments ago
0196107c-b4d4-6c70-9afd-a37916c4125f
only bepinex, the mod and it's dependencies
that's it
none mod was been here ever
n o
I had literally no idea why it works fine for me it was the furthest guess imaginable
lol
Since it does cache the files
check the folder where saves are stored and it should have emotes api .json file here
backup and try to delete and see if it fixes
on the lethal company vanilla folder?
yeah?
C:\Users\USERNAME\AppData\LocalLow\ZeekerssRBLX\Lethal Company
or it's really old version that new version cannot deserialize it
iirc I made sure between updates, there wouldn't be an issue reading old data. But jumping from 1.1.0 to 1.15.13 could have cause it
honestly I never checked between such large jumps
fixed!
thanks guys 
I completely removed emotesAPI folder (and json's of qualitycompany as I only had those out there) on the folder
removed the crap I don't need anymore and it fixed the long-term issue of mine
Glad you fixed it ^^
Just wanted to let you know I believe I discovered the mod might have a memory leak of some sort, after performing some of the BadAssCompany emotes, the game froze for a bit when going back to the main menu and threw some emotes api error about the bones, then it froze again for a bit when I went to quit out the game
Is there a way to make the lil animated guy at the top left not animated I'm trying to use this with lethal hands but I don't want the guy in the top left to be animated or moving.
even if it's this setting it's not working at all even when its off or on. I tried both times.
that would require lethal hands to set the emote import settings to not animate. I thought they did that already, it might be a setting in their config
For reference, CustomEmoteParams has this
Where can I find to disable the animated health bar altogether though, or is it not meant to be disabled at all? Cause I'm trying to get this with lethal hands but without the health ui being animated. Or is that not possible at all?
right, elaborating on what I said earlier. When the dev of lethal hands imports the punching emotes, they would need to use the parameter I sent earlier to disable the animator. Essentially: turning it off is on the mod dev importing an animation
So, lethal hands itself might have a config to turn it off, but I am not sure in that regard
actually
I took a look
they do set it to false
let me check really quick on my end if something is not working properly
Cause I'm just testing your mod out for the animation thing now.
And I had it set to false when it wasn't meant to be animated but yet it still animated.
hmm
working as expected on my end
if you launch the game, hold C (default keybind, you might have changed it idk) once in the ship and click the customize button in the top right, you should see a settings menu
this is the highly recommended way to interface with emotesapi settings since it pulls from two different places that mod managers are not currently (as far as I'm aware) capable of handling
funny enough, the in-game settings fixed it! Thanks! (No clue why the config doesn't do it but the in-game one does.)
Like I said, emotesapi has two sets of configs, one per profile and another global config that ignores profiles
So changing it in the mod manager only affects your local config, not the global config
And the default setting is to use global config, that way you can change profiles as much as you want and you don't have to fix your settings every time
I.e: people can spend lots of time setting up their emote wheels and they never have to again
Auto walking and third-person movement do not work in v70.@grizzled lava
Hmmm, I'll see about a patch later today, but I'm not gonna publish it to thunderstore until 70 is out of beta
its out of beta
Oh already?
it didnt last long in beta, only a couple hours
I c

Welp, later today sometime

pushed out a fix
@grizzled lava
uhhh
I can't do anything with this
all this tells me is that an emote tried to play that hasn't been loaded in
"phuthona"
It must be part of BadAssCompany
that's the only emote mod we have
Actually this stopped happening after I removed the Soul Devourer due to a bug lol @whole wraith Any idea why Soul Devourer was causing this?
give me the mod pack code please
01977ec1-0c2c-071b-b02d-2540a421a67e It was this one, was the same profile that I also couldn't back out of a lobby in Multiplayer from after we had a round with the Soul Devourer lol
It doesn't really make sense that it would be the bug source (sometimes mods are that way though). Is the error above what you received when you tried to leave the lobby?
That error I got a while before that, the game just froze when I tried to close the lobby basically instead of closing out and threw a ton of dissonance errors
@grizzled lava I'm having a very odd bug where
- The emote wheel is disabled
- When attempting to enter the terminal, your player, nor your camera, is locked onto the terminal while actively using it, meaning you move around like normal while also typing on the active terminal
- When exiting the terminal, it permanently prevents you from accessing it
These are the couple of errors i'm getting from it, and it only started after I downloaded Brutal Company Minus Extra Reborn, which i can confirm causes it after finding the problem fixed once I disabled BCMER
However, starting a new modpack with only BadassCompany and BCMER, Along with all of their dependancys, this bug doesn't happen
If you would like a code to see this for yourself, the one i'm having the issue on is right here vv
0197af6c-3dc3-0f1c-4cb7-b3e87c897e01
working on diagnosing this rn
it's really weird
for some reason with BCMER installed, it's trying to pull lethalVRM when it otherwise wouldn't
I have no idea why
Since you're looking into issues there's an Emote in BadAssCompany that has Pom Poms, I can't remember the name of it and after a player uses that emote the Pom Poms get stuck showing up outside of the ship
interestingly, I'm seeing BCMER also try to pull from an assembly that doesn't exist "ToilHead" in this pack
when in a sanitary pack, it also doesn't have the issue
seems it only happens with LethalElementsBeta. I tested with regular LethalElements and it seems fine.
@tiny creek do you have any insight into this? Wondering if there is something that jumps out at you that is done differently with the beta version that would cause a few mods to attempt to load assemblies that they otherwise wouldn't
He's been MIA for over 2 months now
😦
But
Maybe it has to do with the config setting it has to slow down enemies?
I mean, maybe for the brutal company one
but from emotes end, it's trying to read lethalVRM
which has nothing to do with enemies
so I think it's something else entirely
It has a Github Source I believe
Definitely is an odd issue. Will look into it here too.
Btw the emote I'm thinking of was Cheer Up lol
Is there a way to fix better emotes problems with your mod?
Any mods that add new animations for the players is erase by better emotes.
That's just not true for emotes API
Better emotes emotes actually get added to the wheel so you have them all in one place
Did you try it and it broke? Could be something updated and it stopped working, but in the past it's been fine
Sorry. I mean, other mods that add animations to players, like the company hauler, etc. Emotes from EmotesApi work normally.
I wanna know if there's a way to fix this problem from better emotes with your mod.
Oooh
Uhh, the only way to do that would be to effectively redo better emotes as an actual emote pack for emotes API
For reference emotesapi doesn't replace the animator, it creates a second one and just moves the original bones
That would also be a solution if they just implemented that into better emotes
But again, that's a good bit of work
better emotes doesnt even replace the animator properly
its like piggy's mod too iirc
Yeah there are also safer ways to replace the animator
But it still leaves you open to issues
Like other people doing it improperly and colliding with you
Lethal MMD , XD
you're crazy for making this work so well
nevermind, somehow it was just because of clownschoolemotes
how the fuck
hi , there is a issue with the mod, thanks to Xiaolan, she is the one who discovered it by investigating my modpack
the issue in question =
You probably also should provide your log btw
Could we also get the modpack code?
@upbeat vale do you have a list of the errors EmotesAPI output from that message? I'm trying to debug the issue, but even after removing items from the above pack down to the minimum, I am still seeing the bug noted above but with 0 errors logged to the console
0198edf5-128b-af31-8d02-3d5b8a18054c
for reference, this is what I got when reproducing the bug
seems like the dictionary stuff I have for VRM/ModelReplacementAPI are being forced to be loaded at some point
while I'm seeing about a proper fix, @tepid crane you can just have both LethalVRM and ModelReplacementAPI installed to fix it
Yeah sorry I should've clarified you needed to like turn on some configs on the logger lol
I installed these, but I did not reproduce the problem. I have a modpack with over 300 mods, and I don't have this problem.
I didn't figure out the core issue which was "why do my objects get forced into memory" but I did fix it by just making them generic objects and casting them when needed
I'll push out the fix with the v73 networking fix whenever the patcher gets updated
Oh you probably hit ts's filters
Just make a thread in #1229912303588212796
I have to ping a janitor every dawnlib update, which at times is 3 times a day or once every couple days 😃
oh
weird, I wonder what changed since last time I updated
thanks for the info
btw the major bug is finally fixed that's been there for a few months
sorry it took so long to get a solution
O big
Amazing as always
is there a way to disable walking with emotes ?
The answer depends on the case:
Host: no
Client: yes
Emote creator: yes
when a developer creates an emote, they decide how the emote works with player movement
some emotes always allow movement
some don't
some stop the emote when a player moves
it's all decided by the emote developer
I see
Is there any way to disable armfix for specific anims?
Its overriding the constraint's localtransforms function, as presumably intended, but thats breaking item positioning for my custom item animations.
can you elaborate? Not sure what this armfix thing is
Ah, on the github there's uh
FixLocalArms() in bonemapper, I think to keep the arms from breaking in first person?
But it was preventing my custom itemhold anim from working so I just have my anims turn it off when they're in use.
All good now :>
Hey quick question, how would I go about replacing the healthbar model compatibility wise?
I wanna make players (think) they're objects and that'd require hotswapping the model.
I can't seem to get it to work by just overriding positions/objects/cameras on EmoteAPI, so I was considering just replacing the whole healthbar renderer but I worry that'd break something if I don't put it back exactly right :P
I don't think we provide a way to replace it
the model is part of a prefab we instantiate
replacing it wouldn't be the end though
because you'd also need to update the references in these scripts
yeah it's been a while since I looked at the healthbar stuff, but it's not technically a normal camera, since a normal camera has a much higher cost per frame
that's also true
I should just be able to like
Swap the sharedmesh for an objects mesh yea?
Then swap it back ofc
probably?
i think so
you'd need to get a reference to the HealthEmoteRenderer
that would give you access to the SkinnedMeshRenderer
you'd also need to make your model constrain its position to the spine transform
or you'd have to replace the target of the existing position constraint
Should just be CustomEmotes.HudCamera.Find("LOD1").getcomponent<skinnedmeshrenderer>().mesh=grabbableobjectmesh or somethin similiar right?
Positioning aside
er
sharedmesh, but same deal
I think so
just keep in mind we don't have an actual camera
we render it using immediate graphic calls
Nice.
That makes this a LOT easier tbh
All I need is for the player to look at their healthbar and go "oh god, what have I become? Is that... Am I a key??" until the effect wears off
And I think I can do that pretty easily through this haha
Question, is the "Camera" whats referenced as EMOTEAPI.hudcamera?
in which file?
For example in HealthbarAnimator's
CustomEmotesAPI.hudCamera = healthBarCameraObject.GetComponentInChildren<Camera>();
LOL
Well it stores a reference to the healthbarcontainer tho yea?
HealthbarAnimator.healthBarCameraObject.GetComponentInChildren<HealthEmoteRenderer>();
waitr
think thats internal yea?
HudCamera does hold a ref to the child of the healthbarcameraobject tho so it should be accessible as a parent?
maybe? give it a shot
There's only one instance of that yea?
Cause its clientside
screw it lol I'll just FindByType
I'm gonna hangout while I do this I think
Also I appreciate y'alls help!!
np
Hey whats the rendertexture being put on?
I need to find a ui ref for the upper left corner :P
its referenced by the HealthEmoteRenderer
if you have a reference to it
it's under the field material
ty!
hmmm
the mat is pure black but I reckon that makes sense, its probably not suited for generic item models?
Uhhh
The render works kind of like a chroma key effect
The stuff you want to be visible must be red
While the stuff you dont must be green
Thats the material not the rendertexture yea?
GOTCHA
Thats really smart
And we got it :)
Oh huge
I mean I'm not sure what that is supposed to be, but progress is progress!
They think they've turned into a key, as it puts the cam and their ears at the position of the key clientside (while serverside they're just curled up talking to themself about "oh god I'm a key, where is everybody!")
should be updated to v81. It seems like it was mostly working, just one of my patches borked
EXCEPT I LIED
this still happening
Mythic is out to get us
@someone
Make a report in #1229912303588212796
thank
oh, yeah I probably still have a thread there lemme find it
ok now it is fixed (real)
which version should i use if im using v73?
