#BadAssCompany
1 messages · Page 2 of 1
how can i check that on steam
you can check by launching the game
there should be a version number in one of the bottom corners
doesn't matter
version number looks like "v49" or
V49
@pallid jay to selcet the emote you just drag your mouse onto the emote you want correct?
yeah then i dont know
and release the wheel key
yeah idk what happening
can you send your log
how can i do that?
try settings?
locations
\
now BepInEx
alright I'm going to take a look
alright 🙂
that's odd
?
kk
ye?
when was the last time you restarted your pc?
well
I'd also try validating your game files
because the error seems to be something specific to your windows install
ohhh
as Windows itself is throwing an error
whaaaa
should i restart my pc?
no idea what this means tbh
weird
kk
ill verify
restart now?
do i need windows 11 or smth
@pallid jay yo?
sorry was a bit busy
all g
no you don't
oh
hmm
ok should i restart?
before restarting
try importing your modpack code into a new profile
and see if the issue still exists
not sure with thunderstore tbh
kk
to be specific
do it in a fresh/new profile
don't re-use the profile you're currently in
Yeah try that
Is the issue still happening?
Send the log from your fresh profile
out of curiosity, if you go to C:\Program Files (x86)\Steam\steamapps\common\Lethal Company\
can you send an image of what you see there?
yep
?
right but, I guess lethal config isn't looking in the right folder?
Shouldn't lethalconfig be using assembly location?
@pulsar wolf could we get some insight
for now kaiz, manually download this https://thunderstore.io/c/lethal-company/p/BepInEx/BepInExPack/
let me get the context, one sec
and replace any files you need to
huh, that's is very weird..
ye
btw when i did it
it said something abt
windows needs permission to move these files
or smth
but it moved stilll
SAME ISSUE 
damn
Hold up
That's not normal
no, if it wasn't that, I think it's another issue
can you show what's inside the bepinex folders?
try something for me, launch the game once from steam normally, then check back there
or from the exe located here, either works
i launched it normally
AND IT CHANGED
:ooooooooooooooooooooooooo
WERE ONTO SMTH???
yeah I expected that, bepinex doesn't come with all that stuff, it needs a first time setup
ahhhhhhhhhhhhhhhhhhhhhh
let me try mmodded now
uhh chat
it still aint working
@stone narwhal @pulsar wolf @pallid jay
same error?
can you send a new log?
C:\Program Files (x86)\Steam\steamapps\common\Lethal Company\
oops
bepin ex folder looks the same
question
?
you're launching the modded version through r2modman, right?
they work 99% the same, should be fine?
could you try running thunderstore as admin and launch the game? this should launch the game as admin, see if this error persists
k
the error still presist.
yall might want to see this
i see terminal disabled
and that was one of my issues
this is the log output folder from my bepinex thing
Never mind ignore me
This is really really weird
Uhhh
Can you go up a 2 folders
Right click "lethal company" folder
Click properties
doesn't thunderstore store the logs elsewhere when you run modded? r2modman stores the logs in the %appdata%\r2modmanPlus-local\LethalCompany\profiles\[name of profile]\BepInEx
huh
not familiar with thunderstore
like this?
I think they have been getting the correct logs when needed
I'm stumped

bro whats going on with my modss
@fathom furnace ik ur there bro
cook smth up
I'd try r2modman and see if the issue still persists. Or if you want to finish the manual install I think you copy the bepinex folders from C:/Users/bolus/AppData/Roaming/Thunderstore Mod Manager/DataFolder into your new bepinex folder that you made and launch with steam
what is r2modman?
A different mod manager that's basically the same
that's actually a decent idea, yeah transfer the mods to your manual install
pls send it to m3
how do i do that?
ok
alright
try r2modman first
cause manual installs are kinda annoying to keep up with unless you already know how to handle them
kk
for reference, you should be able to use a profile code from thunderstoremodman inside of r2modman
if you wanna transfer your profile easily
its like the same
its slower download tho
also sometimes on both launcher
it just fails to open
uh my lethal is just black screen now
let me restart
and i cant close it...
nvm task amangare
manager
@stone narwhal @fathom furnace @pulsar wolf
issue persist
should i manual now?
How good is your internet speeds
rly fast
Try re-installing the game
did that but ill try again
You did?
ye awhile ago
How long have you been having this issue?
Is this your pc?

Why is it off?
it was off for minecraft modding
What?
Huh
I'm really not sure what to do here
Because it seems like the permissions for the lethal company install location is messed up
i can still trry and manual download
oh
how do i get the files
is that all?
yeah
kk
I mean, I didn't click the paste button cause I don't want to change my manual
so technically you also need to click paste
but yeah
running this
yep
hold on i might need to send u that black this when it starts loading
it says stuff but its to fast
still doesnt work
Fuck it, Uninstall and re-install the game
the exe folder
yeah I see now
bet
where you launched it. I'm curious if the log file from that bepinex folder still has issues finding a folder somewhere or not
W mod loved it
lucky you man
heres the bepien ex folder log
do you want the actuall logs of this
it's just so weird
Path: C:\Program Files (x86)\Steam\steamapps\common\Lethal Company[Unknown]
what folder or file is it looking for
i reinstalled
are u useing r2modman
we've done all 3 methods
hmm weird
both mod managers + manual
i wonder if it's a specific thing with lethalconfig.. If i do a quick change to it, am i allowed to send a zip with a test version of the mod here? Not sure if that's ok
please do
because i know there is a thing that i didn't change regarding the logger that was a leftover from the stupid idea of sharing code between mods that i was doing before reworking the structure. It could totally be that
@exotic remnant To install it on r2modman, go to settings and search for Import local mod, select the zip file, and import it
then you can run it on r2modman and see what happens
with the mods i have
or just leave it
it'll overwrite, i do it all the time while testing
I c
oh
do i disable any of these?
not really
because the version number is the same, there's not really an indicator. I guess just run the game and see what happens
run modded through r2modman, i mean
ok, it wasn't the logging thing leftover
wait are they the same
no, that's when the game was installed
oh my bad
i think
it is
hmmm
I wonder
is the ssd your laptop running on, was it installed by you, or did it come with your laptop
i cant evenn join my friends lobby now
i have no clue what that means
how old is your laptop
when you got it
i really don't know what's causing this issue
all signs point to it being a windows issue
unfortunate
is there like a windows updat
does anyone know another decent emote mod except toomanyemotes
moreemotes
and badas
that's uhhh
all of them lol
I mean Ross's crew is making one, but idk when that will be out
theres no other decent emote mods 
there's physically no other emote mods*
you said badassemotes
but technically it's all under LethalEmotesAPI
which there are like 12
but they are all gonna have the same issue I guarantee
i'm just so confused about the error because it happens when it tries to just log, which works, it even shows up on their logs, but then the logger tries to do something that fails, and it's just on my logger
or at least it seems to be on my logger
but the same logger works fine during the chainloader, so i'm completely lost
This is probably useless info but I made a test profile with the same mods (regular lethalconfig) and these are the only lines that I have in the logs that kaiz doesn't
none of us are able to reproduce the issue he's having on our machines
Those three lines below "injecting mod config menu" doesn't happen because it's where the error occurs. It happens when it writes the "inject" log
yeah I figured those. Maybe the facepunch one is because I launched the game in LAN mode nvm that seems to be a line below the screenshot
i mean, it confuses me too, but i'm pretty sure the dancing and terminal issue is unrelated to lethalconfig
I'm 90% sure something is up with your install of windows
but i'm just confused in general, these errors are just very weird overall
Either that or your drive is busted
This goes beyond mod troubleshooting
As there are literally windows errors in the log
That's not supposed to happen :/
Actually true
can i like reinstall windows?
They sound like a lost cause lol
anyone else getting the bug where you cant use terminal and you cant emote
do you have a profile code?
send modpack code and logs
- log
let me see
I was having issues with the code earlier
018d29a4-9a0a-e280-0e35-59cf56f10411
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
EmotesAPI.CustomEmotesAPI.PlayAnimation (System.String animationName, System.Int32 pos) (at <fb2e4da8933942ca812b25a9f12d0baf>:IL_0056)
EmotesAPI.CustomEmotesAPI.InTerminal () (at <fb2e4da8933942ca812b25a9f12d0baf>:IL_000C)
EmotesAPI.CustomEmotesAPI.BeginUsingTerminal (System.Action1[T] orig, Terminal self) (at <fb2e4da8933942ca812b25a9f12d0baf>:IL_0009) (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<Terminal::BeginUsingTerminal>?-1345684000(Terminal) UnityEngine.Events.InvokableCall.Invoke () (at <e27997765c1848b09d8073e5d642717a>:IL_0010) UnityEngine.Events.UnityEvent1[T0].Invoke (T0 arg0) (at <e27997765c1848b09d8073e5d642717a>:IL_0049)
InteractTrigger+<specialInteractAnimation>d__61.MoveNext () (at <af9b1eec498a45aebd42601d6ab85015>:IL_0033)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)
UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
InteractTrigger:Interact(Transform)
GameNetcodeStuff.PlayerControllerB:DMD<GameNetcodeStuff.PlayerControllerB::Interact_performed>(PlayerControllerB, CallbackContext)
UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
not sure how to do that
do you use r2modman?
I use thunderstore
thanks, I'll get on it
coolio
yeah...
unfortunate
I really enjoy how if one mod gets cunked, the rest don't get to go :/
@urban jungle hey just wondering if you have any insight into this? The first thing on the logs target list is LethalThings
(granted there are 117 mods on this list so it genuinely could be a lot of things)
for now, I'm moving up emotes api in the priority but giving it a try catch block to avoid it breaking other stuff, update coming in a few minutes.
but just fyi, other stuff seems to be broken, not sure where the conflict lies, but something interacting with GameNetworkManager's Start is breaking if I were to take a guess
patch uploading, should be just a few more minutes
realisitically though I'm just having emotesapi "jump out of the way before the car crash" if you will, so you are probably gonna see issues in some places still
cause something is conflicting in that area
Not sure what happened tbh lol it was working just fine like a few days ago with my current modpack but all good
#thunderstore-releases message just gotta wait for mod manager cache to update
TWINS!
stacktraces are not necessarily useful for tracking down compat issues due to the fact that anything that hooks the same function shows up in the stacktrace, but i'll take a look
seems like something registered null as a network prefab.. i think?
the line of the nullref doesn't make much sense to me
unless prefab.name is null
because it died on this line of the lethalthings hook Plugin.logger.LogInfo($"Found {prefab.Prefab.name}");
i guess this could happen if a prefab was created at runtime, maybe(?
@urban jungle just so you know this issue also happend on my pc with only the badass emotes mod so i dont think its an issue with any of his side mods.
You had the same symptoms but your issue was due to Windows io errors, not a conflict in a function
I mean, I personally, have no idea how to solve your issue
Because again, Windows is spitting out errors
It's not something like a mod conflicting with another mod
you're effectively asking mod devs to diagnose a problem with your PC
none of us want to be responsible for that
as it's outside of the problem of mods conflicting
@pallid jay @stone narwhal ok im trying a whole diffrent mod now is there multipule version of bepin ex or is this error just not possible
because when i check verisions of bepin ex I only see the other one
ohh
i have the mod and it doesn't work but my other mods do
is there something im doing wrong?
send modpack code and logs
how
are you using either r2modman or thunderstore mod manager?
Oh
thunderstore dont work for me
You probably just missed a dependency then
So you got emotes API setup fine, but didn't download any emote packs
isn't badass company an emote pack?
oh ok
In plugins
check the console/log to see if it spat out an error
not sure how to do that, just gonna try reinstalling for now
that worked, thank you so much for the help
I'm having an issue where if I exit a save and make new one, all my game sounds disappear
Also seems to cause issues with Solos Bodycams mod
I don't know if it's BadAssCompany or just the emote api
please send a modpack code and any log files you have
Aight
How do I send a modpack code?
018d2e3e-953a-eb5a-4bd4-624d28143c50 <-Modpack I was using and log of one of the games we were having issues.
👍
I'm seeing the sound issue on my end as well
could you elaborate on "Also seems to cause issues with Solos Bodycams mod"
cause idk what that means
well solos bodycams just don't work. mod runs and all on the terminal but doesn't show up in game at the monitor
good news, I think it's some conflict between the two, causing both the issues so this souldn't be too hard to track down
@shadow wraith fixed it, uploading LethalEmotesAPI 1.2.16 in a couple minutes
nice
minor update going out, I saw someone mention how BadAssCompany adds like 2.5-3GB of RAM usage. Not really sure how unity decided to use like 10x the size of the mod in RAM, but switching up the audio import settings has brought it much more in line (200MB-ish, but can't really go further below that without super audio compression since there is physically 200MB of audio files)
nice!
Is it possible to change a emotes music
I really like the king Julian move it version
not really no, I mean all imported emotes are public access, so if you know how to mod you could make a music changing mod no problem lol
thanks for the help I will look into it
yo
Heyoo
I was wondering if you could lend me a hand, using your mod as a soft dependency for an upcoming mod
I want to detect when people are emoting / dancing, from this mod. Because I am working on an entity that makes you play simon says, and one of the orders is Simon Says: Dance. And some people instinctively would use the dances or emotes in this mod
Is there any variable/part of the mod I can access that will give information about such action?
I'm in bed and I have work in the morning so I'll get exact syntax when I get home tomorrow, but yes
My first thought would be to subscribe to CustomEmotesApi.animchanged which would give you an animation name (if you wanted specific animations) and a bonemapper, said bonemapper has a reference to the PlayerControllerB it's parented to
- any entity can have a bonemapper so they can emote too, if that strikes your fancy in any way
Thank you so much, don't worry I'm not in a hurry, apreciate your help a lot, it's my first time using a soft dependency
So I am checking if the animation name is not empty and is not none, as the majority of them are dances I don't wanna go thru filtering them all yet lol
Again thank you so much
Oh sounds like you got it already?
Yeah
I haven't tested tho just tested and it works

Also if it helps, BoneMapper has a dictionary of gameobjects to bonemappers, so you can go in either direction, it's called PlayersToMappers iirc
The gameobjects just being the gameobject that either the enemyai or PlayerControllerB is connected to
Name was made before I did enemy skeletons and I don't want to break other people's stuff so that's why the name is a bit off
That's pretty good info
Yo, it's me again
I was wondering how the animations have to be setup, does Humanoid animations just work?
yeah humanoid is a requirement, since the emote skeletons are all humanoid
but they just work™️
if you're looking for a general flow though, I made a pretty in depth tutorial you can skim around as needed 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...
Damn, thank you so much, I thought I had to do animations myself with retargetting
nah
there is a custom avatar in the example repo which I recommend you use if you create something with the ChadRig, so that stuff matches exactly
but any humanoid animation works fine
That's crazy, thank you so much for taking the time to explain
@stone narwhal I have a question, are there any mods you know of that might conflict with BadAssCompany/LethalEmotesAPI? Cus when playing with my group they get lag on the client end and when we disable both the mod and API it stops and I'd love to know what could be causing the problem cus logs won't say anything
that's odd, was the lag a thing without playing emotes?
We have no currently documented conflicts but if there is a compatibility issue we would love to get a pack code and some logs to try and resolve the issue
My only possible guess is maybe the game is loading too many sounds cus I also use LethalResonance
Yeah
that's really wierd, thought for sure we finally dealt with that 😔
from our testing the performance hit should be about 3-5% at most (when not playing emotes)
Yeah for me the game definitely performs fine, better than when I have TooManyEmotes installed it's just people lag that join the lobby
but our sample size is small
lol
We'll have to look into possible conflicts (and solutions) with LethalResonance
Yeah I was thinking it could just be maybe the game has a limit for sounds
I can't think of anything else it'd be
not sure, something you could try though
iirc we only have 1 sound source per player so it shouldn't be blowing past the limit, unless we changed that entirely for the shift away from wwise
try LethalEmotesAPI with a smaller emote pack, without BadAssCompany
does the problem still occur?
yeah I think when porting from RoR2 we decided to re-use audio sources, so it shouldn't be the case
yeah if logs aren't saying anything that's pretty rough.
How big is your lobby, + could I get a profile code
018df266-cdcd-b88c-e225-d3e5847beae3 This is the pack I was using at the time
cause the best thing I can think of is trying it on our end
We only had 2-3 others
so like 4 players max?
Yeah
I would just test all locally but you know, running 4 instances on one computer isn't ideal for performance testing
yeah lol
Conflicts?👀
lmao I see someone ctrl+f'd
oh and I guess further details, are you as a host lagging? or is it just the people joining
honestly based
more than likely not on your end
100% Have that on the side and refresh it every once in awhile
I search "emote" like every 30 minutes when I'm actually at my computer lol
Well to be honest it really helps get feedback since the majority of people stopping on the actual thread are going to LOVE IT or HATE IT so looking at chats where your name comes up is incredibly handy, like finding a possible conflict for a mod
yeah we do it all the time
granted I doubt it's you this time
I don't see more audio being loaded causing frame lag
but I guess it could if people have low ram
not sure how much memory your stuff uses
dumps 200mb of songs into your ram cutely 😊
its like over an hours worth of audio content
yeah
which considering that, 260mb is a steal
Flashback to when LR was 350MB
in our defense, the amount RAM being taken up is less than the size of all of the audio stored on disk
we can't go lower without introducing stutters 😅
No shade just was reminiscing
dw, even if it was, we wouldn't go ballistic over shade
I hope you guys manage to fix it somehow, I know @fair socket will be sad without his medic bag lol
WHAT?
ITS GONE??
No it's not gone
If we have to keep the mod disabled to avoid client lag lol
At least we isolated the cause of it
😦
Well we'll have to look into it more
I'll chuck the unity profiler at it and see what I can find
Unfortunately if it is an issue related to ram usage, I'm not sure we can reduce it any further than it already is
Well maybe, but it would be a tradeoff of introducing stutters
@serene swan maybe you can share how you optimized your sounds
the only optimization I did was transitioning all sounds files to OGG for space reasons
We already do that
Damnnn
So you're basically tight on emotes?
So I wouldn't latch onto that idea
Possibly
Well we do have a 2nd official emote pack
Ohhhh
What
If y'all are looking for emotes I can mocap some hehe....
I feel confused by this conversation but I was like 99% asleep
please provide the original video with the Mocap so I can pin it to my thread
I think Imma make it 100%
bro low key got moves
Our other emote pack I think is called Emotes 2 and Knuckles featuring Dante from the devil may cry series
Btw if you want a great way to Rave
Highly recommend doing Infectious while holding a Lamp
more importantly why does he casually have a motion capture area/setup
XD
I have a whole VR setup with FBT with that
I prefer geddon with a flashlight
XD
I prefer I NEED A MEDIC BAG
AHHHHHHHH, IM DYING, SOMEBODY DROP A MEDIC BAG
Bruh when you set up the macro I was crying
XD
Ah Ah Ah AH AH AH AH AH
LOL
with me running 4 lan copies of the game on one machine, I'm not seeing a performance difference between hosts and clients
I haven't tried yet so I haven't noticed a performance issue either, must be some kind of skissue 
I understand that this wasn't an extensive test, if we could get more info on the PC specs of the people having the issue, it would help
@fluid magnet time to say give your specs ig
I know most of my group doesn't run on high end pc's but @fair socket certainly does and he also got client lag 🤔
Well more like lot of delay
when you say "client" lag what do you mean?
Not actual lag
I will say that game performance all around is better after the latest updates for Diversity and StarlancerAIFix
delay?
Yeah it's like people who join have network delay
Granted I stream, but I get no dropped frames or anything during it
Think of it as if you were playing lethal on japan servers.
it's a ping issue?
I was streaming last night and people were talking about how they were lagging and my stream didn't hitch at all lol
So it's hard to figure out what's happening
One time all network was frozen for me for a good 2 minutes before everything synced back up
Over 100 FPS
ok but, network not fps then
ok that's something to look at then, I was thinking it was framerate problems
It's not framerate nah
I see I see
that's good in that it's something we haven't really looked at before so it's more likely there is a solution
we just do the network patching for our networking related stuff though
unless we are doing something entirely unnecessary that I don't know about
let me fact check the code
haven't looked at our networking though
Well with all the dependencies in my mod pack it'd be safe to guess maybe a conflict or maybe networking just gets clogged lol
so taking a log of all networking we do, just for public info.
Syncing to all clients when an emote is played (ulong, string, int)
Syncing to all clients when a join spot is joined (ulong, ulonjg, bool, int)
and SyncingBoneMapper position to all clients every time it moves when performing an emote that has root motion enabled (ulong, vector3, vector3)
Thinking on it like that, two of those are just impulses when you join/play emotes effectively, and the third is only when moving during select emotes
We are using a few month old version of Evaisa's network patcher
idk if that breaks anything though
but just tripple checking @shadow lintel, when uninstalling/disabling badassemotes does it fix it? or did you also uninstall/disable emotesapi as well?
We removed both
So ig at that point it's trial and error lol
well, thinking about it, badasscompany literally has no network patches so it wouldn't be the cause, it's an emotesapi issue probably
Yeah most likely
I do wonder if just updating the networkpatcher would fix it
I could update our build to use the newer patcher
It might it could be the outdated patcher is conflicting with other dependencies and stuff somehow
but i'd like to see if it'd actually make a difference first
Ohhh it's very possible for a conflict tbh, LethalNetworkAPI also makes use of Evaisa's Netcode Patcher
It'll take a bit to get the automated setup going, I'm gonna manually patch our dll and send it, if you are feeling up to testing with it
Yeah I'd be down
wtf is that dll name
I can't remove the attachment either?
I'll just
dm it to you
this server might not like random files
fair enough
@fair socket you feel down to help me test?
Now?
Ya
Sure
updated netcode patcher for our builds
1.5.2 should be out now with the new patcher applied
I can't believe badassemotes was just bad emotes until you patched it
Yeah the EmotesAPI update fixed everything for us 🙂
happy to hear that it's working better now
thanks for testing the build earlier
Thank you for taking your time and fixing it for us btw!!
Yes ty very much!!! 💜
You're welcome lol
Okay I have a request
Same tbh
I'd love the option to be able to disable the effects and items that some emotes spawn
Cus my group likes to spam the one emote that's super bright
and it's annoying
we could consider a client-side option for disabling effects like that
Yes I very much would love that lol
Cus I love everything about the mod except when my friends decide to be immature and do that XD
I mean we could, does it come with music?
something to keep in mind is that badasscompany is really just an emote pack for LethalEmotesAPI
we have a tutorial for making your own emote mod
if you don't want to wait on us with our backlog
One day I'll upload my "all darksouls gestures" emote pack
I even have it basically all ready
I'm just lazy lmao
This meme
Chaos just wants his own emote cus he doesn't wanna blow up Xu anymore with medic bags
XD
Xu gonna kill him fr if he does
😭😭🤣🤣
So
I'm thinking of it from a perspective of, less "turn off props" and more of a per-mod basis to have settings
which I can totally do
for like float/make it rain
since those can theoretically be vision impairments
because "props" as they are, get used for so much more than just what is immediately noticable
but as I said, a per mod basis would be lliterally no issue, I can pump that out pretty quickly
Yeah that would be great, being able to disable the effect for float would be amazing
The other emotes don't really bother me
Well, since I'm here, and it's all client sided anyway, I'm just gonna add a toggle for all real props in badasscompany
incase you wanna remove the amogus from Summertime or something
That works 👍
new toggle to disable summertime amogus 
the royal you of course
only real villians will turn off the markiplier amogus
Haha
I always wondered why there was an emote that just had random Amogus models spawn, cus I have DMCA protection turned on since I stream XD
I just wanna be able to dance like Johnny bolt
in a few minutes ye
Noice
Haha


free download trick completed
Dumb question
Are all emotes properly configured for DMCA (for when you use the mute setting, for example)?
my friend was streaming, we set to mute on dmca, but he got a copyright notice on youtube still
Uh oh
i THINK it was from the miku emote
Unfortunately, we can't 100% know which ones will get claimed
Because YouTube content claiming is ever changing
that is fair
We do our best to update it as we find the issues though
I think it was the miku only that caused this, but i'll confirm this whenever they're awake
Let us know, and we'll update it
is there a way to deactivate certain emotes or make all emotes stop when the player moves?
Not currently, we may eventually add the ability to do so, but if we do so, it will be exclusively a client-side only choice
There's a mod that does the opposite and lets emotes run while moving and crouching. I haven't tried it but I'm sure it looks jank as hell.
This mod allows movement
I noticed. Just giving you a headsup as maybe there's a bit of code you'd like to reverse engineer in the aforementioned.
inverting the movement limit to intentionally add preventing moving while emoting for some emotes as that person above requested
But nevermind
We have a system to disable movement when emoting, but it's on a per emote basis
It's up to the emote dev to set it
Ah ideal.
Check out the rancho relaxo from TF2Emotes or "duck this one" from BadAssCompany
Those implement the movement locking
There may be more, but those are the only ones I know of
This compatibly with More_Emotes by the way? I like that one because you can run it nondisruptive in public lobbies as host and client.
Yes, emotes made using LethalEmotesAPI should be compatible with the other popular emote mods like MoreEmotes, TooManyEmotes, and BetterEmotes
Neat I'll go wild.
Just keep in mind you'll still need LethalEmotesAPI installed
No sweat my dawg will let thunderstore handle it.
Yeah
Crypton future media my fucking beloathed
well
I'm just marking all 3 miku emotes as DMCA
not taking chances
since apparently miku has to play different rules





it's our thread and we get to spam it if we want to 
i just confirmed, it was most likely the miku one, yeah
we all danced together twice on their stream, and both times got flagged
Miku on that grindset copyright hustle
yeah so sorry about that :/ I thought we had covered it all, guess not, the update was pushed earlier to mark them though
technically yes but innersloth has never acted on their copyright
Wouldn't the DMCA free version of the song the frolic emote plays be the song the Fortnite version of it has btw? XD I can't remember if that one is also copyrighted or not
fortnite has a lot of copyrighted music, you would be surprised (or maybe not)
you will be surprised
I wouldn't be tbh
That game is absolutely obsessed with doing collab stuff and adding copyrighted music XD I just couldn't remember if the song they used for the frolic emote was or not
Yo, where is this animation from? the anim file
I'd have to dig through the archives, I think for ones that simple, either violet or I animated it. Otherwise, it was most likely pulled from a VRchat emote anims pack
We have slowly been compiling a credits and source list for all the animations and songs that will be published eventually™️
the hardest part about ones we got from VRchat though is that 99% of vrchat sourced emotes were uncredited rips from MMD creators, many of said MMD creators have shut their wordpress sites, deviant art pages, and tumblr blogs over the years so getting original source credit for some of those is rather difficult
Oh no worries I am just memeing, I was playing with a friend right now and I was showing them this mod, he was surprised because that was his animation hahaha, we are currently in VRChat too
He was helping me with testing, and I always add this even when testing to just goof around for a bit at the same time
He animates on the unity editor using some timeline plugin
Ah it would have had to have been an anim made about 3 or 4 years ago then as it was originally added to our anim library back when we made badassemotes for risk of rain 2
again we will try to get up proper credits eventually, it is our greatest shame that we don't currently have the full list available to post yet
Ah, I don't think he minds the credits or not
We believe that people deserve recognition for their work and that all the animation credits should not go to us. We were much more amature and in a hurry to make something fun and interesting years ago and let the focus of compiling source credits fall through. While porting them over we realized just how erroneous we were in our ways.
But yeah, an animation lib this big would get some time to find all the proper credits, best of luck
Also, may I ask, are you guys taking suggestions/contributions? Like more animations and such
although we do take some, nunchuk has worked as hard as possible to make creating your own emote pack rather easy.
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...
although it may look daunting seeing the video tutorial length, its much quicker to read through the documentation on github depending on your learning style
https://github.com/Wet-Boys/LethalEmotesAPI/wiki/Documentation
I'll take the documentation
there is also an example repo that you can use as a boilerplate, all you really have to do is bring the animations and audio yourself and do some very basic edits to the code
https://github.com/Wet-Boys/ExampleLethalCompanyEmoteMod/tree/main
As for if you wish to make your own animations, we also have a boilerplate blend file for animation. All you need to know is how to move bones, set keyframes, and save the file to make your own emote animation with this.
Nice plugin GUID
Yeah my friend can do anims, but not code, he still uses VRChat SDK 2 :[ to make his worlds
I'll see if I can help them set up something automatic and simple using ScriptableObjects
Any .anim you have that is for vrchat humanoids works bit for bit here with emoteapi as emoteapi is purely a humanoid translation layer
also fun fact you can run humanoid animations on any enemy in the game and some emote packs have implemented functionality for enemies to emote through the "enemy interactions" mod
That's actually awesome
no true fear like seeing an eyeless dog hitting the griddy while running you down
hahaha
Oh, one more question, do I have to trigger the animations in the mod myself? Or does it add it to the ui by default?
once the animation is added to the game via the instructions or the boilerplate, calling the activation to the animation is handled entirely by the API
just make sure you give your asset bundle a unique name like "Kittenji_anims" or something like that
as if there are 2 asset bundles with the same name like "animations" and "animations" the second asset bundle with an identical name will not be loaded by unity
yeah, its just a common issue we've run into with people making new emote packs so its usually worth mentioning
Also, thank you all for always offering help
And I like to make unique asset bundle names
if/when you make your emote pack let us know and we'll add you to the megalist of all emoteAPI packs
https://thunderstore.io/c/lethal-company/p/Nunchuk/All_Emotes_API_Emote_Packs/
I'll make sure i do, thank you
Seeing the bracken dance some funny memes has made my day, thank you so much for this, best dependency I've ever used
Is the Float emote in BadAssCompany? or is that another pack
yknow the one that makes you shine like a thousand suns
Float emote is from BadAssComany
For future reference, whenever you are in the customization screen, all emotes have their mod label underneath the emote name itself
This may be a Thunderstore bug, but I'm not sure what to do about it. I've got a missing DLL situation. When I install BadAssCompany via r2modman, it downloads everything except the BadAssCompany.dll. When my friend installs it via r2modman, he gets the DLL. It's not being blocked on my end. I'm able to download the zip file from the website and extract the DLL and that works just fine. But this is concerning for syncing profile codes...
I'm thinking that is a thunderstore bug? If it's just not downloading a file idk what to do about that :L
well it sounds like maybe a communication issue between thunderstore and r2modman, since you were able to download manually just fine
Oh, you're right! The moment you asked if it cached, it occurred to me, "what if there was a one-time error the first time I downloaded it, and now it's just constantly remembering that error?" And that's what exactly it is. I have a cache\Gemumoddo-BadAssCompany\1.1.7.zip that matches what I keep "downloading", the full BadAssCompany minus the one DLL.
That fixed it! Thanks!
thunderstore should consider generating a checksum for packages
so clients can verify they downloaded the file correctly
but oh well
@pallid jay Mind if I use your screenshots? Very useful for troubleshooting. I plan to use them to help users with issues relating to this.
go for it
Thank you :)
hey, is it possible to make emotes stop when moving?
tap your emote wheel when you start moving
its up to the emote to decide if it wants to hold you still. There are some like the fnaf emote from this pack https://thunderstore.io/c/lethal-company/p/TeamOrnamentalFrFR/UntitledEmotesPack/
or the rancho relaxo from this pack
https://thunderstore.io/c/lethal-company/p/Gemumoddo/Tf2Emotes/
or the "duck this one" emote from badass company

that's also an option as part of the API
oh
the rancho relaxo from TF2Emotes use it
???????
well
it's not an option in emotesapi
it's an option for emotes that get imported
rancho for example yes, does prevent movement
as by design of the emote
its up to the person who makes the emote pack to decide if you should be locked in place, for BadAssCompany we decided it should be up to the player if they should move or not, if someone truly didn't want to move while emoting they can simply chose to stop emoting rather than us or their host making that creative decision for them
technically speaking though, someone could make a mod to just loop through all emotes and flip the import setting to true, thereby preventing emotes from moving
I'm not opposed to someone doing that, I just don't really want to myself
It's more of that afaik the mimics from the mask revamp mod cannot Do these emotes
So when a player is not dancing through the facility 24/7 it's pretty clear that it's a mimic you know
That's why I asked but I do get your point.
I believe mimics should be supported for emoting via EnemyInteractions mod, correct me if I'm wrong nunchuk
If that is the case then I'm sorry, but afaik just the more emotes mod is supported
this mod allows every enemy in the game to periodically emote when badasscompany and or nekiymanemotes is also installed https://thunderstore.io/c/lethal-company/p/Gemumoddo/EnemyInteractions/
this also includes various modded enemies
and is already v50 capable for the new enemies, you can however go into the settings of this mod to limit it only allowing masked enemies to emote if you so desire
Thank you!
Btw question @stone narwhal do you guys have any plans to add the non copyrighted version of Blinding Lights when DMCA audio is disabled similar to how flip did for TME?
does it not already have a dmca alternative?
It has the kind of classical music variation you added, but I liked the non copyrighted one in TME when disabling copyrighted audio, I removed TME though cus the most recent update caused me some really bad networking issues
it does
I mean I'm not against updating to use that, is it actually copyright free and/or something that flips made themselves?
We used the MIDI alternatives since we knew they would be safe
Pretty sure it's an actual copyright free variation of the song
if you have a link to it, I can set it up either tonight or tomorrow
@obsidian crag do you know what the non copyright version of the song you used was?
I believe this one
https://www.youtube.com/watch?v=yxY7tKpN3WQ
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TME doesn't have specialist dance, I riot
He needs to figure out the networking problems first
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