#Scarlet Devil Mansion v2.2(紅魔館)
1 messages · Page 10 of 1
If you update it, the Scarlet Devil Mansion becomes "Scarlet Foyer" and the new one "Scarlet Basement" gets added to the config too
oh...so its not 3 different interiors is what im gathering
its just 2 and mansion got renamed?
You would have to run the game, then quit to see the updated configs
Always run the game once, then quit to update your config list

First person to suggest some reasonable idea to add to SDM will be implemented
Honestly, more interior exclusive scraps are what I wanna see tbh ^^ I really like them
Alright next person suggests one touhou themed scrap
Also you @rare needle I saw your tier list. I dropped down to A tier. Understandable no bad vibes but what you think other dungeons is doing better than mine to get S tier
Also compat with LethalElements could be cool, the areas where it rains inside could maybe have Snow during Snowfall and Blizzard
But idk how difficult that'd be
I currently only do rain, I would like to add more weather effects. Maybe I can start with lighting/flodded/foggy (only for outside rooms and it'll be faint)
Then I can do LethalElements after, not this patch
Oh I still adore the interior, I only really dropped it cus it visually stands out so much lol but I feel like anything lower than A tier is a bit criminal with all the hard work and effort you put in
It still remains a mainstay in my pack and one of my favorite interiors

Stands out as in, not LC-like the textures and such?
Ye basically, it has it's own visual style but I like it
Definitely is a better interior now than when I first started using it though. It's wicked to think about all the changes that have been done overtime
Understandable. That seems to be the theme mostly with the dislike towards my dungeon. It has a very separate style compared to LC and other mods.
So I'll just go harder on the style
Please still respond next person to suggest perfect touhou idea
Perhaps Marisa's broom
Fits in quite well aesthetically with the interior too
broom hmmst, what would the broom do though
all my scrap gotta have something unique about them even if very minour stuff
Hmm. Well, since brooms are for sweeping stuff, and its marisa's broom in the SDM and she is known for stealing, as well as flying and being magical, perhaps it could go out and grab scraps and bring them towards you when used
It being able to push all the scrap it hits into 1 spot in the ship would actually be really useful
that's a cool idea
Like, kinda fly out a set distance or so
Stop
Then do the sweep motion towards the player, bringing any scraps with it and ye

Could be interesting if scraps ever fall in bad spots too
Or for getting beehives
Can we have meteor shower compat
no
C tier
Nuhuh
Rare Spell Card scrap that you can use as a projectile weapon?
Also maybe paint the whole Foyer interior a certain hue of Red
Eventually we will get some goober that'll say "Why is it called Scarlet if the interior isn't even colored Scarlet?" unless we already had such a goober run through here, saying that.
"Bad Apple"
adding a Black/White apple item would be a nice reference
sdm is s tier everyday
ohhh boy gooood ideaaaa! a scrap that plays the entire bad apple video when squeezed
new scrap item, a basket of white and red apples
maybe, the scrap idea already taken
working on changing the hallway textures to something less scuffed, need a bit more details
i hate enviroment texturing 
next update will just be hallway tile changes, the funny broom item, and maybe one new texture change
first time ever doing anything complicated with texturing
annoying for real
used to do it all the time in VRC, never got less annoying.
I like what you made, a solid pack of assets that matches its own theme
lmao the assets for my interior were taken almost entirely from one fan game i made
besides some models I've asked and some models I joinked from the internet, this is the first time making my own
nice
Yeah, stupid tier!!
@tranquil frigate Client's log, had someone get targeted by the maid and they became Shadow Realmed, upon trying to kill the Maid as host she wouldn't die for me but did for the client
There's a ton of Targetable A spam
My log as host if it shows anything
Honestly in this case it had to be a network syncing issue with the Maid probably
cus I haven't had anyone get Shadow Realmed in ages
lol
it would weird as the maid code is exactly the same as the butler code
Hmmm odd, well I remember one time a long time ago a Butler shadow realmed a player in SDM so that could explain some things
send me mod list and ill take a look later
0194d413-e531-add2-857d-5160d9274e50
you can disable the maid for the time being
Oh I just realized maybe it's cus of ButteRyBalance? It makes some changes to the Butler
maybe? the maid code is copy pasted from the butler so the maid shouldn't be affected
While we're on the topic, are Maids supposed to drop the knife or not due to balance?
they are supposed to drop a knife, it's attached to their body
well actually a knife does drop but it's invisible. it's visually linked to the knife on the maid but the hitbox is on the invisible knife
Maybe that's why I can't seem to pick it off their bodies. Does it come with a scan node?
Also I guess I'm screwed if the maid falls back into a wall
the knife would drop just like how the butler does it
it should come with a scan but ill look at that later, maybe i bugged it
I sometimes thought they disappeared because I would scan it and never find the knife
If I can manage to make her NOT fall into a wall, I might be able to finally get my knife!
Ooh I really love this
in comparsion (current)
Yeah I really like the new change, it adds more detail and helps feel like it integrates into LC Better

Current looks so flat in comparison
wow ya that's like a night and day improvement
damn that looks great
finally the round table have more round shadow and not square 
the new wall looks really nice with the light
Silent Hill Mansion
I love it
Does that wallpaper come in red?
Asking for a mistress

it could come in red, but the whole dungeon is black and white
we in too deep to add colors to the dungeon

shoves
Mistress is sad to hear this
Inb4 a "Bozoros" version of the SDM interior on April 1st
Featuring Clownpiece as a Ghost Girl reskin
why clownpiece when you can have a koishi ghost girl
she suits more the whole "only one dude can see her" gimmick
Tbf, I had "Bozoros" in mind and jokingly suggested that someone makes a 🤡 version of SDM like how Bozoros' interior is a facility recolor
Remilia would be unamused
would be funi if u add an event like taking the painting but instead of danger it gives color to the mansion 
Me getting the spray paint mod that lets me use different colors (I am going to vandalize Remilia's mansion):
coming to a mansion near you soon™
Wow is that me, I didn't know you were a big fan
where is you
Maybe
I'm.also interested in the shader or the effect you used for the pictures inside the painting

https://www.youtube.com/watch?v=qGn5RjTVUWI
listen to this song first and ill tell you
お借りしたものは動画の最後で!
【音源】
【ロリMEIKO】 Nostalogic (single edit) 【実写PV】
曲:yuukiss 様 歌:MEIKO
https://www.nicovideo.jp/watch/sm9874560
【再生リスト】
https://www.youtube.com/playlist?list=PLwvylwLDg8seEsr7LHVohEqIkcrRaXe-9
【Twitter(何かあればこちらまで。MMD関連はあまり呟きません)】
https://twitter.com/rakia360
Oh these are rad. Would it be possible to enable a config that lets us change the portraits sometime in the future? Or would that be too much?
config to change the portraits?
Yeah, like how some mods let you change images for posters, or something like the Jesus near-death mod
probably no, just cause I have many other things to do that have more priority
and image portrait modding is just not important enough
Fair enough!
Now tell me
it's just uv displacement
this is also the black edges texture, real shrimple
thats so cool
Honestly, since I've been dabbling into texture editing, I could probably take the time to recolor the walls and floors for you, although it depends on how high-res and complex you're planning on making the new textures in the new update.
I'm currently only updating the hallway textures since the rest of the textures are mostly fine. I gave some of the current textures a bit of depth with normals so they don't look completely flat.
The colouring request though, I must decline. I'm already redoing all the hallway and void rooms with these new hallway textures just so they all fit. I can't imagine redoing every single existing room so their new colours flow great.
Aka maybe one day, but I very much cannot now
that feel when someone doesnt organise their nodes cleanly 
update maybe today. wanna add a few more rooms and it's good
dungeon generation changes too.
Dungeon Foyer is more likely to be hallways that lead to bigger rooms, branching paths shorter, but in exchange the main paths are larger.
Dungeon Basement is the same thing except its main paths are even more larger so even more hallways. in exchange there are less big rooms.

dungeon basement
WE ARE SO BACK
check this
and check this
and make my portrait ink more noticeable
i have a bug, it's called raph, pls get rid of 
Intended feature
damn
I'll assemble the team next chance we get
@tropic creek when you say that you pick it off their bodies, do you were if you were targeting the knife on their back
if their death animation does clip into the wall, it would be impossible to grab their knife
I try to pick it off their bodies, but I don't ever see a prompt to pick up an object no matter where I look because I can't see any knife. And yeah, I've seen them fall into the wall to make it impossible to check the whole body.
ill extend the initial knife grabbing hitbox to be the maid's hitbox
and see if that fixes it
i finally found the reason to why my blood stains were pure white
i set a z scale to 0 instead of 0.03 by accident
i cant believe this
I did some testing on my own with Imperium and I can at least confirm that now the knife appears on her back and I can scan it to locate it.
But at that point, my client bugged out, maybe because I was using Imperium a little too much and I got grabbed by a few Masked guys on the way back to the Mansion.
I'll test it again when I'm not being hassled by the local mafia
On another note, good job on the Sanguine map
Sanguine was made by Tolian tho?
And helped by Lady Raphtalia
Sure, only one person publishes it, but there's more credits that go into making a mod than just one person.
If I were to make one, I would certainly need help from multiple people
I "helped". Tolian did everything
What exactly did you help with?
wow, shoulda helped more
I mean hey, every builder needs an Architect. I like the fact that you fooled Tolian into making a Touhou map for you.

I dont know whats wrong, the mod isnt working for me. I installed it like every other mod and it is not generating any config file, also not loading in lethal level loader
It used to work for me though, now it doesnt
The interiors got a name change, and are now split into two.
Run the game and do another check
Be sure that your ship loads in before quitting out and checking your configs.
Look for "Scarlet Foyer" and "Scarlet Basement"
I will try to reinstall the mod with all the dependencies, but it still does not load at al
One time I lost my config for the Pool Rooms, and it just took me some restarts to get it back.
Now it loaded! I think it was lethallevelloader, it was one of the dependencies that I didnt have updated
Thank you for your help though, I also see those new files now.
Always make sure to update your mods before fiddling with configs
Alright, I did some more testing, and I can confirm that the knife works as intended, except for one little detail.
It doesn't seem to register as a weapon for the Reserved Weapon Slot mod, but that can be changed easily with configs.
Woah wait, really? Do tell! I've been wanting to do something like that with the Comically Large Spoon in Premium Scraps
Check the config for ReservedWeaponSlot and add the name to the list of additional melee weapons.
Another minor detail about the knife:
When I'm holding it, it loops a little animation and snaps to the beginning of that animation suddenly after it ends instead of staying in the idle position.
I've noticed this happening in a few other modded items, but it doesn't prevent it from working at least.
I may be crazy but i think the default knife has the same issue
They both use the same knife holding animation
Yeah, I thought so. This seems common among wieldable items.
I forgot which other modded item this happens for though.
Ooooo, thanks a bunch! Okay, I see it now
||Also funny of you to let me "feed" the knife.||
@tranquil frigate Ran into a funny issue today with the Scarlet Foyer, DemonMae has an anomaly moon with 6 fire exits and it seems like one failed to generate cus it was very laggy. I really wish we could get a mod for situations like this where the game would stop checking for a new fire exit every frame when this occurs
Wrong place to be asking
I wasn't really asking, was just informing her of it and just stated that I wish a mod for that existed cus it's a frequent problem
It would be a bandaid solution to fix lag when this occurs
Agreed
Something like this though however could be fitting to be implemented into DungeonGenerationPlus?
If not one of the larger bug fix mods
seems more fitting for diffoz’s thing
True, true
If he ever returns from hiatus it could be a great idea for LethalPerformance
@flat leaf Assuming you would feel like looking into this, it would be perfect for fixing issues with Mineshaft on custom moons. Mineshaft really likes to fail to generate fire exits more than any other interior when a moon has more than 2 fire exits
In the case for SDM it's pretty niche, a moon having more than 4 or 5 exits is rare so SDM usually is fine and I suspect Raphtalia can easily fix that issue on her own end
It’s not necessarily a Issue for Raph to fix on their end
I mean generally when this happens interior makers just ensure that enough fire exits can generate, I wasn't saying for her to add a caching system or something. But yeah if she doesn't wanna fix it she doesn't have to it just means preventing the interior from spawning on that moon but I would rather not cus the Moon changes depending on Interior which is really cool
I could probably just remove the Foyer from being on it and see if the Basement version of the Interior works okay
I found out that Cosmocos is one such moon where the fire exit count is unbelievable. At least 5 of them are in the main grounds, but one is located in a separate part of the map to lock away an area with some special moon-specific item. So I think there's about 6 or 7 total.
Why does a moon need more than 6 fire exits respectfully.
I would have to check again to see why that's happening. My code should try and fill up all fire exits regardless of the number
It seems like Cosmocos and ||Pandoramus|| like to have 6 apparently lol
When Wesley wants to play shenanigans with one of his "finalé" moons.
Otherwise 6 fire exits make no sense
I have seen about 5 exits on Tenebrous from LunarLights
But that's just a metal platform in the middle of the ocean
Tenebrous is probably my favorite LunarLights moon tbh
I wasn't a huge fan of Rampart, I love it design wise but not Gameplay wise
Tenebrous is mine too, but I kinda wished it was standalone
Mod makers need more restraint smh
Anyway I'll do a check
Oh ya also your maid bug, I'll check to verify but since it seemed like a multiplayer bug I can't easily check it
Could it maybe repro in Lan?
When I first tried to get the knife, it was in multiplayer with one other friend, and neither of us could get the knife.
Singleplayer seemed to work fine, although I was using Imperium to spawn the maids by force. I'll try it later with the SDM with my friends.
I saw something similar when I was doing on Imperium with some friends
Items were really bugging out so it's not just a maid thing
My friends often have desync issues which allow them to cheat death sometimes, but also changes the location of the cruiser and furniture.
It might also affect items
Ultimately an imperium issue not mine
Tbh i don't know how to lan debug
I'm kind of surprised after all these updates I still see errors about the SnowGlobe having a duplicate GlobalObjectIDHash btw XD
It doesn't seem to cause issues it's just funny
That error is weird and since it's not breaking the game not my issue
When I play with friends, I don't use Imperium
Imperium is solely for me to test alone
@tropic creek are you saying that the maid knife bug still occurs without imperium as of the last patch
Wonder if that all relates somehow, wonder if the knife being bugged is why the maid put a client in like their own dimension with her for whatever reason. Could have lead to a network related desync potentially
It's possible but items have no collisions with player and the item itself doesn't spawn after the maid dies
Yeah idk, networking desyncs are always strange to figure out
Dimension warping is something else weird entirely
Yeah. It was like they just got shadow realmed the second she spawned in. Reminds me a lot of when the Bracken Personal Space bug would happen with Diversity and the targeted client would become invincible
You're referring to the bug about the knife not appearing or the bug about the looping animation? When I was with friends and not Imperium, the knife wouldn't appear on naturally-occurring Maids.
When I was in Imperium spawning in Maids, I could easily get the knife after killing them.
I could fiddle with Maid spawning weights to make sure they spawn naturally in the mansion next time to see if it's a thing that happens to natural maids though
Just send me your mod pack code and I can do a check
Since your bug seems like everyone is having issues
Most ive seen was 8
but yeah thats just gonna be a weird moon.
I seen some moons using the fire exit to reach hidden place or something, forget what moons tho
0194ee97-2e76-a261-c9e5-cd969493145e Here's my Testing pack.
I just recently fiddled with enemy spawn weights so the Maid can spawn on Solace, Big Boo's Haunt, and Sanguine.
I tried cranking up those spawns in particular so they're more guaranteed, but you might also get interference from the Sentinel mod.
I guess just kill the poor thing and see if that opens up the spawn pool for more.
two of wesley's end game moons' gimmicks is going inside and finding like, 1 out of 10 specific fire exits or smthn that leads somewhere important, gameplay wise, isnt the most fun but it is what it is
if you were a good modder the error wouldnt exist 
I figured you would know how to fix it since you shared the assets with her lol
the issue is probably because i copy and pasted their snowglobe prefab
so we share the same ids
and the error is funny so i havent fixed
testing myself no issues, ill check on multi
Need me to hop online?
tested on lan
found the issue
you were right i was left
looking at the code, the ghost never ever worked on multiplayer?
When I killed a Maid in singleplayer from an Imperium spawner, a phantom immediately bum-rushed me
But not multi
in sp it's fine, which i always assumed to work for multi
We killed a few maids before and didn't get rushed down by any ghost
And the knife also didn't appear in multi at that time
Only the butlers gave me a knife in MP
its cause the ghost code fails in mp, so the knife don't spawn
nope, just the way code flows
knife spawns after the ghost, but if the ghost crashes out, the knife code don't get reached
Any way to bring the knife in first, so it takes priority before getting messed up by the ghost?
just write better code

knew it, bad dev
Honestly I think the maid is deadly enough on her own in multiplayer without a bee substitute coming to kill us.
SDM when you kill a Maid (it immediately spawns another one 2 rooms away)
Or aggros the others populating the mansion
Considering the large Maid population, the crowd control is fair enough.
turn it off if you don't like it
If I turn it off, will the knife appear in multiplayer?
yuh, they separate configs
alright i think i cracked on the ghost enemy
the issue was me calling new ownership on start, which lead to a series of failing bugs
i coded it like that since the beginning, and no one has reported anything wrong till now, which confuses me greatly
alright next issue is wesley moon
I should test things more often
whats the issue there?
on a moon with 6+ fire exits, my map eats shit
oh, your interior isnt the only one, but yeah idk the solution for that
mineshaft also cries a lot in those moons
you'll wanna try cosmocos, i think thats the one with the 6+ fire exits
my theory is how I added the new feature to restrict fire exits within a certain distance
Is there a way to configure negative weight to a moon to take away its chances of spawning?
the feature straight up removes fire exits from the pool, so it's possible that it can remove all fire exits
none of your mods were included when mineshaft was reducing frames to like 20fps in the moons with 6+ fire exits if thats yer theory
but idk if your mod exaggerates it more
well time to test theory
also didn't realize that my mod spams messages at startup
what's up with that
do i gotta say it again
do i gotta castrate you again
😶
nou
ahh this is the LLL bugs I've been hearing about
50/50 on whether the moon lands
its a sign
no as in, pulling the lever will say "moon not in build settings"
huh, havent seen that one before lol
@rare needle are you sure it's the lack of fire exits?
I forced my interior onto Cosmocos with not all the exits, and I'm not getting any issues
ahh i see the Zeekers® function
ya this isn't really my place to fix, I can expose the variable that describes the minimum distance between fire exits as a config
making that 0 may fix most issues. but I can't guarantee that my interior (or any) will spawn all fire exits required by the moon. that's a skill issue on the moon modder's end or just someone making a fix mod for the slowdown
THAT BEING SAID
since the "bug" is comes from my mod ultimately, I added an extra failsafe in case the global limit isn't reached
it says f it to all checks and just makes it happen
What if I removed your extra failsafe, in a perfect world everything works, and we live in a perfect world
In a perfect world my name wouldn't exist
You're pointing to yourself
livefeed now
It's called Lethal Company OSHA regulations shouldn't be here
More fire exits = Better for Osha no?
It's actually pretty fake since lethal company is a video game
Ignore that I misspelled modder
Damn now I want a Moon/interior that's up to code and completely safe no matter what the generation tries
impossible challenge
If you don't open the game, the code is perfect
If you do, the code turns bad
Schrodingers code
Turns bad when observed
smells when used
I'm talking about code, you're talking about yourself, can we stay on topic
projecting much? i was talking about you
I project a lot of positivity yes
ya unlike you i project good helpful code
Hasn't helped me
no one can help you
Pls help me
anyway patch today
cause the best way to know if i broke something is releasing it to the wild
found a bug
logs or death
Bigger log than anything raph could ever provide
Cause raph made it
update pushed, mostly bug fixes
koment
koment
koment
koment
My friend successfully murdered two maids and took their knives.
We now have knives in multiplayer but I still can't figure out how to make the knife work with the weapon slot mod. What is the technical name of the maid's knife item?
The Gohei works. The Watermelon works. Every default weapon works, and so does the Toy Hammer.
I just need to figure out which name to type into the weapon slot whitelist.
I'll get back to you on that later
Suddenly find my game in that annoying green smoke with black screen softlock that gets fixed by disabling LC Office or Scarlet Devil Mansion. What could be the reason?
I would suspect LC Office probably
SDM is fine in my pack
You think LLL update broke it?
Probably, wouldn't be the first time LC Office has broken tbh and it already had some things that weren't working properly
most recent update?
Both SDM and LLL on last version
i was about to go to bed, so i didnt test around too much
i only downgraded the LLL to 1.4.9 which didnt help
yeah, i was on 1.4.10
Yeah so in that case LC Office probably broke from the new version somehow
Since SDM is fine for me with 1.4.10
strange, it's telling my own asset did not load proper
Run order shenanigans maybe?
Since he did say it's fine if one or the other is disabled
could it be some random mod updating and messing with either of them?
[Debug :dev.ladyalice.scarletmansion] Loading resource ScarletMansion.scarletmansion
[Debug :BepInExFasterLoadAssetBundlesPatcher] Queued recompress of "0563294a5f9c47cda5a62bf5f5ae6ecd.assetbundle" assetbundle
[Debug :BepInExFasterLoadAssetBundlesPatcher] Decompressing "0563294a5f9c47cda5a62bf5f5ae6ecd"
[Error : Unity Log] Failed to decompress data for the AssetBundle 'IO.Stream'.
[Error :dev.ladyalice.scarletmansion] Trying to load in asset but asset bundle is missing x20
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
ScarletMansion.Assets.LoadAssetBundle () (at D:/Previous Computer/Desktop/LethalCompany Modding/ScarletMansion/ScarletMansion/ScarletMansion/Assets.cs:232)
ScarletMansion.Plugin.Awake () (at D:/Previous Computer/Desktop/LethalCompany Modding/ScarletMansion/ScarletMansion/ScarletMansion/Plugin.cs:89)
UnityEngine.GameObject:AddComponent(Type)
BepInEx.Bootstrap.Chainloader:DMDBepInEx.Bootstrap.Chainloader::Start()
UnityEngine.Rendering.HighDefinition.HDRenderPipelineAsset:OnEnable()
Possible
maybe it's bepinexfasterloadasset
trying to decompress my assetbundle and failing
Anyway that's the reason. Those
[Error :dev.ladyalice.scarletmansion] Trying to load in asset but asset bundle is missing
are serious errors.
How a mod managed to do that, who knows
disabled it, still the same issue
then truthfully i don't know what you tell you
that's a new error for me. i'm doing nothing unique just loading my assetbundle
I'm also curious tbh
best thing i could tell you to create a new modpack with just my mod and see what happens
Also send modpack code
I tried LC Office disabled again and SDM enabled this time, got the same issue so i guess LC office not related. Idk why earlier that helped...
Send your mod string
and a pack code
Since SDM works fine for me, you might have something weird in there
019501d6-307f-ee9e-b578-39c098bb0993
Either i fucked up somewhere somehow or one of like 15 updates in the last several hours broke SDM
works fine, no green smoke of death
at least it's not your pc
yeah, forgot how quick the game loads without 200 mods 😭
go back to the original mod pack, and like disable half of the mods
see if my mod works, if it doesn't, remove another half and check again
use that approach to narrow down which set of mods is the likely culprit
When i switched to my "experimental" (just more bloated lol) modpack that i didnt use since morning or maybe even last night, there were 13 updates. One of them is the cause prolly
LLL related mods at least. I doubt LethalPhones or Cruiser_Additions are related
none of them look like it imo
well CodeRebirth is on there, I heard it's coded like shit
Might be Piggy's Variety Mod or Snguine
the galls seduced your assets to not load
MapImprovements also maybe?
i think i disabled sanguine and it didnt help
I'd recommend disabling Piggy's and MapImprovements then
and if it's fixed try seeing which one it is
i will quickly do that, hope it doesnt give green smoke of death screen and then hop in bed, it's pretty late
otherwise i will check in the morning
yep, now it works
that's wierd as hell
yes so i can send an angry message their way
Just enable one, if it doesn't repro, then you know which it is
I would try Piggy's first that one updated recently
yes, i am just waiting for the very fast loading to complete
Piggy and Sanguine on, loaded fine.
i will try MapImprovements now
Went to Sanguine to see if interior generates and plays fine before i do that. Discovered a cool new addition
a lot of work went into that
also loaded fine, what 🗿
perhaps both together causes issues?
and causes issues for my mod?
if true wild
i specifically didnt disable piggy's mod
and sanguine
and checked by creating a new save file each time
LC Office now
i should have been recording the process, now you will all think this was me hallucinating from sleep deprivation 
it all loaded fine, i dont know what to say
sleep and maybe the your brain will subconciously find the problem in its sleep
like why tf did it happen before and now it decided to load fine
we'll just never know
so yeah, Sanguine with SDM generated fine, same with Scallg with LC_Office..
Well i guess everyone is happy because no one has to fix anything xd
~~and i am not crazy either, logs don't lie
~~
Sometimes better not to..
you drove me crazy
im not happy
death next time i see you
enjoy your sleep though

Sorry about that ;D
Thanks and goodnight, i will be going now
Greetings.
Initially, there was a report claiming that LGU wouldn't act correctly with Enhanced Monsters (#1178407269994594435 message). After seeing its logs (#1178407269994594435 message), there was indeed an error coming from Enhanced Monsters, which then got reported later in their thread (#1212448321017483275 message).
After discussing what can cause such issues and testing the previously reported profile (#1212448321017483275 message), it seems the enemies introduced by this mod (the knight and maid enemies, I only know about the knight) do not have an EnemyType object associated to them which was unexpected to enhanced monsters and causing it to not initialize correctly.
I do want to add that I do remember seeing one of these enemies (the knight) work as expected so I don't know if you are interested in fixing this issue or not since it is working so it's up to you how you want to approach this. I am just interested in reporting issues to where they could be caused, considering that I do not play this game any longer due to lack of free time to do so.
(Sorry for long text, lol)
Since I'm the only fool creating enemytypes on startup, I better just do it right
I'll release a patch that fixes that
Okidoki.
@tranquil frigate found the jukebox in your interior a week ago or so and that has somehow now turned into a massive rabbithole of finding and listening to dozens of touhou remixes in a style i had no idea i even liked until now... thank you i think? 
i dont really know whats happening or what touhou even is but this music is awesome, the music box/waltz remixes are so pretty
Welcome to the Rabbit Hole. I've been here since high school.
And while music plays a HUGE role in Touhou, there's more to it
Like, I cannot name a single IP that has spawned more fanmade remixes and rearrangements than Touhou.
Rule ⑨ of the Internet: If it exists, there is a Touhou crossover with it
honestly that sounds accurate, just the other day i was playing a random minecraft modpack i found and there was this shockingly in depth touhou maid mod in it
You enjoy looking at your friends logs to torture me?
I'll look into later, latest build?
Welcome to the Touhou psyops
got an issue when playing in scarlet basement, every player had a different fire exit placement, but only mine worked
a client had a fire exit (unusable for them) but i saw a sofa when they saw the door
it was on rend btw
heres the full logs of the game if needed :
@alpine goblet i need to see your friend's logs too
my brain says seed desync but I don't know where it could have started
who makes lethalcasino I'm going to strangle them real quick
no clue, but it was only the fire exits
asking them rn
the friend who saw the door instead of a sofa :
my guess is this error
[20:45:31.7513756] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
PrivateAccesser.GetPrivateField[T] (System.Object obj, System.String name) (at <410142835af649b88e699a740994158d>:IL_0010)
TagDoor+NewDoorLock.AwakePostfix (DoorLock __instance) (at <410142835af649b88e699a740994158d>:IL_0000)
(wrapper dynamic-method) DoorLock.DMDDoorLock::Awake(DoorLock)
UnityEngine.Object:DMDUnityEngine.Object::Instantiate(Object, Vector3, Quaternion, Transform)
RoundManager:DMDRoundManager::SpawnSyncedProps(RoundManager)
<LoadNewLevelWait>d__131:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
but i don't konw what mod that could be
no idea
do you have any mods that rework doors
erhmm
i dont think so
the only things related to doors are the 180° fix from buttery
cause this mod seems to imply that the doorlocks are being replaced by their custom modded doors
including my custom doors
sure why not
nah since that's just appearance
link me your mod pack and ill take a quick glander
It was yeah, it wasn't to torture you lol I was just asking for their SQLite cus I was trying to look if she got any new errors or not since we pulled and added some mods
btw @rare needle that error you got, did anything weird happen when it occured?
wanna know if it's a fix-now or fix-later issue
I didn't notice anything weird happen in game personally, I would just guess the statues are having problems in the Basement interior?
Or maybe it tried to spawn one when we didn't have SDM
maybe, i did heavily test the new revenants
maybe i didnt actually test my regular knights
could be
seems like i cant have the other 2's logs, sorry
its cool
but yeah they all saw the fire at different places, if it can helps
i mean the mod that messes with doors
oh ok ok
its secret cause this the first time i hear of it causing issues
Why does throwing in doorlock’s awake even cause a notable problem?
Shouldn’t that be like isolated
I suppose you are right but I have no leads currently
Ye
EYY MY BOI TARTARIC ACID WORKED ON THAT
i have no idea what that means but yes 😭
Tartaric Acid is the name of the Minecraft modder that worked on the Touhou Maid mod
I'm in a couple servers with him.
ohhh i see, thats cool!
@tranquil frigate @unique vault You two ought to see this Minecraft Touhou mod server that I'm in. TeamNightclipse has been working to try bringing back some old Danmaku mods to MC again.
sorry not much of a gamer. I literally only play games like dota and deadlock and argue with russians
@tranquil frigate sup, do you want another log from yesterday ?
I hope it doesn't hurt as much as that brick you're throwing
immersivescrap's brick is overpowered
Post them
same thing as before, the same error
plz share your mod pack so I find the culprit
oh my bad how did i not see it
lol
Was a message just posted or am I losing it?

Yeah nah, sometimes when I drop by here, I get a notification for channels I've been to, and it's a message I've seen like 20 times already. Dunno why this server does that
probably someone posting and then the message being immediately deleted (be it by themselves or a mod)
It was Koishi
She said something, but since nobody was here to hear it, she disappeared, along with her messages

Now if it was Koishee, she'd eat this channel on a sandwich (with cheese)
🥪 
does the gohei do anything special?
It makes a flashing red noise when an enemy is nearby, that's all
neato
havent played on this mod in ages theres so much new stuff
anything special with its spawning?
noticed one on the ground when i had an all same scrap day
The basement variant has a guaranteed gohei spawn in the entrance since it also has a vent
That's it, it's a normal piece of loot with normal spawn logic
yea thats where i found it
thanks, good stuff
Tempted to try out both SDM-themed moons and having one be the regular mansion interior and the other as the basement
game breaks when attempting to load the sdm, copied the red part out of logs
strangely was working fine earlier today and i dont think ive made changes to my mods??
it's cause somehow there is a custom enemy in your modpack that has an empty EnemyType
got it, think it might be because i had an enemy enabled then disabled its mod?
do you have blackmesa?
nope
couldn't tell you the problemic mod, just gotta find it
I should add a null check there, but that's a not me issue right now
any decent way to find the mod or do i just bruteforce turning them off until one works
bruteforce
would it be possible for a disabled mod to be it?
the only changes ive made to my pack since the last time i had the interior working was trying out waterwraith, which i currently have disabled
- a few updated mods, but none of them should be adding enemies
that's weird, if the mod is disabled it shouldn't be added to the game
the only other difference would be me playing solo vs with a friend
but surely that cant be it???
Wheres the update that update that does the update
@tranquil frigate fyi, theres a small proble with your interior on march, the additional fire exit are not visible for the clients but are still usable for them
so theyre invisible
das a weird one
@alpine goblet post your mod list
it sounds like a generation desync issue which is fun to figure out
01959f50-a556-24be-8779-171311c03c2d
ill try and find some time this weekend to find all the bugs reported to me
is there a way to reduce the fps impact of sdm ?
it's the laggiest interior in my pack
cullfactory is the best performance mod for my interior as far as I know. nothing will that beat that
i do have it
I'm not sure if cullfactory has an option to cull even more rooms for certain interiors
You can also try the pathfinding lag fix v2 or something like that. My map is big so pathfinding would become expensive
Then that's really it, you can set the light preset to dark and see if that helps. Lighting is expensive so a darker map would be more performant
How much idk but it's worth to try out
Typically I don't get any lag when using this interior, so maybe it's a processor thing
It's most likely the person's computer ya but trying to see what we can do
See if you can allocate any more memory or processing to Lethal Company, or make sure any background apps are closed.
i can hit more than 100 fps in other interiors
but i hit 50fps in scarlet devil
for whatever reason, even with cullfactory
50fps isn't anything to sneeze at. At least it isn't 20
Oh, so your friends have the weaker PCs, I gotcha...
yup
Dunno how deep you want to get into this Raph but if you wanted to debug this you could make a build that has keybind to toggle off all the lights in the interior
then they could see if thats the issue
in that case, something else to try is to just make my dungeon smaller. Try the BitMoreLoot preset. My dungeon is front loaded with tiles cause of the alternate main paths. The BitMoreLoot preset will generate 1 less alternate main path, thus less tiles, thus more performant maybe.
Not as free as I used to be sadlys
oh i feel that dw
If you want default dungeon generation use the Vanilla preset
i mean, you're talking about main paths
My dungeon was designed to be clustered. It won't feel the same as vanilla
ok i see
The vanilla manor has one main path like any other vanilla dungeon
will try that tomorrow
i'll also try a profile with only sdm, just in case its an incompatibility
What's tough about procedural generation is that it's hard to line up a perfect "circle" in rooms unless you just standardize the measurement of every room so it can potentially match up to any other, but then you'd get some sorta grid going on
So I imagine you get some funky spaghetti before it links up to another path
Ideally dungeons should be perfectly aligned but it's a pain in the ass to do
my unfinished remake of castle had perfect allignment and had some very interesting results
100% needed for proper loopbacks though as you said
Your assets also have to be designed to be modular enough to achieve this perfect alignment
In a proper dev environment there would be proper tools to help do this
Would it be feasible to just design one BIG sprawling room that could potentially stand on its own and use special dungeon generation to make sure this room only spawns once per moon?
you can limit rooms to only spawn once
I mean, it's not much of a labyrinth, but at least it's a level
For people who enjoy concrete design that stays the same throughout instead of random generation, it would be a neat idea to play with
Maybe a series of two or three big and open rooms like this
seems like the culprit was surprisingly cullfactory
i dont know what was the issue, but i deleted the config, regenerated it, and now i gained around 40 fps in scarlet basement
Is the Gohei effected by LateGameUpgrades?
I'm not sure, probably not but idk
It's a shovel, but i don't remember if I coded to be based on the shovel (would probably copy from LGU) or coded to be like a shovel (completely unique and not work with LGU)
Dang it
is this a problem?
i can't post my pack, I do everything manually
Double check. That error makes me think that the main ScarletMansion.dll, or whatever it was called, is not up to date
Oh no wait you right
Wait
basement.png
foyer.png
Are these png files in the same place as the basement.dll and foyer.dll
no png files
🫡
i have a bug report
No you dont
No i dont
Exactly

i dont know the franchise well, is this touhou
Probably
Never played the games like a true touhou fan
||joke||
Basically.the same thing
I can confirm this is Touhou. The latest game adds Messi as a guest character
That game! Brings back memories
CHICKEN INVADERS!?! WHAT!?
XD
it's been a while sincei played it
Can't believe I didn't make a small review on this mod yet.
I'm not the most knowledgeable about Touhou but I can definitely see all the love and care put inside the manor, the scraps and the custom entities.
Having lights customisation is nice but I think the monochrome is the best one, really nails the "time as stopped" feel x)
The basement was also a nice addition.
Imo it's one of the best interior mod.
Whatever is planned next I will definitely try it out 👍
Cirno/10 10/10
Appreciate the comments. I'll be nice to update SDM again once Zeekers actually pushes an update (forces me to update my mods)
I don't think a huge update is planned in the near future so it's the best time to have a blast with custom moons/interiors imo x)
but I bet it's a pain to find and fix everything getting screwed over by updates as a modder x_x
In theory that should be me not zeekerss 😛
What chu mean
in theory a lethal update shouldnt fuck your stuff up
depending on what i need to change to adjust to them tho 😛
though you might be doing some extra weird stuff that could be hit
My code doesn't touch LLL much
But the dungenplus stuff touches lethal company a fair bit
Oh forsure but that's usually the hotspot for basegame changes that could disrupt content expansion mods
Usually he doesn't mess with too much otherwise
True
Im happy Zeekers is afraid of code, which means he'll probably never touch the dungen code
Well... that aged poorly...
it looks like my mod didn't explode with the update
besides the interior cam being different
I could do the Zeekers route, but I hate the Zeekers route. Ima make a shader
i curse you to 1000 zeekers routes
Uploaded map radar for my dungeon to be pink
It's been 4 months since an update so in case I messed up the upload process, let me know.
Good to see you back, been wondering if you plan to update any other textures and stuff in the interiors at some point and make it so the Christmas trees in the foyer only appear during the holidays lol
Very much probably not. I'm too busy
Understandable tbh
what the heck is "feeding" the knife??
My friend killed themselves with it and now we are confused what it does?
User takes damage and powers up the knife
I think
you feed the knife with your health. the knife's next attack can then deal 50 damage (it's a oneshot)
it feeds by setting your health to 15 (if above 100), then marks you for death. if you try to feed the knife while marked for death, regardless of your health, you die. if you had less than 20 health, it just kills you. marked for death resets on a new day.
you know if you have less than 20 health since your top-left hud will be bloody
there's other mechanics in my dungeon that can also set your health to 15 and mark you for death. that being the void sinkhole (with the eyes) and the ghost statue
otherwise it's just a normal knife. you don't HAVE to feed it
What might cause the interior to desync for two players? Like we get two different SDM layouts and only mine has loot
I had that happen with my friends once, but we were also having errors like crazy (the soft-mask error).
Truly the only thing I could say is to make sure that the configs are the same.
Oh does it not use host configs for everyone?
it 100% should, but LLL may not use host configs (which could be the potential cause of desyncs)
it's possible that my host config syncing doesn't work since I rarely test it
I've always noticed I ran into weird issues with tile generations and such if I didn't regen the configs after updating the mod, so it's possible they just need to do that too lol
I don't understand since I didn't make any config changes. Why would it need to be regen'd
If I knew I answer I could maybe stop these issues
Is this mod still being maintained? I've had issues with monsters and scrap not despawning at the end of the round
Before v70 there was another mod that fixed it, (I think it was called EnemyFix) but it's broken now
You'd have to link your mod pack and I may be able to look at it at some point
This is the first time i heard about enemy/scrap despawning issues so I think its another mod causing issues
This likely isn't a SDM problem and is caused by another mod
So something unusual happened and I'm not sure if it's just incredibly rare, or a potential desync waiting to happen in multiplayer
Uhh I cannot begin to explain what the hell happened there
Two different dungeons loaded or something?
Some mod messing with my dungeon flow setup?
Whatever happening with you is a major mod conflict somewhere
I am completely lost as to what happened, honestly
I'm trying to see if I can replicate it again
Ran into it again, but it was just the normal mansion this time
Hello, I am currently looking through the files of the mod, and I wanted to know if there was any way to decompile the assets of the mod ? More specifically the 3d models
There is no public files for the 3d assets. What are you looking for in particular?
A bit of everything, but specifically the differents tiles
For what reason? I don't mind, but it's a random ask ya know
Curiosity mixed with a want to start learning and studying how interiors mods are made, I won't be doing any now, but I'd like to start looking at it since I have a college work that needs me to touch unity and blender (and your interior is one of my favorites)
I appreciate your interest in my interior. I can share but my interior may not be a good study source. I break a lot of conventional lc interior setups since I have my own custom solutions.
Ill see how I can share my project, but I don't know how well it will work out.
Thanks a lot
@tranquil frigate i might have a bone to pick with you
i have this patch here, that has worked for me on other interiors and moons, but not on the moon Sanguine that has the sdm foyer and basement interiors, basically the Generator's dungeonFlow is null
and i have no idea if this is an interior issue or a moon issue
Does it repro on other moons like Seichi or Acidir?
you would've not been able to land if that was the case
If it only happens with Sanguine I would be more likely to check Tolian’s other moons as well
He has had some odd ball issues in the past though I do love his stuff
And I’m sure if you point it out to him he will fix it lol
Why are you injecting into my beautiful tilesets >:(
I cant explain to you why sanguine of all moons causes issues, talk to sanguine man not me
Curious question. What is the file name for the Gohei and the Maid's Knife if I want to enable it into the ReservedWeaponSlot?
Nevermind, figured it out
Also my friend tried to attack me with the Maid's knife but he died. Is this normal?
Yes
I wanted to discourage team kill
But also thought it be funny to die from it
i forgor to respond, but this is just an api :p
ill insert all of facility into sdm
Did my dungeon like it? Was it Sanguine's fault? It is my fault?
Dont take me back to the code mines I beg you
Unless I have to fix it
i have no idea tbh, i dont even know how a moon could edit the RuntimeDungeon's Generator's DungeonFlow to be null
Thats what sanguine does?
all i was getting from this was a null ref when other moons/interiors tested didnt have it, i havent really tested it much more though since i forgor
So probably another mod?
doubt, the testing profile had pretty much nothing in it that would do that, ill give it a couple more tries in a minute just to see and make sure
🫡
Me when I wanna say since we have no idea when LLL's update will be I wonder if this is fixable on your end til then where it warning spams for Wesley's interior
😰
It is definitely something that needs fixed on LLL's side ideally though, I've had talks with pacoito XD
code that i know that i should fix but i can't be bothered
But Batby is busy with Uni and other stuff
same
LMAO that is a mood though
I'd love to see it fixed though if it's an easy patch to do, but I 100% feel your mood too tbh
one day ill quit, today is just not that day
It will be amazing to no longer have Wesley's interior gatekeep anymore on boots
lol
It's funny but also annoying
😂
Citadel is a goated interior though after he added the variants
my favorite is still the Lava one
I love it so much
💀 i just tried the moon without my mod and sdm and it didnt load hahahaha, interior fails to generate cuz of some weirdness it looks like
i dont think its a you thing i think its a moon thing though
also nice Previous Computer, maybe the Current Computer knows best
im guessing that there's an empty dungeongenerator in the moon?
is that what would do it? cuz i have no idea, i could try checking for that though
moon generates without sdm installed so ill try and object search for dungeon generators maybe
I have code that gets the dungenplus extender script based on the current dungeonFlow in DungeonGenerator, before DungeonGenerator.Generate() is called. It has max priority.
I don't know if perhaps you are messing with the dungeonFlow before or around DungeonGenerator.Generate()
hmm i dont touch it or replace it nah, plus my mod was off when that exception occured
that's really fucked then
weirdly, whether that error happens or doesnt seem seem to matter too much, unless an sdm interior is picked?
if its a vanilla interior generating it generates it with that error
but not for sdm
I imagine in Multiplayer the interior will desync though
DungeonFlow may be a getter/setter, so you could add a patch that checks what is setting it to null
nm, DungeonFlow is a value, don't know if you add getters/setters
nah, nothing like that
is it normal for moon scenes to have the dungeon generator in their scene?
okay yeah it is cuz i see vanilla moons also have it
moons should have a dungeon generator
But I can't remember what correctly sets a moon's intiail dungeon flow
i am noticing a difference in runtime generators
this is turned on in sanguine
but not in vanilla moons (atleast experimentation)
Silly Tolian
hmm how can i change this variable before it gets read though lol
ig ill prefix start
I could also check for null like a better programmar
This is ideally something Tolian should push an update for for his moon tbh, but ig it doesn't hurt to have DawnLib ensure moons don't setup wrong flags
i mean idek if its a wrong flag rn
I think it is since you got an error on Dungeon Generation, and Tolian's moons have been known to cause desynced interiors across clients in the past which he has fixed several times
which is why I imagine that error might also cause it
lol
Pats your head
exception no longer throws but uh ur interior just doesnt generate lol
lul
decent amount of tiles colliding eh?
so special it doesnt wanna let me in
i have the million debug logs if you care for em
also im either hallucinating or zeekerss added flies that fly around your helmet occasionally
okay they do exist, im not crazy
I never even noticed this lol, are you sure it's Zeekerss though? Might just be a Sanguine thing
Yeah prolly a thing that happens on Sanguine cus I feel like I would have noticed it otherwise with all my hours
lol
Got ya XD
imma go to dine and generate the foyer and basement to see whether sdm is the borked one
i wish i had scalet open vent
love to see it
it did fail like 10 times before it succeeded, but atleast it succeeded on dine
ig maybe the issue is a size one? dunno
my dungeon has a high fail rate
make it study up
which is why I did the optimization changes cause my dungeon sucks and needs the help
im also gonna try and figure out where the heck you are registering your enemies, cuz i cant find em in the network prefab list smh
uhh, good question
this is where i find out you put the enemyai component somewhere near the bottom of the hierarchy/not on the root
they are added in mod load
It's the only place I load in my enemy in network prefab list
hmm, but they are added via lethallib right? so they should get put into the network prefab list, otherwise there'd be some desyncs
they added with lethallib
but no level has my enemy, I retroactively add them when the level/moon is loading
wait you're doing register enemy on startofround's prefix awake?
i register them as enemies in StartOfRound, but they exist at network objects in mod load
yeah but do you ever added them to the unity network prefab list?
not from what i can see atleast
they are and should be added
foreach(var e in networkObjectList.enemies) {
Enemies.RegisterEnemy(e, 0, Levels.LevelTypes.None, null, null);
NetworkPrefabs.RegisterNetworkPrefab(e.enemyPrefab);
}
oh, yeah okay i missed that cuz of intellisense, whoops, i forgot from how long ago i used LL that you need to run RegisterNetworkPrefab 💀
i think u need to disable Generate On Start at the top
i believe base game just calls generate
@tranquil frigate do the prefabs not have an enemyai on em at the time or smthn?
They should have an EnemyAI
knight.enemy.GetComponentInChildren<EnemyAI>().enemyType = type;
Here I'm even reading the EnemyAI script in StartOfRound
OH
you gonna hate me
I fill in the EnemyType at StartOfRound
Since I directly copy it from the enemies I'm mimicking
Knight copies Springman's type
Maid copies Butler's type
you're right about the hate part smh
you cant just make the enemytype and add it to the enemyai before registering it?
well ya but :)
smh
if you do your registering after StartOfRound.Awake.Prefix, then it would work :)
You know, this isn't the first time I pissed someone off with my null EnemyType in my EnemyAI
i would not be surprised
i already do my registering post startofround.awake.prefix cuz LLL takes its sweet time adding in custom moons anyway
i preferred to collect the enemytypes that early cuz it was during the loading sequence but i can move it up
tis alright
your interior still gonna have problems generating obv but u already knew that :p
🤙
disabling Generate On Start works
noice
Do any of your other moons have this flag on or was it just Sanguine?
All of my moons have Generate On Start enabled. it’s been on since their release, so it’s most likely related only to SDM, maybe caused by another mod or the new game version
You probably could toggle it off for all of them to fix the Dungeon errors that occur when you don't get SDM, since iirc that flag typically isn't used for Vanilla Moons or other Custom moons based off what Xu and Raph were saying earlier
Cus I wonder now if that's been one of the settings that has related to the odd interior desyncs you dealt with in the past on your moons 😂 Can't say for sure though
ahah, maybe
You know
👁️
Btw, are the pink monitor colors acceptable? Never gotten to really test it
Yeah I like it lol, but I'm curious what was going on with that tile I would assume it's a bug haha
I dont leave bugs
XD
Btw I notice SDM is quite laggy on Acidir, but I don't really have the issue with other interiors do you got any idea why?
Idk, acidir a big map?
Lol yeah it looks like it
What the FUCK



