#Scarlet Devil Mansion v2.2(紅魔館)
10280 messages · Page 11 of 11 (latest)
gussing the mod dosent' work on v73?
Big if true
The interior itself should work, but you'll need to recomp and update to the new netcode patcher prolly for the enemy and rpc based stuff
Isn't lll still broken or no?
I've been testing with the LLL fork
Good thing is the LLL update fixes the funny spam on boot from Citadel
@tranquil frigate Ye you do need to recomp and update the Netcode Patcher buuuut
The interior does indeed load
You just need to recomp your DLL and update it to the new netcode patcher
dont know if this has been mentioned before, so sorry if it has, could the painting's event be triggered no matter how the painting is picked up?
you pick up an apparatus with a belt bag, it fires the event for the apparatus, but the event for the painting doesnt fire, i know they arent the same item, i just hate having to do work arounds so my friends dont skip the enemy event by using a beltbag. lol (i already blacklist it in the beltbag.. but id rather remove the blacklisting :))
Patiently waiting for your update Raph 
Patiently waiting on you patiently waiting 
im gonna need you to also just do your thing when you add it to the enemyai for the sake of me being able to register my things earlier
(i do actually need stuff to be a bit earlier lol)
Shouldn't really matter when since rn the most that'd happen is that people can't create skins of your enemies, which are already skins to begin with, but I'd prefer being able to register all enemies in the game onto my list :p (also probably gonna be more future usage or smthn)
do you care if the file is a dummy?
My idea is to create a fake dummy asset until I create a new asset with the real data
public void CreateDummy(string name){
var t = ScriptableObject.CreateInstance<EnemyType>();
t.name = name;
t.enemyName = name;
t.enemyPrefab = enemy;
enemy.GetComponent<Enemy>().enemyType = t;
}
If you save the EnemyType reference in your initialization, I could fill in the dummy instead of creating a new asset. And if you need more data to be filled, let me know
it's fine if its a dummy as long as you dont replace the SO itself and just fill the properties of it in?
cuz im cool with that
what's your mod so i can test against?
dawnlib
@cerulean ether
if i see this, am i good?
then i full sent it
clap clap
@tranquil frigate New update be broken idk if the log will say anything but we somehow got both the foyer entrance and basement entrance to generate when getting Scarlet Basement
I see why SDM was broken
@tranquil frigate You forgot to update to the new netcode patcher
Oh I see why, you did 2.2.3 instead of 2.3.3
☠️
You should be able to just quickly reupload it as 2.3.3 lol
I swapped to the right version after I noticed
LMAO
Im not home so I cant fix immediately
Yeah fair
@tranquil frigate @jaunty cargo Looks like SDM's change to the enemies breaks Lunar Config, I know this will prolly will be solved when LunarConfig migrates to DawnLib but still worth reporting
Turning off the enemy stuff in Lunar Config resolves it for now but that isn't exactly an ideal long term solution
What does SDM do?
It's an interior mod but it also adds some custom unique enemies that can spawn as well as some interior specific scraps, Raphtalia had to change when they get registered for support with DawnLib but it seems to break Lunar Config trying to register them lol
I imagine when you migrate to DawnLib it should just fix the problem
But dunno for sure
I shall @cerulean ether so she can confirm if it will fix it or not
Well @tranquil frigate Upon trying the correct SDM version there are still netcode errors
🙁
idk, the error is from lunarconfig not sdm, probably a lunar config issue
and i dont think updating to dawnlib on either of these mods will change anything
Ah
Well something that can be looked into since SDM still needs updated to the new netcode version, Raphtalia didn't do it when working on your fix
lmao
Lunar Config fix can prolly be worked out when she gets back to fix SDM since she said she's not home rn
lunar config fix can probably be worked out when the lunar config developer is made aware of it and has time to fix it
its not an sdm thing
The dev was pinged and made aware of it, but they were a bit confused on what all SDM does so they might end up needing Raph's help
hello, i was playing with my friend and he had an entirely different layout than i did, the entire interior was practically client side we had our own rooms and everything and could see each other clipping through the walls when it was just going through a doorway, the only thing we had in common was the main room, and it's only with this interior mod and nothing else, is this some strange mechanic or is this absolutely not intended
Until it updates the interior is pretty broken rn cus the networking is borked
I would just remove it til Raphtalia gets home and is able to fix the issues
ah, ok, thank you!
#1189332399633477652 message
I never saw this till now
#dev-general message
there you go
that should work correctly now
Smh just see better next time
Hooray thank you Raphtalia 
Still getting the issue where double main entrances spawn
with no other mods or with that one mod with multiple entrances/dungeons
There's a mod that adds multiple entrances/dungeons? 🤔
But uh I've had it start happening after v73 it was fine on v72, where the Scarlet Foyer entrance tile randomly gets added to Scarlet Basement, and it will spawn directly next to where the normal Entrance tile for the Basement interior is and when entering the interior it'll be the Foyer entrance but you can leave Main through either tile lol
Idk why it happens
I assume the same issue can happen with the Foyer interior
lol
But idk
I haven't tested if it happens purely on it's own, it could be some funny interaction with Loadstone since iirc Loadstone did cause it at one point in the past but I remember you and Adi worked out compat stuff so Loadstone shouldn't cause that anymore
ill do my checking later tonight perhaps
Yeah I would be most likely to assume an interaction with Loadstone or DawnLib since DawnLib added moon and interior stuff, since I didn't have the issue on v72, but it also could be a funny rng thing that just started happening more often
on ETHER all entrances act as a main entrance, you get 3 different interiors. It all comes from NotezyLib afaik (which allows the possibility of multiple interiors if a moon maker adds the feature to their moon), its quite nice... but i wouldent like to see it on more than 1 or two moons in my profile xD
Oh yeah I don't have that mod lol
you should try it, Ether is a port from LE. simple city moon, main entrance short but not always easy run, fire exits require a jetpack to reach (i think), dont know if it works on v73 though, have it in my profile.. but, havent actually gotten to visit since v73, and if you like the moon, but dont want treble interiors, they have a single interior version (until they can get it all into one moon mod)
(not trying to be an advertiser btw, just way back when i first started playing with mods, I tried LLL and LE, and Ether was the first modded moon i truly enjoyed :D)
is my mod completely broken or is it a @rare needle only issue?
If it's only happening for me I'm wondering if it's loadstone fuckery
Did you end up checking to see what was happening? 50% of the time I get Scarlet basement the foyer entrance generates when I enter it and the normal entrance tile is right next to it
I would assume it's just some issue where the Foyer entrance is in the tile set for Basement somehow
Refer to this:
Same thing happened in this one
im guessing a lot of mods got broken within the last 2 updates? I can play alone but people cant join my game haha
Ya i don't understand why my mod isnt working
Ill try again today to understand why, but its all weird
i can get into the mods solo but my friends cant join. at least with my modpack/code
@tardy merlin tried helping me but ive been working a lot
ok so apparently on my console terminal it says it targets the wrong version of bepinex
"[Warning: BepInEx] Skipping [LethalLevelLoader 1.4.11] because a newer version exists (LethalLevelLoader 1.5.4)"
I'm pretty sure your mod uses this and thunderstore doesnt have the updated version
This part is fine
what my issue then
im fairly certain i built with the most recent netcode + edit with net thingy
netcode-patch -uv 2022.3.62 -nv 1.12.0 -tv 1.0.0 ./plugins ./deps
is what i called
and i updated my deps to all recent .dlls
oct 10th 2025 is the most recent .dll
unless that person's issue isn't related to me, and my true real issue is the double entrance
Dnspy ur dll or ilspy it, see if you've got the netcode generated stuff
// Token: 0x060003C0 RID: 960 RVA: 0x0001B8FC File Offset: 0x00019AFC
[ClientRpc]
public void LockDoorOverrideClientRpc(bool state)
{
NetworkManager networkManager = base.NetworkManager;
if (networkManager == null || !networkManager.IsListening)
{
return;
}
if (this.__rpc_exec_stage != NetworkBehaviour.__RpcExecStage.Execute && (networkManager.IsServer || networkManager.IsHost))
{
ClientRpcParams clientRpcParams;
FastBufferWriter fastBufferWriter = base.__beginSendClientRpc(4209423117U, clientRpcParams, RpcDelivery.Reliable);
fastBufferWriter.WriteValueSafe<bool>(state, default(FastBufferWriter.ForPrimitives));
base.__endSendClientRpc(ref fastBufferWriter, 4209423117U, clientRpcParams, RpcDelivery.Reliable);
}
if (this.__rpc_exec_stage != NetworkBehaviour.__RpcExecStage.Execute || (!networkManager.IsClient && !networkManager.IsHost))
{
return;
}
this.__rpc_exec_stage = NetworkBehaviour.__RpcExecStage.Send;
this.overrideLock = state;
this.ReevalulateDoorState();
}
looks like it
ill test lan
if i remember how
i dont remember how I open a separate exe
Uh iirc it's just launching the same exe again
ya but it needs to launch with the mods
Do u have gale
i did it before with r2modman
Yeah but depends how lazy u wanna be, without gale u just have to put the bepinex folder from your r2 profile into the lethal company folder I think
Then u can launch the instances from the exe just gine
Fine*
figured it
lan works, i dont have any issues
so network is good
i used loadstone unstable beta, and i didn't have issues
and i had someone report this bug before the LC update
there's some mod that adds tiles to dungeons or something?
Uh dawnlib only does as an api but I doubt anyone's used it so far
then it's strange
i need other people's modpacks to understand what's happening
cause i can't replicate it
idk then but I do have another error about network or something like that
post logs
True
I know a lot of whats wrong in your pack, just wanted to know when you're free so I can go over it to help ya.
Last I looked your pack is gonna need a big overhaul done to it.
this mean my mod is not the issue? :)
Couple weekends ago I ran your mod in mine and it was fine. We got the interior a couple times. I have to look over their pack again, but I know they had a few mods that im certain are dead now cause of v73 and thats probably whats breaking everything for them.
Also not sure if they have the old LLL or the new one that was released for v73. If I run into any issues with your interior ill let ya know @tranquil frigate was great seeing it again after being off lethal for so long. 😀 thanks for keeping it alive.
🫡 simply spreading the good word of Touhou
How do you get into the rooms that are locked behind barriers on this map?
nvm
Did you learn naturally or through the mod page?
||I was playing with friends and someone randomly clicked the book.
Another time I went through a fire exit and noticed it was open so I'm guessing it's sometimes a timer ||
If the last one was in a kitchen area, then it only opens after a certain time. The time is on a wall
Oh interesting, it was open right when I went in that time, but I've run into ones that kept me out
The solution is always nearby in the same room
very cool map, I just kept getting taunted by cash registers i couldn't get to lol
@tranquil frigate
#1390479837025538048 message
The suspected cause of LunarConfig failing to load with SDM
yo I have a question
Asks
How to make a maid appear on the moon "acidir" from Wesley's
Like
I made it soo acidir is always scarlet foyer or basment
but instead of coilheads there are knights
and instead of maids there are stabby guys
should I rename sth here?
here are my settings
will writing down Maid:99, The Maid:99 or sth like this work in Lethal Level Loader?
@supple dune sry late response
Pass me your mod pack so I can see. It should just work
019b42f0-88e8-0c44-83fb-b1b3dea48b90
Idk if my friend unistalled it tho
Because i'm not the one making it
Kay
I thought I did it but... it was again a regular stabby guy
what's her name in console?
and the knight
I appreciate you letting me know. What was the fix so I can save it?
oomf is already gone 😔
Any chance we could get an option to change the teleport node for the gap pools? They teleport you to the furthest node from the where you are. If you're near the entrance (which is where they spawn pretty often) it teleports you to the further AI node from the entrance which is where the bracken likes to camp. So you occasionally just die immediately after teleporting
Bit of a niche request and idk if this is maintained any more
I only maintain my mod for big updates or serious issues
I dont understand what you mean by changing the teleport for gap nodes?
the yukari eyeball ones
They used to be an instant kill, but I made it a teleport so you have a fighting chance
What changes would you want?
Here's an example of what I mean
Pool near main teleported him to the furthest AI node from the entrance, which is where the bracken goes when it has no target, leading to an insta-kill
as I said it's not a huge deal but it'd be nice if the sorting for nodes excluded that one particularly
Oh that's a thing? I never knew
Ill keep it in mind once Zeekers break my mod with another update. I don't have the time to update my mod for any small issues like this. I apologize
not sure if it's SDM or another one of the 100 mods we have installed, but I think there's a bug with the variants of some of the SDM items. I've only seen it twice in months of playing every day and I haven't been able to reproduce it, so I'm not sure if it's from SDM or from something else messing with the save data. Somehow the saveData argument passed to LoadItemSaveData is outside the allowed values, causing an IndexOutOfRangeException further on. I've seen it in ScarletPainting and just now in ScarletFlashlight
I fixed the save file by making a small prefix that clamps the saveData to the length of the relevant array
Example stacktrace:
Error : Unity Log] IndexOutOfRangeException: Index was outside the bounds of the array.
Stack trace:
ScarletMansion.GamePatch.Items.ScarletFlashlight.UpdateSpecialProperties (System.Int32 colorIndex) (at D:/Previous Computer/Desktop/LethalCompany Modding/ScarletMansion/ScarletMansion/ScarletMansion/GamePatch/Items/ScarletFlashlight.cs:70)
ScarletMansion.GamePatch.Items.ScarletFlashlight.LoadItemSaveData (System.Int32 saveData) (at D:/Previous Computer/Desktop/LethalCompany Modding/ScarletMansion/ScarletMansion/ScarletMansion/GamePatch/Items/ScarletFlashlight.cs:42)
(wrapper dynamic-method) StartOfRound.DMD<StartOfRound::LoadShipGrabbableItems>(StartOfRound)
(wrapper dynamic-method) StartOfRound.DMD<StartOfRound::Start>(StartOfRound)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<StartOfRound::Start>?-807094090(StartOfRound)
LethalLib.Modules.Items.StartOfRound_Start (On.StartOfRound+orig_Start orig, StartOfRound self) (at ./Modules/Items.cs:146)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<StartOfRound::Start>?103113656(StartOfRound)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<StartOfRound::Start>?78581350(StartOfRound)
LethalLib.Modules.Utilities.StartOfRound_Start (On.StartOfRound+orig_Start orig, StartOfRound self) (at ./Modules/Utilities.cs:77)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<StartOfRound::Start>?1150779392(StartOfRound)
I appreciate the report. I checked it out. It really does seem like someone is modifying the saveData before my game uses it
I couldn't tell you which mod, as this is the first time hearing about it. I wouldn't be surprised if a mod is changing the saveData value in a prefix, but they aren't doing it right and it's affecting my mod.
Why only my mod is affected? I wouldn't know. I don't think I'm the only person using saveData
I think it's coming from LunarConfig, as we've had some other weird bugs all related to item's saveData. I think it was that only the SDM items caused the save to fail to load when the saveData was incorrect, the other items just resulted in weird desyncs (shotguns showing different numbers of shells, weed killer being empty for one person but full for another, etc)
I'm 99% sure it isn't a SDM problem at this point, sorry for bothering you lol
im confused why you'd say it's lunarconfig when in another thread you were pointing at beanielib
you do realise the creator of lunarconfig is not beanie
:shrug i use savedata too, i dont modify it either, the only times it would ever get desynced is if you're missing with dawnlib's saving system with toggling the config on and off in the same save
we turned off dawnlib's save system earlier on a different save, maybe that was it? idk anymore
I'd like to tack on that this mod completely bricks enemy spawn waves if LunarConfig is installed. I have no idea which mod is causing the incompatibility though, if it's this one, LC or DawnLib.
Oh, right. I also tried disabling the enemies in the mod and sadly that did not work
the maid's knife doesn't instantly pop butlers like the vanilla knife does, is this intentional?
That is intentional
The knife has a unique one shot mechanic on all enemies by charging it up.
do you plan on rebundling SDM once v80 officially releases? LLL is updated, but the changelog says that interiors need to be rebundled to work with the new version
Not only that, dungenplus needs to be updated too
When the update goes live, I'll start the update progress. Hopefully it's not bad
Hoping for the best, SDM is my fav interior
Thankyou!!
Discord is acting really weird with this channel. I'm following it, but it disappears from me whenever I click away. I always have to manually search for it now
Probably just because it hasn't been messaged in in a while
Now that you've said that it should've fixed itself
How is the update process going? Sorry to bother, really like the SDM alongside with Fumo company (This one is working for our luck)
Can someone help me? I'm opening the game and Scarlet Devil Mansion isn't showing up in the LethalLevelLoader settings. Is this perhaps due to the new update?
SDM and DungeonGenPlus haven't updated to the network changes in v73
-# I think. That IS the problem right? I'm not misremembering convos from here?
-# It has but I am right about DunGenPlus needing an update to v80+
Anyways it'll update
Eventually
DunGen+ is around half working rn according to it's channel
I'd like to think this will get faster, but the first room's references are fixed (only one hour)
Progress report after all day development. Interior loads, just a bunch of small bugs to fix
@cerulean ether explain to me
Your dawnlib library, does it make copies of the enemy type or something?
Trying to understand why my maid was bugging out, and my current guess is that enemyType was null
which doesn't make sense, it should be filled out
Unless another bug happened, or maybe you were moving references around
noh
strangeness
use unity explorer :3 though in what context did you think it was null?
I'd assume in Update, but I'll do more checking
I will include an enemy type now
thank you
I feel like I did nothing and the bug disappeared
ya that looks cooler
Is there anything special about using the netcode patcher? @cerulean ether
I remember Batby saying something like it's different
you dont need to initialise network behaviours in code anymore
only msbuild
we used to have a function that would go through all assembly functions to invoke a runtime attribute, we dont need that anymore
Oh I think I know what you mean
void SetupForNetcodePatcher(){
var types = Assembly.GetExecutingAssembly().GetTypes();
foreach (var type in types) {
//Debug.Log(type);
var methods = type.GetMethods(BindingFlags.NonPublic | BindingFlags.Instance | BindingFlags.Static);
foreach (var method in methods) {
var attributes = method.GetCustomAttributes(typeof(RuntimeInitializeOnLoadMethodAttribute), false);
if (attributes.Length > 0)
{
method.Invoke(null, null);
}
}
}
}
@cerulean ether you mean this one?
I can just remove it now?
Ye
Haven't needed this since v73
If your netcode stuff isn't working I'd look at pins in dev general or ping Lordfire for help
o
@toxic locust I need you to uncomment the code in the dungengenerationpluscompsince my pc is dead :p
🔥
TheQueenHasReturned.jpg
We can finally rest, the best interior os back
Noice, will need to replay again !
Aside from Sanguine and Scarlet Devil Mansion (the moon), any moons recommendations for this interior ?
Is this extension ladder behavior intentional, or is it some weird collision on the level geometry? It would be really useful if it could go across this gap
The ceiling is very low, so its intentional by game rules
But I agree that it should work
meanwhile the maid slowly coming close lmao
they saw u guys littering the floor
It does seem like the dungeon doesn't have any major issues. Am I correct gamers?
Yep, everything seems to be working fine








