#SCOPOPHOBIA 1.1.3 (v55)
1 messages · Page 4 of 1
We will be able to contain him ? Funny 🤣
You can in lore contain SCP-096 only if hes not hunting anyone
try having a friend play and suicide with the enemy spectate mod. What i found is he often does spawn, but he hardly moves from where he spawns, and the range of his cries isnt that far either, so its very easy to never encounter him
but he hardly moves from where he spawns
That's because he only moves when triggered.
That's actually a bug that's being fixed soon
yeah
He is supposed to have a docile walk speed tho in the config, which i think is weird since he basically never moves when docile
Oh.
He is supposed to wander, sit, wander, sit, etc
I though him just amping was intentional.
Will there be an option so that he kills everyone who looks at him? Right now he is aggro'd at all that see him, but upon killing just one he goes back to being docile, i'd prefer if he tracked them all down
Which would make sense if support for the Solo's Bodycams is being worked on too, or else i dont see the point as he'd likely kill someone in the facility rather than the guy looking at the bodycam on the ship
I dont think its that bad, especially with those who are familiar with him from SCP lore+games or even just memes
Does he? He should kill everyone who has seen him
Might be bugged idk
Are you sure?
nah, from my testing he goes to docile after killing one
he will kill anyone who has seen him
but once he kills one
he sits back down
Alr
i doubt its that hard to implement, just sounds like a check when killing a player, if all targets are dead enter docile state, if not resume chasing
In original testing it worked, I guess it broke somehow
i also think it would be neat if he could get through locked doors
Not the facility power doors, just the normal ones
Just have him unlock it if he runs into it
Bet that's already a thing in dev version.
You could even make someone sacrifice themselves if he spawns behind a locked door so that you can get through it lol
Wdym, like his latest unreleased build?
This and target persistence between days, I want my friends to have a false sense of security
oooooof
now i think thats REALLY rough but kinda cool
it gets messy tho when you consider that there can be multiple shy guys
like..do all of them remember? or just one?
All of them?
Honestly I don't think it's too bad, i've got a good habit of working around shyguy, there's been times my mate has been chased into the ship while i've been in there and still managed to do a good couple more hours on the moon with the new passenger, it's just a problem when he's inside and something like a bracken or coilhead are involved
Nobody is saying he's an issue. Quite the opposite.
He camps one spot and is easy to avoid.
yeah, i think actually killing everyone who looks at him, letting him wander around more, and support with the Solo Bodycams mod would be a game changer
Theres some pretty cool new stuff in the dev version
Spoilers
Setting up a patreon in the next update so you can support development and see future stuff
related to lethal and unrelated
Is it just me, or does the movement glitch out on some maps sometimes?
Like getting stuck in stuff
Also a cool thing to add:
In the desc it says ''Documented speeds have varied from thirty-five (35) km/h to ███ km/h, and seems to depend on distance from SCP-096-1.'' Using the average speed of a human and the ingame player, this is def not his max speed. So what about he speeds up when far away? And returns to normal speed when closer. This could add more tensity too
hey there, me and my friends both have issues when we have this mod installed
it gives "error occurred"
what happens when this error occurs?
if it's when trying to join eachother it means that your and your friend's mods aren't the same (or don't have the same version)
Share your profile with them.
This may be a big ask, but is there any way you could add a config setting to limit the Shy Guy to spawning on a specific interior? I just wanna limit it spawning to the SCPFoundation interior
In lethallevelloader's config, you can adjust the spawn weights for all enemies based on the moon
So if your scp interior is just for one moon then its quite easy to do in there
However you cant set it to just spawn on certain interiors, just certain moons
To my knowledge
So if the scp interior is on moons with other interiors then its not gonna work- he'll spawn inside both
Yeah this is the only way you can do it right now. Batby did confirm for me that it would be possible to add to LLL, so maybe a future update
what in the world lol
Bro gotta use the bathroom
Bro that's his favorite stall, stop hogging it
I know your ass is just sitting in there on your phone
yeah?
??
oh right a copy
in that case #thunderstore-moderation with the link to the copy and the original
Sadly, it seems that setting it per moon doesn't seem to work with the Shy Guy. The mod always seems to set the weight to 0 and exclusively use its own spawning system to change the weight mid-round, but that overrides whatever setting you have per-moon in exchange for the Scopophobia config's settings. It's weird.
Shoot meant to unping you, sorry for pinging for something so old that's my bad
I have it in AC set to 999 spawn weight inside, outside, and daytime, but when I look at the logs for spawn logic it's always set to 0 no matter what
if your using AC probably not best to ask people about LLL help
This wasn't really about LLL help, just about the fact that spawn weights regardless of moon seem to be overridden by Scopophobia when changed.
Not the case for me
I was able to give him different spawn weights on different moons in the LLL config
I dont use AC though
So it sounds like AC is doing something funky since it has its own version of LLL it yoinked
Shy Guy has his own spawn logic.
It's what allows him to spawn even on modded moons by default.
I don't have this problem with AC. Do you have any of the LLL config stuff enabled?
None of it was enabled no. I wonder if it's related to day spawns specifically, he may have spawned but quickly despawned when it became night, but the limit was still 1.
Still don't know why the weight would appear as 0 in logs though
What did you use as your scopophobia config, wanna know if maybe I'm doing something wrong there
Ohhh nvm. I never catched that in the logs as it was showing the custom value I set on level load where I usually check the rarities as they are printed by another mod I use. I haven't changed them drastically for any moon either so I didn't notice.
Indeed it appears that this mod overrides any changes you make with AC and probably the same with LLL. It would be nice for modpack creators and users in general to have a toggle in config to disable the custom spawn logic and just add him as enemy with the base rarity.
is this mod still being worked on?
Author is aware of this I think #1200318186424377374 message
I'm gonna do some tweaking with the scopophobia config, it seems from scrolling here that SOME players have no trouble setting thde spawn weight, so gonna see if changing some settings works
lmk when you find something. I tried changing the spawn curve values and disabling the global toggle to no avail
Will do, no idea if it'll actually work since... that's most of what I was going to try lmao
I actually regenerated the config since I saw when opening the file manually there was a bunch of bad lines that were unused
It seems that you actually CAN affect spawn weight by changing the numbers, but only for the exterior. It still shows up as 0 in the logs, but it spawned almost immediately for me. Unfortunately, any changes for the interior don't work though. Which kind of stinks, as I specifically would like to make it interior-only
My exact config values were 1 weight, 1 for all 3 curves, spawn outside settings both true
Isn't there a literal toggle for spawning outside? Or are you trying to modify that through something else?
We're trying to change spawn weights per moon using LLL, AC, or LQ. It seems you can change the exterior spawn weight and it works, but not the interior
Yes tried with LQ and interiors, it seems it's because Scopophobia puts it's values into the game after other spawners if i remember right
Asked author before about if he can make a change about that
Yeah that's about what I figured, just strange it works for exteriors
wierd indeed haven't tried for outside myself
Unless I just got crazy lucky with the 1 spawn weight, which is technically possible I guess
The best option would be a config to disable its own spawn logic, but that could be a bit difficult depending how its coded
does anyone here understand the config option for "Face Trigger Range"?
initially i assumed it had to do with the distance of triggering shy guy.. but honestly im not too sure about that with my testing
since i thought it had to do with distance, i put a big number because i wanted him to be triggered even when u look at him from far away. but what ends up happening is that u can trigger him without even looking at him. so i clearly have misunderstanding of what that config option does.
could be to do with field of view
or maybe i put too high of a number. idk. im doing some more testing rn.
im safe. the red circle got him contained. 😏
yeah okay now i know for sure that config option has nothing to do with distance
i doubled it, but the distance to trigger him is exactly the same
thats what im thinking it might be
yeahh i definitely misunderstood what that config option did. it's actually a radius around the center of ur camera screen. i mistakenly thought it was supposed to be from shy guy's perspective.
well that explains why it instantly got triggered when i put a huge number xD
definitely making the trigger values more sensitive coz there's been times where i see my friends bumping into shy guy, but a quick glance or not having him in their screen's trigger radius have failed to cause anything to happen. which was a damn shame coz he doesn't spawn often in our modpack.
Face Trigger Range: 46
Face Trigger Grace Period: 0.01
(pretty much instant trigger the moment u see him.. the radius covers most of the screen, almost to the edge)
now i wish we had control over the trigger distance too because if he's far away enough then nothing happens.
has nothing to do with distance. i talk about it above.
do you know what face trigger range is the entire screen?
from my testing 46 is almost the entire screen
like pretty much 90%
this is on 1080p. not sure how much its affected by screen size resolution.. thought i'd mention that too.
so 50 would be the entire screen?
maybe like 47 or 48
i tried 50... it seemed too big. he will trigger before u see him on screen.
that's why i went with 46
i think its fine to have a small space on the edge of the screen that doesnt trigger him
more likely than not someone looking at him will fall within the trigger range... someone would have to be already aware of him and moving the mouse extremely carefully to look at him at the edge of the screen without triggering him and i dont think people will figure that out without lots of testing.
the trigger range seems to be a circle... sooo increasing it near the left and right sides of the screen means the circle will stick out beyond the top and bottom parts of the screen.
so he can trigger off camera if he's a little beyond the top and bottom part of ur screen
not 100% sure.. but this what i think is going on
the red circle representing the trigger range
u can see its sticking beyond what the monitor can see above and below
this is how imagine it after testing the trigger range
honestly it would be more ideal if the trigger range was the camera view
i can imagine people with ultrawides who are using the ultrawide mod being able to see him without triggering him
but anyway the mod's default trigger range keeps it all within the monitor's view although more of the screen edges wont trigger him
Is there a recommended spawn value that people use? We currently have it set to the default 15 and we never see this creature spawn.
i have mine at 40
You have to remember that there's multiple variables that affect entities spawn.
Each moon has max power and each entity has power level. They all have spawn weighs and fight for limited power space on a moon.
y'all want more? you can take mine, he spawned twice for some reason
ya i think they yoink both indoor and outdoor power level? im not sure lol
thats happened to me too.. i think it has to do with indoor spawning its own and outdoor also spawning its own. thats my guess.
mine spawned in outer space
hes a runner hes a trackstar
Install EnemyFix, it's likely he spawned but then wasn't despawned which is a vanilla bug
yeah i have it. this was just intentionally done by me when i was messing around.
Oh lmfao
i spawned him in the test room and then i disabled the test room so he ended up floating in space
Lol
I had one come out of the vent in front of me on Vow when I had the Hospital layout, so I aggroed him cus he popped out of a vent right in my face
XD
you did it
you tamed shyguy the space way
Hope you enjoy this animated video about what happens when the Foundation tries to permanently contain SCP-096 by luring him into space!
Based on: "SCP-096" by Dr Dan, from the SCP Wiki. Source: https://scp-wiki.wikidot.com/scp-096. Licensed under CC-BY-SA.
Content relating to the SCP Foundation, including the SCP Foundation logo, is licensed ...
if u look closer at my video, u can see the bracken just big chilling behind him
I had a game once where I died to a spider cus a Bracken kept standing next to the spider lmfao
I think I just have bad luck with this mod. We just never see him. Arguably, that's for the best, I suppose, but still. 
We have the rate currently at 50. I guess I'll just start cranking it up more and more.
from experience, the issue is he barely moves from where he spawns, sometimes just sitting down there right in front of the vent
to check, i recommend using the enemy spectate mod. you'd be surprised how often he did indeed spawn, but is just in some far off almost inaccessible part of the map or whatever
all other enemies minus The Locker will roam n stuff more
another factor in it is the spawn curve
by default, shy guy only has a real chance of spawning in the middle of the day
and it goes back down at the end of the day
so he basically always has a lower probability than other monsters with more stable spawn curves, and a higher chance of not being able to spawn due to the level's available power level already being consumed by the time his spawn curve allows him to be spawned
this is not so bad with vanilla monsters and vanilla moons since many of them also have spawn curves in this style, but when you throw in more custom monsters and custom moons, he has more spawn weights to fight against, and more monsters to compete with who have a more stable spawn curve (esp if the moon's spawn curve is not lower in the daytime)
throw in how low his default spawn weight is and the fact that he doesn't roam and yeah, you're basically never going to see him
yeah, i might mess with his spawn curve
what I did in my modpack was I used lethal quantities to set every monster to have 1 of 3 spawn curves: a linear spawn curve with a steady value of 1, a spawn curve that is 0.6 in the day and 1.4 in the evening, and another spawn curve that is 1.4 in the day and 0.6 in the evening. I havent had a chance to playtest it yet but the idea is to have the lower power monsters spawn earlier and the high power monsters spawn later, and gives every class of monster a time period where they have a reasonable chance of spawning without having to compete with too many other spawn weights
yeah ig
like 50% of the time im getting two
since then, i just learn that shyguy has his own custom spawn code
that could be why
if ur using lethal quantities to tinker with monster spawns
you’ll need this if u have shyguy
Would be cool if there was a way to change the model.
I like the scp, but I'm unsure how well he fits into the game with his appearance 🤔
Compared to some others I think he fits well, only thing is your prob not gonna be looking at him much lol
Always look at shy guy challenge :3
Is he immortal or can you kill him?
Any update planned by any chance?
is there a mod conflict currently known? I sometimes look directly at shy guy but he doesn't get triggered at all
Seems to be very specific sometimes where you have to look when you look at him, I don't think you have a mod conflict tbh
Gotta look at his hot face, he's feeling romantical
Watch Consequences and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.
I’d love if there was a scrap that is a picture and if you look at it for too long he would be agro’d
openbodycams compatibility would be awful
Yesterday I has a bug where the scp could not kill me after seeing his face. He just kept running towards me
Did anyone have this?
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he always manages to spawn in such an easy line of sight grab
personally im starting to reconsider if i should disable outside shyguy spawn in the config. i think an encounter with him deep in the dungeon would be way more tense as u try to see if u can make it back to the ship in time to fly away and survive.
Thats what i did. Outside shy guy seems kinda just random and unfair. He'll either be out of hearing range and randomly get aggro'd without you maybe even seeing him, or you'll just never encounter him. He works best in claustrophobic spaces with other enemies and hazards to worry about
Tho in my config, his windup time is only a few seconds, not 60
So looking at him is death
Works best when playing with more people
It takes a while for him to start chasing you so as long as you high tail it you can usually make it back in time
For me he only ever really spawns outside on Atlas Abyss
@royal moat This mod breaks enemy spawns on V50 when used with the new LL update, disabling it fixes them you may wanna check what's breaking V50 compat cus no errors get thrown
its so over
I imagine it's due to the code you use to make him spawn probably
Ll updated?
Yoooo
Have you managed to look into why things are breaking on V50?
i have not had the time to no unfortunately
Oof, I hope it's something that can be fixed easily
I think it's probably related to this
So my guess is if you take out the code that references power levels it should fix it
I think the setting for setting only 1 shy guy to spawn also doesn't work btw. I've had up to 2-3 spawn in one game before even though it's supposed to be capped at only 1 spawning
Btw @royal moat when you do update to fix V50 support, you'll need to use the new LineofSight method for Shy Guy, it was changed from EnemyAI.HasLineOfSightToPosition to CheckLineOfSightForPosition both @distant gust and @queen vapor managed to make the new code be compatible with both V50 and V49 so theoretically you should be able to as well ^^
@distant gust Is there anything else the mod needs to update btw?
dunno, maybe the unity project if they only want 1 shy guy to ever spawn lol
Yeah cus it has a config option but it doesn't work
By default it's set to a max of 1
But I've had 2-3 spawn
So something just prevents that config value from triggering ig
Any update of new mechanics for 096 after v50 fix?
Favorite monster just hyped for new news if any
Idek if this mod is gonna be getting updated for v50 tbh
It likely is
Just probably waiting for v50 full release
We are also working on other things too lol
When this mod gonna work
@royal moat V50 is fully released now if you plan to push an update for this mod
I really hope this mod gets updated 😦 I miss it
Any info on it being updated now that V50 is fully out?
^
#1200318186424377374 message yo what did he mean by this 😭😭😭
same it was one of the first brand new enemy mods with custom Ai
@royal moat I really do hope you update this mod, I really miss it v.v
bump
@royal moat brother we need the best lc monster back games not the same without our shy guy
also boosting to say I really hope this mod is updated.
I have a feeling he might be on vacation or busy with something, I’m sure he will reply in at least a months time, let’s just be painent in the meanwhile guys 😊
some chad might also release a temporary fix too if the creator cant get around to it
unfortunately no proper source available so the decomp would have to be used
Might be the end of scopo 
Not impossible to fix with just the decompile but it'd be a lot more annoying
And it looks like someone did it?
oh has someone reupped a fixed shyguy already?
LOL
@swift prawn You feel up for decompiling both mods and checking the code on that reupped version to see if it's safe?
sure
had a very rudimentary look over it and it's not immediately sus
All good, do it when you can lol
Cus if it's safe I'll probs add it for stream tomorrow, I miss shy guy
XD
@lament lichen did you make the patch?
That might be them haha
Yep, thats mine. However, if you wait Jasper is uploading the v50 fork onto the official post instead
Oooh
why did depecrate it?
He just said why
Jasper is uploading it to the main mod as an update
oh so he kinda wanted to "unlist" it?
if scopop is back thats huge
I like the mod, but a lot of my friends dont which sucks
ty
stupid friends ngl its peak
they got annoyed by the crying noises, but lowkey it does get kinda annoying
it just needs to be way quieter
I maen I guess but its meant to be a warning
@royal moat could you possibly add a idle sound range/volume config?
I mean you can hear it really far away in the dungeon, if your not the one who triggered it, it just is hell.
Yeh its being uploaded shortly, I deprecated for that reason, no other. . After discussion with Jasper, source will also be available, so people can supply changes as necessary.
you should get the modder role
That's good, I'm guessing jasper doesn't plan to update the mod as often anymore?
If i had to guess jasper doesnt have much interest in the game anymore
and thats compeltly fine
The discussion we had, they were moving away from it, and this was made for fun initially. I don't really think anyone expected the hype that came with Lethal.
tadaaa (thanks to @lament lichen!)
https://thunderstore.io/c/lethal-company/p/jaspercreations/Scopophobia/
Got you ^^
thank you to @lament lichen for doing all of the v50 patching
like the majority of modders, lots modders go, and a lot of new modders come
Like scoopy was stepping away from modding, but in return we go so many new interior devs
i will now return to my husk of inactivity
unknowncoder and jasper my goats
thank you all for the support, its insane, love you guys
Tysm for uploading it for me Jasper ❤️ I appreciate it! Everyone have fun! 😄
we love you too ❤️
SCOPOPHOBIA (v50 patch!!!)
yea its a hobby its completely fine to step away
yep
imo the best thing to do if your gonna step away is to open source whatever you have
so people can make patches etc..
i make roblox games for a living atm lol but the time i had with the mod was very fun
We all love you too, glad to finally see it updated bud 😄
jasper the top g for providing fun for thousands
https://github.com/TheUnknownCod3r/Scopophobia also, if anyone wants to submit changes / improvements.
WOOOOOO!
I'll get around to documenting my changes in the morning.
yep and leave a message that you will be taking a break or stepping away, it gets annoying when the devs just disappear, but they are entitled to it, they dont need to make a message that they are leaving, but it's good courtesy
hi sorry for ping @worldly grove if you could pin this i would greatly appreciate it ❤️
ye same with open sourcing
you can do /pin message id
your good! 😄
source while your here you should give unknowncoder mod role imo they are the reason scopop is working on v50
WHAT THE FUCK
yea dude
happy 1mil 🎉
🥳
dude thanks for 1mil
well deserved
I think this was one of the first mods to add a completly brand new enemy with fresh new ai, not reskins of vanilla enemies
100% deserved, honestly, this mod makes the game insanely fun, the fact you can't escape from it is great, same with the ghost girl
It really does lol
I have so many funny moments of dying to shy guy
I love that extra layer of fear not knowing if im gonna get chased around the map 🤣
Did you manage to also fix the issue where limiting only 1 to spawning didn't work btw?
I wasn't aware of the issues, however I shall take a look into it.
Yeah that's the only bug I know of with the mod
I mean its a well made enjoyable mod and it came very early in the modding days
it still holds up now too
The issue with that is that it doesnt account for indoor and outdoor, its one per each rn
Yeah

this mod was one of the reasons why I spent so long not updating my game to v50
Yeah I doubt you ever expected to make such a popular and funny amazing mod
it's a really fun modded enemy and it fits within the game's aesthetics, so that's another plus
XD
I kept holding on hoping it would get an update
if i ever get the time to id love to do a bit more on the mod, some animations id love to clean up
sadly im dumb an dont think about clipping it
but I have had so many times where I just fucking round a corner and then vineboom
crosshair directly on the mf
I hope with the new code Zeekerss added it'll fix those situations where you loooked right at him and he didn't aggro
Lol
then i just run like a monkey and get everybody to evacuate as soon as possible
if I dont run into you while im running for the ship bye bye
this might find a use one day
It was funny how sometimes you could look right at him in v49 and he wouldn't get pissed
XD
yea basically this
the detection gives you a lot of time still
i mean its like 0.25s but
zeekers praised it once in the patreon chat if I remember correctly
This 100%
Yeah Shy Guy fits the game
yea and shy guy also came sooo incredibly early in the modding days that made it even more impressive
Its the only mod I have seen that Zeekers has mentioned and talked about
thank youuu
i remember seeing it hit like 50k day 1/2ish
You can tell he took a lot of inspiration from mods
The new moons feel like they take inspiration from them tbh
Peepers and Lizard Snakes
^
tulip snakes*
I mean Artiface also feels more like a custom moon than a vanilla one
and I like that about it
btw japser you mentioned you worked on some roblox games what in specific?
Personally, Kast is my favorite modded moon cuz it feels SO vanilla
Nicos Nextbots, Doors, Untitled Tag Game, and more
👀 rip Kast
what happened to Kast??
oh I forgot LE updated 🤣
oh damn ive played doors
should try untitled tag game, its the best(biased)
I basically completly stopped playing roblox for years and came back temporary to play doors specifically
very fun
why is there no update for me
thunderstore being slow
oh yea sry forgot abt that
Btw I have seen 2 inside and 1 outside before it's just more rare but I have seen 3 shy guys spawn XD
oh, odd
we are so back
Yay!! Oh I'm so happy this mod is still alive. It really is one of the best custom monsters out there.
Yo, best scp is back
Thank you!
Back to waiting in the shadows for a update for the best white man in the game
mod still broken
How?
It was updated to use the new v50 support, most likely you have another mod breaking stuff now.
idk, mobs are not spawning when I enable this mod
@lament lichen Did you update the power level stuff?
You didn't it's still set to be int, it needs to be changed to float
@zenith falcon Any chance that update for LethalLib can come that fixes the problematic power level code? That also may fix this issue
Wait actually the mod is working properly for me cus Tulip Snakes are spawning
Make sure you updated it
and try regenerating your config if need be
modlist?
I tested it, and have 0 issues
You have another mod causing problems
its so strange cuz same modpack worked fine yesterday
Were any other mods updated? Also are you on v49 or v50?
v50 ofc
You could try clearing cache, and exporting your pack and reimporting incase BepIn didn't unload the previous version for some reason
if the mod is broken, then no mobs should spawn at all?
works just fine for me
Same
same
I think you should try exporting your pack and reimporting, also check the V50 compatibility sheet and see if you may have added another mod that's breaking stuff
Wait V50 patch is out?
Would like to share my friends clip from our playthrough. Thanks for updating this for v50.
this is so awesome
By the way would love to say thank you for putting in multiple audio options for shy guy. As silly as it is, my friends are fucking TERRIFIED on a mental level of the original shy guy audio because it sounds like a friend of ours. "Or at least its what they would sound like if they cried"
The different audios from differing games fixed this small problem for us aha
Just so you know, Curated is the original audio but changed to sync up with the default timings and such
I figured ^^
Im glad you're having fun, that clip is great! Seeing him run at the ship just gives you that reinforcement that yep, you're screwed!
@mossy lance
Hey, is it normal that for the other audios for Shy Guy he isnt crying at all?
It's a rare bug
It's usually fixed the next time he spawns again
0/10, awful mod /s
😭
what moon is that
damn that moon looks so nice
should have had a better gaming chair
Does this mod use the Left 4 Dead horde music for the chase?
nah it seems like smth they installed lmao
My own mod
double shy guy is still a thing damn haha
i've come to term with that at this point lol
making my group more paranoid
its just me or shy guy break all enemy spawns in some moons? It happens 100% of times in Auralis (from StarlanceMoons) and sometimes March
I havent had issues on March, but I can check Auralis. I know it works fine on Solace.
He was defending the crab 🦀
Is there a limit for the trigger range? When I selected it very far up, it did not work. (1000)
this my explanation of trigger range and a graphic to visualize what’s going on
there is no setting that modifies the distance to trigger shyguy
if u set a big number like that, shyguy will trigger even without you looking at him once you are in proximity of him
What number works then? 99?
this is what i did
just hope you understand this has nothing to do with distance to trigger him
Ah ok
Hold up. What does then
read this
Ah ok
basically distance trigger range is fixed until modder adds it 😔
and the author pretty much not working on this mod anymore
i think someone else updated it to work for v50
fr
What moon is this? Please, it looks so damn 🔥
Looks like crystallium
Yeah it's Crystallum
I really like that moon but currently it's not the best for playability lol
Tolian is working on making it better
^^
hey
question
what this do?
"Will always track its targets down, and only its targets, no matter what."
I understood his role. From what I understand he will only pursue one player no matter what. But if I set the "Hax Max Targets" option to "True", will he chase another player when he kills whoever he is chasing?
he will automatically start chasing other people, is that it?
not 100% sure, but it seems that it says how many targets can he get at the same time
traditionally, if someone looks at it, it will only go to the guy who looked at it, but with that activated, if someone looks at it and another player also looks at it whn it's in chase or screaming period, it will go for both
anyone can confirm this plz?
👀
Not sure if this has been patched or not, but there currently is a spawning outside issue.
You see when I and my buddies were playing on Embrion (the new v50 map), we accidentally looked at Shyguy. All of us. (totally not for fun)
But when we went inside, he did not enter with us. Once we got out, he then started chasing us, like he was simply waiting for us. Is this a config I have to edit or not?
?
One message removed from a suspended account.
but what changes here
One message removed from a suspended account.
But if it's false, it does what you said, right?
One message removed from a suspended account.
One message removed from a suspended account.
basically, false is unlimited, and true I only limit the amount, but will the mechanics remain the same? I thought he would start persecuting others if it was true or something like that automatically
ty
🤝
One message removed from a suspended account.
Would it be easy to add support for the ShipWindows mod? 🤔
You can just look at him through the window 😅
^ please
though there is one time we were all emoting at the window staring at him and he just triggered
might've been something funny with the 3rd person perspective that allowed him to trigger
yeah its most likely that
a similar thing happens if you emote when watching a coilhead
#1200318186424377374 message
he unofficially said hes done with it
unofficially
#1200318186424377374 message
not sure if hes developing it further, but yea if it breaks again he'll prob fix it
I'd love to have a statement on that...
I'd love it if the shy guy pries open the ship doors and stuff
^
^
its @royal moat
Pretty sure someone else is maintaining it now
.
Are you just maintaining? Or are you planning to add new features?
I’ve seen some modders on this server who are interested in working on this mod. Cough Test Cough cough
Probably fine, I don't think any EnemyAI changes are being made
i just want shyguy to rip my ship doors wide open 😩
lol
who else agrees? 🙋
More than happy for people to submit PR's, and i'll compile changes, not sure how releases will work in future. If Jasper is still around to upload, that would be fine, but I may end up just adding a fork upload which includes the changes. Sorry for the late reply, been in the process of moving, amongst other things.
I do have a local version I was working on which has a fix for the double spawns, so I need to get that up at some point.
i think long term, prob better to fork if jasper’s cool with that.
it’d be easier to upload onto thunderstore and all.
there seems to be two other developers that are interested in taking up development of this mod if it becomes no longer maintained
one of them is the https://discord.com/channels/1168655651455639582/1247624947451297863 mod team and the other is @warm creek
scopophobia github, accepting PR’s
I don't mind either way, if Jasper is cool with it, I'm happy to submit PR's as a separate fork, and label it as such. As long as everything is in a config option so users can disable features they don't want running, its fine with me for people to fork and PR changes / updates. I was hoping to get a bit more time to look at it over the next week as well, so thats perfect imo.
https://clips.twitch.tv/FuriousGlamorousYakinikuMoreCowbell-btGRlDKIa3YLmClH Speaking of Shy Guy 😂
Shy-guy had me sweating xD (I hope its ok to post a clip of the mod here)
Ignore, needs a patch
So update is uploading rn?
Just waiting to hear back from Jasper rn.
It'll probably be tomorrow or something, depending on how busy they are.
I thought you had access to publish the updates tbh from the way Jasper spoke before and how he said you'd be maintaining it from now on
XD
patch has been uploaded to thunderstore, waiting for it to do its thing :P
thanks to @lament lichen again for their help!!!
SCOPOPHOBIA 1.1.3 (v55)
whats new in 1.1.3
Adds the new required entries for KillPlayer that v55 needs, but is fully backwards compat with V50
aight
luna I see you a lot in here and you seem knowledgeable, how big of an impact v55 will have on mods?
Yeah it's stuff that some V50 mods had already but not all and is now required with V55
compared to v50 that broke almost everything
nice
ModelReplacementAPI broke, mods that do custom animators broke but that's expected
GeneralImprovements broke
oh no 
GI breaking I unfortunately foresaw
It was in a much less stable state compared to back when V49 transitioned to V50
I've heard GI was already broken after v50
I like this mod, it has some neat features, mostly for the medstation and the ability to look down further
and everything regarding teleporters
are there any similar mods I can replace it with for the time being?
the whole GI ? not individual features ?
Most of it's stuff broke and apparently it also will break the new item like BetterSprayPaint cus it throws an error relating to Spray Paint according to @hasty cliff
The monitors are busted so you'd have to set them all to None and then use OpenMonitors, a handful of other stuff is also broke
Idk how well it will "work"
atm
Oh yeah and LethalThings broke with V55 but I stopped using that a bit ago due to it messing with the Grab prompt
I have no idea the amount of stuff that is broken in GI but it's not all of it
It does throw this error on startup though
That's pretty nasty lol
I'm guessing it's for the sales monitor, because all the monitors break
That error literally says something about spray paint 😅
how it feels to play GI on v55
Yeah and the majority of GI doesn't work on V55
shyguy's supposed to target everyone who sees him right?
in whatever order who saw him first
Order doesn't matter if I remember correctly, he just goes for the nearest person who has seen his face
does he not chase his other targets if his current target dies from something else before he gets to them?
because i was targeted first and he was after me, but i fell off and died before he could kill me
and he didnt go for other people
As long as someone is alive who has seen his face he will be angry
even though we all saw him outside when flying down on the ship
Odd
he just ran past my friend for me and then i died in the facility interior parkour gap
and for the rest of the day he didnt chase anyone else
if im small (shrink ray mod) i dont think 096 can kill me, he stops runing and just stays still screaming when he "catches" me
and being crouched too ig
j
I'll look into it. He can definitely kill you while crouched, he got me like that last night on stream, but in terms of shrink ray mod, I don't use it so i'll need to test it. Don't suppose you have a clip do you?
I was playing on bozoros after chased down by shy guy he was unable to kill me. I got this error on the console, what is causing this?
Don't have one I just know I was on spector 0 and I was the smallest possible (Note your gonna need a friend to shrink you unless you buy/find 2 small potions)
As of the crouch thing also happened once, my friend was hugging a dead end wall with a pipe over him somewhat
I could send my pack if wanted
probably the wrong version, v55 is 1.1.3, v50 is 1.1.2.
oh yeah my bad
the pipe makes sense, for example sitting on top of the cabinet in the ship can also keep you alive, as can glitches / jumpspots inside the factory. I can probably do something about the sizing, i'll have to take a proper look into it ig. Ty for reporting, though.
any time, this is my fav monster and its sad when he breaks when hes set to be rare
Just got killed by an invisible shy guy 😅
Had a fun idea for an addon for this mod
If shy guy can spawn, you can find a scrap item of the "photo in the mountains" image, which will trigger shy guy if you look at it
The image will be high value and face down at first, so you have to be both careful about picking up scrap without looking and also decide if you will be able to escape before your impending doom
(for context, the image is in this page https://scp-wiki.wikidot.com/incident-096-1-a
The SCP Foundation's 'top-secret' archives, declassified for your enjoyment.
man
he just really shy
they fulfilled one of their own dream, dissappears
C:\build\output\unity\unity\Modules\Audio\Public\sound\SoundChannel.cpp(345) : Error executing result (An invalid seek position was passed to this function. )
Im getting this error with shyguy, not hearing him crying
anything in your logs?
gimme a minute and I'll check
might be in here but cant say for sure cause we had a couple restarts
there actually were two of them at once but the other one was visible
looking into this asap, can't see anything in the log, except mirage errors, but that shouldn't cause any issues. I could see it being an incompatibility somewhere. I won't have time to work on this till saturday at least.
I think the issue with him being invisible isn't an incompatibility but just a bug that happens sometimes, it's been happening a lot for us lately too and no other enemy mods have really updated that might create conflicts
Seems to happen mostly when he spawns in before the ship finishes landing I think
So maybe a Loadstone issue? @slate dirge
did it happen before you started using AsyncDungeon?
Can't remember, it may have like maybe one time a while ago
if it happened before then I'm gonna say probably not
I’ve never had an invisible shy guy while testing
But still gonna look at it in case it’s fixable.
if it helps i have asyncdungeon off
@lament lichen
We had an issue one game where my friend said 2 shy guys spawned outside, guessing this is why
got Shy Guy spawn two times now, one time on Titan and one time on Rend and both times he was invisible. Or rather, the sound and the model were split and there was some distance between those two
E
F
ScopophobiaFixed wen
Actually funny you bring this up, work has been hell these last few weeks, and while I had hoped to get onto this a while ago, later today is probably the first chance i'll have had. Next update can also expect a fix for multi spawns.
Awesome
Just as an update I’ve got the invisible shy guy to reproduce in my pack, but not the error posted by Lunx. No eta on a fix due to work, but consider it coming soon. Spawn rules will also be fixed next update.
Regarding the sizing bug reported, I have not even looked into this yet, but I’ll get around to it tomorrow if the mod is updated to v61. This is probably a simple fix.
it should be v62 now if u wanna be exact
but good work 
I didn't even notice there was a hotfix if im honest
well at least now you know 
ill miss this one invisible shyguy that spawned right at the start of the day lol
I won't
Why is he in the ceiling tho
no theyre like in front of me but im using randomenemysize which prolly make them scannode even taller when they big
hoping for new mechanics one day, hes my fav monster
so ummm... moon-specific spawning config options when? 😊
I wanna use this guy on psychsanctum so bad, but I only want him to spawn on psychsanctum
and his spawning behavior operates independent of vanilla spawning behavior, so Lethal Quantities cannot play with him 😭
Regarding this, theres a new config option you can enable that will completely disable Scopo's spawn patching, so mods like ShyGuyPatcherPatcher are no longer needed. Of course, i'd recommend you have a mod like Lethal Quantities, or even Lethal Level Loader to tweak the spawn rates otherwise. I'll be pushing the code to github for release once I get a chance to test it later this week, assuming all goes well.
just to update this is still very much work in progress, (More than one is Intentional, to recreate the Invisible Bug more efficiently. This is NOT the finished spawns, lol
What moon is dat ?
Corrosion I think
Espira by DemonMae
oh yeah!
That moon is also purple
You can actually see on Espira though
Corrosion is so dark
XD
this works xD
Why does your airhorn sound like that? lol
Its NootHorn xD I was bored and was looking for different mods
Lmao Shy Guy riding the Elevator and screaming up a storm is pretty hilarious
Its janky code, but it works
Ye
I can't wait to see the edge cases where someone walks in at the wrong moment 🤭
Then they become the victim for looking at him
XD
Yeah I can see their being a few casualties from this xD
1.1.4 is out, let me know if any issues pop up
Thank you again Jasper for permission ❤️
This is so funny xD
Honestly all I could think was "I'd be screaming too if I had to listen to elevator music xD

Sorry everyone, I made a mistake and forgot to test something, uploading a fix soon
He can use the elevator now?
He can, lol
I wanna see this, update sounds great lol
All he needs now is busting doors and opening the ship door and he is bestest best boi
Current version is bugged, Im working on fixing it rn
What broke?
UwU
Very helpful mod for a good while, I saw your posts regarding, and figured i'd include a fix for you as well 😛
lol
I didn't check the final pushed code, for some reason Shy guy doesn't actually chase you down, or leave the building properly
I can have 290 instead of 291 :]
Will finish working on it tomorrow, but my god I already hate that bloody elevator
oh god imagine hearing the screams of shyguy coming up the elevator…
fix
Yep, working on it right now. Funnily enough, I think i've fixed it all. Just testing, and making sure
is shy guy behaviour bugged atm? found he enters angry mode then gets permanently stuck at a nearby node
Yes, the new elevator code didn’t work as intended. If you downgrade to the previous version for now, I’m hoping to get the update out asap. Preferably tonight.
ahh, so it's affecting even his outdoor behaviour?
Once he starts targeting a player it’s gonna break his AI right now, regardless of if they’re inside or not. I didn’t initially do enough use case tests to see what could break, which I’m doing now.
so for now just downgrade to previous version?
Yeah until I get a fix out, just downgrade to 1.1.3. Sorry
@dark ice
Wacky but spooky
Da hell....? I didn't type that message...sorry for that. I don't want to be rude on purpose
Maybe it's water doing that and I didn't noticed that
[04:35:30.3665011] [Error : Unity Log] InvalidOperationException: Collection was modified; enumeration operation may not execute.
Stack trace:
System.Collections.Generic.List1+Enumerator[T].MoveNextRare () (at <787acc3c9a4c471ba7d971300105af24>:IL_0013) System.Collections.Generic.List1+Enumerator[T].MoveNext () (at <787acc3c9a4c471ba7d971300105af24>:IL_004A)
ShyGuy.AI.ShyGuyAI.DoAIInterval () (at ./ShyGuy/AI/ShyGuyAI.cs:350)
(wrapper dynamic-method) EnemyAI.DMDEnemyAI::Update(EnemyAI)
ShyGuy.AI.ShyGuyAI.Update () (at ./ShyGuy/AI/ShyGuyAI.cs:626)
[04:35:30.3665011] [Error : Unity Log] InvalidOperationException: Collection was modified; enumeration operation may not execute.
Stack trace:
System.Collections.Generic.List1+Enumerator[T].MoveNextRare () (at <787acc3c9a4c471ba7d971300105af24>:IL_0013) System.Collections.Generic.List1+Enumerator[T].MoveNext () (at <787acc3c9a4c471ba7d971300105af24>:IL_004A)
ShyGuy.AI.ShyGuyAI.DoAIInterval () (at ./ShyGuy/AI/ShyGuyAI.cs:350)
(wrapper dynamic-method) EnemyAI.DMDEnemyAI::Update(EnemyAI)
ShyGuy.AI.ShyGuyAI.Update () (at ./ShyGuy/AI/ShyGuyAI.cs:626)
What version are you using?
If you can elaborate on what you were doing / what was happening at that point, it might help. I couldn't recreate this one.
We were going into orbit and he was getting pissed at someone. Not fully sure what happened. I was dead at the time.
Just saw the error and got confused.
Okay, NOW it works as intended.
Was that what creates the error?
No no, I need to look into your error, that fixes the new version to work as it should
Update incoming
Just wanted some extra info on your issue so I could recreate it, and fix
Sweet! Shy Guy is a favorite of mine. Even though he doesn't get many kills he is still horrifying.
Mainly cause as soon as he gets close to the ship everyone basically says NOPE TIME TO GO F THAT NOISE
Update is LIVE! Everyone enjoy 🙂
Thanks! Definitely will.

Any future plans with the shy boi?
Does shy guy work with LC Office?
when playing last night i had an issue where 096 was not crying, i was on dine in the scarlet devil mansion interior
it mightve been a conflic with code rebirth's blue lobster
yes a lot of the things i just said may sound bizarre to people who dont know a lot of popular mods
its probably because the blue lobster plays a bunch of sound effects and kinda floods the sound channels with them
this is also a good question, will he ride up the LC Office elevator now due to the new udpate?
also does he use the fire exit to chase after players if hes locked behind a door and cant get to main? this was a problem before the update with the elevator cause my friend looked at him and we left and he never chased out of the fire exit, much like masked are not allowed to use the fire exit to go outside either
likely not with the elevator, but i'm sure he'll be able to pathfind through the building
Shy guy just patiently waiting for the elevator is a really funny image to me
Especially knowing what lore accurate shyguy is capable of
If the LC Office uses the new Vanilla code, probably. If not, He'll pathfind to the nearest point he can find.
Fire Exits are part of the todo, but yes if for example shy guy hits a teleport pad on the floor and ends up behind a locked door, he'll just scream the place down. I plan to add a fix for that, so if he's behind a locked door, he can break through it regardless of the lock.
tested earlier, but the elevator works very differently to the vanilla one
enemies cannot go inside the LC_Office elevator, Shy Guy just runs laps around it
I also just took a look at the LC Office Project on Github. I can look into adding support for it. I never even knew there was a custom elevator. Just to clarify, he does run directly to the elevator to enter / leave, just can't use it at all, right?
he cannot enter the elevator at all
he'll run around it and up to the door, but not go inside or use the buttons
lemme get a video real quick
lc office elevator was based on the elevator in the first lethal company trailer i think
yea, has the appi in it
Sounds right, if the interaction isn't defined he won't even try to use it, but if he's running right to it, then it should be a simple fix, same as the Vanilla Elevator. I'll look into it for you 🙂
oh also lc office elevator has multiple floors
vanilla elevator is only two right? down to the mineshaft and up to the entrance
lc office is entrance floor, one floor above, and one floor below. would that make things more complicated?
It shouldn't if he defined the floors correctly, I should just have to check if target is on x floor, go to x floor
seems like he tries to pathfind directly to the player, but since the elevator is a no entity zone, he kinda just runs to the closest side the player is one
so going to the back just results in this happening
might have to ask piggy about this
That's an issue with LC Office not something for Scopophobia to add support for
if there's any way to disable shy guy from spawning on specific interiors, that might work until the no entity elevator is fixed
yo lunx 👋
Don't think you can do that
Not in the current configs, but you could always disable spawn patches in config, then use another mod to disable him on that specific moon
@lament lichen Btw apparently Nikki said they saw an Invisible Shy Guy once when we were playing today, don't remember which moon though
this screenshot is incredible
CentralConfig can do this
aye, rip my ears though
Shy Guy is very loud when angy
elevator seems to be the "safe zone" like in a game of playground tag
New update coming soon, I noticed a few test cases where shy guy won’t interact with the elevator right now (looking at you people who hide in the upper room), new fix will change it so regardless of if you’re inside the start room or not shy guy can come up and kill you. Just like my original video ❤️
Upper room? U mean right above elevator ceiling ? 😂😂
I mean the Upper room where the elevator actually starts, it turns out the op strat on the mineshaft with v1.1.5 is to just sit in the start room, and he can't kill you.
Oh the main entrance room
Didn't you show a video of shyguy using the elevator to get to the upper floor? What other room is there?
The tiny fenced off box above the elevator?
I'm having issues where 096's audio is looping when hes docile, using the SL sound effects aswell, hes just playing like the first second of the audio clip and then cutting off and looping
You have soundapi's experimental looping features on by chance?
uhhh i wouldnt know, i can check
i dont believe so, dont have a mod named anything liked that/similarly named, unless its in the config of 096
It's a separate mod. Somewhat common though so figured I'd ask
i could try to go in and change the sounds and see if his audio doesnt loop, im not sure if its my config settings that would make it do that either
Yes, so between the initial 1.1.4 version where he could use the elevator while you were anywhere, and v1.1.5 I changed the checks for Shy Guy, which unintentionally caused him to loop in the elevator if his target was in the first room. New version he works as I intended, and if you hide in there you still aren't safe. He still uses the elevator, but he won't do it if you're inside the building at all, he'll just run to the bottom and scream.
This shouldn't happen, even while I was testing I never had this.
most likely another mod interfereing with it, its not too much of an issue but it kinda breaks the immersion
yeah I agree, I will still look into it for you, I guess im going back to 500 shy guys at once 😂
Hey im not sure if this is already in or not but I think it be cool if there was a config thst allows you to make him either randomly roam to different spots or always roam
I think that would add a lot to him as an enemy
it would be nice if he roamed more, i don't usually see him move at all when i play
im still getting report of invisible shyguy from my frens even on latest version 🥺
iirc he only roams when he spawns
then once he finds a spot he just stays there
and theres no config to make that like adjustable
he should keep walking around
Reproduced thanks for the info, will have a fix out soon.
Currently thats because his AI is set to just sit down once he finds a place, or isn't triggered. You can see this in ShyGuyAI.cs, and DoAIInterval. It is something I plan to change eventually, so for example if he doesn't get triggered in so long, he gets up and moves somewhere else, along with adding custom artwork to the assetbundle for the scrap items, and such.
hype!
You should add a picture scrap that when picked up spawns 1 Shyguy behind the player. 😆
Probably won’t spawn him directly behind the player, but I was thinking it would aggro an already existing shy guy. Got a couple of friends working on some ideas, but if any of you have a submission, feel free to post it and I’ll check it out when I have time
would it be possible to have that interaction work with the Lethal Snap mod?
like if you took a picture of shy guy and looked at it
could maybe check for the specific picture item (i think it’s polaroid)
and see if it has shy guy in its name.
anytime you successfully take a picture of any monsters with a camera.. they will be listed in the picture name. so you could probably take advantage of that.
also maybe a sound queue of some sort when you’re looking at the pictures would be nice.
would let players know that something is wrong.
and when shy guy shows up they can make the connection that looking at the pictures is a bad thing. otherwise it might come off as him coming out of nowhere.
idea with that have the pic always facing the floor and have it random if its 096 face or just a normal pic frame
so there can be a risk and a reason to pick it up
hi, an error in v64, not sure if it causes a problem or not, just felt i should report it.
[01:27:31.2640002] [Error : Unity Log] InvalidOperationException: Collection was modified; enumeration operation may not execute. Stack trace: System.Collections.Generic.List1+Enumerator[T].MoveNextRare () (at <787acc3c9a4c471ba7d971300105af24>:IL_0013)
System.Collections.Generic.List1+Enumerator[T].MoveNext () (at <787acc3c9a4c471ba7d971300105af24>:IL_004A) ShyGuy.AI.ShyGuyAI.DoAIInterval () (at ./ShyGuy/AI/ShyGuyAI.cs:327) EnemyAI.Update () (at <d0d093e9162748b6a00ca8938a14b439>:IL_04D3) ShyGuy.AI.ShyGuyAI.Update () (at ./ShyGuy/AI/ShyGuyAI.cs:596)
should be fixed in dev version pending release already, thanks for the report. For now, you should be able to ignore this if for example it occurs as you leave a planet.
Cool 🙂 thanks
Any chance for coroner integration?
Shy Guy is still invisible sometimes, it seems to be happening more often after enabling the SCPCB sounds and SCPCB texture
I'm on the verge of just taking the mod out of my pack, it ruins all enjoyment tbh
i guess it’s a texture issue? or did it happen with default too
Think just the bloody one idk, just tired of mod being broken v.v
I fixed the bug, I had to reenable normal HookGenPatcher, I had it disabled and had AutoHookGenPatcher on and could repro him being invisible if I spawned him with Imperium, reenabling HookGenPatcher fixed it
Also it looks like the dev left the server
😦
@primal rain Any idea why this might happen? Shouldn't they both be doing the same thing?
I'm assuming a small oversight maybe
it should be unrelated to the issue
Even if HookGenPatcher or AutoHookGenPatcher was disabled, the MMHOOK files they generate would still be there
so nothing would really change
Yeah maybe it's a run order thing
I think run order should be consistent with BepInEx
and AutoHookGenPatcher and HookGenPatcher are preloader patchers so they run before any mods anyways
Yeah it's hard to say what could be the case unless maybe Scopophobia is looking for something in normal HookGenPatcher and it doesn't log it
but yeah it might just be some obscure bug that might happen or might not depending on something
I really doubt it, because there isn't anything useful in HookGenPatcher or AutoHookGenPatcher directly for mods
it's just the files they make MonoMod to generate
This is what I'm thinking lol
The only reason I'd considered maybe a small oversight is cus I remember you mentioning something about wanting to update AutoHookGenPatcher at some point cus it was a few months old lol
there are some internal changes that could be done to clean up the codebase a bit but it's nothing that would affect how the program works
and yeah some stuff that I've done is the ability for it to run on Netstandard 2.0 games which I haven't updated on Thunderstore
but that doesn't matter for Lethal Company
Well unfortunately since the dev left without a word and seems to have abandoned the mod I suppose if he breaks again I'll just have to remove this mod, and that's a bit of a shame
True lol
huh, this mod was updated a month ago?
Ye, I'm unsure when TheUnknownCoder left the Discord server
But he was really active in here so it's strange, only noticed he left cus I couldn't ping him earlier
they seem to be here
Nah if you check their profile they left
but they did archive the scopophobia github repo
Cus of this
Yeah that's a shame, idk why he mysteriously left and abandoned the mod without a word
hm, yeah well he probably wanted to move on from this mod
I guess so, but he had taken it on cus Jasper had wanted to move on so ig we'll see if someone else takes on the mantle
oh wait, jasper and theunknowncoder are different people?
Yeah
TheUnknownCoder became the new maintainer of the mod a few months back
I see
oh god
that's doing what Unity's netcode post processing does, but in the source code directly, or something like that
👀
oh, I think that's because the original author didn't give the source code to theunkowncoder most likely?
so the code in the repo is based on a disassembly of the original
Maybe? I'm not sure
I sure hope I'm right lol
@royal moat I suppose if you're still around maybe you could confirm or deny this
but yeah the ShyGuyAI.cs could use a rewrite to make the script more maintainable with all that rpc stuff and lessening the amount of if if if else if if else if
like, else if after a large if statement I think is really hard to read because you have to go back and see what the first if statement is
I'm kinda surprised it never really got rewrote tbh
rewrites take time, and it's easy to not rewrite but add something to the script
Fair
and it's also really hard to write clean code
it requires quite a bit of experience in programming to be able to really rewrite something well
Yeah
honestly the project scp guys would probably be down to pick this up
joe was interested, but unknown coder was still working on it
They'd have to contact Jasper
Jasper was the one that pushed the updates to TS whenever UnknownCoder completed one
@feral quartz maybe you guys can get a hold of Jasper and look into taking up this mod?
looking at the repo, I think it'd be best to basically redo it from scratch to clean things up
Ye probably, but consent from the original dev would still be needed
It's not licensed
yep
If we were to use the previous assets, then yes indeed
Like, use the code already existing and stuff
I mean even if not, wouldn't you still wanna reuse the model?
I mean, I do think there are some pretty nice model out there
That could make it a lot more scarier
True, it could be nicer to have the model be a lot more faithful to SCP Containment Breach
Model from SCP: Containment Breach.
It says that, but the model looks a lot different
Idk
no way it's not from a decompiled version of the mod 😭
only an insane person would do this manually
Scopophobia is a pretty old mod so it's possible jasper very much did that
there's even the thing netcode patcher injects into an assembly
yep
so jasper didn’t let unknown coder work with source?
I'm guessing unkown coder decomped the mod and worked on it himself, then contacted Jasper about becoming the maintainer after
ah yeah that’s plausible
Welp, I guess the github is a decompiled version :skulll
that's very possible, or it could also be that Jasper lost the source files and didn't use git/github
Yeah that too
The mod originally didn't have a github source
So it would make a ton of sense
also, technically we don't need permission from unkowncoder if the project is rewritten pretty much
(as has happened a lot here)
doesn't really need to be changed, could be uploaded as 2.0
True
i mean yeah if it’s written from scratch no permission needed right. not like anyone here owns shy guy.
Mhm
i really want to see shy guy tear open the ship doors one day
Well if Hamunii and the ProjectSCP devs are gonna work together to redo the mod that very much is possible
I know UnknownCoder before abandoning it mentioned wanting to add the ability for Shy Guy to tear open the cruiser door as well if someone decides to hide inside of the cruiser lol
Yeahhhh
I'm personally too busy but yeah it could be cool to see a rework of this mod
It definitely could be
but, I have a decent EnemyAI system from SCP-682 (the system being based on Welcome To Ooblterra's Enemy AI system) which could be reused for this enemy, or any enemy really
Though, I'd like to also redo the game's whole EnemyAI system from scratch
just to get rid of all the useless stuff
lol
we should prob confirm with unknown if he’s actually done or just taking a break from here
I mean he's in no common servers so there's no way to contact him in dm's, he's also archived the Github
So idk how you'd confirm things with him if he's gone tbh
I mean, if project scp is to remake it, we would probably call it SCP - 096
@pliant harbor , just letting you know
Yea totally, and we would probably either make compatibility with that camera mod or make a picture scrap to trigger shy guy
But weren't it something with someone said they would continue it? thought they where on here
Yeah the person who was continuing this left the discord and archived the github repo without saying anything.
What the heck
Well guys this might mean that projectSCP will release their own version at some point, be sure to keep an eye out 👀
Will defo keep an eye out for that
Maybe have a toggle in config for when you scan the boi it says "shy guy"
Me and my friend really like how his nickname fits into the game
Yes, cus the dev disappeared randomly without a trace or a word
project scp adopting this mod if the og creator abandoned it sounds great
i was thinking today about a bunch of different stuff that would be cool to add such as him breaking doors and prying open the ship doors
also having a timer for when 096 cant path to the target and teleporting him to a nearby node like containment breach does
cause i know he gets lost sometimes

That's more an issue with the poor coding of this mod
I dont talk bad about other people's code.
An enemy like shy guy though would probably take like an hour to write though
Oh I meant that he just has a hard time finding his way out of his interiors sometimes in general and idk why, especially when other enemies like masked can path out just fine lol
What's even stranger is he can path into them okay
Just not back out
Just to be clear
and I know it's a problem with how this mod is coded due to convos I used to have with TheUnknownCoder
Before they mysteriously vanished
If shy guy spawns in mineshaft, even if u code in the elevator part, it won't be able to path out most of the time just due to how mineshaft is made
Yeah
It's not a problem with how it's coded
It's a problem with how the interior is made
Hmmm
I've made enemies that can path out of most interiors, but if there's a locked door, or if it's a mineshaft, or elevator, it's impossible to solve
Got ya
I tried making an enhanced version of the navmesh agent but it's really hard
I shouldn't say impossible but it's pretty damn hard
I'm curious, wouldn't a solution be to path as far as possible, then if they get stuck path to the nearest locked door and force it open?
in the context of an enemy that is unstoppable like 096
I tried that, but because locked doors CARVE the navmesh, it causes stuttering with trying to auto repath I think?
Though the navmesh agent DOES hold a thing for the last position before it gets cut off
I havent been able to test that properly because its hard to setup the environment
But I don't think it worked when I did, not sure why
if the navmesh tells you whether the path is viable or not, maybe you could check that first and immediately path to a locked door instead
Thats what I did ish
I can send ya my SmartAgentNavigator script
It has a coroutine that tries handling that stuff
this looks like it's warping the actor, not doing any repathing to doors, I guess that's separate?
oh i tried moving past the door by warping, but the stuttering problem was still being caused, though the relevant part is right before that
this should be pathing to the door
so probably something here
in my head the best way to handle 096 at least would be
if (path is partial)
var doors = FindAllDoors()
foreach door:
if (door + x10 position reachable)
store door ref
path to position
else if (door - x10 position reachable)
store door ref
path to position
...
OnCompletePath()
BreakDoor(door ref)
Repeat path check
Ik this is probably the wrong thread but been curious if you have plane to make the variant of the SCP Foundation Dungeon from SCP Secret Labs as well, from what I understand it's the same but has visual improvements
And I think some of the ways it's designed could integrate really well into LC's Aesthetic, plus I just want more SCP mods
lol
I used the SCPCB assets cuz they're under a permissive license and were in an easy to convert format, I think the SL ones are rights reserved
im a bit confused on the "door + x10 position reachable" part, cuz ideally if i knew the locked door i need to, i'd just path to it, but im not sure how to get which door i need to get lol
well since the exact door position would be right over the area where the nav carver is it'd fail/be partial, so sample the positions in front/behind the door and see if they're viable
(there's also the need to consider the big locked gates, the mineshaft's BIG ASS HOLE THAT HAS NO OFF MESH LINKS)
hmm icic
Fair, SL also is considered non-canon lol but now I wonder how the SL map was able to be made then
if it works, then you know you can get to that door from that side, and when it completes that path break it down and recalculate
if both fail it's a locked door you can't access from the current position from either end, so ignore it
i mean there is no "canon" SCP stuff besides the wiki
and afaik the secret labs moon was just using the name, the assets looked like the SCPCB ones
True I just know the Secret Labs game itself is considered non-canon the SCP's themselves are all canon ones
Although not a fan of how they changed the sounds for Shy Guy at all in SL
They made him sound like something out of COD Zombies
lol
yeah that + custom interiors complicates things a lot, though you could definitely hardcode soft dependencies where necessary to make it work everywhere
yeah had some fun with SL with friends years ago but kinda fell off it forever ago
yeah the problem is the need to hard code, thats what i tried to do in my SmartAgentNavigator by just "reach end of viable path, keep teleporting forward until you land on a navmesh point, repeat"
like manually adding offmesh links for that mineshaft room
problem is then every enemy could use those :/ (i think i've never used offmesh links lol)
rn one of my solutions was just um... uncarving the navmesh on all the doors 
which seems to work fine i think
just the enemies that can use OMLs, but yeah (though really it might be for the better to have those links)
you wouldnt believe the number of people who would complain because im changing something in vanilla lol
would work for shy guy but means enemies won't try and path around it even if they should be able to and will just get stuck at the door
maybe try uncarving, but making the pathing cost of that modifier extremely high so unless there's no other option they won't try to barge the locked door?
twice has there been something that is "X based on SCP:SL" and then is already reference of/is SCP:CB lol
i could, i'd have to keep track of that door and patch unlocking the door to make sure i get rid of that pathing cost
This is an issue for me all the time.. I am determined to solve it though lmao.
lmk what u think of what i wrote then lol