#Mirage
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im sure there can be fixed to mirage overrides the masked that spawned from a dead player
probably both mods
and some voice lines wouldnt be synced (from skinwalkers)
so its just not a good idea
and why would you even want skinwalkers
this mod now seemingly does what skinwalkers does now
I mean it still doesn't make sense what you are asking. Neither mods creates unique masked. so if you asking if this will have masked that aren't synced and also masked that are synced, then the answer is no.
well yeah i mean he posted the changelog after i asked my question
i think skinwalkers still makes voices for modded enemies, this doesnt do that yet
Like fireponk said, this mod is quite better than Skin walkers. Although it's a steep fight for people to even notice it's potential. I had already removed skin walkers when this mod was introduced because why would a spider or a bug have voices imo.
v1.0.4 is now out:
- Support voice mimicking on all vanilla enemies.
- Add configuration option for mask texture and arms-out animation (for masked enemies).
- Dead enemies no longer mimic voices.
just scroll a little up dude
for what?
NVM, I apologize
no wrries
so it makes sense if you want modded enemies to use voices you can still use skinwalkers
yeah but isnt it just ALL modded creatures or none
yeah
yeah thats not very useful
useful enough
unless you just like the mimicked voices being more of a gag
instead of something to trick you
just to make my team more paranoid than usual
you overestimate my team
As for modded enemies. I don't see that happening anytime soon that is, maybe the op could clarify on this, but it seems to be more work than it's worth.
well if you want to just use skinwalkers and only use the modded enemies feature
since all vanilla creatures are in mirage
if you plan to use mirage anyways
im not sure if its a bug or a feature but i can hear the ghost girl thats haunting my friend mimicking voices
and dying to mines still kills the revived corpses
atleast the death voice bug is gone now
yes i can confirm
Any major bugs I should know about before swapping over to this?
op do you have any roadmap for the mod
Did anyone try maskedairevamp with mirage and confirm whether they use walkie talkies or not?
would they even be able to transmit over the walkie talkies? i noticed that when they talk they dont alert the dogs near them
Lmk how it goes
Brother
ah i guess it's not compatible afterall rip, won't be fixing it anytime soon though sadly
it'll choose a specific person for as long as the monster is alive (at least it should, if it doesn't then it's a bug from a lack of testing)
you should disable the features from MEO that this mod includes. if you want to use MEO for spawn control for example, you'd want to set EnableNaturalSpawn in the mirage config to allow MEO's spawn changes to take place
What if meo makes this work with advanced company
i could add that soon if you want. sorry for not specifying, just thought autumnis had a proper response already, but basically skinwalkers and mirage plays voices separately, so you'd only want one or the other (for the specific monsters you pick)
edit: nevermind gonna add this later actually, for now you can just enable mirage for natural spawning enemies, and then use skinwalkers for custom modded enemies.
just an FYI, if you enable voices for the same type of enemy on mirage and skinwalkers, you'll hear voices from both mods
well readek mentioned that even voices don't work so mirage just seems fundementally broken with AC
i agree that's what i think, but i might as well add the option for now to let people do what they want, i'll give proper support later where you'll be able to choose any monster (whether it's vanilla or not) and selectively enable/disable them
edit: nevermind i'll add support for custom enemies later, i'd rather just work on my new features tbh
it'll be simple so i might as well add it as a configurable option
that's a bug, i forgot she's invisible to people that's not haunted, so i'll try to fix that tonight
edit: nevermind actually i'm just gonna add this to my TODO and work on other features for now, you'll have to use skinwalkers specifically for the ghost girl for now, sorry π
i'm guessing this is because of the masked enemy dying as soon as it spawns because of the explosion, i could try and make it invisible for a tiny bit after spawn, but i probably won't touch it for now
it's very unlikely it'll work since walkie talkies probably runs different functions
voice activity is supported now
you can, but all vanilla enemies support voice playback now so there's not much of a point to use it, unless you have modded enemies
also sorry for the late replies, wasn't home till now
I tried this mod solo today with AC and MEO and after few tweaks it worked for me without problem. Not sure about multiplayer though.
also just remembered something i was gonna fix but forgot to do, currently if a masked enemy is hiding on the ship it'll keep talking, i'm gonna disable that behaviour
ah good to know, perhaps it's some other mod conflicts then
I just had to turn off hide mask and hide arms option in your config and let MEO manage it. About voice, I didn't observe any problem, even manticoils talked by my voice π
i didn't have any issues with this mod when using it with AC and #1190848624402386985 in my modpack
gotcha thanks y'all, @dawn cloud it's probably one of your other mods conflicting somehow then
All good thanks
Hopefully we can find a fix for AC
Huh
I think u replied to the wrong person
wait i responded to the wrong person indeed LMFAO
my bad
it's probably one of your other mods conflicting with mirage, forgy and k are able to play with AC and mirage
this is for spawned masks, not masks spawned after death (i didnt enable them), me and my friends were simply looking for a replacement for skinwalkers/maskedenemyoverhaul (which we disabled for these testings)
since having a mask spawn is pretty hard we went to the custom moon Atlas Abyss which has lots of mask spawns, and thats when i took the screenshot
For me everything works except the cosmetics so idk
Would be nice if Mirage also supported modded enemies :3
Had a lot of fun with it so far
damn, anything with AC will have to be fixed later on then
glad you like it! i'm just gonna focus on my new features for now so support for modded enemies will have to come later
No problem ^^
I'm looking forward to the new updates π
So this mod complely replaces skiinwalkers and masked enemy overhaul
More or less, yes π
The only thing missing for me is the name tag above the masked
i'll add that to my TODO list
is there any plans on making it so that when the maskeds talk they actually alert the dogs?
not entirely sure what i want for that yet, cuz if dogs attack the masked enemies they'll be gone pretty fast during the night
true, although i would have to dig into how dogs "detect" sound for its behaviour, so it's gonna be pretty low priority for me
i'll add that to my list of todos as well π
awesome
does this mod work with MaskedAIRevamp and MaskedOverhaul?
toomanyemotes make the mask emote too. so does any of those affect the mod?
Im pretty sure they work except the cosmetics might have some problems
It works with custom suits
Just the cosmetics of advanced company
Not sure about more company
does hte new update make masked enemy overhau lnot work?
thanks for helping answer questions vladiester β€οΈ
cosmetics from more company works, at least last time i tested it
what do you have from masked enemy overhaul enabled?
just wanna know what worked before the update and what doesn't work after the update
there shouldn't be any changes since the latest update that would break it
i'd just recommend disabling whatever features from MEO that overlaps with mirage
or maybe others who use both mods can recommend some settings
meo?
np found any progress in that issue that players can hear mimics inside the facility/inside? im pretty sure the facility/inside is under the map/outside so maybe you can add the a distance limit for how far the voice reaches
what are the conflicting configs that MEO has with this mod tho?
haven't looked yet since i'm focusing on other major features right now, although i have an idea of what to do to fix it in my head
most changes i from now on will likely have to be in the next major version that'll take awhile for me to release since i'm rewriting a bunch of stuff as well
can't really answer that myself since i haven't used MEO with mirage, sorry
it caused my friend to become insane lol he kept hearing us even though we were inside the facility
kk
for me i havn't had any problems
even maskedaioverhaul works
π i forgot to even write down this issue so i'll add it to my TODO as well
the ai features work except the walkie talkie feature that the devoloper of the maskedaioverhaul has to add themselves
it should work while having Ghostcodes too right?
i think it will
i havn't tried out ghostcodes
bro my game already takes like 2 mins to load how long did yours take with 200 mods
examples of broken would be ModelReplacementAPI based suits
ye non of them worked for me
you will get desync
like that THICC mod
use that
pluse MoreCompany cosmetics
and do emotes from TooManyEmotes while having items on your slots
it will make your character broken
i cant even imagine that π
tho if i remove ModelReplacementAPI. you cant see yourself on the internal monitor that GeneralImprovements have
nor see others
well, if you're already going down the route of implementing features that overlap with meo, then
- Show Masked Usernames
- Reveal Mask When Attacking
are all pretty cool. It's just a bit confusing using the two mods together at the moment.
Also, just to be sure. This mod is intended to be used INSTEAD of skinwalker mod and not WITH it, right?
And last thing: LethalConfig support would be highly appreciated. It automatically pulls in most mods for me, but not Mirage for some reason. This might be a client side problem for me though, so I'll try again tomorrow.
Thanks for the work that you do. Synced skinwalker is hype
Idk but lethalconfig worked for me
And yes instead
Actually
It was made for a different reason
perhaps i'll implement those as well later on, but probably not anytime soon (the meo features)
Also, just to be sure. This mod is intended to be used INSTEAD of skinwalker mod and not WITH it, right?
yep, unless you want to have voices for voices for custom enemies, since i haven't added that yet
People just use it instead pretty sure
yep
any update on the quality of the voice clips?
i could try lowering the bitrate, but if that doesn't work i'm not sure of a fix i could do in the meantime
not entirely sure if it's the bitrate or if it's from some sort of audio filter
i think it might be the bitrate, but even if it isn't, lowering the bitrate would certainly make it a bit more convincing
do you mind helping me test the bitrate change actually? i've never noticed the quality difference so testing it myself would be pretty useless
if you're ok with that can i dm you?
i'm in bed right now lol, but i might have some time tomorrow
ah all good lmk when ur free
i can rn
ah bet
wait how bad do you notice the difference between regular player voice quality compared to the mimicked voices?
a lil it seems the masked sound a little clearer
@remote iris sent you a dm
hoping 32-bitrate will be a lot closer to what it's like in game
@rain mountain doesn't seem to be the bitrate sadly, it probably is some sort of filter in the end
@remote iris thanks again for helping me test
i'll have to dig into it later on for what filters are being used
ye the filter of the game kinda muffles you
Hmm, when SpawnOnPlayerDeath is set to 0, when a masked kills a player, they just vanish (no Masked spawn or body). Anybody else encountering this?
I've removed MEO and TakeThatMaskOff temporarily to see if they are causing it but I don't think so.
I removed Mirage and the player turns into a Masked as expected.
It seems wearing the masked also just kills you instead of converting you now.
couldn't replicate this with just mirage installed, i set SpawnOnPlayerDeath to 0 and then killed it and it still spawns a body
not for me
@rain mountain it seems like i was able to fix the audio quality by using filters, thanks to vladiester for helping confirm how the audio soundsl ike
i am running into an issue though so it's likely i'll have to push the fix tomorrow
np it sounds hella nice now before i could notice if i focused but now i cant
ah now it works for me as well!
epic
Let me see if there could be other possible conflicts
is spawnonplayerdeath on 0 vanilla behavior?
ye
I don't want masked to spawn on any player death, only when they've been killed by a masked
I have vanilla spawning enabled
yeah that would work
only when getting converted
if u have vanilla spawning enabled
yeah okay, perfect
ok i just realized you're talking about when a masked enemy kills a player, rather than a player killing a player
just tested this and it's indeed mirage that's bugged
ah yes, that was what I meant, sorry it was a little unclear
@deft cape does this mod still only work with push to talk?
Nope now supports voice activity
You're welcome
oh that dont work idk i thought it did maybe i had mirage off at the time
yeah i guess i just never noticed since i always play with it set to 100%
It seems wearing the masked also just kills you instead of converting you now (similar to wearing it at the company building).
It seems like this as well
I assume this is the relevant patch
https://github.com/qwbarch/lc-mirage/blob/main/src/Mirage/Patch/SpawnMirage.fs#L138
yeah the patch to make it kill is meant to use my custom spawning logic for the zombie thing, but when i made it, i didn't really have in mind for making it configurable so i didn't think about that part too much
i have an idea of what to do to fix this but it'll take a bit of time, i'll finish it tomorrow
just gonna push an update for a couple of other important fixes soon
v1.0.5 is now out:
- Use audio filters to sound more like vanilla voices
- Mimicked voices on the outside can no longer be heard from inside the facility (and vice-versa)
- Masked enemies no longer mimic voices while hiding on the ship
Thanks to @remote iris for helping me test the audio filters
Ive been thanked like 5 times already lol np also did you fix the errors?
oh just wanted to publicly say it haha
errors are gone
tomorrow i'll be trying to fix the issue with masked enemies not spawning when a masked enemy kills a player (or a mask itself)
after that i'll probably be holding off on bug fixes again unless they're really major
I mean the mod is perfect ig since in my group nobody really puts the mask
yeah but the masked enemy killing a player while SpawnOnPlayerDeath being on 0 is still an issue
it's tied to the mask as well, jaryl is pretty much right on point on where the bug is coming from
no converter?
i still want a mask that actually just bonks you with an active weapon
like that toy hammer from MoreInteriors
Also I'm not entirely sure how the networking RPC works here or how this randomness is synced with all players,
https://github.com/qwbarch/lc-mirage/blob/b71ae2d5ccb3276c612f652f2237c7119041d099/src/Mirage/Patch/SpawnMirage.fs#L159
Would this mean that naturally spawning Masked might be desynced (everyone might see a different player being mimicked on the same enemy)?
I do notice the desync in my tests as well spawning with LethalDevMode.
or Lethal scraps something
wait. people would end up seeing a different mimic with a different voice?
from my exprience we hear the same voice not sure bout words tho
like what themimic saying
sick, thanks for figuring it out!
you can get that with the maskedaioverhaul maybe. they added a feature for masked to attack you with a shovel dont know bout toy hammers but i think they can pick them up
i use #1190848624402386985 since they can use the terminal to drop a delivery ship or pickup items
it is that
i dont want to spoil how they can use weapons
but they do
only when you meet the requirement
overhaul is the suit and the animation
paired with #1184362437550555176 they can do the
my doppelganger did it in front of me
i ended it's misery
did your doppelganger do this emote? π
yep
or T pose
to assert dominance
my friends thought it was me. they got butchered by my doppelganger
at the time, i was having a showdown with the other masked near the ship
cuz of #1187785667833511996 we got an event where we have 'last month's interns" and gets 4 masked plus any random generated ones
and because there were 8 of us. it is hard to find who is fake
"are you real?" is the best thing you would hear most of the time
then the mimics repeat it lol
untill a mimic says "yeah im real"
bro my friend makes me do a whole security check
i have to turn
do an emote
then a second one
and say something new
lol
also ive noticed mirage mimics learn faster than skinwalkers or use the voicelines faster
does this work fine with maskedairevamp and maskedoverhaul mod ?
yes it works perfectly in my exprience
just use morecompany cosmetics as ac dont seem to work at the moment
i think it overwrites it
prob
i mean its just the username feature
thats not in mirage
i just have a mods removing all users
you mean a mod to hide player names ?
ye
right i can use that
my friends try to scare and act like a mimic
removing the name seems fun but i cant
or else they will always kill one of the crew
since she doesnt talk
they will think its a mimic
oh rip her lol
she can do the security check i go through lol
or something like it
Thanks for making this open source, I'm running a patched version with my friends with some extra ideas
- Detection of being killed by masked without storing any state:
(causeOfDeath = (int) CauseOfDeath.Strangulation && deathAnimation = 4) - I found it weird to see someone immediately turn into masked in front of me, I added a check for:
__instance.isPlayerAlone. It would also discourage going solo. - Spawning a zombie after falling down the facility spams with NavMesh errors, I did this to blanket prevent spawning when dying from Gravity:
causeOfDeath <> (int) CauseOfDeath.Gravity - Also for interaction with TakeThatMaskOff mod, I reworked this function to spawn a body, but immediately remove it afterwards to set the
PlayerControllerB.deadBodynaturally:
[<HarmonyPostfix>]
[<HarmonyPatch(typeof<PlayerControllerB>, "SpawnDeadBody")>]
static member ``disable player corpse spawn``(__instance: PlayerControllerB) =
if __instance.GetComponent<MirageSpawner>().IsSpawned() then
__instance.deadBody.DeactivateBody(false) // Allows TakeYourMaskOff to recover body
Forgive my F#, it's my first time hearing and working on it haha.
https://gist.github.com/jarylc/3f6fc305466d4970deae16629469b3c2
I've been reading through this whole thread and I see people say it's like Maskedenmeyoverhaul but better
BUT does this mod mimic cosmetics or nametags?
the nametags, I don't really care about but the cosmetics are quite important I think
dying to dogs also doesnt spawn the zombie
that reminds me, does this work with modelreplacementapi?
nametags no cosmetics only for morecompany
not sure prob not ive seen amod fix that but it said in thedesc it was in testing
ModelReplacementAPI is kinda buggy tho
but for mobs it should be fine
just not the users lol
we already experienced a ton of bugs on that mod and their suits
specially with add on cosmetics added
they get desync
i see i dont use any cosmetics but i will disable the replacementapi for now
Why no Advanced Company??
dont know they just dont
Heya, does anybody know if the voice files are deleted after closing the game? Would like some confirmation since the mod description does not say so
paging @deft cape
i mean i would guess they do ive never seen them get repeated after i closed the game
But tbf it could be being stored somewhere, I just wanna make sure
i dont think the creator would do that
the mod is open source
so ye
ok fair enough
they said the mod is based on Skinwalkers
so it should auto delete
i mean you cant hear the people that left the game
their voice is gone once they leave
the records are gone
unlike skinwalker. it stays for a while until you restart your game really
They get autodeleted after closing the game. Everything is locally stored in your RAM I think while running the game.
I'd say that that's not that accurate. To me it seems that it's a better Skinwalkers mod, that goes well together with Maskedenmeyoverhaul
exactly for the reason that meo does provide some really good options that this mod does not have
however mirage does everything (to my knowledge) skinwalkers does, just better
i think mirage is networking based?
everyone needs it
while skinwalker can have other peopole disable it in the group
Skinwalker has the benefit of modded enemy compatibility, that's its niche if using this
I'm just really impressed by the fact that everyone hears the same voicelines
That's all I really wanted
I also like how you can hear yourself if youβre still alive and you meet a masked mimicking you
Ohh?
"Our Battle Will Be Legendary!~" once i see mine
it loves to mimic mine
once we play. im going to mess with people by preparing my voice lines to my mimic by saying them somewhere while im away from them
yeah I mean if the voicelines are synced you kinda have to hear yourself if youβre being mimicked
it's a synced skinwalker
im just saying. ill make it so that i can talk to myself against myself in game
in my friends perspective. it would be funny
me and my friend just repeatedly say βIβm a mimicβ hoping a masked will say it
oh mine is "no, no, no, no, im real"
i think i actually forgot to make it delete on closing the game, right now it's at the start of a round
oh nah it's stored as files, storing everything in RAM would be really limiting
very nice! going to take a look at this later, and depending on the changes, would be open to having a PR
Bro my group kept saying "i am not a skinwalker" so now the mimics say i am not a skinwalker
I checked my game files and I found a folder called mirage with 300 audio clips the problem is a huge amount of them are just keyboard noises lmao
that's the issue with voice activity sadly, keyboard noises still get detected as voice activity so they're kept
what i'm thinking in the future is having the option to use voice recognition to keep audio, so in that case if it detects only keyboard noises it'll filter it out
Quick question, after playing for a long time will it replay audio from earlier rounds or just from the beginning of new rounds?
all audio is deleted at the start of a round, so it's only from the current round
Yeah that could be a good way to optimize storage usage but I don't think that's a big priority rn
well it's actually part of the features i have planned anyways, which again i'll reveal later on if what's planned is doable or not
it's not even about optimizing storage usage, main thing is to have it keep only audio where people actually talk
Remember your health is more important thanks for this amazing mod
hehe thanks for the kind words
True but to be fair it's kinda convincing to hear keyboard sounds
Although that wouldn't make that much sense ingame
yeah i think it's a bit scuffed if you talk to a mimic and all you hear is typing noises
Well I have to go sleep now, can't wait to see what u have planned next!
bros typing out an argument
ive seen two noise suppression mods one called eyponoisesuppression and the other just noisesuppression
try using those ig
ive tested and i can still hear keyboard sounds
yeah those would apply to the player's voice chat thing itself
this mod is great btw ive been looking forward to the day we would have a networking variant of this
Haha it has a couple of personal changes that I didn't make config options for, so I didn't want to do a PR haha.
is it either using this or skinwalkers? Or both?
@deft cape fyi quick question here, not very familiar with how rpc works, I've not dug very deep on this as well
hmm did you link the wrong part of the source code? i don't see an rpc call there. but from what i remember, it shouldn't desync. if it does it's definitely unintended
all good i'd still love to have a PR, and then i'll just add the configurations myself
sent you a DM regarding your changes btw if you could take a look at it
thanks glad you like it π
if you have both installed, it will use both. it's recommended to use only one or the other mod or you'll hear duplicate voices
Ah that's the idea, it was more like shouldn't this be an RPC? If not all clients will be doing the random and setting the wrong skin on the Masked
oh yikes i didn't even realize it, did that when it was like 5am so i wasn't thinking straight π¬
yeah i'll go fix that mb lmfao
jesus that's some terrible code
can't believe i never noticed it either
Haha no worries I do think your focus was more on the zombification rather than natural spawns, totally understand.
yeah i never intended on natural spawns until i realized a good majority probably prefers that instead
For me is not having to explain to my friends why getting killed by a spider turns them into a masked.
I like to introduce enemies and new gameplay without telling them first π, but I don't want it to be too different. Hence why I added the nearby flag check, so my friends don't know about the conversion
ah true that's one way of compromising for a more vanilla-like experience
either this or that but if you want modded enemys to mimic u have to get skinwalkers but it wont be synced
Could you just disable the mask in skin walkers and use this for the masks if you wanted to use both?
yeah but why would you
other than modded enemies
Only custom filters can be played. Please add a custom filter or an audioclip to the audiosource (Crawler(Clone)).
Can't add component 'AudioReverbFilter' to Crawler(Clone) because such a component is already added to the game object!
NullReferenceException: Object reference not set to an instance of an object
at Mirage.Unity.ImitatePlayer+ImitatePlayer.Awake () [0x00039] in <913aaba49cfc1f5b6f821fceb6019c7e>:IL_0039
UnityEngine.Object:Internal_InstantiateSingle_Injected(Object, Vector3&, Quaternion&)
UnityEngine.Object:Internal_InstantiateSingle(Object, Vector3, Quaternion)
UnityEngine.Object:Instantiate(Object, Vector3, Quaternion)
UnityEngine.Object:Instantiate(GameObject, Vector3, Quaternion)
BrutalCompanyMinus.Minus.Spawn:DoSpawnInsideEnemies()
BrutalCompanyMinus.Minus.Manager:OnRefreshEnemyVents()
RoundManager:DMD<RoundManager::RefreshEnemyVents>(RoundManager)
<LoadNewLevelWait>d__115:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)```
is that serious error? looks like it's happening when brutal company minus trying to spawn enemies
perhaps enemies that should talk
and then this error happens
You could have other monsters rarely talk with skin, and this would be normal
Random idea idk
well mirage covers all vanilla creatures
and will eventually add modded ones
Ah ok, last I saw it was masked, mb
yeah it was added after
you could still use skinwalkers to make modded enemies talk and disable everything else in skinwalkers
i'll add support for modded enemies tomorrow (although it'll be enabled for all modded enemies, i'll let players selectively choose much later on in the future)
Can this do longer clips by chance like skin?
Bc my friend sang "where the homies" and it copied his whole song
thanks for the report, i'll fix that
wdym, aren't the clips already longer than skinwalkers? (im assuming he's using push to talk)
for mirage the recording starts when push to talk is pressed, and ends when push to talk is released
Ah ok I see
This is a very cool mod, was a huge fan of skinwalkers and can't wait to get some playtime on this!
I don't like coming in here to request a feature, when this mod is already so impressive BUT...
I read before that someone had an Idea about disabling hearing your own voice. Meaning that when a Mask imitates you, everyone hears it talk except you.
I think this is genius because then people can't instanly warn other people from confusing the mask for a real person.
Instead, the mask talks in another room and the the clueless crewmate just assumes it's their friend who went through the fire exit instead of "That's not me" and every chance of deception is lost
I think it'd be funny when the masked is saying "that's not me" it adds even further confusion when people hear it through the walls
its either him or me lol
i got hit by it with a shovel once
he brought a shovel to a gun fight
Just to be clear, the voice clips used are only from when you left orbit to land on the current planet? Not from previous rounds?
Yep only saved for that trip
Which I think is a bit too recent but I haven't played with it sooo
me and my friends seem to only hear the host being mimicked. does anybody else have this issue? is it possible we have just gotten incredibly unlucky? it seems so unlikely when playing on moons like atlas abyss for this to happen
Ah that's unfortunate, I'd love to have it configurable or more similar to Skinwalkers with the 500 stored audio clips, I feel like it'd be way to recent especially since our group splits up a good amount and don't speak much when alone
MEO has both so it def possible
pretty sure cosmetics work

do dead bodies disappear when they became zombies ?
ah i forgot about that, i'll add it in the next update
while it shouldnt be an thing, it could be related to a bug that i found for natural spawns (which im trying to fix)
about deleting audio clips less often, ill eventually have more options for it, just priotizing more important things for now
support for cosmetics that arent suits will have to come later
im assuming the AC request is related to cosmetics
yeah, it kinda does it in its own way
i think
well MEO dev had to make a separate compatibility patch for it
after making the masked work with MC
also quoting MEO dev
#1184403394660663326 message
i do not make money from this, so i do not care what anyone does with it. feel free to use the github to make any mod you want
Yeah you can only hear the host even on death spawns
is it a mod incompat maybe?
that doesn't sound right then, it works for me
yeah i'll have to figure that out later on
@steep shale just to confirm, all non-hosts have the mod as well right?
Does this work well with skinwalker mod?
as long as you don't enable masked for skinwalker yeah
im having the same issue and everyone has the mod
(or whichever other monsters you have enabled on mirage, disable it on skinwalkers)
no clue then sorry, never heard anyone else have that issue before
is anyone else having that issue?
do u mind sharing ur modlist maybe we both have a mod that breaks this one
quite possible i broke something in the latest version without even noticing (and haven't playtested enough)
im rewriting the spawn logic since it's really broken atm so maybe it's related
i believe it was still happening pre latest update
that's odd, that does sound like mod incompatiblity then
is there like a cheat mod i can use to spawn masked in to test it easier
cause then i can just binary search and let u know which is incompatible
lethaldevmode
tysm
or something with dev in it
Yes
Is this mod compatible with maskedairevamp?
Incompatible?
yeah im like 99% sure it might be lcpocketboombox though
double checking
rn
oh wait yeah yknow what
it is lcpocketboombox
gonna doublecheck to be safe anyways
I only have zombie spawn upon death as a small chance, but whenever a zombie doesn't spawn, the body just disappears. I assume that's not supposed to happen?
@dusty acorn ah nice thanks for checking, i'll make an incompatible mods list in the readme with it
about to check which it is but its one of the two ( iw as wrong)
yep that's a bug. @ jaryl wrote a fix for it, but there's another bug that's preventing me from releasing the update, and i'm just rewriting the entire spawn logic instead since it's just terribly written rn
yeah its lcpocketboombox
I donβt have this mod
do you have symbiosis?
Alr Ty
my friend went push to talk and never spoke so maybe it forced it into using my voicelines
so we are retesting
Does masked enemy overhaul
Fuck with it
?
I removed that mod since I last played
it shouldnt
Disable
- masked being removed
- zombie arms animation
As this mod does this too.
on a fresh install with just mirage and its dependencies
only the host is able to hear the mirages
and whenever a mirage talks this error code appears in the host's console
oh wtf
odd since i don't experience that myself but
@dusty acorn i'm rewriting the voice mimicking and masked enemy spawning logic anyways so hopefully that'll fix it
btw just to confirm, when you're testing it was only with naturally spawned masked enemies right
glad you like it!
i had all monsters able to mimick in the config so that i could test faster
ah ic im just gonna pray the rewrite fixes it lmao
only thing i could think of is that im on linux
nah i doubt that's the issue
wait how's the wine compat for lethal?
never even bothered trying to run the game on linux yet
proton works perfect
oh shit great to know, i guess i can finally go back to linux soon
yeah i recently made the switch and haven't had like any troubles whatsoever playing games or anything
it's nice until that one game you play isn't supported π
so i typically hop back onto windows for games
only games im aware of that dont work are the ones actively aggressive to linux like league of legends and fortnite
its no loss to me though i dont really play those
good site for checking linux game compatibility
did u aso arent u just rewriting the whole mod at that point?
is the mod working just fine to replace it with masked enemy overhaul or nah?
the mod's main functionality right now is for synced voices, masked enemy overhaul is for different things
whether or not you need MEO depends on if the features you want from it is in mirage
i.e. removing mask texture, arms-out animation, etc
oh thank you, I will test the mod a bit
So I've downloaded it and I can't hear anything. Not even my friend's voice or mine
Any plans to separate the voice frequency for different monsters, or at least mimics? I'd like to have mimics chattering away, but I want Bracken to only occasionally try lure players with a voice line
seems like multiple people are running into this today
i'd recommend just not using mirage for now since i don't know which update i pushed that broke it
doing a rewrite of some core logic that should hopefully fix it
probably not, and if i do it'll be much later in the future
only once? that's odd
pretty sure last time i tested with just mirage it worked fine but
either way i'd recommend waiting for the next update before trying again
ok ty
my guess is that i should have an update tomorrow if things go well at least
Maybe 1.0.5's "Mimicked voices on the outside can no longer be heard from inside the facility (and vice-versa)"?
yeah it could be from 1.0.5
wait sorry quick question, you cant hear ANYTHING or you cant hear the mirage voices?
sorry I mean the voices
my english sucks sometimes
nvm i'll probably add this in the next update, or the update after that. it'll only be configurable for masked enemies, and non-masked enemies as a whole group, so that it doesn't clog up the config
Wonderful, thanks mate hope it's not too much of a headache for you
v1.0.6 is released:
Thanks to @harsh horizon for the initial for masked enemy spawns!
- Rewrite masked enemy spawn and mimicking logic
- This is less invasive now and should conflict with other mods less often
- Fixed a bug where naturally spawned masked enemies weren't synced properly
- Fixed a bug where players not haunted by the ghost girl could hear the mimicking voice.
- Add configuration option to only spawn player on death, when the dying player is alone
- Add configuration option to mute the mimicking voice when mimicking the local player
- Add configuration option to adjust voice mimicking delay for non-masked enemies
- Add configuration option to mimic voices on modded enemies
v1.0.7 hotfix:
- Hotfix: If the local player's mimicking voice is muted, it now becomes unmuted when the player is dead
FYI the ghost girl changes aren't really tested. everything else should be fine
does ghost girl play lines even when she's not visible?
it shouldn't, that's one of the checks i put in for the update
i feel like it might be interesting if she could play lines while invisible
also, to fix the delay, could you maybe just delay it from playing for the host until it's playable on all clients?
you mean audio not playing at the exact same time? yeah i'll do that eventually
anyways, lmk if u guys discover any bugs with the update since i rewrote the spawning/mimicking logic. didn't have enough time to test it super in-depth but it seemed fine in my quick playtest
Add configuration option to mute the mimicking voice when mimicking the local player
I guess this means I won't hear myself - is this true even if I am dead and spectating?
I mean it is not big thing but it can result in some less laughs with friends π
glad i did one last check before going to bed, i'm gonna deprecate the latest version and post a new update
it's a small fix anyways, just forgot about it
hmm not sure if i can deprecate a specific version
whatever i'll just push a new version, nobody has 1.0.6 yet anyways
updated to reflect the hotfix change, version is now at 1.0.7 since i can't just revert v1.0.6
Thank you for this dream mod and sick updates you provide for us β€οΈ π
np, i appreciate the support β€οΈ
advanced company cosmetic support only i think (morecompany works)
Skinwalkers has modded enemy support; MEO has nametags, zombie apocalypse, suits and cosmetics matching, and bracken-like spawn rates for natural masks
mirage just got that
in 1.0.6
pretty sure
ah ye
forgot about those
Which? I stated a lot of things
suit and cosmetics work in mirage
Gotcha thx
and if you have meo the spawns would work
works for me
I dunno
its just been working ever since I downloaded it
I got it whenever I saw qwbarch say voice activity is supported
what about TooManyEmotes support?
I thought the TME thing was standalone
oh ur rite
so the only reason I shouldn't switch is cuz I'm waiting on AC support
and who do I bother for that one
Mirage or AC
Am I correct or tweakin
actually i cant remember the last time I saw a mask was before or after I downloaded mirage
idk
You can still use MEO with Mirage to have AC cosmetics. At least it worked for me yesterday
i think it works
Does it work with MaskedAIRevamp?
prob
ye
Hey @deft cape sorry for the ping but I can't really find an answer here, how long are these audio clips retained for? Is it like skinwalkers where there's a rolling limit of 500 and it just overwrites when hits the cap? Purged at intervals? Unfortunately not had time to play with it yet
They're purged at the next round start as of now, I don't think they're purged on the game closing though but that's something I think they're going to change
@deft cape you fixed it yay!!! thank you sm
great mod
no error codes and everything working exactly as expected
this is cool af
So when I have this mod I don't need the skinwalkers mod?
I still have them talking when dead don't know why
and they they talk with the voice of someone else
I still seem to be able to hear them outside when they talk inside the facility π€
same for me i think π¬
whoops dont know how i broke that part
not sure ill be working on the mod today but i'll fix it on the next update
the voice doesnt match the suit?
yes
but some said it was working so maybe it's another mod of mine breaking it
i'll look into it when i have time
sounds good lmk the results
what debby said. i'll eventually allow it to be more configurable though
dont bother the AC author for that LOL, it's something i'll have to support on my end
@pulsar lotus just to confirm do u have MEO installed and setting random suits for you
Potatoe is a stressed dude already, and I think he kinda doesnt like me but I'd be annoyed if i got dozens of people pinging me and asking me shit everyday too
yeah he's got too much on his plate already
nope i thought it was doing the same so i desactivated it
ah
who else is having this issue in 1.0.7?
- able to hear outside enemies from the inside (and vice versa)
- voices not matching the suit they have on
just want to know if more ppl are having this issue, or if it's more likely a mod compat issue
i played today and I havenβt came across this yet
Apparently, piggy (the creator of maskedairevamp) is really busy these days thatβs why theyβre not responding to mirageβs compatibility requests
so it really could just be a mod compat issue for the others then, but i'll try testing again later just in case it was a bug that i introduced
that's specifically the walkie talkie thing right
Me!
The 1st pretty sure
For me atleast
damn it probably is a bug with mirage then
is anyone having voice mismatches with just mirage installed?
i might have an idea of what's causing the issue for the first issue
second one i'm still not too sure yet
by next round you mean each landing or each time you join a server?
When the seed generates or around about there
oh, that's unfortunate then
it was fun to hear phrases from skinwalkers that happened hour ago
hope it will be configurable later
as a quick fix i could just add a configuration to only delete per round vs on game startup/end
but for more optipns than that it'll have to wait
@deft cape so in the mean time if I just disable voices all together would that fix the voice issues
maybe, yea. I activated the option to mute local player but my friend was hearing himself in duo when I was dead. So might be related, I guess
ah fuck i tested it, but i mightve broke it after that test lmao
will try and fix them tonight then
yes, that will be perfect
^
@deft cape I just tested it with the bare minimum (something to spawn a masked and a suit mod) and they still all repeat everyone voices and speak when dead, so it's not an incompatiblity, or is it with the spawner ? (low chances)
Wait is it like uplayable rn?
the voices also dont match the suits right
it's def the mod
i guess i overlooked stuff and introduced a diff bug whoops
alright it's confirmed broken sorry y'all, should probably stick to 1.0.5 and below for now
any luck repairing it?
well i pretty must just started looking at it so
or fixing it
i'll msg here if i find anything
kk i can test rn if u need any testing
bet ill ping u when i need help testing
Hello, @deft cape, we have a dedicated support channel and forum here: #help-and-troubleshooting #1185732310700654732
Anyone responding is a volunteer so be patient.
i thought your acc was now butthen i look at the creation date and its 2018 and your still rocking the default pfp
oh i used to have a pfp but i just got tired of it, removed it and then forgot i still haven't set one yet π
lol
default pfp does go hard doe
fr
ok so it's not related to the spawning logic, that's confirmed working, and the voice mimicking for it is the correct voice as well (at least in a 2 player lobby)
pretty sure it has to do with the filters i did and i think i know the issue anyways
so just in the process of testing it out rn
alright it's looking good, @remote iris you still down to test?
im just gonna push an update soon, had someone else test with me and it's looking fine right now
Just tried the mod and was just about to report the issue and I see itβs already fixed lol
ah yes
sorry im late
was playing with randoms
nah ur good
im probably just gonna push, been testing with someone else and i juts dont see any problems
kk thats good
v1.0.8 is released:
- Fixed a bug where voice filters weren't being applied, causing mimicked voices to behave unpredictably
- Fixed a bug where SpawnOnPlayerDeath could spawn two masked enemies in certain scenarios
This should fix the issues that came from v1.0.6/1.0.7
regarding this i'll add it tomorrow, just wanted to only work on the bug fixes for today
Your hard work is appreciated π«‘
Oh dw, if anything I meant it positively lol
Although I tested on my own and had weird glitch click sounds
Once they had a few lines to use theyβd stop using it
having multiple masked is kinda funny sometimes
cuz a friend one mine bugged her inventory by drinking the gremlin soda and bugged her game not able to die, pickup/drop or change inventory slots
and tried killing her once and she had negative hp
and a masked came and she thought it wont kill her
they were stuck in that masked attack form infinite red mist attack
but a clone of her showed up and spawned underneath them
basically ended up with 3 masked
killed all 3 of them afterwards
the multiple masked thing that i patched out was specifically a bug that would spawn a "ghost" masked enemy that would exist but doesn't actually do anything (can't kill anything)
so what you mentioned is probably just natural spawns im assuming
that comes from using voice activity, unfortunately it picks up keyboard clicks as voice activity detected
i plan on eventually using voice recognition to filter out clips that don't contain any proper voice audio
Iβll give it a test tomorrow and see!
lmk how it goes
I will
I always said the ultimate mod combo was masked enemy overhaul + skinwalkers and this just combines them and syncs them? goated
only thing thatβll have me still using maskedenemyoverhaul (alongside this) is the mask fading option
ye this mod is fire
ah that
Also this copies cosmetics as well, right?
ye
Radddd
i think people have been reporting that it doesn't support AC cosmetics
or anything of the sort that adds custom textures
it works with suits (like x753's moresuits) and morecompany's cosmetics
those are the ones that i've tested myself at least
I had maskedenemyoverhaul (with everything disabled but mask fading) and this and cosmetics and textured suits worked
But that couldβve been MEO doing it
Yes
yeah it's probably just MEO doing it since i haven't done anything specific to support AC cosmetics yet
i could try supporting it on my end later on but it'd have to be much later, got a lot of other things to prioritize for the mod on the meantime
I do have more company in the pack but AC disables it and just uses it for its cosmetics
ye wish we could config that
maybe we can
ill check
a lot has morecompany dependency
mainly cosmetics
note that ModelReplacementAPI suits with morecompany cosmetics desyncs the user
we tried that with the female scavenger suit
hmm so when i do start to support (custom) cosmetics, is it basically choosing one or the other
and they used TooManyEmotes and now they stuck in desync
to be honest. i dont know what actually desyncs them. but having those two combined kinda desync them one way or another
i disabled the suit since then and now they can play normally
they liked the female suit
i prefer badasscompany to toomanyemotes
i just didnt like having a ton of music while emoting
you can mute it
was trying to have it TOS friendly as much as possible
and i dont want that to bug while some peeps prefer the MoreEmotes
ohh
for chat
nice find
I just use MoreEmotes bc Iβm basic
does it work for users only? or just anything on the chat?
users
pretty sure
i mean
it tiesthe voice to the player
cuz i have events and i dont want it to read those ahaha
so you hear it coming from the player
I know it was removed from AdvancedCompany
Sorry Iβm tired
TheMostLethalCompany
REMOVAL: Bibendi-AEIOUCompany-1.3.5
REASON: Suspected cause of several audio-related bugs.
there are voices but kinda annoying you have to type this weird thing in the start
oh
damn
didn't know
i played with randoms
and it worked fine
and the creator of diversity
the walker is fire
he works well ingame
@fading tusk did u get your hands on the diversity beta?
man i can't wait for the new diversity update
same you should try the beta
its fire
@fading tusk look at dis
walker sounds hella cool (haven't seen any vids of it yet if it's been teased)
also personally a fan of adding some jump scares
which is part of the roadmap
ooo that will be lit
the walker pairs up well with the fiend
i wont spoil
no. ill wait for the main release
i cant test till off day anyway
also that TTS. whats that NH things?
so just typing normally works?
ye
walker and fiend would shake hands and play lethal company together probably
i could see that lol
MaskedAiRework is an excellent addition there too, I've been fooled a few times by masked enemies picking up my friends shovels π
How stable is it?
Iβve been waiting until it entered a stable state to try it
Very now, it used to cause a lot of lag with 3+ masked but Piggy pushed an update, it doesn't cause any lag now and is very stable
Oh sweet I thought it was still unstable
Iβll def try it then
Masked (and the masks themselves too) are easily my fav enemies bc they have so much potential for cool mod stuff
@fading tusk bro in diversity beta the voice of the ship is a troll π
Even vanilla maskedβ I play with Huntdown with a friend who plays unmodded and last months interns can easily end a run if youβre not careful
(For those who donβt know it that event starts the day with 4 masked spawned)
Iβve gotten pretty good at fighting them with a shovel because of it lol
Since the lag fix update it's been a blast, they have their own little personalities and can't wait to see how the mod progresses once Piggy is able to continue it
If you want a clip of it in action then here, I was unsure if it was my mate or not, but surely it was, he was at the cupboard with his shovel putting it away π
Skinwalkers + MaskedEnemyOverhaul + MaskedAIRevamp, what a combo
Can you enable/disable certain personalities?
A friend of mine hates fighting masked and said theyβd totally get the mod if you can only have the shovel personality
Not to my knowledge but it spices things up a lot, like having one run off with a painting thinking it was my friend going to the ship
Oh no that's it by default, they pick items up
Howβs the balancing with lower player counts?
Absolutely fine, I'd say they are easier to fight with shovels than normal masked but deception is the key
I imagine with only 2 people it isnβt ideal
I play with 1-2 people and it's yielded hilarious results
Oh rad
Like a masked carrying my friends body to the ship π
omg that sounds hilarious
for some reason the mimics i get keep glitching and camp the frickin ship making it hard to do anything
I've had that a few times at Atlas because they can spawn outside there, they tend to leave and re-enter the facility, keep that shovel handy!
Eh Iβm so used to fighting them with shovels it prob wonβt make much of a difference for me
The only time in recent memory I can think of that I got turned was when I accidentally put on tragedy when playing with my friends on rend or dine (canβt remember which) lmao
I thought they don't work at Atlas at all. I tested it few days ago and they were jusk backwalking to the ship and got stuck next to it. So if I turn off outside spawns there, it could fix the problem?
I've seen them get stuck beside the ship but I believe that's just the navmesh, seen them get on the ship plenty of times too, can't say i've seen them run backwards to it though but they are a nuisance on eclipsed there. As for spawning outside that can't be disabled for Atlas and the MEO option to not spawn outside doesn't seem to affect that, you will just get your fair share of Masked on that moon regardless of what is set on MEO
I can turn off outside spawn in AC I think but not sure if it can fix their behavior
Ohh right I don't play with AC so I had no idea the level of control that mod has, that's certainly a way to alleviate the problem, you'll still get a few popping out of the facility from time to time, I use Masked Enemy Overhaul to handle the vanilla friendly spawns for all moons so I have them set to a weight of 14 or something
im not sure if its intended but if im dead and a enemy mimics my voice i dont hear it (the local player mute is enabled)
thats exactly what that config option does
if you want to hear yourself you need to set it to false
although when you're dead you should be able to hear yourself again
Yes that's what I meant
I don't hear myself
oh im dumb
ill take a look at it tonight
theres no other issues with the new update so far right
if im running this with MEO, MaskedAIRevamp
what should i remove?
besides the MEO spawn count
can i also use TakeThatMaskOff mod?
because i went home early
and i want to test it now
along with other mods
any conflicting configs?
there isnt anything else right?
i know this mod does the mask and the zombie arms
so i disabled those too
i personally dont know since i havent played the game in awhile, maybe someone who's played with all these mods could chime in
sounds good lmk how it goes, i should start writing a compatibility list with the masked mods sometime
might wanna turn this on
what does it do?
just make them spawn on high end maps like titan?
disables the additional spawn functionality
no the other way around
if you turn it on it wont fiddle with spawns
so i just set it to "True" on Mirage?
wym on mirage, i thought it was meo's config.....
this is MEO's config
should i set it true? or false?
for MEO i mean
MEO vanilla spawn True or False
Mirage Vanilla Spawn True or False
well since you said MEO is True then ill just do that while leaving Mirage on False
@dark brook does enabling this confuse Huntdown? when the target are the last month's interns
idk honestly
seems like EnableModdedEnemies also makes bees talk
even if EnableBees = false
or something else, not sure
but today we had bunch of talking hives
looks like i didnt match the correct class for bees
ill take a look at that tonight as well
@inner idol oh hey i just realized this is you lmao https://github.com/Hardeh/LCMaxSoundFix
yeah π
knew i recognized that pfp somewhere
Hey qwbarch! Me and my friend got some experience with Mirage today and it was working well, it didn't seem the voicelines were synced between us and I saw a mimic of me use my friend's voice rather than mine, we were using v1.0.8 and the configs were synced as I always redistribute my profile before a session, any idea what could be causing that? I saw in the changelog that this was an issue fixed in 1.0.6
@fading sapphire would you happen to have a mod that might change who the masked enemy is mimicking?
Only thing that comes to mind might be MaskedEnemyOverhaul or MaskedAIRework
i couldn't replicate voicelines not matching during my playtest with someone else, so that's the only thing i can think of as of now
MaskedEnemyOverhaul gets player suits so maybe it's doing something?
as long as they don't change the mimicking player it'd be fine
lemme take a quick look at the mod
I'm specifically using the fork
Try doinf a test run on another profile
Maybe its an incompatibility or maybe its mirage's fault that will help see whats causing it
are you running into the same issue as well
damn i thought i fixed most of the major issues
@fading sapphire this is the culprit most likely
i think you'll have to ask the author to make that part configurable
Oh which part? The suits part?
the specific line i linked, it changes which player to mimic for the masked enemy
Ahh I see
well i'm not 100% if that's the exact issue but it really does look like it conflicts with what mirage does
wait
how about this
i'll patch it out and send you the dll
and you just test if it's fixed
and if it is, then you'll have to ask the author to make it configurable
That makes sense, i'll manually patch it and get it tested next time my mate is around
On this topic actually, are there any plans for touching spawns of Masked and syncing of suits? Because really that's all I use MEO for now since half of your mod does what it does
suits are already synced
Me too
Im not really sure ive been on a trip recently so couldnt test a lot of 1.0.8
oh all good, just thought if you were having issues as well then i probably have more things to fix again lmaoo
suits are synced? including the cosmetics from more company/AC ones?
for spawns, i'll probably allow it to be configurable later on
more company works (tested it myself), not sure about AC since i haven't used it yet
do we get name mimic too like MEO does?
no name tags yet, that's on my TODO
I mean really what I can do is just disable MEO, the masked spawns is all I use it for but modded moons already incorporate the masked in spawn pools, saves the headaches until spawns are added under your mod
btw out of curiosity @fading sapphire how much does MaskedAIRevamp change things? i watched your vid but it's a small snippet, just curious if that's more of a rare occurence (the way the masked enemy turned around and can fool people that way)
You can hide names with a mod but you already said that one girl is gonna get killed lol
It only changes their behaviour and how they interect, nothing on their functionality or spawning
yeah im just curious about the behaviour part cuz there's not many videos on that mod
but it sounds really cool
Like they pathfind a bit more naturally, pick objects up.... blast you with a shotgun
oh shit
Also they hide scrap in bushes
pathfinding more naturally and not staring into the player like they have an aimbot is what i really want
And use the terminal but thats kinda glitchy
They can also buy stuff with the terminal to lure players
I've never had em use the terminal, I always move it to a slightly different spot so I don't think they can path to it
But cool features
i have seen them use the terminal
ngl that sounds fire paired up with mirage
it was loud as heck
i could hear the jingles of the delivery from inside the ship
all 4 of them were inside the ship
"last month's interns" event from huntdown
Now also pair it with hiddennames and Reservedflashlight to give the authentic experience π
whoops forgot to reply to this, but the only reason i haven't added spawn support yet is because i have no clue what the numbers for spawning rarity means underneath the hood, and haven't had the time to look into it yet
can hide names through general improvement mod
yepp i use hidden names as well
i want the names to show on the mimics really
afaik morecompany shows cosmetics on masked enemies by itself
Ah I don't have GI, I like my corporate mod
no third party needed
i use MEO to show names to make my crew to look up and check who it was
explains why i haven't had to do anything for it to work
for more confusion
It could be worthwhile asking someone like Skullcrusher about that? Him and his team had to add about 5 enemies into Ooblterra
i'll add name tag support later on, just wanna get the mod to a stable enough point first (which seems like it is rn, if the mismatch issue was indeed caused by MEO)
nah it's all good i just need to look at the decompiled codebase some more, just prioritizing other things for now, especially since spawn control mods already exist
so for now once i'm certain mirage is at a stable enough point, i'm gonna hold off from smaller changes while i work on a new feature
and then after that i'll look into adding the name tags, cosmetics (i.e. custom models api or w/e it's called), etc
Looking forward to the feature of it being the bettermimic mod lol
Just the ai features from maskedaioverhaul left
it's not something from another mod, but i'll hold off from announcing what it is until it's more certain that the feature can be executed properly
@fading tusk this mod is fire you should def use it
Also barch sorry for using your thread/post as a place to recommend mods lol
God I haven't used that mod since like v45, didn't find it all that balanced though, I recall going into Titan and getting about 900 value of loot out of a single room cause the generation was soo small, then when I had 3 players it was too big, how is it nowadays with all the custom Interiors and what not? Still weired by it cause it sort of detracts dungeon sizes to loot quantity for moon balancing
I play with a small crew usually but for me it was fun the generation is big enough for us and the scrap can barely go over 300 maybe try configing it i cant check if u can do that rn since im on a trip
i remember that mod was making dungeons way too linear and easy
so we was swimming in loot
Maybe check for a config that will make it only make the dungeon bigger
That would be better since bigger crew
Yeah exactly the experience I had, I guess it varies, whoever wants to scale Experimentation to like 2x and have the same loot density can with 4 players kek
When i get back from my trip on saturday ill check
do you need skinwalkers with this mod
no, it's a total replacement
oh okay
I once had a chat with "myself"
you know what was funniest moment?
i had event with many outside spiders in brutal company minus
and all those spiders picked up same phrase from my friend
"who the fuck are you talking to?"
now imagine hearing it from all sides
we laughed to tears
Lol
Can't seem to find a concise answer... Is masked enemy overhaul useable or should I just skip that one
Just switching to mirage now
only thing i miss is natural masked spawns from masked enemy overhaul
welp perfect, off it goes then thankyou!
i set SpawnOnPlayerDeath to 15% in mirage
so there's always a chance for any dead player to become mask
and also SpawnOnlyWhenPlayerAlone
so it doesn't happen obviously
that way i have masks running around from time to time, but not too much
perfect balance for me
What about maybe an option to only spawn dead players if they were holding a mask on death