#Mirage
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Ooooh
If I'm not mistaken, I think Spawn Rarity sets the weight of Masked against the weight of all other potential spawnable creatures. So say a dungeon somehow can only spawn Brackens, Masked and Spiders. Bracken Spawn Rarity: 20, Masked Spawn Rarity: 15, Spider Spawn Rarity: 60. When a creature is spawned from a vent it will choose based on the weights. So 20 + 15 + 60 = 95, Spider has 60/95 chance, Bracken 20/95 chance, Masked 15/95 chance. I might be wrong on that slightly I haven't actually looked under the hood but that's what I've heard and it seems to match with my experience
yeah, like a pie chart
Can I just confirm, is this because Mirage disables natural Masked spawns, or is it just because it's using vanilla Masked spawn settings? Like if I have another mod that controls creature spawn rates can I still get Masked that way?
it uses vanilla
Alright cool, thank you
Ahh okay makes sense
what mod do you use to control spawn rates by the way?
i'm looking for a good one
I'm using Advanced Company to handle multiple facets of the game atm so it's not an easy one to add to a modpack
oh
i like AC but doesn't like that it kills my FPS for some reason
so i guess i need another solution
Hm, that's never been an issue for me, but that is a dealbreaker
That config was suprisingly easy
Yes thats how it works tho its still confusing af to me
It's a little unintuitive unless you visualise the pie chart
best case if you manually set all weights for each moon
so you can fully control what's happening
otherwise it's pretty tricky
the more enemy mods you add - the less vanilla ones you will see
but it also depend on weight of the enemy, more weight = less other enemies
so yeah, tricky
Pie chart using this example
Ah that makes more sense
Sorry didnt understand cuz english aint my first language
Yeah you're all good
To demonstrate that the chances are relative to how much spawn rarity there is in total
i had a question
what does this mean
mutelocalplayervoice
whether or not mimicking voices should be muted if it's the local player's voice
am i understanding this correctly?
if i enable this me as a player i won't be able to hear my own voice mimicked,
so does this apply to every single person?
i mean they can still hear my voice, but i just won't be able to hear my own voice
other players can't hear their own voice, but other players will be able?
i mean i'm not sure if i'm understanding it correctly, it basically disables/enables the ability to hear your own voice being mimicked but other people can still hear it
Ye
That differs on every moon so its annoying af right?
Yeah but you don't really need to figure out the exact chances of things spawning as long as the numbers are within reason
So how does this work on interiors
Experimentation has like 1% chance of getting mansion and rest is industrial
Im still a bit confused my brain might be fried
Idk how that works really, I imagine that could just be percentage based as there's only two interiors in the base game. Spawn rarity makes more sense when you have a lot of options to choose from cause you don't need to change every value to make it add up to 100% every time you change any spawn rates
Ah kk
Scrap spawn rates are done the same way as creatures btw
Guess everything is done based on the rarity value system
Also this is the first game ive heard use this system
It's because the game is limited to time and space. There is a limited number of things that can spawn in a day. In Minecraft for example, you can have a % chance of monsters spawning in a distance from the player because there's rarely a limit to how many you can have,and they can just be continuously spawned over and over again. The % spawn rates of games like Minecraft don't depend on the number of other monsters either. Like if a Jester spawns in LC, its spawn rarity will be removed from the total because another one is impossible to spawn that day
Makes sense
So if it's Bracken 40, Masked 20, Jester 30
And a Jester spawns
It changes to just Bracken 40, Masked 20
So instead of it being a 20/90 chance a Masked spawns, it becomes a 20/60
Ohhh now i understand
Yeahhh. It works the same way for scrap, there's just obviously a lot more scrap. Idk how the interiors work. but probably not like that cause there's only 2
And the chances don't change
Nah when i added custom interiors it turned out it works on rarity values
I would use this and Possesed masks so you can find them in all moons
It might with custom interiors, I'm just not sure on how vanilla works
Kk
With big lobbies I think this is fine, though in smaller lobbies it does kind of suck not being able to experience Masked unless a quarter of your team is dead
Possesed is for that
so you can die next to a mask more often
Yeah but I'd rather my teammates not have to die for a Masked to spawn at all. I do like players turning into Masked when they die, I just would like to also be able to experience Masked before deaths if that makes sense
how you do that
with MEO
Yeah MEO, or any mod that lets you change spawn rarities of creatures
Does this disable the SpawnOnPlayerDeath mechanic?
@deft cape sorry to ping but just wanna know
I don't think it does, but best to double check
if one player doesn't have it installed will it cause any issues?
nope spawnonplayerdeath still works alongside it
yes everyone needs to install it
otherwise you'll run into desync issues
correct, it's to avoid hearing your own voice when it's mimicked.
when you're dead you'll be able to hear the mimic again (well except that it's broken right now so not until i fix it)
this mod looks amazing btw
I plan on using it in a big group, half of which is new to modding. what settings do you recommend?
I was thinking low chance to convert if you're alone
so we're not spammed with masked but still have a chance to run into them
if you want a more vanilla experience, SpawnWhenPlayerAlone to true (or whatever it's called)
other than that im not sure what else to suggest since it highly depends on the things you like
I want basically maximum confusion
how alone is alone?
so I was thinking voice lines every 7 - 18 seconds rather than 12, to prevent it from being obvious too quickly
and blocking the local player from hearing themself
you'd have to test it a bit to get a feeling for it, the distance for it is from vanilla itself
yeah that sounds pretty good to me
gotcha
wait just keep in mind rn this is slightly bugged, you wont be able to hear your mimicked voice even while dead
gonna look into this when i get on my pc later
gotcha
I figured with a larger group, hearing yourself would be a dead giveaway and people would likely bunch up
yeahh thats the reason i originally did the spawn on death mechanic with disabled natural spawns
the mute thing was suggested by someone else here
its still horrifying hearing yourself, it makes you feel so confused and scared
like there is a creature out there mimicking YOU and your voice
true, hmmmmmmm
scary scenario lol
I guess since my group is inexperienced itd be less likely to give things away
never thought that way
I think if you have a more experienced team you should turn that off
but with new people let it on so they get confused and scared lol
yeah
50% of people in this group have never played lethal company before actually
well once in the same room as each other
Well, I'm gonna share my config for this mod. It makes Mimics way more unpredictable and scary in my opinion
See what you think
Pair it with MaskedAIRevamp and they will look just like players
Is MaskedAIRevamp still buggy with masked obsessing over objects?
I think they fixed that
They fixed a lot of stuff
thats a hella good point, that does sound pretty good for new players
after a couple games they'll probably get used to it though, and that's when having the local player muted would be nice
is anyone getting a "glitched voice" issue? just got a report about it, surprised the issue never came up while i was testing yesterday
Wish i could test
all good
just tried testing this with someone else and we couldn't reproduce this
if there's a voice mimicking me while i'm alive, i can't hear anything, and when i die, i'm able to hear it
not sure why it doesn't work on your end
ill try testing it again
lmk the results
probably no update for tonight, i'm investigating an issue with voice filters seemingly still not being applied at times
does the mod still work? like is it broken?
Hey just a heads up for all those people using MEO for masked spawns, looks like this mod will allow you to configure spawns without AC if you don't use that, I'll try it tonight and see
https://thunderstore.io/c/lethal-company/p/BananaPuncher714/LethalQuantities/
getting some mixed feedback right now so not entirely sure. i was testing the mod and thought there was an issue but it turned out to be a false alarm
but regarding this for voice filters, and while it's an issue, the mod is still playable
@fading sapphire btw were you able to try mirage 1.0.8 a decent bit today? did you run into any issues
Our timezones must be a large amount of time apart, I just woke up ๐ I'll get it tested after work with one of my mates and let you know, what issues are you looking for? I saw the one about robot voices?
And as in saw that one I mean I read your message, didn't get that in game
oh the robotic voices thing i deleted, since i think it's a false alarm
most likely was just from me letting go off my push-to-talk button way too early
and for issues, really just any issues at all, don't recall seeing anyone report issues today other than melon regarding the local player mute thing, but that seems to work for me
Its 12 pm for me rn
4am for me, i kinda screwed up my sleep schedule when i was trying to get fixes for mirage out lmao
1:30am
if anyone tried the mod today, could you comment if you ran into any issues? or if you ran into no issues, that's good feedback as well
just want to make sure i have a better idea of what everyone's running into
ill try it rn :D
sounds good tyty
wait.... nvm i need friends :')
can relate ๐ญ
Yall can tesr rogether but you kinda need to go to sleep
maths time, if its 1:30am for me and 4am for hime that 3 and a half hour dif
holy fuck my typeing is bad rn
Well I like to give feedback where I can, makes me sad that the Callisto moon mod dev hadn't got a github repository or a thread here ๐ญ
I'll see about getting my fellas together and playing some after work
@fading sapphire btw if you're testing the MEO change with the line that i mentioned removed, lmk if that fixes the issue that you were having
cuz that might be the common issue people were having with outfit/voice mimicking mismatches
also one thing that i think is an issue right now is that the volume of the mimics don't seem to be the exact same
it was fine before but
when i was testing earlier
sometimes it seems quieter
Nah I adjusted my pack last night to remove MEO, gonna just use quantities to adjust spawns as I see fit, also wondering how it touches loot, I'd like to increase what Experimentation has by a little bit
Yeah at this point I think people are just using MEO for the spawning of Masked on all moons since Mirage shares a lot of features
I'll see if I can find discrepancies, time to go to Atlas Abyss ๐
aightt sounds good
if that fixes it as well it's confirmed MEO then
which i'll have to just point ppl to use a spawn control mod lke you have
I mean by default it's a bit like Mikestweaks which is awesome, one of those mods where you can pick what you like from it and entirely have what you don't want disabled
what is this?
that's weird, it's trying to create a file when it should already know not to
never ran into this myself before :/
are you running 2 instances of the same game folder rn?
cant this happen if you delete the configs?
interesting ๐
yup i was trying to diagnose a stuttering issue that only happens to me (host) when i play with my friends. so i used 2 instances
stuttering?
yes i still don't know why
do you alt+tab?
it might be morecompany but still not sure
im having some sort of issue with morecompany too
either way it happens
no one else is reporting this issue. i'm alone
yes but what's the point?
wait does mirage spawn a fake player model with the voice or does it do the same thing as Skinwalkers by RugbugRedfern
k thought it did the first
with the default config, when someone dies, they turn into masked enemy that mimics their voice and the voice is synced with everyone
ok good thats what i thought
but you can change alot of things from the config
k ima go to sleep its 3am rn :P
you can enable vanilla spawn, disable zombification, enable mimicking for other entities and so on
thats cool lol
so it can do what skinwalkers and maskedenemyoverhaul can do
had to google search lmao but yeah something like that
aight gn
yeah the issue from the error you posted is because both clients are trying to create the same file at the same time.
are you using voice activity? i recommend using push to talk so that it only activates your voice on one client at a time
(only while testing i mean)
it's alright atleast ik that's not the issue
o
i love when i update all mods and new problems arise ๐ฅฒ
that's the sad experience of lethal company modding
compared to say minecraft mods
hope you're able to find out what's causing the micro stutters
(and i also hope it's not from mirage ๐ญ)
true
lmao i don't think it is (maybe ๐ญ )
the only way to test is with friends so i have to wait
or maybe with 4 players. i'll try 4 instances
I recall microstutters from Skinwalkers was entirely due to the saving of audio files or checking, this was resolved by having lethal company installed onto an SSD due to the much higher IO speeds compared to a HDD
Not sure how different Mirage handles this but ever since I've had the game on my spare SSD
that was never an issue for me even with skinwalkers
i can't seem to reproduce this issue in LAN by myself
I forgot how you get harakat on letters in arabic
I dont need that because i have a noise gate on my mic
i used my phone a long time ago lmao
So when it doesnt detect audio above or at 40 decibles it wont capture the audio
You can use lethal quantities
im just gonna assume theres no major bugs since nobody has reported any yet
i'm testing it (new version) with friends soon (not today) will tell you if i find anything !
you don't have this issue on mirage right
oh wait just read ur other msg
u solved it for skinwalkers by puttimg LC on an ssd
so either way it wouldn't be noticable on mirage
it shouldnt be an issue on mirage, just wanna confirm
Yeah not experienced it on anything since the SSD move, All A okay from me
Oh that prob makes sense for me aswell i use an ssd
wondering if anyone else with an hdd is experiencing it then
like it shouldn't happen for mirage but yeah i just wanna make sure
Question: if you use ghost girl with the mod, is it possible to hear your own voice with her? Or will she always be set to cycle between random ones including your own
right now it's possible to hear your own voice (unless you have the mute mimicking local player setting enabled)
didn't think about this much before but it doesn't make sense to hear your own voice if you're being haunted so, i'll have to make it haunt only other players
Yeah hearing your own voice while being haunted wouldnโt really work as well lol

did another playtest and couldn't find any bugs, other than that voice filters are still not 1:1 with the actual player voices
i'm assuming mirage is at a decently stable release, especially with the fact that there's not many bug reports since 1.0.8
Only issue I'm having rn is with MEO cosmetics not seeming to work with Mirage but that isn't a Mirage bug and ik you're planning on adding cosmetics yourself anyways
im gonna test MEO just to make sure but im pretty sure it makes the suit/voice not match
since MEO sets the mimicking player to a random player
what do you mean by "voice filters are still not 1:1 with the actual player voices" ?
not the right player with skin ?
doesnt sound the exact same
if you're standing side by side with the real player talking
vs a mimic
oh you mean the quality of the sound ?
yeah
Tbh keep that in the mod and redo it to make it 1:1 and make it configurable
the suits match unless you have a mod that changes who the masked enemy is mimicking
Hearing ur friend but having them sound off
Yeah no that's kinda cool imo
But some people want 1:1 to make it harder to notice
voice filters are just not the same rn, not really a feature xdd
Yeah but what if it was
Oh and an idea for model replacement that I feel like putting here
Maybe keeping inactive mimics under the map with the players models and teleporting them to the player after they turn into a mimic (and deleting the dead body) might be a good idea
Might be a good idea
why do you use MEO with Mirage?
Cosmetics
just wanna know so I might implement
spawn control is another thing
Wdym?
I use a different mod for that but I could
that might fit better in another mod tbh, idk if i wanna have masked enemies tping on ppl
I use AC and we have cosmetics off. Only thing I noticed is that the custom helmet AC implements on the model is not copied by Mirage
perhaps MEO can copy that?
No I mean like
When a player dies/gets "infected" instead of spawning a mimic and having the mimic copy the suit and cosmetics, it'd have every individual players model saved under the map
So instead of spawning a mimic and making it copy the player, it'd just activate the mimic and teleport it to where the mimic would usually spawn and delete the dead body
I don't even know what that is, but MEO cosmetics don't work with Mirage cause they handle assigning players differently
Well maybe not under the map, could probably be done a different way but that's the idea I got
All this really does is change when the info is grabbed, and wouldn't account for players changing cosmetics/suits while landed
Wait no ur right
What even is that??
something from AC
for you to use helmet lamp or whatever
you can basically tell which one is the mimic and which one is not by looking at that
Ok I think this would be better
Instead of the game using the scavenger model and applying the current suit and cosmetics, couldn't it be patched in to instead use the mimicked players model (client-sided aspect)
(So if one player saw a player is using something like the CompanyIssuedProtogen mod and another is using ModelReplacementAPI, they'll both see the mimic as the same player the same on both clients)
For spawn control, another alternative to AC would be LethalEditor. Should work fine with this mod. If you're looking to change vanilla values.
so just tested MEO, from what i've noticed it seems to not really be an issue for natural spawns
but for masked enemies that spawn on player death, it definitely screws it up
so if anyone here is running into issues where the suit/voice doesn't match, it's very likely from MEO
i'll have to look at how it works later when i start working on cosmetics
I had a blast with this mod last night keep up the good work man this mod is fun af
An for anyone wondering it works fine with the masked overhaul
Just done some tests and I think I made an oopsies on LethalQuantities, although this does bring up something interesting! We came across... a party of sorts where they all wanted to be in a corner, 2 of which mimicked me with my maroon suit but the other 3 were orange. We had a player drop out of the session and I think it then still tried to get Player 2 which I can assume are the orange ones
Also the voice line pool seemed a bit too low for me and my mate, I got back to the ship to find his mimic saying " Right I'll meet you in there" twice in a row ๐
Does this include or exclude turned players
Like ones that use a mask/are turned by a mask
glad you like it!
it's completely random so playing the same voices can happen
oh wait that includes masked enemies turned by another mask actually
so yeah MEO is going on the incompatible list
unless they make it an optional configuration for assigning random players to mimic
cuz im 99% that's the issue
i could try asking the owner of the fork to make changes since they're active
i'll just leave an issue in their github for now
In the meantime, I have a decision to make:
- have synced voices without cosmetics, and suit/voices are matched for turned players
- have synced voices and cosmetics work, but suit/voice mismatch for turned players
- have unsynced voices, but suit/voices are matched for turned players
gonna quote you on that whenever someone asks about MEO
So if I have both the only thing that should be broken is which Masked the voice clips come from?
yeah the voice/suit wouldn't match basically
Okay sick I can live with that
in the meantime i've opened an issue here: https://github.com/HomelessGinger/MaskedEnemyOverhaul/issues/18
if either homelessginger or the owner of the fork makes it configurable that'd be nice
@deft cape not sure if this is legit report but I managed to drown on new Polaris map twice and twice I was converted to masked. This masked was stuck underwater and MaskedAIRevamp was going crazy with console errors. The question is - should I be turned to masked if I drown? Maybe there should be exception?
However if I think about it more, you can still drawn on flooded moon and masked would be probably functional so not sure if it is really a problem ๐ค
with this mod if you die you can be turned to mask, the reason don't matter
maybe maskairevamp isn't supposed to be underwater for it to work idk
kinda wierd
yea I guess so, not really a Mirage problem in that case
Can be you never know :p sometimes wierd stuff happen when you put 2 mods together
i can have it not spawn a masked enemy when a player drowns, but normally a drowned player can still spawn a masked enemy that works fine (like in the beginner map with pools of water around)
so not sure if that would be the proper fix yet
oh wait yeah you mentioned at the end of your message about how spanwed masked enemies in drowned areas can still exist fine
@cosmic token could you upload your logs? i just want to see what in MaskedAIRevamp is erroring
is it possible to find if I closed the game? If not I can send you screenshot next time it happens
yes
I mean it was custom moon with holes filled with water. Probably with no escape so it was spamming error because there was no available path for it? or maybe because of moon itself...
indeed
unfortunately error is not there, It was overwritten when I restarted game probably ๐
but there is still hope, maybe it shows in solo as well
no luck, now it just spams this if I drown:
[Error : Unity Log] "CalculatePolygonPath" can only be called on an active agent that has been placed on a NavMesh.
[Error : Unity Log] "SetDestination" can only be called on an active agent that has been placed on a NavMesh.
[Error : Unity Log] "CalculatePolygonPath" can only be called on an active agent that has been placed on a NavMesh.
Last time it had specifically MaskedAIRevamp in error name. I might be able to reproduce this tomorrow probably.
@cosmic token thanks, could you actually send your profile code as well
going to see if i can patch that issue out
Is the mod not compatible with masked ai revamp?
from what it seems it's just some certain scenarios where if SpawnOnPlayerDeath spawns a masked enemy, if it spawns in places where the player falls off the map, it'll spam that log
going to see if i can fix that without completely removing drowned players from being able to use that spawn on player death mechanic
ok thanks
Well that's our session done, after I got the spawning working correctly for Quantities it worked a charm, I even had the impostor team sitting in the ship having a little chat. Myself reminded me of the onehanded scrap at main ๐
oh no issues at all? nicee
018d8ef6-b518-33e0-f618-0f548745c899
Just played Mirage with peeps today, fantastic mod and very fun! Also noting cosmetics do work on Masked enemies with MoreCompany v1.8.1 (No MEO installed)
happy to hear you liked it! cosmetics do indeed work on MoreCompany, just seems like AC cosmetics don't work according top people's reports
v1.0.9 is released:
- Ship camera now spectates the correct masked enemy
- Recording deletion can now be configured in two ways:
DeleteRecordingsPerRound = trueto delete recordings per-roundDeleteRecordingsPerRound = falseto delete recordings per-game
- Recordings now automatically delete upon closing the game
i know some of you want the recording deletions to be more configurable than this but i'm just gonna leave it like this for now
it'll be much more configurable later on, i just want to work on other features for now
oh i was wondering why i have some recordings on my profile when i was troubleshooting
it was just a millisecond picked up by my microphone though
you mean how they weren't getting deleted? yeah i kinda just forgot about that until now ๐
although in the future the main way to control how many recordings you want to keep will be a folder size limit
well probably at least
Les go
records gonna be deleted if game is closed incorrectly?
sometimes you press quit and game just spams with gigaton of errors and refuses to close
so you have to alt+f4
Also i dont think you can switch cams with the handheld map so u can only spectate urself
no clue on that, i'm just using the cleanup function that unity provides
alt+f4 by itself does work with it though
any setting to not hear yourself yet?
Im pretty sure it does exist
I cant check right now
Also some ppl say its broken but the mod creator tested it
And it worked for him atleast
yes, there is setting not to hear yourself in config
epic
i believe it was only melon that ran into this issue
if anyone's not able to hear their mimicked voice while they're dead, lmk
but as vladiester mentioned, i tested this and it works for me so if it's bugged it might just be a mod incompatibility
Does everyone hear Ghost Girl mimicing voices, or only the haunted player?
Which of these three mask related mods has incompatibility with Mirage?
It seems that each one presents problems when taken together with this
does the mod conflict with the Skinwalkers mod?
there shouldnt be, but there is no reason to use it with skin walkers unless you want to use it with modded creatures. Then just in skinwalkers config, disable all the vanilla enemies except for modded
Wait wait, this supposedly works on all enemies? or only for mimics?
mirage works for all vanilla enemies, no modded ones. So you should use skinwalkers for just the modded enemies
hell nah, I thought mirage only worked with mimics
is that for mirage or skinwalkers
mirage
I would reccomend mirage over skinwalkers personally
thx
Actually they just added modded enemy support pretty sure
yea read right above
Yesterday we had this problem, only one player saw the Mimic, and it only stained the screen red. Even if you have the LC_Masked_Fix mod
Also ur mod is fire
Thx!
thats so weird, must be some config mismatch with someone or something
We share the code
Great! Would the config sync when it comes to deleting recordings?
I have a question about mask spawning, do they also spawn naturally like masked enemy overhaul makes it?
hi
i sometimes don't hear the skinwalkers
as mask guys
my friends do
also, i sometimes hear random voices that are very quiet
(it cant be a mask guy because i am alone in big map)
That's configurable
oops i forgot to push the fixed one onto thunderstore LOL
forgot to mention, dress girl mimicking is bugged rn
if you want dress girl to mimic, use skinwalkers for the dress girl and mirage for whatever else
๐
masked fix should be fully compatible, never tried takethatmaskoff before.
MEO is currently bugged with mirage and will cause the suit/voice to not match at times
for now it does yeah, in the future ill give more control to each client
im honestly not sure which mod is causing this conflict ๐
nope it simply reenables vanilla spawns, originally i had mirage disable natural spawns in favor of spawnonplayerdeath (at 100%), which became opt-in later on
are you using the skinwalkers mod as well?
@torpid hill sorry to ask since youโve probably answered this 10000 times but using MEO fork, there is a compatibility config for Mirage, but this disables the mod touching masked at all, meaning you wonโt get cosmetics with AC, right?
Is there any way to weave around this
i took a look at the commit and it looks like it should still be applied
btw how does AC cosmetics work? i downloaded AC to test the cosmetics, but there's none by default
are they unlockables or something
you need to download any cosmetics mod that use morecompany
ah bet
AC just disables morecompany on start
y'all got any recommendations that use AC for cosmetics
i might just be braindead but the cosmetics i find are usually for that replacement api thing
anything (almost) that use morecompany is compatible
I got a good list
Hold on Iโm literally at work ๐
yes, but disabled mask
guy
would be cool if you made it for other mobs too
mirage still cant work with other mobs?
oh. i thougth it was bugged
Spookies_Cosmetics for example
it has morecompany as dependecy but you can uninstall it and it will still work with AC
mirage does work with other mobs, ill update the README
gotcha thx ill test with that
MoreCompany cosmetics alreafy worked for me on mirage, does AC screw that up or something
ill test it anyways in a bit
@deft cape I have this problem too, what is causing this?
does this happen with only mirage for you?
im not sure about mod incompatibilities myself
that happened to me without mirage
yeah
btw the reason your voices isnt synced is cuz you have skinwalkers enabled, mirage is a standalone mod
everyone has the mod downloaded? looks like a desync issue
invisible masked too lately ( still without mirage), can't pinpoint where it's coming from because can't reproduce easily
isnt it from morecompany?
thats so weird, doesnt happen to me when i test by myself
i use biggerlobby
this bug appeared to me lately ( before using mirage) so idk
but it's not mirage
never happened to me
EquipmentCompany
ComedyAndTragedyMasks
Gridian_Cosmetics
BensCosmetics
Also I heard more company latest version broke cosmetics
Btw this mod is amazing!
oh damn i guess ill have to test it after they fix it ๐ญ
thanks for the list, i'll keep that so i can test with it later
glad you liked it โค๏ธ
I have yet to get this mod to work perfectly, probably cuz I want cosmetics and keep fucking with MEO
i disabled mostly everything from MEO
except the name and set Spawn to vanilla
the rest i enabled from Mirage
i'll try the meo fork just to see if it works properly with the compatibility patch
regular MEO causes the suit/mimicked voice to not match sometimes
so the compatibility patch should fix that, but i just gotta test to make sure
eventually you will devour MEO right?
as in you only need the custom suits and name
i already removed skinwalkers
i only want the same hearing thing really
well originally i only had the mask texture and arms out animation removed cuz i wanted some defaults for mirage, since mirage was supposed to be for masked enemies
i might get custom cosmetics to work on mirage later, but if it works on the MEO fork then i won't really need to prioritize it
the morecompany cosmetics?
morecompany already worked out of the box since they handle that themselves
how about reserve slots?
not sure about that
i do use MaskedAIRevamp so they do pickup stuff
i'm assuming you're using ReservedFlashlightSlot and the other one as well right
cuz from their readme, they support masked enemies out the box as well
yeah
also the custom reserved ones like boombox and key
im going to laugh if i see a masked picking up a boombox and play that jojo theme
ill go troll my friends one day. ill drop a boombox for them while playing that in loop
we have synced voices
for mask
mob
but I don't hear it
every other person does have synced mask
will you add synced voices for other mobs aswell?
This is a vanilla issue, sometimes masked will be invisible https://youtube.com/shorts/LKCAOxXNIbo?si=DlEt_B8Nr8dE4UAm
#ytshorts #shorts #short
Dodging Invisible Masked Man | Lethal Company
Running around a nice library in Lethal Company, trying to find a nice book to read, when our friend put on a mask he found. The masked man was persistent in trying to get us but we made it back to the ship. We decided to teleport our friend back on to the ship so we cou...
is it for when they're mimicking your voice?
See if this helps,
swap MEO for MEOF
Set these MEOF config settings:
Remove Mask From Masked Enemy = false
Remove Zombie Arms = false
Dont Touch MaskedPlayerEnemy.mimickingPlayer = true
I'll take a look
yea make sure to delete the old MEO config first.
nope
my friend nr 1 (and 4) could hear friend nr 2 and 3
and I could only hear friend nr 1
mimic
and there was no nr 4 mimic
oh really ! thanks didn't know that
hmm that's weird, not really sure what the issue is yet until i have the time to play-test longer
does the mod work with skinwalkers enabled too?
skinwalkers plays separate voices so it's recommended to not have it on
tbh when i stumbled upon mod description first time i was unable to fully understand it's purpose - i thought it was something like masked enemy overhaul with separate voice
and in reality it can work as fully synced skinwalkers replacement
yeah i need to change the description tbh
what would you recommend as a good description?
Synced enemy voices as the main feature
i guess the "mimic" part is what's misleading eh? since people think mimics = masked enemies
I was thinking of it like zombie mod or something
cause it states that it respawn masked enemies when players die
like it's the main feature or something
yeah it actually was that originally, but it's changed a lot since people asked for other features
ah you mean the main feature
i'll move that down the list
and have synced voices more up
masked enemies feature is amazing too, if tamed
i personally prefer 10% chance and player should be alone
so it spawn masks from time to time, but not hordes
but it's 100% able to surprise
i had my friend walk straight to me, talking pretty realistic
until he ate my face
your mod replaces both skinwalkers and masked enemy overhaul for me
and works great
will you add voices for other mobs too?
mirage has voice mimicking for all creatures
if thats what you're asking
should I just delete masked enemy overhaul since I have this
Only thing MEO has over this right now is changing spawn rates and cosmetics with AC
โคด๏ธ Yep also disable these options for MEO if your using Mirage
Remove Mask From Masked Enemy = false
Remove Zombie Arms = false
Last time I played with those false it forced them to show mask and arms even with them disabled by mirage
Mirage does both already it can
Only reason I'm still using MEO rn is for the cosmetics, but I'm sure qwbarch will get round to that themselves at some point
Iโm using for spawn rate
@deft cape my mimic started playing SUPXR, 10/10 mod.
it's already supportedl ike fireponk mentioned
also for this, make sure you're using the fork: https://thunderstore.io/c/lethal-company/p/Coppertiel/MaskedEnemyOverhaulFork/
foy anyone doing what actibytes mentioned
regular MEO conflicts with mirage, but the fork doesn't (if you have those options set)
gonna have to mention this in my README
the only feature that mirage doesn't have would be the skinwalkers + MaskedAIRevamp walkie-talkie voice mimic behaviour (at least from what i remember)
so if you don't need that then you don't need skinwalkers installed
MaskedAIRevamp not MEO^
oh crap whoops, edit to fix it
tbh, the only thing masked ai revamp ever did for me is spammed errors
never got it to work properly
was it on an older version? i've heard it became more stable on the latest version. never tried it myself (yet) though
I'm also not super sure on the MEO settings for removing the mask and the arms, I think you might have to set them to true. I'll give it a test again later
latest version i guess, last update was a while ago
only thing MEO does differently is masked enemies from vents on any planet
but mirage zombie revival mechanic is pretty solid replacement imo
especially if you set it to 5-10% and only when player is alone
oh, and AC cosmetics i guess?
Yeah AC cosmetics. With AC you can set creatures to spawn on any planet so that's not a worry
Latest MaskedAIRevamp was like 2 weeks ago and it optimised a bunch of stuff, but the dev is focused on LC_Office more than it atm
i think i used this one
masked enemy came into the ship and started running inside and outside again and again
and spammed gigatons of errors
Yeah I'm not surprised really, it's aiming for really complex ai behaviour with Zeekers' sticks and stones, I honestly doubt the mod will go much further unless there's changes to the game itself to make it easier
seems to be a pretty unpopular opinion so i might still add a way to control the masked enemy's spawn rate, but with all the spawn control mods out there i might not as well
gonna try and fix the ghost girl bug today
and the issue with bees playing voiecs when EnableModdedEnemies is enabled
oh yeah, my beloved "who the fuck are you talking to" beehives
they was repeating that phrase all over the map
making us laugh so hard
I would appreciate a spawn rate for your mod
@deft cape I don't want to upset you, but is it possible that the problem is due to the MaskedAIRevamp mod? I mean the problem where you are basically killed by a mimic but you don't die.
Because apart from this mod, there are no other mods that can affect mimics like this.
something really funny happened w the zombie mechanic
idk if this is something you can disable but a friend of mine jumped off railing and died
and she was still revived and walked around at the bottom for the rest of the day lmao
i dont mind this btw- just thought it was a funny scenario
- none of us noticed until we saw the end screen and she wasn't "missing"
yeah ill potentially add it later
im not sure personally since i havent tried MaskedAiRevamp yet
try it
thats not intended but i spawn them right where players die so cant really change anything either way
but yeah probably not a big deal like you mentioned
i mean later when i have time to yeah
yeah i thought so lmao
still really really funny
unintended but makes for cool moments ๐
I'm afraid TooManyEmotes' Masked feature is another thing that breaks in the Mirage + MEOF combo
I think it tries to perform an emote but just gets stuck in a pose for a while and then continues normally.
oh i dont have MEO but last time a zombie emoted he just did the "flex" emote but he just kinda snapped into the end of the pose
btw is it normal for masked to occasionally look somewhat to the side and slightly up while walking around in 'roaming mode'?
Looks weird. I don't think a normal player could even move like that without a Controller.
masked ai is indeed very non human like, which i think is what maskedairevamp tries to solve (although not too sure about the compatibility of the mod with mirage)
does this work with regular meo?
i wonder how easy it is to patch masked enemies so they spin less or no spin at all
right now it's a dead giveaway
i think i know why they was coded this way
many people used spinning as a signal for monitor guy to teleport player back
maybe i could give the mimic iframes on spawn later on but im probably gonna not touch it for now
does MaskedAIRevamp not remove that part? i was assuming a revamp mod would do that since as you said, it's a dead giveaway
i haven't looked at the AI code yet so i've got no clue on the complexity either
it is, but as i said it was pretty broken when we tested, even with latest version
by the way, why EnablePenalty is a feature
it seems like something out of scope of this mod
what's the story
originally mirage made masked enemies always spawn a player on death (there was no config for it)
and since the player corpse is always consumed, you'd always lose a ton of credits with the mod
i plan on removing that from mirage in a major update, and if anyone wants to have that feature, they'll have to download a separate mod
got it
I had a weird error where the nameplates on masked appeared to be massive
like bigger than the ship
they'd appear instantly at full brightness then fade in about 1 second
I was using TMLC + Easyidle's Quality Moons (with AdvancedCompany and GeneralImprovements on the latest version, + Skinwalker replaced with this mod)
shouldn't be caused by mirage since i don't do anything with the nameplates as of yet
So using the fork doesnโt have any issues and allows for AC cosmetics?
is this mod compatible with masked enemy overhaul and skinwalker?
i haven't tested it yet to confirm, kinda forgot to earlier and i'm trying to fix a bug rn
Skinwalkerโs not needed if you have this
should be compatible with MEO fork (with the mirage compatibility config set), using skinwalkers will cause you to still hear unsynced voices since it's a separate mod
Except for ghost girl, which should be fixed in the next update iirx
yeah i'm working on exactly that rn
oh ok thanks
No rush lol, I wonโt even be playing tonight
btw awesome mod
Otherwise Iโd test it for you
yeah i'll test sometime tomorrow
nah all good
โค๏ธ
I play with masked AI rework and haven't ran into this, I did hear that masked spawned from players dying has a problem where they don't pathfind
Yep it removes the spinning player on the radar
it was definitely working in the past with MEO (and skinwalkers). I haven't tested the current state of it.
suggestion: masked can pick up and use dropped walkies
communication is such a big part of the game and interferring with it to spew random voice lines would cause a lot of chaos
I could see it creating major issues by pure chance relaying the wrong info
especially if it mimics whoever dropped the walkie
and maybe don't transmit voices to the person who it's mimicking on radio
or people will just go "that wasn't me"
This is already a feature of MaskedAIRework, although it's currently called "skinwalkers mod compatibility", once Piggy returns to that mod i'm sure it can be set up for Mirage too
do they pick up and use walkies or just audible through walkies?
Yeah they play lines through the walkies and walk about with them, in general they pick up any item they come into contact with
Including shovels
That one threw me off first time I saw it
wait so
does it mimic every mob
or no
the mod
Mirage is a mod that gives masked enemies the ability to mimic a player's voice
you can set it so other mobs can also immitate player voices in the config
if you set mirage natural spawn to true, does it override the meo masked spawning
I'm not sure if it's simply a config issue with MEO by my own doing but I had multiple instances of masked getting bugged in the ship and staying even in orbit and later rounds
Doubly annoying when you stay in the ship and they keep taking the voicelines being said in the round and repeating them in the ship haha
@deft cape potatoepet just released this https://github.com/FluffyFishGames/AdvancedCompany/wiki/API
might help with ac cosmetics
Can i use this with masked enemy overhaul for there spawning mechanics?
You could but it would break stuff. Use masked enemy overhaul fork instead
@deft cape Played with mirage today, was working well for what i've seen !
yep gonna try to fix this
yeah it should've worked prior to the update where i rewrote the spawn/mimicking logic
might add this later on but not anytime soon
you can enable it for every mob yeah
nope you actually need to set it to true for meo's to work (i recommend using the meo fork for the compatibility config option btw)
masked enemies not dying shouldnt be caused by MEO, not sure what's keeping them alive
thanks ill take a look when im on my pc later
thanks for the feedback, good to know theres no huge bugs!
Would it be possible to have the masked strictly use voice lines that match the suit of the player? And i can second kams message, the mod works wonderfully!
the mod already does that yeah
if you use MEO it could mess with that so you'd need the MEO fork with the compatibility config enabled
Oh thank you!!
Does everyone need the meo fork for it to work? Your mod already has everything it has except the increased spawn rate for masks, which is what I would use the fork for.
Advanced Company cosmetics and fading masks
My group arenโt huge fans of advanced company since it can make things complicated, despite having many features
If you donโt care for AC cosmetics, then itโs just the fading masks
But using the fork is recommended atm as it fixes a bug
Which bug does it fix?
Itโs an issue that increases enemy spawns if you land on the same moon repeatedly
Ah ok
Ok, thanks
np!
Hey, is anyone elseโs death penalty working?
And yes I have the config for it enabled
if all you're looking for is spawn control, it's probably better to look for a mod that does only that.
i recommended MEO fork because it also supports AC cosmteics
the post-credit penalty screen still shows up, but it shouldn't affect your credits
The problem Iโm having is that letโs say someone dies womp womp
We never get their body
At the end screen it says
Body lost -20%
-200 credits or something
But then it never actually drains our money
yeah i never looked into getting those visuals yet (i probably never will to be fair)
Even when playing solo and I kill myself it says -20% and doesnโt take my money
wait so this is set to true and it's still not taking your money?
Yes
ok thats a bug for sure
I tried getting rid of the visual by using a death penalty mod but it doesnโt change it
Ok cool, thank you!
v1.0.10 is released:
- Fixed dress girl issues
- Mimicking voice is now muted while the dress girl is invisible
- In singleplayer, dress girl will always mimic the local player's voice
- In multiplayer, dress girl will always mimic the non-local player's voice
- Bees no longer mimic voices when
EnableModdedEnemiesis enabled. - Add configuration option to mimic voices for locust swarms
- Fixed navmesh error spam when an enemy tries to calculate its path
- Recordings deletion can now be ignored (not synced to all players)
couldn't replicate this, credits penalty works for me when it's enabled in the config
probably another mod is doing it as well is my guess
I am testing and having some syncing issues, where I'm dead and spectating and can hear the masked talking but the player can't hear the masked talking
In fact they didnt have a skin for the person i was playing with
is this with only mirage installed? do you have MEO?
I had MEO Fork but with compat mode, Im doing a test rn without MEO
oh yeah that reminds me i still need to test meo fork myself to make sure it's completely compatible, whoops
Got this error today, is this being caused by Mirage?
it shouldn't be. mirage doesn't touch HUDManager except for disabling the post-game credits penalty (if it's enabled)
out of curiosity though is this on 1.0.10?
yeah this is using most recent version
I only thought it might be Mirage because it happens right after "start voice tracking"
maybe another mod?
do you have any other mod you suspect that alters some hud features and barch what does hudmanager do since it can help him find the causer
from a quick look it seems to be anything related to the UI itself
I was able to pinpoint the issue, not Mirage!
ah nice, which mod was it? just curious
good for barch lol he been bug fixing literary everyday
๐ ๐
yeah after i fix the voice filters it's about time i start working on the feature i've been trying to find the time to work on
so now its 1:1
it seems your really excited to work on it lol. since your hiding it from us
that's the goal yeah
After I got into this discord I started discovering a lot of underrated mods. Mirage is definetly one
yep indeed, but the only reason why i haven't announced it yet is because i'm not sure if the idea can be executed properly, so once a baseline is established, i'll probably announce what it is
thanks, i appreciate the kind words ๐
Ok so,
I tested again
without MEO
and they saw the masked skin
but didnt hear the voice
no errors?
are you on mirage v1.0.10
i added some logs to make it easier to debug who gets mimicked
could you send me those logs if you're on v1.0.10
also send your profile code as well, although no guarantees i'll be able to figure anything out if there's too many mods
I can send you my log, person I was playing with who couldnt hear just went to sleep
And then my profile code: 018d9c03-0e9a-19a9-fefa-115430ca24ef
Did you just update
damn
sent a msg but deleted cuz im dumb
were you testing with only 1 masked enemy
i only see this [Info :qwbarch.Mirage] MaskedPlayerEnemy(-882586) - Mimicking player #0
gonna brb and take a look at this again in an hour, making some food
we had one that spawned this run
k
Watch wacky and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.
Maybe Iโll wait to update my modpack then lol
later when your friend wakes up maybe try making your friend the host sometimes i heard only host hearing things and stuff issues
barch has to clarify if he fixed those
Guess I no longer need Skinwalkers for Ghost Girl?
Nope!
/Yep
English is weird
You donโt need Skinwalkers is what Iโm saying lol
those issues dont happen when i test mirage by myself so im not too sure yet
it would be nice if you could use lesslogs im pretty sure it can be used to show only errors and fatal logs
barch might understand something
Oh shit
i cant understand anything lol
I was also about to try playing on lan to figure out if there really is a host client issue
so I go to get AutoStart to do it
And I looked at the creator of the mod's name and It looked familiar
Dawg thats you!
yeah lol it is him
lmao
looool
yeah as soon as im done eating ill try to debug a bit
got time today so ill try and cut down some mods to see if a specific one is conflicting
Oh shit
One fun thing
MEO Fork is no longer needed
I think
well for AC cosmetics at least
It just clicked but while testing with just Mirage I saw cosmetics on the masked enemies without MEO fork enabled
really? I mean yesterday was some AC update so maybe they added it? ๐ค
how about without AC?
alright gonna take a look at that profile code rn
i'm having trouble even joining on a second client for whatever reason
so still in the process of trying to load into the game LOL
sometimes that happens to me the host has to restart his game
and it works
atleast for me
yea that shit happens time from time
restarted a couple times and it's still the same for me
hmmm
welp this time it's a slightly different error
the reason you're not hearing anything on clients might have to do with this actually
the fact that network prefabs aren't loading properly
if mirage's network prefabs don't get registered for the clients, the host can't communicate with the clients
@soft hollow don't really have a solution since i failed at the first step (getting into the game), sorry ๐
this is weird ๐
I don't particularly know but it just happened
I will send my Player.log after this day ends
sounds good, gonna see if i can reproduce the error
damn
time to bug test why you cant launch the game in order to preform the bug test u wanted
I love debugging mods its so fun and quirky
i mean not being able to launch the game is only an issue for me when using your profile code
running it normally is fine for me
the pain point of lethal company mods ๐ญ
Let me give you my updated one
aight
018d9c66-8820-563a-d40a-897c149329ce
I, a sane person, decided to do a mod clensing and reconfiging this lovely night
is the mod bugged other than that console spam for you
and thats where I tried testing to see if Mirage was actually working for me and my crew
oh shit i forgot I had my HD company set at 1440p max settings
watch out
all good
Idk how strong ur pc is
i'll set it back to 1080
๐๐ฟ
wait logging in with mirage on breaks the the main menu?
if you're talking about the screenshot i sent, that's an conflict with mi6k's modpack
it works fine
@deft cape here ya go
thanks ill take a look after trying to debug mi6k's modpack for a bit
ohh
i just redownloaded every mod i had and didnt encounter that prefab thing
im flat 200mods
MoreCompany 100.0.0?
that's a dll stub from AdvancedCompany
ohh
i'm actually getting this error while testing mi6k's modpack. do you have "don't touch me" installed?
Yes
I donโt get those errors with โdonโt touch meโ
I did not get these errors from before 1.0.10
i'm probably going to have to just disable that specific error message next update, just assumed all enemies have a navmesh agent
@soft hollow iirc you had the same issue before already right? which version did you start to not be able to hear anything on the clients?
ah fuck
guys don't update your modpacks to 1.0.10
i think it actually is a problem with mirage right now...
@soft hollow mb, i legit didn't think this would be an issue but mirage by itself seems to only work on the host like you mentioned
for some reason i thought i remember seeing you having this issue before, which is why i thought it was a mod specific issue
yeah rollback to 1.0.9 for now
im gonna release a hotfix soon
i know the reason
Most of my issues before were just me trying to get cosmetics to work
im so sorry you had to waste all that time debugging it btw ๐ญ
when it turns out to be on my end
But seeing as MEO is not needed for that I can stop worrying about the balancing on that part and just focus on mirage
No itโs all good
This is a good thing
This is like why I do my weekly โmod rebalancingโ, I tend to catch bugs and report them right away
sounds like a ton of work having to maintain a modpack
i'll release a hotfix within a couple hours most likely, just trying to figure out what to do instead of my current patch
since the issue has to do with me fixing the meshed renderer console spam
if i just get rid of it completely right now, any enemies that spawn where they shouldn't (i.e. a player falls into the abyss) will go back to spamming the console
no AC cosmetics for me
ive heard before hat cosmetics seem to not work (not sure if this is true)
only hat? i put just hat on to test it ๐
but that is the most important part anyway, so basically it is not working
nvm what i thought was the issue isn't the issue. might take a bit to figure it out
if i can't find a lead in an hour im just gonna upload v1.0.9 as v1.1.11
just so players who update don't get screwed by it
barch i can test rn if u need and i also will play with my group today in a bit
we can test by then
thanks i appreciate it
i'll ping u when i need help testing, still looking for the issue
Hello, @deft cape, we have a dedicated support channel and forum here: #help-and-troubleshooting #1185732310700654732
Anyone responding is a volunteer so be patient.
alright it's fixed
so what was the issue?
actually did end up being the issue i thought it was earlier, so basically in v1.0.10 i made the voice filter do nothing if the enemy isn't on a nav mesh (which gets rid of that console spam)
the problem is the nav mesh agent is enabled only on the host
so basically i just revert that specific "fix" because it actually ended up breaking things instead
and i'll just have to figure out a different way to fix that specific issue
kk
going to just upload it straight to thunderstore rn since it's working locally for me anyways
actually
@remote iris mind if i send it to you rq anyways? just to double check if that's alright with you
i dont mind
tyty ill dm you
v1.0.11 is released.
- Hotfix: Fixed an issue from v1.0.10 that caused non-host players to not hear any voices.
Since this is a hotfix patch, I'll list the v1.0.10 changes as well (cross-out means the change has been reverted due to the hotfix):
- Fixed dress girl issues
- Mimicking voice is now muted while the dress girl is invisible
- In singleplayer, dress girl will always mimic the local player's voice
- In multiplayer, dress girl will always mimic the non-local player's voice
- Bees no longer mimic voices when
EnableModdedEnemiesis enabled. - Add configuration option to mimic voices for locust swarms
Fixed navmesh error spam when an enemy tries to calculate its path- Recordings deletion can now be ignored (not synced to all players)
Thanks to @remote iris for helping me test to make sure the hotfix works
@soft hollow pinging you just in case, since you've been the issue for awhile
ay thanks foralways crediting shit even though i dont do much lol
nah i appreciate any help
well im just glad i got a hotfix out so i can still try and sleep earlier today
ill just pray nothing is broken after the hotfix
sleep is more important dawg
go to sleep NOW
yeee soonโข๏ธ
btw
this will not affect anything to the mask's behaviour and pathing right?
oh wait wrong channel
tho might as well ask if mirage has any changes from this
it only affects baboon birds from what it looks like
either way it shouldn't conflict with mirage at all
oh nice
kinda just read it and its for interior and exterior AI stuff. since the mask kinda roams around on both inside and outside. i ended up asking
maybe it's got more planned, but i looked at the decompiled source and there's only one tiny patch that only affects baboon hawks
I need to ask, is MaskedEnemyOverhaul going to conflict with your mod?
It has a similar setting of removing masks on masked enemies as well
MEO causes the suit/voice to not match. If you want MEO, use the fork and enable the compatibility patch for mirage
haven't personally tested the compatibility option yet but that should be fine
(gonna finally test it tomorrow if i remember to)
the spoon doesnt work. so you need to use the fork
I... have no idea what a fork means
it's this
Ohhh I'll look into it then, thanks!
ahahaa
not 100% if the fork (with the compatibility config) works flawlessly with mirage though but it should be fine
Well chances are better than guaranteed fails lol. I'll take it~
if fork doesnt work. might as well bring a knife
we can roast the masked on a skewer and put them on a grill
i havent tested the fork
kinda took time redownloaded all the mods i was using
it was already 5:30am in the morning when i finished
took a whole 6 hours to redownload everything and reconfig everything
plus the white screen of death from r2modman was annoying as heck
wtf 6 hours to download
clean refresh
that includes the mod's config that conflicts with others
and realised that im missing some mods i used to have and might have accidentally unintalled
there were some old files that stayed after uninstalls when copying the profile so many times
i just need to remember which mod i was using to change how long the day and night cycles stay
since i remembered changing it to 25 minutes for day
wrong thread mb
so weird
I remember Playing without MEO and seeing my cosmetics on the masked-
Unless
Wacky theory I have no clue why this would be
Clients can see the cosmetics on the masked and not hosts
But thatโs so stupid it canโt be true
Do you still need to use push-to-talk in order to use this mod?
You should delete skinwalkers
Because this mod covers what skinwalkers does
Alright, thanks for the help man ๐ Can't wait to see how it is
hopefully itโs working well rn ๐
Will report back, waiting for some people to test it with
i did test with him it worked wel
well*
by him i mean barch btw
Nice, both with client and host?
ye
Dope
If you could, could you see if AC cosmetics work with mirage, and do a test with a host and a client because I SWEAR I saw cosmetics when testing last night
are you wearing the cosmetics?
most likely they will just copy whatever you are wearing. not sure about the attached cosmetics tho
I wish ๐
I volunteer for testing AC cosmetics. just @ me
I had AC cosmetics on, specifically the Equipment Company cosmetics
And I 100% believe I saw those on the masked I played with
Sorry im visiting rn
Cant do it rn
When i come back in like 30 mins
I will
I did a test and they don't wear AC cosmetics
@deft cape this is a host-only problem, by the way
I'm currently trying to figure out the issue. Dogs also don't kill me...
On it's own I die so it has to be a mod conflict
No way i was genuinely tweakin
Yeah it's a shame. Especially because I think Masked Enemy Overhaul used cosmetics
MoreCompany works out of the box, i guess AC just doesnt support it by itself
for cosmetics i mean
Which doesn't surprise me in the slightest
I love a lot of things AC does but it does have it's fair share of problems
im really not sure what could be the issue yet since it doesn't happen when running mirage by itself
It's nothing to do with Mirage. It was happening before I even installed the mod. I'm currently trying to figure out what's causing it
ah gotcha if you find the reason, maybe nekiyman is affected by the same thing
Can you show me your modlist? If I can see what we have in common it'll make this process so much quicker. I have a LOT of mods
Is this error anything to worry about?
ObjectDisposedException: The CancellationTokenSource has been disposed.
The full error
whats the mimicking delay set to?
3000-9000 Masked, 7500-12500 Other
it might be caused by the masked min delay being too low so it's cutting off the other audio, but tbh 3k still seems like it's enough
