#Mirage
1 messages · Page 4 of 1
That would make sense, thanks. Just going through trying to diagnose issues after a playthrough with friends, but I didn't notice any issues with Mirage as we were playing, other than the voices being quite quiet? I imagine it's natural volume based on distance (or barriers) but I often feel like I'm only really able to hear the voices and not really what they're saying unless I'm right up next to them
With AC?
WITH AC
And you have the stub MoreCompany.dll?
Wym by that, you mean what AC uses to control cosmetics
I dont have MoreCompany installed, just AC and some cosmetic mods
If you don't know I assume you haven't manually removed the MoreCompany.dll file from the AC folder
Hm interesting, I might have a look through ACs changelog
Oh so the other players can?
Im doing a LAN test where I play on both the host and the client
Client can see cosmetics
Host cannot
voices being quiet is likely the voice filters
im working on making it more 1:1 today
Okay.. I didn't realise that any mod other than MEO allowed Masked to wear cosmetics tbh
Well this I didn't expect
It's you lol
Assuming you go on Thunderstore by mertvybasein
Host (Left, No Cosmetics) vs Client (Right, Sees Cosmetics)
I solved it gang @deft cape
👀
That’s an odd issue
so AC cosmetics really is nonhost only
im gonna test it without mirage later
if it still happens then ill report it to potato
Im scared of Potatoe ngl
too many people bothering potatoe eh
I question his maturity
I imagine it's probably an easy fix tbh
If it already works for non-hosts, probably just a small oversight
Potatoe is off this week so likely won't be a fix for a little while
Yeah the LC modding community had a weird moment
Where a lot of major changes happened really quickly and then a lot of people behind major mods took a break at the same time
I'm new to unity, mostly doing animations )
Yeah I don't know what you could've done lol animations shouldn't touch the masked and dog enemies. They only don't kill the host btw. I don't know how much that helps but if you take this issue to #dev-general you might be able to ask for help
it's not a direct issue from mirage so it probably is a mod conflict, which i dont really know how to fix (if it's even a conflict with mirage)
That's how the animations don't touch the enemies. The problem is that everyone dies quietly except me (the host)
also is anyone free to do a test rn? i changed the voice filters to make it sound more like actual player's voice chat now
Can you make it possible to talk to mimics with the mod?
Yeah sorry I was suggesting to nekiy. We really shouldn't be hijacking your thread about this issue.
Would be near impossible without ai implementation I reckon
ah mb thought it was a mirage issue whoops
wdym? masked enemies already mimics voices
i know
He means if you say something to them they reply coherently
I can use this mod together with Skinwalker and MaskedEnemyOverhaul?
it's planned but not sure on the feasibility yet
so can't really say anything until more work is done
You don't understand, I meant to be able to talk to them and they used random phrases(or certain phrases) in response.
use the MaskedEnemyOverhaulFork with the mirage compatibility config
random phrases is already a thing though
but if you mean using certain phrases then yeah that's part of the roadmap if it's feasible enough
I mean the ones that the mod recorded.
sorry i'm actually confused asf rn 😭
If you're wanting them to just throw out a random phrase when you speak near them then it might be easy enough but nonsensical. But if you want them to reply with something that would make sense in relation to what you said it'd probably need some sort of ai implementation where it looks at what you said and picks out a reply that fits
oh wait
i know
It's doable I imagine but they probably would reply with something unrelated.
Are you asking for them to automatically send a random response upon hearing a player talk to them?
so do I remove the skinwalker mod?
yep you don't need skinwalkers for mirage to work
im free
skinwalkers plays its own voices still
oh shit bet ill dm u tyty
Look, you walk up to an enemy with a mask and say something to him, he reacts to it and replies to you with a phrase that the mirage mod recorded
Mirage does what skinwalkers does but perhaps better. I don't think skinwalkers syncs properly like mirage does. And is more convincing in the way a masked will only use voice lines of the player it copied.
That's their plan
yeah i get what you mean now
(I would if testing didn't mean speaking to a stranger lmao)
it's something that's gonna be worked on eventually
all good mi6k is helping out
Almost want like a forked copy of masked enemy that uses mirage and more perfectly copies player looks / maskless while still having original masked running around without it just to really throw people off-guard
Look outside Im right there
You can take a similar system from dogs (they respond to voice the same way)
you could make it so they're more likely to speak when a player speaks within a radius of them
i think it'd be too easy to detect if they're a zombie/masked with that though
yeah i already have plans on what to do
wont be with random recordings cuz as you said it's too easy to know
but still working it out to see the feasibility of it
you can just say "hey [friend name] say nosferatu" or smth just really specific and if they didn't reply w that you'd know lmao
i think the mod in its current state's pretty full of cool features and mechanics so personally I'm fine w you not rushing to add more stuff
the zombie mechanic's genius btw, hilarious shit
very unpopular opinion it seems but glad you like it!
i also really like that mechanic personally
i don't think it's that bad cuz it just adds more risk to dying
future plans on any more advanced stuff will be mentioned later on if it's feasible to add it or not
plus if you die in a rlly stupid way like missing a jump it doesn't matter if you get zombie'd or not
Damn that's a good idea !
cuz you're at the bottom of a pit lmao
I also like the zombie mechanic, though had to lower the chance with big lobbies 😅
sadly im gonna have to disable spawning from fall damage on the next update since it causes lag if you fall into a pit, until i figure out a solution at least
yeah makes sense thatd be hectic
maybe something like: if died by fall damage spawn it in the position the player was 5 sec before ?
nah i dont want them to spawn if they fall into a pit, i have ideas of how to fix it but thats for another day
oh herobrine was the cause for masked not behaving properly?
wonder what the mod does to affect it
sad cuz i was gonna play with herobrine on my next playthrough
yeah,I had to pull each mod and check for errors in the console
oh ok
what kind of bug does it create ?
it's sad really, the herobrine mod was the funniest one
i use it too didn't notice
one minutes
also I'm not saying the mod could become cluttered with features, I'm just saying the stuff that's already in this is pretty well done
just noticed something, my dead masked getting tp before me when i try to tp myself, is that normal vanilla behaviour ?
yeah i get what you mean, either way i still have more planned features coming which'll be revealed later
i think thats a bug with mirage
i need to look at how teleporters function
may need to write a patch for it
i'm not telling it's mirage tho, i'll check first !
[Error : Unity Log] KeyNotFoundException: The given key 'OMFG Hello' was not present in the dictionary.
Stack trace:
System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) (at <787acc3c9a4c471ba7d971300105af24>:IL_001E)
EmoteNetworker.SyncEmoteToClients (System.UInt64 playerId, System.String animation, System.Int32 pos) (at <b51f6a370a694a1caf7be5f0658ecbb5>:IL_002A)
EmoteNetworker.SyncEmote (System.UInt64 playerId, System.String animation, System.Int32 pos) (at <b51f6a370a694a1caf7be5f0658ecbb5>:IL_0017)
EmotesAPI.CustomEmotesAPI.PlayAnimation (System.String animationName, BoneMapper mapper, System.Int32 pos) (at <b51f6a370a694a1caf7be5f0658ecbb5>:IL_004A)
EnemyInteractions.EnemyKillHooks.OnKillPlayer (System.Action`5[T1,T2,T3,T4,T5] orig, GameNetcodeStuff.PlayerControllerB self, UnityEngine.Vector3 bodyVelocity, System.Boolean spawnBody, CauseOfDeath causeOfDeath, System.Int32 deathAnimation) (at <435f99596b7745718ce2610027e7b6d1>:IL_00CD)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<GameNetcodeStuff.PlayerControllerB::KillPlayer>?-570545432(GameNetcodeStuff.PlayerControllerB,UnityEngine.Vector3,bool,CauseOfDeath,int)
MaskedPlayerEnemy+<killAnimation>d__102.MoveNext () (at <af9b1eec498a45aebd42601d6ab85015>:IL_03D3)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)
While the error gives on the animation, but without the mod herobrine this error is not there
was testing mirage and client cant hear masked?
you get this error but what does it do ingame ?
aww, fair enough lmao
I get this error after dying at the hands of an enemy with a mask.
ok and does it bugs the game in some way ?
Mostly on the player host
like you can't play anymore ? what happen ?
i'm usually the host didn't happen to me
If I'm caught by an enemy with a mask, I stay with him. Other players can't fly away, can't pick up items or use them. Only by hitting the masked enemy with a shovel can this be stopped
oh ok wierd bug
you are right, but maybe it's a bug with all mods that make the mimic look like your character
because there is no way i tp a mimic if it doesn't look like me
i'll try with meo
yeah MEO doesn't behave like that either
Ok it's fixed with mirage last update 😮
are you on v1.0.11?
oh it was a bug with v1.0.10?
interesting idk what i changed to have fixed it
did you knew you fixed it ? XD
looool
funny haha
no i think i have an idea
it's related to
the v1.0.9 fix
"Ship camera now spectates the correct masked enemy"
most likely this
basically the player was redirected to a masked enemy at the wrong times
so the ship camera would show the masked enemy instead of the player
ship camera can spectate masked ?
that's most likely the issue with the tp as well
it's probably one of the mod i use actually, might be OpenBodyCams
ohhh i see
didn't see that issue
i'm pretty sure that's related to the tp thing now actually
didn't even realize the tp thing was an issue since my group doesn't use tps (we're noobs)
yeah probably, i still use helmet camera
my group is noob too but i try to show them what can be done at least haha
openbodycams is more optimized and configurable
i see i'll have to try it soon then i guess, no known bugs ?
probably but I havent encountered any
wow the last time i played lethal company was when mirage was v1.0.1
I know I was, sent clients profile code after the fact. not sure whats causing but dont think its mirage
if everyone is on v1.0.11 that'd be a bit concerning. it actually was a bug that i introduced in v1.0.10 that i fixed in v1.0.11
after a reset the voices worked on client, but now we just cant get anyone but me to spawn as a mimic haha, think you were right mismatched versions
is this with the spawn on player death mechanic? or you mean naturally spawned enemies don't become anyone else but you (i'm assuming you're the host)
naturally spawned ones yea
might just be getting extremely unlucky, but tried with gamemaster and dumped them and it was always me
and im host yes
does this mod completely replace skin walkers mod
or does it work together with skinwalkers to improve it
Replace
honestly not sure since it works when i tested it with someone else earlier
but that was only with mirage
if you have another mod that can change who a masked enemy is mimicking, it could be conflicting with mirage
ahhh so probably MEO then, ill try that out
if you're going to use MEO, i recommend trying https://thunderstore.io/c/lethal-company/p/Coppertiel/MaskedEnemyOverhaulFork/v/0.1.0/ with the compatibility config option enabled
if you only use MEO for spawn control though, i recommend using a spawn control mod instead
for mirage and MEOF my configs should be like this right?
should be fine, but if for whatever reason there's a conflict with disabling the mask texture/arms-out animation, you could try setting the two mirage config options you showed to true to let MEOF handle it instead
yeah i figured this should work, i think i just had it set incorrectly last time. thanks
Just had a thought, when non-Masked enemies mimic a player's voice does each enemy select a specific player they always copy, or is it a random player's random voice line every time?
they select one for its entire lifetime (except for the dress-girl, which can change who she mimics)
for dress-girl specifically, if she ends up mimicking the player she's haunting, she'll change to another random player
(only in multiplayer, if it's singleplayer she'll just mimic that player)
Right that makes sense, thank you. I really like that
oh wait
nvm
I was literally about to ask a question ive already asked before
lool all good
so something that happened to me recently was that one of the mimics were talking SUPER low or even not talking at all
is this known?
my friend was hearing normally though
oh and its not every time
very likely because of my current filters, should be fixed in the new update i'll push sometime today
still testing changes rn to make sure other things aren't affected
i didn't hear any masked talk at all, could be because of the filters but maybe a mod conflict also
if it's because of the filters it could just be making it too quiet for you to notice
maybe try again after i push an update
if it still happens after that then it might be a mod conflict
sure, i don't remember hearing it at all after you added the filters so it could just be that
v1.0.12 is released:
- Mimicked voices should now sound a lot more like an actual player's voice (changed audio filters)
SpawnOnPlayerDeathno longer spams an error if a player falls into the void- Masked enemies no longer mimic voices if it was spawned after a player falls into the void
Thanks to @soft hollow for helping me test the voice filters earlier
when you say voice filters I assume you mean like slightly editing the sound of the voice clip? (I have not played with this mod yet)
iirc it’s basically filtering out clips of keyboard clacking and stuff
ahhh okay
nope not that
sorry i should specify
dang I thought I was big brain
it's the filters that alters the sound
so now it should just sound a lot more like how an actual player sounds when they talk
ooooh, is that different to how skinwalkers does it? cause I swear with skinwalkers it was always a perfect replay of someone
Ahh neat
not sure, when i tried skinwalkers before writing my mod, it never really played voices for me
like i'd hear them once in a blue moon
so i have no clue what it sounded like
updated the changelog to hopefully sound a bit mroe clear
Neat, i'll check it out. Is there an option to change the intensity of the filter in config by any chance?
the audio filter? not sure what you mean by intensity, but there's no config for that part
Oh I was thinking like if it distorts the voice playback through a filter, if you could config the intensity of the distortion or something. All good though
well without the audio filters, the voices become way too clear because it's the same sound as what you get straight out of your microphone
so the filters is there to make it try to sound the same as the game
Ahhh I see, I misunderstood at first
Just wanted to say thank you for making this, we had so many good moments ^^
np, glad you liked it!
if I understand correctly, Skinwalker recorded the already filtered sound from other players locally. So no further filtering is required and can be played back 1:1.
Mirage mod only copies the direct sound of your microphone, that's why filtering is needed.
It plays your voice back to other people.
But I had a weird bug where I spoke with one other dead guy and instead of hearing his voice directly, I heard it as if it comes from the ship.
I think it was around the time the ship flew away, not sure.
what spawn control mods do you recommend? I really just prefer having them spawn on all moons
someone mentioned a mod that worked for them, but i don't remember what it's called 😓
Lethaldevmode works
isn't that more for forcing a spawn for testing purposes?
Yeah thats what I thought of too when I checked it
something like PestControl is probably more like what you're looking for, haven't tested it myself though
hmm, yeah I'll look into it after I submit my stuff for work~
oh they want normal spawning?
ah then advanced company or lethalquantities both work
also lethalcompanyvariables
Are you using MEO Fork or MEO?
This would be neither, just AdvancedCompany
Oh, really?
Yep
With or without Mirage?
Well yeah but you're supposed to be able to see the cosmetics without MEO
It has a compatibility mode for Mirage
Yes, it’s a known issue and that’s the officially reccomended fix until AC cosmetic compatibility is fully integrated into Mirage.
We know? That's why we're talking about it
I was telling them how to fix it?
It doesn't work though, I have AC with cosmetics, Mirage with natural spawns, MEO Fork with compatibility turned on, and they don't have cosmetics for the host
Let me be the judge of that one
I’ll try it again but it worked for me a couple of days ago
It it doesn’t work than one of the mod updates broke it
The only cosmetics that show up are ones from players that were turned, rather than ones that were spawned naturally
I'm gonna try real quick with Masked spawned by player death
Booting up the game now to test it myself as well jic it’s a mod conflict
It was working like two days ago lmfao
Okay maybe not that recently I can’t remember
But I know it was working when I released 3.0.2 of my modpack
Yep they ain't spawning with cosmetics
let me grab 3.0.0 to test
Yea it only works when a player gets turned
This is the host looking at a client getting turned
And the masked of the client kept its cosmetics
booting up 3.0.0 rn
but the cosmetics of the masked of the host dont show
this is before i switched to the fork
Can confirm the cosmetics do also work when the Masked is spawned from a dead player. Only not working for naturally spawned Masked
Works for naturally spawned on 3.0.0 of my modpack, gonna check what mods differ
(used random ones lol)
it's a good thing i started keeping changelogs with 3.0.1
Likely the only notable mods here would be AC/Mirage/MEO
3.0.0:
Advanced Company v1.0.149
Mirage v1.0.8
Masked Enemy Overhaul v3.1.2
3.0.3:
Advanced Company v1.1.1
Mirage v1.0.12
Masked Enemy Overhaul Fork v3.1.990
Without Mirage it works as expected
Seems like the naturally spawned Masked just aren't getting assigned players properly?
I'll try and see which update caused it
v1.0.8: Works
v1.0.9: Works
v1.0.10: Works
v1.0.11: Works
v1.0.12: Works
1.0.9
1.0.10
1.0.11
All of these are naturally spawned?
For the sake of accuracy i'll test .12 with this setup
Yep. using MEO apocalypse
And the MEO compatibility setting turned on I assume
Oh well it should always work then
So the issue is the fork?
No the issue is with Mirage assigning players to naturally spawned Masked
All the fork compatibility setting does is lets Mirage handle assigning players
The reason the compatibility setting was important was because the voice wasn't matching the Masked when using MEO because both mods are assigning players
You CAN get cosmetics to always work, it just means that Mirage voices won't be correct. In order for Mirage voices to be correct, you have to sacrifice the host seeing cosmetics
The question is what mod is the issue now
Mirage
i just tested it with .12 and it works
that's a naturally spawned masked with ac cosmetics
Idk how to explain this any better
The cosmetics will appear, but the voice the Masked uses won't necessarily be that of the mimicked player
yes i know. the issue i'm looking into is the cosmetics not appearing at all
One of Mirage's main features is the mimicked voice is the same as the mimicked player
Turn off the compatibility with MEOFork and cosmetics will work
tried both on and off, i'll try rebooting but it seems to wok forr me so far
I mean the issue HAS to be Mirage or AC
MEO ignored
Because cosmetics can work for clients with just AC and Mirage
Just not the host
Issue is by default Masked that are naturally spawned aren't assigned a player I don't think, so AC alone will always have naturally spawned Masked have no cosmetics
AC doesn't assign players to Masked, it just lets other mods do it in a way that allows for cosmetics
rebooted and now they spawn without
With compatibility on or off
booted with it on
Booting with it off, and changing it on with LC Config: both work
booting with it on, and changing it off with lc config: both dont work
The changes you make in LC_Config don't necessarily change anything until a reboot
So the issue either occurs during boot, or LethalConfig doesn't kick in until a reboot for that
You need to reboot for most changes in LC_Config
There's very few things you won't need to for, usually only clientside mods
i'll try with an older version of mirrage now
trying to focus in on where the issue stems from
It seems the issue is that compatibility mode disables the aspect of MEO that allows Mirage to work with AC cosmetics.
MEO compatibility takes away the mod's ability to assign players to Masked and gives that power exclusively to Mirage
Hence why Mirage is the issue
So basically this still stands?
^
I got to overthinking trying to re-write it and have myself confused now of what mod combos cause what results lol
Only change is with the first one . There are cosmetics, just not for the host
Yeah you'd think it'd be the other way around
So there’s currently no way to have mirage with AC cosmetics without a mismatch for a host?
You can by disabling the compatibility, but the voices the Masked use are unlikely to be from the same player as the Masked is mimicking
So essentially
-
Mirage: Voices and suits are synced for all players. Cosmetics are synced with everyone except the host, who can’t see them. Voices can mismatch.
-
Mirage with MEO: Voices, suits, and cosmetics are synced for all players. Voices can mismatch.
-
Mirage with MEO compat: Voices and suits are synced for all players. Cosmetics are synced for everyone except the host, who can’t see them.
Mirage on its own also has cosmetics, just not for the host
The cosmetics are supplied by AC, not MEO
Skinwalkers with MEO: Suits and cosmetics are synced for all players. Voices aren’t synced and can mismatch.
The issue with cosmetics occurs irregardless of whether you have MEO with compatibility or just Mirage
So does using MEO compat achieve anything? Like does it fix anything for non-hosts?
The only features MEO adds ontop of Mirage are nameplates and spawn controls, so if you don't need those you don't need any version of MEO
It just fixes the voice mismatch
well MEO without compat makes it visible to host
Oh well yeah if you're willing to deal with the voice mismatch
The choice while using Mirage is either:
All see cosmetics but voices won't always match (Using MEOFork without compatibility mode on)
All but host see cosmetics but voices always match (Using Mirage only, or using MEOFork with compatibility mode on)
Assuming you’re using Advanced Company:
Skinwalkers + MEO
- Suits and cosmetics are synced for all players. Voices aren’t synced and can mismatch.
Mirage
- Voices and suits are synced for all players. Cosmetics are synced with everyone except the host, who can’t see them. Voices can mismatch.
Mirage + MEO w/o compat
- Voices, suits, and cosmetics are synced for all players. Voices can mismatch.
Mirage + MEO w/ compat
- Voices and suits are synced for all players. Cosmetics are synced for everyone except the host, who can’t see them.
Yep
Unsure how it all works with MoreCompany and no AdvancedCompany, but that's all correct when talking about AdvancedCompany cosmetics
Mirage syncs voices
Or wait
Wait I gotta fix a thing
Assuming you’re using Advanced Company:
Skinwalkers + MEO
- Suits and cosmetics are synced for all players. Voices aren’t synced and can mismatch.
Mirage
- Voices and suits are synced for all players. Cosmetics don’t work.
Mirage + MEO w/o compat
- Voices, suits, and cosmetics are synced for all players. Voices can mismatch.
Mirage + MEO w/ compat
- Voices and suits are synced for all players. Cosmetics are synced for everyone except the host, who can’t see them.
Referring to Masked mimicking voices. The voices are synced between players. Players will hear the same thing
I think this is right
if it only doesnt work for natural spawns it's definitely mirage
Wait
ill look into it
Voice mismatch meaning - A Masked spawns using Player 1's cosmetics, but Player 2's voice comes out
Mirage with AC cosmetics work but only for client
AC probably applies its cosmetics beforw mirage sets the mimicking player
yea i figured it out
Im so smart
So does using standalone mirage have the same effect as using mirage with meo with compat
Presumably an easy fix, just was hard to pinpoint what the issue is
Yes
Yea because thats the test I did that started this
I’ve never used mirage standalone lol
Okay thought so, just had myself turned around
I did AC with only Mirage and had the host / client cosmetic mismatch issue
ill look into how AC applies cosmetics so i can do the same for natural spawns
not sure if i'll do it today though
Assuming you’re using Advanced Company:
Skinwalkers + MEO
- Suits and cosmetics are synced for all players. Voices aren’t synced and can mismatch.
Mirage
- Voices and suits are synced for all players. Cosmetics are synced for everyone except the host, who can’t see them.
Mirage + MEO w/o compat
- Voices, suits, and cosmetics are synced for all players. Voices can mismatch.
Mirage + MEO w/ compat
- Voices and suits are synced for all players. Cosmetics are synced for everyone except the host, who can only see them on turned Masked.
So this^ is accurate?
Its only with Mirage and MEO that you as a host, when a client gets turned you can see their cosmetics, but not on a naturally spawning masked
I believe this is all correct
So if not using AC, everything should be fine?
Haven't tested with MoreCompany
I haven’t either
But if you're not using cosmetics, Mirage alone or with MEO and compatibility turned on will work
Would be nice to know if it works with MoreCompany ^^
It should
I'll give it a go
Let us know the results and I’ll update the list
“This can’t be sent because it contains content blocked by this server.”
What in the world could’ve been blocked what
Ehh... not entirely sure, was just looking at that. Reading through...
👍
Want me to post it for you?
Sure
Advanced Company Compatibility
Skinwalkers + Masked Enemy Overhaul (or MEO Fork)
- Suits and cosmetics are synced for all players. Voices aren’t synced and can mismatch. Includes the option for fading masks.
Mirage
- Voices and suits are synced for all players. Cosmetics are synced for everyone except the host, who can’t see them. Doesn’t include the option for fading masks.
Mirage + Masked Enemy Overhaul Fork (without the compatibility patch)
- Voices, suits, and cosmetics are synced for all players. Voices can mismatch. Includes the option for fading masks.
Mirage + Masked Enemy Overhaul Fork (with the compatibility patch)
- Voices and suits are synced for all players. Cosmetics are synced for everyone except the host, who can only see them on turned Masked. Includes the option for fading masks.
More Company Compatibility
Skinwalkers + Masked Enemy Overhaul (or MEO Fork)
- Suits and cosmetics are synced for all players. Voices aren’t synced and can mismatch. Includes the option for fading masks.
Mirage
- Voices, suits, and cosmetics are synced for all players. Doesn’t include the option for fading masks.
Mirage + Masked Enemy Overhaul Fork (without the compatibility patch)
- Voices, suits, and cosmetics are synced for all players. Voices can mismatch. Includes the option for fading masks.
Mirage + Masked Enemy Overhaul Fork (with the compatibility patch)
- Voices, suits, and cosmetics are synced for all players. Includes the option for fading masks.
Thanks!
You're welcome. Do tell me if you want anything else pinned too.
(I'll be unpinning/repinning the first message so it's in the right order.)
There we go.
I mean, it has more headers than actual text. I wouldn't be surprised that flipping spam filters.
Yeah that’s my guess
Especially since it worked after I removed the More Company section which I accidentally included
MoreCompany cosmetics all work for naturally spawned Masked. Didn't test turned Masked but I imagine that works fine
@errant cypress
what does fading masks mean?
for the fading mask thing, could you not just enable mask textures in mirage and let MEO(F) deal with it
not even too sure myself
Perfect, thanks!
I think it's for revealing the mask when it starts chasing someone?
btw has anyone reported voice issues after the last update?
@timber notch thanks for writing the whole list, this'll make it so much easier for ppl to see the tradeoffs (until i fix them in mirage)
you mean the thing with non hosts not being able to hear?
that was fixed in the previous update already
issues in general
I remember the filters being a little odd
oh that should be fixed in the very latest update
ok I will download it again, thanks!
Perfect, I will add MEOF with compatibility enabled :)
List keeps expanding...
woah, I got only 53 mods and thought it was a lot
I started with 10, but everytime I looked at ThunderStore, I found something that would spice up the gameplay 😄
Anything else to change in MEOF like Usernames?
ngl after I found this discord I've got so many new mods
lmk if the voice filters sound good to you now after you play/test
ok I will tell you when I can, though tomorrow my school starts again and I won't be able to play that much
yee sounds good
Thank u 💜
I'll also let you know how things are next time my friends play
Yeah that’s what I intended to mean
No problem! I’m happy to help. c:
oh im dumb
Is this working properly now?
didnt read the next line LMFAO
last i tested yeah
lets goo then
shouldnt be any bugs rn other than AC not applying cosmetics for the host
which is what aleecksword's list is about
is that fixed with MEO fork?
What does that do btw? Makes player who's voice is being mimiced not hear it?
yeah so ppl dont hear themselves
@stark rampart heres the options until i fix it
once ur dead you'll be able to hear them mimic you again
well my group dont use cosmetics anyway :p
should (hopefully) be bugless for you then
In case you or anyone here is interested in some more mods to :P
https://paste.ee/p/sMPOj
That's what I wanted to ask the whole day, but forgot
Does this also apply to other mobs?
in that case make sure you use MEOF instead with the compatibility config
oh right
By default yes
yep it's about the voice mimicking specifically, so it applies to any enemy that does it
Should I disable overlapping options in Mirage or MEOF? Stuff like arms/mask?
only if arms out animation is enabled (it's disabled by default in the config)
Yeah, I'm just trying to remember how it is in vanilla.
Haven't seen masked in a while.
not sure if it really matters, but if theres a conflict you can just disable it in one of the mods
Perfect, I am thinking about replacing Skinwalker mod for next time... does anyone get mimiced or just players that are not near you? 😄
naturally spawned enemies mimic a random player
masked enemies that spawn from turning another player will always mimic said player
wait WHAT
is that a thing?
naturally spawned enemies are disabled by default though so you'd need to enable it if you want that
which part
the second one
In Mirage it is.
damn 10/10 mod then 😆
since MEO will override the mimicking player
Always a random player, right? Not always the same player, right? 😄
it was a thing since v1 LOL
always random
with MEOF it will work right
Okay, thank you very much ❤️
with the compatibility config it should
damn I'm so dumb 🤣
tbf some ppl dont even know cuz they use MEO so they assume it doesnt work
I would also add that you can hear mimics of yourself after death, that's why I didn't use it before 😄
my solution to that on v1 was the zombie spawning mechanic, so you never hear your own voice
but then turns out most ppl want natural spawns
and that was indeed an issue
muting the local voice thing was such a simple solution that i never thought of myself LOL
was recommend by someone else here
Something I personally like to do is to make centipedes (or snare fleas) mimic voices. It is just an evil trap
follow the voice and get suffocated
does it not sound like it's coming from above? 👀
i dont have anything mimicking voices other than masked enemies personally
well most of the times I don't even pay attention to that
when I was using skinwalkers atleast it didn't sound like it
never tried with Mirage
though I'm gonna do that soon
Did anyone test it with MaskedAIRevamp?
How does MaskTheDead work with Mirage? I assume masked spawned by that mod just mimic random voices?
i'm not sure if it actually does or not, i was just assuming since unity handles it sounding 3d
others have mentioned it and it didn't seem like there were conflicts so i'm assuming it should be fine
i took a look at their github and from what it looks like, it should correctly mimic the voice of whoever died
Huh, neat.
Perfect, thanks :)
can there be a fake username over the masked with this mod
that's something i'll definitely add later on but not anytime soon
not sure if it'd work but maybe you could try MaskedEnemyOverhaulFork with the compatibility config
masked and girl for me.
I think lore wise slimes would actually kinda make sense as well - cause they like music (frequencies?). Maybe if you also enable other enemies slimes can be like a decoy so you're not immediately like 'I heard a voice. There's a dangerous enemy there' but more like 'huh? that wasn't you? Surely it's just a slime, right?'
bracken seems intelligent enough to try something like that
after all, it can outsmart many players
😄
problem with bracken from my experience is that once you see him - which usually happens unless he insta gibs you - you'll always know where he is because of the voice
yea
or masked + fun neutral ones, like beehives, birds and hawks
just to have laugh at phrases
hmm, I might actually try slimes + bracken and maybe coilhead for a day and see how that affects the team dynamic.. 🤔
any outside enemy will do actually
dogs? why not
you see them anyway
coilheads are good option too, they are not hiding from you
i think anything that talks other than masked is wack, but that's just me lmao
hence why mirage originally was for masked enemies only, until people kept asking to support other enemies
at some point lethal company stops being scary and/or surprise you, you just having fun with friends
so random talking enemies is for fun
true, i'm still at the noob stages since i haven't played the game much
You haven’t experienced fear until there’s a dog right outside the closed ship door trying to get you to come out with the voice of your friend it just ripped to shreds
i had snare flea jumpscared me one time with a loud "fuck off" phrase
you know, i noticed it from a distance and was just casually walking, ready for it's attack
but i was not ready for the loud jumpscare
You haven’t experienced fear until there’s a dog right outside the closed ship door trying to get you to come out with the voice of your friend saying "kiss me with your hot mouth"
rushes to open door
so is this like a synced version of skinwalkers?
yep, just finished a session and it worked great
the voices are waaaayyyy more convincing now lol
only thing i notice now is that when MEOF remove mask and zombie animation is disabled and i used mirage's, the animation goes away but the mask stays. so i just have it flipped the other way around for now and it works
niceee glad the voice filters are more proper now
wait if only mirage has the setting enabled, the mask is able to come back?
yes, although it comes with extra features that you might want to disable if you just want a more skinwalkers like experience: https://github.com/qwbarch/lc-mirage#what-configuration-options-should-i-use-for-a-more-vanilla-experience
whenever mirage has the setting the mask isn't removed
removing mask only works on MEOF for me
yikes i remember it working for me before 🤔
Imma test rn
bet lmk
weird. i have no idea what mod would be breaking that. i'll do some tests tomorrow
even if it somehow broke with another mod it's probably not that big of a deal tbh
although i don't even see how it'd break
nicee thanks for the confirmation
question !!!
is this mod incompatible with ac?
i read something about it here but i'm still unsure whether that's currently the case
i seem to be only able to hear my own voice mimiced ingame
yes, but currently there's an issue where AC cosmetics only work on non-hosts (check the latest pin for more info)
are you on the latest version?
that's odd, can you send me your profile code so i can just take a quick look
it was an issue in 1.0.10 but it should've been fixed
just making sure, your friends all have 1.0.12 as well right
mhm
i sent the entire profile to each of them
lol
the code import option carries config too right?
ahh
ill be trying again with the group in a bit but
i can check back here whenever you figure something out hopefully
yep im about to launch 2 instances of the game with your profile just to take a look
oo ok
im testing with a slightly altered config and
i can hear others i think?
but i can hear my own even with the setting to disable local on
u sure u clicked save?
idk sometimes i forget
Yes it does
i tried your profile code and i can hear voices on both clients
although i did get errors with MaskedAIRevamp, and the masked enemy seemed to get stuck because of it
not sure if it's specifically a conflict with mirage or because of some other mod, because i don't remember people mentioning any issues using Mirage + MaskedAIRevamp
isn't it because you enabled this setting
also i think due to a dependency bees spawned on the company building uh
yeah it should be muting any copies of myself right?
but i can still hear em
definitely wouldn't be a dependency of mirage, cuz my dependencies aren't even mods, they're code libraries
hm
oh thats what you mean
well i'll test again with just mirage just to make sure i didn't break it in the latest update
mk
btw what mod is doing all the sound changes in your modpack? is that lethal ressonance
sounds sick
yeah ive been wanting to try it out as well, like it quite a bit so far just off of that quick test
@lofty sequoia ah that's a bug with mirage, will be fixed on the next update
for the issue of still being able to hear yourself even with the mute local player voice setting enabled
yeah after removing it on your profile i stopped getting any errors
although i do wonder what the conflict is
no clue
before all this I was stuck with the "stuck in orbit" issue but
removing immersivescraps fixed that
as far as I know
all versions of these packs have been riddled with bugs aghh
😭
any clue when that'll be maybe !?
i've fixed it, but i'm trying to figure out how to make AC cosmetics work on the host
so after i fix that i'll push an update
how do you test these mods without buying 3 games on other accounts?
#1184708473800364083 message
yep exactly that, you can run multiple LAN copies locally
I see, thanks :)
v1.0.13 is released:
- AdvancedCompany cosmetics now properly apply on hosts (previously only applied on non-hosts)
- Fixed a bug that caused
MuteLocalPlayerVoiceto get ignored
Also huge thanks to everyone who helped test the interaction between Mirage and AdvancedCompany's cosmetics, and figured out the issue was indeed from Mirage
pinging you just so you know it's been fixed in the latest update
tyy
WOHOOOOOOOOOOOOOOOOOOOOO
hopefully that's the last of the main bugs out of the way 😂
also is masked fix needed or does mirage solve the vanilla masked issues that zeekeers didnt patch?
masked fix is needed
i think i deleted the recommended mods off the readme for some reason but
masked fix and dissonance lag fix is recommended
gonna need to add that back
Your consistent bugfixes and updates are much appreciated! Thank you so much
🫡
Genuinely can't think of anything else that was causing any issues. While I was testing with LAN I did occasionally get an error spam to do with saving files or something, but I'd say that's more likely a LAN specific error, or that my microphone wasn't plugged in
what was the issue you were having again? sorry i've got the memory of a goldfish 😅
Just the cosmetics issue, and the voice filter, both of which are now fixed
If it wasn't clear I meant I can't think of any more bugs with Mirage other than ones already fixed
I might go back and test the LAN error spam and see if it's a real issue of just an effect of how I set up testing, but I imagine it's nothing to worry about
ohh nice good to know
how are you testing on LAN? i don't get LAN specific error spam so i'm curious
is this mod made for the skinwalker mod?
no its better
huh?
its skinwalkers mod but better
np
are there any config settings I should turn on or off?
depends on what you want out of the mod. if you want something more like skinwalkers, i'd recommend using these settings: https://github.com/qwbarch/lc-mirage#what-configuration-options-should-i-use-for-a-more-vanilla-experience
by default, natural spawns is turned off and players who die have a 100% chance to spawn as a masked enemy
I changed that to 30% but I don't really understand how the MuteLocalPlayerVoice works
Oh good call, I removed that mod as Skinwalkers had it integrated
MuteLocalPlayerVoice (when enabled) makes it so that if a monster is mimicking your voice, you can't hear, but other players still can.
once you're dead you'll be able to hear it again though
that would be unnecessary if natural spawning is turned off right?
yeah it's not implemented in mirage so i gotta add it back to the README.
speaking of which, i forgot yet again to mention about the meo fork on the readme 😭
if natural spawning is off then it's not needed since you'll only ever see masked enemies from the SpawnOnPlayerDeath mechanic
although i think last time i played, masked enemies could still spawn on modded moons (so that's a bug i'll need to fix, but it's super low priority cuz it doesn't matter that much)
Last question, is this mod compatible with the accessories from MoreCompany?
Okay ty
Oh quick question as I'm not sure how it is now, is the spawnondeath still playing funny with MaskedAIRevamp?
Also new friend to the game started panicking when a masked came outside the ship mimicking him and saying his lines, he was freaking out over the walkie asking if they record your voice 😂
not sure since i've never tested that. i did try to install MaskedAIRevamp to test it earlier today, but it bugged out even for turning a player to a masked enemy itself, which i assume something from mirage is conflicting with it
lmao
LOOL
it's always so fun to see a completely new player experience even just a vanilla masked enemy
wait there is a bug with Masked and MaskedAIRevamp?
idk if it's from mirage and maskedairevamp specifically but when i was testing someone's modpack earlier, it was causing issues when turning a player into a masked enemy
so something is definitely conflicting it, and idk if it's mirage specifically or not
Huh that's weird, I've not had that happen during my testing, the new friend met the groups "4th player" and got turned 😅
interesting, i might try out MaskedAIRevamp in my own games tomorrow then
How exactly did it bug out?
I will also test it today then, would be nice to know of everything's working before the next game night
yeah it does from my experience
i was using TakeThatMaskedOff, MEOF, Mirage, MaskedAI Revamp and TooManyEmotes for the mask
original masked enemy disappeared (with errors on the console), and the newly spawned masked enemy was stuck staring at the ground
don't remember what the logs even said cuz i just closed the game and removed it, since i was trying to debug mirage specifically
Ah I don't use take that mask off, MEO or TME
does TooManyEmotes work on vanilla masked enemies?
yeah. they emote
cuz if it does, it should work with mirage now
previously it wouldn't work cuz of the way mirage handled spawns
if it doesn't then i'll have to take a look later on for how to fix it
oh like with mirage? or for vanilla
I'll do a couple tests on my profile after work with airework/mirage, how do you get multiple sessions up again? Is it just running modded from r2modman twice and going into LAN?
Yes, it did, I was talking to a friend and apparently he died by a lightning. But I didn't recognize that since he got instantly replaced by a turned mask and started emoting after a short while. So I emoted too, then I died :)
without mirage
they can emote with just Toomanyemotes alone
if the other people doesnt have the mod. they will just see the mask dancing with the dance1 emote
i recommend using this script for running multiple of the same profile: https://github.com/ricky-davis/LC_LaunchProfile
there's also autostart to make getting into lan games on multiple clients faster, which i have a showcase here: #1184708473800364083 message
nope not yet
i'll add it later on
think im gonna just try and focus on the features i want first since i finally have some time to work on them
assuming i actually have no more bug fixes to do in the meantime
Also just one last little thing, I think masked enemies spawned by Meltdown don't have mirage stuff applied to them, this will be tested later on but we saw a masked run out of the facility with an orange suit and had no voice mimicking
the meltdown mod? didn't even know they spawn masked enemies 👀
gonna be trying that mod out tmrw so i guess im about to see
Yeah it has a number of enemies spawned and a blacklist, I thought the idea of pulling the apparatus and seeing a familiar face in a panic would be great 😂
it's a bit odd that there'd be no voice mimicking at all though. the way i have it setup is that if the masked enemy doesn't have a mimicking player set, it'll just pick a random one
I'll test it later on with the ai rework stuff too, I'll let you know if it was coincidence or not
sounds good, thanks!
i wonder if my latest fix might also fix whatever the issue was with meltdown
And what is higher in priority in mods, mirage or maskedoverlay, I ask in order to customize the functions of mimics such as EnableMask and others
is this a map issue that the mimic spawned in the same spot the player died and got stuck?
yeah, mimics can spawn from dead bodies
so if you die in a pit it's just kinda stuck there
also keep having this problem with atlantica, idk you know that moon @deft cape
this is probably unfixable or veery hard to fix
but in atlantica some terrain sinks overtime
and if a zombie/masked/player mimic stands in one of those spots as it sinks it just kinda floats there
if they move enough though, they seem to realize there's no ground below them lmao
it was kinda like this LMAO
i dont ACTUALLY know if they truly fell off, i just saw them there for a few seconds and went back in, then came back out and they were gone
so i assume when the terrain finished sinking they just fell to the bottom
okok
more of an atlantica issue than anything though
you can disable or modify the chance for this to happen in the config too!
ty!

I'm assuming if you change "EnablePenalty" to true, then it should become compatible?
well its not gonna change anything though
im gonna get the penalty regardless
i thought it just wouldnt count the dude as dead
You mean you're getting the penalty from ScaledPenalties anyway, even with "false" turned on? If so, why do you have ScaledPenalties installed if you don't want penalties to be applied?
Oh, I'm smolbrained—do you mean you want the penalty to not apply only when a body has been converted?
yeyeye
cause i thought thats what the setting does
if it doesnt you can just disregard this convo haha
Honestly that could be a good idea. Right now I believe it's only there to disable penalties altogether for those who let the mod give a 100% chance of turning a body into a masked (since there's no way to retrieve the body to mitigate it).
Oh, yeah, that totally makes sense
(since there's no way to retrieve the body to mitigate it).
there actually is but it requires you to fall off the map or somewhere the masked cant spawn
O, you mean like with teleporter? But then once you retrieve the body, wouldn't it convert? Or do bodies not convert on the ship?
nope, i dont think it ever converts
Interesting, good to know :3
well it never did for me
but theres also this funny haha mod
mirage spawned a random masked
and another one for my teammate
sweird
but my teammate is alive and the other one uses my voicelines
ok it spawned another teammate copy lmao
He has a mask on?
i have natural spawns off
Is this host only?
and its spawning copies of people that are alive (the copies are silent) and theres a random ass masked standing in the vent with a mask on and using my voicelines
no idea
24 mb log owwww w
ok ANOTHER random masked spawned
its talking
but its on a custom moon that runs on LECore so might be an issue with that?
maybe some other mod broke the spawns?
A list of mods would be nice 😄
018da77f-8a82-e988-63a1-821bdce99d7b
Did they tell me that Mirage is the future?
Can Skinwalkers be deleted?
Yes
I believe they could technically work together if for some reason you wanted some voicelines to be synced and others to be only heard by one player? I don't actually know. I might try that actually
Yes, I think Mirage handles it much better if you only want one :3
Much more difficult to tell if a voice is real if everyone hears it
yo what the heck I missed so much lmao
last I remember we were talking about forks and spoons
A fork (from "fork in a road/river") is a tweak of an existing mod since it "splits off" the original mod to go its own direction with different changes
yeah feels like LE moons spawn masked regardless of mirage's settings
In terms of?
More details
Does Mirage have problems with LE moons?
cant tell for sure
but it might spawn them regardless if spawns are turned on or off in mirage settings
yeah. if the spoon aint working. use a fork
Is it possible that your LLL config is messed up and you're setting an inside enemy spawn list OR you have spawns in MEOF activated?
nope
not running meof either
well a masked spawn with the mask on is weird by itself ngl
hmm true
now it spawned one on a LLL moon...
but that one was under the map and the dude that spawned it also died by falling
So MEO(F) is only needed if you want mask fading/its spawn changes now, right?
i also cant spectate them but clients can...
its #1176357567824396388
Probably the same as you? I think I know why I got the error, but I'm gonna try it again rn to see if it's replicable. I make the modpack in R2ModMan, change all the configs, then drag the BepInEx folder into the Lethal Company steam folder and run it twice.
it also names the masked when you spectate them... well its supposed to
it didnt for the funny ones that didnt have cosmetic and i presume werent copying anyone
Is this a modded moon exclusive issue?
It might be, it happened only on modded ones i think? im pretty sure
on both LLL and LECore moons
Okay good, seems like maybe the moons have some sort of weird workaround to allow Masked to spawn on them which doesn't use existing systems or something
mmmmmmaybe
well it happened on aquatis and on triskelion
if that helps narrow it down
Regardless, modded moons are in a transitioning phase rn so I don't expect them to be stable. I doubt there's much Mirage can do
I can't replicate the spam error, though this is with the updated version, but it was to do with accidentally saving AdvancedCompany settings on the same preset in both LAN clients, which caused some weird issues of cosmetics not being assigned correctly etc, so I expect it was just that causing issues and nothing to worry about. It's only an issue in LAN cause saving the file in one client would overwrite the file for the other client, but not make changes to the other client ingame etc etc
Has this integrated active mic yet?
Yes
Yay :)
damn that shouldve been fixed in 1.0.12, idk a solution then
for the floating thing i doubt i can fix that one
yeah thats probably of no concern then, happens when loading multiple clients too fast sometimes
ill have to take a look at the logs later. not sure what might be causing that
@deft cape Just tested death turned to masked and it worked like a charm with AIRework, my friend jumped off the water tower on experimentation, little wobble animation then he was off to the ship, i'll get the masked spawns for meltdown tested later on
hmm i guess the conflict with the modpack from earlier was a different mod then
i'm gonna try it rn as well
@dark brook also, couldn't replicate your issue, everything spawns fine for me
is everyone on the same version? sometimes ppl forget to update and it causes conflicts
nah yeah, that's just a moon issue, dw
Hello
yooo whats good
@autumn glen just to confirm though, a spawned masked enemy from falling to death doesn't error anymore right
hows stuff been going around here
same can relate
so yesterday i pushed an update
AC cosmetics works on hosts now
- some other fix i don't even remember rn since im so tired
oh I haven't been testing enemy behavior lately. I've just been testing fps since i noticed after an update some mods made my frames drop. ended up removing HD lethal company and it was gone :P
plus I haven't been playing with friends lately either, we've been on a short minecraft grind lmao
take a break boss, even if it's only for a day 🙏
you've been doing a ton of patches lately, you deserve it
almost everyday I've checked thunderstore and I've had to update mirage lmao
oh yee i'm actually playing the game for once rn LOL
just added scopophobia and it scared the shit out of my friend 😂
minecraft is goated
yup
Hey Barch, just got the meltdown tested, set the spawns of ext masked to 9999 and all of them successfully mimicked me, no idea why one was orange in our other session 🤔 Radar boosters wouldn't mess with masked spawning right?
Also I tried dying to a mask and it worked fine, must have been a different mod incompatibility, so far i've witnessed 0 conflict between Mirage and MaskedAIRevamp
mirage work with AC cosmetics now? including natural spawns?
Should do yeah
cool, i have no need for meo anymore
uh
enabling natural spawns just makes it have the vanilla spawn rates
so if you want it to spawn on all maps you still need MEOF (the forked version) or something like AC to control spawn rates
not sure what radar boosters are
i'm guessing the issue with meltdown was fixed with the AC fix
Radar Booster^
Idk exactly how they work codewise, but they can be switched to on the monitor so I think maybe they're implying maybe it's treating the Radar Booster as a player and trying to mimic it? I doubt that's happening though
yeah i highly doubt that's an issue
Oh yeah I totally forgot you mentioned that earlier 😂
Yeah most likely, I'll let you know if anything pops up
sounds good tyty
Should I remove this mod
So that he doesn't conflict with Mirage?
since it has the same functionality
🥴
That’s what was just being talked about lol
I'm just sitting with a translator
and I don't understand anything
Is it better to delete?
Unless you use the mask fading or the spawn changing, you should delete it
This mod just supports dancing with TME
I use mask hiding and remove the zombie hand animation
But it's all there in Mirage
Right?
If you want TME functionality i’d get the Fork
set mirage vanilla spawn to true so masked enemy's spawn changes can take over
And set compatability mode to on in the settings
I completely forgot that TMEs stuff was linked to MaskedEnemyOverhaul and not native
Stops MEO from assigning players and just lets Mirage do it
I do not understand anything
Let’s mirage take control of assigning players
I removed the spawn of masks
Delete MaskedEnemyOverhaul and install this version of it: https://thunderstore.io/c/lethal-company/p/Coppertiel/MaskedEnemyOverhaulFork/
I have a standard spawn of masks on regular vanilla
wait so if the if i set that to true it'll use mirage's spawn settings
Mirage has the same functionality for hiding masks and hand animations
Can you hear me?
Mirage does, yes
Oh, I looked into it. TooManyEmotes Mask emotes doesn’t need MaskedEnemyOverhaul to work
So yeah just delete it
You only need Mirage
❤️
Is it still topical?
Yes, you still want to keep that