#Mirage
1 messages · Page 5 of 1
It means everything is OK
How does it work?
What if a mask passes next to a player's corpse?
Or the mask is looking for a corpse
Those should all work fine with Mirage
And stop
that's not it
masks just fall off the possessed
Great then
I'm just happy
If you haven't had any problems with them before, Mirage shouldn't give you any problems.
So far there are no problems, in the assembly of 140 mods xd
Recently, each mod was separately checked for compatibility between all
Everything works stably
Wrote problem reports - received corrections
I'm happy
I decided to use a translator to make sure my messages weren't being translated incorrectly.
Does this fully replace Skinwalkers?
Alright sick
Does this even work?
I have never seen bugs use anything in the entire game
They usually take things and immediately throw them away
That's it, I figured it out
I'm sorry
Does Mirage have DissonanceLagFix built in like Skinwalkers does? I assume not, but someone I was talking to heard otherwise so I want to double check that I’m not spreading false info lol
It does, it's just that most usable items are equipment, which doesn't spawn naturally
It doesn't, though the dev does recommend installing it
Okay that’s what I thought!
So I'll install it too!
TME works with NORMAL masked enemies
I think*
Yea
It doesnt need MEO
It works by itself
Yeah I corrected myself later
I use MoreEmotes so I didn’t know lol
it’s all good dw
but finally Mirage should have no issues anymore
Gonna try out BetterEmotes though, since apparently it works better with AdvancedCompany
Cosmetics, voice, are all watching
I just want the sign. Every other emote can die
still breaks without compatibility mode from my experience unfortunately
Oh, really? I wonder why Potatoe changed compatability for it and not MoreEmotes
because better emotes did a patch that was aimed at fixing compatibility
Seems like it didn't. As soon as I have it installed without compatibility mode in AC the portable terminal breaks. but we're going offtopic here
had a funny interaction where I asked where did he go, mimic replied that he kept going that way, as we were bothing facing towards a door. I went up to him, and said you want to come with me, just saw ghost girl, and he just killed me then
See real fun begins when you and your friends keep saying “I am not a Skinwalker.” repeatedly to try and get them to say it
for my friend and i, we just keep asking "are you real?" and "yes i am".
we're so used to hearing this phrase that just saying that can get someone to think we're a masked enemy when we're real
which config is better to set that the voice synchronization was random and delayed? it's just that the pepeers monsters are very imaginative, you attach them to yourself and you hear everyone hd
Remove the mimic voices for monsters from the mods 🙂
are you asking about changing the delay between each voice mimic attempt?
if you are, you can change the delay for non-masked enemies through this:
never experienced this, just curious, is the delay set to start after the clip ends, so that there's no possibility for overlap?
so right now the delay starts right as soon as the previous delay ends, if audio does overlap (it tries to play audio before the previous finishes), then the previous one will be cancelled
i plan on changing that to something more like what you mentioned in the future
just never bothered with it since in practice it's not really an issue (yet)
is the voice of the host and the players out of sync, as if talking in a cave, a common problem?
hosts play it slightly earlier than clients right now. is it that noticable?
it's something i'll fix later on
is anyone else having this issue?
i've personally never had any lag from naturally spawned masked enemies so i'm not sure what the issue might be
Any chance for an update soon that merges in DissonanceLagFix like Skinwalkers does?
i don't really plan on adding it to mirage tbh
well maybe if enough ppl want it i guess i'll just do it anyways
Yeah I was gonna say I don't really see a reason not to merge it in, keeps 1 less mod in the list XD
i get that, but there's also not much of a point for me to add it to mirage since dissonancelagfix is good in general, not just for mirage
since as long as you use voice chat in the game, dissonance lag fix helps with that
so it doesn't make too much sense for me to add it for mirage imo at least
Nope never crashed and my fps stays the same
is it intended that they only use 2 voice lines?
if you said two voice lines in a match they will use them
there's a setting to keep voice lines between matches
oh wait ur right, we exited to menu to fix bug
if you want even more control and manually delete the clips as well, there's a setting for that as well
only I (host) would need to do it manually to keep it synced as long as everyone rejoins yea?
you mean the config? all settings except for IgnoreRecordingsDeletion is synced for all clients yeah
that specific setting is the only one that doesn't sync because it makes more sense for each client to decide what they want to do with the recordings
seems like there's an compatibility issue with mirage + atlas abyss at the current moment, thanks to LukeAChilds for the detailed report:
https://github.com/qwbarch/lc-mirage/issues/28#issuecomment-1945374002
meltdown shouldn't have cause any issues here, i spawn it in basically the same way as the vanilla game would spawn them (i was using the base game functions but wanted to add a disallowed system) - also i dont spawn specificly masked enemies
if i remember right, i think slendykins said it's not an issue anymore so
@fading sapphire pinging so you could confirm
but yeah it's not related to meltdown
most likely was my own logic
👍
Looks the same as the one I had save for the fact that I wasn't on atlas
But I have atlas in my modpack, doubt that would affect the whole thing tho?
Yeah I tried out a few spawning methods via spawnondeath, meltdown and convertion and all worked fine using Mirage and MaskedAiRework. I can't comment on the mods I don't use though like takeoffthatmask, more emotes or any cosmetic mods
As for Atlas Abyss I sorta nuked outside masked spawns, a 1:1 ratio of dogs and masked is quite ridiculous
I can get my modlist when I get back, might help with narrowing down the incompatibility
yeah that's the main question
Well whats the issue you're facing
I just sorta woke up, what issue were you facing? I just read meltdown and the pinged reply 😂
#1200695291972685926 message
oh shit I had that issue today
and it kinda looks similar to the issue posted above on github
oh nice we can compare modlists also
Those masked have NO AI
Oh yeah that's really weird, I've never seen just a regular masked spawn with these mods
Once I finish work I can do a comparison, dm me your pack code or pack file
k
Here's my clip relating to this same issue
Watch dumb masked and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.
Im assuming
Masked "spawned" from a vent but had no brains or life whatsoever
Also it had the Mask on which in my config I have disabled
did it wear the host's outfit?
I have natural spawns on
hmmm
I had it off, the masked masked spawned with the mask from a vent
and spectate enemies has its own funny thing in that it names the masked
no
shit
Do you have any mod that spawns in enemies irregularly compared to normal spawns
well I guess yeah, stuff like meltdown
but I haven't touched anything spawn config wise and I don't think anything else in my pack can spawn masked
and this fella (sorry for the screenshot) is named just Masked
nope
do you remember what moon that was
it was on at least two different library using moons
I think aquatis and uhh
Jesus what was it
Something from Wesley's
nvm those two both use LECore
Hmm I can't say I've had any issues on Kast lately with masked and that's an LEcore mod
#1200695291972685926 message
but here's me testifying that it happened on a LLL moon I just have to remember which one
Infernid etern polarus?
atlas is an LLL moon and it happens there
I think both polarus and etern
Atlantica?
hmmm natural spawns shouldn't bug out though
seems like modded maps will spawn masked enemies even if it's disabled in the mirage config, but it shouldn't conflict either way
wasn't the latest version of mirage working before? is it because of adding another mod? just wanna make sure it's not on my end
I mean this doesnt happen for EVERY masked
Most masked were working fine for me, only that one in the clip bugged for me
I only started using mirage the other day and immediately had this happen to me, although masked stuck in vents is I think a vanilla issue. Not saying that's your mod's problem though
Anyone seen a masked spawn from a vent? They have a funny animation
yeah just wanna isolate anything that might actually be my mod so i can fix those specific parts
do you happen to have any logs for that
got a response from Wesley
Uh
Etern for sure, Acidir, asteroid-13 (for now)
Yeah I think that's it
guessing not though if it happened awhile ago
what's the context for this? 👀
I asked him for a list of maps that spawn masked
@deft cape i think this
maybe idk
i didn't read that long up
Etern was one of the maps that I encountered that issue on, also the map that started spawning masked of my alive crewmates
Despite vanilla spawns being turned off
oh for that, modded maps still have its regular spawns
the issue for this specifically is that i'm removing them spawns before modded maps load theirs
so i just need to figure out how to just make mine run after everything else, should be a pretty simple fix
hmmm
what about the unnamed unassigned masked? does that tell anything to you? (referring to spectate enemies spectate naming system)
that shit long gone :(
That will deviate from my setting, I use vanilla spawns with an added global spawn weight of 10. If spawns are turned off does Mirage still check for natural spawns to apply stuff?
LOL all good
Except they are sleeping
i doubt it tbh
sadge
is it rare or common
just wanna make sure the issue doesn't come from a lag fix that i did
because if its common its prob mod conflict
3 quotas
ig thats not too bad
man it's kinda concerning
considering this many people are having issues again
just when i thought mirage was relatively stable
ive never had any for some reason
Same dawg :(
so it's possible it's a conflict with one of the popular mods maybe?
I'm pretty sure it is a conflict
do you guys have scoopy's?
can u send ur modlist ig
Yea
yup
yes
018da77f-8a82-e988-63a1-821bdce99d7b
LukeAsArts has been debugging issues and says that it seems like mirage and scoopy's conflicts
we got at least 3 people with this issue so least we can do is narrow it down to the same mods
My Modlist: 018dabf9-b39b-2ace-adf0-97b72453b9a5
Scoopy? is that the one with more interiors?
if scoopy's is confirmed a conflict then i'll try and look into what's conflicting
why would there be a conflict tho, they shouldn’t be modifying the same things
i'm assuming so, but i think LukeAsArts said it allows enemies to enter/exit the facility
gotta love development
Dungeon/Sewer
just speculation from his earlier tests
failed to download
ah so yes
for some reason
weird
wait actually what's the name of them usually? the player itself?
maybe you're right that it could help debug it
yes
If it's working as it should it uses the name, else it's Masked
bruh
im gonna double check my code rq just to see if i find any clues
018da8cb-b036-efd7-4c67-76eba3909598
try this one maybe
it has natural spawns turned on tho and I removed lethalpresents and lethalescape... but I think those two aren't the issue regardless
it works
im importing
its not working for me
the spectate mod is SpectateEnemies right
just wanna make sure i'm looking at the right code
#1176357567824396388
gotcha
wait you said the masked enemies don't have suits on right
they're all orange?
uhhhhh, two were orange, one had mine on
the one with yours on showed your name right
the one with mine was unspectatable for me (as host)
well one thing's for sure
the masked enemy's mimickingPlayer isn't set for whatever reason
idk if another mod is removing the previously set mimicking player
try and see if you have any mods that can modify the mimicking player (and no it's definitely not an issue from MEO if anyone is wondering, since MEO doesn't remove the mimicking player)
if there's no mods that can remove the mimicking player then perhaps something is making my stuff error
which makes it not able to set the mimicking player
not running meo, will only be home in an hour sadly 
but I don't think I have any
also when you have logs, try to ctrl + f for Mimicking player #, if this doesn't show up at all then something is probably disabling my patch
I think the other people are also checking modpack related stuff so maybe they could tell
all good
ah right fuck i forgot lemme take al ook
#1200695291972685926 message
I played a couple more hours and the log was bloated to discord crashing size 
every instance where the masked enemy is created
it has this error
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
MaskedPlayerEnemy.LookAtFocusedPosition () (at <af9b1eec498a45aebd42601d6ab85015>:IL_0185)
MaskedPlayerEnemy.LateUpdate () (at <af9b1eec498a45aebd42601d6ab85015>:IL_0017)
i need to see what mods might run this
or modifies something there
this is likely from something that modifies the masked enemy's AI though i'm guessing
whether it's MaskedAIRevamp or not, i have no clue
this is weird to me cause I also don't run that one...
the only two I can guess might be uhh
#1206494982521753620
#1175921476134785125
018da8cb-b036-efd7-4c67-76eba3909598
or the whole pack (but its supposed to also have lethalpresents and lethalescape in it but I removed them yesterday)
@soft hollow do you run any of those?
ngl don't really have the time to open up a profile code to test, but these mods could be related to the issue.
when i was talking to LukeAsArts, he mentioned scoopys conflicts with mirage, and it's likely from its feature of allowing monsters to enter/escape the facility (so basically lethal escape)
and starlancer ai seems like it does it too
i would suggest removing lc_Symphony skipping the start results in LLL glitching
that was patched I think
im not too sure
I play with starlanceraifix and dont notice anything
ughh it bothers me so much that this issue even exists rn lmao
I love mirage
I also like the echo mode in the cave, when everything on the ship is so funny talk:3
same
BepInEx-BepInExPack-5.4.2100
Ozone-Runtime_Netcode_Patcher-0.2.5
Bobbie-UniTask-2.5.0
Bobbie-NAudio-2.2.2
qwbarch-BarchLib-1.0.0
qwbarch-Mirage-1.0.11
Rune580-LethalCompany_InputUtils-0.6.3
AllToasters-SpectateEnemies-2.3.1
Pooble-LCBetterSaves-1.7.3
Drakorle-MoreItems-1.0.2
Evaisa-HookGenPatcher-0.0.5
Evaisa-LethalLib-0.14.2
IAmBatby-LethalLevelLoader-1.1.4
scoopy-Scoopys_Variety_Mod-1.2.0
TheFluff-FairAI-1.3.2
kuba6000-LC_Masked_Fix-0.0.2
Owen3H-CSync-1.0.8
NotAtomicBomb-TerminalApi-1.5.1
loaforc-FacilityMeltdown-2.3.0
Hardy-LCMaxSoundsFix-1.0.0
linkoid-DissonanceLagFix-1.0.0
Zingar-Atlas_Abyss-1.1.6
tinyhoot-ShipLoot-1.0.0
x753-More_Suits-1.4.1
so
I see fair ai
wow so many mods...
but that one is supposed to modify turrets and mines?
i have like 150 in mine
Yes
the LLL is older
u said u have the problem
But for me this mod is casual and breaks the mechanics of the vanilla game
all monsters will die
both lll and lecore
with an echo?
?
what echo
Forget what I said
if you guys could just copy stuff like this i can run it through a quick python script to tally up every mod installed by everyone
profile code
but it takes so long to install everything
yeah its just easier for people to do that than me download it and navigate through r2 with how laggy it is rn
the thunderstore thing on overwolf runs 2x better for me
u should try
yeah i fucking hate overwolf
same
i will deal with the lag if i dont have to download overwolf
oh lol
so glad curseforge finally released a standalone version
yeah its being worked on
but uh hhhgh we are getting the thingy this weekend also
sometime this weekend i think a big performance thing hits
wrong
nah what lol
I misclicked
huh???
#1186595897052774472
you need a role for that
I'm really looking forward to the update
And the convenience of copying the assembly code, as in the overwolf version
Why do I have to go to settings every time to copy the code? this is damn inconvenient
And in general, when the profile is filled with 60+ mods, the program simply does not work to disable each mod
It's so busy it's just scary.
lol someone didn't provide a full modlist mirage is on 3/4 of these modlists
lmao
I moved to r2modman because of the lag on Thunderstore—I had assumed it slightly improved due to lack of ads but it seems to be about the same honestly. I don't mind the move though, I still prefer r2modman for other reasons now
ah well can infer that is on everybodys list
My build definitely has this.
watch it be not a mirage issue
ur the goat thx bongo
btw gonna read up on what everyone is saying on what the issue is in like 12 hours
lol definetly a patching issue considering that IL_0185 is just the value 22
has somebody tested to make sure that it isn't lcmaskedfix?
nope, not yet at least
i dont have the setup to test this atm so if someone could test that
and I think everyone affected are offline
oh great
When V50 comes out, will we all suffer due to mod updates?
I don't want this day...
All popular mods combined
This is already V50
v49 will become Lethal's Minecraft 1.7.10
nah it will just take lethallib to update and we'll be mostly fine (as long as zeekers doesn't rename too much stuff)
LCUltrawide shouldn’t be impacted so I’m set
i also dont think this will be true considering youd want to be on the latest version because the stuff zeekers cooks is crazy
- Fixed most weird internal names like Spring and RedLocustBees to become Coilhead and CircuitBees
- Removed Herobrine
I'll ask zeekeers to impact this specifically
we will all suffer on that day
This is true :3
I mean hey if he adds ultrawide support that’d be the best option lol
well the apparatus is named fucking lungprop
the zap gun is named fucking patchertool
like its cooked
yeah i was going through and was wondering wtf patcher tool was, i thought it was some debug item (there are a lot of those in the codebase) but no it was the zap gun
its 5am, im holding on by a thread
whats up
it might be masked fix
FIx masks
I was told that he is stable
or are there problems? IF SO, I WILL REMOVE IT!
we cant remove this mod, it is literally a needed mod when playing with masks
just try without it, it could be messing with stuff
What is the glitch you are troubleshooting? I play with LC_Masked_Fix and Mirage
lc masked fix could be messing with stuff
@dark brook I need more info
How so? I've died to Masked multiple times on Atlas Abyss and have no issues so far
*Have discovered no bugs so far, I definitely have issues with how often I die to Masked :3
Truuuue, I was just doing this on loop after I added SpaceSunShine—it takes forever with this mod manager D:
i can test rn but i aint affected
ill test on ur profile
i have it
(do i test lcmaskedfix???)
Bongo said that it has a line that just says 22
That's evidence enough for me
Perhaps
#1200695291972685926 message
so how do i do this
try running let's say atlas
and checking what will spawn from both player deaths and natural masked spawns
preferably from client with spectate enemies
i dont have no one on rn
wh n did that happen
lemme see
2 hours ago
lemme recheck
i dont rip
Thanks :D
Anyone tested it with MaskedAIRevamp today/yesterday?
Ye it worked fine
Good to know, thanks ^^
@errant cypress see here down, done plenty of tests yesterday and found zero incompatibility
#1190848624402386985 message
Poor Piggy, I'm sure the office issues are becoming a headache
is this mod meant to be used with skinwalkers or is it a standalone mod
i assume standalone
standalone
okay thankkkss
are there any conflicts between this mod and masked enemy rework?
As long as you use the MaskedEnemyReworkFork instead of the main MaskedEnemyRework and tick the compatibility setting in the config, there shouldn't be any issues
oh ok, thanks
mute local player is disabled, and when i was alive i could hear myself but when i died i couldnt hear myself?
interior was lc office if it matters and ill test some more to see if i can replicate it
Version 1.0.13 or less?
ok, so... spawn on player death is set to 87
also why is it saying plugin is disabled? it's enabled
Do you have a space in the value box?
yep, spawnonplayerdeath it set to 87
yes 1.0.13
i just tested on vow and it was working
maybe its a lc office problem? i removed that mod to be sure
also side note, is it just me or the mimicked voices sound a bit quiet?
Does rhis mod have any known compatability issues?
skinwalkers i think messes with it a bit, but other than that i don't think it does
also this mod is just skinwalkers but better
at this point I dont even care for v50, I already have so much with mods
Ok so someth like maskedenemyoverhaul shouldn’t be an issue?
This really does just seem like skinwalkers+
Most likely lmao
nah fr doe
yes, maskedenemyoverhaul works in perfect harmony with this mod
dont ignore me >:(
when more emotes support masked enemy
imagine a mimic twerking lmao
the funniest part of that is that the guy is currently being possesed
but yeah that would be cool if they could write signs and flip you off
Amazing, thanks!
@dark brook Your pack gives me a headache, I tested a little on Etern but all the times I went there there was just a billion enemies from the beginning and logging seems to be disabled, also couldn't force the spawns from AC main menu configuration to be masked 🤷♂️ can only guess from what affects spawns in the pack
Stack trace:
UnityEngine.Component.CompareTag (System.String tag) (at <e27997765c1848b09d8073e5d642717a>:IL_0001)
EnemyAI.EnableEnemyMesh (System.Boolean enable, System.Boolean overrideDoNotSet) (at <af9b1eec498a45aebd42601d6ab85015>:IL_000F)
StartOfRound.SetPlayerSafeInShip () (at <af9b1eec498a45aebd42601d6ab85015>:IL_006B)
AudioReverbTrigger.ChangeAudioReverbForPlayer (GameNetcodeStuff.PlayerControllerB pScript) (at <af9b1eec498a45aebd42601d6ab85015>:IL_0177)
AudioReverbTrigger.OnTriggerStay (UnityEngine.Collider other) (at <af9b1eec498a45aebd42601d6ab85015>:IL_018B)```
is that by any chance related to mirage? i've got tons of that error when i took off with masked enemies around
so in orbit my fps was extremely low while spamming these errors
@deft cape I poked through here a little bit, is my AI fix conflicting with something in Mirage?
Or was it some other mod for masked AI that was causing the issue?
not sure yet i'm going to investigate later when i get home
(and catch up on all the messages here)
kk, just lemme know if there's anything I can do to help :)
they write a sign saying
"helLo FelLoW emPLoyeE"
that would be too obvious
also what is your ai
Would it tho? Players are weird 🤭
yes it would be very oviousn
https://discord.com/channels/1168655651455639582/1206494982521753620
https://thunderstore.io/c/lethal-company/p/AudioKnight/StarlancerAIFix/
It tells the enemy what pathing and stuff to use depending on where it spawns
I thought about implementing a checking system to see if the outside/inside status had changed, but ultimately I think that's beyond the scope of the mod and better left to the mods that actually let enemies go in and out of the facility to handle
can you make a mod where masked are docile
just remove their attack code
(am stupd)
Probably, I guess, but would there be a greater purpose? Or do you just want silly masked people to follow you around without attacking?
yes i want the silly goofy guys to just be like followers
lol an interesting idea, but for now I have other stuff on my plate
s'all good
after changing MOE to fork(while also touching the compatibility setting), installing Mirage and LC MaskedFix it seems like all masked lost their AI and console keeps spamming NullReferenceException
where did i go wrong?
we were on March at first when i noticed the log spam
but i've only saw a Masked with missing AI(and a mask on it although they should be disabled by mirage) on Atlas Abyss
The missing AI and Masked spawning with natural spawning off is a custom moon issue for sure, but I don't know about the log spam
there is a mod that can print your modlist
Could you send your log?
oh right i've turned on natural spawning
^
and try to get a log
I just want to know exactly what the error is
the log is 81 MB
well you can still throw it in, we pretty much already know what error to search for
At the very least just copypaste the error that's spamming
its the same one as the last 5 cases
Can't upload files bigger than 25MB tho
there it is
Oh what
nitro
this
#1200695291972685926 message
There are a lot of errors in this that are unrelated
and the code its referncing
here are the mods
adding to this
There's this error but that's not the same?
@formal basin Which error spam is the one you're referencing, cause there's a lot of error spams
oh right there was another spam from moreinteriors mod but thats unrelated to this issue
one sec
There's also this
nah i play with ur mod and it works fine
Why is every error relating to this issue completely different lmao
this one
When I was testing my code for the aifix I ran into something similar, and I think it was because I had made some logic that relied on the NetworkObject of the enemy being referenced and it never was, so it just threw errors
I could be misremembering though, I've been staring at a lot of code recently 😓
I removed the RatAI error spam and the file is now 14MB lmao
I can't think of any reason Mirage would be relying on the NetworkObject in any way that would affect the AI
lol
im not sure why its trying so hard to find the missing rat
RatAI is from more interiors i reckon?
mmmm well there was an update
Perhaps this? Idk how Mirage's code is setup, but qwbarch can take a look later
might help, didn't try yet
also i guess removing MEO would probably fix this issue
nope? brugh
100%
i've only kept it for toomanyemotes compatibility
its already compatible out of the box
it is? masked emote with mirage too?
nice
though if it doesn't fix the issue im at loss
and i guess maskedfix doesn't change it too
it is a masked fix error
the null exception
i think? well some of them were, at least mine
are there any mods to debug it in game? wanna try to disable some mods next time i log on
and see if masked work
@inner idol can you also share your modlist?
Here's where shit starts going south in Gorenebeda's log
just as it gets spawned in probably
Do you know if there was a dog in your game?
cant say for the game on March but there was a dog on Atlas
and it also got stuck somewhere
but not immediately
and the dog spawned later than masked for sure
i just had a zombie do the arms animation while in the company
he was killed by company monster
As far as I can tell there was no error spam while you were on March
Only on Atlas
And it seems like the error only occurs when the Masked is spawned outside, and not when it is spawned from a vent
that was in another game, I've restarted it
unfortunately no logs
Oh I see
If it helps, the only one of these that I don't have is Scoopys_Variety_Mod
And I've never seen this issue
my friend that is
oh taht helps
I'm gonna force some Masked to spawn in a test real quick rn just to double check
i dont have variety mod either
MMMMMMMM
we were thinking it was scoopy earlier yeah
well lets just see what qwbarch has to say after catching up on the convo
Tbf I'm not 100% sure the errors Gorenebeda are the same ones everyone else has been getting, could be a related issue but idk
Did this issue occur before the cosmetics fix for Mirage?
Just tested in my game on Rend Eclipsed, with Masked able to spawn outside, and no issues. Only thing I see is this
[Warning: Unity Log] HeadMaskTragedy is disabled! Netcode for GameObjects does not support spawning disabled NetworkBehaviours! The RandomPeriodicAudioPlayer component was skipped during spawn!
But I think I've always seen this and it's never caused problems
didn't try mirage before, cant say
For clarity's sake, here's my mod list
well i know that the issue doesnt happen like 100% of the time
it happened just as I've updated the pack and added mirage with maskedfix
cause i had rounds where nothing unusual happened
yup same as me
but i had maskedfix for like
since it was released
Were they with Masked though?
yup
Outside spawning Masked?
also yeah I've seen an outside spawned masked with mask on, the one that was unresponsive
though mirage should have disabled them(i turned MEO mask hide option off)
yeah, i was also playing with natural spawns disabled and the masked started spawning when the masked with the mask appeared
I understand correctly that the MaskedEnemyOverhaul mod is not needed, not even the Fork version. I have some problem with mirage, mimics spawn outside, but their model is masked, and they stand "afk", and you can't kill them the same way. And even when you fly off the planet, arriving another day, they stand in the same place first round. Happens on both custom moons, like starlancer, and classic moons. My cfg is like this.
@lofty sorrel if you're interested
Additionally, there are occasions when the arms seem to malfunction or refuse to function properly.
yep the same as this
I've gotta try to spawn a masked inside and see if it works
send your modlist
a lot of people are having the same issue
i don't use meo anymore but wasn't there one feature meo has but not mirage ?
yeah zombie apocalypse mode
that's it ?
mmm
There's also name tags and spawn control
Yeah experimental feature
ah yeah and the mask that pops when attacking too i remembered
Oh yeah that as well
wasn't using it tho so mirage alone is ok for me
BepInEx-BepInExPack-5.4.2100
Rune580-LethalCompany_InputUtils-0.6.3
PotatoePet-AdvancedCompany-1.1.1
Suskitech-AlwaysHearActiveWalkies-1.4.4
EliteMasterEric-CleanerLogs-1.0.0
Dreamweave-CompanyBuildingEnhancements-2.6.0
EliteMasterEric-Coroner-1.6.0
Yoshify-DiscJockey-1.2.1
linkoid-DissonanceLagFix-1.0.0
EladNLG-EladsHUD-1.2.1
TheFluff-FairAI-1.3.2
FlipMods-FasterItemDropship-1.2.1
Bobbie-FixRPCLag-1.0.1
Sligili-HDLethalCompany-1.5.6
malco-Lategame_Upgrades-3.1.1
kuba6000-LC_Masked_Fix-0.0.2
Lordfirespeed-OdinSerializer-2022.11.9
xilophor-LethalNetworkAPI-2.1.5
Piggy-LC_Office-1.0.3
Hardy-LCMaxSoundsFix-1.0.0
xCeezy-LethalEscape-0.8.5
Evaisa-LethalThings-0.9.4
x753-Mimics-2.4.0
x753-More_Suits-1.4.1
Major_And_Skiz-MoreInteriors-2.5.0
Jordo-NeedyCats-1.1.1
Zaggy1024-OpenBodyCams-1.1.6
Zaggy1024-PathfindingLagFix-1.2.1
x753-Peepers-0.9.6
Nebulaetrix-ScanFix-1.0.3
scoopy-Scoopys_Variety_Mod-1.2.0
jaspercreations-Scopophobia-1.1.1
Badham_Mods-SCPFoundationDungeon-2.3.1
Venture-SilentLandmines-1.0.0
RugbugRedfern-Skinwalkers-4.0.1
Scoliosis-StrangerThingsMod-0.0.32
FlipMods-TooManyEmotes-1.9.1
OrangeSoft-Unlimited_Sell_Mod-1.0.0
akechii-DiscountAlert-2.3.0
bigmcnugget-VanillaContentExpansion-0.1.8
Theronguard-Emergency_Dice-1.1.13
Evaisa-HookGenPatcher-0.0.5
Evaisa-LethalLib-0.14.2
fumiko-CullFactory-0.8.2
DrinkableWater-Brutal_Company_Minus-0.8.2
AboveFire-ShowMoonPriceLLL-1.1.0
mrgrm7-LethalCasino-0.2.4
AudioKnight-StarlancerMoons-0.5.6
IAmBatby-LethalLevelLoader-1.1.6
ShaosilGaming-GeneralImprovements-1.1.9
LethalMatt-Outpost_31-1.1.5
Alice-ScarletDevilMansion-1.2.6
skidz-PoolRooms-0.1.12
Bobbie-UniTask-2.5.0
Bobbie-NAudio-2.2.2
qwbarch-BarchLib-1.0.0
qwbarch-Mirage-1.0.13
Dantor-Dantors_Mental_Hospital-1.0.3
oh and if you have the log you can also send it here
There was also MaskedEnemyOverhaul fork, but I removed it, I haven't tested without it yet.
that one isnt the issue for sure
sure
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
Unfortunately, I disabled the console and logging, and posted here because I saw you discussing this and thought you had found the problem
#1200695291972685926 message
#1200695291972685926 message
#1200695291972685926 message
@upbeat compass
got more lists for you to maybe help narrow it down
Your error seems to begin here, after a Masked spawns from a vent
Mirage.Patch.SpawnMaskedEnemy+SpawnMaskedEnemy.start mimicking player is the common denominator
Alongside MaskedPlayerEnemy.DMDMaskedPlayerEnemy::Start
Out of interest @formal basin do you know who the broken Masked were trying to mimic? Like did they have cosmetics? Or were they completely vanilla?
what's going on?
and all the clients saw only orange ones
(also none had cosmetics)
the dumb masked also isnt spectatable for the host and doesnt have a name if you're running spectate enemies. clients can spectate it but it will be named Masked
Hm could definitely be related to the cosmetics fix thing, maybe Barch's method for that conflicts with some other mod's spawning mechanics
what's hjis problerm
@lofty sorrel hm, i reckon you only tested this on rend?
I did yeah, I always pick Rend just cause it's The Masked Planet. I could try March?
I've never used modded moons before, idk how to do that
well you just get them and it works
maybe its related to natural spawns...
but doesnt happen in vanilla cause Mirage overwrites those successfully
People have had the error with it both true and false, but depending on how its coded it could be causing some issue regardless
yeah, thats why that config option doesnt matter
cause the issue happens on modded moons, and modded moons are unaffected by that option
so far i havent seen reports of vanilla moons?
.
Yeah I don't know if they actually had a fully broken Masked then though or just the error spam
Loading up the game now
WHat's the route from the ship to the door, I landed and it's Foggy ;(
Aha thank you
Just played a round and ran into 2 or 3 Masked, all fine, other than that they didn't have any cosmetics, though I didn't double check that I actually had cosmetics on so I'm gonna do anotehr one
And despite disabling spawning of all other creatures through AdvancedCompany, all enemies were still spawning
To note this was using the Enemies tab and not the Atlas Abyss specific settings, this time I am disabling other creatures using Atlas Abyss settings
Is Mirage compatible with the Masked AI Revamp mod?
Yes
Ok cool. Someone else told me they weren't but I wanted to ask here to double check
I'm not getting any errors on Atlas Abyss while playing solo at least. Although it should be noted, Masked on Atlas Abyss are not supposed to spawn outside, and yet in Gorenebeda's game one was attempting to spawn outside
also what about MEO (or the fork version of it)?
Or is that redundant
Yep, as long as you use the compatibility setting n the fork's config
There's a couple things it still does on its own
Ok good to know. Thank you!
No errors on Atlas Abyss solo for me, cosmetics are working fine too. Cross referencing our logs AdvancedCompany never calls this: [Message:AdvancedCompany] Masked player is mimicking player 0.
0 being any player index
Also this:
[Message:AdvancedCompany] Searching for bones of masked enemy.
The errors aren't AC related but this could be indicative that AC is never getting told about the Masked?
I could be derailing at this point, might be unrelated
But at the very least, the issue doesn't seem to be with custom moons existence
Has MoreInteriors been ruled out?
Might not be a bad idea to have a collection of bug reports for people having the issue
yeah like a known issue catogory you can ping and add things to
I tried to disable LC_Masked_Fix, Possessed_Masks, MaskTheDead, MaskedAilRevamp and TooManyEmotions...
But disabling of More Company helped me
I'm not sure if this can be fixed or not, but I noticed that if a player is using a model replacement suit, the masked enemy won't show as that model
Do you have AdvancedCompany?
No
Def not more company
This is a great guide for bug reporting
Admittedly this server seems generally pretty good at reporting issues
Oh i meant a category where you can see what issues the mod has, before you post your issue
because ppl always ask the same questions
Hopefully someone can help me here with this. I'm trying to use the Masked AI Revamp mod and the MEO fork with Mirage, but I'm coming across a few issues. One is that I set it so the masked will have the nameplate for the player they're mimicking, but it doesn't seem to show up (not sure if this is caused by nameplate tweaks mod maybe?). Another is that it seems to be ignoring the limit I set in the configs for how many can spawn. I left it as 2, but I saw up to 3 at one time. Lastly is that it seemed like they were spawning at extreme rates despite having it left as the vanilla spawnrate. The time I saw 3 masks was before it even hit 12 pm in game
I don't use the nameplates, can't say.
For the spawns have you tried desactivating the spawn and spawning them with something else ( AC, LQ, ...) ?
I haven't tried that yet, no
Actually I just realized I have it set so they should only spawn if someone dies alone
Now I'm even more confused 🫠
mirage is spawning them like that , what about MEO ?
so you have no vanilla spawn, no spawn rarity, and spawn when a player die alone
and you have 3 masked, and no one died yet ?
lol
Maybe something to do with the fact I had it set so they could spawn outside
Because I went inside the facility and after like 30 seconds in there I heard the dropship come down so I knew it had to be a masked so I went back. Then after a couple minutes a 2nd one came over and went to the terminal. Then another couple minutes later I heard another one walking over
gonna slowly try to go through the messages
The GOAT has arrived
if no one died MEO probably spawned them
something made it bug
and the value in cfg wasn't read correctly
if you have "enable natural spawn" or whatever it's called in mirage, it just re-enables vanilla spawns. anything to do with spawns is not from mirage
yep people here have been super helpful with bug reports already
QWBARCH WE LOVE YOU
is this from testing on one client? player 0 is the first player, unless for whatever reason the player object that's being pointed to wasn't loaded properly
wait if anyone is still testing, could you try mirage 1.0.12? i just want to make sure it's not from a bug fix that i did
like i doubt it's the cause of it but i just want to rule it being a possible issue
In all cases the AdvancedCompany messages reference mimicking a player, be that player 0, 1, 2 etc. 0 was just for me because I was testing sol9o, in the other people's logs there are Masked that spawn fine and are stated to be mimicking a player, but for the Masked that spawn broken it does not state them to be mimicking anybody
usually not seeing any cosmetics is from the mimicking player not being set, but since advanced company logs shows that it's player 0, something is definitely wrong (just not sure which mod is conflicting)
ok yeah that makes more sense. only masked enemies that don't have an associated player should be missing their cosmetics
The cosmetics thing was my mistake, I just didn't have any on
ah
qwbarch what are you planning for the next update 👀
To be clear, all of the testing I did I did not run into any issues, I was trying to reproduce the issues others were having but everything was fine for me
are you using j ust mirage for hiding the arms out animation? i just want to make sure it's a bug from mirage
because i've never run into this before
well for now, just bug fixes... 😭
OHHHH ok thanks for clearing that up
IDEAS
i've already got ideas for a major update
STEAL IDEAS FROM THE VARIOUS MASKED RELATED THREADS 👀 umm i mean uhhhh ummmm.. borrow them.
but just gonna have to reveal what it is after i get more work on it first
but yeah for a major update it'll be revealed later on
bug fixes is just eating up my time for now sadly lmao
you are so cool you basically made skinwalkers but better
So is there a way to still make it so the masked only spawns on player death with the otehr 2 mods installed?
it's not that they overrwrite, it's that i modify the spawns before the modded moons add theirs, but same shit
which other 2?
The MEO fork and Masked Ai Revamp
you don't need MEO fork if you don't want spawn control
unless you're just using it for the zombie apocalypse
either way you could have it turn off spawns for itself
i don't think MaskedAIRevamp affects spawn rates
thanks glad you like it, got more plans on making it better once the bugs are ironed out 😄
i have an idea: option to change how long it takes for the masked to turn you (the barf 🤢 ) so that it's easier to be saved
or: you can spam E to get a masked off you (very small window)
i think for masked enemy mechanics like that, it'd fit more in another mod
for mirage i'm trying to keep it mostly on deception with voices (and potentially ai changes)
...ok
maybe masked ai revamp
..but then again i think it'll be another like.. 5 months before piggy updates it
Would you be open to adding a config for showing nameplates above the mimic like in MEO?
Welcome to modding I guess, people have lives and it gets in the way
showing nameplates will have to come later on
Give modders a salary, and then... Then we're talking
focusing on other features first
that'd be the dream
alright gonna continue reading the messages later, i gotta go make dinner and whatnot first
It's fairly easy already?
It's actually too easy tbh.
They get stuck in an animation loop when you hit them to cancel turning your friend.
w-well... i still want the E spamming mechanic for solo runs 😭
What do you guys think is the most satisfying creature to beat up
I like the sounds of thumpers and baboon hawks
the player hit sound effect
so masked
Masked have a satisfying sound for sure
The dog because
You have to dodge
And it takes like 12 hits.
Super satisfying to win
I wish dogs had a hit sound like other creatures 😭
You can opt in for killing them with the extension ladder. Less hits but harder.
I don't think i've ever weaponised ladders outside of teamkills, I wasn't even aware it does damage to creatures
ladder's cant kill masekd
I have weaponized everything lol. Like dropping metal near mobs and watching zeus himself give me a hand.
guys look at this threadzhttps://discord.com/channels/1168655651455639582/1207492212867465307
I love using a boombox and shovels during stormy to lure dogs, or just running a little and dropping a zapping item for them 😂
I once killed a masked with a worm too, throwable everything has let me weaponise landmines very well
Anybody encountered this?
https://discord.com/channels/1168655651455639582/1207830277544742953
cant say who it tried to mimic but it didn't have any cosmetics and had a vanilla suit which none of us had
Was this before Mirage 1.0.13
haven't used mirage before
wDYM??
As in you've never used it until now?
Is there a mod, which increases masked spawn rate among all planers, that works with this mod?
There's a few, LethalLevelLoader v1.1.5/6 has spawn configs but i've found it messed up moons on my profile so i'd wait til 1.1.7, LethalQuantities is an amazing top level solution for adding a rarity across the board or individually on moons but doesn't play nice with LLL 1.1.5/6 so you'd need to use 1.1.4, there's also the MaskedEnemyOverhaulFork which will do the same top level spawn weight
AdvancedCompany too but I don't use that
I like mirage mechanic of spawning zombies way more tbh
So many times we was surprised to the death
But i'm talking about like 10% chance and when player is alone
Oh yeah masked spawnondeath is a great one, I really like that
yeah
We've only installed mirage yesterday along with maskedfix
Aw man and that is the current version?
it should be unless it got updated today
That's strange, we played this evening and cosmetics was in place, along with the suits
Mind sending over your profile code? Just so I can have a nosey at what can spawn masked
profile code?
It's to do with the custom moons spawning Masked error spam whatever issue, not the cosmetics alone
They aren't using a mod manager
r2modman/thunderstore export
oh im installing all manually yeah
All I can say is that I recommend using a mod manager to help resolve incompatibilities between mods and using latest versions
can you imagine manually updating all these 95 mods, lol?
and, even worse, syncing all of them to friends to play with
A singular missing semi-colon:
^ Subtract 3 tho which are disabled
and your game is not dying from the network desyncs all the time?
Lua doesn't need semicolons B)
i send my entire BeplnEx folder through the gdrive to sync
poor you 😄
with mod manager, you do it like this: 018daf5e-d4fa-b05c-0022-9c19d1adb3cb
people enter that into the profile and voila
all mods and configs synced
there are some custom images/sounds/videos that I've manually added too
something about being shrimple
that's trickier, but still possible to release on thunderstore for personal use
many people do this all the time
are there private mods?
NSFW isn't allowed?? D:
i mean something like full hardcore mode
If it's custom images sounds and videos that are being used by an existing mod, then you can have those in your local files and won't be public
Nah there's a separate category iirc
i don't think thunderstore will allow that
Oh, pheeew
It does
Oh wait
uhhhhh
I literally have a NSFW one installed, IDK why I got scared
props to them then
i do have some personal stuff there though
Personal mods, or personal stuff within other people's mods?
and a guide to make actual gunpowder
ill stick to the folder sharing
you dont?
i manually update mine
maybe ill try doing a fresh install with mod manager
cuz i read the changelog before updating
me too, but doing it from mod manager
You can do that in the mod manager
i did clear all my mods once. took 6 hours from downloading and readding all the configs
it doesn't force you to update everything at once
i have a lot of mods that has conflicts so i had to manually make them compatible
It would be much easier to bug fix knowing exactly which version of each mod you have and having an easy way to give it to modders and other people to test and bugfix
some mods will never update like InsanityRemastered tho
and some mods update 5 times a day
you have to be very determined to manually merge all your changes
😄
if you mean editing the mods of course
InsanityRemastered shall never become compatible with SpaceSunShine, it is doomed to whirl in eternal loneliness
the logs I've sent do tell the version of mods i have now though
but testing yeah
ill try to fix it today
They do, but it's far easier to just have them in the mod manager where it tells you what version number everything is there, and if it's up to date etc etc
Manually installing mods is fine if you know what you're doing, and I mean know know, but if you start running into bugs you can't fix, it's worth having the mod manager
it was fine until yesterday but i get your point
i can probably still sync custom stuff properly by sending the folder
True dat.
Hello, I have seen this mod several times and it has caught my attention, in what ways is it different to skinwalker and masked enemy overhaul?
I read many of the features and they are not too different from the two mods
It's like skinwalkers, but fully synced
So everyone hears the same
It can also hide masks and animations, but can't spawn masked enemies from vents
Instead, there's a chance (configurable) for dead player to become zombie
And you can also set that it happens only when he's alone
Interesting, I like that. One more question, is there a mod that makes friends be able to speak through enemies?
I'm pretty sure i've seen one on thunderstore one day
yes, let me find it
Ima try this mod too
You are awesome thx
Ah thank you
basically a mod to be the skinwalker
Could I use mirage and this mod at the same time or is there conflict?
you can use them at the same time, just space out when you talk
No conflict, but there's no real reason to use both. You'll just end up having way too many voices, some being synced between players and some not
wait a second i thought i removed that patch
i wonder if removing it will fix the issue lol
does anyone have a list of what to do that i can reproduce on my end
to get this lag issue
If they did I'd have been reproducing it ;(
probably not this since the issue is with natural spawns right now (i think)
For B1ade's they were on a modded moon running on LECore with natural spawns off, I'll check what moon exactly
#1200695291972685926 message
154 Etern
Line 97066 of B1ade's log is when the first Masked error spam occurs
ah gotcha i'll take a look
gonna try and test this since there isn't too many mods, and the screenshot that debby showed gives me some clues on what it might be from
@formal basin @dark brook just wanna make sure, both of you are seeing enemies that aren't mimicking a player properly, as well as having lag issues right
i never thought of looking up the il instruction directly, that's smart
yeah
that mimic couldnt be interacted with too
gotcha thanks for confirming
hopefully i'm able to reproduce the error
wait i see you have atlas abyss installed, which another user reported could be a conflict with mirage
@formal basin was it happening on any moon?
also could you describe the simplest way i can reproduce the error, is it just literally spawning some masked enemies
i remember the log spam on march related to maskedplayerenemy, though no one has seen them
the second time it started lagging was on atlas abyss, when an outside masked spawned
yeah spawning on the outside of atlas caused lag for another player, so that confirms that part specifically
i do have natural spawning enabled for more "vanilla" spawning too
yeah but either way that setting shouldn't cause an issue so the setting specifically is unrelated
whats the poroblem
@formal basin could you send me your profile code actually
it's taking forever for me to install them one by one on r2
ill make the pack later today, i really installed them manually
😭
sorry 🥲
all good
do you guys recommend this mod over combining Masked Enemy Overhaul and Skinwalker mod?
Skinwalker would be redundant since Mirage has configs for every single monster
It's just only set to masked enemies by default
It seems that broken mask issue is worse lol. It can apply to dogs we now have permanent dogs with AI somehow
I have no idea how this one occured I simply went to Outpost 31
that's so odd, can you send your new logs
(wrapper dynamic-method) MaskedPlayerEnemy.DMD<MaskedPlayerEnemy::LateUpdate>(MaskedPlayerEnemy)
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
MaskedPlayerEnemy.LookAtFocusedPosition () (at <af9b1eec498a45aebd42601d6ab85015>:IL_0185)
(wrapper dynamic-method) MaskedPlayerEnemy.DMD<MaskedPlayerEnemy::LateUpdate>(MaskedPlayerEnemy)
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
MaskedPlayerEnemy.LookAtFocusedPosition () (at <af9b1eec498a45aebd42601d6ab85015>:IL_01B5)
(wrapper dynamic-method) MaskedPlayerEnemy.DMD<MaskedPlayerEnemy::LateUpdate>(MaskedPlayerEnemy)
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
MaskedPlayerEnemy.LookAtFocusedPosition () (at <af9b1eec498a45aebd42601d6ab85015>:IL_0185)
(wrapper dynamic-method) MaskedPlayerEnemy.DMD<MaskedPlayerEnemy::LateUpdate>(MaskedPlayerEnemy)
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
MaskedPlayerEnemy.LookAtFocusedPosition () (at <af9b1eec498a45aebd42601d6ab85015>:IL_01B5)
(wrapper dynamic-method) MaskedPlayerEnemy.DMD<MaskedPlayerEnemy::LateUpdate>(MaskedPlayerEnemy)
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
EnemyAI.SetClientCalculatingAI (System.Boolean enable) (at <af9b1eec498a45aebd42601d6ab85015>:IL_0007)
EnemyAI.Update () (at <af9b1eec498a45aebd42601d6ab85015>:IL_026B)
MaskedPlayerEnemy.Update () (at <af9b1eec498a45aebd42601d6ab85015>:IL_0000)
This is all I can really grab as it spams the log so fast anything of use was lost
Yeah it is just brining dogs along for some reason
i'm trying to figure out how to reproduce the error
Not until I vist a modded moon it seems
ah
do you mean they stay on the ship ?
😮
as long as they help you collect loot, why not !
Visted Outpost 31 this time and noticed the double mask issue
Which is odd as that was fixed for atlas abyss
sorry i didn't notice this message until now. could you send me your profile code?
Can dog interact with you at all?
Or is it like you’re both in different dimensions and can’t touch