#Mirage
1 messages · Page 8 of 1
Forlom is godly (the name of the Menu song made by Cama)
How do people usually go about sending dependency strings on here? I don't wanna spam the whole channel
might be annoying for some
It is
@solemn ridge This fella seems awfully animated, went to Rend with all creatures turned off but Masked, cost of the moon set to 0, MEO natural spawns on, and that's all I changed other than the cosmetics and the animation compatibility setting in the AC client profile
Put it in a .txt file and send that
I wonder if it's just an issue when playing with multiple people
Thank you
We had about 6 people
Maybe yeah, I've so far been unable to reproduce the issue alone
Imagine if HDLethalCompany was the conflict ☠️
Just noticed you have logging turned off in the modpack, gonna do another test just to make sure there aren't any other Masked being problems
Yeah I disable it by default just cus I've had my game crash with it on before
I only use it when trying to get errors
Then might give multiple LAN clients a test, but if that comes up with nothing might have to suggest a group test at some point
Yeah definitely no errors or broken Masked
Gonna try LAN now
https://clips.twitch.tv/CarelessWealthyOstrichAMPEnergy-SQCyxdWDoepgJDyd I was so focused on trying to find my way out here I didn't even realize how perfectly timed that was
XD
I'm like "There's a spider in here" and it sneaks up and says "Not surprising" ☠️
The spooky ambience from LethalResonance in the facility layout is too good btw, it makes me like the Facility more tbh
I usually hate Facility cus I always get lost but I love it cus of the ambience now XD
I didn't read every single message. Just skimmed through.
Have you ruled out that it's not specifically the compatibliity option of MEO fork "causing" the bug?
I had the stuck masked without AI before but it was on Atlas (inside tho) with an older mirage version (I think) and MEO fork being the only other masked mod
MEOFork doesn't cause it
From what I can tell natural spawns does
But it seems random whether it does or doesn't happen
EnableNaturalSpawn from mirage config?
Yeah
well, yea I always had that enabled
If you use MEOFork you can leave that setting disabled, cus MEO has it's own spawning mechanic
To clarify, did you mean this in reference to Mirage's natural spawn setting or MEO or both?
Mirage's
Well fuck
I don't think I even need MEO for anything anymore tbh
I don't want zombie mode. I just used it while AC comsetics weren't working with mirage
I like MEO for having them spawn on all moons
So did you have MEO's turned off when the issue happened?
I had MEOFork installed, with that option toggled in Mirage
So just default MEO settings?
think I'd rather set that via LLL or AC because then I have all the custom moon stuff like spawn tables in one spot tbh
Yes with the compat settings for Mirage ticked
Alright
I could look into that, I haven't messed with AC's spawning settings cus I don't wanna fuck something up tbh
AC's spawning settings have worked flawlessly for me tbh
I'll have to try this too, I haven't touched AC's spawning configs.
yea it's only problematic with some event mods like hullbreaker from my experience
Could I... disable meo completely and set masked to be able to spawn from AC config on all moons?
but with natural spawns off, will AC still make them spawn?
It also doesn't work for Peeper's cause they run on their own spawn mechanics
Doesn't that get us to the same place?
Probably? Maybe?
you can even have them spawn outside and it didn't break on experimentation unlike atlas outside spawns 🫠
Yeah I have them set to spawn on all moons, just a low chance
Has always worked for me
What would you recommend for spawn chance on AC? @dark talon
to clarify: landing on a moon that was previously visited with hullbreaker will revert the enemy spawn tables to get rid of event changes but it will not respect AC's overrides. Still trying to figure out why that is.
I guess I could just do Bracken percentage for each moon so it feels the same
I'm used to MEO's behavior
I used that for spawning them on all moons too but then just moved onto LethalQuantities, which allows a lot more control over moons and spawns
depends on what you want. I use it to theme custom moons.
Yeah go with bracken rate ig
But LethalQuantities has weird conflicts with LLL 1.1.5 and 1.1.6 so i'm needing to use 1.1.4 rn
can you elaborate? are you talking about adjusting the curves?
But I rarely go to that planet also
Curves, powers, weights you name it
Individual moons or top level blankets
There's a lot of configs but it gives you a crazy amount of control
in my pack I basically redesigned all the moons xD
Vow for me is almost always sewer (similar to how vanilla exp is almost always facility) and spawns only spider, centipede, puffer and more rarely crawlers
That is so nice
Easier than I thought it would be
Copied flowerman values for all planets
I'll have to look at it again. I wrote it off because back then I didn't quite grasp the concept of animationcurves in this game
so for the fork should i set this experiemental to true? Dont Touch MaskedPlayerEnemy.mimickingPlayer set True to work alongside mirage yes?
Yes, but now I recommend removing it and just setting them in AC to have the bracken spawn percentage instead
Might be better for having less issues
oh I see ok so don't touch the spawn rates on the cfgs instead use AC to cfg via presets.
I could send my updated modpack code if need be since I set it all up for my config
But yeah for example to make it feel the same as MEO
Have them spawn at the same rate as Flowerman
On all moons
oh that's fine I know to mess with that, but my question was for this one. Unless we talking about the same thing.
Oh I removed MEO as a whole now
But yeah that's the option you want for Mirage compat
ahh ok. Yeah I still want them spawning with no masks and impersonating /cosemtics/emotes what not. So I'll keep it and see how it goes.
The only things MEO has that Mirage doesn’t is the Bracken spawn chances, Apocalypse mode, and the mask fading option
ohhhh. Okay then, I misread. Just started using Mirage but mostly for it's synced voices/skinwalker style.
apologies
No MEO installed here just AC adjusting spawn rate
My Mimic danced when it saw me
XD
So yeah remove MEO and do that instead, it nets a nice performance boost
This is the only error I got while testing LAN with two clients. Should be noted that Masked never chose to mimic the host, always mimicked the other players. When the host was turned, their body just collapsed and no Masked was spawned (Either that or a Masked was spawned, but instead of it being the host it was the client, I couldn't quite tell, but the body was left regardless)
So will definitely be worth testing with actual multiplayer
Yeah guessing that's just a LAN bug
Doing one more test with 3 people, then I'll leave it till Barch is here again
018db319-fe60-e1f5-a0e4-d610d5aa135f Well here's my updated code with MEO removed, I do wonder what MEO does that causes performance to feel worse now
I am occupying MEO and Mirage at the same time, but in situations some masked men appear and remain motionless, also sometimes if someone dies from the masked men the body disappears. I don't know which of the two causes the problem.
Known issue
We're discussing this issue
disable Natural Spawning, and I recommend removing MEO and using AC to control spawns instead
for Stability
ok understood, I'll try that
Also TakeThatMaskOff works as it should too, when I killed my Mimic it dropped the mask on the ground
I still have the bool enabled though that gets rid of bugs
yeah doesnt seem like it, though do i wonder what it's coming from still
could you send a profile code here?
i'm not gonna be home for like maybe 6 hours so when i get home i'll help test
Just got done testing 3 players LAN, definitely stuff went fucky this time. Not quite a complete loss of AI, but desyncs galore. Let me find specific errors
oh shit you were able to reproduce the issue? 👀
Didn't feel like it? They weren't stuck on vents, and they had cosmetics, they were just.. Broken
vent thing might just not be mirage then (hopefully) but broken cosmetics is definitely sus
which i think relates to the atlas issue actually
Not the cosmetics broken, the Masked broken, I'll try to describe it when I figure out why the logs don't have any errors in them
sounds good
Ah shit, UnityLogListening was false
Rip
oof didnt even know thats a thing
I disable the logging settings for normal play
XD
ig I could enable unity listening though because with the console disabled it shouldn't do anything
Alright... One more test with 3 LAN players
018db32d-cc49-71af-b963-d45cc5083fb6 There made the change
I did it myself dw
018db32d-454e-b443-5ebc-3343f3a8c550
but I just deleted MEO, now I'm configuring AC and hope everything goes well by tonight, we normally play between 10 to 16 people, many times the mods break quickly
Yeah but it'll be useful for qwbarch
XD
Btw qwbarch any chance to implement the feature for masked to mimic your nameplate as well?
oh i cant even test rn anyways, im not home rn (although im on my phone so ill probably look in here once in awhile)
yeah thats planned but not anytime soon though
Alright alright
thanks gonna try this out when i get home
Under what circumstances
atlas abyss again
visiting it multiple times
weird dog behaviour and masked got stuck latched onto player
@deft cape we got to 7000
lets fucking goooo
ok confirmed not atlas then...
although it was probably related
the issue still remains elsewhere
LOL
we might'vve gotten some recoginition from that
oh we did
i remember it was like 48000
thats at least one good thing out of the bug LOL
were very near to 50k
lets fuuuucking go
dawg i just checked skinwalkers and they beat us by like 8950000 downloads 😭
😂😂
reproducing that bug is looking decent now at least
thanks to the folks here who have been testing for awhile
bro i dont wanna do autopsies on modpacks rn 😭
lmao nah u good
also what inspired u to do make this mod
im pretty sure it was the masked zombie on death spawn thing
nope it's that i wanted synced voices
the zombie spawn thing was a solution to a different problem at the time
barch im gonna go insane
anything i did for mirage was pretty much the experience i wanted from skinwalkers but couldnt have
jesus LOL
i always hoped skinwalkers was synced
i was in that vc before u discovered thos ebugs
and try to fix em
thats how long i was in it
and im still in it lol
11 hours is crazy 😂
i spent like 6 hours alone tho lol
yeah mirage is what i thought skinwalkers + meo was before i tried them
o
These are the only two errors I got in the 3 player LAN game. Masked were okay, though they were mimicking the wrong players, and different players per person (including ones spawned via a player being turned). I'm gonna send all three logs in a sec
i wonder if removing toomanyemotes would fix it
wait the screenshot on the right is cut off
can u send another one without the top part cut off
🤓
i was waiting for u for 6 hours bro 😭
😂
018db351-a015-74c1-3747-c71d6d953420 My current modpack code
I don't see why TooManyEmotes would cause problems btw
I had a Mimic spawn just fine earlier and it danced when it saw me
XD
well that could explain why i dont get it
i use badasscompany
does a mirage log of who's being mimicked even show up at all? kinda seems like something is preventing it from running
oh shit thanks
Just keep in mind I didn't run into the exact issue of them spawning with masks at vents unmoving etc so none of these might matter
Right after the end of the error itself it says Mimicking player #1
Again have the bug where the voices come from the ship instead from the person...
this is probably more relevant actually just cuz it probably happens more often
wtf
im not sure about that one, never experienced it myself before
I've not had that either
The error I sent regarding ModelReplacement is probably an error exclusive to that mod so that's probably not one to worry about at all
damn i cant "ctrl+f" on my phone's text viewer
weird that the suit is mismatching but it still set who to mimick
Yeah, I haven't cross referenced the logs to see if it says in there it's mimicking different players, I might do that
i think AC shows who it's mimicking as well right?
Oh true
you mean how it doesn't actually replicate the model?
I mean probably, but also it seems to trap Masked who turn a player
wait ModelReplacementAPI supports masked enemies?
maybe some other mod has a conflict... I have too many 😅
MEO does I think
I have ModelReplacementAPI added cus it fixes being unable to see yourself on the Internal Ship Cam
Like successfuly replace the models
MEO does not support ModelReplacementAPI
Hm, maybe it was a different mod
The dev has stated it's not possible
I swear I've seen it before
damn it's that hard eh
Fairly sure it's never been done
could be, i dont remember anyone else having this bug ...yet
ah so that error log isnt even related to cosmetics eh
Yeah ModelReplacementAPI is doing quite literally nothing in my mod list it just exists for that sole reason
icic
I wonder if I even still need it tbh, after removing MEO and stuff
how tf is the suit not matching then wtf
018db355-e868-f4ce-3e10-dbe574fef0de Whatever I removed it incase it causes problems
there has to be another mod thats overwriting the suit then
Do all bug havers have OpenBodyCams? Shot in the dark, but it has a patch relating to Masked so just a thought
I do use OpenBodyCams
yes
i aint a bug haver
but i do use openbody cams
You never had the broken Masked?
not that have i ever encountered
Man it mega sucks not being able to reproduce the issue
I honestly wouldn't be surprised if it was caused by something like MEO or HDLethalCompany
I just want someone to experience the bug more than once ;(
I mean HDLethalCompany has compat issues with a moon mod
i use the former but not the latter
Nobody's managed to recreate the issue at all though right?
2-3 did
the first was thagnoth pretty sure
i will try later
I'm pushing towards it being a HDLC conflict now
After all it's been reporting to touch and effect some things in the game that it shouldn't
The issue of mismatching suits etc I was having does seem to be because of ModelReplacement, it's the only mod that has a patch for setting suits
So I don't seem to have reproduced the issues in my 3 player test
Yeah you don't need ModelReplacementAPI
Do we know if all recreations of the issue were done in online multiplayer?
For me yes
Which error message was to do with Atlas Abyss again? I remember there being two different sets of bugs
Oh I think I got it
Seems like Thagnoth replicated the Atlas Abyss issue specifically, not this current one
I think the last thing to do is to test in online multiplayer
Since I wasn't able to get help elsewhere thought I'd ask here since this is a masked place. I recently ran a game with Mirage, Possessed Masks, and Diversity and someone bugged out horribly. After falling to a possessed mask they wound up dying and 2 masked enemies spawned from his corpse. That WOULD be the bug I'm interisted in, but in the following game they couldn't pick up or interact with anything. He couldn't open the BepInEx terminal without crashing so I'm kind of in the dark about what went wrong. I heard about something similar w/ Diversity & Possessed Masks, but... is this an incompatibility with Mirage or something else entirely?
could this be because mirage tried to mimic a player with modelreplacementapi?
I had that error when using Possessed Masks
The double masked entity spawn, glitched interactions, or both?
Both of them, for the inventory, recommended this mod to me, it helped me a lot
works with the P button
For the other error, I deactivated the Mirage option that makes a masked man appear when he dies.
but I ended up removing diversity from my mod list, it's very buggy
I know that the diversity mod is working on a 2.0 version, much better than the current one
Thank u!
This is just an error TooManySuits produces on its own as far as I know
wait after you removed it, it stopped mismatching?
mirage doesnt do anything with model replacement, so any masked bug with it has to do with that mod itself
I didn't test again, but that's my guess, cause it's what generally happens with ModelReplacement anyway, I expected it to be fucky, and it's a different bug entirely to the no AI Masked
I just don't think my test really told us anything about it other than online multiplayer is (one of) our last hope(s)
dont think ive heard anyone else report an issue with possessed masks (i doubt it's from diversity), but i'll keep this in mind if anyone else e
reports the issue
I'm tiring myself out tho I need to stop looking at this. Anyone hmu if multiplayer testing is being done
could you leave your profile code
ill tryit with and without model replacement later
yeah thanks for all the testing you've done ❤️
It's a slightly edited version of Lunxara, I made most edits in the steam folder, gimme a sec
018db386-d506-f2c0-5e1f-e66e621a7dd5
This should work fine? I replaced the config files and ac presets of the original profile Lunxara sent me so this should all work? I made an Advanced Company server preset, editing Lunxara's one, so when you create a new save file, make sure to select that preset. It sets the cost of Rend to 0, makes you fast with functionally infinite stamina, and lets only Masked spawn. Remember to change your cosmetics and suit before you land too just so you know when a Masked is copying you correctly and such etc etc
sounds good, thanks again for all the help
Seriously considering getting a diagnosis for ADHD after this 🥲, I have no stakes in this and yet
did you hyperfocus too hard 😭
I did, I am, and I will continue to
can relate
but again thanks a ton for helping out, even though the issue isnt fully reproducible, your tests helps a lot with isolating which mod might be conflicting
the three mods that error that ill test later are:
- the emote mod
- the model replacement mod
- toomanysuits
those are the only ones i remember that were specificslly erroring that could be conflicting, so ill be testing these once i get home
Here's my current mod list incase anything has been switched out btw @lofty sorrel
Since you modified the preset I figured you may wanna look through the list at least
XD
I did a few changes to lower the amount of mods so there could be some extras in the mod pack code
lets not bother debby anymore on the issue 😭
Yeah no dw lol
can you drop the profile code as well just in case i need it later
Yeah let me make a preset with the tweaks made and post it
were you able to replicate the same issue as debby earlier? just curious
Which issue?
suits were mismatching, lemme look for debby's message with the errors
this
Oh idk, I removed it once you mentioned there were problems with it
for whatever reason, AC and Mirage both show the same player being mimicked, but it seems like another mod might be overwriting the suit
oh wait which
Yeah was probably TooManySuits or ModelReplacementAPI
I removed ModelReplacementAPI
so no suits were mismatching after you removed them? 👀
I never had a mismatched suit issue to begin with but I was testing solo at the time
018db3a9-0243-4042-3897-5b3af788c9a0 Okay there you go
Use the troubleshooting preset
sounds good tyty
np
@deft cape something I noticed was with sai cosmetics. It fails to load it's asset bundle. Probably because it's looking for an older morecompany version. Just thought it was worth a mention since I read that someone had a masked cosmetics issue?
Natural Spawns seems to be working okay with AC
I got a mimic to spawn on Vow without issues
I killed it, then had a Thumper spawn right next to me and it zoomed through me without doing damage
Scary as fuck
XD
I also didn't know the Thumper can't do damage when it first spawns until now
I believe it's this one being used.
https://thunderstore.io/c/lethal-company/p/Sai/SaiCosmetics/
can confirm that this mod works
Real
@solemn ridge is this mod part of your modpack? just double checking
@lament mica thanks for mentioning it, i'll try and test with/without it later
No it's not
Also I noticed I couldn't get a Mimic to spawn on Vow after removing ModelReplacmentAPI until I set EnableNaturalSpawns to true btw
yeah you're shpposed to have EnableNaturalSpawns set to true for things to spawn
So something to take note of, I think ModelReplacementAPI overrides that setting which may be why it throws errors
ah
if it does it'd make sense for a different error
but it'd be weird if the issue really comes from model replacement
Coincidentally though
MEOFork also would spawn them if that setting wasn't on
I'm confused
XD
yeah meofork just overrides mine probably, which shouldnt be an issue tbh
oh just figuring out cosmetic issues, but there were mentions of possessed masks so i thought i'd mention it in their thread
Yeah so that means MEOFork and ModelReplacementAPI override your spawn settings
Why ModelReplacementAPI does it though I have no idea
overriding spawn settings shouldnt be an issue unless it for some reason replaces the prefab, which seemed to be an issue for someone else
im trying to think about which issues are related are not
I am thoroughly believing the possibility of spawn setting conflicts again
i guess that cant be ruled out completely yet
ill just remove MEOF and whatnot as a test
but the real question is will i even reproduce the same error even with the same modpack
cuz yesterday i tried your profile code and i had no errors at all
Yeah it's odd
hi whats the ubg with moreinteriors about?
Its a diff mod
ah
It adds the bunker
dont think moreinteriors conflicts with mirage
@deft cape THE MOD HIT 50K DOWNLOADS!!!
LETS GOOOO
Congrats! You deserve it.
@deft cape has there been any further reports of incompatibility with the ai fix?
barch almost 15 hours
YO IT HIT
we need those rating higher too so the mod can appear higher
Ai fix?
The best thing since canned bread
https://discord.com/channels/1168655651455639582/1206494982521753620
I wrote some code that automatically corrects an enemies flags on spawn, so if they spawn outside it checks them and makes sure they use outside navigation and can attack, and vice versa for inside
mb ive responded on your thread, forgot to look back earlier
yeeep 🙏
Can this pair with pathfindingfix or this a replacement/ alternative?
They're unrelated.
I don't know how pathfindingfix works, but I don't think it would conflict. PFF addresses lag right?
If the lag is based upon enemies not being able to navigate properly, then my fix should already address that
It modifies AI.
How much does it improve vanilla gameplay? Tempted to try it now lol
Try out what?
the Ai Fix
Starlancer AI Fix?
Yeah
Not much because in vanilla inside enemies can't go or spawn outside.
With exception of Ghost Girl and Masked.
Fair
Correct, and my test with a prefab outside masked showed my code not activating, so I think it already has a built-in check that runs before my code does
Its primary use is for people to add inside enemies to outside spawn lists (or vice versa) and have them work appropriately. Or for LLL moon makers to place inside enemy prefabs outdoors
Pretty sure I got it at just over 2000?
I don’t remember when I showed up
so just to summarize what was being talked about earlier (when starlight ai fix was mentioned), it seemed like there's issues when masked enemies were spawning on the outside for some reason
i mentioned starlight ai fix as a potential fix, but now that i think about it, masked enemies work on the outside/inside in vanilla, so it can't be that.
sorry for getting you concerned again though, i couldn't reply earlier since i had to put down my phone, but yeah the issue still likely has to do with mirage and a different mod
for some reason i swear i remember your name from way before, but maybe it's just that you talk a lot
you and mi6k are ogs 😳
I’ve been here for a while now
Gotcha. As long as the problem doesn't occur specifically when the ai fix is activated, that's good enough for me 🤭
(also ✨Starlancer✨ 😋 )
I like deception based mods what can I say
I think 1.0.7 or 1.0.8
I know I at least followed the post here as soon as it went up, it's hard to know exactly when I installed it first
yep i'll ping you if it ever does come from starlancer, but it's almost definitely not. if you see a mention of starlight in mirage, no need to get worried, it's probably not about a conflict anymore 😛
think that's like a week after release right? i mean that's technically still pretty og
mirage hasn't existed for that long yet
3 weeks
same i actually only bought lethal company cuz i saw videos of skinwalkers
just was kinda sad that none of the voices were synced
.
pffft
gonna start testing out the modpacks from earlier in like an hour or two
hopefully i can reproduce it this time 😬
Just did the math and I’ve been here since ~14,537
Skinwalkers originally reminded me of the bear from Annihilation, but sort of just became a joke mod rather than a deception mod cause you'd know if a voice was real if your friends were nearby
Nice
i wonder what the original issue you were having was, cuz i doubt it's any of the two things i fixed in that patch
yeah, sadly mirage still has the issue of being able to tell if it's a fake or not just bcuz it's random clips
unless your friends decide to troll, it's still super easy to tell
so that's something i'm trying to address in the future
oh shit we're at 51.1k now 👀
i guess word is spreading
Yeah it’ll raised fast now
Especially since it’s being added to TheMostLethaCompany
You’ll have a huge boost when that update comes
I mean that's just what I'd assume it could do without some next level voice recognition and learning model shit, which I wouldn't normally expect from a mod
random clips is the simplest for sure
I was one of the advocates
Yeah I remember
oh shitttt
ily ❤️
I’ve been ever since I tried it
damn that modpack has hella downloads
Me when.
Yeah it’s like the third biggest?
It's the #1 Modpack for Lethal, I learned a lot from it
Straight up, add a boing sound effect and this is gold
jeeeeeeeeez
The first is Explorations, then TooManyCosmetics, and TMLC
Those first 2 I dont consider as like full modpacks
but yea
Yeah I wouldn’t either
tf how did it instantly come out without winding up
[REDACTED]
cooking
[REDACTED]
I’ve never actually seen one leave a vent before
Oh I meant when they jump, but that also works
YES THANK YOU
OH COME ON I WAS IN THE MIDDLE OF MAKING BOTH OF THESE
At the start of each round, everyone just say "Dude, it's me" "I'm real!!!" "Boooo~!"
Thought it best to just avoid even risking an instigation, even if it is clearly in good fun
that's what my friend and i have been doing LMAOO but when we hear those voices, we j ust assume it's a fake now 😭
I've always felt like one method would be to convert speech to text then look for various phrases that could be used that would sound better out of context. I don't know the feasibility of that and it would absolutely be a pain in the ass but it sounds cool in theory
That does sound like an avenue that could work yeah
There's plenty of ways to do it, they're all just a lot of work
I keep watching this on repeat and giggle every time
It's not fair
Why boing make funny
i think we could probably remove the compatibility list pin right
almost all of it isn't valid anymore since the fixes
Yeah only thing really relevant anymore is reminding people to turn on compatibility in MEOF, but that can be dealt with casebycase
yea
@unborn jasper sorry for the ping, could you remove the pinned message about mod compatibility? most of the info there is no longer relavant
hope a setting to completely disable playing the local player's voice (dead or not) is added
like even while you're spectating?
@timber notch i should probably mention about the recent issues in TheMostLethalCompany server's mirage thread right
regarding potential issues with whatever it is that we're even testing
well i guess if im gonna do it, i'll write about it after i test debby and lunxara's profile codes first
just to see if i can isolate the issue a bit more first
Done
thanks!
So btw I noticed something funny, ever since I removed MEO entirely I notice mimics seem to emote almost everytime they see me now
Lol
I almost wonder if there was a compat issue with MEO and TooManyEmotes that lowered the possibility of it or if it's just amazing rng
The disrespect I felt when one killed me and immediately emoted on my corpse
Naw thats a real human
LOL
The worst part is that that was the first time I'd ever seen them emote too 😭
yeah
I mean I remember I had one kill a teammate of mine once, then it laughed lol
I didn't even know they could do that
Just wait till they can twerk
sure i'll add it in the next update, waiting till i figure out some bugs first
i wonder what MEO would do to change toomanyemote's interactions 🤔
No idea lmfao I think it's just been rng but who knows XD
I'm certain that either MEO or TME has a config that affects that
but I don't remember which mod is it
like frequency/available emotes/emote on first meeting and maybe something else
ah so so it's just cuz it's configurable
oh that's easy. just check your cache folder 😉
1.0.8 is when I first installed, I think that probably fixed a bug that was a dealbreaker for me?
Nope, probably 1.0.6 is when I decided to download and just didn't get round to it till 1.0.8
@deft cape I saw a report somewhere in this server about an issue when you pull the lever, desync related? was that resolved
My friends and I spend like a solid minute saying “I am not a skinwalker.”
Isn’t a bad idea
you mean this? #1207830277544742953 message
i'm still investing the issue. has there been reports for LLL that's related?
aight i'll mention about the bugs in that thread later after i've investigated a bit more
nahh was just curious because i'm used to stepping in that ballpark
ah bet, thought it might've been related to LLL for a sec
@lofty sorrel earlier while you were testing, did the suits mismatch with no errors at all? just double checking, cuz i'm running your profile code and there's no errors at all
im getting errors finally
now i just need to figure out which mod is the conflict
nope i don't think that's reliable enough to replicate
just checking out lunxara's profile, which i think debby slightly modified
i think the issue is that some of the masked enemies aren't mimicking the right suit (despite AC and mirage both saying it's mimicking the same thing)
also seems to be a bug with me getting stuck after getting killed by a masked enemy with this modpack
Huh, odd.
ok i can't even replicate the issue that debby was having
the errors i'm getting look unrelated to mirage and doesn't seem to affect masked enemies
so i'm still unable to replicate any of the issues some of u are having
Software development in a nutshell
Honestly don't worry about the errors I ran into there, I posted everything for conciseness but I'm pretty certain the errors aren't to do with Mirage at all, Mirage just happens to suffer when the errors occur. Only issue I'd really worry about is the vent Masked, but not until it's at least replicable. I think if there's a way to get people together to test an affected modpack multiplayer instead of LAN that's probably the last ditch effort I'd make to diagnose the issue, but other than that there's no use bashing your head against the wall in hopes it'll grow more bricks
Dmitry managed to get the error on singleplayer, I might look at that some time tomorrow, cause my theory was it was some kind of network related desync, but if he's managing to replicate in singleplayer that would be a life saver
Sleeping now though, and going to a cat cafe tomorrow, so won't be around to do anything till much later, probably for the best
Oooh fun
And yeah at this point I’d stop looking into it for the time being.
afaik we don’t even know for sure if it’s a mirage issue yet
have fun, don't worry about tests anymore though, i don't want you to feel burnt out again
ah it's starting to look like it's not from mirage. besides, people ahve been playing on the latest version for awhile, but the bug reports only started coming a bit after
just tried dimitry's modpack and there's no issues either 😬
for some reason its still spawning masked on death despite me setting it to vanilla spawns
just confirming, SpawnOnPlayerDeath is set to 0?
nah it was on default numbers i think
does setting the spawns to vanilla make disable player death masked or nah
i forgot what my cosmetic were omg
wasnot expecting to see that
killed them tho
after they taunted me in my own voice smh
nope those are separate things, if you want SpawnOnPlayerDeath to be completely disabled you need to set it to 0
👍
Lunxara doesn't have ai fix
So you're getting stuck
ah
when i turned it off it stopped getting stuck
I tried running lunxara the other day
also just gonna do a tiny update today, fixing a small bug that i don't think anyone has even run into yet (that i found at least)
as well as allowing people to always mute the local player's mimicking voices if they don't want to listen to their own voice (configurable per-client)
ah
i tried running a bunch of those profiles as well
i just can't seem to reproduce the issues so
at this rate i don't think it's productive if anyone continues looking into it anymore
also maybe my new update will help make it to debug the issue if it does come up again
yeah I agree, it's nigh impossible to catch
Tiny update for today (v1.0.14):
- Fixed a bug where some enemies types didn't mimic voices
- Add configuration option to always mute the mimicking voice of a local player
- Set
AlwaysMuteLocalPlayerto true to never hear your voice at all (even while dead) - This ignores the
MuteLocalPlayerVoicevalue if enabled - This value is not synced to all clients, as it's an optional feature for those who don't want to hear their own voice
- Set
I'd like to clarify, the bug fix in this update is unrelated to what was being tested for the past few days.
Either way, huge thanks to B1adeWo1f, TheDebbyCase, Lunxara, Gorenebeda, and Thagnoth for the countless hours they've spent trying to help find a way to reproduce errors for me to investigate, as well as anyone who helped provide information regarding bugs (whether it's a bug report or whatever else).
Shoutout to Bongo as well for sharing their script, making it easier to try to pinpoint issues with said modpacks
Update Pog
just a tiny update sadly. i do wonder if the bug fix i did relates to what was being debugged for the past few days, but i kinda doubt it at the same time
also pinging @potent hatch since you requested that config option
dunno if anyone has reported it before but i was walking around outside alone and heard some of my own voice lines, even though there was no masked on the map
on v1.0.13?
you don't have any other enemies enabled for voice mimicking right? just making sure @rain mountain
Maybe you were less alone than you thought
nope, all disabled
and it's on v1.0.13?
it's indeed the first time i've heard of this
do you happen to have any logs
yes
got any logs?
nothing of note in logs
hmmm
maybe as a crutch a function that would just delete the masked that can't mimic anyone be implemented?
I've heard of a snare flea optimizing mod that sometimes just kills them
that already shouldnt be an issue though
e.g. if a masked enemy spawns from player death by falling into a pit, theres a patch that i made that should ignore pathfinding attempts
so there shouldnt be errors, andvoice mimicking is also disabled in those cases
ye but we still got the broken masked
oh wait you meant as a bandaid fix whoops
well the problem is my code should always be running anyways
so unless something is removing the mimicking player, theres something preventing my code from even running
ohhhhh
possibly some sort of error that happens before my code even gets called
well that's harsh
yea still not sure what the issue is but oh well
also while there shouldnt be any issues with the new update, if something does somehow break, just downgrade to the previous version temporarily
will be busy tmrw so if it does end up being a broken patch i wont be able to fix it, but i highly doubt therell be new issues anyways
hey barch that vc from yesterday is still going
i did leave
but some people stayed lol
its been running for 26 hours
so i was in the vc alone for 6-7 hours plus my friend's 19 hours equals to like 25-26 hours
i think i might have some sort of logging turned off, because my logs don't say anything like that
okay wait i do see some logs from your mod
but not from when i heard the voice
it was my voice btw, probably should've mentioned that. which is how i knew it wasn't a real person
here's the log anyway though
That was not the case for my mimic after I walked into the water on foggy march. My friend was hearing my mimic inside the dungeon the entire time (ig the water pit is close to the dungeon on the actual map as it's quite deep)
🤓🤓
dawg atleast i aint insane to stay in a call for 20 hours
ELABORATE
so look my friend got killed by a mimic he got stuck on the turning process and became a mimic that has no ai wearing a mask and the suit worked tho
it happened twice
Interesting, something about the navmesh maybe
Where did they get turned? Like what were they standing on etc
ship
both were on ship
game getting better by the day
My game log gets spammed with this and doesn't stop EVER. It makes my PC lag so badly
This pops up every gametick
When does it begin? Randomly in a round, or as soon as you begin a round?
randomly in a round
In multiplayer or solo?
Okay good to know, we've been trying to figure out this issue for a few days now
Good to know it only happens in multiplayer
Out of interest how many other players are there?
Okay great, could you send a profile code? And let me know what planet you're landing on, any settings you have etc just so I can figure out how to replicate your situation
this has happen to me only when I land on modded planets (LLL)
I think
actually scratch that
we always land on a modded moon first
so i wouldn't know
Alright cool, profile code? And if you wouldn't mind, a modlist, just cause I'm not home rn and can't check the code
also i dont think that my modpack is the best example for this but fine here it is:
018db73d-f288-a0e0-bab7-afecef825d93
Well you're the first person to have the issue that has said they get it every time, which is honestly a bug fixing dream
That's fine, it just needs to function enough to get the bug and figure out why it happens
btw I have 121 mods installed because i like causing mental pain on myself
Not many more than my modpack it's all good
i have 176 😭
@deft cape This could be big, happens every time apparently, and only occurs in multiplayer
@sharp torrent Is there a specific modded moon you always start with, or just any?
And are they all LLL, or do you have any LECore?
just any
I also once saw a masked enemy that didnt have any cosmetics didnt move nor interract with anything my friend didnt see it and I was the only one having the error
it just stood at the vent
Yeah that's what the error spam causes
it seems to be a host problem then
Did the other players see any Masked?
Or were you the only one to see Masked at all
Oh and if your friend has a log still that might be helpful, as well as your log. If not that's alright
yep they did see them but only the ones that spawned from me dying
well there where only 2 of us
And the one that spawned from you worked fine?
yep
Okay cool, I think that's all the questions I have. If you are able to, a modslist and both player logs might be helpful, but not necessary
ou my computer did this 2 once after I made the lobby again in the same game session
might not have been mirages fault tho
how did come to the point of blue screening 💀
i have a beefy computer as well so I have no clue
Huh, interesting
ok this has a high chace of not being your mods fault and actually being because I was too hasty in making a new lobby and I had to many tabs open in the background
just wanted to show yall
I think that error id something to do with high disk or SSD use, so which the error is probably not helping with, and loading a save probably has an impact on that. Not the mod's fault per say, just a compounding issue
Or outdated drivers, but tbh I've never once had a driver actually need to be updated
Well I rent to Rend and had a Mimic of me walking around just fine
Granted I was solo in Online mode
I will say everytime we had a stuck mimic they wouldn't be mimicing me
But one of my friends
So I'll have to see if things still don't glitch later with my group on Rend
XD
for some reason i love scavenging for mods lol and i found this
what does it do, you tried it ?
it has a behavior section in the description
i just found it so no i didn't try it
oh wait
ok
i read it too but wanted some insight
im gonna test it rn
It’s not functional atm
It’s a placeholder
There might be a really early model revealed later today
Does this mod work with More Suits + Model Replacement API?
epic
MoreSuits yes, as for ModelReplacement I imagine not. It uses MoreCompany or AdvancedCompany's existing cosmetics systems so if they support Masked using it, this will too
Is this mod from the angle of comedy or inclusivity? (Not stating either is wrong just curious what it is)
comedy its like a challenge maybe
Oh I see, like giving the player "debuffs", if that's what you can call lower body paralysis lmao
lol well it gives many disabilities like deafness or being blind or mute
Ooh wait I don't remember what the game would be called, but there's a multiplayer challenge in some games where each player has one of those challenges, I've seen one small video on it with Lethal Company but would this be able yo achieve that?
employee assignments?
i loved that mod but it stopped getting updates, its not broken but its not exactly properly working
yes
huntdown will work similar just not the scrap retrival thing
also side quests is a thing
dont know how it worksr eally
I use Lethal Missions but I have never once actually aimed to complete a mission, they just sort of happen
i like lethal missions
having credits mid quota is cool
never even check which ones i get tho lmao
Yeah I think Lethal Missions with a better UI would be ideal
Ooh I like a lot of these
i kinda dont like employee's assignments' ui, it stands out too much for me
I just want it to tell me what my missions are at the start of a round without me having to open a menu I don't even know the button for
And even maybe a button to bring up the missions on the fly, like the map button in a lot of games
What are the config options like for this?
Ah okay cool. I assume by "spawn" they mean it's applied to a player
oh its just a terminal command
never had problems with that, and im kinda fine with not having anything on ui
its just something that runs in the background for me
The dev stated that it’s empty right now. It was originally an accidental upload
damn wont be home today but ill take a look when i gwt back. that kind of behaviour is really odd so idk what could cause it yet
A driver is causing the crash
Update your drivers
Might even have to use ddu if it's slightly corrupt.
oh shit... does this only happen with MaskAIRevamp though i wonder
wow debby you were onto it
in that case it's probably the moon, the checks for making it not update and whatnot is still passing, but it should work in vanilla areas at least
@deft cape we reached 32 hour vc
🤔
No. I had it without MaskedAIRevamp.
MaskedAIRevamp has console errors by it's own
I think the MaskedAIRevamp spam is just there for the same reasons, correlation not causation
ah true
How do you mean? Like will the Bracken have a Mirage voice?
playerbracken is set with a dependency on skinwalkers
thats why im asking lol
you can just disable it
I assume it would work with Mirage yeah, you can remove Skinwalkers and add Mirage
got it ty
I got the masked bug again
they don't move, interact, or can be killed even
what changed is that this time I'm not using meo at all
mirage only + advanced company
masked spawns were tweaked in AC to the same of bracken on all maps
can you provide the entire player.log?
of course!
I got this along with this bug https://discord.com/channels/1168655651455639582/1207830277544742953
I tested on the Experimental
Funnily enough, monsters also entered the ship and slaughtered everyone this round, even though the doors were closed in advance
So that totally could be related
seems to check out
sorry, where do I find this exactly?
Yeah, you also can hear them outside of the ship on the orbit 😄
and does it only generate after closing the lobby?
Do you have any mods besides it?
In the BepInEx folder of the profile you played on, that is if you haven't closed and reopened the game
press WIN+R, paste this %LOCALAPPDATA%\..\LocalLow\ZeekerssRBLX\Lethal Company\ and there you find Player.log
yea, quite a few
here were my mods
It's usually max a few MB but when there's Error spams it can get out of hand
ah okay, that makes sense
Someone sent one that was 300MB yesterday lmao
lmao
@dark talon thank you for the help btw
I went to go look at your github to see if maybe I could glean anything about the issues that keep popping up, then realized it was all in F# 🤭
This seems to have more info than the other ones
Upon the Masked spawning from a vent, this error occurs
Am I misunderstanding or is it trying to grab player information from a body that doesn't exist?
Just to add to this, PathfingLagFix only touches the Snare Flea, Bracken, and Spore Lizard
heh yeah it reads a bit different
oh right that wad mentioned before
well either way i wont be able to look at any errors till like monday probably
Vc been on for 36 hours
37*
same. sometimes happening
is it known bug?
lately I have been having masked have mask on (it was disabled)
they spawn too often I think, they spawn in company building etc
Yeah they literally spawn outside since beginning. why
spawning in the company building cant be from mirage for sure, unless it's spawn on player death
yall crazy
Hey @deft cape I think I ran into a weird bug, my friend died to a bracken and SpawnOnPlayerDeath triggered and I was watching him as a masked, beat the masked up anyways. Next day he's in the facility and i'm trying to TP him out but it's not sending him, swap target a couple times, still not teleporting him and now he has a snare flea on his head, TP myself and it works then once he died I was able to teleport his body.
Not sure if the Masked conversion from the previous day messed things up or not 🤔
Speaking of Mirage bugs, is anyone around to give a modpack a test to reproduce the issue? Seems to only occur in multiplayer online games so it's the only way to test really
Running TinyDerp's right now just because they said it was happening every time, so might be easier to test. Could try other modpacks as well if it's in multiplayer, hopefully then we'll finally be able to reproduce
018db73d-f288-a0e0-bab7-afecef825d93
Though actually this isn't using AC, which will make setting spawnrates of Masked a little more difficult
Yeah I'm actually not gonna use that one purely for the lack of AC so I can set up a good testing save
I'm gonna use the slightly modified one I made using Lunxara's
I will say my profile is gonna need an update here whenever the updates for LethalResonance and loaforcsSoundAPI get pushed in r2
That's fine, the profile code I have will always be using the same files and versions regardless of what updates you make to your own modpack
This is the profile code I'm using if anyone wants to test multiplayer
018db386-d506-f2c0-5e1f-e66e621a7dd5
Oh fuck hold on, I have it set to auto run LAN
Alright I have it all set up, anyone just @ me if you're around for multiplayer testing. If I'm not on and someone wants to host it, just make sure to select Lunxara's Settings as the Advanced Company preset
018db9f7-7448-c1d8-e4fa-c9bba68a4e7f
(No need for voice chat btw so dw about that, I won't be vcing either way)
Fuckshit forgot to remove ModelReplacementAPI
Last one I promise
018dba01-b7f8-0d86-7cbc-3812754f7de3
is this only happening after the latest update?
also is anyone else having this issue?
the goat
is anybody else having just random masked models appear that don’t move at all and just look one direction wearing a mask
Known issue that's been trying to get fixed
okay my bad I didn’t know
still not even sure if it's from mirage, we're still trying to figure out how to reproduce the issue
could be MEO fork?
Btw do any of Mirage's dependencies touch GameNetworkManager.Start at all?
I just wanna make sure, I don't think they do but who knows
I think theres a mod that addresses this issue
oh, have not seen that
I removed MEOFork in favor of having AC control their spawns instead
Going to do this as well, probably better
Wait really? or are you trolling?
Yeah I just set them to have the same spawn rate as the Bracken or Flowerman as it's called in AC's settings
why wou... F*** it hold on
bap
That mod doesn't fix this specific issue
i think thats where i register my network prefabs, dont remember and im too tired to check my github rn
then it was a joke🤷🏻♂️
yeah the issue mentioned is starting to get reported quite a bit, but there still hasnt been a definitive way to reproduce the error
Yeah I was gonna say, cus I've had a few random bugs recently where I couldn't leave my own lobby once, and the other day someone tried to join as we were landing and it caused the whole game to lock up which I never had that happen before, and Bongo said mods patching that can cause those sorts of issues when an Exception is thrown
is there an exception from mirage during that phase?
Idk both times I sadly had the console not enabled
and I wished I did
LOL
I can only guess it would be Mirage though if that's the only mod I use that touches it
idk it's unlikely, the stuff that can be null is already checked
id be really surprised if it actually is
Yeah my guess is it was QualityCompany cus the Networking feature was enabled
I disabled it
before that probably shitty LCSoundTool and CustomSounds
Lol
I wish I could use customsounds but it needing gameobject set to true is not worth the issues that come from that.
I was about to be like "Nooooo! LethalResonance" but then I just checked and dependency removed B)
Thank the heavens
a few hours ago we abandoned Customsounds and LCsoundtools
Best news I've heard ty
what issues? had that set to true for literally the entire time i've been playing this game modded and it hasn't done anything but fix issues
but we are in the middle of transition to a new dependency that is still new so give it a second if you want a flawless experience
Thanks for reminding me to set HideManagerGameObject back to false
There is no rushing perfection
a mod even forcing that to true is all but sus
at least it doesnt delete system 32
Since it causes a ton of issues being set to true
oh yeah Huh I guess LR just got a whole lot more compatible
Too much to explain
Just know it causes issues that may not even be noticed. And not all the time.
that answer does not inspire confidence. it's never given me any issues personally and the only thing i see from people in this server is "don't turn it on it causes issues" but never actually explaining what those issues are. from what i know it is generally safe to just leave enabled and CustomSounds forces it on because it requires that to function
If it works for you that's fine.
I had some weird issues after the addition of CustomSounds to my load order recently tbh, that all but explains why
Yeah it broke huntdown at one point
Keep settings that aren't meant to be turned on off
it shouldn't be causing any issues unless you're using old or badly made plugins. the description for the setting says so
Needing it on is a sign of exactly this
Most plugins updated to not needing it enabled
it shouldn't break either way, but some mods and even entire games need it on for bepinex to function properly
do you code? (Just curious)
nope
nvm carry on
I mean LLL broke by it as well at one point.
I keep going but I think we would get nowhere
this is why it's disabled by default. it occasionally breaks things when devs don't account for it but is also occasionally needed. this is why some mods, e.g. CustomSounds, will force it on by default
Idk whats happening but I'm still getting the same enemy_update issue. No MEO/MEOFork.
Just using Mirage with my modpack:
- Natural Spawns (Using AC to applie 20 weight to all moons)
- No spawn from death/alone 0
Takethatmaskoff was a shit show. Mask would drop but to clients they could see them emoting and not dead lol. Unfortunately I had to takethatmodoff for now.
wait whats the issue ur having again? i cant find your previous message since theres so many msgs here
ah thanks for the log, will take a look when im able to
TakeThatMaskOff has bugs only if you don't disable this
Make sure Masked Return Bodies is off
i did, clients still saw bodys emoting lol. Might be something in my modpack issue. Was using the MEO for a long time as well.
skinwalkers was bugging, wanted to try mirage and here we are.
I don't use lethalconfig tho, so that screen caught me off guard
lol
yeah, because I'm used to how modpack cfgs work, i just do them from a notepad ++ and add it the modpack. Updated all the time.
I no longer have them spawning from death tho. That was real buggy.
wait so who's having an issue with audio? i've been reading about players not hearing certain sound in the game, and think it's from mirage
i dont see how this could come from mirage but if anyone has the issue, please lmk how to reproduce the issue
Might not be a bad idea to try and keep track of who’s having what issues and their codes and stuff in a spreadsheet or something
yeah ill just start keeping all the profile codes in a github issue
I was partially missing step/interaction sounds. The "afk" models of mimics appeared. Even the interior asynchrony. Unfortunately, I don't write logs. But if it helps, I can write the build code.
it ended barch
I'm really not sure, first time properly using the death conversion option, I'll be sure to gather more information on it but wanted to spread awareness first
Heads up, for months I have had mods that used LCSoundTools on and off I've tried that mod and every time it causes soo many noticeable audio issues in the game, stay clear of it altogether
And while I'm here @deft cape, what is the range of the voicelines from Masked? I've had two instances where I've heard them way before they were even close to me, one time on MoreInteriors and another on the Auralis moon 🤔
Like I'm talking a very far way away, like easily 30-40 something meters
It happened when I was in ship, mask mob killed me.
And then I was bugged inside the ship (in clothes, as mask) but the weird thing is I had the mask on - even though we had it disabled. No idea what could it be besides Mirage that we have the mask on after death
Maybe the spawn in company building wasn't from it but I think the mask (on the head) is, don't see why another mod should do it tbh but I have no idea.
Also when he transfered to company building other mobs were transfered too, weird stuff but probably not Mirage. We flew to the other moon and they were waiting at us at the start lol
yeah tahts the whole reason i made the new api :3 (and because it gives soundpack creators way more options already)
Ohh? 👀 That's exciting, I really loved what LCSoundTool did but the execution was a little rough, is this a separate dependancy like with that happened between LE and LLL or are you the dev of LCSoundTool "no00ob"? Bit confused but would like pointed to this API as I have some plans to send the insanity sounds to hell 😍
no im not the creator of lcsoundtool although i did try and help out with the issues, https://discord.com/channels/1168655651455639582/1208370988715221052 is the main thread for the new api and this is a simple tutorial https://github.com/LoafOrc/loaforcsSoundAPI/wiki/Making-a-simple-Sound‐Pack
Thank you very much Bongo! :D I'll also check out resonance, as I used an ambience pack before for a bit of a more spooky feel, hoping more people jump ship from lcsoundtool soon
do naturally spawned masked only mimic the host?
i just had a game where every naturally spawned masked was mimicking my voice
@deft cape had the issue where i was hearing my own voice again, despite the absence of masked. i think it might be specific to offense? that is the only map i've ever heard it on
ill keep that in mind when i test
@deft cape
ill have to ping you on that once im home later
nope it's random, has that been happening a lot?
that was epic
longest vc ever
Is anyone around to test multiplayer rn? I have an idea of something I want to try but again it's impossible to test the bug without multiple real people
sure add me
Got this error after the host died, the host was also the last player left so could be related
HMMM
now that i think of it i def died as host when i first spotted the bugged masked
I will say in my multiplayer games I had where masked would stand there not moving they were never mimics of me
were you the host?
Yes
and you were alive when observing them
Yep
Well tbf idk cus the people they mimiced lacked cosmetics but they wore the proper suits
yeah i saw the suits sometimes also
weird
but on screenshots of clients they're always naked
Ayo?
Haha I was gonna say
It's impossible to rule out the Orange suit being an issue, cus I had some people wearing Orange suits
So there could always be someone wearing it when that happens
it might be host/client difference
cause host also cant spectate masked that arent mimicking anyone (referring to #1176357567824396388 )
They do mimic colors of the players as well. Had one spawn, it actually killed me but no animation played but clients saw the "mimic" take me out. On my screen I was fine but couldn't pick up items anymore or interact at at all.
So has anyone reported Mirage or it's dependencies randomly making it so some people can't hear someone else talking? Weird question cus the past 2 times I played I had someone randomly be unable to hear me til they left and rejoined the lobby
Aha, i got this all last night with 4+ people
I for the sake of my sanity unticked the MuteLocalPlayer option and swapped it to the AlwaysMuteLocalPlayer option instead incase it's that cus the AlwaysMute one is client sided
I don't have those mods either, but we always had 3/7 of us muted. Even as host sometimes I was muted and re-hosting fixed it.
But I also saw someone say Mirage gave them this issue without even touching those options
mmm
qwbarch said if no workie then revert to prev version
cause he cant look into this now
This was a bug with previous version
As well
But the thing I wonder is if it's Mirage or maybe one of it's dependencies like NAudio cus the NAudio github is flooded with bug reports
Why does it have to be so hard to force a bug to happen
@sharp torrent Seeing as you were getting the bug consistently, next time you get it, if you do, could you try removing some mods, trying again,seeing if you get the error, then removing more mods etc?
Maybe it's not a bug, but a test. To test our resolve. All must experience this bug, and their response will determine their fate
But then... Why am I refused to experience the bug?
Am I doomed to only watch as others experience the bug?
I'm at the point where I may just revert to MEO and Skinwalkers til this mod gets some of it's bugs sorted
I do adore this mod so much though
But the vc issues need fixed
I had to do that, it was quite frustrating and people wanted a stable session.
in terms of what caused the vc problems idk it was random to reproduce
