#Mirage
1 messages · Page 9 of 1
My guess is it's whenever some exception gets thrown
It causes the possibility for whoever gets it to be unable to hear someone
@deft cape Maybe you know what might be the cause of this
Is the host config synced to everyone else?
Bug just doesn't seem to happen anymore, so we'll see if anyone reports the issue happening again
So what's the audio bug?
Sometimes someoene randomly can't hear me talking over vc, Ayyobee said in a larger group they had the issue where 3 people couldn't be heard randomly
I'm not sure if that's a bug with Mirage or one of it's 3 dependencies though
But it certainly happens only when Mirage and it's dependencies are installed
Hm, that does seem bad. I'm just gonna hope it doesn't happen to us when we play later
Yeah I just hope @deft cape might know if it's from Mirage itself or not
If anything I'm leaning towards it being NAudio
But I could be wrong
not posssible to be from naudio
it's a library for processing audio so it's completely unrelated
Ahhhh okay good
and highly unrelated to mirage since it does nothing with vc
I only thought it could be that cus of the insane bug reports it has
other than record it
Hmmm I wonder if it's DissonanceLagFix
nope cant be from that either
Weirdddd
that only turns logs off for a specific dissonance log level
ill try to verify if it's mirage if i can get reproducible steps bit i highly doubt it's from it
Do you have LCMaxSoundsFix Lunxara?
Yes
these options only affect voice mimics, not player vc
Hm, a hunch
I was gonna guess maybe with my old pack it was caused by LCSouldTool/CustomSounds
oh nice thats one of the things im trying to reproduce
and then last night it was loaforcsSoundAPI cus Bongo pushed a hotfix for that affecting vc
But it could also be MaxSoundsFix
well easiest way to tell if it's mirage is to remove it for now
cuz intil i have reproducible steps i wont be able to test it anyways
I wouldn't use the SoundAPI for now, at least not until 1.0. Some of the sounds straight up don't work with only the api installed
Bongo is gonna push a fix for that later
It's some sounds that need to play OnAwake or something like that
Most of the sounds work fine with it
There's a few that don't
All in all it's still more stable than LCSoundTool and CustomSounds, and the API is new so there's bound to be a few things that need worked out
But yeah Bongo is aware that some sounds aren't working currently and plans to push an update for it
@solemn ridge could you switch to skinwalkers + meo for now and then lmk if the vc issue still occurs
I don't have a group to play with atm
Ayyobee did that though and said it fixed it for them
@worthy helm
as far as I'm aware they don't use any mods that use any of the Sound tools either
idk how to even begin debugging that issue if it's from mirage
Maybe it's a conflict of some sort
Not necessarily Mirage itself
I ended up removing LCBetterSaves cus I had a hunch it may have been causing issues
But idk
I never used more than 2 saves anyways
i had the vc issue without mirage so its prob not it
Which leads back to it maybe being LCMaxSoundsFix
Next time I play I'll see if it's fixed lol
Not sure if this was mentioned since I just woke up, but when I was hosting last night and noticed the problem (The VC problem), I had the player that I couldn't hear leave and rejoin and when he did, I started hearing EVERYTHING that the player had said that was previously unheard, coming from his character one after another in one long string of voice.
Something like 3 minutes of him just talking straight
I can't see anything in LCMaxSoundsFix that touches vc
it's Source code is super simple
Hmmmmm
Well sound tools are just the dependency that I have for LR 4.0.8 since it's stable until updated with the new API. I also had MEO and LR for the longest time as well and had little to no issues alongside skinwalker.
Never had these VC issues until I replaced Skinwalkers and MEO with Mirage. And because it's my modpack, I'm usually hosting my games. And our sessions are 2+ hours long sometimes with 4+ people. And we're always playing on new saves since I'm updating the mods 1-3 times a day. (more during game sessions)
So it's definitely something with Mirage then
I thought so
Maybe a potential conflict
with the sound mods
Idk
What if it's not a bug with Mirage though and it's UniTask or BarchLib?
@deft cape confirmed it can't be NAudio but what are the possibilities it's one of those?
I also wonder, I'm getting total desyncs from other clients too. Only 7/8 of us see the same interior and ones either A. Falling thru the earth or B. Phasing thru the interiors. We all know about having the same configs too, I make real clear before playing.
And this happens only with Mirage and it's dependencies?
I had Weather desyncs a couple days ago
for me it was normal but it was Eclipsed for my friends
Ah yeah, I experience the Weather desync last night with the gang. Flooded for me, but rainy for them. My friend changed moons to "refresh" and sync the weather. Idk if that worked but it seemed too. Will have to reproduced that.
UniTask doesn't have any bug reports about something like this, so yeah I'm leaning Mirage or Barchlib
I have to look into LLL or LEcore threads later if thats also affecting the weather desyncs but i'm not sure. I only have Wesley's moons that work pretty well for LEcore. And about 6 more moons for LLL.
I don't use LLL or LEcore
and you're also getting weather desyncs?
Yeah had them on Rend
pain
Well til this is figured out I think I might have to back to my Skinwalkers and MEO combo lol, cus something is causing shit to break XD
@deft cape I would definitely see if it's potentially UniTask or BarchLib before assuming it's Mirage itself
Oh wow I see what you mean about the performance boost going back to MEO and Skinwalkers
My input lag is gone
why am i the only one who is not expriencing game breaking issues or whatever
ig im too used to lag
as i said before i got used to lag so my friends can enjoy playing the modpack with their beefier pcs
idk my friends didn't say anything bout lag tho
It's hard to tell about the input lag, i built my PC not long ago so everything pretty much runs fine so I get some issues not related to me received by others that play with me.
My modpack's been super stable for a long time now, idk why I'm just not seeing any of these issues
My pc is high end tbh, other than the small input delay performance was fine
This were me
I will say one thing about LethalConfig, it being so red is so bad to stare at for a certain amount of time lol
not possible for any of the dependencies to be the issue, so if it's coming from mirage it'd be mirage itself
I wish you could change the color of it
the dependencies dont interact with unity at all
Interesting, I wonder if Mirage throws an exception sometimes then and it causes it
Here's another thought
I was consistently having issues with randomly being unable to hear other people and vice versa until I turned off Mirage
CustomSounds had this forced to true before and I set it to false
I wonder if that was doing it
When it was true
dont see why it would affect vc if it does since i dont interact with vc, except for recording but that's error handled
Cus it states when true it causes issues with some mods
So maybe it was just causing problems
i meant for mirage throwing exceptions
Yeah I find it likely it could be that option in Bepin Config
If it's not Mirage, some people have said Mirage doesn't do it at all
I will definitely have to see later if it's fixed now
and it's very likely LCSoundTool/CustomSounds did it before, then I got unlucky and got the bug from SoundAPI last night before it was fixed lol
That doesn't explain @halcyon stratus having it only happen from Mirage though
Could be a weird mod incompatibility, but I find it strange that this all seems to be happening because of different reasons and without any updates to Mirage that might've caused the problem?
Yeah it's strange
Tbf here's my cureent mod list
Imagine if it's a conflict with Boombox_Sync_Fix
Yep, only happened to me once I switched to Mirage which added 3 dependencies, and I uninstalled MEO and Skinwalkers. Probably another mod conflict but I was stable and fine before the change.
XD
Why morecompany and advanced company?
MoreCompany for the cosmetics, AdvancedCompany prevents it from waking
My friends like the default cosmetics from MoreCompany
otherwise I would remove it
I've been getting a lot of dissonance heap overload warnings lately too though (which seems to be causing lag), which wasn't occuring like a couple days ago as well
Though I wouldn't be surprised if MoreCompany somehow is causing issues despite being prevented from waking I've seen a ton of issues with it being reported after it's 1.8 update
so maybe I'll nuke it
Yeah I've been hearing that too
I'd love for a mod to be made that just includes the cosmetics from MoreCompany
so
should you have the skinwalker mod installed with this
or like whats the deal
it acts the same but everyone hears the same thing?
yes
so u dont need skinwalkers
but some people are reporting issues (im not included so idk)
test it out and see
also if u want it excatcly like skinwalkers u have to edit the config
if u need my help doing that then just ask away
yes i do
Run the game with mod and load the config first
done
Ah that was quick so now go in and scroll and find natural spawn and enable that
And make the spawnondeath chance to 0
Also enable any creature u want
U can also make the time in between voice mimicking voicelines bigger than and smaller by default its 7000-12000 ms aka 7-12 secs
I think skinwalkers is like 40 secs
Ill check
I set non mimics to be 8000-15000
Just cus I felt the duration by default was too long
Also u can make the voice clips delete every game instead of round so it becomes more like skinwalkers
I would suggest getting the maskedenemyoverhaul fork
So u can use the compatability config they have
So it wont conflict with mirage
wait i had that too, wasnt foggy on march but was for others
@deft cape Started a new save, I died to a parkour jump so I think I got turned into a masked, and in the previous day my friend died to a baboon hawk and became a masked so now we can't use the teleporter in this session, don't worry about the names I think that happens if you don't fiddle with it before someone joins, using openbodycams so I think if anything that could mess with assigned players and masked deaths? I recall that mod putting in some code to stop bodycams going onto masked, so maybe this conflicts in some way?
not possible at all for naudio, like i said if the bug comes from mirage, it's mirage itself
naudio doesnt touch unity at all so it's just impossible
thanks for the logs, i just got home actually so ill be testing things tonight
If it's any help I died on day 1
i'm gonna put my money on something up with openbodycams doing something to not have a bodycam on a masked and this turning dead players into masked 😅
did this ever happen to you in v1.0.13 as well?
I can't recall only just started playing with the masked on death option
is there a way i can try to replicate this behaviour
Yeah that's when I thought maybe UniTask or Barchlib but I think you confirmed those should be fine too
yeah those arent possible to either
which is why im trying to confirm if it is from mirage itself
since the dependencies have no chance of causing anything
It would have to be since some people like @halcyon stratus have experienced it without stuff like LCMaxSoundsFix, LCSoundTool, or CustomSounds
Someone reported this issue with TMLC as well, TMLC just barely added mirage too
at this rate it might actually be then
but i still have no idea how to test it
since it works fine for me
Play with a group, should happen after a few games if it's gonna reproduce
it could also be a weird incompatibility
That too
They said if they get the issue again they'll grab logs
and I'll report back here if that happens
what is TMLC?
i already do though, it's completely fine for us
I don't use that I don't think lol
TheMostLethalCompany, the 3rd most downloaded modpack
Yeah it might be fine for me now
with the other two being a moons pack and a cosmetic pack
so basically the largest content modpack
nice
You should try a few, they're pretty cool
especially with all the time that's gone into config / balance changes
I personally try several modpacks and grab the mods I like
thats how i discovered GeneralImprovements which replaced like 11 of my mods
I like QualityCompany for the held items value feature
Don't care for it's other bloat though
like scanning someone's item shows you its value?
or it shows what you're holding's value?
oh that is nice
generalImprovements basically has about 40 of those small improvements
many of which can replace other mods
For compat with AC you have to disable ShowTotalScrapUI
I also disabled the terminal additions cus I found them to be buggy
and EnableNetworking cus it caused me to not be able to back out of a game when set to true
oh thats cursed
Yeah a bunch of people told me to leave it on
☠️
and I found out that was a bad idea
XD
is it possible to make naturally spawning masks not talk with the voice of the person it’s confronting
for example my friend Adam ran into a masked that naturally spawned and it was using his voice (I was spectating so I sound hear the voice but he couldn’t since we have mute local on)
but is it possible for it to use someone else’s voice when running into the same person, instead of just not speaking when localmute is on
not sure if it's something i'll add tbh, i'll think about it
what if I give you puppy dog eyes
gonna look at this issue later actually cuz the vc bug is the highest priority, trying to see if it comes from mirage
only issue is that i'm still not able to replicate the issue on my end
always works fine for whatever reason
wait what input lag, like mirage causes your inputs to feel delayed?
It does but very slightly
wish i had a lower end pc to test on
cuz for things like that i just can't even tell since my pc just hides it from me i guess 😭
I only noticed when I tested Skinwalkers and MEO temporarily tbh
i do wish to address performance issues though
is this like a constant thing, it always feels delayed with mirage installed?
were you able to figure anything out with this
i just tried running TheMostLethalCompany's modpack to try and get the vc issue, and it doesn't happen for me
Nothing other than the errors I posted. The big issue just doesn't seem to occur, I'm not sure why there was such an uptick in reports of it, but to me it just doesn't seem like the issue exists anymore
yeah idk i'm just confused at this point
flood of bug reports that everyone thinks is coming from mirage
but not once am i able to replicate the error
even with the same profile codes
I think it probably was a multiplayer only thing, but maybe there was some mod that slipped under the cracks, got updated, and the issue's gone
Idk
We'll see if anyone comes back with the issue again
sounds good thanks again for all the help ❤️
I just found out apparently the Intro Speech Extended mod breaks a bunch of shit
I removed that
@lofty sorrel you may wanna remove that from the old version of my modpack you're using
this is what the min/max distance for the audio source is set to
i copied these values off of the audio source used for vc on players
I will say the thing I've noticed about Mirage is sometimes mimiced voices are quieter compared to Skinwalkers
Idk why
Also i'm doing some tests on that teleport thing
Finally using that local multiplayer script you sent over
that's something i've noticed in my own playtests as well, idk if the fix will be to just force the audio to be louder.
pretty much anything i can copy from the vc audio source is being used in mine now, so i might have to just force it to be louder
but that's for later, need to figure out whether or not the vc bug is from mirage first. just sucks that i'm still not able to replicate even that
oh you mean autostart + lc_launch_profile?
It's very possible it was Intro Speech Extended in my case
Yeah or at least the lc_launch_profile bit
I just learned it breaks the game in a lot of ways
Impostor
can you send the thunderstore link for that? just want to take a look
i can't find it for whatever reason
Idk for sure but it might be a safe guess
I had a lot of problems with people joining my lobby and stuff the other day too
I was only using it for testing purposes anyway, don't have it anymore
I thought it was something else
Here's the updated log without disableUnityLogs
Exact same happened, he died, became masked and then was unable to be teleported
I'll get a neat clip of it
Tbf I couldn't teleport masked players when using MEO either
oh yeah sounds good, i'm just gonna have to take a look at this teleport bug later on
I think it's a side effect of mimickingplayer or whatever
Not really a Mirage specific bug
could be, since in the vanilla game you don't get mimicked unless you're dead
Yeah
Let me also confirm first barch
I want to make sure this is a mirage issue or if it is an openbodycams/mirage issue
I remember trying to teleport a team mate's body after they became masked before using MEO and it wouldn't teleport them
Has nothing to do with OBC
I had it without OBC
Openbodycams doesn't touch the teleporter
I think it's just a side effect of the MimickingPlayer behavior MEO and Mirage use
people just can't be teleported while they're a mimic
I don't really think it's a bug per se more it's just how the game handles that flag
Yeah maybe
I just know MEO has had that problem for a long time lol and I never thought anything of it
but you're most likely right that it's how vanilla handles it
But seeing that Mirage has it too it only makes sense for it to really be how the game handles that flag
We have this error when a null exception log occurs in the masked ai code and repeats it
Yeah just confirmed that it has nothing to do with OBC, however looking at these logs I think it is still counting the player to be a dead body after conversion to masked, instead of an actual player again when reaching orbit
Hello , I don't know if anyone experienced this bug , we were 4player on a map using mirage and some other mod , and mimic were travelling between game with us. At the end they were like 10 mimic on rend beside the dungeon entrance.
and we can still hear them talk on the ship from space
this was from 3 teleport tests
So each try gave this big block of logs
the teleporter bug mentionned above was also a thing
mirage only tries to deactivate the player's dead body if it already exists
so not entirely sure if that comes from mirage or whether it's just the vanilla game
but i'll keep it in mind when i investigate it later
still not confirmed whether or not this is coming from mirage. there's been reports from others of masked enemies (and eyeless dogs) staying into future rounds.
unfortunately i haven't been able to replicate the issue a single time so i still can't figure out whether it's from mirage or not
bug replication :disappear:
😭
Aw man qwbarch I feel sorry for you, these bugs seem relentless 😅
i also had a dog in the company moon
but on the dog save there wasnt any extra mimic
if there's any extra masked enemies spawning, there's probably another mod also doing it
mirage by itself doesn't have issues with spawning extra masked enemies AFAIK
i can send you my mod list if you want we were all using the same modS
Do you have MaskedEnemyOverhaul
No , mods were :morecompany/lethal progression /mirage . one of us was using lethal resonance but its a client sided thing
Only those?
ya
Now that's interesting
Has this happened multiple sessions, or just the once?
And if you have the log, please send that
can i find them afterward?
multiple sessions yes
i think almost all sessions we tried since last update
As long as you haven't started the game again since the last session it happened, then yes you can still find the log
so i have them just gotta find where they hide
It's just in the BepInEx folder
logoutput?
Yep
i cant send them here because of the weight
How big is it?
113mb
Could you upload it to mediafire, google drive, dropbox etc?
i'm considering not even looking at the vc bug until someone gives me a reproducible way to test it
im kinda just wasting time trying to get the bug to happen to me
actually going to wetransfer
Like you said, it's unlikely to be your mod anyway. Unless someone brings up a big that involves error messages or things you directly affect it isn't really worth putting so much effort into it
actually the bug is avoidable by relaunching the session each flight
1 file sent via WeTransfer, the simplest way to send your files around the world
yeah time to just look at the ones with error logs instead from now on
I honestly think everyone should always have logging on, especially if they're going to report bugs
Sorry to bring more trouble , was just here to see if there are any explanations at first
It's all good, least there's a log. And because you have so few mods it's much easier to deal with
nah you're fine, i appreciate the bug report and log @thorn turtle
yep honestly at this rate i might just not even bother looking if there's no logs
i wasnt using myself lethal resonance so that shounldnt be a mess
100% not from lethal ressonance
LR shouldn't affect anything like this, no
i mean to read the log more clearfully 🙂
[Error : Unity Log] NullReferenceException
Stack trace:
UnityEngine.Component.CompareTag (System.String tag) (at <e27997765c1848b09d8073e5d642717a>:0)
EnemyAI.EnableEnemyMesh (System.Boolean enable, System.Boolean overrideDoNotSet) (at <af9b1eec498a45aebd42601d6ab85015>:0)
StartOfRound.SetPlayerSafeInShip () (at <af9b1eec498a45aebd42601d6ab85015>:0)
AudioReverbTrigger.ChangeAudioReverbForPlayer (GameNetcodeStuff.PlayerControllerB pScript) (at <af9b1eec498a45aebd42601d6ab85015>:0)
AudioReverbTrigger.OnTriggerStay (UnityEngine.Collider other) (at <af9b1eec498a45aebd42601d6ab85015>:0)
I saw this one when I was testing with B1ade as well
ah nice it has the same error, this one is probably from mirage
btw i changed some of the setting on mirage
@lofty sorrel you said it seems to only happens in online mode though right
I at least never experienced it while testing alone or with LAN, never got any errors for that matter
that's super odd, time to look into it
It was an error that I could see when it began, I'll explain exactly what happened in that game in a moment
There it is
@thorn turtle which version are you using?
Says 1.0.14
Out of interest, you said a MouthDog also had issues. Did the MouthDog do anything? Or was it just standing still
downloaded it yesterday actually and it was saying updated 15hours ago on thundermod
standing still
attacked once where nobody was standing then freeze
No
damn that rules out what i thought might've been an issue
we were trying to sell item and nothing happened , we flight off the company and continue as normal
the dog wasnt here after the flight btw
Feel free to PM if more question , time to sleep
wait so if i have natural spawn on in mirage , should i have masked enemy reworkfork "dont touch maskedenenemy.mimickingplayer" true or false
true
thanks
the last day of the log i sent you they were like 6-7 fake mimics
mhh i relaunched the game a lot , it happened each time a player became 'masked" not depending on planet
it hapenned on offense , assurance and rend
debby what was the way you were able to replicate this issue with all the other profiles? you're more familiar with it than me rn LOL
and the day 3 of 3 they all additioned
like day 1 a player died alone , so mimic spawn , day 2 the mimic was still there ,3 dead hapenned with spawn
3 on 3 they were all there
last was on rend
is this only on SpawnOnPlayerDeath? and not natural spawns? (asking about natural spawns despite it being set to false in the config, in case you have a spawn control mod that overrides it)
I got that error message with B1ade on TinyDerp's profile code with MEOF zombie mode turned on. We were on the SCP planet. I got the error message whenever I was on the ship, but not inside the ship. Inside the ship, the error stopped spamming. Off the ship completely, error stopped spamming. It only occurred when I was on the railings of the ship, and the Masked seemed entirely unable to reach me
zombie mode as in zombie arms? that's really odd, that shouldn't conflict
gonna take a look at it again just in case
Nono like zombie apocalypse
OH
To force more Masked to spawn
im gonna take a look at that feature rn
Also they don't have any spawn control mods, unless LethalProgression has something like that idk
i can maybe send my full games files for reproducing if you need to , tomorrow let me know
That would probably be helpful yeah, what timezone are you?
CET
debby are you free to try and test whatever profile it was from earlier in online mode
I can be yeah
im sending you the google drive link but it isnt uploaded yet i think , link in PM
018dbce9-585d-e578-2baf-7ab6fb9b24f2
sounds good ill try testing this later as well
downloading
gonna send you my steam friend code in dms
I don't remember if I'd already made the apocalypse change in this code yet, might have to do that
ah ill double check
Oh good I had
nicee, alright im loading
@lofty sorrel you wanna host? since you're more familiar with what to try to replicate
whoa
this modpack is making me lag really bad
like 10-20fps kinda feeling
Just waited for Masked to spawn and then ran back to the ship with them following
i need to get it in the ship for it to not despawn right
Idk about that bug, I just know this is how to reproduce the error
ah
this is already huge for me, first time i've seen it for myself in game
seems like the error might be related to why they can't seem to climb this ladder as well
Yeah something navigation related for sure
When you step inside the ship fully the error should stop
wow you're right
only spams when i leave the ship again
interesting
alright i'm gonna try and see if this happens in LAN again just in case, even though you did mention it only worked in online for you
SetPlayerSafeInShip, idk where that comes from
yeah taking a look
fuck i wanted to do close the ship doors to see if it triggered something but it already ran out of time
alright that's enough for the online test, i think i've got a lead for now
huge thanks again as always 😄
hugee
Alright cool, maybe try having one player on the railings as the other one takes off, so one player is having the error spam and the other can take off. If you can get the error in LAN
Oh also
This happens when you close the door
And when you open
yeah i specifically wanted to test the door cuz SetPlayerSafeInShip has a condition for it there
but the main issue seems to come from EnableEnemyMesh
It seems to continue spamming the original error regardless of the door
definition:```csharp
public virtual void EnableEnemyMesh(bool enable, bool overrideDoNotSet = false)
{
int layer = ((!enable) ? 23 : 19);
for (int i = 0; i < skinnedMeshRenderers.Length; i++)
{
if (!skinnedMeshRenderers[i].CompareTag("DoNotSet") || overrideDoNotSet)
{
skinnedMeshRenderers[i].gameObject.layer = layer;
}
}
for (int j = 0; j < meshRenderers.Length; j++)
{
if (!meshRenderers[j].CompareTag("DoNotSet") || overrideDoNotSet)
{
meshRenderers[j].gameObject.layer = layer;
}
}
}
idk if a mod is failing to replace the model but that's my assumption for now so that's what i'll test for next
Sapienzouz's modpack is only MoreCompany, LethalProgression and Mirage, and their log has all of these errors, so those three are the ones to look at I think (lethalprogression probably has nothing to do with it)
if lethal progression likely has nothing to do with it, it's likely just mirage itself
so maybe it doesn't have to do with replacing the model then
omg was i on voice activity the whole time during that test
i'm normally on push to talk so i didn't even know
im so sorry 😭
You were, I just turned your volume down dw
oh yeah your hunch was right, it for whatever reason only happens on online mode
but the this one still happens (infrequently)
so i can at least test for that on LAN
@deft cape Happy to report no vc issues tn so I definitely removed the mod that was responsible
good to know, although i wonder if it's also possible to just be a coincidence that it hasn't happened yet
oddly enough didn't happen to me earlier, but that'll make it easier for me to test then 😂
Importantly it only occurred when a player was in the middle of being turned by a Masked
Don't think so tbh, it usually would have happened by now
What modlist ya'll using rn I wanna try helping to replicate this
Personally I just got MoreCompany, LethalProgression and Mirage all default
oh yeah i thought you were getting your console spammed, if it was happening like once per masked enemy, that showed up for me as well
okie dokie
ah ic, i wonder if anyone else with the vc issue was using that mod as well
tbh i think we're good for now since i'm able to replicate it on my own now, appreciate it though ❤️
oh shit nice
Idk
I don't have the console on cus I'm streaming, also I had a mimic of someone who left earlier spawn and kill me
Wearing an orange suit
It spammed only for the player left alive while the second player was getting turned by the third player on the railing outside the door, and only as the ship was leaving. My suspicion is that it occurred a lot on the SCP map because the navigation for the Masked to get onto the ship was breaking, meaning the Masked were unable to reach the player, and then they just stopped trying whenever the player entered the ship completely because then the Masked treat it as if the door has shut and they give up, running back inside the facility. The error only spams on vanilla maps when the ship is leaving and or while a Masked is being turned because they are again in a situation in which they can't reach the player and there isn't navigation set up for it
Do you have logging on at all? Like can you send one later on
can't really work off of that then 😭
just gonna hope it's related to the bug debby and i are looking at rn
ah i was only looking at one console so that might've been it.
i removed mirage as a test and while it doesn't have the same errors, they still fail to pathfind
so currently in the process of just disabling other mods to get some clues
Honestly try just having all gone except morecompany, mirage and a map like scp that we know prevents pathfinding for the Masked
ah true
this bug is almost definitely from mirage
i'll be spending all my time figuring it out until it's fixed
it really looks like the same symptoms as what debby has been investigating
I wonder if MaskedAIRevamp somewhat influence in it
Still a mystery to me how pathfinding bugs can lead to all of this nonsense, but heyho that's game dev
i feel like it's not from this, TMLC doesn't have this mod but they have the issue as well
coding in general 😭
i don't think it is
this one seems like it's coming from mirage itself
i just need to figure out what
I don't think Lunxara has MaskedAIRevamp, and we didn't either, so it seems unrelated
If I had to make a guess, probably an issue on how they spawn? Idk lol
yeah idk yet
I was getting a lot of this if it means anything
[Warning: Unity Log] Failed to create agent because it is not close enough to the NavMesh
@lofty sorrel one thing ij ust confirmed though, spawning via DanceTools and whatnot doesn't trigger the error, so the only way to test really is to sit there until it spawns
@deft cape So my friend said before the mimic got stuck it was moving lightning fast killing people
If that's any info to go off of
doesn't ring any bells by itself
No MaskedAIRevamp right?
Gonna put this here just in case as well, I alwasy ignore it cause idk what it means at all, and I feel like I've seen it in vanilla but I can't be sure
[Warning: Unity Log] HeadMaskTragedy is disabled! Netcode for GameObjects does not support spawning disabled NetworkBehaviours! The RandomPeriodicAudioPlayer component was skipped during spawn!
i ignore that as well since it's from vanilla
don't think that means anything even here tbh
Ah right nvm then
That's all from me tonight I think, it's very late (or early?) so I gotta go... sleep?
GMT timezone and all that
yepp ty again!
Before I go btw, this is how I knew which log file was spamming the error lmao
smart
Is this a custom moon? I might know what the issue is with the ladder 👀
yeah it's the scp map, the masked enemies never go onto the ship
although i do suspect it's my code still
unless you think there might be a different cause 🤔
actually nvm i forgot i already disabled mirage and it still doesn't climb the ladder
Unless you're modifying the masked's navmesh areamask properties, it's more likely that they don't have an off mesh link on the ladders labeling them as a climbable spot, so the masked simply don't have a path to navigate onto the ship
Use vanilla maps if you can
just for checking baseline compatibility
oh yeah it's fine on vanilla maps, the errors seem to come from modded maps so far
one part of my code that was meant to fix a different bug looks a bit suspect so that's what i'm gonna test next 😬
so far though, i disabled MoreScreams (since it was erroring) and for whatever reason, this gets rid of the error
but i'm pretty sure the error is still not from MoreScreams
it's an incompatibility created from mirage is my hunch so gotta test that next
Just from a quick peek at MS I see some Dissonance patching, do you also patch Dissonance?
only DissonanceComs.Start, but that shouldn't cause issues
gonna take a quick peek at MS as well then actually
Pre or postfix? Bc they have a postfix in theirs, but I don't think it's on Start?
postfix, but it's only to subscribe to the dissonance microphone subscriber
Yea it's VoicePlayback, nvm
although either way, it shouldn't be from MoreScreams
no updates since 2 months ago
so it probably is an incompatibility with mirage that comes from what i suspect to be the issue
which im about to test out
I haven't had any issues whatso ever after I changed back to MEO/Skinwalkers. Sorry this whole thing's got you stressin but for me atleast and in my modpack it was Mirage.
Hope its figured out! goodluck
@worthy helm did you happen to have this installed? lunxara said she removed this and it seems to have gotten rid of the vc issue so far
also just an fyi what i'm figuring out rn isn't related to the vc bug, i have no leads on that so i can't really fix that
Nope, I know LR took that remix out because smolboy wanted to release that standalone but I never installed that one sorry 🤷
oof thanks for the details
if anything this probably just confirms it's mirage
sucks that i can't replicate the issue still
but i'll figure it out eventually when there's enough logs on it
alright this should be fixed
i just need to test it a bit more to confirm it before i push an update
i've been OOTL, has the log spamming this been fixed?
what i'm fixing right now might be related to it
but still running tests so no update tonight
Does this replace skin walker?
yes, but you should probably wait until the next update before trying
there's an issue that i'm currently trying to address
Dang I’ve been busy the last couple of days so I haven’t been around
Sorry to hear that you haven’t solved the issue yet
From what I can tell you have confirmed it’s a Mirage issue, though?
this one? i think it's a mod incompatibility since i don't run into it on its own, but i am trying to fix it on my end
also regarding enemies not despawning in between rounds, that's definitely a mod incompatibility
it seems like if multiple mods try to deactivate the same dead enemy, it causes issues
and if one enemy fails to despawn, the rest of the enemies don't despawn
this was discovered by dinogolfer from TMLC
(For the record I mean the broken masked issue)
and regarding the vc bug, well, still no leads on that and i'm still not entirely sure if it's mirage or just another mod incompatibility (seems to work fine for me and many others, so it's more likely a mod incompatiblity)
when was that being reported?
like it getting stuck?
seemed like loaforcsSoundAPI had an issue the other night where i incorrectly disabled some audiosources 😭
Yeah, like the broken unmoving masked
it's been at least a couple days now, but didn't you confirm the issue isn't from soundapi though?
i can't replicate that issue but it could be related to my fix, we'll have to see
i messed a little with some code and it seemed to work locally then
Nah SoundAPI had a bug with 0.0.3 affecting vc
wait didn't the vc issue still happen while you were streaming earlier? @solemn ridge or do i remember wrong
Dang, still haven’t been able to replicate it? Unfortunate.
I think the other mod breaking it was probably Intro Speech Extended
I had some weirdness happen on stream for sure, still unsure of vc bugs though
the main bugs we had were being unable to teleport my friend and the masked breaking
ayyobee said that the vc issue stopped happening after removing mirage, so i'm still a bit alerted by it, even if soundapi might've had some sort of issue with vc
yeah sadly not
Did you manage to figure out why Mirage is breaking teleporting some people btw?
i think you ran into the issue where they'd get stuck as well right?
Yeah
nope, i'll have to look at that later
i've had that issue without mirage, is it confirmed here?
Wait really? That issue only ever started after adding Mirage for me
well it's been impossible for me to replicate cuz it's never happened to me once, but i've seen people (including on other servers) say that it's likely caused by mirage
even after playing for hours i've never once had the issue
We would teleport my friend, and on her end and everyone else's end she wouldn't be teleported
in my case it was we had some weird desync issues with the ship monitor and it caused a lot of problems
But I saw her on the teleporter shaking going "Teleport me!!!"
oh wait i misread, i thought you were talking about the vc issue for a sec
for the teleporter issue, well, my group and i are noobs so we don't have a teleporter 😂 😂
No desync issue with the ship monitor for us cus AC doesn't have that
oh I had that, but I also had that before mirage
Ah odd
i'll look into seeing if there's a fix for that after the main issues are figured out
can't pinpoint it on anything honestly
(like masked enemies randomly getting stuck, or if the vc issue is from mirage)
if anyone knows what else breaks teleporters rn hmu
i'll look into the teleporter thing later on
even if it's a vanilla bug with how mimicking players work
inb4 Lethallib lol
I def teleported mimics into the ship with mirage...

but that was before the last update
LethalLib seems to like breaking shit XD
like instead of the player itself?
ye
but last time I had this issue it was very inconsistent with replication
legit had a case where everyone could be teleported but 1 guy
*that was wayyyy before mirage I should've clarified lmao
Always that one guy causing problems lol
but if we're talking mirage then I was able to tp turned people before the last update, haven't tested after
if that helps
wait so the last update broke it again?
idk...
mb i think im just misunderstanding u LOL
if it works with mirage by itself then another mod is probably overwriting the player's redirectToEnemy
but too early to say whether or not it's another mod causing it
could very well be from mirage
either way though i'm rewriting that part a bit so i'll just test the teleporter as wlel
I still wonder what would randomly cause the masked ai to break, it's weird how in my case tonight we would have masked enemies move so far and then suddenly get stuck
Can u do mirage support for the Siren head mod? And Make it so it sounds like it comes from an Siren like some radio effect idk
?
mirage already allows you to turn have voice playback on modded enemies via EnableModdedEnemies
I mean only Siren head
well i'll eventually allow configuring per-modded enemy but not anytime soon
And is there a way to add a radio filter over the sound so it sounds like a siren?
for now it'd probably easier to have the siren head author use mirage as a soft dependency directly
?
yes but you'd have to ask the sirenhead author to do that
i think that part might be caused by a bugfix that i did for a different issue, so i'm gonna revert it for the next update (and use a bandaid fix for that other issue instead)
still wanna do more testing before i release the next update though
but so far my tests seem pretty good locally at least
using the modpack that debby was testing on
that's just masked
it's completely normal for them to just get all clamped up in one space and start stargazing
No it is not
thats vanilla yeah
and when I would try to hit them it was like the game no longer registered them as being there
I really doubt it, I run this mod and Mirage and haven't ran into this frozen AI issue that people have been reporting and we face quite a lot of masked
well that's weird
after days of work, you finally fix the masked bug
lethal company fans rejoice
within hours, mirage becomes the most downloaded mod
world peace is achieved
a few days later, v50 releases
you try mirage with it
tfw masked bug
Never had this happen until using Mirage btw lol
Ah I haven't tried that one
It's really good but still needs a bit of work, allows masked to interact a bit more like picking up items and having little personalities
@solemn ridge oh yeah if i remember right, you said you normally have mask textures disabled, but these bugged ones have the texture on right?
Yeah, the bugged ones also don't wear the cosmetics
But they wear the proper suit
ok that might be related to the issue of enemies not despawning properly, which from what i can tell is a mod incompatibility issue that i'm trying to address right now
so hopefully after the next update that's fixed
That doesn't explain how someone got turned into a mimic that one game and the person that got turned became a stuck mimic though
true, idk anymore 😭
I mean unless they died elsewhere and a mimic of them tried to spawn, but idk anymore
Sorry never saw the response but does this replace skin walker?
it does, but i recommend waiting until the next update. currently figuring out an issue
is there a stable patch that you'd recommend to use until the new patch is out?
Newest is the most stable. In general though it's pretty stable, there's just a couple of specific situations in which Masked can break, but if you run ito any issues just rehost and it should all be fine
👍
https://clips.twitch.tv/PoliteAbstruseRutabagaKevinTurtle-_mkXC8TQRfPHxcz- I will say I never had Mirage cause this for me XD this was after I went back to MEO and Skinwalkers last night lmfao
I boxxed like 4 mimics and it crashed after I boxxed a mimic of myself
Tbf that's the first time I've had the game crash like that in a while, pretty sure that's a rare issue caused by SkinwalkersExperimental
killing your body killed your soul
XD
@deft cape is it possible that LC just doesn't like you using F# coding?
Hopefully you'll get a responce when barch is around again XD
It just suddenly occurred to me 🤭
It sounds like a possibility
nah it's definitely not that haha
It's synced
another programming language isnt gonna suddenly cause unity specific bugs
yeah pretty sure thats why ppl still use the original version
Yeah the original causes the game to perform worse though
yeah i still dont know what it's from since it doesnt happen when mirage is installed by itself for me
my best guess is either vanilla bug or MEO/MEOF
MEO was not in my load order last night during this
It's not that
it's definitely a mod conflict
Also the problem doesn't happen with MEO
i only started noticing it after MEO came out, but it may just be because it makes the spawns more likely and thus makes the bug more likely
Maybe you could check MEO's code? See how they manage to avoid it
Could be a fix you could migrate
Actually
MEO doesn't avoid this, though
@stoic silo you have any idea how to fix this?
MEO does not have this bug
Idk what you are talking about
it does
It doesn't
????
I've played with MEO for a long time and never experienced it
are you just gonna tell me that i actually haven't experienced this
Happens only with Mirage
i have been experiencing this for months before mirage even came out
Mod conflict on your end then
Never happened with my pack until Mirage was added
Lol
Weird
probably just like it's a mod conflict for mirage
pretty much the only thing in common with our pack between then and now that could be affecting it is MEO
cuz by itself it has no issues afaik
but eitber way i think ive fixed the conflict
Ooh what was it?
multiple mods were trying to deactivate the player's dead body
and that was causing massive issues it seems
So update incoming?
so i only deactivate if it hasnt been deactivated already
update tonight when i get home and test some more
When's tonight for you, tonight is now for me lmao
I never had MEO when experienced this issue
curious to see if this fixes it, but like i said if it's not an MEO issue then i suspect this is just a bug with the vanilla game and MEO only exacerbates it by upping the spawn rate of masked
It sounds like it's an issue with any mod that would deactivate a player's body, which could potentially be a few different mods
Or it's a bug with some mods, it's not vanilla if it doesn't happen only with Mirage installed
So the issue could occur without Mirage depending on the other mods you had
it doesn't only happen with mirage though. like i said this was happening for months before i had mirage
That doesn't rule out a mod conflict as qwbarch said
If there are two mods that try to deactivate a body, that creates the issue, it's not about Mirage specifically
If you were paying attention
i see, but not sure if i ever did have any mods like that. in any case i hope it is fixed
You likely do it's just impossible to know which mods do it
Devs work in mysterious ways
@deft cape I hope you can fix the issue where voices being mimiced are too quiet at times btw
iirc we think the issue isn’t caused by Mirage, and think that I t’s a vanilla issue. Mirage just triggers the issue to happen.
not vanilla, but caused by mods that do something they shouldn't
or am I getting it mixed up with one of the other issues
okay I was thinking of the dog issue
dog issue?
bc where i had it with huntdown
Dogs spawning that can’t interact with the player
But they can move and try to attack
And it had some sort of connection/commonality with the masked bug
Nah some people were having it here too
I had someone say they saw a spider bugging out last night but idk in what way
Someone had that issue with just Mirage, MoreCompany and LethalProgression
this one is a known issue, was going to work on it but then the current "bugs" took my attention away from it sadly
oh wait fuck im stupid and forgot to clarify, the bugfix today is for what was occuring in the modpack debby was testing with, as well as the thing where monsters werent despawning properly
actually dont need to go out anymore so ill be doing more tests soon
Sooo may or may not fix the masked issue then
Also btw, does Mirage have the same bug that MEO did that causes enemy spawn rates outside to go weird at times?
Not being able to replicate something despite doing the exact same steps is the essence of software development i swear
Mirage doesn't affect spawn rates other than disabling them
it shouldnt. if vanilla spawns are disabled mirage just removes them from the spawn pool.
if it's enabled it does nothing
I had a bunch of dogs one game last night and trying to find out if that was Mirage or Vanilla
Okay good lol
fr 😭
that didnt despawn? yeah thats from the mod conflict thing i was talking about
The only way to replicate it atm seems to be just "try to play a game like normal with your friends"
for whatever reason it causes the masked enemy to error while trying to despawn it
which in turn causes the rest of the enemies to not despawn
That’s probably by I haven’t encountered it— haven’t played much modded with friends lately
Yeah it only seems to happen in online multiplayer, which is a ballache to bug test
Usually you're confirmed to get it after a few runs on Rend with a group
That was how I got it
and with specific mods (that i dont know of which ones)
After a few runs?
Yeah
So yeah I was right in remembering vanilla issue that just isn’t triggered in normal gameplay
i dont play with a lot of mods so ive never seen any of these issues everyone talks about
After a few games we started having stuck mimics
Hmmmm
To the hyperfixation mines I go
nah it's not lethallib
just a mod conflict between mirage and other mods trying to do the same thing
Good thing to meme on though
true LUL
After all the issues LethalLib has had
wait can i send you my updated mod debby
Yea
Real
aight gonna hop on my pc soon
I will say @lofty sorrel if you want better load times with my old mod pack, update LethalResonance and remove LCSouldTool/CustomSounds and remove Absas and Inacraft cosmetics along with MoreCompany
Sometimes I forget how fast LC boots up unmodded
Time is not my enemy. The bugs are
MoreCompany increases load times cus AC has to pull the cosmetics from the DLL
Ik just figured it would make things nicer
Turning off logneuter speeds things up immensely lol
The logs stay on during gaming
AbsasCosmetics and Inacraft are a pain cus they're unoptimized cosmetic mods sadly
I recently swapped them out for BandaidsMegaCosmetics, Cute_Cosmetics, and NikkisCosmeticKingdom
They were the only 2 unoptimized ones I had
god it really is insane. goes from a few seconds to about a minute
If you have logneuters stop all logs function (which seemingly doesn’t even stop the logs?) it’s even longer
iirc it was around two and a half minutes for me?
I timed it at one point
Around 55 seconds without it on
something that stops logging, makes it take longer? 🤔
Yep
i suspect it's because it takes a long time to parse the insane amount of configs that LogNeuter generates
Hello , i hope my files helped you yesterday , have you found a fix?
did you get access to my game folder?
i was going to run it after the modpack i was testing, but i already found what was causing a conflict with mirage and a different mod
so that should be fixed (or at least it wouldn't conflict with mirage) after the next update
just tested with debby just in case and it's looking good (for that modpack at least)
Hey, thanks for working on these bugs so quickly. Do you know which specific mods are causing conflicts for testing purposes?
sadly not sure which other mod is trying to deactivate the body as well, or i would've contacted the mod author as well
Ok thanks
This would make a good Starship Troopers quote
Was there any leads found to the frozen AI masked?
not for the frozen ones sadly
v1.0.15 is released:
- Fixed a mod conflict issue that caused enemies to not despawn properly
SpawnOnPlayerDeathno longer spawns an enemy whenCauseOfDeath = Gravity(this means dying to fall damage, and I believe dying to the ladder as well)- This was originally done by jarylc, but I tried alternatives to avoid having the mechanic completely ignore dying to gravity
- This is probably the best band-aid fix for now for avoiding log spam when a masked enemy spawns inside a pit
Huge thanks to TheDebbyCase for their immense effort on bug-testing and figuring out a way to reproduce errors that others have been experiencing.
Thanks to dinogolfer from TMLC for figuring out why non-masked enemies weren't despawning as well, which helped me understand why this mod conflict was even happening.
Also thanks again to those mentioned in the previous v1.0.14 post for helping find/test issues as well: B1adeWo1f, Lunxara, Gorenebeda, and Thagnoth
If the enemies not despawning issue is to do with the deactivation of bodies thing we were talking about earlier then I imagine that might help with the main lost AI Masked issue, cause every time I got a broken Masked tonight after playing with friends the first error was always NullReferenceException with the Stack Trace starting with DeadBodyInfo.DeactivateBody
oh that does sound related then
@deft cape Another request to merge DissonanceLagFix into the mod btw, I honestly don't see a reason for Mirage not to when Skinwalkers merges it in lol
Since both mods do very similar things
the reason i dont think it belongs to mirage is cuz everyone should have it anyways, whether or not you're using mirage or not
cuz thats a fix for dissonance itself
so even if ur not using mirage you'd still want it
eh at this point maybe i'll do it anyways
You should, cus there's some confusion at times where people think Mirage already includes it because Skinwalkers includes it
Could probably do that today tbh, would be a small update
i wanna avoid pushing an update for such a small thing tbh
Fair
so ill bundle it into the next update when i have other changes
I did readd Mirage to my list, hopefully the new fixes from today cause there to be less chaos
XD
hopefully, lmk how that goes
Les go
To not despawn probably? Idk i use enemyfix maybe thats why i never got those issues idk
nah it's a mod conflict, if another mod tries to deactivate the dead body as well it seemed to have caused issues for whatever reason
well tbf, that mod does also just prevent it from happening if it were to
any luck uhhh fixing anything in mirage?
yeah i fixed the mod conflict on mirage's side
so it was the despawning thing?
well at least from my tests, it seemed like if multiple mods try to deactivate the same dead body, it eventually also caused the masked enemy to not despawn properly
once a single enemy errors while despawning, the rest of them don't despawn
which is why you'd find things like mouthdogs not despawning
that could explain why my modpack didn't have that bug ig
yeah, but even without the enemyfix mod, if you don't have another mod that tries to deactivate the dead body then you were fine either way
which explains why i've never run into it
i dont use mods like the mask off mod forgot the name
takethatmaskoff?
look at this barch
might've been a conflict but not confirmed, but either way it shouldn't conflict with mirage anymore
LMAOOO WHAT THE FUCK
LMAOO
top tier voice actor moment right there
ctower got the loudest ass screams in the group bro 😭
thats the kinda teammate you want to make your games more fun 😂
I like the idea of having this mod replace MEO and Skinwalkers in my sessions with friends. As of right now is there any reason to use MEO/MEOF/Skinwalkers at the same time as mirage? Or does mirage completely do what those mods do?
No real reason to use Skinwalkers, MEO lets you control the spawnrates of Masked but other than that nothing else
Thanks @lofty sorrel say I don’t want the mirage feature of having them spawn on death but I do want to make sure they spawn frequently enough to see them at moons. I will need MEO for that? I’m also a little confused about how the MEOF config works with mirage better?
MEO?
Masked enemy overhaul
meof?
Masked enemy overhaul fork
Why should everyone have dissonancelagfix? I haven’t personally noticed any lag spikes but I’m not sure about those I’ve played with. If I’m not noticing a problem should I add this to my pack anyways?
Yeah I just don’t understand what the explanation means. Like idk what dissonancevoip is. Also haven’t ever experienced lag spikes so I haven’t seen an issue, but can’t speak for others I play with that have worse computers.
But it sounds to be helpful and could potentially help them if they are experiencing issues. One buddy is playing on an old Mac and has to manually install everything so I feel bad adding more mods for his sake lol but he’s still chugging along with 60 mods 👍
What's funny about this is that this is literally just a one line fix for the game lol 😅
Lol Zeekerss
yeah use MEOF with the compatibility option for mirage
the vc system is dissonance, so everyone is using it when you play with lethal company. the issue is that when you do lag, it can cause it to lag further, which that mod fixes
it's not unique to voice mimicking, but i guess i might as well just include it anyways if people are expecting it to be built-in coming from skinwalkers
Thanks! In the meantime I’ll add it to the pack. It’s been interesting seeing how you guys bug fix and how quickly you work on fixing issues. Thanks for that
Wonder if this change to LCMaxSoundsFix proves it's possible it could have affected vc before somehow
I don't think it is, but not entirely sure either
You can look into other mods for spawn control as well, MEO isn't the only one
indeed, AdvancedCompany is nice to have for spawn control (and just in general)
Just confirming TP thing still happeneing when maskedondeath is enabled, also never knew the company also turned people into masked 😂
TP thing?
i'll look into the TP thing probably next week, gonna take a break from bug fixes unless a major issue comes up that's urgent for me to fix
Yeah if you die and get converted to a masked via the config setting you're unable to teleport until you die again
Oh interesting
that's during the next round right? hmmm
So get rid of Skinwalkers, MEO and more company and just replace with Mirage and Advanced Company? Sounds like a plan
yep, that's what i use at least 😄
That works yeah. There's a lot of customisation options for AC
AC apparently sets you to have 3 item slows so you'll want to change it back to 4
take care mate, you've done great work 🙏
so THAT'S why I couldn't get anyone to teleport last time I played my modpack
I spent forever trying to figure out why
there's no navmesh on the company building so they can't move
I was thinking that!
i'll have to make them not spawn on the company building
New knowledge every day
yeah iirc they usually can't spawn on the company building anyway. if you put on a mask you just die
Also when I was typing he made an ultra loud sound
https://thunderstore.io/c/lethal-company/p/Kittenji/NavMeshInCompany/
this mod exists though
Don't tab out of the game with voice activation 😂
Still recommend lcmaskfix with mirage? Does takethatmaskoff or maskedairevamp work well with mirage?
Unsure about TakeThatMaskOff, others should be fine though
Absolutely use lcmaskedfix
the red screen bug got me and a friend 3 times in sessions 😭
might just make it only spawn if someone has that mod then
Also MaskedAIRevamp is great, I love that mod
A masked with a shovel can absolutely take you by surprise
Don't leave shotguns on the floor with that mod
@fading sapphire
so to reproduce the teleporter issue, is this what i should do?
- die on one client with
SpawnOnPlayerDeathset to 100 - on the other client, pull the lever to reset the day
- pull the lever again to start the game, and then try using the teleportor to bring back the first client (which shouldn't work?)
My friend dropped his at Main in Kast, I was not ready for the shotgun mimic to show up at the fire exit
In every test i've killed the masked before leaving but besides that yep, those are all accurate steps
sounds good, gonna leave that on my github so i remember what to do
btw do you happen to remember if there's any error logs
when trying to tp the player
Only that there was a spammed block of something about a body moving 🤔
Lemme reply to it
kk
here
damn that log doesn't really ring any bells for me
but i do have an idea of what might be the issue actually
@deft cape just thought, if you wanna try to get error logs and stuff when masked get stuck would you like to play with me on Stream?
oh i actually can't play at this time sadly
Rip XD
i'll just watch and pray it doesn't happen
Lmfao
BRO
So this should be the end of the Masked bug?
it fixes an issue that caused masked enemies to not despawn when mirage was conflicting with another mod
and when a masked enemy failed to despawn, it caused everything else to despawn
so any other bug might still happen, idk what's the cause of them
Huh, that’s an odd bug
do you guys know why the masked dont move?
and they already spawn with a mask after i disabled that
they just spawn in and dont do anything
that's been reported before, but just wondering, are you on v1.0.15? just want to confirm something
nope
try that and lmk if it still happens
kk
so is this pretty much a combo of Skinwalkers and Masked Enemy Overhaul?
to put it in a really basic sense
Yes
what makes it different?
Voice clips are synced across clients
So you hear the same voice as another player
skinwalker still doesnt sync?
I don’t believe so
bruh
does this mod use open mic yet?
when it first started it was push to talk only
been a while since i checked in
uses open mic
no prob
does this mod copy cosmetics of the player?
That I do not know I am sorry. I’ve seen it talked about in here so maybe if you sesrch some keywords for this thread you’ll find it
cant search threads unfortunately :(
yeah it does, any cosmetic mod that supports masked enemies out of the box will work with mirage as well
sick
so advanced company is good then?
Yes, in fact I recommend removing MEO and using Advanced Company to control the spawn rates
i dont see a reason to have MEO or Skinwalkers if you have this mod
ah
For each planet
that is a fair point
how'd the stream go, did the bug happen again for you?
Nope, I never ran into a single mimic oddly enough after I used Better Lobbies to have that viewer join
Just constant Boombas