#Mirage

1 messages · Page 9 of 1

solemn ridge
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Sometimes it would happen after landing the ship, the game my one friend had it it happened after we landed on Rend and entered the mansion though

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My guess is it's whenever some exception gets thrown

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It causes the possibility for whoever gets it to be unable to hear someone

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@deft cape Maybe you know what might be the cause of this

errant cypress
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Is the host config synced to everyone else?

solemn ridge
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Yeah we've always had synced configs

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We use a modpack code

lofty sorrel
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Bug just doesn't seem to happen anymore, so we'll see if anyone reports the issue happening again

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So what's the audio bug?

remote iris
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dis is good

solemn ridge
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I'm not sure if that's a bug with Mirage or one of it's 3 dependencies though

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But it certainly happens only when Mirage and it's dependencies are installed

lofty sorrel
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Hm, that does seem bad. I'm just gonna hope it doesn't happen to us when we play later

solemn ridge
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Yeah I just hope @deft cape might know if it's from Mirage itself or not

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If anything I'm leaning towards it being NAudio

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But I could be wrong

deft cape
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not posssible to be from naudio

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it's a library for processing audio so it's completely unrelated

solemn ridge
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Ahhhh okay good

deft cape
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and highly unrelated to mirage since it does nothing with vc

solemn ridge
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I only thought it could be that cus of the insane bug reports it has

deft cape
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other than record it

solemn ridge
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Hmmm I wonder if it's DissonanceLagFix

deft cape
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nope cant be from that either

solemn ridge
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Weirdddd

deft cape
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that only turns logs off for a specific dissonance log level

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ill try to verify if it's mirage if i can get reproducible steps bit i highly doubt it's from it

lofty sorrel
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Do you have LCMaxSoundsFix Lunxara?

solemn ridge
deft cape
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these options only affect voice mimics, not player vc

lofty sorrel
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Hm, a hunch

solemn ridge
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I was gonna guess maybe with my old pack it was caused by LCSouldTool/CustomSounds

deft cape
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oh nice thats one of the things im trying to reproduce

solemn ridge
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and then last night it was loaforcsSoundAPI cus Bongo pushed a hotfix for that affecting vc

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But it could also be MaxSoundsFix

deft cape
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well easiest way to tell if it's mirage is to remove it for now

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cuz intil i have reproducible steps i wont be able to test it anyways

lofty sorrel
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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

solemn ridge
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Bongo is gonna push a fix for that later

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It's some sounds that need to play OnAwake or something like that

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Most of the sounds work fine with it

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There's a few that don't

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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

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But yeah Bongo is aware that some sounds aren't working currently and plans to push an update for it

deft cape
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@solemn ridge could you switch to skinwalkers + meo for now and then lmk if the vc issue still occurs

solemn ridge
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I don't have a group to play with atm

solemn ridge
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@worthy helm

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as far as I'm aware they don't use any mods that use any of the Sound tools either

deft cape
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idk how to even begin debugging that issue if it's from mirage

solemn ridge
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Maybe it's a conflict of some sort

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Not necessarily Mirage itself

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I ended up removing LCBetterSaves cus I had a hunch it may have been causing issues

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But idk

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I never used more than 2 saves anyways

charred crow
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i had the vc issue without mirage so its prob not it

solemn ridge
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Which leads back to it maybe being LCMaxSoundsFix

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Next time I play I'll see if it's fixed lol

fathom lichen
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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.

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Something like 3 minutes of him just talking straight

solemn ridge
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I can't see anything in LCMaxSoundsFix that touches vc

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it's Source code is super simple

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Hmmmmm

worthy helm
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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)

solemn ridge
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So it's definitely something with Mirage then

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I thought so

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Maybe a potential conflict

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with the sound mods

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Idk

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What if it's not a bug with Mirage though and it's UniTask or BarchLib?

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@deft cape confirmed it can't be NAudio but what are the possibilities it's one of those?

worthy helm
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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.

solemn ridge
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I had Weather desyncs a couple days ago

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for me it was normal but it was Eclipsed for my friends

worthy helm
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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.

solemn ridge
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UniTask doesn't have any bug reports about something like this, so yeah I'm leaning Mirage or Barchlib

worthy helm
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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.

solemn ridge
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I don't use LLL or LEcore

worthy helm
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and you're also getting weather desyncs?

solemn ridge
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Yeah had them on Rend

worthy helm
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pain

solemn ridge
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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

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@deft cape I would definitely see if it's potentially UniTask or BarchLib before assuming it's Mirage itself

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Oh wow I see what you mean about the performance boost going back to MEO and Skinwalkers

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My input lag is gone

remote iris
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ig im too used to lag

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as i said before i got used to lag so my friends can enjoy playing the modpack with their beefier pcs

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idk my friends didn't say anything bout lag tho

worthy helm
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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.

lofty sorrel
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My modpack's been super stable for a long time now, idk why I'm just not seeing any of these issues

solemn ridge
halcyon stratus
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This were me

solemn ridge
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I will say one thing about LethalConfig, it being so red is so bad to stare at for a certain amount of time lol

deft cape
solemn ridge
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I wish you could change the color of it

deft cape
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the dependencies dont interact with unity at all

solemn ridge
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Here's another thought

halcyon stratus
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I was consistently having issues with randomly being unable to hear other people and vice versa until I turned off Mirage

solemn ridge
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CustomSounds had this forced to true before and I set it to false

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I wonder if that was doing it

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When it was true

deft cape
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dont see why it would affect vc if it does since i dont interact with vc, except for recording but that's error handled

solemn ridge
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Cus it states when true it causes issues with some mods

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So maybe it was just causing problems

deft cape
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i meant for mirage throwing exceptions

solemn ridge
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Yeah I find it likely it could be that option in Bepin Config

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If it's not Mirage, some people have said Mirage doesn't do it at all

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I will definitely have to see later if it's fixed now

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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

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That doesn't explain @halcyon stratus having it only happen from Mirage though

halcyon stratus
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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?

solemn ridge
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Yeah it's strange

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Imagine if it's a conflict with Boombox_Sync_Fix

worthy helm
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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.

solemn ridge
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XD

halcyon stratus
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Why morecompany and advanced company?

solemn ridge
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MoreCompany for the cosmetics, AdvancedCompany prevents it from waking

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My friends like the default cosmetics from MoreCompany

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otherwise I would remove it

halcyon stratus
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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

solemn ridge
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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

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so maybe I'll nuke it

worthy helm
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Yeah I've been hearing that too

solemn ridge
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I'd love for a mod to be made that just includes the cosmetics from MoreCompany

ancient moth
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so

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should you have the skinwalker mod installed with this

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or like whats the deal

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it acts the same but everyone hears the same thing?

remote iris
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so u dont need skinwalkers

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but some people are reporting issues (im not included so idk)

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test it out and see

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also if u want it excatcly like skinwalkers u have to edit the config

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if u need my help doing that then just ask away

ancient moth
remote iris
ancient moth
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done

remote iris
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Ah that was quick so now go in and scroll and find natural spawn and enable that

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And make the spawnondeath chance to 0

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Also enable any creature u want

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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

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I think skinwalkers is like 40 secs

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Ill check

solemn ridge
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I set non mimics to be 8000-15000

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Just cus I felt the duration by default was too long

remote iris
# ancient moth done

Also u can make the voice clips delete every game instead of round so it becomes more like skinwalkers

ancient moth
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thanks for the help

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would this work with maskedenemyoverhaul?

remote iris
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So u can use the compatability config they have

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So it wont conflict with mirage

ancient moth
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oh nice

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what spawn rarity do you think would be good

misty hill
fading sapphire
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@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?

deft cape
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naudio doesnt touch unity at all so it's just impossible

deft cape
fading sapphire
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If it's any help I died on day 1

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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 😅

deft cape
fading sapphire
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I can't recall only just started playing with the masked on death option

deft cape
solemn ridge
deft cape
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yeah those arent possible to either

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which is why im trying to confirm if it is from mirage itself

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since the dependencies have no chance of causing anything

solemn ridge
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It would have to be since some people like @halcyon stratus have experienced it without stuff like LCMaxSoundsFix, LCSoundTool, or CustomSounds

maiden peak
deft cape
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at this rate it might actually be then

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but i still have no idea how to test it

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since it works fine for me

solemn ridge
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Play with a group, should happen after a few games if it's gonna reproduce

maiden peak
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it could also be a weird incompatibility

solemn ridge
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That too

maiden peak
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and I'll report back here if that happens

solemn ridge
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what is TMLC?

deft cape
solemn ridge
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I don't use that I don't think lol

maiden peak
solemn ridge
maiden peak
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with the other two being a moons pack and a cosmetic pack

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so basically the largest content modpack

solemn ridge
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Ah yeah I don't use Thunderstore mod packs

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I create my own modpack

maiden peak
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nice

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You should try a few, they're pretty cool

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especially with all the time that's gone into config / balance changes

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I personally try several modpacks and grab the mods I like

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thats how i discovered GeneralImprovements which replaced like 11 of my mods

solemn ridge
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I like QualityCompany for the held items value feature

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Don't care for it's other bloat though

maiden peak
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like scanning someone's item shows you its value?

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or it shows what you're holding's value?

solemn ridge
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Yeah it'll show the value of what you're holding on the hotbar

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It's nice

maiden peak
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oh that is nice

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generalImprovements basically has about 40 of those small improvements

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many of which can replace other mods

solemn ridge
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For compat with AC you have to disable ShowTotalScrapUI

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I also disabled the terminal additions cus I found them to be buggy

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and EnableNetworking cus it caused me to not be able to back out of a game when set to true

maiden peak
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oh thats cursed

solemn ridge
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Yeah a bunch of people told me to leave it on

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☠️

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and I found out that was a bad idea

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XD

lunar quest
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is it possible to make naturally spawning masks not talk with the voice of the person it’s confronting

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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)

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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

dark brook
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skinwalker does that

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but it also doesn't sync clips

deft cape
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not sure if it's something i'll add tbh, i'll think about it

lunar quest
deft cape
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only issue is that i'm still not able to replicate the issue on my end

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always works fine for whatever reason

deft cape
solemn ridge
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It does but very slightly

deft cape
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wish i had a lower end pc to test on

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cuz for things like that i just can't even tell since my pc just hides it from me i guess 😭

solemn ridge
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I only noticed when I tested Skinwalkers and MEO temporarily tbh

deft cape
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i do wish to address performance issues though

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is this like a constant thing, it always feels delayed with mirage installed?

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were you able to figure anything out with this

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i just tried running TheMostLethalCompany's modpack to try and get the vc issue, and it doesn't happen for me

lofty sorrel
deft cape
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yeah idk i'm just confused at this point

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flood of bug reports that everyone thinks is coming from mirage

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but not once am i able to replicate the error

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even with the same profile codes

lofty sorrel
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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

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Idk

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We'll see if anyone comes back with the issue again

deft cape
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sounds good thanks again for all the help ❤️

lofty sorrel
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Yea np

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Just want to deceive my friends

solemn ridge
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I just found out apparently the Intro Speech Extended mod breaks a bunch of shit

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I removed that

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@lofty sorrel you may wanna remove that from the old version of my modpack you're using

deft cape
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this is what the min/max distance for the audio source is set to

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i copied these values off of the audio source used for vc on players

solemn ridge
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I will say the thing I've noticed about Mirage is sometimes mimiced voices are quieter compared to Skinwalkers

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Idk why

fading sapphire
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Also i'm doing some tests on that teleport thing

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Finally using that local multiplayer script you sent over

deft cape
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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

deft cape
solemn ridge
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It's very possible it was Intro Speech Extended in my case

fading sapphire
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Yeah or at least the lc_launch_profile bit

solemn ridge
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I just learned it breaks the game in a lot of ways

fading sapphire
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Impostor

deft cape
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i can't find it for whatever reason

solemn ridge
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Idk for sure but it might be a safe guess

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I had a lot of problems with people joining my lobby and stuff the other day too

lofty sorrel
solemn ridge
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I thought it was something else

fading sapphire
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Exact same happened, he died, became masked and then was unable to be teleported

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I'll get a neat clip of it

solemn ridge
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Tbf I couldn't teleport masked players when using MEO either

deft cape
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oh yeah sounds good, i'm just gonna have to take a look at this teleport bug later on

solemn ridge
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I think it's a side effect of mimickingplayer or whatever

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Not really a Mirage specific bug

deft cape
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could be, since in the vanilla game you don't get mimicked unless you're dead

solemn ridge
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Yeah

fading sapphire
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Let me also confirm first barch

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I want to make sure this is a mirage issue or if it is an openbodycams/mirage issue

solemn ridge
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I remember trying to teleport a team mate's body after they became masked before using MEO and it wouldn't teleport them

solemn ridge
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I had it without OBC

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Openbodycams doesn't touch the teleporter

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I think it's just a side effect of the MimickingPlayer behavior MEO and Mirage use

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people just can't be teleported while they're a mimic

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I don't really think it's a bug per se more it's just how the game handles that flag

deft cape
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it could still be potentially patched out

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i just need to see how the teleporter works

solemn ridge
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Yeah maybe

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I just know MEO has had that problem for a long time lol and I never thought anything of it

deft cape
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but you're most likely right that it's how vanilla handles it

solemn ridge
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But seeing that Mirage has it too it only makes sense for it to really be how the game handles that flag

fading sapphire
flat tiger
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We have this error when a null exception log occurs in the masked ai code and repeats it

fading sapphire
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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

thorn turtle
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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.

thorn turtle
fading sapphire
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So each try gave this big block of logs

thorn turtle
deft cape
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so not entirely sure if that comes from mirage or whether it's just the vanilla game

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but i'll keep it in mind when i investigate it later

deft cape
trim anchor
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bug replication :disappear:

deft cape
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😭

fading sapphire
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Aw man qwbarch I feel sorry for you, these bugs seem relentless 😅

thorn turtle
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but on the dog save there wasnt any extra mimic

deft cape
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mirage by itself doesn't have issues with spawning extra masked enemies AFAIK

thorn turtle
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i can send you my mod list if you want we were all using the same modS

lofty sorrel
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Do you have MaskedEnemyOverhaul

thorn turtle
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No , mods were :morecompany/lethal progression /mirage . one of us was using lethal resonance but its a client sided thing

lofty sorrel
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Only those?

thorn turtle
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ya

lofty sorrel
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Now that's interesting

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Has this happened multiple sessions, or just the once?

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And if you have the log, please send that

thorn turtle
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can i find them afterward?

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multiple sessions yes

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i think almost all sessions we tried since last update

lofty sorrel
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As long as you haven't started the game again since the last session it happened, then yes you can still find the log

thorn turtle
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so i have them just gotta find where they hide

lofty sorrel
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It's just in the BepInEx folder

thorn turtle
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logoutput?

lofty sorrel
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Yep

thorn turtle
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i cant send them here because of the weight

lofty sorrel
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How big is it?

thorn turtle
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113mb

lofty sorrel
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Could you upload it to mediafire, google drive, dropbox etc?

deft cape
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i'm considering not even looking at the vc bug until someone gives me a reproducible way to test it

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im kinda just wasting time trying to get the bug to happen to me

thorn turtle
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actually going to wetransfer

lofty sorrel
thorn turtle
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actually the bug is avoidable by relaunching the session each flight

deft cape
lofty sorrel
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I honestly think everyone should always have logging on, especially if they're going to report bugs

thorn turtle
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Sorry to bring more trouble , was just here to see if there are any explanations at first

lofty sorrel
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It's all good, least there's a log. And because you have so few mods it's much easier to deal with

deft cape
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nah you're fine, i appreciate the bug report and log @thorn turtle

deft cape
thorn turtle
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i wasnt using myself lethal resonance so that shounldnt be a mess

deft cape
lofty sorrel
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LR shouldn't affect anything like this, no

thorn turtle
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i mean to read the log more clearfully 🙂

lofty sorrel
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[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)

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I saw this one when I was testing with B1ade as well

deft cape
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ah nice it has the same error, this one is probably from mirage

thorn turtle
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btw i changed some of the setting on mirage

deft cape
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@lofty sorrel you said it seems to only happens in online mode though right

lofty sorrel
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I at least never experienced it while testing alone or with LAN, never got any errors for that matter

deft cape
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that's super odd, time to look into it

lofty sorrel
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It was an error that I could see when it began, I'll explain exactly what happened in that game in a moment

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There it is

deft cape
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@thorn turtle which version are you using?

thorn turtle
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that the config that was used

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last one from 2days ago

lofty sorrel
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Says 1.0.14

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Out of interest, you said a MouthDog also had issues. Did the MouthDog do anything? Or was it just standing still

thorn turtle
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downloaded it yesterday actually and it was saying updated 15hours ago on thundermod

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standing still

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attacked once where nobody was standing then freeze

deft cape
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wait...

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did anyone happen to DC when this happens?

thorn turtle
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No

deft cape
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damn that rules out what i thought might've been an issue

thorn turtle
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we were trying to sell item and nothing happened , we flight off the company and continue as normal

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the dog wasnt here after the flight btw

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Feel free to PM if more question , time to sleep

ancient moth
ancient moth
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thanks

thorn turtle
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the last day of the log i sent you they were like 6-7 fake mimics

lofty sorrel
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Which day did you first start seeing the extra Masked?

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What planet

thorn turtle
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mhh i relaunched the game a lot , it happened each time a player became 'masked" not depending on planet

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it hapenned on offense , assurance and rend

deft cape
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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

thorn turtle
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and the day 3 of 3 they all additioned

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like day 1 a player died alone , so mimic spawn , day 2 the mimic was still there ,3 dead hapenned with spawn

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3 on 3 they were all there

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last was on rend

deft cape
lofty sorrel
# deft cape debby what was the way you were able to replicate this issue with all the other ...

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

deft cape
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zombie mode as in zombie arms? that's really odd, that shouldn't conflict

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gonna take a look at it again just in case

lofty sorrel
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Nono like zombie apocalypse

deft cape
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OH

lofty sorrel
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To force more Masked to spawn

deft cape
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im gonna take a look at that feature rn

lofty sorrel
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Also they don't have any spawn control mods, unless LethalProgression has something like that idk

thorn turtle
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i can maybe send my full games files for reproducing if you need to , tomorrow let me know

lofty sorrel
#

That would probably be helpful yeah, what timezone are you?

thorn turtle
#

CET

lofty sorrel
#

Ah okay so like 3am rn

#

I'll ask you again in the afternoon

deft cape
#

debby are you free to try and test whatever profile it was from earlier in online mode

lofty sorrel
#

I can be yeah

thorn turtle
#

im sending you the google drive link but it isnt uploaded yet i think , link in PM

lofty sorrel
deft cape
deft cape
#

gonna send you my steam friend code in dms

lofty sorrel
#

I don't remember if I'd already made the apocalypse change in this code yet, might have to do that

deft cape
#

ah ill double check

lofty sorrel
#

Oh good I had

deft cape
#

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

lofty sorrel
#

It's loading music

#

Will stop in a moment

deft cape
#

ah

#

oh you're right

lofty sorrel
#

Just waited for Masked to spawn and then ran back to the ship with them following

deft cape
#

kk

#

console says one just spawned

#

gotta look for where it is now

lofty sorrel
#

There

#

Spamming now

deft cape
#

i need to get it in the ship for it to not despawn right

lofty sorrel
#

Idk about that bug, I just know this is how to reproduce the error

deft cape
#

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

lofty sorrel
#

Yeah something navigation related for sure

#

When you step inside the ship fully the error should stop

deft cape
#

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

lofty sorrel
#

SetPlayerSafeInShip, idk where that comes from

deft cape
#

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 😄

trim anchor
#

hugee

lofty sorrel
#

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

deft cape
#

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

lofty sorrel
#

It seems to continue spamming the original error regardless of the door

deft cape
#

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
lofty sorrel
#

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)

deft cape
#

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 😭

lofty sorrel
#

You were, I just turned your volume down dw

deft cape
#

oh yeah your hunch was right, it for whatever reason only happens on online mode

deft cape
#

so i can at least test for that on LAN

solemn ridge
#

@deft cape Happy to report no vc issues tn so I definitely removed the mod that was responsible

lofty sorrel
#

Hate to toot my own horn rn, but

#

In LAN

deft cape
deft cape
lofty sorrel
solemn ridge
trim anchor
#

What modlist ya'll using rn I wanna try helping to replicate this

lofty sorrel
#

Personally I just got MoreCompany, LethalProgression and Mirage all default

deft cape
trim anchor
#

okie dokie

deft cape
deft cape
trim anchor
#

oh shit nice

solemn ridge
#

@deft cape bugged mimic of me

#

Missing cosmetics

deft cape
#

can you send logs

#

was that right out of a vent?

solemn ridge
#

Idk

deft cape
#

send logs when you're able to

#

might be related to what we're debugging rn

solemn ridge
#

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

lofty sorrel
# deft cape oh yeah i thought you were getting your console spammed, if it was happening lik...

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

lofty sorrel
deft cape
deft cape
#

so currently in the process of just disabling other mods to get some clues

lofty sorrel
#

Honestly try just having all gone except morecompany, mirage and a map like scp that we know prevents pathfinding for the Masked

deft cape
#

ah true

solemn ridge
#

Wow I found a bugged one outside

#

Something must randomly cause their ai to break

deft cape
#

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

stark rampart
#

I wonder if MaskedAIRevamp somewhat influence in it

lofty sorrel
#

Still a mystery to me how pathfinding bugs can lead to all of this nonsense, but heyho that's game dev

deft cape
deft cape
#

this one seems like it's coming from mirage itself

#

i just need to figure out what

lofty sorrel
#

I don't think Lunxara has MaskedAIRevamp, and we didn't either, so it seems unrelated

stark rampart
#

If I had to make a guess, probably an issue on how they spawn? Idk lol

deft cape
#

yeah idk yet

lofty sorrel
#

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

deft cape
#

@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

solemn ridge
#

@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

deft cape
#

doesn't ring any bells by itself

lofty sorrel
#

No MaskedAIRevamp right?

solemn ridge
#

So definitely ai breaking

#

Nope

lofty sorrel
#

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!

deft cape
#

i ignore that as well since it's from vanilla

#

don't think that means anything even here tbh

lofty sorrel
#

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

deft cape
#

yepp ty again!

lofty sorrel
#

Before I go btw, this is how I knew which log file was spamming the error lmao

deft cape
#

smart

twilit monolith
deft cape
#

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

twilit monolith
#

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

deft cape
#

oh yeah it's fine on vanilla maps, the errors seem to come from modded maps so far

deft cape
#

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

twilit monolith
#

Just from a quick peek at MS I see some Dissonance patching, do you also patch Dissonance?

deft cape
#

only DissonanceComs.Start, but that shouldn't cause issues

#

gonna take a quick peek at MS as well then actually

twilit monolith
#

Pre or postfix? Bc they have a postfix in theirs, but I don't think it's on Start?

deft cape
#

postfix, but it's only to subscribe to the dissonance microphone subscriber

twilit monolith
#

Yea it's VoicePlayback, nvm

deft cape
#

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

worthy helm
#

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

deft cape
#

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

worthy helm
#

Nope, I know LR took that remix out because smolboy wanted to release that standalone but I never installed that one sorry 🤷

deft cape
#

oof thanks for the details

deft cape
#

sucks that i can't replicate the issue still

#

but i'll figure it out eventually when there's enough logs on it

deft cape
#

i just need to test it a bit more to confirm it before i push an update

rain mountain
#

i've been OOTL, has the log spamming this been fixed?

deft cape
#

what i'm fixing right now might be related to it

#

but still running tests so no update tonight

fleet rune
#

Does this replace skin walker?

deft cape
#

yes, but you should probably wait until the next update before trying

#

there's an issue that i'm currently trying to address

timber notch
#

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?

deft cape
#

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

timber notch
deft cape
#

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)

upbeat compass
deft cape
upbeat compass
#

seemed like loaforcsSoundAPI had an issue the other night where i incorrectly disabled some audiosources 😭

timber notch
#

Yeah, like the broken unmoving masked

deft cape
#

it's been at least a couple days now, but didn't you confirm the issue isn't from soundapi though?

deft cape
upbeat compass
#

i messed a little with some code and it seemed to work locally then

solemn ridge
#

Nah SoundAPI had a bug with 0.0.3 affecting vc

deft cape
#

wait didn't the vc issue still happen while you were streaming earlier? @solemn ridge or do i remember wrong

timber notch
solemn ridge
#

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

deft cape
solemn ridge
#

Did you manage to figure out why Mirage is breaking teleporting some people btw?

deft cape
solemn ridge
#

Yeah

deft cape
#

nope, i'll have to look at that later

upbeat compass
solemn ridge
deft cape
#

even after playing for hours i've never once had the issue

solemn ridge
#

We would teleport my friend, and on her end and everyone else's end she wouldn't be teleported

upbeat compass
#

in my case it was we had some weird desync issues with the ship monitor and it caused a lot of problems

solemn ridge
#

But I saw her on the teleporter shaking going "Teleport me!!!"

deft cape
#

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 😂 😂

solemn ridge
dark brook
solemn ridge
#

Ah odd

dark brook
#

but sometimes it works

#

and I'm using outdated mods so

deft cape
#

i'll look into seeing if there's a fix for that after the main issues are figured out

dark brook
#

can't pinpoint it on anything honestly

deft cape
#

(like masked enemies randomly getting stuck, or if the vc issue is from mirage)

dark brook
#

if anyone knows what else breaks teleporters rn hmu

deft cape
#

i'll look into the teleporter thing later on

#

even if it's a vanilla bug with how mimicking players work

solemn ridge
dark brook
#

I def teleported mimics into the ship with mirage...

dark brook
dark brook
solemn ridge
#

LethalLib seems to like breaking shit XD

deft cape
dark brook
#

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

solemn ridge
#

Always that one guy causing problems lol

dark brook
#

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

deft cape
#

wait so the last update broke it again?

dark brook
#

idk...

deft cape
#

mb i think im just misunderstanding u LOL

dark brook
#

nah im just saying that it def worked

#

but as of right now I have not tested that

deft cape
#

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

solemn ridge
#

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

copper pilot
deft cape
#

mirage already allows you to turn have voice playback on modded enemies via EnableModdedEnemies

deft cape
#

well i'll eventually allow configuring per-modded enemy but not anytime soon

copper pilot
#

And is there a way to add a radio filter over the sound so it sounds like a siren?

deft cape
#

for now it'd probably easier to have the siren head author use mirage as a soft dependency directly

deft cape
deft cape
#

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

dark brook
#

it's completely normal for them to just get all clamped up in one space and start stargazing

solemn ridge
#

No it is not

upbeat compass
#

thats vanilla yeah

solemn ridge
#

and when I would try to hit them it was like the game no longer registered them as being there

fading sapphire
timber notch
#

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

fading sapphire
#

Yeah but I was referring to MaskedAiRework

#

The mod by piggy

solemn ridge
#

Ah I haven't tried that one

fading sapphire
#

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

deft cape
#

@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?

solemn ridge
#

But they wear the proper suit

deft cape
#

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

solemn ridge
#

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

deft cape
#

true, idk anymore 😭

solemn ridge
#

I mean unless they died elsewhere and a mimic of them tried to spawn, but idk anymore

deft cape
#

yeah me neither

#

all good i'll try and tackle that next if the update doesn't fix it

fleet rune
#

Sorry never saw the response but does this replace skin walker?

deft cape
misty hill
#

is there a stable patch that you'd recommend to use until the new patch is out?

lofty sorrel
misty hill
#

👍

solemn ridge
#

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

potent hatch
solemn ridge
#

XD

twilit monolith
#

@deft cape is it possible that LC just doesn't like you using F# coding?

solemn ridge
twilit monolith
#

It just suddenly occurred to me 🤭

solemn ridge
#

It sounds like a possibility

ancient moth
#

does only the host need the config set or does everybody need it

#

the same one

deft cape
solemn ridge
#

I do hope the Masked getting stuck can be fixed

#

lol

deft cape
solemn ridge
#

Yeah the original causes the game to perform worse though

deft cape
rain mountain
#

my best guess is either vanilla bug or MEO/MEOF

solemn ridge
#

It's not that

deft cape
#

it's definitely a mod conflict

solemn ridge
#

Also the problem doesn't happen with MEO

rain mountain
#

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

solemn ridge
#

Could be a fix you could migrate

#

Actually

rain mountain
#

MEO doesn't avoid this, though

solemn ridge
#

@stoic silo you have any idea how to fix this?

solemn ridge
#

Idk what you are talking about

rain mountain
#

it does

solemn ridge
#

It doesn't

rain mountain
#

????

solemn ridge
#

I've played with MEO for a long time and never experienced it

rain mountain
#

are you just gonna tell me that i actually haven't experienced this

solemn ridge
#

Happens only with Mirage

rain mountain
#

i have been experiencing this for months before mirage even came out

solemn ridge
#

Mod conflict on your end then

#

Never happened with my pack until Mirage was added

#

Lol

#

Weird

deft cape
#

probably just like it's a mod conflict for mirage

rain mountain
#

pretty much the only thing in common with our pack between then and now that could be affecting it is MEO

deft cape
#

cuz by itself it has no issues afaik

solemn ridge
#

It happened without MEO for me

#

I remove it entirely when using Mirage

deft cape
#

but eitber way i think ive fixed the conflict

solemn ridge
#

Ooh what was it?

deft cape
#

multiple mods were trying to deactivate the player's dead body

#

and that was causing massive issues it seems

solemn ridge
#

So update incoming?

deft cape
#

so i only deactivate if it hasnt been deactivated already

#

update tonight when i get home and test some more

lofty sorrel
#

When's tonight for you, tonight is now for me lmao

vocal garnet
rain mountain
lofty sorrel
#

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

solemn ridge
#

Or it's a bug with some mods, it's not vanilla if it doesn't happen only with Mirage installed

lofty sorrel
#

So the issue could occur without Mirage depending on the other mods you had

rain mountain
#

it doesn't only happen with mirage though. like i said this was happening for months before i had mirage

solemn ridge
lofty sorrel
#

If there are two mods that try to deactivate a body, that creates the issue, it's not about Mirage specifically

solemn ridge
#

If you were paying attention

rain mountain
solemn ridge
#

You likely do it's just impossible to know which mods do it

lofty sorrel
#

Devs work in mysterious ways

solemn ridge
#

@deft cape I hope you can fix the issue where voices being mimiced are too quiet at times btw

timber notch
#

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.

solemn ridge
timber notch
#

or am I getting it mixed up with one of the other issues

solemn ridge
#

mods trying to deactivate a body

#

causes it

timber notch
#

okay I was thinking of the dog issue

solemn ridge
#

dog issue?

timber notch
#

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

solemn ridge
#

That's an issue specific with Huntdown

#

Never had dogs do that in my game

timber notch
#

Nah some people were having it here too

solemn ridge
#

I had someone say they saw a spider bugging out last night but idk in what way

lofty sorrel
#

Someone had that issue with just Mirage, MoreCompany and LethalProgression

deft cape
#

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

deft cape
solemn ridge
#

Sooo may or may not fix the masked issue then

deft cape
#

yeah cuz idk how to even replicate it

#

never happened to me once

solemn ridge
#

Also btw, does Mirage have the same bug that MEO did that causes enemy spawn rates outside to go weird at times?

timber notch
#

Not being able to replicate something despite doing the exact same steps is the essence of software development i swear

lofty sorrel
deft cape
#

it shouldnt. if vanilla spawns are disabled mirage just removes them from the spawn pool.
if it's enabled it does nothing

solemn ridge
#

I had a bunch of dogs one game last night and trying to find out if that was Mirage or Vanilla

#

Okay good lol

deft cape
lofty sorrel
#

The only way to replicate it atm seems to be just "try to play a game like normal with your friends"

deft cape
#

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

timber notch
#

That’s probably by I haven’t encountered it— haven’t played much modded with friends lately

lofty sorrel
#

Yeah it only seems to happen in online multiplayer, which is a ballache to bug test

solemn ridge
#

That was how I got it

deft cape
#

and with specific mods (that i dont know of which ones)

solemn ridge
#

Yeah

timber notch
deft cape
#

i dont play with a lot of mods so ive never seen any of these issues everyone talks about

solemn ridge
#

After a few games we started having stuck mimics

lofty sorrel
#

Hmmmm

solemn ridge
#

Watch it be LethalLib causing havoc and conflicting

#

XD

lofty sorrel
#

To the hyperfixation mines I go

deft cape
#

nah it's not lethallib

#

just a mod conflict between mirage and other mods trying to do the same thing

solemn ridge
#

Good thing to meme on though

deft cape
#

true LUL

solemn ridge
#

After all the issues LethalLib has had

lofty sorrel
#

Someone remind me to eat food in 40 minutes or so

#

I'm bug testing

deft cape
#

wait can i send you my updated mod debby

lofty sorrel
#

Yea

timber notch
deft cape
#

aight gonna hop on my pc soon

solemn ridge
#

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

timber notch
#

Sometimes I forget how fast LC boots up unmodded

lofty sorrel
#

Time is not my enemy. The bugs are

solemn ridge
#

MoreCompany increases load times cus AC has to pull the cosmetics from the DLL

#

Ik just figured it would make things nicer

timber notch
#

Turning off logneuter speeds things up immensely lol

lofty sorrel
#

The logs stay on during gaming

solemn ridge
#

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

rain mountain
timber notch
#

iirc it was around two and a half minutes for me?

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I timed it at one point

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Around 55 seconds without it on

deft cape
#

something that stops logging, makes it take longer? 🤔

timber notch
#

Yep

rain mountain
#

i suspect it's because it takes a long time to parse the insane amount of configs that LogNeuter generates

thorn turtle
#

Hello , i hope my files helped you yesterday , have you found a fix?

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did you get access to my game folder?

deft cape
#

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

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so that should be fixed (or at least it wouldn't conflict with mirage) after the next update

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just tested with debby just in case and it's looking good (for that modpack at least)

flat tiger
deft cape
fading sapphire
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Was there any leads found to the frozen AI masked?

deft cape
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not for the frozen ones sadly

deft cape
#

v1.0.15 is released:

  • Fixed a mod conflict issue that caused enemies to not despawn properly
  • SpawnOnPlayerDeath no longer spawns an enemy when CauseOfDeath = 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.

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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

lofty sorrel
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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

deft cape
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oh that does sound related then

solemn ridge
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@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

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Since both mods do very similar things

deft cape
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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

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cuz thats a fix for dissonance itself

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so even if ur not using mirage you'd still want it

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eh at this point maybe i'll do it anyways

solemn ridge
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You should, cus there's some confusion at times where people think Mirage already includes it because Skinwalkers includes it

deft cape
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ok good point

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ill add it next update then

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whenever that is

solemn ridge
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Could probably do that today tbh, would be a small update

deft cape
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i wanna avoid pushing an update for such a small thing tbh

solemn ridge
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Fair

deft cape
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so ill bundle it into the next update when i have other changes

solemn ridge
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I did readd Mirage to my list, hopefully the new fixes from today cause there to be less chaos

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XD

deft cape
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hopefully, lmk how that goes

remote iris
deft cape
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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

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well tbf, that mod does also just prevent it from happening if it were to

remote iris
deft cape
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yeah i fixed the mod conflict on mirage's side

remote iris
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so it was the despawning thing?

deft cape
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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

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once a single enemy errors while despawning, the rest of them don't despawn

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which is why you'd find things like mouthdogs not despawning

remote iris
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that could explain why my modpack didn't have that bug ig

deft cape
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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

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which explains why i've never run into it

deft cape
deft cape
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top tier voice actor moment right there

remote iris
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ctower got the loudest ass screams in the group bro 😭

deft cape
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thats the kinda teammate you want to make your games more fun 😂

cyan siren
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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?

lofty sorrel
cyan siren
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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?

fleet rune
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MEO?

cyan siren
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Masked enemy overhaul

fleet rune
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meof?

cyan siren
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Masked enemy overhaul fork

cyan siren
solemn ridge
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It fixes a lot of vc issues

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Quite literally says what it does lol

cyan siren
# solemn ridge Quite literally says what it does lol

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.

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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 👍

trim anchor
# solemn ridge

What's funny about this is that this is literally just a one line fix for the game lol 😅

solemn ridge
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Lol Zeekerss

deft cape
deft cape
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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

cyan siren
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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

solemn ridge
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Wonder if this change to LCMaxSoundsFix proves it's possible it could have affected vc before somehow

deft cape
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I don't think it is, but not entirely sure either

lofty sorrel
deft cape
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indeed, AdvancedCompany is nice to have for spawn control (and just in general)

fading sapphire
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Just confirming TP thing still happeneing when maskedondeath is enabled, also never knew the company also turned people into masked 😂

lofty sorrel
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TP thing?

deft cape
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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

fading sapphire
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Yeah if you die and get converted to a masked via the config setting you're unable to teleport until you die again

lofty sorrel
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Oh interesting

deft cape
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that's during the next round right? hmmm

cyan siren
deft cape
lofty sorrel
deft cape
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AC apparently sets you to have 3 item slows so you'll want to change it back to 4

fading sapphire
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Also I was expecting an epic shovel battle

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Poor lad didn't want to :(

fading sapphire
willow lily
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I spent forever trying to figure out why

rain mountain
fading sapphire
deft cape
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i'll have to make them not spawn on the company building

fading sapphire
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New knowledge every day

rain mountain
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yeah iirc they usually can't spawn on the company building anyway. if you put on a mask you just die

fading sapphire
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Also when I was typing he made an ultra loud sound

rain mountain
fading sapphire
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Don't tab out of the game with voice activation 😂

cyan siren
lofty sorrel
fading sapphire
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Absolutely use lcmaskedfix

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the red screen bug got me and a friend 3 times in sessions 😭

deft cape
fading sapphire
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Also MaskedAIRevamp is great, I love that mod

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A masked with a shovel can absolutely take you by surprise

lofty sorrel
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Don't leave shotguns on the floor with that mod

deft cape
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@fading sapphire
so to reproduce the teleporter issue, is this what i should do?

  • die on one client with SpawnOnPlayerDeath set 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?)
fading sapphire
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My friend dropped his at Main in Kast, I was not ready for the shotgun mimic to show up at the fire exit

fading sapphire
deft cape
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sounds good, gonna leave that on my github so i remember what to do

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btw do you happen to remember if there's any error logs

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when trying to tp the player

fading sapphire
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Only that there was a spammed block of something about a body moving 🤔

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Lemme reply to it

deft cape
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kk

deft cape
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damn that log doesn't really ring any bells for me

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but i do have an idea of what might be the issue actually

solemn ridge
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@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?

deft cape
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oh i actually can't play at this time sadly

solemn ridge
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Rip XD

deft cape
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i'll just watch and pray it doesn't happen

solemn ridge
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Lmfao

timber notch
deft cape
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it fixes an issue that caused masked enemies to not despawn when mirage was conflicting with another mod

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and when a masked enemy failed to despawn, it caused everything else to despawn

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so any other bug might still happen, idk what's the cause of them

timber notch
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Huh, that’s an odd bug

ancient moth
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do you guys know why the masked dont move?
and they already spawn with a mask after i disabled that

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they just spawn in and dont do anything

deft cape
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that's been reported before, but just wondering, are you on v1.0.15? just want to confirm something

ancient moth
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nope

deft cape
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try that and lmk if it still happens

ancient moth
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kk

solar zenith
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so is this pretty much a combo of Skinwalkers and Masked Enemy Overhaul?

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to put it in a really basic sense

solar zenith
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what makes it different?

lunar quest
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So you hear the same voice as another player

solar zenith
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skinwalker still doesnt sync?

lunar quest
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I don’t believe so

solar zenith
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bruh

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does this mod use open mic yet?

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when it first started it was push to talk only

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been a while since i checked in

lunar quest
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uses open mic

solar zenith
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rad

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thanks for the info

lunar quest
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no prob

solar zenith
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does this mod copy cosmetics of the player?

lunar quest
solar zenith
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cant search threads unfortunately :(

deft cape
lunar quest
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sick

solar zenith
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so advanced company is good then?

deft cape
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so AdvancedCompany, MoreCompany, etc

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yeah

solar zenith
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sick

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thank you

solemn ridge
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Yes, in fact I recommend removing MEO and using Advanced Company to control the spawn rates

solar zenith
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i dont see a reason to have MEO or Skinwalkers if you have this mod

solemn ridge
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Just have AC copy the flowerman spawn rate 🙂

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for Masked Enemies

solar zenith
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ah

solemn ridge
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For each planet

solar zenith
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that is a fair point

deft cape
solemn ridge
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Just constant Boombas