#Mirage
1 messages · Page 10 of 1
i wonder if it's just rng causing those boombas to spawn more LOL cuz it'd be weird if it affected the spawn rate
damn i missed it 😭
oh true that's a thing
yo this question was probably asked a lot but does this work with the skin walker mod
okay
https://clips.twitch.tv/SpunkyBlitheAxeCoolStoryBob-ol5AgC3iMY7NW5II @deft cape definitely the highlight from tonight
LOL
The way he opened the door and just got grabbed
XD
Lmfao
I'm like "Oh it sees me" then I close the door then he opens the door and the giant is like "Yes food"
Also, masked will mimic a specific player and only use voice lines from them
There's also an optional % chance that a player dying in general will convert them into a masked version of themselves, optionally only when they're alone
I like to set mine too like a 5% chance and only if the player is alone, so if someone wanders off and dies they may show back up but something's off about them
@deft cape https://clips.twitch.tv/FlirtyUnsightlyAlpacaBleedPurple-74uJwjFQ2rrfR5Pi first time he got grabbed by a Giant btw lmfao
Love how it was as the ship was flying away XD
The Giant was like "Nah I'm taking him as tribute"
first time getting grabbed was also while the ship was leaving?
this game and its timings 😂
i might make the default settings something similar to this in the future
doesn't overwhelm you with 100% spawn chance and it's more vanilla like to not spawn if another player is near
lmaoo
funny how he died the exact same way today, caused by himself 😭
Lmfaoooo ikr
I literally said the giant saw me and shut the door
Then he pops it open and the Giant is like "Ah yes"
XD
maybe he just didn't realize what you said until the door opened LOL
I think he didn't hear me as a whole
That "Oh what the fuck" as he got grabbed kind of confirmed it XD
I think I see why Boomba spawns increased, they have a power of 1 so I think cus I changed the Coil head power level the game has a higher chance of spawning Boombas now
Which tbh is funny af
but why boombas specifically 🤔
there's a ton of other enemies with a power level of 1 as well
@deft cape my mod list btw incase you see anything that might stand out that may have caused the desynced coil head earlier
I'm still partial to it being QualityCompany
im just gonna avoid looking at bugs unless there's a major one that's urgent for me to fix (for this week)
but i still highly doubt the issue is from QualityCompany
that was the case even for the other bugs too
so idk, and im too tired to even want to look at them for now 😭
😂
I actually have no idea if it'd be Lethallib tbh
yeah ik ur just memeing
Anything in VoiceHud or ToggleMute that could do it maybe?
Wonder if MaskTheDead could do it
People have said they experienced weird bugs with that mod and Mirage though I have yet to notice anything weird
while i have no idea what could possibly cause a coilhead to play a different player's voice, MaskTheDead does potentially look like it could cause issues with mirage, but that's only a guess from looking at its decompiled code
not confirmed, and i don't play with that mod so i'm not sure if it actually causes issues or not
shoutout to the coilhead for giving you a heads up b4 killing u 😳
Nah the Bracken snuck up on me and said "Watch your head" then killed me XD
whoops i meant bracken, must've still had coilhead in my mind cuz of earlier 😅
XD
I'm gonna try turning the EnableNetworking feature back on in QualityCompany and see if it fixes the desyncs somehow, I think the intro speech extended mod was what did the most game breaking stuff
If it causes problems I'll disable it again
It's doesn't do anything unless you enable a separate experimental features toggle, which is off by default.
waiting for the day the masked ai looks less like AI
Might be preoccupied with the robot uprising when that happens
Yo barch i feel like everyone i talk to has an easteren european accent u included lol
🤓
i was waiting for a hour
Ur the only lethal company streamer ik of so ig u can try dis mod lol
That’s a smart way to get viewer engagement tbh
Yes and it can also make lethal company more challenging
I may try that at some point I am aware of it, I'm not really that big of a streamer though so the benefit of using it right now isn't there XD
solution: get bigger NOW
spread ur funny clips
I'm not out to try and force growth that usually does more harm than good in most people's experiences
kk but u should still post clips they are funny
I always share funny clips XD
Share on TikTok as a small creator, share on YouTube Shorts as a big creator. YouTube Shorts viewers are... to understate it, brutal
im from NA LOL
if i remove meo, what do u suggest settings to use on this mod to have it like normal skinwalkers
try these settings
what spawn control mod do you recommend
i personally like AdvancedCompany
but it comes with more than just spawn control so it might not be what you want
does maskedairevamp affect spawn control?
If you don't want to use AC you can use Lethal Quantities
no
btw just an fyi for anyone wondering about cosmetic support (for mods that don't have it yet, such as ModelReplacementAPI), this has to come from those mods themselves.
unless they've already added support and it's still incompatible with mirage, then i'll take a look. otherwise, you'll have to contact the mod authors and ask them to make their cosmetics work for masked enemies
I swear by LethalQuantities, gives the player soo much control
we also updated it and we will play later i will let you know barch if they do the same thing
wait for what, the spawn control?
bro has the most easteren european accent
The fading masks is one reason
Yeah once you get used to it, you can even identify them by the sound of how they walk
Fading masks?
MEO has a feature that allows masked enemies to reveal their mask when they're about to attack
I don't like it though, the mask looks weird with some cosmetics
I guess the zombie apocalypse mode would also be a reason some people use it
eh you can just get another mod that does only that instead of meo
although the mod does it differently than meo
the masked spawning in, not moving
oh that yeah lmk how that goes
possibly not current i just wasnt updated
with lethalquantities, is there a way to make everything normal except for the masked spawn
there was for some modpacks
worked fine if you didnt have any mod conflicts
but it shouldnt happen on the latest update
Still waiting to see if anyone reports it. I imagine Lunxara will tell us whether she ran into anything next stream. And I have natural spawns turned back on in me and my friend's modpack so I'll tell as well, next time we play
@deft cape so Mirage and Lethal Resonance or maybe it's loaforcsSoundAPI? Have a conflict, the Spore Lizard sounds from LR wouldn't work until I disabled Spore Lizard in Mirage, I wonder if this is also responsible for the desynced Coil Head
You think you could find out what's causing the conflict?
It's probably just the soundapi, LR doesn't touch audio through any means other than through the api
Yeah
So Mirage needs an update to fix the conflict with the API probs
or the API needs an update?
Idk
theres a desynced coilhead?
The api is still early development tbh so probably best to wait
Had a coil head last night that was mimicing wrong voices
on my end it was my friends but on their end it was mine
oh
Well I'll let Bongo know
I'm sure it's a potentially easy fix
Probably yeah, there's a lot to do over there though so might be slow depending on what else they have cooking
You wouldn't happen to have the CoilHead stare mod would you? I've noticed some weird error messages involving that, most of which don't affect gameplay at all
well what are known mods that conflict with mirage besides MEO
None really, not known at least
It largely doesn't touch most things other mods would touch so it should be fine
I'm not sure how LethalQuantities works exactly but I imagine if you just leave everything default except the Masked settings that should work fine
Also Lunxara, I think I remember seeing you had TakeThatMaskOff in your modpack, have you noticed that working fine?
i downloaded but the only thing it gave me was the global setting
Yes, as long as the bool is on that fixes bugs
You need to host a lobby for the other configs to generate. Just make a new save, load in, and then exit
i did that and its still only gllobal
Maybe you need to enable the configs in the global config first?
what does it change?
oh interesting, thats a huge find. ill talk to bongo later to find what the conflict is.
this might explain the vc issue as well
Okay well actually
It was QualityCompany doing it
So I bet QualityCompany is responsible for everything
I don't have the energy to explain how the mod works rn, read the LethalQuantities page to figure out how the configs work
the conflicts stopped when I disabled it
i got it
I'm gonna post a bug report on their Github
thats odd, qualitycompany doesn't do anything with audio
I think it's the Networking feature it includes
Cus if I turn it on the Spore Lizard will never play LR's sounds
so just to confirm it has nothing to do with soundapi right
Then if there's no further reports of the no AI Masked, would that be all known issues dealt with for now..? Other than the TP thing I think?
So I wonder if that code is causing some conflicts with Mirage too even when disabled
Nope
well thats interesting, if more ppl have issues with mirage + qualitycompany, ill add it to an incompatibility list
probably yeah
I wonder if someone could make a seperate mod for the held items feature of it
QualityCompany is a bloated mod anyways
I removed it
What feature would that be?
this one, but without the total cus it conflicts with AC, I like having the value show above the item you're holding on the hotbar
It's not worth the problems the mod has though
i use it for that feature too
It's the only good feature of it
what are the bugs with it ?
The Networking related features it includes cause a ton of problems
It's also been getting constant updates to fix terminal issues cus the dev keeps fucking with the terminal
Bloated mod is bloated
The only reason it has the Networking feature is cus it has this
damn, he should just delete that feature
i have an old version of this mod (haven't updated yet) but i havent found a bug with it yet
haven't played much lately tho
It's the same as how LCSoundTool's networking stuff does weirdness for some people even though it's disabled by default I think
I think when QualityCompany's is disabled, because the code is there
It still does some things
At the very least it should be configurable
Ah, well, then the config clearly doesn't fully disable the networking aspect of the feature
Same with most mods that include that option sadly
Holy shit the game boot times after removing it
XD
So much faster
maybe ppl should only do mods that does one thing haha
After removing what?
QualityCompany
@deft cape I just wanna state, I had QualityCompany randomly causing spawn rates to go insane too, I went into Experimentation earlier and a spider and spore lizard were immediately spawned in XD
and the only 2 mods I'd added that I thought may have done it checked out as being safe
I hope someone makes an Ui mod as good as QualityCompagny that only does that and works, i'll miss it !
I would still check and make sure the SoundAPI mod doesn't conflict with Mirage at all, but I think it was just QualityCompany wreaking havoc now lol
Because Moroxide has said he's had no issues
🙂
and ofc he also said he doesn't use QualityCompany
XD
i mean you have lethal ressonance installed anyways, so if there is a conflict, you'll probably still see it anyways right?
this kind of sound bug isn't something i'm probably gonna spend time looking into unless there's a bigger lead, since it doesn't come from mirage directly
Yeah, but I feel like if anyone would have noticed it Moroxide would have for sure lol
yeah idk what could be possibly causing a conflict with mirage like that
I'll have to see if it's fixed next time I get my group together
018dc975-b3e9-0e8e-13db-da2855c5957d Well here's my current modpack you're free to go through the mods included and see if the code in any of them stands out but at this rate I think QualityCompany was a safe bet
i have no mental energy left for looking for bugs 😭
unless anything comes directly from mirage i'm probably not gonna spend much time looking into it anymore
Haha you're all good I get it
from 150 fps to 20 XD
you sure that's from mirage? i don't touch the player audiosource
Probably LCSoundTool
I think I found it, WeatherTweaks includes it
nicee thanks for the confirmation 😄
um excuse me but idk about the name "qualityCompany" there cause the only 2 signs i cant read are those top middle two 💀
It's not about visual quality, but quality of life.
[image] = "Delete after a recording is used"?
Top one sounds like "Delete once the ship goes to orbit if true", bottom is "Never Delete if true".. but do recordings delete after being played?
or Does the image imply that if the bottom one was set to true - the recordings would stay on the PC indefinitely even after the client closes?
there's a bit of ambiguity here. ._ .
second one is to just never delete period, it was requested cuz some people don't want their recordings to be deleted that often
Do recordings get deleted after being played?
no they only get deleted per round, or per game, depending on what you set DeleteRecordingsPerRound to
Can I suggest a DeleteAfterPlayback config, for those who want it to not repeat the same thing more than once - but want it to at least repeat once? . ,.
that'd require me to do distance checks (between the player and the enemies) to make sure voice clips aren't wasted
which i don't really want to do right now
so i'll have to decline for now, but maybe i'll add it much later on
Ye know, now that I rewrite the comment 2-3 times - I can see the conundrum. ... hmm
There is no natural distance checking, and the sounds play whether nobody is even in the facility or not, which is why clips could be wasted if my concept was added. .,.
pretty much. while it probably wouldn't be too hard to add it thanks to unity, i'm focusing on other features for now
Just wonderin' if some friend is in, the only thing they said is "Oh, there's a gold bar here", and the enemies will inevitably keep repeating the only thing recorded from them if it's a per-round thing, but also even a per-game thing if they're not that talkative... ... nevertheless, I will set both to false since that seems to be the best choice to ensure there's ample "choices" o,o
good luck in on the other features. .- .
just to note, IgnoreRecordingsDeletion is not synced, so anyone who wants to have it will need to set it themselves
the reason i didn't sync that value is since it never deletes recordings, it fills up your hard drive
i'll add more options in controlling when recordings get deleted later on, but that's for way later
question: if I had that set to true for 2 sessions, then set it false - does it nuke the old things?
upon loading of the third session, that is
anytime IgnoreRecordingsDeletion is set to false, it'll use DeleteRecordingsPerRound for when to delete
in which case does nuke your previous audio
so it'll nuke the audio upon going in, playing 1 day, and then hitting orbit
or just- going in and leaving to the main menu
oh are you asking about DeleteRecordingsPerRound
IgnoreRecordingDeletion
well if you have that set to true it'll just never delete
so if I had deleterecordingsperround false, and ignorerecordingsdeletion true for 2 times I've loaded the game and played (let's say) 12 days
then the third time I load the game up, I set the ignorerecordingdeletion to false
DeleteRecordingsPerRound doesn't matter when IgnoreRecordingsDeletion is set to true
IgnoreRecordingsDeletion just forces it to never delete anything
I wonder if I'm phrasing this wrong 😓
in this case it still gets nuked cuz deleterecordingsperround = false deletes whenever you go to the menu
hmm i see how this can be a bit confusing actually
ok ok ok 😅 - Yes. That is what I was wondering
i'll have to change the description a bit
I was trying to rephrase it to be like "Does the saving process of the audio care for the settings of either" or something
to try to figure out the conclusion I was lookin' for x3
Ok, so both false it is. c:
Question
How often do voicelines play and if I wanted to make them more often would I have to lower the delay?
New to the mod and use to just doubling it with skinwalker cause I like the monster to talk very often 😓
by default, it's 7 seconds to 12 seconds per voiceline for masked enemies, and 20 seconds to 40 seconds per voiceline for non-masked enemies
indeed if you want to make them play more often, just lower the delay
just a warning though, having skinwalkers installed means you still have voices that aren't synced because skinwalkers and mirage are separate mods
Double rate (i'm assuming) would be 3500, 6000, 10000, 20000 - for the 4 values.
yup
I don't have skinwalker install anymore! I just wanted to know just incase I wanted to tweak it!
Double the rate of voicelines off default values* that is
7-12 doesn't sound that bad actually
note, that's 7-12 for masked only
oh i misread what you said, thought you were using both mirage and skinwalkers at the same time
set the other 2 values to 7000 and 12000 for all set* monsters to mimic that fast
oh okay thats easy to remember I didn't realize it was that easy to read! Cause when I saw the vaules were 7000- 12000 I wasn't sure how the the time frame was
yeah it's just the delay in milliseconds
makes more sense thinking about it lol thank you so much though for answering :)
@deft cape could I get like... a rephrazing of this in a short amount of words?
or just- say if I'm right or not
First one: If true - You can't hear your own voice, but others can, when the monsters are mimicking it.
Second one: If true - Others can't hear your voice from you, but will hear the mimicking voices - when playing.
yay or nei o ,o'
although the way that I've stated those wouldn't... give much sense as to why the 2nd one would override the first...
so I'm probably wrong . ,.
MuteLocalPlayerVoice
If true, you can't hear your own voice (while you are alive), but others can. As soon as you're dead, you'll be able to hear your own voice (from voice mimics) again.
If false, you can hear your voice as well as others.
AlwaysMuteLocalPlayer
If true, you will never hear your own voice (and ignores MuteLocalPlayerVoice).
If false, this setting does nothing.
AlwaysMuteLocalPlayer is not a synced config because it's for people who just don't want to ever hear their own voice
i should probably update the config descriptions lmao
Is it wrong if that doesn't explain it to me still 🥹 ...
XD
If the FIRST is true... You will never hear your own voice... if the SECOND is true... you will never hear your own voice... and ignore the first one ensuring you never hear your own voice... 🤣 ... I'm so lost ;w;
If the first is FALSE, you can hear yourself- that i understand
but what does the 2nd one being true do that the first one being true-
🤣 ... 😅
mutelocalplayer and alwaysmutelocalplayer sound like they do the same thing from my understanding if set to true
nope it's not, read my edited message
Ohhh while alive changes everything
i really need to update the config
holy shit im stupid, didn't realized i missed that part completely....
🤣 No no no no you're not stupid
I find this entertaining as fuck right now XD
I was genuinely stumped like
"i'm so god damn dumb ;w; ... I'm asking every damn setting"
I re-read that like 20 times X3..
Yeah that new wording of it makes a lot more since
might be time for me to change a bunch of the descriptions cuz they only make sense to me
I'm the QA you hate ;w;'
actually a good thing you pointed that out cuz the majority of people who have trouble understanding the descriptions will probably just assume the wrong thing
kind of like the sound of MuteLocalPlayerVoice to true but yeah its personal taste
now that I understand it lol
yep same, i only have it as false still cuz i didn't want to change the defaults between minor versions
once i get to a major update i'm changing a ton of the defaults and removing some features
cuz some of them are technically legacy features now
or just defaults that made sense in the past but not anymore
i personally like MuteLocalPlayerVoice set to true cuz hearing your own voice just instantly tells you it's fake
a part of me wants it false because then you could debate against a friend that is in earshot that-that isn't you
but then because you've said that, your debating of it is something they can say
which inevitably they're going to state "Yes, I am real"
"I'm not an enemy"
and if you have these debates even twice - there are going to be odds where one enemy is mimicking, the other debates they're the real one - and they're both fake
well the monster/mimic will home in at some point
(I'm sure the odds of this happening are like <1% - but I've had some bs skinwalker moments in my life before)
sometimes just seeing it around the corner makes you think right away
yep thats mimic
yeah since it's random you'd have to get pretty lucky to get a nice clip like that 😂
indeed, which i'll try to modify the masked ai at one point but not sure if i'll be able to pull it off
Honestly wish I was recording skinwalker moments, because some moments do be like that
I've had a fuckin' enemy be behind a locked door
and they mimicked someone going "I need a key!"
yeah coincidences like that make for legendary clips
I cried
lol
What I'm shocked is like... how many times lines seem to line up to a situation
I swore since day 2-3 of using the skinwalker stuff, that there was an AI
that chose perfect lines
but to be told none of it is AI controlled and just random?
I've cried laughing at-at least 5 instances of voice lines syncing with a situation
how on earth is that RNG
Also I was reading somewhere in the discord, the spore lizard enabling with mirage turns off other audio for the spore lizard for example: Lethal Resonance mod
Does mirage normally replace the all audio for monsters with clips or is that something/a bug that was already fixed I don't have to worry about?
might be old news just wanted to ask
wait does it override resonance stuff? 😢
mirage adds a new audiosource to each enemy, it doesn't use the existing one
if audio ever doesn't work it's because a different mod is grabbing the wrong audiosource to use
Ahhh
but @solemn ridge said it was actually not an issue with LethalRessonance
I think it was just the spore lizard from what I read
Oh okay I just saw that and saw no one else talk about it so I wanted to make sure
Now that I think about it... it couldn't be that hard to attribute a tiny form of AI into a voice-mimicry mod could it? Get a speech-to-text detection to detect key words like the names of any scrap, common names of enemies... etc - or even the names of players
then when someone asks like "is anybody here?" - it digs for voicelines detected with "I'm" or "here"
voice recognition would be the easy part
getting the proper answer would be the hard part
I'd say to shove all the detected keyphrases into the name
but windows has a pathway limit
'n what if it makes a file "I'm Here Loot Bracken Door Key Code"
or something
and it shoves it over that pathfile limit
i mean that's just be voice recognition, but i'd still need a way of knowing what to respond with
it truly would be :3 https://github.com/LoafOrc/VoiceRecognitionAPI
Loads Windows Speech recognition into Lethal Company and provides a dev-friendly way of using it. - LoafOrc/VoiceRecognitionAPI
Just gotta set up key words and use any file that has one of those words. The odds of someone saying "I wish to be a bracken" is slim.
yep i remember this from back when you made ship voice commands
Like, it just has to detect key gameplay terms or words. I'd say the hardest part is tying what it detected to the file
god i never wanna look at any of that code again
truly some of the worst code to ever touch anyones computer
You say this, knowing there are nuke files designed to destroy PCs >w>
sometimes to destroy components permanently
it ain't that bad
hang on
i feel that
that's actually the easy part
How would ye do it?
The name of the file couldn't contain it - cause what if they say like 20 key words?
everything is contained in a single file: https://github.com/LoafOrc/ShipVoiceCommands/blob/main/Plugin.cs and genuinly just look at this
Adds voice commands to do certain things in the Lethal Company Ship - LoafOrc/ShipVoiceCommands
can't have file names that big or else windows will throw a hissyfit
use voice recognition to get the text of the audio clip, and then just have a file that maps the names to the audio files
yeah i was gonna say having some sort of mapper would be the easiest
oooo...
oh im actually planning on using a different voice recognition api, windows voice recognition has issues that i don't like
what kinda file can consistently be edited over and over... or I guess technically it can just be mapped into memory... now that I mention it
nvm me -w-
any file can be edited over and over again
like what? ig having it be based on the users global windows settings is a little bit annoying
But you'd run into harddrive issues of trying to save the audio files, amongst editing into a text-file of sorts to log the keywords and having to then use the voice recognition to write elsewhere to try to match response... .,.
well saving audio files would be the exact same
for the amount saved i mean
the file that maps the detected voice text (from voice recognition) to the audio file wouldn't take much space at all
yeah youd be surprised how light text files are
(espically if you don't have padding to make it human readable)
Yeah, but now you're throwing in voice recognition that then needs to write down what it's recognizing with the api - then try to match through reading the file ., .' ... I'm just worried about how many movin' 'parts' there are having this + the game running
if i add voice recognition it'll be an add-on mod
surely enough of this would cause a performance hit in trying to load audio sounds of some thumper running at you
won't be part of the main mod
voice recognition will definitely have a performance hit, so it'll be optional
that's if i even add it btw, nothing is set in stone
I can't wait for voice recognition, I was a bit scared of my mimics furiously staring down people with nothing but intense keyboard sounds 😭😭
omfg- I swear my friend has the loudest damn keyboard..
I never even heard skinwalker use his voice
I've gone through numerous days just hearing furious clicks and taps
In my case the loudest damn keyboard in existence, the IBM MODEL M
I guess if voice recognition is there and it fails to hear a word - it could reject the recording
that'd sort of save on a lot of useless keyboard recordings
it just needs to detect a word
oh yeah off topic but bongo i love facility meltdown
when i first played lethal company i hated how the apparatus looked like it'd be high-risk high-reward but didn't actually do much when you pull it
other than screw over people without a flashlight, open all doors that could be used to contain an unkillable enemy, all for 80 bloody credits -w-
voice recongnition is probably the wrong tool for that tbh, there's better ways to filter keyboard sounds
which i'll explore later on
Me too, it's made some games feel like a mad dash back to the ship, especially on Auralis
It's literally useless to pull out base-game
it gets the monsters REALLY mad and spawns more apparently by default but yeah its not enough
It drives me up a small wall being the ship guy, with 30 security doors to help with and then I see someone at like 11 AM pull the apparatus
i didn't even know it does anything in vanilla, other than turning off the lights (i think)
and then 2 hours ingame later - they're like "There's a jester"
well JEE I wonder what could stop a jester. = w=
it apparently makes the monsters "mad" from what everyone told me
It is basegame
idk if that means they home in or they spawn more etc.
if you pull apparatus out like - prior to an enemy or two existing
it forces one or two to spawn iirc
Ahhh
but like... even if it didn't spawn any enemy
it's not worth it people -w-
granted I never used the uh... mods that mess with it
still nice to grab it last
except i have a friend who will always grab it if it's the first thing they see
It should be grantee kill monster if anything like a bracken spawn
facility meltdown works completely fine for me
cause would be weird if you grab it and bunch lootbugs came out lol
I swear I heard that the meltdown/place-going-kablooey if the thing is pulled mods didn't function on certain (or all) custom moons
granted there's like 4 of those damn mods isnt there
huh? meltdown uses basic functions that are needed for the base game to function
so if meltdown can't function on a modded moon/interior then that modded moon/interior is fully broken and doesnt function at all
I swear I'm not bernsteining this
Nah I've been using it just fine on custom moons
a meltdown mod of sorts stated like "this cannot work unless [code] is put for the moon"
And interiors like MoreInteriors bunker
there are no other mods like meltdown? what are you referring to
might been a really old thing you're thinking of
(╯°□°)╯︵ ┻━┻
if anything
I swear i looked into that shit like months ago
maybe one that has an effect when the apparatus is pulled
the only one like that is lethalradation
and all that did was some screen effects and i think damage you over time so would not need support from moons
ah it does say it might not work on all custom moons
but the ones it wouldn't work on are probably broken af ones
I swear a meltdown or reactor-going-kablooey mod was just not worth the hassle when I looked at it a while ago
I'd pull up my history, but bloody history seems to get nuked away randomly >->
so I can't even state if it's facilitymeltdown or not
I don't use much custom moons cause immersion lol, only kast and atlas
i havent updated that part in a really long time:
mostly interiors
should say:
FacilityMeltdown works with all Custom Moons/Interiors - as long as they don't mess up really basic functions for even just the base game to function. In that case that moon/interior is fully broken and needs support from its creator.
mfs playing Lethal Company with a model M?
the first function is finding the outside main entrance, so obviously if meltdown can't find it theres going to be more issues
could've been Orion at one point it didn't work cause they planet gets messed with a ton if thats what you tested it on Kev
plus that map is a performance disaster
there was another function somewhere but i forgor cause meltdown is like 2.5k lines of code 💀
I'd have to go to an old ass video to see the chain of events of which mod I looked up =w='... twas a mod that had the apparatus explode the place up, and when i looked at the mod from said vid
it had the heckin' warnings of like "this will work for basegame moons" basically
Ignore the fact that I’m also a mechanical keyboard user
same
I kid you not, last session he died with a damn mechanical keyboard. You'd think it's a meme, but he did attract the dog to his death with it
I was witnessing the whole thing
again probably a worry back in the day but custom maps have gotten way better now
I had no clue mine was even audible until I played with mirage
Funnily enough it never seems to be noises from the keyboard, it's my friend who's always clueless and running when a dog is about 💀
iirc there’s a noise suppression mod, so I might test that out tomorrow
Dogs can't hear that far. It honestly is a mini pet-peeve of mine when I watch youtubers/streamers deal with dogs and they crouch when they're like 4 seconds of running distance away =w=
Yeah they see a dog and crouch forever
if you're like 5 seconds of walking distance from a dog, they can't hear you - w-'... more-or-less 5 seconds of walking distance
Bruh I see a dog while spectating and spiritually crouch
🤣
bro sits harder in his chair
lmfao
Can just imagine if a con of this game happens - and somebody brings their pet dog all suited up to look like an eyeless dog (or some fursuit) - everyone in the building just starts crouch-walking and using sign language
Give me hyper realistic eyeless dog suit irl pls
I wish I could go back to before you made me aware of the concept of an Eyeless Dog fursuit
XD
God the things I could've done at 5 in the morning (right now)... It's funny as fuck here right now.
I’m so tired I interpreted “sign language” as using physical signs to communicate
smacks someone with a 'stop sign'
The person who's dressed up as an eyeless dog: goes after the one smacked
Eyeless Dog logic 101
ye know what.. that's a mod idea concept. Someone's free to take that
sound goggles/glasses
to be able to see sound waves
See that sounds cool until you realize unless they just show the “hitbox” of the audio it’d be a comical amount of work
you two are delirious
I love the concept but execution doesn’t really work
Ez
I don’t think I’ve ever noticed the yes expands at the end of that wtf
mod gets the hitbox of the audio - flattens it - places it on the navmesh terrain. finds the centerpoint of where the sound originated - then does a pulse effect using the water-wave texture/animation effect in all directions.
Super ez
-u -
…yeah i’m tired
totally wouldn't tank frames
Then, if the wave would've went through a wall, curve it upwards 90 degrees and continue the wave with remaining duration tied to it
I’mjust gonna have. A snack and go to snooze
to simulate sound waves travelling up a wall ;p
🤣 ... Rest well
I don't have WeatherTweaks 😭
Found it! It's QualityCompany that does it
Just doesn't show up as an option in the Config or on the Thunderstore page
Highly recommend not using Quality company anymore, that mod kept breaking things for me lol
The Networking feature it has causes all sorts of problems
You can disable it to help but you still might get some desyncs and oddities with the mod installed
It's off by default—what sort of things go wrong even without that feature?
The EnableNetworking feature in QualityCompany is on by default
The mod states that desyncs can happen when it's disabled, though idk to what extent
does anyone know if cosmetics disappearing on death is caused by mirage?
It's not
ok ty
Yeah just remove it, I'd recommend removing Inacraft too if you use it they are both very unoptimized
Oh, you're right! Mine was false for some reason—probably turned it off 'cause it said "Experimental" but now I'm honestly not sure—it's unclear whether the feature itself is experimental (which is probably what I assumed when I disabled it) or whether switching it to false is experimental
The feature itself is experimental
This is unfortunate, I really liked QualityCompany
I like it for the held items feaure but it's not worth it for the issues or bloat it has
What is even in this mod?? Are the "experimental features" enabled by "EnableExperimentalFeatures" separate to the ones marked Experimental in the config?? Why do they hafta be so vague 😭
I was gonna try to debug it so they can fix whatever it is but probs not even worth it
If the dev would join the Discord it would be great
I will say that just removing it made my game boot faster
XD
Thanks for letting me know! I guess bundling a bunch of unrelated features together isn't worth it anymore now that Thunderstore can have more than 5 mods installed without exploding
I mean GI and AC bundle multipole features well, QualityCompany is just lacking the optimizations they use I think or they're adding too many random unrelated features together and the game dislikes it lol
Ye, I know whatcha mean! AC is my favorite mod and GI is essential to all my modpacks
I think this mod just has its own weird way of syncing things that's incompatible with other mods? What problems did it actually cause, anyway? I still don't even actually know what I'm complaining about XD
Made some sounds for LethalResonance not play cus it would conflict with Bongo's API, caused enemy spawn rates to randomly go nuts on Experimenation
I had a desync with a coil head the other day with Mirage and it acted like a Skinwalkers one which may have been a conflict from QualityCompany as well
Okidoki, thanksies! I might try playing around with it later to see what it's actually trying to do but for now I shall put it in the sideline
friends are reporting that they see masks on mimics
ughhhh
018dcc91-558a-6ac5-a278-a2eeecb933b7
but the ai is working
also on host i saw them without mask
AH
NEVER MIND
THE GUY WITH THE MASK PUT IT ON HIMSELF
SO HE HAD IT
this caught everyone off guard lmao
so we all died
Wait so is there a problem or not
So what's the current list of bugs with Mirage? I only really know of the Teleporter one as that's the only one I've faced
Uncertain if the no AI Masked is fixed completely, just haven't seen any reports of it so I'm assuming it's gone for now. Other than the TP one I don't think there's anything else tbh
we had quite a few masked encounters last night and didnt see that anymore so it may be gone
That's very good to hear, Barch deserves a holiday 😅
Yeah he's not looking at bugs this week unless there's a gamebreaking one, but that doesn't seem to be the case
The many hoops we had to jump through to actually achieve that bug just made it so difficult to understand. It was fixed by accident in trying to fix the issue of creatures ending up at the next planets people landed at
Wait so like if I people went to rend or something that spawned masked, then back to a moon that doesn't it would spawn without AI?
I don't remember the details of the bug exactly, it was different to the no AI Masked in that it affected other creatures as well. All the issues were to do with multiple mods attempting to deactivate bodies at the same time, resulting in chaos apparently. So Barch just added a check to not deactivate bodies if another mod is already doing it
Ohh right, god it sounds like a real pain to narrow things down between conflicts. Sort of reminds me of when BetterSprayPaint bricked all custom interiors 😅
We still have absolutely no idea what other mod is deactivating bodies
Hmmm, the only thing that comes to mind is SellBodies for me but that doesn't do anything with Masked
Maybe some sort of cleanup mod?
It has to be a fairly common mod cause it happened to a lot of different groups. Though there could also be multiple other mods, so can't really rule out anything
Would have to just read the sourcecode of a bunch of mods
no, its just that the mask stays on if you turn yourself with one
had 0 issues with masked today
2.5 hour session
{
if (allowSpawningWithoutPlayer)
{
if ((Object)(object)mimickingPlayer != (Object)null && (Object)(object)mimickingPlayer.deadBody != (Object)null && !mimickingPlayer.deadBody.deactivated)
{
if (enemyEnabled)
{
enemyEnabled = false;
((EnemyAI)this).EnableEnemyMesh(false, false);
}
}
else if (!enemyEnabled)
{
enemyEnabled = true;
((EnemyAI)this).EnableEnemyMesh(true, false);
}
}
else if ((Object)(object)mimickingPlayer == (Object)null || ((Object)(object)mimickingPlayer.deadBody != (Object)null && !mimickingPlayer.deadBody.deactivated))
{
if (enemyEnabled)
{
enemyEnabled = false;
((EnemyAI)this).EnableEnemyMesh(false, false);
}
}
else if (!enemyEnabled)
{
enemyEnabled = true;
((EnemyAI)this).EnableEnemyMesh(true, false);
}
}```
Is this something?????
Or this???
LethalThings
Damn it I said it was LethalLib!!!!
Lmfaooo
I'm messing I'm messing
@deft cape can you check these logs Debby posted?
Not logs, sourcecode of LethalThings
I always thought Maggie was completely unimplemented, but the code seems to suggest not
So you're thinking it's doing things? You could probable ask Evaisa in #1178456016254414878
Yeah I just asked
The way it's coded it really seems like Maggie is just... Masked??
I gotta stop coming up with ideas that are actually decent and dooming myself to an hour of deep diving
Only other mod in the lists of potential mods we had is Mimics, which deactivates bodies when people are eaten, but I don't think that's an issue?
Cause the Masked were spawning without AI, it wasn't just because people got eaten by doors. Right....??
I never rule anything out
not ever since a sound mod caused entities to be unkillable.
@deft cape I wonder btw, is it possible for Mirage to end up having the sounds be processed in memory like Skinwalkers v3? That might help with the performance issues some people get
Having sounds being processed on your drive and deleted constantly isn't a good thing for SSD's overtime
Come to think of it as well, is there a way the saving and deletion could be done per profile rather than just in the LethalCompany game folder? I realised all my sound clips have been deleted because I don't save them on my testing profile
Realistically it shouldn’t have much of an impact though
SSD’s have a very small failure rate
I think if you're worried about wear of an SSD... you shouldn't process any data on a computer 😄
I imagine as long as you don’t have like
A really cheap and/or early sata ssd
You don’t really have much to worry about
iirc a company released data on ssd vs hdds on their servers
and they were like 5x more reliable or something
Okay lol I just remember it used to be very bad for SSD's
i managed to have a working ssd for ~8 years before it died on windows 10 installation
I wasn't sure if that was still the case or not
Yeah for early SSDs and low storage SSDs it wasn’t very good
But nowadays as long as it isn’t like a super cheap and/or very low storage one, you should be fine
You can get SSDs so tiny now too lol
M.2 SSDs are wild
This thing could be like several terabytes
And they’re also faster
Dude I feel scammed with my ssd
Freaking SD cards are wild
I paid like $100 for it just to find out that there’s SSDs 10x faster with more storage and it costs like $30 less
You can get microsd cards that are terabytes
💀💀💀💀
wdym my aliexpress 64 tb ssd works fine /s
Pffft
But for some reason I keep losing my files??? it's so weird
Right?
question. does mirage support morecompany's cosmetics like maskedenemyoverhaul?
i've always used maskedenemyoverhaul with mirage so i wouldn't know
having them stored in memory isnt a good thing, ram is much more expensive than disk space
Fair
Depends on how much you have I guess
also loading it from the drive isnt what makes it slow, it's only slow if you load it from the main thread
mirage loads files from a separate thread
anything that supports cosmetics for masked enemies works with mirage, so morecompany does work
you mean if it conflicted with mirage? i dont think so, it's not deactivating the dead body
so masked enemies copy morecompany's cosmetics from the player with mirage? because that wasn't the case with maskedenemyoverhaul until they made a compatibility hotfix
do you have any mods that might control the mask texture?
and just double checking, the mask texture only stays when a mask is put on a player right?
(ill look at this issue sometime next week though)
Masked Enemies work without the need for other mods
yeah it does, the way i have it setup rn is that any mod that supports cosmetics for masked enemies should work right out the bat
it didnt work in mirage earlier bcuz the cosmetics were just applying before i set the mimicking player
ah ty
Yeah, it was just applied slightly differently with AdvancedCompany
But it’s worked for a bit now
if only you add this to mirage also. then i wouldn't need to use maskedenemyoverhaul
That feature is extremely buggy in MEO anyways
how so?
hmm are you sure?
It causes Masked to steal the player's username, and in future games the nametags will no longer work on the masked mimicing someone or yourself
ah
It was an experimental feature in MEO anyway
Super experimental
it was always working fine. except for the bug Lunxara mentioned
Without the compatibility mode, the voice of the Masked won't be the player's voice it's mimicking all the time
does MEOF fix this?
No
😔
MEOF just fixes the enemy spawn rate bug from MEO, and has a compatibity setting for Mirage
nice. ty!
I don't even use MEO at all with Mirage anymore
I set Advanced Company to have them spawn at the same rate as the Bracken
i love the username thingy
i personally just use the mod that hides player names but
thr player tag thing ill try to add later
that's what i was thinking to do. but i like copying username more
just not a very high priority for me
but i guess i'll just do that
You can use General Improvements to hide names now if you have it
It has an option now
ik but ty
what mod do i use to increase spawn rate? i don't use advanced company
oh yeah i didnt know, but tbf i dont even have GI installed
Well Lethal Level Loader can also do it
But I highly recommend AC
AC is too much
AC is a god send
That's a skill issue if you think that lol
makes things so simple
That used to be my go-to modpack before I started making my own
It does, it's an essential mod at this point
whats ur modpack nexus
Fr
nope, only mirage
so far its the only thing i've noticed
I also stumbled upon mrov's mods, and found TerminalFormatter, LightsOut, and WeatherTweaks to be essential too
This version is a bit buggy (really just random errors in the log but no gameplay errors other than a possible jester wind up song conflict), but I should hopefully be uploading a fix today https://thunderstore.io/c/lethal-company/p/CHAOSS/ChaoticCompany/
aight but it add too many things
ah gotcha, thankfully quite a small issue so ill wait till next week to fix it
It's completely configurable, and if you don't like the stuff it adds use the Mostly Vanilla preset
whats lightsout
ye, no one thought it was an actual mimic and 4 of us just died
prank went too well
does this improves fps a lot ?
i can try using it but i'm afraid it would cause a lot of conflicts with other mods
that would be a nightmare
I would say most likely, I know lamps kill fps on the ship when their lights are on so I don't see why the apparatus wouldn't as well
This is why with GI I always turn off the lamps when on the ship
XD
The ship seems to be so finnicky when it comes to things
Ok thanks i'll try it
ur actually the goat for figuring out how to replicate it
ur the goat for creating this mod
We are goat
🤓
You seem to have tried a lot of mods, do you have some good ones that enhance the ui ? (now that i don't use QualityCompany anymore it feels empty) @solemn ridge
dawg never misses nerd emojing me
018dcd5b-a3d1-4aa9-bcf5-b2c82289d4e5 my current mod pack if you wanna go through and see what you like lol
ur friend camping here with 🤓 LMFAOO
🤓
🤓
🤓
🤓
🤓
🤓
🤓
thanks i'll look into it !
If you like more simplistic HUDs there’s EladsHUD
Thanks i'll check that too !
btw guys read up on how these config values work, i realized my descriptions in the config file itself sucks
ill update the descriptions to be more understandable during the next update but for now this'll do
if you're using generalimprovements already and like more vanilla style try AccurateStaminaDisplay
generalimprovements for hp
Yeah I have that setup in my mod pack
i'm not but just saw it in Lunxara's modlist, i will try see if i like it , thx !
np
this is how it'll look with these two
I use both of those in my pack. Can confirm they work well together
I tweaked mine to have ChangeColor cus I didn't like the always show function
when does it change color that way? as soon as you press shift or when the stamina depletes?
i mean gets to less than 20%
When your stamina is really low and you try to sprint it will turn red to signify you don't have enough stamina, when it depletes and starts filling back up it will be red for a bit til you gain enough stamina again
When walking through water on flooded planets it turns red
ChangeColor makes it work more similar to EladsHUD's stamina bar
ah i don't like it that way. it used to always be like that until they added that always show red bar feature
if that red bar is shown as soon as you press shift then it would be better
but it's alright as it is
https://thunderstore.io/c/lethal-company/p/letmusicring/ShyHUD/ Another great mod btw @pulsar lotus but it isn't compatible with GI's hp feature currently
i can see why you would think that honestly
Yeah the red constantly showing just looks a bit uncanny to me
Lol
Idk how to describe it
i understand
I love EladsHud btw but it disables some things like the planet description showing up on the hud when landing
honestly it would've been the best if the red bar moves with the current stamina when you're sprinting like that other hud mod
but i think they just don't know how to implement it because i made that suggestion before
Yeah EladsHud
Probably
@deft cape sorry i just realized we moved to a different subject in your thread 😅
yeah something like that
some ops hate when people do this 😅
nah i dont mind at all
yeah exactly LMFAOO
my n word 🤝
ayo 😂 😂
it's ok i'm black (source: trust me)
im showing my friend lethal company clips till he buys the game
very trustable source
Do you have any images of that one?
it's like $5.8
only in some countries
like mine
on most westeren countries its 10 bucks
good strat
damn unlucky
for some reason atleast 40% of steam games are 50% of the price
like baldurs gate 3 is 60 bucks
but its 35 for me
oh shit that's true
Lunar new year sale is going on rn
bro self doxxed
it dont even say discount
also when they discount i get like a 70% discount if they do a 30% discount
nah for real i'm not there 😂
It's not uncommon to charge less in countries that either make less money on average or if their economy sucks, etc.
what is economy 🗣️
Woah thanks for sharing! I gotta try this out
What country are you in..?
iraq
That makes sense then
7abibi kaif 7alek
Thought you lived in the west lol
i dont lol
im very good lol
also idk how to use those english arabic letters thing
i just text in arabic lol
you can easily learn while you're reading
when lethal company had a 30% discount it was a 70% discount for me
ig but i never try lol
anyways it looks like games are cheaper in the middle east
yeah and we dont pay tax atleast for me
yes
don't snitch plz
LOL
i'm Omani btw. no one asked ik sorry imma just leave
nah i was wondering lol
so how's oman i heard they keeping it traditional
yeah very. they don't like modern stuff idk why
u want it traditional or westeren
not me included
i don't want both
ya3ni keep it traditional but modern lmao
so like iraq lol
we dont have like skycraper moderen
but we dont have oman traditional
yeah like that
also the streets are filled with trash
for example, this new place they made now next to the beach, they made it look like traditional old houses thingys
and like its crazy
idk how to explain
yes exactly
or blocky
True
negawatt
"A negawatt is a unit in watts of electrical power saved. The term negawatt is derived from megawatt and was created by Amory Lovins. Lovins saw a typo — "negawatt" instead of "megawatt" — in a Colorado Public Utilities Commission report in 1989."
broo 💀
i don't want to get cancelled please
let me not guess anything
Ah that
@torpid arch Ayyy I just noticed WeatherTweaks fixes the issue where increasing landing speed in AC causes flooded planets to not have the water rise
I increased it to test and it's rising nice
i did not know that was a thing
magic
@solemn ridge hi. since you're an expert in mods, can you help in what to disable if i add AC? it would be appreciated
I mean I disable stuff based on personal preference
Oh just check out it's compatibility list
i don't know much about AC i just know that it adds many things
oh that's a thing
ty
umm the page has been removed
wtf then the link needs updating on thunderstore
ty!
I need to try AC too but have big modlist that will be usefull
I wander if AC has as many spawning options as LQ, anyone knows ? (will be a pain to remake all my settings too )
99.9% of the time a mod won't have issues with AC tbh
and usually the compat problems aren't on AC's end
we'll see but the UI and the portable terminal and some other items look so nice
idk about that
maybe
Not as many, no. You can change the weights for each enemy for inside, outside and daytime but not the spawn curves etc, just the weights
Oh, and can i choose to use LQ spawning instead or is it incompatible ?
It should be compatible I'd think, I'm not sure tbh
Ok, i'll try eventually !
AC alters with the spawns of monsters on planets
@abstract valve for AC on larger mod list. You can edit the mostly vanilla preset and save it as a new one. You can then start enabling things until you get issues if any. The menu appears when hosting a save.
Lmao woa it flipped my message
Can confirm I just got this bug, I was killed and Masked spawned from my death, another player pulled the lever to leave, and next time we landed I could not be teleported. Only message I see when I try to teleport (using inverse) is this [Info : Unity Log] Player #0 is not close enough to teleporter to beam out
And yes I was within the teleporter
No errors, and it should be noted I didn't get any particle effects or screen shaking from teleporting in or out
I don't know, after the last mirage update several masks appear on some maps from the start of the game, there are 5+, even if you kill them all, they appear during the game. I have EnableNaturalSpawn = true in my config. I tried to set
MaskedEnemyOverhaulfork, and limit the maximum number of masks, but it doesn't work
This wouldn't be caused by Mirage, Mirage doesn't handle spawning at all unless it's via a player dying
that's an MEO thing
Yes, sorry, it really isn't a mirage, I turned it off and it didn't help. I don't understand what could be causing the masks then, I don't have any mods affecting spawn except brutalcompanyminus and AC, but in brutalcompanyminus the weight of enemies is disabled, that it was controlled by AC 😦
Do you have zombie apocalypse mode turned on in MEO
I don't have meo, I put it on 1 time, hoping it would help control the number of masks
I see, well I have no idea how brutalcompanyminus works so idk if I can really help there. I'd triple check that all of your Advanced Company enemy and moon settings are correct, but other than that I don't know
custom moon?
Yes, outpost, but the classic moons was happening too.
It's not brutalcompany, I disabled it too 😦
If it's on normal moons too... idk, sharing your modlist would help.
I'm gonna sleep now tho
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
I apologize, it's still AC, with a 15% chance of daytime mask appearing, they appear uncontrollably several pieces, too bad, will have to disable daytime spawn 😦
But why so many masks appear, I never realized
The numbers are weights, not percentages. If you have Masked at 15 but nothing else has a value, then only Masked will spawn. You need to set other things to spawn as well
Oh, thank you for the clarification.
If you want Masked to have a 15% chance of spawning at each spawn interval, just have some docile locust bees and some manticoils set up as well, making sure all of their weights add up to 100. So:
Masked - 15
Manticoil - 40
Docile Locust Bees - 45
So the chance of a Masked spawning each spawn interval is:
15 / (15 + 40 + 45) = 15 / 100 = 15%
Yes, now I understand how this system works, again thank you very much❤️
interesting, thanks for the log. i'll keep this in mind when looking at it later on
I'd like to update everyone on where Mirage is heading, and without further ado, here is what's planned:
What can I expect to come to Mirage in v2.0.0?
- Voice recognition
- Used by the behaviour predictor to try to play a voice clip based on how you've previously responded to others
- Behaviour prediction
- Uses machine learning to learn how you respond over time
- Optional feature (opt-in per player). Enabling behaviour prediction will only run predictions for masked enemies that mimic your voice, not other players
- Players who choose not to use behaviour prediction can still play in the same lobby as others who do use it. The only difference is, masked enemies that mimic their voice will use random clips.
- Note: This feature will require you to have a decent pc
No longer coming out in v2, will have to be a future release after that.
~~- Masked enemy AI changes
- Attempt to make it act less obvious (such as no longer staring at the player)
- Different AI modes, such as a masked enemy that goes around looting items
- Pick up and use items
- Potentially use the behaviour predictor to pick what action the masked enemy should perform
- Opt-in feature, in case you want to use a different masked ai mod~~
How long will it take for these features to come out?
Don't expect this to come out anytime soon. It'll come when it's ready, but I will try my best to keep everyone updated on our progress.
New member working on Mirage
Huge thanks to @vast cobalt for partnering up to work on the behaviour prediction (machine learning) part of the mod.
The behaviour prediction feature is hard work, and would not be possible without his help.
Damn this is insane 😮
so it will eventually not work with maskedairevamp
nvm
read the last line
you'd have to choose one or the other basically, it'll be opt-in
So, I set the % to 1 just for that "rare occurrence" of someone dying becoming one.... TL;DR - it happened many times, masked enemies that don't function, masked enemies others don't see - as they stand there... when attempting to teleport someone dead, it warps an invisible(?) masked and their body (it makes 2 teleport sounds)... I.. don't think the masked reanimating part is functionin' ... too well 😅
But the audio stuff is spot on, and jesus christ it nearly got me a few times
reanimating part should work fine when using mirage by itself, you probably just have a mod conflict
the teleporting issue is a known issue though, that's something i'll address next week
Literally heard a snare flea drop somewhere on the map - I went towards a stair and saw who I thought was my damn friend walkin' 'n running to the catwalk in front of me. I asked "I heard a snare flea", and it said "Where is the snare flea?"
if it wasn't for the god damn emoting it sometimes does, I'd have fallen for that shit =w=
you'd have to disable the emoting feature in whatever mod that comes from
This is fucking hype
yep figured since people keep asking for voice recognition, i might as well announce it.
i did want to announce it later when we had more work finished, but no point hiding it anymore
MEO doesn't do emotes itself im pretty sure
ah toomanyemotes workin' with em
btw just an fyi, if you're using the original MEO, i'd recommend using MEOF instead
and enable the compatibility config for mirage
y no the mod itself fix that bug .-.
wait does this have the fix - or I need to remove MEO?
remove MEO for MEOF
homelessginger is just busy, that's why you'll need to use the fork
||Doesn't that... sort of go against the 'rules' in place for mods? .,.||
normally yes, but homelessginger gave coppertiel permission to upload it to thunderstore
well how would I heckin' know if permissions given... we need new tag on mod in the website to reduce false reports -u-
Honestly, I'mma just toss you the previous 2 logs of mine. You're welcome to dig into them if you think it'd help (maybe someone else reports something and you can cross reference it? I dunno). Masked stuff was kinda borked. Will give another go with the fork stuff
oh the reanimation issue doesn't come from MEO, i'm only recommending you to use MEOF because MEO causes the suits/mimicked voices to not be the same
reanimation issue is more likely to be a conflict with another mod that interacts with masks or something, but i'll have to see
i haven't confirmed if SpawnOnPlayerDeath is just broken on mirage itself yet so if it's not working for you, just set it to 0 for now
will look at it next week cuz it's not a huge game-breaking bug
Christ-
all fucking mighty
I tried to send you my player logs
and discord booted me out, and forced me to go through an entire verification process
are - you - kidding me >:l
AND NOW MY TEXT IS WEIRD
discord y u do dis
since it's getting buried, if anyone wants to see a sneak peak of what'll come for Mirage v2.0.0, check out the pinned message:
#1200695291972685926 message
Wow...
@deft cape bug report
People are turning into masked enemies on death with it set to 0% chance
oh wait
i see the bug actually
whoops....
actually jk it's not what i thought it was
not sure what would cause that yet
It's something with the latest update
i'll investigate another day
HYPE
Don't do that.
Don't give me hope.
