#Mirage
1 messages · Page 11 of 1
Yooooooooo
Please make it efficient tho, I already lose half my fps and sometimes worse through modding 😄
What are your mirage settings? Most people getting performance issues are from laptops with mimic voices set to custom or all entities.
It's not just because of Mirage, it's a combination of the other 80 mods I have. CPU/GPU/RAM is not even half used, but the fps are around 60 in the beginning deopping to 30 sometimes less in the later rounds
the voice recognition and machine learning stuff is going to require a decent pc, i'll edit the post to include that
can't expect to not require too much computation for features like that
Lethal Company should use more resources if it means more fps 😭
woa is that with LCEmoteAPI?
nah, im just using too many emotes
@deft cape so interesting bug, when teleporting someone who has a mimic spawned it teleports both of their bodies lmfao
Jesus man, that's ambitious! Taking the mantle of AIRework and implementing machine learning to make them more mimicy, this is gonna be insane
@deft cape it also ties into the mimic bodies turning invisible, I was fighting a mimic of my friend then she got her neck snapped by a bracken and the body of her mimic freaked out and went invisible and I think it's cus it was animating what happened to her lol
Btw Lmfaoooo
oh yeah i was there when the clip happened lmfao
probably related to the teleporter bug in general that was previously reported
hopefully we'll be able to pull it off, most likely the ai changes will have to come after the voice recognition/ML stuff
Well I'll be happy to provide recommendations and feedback for the AI side when that time comes, I loved Piggy's work but he's busy with Office for the foreseeable future
#1190848624402386985 message
So weird watching it freak out mimicking the bracken grabbing her XD
I love that it caused the body to disappear too but not the cosmetics
sounds good! will still be awhile before i even get to the ai changes but i'll probably mention it when i get to it
Also for whatever reason after the TooManyEmotes update came out earlier people stopped turning into mimics after dying
hmm i don't think the invisibility thing could come from mirage
look into any mod that touches masked enemies
dunno, but that sure doesn't come from mirage
i don't touch animations
Nothing I know would do that
Dev of TooManyEmotes yeah
could you send that clip and ask if it's possible it could come from their mod
cuz even if i ask i don't really have any clips or logs to provide
sounds good. lmk what they say tmrw when you find out
Will do
Good thing is that I managed to fix whatever mod seemed to be causing the masked enemies to get stuck and not move though not once did I have a masked enemy do that tonight
@deft cape I almost wonder if that bug where they did that was tied in to the fix you did related to them despawning
This is a vanilla issue, sometimes the masked are just invisible 🥴
#ytshorts #shorts #short
Dodging Invisible Masked Man | Lethal Company
Running around a nice library in Lethal Company, trying to find a nice book to read, when our friend put on a mask he found. The masked man was persistent in trying to get us but we made it back to the ship. We decided to teleport our friend back on to the ship so we cou...
It's not vanilla for them to mimic the animations of the person they're mimicing like that
It's really rare and I'm not sure what causes it, but in my 170hrs I've seen it twice
I have no idea, emotes mod?? 😅 I don't play with emotes or cosmetics
I actually didn't watch the video til now, I just like to spread awareness of the mysterious invisible masked
I have footage of one invisible holding a shovel, thought it was my friend as it's happened when players have joined before, they're just a floating ranktag
Skinwalkers + MaskedEnemyOverhaul + MaskedAIRevamp, what a combo
It got a model after looking away but weird nonetheless
My educated guess:
It might something to do with the way the radar adds targets. When it desyncs, it doesn't match the count of player controllers so it will just keep adding them as radar targets. So the players turned into masked should be treated as an unrecoverable body. But this isn't the case when the turned masked is considered another player.
It's invincible because that player is in the void chilling in spectators lobby. You can see it spinning in the radar too.
bro finally revealed i was getting hyped up alone lol
🤓
😭🤓
is that.... a melon in that grinder.....
There will be yeah
@deft cape I wonder if if it is TooManyEmotes causing the animations and stuff to freak out if that's also why when a mimiced version of someone exists the mimic gets teleported first and then the real person lmfao
It's funny as hell though
The chaos that happened here from this lol tried to save her from Ghost girl and then mimic bug got her instead XD https://clips.twitch.tv/DirtyGiantArugulaRaccAttack-jPzRAV0bktRCZGFM
@deft cape https://youtu.be/yEfo-zTYofI?t=59
Lethal Company BEST Mods To Use #23 (COOL NEW MODS!)
Here are the best mods for Lethal Company, so that you can level up your gameplay with Lethal Company mods. This is the 23rd part of the BEST Lethal Company Mods series.
00:00 Best Mods To Use in Lethal Company
00:05 Mod 1
00:58 Mod 2
01:24 Mod 3
01:46 Mod 4
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02:30 Mod 6
03:20 Mor...
BARCH WE GOT A VID ON MIRAGE 😭
FINALLY SOME RECOGINTION AND ADVERSTISEMENT
deserved
hi i came from that vid lol
Why does it only use one voiceline for one enemy? Why not more?
for me it doesn't (sometimes it does that but not usually)
YES WE ARE GROWING
also 10k messages!
were a 7th of advanced company's messages now lol
I do have a question I'm sure you guys can help me with. Say I do use Skinwalker, MaskedEnemyOverhaul and LC_Masked_Fix, all those mods do things Mirage does and I was wondering if anybody has tried to run them together to create the best experience possible and avoid conflicts
u can
i play with lc masked fix mirage and maskedenemyoverhaul fork
u gotta use the fork
less issues
and enable dis
Skinwalkers works, but is pointless and redundant. MEO allows for spawn control and not much else, but you need to use MaskedEnemyOverhaulFork with compatibility mode turned on in the config. MaskedFix has no overlap and is still recommended to keep
(it generates when you run meof and it also uses the same config as meo)
So btw @deft cape if TooManyEmotes was responsible for the mimic bracken grab happening when the actual person got grabbed, I could see it being responsible for it teleporting the mimic of a person first before the real person as well, wonder if it's doing something wild right now that's causing the Mimic and the Actual player to count as the same person
I need to see if flip ever found out if it was caused by TME
nah teleporter is not from toomanyemotes
Ah okay
i ended up being curious and fixed it yesterday
I thought they were going hand in hand
i just need to push an update
I wouldn't be surprised tbh, the more mods that add functionality to make Masked appear more like players, the more likely pne of those mods is to just reuse code from players that might cause them to be treated like players
animation is definitely not mirage though
Thanks a lot guys! Also, just found this message, maybe it got unpinned by accident #1200695291972685926 message
we need update now.
nope that msg isnt relevant anymore
Yeah need that update asap cus that is pretty game breaking lol
LETS FUCKING GOOOOO
Did you also implement DissonanceLagFix?
i should add that to the readme
yep
Nice
probably mostly just bugfixes since i want to focus on v2
This mod is insane. It takes your voice and plays it back for EVERYONE. It's networked and you can hear YOURSELF even if you're in SINGLEPLAYER.
Next time one of the streamers I watch plays LC I'm keeping my ear out for voice mimics and whether they're synced or not
I will say we never had the issue last night where voices being mimiced were desynced nor did we ever get a masked stuck with it's mask on not moving
I think QualityCompany was causing the desynced voices, but I did make adjustments to my mod pack that made the game overall way more smoother and stable
Yet more immersive and scary too
With the tp bug being gone, it's time to march, get this mod into the public
I went ahead and removed DissonanceLagFix now so I don't forget to later
yeah never mind I just didn't talk enough
It's not needed anymore at all ?
Update coming in an hour is merging it into Mirage, because a lot of Skinwalkers users making the move are used to it being merged in
AC cosmetics aren't synced on masked with Mirage?
oh ok nice !
Yes they are
Oh is that an old issue or smth
Yea
ah ok
Reason it's not pinned anymore
was confused because i've seen cosmetics before
gonna be adding an FAQ cuz i realized i keep getting some of the same questions
I wonder, shall I still use FixRPCLag or not?
I don't know if it's outdated or does the same thing as DissonanceLagFix
(Sorry for the ping 😭, double clicked to copy but it replied, too)
RPCLagFix isn't needed tbh, a lot of times people recommend not using it
you should IMO
whenever any error gets thrown during an rpc call, it spams a ton of error logs
Weird I remember being told to not use it
Well, I already have my game logs set to only Message, Info...
I use LogNeuter is that the same thing ?
I saw someone say LogNeuter increases load times for them XD
Yeah so FixRPCLag isn't recommended because you can tweak the BepinEx config to do the stuff it does
ah makes sense actually
which would mean DissonanceLagFix is technically useless as well
but it'll still be implemented into mirage anyways
DissonanceLagFix fixes stuff in the game code does it not?
explain . ,.
FixRPCLag is literally a config file
nope it's 1 line that turns off error logs 😂
that tweaks stuff you can tweak in the BepinEX Config
wouldn't lesslogs do the same then?
basically yeah
lol well it doesn't hurt to have it implemented since Skinwalkers users are used to it
LessLogs is beautiful
The only mod that changes logging that doesn't do stuff that bepin ex can do
is LogNeuter
it saved the damn richpresence mod from being deleted from my pack
THE LOGS STAY ON DURING GAMING
It disables stuff that can't be changed in the actaul config
RichPresence mod tilted me so much
i wish more ppl have logs so i can get logs when they report issues 😭
nah you're good, i'm just talking about most other bug reports i've been getting
i do have logs the issue is i dont get issues
makes it hard to debug anything
what kind of log?
LMFAO
🤓
just the logs you get from bepinex
bro always ready with it
dawg chill 😭
You exude this energy with that. lol
lol
My only error, is that I don't know what errors look like.
they're red ig lol
My games are riddles with errors that don't even do anything. I get an error to do with ingame audio whenever I'm in the menu, because duh, there's no "ingame", so idk what mod decided not to check whether I'm in the menu before making changes to audio
same
So is this mod just like LC Masked Fix by kuba6000, MaskedEnemyOverhaul by HomelessGinger and Skinwalkers by RedbugRedfern all in one?
With the sync up between clients added on top?
mirage doesn't apply anything from LC Masked fix
also FYI mirage started off focused on masked enemies only so there's features that are enabled by default that you might not expect
so you might want to double check your config before playing
He might say that because of these two options
Yeah I will do, I just don't want to have two mods that do the same thing. This mod doesn't rely on Skinwalkers mod does it?
Mods are like home cooked pastries, everybody has they own way of doing them, even if they are "the same"
Completely separate from Skinwalkers
Yeah I basically want the Masked enemies to act as like, shapeshifters to fool the players and make them do double takes.
Yeah I just asked that, check this #1200695291972685926 message
That's how I like to play, like I have the thing where it copies cosmetics, nametags, everything.
That's Mirage's whole MO, so you're in luck
Where do I get the fork from? Is there a link?
people keep asking if skinwalkers is required so i'm adding it to an FAQ, but no, mirage is a standalone mod so it doesn't need it to work
Same way you get any other mod
So it's just inspired by Skinwalker, ty cos I saw the credit given to it.
Could I suggest adding the "Masked Enemy Overhaul Fork" as a dependant to your mod? It could help people (like me)
it's not dependent, but i did add a mention to it in my README for people who still want MEO (to use MEOF instead)
I know it isn't needed but it just adds more features to the mod and I feel most who use this over Skinwalkers would want the added benefits of MEOF
There really aren't many added benefits
Maybe add that to the info below the mod instead of the read me part of the mod, I normally only read what is on the mod page (I know I'm not everyone).
There's name tags and zombie apocalypse mode, both of which are experimental, and there's also spawn conrrol, which can be added by a lot of other mods instead
Yeah okay that's true and very fair
v1.0.16 is released:
- Fixed a bug that caused the ship teleporter to not work if
SpawnOnPlayerDeathspawned a masked enemy - DissonanceLagFix is no longer needed when using Mirage
- Modify configuration descriptions to hopefully be easier to understand
- Modify configuration default values
Thanks to @fading sapphire for the ship teleporter bug report, with a simple way to reproduce the error.
If you have not already, check out #1200695291972685926 message for a sneakpeek on what's coming for v2.0.0!
FYI for any newer users here, thunderstore usually takes around 30 minutes for an update to process before it shows up (at least for mirage)
Since we are talking about this, if I want MEOF to control the spawns I should set Mirage to use vanilla spawn?
Oh also, the README file is the same thing as the mod description on Thunderstore, Thunderstore reads the README file to make the description
yep
Yes
Ohhhhh, okay I did not know that, thank you 😄
vanilla spawn is enabled by default on v1.0.16
Woot woot!
Definitely like the idea of this mod way more than skinwalkers. Big issue that ruins it for me is when only one player hears someone say something, is a dead giveaway that it is a giveaway
now hopefully i can actually focus on v2 instead of bugfixes lmao
Hopefully. Are you taking idea suggestions?
https://github.com/qwbarch/lc-mirage?tab=readme-ov-file#can-i-hear-my-own-voice-from-voice-mimics
you can choose to mute that while you're alive
Very cool sneak peek! If I may ask, is the behavior predictor based on in-game actions, tries to parse your actual speech for keywords, or both?
mostly actual speech, but some in-game actions will be fed to it as well
already have too much on my plate but if they're small feature requests i'd be open to hear them (although i probably won't implement them for a long time unless they're really easy/fast to do)
Yes that would be perfect and exactly what I want, thank you so much. Only found your mod because of TheViperian but been looking for one like it for a while.
I think detecting alone for a long time -> near other players -> voice line would be a great behavior to detect, since that'd usually be the first line someone says when meeting back up with other players
oh right i should probably go on his video and thank him for showcasing mirage
It was basically just to focus on picking up dead people's bodies, or if they lose interest in players outside of the facility, they would naturally wander to the ship. If the ship is empty, they would sort of hide out in the ship, act like they're watching the monitor.
More so the ship suggestion
anything with actual in-game actions is already being thought of
gotcha 😎
we'll have to see about the feasibility of it though
Vanilla Masked already go to the ship when it's empty
I know absolutely nothing about mods or modding so I have no idea.
i think this is out of scope for this mod imo
oh wait nvm you're asking about masked enemies picking up dead bodies
Ah, I didn't know this.
oh yeah
Yeah, if they have a dead body in their arms, or come across one, they will naturally pathfind to the ship, to make it seem like they are returning a body.
from a watching the map perspective, if I saw someone pick up a dead body I'd never suspect it
yeah that's a great suggestion
i was only thinking about items in general (but i guess technically anything that's grabbable would be the same, but maybe have it prioritize a dead body if it finds it)
That's reminded me actually, the Masked spinning on the map always ruins it for me, is there a way to prevent that?
well that's one of the goals, i haven't looked at the masked ai yet
still have quite a bit of work to do before i get to that part
Or, if someone becomes Masked, you know the mods that add a camera to the body of players? Would it be possible to, if killed by a Masked and turned into a mask, could those cameras follow those new enemies? (I don't know if I'm making sense there, if not just say)
Ofc
It might already work like that but I don't think it does.
That's probably something for the camera mods to look at rather than Mirage
isnt that already a thing? i think when i was using helmet cameras mod, it was already showing the masked enemy's pov
but yeah as debby said, that's a feature of those camera mods rather than mirage
It honestly might do I rarely become the "Person in the ship", so I'm not too sure. But yeah, the spinning on the monitors 100% gives it away its a masked enemy everytime I see it.
honestly everything about masked just gives it away rn
which is why i'm hoping i can make it a bit better
Tbh it might end up getting fixed in the base game
That's why I install all the mods. I want the masked to be like a shape-shifting enemy more than anything
excited cuz it might have some nice changes for masked
scared cuz it'll break mirage (and every other mod)
that's the end goal for mirage 😄
mirage was made specifically for masked enemies, but ppl kept asking for voices on non-masked enemies so i just added a config option for them
but at the end of the day it exists for masked enemies to fool people
Dev will not rest until every single player is traumatized
at its current state it's not good enough to fool people though of course (once you get used to it a bit)
LMFAOO
I imagine Mirage won't even try to touch Masked's AI significantly for a while and focus on the voice mimicry, so I imagine it's wasted breath to suggest many AI changes for a while
There's a pretty good but kind of rough state mod called MaskedAIRevamp by @safe sundial , it may be worth talking with them about their implementation
Dude I was about to talk about that mod
The ideas on that mod sound pretty sweet but
might be kinda hard to pull off
can't believe some people get into that as a hobby lol
god i love mods
https://thunderstore.io/c/lethal-company/p/SillySquad/TakeThatMaskOff/ this is another pretty cool mod I'm gonna use with Mirage
i think there were reports of mirage + takethatmaskoff causing issues (if you have SpawnOnPlayerDeath enabled)
or maybe im thinking of a different mod actually
If I'm not wrong, the player's corpse can't be grabbed for some reason
TakeThatMaskOff was having issues in general a little while ago, but according to Lunxara it works fine
I haven't bothered testing it in a while, I probably should
if it's from a masked enemy dying, that's why
yeah i imagine i'd run into the same issues that piggy ran into as well, like desync and whatnot
maskedaioverhaul removes tht
i think there's one simple addition i can add to mirage before v2.
currently the recording it picks is always random, but that runs into situations where you might hear the same voice multiple times in a row.
what i can do is to play a random clip of only the voice clips that haven't been played, and once it runs out, it'll use the same pool of voice clips again (without deleting anything)
that would be fire
ALSO REVAMP
NOT OVERHAUL
WHY DO I MESS UP ALWAYS
That could end up in a situation where there's so many clips it could be minutes before you hear the same clip again. I think it would probably be better to just have there be a buffer of a few clips before a clip can be played again?
MaskedEnemyRevamp
MaskedAIOverhaul
Yeah I assumed it would, I just don't really want to deal with the other changes
it'd just be more like skinwalkers basically (without the deleting part), it'll be configurable though
Could be worse, could be LethalExpansion and LethalExtension (previously Scoopy's dungeon name 😅)
buffer idea might be nice to have but i don't wanna spend too much time on v1 rn, i'd rather just focus on v2
@deft cape two things. 1. So is there no point to have dissonance lag fix now or is it beneficial to have in general still? 2. I see for spawnonplayerdeath a masked won’t spawn if the player died from fall damage. I feel like the same should happen for when the player dies to drowning. I noticed when I died to drowning that there was just a masked talking to my teammates from under the water
so what i mentioned could just be a really quick addition that some people might like
bro i remember when i helped u in 1.0.5
the bugs got u to 1.0.1
1.0.16
dissonance lag fix is not needed anymore, and that reminds me, i still have to look for an alternative than just disabling the feature completely from fall damage (and potentially drowning as well)
😭 😭
been so much time since then as well
LOL
back then i was already trying to find time to work on v2 but it ended up being bugfix after bugfix
at least it seems like mirage is pretty stable now
assuming you don't have any conflicting mods
so did you just implement dissonance lag fix mod into mirage pretty much?
yep
gotcha
thank you for the info!
@deft cape BARCH!!!!
I think the drowning thing is sort of just a flaw in the Masked inherently. They can't be killed by drowning or the death pits by default, so they do just end up living there because they also can't pathfind out of those areas. Mirage can only really add plasters to the issues without altering the Masked fundamentally
100k LETS GOOOOOO
yeah good point, they can also just walk into bodies of water so technically making them not spawn when drowning wouldn't fix that
were less than a 90th to the size of skinwalkers tho 😭
all good that's not the goal anyways 😂
Won't sleep until Mirage has more downloads than BepInEx
(I know this is impossible)
Won’t sleep until mirage has more downloads than lethal company itself
wait…
With how Thunderstore calculates downloads, this is technically possible
Darn, how bout this one? https://thunderstore.io/c/lethal-company/p/OE_Tweaks/Possessed_Masks/ Since only item slots are afected, should be fine, I think
Possesses Masks should work fine yeah
actually skinwalkers has more downloads than bepinex
prob because ppl redownload a lot
Every time you update a mod it counts as a redownload as well
we never sleeping 💯
bro brach look at my friend in https://discord.com/channels/1168655651455639582/1208849588539101294
that doesn't jump to any message 🤔
nah just see all his messages
idk if u remember his name
idk what he's named i put a nickname lemme see
he's the first one to comment there
yes the nerd emoji dude lol
doesn't that run the risk of being really biased towards newer voice clips if the pool keeps growing in real time?
isnt that how skinwalkers works anyways though, or do i remember wrong 🤔
you can add an internal cooldown for the ones that have been played
to avoid the bias
like make it run the clip then make it unable to get chosen for the next x clips
tyty
probably still just going to do the approach i mentioned just cuz i don't wanna spend too much time on v1
since it'll take like 10 mins to add that naive approach
It was just a couple of days ago you hit 50k
think it's been a week hasn't it?
probably, I have zero sense of time tbh lol
the growth isn't that fast yet
Being added to TMLC def helped
yeah for sure
And now that you’re in that video now too that’ll also cause a huge bump
btw for TMLC is there a reason mask texture and arms-out animation is enabled by default 🤔
yeeee for sure
They still have MaskedEnemyOverhaulFork, so probably just having that handle it
They have it for the mask fade thing
@deft cape Apparently I'm the first to give Barchlib a thumbsup so you're welcome XD
LOL thanks 😂
I think it's cus most people ignore dependencies since they don't really count as mods
Lol
when i tested TMLC all the masked enemies spawned with the texture and animation still there, so i just assumed it was a concious choice
i wish non-mod dependencies don't show up on the mod list tbh, it should just be internal and if a mod gets removed, the non-mod dependencies get removed as well
ah that'd make more sense now, masked enemies look so goofy with the defaults on
I’d make a suggestion box post to fix it
If you don’t want to do it I could do it later
just read this, sounds ambitious can't wait
i'm not sure if it's because of something i changed so just gonna avoid making a suggestion post just in case it was on my end
@deft cape Does TakeThatMaskOff touch masked animations at all?
Unsure why you're asking him that, but I wouldn't think it does
Well because we were looking at potential mods that could have caused this https://clips.twitch.tv/StrongJollyJamANELE-yqN0HbawjDw5L5_-
That wouldn't be TakeThatMaskOff, nor Mirage. Probably a mixture of the invisible Masked and TooManyEmotes
Yeah I thought so too
TakeThatMaskOff doesn't do anything until the moment they die, and it was still alive then, so seems unrelated
Again that wouldn't do anything unless there was a dead body around, unless it adds some stuff it doesn't specify
Yeah
i looked at MaskTheDead and TakeThatMaskOff's decompiled source code, doesn't seem possible from them
Yeah definitely TME then probably
I do love how for me the Teleporter bug was Teleporting the masked enemy first then the actual player btw
Lol
How tf does that even happen?
Fun chaos XD
Interestingly enough I think TooManyEmotes was also responsible for everyone coming back as a mimic too and not MaskTheDead, cus it stopped after we updated TooManyEmotes from 1.9.3 to 1.9.4
wait you had a different teleporter bug? the one i fixed was for if SpawnPlayerOnDeath spawns a masked enemy, the player could no longer get teleported on the next round
not sure how TME would cause them to come back alive 🤔
mod conflicts are the weirdest thing in existence
Idk maybe it was MaskTheDead but it randomly stopped somehow
🤷♀️
so odd
This was what I had happen lol
It teleported her mimic first then her and she instantly got grabbed
XD
Did the latest update require a config nuking or something? There's a lot of calculatepolygonpaths and now "SetDestination" . ,.
did you only update mirage? it shouldn't be happening from mirage
and no, no config nuking required
i only changed some defaults
LGU, Mirage, Changed to using Fork (MaskedEnemyOverhaulFork), LethalResonance, and Toomanyemotes
I love the "Watch out" warning from one of the 2 mimics of her after btw
really shouldn't be coming from mirage, functionally the only changes in the latest update is resetting the player's dead body at the end of each round (which caused the teleporter bug), as well as turning off dissonance error logs
LOOOL
i like how confused u were
XD cus I was like "I tried to teleport her then nothing happened" but then she teleported in delayed
XD
Right onto her Mimic of her waiting there patiently cus it got Teleported first
wait they teleported together at the same time? 🤔 (like together with the masked enemy)
No the masked enemy teleported first
then she did after
You can hear the first teleport play, then the teleport sound play again after when it teleported the real her
Yeah lol
wonder what would be causing that
I think TME as well
Lmfao
Cus it was causing the bracken animation stuff
I think it's causing the game to think the mimiced player is the same person
well the teleporter thing might be from mirage
i don't see why TME would cause it
try the new update and see if it fixes it
yeah at least u got a nice clip out of that 😂
Oh yeah it's definitely doing that. Look at when I checked the radar. It was viewing the dead mimic's body and not her real body here lmfao so it's registering the real player and a spawned mimic as the same person, tf mod could be causing this? https://clips.twitch.tv/DeadWanderingKathyDansGame-sqFVdw16CfwaISOz
That's weird as all heck XD
i think that was a bug in mirage v1.0.15 tbh
not the animation thing though
but it should be gone in v1.0.16
Lol okay okay good XD
Hopefully when v50 releases we get some solid consistencies in the community mod-wise
And outdated mods get replaced by better/higher quality/more stable counterparts
While a “competitive market” is good, a flooded one can hurt
Take MEO for example
Unless you’re active in modding servers or use a modpack, you have no way of knowing it totally busts spawns
We'll get there
The newest version of MEO has 740,397 downloads compared to the fork with 27,884– just 3.77% percent. Over 96% of MEO users have broken spawns and just have no clue.
I feel like a reliable and easily accessible source of some sort would help.
A lot of people still use Helmet Cameras/Solo’s Bodycams when they haven’t been supported for months, when OpenBodyCams is better and runs better
Corporate Restructure can straight up completely break multiplayer and make lobbies crash when someone joins
and a lot of mods are resource hogs (like Backrooms and Jester Stomp)
But there isn’t really a way to know all of these things without being active in the modding community (or by using a modpack that happens to do I t for you)
well, what can we do about it?
perhaps try to create some sort of resource?
I’ve had a few people ask me to make one for performance, but it kinda slipped my mind
bsjdhejebdjebd
I’d say a Twitter or something but Twitter is a nightmare unless you want to make an account for it (and then it’s a whole different nightmare lmao)
it would be nice to make some sort of website for that
Maybe a Steam guide?
Yeah
but i have absolutely no time 😅
I’d try it but I don’t have experience with creating them outside of little like weebly websites
if i had some i could create something on GitHub, add some people with editing access and it would auto-update on new commits
I do plan to try and make a little modpack full of bug fixes and tweaks
Feature request.
Instead of just disableing money loss on player death, have a configureable loss ammount or percentage. Seeing as you can choose a percent chance for a corpse to turn. It would be nice for Mask corpses to be ignored while maintaining a money loss for players not collecting unturned corpses as usual.
Stuff like GeneralImprovements (only with bug fixes), SlimeTamingFix, LC Masked Fix, LCMaxSoundsFix, DissonanceLagFix, PathfindingLagFix, FlashlightFix, JetpackFallFix, SprintLadderFix, RankFix, FriendPatches, NutcrackerFixes, NameFix, etc.
Things that just don’t change the game experience (outside of fixing bugs)
SlimeTamingFix broke slimes for me. Turned them into Jube Jubes
changesd their hitbox
weird, I’ve never had the issue
It may be dependent on other mods. So if you do make an all in one please make sure everything is toggleable just incase it becomes the main used mod. 😄
I've never had a need for FriendPatches as I've never ran into that issue it fixes lol
I’d probably have a base version that solely has bug fixes without adding anything, and then expansions you can add onto it
Like an add-on that adds little qol things without impacting gameplay much
dropped out from the modding scene for some weeks and just came across this mod. seems really cool, just got a question: are there any incompatibilities/issues with the current version of the mod?
planning on replacing skinwalkers from my mod with this one, but discord isn't very conductive to searching
JetpackWarning, Flashlight/Walkie toggles, LCBetterSaves, HoldScanButton, LethalRichPresence, LCBetterClock, BetterSprayPaint, NiceChat, BetterLightning, AccurateStaminaDisplay, ScannableCodes, etc.
Unless you use it for the fading mask or spawn changes, you can remove Skinwalkers and MaskedEnemyOverhaul
oh, that's really nice, didn't notice MEO also was replaced by it
Yep!
Mirage is GOATED
Ignoring obvious things like fixes and stuff, it’s my #1 mod I’d say
And the base would be pretty easy to maintain since I’d just need to check it to add things, or change things after each game update
It’d basically be a drag-and-drop for fixes
And you could just delete things that you don’t need (like dissonancelagfix if you have skinwalkers/mirage, or flashlightfix is you use AC)
And I’d try to include things like that in the readme
Might try to work on that this weekend or something
I have some projects I’ve been putting off lol
Need to finish my poster for the School interior, finish my modpack update, (potentially upload said modpack to thunderstore?), and then make a performance guide thing
it may be worthwile for a wiki to exist someday, with descriptions of known issues and incompatibilities for each mod
cause yeah, if you're not actively reading every mod channel - you'll miss something for sure
wow, c:s modding surely gone places
i still remember playing with only necessary ones like TMPE
and after playing c:s 2 - i still think first game was better in almost every way
aint that the sad truth
Barch has said he plans on dropping the disabling of money loss feature altogether
All of the known bugs with major mods should be fixed with the latest update. Skinwalkers works but is redundant, MEO will need to be replaced by MEOFork with compatibility turned on (though MEO in general is sort of outdated and not needed)
thank u thank u
interesting
So this makes the mimics mimic our voices?
I can recommend #1207572302678589451 instead, works perfectly for me
All creatures
ohhh ty
Oh isn’t there a skinwalker mod already
this one is networked
everyone hears the same
and more features
Biggest difference in the voice mimicking is that Skinwalkers isn't synced, so you and your friends won't hear the same voicelines, in Mirage everyone hears the same voicelines
Depending on what you want from the game sure
yeah
Ok thanks
with this mod, Masked will appear as a specific player, and will only use voice lines from that player
There's also some changes to Masked more specifically that you can change in the config
notably, people dying can hav a % chance to become a masked, optionally if they're alone
there's things like that for gmod, and countless of profilers
Wow
basically it analyzes code on the fly
Ok
and marks bad coded unoptimized addons and even exact code parts to look into
So it helps you
Finally, they added killing to GitHub
Wow
Mirage is not compatable with TakeThatMaskOff. It overrides that mod and prevents the player from being picked up (and revived, if the revive mod is on)
is the fork the issue as to why stuff happened
I don't know what else the other mods updating would've messed with
but I did change it from Masked Enemy Overhaul to the fork version from one session to another
Which "stuff"
lots of deaths of enemies not actually "dying" - they just run in place. Unlike previous issues like this, these one can still bite/attack in place
calculatepolygon and setdestination spam
setdestination is a new one for me - when it comes to spammin' the logs
people seeing masked enemies teleport in- even though they're not existent on my (host) screen
I only got that issue when the Masked broke, and the Masked breaking was caused by some unknown other mod/s using DeactivateBody at tyeh same time as Mirage
i'd... ask "what other mod could possibly do that"
but for all I fucking know, it's a scrap mod =-=
Yeah still not certain on that, I thought I might have been onto something with LethalThings but the code in that which relates to DeactivateBody is entirely disabled
the "Dont Touch MaskedPlayerEnemy.mimickingPlayer" wasn't set to true, but I'd doubt this cause all the issues seen.
Nah the bug happened without MEO
The only other mod that I could find (in my limited search) was Mimics (fake fire exits mod) which touches DeactivateBody, but only when players are killed by Mimics
That's a vanilla issue
yes but this was happening extremely consistently, along with many visual bugs
I do shrug it off from time to time in previous sessions - but this one spammed it so much it was lagging people's games
Do you have PathfindingLagFix?
and to think, I have pathfindinglagfix-
yeh
it was lagging us with that
so something borked hard
Well when every creature loses its ability to calculatepolygonpath, I'd assume that would cause lag
I'm about to do a whole damn config checking session again
and if I find a config that is freshly downloaded different than their previous ones - that dev is getting a mouthful =-=
Are you talking about an issue you're currently experiencing, or an issue about the Masked issue with Mirage that was remedied?
Talkin' about the last session I've just played (<2 hours ago) - being borked as hell in comparison to the last 3 other sessions.
The only things that have happened is that I followed instructions in here to use this "fork" mod, and this mod + a few others updated.
Any errors involving Mirage?
would there be a keyword I can search in this giant list of calcualtepolygonpath
and don't just say mirage <.<'... lord knows that spat out a thousand lines or something
There's ways to mass remove lines in Notepad++ so you could do that, I do it with a Notepad++ plugin so idk how you'd do it
so ye want me to nuke away the calculatepolygonpaths and setdestinations in hopes that lets me see what bricked it? . -.
over 20,000 instances of calculatepolygonpath 🙃 ... sheesh
Yeah if you remove the error lines that you know are there anyway, especially if they're filling up the log, you can remove them and then just search for other Errors
If you aren't sure how to do it on your end you could send me the log and I can do it easy
if i could figure out how to remove empty lines... this'd shrink
Oh that's easy
Edit/Line Operations/Remove Empty Lines
tis not under edit for dis ., .
visual studio
Oh idk about that lmao
VisualStudio for log viewing is a little overkill imo, idk how to search for errors the same way in that. It's a lot easier to handle logs in Notepad++
Dear god I pray for you if you're gonna get into RegEx for this
Highly recommend just using Notepad++, will save you many headaches
it's just a thousand-million loaforc.soundapi lines and a lot of shiploot ones 😮💨
should've disabled the darn ones I knew would just spam a fuckton =n=
Well that at least rules out Mirage
there's 58,400+ lines
I removed over 35,000 just from calculatepolygon and setdestination
Mirage could be in there
I ain't readin' through 58,400 lines though... I gotta rid the lines using loaforc 'n shiploot...
Did you search for "Error"??
120 lines state error... I guess that's somethin'.
seems to just be loaforc..
whatever is causing this doesn't seem to output "error"
... I'mma just do a config check.. been like a month or two since I've done so. (╯°□°)╯︵ ┻━┻
Seeing as my curiosity is killing me, as it is want to do, could you send me the log anyways? Just wanna make certain that it's not Mirage
and may possibly just remove that fork mod... potentially causing the issues.
There's a lot of errors involving LethalExpansionCore, so the maps you have might be causing issues
there should be no way a darn moon handler is causing the enemies AI to be borked 'n these non-dying thumpers >,>' ... ... emphasis on "Should"
Oh and also, disable CoilHead interaction with Boomba in FairAI
Doubt that's the issue, but it throws a lot of errors
Also doubt this is the issue, but this turns up as well
at FlowermanAI+<>c__DisplayClass53_0.<killAnimation>b__0 () [0x00000] in <af9b1eec498a45aebd42601d6ab85015>:IL_0000
at UnityEngine.WaitUntil.get_keepWaiting () [0x00001] in <e27997765c1848b09d8073e5d642717a>:IL_0001
at UnityEngine.CustomYieldInstruction.MoveNext () [0x00001] in <e27997765c1848b09d8073e5d642717a>:IL_0001
at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <e27997765c1848b09d8073e5d642717a>:IL_0026 ```
but I don't have fairAI . ,.
Ah, well, never mind, idk what that error was about then. Something to do with a coil head being harmed by a boomba
why would that even matter though 😅 ... they're invincible
That's exactly why the error is being thrown
Cause they're undamageable, but explosions try to damage
why the hell is there an error for a coilhead getting hit by an explosion - u-' ...
Ask CoilHeadStare
It's a rough business
that definitely isn't causing what happened... ok I can't even say "definitely" now knowing an explosion is affecting a mod that only causes a client-side effect
It's not a client sided effect but the point stands
Other players can see it staring at someone though, and it makes use of the CoilHead's AI which is always serverside
Or SHOULD always be serverside
LGU has broken my game recently so I'm just disabling that for now
I was only using it for the wheelbarrow, shopping cart, portable teleporters and the discombobulator anyways
I really wanted to give a mouthful in there, but just posted the images. The configs are mismatched and incorrect. The configs aren't being rewritten <~<'... 30+ lines should've not existed in my current config. I really want to know the limitations of config replacing with mods. <~<... Am I wrong to be livid at seeing both of the files saying they're the same file version of a config - but they're both different? I hate it.
Just - TELL ME if the configs are wrong if bepin/r2/etc can't fix the configs for me <~<... I'll do it!
But if I don't get some alert, some visible notification - how the hell am I to know without doin' this >.> ...
Does this mod support MoreCompany?
yes
@deft cape just wanna state the funny teleporting bugs were fixed 🙂
Still haven't ran into any stuck masked enemies anymore that are stuck with a mask and unable to move
Lol
I will say I removed ghostcodes after playing tonight though as I feel it doesn't really add anything that's very useful
LethalResonance and Diversity do most of the spooky additions for the ghost girl XD
thats good, i guess mirage is finally, hopefully, at a stable enough position then
Speaking of mimics lmfao
@deft cape i see u have enemyfix did you know of it before i told u about since i always notice ppl dont know if it lol
i would appreciate if u answer my equestion lol
... it's only been 4 min since you asked your question and it's not like qwbarch is awake 24/7... at least wait for a couple hours or even a day...
it was supposed to be a joke since he made spelling error
only if u become my eboi 👉 👈
ive smelled enemyfix's name around, is it needed? what does it do
nope never knew it till u mentioned it, legit have never heard of it once before that
just good to have as a failsafe in case mod conflicts happen that'd cause an enemy to not despawn properly
what is that spawn rate 🤔
were they not despawning so all the bees stayed? LOL
but yeah get enemyfix for shit like that
havent been active much but i update my pack every now and then
see you got dissonance lag covered
beautiful to see
didn't really want to add it but lunxara convinced me
it is a 1 liner so fuck it, why not
Same as I've always had it lol, same as bracken spawn rate in AC's settings 2 mimics of me just wanted to say hi XD
Funny enough I went back and had one spawn in I boxxed it then another one spawned and I took it down
also heard the big plans for 2.0
self boxing tournament
yep if we're able to pull it off it'll be pretty fucking lit
i'm excited for when we get to a working prototype
😳
Hmm is there support for modelreplacementapi for CUSTOM player models? Like when the player turns into a mimic
Would be cool
this is something that model replacement api needs to implement themselves (support for masked enemies)
i did ask about it but the author is busy with irl things rn:
#1187188516644474911 message
Nice throw!
AYO LOL
Yeah ayo
you stole my gif 😠 😠 /j
IT WAS FREE REALESTATE
https://clips.twitch.tv/FunThirstyTitanBabyRage-qKkdY4a1lCvY0Lp1 @deft cape lmfao
had to replay that a couple times to notice it's the dog talking LOL
LOL yeah XD
@deft cape barch another one.. https://www.youtube.com/watch?v=w43cYyZE9gw&ab_channel=JOE
Funny Skinwalker Mod Moments in Lethal Company. #lethalcompany #lethalcompanygame #gaming #gamingvideos
Mods: (Important ones)
Mirage (Skinwalker Mod Alternative)
MaskedOverhaul
MaskedAIRevamp
SnatchingBracken
PlayerBracken
TikTok - https://www.tiktok.com/@jose_ph
I don't have any other links right now lol
...
WERE GETTIN POPULAR
what
🤓
🤓
dawg no moe 😭
where did you go 😔
this man dies and still emoting 😂
YO LETS GOOO
sounds like a bug with TooManyEmotes
Yeah that's a rare bug with TooManyEmotes
Usually only happens if you kill them while they're emoting
I have a clip of it here lol https://clips.twitch.tv/ImportantMoralYogurtSuperVinlin-my-fWuV0OJotZ8HY
It was stuck saying sync emote after it fell over lol
and it was laying weird
I was using MEO in that clip btw that clip is from like a few weeks ago
There I sent that clip to flip, it's weird how people have been talking about that bug all of a sudden XD
now that i see the log it does throw alotta toomanyemotes stuff
ur clip looks like it works as normal, no?
i dont see it emoting after death
That's one of the ways it bugs when they get killed while emoting and how it normally does it lol
Someone has a bug that when dying at the hands of a mimic - more than 1 mimic is spawned. SpawnOnPlayerDeath - 0
do you have a clip of it happening
ah
nah happened to me when i died to a nutcracker
lol
Is this known to have any issues with MaskedAIRevamp? (not the rework one, its a more WIP masked AI mod)
as far as im aware, there shouldn't be any conflicts with MaskedAIRevamp
Great
@remote iris
Reminder that #mod-showcase exists and that you should post in it
oh thanks, i thought it was for WIP projects so i never posted in it
Nah, you can post everytime you think you've had a good content update too
think i'll just wait till i have more to showcase for v2 before i post there, there's nothing much to show in its current state imo
Could help to let people know it's in a stable state
i'm just kinda lazy for now tbh, #mod-showcase requires a video/image
mirage would require a video to showcase for sure but i don't wanna record one
Ahh yeah that's fair
i'll probably just do a quick recording when a bit of the features for v2 is implemented
@oblique galleon btw is there a reason #mod-showcase is all the way up here? i forgot it even exists since it's not in the modding and creations section
That's cuz you have it as an optional channel, but I will suggest to put it in this category
Rn its with the general etc channels
oh didn't know optional channels were a thing
Discord things
oh shit thanks for the shill LOOL
Npnp, seems like a fantastic mod to farm Twitch clips
Just like Skinwalkers is, but a new flavour
Idk who that is lol
Not to be rude ofc 🙂
Yeah I don't think I've ever watched them
Won the art category of the Streamer Awards, has been working on an emotes mod for Lethal Company for a little while, he's an animator
Oooohhhh
omg giwi!! so cool
I always feel terrible talking about someone and then saying "yeah they're this other famous person's partner" but like exponentially less people know who Giwi is and that's just a terrible truth :(
Tbf it's understandable I never heard of RubberRoss before I don't watch big streamers very often
Did you ever watch GameGrumps?
Insym is maybe the only one I watch frequently
No but I have a friend that really loves them
Ross used to work for them, he's the guy that made a bunch of super impossible Super Mario Maker courses
Oh cool!!!
It's a big problem yeah, but I wouldn't know how to word it better so stayed silent
I'm surprised I've never come across Giwi tbh cus I tend to raid other vtubers when I end my streams guess she streams at different time frames than I do I'll have to check her out sometime
She is based in America, which I think you share?? Not sure which coast. She also doesn't stream super often, at least not at the moment
That's probs why
yeah I'm from East Coast US
If I ever see her live I'll probably pop in and say hi
She is streaming tonight though, worm time (not for me tho I'm a wretched Brit, I'll watch the VOD later)
Go sleep wretched brit
It's midnight
ah yeah I'll be streaming tonight too, in about 40 mins in fact
I'd say okay but I'd be lying, I have been sleepy today tho so probably won't be long. Gonna edit my msg to make it look like you called me a wretched Brit unprompted
giwi
Fuck
I meant to use search 😢
Lol
Are there any plans on adding the playername above the mimics?
Or is this already possible?
Or is there a different mod which does this thats compatible?
i'll add it one day, but not anytime soon. for now i'd recommend using HidePlayerNames to make it harder to tell the difference
i believe the only mod that can do it for masked enemies is MEO/MEOF but i'm pretty sure it's stated that it's broken in its current state
Got it! Thanks for the amazingly fast reply haha. Tested the mod an hour ago for the first time, and loving it already. Thanks for making it!
happened to just be looking at discord so i looked at the right time 😂
glad you like it!
YOOOOOOO
I love Ross’ Lethal Company videos w/ Giwi
my bf and I watch them together every time he posts a new one
does anyone have this problem when the masked enemies are stuck in the converting animation forever after killing a player? both masked are frozen and not moving
do you have logs? sounds like a mod conflict
i usually only get that when im using AC with ModelReplacementAPI, so i just disabled ModelReplacementAPI and it fixed it
i dont have a clue which mod could cause this
r u using a custom model
the error that gets spammed is this:
[Warning: Unity Log] Unable to add the requested character to font asset [3270-REGULAR SDF]'s atlas texture. Please make the texture [3270-REGULAR SDF Atlas] readable.
which definitely can't happen from mirage since it doesn't apply any textures (or even have any textures for that matter)
actually never knew model replacement api applies cosmetics to masked enemies
since people kept asking for it, i just assumed it hadn't been added yet
@deft cape so turns out MaskTheDead wasn't responsible for people randomly resurrecting as mimics somewhere else
it was TakeThatMaskOff
TakeThatMaskOff has had several issues
Uhhh I’m not sure it does actually I know that the masked can’t copy the custom models n it bugs them into forever animation if used with AC
I already told bunya but they said it’s some incompatibility with how AC does cosmetics
n ppl in MEO already knew bout that bug so
i remember someone mentionoing that MoreCompany + ModelReplacementAPI causes issues as well
ooo
good to know though thanks for mentioning it
i guess i'll probably just have to add it to an incompatibility list next time i update mirage
@soft hollow wait doesn't TMLC have TakeThatMaskOff now that i think about it 🤔
I'm sure if they realize it causes problems they'll get rid of it
doesn't hurt to notify them
i'll probably leave a message
after i check their mod list again
Yeah I made sure it wasn't MaskTheDead cus we removed it and someone's body in the ship randomly resurrected in Titan as a mimic
Lol
yea that shit wacky
im looking at its decompiled code and im not even sure what could be causing it
anyone know the setting to set a max skinwalker count? i have MEOfork and its set to 3 but if one of us dies to one, they start multiplying
as a start you should probably set SpawnOnPlayerDeath to 0 for mirage
idk the actual answer other than doing what i mentioned to have less
been staring at the decompiled code for a bit and i'm still not sure what could even be causing this conflict, but i'll give a heads up to TMLC anyways
XD
Highlight from tonight's stream
i already knew it'd be that before i even looked at the title LOL
i joined right at that moment somehow
lmfaoo
also that moment where y'all had so much loot but then someone made noise 😭
did the last person even survive
i kinda zoned out after that
Yeah ☠️ oh well our next run will definitely be way better lol
whoever made the sound trolled so hard 😭
Also idk why BadassCompany killed the game's frames but jesus it did
Maybe it's the emote api?
idk
if it's erroring in an update function that's always a common source of lag
Yeah it was bad lol, made my modpack feel like it was on it's death bed
everytime u do a random emote it lags and if u do an emote that moves the playermodel
Makes sense, I had a lobby of 8 people and I think people were emoting on the ship which just murdered my game
They all begged me to add it
Cus
"Emotes play sound"
Lol
Never again
I will say I'm glad TooManyEmotes doesn't have that problem
i remember my first time playing modded lethal
dunno which mod it was but i had insane lag issues until i removed an emote mod
so it might've been that as well
was getting spammed with errors about PlayerControllerB
🤓
goofy
bro always ready with the 🤓
🤑
https://thunderstore.io/c/lethal-company/p/SillySquad/TakeThatMaskOff/
does anyone know if this works with mirage?
I just stated an issue that it causes earlier
damnnnnnnnnnnnnnnnnnnn
Don't recommend using it right now
then another question, does this setting now work with scaledpenalties?
@dark brook
or if anyone runs something penalties-wise for modded lobbies, can you please share what exactly
cause last time i played with scaled penalties with EnablePenalty disabled it still counted masked as dead
#1207572302678589451
ty
what's the mod keeping the terminal active?
does maskedAIrevamp work with this mod
oh boy
Yes
thanks
Oh it's that one. Thanks!
Does it have any known incompatibilities?
Would you happen to have a profile code or something? Emotes api shouldn't kill your frames, someone else mentioned logs being spammed so maybe there was an incompatibility, I could take a look at it later
i dont think so
i didn't run into any
it cant show the doom game in the doom mod
thats it ig
Ic thanks
@deft cape Would you happen to understand why my mod causes issues with this? All my mod does is spawn a mask on the ground when a masked is killed. I've heard that when my mod and this are ran together, dead bodies become masked randomly
Could the problem be that it detects a mask in a player inventory when they're dead even if they don't have one if your mod is included?
well you don't have an inventory when dead?
I need a better understanding of exactly what this mod does, I know that it makes skinwalker voices tied to player ids but thats it
i think i heardi ts because of the body it keeps or something
something about the body
it causes conflicts
body it keeps?
Does this mod have mask the dead built into it?
nope, this mod resurrects a player as a masked if they died with a mask in their inventory, along with a few other things but shouldnt be related to the problem
it removes the body
thats why the penalty thing exists in the config
hmmmmmmmmmmmmmmmmmm
Ok so would it happen to be mimickingplayers WHILE that player is alive?
it can if u have natural spawns
but those are natural spawns
I seeee
i dont think i saw a masked player while they were still alive unless it was a natural spawn
Nothing to do with the mask item, players just spawn as Masked when they due
die
wait wait wait hold on
you sure?
Isn't that the whole issue with my mod?
Yep
That is spawns masked when a player dies?
ig idk i aint a modder idk how those could conflict
There's a configurable chance it happens, and can be set to only happen when the player is alone, but yes in a lot of cases the player dying will spawn a Masked mimicking that player
Wait so what is the issue with my mod and this?
ig your mod making body (not too sure if this is a feature this is what i collected from my memory) and mirage removing the body idk
someone reported this on github
The first may may only be from MEO, it could be the known issue where if there are multiple of one player the game breaks since it doesn't know how to deal with 3 instances of player 2
When was that posted? Sounds similar to a bug Mirage fixed but might not be
well we need mr mirage to look into this ig lol
I have no idea what causes the invulnerability
Probably just no valid EnemyAI class to register damage being taken
Or being dealt
Depending on when this issue was posted, sounds similar to a mix between the teleport bug and the deactivatebody bug Mirage dealt with the last couple updates
Looking at the dates those issues were posted, it could well be the case that Mirage's recent fixes could have circumvented the issues. Would definitely be worth testing
Doesn't seem super related to Mirage
So I managed to recreate the issue, and it seems like it was partially repaired by a Mirage fix. The bugged Masked doesn't follow players through different moons now, so it is correctly despawned, but it does appear to stand still exclusively from the perspective of the player who was killed
Isolated to the round though, so unless you have a mod that can respawn players it should be a purely visual bug, as the dead player can't interact with their Masked anyway
Only relevant warning I see is this
[Warning: Unity Log] Failed to create agent because it is not close enough to the NavMesh
But this occurs every time a Masked is spawned, and the Masked are definitely spawning, so I'm not sure what it's referring to
Should be noted that this only appears on the player that had the issue and not the host (when I was testing I had the other player die and not the host, haven't tried the other way round)
Should note as well, killing the Masked never dropped a player body. They mostly dropped Masks, except two which I'm not really sure why
Was on the ship, killed three Masked on top of each other, two mimicking player #1 (one was a dead player) one mimicking player #0, and only one of the player#1 Masked dropped a mask
@deft cape I wonder if TooManyEmotes is causing chaos with dead bodies and masked enemies causing the respawn thing and it was fixed by removing TakeThatMaskOfff as coincidence
Cus I mean
We did have that one clip
LOL
My guess is it wasn't the api but maybe the sheer amount of stuff Badasscompany loads? If not that my next guess was gonna be maybe a mod we had added at the time was causing conflicts or the feature in emotesapi to allow enemies to hear the emotes caused it
Something definitely was going weird
I know we removed quite a few mods last night just trying to figure out what was going on
and things returned to normal
Lol
Keep in mind I also have a mod pack that's pretty large so it's possible it just doesn't work very well with bigger mod packs too
well I would like to try my best to alleviate it not working with big packs, so if you ever have something I can work with I can take a look into it
Will do
I definitely was unable to get it to produce any errors testing it solo though
Maybe I'll try removing TooManyEmotes for now seems to be causing some weird havoc at times
oh they are actually dead nvm
they just keep emoting
does anyone know if toomanyemotes has a thread?
ive already been looking yesterday and i have no clue rn
i dont even see what could be causing a conflict
didnt have the time to dig any deeper though
i will say this: it doesn't make any sense to me how MaskTheDead is causing the SpawnOnPlayerDeath feature to always spawn when it's set to 0
since that feature will always fail the rng check
Wait does MaskTheDead do that?
It's weird how when removing MaskTheDead it would still happen though
and if it's not TakeThatMaskOff
i thought you said it does that
My only guess is TooManyEmotes
i guess i misunderstood
I thought it did
whats wrong with toomanyemotes again?
But then I had a dead friend in the ship randomly resurrect without it even installed
LOL
yeah so it's definitely not that
TooManyEmotes was causing weirdness where a masked would mimic the animations of the actual person they mimic when they die for example
so is the only issue with maskthedead the frozen masked enemy
hey, has anyone suggested aeioucompany compat in some way? unfortunately cant speak and i thought itd be cool if it could fool my friends with the tts
weird...
i only had it just stuck emoting
I stopped having that too
with it installed after your newer updates
I don't think MaskTheDead is causing any of the issues, probably just TakeThatMaskOff
if you have a github acc could you create an issue with that suggestion in case i forget?
if not all good, ill write it down later when im free
that feature will have to come way later though since im focusing on v2
WAIT IVE BEEN SAYING MASKTHEDEAD? I MEANT TAKETHATMASKOFF LOL
haha theyre similar
Lol yeah MaskTheDead is fine
too many masked mods i get the names mixed up
Too many Masks 😔
I confirmed that
lmfaooo
TooManyMasks
Changes the names of all Mask related mods to make them more distinguishable
XD
I'm still kind of annoyed at PotatoePet's reaction over Bongo's post, idk how he in any way took that as a personal attack
Ffs
bro banned me when he found me in some other thread agreeing with someone saying that advcomp breaks mods
I generally avoid talking about that stuff in public spaces for the sake of keeping the peace