#Mirage
1 messages · Page 16 of 1
np
Im a bit behind heard there's a problem with mirage? What's the issue and is It fixed?
the problem is that i added an optional dependency, but it's bugged and would cause errors if it's missing
so i just removed it until they fix it
Thanks for the temp fix
specifically talking about LobbyCompatibility
nah u good
awesome thanks
@dusky marten ok this is how you can spawn masked enemies on your own (snippets of mirage are in f# so if you need clarification, i can write it in c# instead)
- Save the
HauntedMaskItemprefab.NetworkManager.NetworkConfig.Prefabs.m_Prefabscontains all of the item prefabs, so go through this list and save just theHauntedMaskItemitself. In Mirage, I had it save the prefab in aGameNetworkManager.Startpatch. - Use
Object.Instantiateto spawn the masked enemy. Here is an example of what it looks like Mirage. Main thing to notice is the mask item contains theMaskedPlayerEnemyprefab, and then you just set the position/rotation of it however you'd like. In mirage I set themimickingPlayeras well, but I recommend you not to touch that, and just let mods likeMirageorMaskedEnemyOverhaulForkto handle that instead
oh shit mirage hit 50 likes, lets fucking go 👀
gogogo
The register method allows for soft depending! (though Matty already seems to have clarified that)
yep i'll do that for the next update
Anyone else experience micro stutters from Mirage?
I don't
That might be fixed soon though, barch is looking into removing UniTask as a dependency
uhhh
I have 100+ mods, disabling it makes the stuttering go away but weirdly it's no consistent
unitask is unrelated to that
idk what microstutters is even from
LOL
lmao you shouldn't say random stuff if you're not sure 😭
Haha sorry
removing unitask won't have any significant changes if i do it properly
🤔
can you describe what you mean by microstutters
It's been a while since I saw someone say Mirage affects their fps tbh
my fps is fine just micro stutters
i wonder if it's the same issue as skinwalkers, but i thought that was dealt with 🤔
are you on a hard drive?
nvme
I run it on a Sata SSD with no micro stutters
You certainly shouldn't be getting them with a NVME
🤔
yea I know
AFAIK ppl only have microstutters on skinwalkers on hard drives, ssds are fine (and is what rug suggests as a fix)
but mirage should be fine with hard drives is the thing
what "fix"?
so if it's not that's something i gotta look into
oh wait didnt know that's a term for ssd lmao
thought u were saying "nvm" 😂
lmao
wait it's an m.2. those things are blazing fast
nvme is the better version of ssd
certainly not a disk io issue then
the same as ssd is the better version of hdd
I haven't had a hard drive in years
@turbid sentinel do u have a ton of errors on ur console?
Well it's all marginal nowadays in terms of SSD's
hmmm
error spam is a common issue with lag in this game
hmm that shouldn't cause lag then
Almost any modern SSD, Sata, NVME, or I forget what the other kind is
All will be better than a HDD
what's a HDD?
Hard Drive
have you tried running the game without mirage? i just wanna confirm it actually is from mirage before i try and think of what's the possible issues
Hard Disk Drive, spinning drive
it has a direct connection to cpu, it is better but with how good cpus are nowadays consumers will not feel any real difference. it will be noticieable when you have games of various gb of size, or you have to edit a lot of footage
yes it's currently disabled with no sutters
is that some kinda lost technology from ancient times?
will re enable to confirm
fuck...
Yeah ^^
sata is both ssd and hdd.. it's the wire that connect them to the motherboard 😂 ( well it is the protocol,connector and cable )
🤔
Inb4 it's cus of NAudio, have you seen the issues on that github? 😅
nope
thats not a good way of looking at what bugs it has
FYI naudio is really stable
eesh
saying that just makes people think naudio could actually be a problem
I'm just bad at translating jokes in text
that's a terrible way of looking at how stable a library is 😭
fair but still
random viewers could think it's an actual issue
Sorry
nah u good
@turbid sentinel not sure i get u too much though, it stopped micro stuttering, but when u relaunch i stutters again? how did u get it to stop stuttering then?
I get it, it's not consistent enough for me to give enough info on how to reproduce
ah
i wonder if disabling mirage was just coincidence that it stopped stuttering then
since it's not consistent enough to reproduce
i haven't heard of performance issues on mirage in ages
the last time there were major issues was over a month ago
interesting
well lmk if u find out anything more, cuz if it's an actual issue from mirage, i'll look into it more
thinking-
Should I remove masked enemy overhaul forked?
Cause Mirage does the same thing-
like does this mod support cosmetics
cosmetics for masked enemies is supported by the cosmetics mods itself
so mirage inherently supports them
if the only thing you need MEO/MEOF for is picking the correct suit/cosmetics for the player, then u don't need them
ah okay-
mainly I been thinking of removing it, as I know the fork fixes the enemy spawn but I heard it bugs out with modded enemies
if you're using it for spawn control i'd say look into something like #1213985212686532638 instead
nah I disable the normal spawn and just use vanilla-
oof yeah I might end up removing it
@deft cape I discovered HD Lethal company was the main culprit of the micro stutters
Dropped it and replaced it with another resolution mod to combine with an ultrawide mod and have no encountered any more stutters
yeah HD lethal company far as I know as I don't use it has issues
ah great to know it's not from mirage, thanks for letting me know 😄
what resolution mod did you find to replace hdlethal
LCUltrawide
config has options for all the other enemies
install LethalConfig mod
then you’ll have ingame UI to change this mod’s settings
you gonna have to restart afterwards for the changes to kick in
it should be there tho :[
ok mirage not showing up in lethalconfig has happened to me once before
i just generated the code for the modpack and fresh install another copy and that fixed it
I assume choosing what modded monsters talk happens in 2.0.0?

cool
not sure why that issue happens. it’s only happened to me once, but i’m glad i found a solution.
yep in v2 i'll have it generate a config for each monster at runtime
nice-
LCUltrawide is better.
if anyone's down to help me test an experimental build, could you run this on your next playthroughs? https://thunderstore.io/c/lethal-company/p/qwbarch/MirageExperimental/
don't worry about it being set as deprecated, i set it to that so people don't find it via thunderstore's search
main thing to look out for is:
- mimicked voices should sound identical to an actual player's voice
- mimicked voices should have the same volume as an actual player's voice
currently on the official build, i'm pretty sure they still sound slightly different to real voices, and are much quieter.
hopefully this experimental version will fix those 2 issues, and if it's good to go, i'll upload it to the official build
Does this include games with huge modpacks that has 250+ mods like Rimworld and Skyrim?
so pretty much the new build just touches on mimic volume?
filters should be more accurate as well
Latest mirage non experimental seemed to work way better tonight for me. Enemies reliably using voice lines .. masked etc. great time
nice thanks! lmk how that goes
compared to which version? i havent changed the internals much on the official version
great to know it's working well though 😄
Screw it, lemme find some people to play with
ohh shit ur back ouk, it's been a hot min
@deft cape didn't u say unitask is not a dependency anymore?
in the experimental it is
did u re add it
yeah i couldnt remove it
it's completely bricked without unitask
It's caused him too many issues to try and remove it, due to how the mod is coded most likely
turns out the networking stuff wasnt even running at all
whenever u heard voices during ur test it was just locally played voices
He deprecated the Experimental release, I was gonna add it to my pack to test on stream today
just trying to get input from others b4 i push it
😂
@solemn ridge read this 😭
Ah
ay u got content creator role
Yep ^^
i wanta customc olor too 😭 white is too basic
make a mod with soundapi
making a mod for fun 
vs
making a mod for a discord name color 
nahhhh u copied ma joke
🤓
lmfaoo
And I copied your friend
@amber swallow
i swear he has a new pfp every time i look
he is the second most person ik who changes his pfp
LMAOOOOOOOOOOO
i think i know what you're referring to 😛
🤓
Starting a run with my group using the Experimental Mirage. I'll let you know how it goes!
tyty lmk 😄
I mean it broke for us when we landed for the 2nd time after everyone joined the lobby lmao
no idea why that happened yet, it was fine when i tested with someone else in online mode
Yeah, we played about 8 days and no voices to be heard. I'll attach my logs and current mod list. There was a few things that were giving errors that were probably unrelated to your mod. But your current non-experimental release works with it all.
i wonder if i uploaded the wrong thing lmao
mb 😭
ill have to check after
thx for the error logs
No worries! I'm just happy to help out 🙂
@deft cape QUICKLY WATCH THIS BEFORE THE FEDS FIND ME OUT https://clips.twitch.tv/FastAwkwardMonkeyDAESuppy-kpfCwsKQBBszTPFf
this is with the new infectcompany mod
oh shit it's a better version of that imposter mod
@light jacinth idk if u ran it yet but dont run the experimental build, it's bugged rn
gotta see why it worked for me locally
but not for others
oof i just nuked all the experimental testers today 😔
You're okay tbh tho in future I'd recommend posting it in #game-clips and @ing if it isn't a clip relating to the mod itself, in this case Mirage
Idk we always chatted in here so im just used it. Will do what u said regardless
Nah I get it, I wouldn't enforce it generally speaking, mostly just so it doesn't become a norm
oh my god im an idiot
for the experimental build i uploaded a version where i froze all the masked enemies
just to test easier
and i have a feeling that's what was causing some issues
PFFT
hmm what's everyone's thoughts on having ImitateMode's default value as NoRepeat? just wanna provide a better out-of-the-box experience
most likely gonna make natural spawns pick slightly less random as well (by alternating between players so there's less duplicates of a single player)
after some of the changes in v1 that i'll push out this week, i'll return to working on v2
that sounds good
if it says the same 3 things over and over its not hard to tell its fake
Sounds good to me, I think letting it pick new voicelines guaranteed every time makes for a better demonstration of the mod, and the natural spawns change sounds perfect tbh
bet thanks for the inputs y'all
thanks for making this amazing mod :]
also while both of you are still here actually
100% of people (that responded) approve of these changes
i plan on adding masked spawns to all moons, as well as just making them more common by default.
would you think, lets say, spawning at the spider's spawn rate be too common?
i actually want it to be more common, and masked enemies are capped at 2 by default anyways (im pretty sure)
but idk if that's something that others wont like
since again this is more for the out-of-the-box experience
my reasoning for it is that if you have mirage installed, you probably want to see masked enemies more often
e.g. during the superlobby event we didn't really see any masked at all
i like that idea idk how others might think of it tho
it'd definitely be an opt-in thing via the config, just not sure if that makes sense as the default
Default being Spider rarity seems fine to me. If someone's changing the config to turn on spawns on every moon, they're also probably going to think about changing the rarity to suit themselves anyway
fair
yeah good point
alright thanks again for the inputs, just gonna try and fix the experimental build and hopefully ill get a new release out in the next few days
Poggers
good luck
ok
😔
hold up... never knew it was yours this whole time LMFAOO
nah i know it has a bunch of issues
that and just game design wise its a bit of a mess

(the main reason it hasn't been at the top of my list)
it's ok soundapi is already so much work to maintain
even rn with multithreading, it works for a bunch of ppl, it doesn't work for a bunch of ppl
😔
skill issue on god 💀
the typical life of a dev
yes to norepeat
sounds good
experimental TS pages are growing 😂
yea i made this cuz lunxara recommended me to, cuz you did it
LMAOO
only ended up making an experimental package cuz of u 😂
otherwise i woulda stuck to uploading to ppl instead
and i did too because they pestered me until i did 🙃
LOOOL same
but i guess it makes sense for them as they have to share the code
only didn't want to do it at first because i was scared of doing stupid things and uploading a version to the official package, which ironically i did that on the first push
so i ended up just making sure i have a script for it instead of manually changing the manifest
i just have a txt file called clipboard with a checklist of stuff i need to change in the manifest.json, and a fully separate folder where i copy the main zip before editing it
i dont even trust myself with a checklist, i'll still fuck it up somehow
happend once that i uploaded the experimental with the wrong version number but nothing else lukly
so i just made a script and it's easier that way anyways
oh script do be nice
just a bit "ugly" to version control the experimental packaging script and the manifest but it is what it is
you put it in the csproj or the PosBuild.target?
oh nope im not that comfortable with csproj, i always make shell scripts whenever i need something
just gonna repost the above so it doesn't get buried
sry
nahh all good
to those who helped test the last experimental build, thanks for trying it out and sorry for bricking it 🙏
i've uploaded the right version this time if any of u are still willing to help test: https://thunderstore.io/c/lethal-company/p/qwbarch/MirageExperimental/
like yesterday, if you're testing the experimental build, you can ignore it being deprecated. the package is only deprecated to not have it show up in the thunderstore search bar
again, the main things to look out for in this experimental version are:
- voices should actually sound identical now (updated the voice filters again)
- voices should be at the same volume as an actual player's voice now (unconfirmed right now, since i couldn't test it with a second person and im about to go sleep)
if you have this BepInEx\plugins\Unknown-MirageExperimental\mm_v2_manifest.json file, make sure to delete it as well.
i have NO CLUE why, but when this file exists, it seems to screw with the mod and makes the sounds really quiet.
i'm not sure if this only occurs when i do a local import. if it doesn't show up for the MirageExperimental package, then that's great, no need to worry about it
if you're running the experimental version, you will also see this warning a lot. just ignore it, i'll deal with it before an official release
also just to note, while i did mention spawn changes are planned, they're not in the experimental version yet
Our party likes it being more common. I have it set to 4 in your config and that seems to be pretty good for us.
Edit: I forgot that spawn config is for "MaskedEnemyRework.cfg" xD My bad
I'll try to see if I can get a group together to test today. Love your mod! Thank you!
is anyone playing mirage with #1190848624402386985 ? i think that one makes two dudes spawn instead of one when you get killed by a masked
yea it's broken as the creator is busying wokring on LC_Office
Just set it to work like this
It's worth having for the radar fix
Testing is going well! The voices sound like my friends and the volume is perfect.
niceee very good to hear that!
when u hear a fake voice now, how much are u able to tell the difference for what it sounds like? (not talking about how obvious bcuz of what it says since that will be addressed in v2)
barch why did Experimental cause me to get a crash with so many errors when I tried to quit out of the game?
I dmed you
LOL
What did you do this time buddy?
XD
oh what
Lol
So far I can't really tell a difference. It's gotten me to respond a few times haha.
LMAOO nice
and for the official mirage build im assuming u can tell the difference if u focus on it a bit right
(or immediately if ur that cracked)
So far, only because I knew where they were at. But just by listening, not really.
ah so the filters were already similar enough anyways eh
im assuming the main difference rn is the volume
I'll have to test experimental with my monitoring headphones.
are those some audiophile headphones 👀
my wallet cried so maybe lol

LOL
The volume seems pretty spot on to me. I had her playing on 2 different enemies as well as her talking at the same time and my head was spinning because I couldn't tell which one was which lol
LOOL nice i guess once a couple more ppl confirm the changes are good, they'll be good to go for a new release (after i figure out whatever the issue lunxara's having is)
speaking of which, when you exited to the main menu (or closed the game) did it cause any crash issues
I haven't been getting any issues with the crashing. I have had to close a few times now for mod updates and everything closed without an issue.
i wonder if it's some sort of weird mod conflict then, i'll just test lunxara's modpack directly
Here is the logs and mod list for our current walk through. No issues that I saw from your mod 🙂
thanks ❤️
couldn't replicate @solemn ridge's crashing issue, no clue what was happening 😭
he been tempering that inner kevin hart
LOL haven't seen those kevin hart gifs in awhile without mi6k around 😔
ive been here and there, mainly cookin my modpack
hows that going
Well just finished the modpack and all of its icons
And now Im gathering people for the beta test
clean asf i remember u showing some of these
are u running ur own discord for it or something
that a lot of work :(
maybe
also my main issue
is that AC was a core mod in my pack
Still AC
Perks
and items
Plus presets
And yea spawns and stuff
is it out already? you always talk abt it and I'm really interested 
Releasing it today or tomorrow
depends on how easily I can make the readme
sheeesh gl on the release 🙏
Are you releasing on Thunderstore?
yes*
What's the asterisk
For now I was too lazy to find replacement mods for AC, so modpack will be in beta, youll just need to add ur own version of AC 1.18 to it
Ah okay I see, goog
@soft hollow i remember u saying there was an issue with the modpack at the time when vlad and i tried it with u that one time, what even was the problem?
i love it when bugs disappear by itself
probably a mix of me always playing with configs 10 times a day
plus
changing out mods 10 times a day
plus
mod updating every second I blink
lmfao
looking at Wesley
wesley shits out moons faster than i can shit irl
idk how the man does it
and they're quality too
hey im looking to configure things about the mod like change the setting where masks spawn after ever player death.
how could i do this?
are you using r2modman?
yes
click on Config editor and then search up mirage
and then you'll want to scroll all the way down to the
MaskedPlayerEnemy section, specifically the SpawnOnPlayerDeath value
looks like this
when i search it up no mirage comes up did i install the mod wrong maybe?
and thankyou for the help
oh nah u just need to run the game once for it to generate the config
no prob
for most mods if you run the game once it'll have a config
ill try that thankyou
sounds good
you too 
i never managed to test experimental, i have failed u 😔
smh u have indeed failed me 😔 how could u
rahhhhhh
rahhhh
' gerg hts
im going to steal the moon
bro going insane from davinci fr
man i remember daxcess mentioning having issues with it when he was putting together his lcvr 1.2.0 video showcase
bro what the hell are y'all doing to DaVinci it's not that bad
Imagine you are building a very complex thing
And you need many tools for it
Screw drivers with different screw head sizes
Wrenches
Etc.
You need to be able to use all those tools for every single part
OR
You could spend your time mastering one tool
To do everything
And tool is a hammer
And when I weild my hammer, every problem is a nail
So what Im saying
is I refuse to use anything other than davinci
I just gotta slam my head in the wall hard enough until it starts working
mi6k built diff fr
rip 🙏
are there any plans to add a config option to customize which modded enemies could mimic voices?
i imagine another box beneath the EnableModdedEnemies checkbox where u can type a string of enemy names separated by commas "RollingGiant,Shrimp,ShyGuy,ImmortalSnail", but having the default be set to "all".
yeah it's planned for v2
i'll eventually just generate a config option for every monster at runtime
ur gonna put skinwalkers out of business at this rate
is it better to use the experimental version as is than the stable version? These new features sound very good
ive only tested experimental on solo rn.. and im like damn.. is my mic really that sensitive and that loud? is this what my friends have to put up with?
in the Pause menu, u can change other people's mic volume, do u account for that?
i assume dissonance handles that when i record it
ill have to double check
only thing in experimental rn is the voices sounding more like what a player normally sounds like
the other stuff i mentioned ill add in the next update (like spawn control) hasnt been added yet
Do you plan to add similar config options like MEO?
you mean for spawn control? i wasn't planning on it, since i just wanted to set the masked spawn rate to a spider's (since weights are different for each moon), and just having a config for enabling/disabling it
my reasoning for not adding a config option to set your own custom weight is just cuz at that point, u might as well use a proper spawn control mod
OKay! I was only curious because I would get rid of MEO if your mod had the same or similar config options. I'm all about condensing mods if I can.
ur talking about the spawn control specific ones right? or is there others? 🤔
I really only use it to increase the rates a tiny bit and add names above the masked heads. I think the spider rates is a good rate to have.
ah the nametag thing is planned for later, but that's probably after v2
just super low priority for me
For sure! I can live with having an extra mod for that haha.
honestly the only issue i can think of with the approach of copying the spider's spawn rate is
if a moon decides to make it really rare, then masked becomes really rare as well
or if it's not added at all, then i'd need some sort of default
ohhh. Is there a way to set it to a specific moons spawn rate? Like all masked spawn at the same spider rate as experimentation?
i’d just use lethal quantities to handle that
I was more making a suggestion to the variable spider rates they mentioned. But I don't know much about modding this game lol
idk quite how to explain this, but the spawn rate for each moon won't be the same even if you use the same weight.
so even if you use the spider's spawn rate from experimentation, it won't be the same for the other moons
at that rate it might just be easier to have a config to set a custom weight
i'm not sure what people here would prefer tbh, lmk
Ohhhh that's right. Because they all have different total weights. True. Could you set the rate based on a targeted percentage then? Like if the bunker spider is 15% for experimentation you have a variable weight that targets that 15% on each moon?
IT'S ON TS? 👀
hmmm i could try
I NEED TO SEE THIS
we need a kevin hart sticker/gif for this moment
its not on thunderstore explain
we need a full paragraph about your apology for saying its done while it aint on thunderstore
I will make a goofy speech in #modding-general so that the federal agent Xu doesnt spank me for another infraction
I'm right here
You're a fed in training
are there plans to make it so that naturally spawned mimics can have cosmetics?
they do...
Does this have an incompatibility with ModelReplacementAPI? Someone in my playgroup claimed to have run across an invisible masked that couldn't move, I assume it was copying his suit which is a different model
Not an incompatibility persay, just no functionality for supporting it
The ModelReplacementAPI dev might be back soon to implement it tho I've heard
Would be nice for a config option to disable them copying suits in the meantime, especially if it causes the masked to not move
I can tell you im 70% sure thats not the cause of that bug
As when copying a suit, the suit still exists under the model, so the masks should function just the same, they wont copy the 3d model, but just the suit representing it on the rack
It only started after adding the model replacement but it could be something else I guess. Just thought I'd report it here
If u can drop ur modpack code
Never had a frozen masked that had any normal suit
Sure, 018e7cae-b83d-048b-1069-84d86318a702
I just switched from MoreEmotes to BetterEmotes, do you think more emotes could have caused it?
I've heard to switch to better
Copying suits is a vanilla mechanic, not a mechanic added by any Masked/cosmetic/suit mods
^yep if copying suits was the problem, ModelReplacementAPI would have issues even in vanilla, which is thankfully not the case
just an FYI bunya (the author) plans on coming back to modding in like a month or so, and said they'll work on supporting masked enemies
so as soon as that's finished, it should work with mirage right out of the box
(mirage doesn't handle any of the cosmetics itself, the cosmetic mods add support for it directly)
so same issue as this im assuming
Before using Mirage every time we saw a masked they always wore the basic orange suit, are you sure that's vanilla?
I am talking about the ones spawned from vents, not players who have turned
Well yeah, it's the same mechanic. Mirage just makes it so that the mechanic vanilla uses to apply suits to turned players also applies to naturally spawned Masked
Ye I think that's what's caused the floating frozen mask issue I was talking about 🙃
Might be an issue when it copies a different playermodel, tho this is all speculation on my part
wait @twilit monolith isnt the invisible cosmetics thing related to a MoreCompany bug that was fixed in StarlancerAIFix?
It can't copy playermodels
yeah player models aren't supported at all purely because ModelReplacementAPI hasn't done it yet
mirage doesn't do anything itself
I think it did tho, because I had a player reporting a floating mask that didnt move
Or is that a known bug
We only had it after we added model replacements
I don't think it has any relation, I just remove null meshrenderers. Invisible cosmetics didn't occur when we were fixing the NRE bug
It's not a bug persay, just not a feature yet. All that really means is that whatever model replacement you had wasn't using a normal suit as a base, and so it replaced the default model with what it found: nothing
oh nah the players are invisible except for the cosmetics, sorry i said that wrong
i could've sworn it'd still keep the model intact but maybe im wrong
Could be dependant on the model mod
@glossy aspen do u have any ideas what the issue could be?
That could be too
This is about that invisible masked?
yeah theres some reports of masked enemies being invisible, except for its cosmetics
@ivory mason said it only started happening after ModelReplacementAPI was installed
Oh well that never occurred either 🤭
Nothing comes to mind. There isn't actually any code in ModelReplacementAPI that involves masked.
oops 😂
I mean we could have been just lucky to never have the issue before then but we played with mirage for about 2 weeks before adding model replacements with no issues
ah gotcha
if it happens again, can u send me the logs
I mean, it's possible that some model mod adds a MoreSuits suit that is just an empty texture? It doesn't really matter what the suit texture is, seeing as it will be replaced with a model.
But personally I haven't seen this bug either all the times I've played with my friends.
Yeah that was my thought
I'll make sure to get them
Incidentally the masked that just stood around doing nothing is a bug from the previous version that I got rid of by deleting all of the debug code I had for mimics, but they never turned invisible, so I can only imagine it's caused by something else.
Best of luck in finding it.
interesting, thanks for the input
alright another question about defaults:
do you guys think having MuteLocalPlayerVoice set to true as the default makes more sense (current default), or should i set it back to false?
(if anyone doesn't know or forgot what it does, setting it to true just means you won't be able to hear your own mimicked voice)
i personally believe the whole appeal of the mod is to trick you into thinking a teammate is nearby. hearing your own voice is a dead giveaway that an enemy is nearby (it obviously can't be you.)
So I'm perfectly fine having my own voice muted. During spectate hearing my own voice is good because i want to see what funny interactions happens
i guess in regards to masked-mimics specifically.. if an enemy is disguised AS YOU, i guess it doesn't matter. but i'm coming from the idea that you know, spiders and coilheads are doing the voices
yeah that's my thoughts as well, was just curious cuz some ppl seem to prefer to hear their own voice still, and if it's a common enough preference, it could make sense to set it to false by default
To me it makes sense for the default to be false, cause I'd just be confused when my friends hear me and I don't hear anything. Ig there's appeal to that, but I like the idea that it's the creatures actually speaking the lines (through whatever means, I don't write the lore) rather than it being somehow within the players' individual minds
I'm massively overthinking this
i love the confusion amongst my group, personally. but i can understand that
so i'm guessing your opinion is mostly from a lore perspective? the reason i think setting it to true as the default makes more sense is, as magnet mentioned, hear your own voice is a dead giveaway that it's a fake (if you hear it), and i'm assuming someone who's new to the mod would want it to be as deceptive as possible
cause I'd just be confused when my friends hear me and I don't hear anything
this is why i'm not too sure about which one to set it to though tbf
Maybe for broader appeal true makes sense. I think I also just wouldn't want to miss out on funny moments where a voiceline I gave ends up being used in a funny way, but it's not really the purpose of the mod at its core so if I/others want that the config can be changed
I think I also just wouldn't want to miss out on funny moments where a voiceline I gave ends up being used in a funny way
true, good point 🤔
Some way where if you're alone the voice is never yours, only when with a group (best of both maybe?)
testing the experimental rn and it seems to do a very good job mimicking other player's mic volume and quality
my only issue is that my own voice seems to be noticeably louder than other's
but that could just be a me problem
with my mic setup
I feel like I have the same issue, zeekers REALLY needs mic settings in game
like honestly thats my #1 ask
my friend says his mimic voice is the same volume as my mimic voice
but that's not the case for me
oh I think mine is fine with that. I just think my mic is loud in game 🙃
I also just hate hearing my own voice lmao
well fortunately there's a config option to mute ur own voice if its that bad
probably not doing that anytime soon sadly
you have a lowered mic volume right? i guess dissonance really doesn't handle that, and i'll have to look into that then
same 😅
i dont want to mute myself, but i wish i could lower my own mimic volume
i just realized there's no in-game option for lowering your own input, just other people's mics
so maybe the playback is a bit louder
ill have to do some tests again
if u do add something to modify your own mimic voices, can u make sure its specifically ur own mimic voice's volume and not ur actual mic volume for other people?
but anyway the experimental mimic voices are a lot more convincing .. hearing my friend's voice vs a mimic. i dont think i could immediately tell the difference.
and my friend said he couldnt really tell much difference between my voice and a mimic too.
some error i noticed popped up. but i didn't notice anything weird ingame.
yeah that's the goal
niceee 🙏
that's not good.. i don't think i've noticed it yet but i'll have to investigate. that's definitely not a good sign though, even if it doesn't do anything noticably weird
oh wait i thought the null reference exception was comiong from one of my classes
but since it's coming from MaskedPlayerEnemy itself, i think another mod is causing that
@light jacinth is that the only part of the stack trace? or is there more to it? (like the lines after that very last one)
unfortunately i dont have the entire log anymore, but i recall that portion of the console was all there was to masked related stuff
if u see it again could u send me a full log? i just wanna double check if that stack trace has any references to mirage
yeah ill be sure to do that next time
the only reason i attributed this error to mirage is well it says [Info :qwbarch.Mirage]
that's the previous line, but if the stack trace does contain Mirage, it could still be the cause of it
so i just gotta double check when u have the log
looking kinda like it's not from mirage though, especially rn when i'm testing in game there's no null reference exceptions
in terms of mask related mods, i have:
-LC_Masked_Fix
-MirageExperimental
-DramaMask
how long ago was the log? did you have asyncloggers?
if yes the sqlite file will likely contain multiple logs ( it rotates based on file size) and not game boots
same place of the other logs. where you get the LogOutput.log file
(r2profile)/BepInEx
if you ned to find the profile folder there is this button in r2/tunderstore:
how do i look inside of a sqlite file?
just search sqlite browser
yeah, that will work, it's not really intended to be viewed by the users so it will be a bit clunky if you need to search it
can you paste the message that's right below it (the one with NullReferenceException)
ur gonna be shocked
NullReferenceException
Stack trace:
(wrapper dynamic-method) MaskedPlayerEnemy.DMD<MaskedPlayerEnemy::Start>(MaskedPlayerEnemy)
LMAO THATS IT
fuck
i dont understand how there's not at least an IL reference 😔
in any case i've been testing for a bit just now, never seen it once
so i'm just gonna assume it comes from another mod
i got asyncloggers.. and any logneutering mods have been disabled during testing
the stack trace should still be the same anyways (minus async loggers being added to the stack trace)
convenient that async logger logged this stuff tho. i wouldnt have been able to pull it back up without it.
btw anyone who's using the experimental package, i just pushed an update if y'all can try that out as well. it should have slightly better fps, but other than that, there shouldn't be much of a difference from the previous experimental build.
and as usual, ignore the fact that it's deprecated, for anyone who's trying the experimental build for the first time, it's only deprecated to hide it from the TS search bar
was there an fps issue?
there's a log in the bepinex folder as well actually
unless ur on an HDD it's pretty unnoticable
just didn't realized i was doing a bit of blocking on the main thread, which causes some hitching if you're on an HDD especially
yeah but doesnt that one only show the last game session?
SSD gang
🤝
nvme2 or bust
NVME gang
i wish i had that 😔
now what really kills my fps in lethal is doing VR + LethalCasino lmao. i think coz the casino got a ton of volumetric lighting.
that was the entire reason behind this additon, so i'm glad it is proving usefull 😄
smart idea 👀
that's sooo weird 😂
never seen such a short stacktrace from unity
fr 😭
and it's not even sqlite truncating it.. i just checked and each text field can contain up to 2gb of text 🤣
i'd be surprised if did lmao
@light jacinth you can install this so IL offset will be always visible https://discord.com/channels/1168655651455639582/1220288559760805988
oh shit i need that, thanks for making that 🙏
okay will do
@light jacinth ok so i just did some testing with a partner to try to compare the audio's volume.
there were times where we thought it might've been louder than the real voice, but after doing a lot more tests, the times we thought were louder was just when we physically spoke louder.
we did "controlled" tests by saying the same word at the same volume, and discovered between you and another player (or a voice mimic) affects the volume quite a bit, so depending on how far you are, it can sound a lot louder, but this is just regular behaviour.
tldr; the audio volume in the experimental build is fine. in fact, i'm not even adjusting any voice settings myself anymore, i basically just cloned what dissonance (the voice chat system) uses, so it should be completely identical (and from our tests, sound identical)
This dont tell default value
looks like r2 is bugged there, when i click "show more" nothing happens
idk if ekbr left the server, can't ping
lemme see
default is true
r2 try and work properly challenge
oh wait
i thought you were looking at the MuteLocalPlayerVoice value sorry
AlwaysMuteLocalPlayer is false by default
(specifically because people should be able to hear their voice while spectating)
is it bad to hear your own voice while mimicked and alive
yeah it's just for people who don't want to hear their own voice at all, was requested by autemis so i was like why not
well if you hear your own voice it'll be really obvious that it's a fake right away, but some ppl like being able to hear their voice while alive still
i can kinda tell anyways
if its masked atleast
the bracken not always but easy to survive
i'm still not sure what should be the default for that yet though, but im leaning towards keeping MuteLocalPlayervoice as true as the default
yeah true at the current state it's obvious either way
if ai revamp was useable it would be another story
something that'll hopefully eventually be changed for voices when mirage v2 comes out
but that mod is too broken for me rn
well i plan on redoing the ai anyways eventually
oo
was originally part of the v2 roadmap but
that would be dope
i don't think i have enough time to finish it for v2, and quite honestly i just want a break after v2 as well so it'll take awhile until i get to that point
dunno if u saw it yet but check the pinned msgs for v2 plans
default of mutelocalplayervoice is already set to true
you set you were leaning to that
do you mean keep it the same then ?
and if i set that to false i can always hear myself
oh yeah thats what i meant, just trying to think of sensible defaults for the next update
chance, it doesn't use the vanilla spawn system at all since it happens wherever the player dies
i already use hardcore mods so having too frequent masked spawn might make it imposible lol
yea u can just set it to 0 to turn it off in that case
yeee
i still should use MaskedEnemyOverhaul and the masked fix mod right ?
or is there no need for them anymore
depends on what you're using MEO for. if all you're using it for is copying the suit/cosmetics then u dont need it
masked fix should still be used cuz mirage doesn't come with any of those changes
until zeekers fixes those vanilla masked bugs you'll probably always want masked fix
we dont use suits anymore
so i guess there is no point for that
my friends wanted to go back to no suits for more game imersion
do u use ModelReplacementAPI? cuz sadly that's not supported yet. bunya plans on adding support for it when they return to modding soon though
ah you mean the default orange suits eh
definitely don't need MEO then, unless you're using it for spawn control (which mirage will soon have)
but the masked_fix for red screen bug and such is still needed
yep u got it
nah i dont need spawn control
i already use hardcore mod
so it controls spawning
and events that can have masked etc
i use brutal company minus
with buffed spawns
ah bet yeah 100% dont need meo then
alright so to anyone who's using MirageExperimental, i now have masked enemies spawn at a 15% chance for natural spawns (weights are internally calculated and modified to fit it). if you want to disable it, there's a config for disabling it, but it's on by default
to anyone who hasn't used the experimental build but wants to try it, don't worry about it being deprecated. it's only set to that to not have it show up in the TS search bar
i still would prefer a local voice volume adjust. i already have all my friends mic volumes maxed out ingame and my voice still sounds noticeably louder than theirs. and that’s just me talking at regular volume like normal.
it might be because of my mic setup using voice meeter to increase mic volume.
whats that behaviour like in the official mirage build? just curious
i consider the local voice volume to be perfect as is in official build
but is it still louder than the other voices? im just wondering if it still has the same behaviour
I will say sometimes in Experimental the voices seem a bit too loud
especially since I manually adjust volumes
ill have to see how to make it match adjusted volumes for other people's voices
Btw barch what did you change in the latest experimental update?
I tried asking earlier but got no answer
Lmfao
this
i swear i mentioned this when i pinged u on ur server tho 😂
what's the difference between the normal version and experimental version?
qwbarch trying to get the mimic voices to match in filter and volume to actual players
aaahh
i assume once it get's fully perfected it'll just be assimilated into the main version
yes
if u want to give experimental a try make sure u allow deprecated mods to show in ur search
i can still see ut
it’s been deprecated to hide it from normal users
it doesn't appear deprecared to me
It is not deprecated
it’s been undeprecated?
oh i forgot to deprecate it lmao oops
LOL
but yea it's supposed to be deprecated to hide it from search so normal users dont end up using it
qwbarch your mod is amazing
thanks :D
i have an idea that could be in experimental
maybe if a masked enemy actually has a mask their voice is slightly muffled
would kinda mess up things but its interesting in concept
i could consider it in the future, probably wont do it anytime soon since i wanna go back to working on v2 soon
s'all good
hey i got a question
has it been considered at all to play voicelines like.. in specific scenarios?
planned in v2, check the pinned messages
ah
maybe some sort of thingie that can tell what you're saying
would be kinda creepy to see a bracken shuffling away while saying "yo this way, follow me"
yeah v2 will have voice recognition + machine learning to try to pick the best voicelines to play back
niiiicee
My friends actually thought this mod had voice recognition already lol
One said "Hello where are you"
Mimic said "Come here, there's loot"
was so funny to watch lmao
lmaoo yeah coincidences like that are so funny
the goal with v2 is to make that more consistent
oh also
have u considered enemies either attempting to talk to each other, or talking more when in close proximity to others? (to simulate players conversing)
planned in v2 😂
with the current system being random, theres no point, but in v2, one of the goals is to make them able to converse with each other
well technically that's oeis, he's handling the machine learning part of v2
would be so freaking epic to hear masked talking in the ship
yeee for sure
this has prolly been thought of but it would be nice if it could pick out voicelines relating to thinking someone is a mimic, so they say that you're fake
u mean if someone asks "are you real" it'll respond appropriately? cuz in that case, that's planned
oh
well not really planned for now
we'll see
gonna have to make a bunch of adjustments along the way anyways
u mention voice recognition
is it gonna use loaforc’s thing?
i think it’s cool, but kinda inconvenient that everyone has to mess with their windows settings to enable voice recognition. wish it was automatic.
nope, it'll be with this: https://huggingface.co/Systran/faster-whisper-base
users will have to install the cuda drivers though if they want better performance (nvidia only), since that's not something that can just be bundled
i’m an amd user 🥹
it doesn't support amd sadly so amd users will have to just run off the cpu 😭
rip amd users FPSs 😂
Amazon.com: GeForce RTX 2080 Ti
😆 it really do be like that
i got 16gb of vram that i think some ai models would appreciate 🥲 no cuda tho
i have 6950xt, i think a 2080ti would be a downgrade 😅
i wish there's better support for amd gpus, but sadly ever package i run into only supports cuda 😭
alright so for MirageExperimental users, i've pushed some changes:
- Masked enemies are now capped at 2 when overriding the natural spawns
- When you adjust other player's volumes, it now reflects in the mimicked voices as well
- Added a config option called LocalPlayerVolume, which allows you to adjust the volume of voice mimics for the local player
and if you're someone new looking to try the experimental build, you can safely ignore the fact that it's deprecated. it's only there to hide it from TS search
@light jacinth so for you, you'll probably want to try setting LocalPlayerVolume to 0.8 (the default is 1, and has to be a value of 0-1)
if this final experimental build works well, i'll probably be pushing it to the official mirage package soon
we played with experimental tonight and i still feel like the voices are a little off
@rain mountain what do u think is missing? 😮
i feel like the filters may be wrong??? it sounds too clear to me
ah wait for that i think the latest experimental build might fix it
one of the filters were disabled by default for whatever reason, and i re-enabled it
if u end up playing the latest experimental build, lmk how it is for u
for sure
i’ll check out the new experimental later and get u feedback
I might be able to play and test it out tonight if I'm good and do some school work first after the kids have dinner lol.
wait u noticed the push to experimental? 😂
latest version fixes a bug with the newly added LocalPlayerVolume option, it was being applied to every player rather than just the local player, and i accidentally synced the option to all players as well, which should be fixed now
Ohhh, I thought they were asking me what I was cooking lmao. I was like, probably just some mac n cheese lol
oh LMAO could be
i only thought sashimi was talking about the new version cuz i legit just pushed
I mean, that could be it too hahaha
oh yeah lmao i meant the new experimental 🤣 it does sound like i’m asking what’s for dinner given the context
although u can’t go wrong with mac n cheese 😋
how'd u even find the update that fast im curious
it doesn't even show up on r2 yet LOL
once in a while i take a glance at #thunderstore-releases
it was
unexpected tf2 👀
did anyone get the chance to try the new experimental build? if it's good, i'll probably be pushing it to the official package soon
what add?
for the experimental build? mainly changes with how the mimicked voices sound (it should actually sound identical to real voices now), as well as spawn control for masked enemies being added
noice
small idea prob wont be used since it always get any voice anytime, but if there are no voice lines it could play a random enemy sound effect
So I'm able to use the experimental build then?
Is there anything/issue I should be aware of experimental mirage?
oh im probably gonna push the experimental changes to the official build soon
When returning to the main interface of the game, will the stored sound clips be cleared? I encountered a problem that when 10 players are online at the same time, after playing for a while, the game suddenly becomes sluggish. Even if the host returns to the main interface of the game and then enters the game again, it is still very sluggish. Checking the logs shows warnings about the Dissonance audio buffer, indicating that very late data packets have been received. In addition, there are warnings that the audio heap has become very large.
changes are looking good to me
sound clips are stored on disk, so the issue is likely unrelated to mirage.
dissonance logs always shows when lagging, so if you have another mod causing lag, dissonance will still log those warnings
but to answer about when sound clips are deleted, by default it's only deleted when closing the game i believe
you can turn an option on that deletes them every round (when pulling the lever)
Thank you, I have already turned on this setting.
what are the experimental changes?
@autumn glen
me when I'm blind
Mfw

oh i'll be pushing it to the official build soon anyways, everything is working well when i tested it
so not technically experimental anymore
If a mad scientist releases their mutant from its growth tube, does it stop being an experiment?
if that mutant is their end goal, that's a feature 😎

With this new version-
Can I select what modded enemies can speak?
Or is that feature still WIP?
ah okay
Mirage v1.3.0 is released:
Note: This update removes a couple config entries in favour of new ones. You can safely ignore any orphaned config entries.
- Removed the config entry
AlwaysMuteLocalPlayerin favour ofLocalPlayerVolume. - Removed the config entry
EnableNaturalSpawnas it only made sense to have in the past. - Added the config entry
LocalPlayerVolume.- Allows you to adjust the playback volume for voice mimics of the local player.
- Value must be between 0-1.
- Default is set to 1.
- This config entry is not synced to other players, as it's personal preference on what volume you want for your own "mimics".
- Added the config entry
EnableOverrideSpawnChance, which allows you to enable/disable theOverrideSpawnChanceconfig.- Default is set to
true. - If you want to use a different spawn control mod (such as LethalQuantities), simply set this to
false.
- Default is set to
- Added the config entry
OverrideSpawnChance, allowing you to control how often masked enemies should spawn.- Value must be between 0-100 (as it's a percentage).
- Default is set to 15.
- Not to be confused with spawn weights. This will internally calculate the spawn weights for each moon to fit the desired percentage.
- This will overwrite the spawn weights set by LethalQuantities and LethalLevelLoader. If you want to use those mods for spawn control, set
EnableOverrideSpawnChancetofalse. - Masked enemies spawn this way is capped at 2 (this counter is not shared with the
SpawnOnPlayerDeathfeature).
- Mimicking voices should actually sound like real player voices now.
- This was previously attempted by imitating all the settings/filters that dissonance uses.
- This is now replaced by using what dissonance uses internally.
- Enemies that mimic non-player voices now adjust playback volume, if the mimicking player's volume has been adjusted.
- Re-added support for LobbyCompatibility.
ImitationModeis now set toNoRepeatby default, to provide a better experience right out of the box.
EPIC
so unless any new issues arise with the new update, i probably won't be doing anything for v1 anymore
gonna go back to working on v2 again finally
ooohhh cool
found a bug today with lgu's interns if you get turned into a masked
if that happens the masked cant kill anyone
oh i didn't know lgu touches masked enemies
randomly in the complex
and apparently the masked doesnt despawn
sounds like something lgu would have to fix since mirage doesn't have any custom ai logic
yeah imma report that to them
ah bet
Yippeee
the same masked that killed you will become unable to kill you again afterwards. pretty sure it’s a bug from vanilla. reproducible by becoming invincible with dev mode and letting a masked attack you. that same masked can’t do anything to you (and maybe others? hadn’t tested in multiplayer).
so i guess reviving yourself with LGU interns kinda reproduces those conditions
@deft cape Glad I could be a good beta tester for you 🫡 glad to finally see the changes get pushed to stable I'll remove Experimental from the pack
ya thanks for running with experimental all this time 🥺
I dont have to regenerate my config right?
Now to hope the new build doesn't break on stream later
Lmfao
I would do it
There will be some Orphean entries otherwise
don't need to
orphaned entries don't matter
it doesn't do anything
other than showing up in ur config
Yeah it's just better to keep configs clean
ah ok I think I'll do it so I don't get confused
oh fr
instead of regenerating the whole thing
for me regenerating and setting up configs again is normal
that sounds like a pain in the ass 😭
I mean
It can be
most of the times I only have to do small edits though
so it's gucci
😄
the amount of times I've regenerated the config for WeatherTweaks cus mrov breaks beta and I revert to stable
😅
imo the easiest is: just leave the orphaned entries there 😂
Eh I like to keep them removed just for safety measures if anything, sometimes configs do weird shit like how if you leave a config from a mod you've uninstalled it can cause weirdness lol
wait what
peak upload
yes

I just remade mine to be on the safe side
u dont need to remake it if u dont want to
ive still been running with the orphaned config entries
cuz im too lazy to redo anything
if anything just delete the entries
I always, clean my configs.
u dont need to remake it
like u dont need to delete ur config and make a new one
just remove the orphaned ones
that’s crazy
Im the man who PHOTOSHOPS IN DAVINCI RESOLVE
this man isn’t sane
fr 😭
GOKU DRIP
Watch NO IM REAL!!!!!! and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.
LMFAOO it's so funny to see ur pov since i saw u actually stuck, looking like a msked enemy on lunxara's screen
How did you make the clock show while spectating?
Yeah but there's no option for it to be shown while spectating
he’s real and he’s bugged. real bugged.
Ummmmmm I died and became a Masked on the company ☝️ 🤓
@torpid arch Could you fix this bug pls thanks
wait lunxara has SpawnOnPlayerDeath enabled? 🤔 i thought it was off
mrov gotta fix mrog
it should work if you have NavMeshInCompany installed, and SpawnOnPlayerDeath at a non-zero value
but if SpawnOnPlayerDeath spawns a masked enemy without a navmesh inside the company building, that's a bug for sure
10%, only when alone, but it was right in front of her
the "only when alone" thing is a vanilla value, so my guess is that it's always returning true when you're in the company building
did it spawn and just stay stuck? i'm assuming it can't move without a nav mesh
Yeah stuck
kinda like scientists in HL1

