#Mirage

1 messages ยท Page 28 of 1

solemn ridge
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Only reason I want 11 to get fixed is cus the scheduler is better for 12th gen, however they keep bloating the os so much that it almost doesn't matter right now and 10 runs smoother all around

unborn jasper
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Correct, no symlinks on default.

cloud adder
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I probably didn't run into it because I don't stream while playing the game. My computer can't handle running lethal and obs studio at the same time anymore.

solemn ridge
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The issue is Voice Activation related, I'm saying almost every streamer that ran Mirage showcased the issue happening

cloud adder
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Oh

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I still don't get it though

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Everyone I play with also uses voice activation and didn't tell me about any issues with mirage

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I don't understand what could be causing it besides cpu strain or dissonance stuff

solemn ridge
cloud adder
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i'm on the normal package

solemn ridge
cloud adder
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is it that hard to accept that it doesn't happen for me

cloud adder
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Does mirage not record on singleplayer? might be why i can't get the mimics to say anything

deft cape
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i pushed another MirageExperimental update though

vast canyon
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isn't dissonance comes with opus already? If so you can try to use it instead of packaging your own

deft cape
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also with the latest versions MirageExperimental v0.0.69 (nice.) and MirageCoreExperimental v1.0.5, you can remove all the packages that starts with System

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it does but it doesn't look that straight forward to use from when i looked at it for a bit

deft cape
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oh wait might be able to replace one of the opus packages with it then

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i still need concentus as a braindead easy way to parse the file itself

cloud adder
deft cape
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also if you're wondering why i have opusdotnet and concentus, it's cuz concentus decoder returns gibberish when i try to call it directly

deft cape
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IIRC i've gotten rid of every array allocation that i had control over so there shouldn't be any gc issues coming from mirage anymore

vast canyon
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well except of f# allocs

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but still good to know

cloud adder
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the package i still have was System_Threading_Channels, its associated with core rn cus my modman still hasn't updated to 1.0.5

deft cape
# vast canyon well except of f# allocs

i replaced f# async with ValueTask so there shouldn't be much allocations at all (other than the times when ValueTask does allocate since it's not allocation free)

deft cape
cloud adder
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didn't you say yesterday the problem package was the unsafe one

deft cape
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it was, but there's a chance that the user who reported it would also run into the issue on System_Threading_Channels as well, but since an exception was thrown it just never got loaded to begin with

cloud adder
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i'll make sure to check it when modman updates core to 1.0.5

deft cape
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alright im pushing another experimental update to bump the core requirement to 1.0.5

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cuz rn it's still on 1.0.3 and i dont want ppl to accidentally pull all the other stuff

cloud adder
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rip 0.0.69

sturdy python
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scammed

deft cape
#

it lasted a whole couple mins ๐Ÿ˜”

cloud adder
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all of 16 min ๐Ÿ˜ญ

signal quest
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.69-2

sturdy python
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16 minutes of bliss

deft cape
# vast canyon

oh yeah i've always had this issue with dissonance, i can't pass WaveFormat to it since it has its own NAudio types that it defined, and for whatever reason there's no package for me to import to use them

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so i guess gotta stick to using OpusDotNet

cloud adder
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got this with a mask spawned by imperium

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newest miragecore, no System packages, copied the contents of 0.0.70 manual download into my directory the same way as it is from modman

deft cape
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that's the same error lunxara got

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i'm really wondering how this is even happening since it's fine for me

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can you send me your full log @cloud adder

cloud adder
deft cape
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is this with the latest updated concentus package as well? i forgot to update that for the mirage core manifest

cloud adder
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concentus was 2.2.20000

deft cape
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hmmmm

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thanks for the test

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logs don't really tell much sadly so i still gotta guess what the issue might be coming from

cloud adder
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did these issues only arise once you switched to silerovad?

deft cape
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nope it was after i started optimizing a bunch of stuff recently

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this specific issue seems to be concentus not running properly on other people's pcs

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@cloud adder where's your filepath for your lethal company folder and mod profile like? are they default?

cloud adder
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i haven't changed them at all since i started playing so they should be default

deft cape
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hmmmm

cloud adder
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appdata\roaming\r2modmanplus-local\lethalcompany

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for my mod dir

deft cape
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seems like it could very well be the long path issue still if the profile name is long

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and if i remember right it's from the mod manager not being able to unpack properly (could be wrong and it's a bepinex issue though)

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could you double check if you have all these files?

cloud adder
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looks the same

deft cape
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hm.......

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the log didn't say anything about the long path issue

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im actually so confused

cloud adder
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this profile is just called "testing" so that shouldn't be a long file path problem

deft cape
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do you mind testing something rq? i'm just gonna add a bunch of logs in one area to help debug the issue

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since the issue seems to be that it's failing to read the audio file

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for there to be an audioclip length of 0, it's reading 0 packets

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which makes no sense

cloud adder
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yea i can test

signal quest
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Is there no packet to indicate opening the connection that can drop before any data packets send?

cloud adder
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what do you need

deft cape
deft cape
#

previously when packets were dropped it wasn't really an issue other than it sounding potentially choppy (just like if you were lagging while taling on vc).
now on MirageExperimental i have it set to resend packets if it wasn't received, which is kinda not ideal since this creates more overhead but i needed to do it for a specific reason

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@cloud adder ugh the log indicates that it's failing to parse the opus file. i really don't know why concentus would fail on some pcs while being fine on others

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thanks for that quick test though btw, i'd still be scratching my head on what to do next if you didn't run that

cloud adder
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my stupid and probably untrue theory could be a difference in operating systems

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your screenshot showed win 11 file explorer, i run win 10

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and while i think its farfetched perhaps the two handle codecs differently or something?

deft cape
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wait a second im stupid

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it turns out i broke something with the code that writes it to the file

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i wasn't getting this issue cuz i left test audio files in my folder

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now that i reset it i'm getting the same error lmao

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so the good thing is i can probably fix this soon since i'm getting the error

cloud adder
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oh

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well thats good that you can repro it yourself

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i can test it again when its fixed if you want

signal quest
deft cape
deft cape
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still working on a fix but it's actually not concentus

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it's just to do with my array pooling

signal quest
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The curse of optimization

viral granite
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so are all the dotnet dependencies no longer needed???

deft cape
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it's not

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but

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@viral granite don't use experimental right now

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im trying to fix the latest version

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just use miragelegacy for now

viral granite
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alr

deft cape
deft cape
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whoops i didn't set the concentus version high enough so i had to push another update for it

cloud adder
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will give the new mirage + concentus a try

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are the Concentus and System DLLs supposed to be in the bepinex plugins folder like usual?

cloud adder
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it works

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playback is clear and does not repeat

deft cape
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lets fucking gooooooo finally

cloud adder
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no errors in log either

deft cape
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you didn't originally have the repeating issue though right

cloud adder
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no

deft cape
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ah gonna have to see if someone who did run into that still has it or not

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thanks for the test, im glad it's finally working ๐Ÿ˜„

cloud adder
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yea you could ask one of the streamers who were having the issue to try it

deft cape
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yeee

cloud adder
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btw did someone else mention a good value for recording volume?

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i didn't realize how loud it could be until testing it

deft cape
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a few people suggested 50 so it's set to 50 as the default right now

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it's still loud?

cloud adder
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mine was at 75 i think

signal quest
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I never touched mine, but I rarely walk up to talking things without violence in mind

deft cape
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ah hopefully 50's more normal

cloud adder
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my audio is also just weird, computer's volume seems to fluctuate on a day by day basis so tomorrow it might be too quiet

deft cape
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yeah that aint normal ๐Ÿคจ

cloud adder
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100% a me problem though

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not ur mod

signal quest
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Cable might be loose in the jack or damaged?

cloud adder
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the way i set up my computer a few years ago runs everything through voicemeeter

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so its probably that

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also cus my headset has a volume wheel, that feels like it looses more of the top end every so often

signal quest
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Wonder when concentus will break the version number size limit lmao

cloud adder
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its on 2.3.0 now so not soon i imagine

signal quest
deft cape
#

i just pushed it

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i didn't want it to end up as 2.2.20000000000000000000000000000 so i just bumped it to 2.2.3 ๐Ÿ’€

deft cape
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nice so im testing different bitrates, going from 522k -> 32k, and it sounds the exact same to me

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all while saving a huge amount of space

deft cape
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alright final update for today.

MirageCoreExperimental -> bumped to 1.0.7 to provide F# 9.0
MirageExperimental -> bumped to 0.0.73 to use F# 9.0

manifests are updated to actually point to the correct package versions this time so any fresh installs (of MirageExperimental) should no longer run into any problems

signal quest
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Ah right, opus needs nowhere near the same bitrate to match mp3, forget where I left the recommendation chart

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Found it! 32kb could still be overkill, but soundboards and other stuff probably makes it a perfect fit :)

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Guess I'll turn on permanent records now since it'll be so small, for the extra confusion >:3

deft cape
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i fucking love opus

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none of that harsh sounding sound from lower bitrates

deft cape
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looks like 24k is a good spot to end it on

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16k bitrate is noticably worse

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while 24k still sounds the same as all the other bitrates i've tried

deft cape
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experimental build bumped to v0.0.74:

  • bitrate has been lowered from 32k -> 24k, still sounds the same while reducing file size
  • voice activity detection is a bit more lax with when it decides to start recording
hollow heart
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How does the experimental build run rn? Iโ€™m wondering if I should use it instead of the older version of mirage in my modpack

atomic seal
deft cape
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apparently there's an issue with it not playing voices on monsters mimicking the non-host

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i thought i tested that already but maybe it slipped past me in some way

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so i'll be looking into that

deft cape
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hm idk i hear voices on both ends

torpid arch
deft cape
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LMAO

deft cape
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alright can confirm MirageExperimental is bugged right now

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alecksword and i have been testing for awhile

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better stick with MirageLegacy again for the meantime until i figure out a fix

cloud adder
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what's wrong with it?

deft cape
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config syncing can sometimes fail, causing issues like recordings not being made at all

cloud adder
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with normal cfg or the lethalsettings menu?

deft cape
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normal config

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lethalsettings menu isn't synced

cloud adder
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right i forgot

deft cape
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by config syncing i dont mean any mod manager stuff though, i mean the networking part of it

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pretty sure the issue with this (i pulled the logic from the modding wiki) is that sometimes some parts of my code is requesting the config before it arrives from the host

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so it just errors and it doesn't retry

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so pretty simple fix

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assuming it really is that

cloud adder
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got it

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have you considered about implementing CSync? or is that outside the scope of the issue

deft cape
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i could but i just dont want to use it if i dont need to

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if i end up not being able to fix it then i'd definitely just use it

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but that's if i can't

cloud adder
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yea

eternal bridge
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NullReferenceException

deft cape
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alright it's fixed

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huge thanks to @timber notch for testing with me for quite some time today

cloud adder
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with all this work being put into experimental, how close do you think it is to being pushed to stable?

deft cape
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no idea tbh, i always miss "edge" cases where these issues never happen to me

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so things seem stable to me, and then i find out it doesn't work for someone else

exotic flower
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Does MirageLegacy just use the Mirage config?

deft cape
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yeah just Mirage.cfg

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other two are only for the current version

deft cape
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anyone here that's using experimental, is it working well for you?

signal quest
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Seemed fine yesterday

deft cape
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oh sick

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were you one of the ones who had the repeating/no-delay issue on main mirage?

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just curious if that's fixed for the ppl who did have the issue

signal quest
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Don't think so but not observant enough to be sure, often end up with multiple dogs around the ship chattering away, but I don't recall it looping?

deft cape
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honestly im probably gonna have to hope those issues that i couldn't replicate are magically fixed ๐Ÿ˜‚

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cuz i didn't even specifically fix those, since it never happened to me to begin with

cloud adder
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when i played with my group using normal mirage a few days ago was the first time the repeating/no delay issue happened to me, but last time i used experimental there was no problem sooo i'd venture to say its resolved

signal quest
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Probably should note that I play with Lethal Intelligence as well, which has a compat toggle in it's config, not sure if that could be relevant

deft cape
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oh lethal intelligence isn't compatible with MirageExperimental yet

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virus is still working on it

signal quest
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dunno what compat would be missing, just wondered if it could accidentally be avoiding certain issues for me ยฏ_(ใƒ„)_/ยฏ

deft cape
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nah definitely wouldn't

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i was just pointing out that running LI + MirageExperimental will throw errors on the console

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so you'll probably just want to turn that off in LI's config for now

deft cape
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thinking of pushing the experimental build as part of the official package soon

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since it seems stable enough

deft cape
#

Mirage v1.13.0 is released:

  • Fixed the bugs introduced since v1.9.0:
    • Fixed a bug where voices are sometimes repeated with no delay.
    • Fixed a bug where a voice clip is sometimes played right after another with no delay.
    • Fixed a bug where voice clips can glitch out and sound really weird.
    • Fixed a bug where recordings were sometimes being deleted on startup despite having "never delete recordings" enabled.
    • Exceptions should no longer be thrown when the round is over, or when exiting back to the main menu.
  • Heavily optimized the mod. Personally when comparing to vanilla, my fps is identical now. For any developers interested:
    • Due to needing to process audio, the biggest bottleneck with garbage collection since v1.9.0 was the amount of large arrays being allocated.
    • Every instance where an array used to be allocated has been replaced with array pooling.
    • Replaced F# Async type with ValueTask for any async code, since Async causes heap allocations everywhere.
    • Objects that were being created extremely often (e.g. objects containing audio data) are now structs, to avoid unnecessary heap allocations.
    • Audio packet sizes are extremely tiny now, making the networked audio much more efficient.
    • Audio decompression no longer runs on the main thread.
  • Audio clips no longer save as .mp3, and are instead saved as .opus.
    • The weird glitchy audio turns out to be an issue with the mp3 encoder I was using.
    • Opus (at the current settings I've set) sounds the same as its .wav equivalent, while having a file size even smaller than the previous .mp3 files.
#
  • Voice activity detection threshold has been lowered.
    • This makes it more lenient on when it creates recordings, on the downside that you'll have a lot more "garbage" recordings like MirageLegacy (v1.8.X and older) had.
    • This was needed, due to SileroVAD not being perfect which caused recordings to be created either too late, or was stopped too early, causing the audio clip to sound cut off.
  • LethalSettings is now a soft dependency and will not crash if LethalSettings is not installed.
    • This is still set as a dependency on Thunderstore due to being the intended user experience.
    • If you are absolutely against using LethalSettings, you and your users can edit your respective settings by editing the Mirage/settings.json file,
      located in your Lethal Company directory.
    • I highly recommend to keep LethalSettings installed to avoid the need to edit the file manually.
  • Added an option to the LethalSettings menu called Allow record voice. When disabled, audio clips will never be created. Useful when paired with Never delete recordings, for those who want to provide their own audio clips.
  • LethalConfig is now supported, but only for Mirage.General.cfg. If you want to edit which enemies mimic voices, you still need to edit it via your mod manager.
  • NAudio.Lame is no longer a dependency and can be removed from your modpacks.
  • Minimum audio duration ms and Minimum silence duration ms has been removed to keep the config simpler.
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Special thanks:

  • Alecksword - For generously dedicating countless hours in voice chat to help debug issues I couldnโ€™t replicate on my own.
  • Winter Mantis and Myrin - For their help in testing experimental builds and providing consistent feedback on the Lethal Company modding Discord.
  • Lunxara and a glitched npc - For testing many updates on stream, even when those updates affected their streaming experience.
  • slayer6409 - For helping with profiling Mirage, providing feedback on performance issues.
atomic seal
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Has the Mirage config changed much?

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In terms of if the old one with the previous enemy settings and so on, will it work normally?

deft cape
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2 options were removed and thats it

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config changes are noted on the changelog

latent bane
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can't seem to install it

nova star
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It's probably not in the API yet, you'll have to wait to install it via mod manager.

Should be available now.

latent bane
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alright

deft cape
#

I forgot to mention. Anyone who's using LethalIntelligence + Mirage, you'll want to disable Mirage compat on the config for now.
Virus is currently working on a fix, and until then your options are either to simply disable the compat, or stick to the previous version of Mirage that does work with LI

torpid pecan
deft cape
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it just integrates with Mirage

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but it doesn't work properly right now

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so either gotta disable it or just use the old mirage version

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it's for the walkie talkie feature FYI

torpid pecan
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Ohhh i see i see

signal quest
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Doesn't seem to break anything when I leave it on, but maybe it's just causing random radio noises that I thought was friends poking buttons

deft cape
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It should cause errors though ๐Ÿค”
The types don't even line up anymore

signal quest
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Might just be more log spam then?

deft cape
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could be, but either way better to disable it for now

broken mango
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Omg

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Mirage is fixed?

thin wyvern
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feature-wise I mean

broken mango
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also can choose what modded enemy can speak while old just makes all of them speak

deft cape
#

SpawnOnPlayerDeath is seperated to a different mod called MirageRevive, if you want that functionality

thin wyvern
# eternal bridge old

Obviously, that's why I said feature-wise. Like is there any major difference in practice because if not we will probably stay on legacy for our runs for now, just in case.

eternal bridge
thin wyvern
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fair enough

deft cape
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main reasons to switch is:

  • new version has much better performance
  • people using voice activity doesn't have as many tiny audio clips that are empty (it still happens, but there's much less)
  • voices don't glitch out anymore
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comparing to legacy at least, that's what i can remember off the top of my head

thin wyvern
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Thanks, we'll give it a go

deft cape
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lmk how that goes. if you decide to switch back to legacy, i'd be curious to know the reason why

thin wyvern
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Will do, for what it's worth legacy is already amazing.

eternal bridge
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when i'm alone in the facility i just spout nonesense and laugh evily so whenever my friends encounter a masked it just says "ohhhHOHOHOHOOO hELLLOO!!!"

deft cape
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๐Ÿ˜‚

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i do that too

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if nobody's around me i'll start saying things that i'm hoping will catch my friends off guard

eternal bridge
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yeah or i'll either be like say things like "come over here" and "YOO HOLY SHIT YOU WON'T BELIEVE WHAT I JUST FOUND!" stuff to lure people

deft cape
#

makes for some really good moments... when it works that one time ๐Ÿ˜‚

tame linden
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my mirage enemies config seems to generate an empty file after a fresh install

deft cape
thin wyvern
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@deft cape am I not able to use LethalConfig to edit the configs anymore?

atomic seal
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I think I'm the only one who's doing great perceive

atomic seal
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I was well behaved yoiled

deft cape
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for enemies it's generated after lethal config is loaded

thin wyvern
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hmm, I'll double check but I can't even see the Mirage.General config in it

deft cape
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that's certainly not intended if that's the case

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i'll test it in a bit

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@thin wyvern works for me

thin wyvern
deft cape
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MirageCore is there for me ๐Ÿค”

thin wyvern
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No not MirageCore itself.

deft cape
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try restarting ur mod manager maybe?

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oh

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are you using MirageRevive?

thin wyvern
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MirageCore* has a dependency that didn't install when I installed Mirage. Clicking Download Dependency isn't working either so I guess I need to manually grab whatevers missing

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Nope

deft cape
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not sure why the mod manager isn't grabbing all the dependencies that's linked

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r2 was able to pull it for me

thin wyvern
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I'll restart it, isn't NAudio no longer needed though?

deft cape
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see if you're missing Concentus or OpusDotNet maybe? those are the only new packages

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naudio is needed

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only NAudioLame can be removed

thin wyvern
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ah

deft cape
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NAudioLame is the mp3 encoder which i dont use anymore

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but NAudio is still used for processing in general

thin wyvern
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This is what r2modman shows as dependencies and I have them all so not sure why it's saying some are missing. I'll try reinstalling

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Looks like uninstalling Mirage and MirageCore, and installing MirageCore first then Mirage fixed it.

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may have just been an r2 bug

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@deft capeWhy did you ask if I had Revive because I'll probably grab that. Didn't realize it had been separated out

deft cape
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reason i asked is because i forgot to update MirageRevive, and it errored on startup due to a missing dependency

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which i fixed just a bit ago and updated it

thin wyvern
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Unfortunately still no Mirage config in LethalConfig

deft cape
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can you send your logs

thin wyvern
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Could the old Mirage.cfg being present mess with it?

deft cape
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nah it doesnt

thin wyvern
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How do you want me to send the logs, so far I've just copy pasted specific errors out of the console

deft cape
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you can just send me the whole file

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easier for me to look for info that way

thin wyvern
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DM'd it to you

tame linden
deft cape
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would be ideal to have it generated in the menu, but IIRC i think i made it generate it whne the game starts, because not all modded enemies register when the menu starts

tame linden
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completely valid

deft cape
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so for @thin wyvern, LethalConfig doesn't seem to show Mirage.General.cfg on there at all. is anyone else having this issue?

odd tiger
deft cape
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wait maybe it tried to generate the menu based on the original config ๐Ÿค”

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and then failed to because i didn't actually register anything on via bepinex for it

odd tiger
chrome skiff
odd tiger
chrome skiff
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nah, i already had the old config deleted before installing new mirage

thin wyvern
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I tried on a new profile and had the same issue so it's not the old config

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Maybe @deft cape you could try a new profile and see if you still get the config?

deft cape
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oh true lemme try taht

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what the fuck ur right, it didn't work

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not sure why i didn't think of trying that to begin with

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i'm gonna fix this tomorrow though, i kinda wanna chill a bit today

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at least this'll be way simpler for me to fix since it happens to me now

thin wyvern
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All good, like I said r2modman still works so no rush

deft cape
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yeee thankfully it just seems to be lethalconfig compat itself that doesn't work

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really not sure why though ๐Ÿค”

thin wyvern
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I'm not well versed in lethal mods but for me, my next step would probably be comparing MirageRevive vs Mirage since the revive config shows.

deft cape
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MirageRevive shows because it uses the default config name MirageRevive.cfg

thin wyvern
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ah so it's something to do with the mapping to just "Mirage" you think?

deft cape
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Mirage's configs are different so it wasn't supported to begin with, i only just recently added compat by using one of lethalconfig's methods

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no idea as of right now tbh

thin wyvern
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gotcha, have a good night

deft cape
#

nvm i just tried to fix it out of curiosity

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something seems to be working for me but i can't tell if it's a coincidence

deft cape
#

Mirage v1.14.0 is released:

  • Added a config option Enable radar spin.
    • When set to false, will prevent masked enemies from spinning on the radar.
    • Default value: false.
  • Fixed a bug that caused LethalConfig Mirage.General.cfg to not load for some players.
ionic shoal
#

oh nvm, i see its a bit different. (unless i forgot how it works in my mod and in GI xD)

deft cape
#

probably is tbh

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it's just the spinning thing

solemn ridge
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I know Glitch tested it about a month ago and it was very laggy so I've just been holding out on trying it lol

ionic shoal
ionic shoal
chrome skiff
#

should i disable the config in mirage if i have GI and LI then? :P

solemn ridge
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Pretty sure all of them come with it off by default

chrome skiff
#

okie

ripe pebble
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100% going to use this, thank you

ionic shoal
thin wyvern
#

@deft cape just curious what was causing the config issue?

deft cape
# thin wyvern <@497541811359711263> just curious what was causing the config issue?

basically in LethalConfig, there's a CustomConfigFiles list and a LateConfigFiles list (don't remember the exact names, it was something like this) for auto-generating based on a ConfigFile.

i previously added to the LateConfigFiles list, which i think was the problem because, i think you have to call a method that forces LethalConfig to read the LateConfigFiles list to generate the ui, but I didn't actually call that myself.
for modpacks where it did work, im pretty sure it was just that another mod was calling that method, whereas if you installed mirage by itself, it wasn't, which was the issue.

i just switched it to add to the CustomConfigFiles list instead, which is what i should've used to begin with. FYI i'm not sure if this actually how LethalConfig works with those methods, it's just how i understand it from my tests

thin wyvern
#

Gotcha, haven't had a chance to try it yet but about to shortly

thin wyvern
astral umbra
#

Hey, just checking in; I wanted to make some enemies other than masks speak, but the mirage enemies config doesn't seem to load anything on r2modman. Anyone else having this issue?

sturdy python
#

Did you load into a lobby

astral umbra
#

I may be incredibly stupid

#

Thanks for the solution!

fiery seal
#

Is Mirage and LethalIntelligenceExperimental Compat fixed?

gusty remnant
#

lmao? there is issues between mirage and LI? what kind

ionic shoal
#

mirage has changed its processes in the background and file formats, i have not updated to reflect this change... was working on it, but ive found other issues within my mod which i need to fix.. and it maybe a while before that occurs.

gusty remnant
#

oh ok i didnt know, thanks for that. Hope it's ez for you to fix

ionic shoal
# gusty remnant oh ok i didnt know, thanks for that. Hope it's ez for you to fix

being honest... i dont understand why i need to fix what i need to fix. xD

some other mods do exactly the same as me.. and as far as i know they work.. and my mod worked.. but at some point it stopped.

the fix is probably easy.. but will probably lead to more bugs once i complete it.

then i have to fix the linkup between mirage and LI after that (maybe in the same initial patch)

gusty remnant
#

oh boy i see lmao ๐Ÿ—ฟ

cursive blaze
#

Is mirage broken rn? most of the masked people i've seen just stand still and don't copy suits and cosmetics and sometimes when i restart it fixes it and breaks it it's really weird i'm using experimental aswell

viral granite
#

also if you have lethalintelligence, disable its compat config

#

LI and mirage's compatibility is broken

cursive blaze
#

Used to be on the main mirage version but something broke and i hopped on experimental and it fixed it, might see if it fixes this issue and i don't have lethal intelligence installed

cursive blaze
#

It didn't solve it unfortunately

deft cape
#

could you post your logs?

deft cape
cursive blaze
#

This one i tried spawning a masked in and it just didn't work and screamed errors at me

buoyant skiff
# cursive blaze

You don't need SuitSaver, MeteoMultiplier and CorporateRestructure with GI.

#

Slime taming is also fixed in ButteryFixes.

cursive blaze
#

the scrap multiplier in gi never worked for me so i just used sum else ill try it again later

sturdy python
#

(You need SuitSaver if you want to save suits between different saves)

deft cape
#

will take a look when i wake up, about to go sleep

signal quest
#

MeteoMultiplier can just be done in WeatherRegistry anyways if you have that

buoyant skiff
#

That too.

onyx summit
#

Suits Saver works better than GIs. Suit Saver will save between saves where as GI doesn't. GI only saves your suit for the save file. If you start a new save then it resets ya to default Orange again.

buoyant skiff
#

Good.

deft cape
#

which is odd cuz the mod seemed stable for everyone else

#

is this on the host?

#

also can you send me a modpack code actually

#

i feel like there's some sort of mod incompatibility

#

my config syncing code didn't seem to run at all

solemn ridge
#

I've had no issues with spawning in Masked with Imperium

cursive blaze
cursive blaze
deft cape
#

thanks will take a look sometime

cursive blaze
#

Alright thanks for trying

deft cape
#

@cursive blaze so the issue is Corporate Restructure. with that mod installed, it errors on the patch that Mirage uses to sync the config, causing it to never run.
since the config isn't synced, it'll error whenever anything depends on the config, i.e. when masked enemies spawn, causing them to bug out

#

your best bet is probably to just not use corporate restructure

#

im pretty sure what you want is in General Improvements anyways

#

which you already have

cursive blaze
#

Thanks for fixing it so quickly

ionic shoal
#

Open Monitors is a newer version of corporate restructure if you dont want GI.

marsh drum
#

Last I checked there were some issues with mirage and it was recommended to use legacymirage instead. Is that still the case or am I good to switch over?

gusty remnant
#

youre good

ionic shoal
deft cape
#

pretty sure the issue with CR is purely due to it being out of date, so if open monitors is updated it should be fine

#

that one CR null exception completely wrecks mirage ๐Ÿ˜ญ (until i push my update that prevents it either way)

ionic shoal
solemn ridge
#

At this point I find GI essential for the extra monitors nothing beats it unfortunately

viral granite
#

yea just use generalimprovements

#

thats what i've always used

#

cr is extremely dated

ionic shoal
solemn ridge
#

Lmao I'm just saying nothing beats GI's monitor stuff unfortunately

ionic shoal
# solemn ridge Lmao I'm just saying nothing beats GI's monitor stuff unfortunately

perhaps, but as one who has not jumped on the GI bandwagon yet, i try to avoid it until finding it totally nessecery. ๐Ÿ˜›

you say its essential.. but, I dont feel the need, I have had bad experiences with massive mod collections, so i just rather not.. but, i will admit, i thought recently about trying it out in my mod profile and turning off other mods that do similar things to it just to see the difference ;o

viral granite
#

i havent tried open monitors but i use generalimprovements since its more maintained than om

solemn ridge
#

I mean yeah everything else in the mod is kind of bloat

#

But I use big ship so more monitors looks good

solemn ridge
#

Hmmmm @tall adder maybe it might be a good time to pick it up?

#

I think the last update was like 7+ months ago

tall adder
#

I might be able to get it started but I need more people to maintain packages

viral granite
#

the maintaining company

tall adder
#

I volunteer for 7 other communities and I'm working on getting OS set up >_< and I've got a lot of real life priorities now

deft cape
#

anyone who's been using mirage after the recent fixes, are things working well? just want to know how things generally feel, just so i know if mirage is truly at a good spot or not at the current moment

chrome skiff
#

i think its been a better experience yeah, i think performance has been better and masked voices are pretty much indistinguishable from normal players now. before they were pretty loud and audio could be a little low quality at times. the only problem i have is just masked behavior kinda just being buggy and broken when not actively chasing someone, but i dont think thats something you control. apparently its been fixed in v69 but i dunno shrug

atleast for me and my group, im pretty happy with how mirage is currently yoiled

deft cape
#

yeah masked behaviour is not touched at all so 100% not from mirage. thanks for the feedback ๐Ÿ˜„

#

with audio not being as loud, do you think the default volume of 50% for monsters mimicking your voice being too quiet?

chrome skiff
#

i think 50% is perfect, the default before was kinda loud

deft cape
#

ah nice perfect then i'll leave it as that

ionic shoal
#

yeah i can confirm, the masked i saw sounded perfect. ๐Ÿ˜›

deft cape
#

nice nice good to hear ๐Ÿ˜„

deft cape
#

Mirage v1.15.0 is released:

  • Incompatible mods such as CorporateRestructure no longer causes config syncing to fail.
  • Added a config option Enable player name tags.
    • When set to false, will prevent player name tags from appearing.
    • This is useful for making it harder to distinguish between masked enemies and players.
    • Default value: true (same as vanilla).
  • Fixed a null exception that was sometimes thrown when returning to the menu.

For developers:
As requested by Zehs, I have added methods that allow you to save audio into the Mirage/Recording folder.
Expected input is 16-bit audio in normalized form. Audio is internally compressed into .opus and saved as so.
Note: These methods are untested, but there shouldn't be any issues out of the box.

// A random file name is created for you. The full file path is returned when the file is finished writing.
public static ValueTask<string> saveAudioClip(AudioClip audioClip);

// You provide the file name. Note that you only provide the file name without the file extension, as it will be appended with .opus.
public static ValueTask<string> saveAudioClipWithName(string fileName, AudioClip audioClip);

// Use this if you want to skip the step of creating an audio clip.  
// Note: The WaveFormat argument comes from Mirage.Core.dll rather than NAudio.
public static ValueTask<string> saveRecording(string fileName, ArraySegment<float> samples, PCM.WaveFormat format);
cloud adder
deft cape
#

do masked have name tags in vanilla now? i swear that's a feature from other mods like GI ๐Ÿค”

cloud adder
#

no they don't

#

i just worded it weird

#

it removes tags from players right?

deft cape
#

yeah just from players

cloud adder
#

gotcha

#

in that case its the opposite of what GI does

deft cape
#

yep pretty much, it's also how i've always played with mirage so i thought i should probably just add it to mirage directly

#

would actually prefer to add name tags but, it's not something i can figure out in a span of 10 minutes so that's too long for me to want to add it ๐Ÿ˜‚

cloud adder
#

i get you

#

since shaosil got it working really well you could probably ask them if you ever want to implement that

deft cape
#

i think i'd rather just direct people towards using GI if they're looking for that feature

cloud adder
#

fair

solemn ridge
quartz grove
#

wait wait

#

wtf even is GI?

solemn ridge
#

GeneralImprovements

quartz grove
#

Okay

#

so

#

HOW IN THE MCFUCK DID GI GET BROKEN IN V69??

#

V69 SEEMED SO INNOCENT

#

YET GI SHAT ITSELF?

#

All these mods

#

GI included

#

survived version 60 - 68

#

then 69 rolls around (nice) and then is when GI raises the flag and says

#

"Nah biatch, im done"

viral granite
#

and it does have changes for the mask, and v69 did some changes for mask

deft cape
#

yeah just wait for shaosil to fix the issues lol, the update did just drop afterall

solemn ridge
ionic shoal
ionic shoal
spice swallow
#

does the new ver of mirage use mirage.config or mirage.emenys etc'

cloud adder
#

legacy uses mirage.cfg

spice swallow
#

kk

#

thx

#

also what is "redpill" in the config menu

cloud adder
#

in the enemies config?

broken blade
#

basically just an obunga nextbot

#

can't spawn naturally

spice swallow
#

i see

broken blade
#

Mirage combs every entity registered in the game modded or otherwise as an entity for its enemies config

#

just so happens that includes anything unused

cloud adder
#

i think its the same deal for the lasso man

broken blade
#

yeah, comes up in that config as lasso

deft cape
#

i forgot (or rather didn't even realize) unused vanilla mobs show up on the config

#

not sure if it makes sense to filter it away though, since IIRC some people do use mods that allows them to spawn

broken blade
#

yeah, useful to have that just in case

deft cape
#

has anyone been having issues with some players not being able to play voices?

there's this report, as well as this report, mentioning that voices aren't working for them.

i'm suspecting that for whatever reason, audio files aren't being created for some players, but i'm not entirely sure if that really is the case or not without more confirmation from people who are affected by it

solemn ridge
deft cape
#

definitely not related to steam api issue lol

eternal bridge
#

bro my one friend kept singing chromakopia songs in our game, and he died, came back as a masked, and when i saw his masked it said "you nks thought i was dead"

chrome skiff
#

ive suddenly been getting alot of logspam related to maskeds whenever they spawn, whenever i go back into orbit all enemies from the level persist in space

#

it also seems mirage just isnt applying at all? flew over to a masked and it was just a normal vanilla masked

i didnt really have time to test if something else is causing this or anything, i have to get to sleep

ionic shoal
#

^ should add, wasnt using steamvoice though..

deft cape
solemn ridge
#

@chrome skiff Are you using Useful Zap Gun? The new update for that caused issues like this where enemies don't despawn

#

Downgrade it if you do

deft cape
#

ok i just looked at the logs

#

@chrome skiff that's not coming from mirage at all

#

oh wait there is one error from mirgae actually

#
[email protected] (On.MaskedPlayerEnemy+orig_Start orig, MaskedPlayerEnemy self) (at ./Mirage/Hook/MaskedPlayerEnemy.fs:17)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<MaskedPlayerEnemy::Start>?1586732488(MaskedPlayerEnemy)
#

which looks like another mod removed my prefab

#

so.. still not a mirage issue ๐Ÿ˜‚

#

actually nvm i think maybe the issue is that there's a mod that extends from MaskedPlayerEnemy, and registers the prefab at a time later than when i register mine

solemn ridge
#

Idk what mod would do that

deft cape
#

dunno, i'm just gonna have to catch the exception and log the enemy name that failed

#

so that players can see what failed

#

Mirage v1.15.2 is released:

  • Fixed a log spam issue that occured when Mirage is incompatible with another (unknown) mod.
  • This does not fix the incompatibility itself. It only catches the exception and logs a warning about an incompatible enemy.

@chrome skiff this should get rid of the log spam, but the incompatibility itself will still be there

#

but this time it should log the culprit enemy so when you get the chance, run the new update and send me the logs so i can contact whichever mod is conflicting with mirage

ionic shoal
# deft cape but this time it should log the culprit enemy so when you get the chance, run th...

im going to hedge my bets and say its maybe something LIKE ooblaterra.

not saying ooblaterra is at fault.. but if its an extension of a masked... there are some moons (like ooblaterra) that ive had errors for my mod on those moons.. turned out the masked on those moons are like "full conversions" or similar (on ooblaterra i beleive the masked become GHOSTS or something, havent checked the code.. but they have masked off the navmesh and my mod breaks with that moon afaik.

so yeah, ooblaterra might be worth looking at.. also other moon or interior mods that modify masked... it might be one of them.

i was thinking of just disabling my mod when the moon is ooblaterra if i couldent differentiate between the masked (i dont know if normal masked spawn there or not)

chrome skiff
deft cape
#

just tested with ooblterra and it seems fine with mirage at least

chrome skiff
#

they are called ghost players i believe

#

i remember mirage was still trying to apply to them despite them not being vanilla, and they wouldnt function at all

deft cape
#

i tried spawning a ghost and didn't see any errors so i just stopped testing there

#

a ton of warning spam about navmesh stuff but that's just the mod itself

chrome skiff
#

hmm alright

#

so the new mirage update hasnt become available yet, but i decided to try just disabling useful zap gun and everything works fine now

#

when the update drops ill do another test with it enabled just to make sure

deft cape
#

ah thanks, i was not expecting it to be a conflict with a mod that doesn't touched masked enemies at all actually

#

mirage update should at least make the patch not error then

chrome skiff
#

finally got the update, tried playing with useful zap gun enabled and spawned a masked, theres no more log spam or errors c:

deft cape
#

ah nice thanks for the confirmation :D

#

the problem was just that useful zap gun caused something to be null (that should never be null AFAIK), so it made mirage's MaskedPlayerEnemy.Start patch error

#

which then causes other people's patches to not run

#

which then causes errors to spam because of things not being initialized (from the start method being called)

#

๐Ÿ˜ญ

ionic shoal
neat pelican
#

sorry greed

#

one of my patches runs 2 times and idk why

noble sequoia
# neat pelican one of my patches runs 2 times and idk why

if you are patching a ServerRpc or ClientRpc method, those methods are ran twice if called by the host / a client respectively (i.e. if the host's client calls ServerRpc, the method will run twice on the host's client). this is because the first time its called is just to send the rpc event and then early return, and the second call is from that method's rpc handler calling it to actually perform the logic. so you need to put rpc checks in your patch

#

havent looked at your code so maybe this is irrelevant

#

and besides that you should have rpc checks anyway because ie a client can call ServerRpc() to tell the host's client to do something so you shouldnt assume a ServerRpc() patch is definitely being called by the host

noble sequoia
#

gotcha

deft cape
#

huh did you mean to post that in #dev-general ๐Ÿ˜‚

#

or is that regarding to a mirage patch

neat pelican
deft cape
#

all good ๐Ÿ˜›

nova star
#

Oh is this where we post our updates now? In that case! .... lol

#

@deft cape Just wanted to drop by and say thanks for all the continued work you've been putting in to get the newest version up to par with legacy. You're awesome! ๐Ÿค˜๐Ÿป

deft cape
#

thanks for the kind words :D

deft cape
#

Mirage v1.15.4 is released:

  • Mirage.Enemies.cfg is now supported on LethalConfig.

Note: This file will be re-generated when you run this update. You will need to re-select which enemies you want to mimic voices.

cloud adder
#

@deft cape tonight was the first time my group and I used the fixed mirage and i gotta say, not only did it live up to not repeating clips and having good amounts of silence between, the clips actually sound way better with opus than before. the quality is more in line with Dissonance itself and doesn't have that crackle at the beginning of playback like NAudioLame used to have. it's also better at picking up full voiceclips without cutting off a bit of the beginning. i'd say it's a very very good job

signal quest
#

The frequency with which I find myself look at someone walking by and say "you're not real" is surprisingly high
Also gave Surfaced's lobster speech powers, which is fun

deft cape
broken blade
#

I don't think mirage does that on its own

#

Ik toomanyemotes does that

olive oxide
#

Ahh that might be it

#

I'm not sure what emote mod was being used in the pack

signal quest
#

I would use the smaller packs but none seem to have Reimu :/

olive oxide
#

I just dislike how much loadtimes it adds but the suits are pretty decent. Weird about the reimu being missing in a lot of the other ones

torpid pecan
eternal bridge
signal quest
#

As a friend looking over my shoulder states: Peak

eternal bridge
#

they couldn't be more less peak

deft cape
#

mirage doesn't do anything special for that

#

cosmetics are copied by the cosmetics mods, emotes are performed by the emotes mods, etc

#

all mirage does is set the mimicking player and the other mods do their magic

olive oxide
signal quest
#

All I see is Mirage, emotes, and player models wdym

olive oxide
#

Touhou models, mirage, too many emotes (i think?) Some maps, a ton of qol adjustments that may or may not conflict :^)

#

Lc Casino

torpid pecan
#

I've seen worse

wary garnet
#

wait theres a madness combat game?

#

and its 3d?

eternal bridge
#

yes

#

it's called project nexus (2)

#

i even made my own mod for it

eternal bridge
grim vigil
#

is neverdeleterecordings setting only applies to a single save or a whole game?

cloud adder
#

whole game i believe

spring laurel
#

Whole game but I think its modpack specific

lofty sorrel
#

Giwi/Smith/Vulpixie and friends are using Mirage rn finally

half trail
#

Hello, does this dependency go into the plugins folder?

#

Or core folder?

#

(I always do this manually because thunderstore gives problems to some of my friends)

ionic shoal
# half trail (I always do this manually because thunderstore gives problems to some of my fri...

a tip that may help, you can do the installation on thunderstore/gale/r2 and if you compare it to a manual installation, you can see where the folders go, you can also copy the right files/folders from the thunderstore/gale/r2 installation and share as a manual installation (or at least should be able to, i havent done it, but it should at least guide you to where the folders and files should go :))

half trail
#

I was trying to avoid that because MIrage is one of the few mods that doesnt show exactly where the dependecies go

#

But its a very good tip, I will do that. Thank u

half trail
#

And now thunderstore is downloading at 0.05mb/s, I guess I will have to skip mirage mod. I wish you could put the folders for the dependencies for the people who install it manually ๐Ÿ™

ionic shoal
copper valve
#

Gale ftw plink

obsidian gale
#

@deft cape Currently the only way to reach out, your mirage mod for content warning is being requested to be put on the steam workshop, if you want I can tell them if you want to do it or not

deft cape
#

content warning port of the mod is basically deprecated at this point since i have no time to support it

deft cape
deft cape
#

but since ive seen a lot of people reporting about it being broken, im just assuming it doesn't work

young kestrel
#

I found this amazing clip from a while ago.

eternal bridge
#

ok don't take this the wrong way but does ANYONE use the vanilla suits anymore??

torpid pecan
eternal bridge
broken blade
#

is nice, simple, and works with morecompany cosmetics

bright junco
#

i wish we had more like fashion company

fickle mountain
#

Curious; is there a way to re-enable the masks on the mimics?

viral granite
#

config

fickle mountain
#

Don't know why I didn't see it earlier, thanks!

humble sail
#

Hello, how can I solve the problem that the mod only copies the host's voice?

atomic seal
humble sail
granite musk
#

does all other client have the mod ?

humble sail
ionic shoal
humble sail
ionic shoal
#

if they have the client skin, they have the client voice

#

the voice is always the voice of the mimicked/copied player

atomic seal
#

in the enemies config, monsters are disabled by default, except for masks. perhaps most often the appearance was chosen by the host, and this is a purely random moment @humble sail

humble sail
#

We just checked with a friend and even if the client has a mask, his voice is not copied

nova star
humble sail
#

yes, it says true, and the mod works great in single player mode, but in multiplayer the mod only copies the host ๐Ÿ˜ฆ

carmine bay
#

Hello! While playing with some friends today our game froze because of Mirage and I don't know why. Here's the console error

lofty sorrel
carmine bay
#

thank you for telling me

lofty sorrel
carmine bay
#

No that's not it. It's just that I saw 'Mirage' written in the console

dawn cloud
#

Im sorry if this asked commonly. whats going on with v2 currently?

sturdy python
broken blade
#

This update mentioned in this message has in fact come out and while idk exactly what all v2 was meant to add (i only heard about it after this message came out) at the very least there's been a ton of stuff done under the hood to make it run better and add a few smaller features ๐Ÿ‘

sturdy python
broken blade
#

Ooh voice recognition and behaviour prediction sounds like they would've been dope features

#

A shame

#

but it makes sense development had to stop at the bugfixing stage, there were a ton of bugs just in getting mirage to its current more optimised state i can't imagine how rough troubleshooting stuff like that would be

deft cape
#

yeah the bugfixes for it would've taken too much time to deal with

#

mainly because using cuda depends on ur specs

#

just dont have time to continue an update like that sadly

#

btw y'all check out @lofty sorrel's mod :D

#1328209352628375652

#

shoutout to debby for helping figure out so many of mirage's bugs in the past

lofty sorrel
#

oh come off it you

deft cape
low dome
#

These are the files I were asked to send regarding the voice synchronizations

#

So all of my friends can hear the same thing including myself

#

@lofty sorrel I apologize for pinging you but here are the files

lofty sorrel
# low dome

why do you have both skinwalkers AND mirage installed? you should only need Mirage. Also one of the mods you're using uses LC_API which is ancient and almost definitely broken. I have to assume your issues are because you're using Skinwalkers as well

low dome
#

what should i use instead of LC API?

ionic shoal
lofty sorrel
wind crown
#

Was the option to never delete the recordings ever removed? Cant find it anymore in the config

wind crown
lofty sorrel
wind crown
lofty sorrel
#

i'll double check rq

#

@wind crown

wind crown
lofty sorrel
wind crown
wind crown
uncut cipher
#
[Debug  :   BepInEx] Skipping loading E:\Games\Lethal Company\BepInEx\plugins\qwbarch-MirageCore\onnxruntime.dll because it's not a valid .NET assembly. Full error: Format of the executable (.exe) or library (.dll) is invalid.
[Debug  :   BepInEx] Skipping loading E:\Games\Lethal Company\BepInEx\plugins\qwbarch-MirageCore\onnxruntime_providers_shared.dll because it's not a valid .NET assembly. Full error: Format of the executable (.exe) or library (.dll) is invalid.
[Debug  :   BepInEx] Skipping loading E:\Games\Lethal Company\BepInEx\plugins\qwbarch-MirageCore\SileroVAD.API.dll because it's not a valid .NET assembly. Full error: Format of the executable (.exe) or library (.dll) is invalid.
[Debug  :   BepInEx] Skipping loading E:\Games\Lethal Company\BepInEx\plugins\qwbarch-OpusDotNet\opus.dll because it's not a valid .NET assembly. Full error: Format of the executable (.exe) or library (.dll) is invalid.

Any reason why it happens?

lofty sorrel
uncut cipher
uncut cipher
#

nvm, fixed.

hazy jetty
#

for some reason the mod doesn't work for me and my friends. i even enabled it in the config so that all enemies could speak, but we never heard a single word from them

#

log from the moment we played if it can help

hazy jetty
deft cape
# hazy jetty

from the logs, it seems like monsters do try to mimic voices. can you and your friends check if your <Lethal Company Folder>/Mirage/Recording directory has audio clips in it?

deft cape
deft cape
#

btw if anyone could test out MirageExperimental on your next playthrough, that'd be really helpful.
it's just to double check this pull request works as expected. i'm almost certain it's good enough for me to just push to live as is, but i don't have the time to double check it right now

#

if anyone would like to try contributing to mirage, there's a feature request for adding a setting that mutes all voice mimicking.
if there's anyone who would like to try tackling this issue, ping me to let me know and i can direct you towards which source files to look at

#

(also please ping me if you're replying to me, otherwise i'm probably going to miss your message)

wind crown
deft cape
# wind crown that's the most recent one I have. that the right file?

hmm... it looks fine. the only thing that i remember of that'd cause mirage to not show up on lethalsettings is if another mod errors while setting up their menu for lethalsettings.
can you take a screenshot of your lethalsettings page? i just want to see what else is on there

hazy jetty
deft cape
hazy jetty
deft cape
#

yeah that's my bad, i forgot to mention that part

hazy jetty
deft cape
#

something's wrong with the audio creating process then

#

it's odd cuz it seems some ppl aren't able to create recordings, and i have no idea why

#

when it seems the vast majority don't have issues

hazy jetty
#

it created recording folder

#

and audio files there

#

the problem was somewhere in incorrectly installed mods

#

like in some mod's folders required for mirage there were simply no files for some reason

#

he others were installed in some strange way

#

maybe it's because i downloaded mods via r2modman and then just copied the files to my plugins folder

#

i think you should add the change for other enemies to be mimic, because it's looks strange when every monster is speaking

#

for those whom you chose that they can be mimics

deft cape
deft cape
deft cape
hazy jetty
#

If i don't want to all flowermans to be mimic for example, only some of them

deft cape
#

oh you're in luck, that's actually going to be in the new update, thanks to Kuodos on github for contributing the code

buoyant idol
#

I'm using the stable mirage mod, with mirage revive and lethal intelligence. It seems the masked dont wanna copy cosmetics or suits, and regardless of their personality they hyperfocus chase people. Is there an incompatibility with eachother? I saw way up in the thread someone said to uncheck the compatible config but im not sure if thats still true

ionic shoal
#

also disabling the compatibility toggle in my mod isnt required anymore, should all work (other than this issue)

wind crown
lofty sorrel
wind crown
deft cape
#

@wind crown can u try updating facility meltdown, i remember older versions being bugged with lethalsettings

wind crown
#

okay disabling facility meltdown worked
the mirage settings show now

deft cape
deft cape
bright junco
#

none, just telling you its the latest facility meltdown ver

deft cape
#

ah

ionic shoal
#

i dont understand why, but this is the mod breaking the masked prefab making mirage's AudioStream vanish.
https://thunderstore.io/c/lethal-company/p/RealeStudios/CastleGrounds/

I spent hours turning on and off mods, and i turned on everything except that, and mirage worked fine x.x

now tested it with just mirage and imperium installed.. and it doesnt break... so i d k wtf.

(works) mirage, castle grounds, imperium -> 01948a20-90c1-a4d9-a252-48e9b59e39dc
(doesnt work) tyde's modpack -> 019485fd-363d-139b-bebc-2c52761035e3
(works) tyde's modpack with castle grounds disabled -> 01948a21-6820-bb5c-6510-873ff06c64c0

so it looks like something is either conflicting with CastleGrounds causing the issue.. OR.. there is some setting somewhere leading to castle grounds breaking it shrug

deft cape
#

weird, the code doesn't do anything that seems like it should break the masked prefab (at least if it's related to that issue) ๐Ÿค”

uncut cipher
#

From Bepinex\core folder.

upbeat compass
deft cape
#

@wind crown if u wanna keep meltdown try downgrading like bongo mentioned

deft cape
#

anyone have this issue?

eternal bridge
#

they told me they'd kill everyone i know, no problems here ๐Ÿคท

deft cape
#

LOL good to know it works

eternal bridge
#

ye one of my friends has a habit of saying INSANELY threatening and ominous stuff

#

he loves to play mind games with the voicelines ๐Ÿ˜ญ

solemn ridge
deft cape
deft cape
solemn ridge
#

I had it on 15% for non-masked cus I don't really like them talking

deft cape
#

yeah sounds like it works about right for u then

#

must be some kinda weird installation problem or something

ionic shoal
#

Should ask for a log maybe it's the same or similar issue for what Tyde had where mods are breaking mirage?

It maybe a mod that doesn't affect the host in the same way.

hazy jetty
#

mimics are too friendly, they're not trying to kill you

#

even if you come right up to him

#

he killed me only once

lofty sorrel
hazy jetty
lofty sorrel
nova star
nova star
buoyant idol
#

Id just like it to be known that this mod breaks mirage and you must disable or uninstall it

eternal bridge
quaint marsh
#

what is this

finite lichen
# quaint marsh what is this

A toggleable option.
Mimics ("Masked"), apart from being recognized for the stylish mask they wear,
also act like zombies extending their arms towards you as they are trying to catch you.

This feature can be disabled, just like the mask. To make them more inconspicuous.

quaint marsh
#

so cool, thx i didnt knopw htat

#

that

finite lichen
#

no problem, enjoy.

eternal bridge
solemn ridge
#

@deft cape Had some reports of people seeing masked enemies wearing masks and I think I found why

deft cape
#

hmm the config's too big to serialize apparently, although i could've sworn that shouldn't be an issue

#

i have an idea of what might fix it

#

which i'll push to experimental ASAP, but if that doesn't fix it then it'll have to exist for awhile since i dont have the time to debug much ๐Ÿ˜…

solemn ridge
deft cape
#

nah mirage doesnt use that

#

gonna push an update to experimental soon though so hopefully it's fixed

solemn ridge
#

Nah nah I was just saying maybe it's related

deft cape
#

it's def not

solemn ridge
#

๐Ÿ‘

deft cape
#

alright just pushed an experimental build, lmk if that fixes it for u @solemn ridge

compact bobcat
#

Has anyone experienced issues with masked becoming invisible when the player they are mimicking dies? I saw something about it being a vanilla bug, but I want to confirm whether that's true

ionic shoal
eternal bridge
#

masked just alt-f4'd

compact bobcat
ionic shoal
#

well that would make sense on why SOME masked are invisible, but im not sure if it covers all the invisibility cases, nice find though.

compact bobcat
#

One more thing: when this happened in a larger modpack, I saw the following warning in the log
[Warning:Starlancer AI Fix] Found and removed 6 null MeshRenderers in MaskedPlayerEnemy(Clone) (0) to prevent potential null reference exceptions.

red heath
#

Got a bit nostalgic for some old mods recently
Would it be possible to implement a configurable pitch deviation? Kinda like what skinwalkers had?

deft cape
#

the only patch that did run when a player dies was for SpawnOnPlayerDeath which got moved to its own mod

deft cape
#

(mirage doesn't touch cosmetics or the masked AI at all, it only selects who to mimic and the vanilla game / other mods do the rest)

deft cape
#

i don't work on mirage anymore (outside of some small/important fixes) so i'm gonna have to decline any feature requests, sorry ๐Ÿ˜…

ionic shoal
# compact bobcat Here's what it looked like during my tests

was more company installed in this video? if yes, remove more company, and test again, also, can you like write exact steps to get the invisibility to occur, id like to investigate why it occurs if its not more company.. I cry inside when i see invisible masked, so if i know how to replicate it, id want to try and fix it (or get the person who made the issue to fix it if possible xD)

compact bobcat
#

I did not use MoreCompany in the video. Only Mirage and Imperium were installed.

#
  1. I launched two instances of LC with just those mods installed (for the rest of this I'll refer to them as Player 1 and Player 2).
  2. I either went to Artifice and waited for masked to spawn naturally, or spawned them in myself using Imperium.
  3. If the masked was copying Player 1's suit, I positioned Player 2 to watch the masked
  4. I killed Player 1

The masked enemy vanished as soon as Player 1 died UNLESS Player 1 died by masked conversion

#

Not only was the masked invisible, it couldn't grab players anymore. Players could still kill it, however

#

I was unable to replicate the issue when I disabled Mirage, but I'd like to try with GeneralImprovements since it has an option to copy player suits to masked

half trail
#

Does anyone know why the invisible masked enemy glitch occurs and how to fix it?

flint heron
deft cape
twilit monolith
#

It's a non-issue with AIFix present though

deft cape
twilit monolith
#

I should probably down-grade that from a Warning to a simple Info next time I update

deft cape
deft cape
compact bobcat
compact bobcat
#

Strangely, respawning the player with Imperium causes the masked to reappear

#

Maybe the masked tries to reference the player's suit, but can't find it because the player is dead?

deft cape
#

i forgot to ask but, is there any errors in the log?

compact bobcat
#

None that I saw. I can post a log tomorrow in case there's something I missed

compact bobcat
#

I have two logs saved, but I won't be at my pc for a while, and those logs are from tests that had other mods besides Mirage

ionic shoal
deft cape
#

yup basically ๐Ÿ˜ญ

ionic shoal
#

so.. i tried to replicate the masked going invisible when a player dies.. and it seems its easily replicatable.

I killed the player using a masked.. the player turned into a masked.. everything was fine. nothing went invisible.
I killed the player using a shotgun.. the masked mimicking them went invisible.

as can be seen in the freecam (PiP), the masked is visible, but viewing from the player.. invisible.

#

and then spectating on the dead player client.. watching the player who is alive... no masked are invisible.

#

this is the profile code.
0194ae46-ebc6-4dac-065e-eb386c3f26d2

i will try to test and replace both imperium and mirage with other mods for spawning + mimicking to see if it still occurs (i assume it will)

#

forgot to send log... will send it once ive done the other tests (my bad :D)

#

here is logs from host+client (mirage+imperium) (starlancerAiFix was disabled.. so its not the AIfix causing the invisibility.)

what i will say is.. this time, things went weird as f...

i killed one of the masked before i killed the player, it was laying dead on the floor (not invisible), killed the player with the shotgun, both the alive masked, and the dead masked, both vanished.. but also their collider boxes vanished, so there was no trace of them (while the masked of the alive player had everything as normal)

I also closed the host by mistake from the console.. and the client was able to continue spectating (normal? normall i disconnect... xD but this was on LAN so i d k)

ionic shoal
#

with dev tools and masked enemy overhaul doing the mimicking.. i had to jump off a ledge to kill myself.. but all the masked are still visible.. going to retest with imperium tho as less control with dev tools x.x

#

ok, might be an imperium issue xD happens with Mirage or MEOF and Imperium

ionic shoal
#

ok, done some more testing (with MEOF, but i can do the same test with mirage if desired)

if the player who dies has the vanilla original suit on.. the masked do not go invisible.
if all masked are then despawned, the player then puts on another suit.. and then dies, the masked goes invisible.

#

also, changed suit on the REVIVED dead player.. and then spawned a masked.. they were still invisible. xD

lofty sorrel
#

so it's just an imperium issue?

ionic shoal
#

No, I think I've found the root cause, I was writing a patch to test it.. and in theory it should fix all instances of masked going invisible but my pc just crashed so.. uh yeah.

#

I think just my unfamiliarity with dev tools made my tests bad.

ionic shoal
#

well.. it seems what i was looking at.. was right.. but im a clueless idiot when it comes to the mesh/etc.

using unity explorer.. i found that.. when a player dies... their "deadbody" value stops being NULL...

"SetVisibilityOfMaskedEnemy()" is called every frame...

so i felt like if this...

if (this.mimickingPlayer != null && this.mimickingPlayer.deadBody != null && !this.mimickingPlayer.deadBody.deactivated)

was this instead.. then it wouldent make them invisible.

if (this.mimickingPlayer != null)

but uh... yeah.. i just tried that (finally, after my pc bluescreened again xD) and they just went TPOSE... so i feel like just changing that maybe breaks something else.. so its not so simple a fix.. and i feel my lack of knowledge relating to this area of the game is hindering me in producing an actual fix... but it did stop them going invisible in the one test i did.

#

nevermind, the bluescreen lost me my profiles.. so i just forgot the bundle with my mod so when i went to test it, everything broke xD

ionic shoal
#

ok, comically, i am partially at fault for invisible masked (at least the moving ones)

so.. if the game detects a player has died, it sets a "deadbody" for the player, that code above then makes the masked invisible because the player is dead. (which is why they go invisible when players die) and disables the enemy so its no longer moving.

meanwhile, my mod might "enable" the enemy again, which is why ive seen invisible masked walking around previously.

so.. buggy code + an oopsie on my end. ill look into making a temporary fix mod so people can copy it if it works.. and ill fix what im doing dumb in LI so i stop enabling without making them visible first or something (ill have to go see what i did :D)

compact bobcat
ionic shoal
# compact bobcat Here's what it looked like during my tests

can you try this with how you were making masked invisible before, see if it fixes it for you.. it fixes it for me.. but there maybe something im missing.
https://thunderstore.io/c/lethal-company/p/VirusTLNR/MaskedFixes/

#

ive depreceated it simple because im off to bed and i dont want tonnes of people installing it and their games breaking, but if it fixes your issue, then ill undepreceate tomorrow.

compact bobcat
#

I'll try it out

ionic shoal
compact bobcat
#

Okay, that makes sense

ionic shoal
#

it doesnt to me, but i think basically.. mimicked masked, were just an afterthought... either that.. or somewhere along the line.. this change will bust masked somehow.. either way, invisible masked arent cool... and it makes no sense why a player being dead, would make a masked invisible.

compact bobcat
#

I mean your explanation makes sense. That the condition does its job in vanilla, but doesn't appear to be designed with player mimicking in mind

ionic shoal
#

anyway gn, and i hope it fixes it for you ๐Ÿ˜„

compact bobcat
#

I hope so, too. Gn

compact bobcat
deft cape
#

nice find virus ๐Ÿ˜„

#

now i wonder if i should just make it a hard dependency on thunderstore or just add it to the recommendations lmao

ionic shoal
ionic shoal
deft cape
tribal halo
#

This mod is compatible with GeneralImprovents? Or i need a specific config in GeneralImprovents so as not to have problems later?

rancid bay
#

@ionic shoal do we need MaskedFixes without Mirage?

ionic shoal
#

if you dont use anything (like mirage) that makes masked mimick how players look, then you should be ok. (i should clarify.. the bug is a VANILLA bug and happens to all mods making masked look like players, so mirage/gi/maskedenemyovehaul/etc)

tribal halo
#

This mod is compatible with GeneralImprovents? Or i need a specific config in GeneralImprovents so as not to have problems later?

bright junco
#

id disable generalimprovement's masked stuff so that it doesnt touch anything and let mirage touch it

#

turn off radar spinning

severe elm
#

hello, i don't understand what's meaning : [Warning:qwbarch.Mirage] syncedConfig has not been initialized yet. [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object Stack trace: Mirage.Domain.Config.getConfig () (at ./Mirage/Domain/Config.fs:238) Mirage.Unity.MirageVoice+MimicVoice.Update () (at ./Mirage/Unity/MimicVoice.fs:113)

deft cape
#

i'll look into that in a day or two

lofty wharf
#

Mimics arent doing damage/killing. Anybody else having the same problem?

regal sandal
lofty wharf
#

yes

regal sandal
ionic shoal
#

also, if it is LI, would be helpful to know which moon it was on, when you had the issue, and maybe the name of the player it phased through.

solemn ridge
#

If it happens consistently and only while on the ship

#

It's due to ShipWindows if you use that

lofty wharf
ionic shoal
lofty wharf
#

Behavior is doing what it's supposed to do (mimic voices, go towards players) but colliding with the mimic doesnt trigger dying

ionic shoal
#

no i get that, thats why i suggested my mod is at fault, but if you dont use my mod, then, interesting xD

deft cape
#

FYI anyone who's having the config syncing issue, i'll be looking into it again tomorrow (and hopefully have a fix)

solemn ridge
#

I haven't seen any more errors with that so it's weird someone still got one

rigid vapor
#

I don't know what happened, which caused the warning message to be sent all the time. The game dropped frames seriously.

marble sun
#

i changed the spawn rate to 100 and i got a lot of mimics (mirage.cfg)

#

then i deleted all these configs and joined the game, only mirage.enemies and mirage.general created

marble sun
analog mist
#

big issue we are having is the turned off ZombieHands is making the sprint animation stutter or it looks like they are skipping instead of walking which makes them super obvious.

any solutions to that?

deft cape
deft cape
analog mist
#

i tried disabling stuff, like StarlancerAI, inteligenceexperimental.
but it didnt affect it.
after 2 hours, my only lead is that config option in Mirage.
i remember them behaving normally like 2 weeks ago but at the same time there were a bunch of updates to mirage and other mods supporting it.

gonna look more i guess

thin sonnet
#

do you have a modlist?

analog mist
ionic shoal
# analog mist i tried disabling stuff, like StarlancerAI, inteligenceexperimental. but it didn...

stuttering is generally a pathing issue (trying to reach destination, but cant)

if you have starlancerAIFix installed, and spawn a masked outside, on the navmesh, they should not stutter at all. if you test that with your current mod list, and it occurs, then turn off mirage, and try again (use imperium to spawn the masked outside btw), if it then doesnt occur, then maybe it is mirage.. but... i never see this.. and i still have my "Mirage.cfg". (edit: sorry, mirage.cfg is a diff issue xD)

analog mist
ionic shoal
#

only mods that move the arms (afaik) is GI/Mirage/MEOF, i used Mirage+MEOF no issues (MEOF always had that stuff disabled), but never used GI, and no clue what other mods affect arms.

analog mist
#

any easy way to share list?
i have 86 total (counting stuff like APIs and supporting mods)

ionic shoal
#

mod manager?

analog mist
#

thunderstore

ionic shoal
#

there is a menu setting under modpacks for sharing the list, i forget which.

#

click that (show dependency strings).. then copy the text list in the window that opens

analog mist
#
BepInEx-BepInExPack-5.4.2100
notnotnotswipez-MoreCompany-1.11.0
anormaltwig-LateCompany-1.0.18
FlipMods-ReservedItemSlotCore-2.0.40
FlipMods-ReservedFlashlightSlot-2.0.8
FlipMods-ReservedWalkieSlot-2.0.6
x753-More_Suits-1.4.5
FlipMods-TooManyEmotes-2.2.14
Verity-TooManySuits-2.0.1
FlipMods-FasterItemDropship-1.3.1
no00ob-LCSoundTool-1.5.1
Clementinise-CustomSounds-2.3.2
FlipMods-HotbarPlus-1.8.1
BunyaPineTree-ModelReplacementAPI-2.4.12
JiggleMakers-ToothlessModel-1.0.0
GhostsModels-Faputa_Remastered__Made_In_Abyss-5.3.0
Ekalia-BetterQuotaDays-1.0.0
Onyx_Inoculum-Longer_Day-1.0.0
ZG-ScalingStartCredits-1.0.6
SirTyler-BetterTeleporter-1.2.2
LegoMaster3650-FairGiants-1.1.2
stormytuna-PoundsToKilograms-1.0.0
tinyhoot-ShipLoot-1.1.0
Monkeytype-HidePlayerNames-1.0.2
RickArg-Helmet_Cameras-2.1.5
ButteryStancakes-VentSpawnFix-1.2.2
Lordfirespeed-OdinSerializer-2022.11.9
xilophor-LethalNetworkAPI-3.3.2
Bobbie-NAudio-2.2.2
Hamunii-DetourContext_Dispose_Fix-1.0.3
Hamunii-AutoHookGenPatcher-1.0.4
willis81808-LethalSettings-1.4.1
qwbarch-OpusDotNet-1.0.30
qwbarch-Concentus-2.3.0
qwbarch-MirageCore-1.0.3
qwbarch-Mirage-1.18.0
AudioKnight-StarlancerAIFix-3.8.4
qwbarch-MirageRevive-1.3.0
VirusTLNR-LethalIntelligenceExperimental-0.4.4
Evaisa-FixPluginTypesSerialization-1.1.2
Hardy-LCMaxSoundsFix-1.2.0
MaxWasUnavailable-LethalModDataLib-1.2.2
JacobG5-JLL-1.9.1
IAmBatby-LethalLevelLoader-1.4.6
RosiePies-Sector0_Interior-2.1.4
RosiePies-Gordion_Sect0-2.3.3
Evaisa-HookGenPatcher-0.0.5
Evaisa-LethalLib-0.16.2
Yorimor-CustomStoryLogs-1.4.6
RosiePies-RoseLib-1.0.1
IAmBatby-LethalToolbox-1.0.4
RosiePies-127_Eve-2.1.2
FoxTales-BezimiennySuit-0.1.5
FlipMods-MoreBlood-1.0.3
matsuura-HealthMetrics-1.0.2
fumiko-CullFactory-1.7.0
Alice-DungeonGenerationPlus-1.3.4
Alice-ScarletDevilMansion-2.2.2
La_chips-AutoCompanyBuilding-1.2.1
kyxino-LethalUtilities-1.2.21
Zehs-SellMyScrap-1.11.1
Sigurd-CSync-5.0.1
Scintesto-Monster_Plushies-1.2.9
FoxTales-Ronaldo_SUI_BUG-1.1.0
Nilaier-EnhancedIcons-1.0.4
SpicyPeppers-CallOfTheWitch-1.0.0
Frack9-DarkMist-1.3.0
MelanieMelicious-MelanieMelicious_2_sToRy_ShIp__works_w_Wider_Ship_Mod-1.1.0
TestAccount666-ShipWindows-1.11.0
FoxTales-GTA_SA_Suits-0.3.0
Mellowdy-Blahaj-1.0.6
snake_tech-HazardsOutside-1.2.4
Evaisa-LethalThings-0.10.7
scoopy-Scoopys_Variety_Mod-1.2.0
Nebulaetrix-ScanFix-1.0.3
sfDesat-Orion-2.1.5
WhiteSpike-Custom_Item_Behaviour_Library-1.2.6
Rune580-LethalCompany_InputUtils-0.7.7
WhiteSpike-Shopping_Cart-1.0.2
sfDesat-ViewExtension-1.3.0
sfDesat-Aquatis-2.2.4
sfDesat-Celest-1.1.5
AudioKnight-StarlancerMoons-3.1.0
qwbarch-NAudioLame-2.1.1
VirusTLNR-MaskedFixes-0.0.1
Chibranche-LethalProgression_PatchFix_keepProgress-1.7.4
#

sorry for wall of text ๐Ÿ˜…

solemn ridge
ionic shoal
deft cape
#

nah the issue was just that config syncing was broken because the packet being sent was too large

#

for some playwrs it was broken cuz if u enable too many monsters, the packet becomes too large

#

so likely for @solemn ridge, im guessing you disabled just enough enemies for it to fit within one packet

#

the update i just pushed makes it split into multiple packets if it's too large

analog mist
#

i pinned down the source of skipping sprint on masked.
its LethalIntelligenceExperimental.
anyone else noticed it?

bright junco
#

LIE is very experimental as of now

#

great ideas but i wouldnt use it for stability

eternal bridge
analog mist
#

then i wouldnt put it in "Recommended" inside description ๐Ÿ˜…
but sure. at least now i know it goes out the window

eternal bridge
bright junco
#

i hope to see it more stable

#

but everyone mentions bugs about it left n right

#

i like that it lets masked do stuff in the terminal or pull the apparatus

analog mist
#

also they weren't chasing to kill on the spot.
which was nice to add to the illusion.
but that stuttery sprint as they chase you, ugh...
whatever. i said what causes it so im done here i guess.
gonna wait for more fixes on LIE

analog mist
bright junco
#

oh lmfao

#

never saw it abbreviated that i remember tbf

ionic shoal
#

yeah id never abbreviate it as LIE.

I always say LI, the E is circumstantial, and one day wont be a normal thing ๐Ÿ˜›

as for why its "recommended", to be fair, when it was recommended, it was working better, and it will improve, but the main reason why its recommended is because there is a massive linkup with mirage, so, when my mod works perfectly.. its a great pairing with mirage.

but yeah, having a few teething troubles on my end atm.. so this stuttering ill have to look at... people should however read the word "experimental" and realise, some issues may occur from time to time (or all the time).. even if its recommended ๐Ÿ™‚

deft cape
#

i put it in the recommended mods list since i want people to try it out

#

but like virus said, experimental mods are experimental for a reason

rough ridge
#

wondering about something - despite mirage being installed and config'd, none of the selected monsters are using our voice clips
code: 0194c4bb-8979-90c4-adb9-d2db54f9fd9a

rigid vapor
#

Such a huge log, I should have guessed what the feedback information was.

random widget
#

me and my friends love the mod, very fun. No gamebreaking issues, only thing that happens is when ship leaves after any masked are outside, it drops frames massively and dumps tons of these errors, only run emote/suit skin mods p much

lofty wharf
lofty sorrel
#

how do new issues keep popping up barch isn't adding anything new

analog mist
#

i have no issues with Mirage itself

solemn phoenix
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Guys, can the desynced Mirage configs make my friends (who are using the same modpack) have problems with connection to a server?
Some friends can connect to a server easily, but some have "Error" message popping up. The log says "unity networking mismatch", but the only clue I have is that config mismatches seem to happen with Mirage.
Anyone experinced something similliar?

minor apex
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sometimes players bring a body or item back to the ship and the colection noise never stops and i cant interact with anything untill i restart the lobby

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the bug only seems to occur after i enable mirage on this 91 mods pack

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0194cd0d-2d66-9ccf-f0ec-5814d75db07f

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its predictable usually happens on the first round where i have the mod active usually playing with 8+ random morecompany joins

minor apex
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so if i set the enemy's to never stop talking the clients who join me with the mod will hear that

deft cape
deft cape
deft cape
deft cape
deft cape
random widget
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i thought it was cause it hadn't happened before we started using the mod

deft cape
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that's one of the errors that's commonly mistaken for mirage

random widget
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yea player audio being mentioned led me to believe that

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i'll try that mod in our next play session hope it fixes it, though its not too gamebreaking just annoying

deft cape
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i'm like 99% sure it's the issue that StarlancerAIFix gets rid of

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since the error log has EnableEnemyMesh in it

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which is the fix for StarlancerAIFix

rough ridge
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oh I think I see it

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will do a quick test

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it did generate ๐Ÿค” interesting

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maybe the save itself was borked, will do more testing

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@deft cape so at present, things are being recorded, but these hoarding bugs are not using my lines against me even though they're in front of me and I'm giving them ample reason to do so

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and of course, if you're busy at present, don't worry ๐Ÿ™ we're still having fun with lethal, we've just noticed that it's not activating quite right

deft cape
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@rough ridge do you have any logs? i'm surprised it's not picking up any voices since the files are there

ionic shoal
rough ridge
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yeah that \o/

minor apex
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only happens with quite a few players tho so idk what they could have done

ionic shoal
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if you dont have the "auto collect body" mods that are out there, it doesnt occur.

minor apex
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oh

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epic

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i wonder witch one of my mods is doing the body colection

deft cape
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oh nice good thing virus knows the issue ๐Ÿ˜‚

deft cape
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the log shows this:```
[email protected] (On.MenuManager+orig_Start orig, MenuManager self) (at ./Mirage/Hook/Prefab.fs:13)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.HookMenuManager::Start?1083402316(MenuManager)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.TrampolineMenuManager::Start?57638440(MenuManager)
[email protected] (On.MenuManager+orig_Start orig, MenuManager self) (at ./Mirage/Hook/Config.fs:22)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.HookMenuManager::Start?-1122574220(MenuManager)

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i'm only guessing here, but it seems like another mod fucked something with the prefab up? idk

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but this is 100% a mod conflict issue

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@rough ridge

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for which mod, i have no clue unfortunately

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this is the full stack trace actually (taking out the monomod invokes):LethalPerformance.Patcher.Patches.Patch_ConfigDefinition.CheckInvalidConfigCharsOptimized (System.String value, System.String name) (at /_/Patches/Patch_ConfigDefinition.cs:47) (wrapper dynamic-method) BepInEx.Configuration.ConfigDefinition.DMD<BepInEx.Configuration.ConfigDefinition::CheckInvalidConfigChars>(string,string) BepInEx.Configuration.ConfigDefinition..ctor (System.String section, System.String key) (at <fe49c90fe8e24102b42489c11910c71c>:IL_0011) BepInEx.Configuration.ConfigFile.Bind[T] (System.String section, System.String key, T defaultValue, BepInEx.Configuration.ConfigDescription configDescription) (at <fe49c90fe8e24102b42489c11910c71c>:IL_0000) UsefulZapGun.UZGConfig.CreateAndCheckConfigEntryForItem (Item item, System.Single multiplayer) (at C:/Users/Admin/source/repos/UsefulZapGun/UsefulZapGun/Config.cs:92) UsefulZapGun.Patches.MenuManagerPatch.FindAllEnemiesPatch () (at C:/Users/Admin/source/repos/UsefulZapGun/UsefulZapGun/Patches/MenuManagerPatch.cs:45) (wrapper dynamic-method) MenuManager.DMD<MenuManager::Start>(MenuManager)i'd suggest testing with LethalPerformance and/or UsefulZapGun disabled first to see if it fixes it, and if one of those are indeed the culprit, report it to the mod authors

rough ridge
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I'll give it a try and see how it goes \o/

rough ridge
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@deft cape I think I managed to find the mod in question, and it's likely zapgun. I'll let the modauthor know \o/

deft cape
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sounds good, glad you were able to confirm the conflict

thin sonnet
bright junco
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^

deft cape
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thanks, ill update the package metadata sometime when i remember to

ionic shoal
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^ was going to dm about that but im half asleep today ๐Ÿ˜„

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shouldent need to rush on it btw, MaskedFixes now installs MaskedInvisFix, its just an extra "empty" mod basically.

deft cape
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sounds good ๐Ÿ˜„

half trail
ionic shoal
solemn ridge
ionic shoal
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i was more meaning, lethalfixes, maskfixes, butteryfixes, etc.

solemn ridge
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I wouldn't even call it an enhancement mod anymore since it doesn't work properly most of the time

ionic shoal