#Mirage
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Correct, no symlinks on default.
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.
What? That has nothing to do with it
The issue is Voice Activation related, I'm saying almost every streamer that ran Mirage showcased the issue happening
Oh
I still don't get it though
Everyone I play with also uses voice activation and didn't tell me about any issues with mirage
I don't understand what could be causing it besides cpu strain or dissonance stuff
It doesn't happen with Legacy if you're using that
i'm on the normal package
Probably just haven't been around them when it happens then cus it's very common
is it that hard to accept that it doesn't happen for me
Does mirage not record on singleplayer? might be why i can't get the mimics to say anything
it does. i'm not sure if it's because of me updating MirageCoreExprimental that broke it
i pushed another MirageExperimental update though
isn't dissonance comes with opus already? If so you can try to use it instead of packaging your own
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
it does but it doesn't look that straight forward to use from when i looked at it for a bit
oh wait might be able to replace one of the opus packages with it then
i still need concentus as a braindead easy way to parse the file itself
i still had one of the .NET packages, maybe that was why
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
yeah could be, but idk what exactly the last MirageExperimental depended on so better to just test on both updated packages
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
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
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)
i'm not sure if that's one of the problem packages for the file path limit issue but it could very well be
didn't you say yesterday the problem package was the unsafe one
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
i'll make sure to check it when modman updates core to 1.0.5
alright im pushing another experimental update to bump the core requirement to 1.0.5
cuz rn it's still on 1.0.3 and i dont want ppl to accidentally pull all the other stuff
rip 0.0.69
scammed
it lasted a whole couple mins ๐
all of 16 min ๐ญ
.69-2
16 minutes of bliss
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
so i guess gotta stick to using OpusDotNet
got this with a mask spawned by imperium
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
that's the same error lunxara got
i'm really wondering how this is even happening since it's fine for me
can you send me your full log @cloud adder
is this with the latest updated concentus package as well? i forgot to update that for the mirage core manifest
concentus was 2.2.20000
hmmmm
thanks for the test
logs don't really tell much sadly so i still gotta guess what the issue might be coming from
did these issues only arise once you switched to silerovad?
nope it was after i started optimizing a bunch of stuff recently
this specific issue seems to be concentus not running properly on other people's pcs
@cloud adder where's your filepath for your lethal company folder and mod profile like? are they default?
i haven't changed them at all since i started playing so they should be default
hmmmm
seems like it could very well be the long path issue still if the profile name is long
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)
could you double check if you have all these files?
hm.......
the log didn't say anything about the long path issue
im actually so confused
this profile is just called "testing" so that shouldn't be a long file path problem
do you mind testing something rq? i'm just gonna add a bunch of logs in one area to help debug the issue
since the issue seems to be that it's failing to read the audio file
for there to be an audioclip length of 0, it's reading 0 packets
which makes no sense
yea i can test
Is there no packet to indicate opening the connection that can drop before any data packets send?
what do you need
dm'd
not sure what you mean by that but
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
@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
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
my stupid and probably untrue theory could be a difference in operating systems
your screenshot showed win 11 file explorer, i run win 10
and while i think its farfetched perhaps the two handle codecs differently or something?
wait a second im stupid
it turns out i broke something with the code that writes it to the file
i wasn't getting this issue cuz i left test audio files in my folder
now that i reset it i'm getting the same error lmao
so the good thing is i can probably fix this soon since i'm getting the error
oh
well thats good that you can repro it yourself
i can test it again when its fixed if you want
https://github.com/lostromb/concentus.oggfile/issues/22 is this perhaps related? not certain what portion of concentus you're using
thanks i appreciate it :D
nah i know the issue now, at least the reason it's happening
still working on a fix but it's actually not concentus
it's just to do with my array pooling
The curse of optimization
so are all the dotnet dependencies no longer needed???
it's not
but
@viral granite don't use experimental right now
im trying to fix the latest version
just use miragelegacy for now
alr
this is fixed now, will need to use the latest concentus and mirageexperimental version
whoops i didn't set the concentus version high enough so i had to push another update for it
will give the new mirage + concentus a try
are the Concentus and System DLLs supposed to be in the bepinex plugins folder like usual?
they are now yeah
lets fucking gooooooo finally
no errors in log either
you didn't originally have the repeating issue though right
no
ah gonna have to see if someone who did run into that still has it or not
thanks for the test, im glad it's finally working ๐
yea you could ask one of the streamers who were having the issue to try it
yeee
btw did someone else mention a good value for recording volume?
i didn't realize how loud it could be until testing it
mine was at 75 i think
I never touched mine, but I rarely walk up to talking things without violence in mind
ah hopefully 50's more normal
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
yeah that aint normal ๐คจ
Cable might be loose in the jack or damaged?
the way i set up my computer a few years ago runs everything through voicemeeter
so its probably that
also cus my headset has a volume wheel, that feels like it looses more of the top end every so often
Wonder when concentus will break the version number size limit lmao
its on 2.3.0 now so not soon i imagine
good source of entropy
mod manager just doesn't have the update yet
i just pushed it
i didn't want it to end up as 2.2.20000000000000000000000000000 so i just bumped it to 2.2.3 ๐
nice so im testing different bitrates, going from 522k -> 32k, and it sounds the exact same to me
all while saving a huge amount of space
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
Ah right, opus needs nowhere near the same bitrate to match mp3, forget where I left the recommendation chart
Found it! 32kb could still be overkill, but soundboards and other stuff probably makes it a perfect fit :)
Guess I'll turn on permanent records now since it'll be so small, for the extra confusion >:3
thats amazing, gonna test the lower bitrates again in a bit
i fucking love opus
none of that harsh sounding sound from lower bitrates
looks like 24k is a good spot to end it on
16k bitrate is noticably worse
while 24k still sounds the same as all the other bitrates i've tried
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
How does the experimental build run rn? Iโm wondering if I should use it instead of the older version of mirage in my modpack
As you can see, updates are frequent, feedback is needed - to improve, are you ready to help? :3
apparently there's an issue with it not playing voices on monsters mimicking the non-host
i thought i tested that already but maybe it slipped past me in some way
so i'll be looking into that
hm idk i hear voices on both ends
meds wearing off ๐
LMAO
alright can confirm MirageExperimental is bugged right now
alecksword and i have been testing for awhile
better stick with MirageLegacy again for the meantime until i figure out a fix
what's wrong with it?
config syncing can sometimes fail, causing issues like recordings not being made at all
with normal cfg or the lethalsettings menu?
right i forgot
by config syncing i dont mean any mod manager stuff though, i mean the networking part of it
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
so it just errors and it doesn't retry
so pretty simple fix
assuming it really is that
got it
have you considered about implementing CSync? or is that outside the scope of the issue
i could but i just dont want to use it if i dont need to
if i end up not being able to fix it then i'd definitely just use it
but that's if i can't
yea
NullReferenceException
alright it's fixed
huge thanks to @timber notch for testing with me for quite some time today
with all this work being put into experimental, how close do you think it is to being pushed to stable?
no idea tbh, i always miss "edge" cases where these issues never happen to me
so things seem stable to me, and then i find out it doesn't work for someone else
Does MirageLegacy just use the Mirage config?
anyone here that's using experimental, is it working well for you?
Seemed fine yesterday
oh sick
were you one of the ones who had the repeating/no-delay issue on main mirage?
just curious if that's fixed for the ppl who did have the issue
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?
honestly im probably gonna have to hope those issues that i couldn't replicate are magically fixed ๐
cuz i didn't even specifically fix those, since it never happened to me to begin with
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
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
oh lethal intelligence isn't compatible with MirageExperimental yet
virus is still working on it
sick good to know
dunno what compat would be missing, just wondered if it could accidentally be avoiding certain issues for me ยฏ_(ใ)_/ยฏ
nah definitely wouldn't
i was just pointing out that running LI + MirageExperimental will throw errors on the console
so you'll probably just want to turn that off in LI's config for now
thinking of pushing the experimental build as part of the official package soon
since it seems stable enough
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#
Asynctype withValueTaskfor any async code, sinceAsynccauses 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
.wavequivalent, while having a file size even smaller than the previous.mp3files.
- 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.jsonfile,
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 withNever 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.Lameis no longer a dependency and can be removed from your modpacks.Minimum audio duration msandMinimum silence duration mshas been removed to keep the config simpler.
Special thanks:
- Alecksword - For generously dedicating countless hours in voice chat to help debug issues I couldnโt 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.
Has the Mirage config changed much?
In terms of if the old one with the previous enemy settings and so on, will it work normally?
can't seem to install it
It's probably not in the API yet, you'll have to wait to install it via mod manager.
Should be available now.
alright
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
What happens when the compat is turned on?
it just integrates with Mirage
but it doesn't work properly right now
so either gotta disable it or just use the old mirage version
it's for the walkie talkie feature FYI
Ohhh i see i see
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
It should cause errors though ๐ค
The types don't even line up anymore
Might just be more log spam then?
could be, but either way better to disable it for now
Do you know what the difference is between MirageLegacy and main?
feature-wise I mean
old
also can choose what modded enemy can speak while old just makes all of them speak
SpawnOnPlayerDeath is seperated to a different mod called MirageRevive, if you want that functionality
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.
i don't really know to be honest
fair enough
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
comparing to legacy at least, that's what i can remember off the top of my head
Thanks, we'll give it a go
lmk how that goes. if you decide to switch back to legacy, i'd be curious to know the reason why
Will do, for what it's worth legacy is already amazing.
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!!!"
๐
i do that too
if nobody's around me i'll start saying things that i'm hoping will catch my friends off guard
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
makes for some really good moments... when it works that one time ๐
my mirage enemies config seems to generate an empty file after a fresh install
even after you went in and host a game?
@deft cape am I not able to use LethalConfig to edit the configs anymore?
I think I'm the only one who's doing great 
only for Mirage.General.cfg
I was well behaved 
for enemies it's generated after lethal config is loaded
hmm, I'll double check but I can't even see the Mirage.General config in it
that's certainly not intended if that's the case
i'll test it in a bit
@thin wyvern works for me
Nothing here but I think I just found the issue. The MirageCore is missing a dependency in r2modman
MirageCore is there for me ๐ค
No not MirageCore itself.
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
Nope
not sure why the mod manager isn't grabbing all the dependencies that's linked
r2 was able to pull it for me
I'll restart it, isn't NAudio no longer needed though?
see if you're missing Concentus or OpusDotNet maybe? those are the only new packages
naudio is needed
only NAudioLame can be removed
ah
NAudioLame is the mp3 encoder which i dont use anymore
but NAudio is still used for processing in general
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
Looks like uninstalling Mirage and MirageCore, and installing MirageCore first then Mirage fixed it.
may have just been an r2 bug
@deft capeWhy did you ask if I had Revive because I'll probably grab that. Didn't realize it had been separated out
reason i asked is because i forgot to update MirageRevive, and it errored on startup due to a missing dependency
which i fixed just a bit ago and updated it
Unfortunately still no Mirage config in LethalConfig
can you send your logs
Could the old Mirage.cfg being present mess with it?
nah it doesnt
How do you want me to send the logs, so far I've just copy pasted specific errors out of the console
DM'd it to you
oh that seemed to be the issue lol thats on me
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
completely valid
so for @thin wyvern, LethalConfig doesn't seem to show Mirage.General.cfg on there at all. is anyone else having this issue?
Could be by chance but it didn't show up for me until I deleted the old config(s)
wait maybe it tried to generate the menu based on the original config ๐ค
and then failed to because i didn't actually register anything on via bepinex for it

i might just be blind but i dont think its generating anything in lethalconfig for me either
Does deleting old config fix? (If relevant)
nah, i already had the old config deleted before installing new mirage
I tried on a new profile and had the same issue so it's not the old config
Maybe @deft cape you could try a new profile and see if you still get the config?
oh true lemme try taht
what the fuck ur right, it didn't work
not sure why i didn't think of trying that to begin with
i'm gonna fix this tomorrow though, i kinda wanna chill a bit today
at least this'll be way simpler for me to fix since it happens to me now
All good, like I said r2modman still works so no rush
yeee thankfully it just seems to be lethalconfig compat itself that doesn't work
really not sure why though ๐ค
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.
MirageRevive shows because it uses the default config name MirageRevive.cfg
ah so it's something to do with the mapping to just "Mirage" you think?
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
no idea as of right now tbh
gotcha, have a good night
nvm i just tried to fix it out of curiosity
something seems to be working for me but i can't tell if it's a coincidence
latest experimental build should hopefully fix it, let me know if it works for u guys: https://thunderstore.io/c/lethal-company/p/qwbarch/MirageExperimental/
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.cfgto not load for some players.
that the same radar fix in GI, LI and uh.. probably some other mods? xD
oh nvm, i see its a bit different. (unless i forgot how it works in my mod and in GI xD)
Speaking of LI, any eta on optimizations?
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
pretty sure its different in my mod xD
the only laggy thing for me was stealthy, but thats fixed for me. but there are other issues rn, id wait a few patches ;o
should i disable the config in mirage if i have GI and LI then? :P
It's disabled by default so it's just a matter of preference for which mod you want to handle it
Pretty sure all of them come with it off by default
okie
It's evil! It's diabolical! It's lemon scented!
100% going to use this, thank you
nah in LI it cant be turned off, but thats why i was curious. xD
@deft cape 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
Gotcha, haven't had a chance to try it yet but about to shortly
yep all good now. Thanks for fixing it so quickly!
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?
Did you load into a lobby
Is Mirage and LethalIntelligenceExperimental Compat fixed?
lmao? there is issues between mirage and LI? what kind
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.
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)
oh boy i see lmao ๐ฟ
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
no need to use experimental
also if you have lethalintelligence, disable its compat config
LI and mirage's compatibility is broken
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
It didn't solve it unfortunately
it's definitely not a mirage issue (not by itself at least)
could you post your logs?
yeah it was broken for awhile since i tried to do a rewrite with some optimizations, ended up fixing that recently so you should use the main package instead
The issue is like 50/50 sometimes it works do you want me to post my logs when it's broken or does it not matter
This one i tried spawning a masked in and it just didn't work and screamed errors at me
You don't need SuitSaver, MeteoMultiplier and CorporateRestructure with GI.
Slime taming is also fixed in ButteryFixes.
the scrap multiplier in gi never worked for me so i just used sum else ill try it again later
(You need SuitSaver if you want to save suits between different saves)
will take a look when i wake up, about to go sleep
MeteoMultiplier can just be done in WeatherRegistry anyways if you have that
That too.
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.
Good.
oh that... actually does look like it's caused by mirage :/
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
I've had no issues with spawning in Masked with Imperium
0193bc11-f056-9e97-1001-c435794e8088
yeah
thanks will take a look sometime
Alright thanks for trying
@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
Thanks for fixing it so quickly
Open Monitors is a newer version of corporate restructure if you dont want GI.
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?
youre good
ah nice never knew about it
me either til CR was well out of date, cant promise the same issue doesnt happen with open monitors though, but ive had no issue like that.
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 ๐ญ (until i push my update that prevents it either way)
well that maybe a bit out of date too, didnt check when it was last updated, just know its newer than CR and does similar.
At this point I find GI essential for the extra monitors nothing beats it unfortunately
yea just use generalimprovements
thats what i've always used
cr is extremely dated
but thats like apple.. people say apple is amazing, and everyone should use apple, my friend is an apple fan boy, but even he admitted a few years ago that apple is too expensive, and android is similar.. so switched to android.. and sure, GI costs nothing, im just saying, alternatives exist ๐
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. ๐
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
i havent tried open monitors but i use generalimprovements since its more maintained than om
I mean yeah everything else in the mod is kind of bloat
But I use big ship so more monitors looks good
OpenMonitors works fine as far as I'm aware but it is MIT and the GitHub got archived
Hmmmm @tall adder maybe it might be a good time to pick it up?
I think the last update was like 7+ months ago
I might be able to get it started but I need more people to maintain packages
the maintaining company
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
Understandable
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
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 
atleast for me and my group, im pretty happy with how mirage is currently 
yeah masked behaviour is not touched at all so 100% not from mirage. thanks for the feedback ๐
with audio not being as loud, do you think the default volume of 50% for monsters mimicking your voice being too quiet?
i think 50% is perfect, the default before was kinda loud
ah nice perfect then i'll leave it as that
yeah i can confirm, the masked i saw sounded perfect. ๐
nice nice good to hear ๐
Mirage v1.15.0 is released:
- Incompatible mods such as
CorporateRestructureno 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);
the player name tag option takes the tags away from every player and masked?
do masked have name tags in vanilla now? i swear that's a feature from other mods like GI ๐ค
yeah just from players
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 ๐
i get you
since shaosil got it working really well you could probably ask them if you ever want to implement that
i think i'd rather just direct people towards using GI if they're looking for that feature
fair
GI unfortunately is kind of borked after v69
How tf?
wait wait
wtf even is GI?
GeneralImprovements
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"
well theres been a bunch of patches released since GI's last update
and it does have changes for the mask, and v69 did some changes for mask
yeah just wait for shaosil to fix the issues lol, the update did just drop afterall
It's not broken but the monitors are a bit janky now
they dont, but GI has a version of it, MEOF had a working one that broke, i was working on it too.. but uh yeah..
i would like to assume a lot of people use "better nameplates" by taffyko, afaik it wont replicate that.
does the new ver of mirage use mirage.config or mirage.emenys etc'
new mirage uses mirage.enemies.cfg and mirage.general.cfg
legacy uses mirage.cfg
in the enemies config?
Unused vanilla entity
basically just an obunga nextbot
can't spawn naturally
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
i think its the same deal for the lasso man
yeah, comes up in that config as lasso
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
yeah, useful to have that just in case
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
This may relate to the issue I reported when testing Steam Voice where the lines kept repeating, maybe the bug is back where they only say what you said before they spawn possibly?
definitely not related to steam api issue lol
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"
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
was that a bug? if so it would explain in my testing.. why when i spawned a masked without speaking before spawning them, they sometimes wouldent speak... xD
(back when i was doing the Mirage<->LI integration btw, not recently)
^ should add, wasnt using steamvoice though..
which version did this start happening? can i get a profile code as well
I've not had this happen so I suspect they have another mod causing issues
@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
yeah it's probably a mod conflict if anything
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 ๐
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
Idk what mod would do that
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
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)
sure, ill do that soon
also i didnt know this, i am using useful zap gun, ill try running the game without it after
if the issue for you is to see if they're vanilla or not, the easiest is probably to just check if its enemyType.enemyName == "Masked" (idk if that's the exact name of the enemy, but it should be something like that)
just tested with ooblterra and it seems fine with mirage at least
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
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
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
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
finally got the update, tried playing with useful zap gun enabled and spawned a masked, theres no more log spam or errors c:
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)
๐ญ
i just didnt look at it yet, i thought it was just i need to look at it, but then i heard its like a full conversion xD and heard of some others too
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
irrelevant
gotcha
huh did you mean to post that in #dev-general ๐
or is that regarding to a mirage patch
I thought I posted... my lack of sleep is taking its toll on me, haha, sorry
all good ๐
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! ๐ค๐ป
thanks for the kind words :D
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.
@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
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
nicee glad to know it's working as intended this time ๐
when you say the quality is more in line with dissonance itself, do you mean it's still not quite 1:1? or it's more or less 1:1 and hard to distinguish between them now?
question: did you add the ability for mimics to emote recently? out of nowhere one just did it when I was spectating
that cirno was a mimic, it was looking at me
Touhou suits peak
I would use the smaller packs but none seem to have Reimu :/
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
oh damm yeah
Yeah its odd
We did try and make our own smaller version but temmie ran into some issues with it
Alas i cannot forcibly subject all the devs to touhou ๐
Fumo Company will have to do
what the hell are these mods ๐ญ
As a friend looking over my shoulder states: Peak
they couldn't be more less peak
yeah the emote mods adds it themselves
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
a disaster
All I see is Mirage, emotes, and player models wdym
Touhou models, mirage, too many emotes (i think?) Some maps, a ton of qol adjustments that may or may not conflict :^)
Lc Casino
is neverdeleterecordings setting only applies to a single save or a whole game?
whole game i believe
Whole game but I think its modpack specific
Giwi/Smith/Vulpixie and friends are using Mirage rn finally
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)
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 :))
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
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 ๐
thunderstore was like that a while ago, actually pushed me to use gale full time, havent gone back xD
Gale ftw 
@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
i'm pretty sure it's been broken for a long time, i kept getting reports of it not working properly and i haven't fixed it
content warning port of the mod is basically deprecated at this point since i have no time to support it
oh shit that's sick ๐ณ
although if it's actually working some players, then yeah they're free to put it on the steam workshop
but since ive seen a lot of people reporting about it being broken, im just assuming it doesn't work
ok don't take this the wrong way but does ANYONE use the vanilla suits anymore??
Most use at minimum some modded color variations, if not replacements
only true great assets use the orange suit
yeah, i like the purple from colorfulsuitvariety myself
is nice, simple, and works with morecompany cosmetics
i wish we had more like fashion company
I still do
only vanilla suits
Curious; is there a way to re-enable the masks on the mimics?
config
Don't know why I didn't see it earlier, thanks!
Hello, how can I solve the problem that the mod only copies the host's voice?
So the other players don't talk?
no, all the players are talking
does all other client have the mod ?
yes, my friend and I changed the host and the mod exactly copies the hostโs voice
did the masked that spawned look like the host only? or did any look like the client?
hmm the masks took the host's skin, but there the monsters don't copy the voice either client
if they have the host skin, they have the host voice.
if they have the client skin, they have the client voice
the voice is always the voice of the mimicked/copied player
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
We just checked with a friend and even if the client has a mask, his voice is not copied
Check the mod setting in game to ensure they have voice recording on. Each client needs to set this themselves.
If the in game settings isn't showing up for you, then you can set it manually in the Lethal Company folder. The attached pictures show you where the settings.json is located.
yes, it says true, and the mod works great in single player mode, but in multiplayer the mod only copies the host ๐ฆ
Hello! While playing with some friends today our game froze because of Mirage and I don't know why. Here's the console error
what makes you say its because of mirage? this reads like maybe enemy fix caused an issue?
Oh I didn't saw that sorry
thank you for telling me
it could still be mirage i just wondered if this only happened after you added mirage or something, which made you think it was a mirage issue
No that's not it. It's just that I saw 'Mirage' written in the console
Im sorry if this asked commonly. whats going on with v2 currently?
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 ๐
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
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
oh come off it you

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
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
what should i use instead of LC API?
mods that dont use it.
just get rid of it and all mods that use it tbh
Was the option to never delete the recordings ever removed? Cant find it anymore in the config
it's in settings
I can't find it in LethalConfig or in any of the config files
yeah it's not there, go to settings
When I open settings there is no entry for mirage
Maybe I gotta reinstall it?
yes in there there is nothing saying mirage
are you definitely using the right version?
1.15.5
I even reinstalled mirage and deleted the configs so that they can be regenerated
[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?
do you have those mods installed
ofc
nvm, fixed.
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
How?
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?
this is harmless actually, it's just BepInEx itself not loading the dlls because those are native dlls, whereas i load those myself
can you send a log
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)
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
there is no Recording folder in Mirage, only settings, my friends have the same
is this during the game? the recordings get deleted before the game starts and while the game exits
oh, i'll test it during the game
yeah that's my bad, i forgot to mention that part
this folder still didn't appear during the game. i tested it alone
something's wrong with the audio creating process then
@hazy jetty try and see if MirageLegacy works for you
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
it started to work
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
that does sound like the issue then. that's why i highly recommend people to just use a mod manager instead of trying to manually manage their mod files.
if a dependency for Mirage is missing, it'll cause it to not work, and for whatever reason there's times when it seems to not show any errors for it
you mean the option to selectively choose which enemies can mimic voices? that's already a thing. only masked enemies mimic voices by default.
if all enemies are mimicking voices, it's because the host enabled them in their config
also just double checking, are you saying that Mirage itself started to work, or did you switch to MirageLegacy?
Mirage, not miragelegacy
No, the chance to be mimic to already choosed enemies
If i don't want to all flowermans to be mimic for example, only some of them
oh you're in luck, that's actually going to be in the new update, thanks to Kuodos on github for contributing the code
i've pushed that update to MirageExperimental if you want to give it a test @hazy jetty
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
#1240985198485573743 message
the issue is something incompatible with mirage from what i can tell
also disabling the compatibility toggle in my mod isnt required anymore, should all work (other than this issue)
do you mean the ingame lethalconfig page with all the mods in there? its too long to take a screenshot :D i can give you my profile code though: 0194899d-b5b7-6b31-d952-66f341181208
he means in the settings menu
@deft cape this shows after this #1200695291972685926 message is pressed
@wind crown can u try updating facility meltdown, i remember older versions being bugged with lethalsettings
seems like i got the latest version already
in a few minutes i can try to disable it
okay disabling facility meltdown worked
the mirage settings show now
its the latest, now
@upbeat compass mind taking a look at that again?
im confused, what issue do u have
none, just telling you its the latest facility meltdown ver
ah
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
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) ๐ค
yeah it broke again and i have no idea why lol, theoretically it should have been breaking before. downgradin meltdown to a pre 2.7 version fixes it
@wind crown if u wanna keep meltdown try downgrading like bongo mentioned
anyone have this issue?
they told me they'd kill everyone i know, no problems here ๐คท
LOL good to know it works
ye one of my friends has a habit of saying INSANELY threatening and ominous stuff
he loves to play mind games with the voicelines ๐ญ
Lmao odd, I knew I heard an enemy use my voice a couple times with the chance set low so I figured it was fine

i just used to try and say anything that i think would trick someone if a monster mimic'd my voice ๐ญ
do u still have it on 100% on like, e.g. for masked? cuz the reported issue is for that
Yeah Masked are fine
I had it on 15% for non-masked cus I don't really like them talking
yeah sounds like it works about right for u then
must be some kinda weird installation problem or something
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.
mimics are too friendly, they're not trying to kill you
even if you come right up to him
he killed me only once
mirage doesnt change their behaviour, so that's just vanilla
and which mod changes it?
there isnt an up-to-date mod for it. there was MaskedAIRevamp but it was unfinished and might not work anymore
Do you have Lethal Intelligence? That changes masked behavior, but is experimental and is still a WIP.
yes, i have it too
You can report issues here: https://discord.com/channels/1168655651455639582/1240985198485573743
But you will need to provide logs and video (if you have it).
Id just like it to be known that this mod breaks mirage and you must disable or uninstall it
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.
no problem, enjoy.
stops masked from doing this when getting close to a player
@deft cape Had some reports of people seeing masked enemies wearing masks and I think I found why
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 ๐
It might be something to do with FixPluginTypesSerialization getting updated lol idk
nah mirage doesnt use that
gonna push an update to experimental soon though so hopefully it's fixed
Nah nah I was just saying maybe it's related
it's def not
๐
alright just pushed an experimental build, lmk if that fixes it for u @solemn ridge
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
masked being invisible, is known about, that is known to be a vanilla issue afaik, didnt realise it was related to a player dying tho.
Here's what it looked like during my tests
bro they disconnected ๐ญ
masked just alt-f4'd
This is with just Mirage and Imperium. I wasn't able to trigger it this way without Mirage installed
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.
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.
Got a bit nostalgic for some old mods recently
Would it be possible to implement a configurable pitch deviation? Kinda like what skinwalkers had?
idk how this could even happen from mirage tbh, there's no patches that runs when a player dies
the only patch that did run when a player dies was for SpawnOnPlayerDeath which got moved to its own mod
that's just a MoreCompany thing, it's always had these null mesh renderers, which unfortunately people keep thinking Mirage is causing that
(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)
must be a new(er) feature cuz i don't remember that ever being a thing when i used to use skinwalkers
i don't work on mirage anymore (outside of some small/important fixes) so i'm gonna have to decline any feature requests, sorry ๐
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)
I did not use MoreCompany in the video. Only Mirage and Imperium were installed.
- 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).
- I either went to Artifice and waited for masked to spawn naturally, or spawned them in myself using Imperium.
- If the masked was copying Player 1's suit, I positioned Player 2 to watch the masked
- 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
Does anyone know why the invisible masked enemy glitch occurs and how to fix it?
but that makes no sense cuz morecompany updates the meshRenderers and skinnedMeshRenderers? ๐ค
@twilit monolith was this not a MoreCompany issue? that's pretty much what i remember from back when you were debugging it and wrote a fix for it
I think so?
It's a non-issue with AIFix present though
it's probably from the config syncing issue that i just fixed with the latest update
I should probably down-grade that from a Warning to a simple Info next time I update
yeah was just mentioning it since AFAIK it's always been an issue when using MoreCompany, and without ai fix, people get that null reference exception and point at mirage since it errors from masked enemies
yeah that would make sense
i do wonder if this is somehow related to the config syncing error that i just fixed as well. i still don't understand how that even happens when i don't have any hooks for when a player dies, so the only thing i can think of is that maybe the config syncing error somehow caused it
Just confirmed that the issue does not occur with GeneralImprovements by itself
I ran the same test again on the latest version and it still happens ๐ข
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?
nah that's not an issue, i've tested enough times for SpawnOnPlayerDeath to know it's not that at least
i forgot to ask but, is there any errors in the log?
None that I saw. I can post a log tomorrow in case there's something I missed
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
i get the same deal "oh your mod fiddles with masked.. it must be your fault" -> sent to all people who work on masked mod's xD
yup basically ๐ญ
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)
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
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
so it's just an imperium issue?
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.
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
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)
So it is a vanilla issue that becomes more apparent when Mirage or certain other mods are installed?
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.
I'll try it out
its related to "mimicking".
when a masked isnt mimicking a player, its seemingly fine.. but when its mimicking a player, the if statement seems wrong and causes the same method that does nothing for non-mimicked masked, to make mimicked masked invisible.
Okay, that makes sense
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.
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
ah yeah, i mean, the coding is there for mimicked masked, but.. its different compared to non mimicked, and i checked the values, and they are whats causing it.
anyway gn, and i hope it fixes it for you ๐
I hope so, too. Gn
It did! Log just in case you want to see it
nice find virus ๐
now i wonder if i should just make it a hard dependency on thunderstore or just add it to the recommendations lmao
Your welcome to just nab the fix. I made it mostly so others know about it. Only problem is I know you use f# xD
I just hope it fixes "all" invisible masked, sick of seeing them randomly appear.
I am glad, will make it visible again.
oh shit thanks :D
i think for now i'll make it a hard dependency and then i'll move it into mirage later then (with full credits to you of course)
This mod is compatible with GeneralImprovents? Or i need a specific config in GeneralImprovents so as not to have problems later?
@ionic shoal do we need MaskedFixes without Mirage?
if you use any mod that makes masked look like players.. it is likely you want MaskedFixes installed as it prevents at least SOME cases of masked going invisible, hopefully all.
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)
This mod is compatible with GeneralImprovents? Or i need a specific config in GeneralImprovents so as not to have problems later?
.
id disable generalimprovement's masked stuff so that it doesnt touch anything and let mirage touch it
turn off radar spinning
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)
sorry, the last update was supposed to fix it but apparently it's still broken
i'll look into that in a day or two
Mimics arent doing damage/killing. Anybody else having the same problem?
Are they phasing into you and not doing anything
yes
Iโm having the same issue
using LethalIntelligence? @regal sandal and @lofty wharf
this wont be a mirage issue, but it might be an LI issue.. if you are using LI, please send me logs in https://discord.com/channels/1168655651455639582/1240985198485573743 so i can investigate, cause if it is LI i d k why its happening (if on 0.4.4)
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.
no, we dont have LI
This just happens on rare occesion, as far as I'm aware it's a vanilla bug
If it happens consistently and only while on the ship
It's due to ShipWindows if you use that
dont have it
oh interesting..
Behavior is doing what it's supposed to do (mimic voices, go towards players) but colliding with the mimic doesnt trigger dying
no i get that, thats why i suggested my mod is at fault, but if you dont use my mod, then, interesting xD
i'm like 99% sure it's not mirage, but can you upload your logs anyways
FYI anyone who's having the config syncing issue, i'll be looking into it again tomorrow (and hopefully have a fix)
I haven't seen any more errors with that so it's weird someone still got one
I don't know what happened, which caused the warning message to be sent all the time. The game dropped frames seriously.
i think this is issue maybe because if you had old version of mirage before, and update, the mirage.cfg config still works if changed
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
And I had syncedConfig issue then I had these 3 configs at the same time, not sure if its the problem, can't test rn
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?
fixed in the latest update
tbh idk how that's even possible since the code doesn't reference that file at all ๐ค
i don't have that issue, i suspect your error is probably from something else
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
GeneralImprovements also affects the masked animation
do you have a modlist?
i do not
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)
was happening both inside and outside.
and yeah i use imperium for testing.
pathing looked fine.
but stutter happens when aggro'ed only and masked arms animation is disabled in mirage.
im open to suggestions but gonna investigate deeper later on
well, you know what mods are installed.. you say you dont have a mod list.. i suggest if you dont know what mods are installed.. then you should maybe work that out and come back to us with that list so we can tell you "this is probably conflicting"
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.
any easy way to share list?
i have 86 total (counting stuff like APIs and supporting mods)
mod manager?
thunderstore
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
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 ๐
I still dunno why the syncing was broken for some cus the previous version had it fixed for us
to be fair, something "weird" has occured recently with updates.
i changed something in 0.3.8 of LI.
0.38-0.43 were fine.
0.4.4 suddenly had a bug relating to code changed in 0.3.8, nothing else related had changed... i switch to 0.4.3 and it was all fine not bugged.
so maybe similar occured with mirage.
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
i pinned down the source of skipping sprint on masked.
its LethalIntelligenceExperimental.
anyone else noticed it?
then i wouldnt put it in "Recommended" inside description ๐
but sure. at least now i know it goes out the window
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
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
also, didnt catch that you saying "LIE" was about the mod.
legit thought u called me a liar 
yeah id never abbreviate it as LIE.
I always say LI, the E is circumstantial, and one day wont be a normal thing ๐
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 ๐
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
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
Such a huge log, I should have guessed what the feedback information was.
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
new update seems to have fixed this, huge thx
how do new issues keep popping up barch isn't adding anything new
i have no issues with Mirage itself
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?
my pack has allot of mods and i have no clue how but enabling mirage on it causes a weird item collection bug
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
the bug only seems to occur after i enable mirage on this 91 mods pack
0194cd0d-2d66-9ccf-f0ec-5814d75db07f
its predictable usually happens on the first round where i have the mod active usually playing with 8+ random morecompany joins
im pretty sure you inherit the host configs on join with mirage so it might be another mod
so if i set the enemy's to never stop talking the clients who join me with the mod will hear that
idk what this even means, but tbh i don't really have the time to be debugging things rn, sorry ๐
that log has nothing to do with mirage. for mirage the host's config will automatically be sent to the clients, so there's no desync issues
a lot of the reports aren't even mirage bugs tbh
not a mirage bug, this is likely related to the vanilla issue that is fixed in StarlancerAIFix. try installing that to see if it gets rid of it
thank
does your lethal company folder have a Mirage/Recording folder during the game?
i thought it was cause it hadn't happened before we started using the mod
that's one of the errors that's commonly mistaken for mirage
yea player audio being mentioned led me to believe that
i'll try that mod in our next play session hope it fixes it, though its not too gamebreaking just annoying
i'm like 99% sure it's the issue that StarlancerAIFix gets rid of
since the error log has EnableEnemyMesh in it
which is the fix for StarlancerAIFix
where would that be precisely? ๐ค
oh I think I see it
will do a quick test
it did generate ๐ค interesting
maybe the save itself was borked, will do more testing
@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
code: 0194cd8a-93e2-acb0-a0b7-46980f09d047
and of course, if you're busy at present, don't worry ๐ we're still having fun with lethal, we've just noticed that it's not activating quite right
@rough ridge do you have any logs? i'm surprised it's not picking up any voices since the files are there
#1200695291972685926 message
^ a gale debug log
yeah that \o/
idk just that ringing noise that the game makes when you return scrap to the ship just goes nuts and softlocks my game when i have mirage active for whatever reason im sure its just my modpack
only happens with quite a few players tho so idk what they could have done
its a bug with "teleporting masked as if they are actually players"
if you dont have the "auto collect body" mods that are out there, it doesnt occur.
oh nice good thing virus knows the issue ๐
whoops thought it was just a modlist
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)
i'm only guessing here, but it seems like another mod fucked something with the prefab up? idk
but this is 100% a mod conflict issue
@rough ridge
for which mod, i have no clue unfortunately
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
I'll give it a try and see how it goes \o/
@deft cape I think I managed to find the mod in question, and it's likely zapgun. I'll let the modauthor know \o/
sounds good, glad you were able to confirm the conflict
Hello!
I'm here to inform that MaskedFixes has been deprecated and moved into MaskedInvisFix.
I recommend changing the dependencies :,]
thanks, ill update the package metadata sometime when i remember to
^ was going to dm about that but im half asleep today ๐
shouldent need to rush on it btw, MaskedFixes now installs MaskedInvisFix, its just an extra "empty" mod basically.
sounds good ๐
Should we also use MaskFixes from ButteryStancackes alongwith Mirage and your new fix?
MaskFixes fixes vanilla mask issues. I renamed my mod from MaskedFixes to MaskedInvisFix to make it clearer that my mod and that mod are not the same.
I would reccommend, unless told not to, using fixes mods are usually beneficial.
Unless they're mods like GeneralImprovements which I recommend against using now
i wouldent call GI a fixes mod, i would call it an enhancement mod, ive never used GI xD
i was more meaning, lethalfixes, maskfixes, butteryfixes, etc.
I wouldn't even call it an enhancement mod anymore since it doesn't work properly most of the time
oh? i wasnt aware it was having issues.


