#Mirage
1 messages ยท Page 30 of 1
ohhhhhhhhh so i dont even need to be using unity editor for this then eh
ah
like i assume you plan to only use animations for holding items, and maybe using them
not all of the animations, so to cut down on bundle size, you could remove everything from the controller you dont need, and remove the extra animations.
yeah i'll only grab the holding ones
since unlike LI i don't plan on changing the AI or anything
so no need to use items or anything
okk thanks for the hints :D
np, when it comes to me adding stuff to LI,. i will be asking you for help back as i still dont have it 100% working, all i see is masked spawning with the player kneel animation xD but i was using the wrong controller anyway.
so i see a HoldPatcherShockLeft and HoldPatcherShockRight, but what is this even for? ๐ค
don't see anything from a quick google search (for a patcher item)
Zapgun, when browsing the controller in unity look at the parameters, they are the triggers we use in code
ohhh okok
So it will be "HoldPatcherTool" for the zapgun
yeah zapgun is just patcher tool internally
it patches bad mods like mirage into good mods trust
that's some magic zeekers is doing ๐ฅ
i presume thats used in controlling the zap gun when shooting right?
doing anything more than jumping in place to look realistic would require changing the masked ai
so that's out of scope for mirage
that's what i'm assuming
a jump while in place would honestly be incredible tho right?
during the stop and stare function, a chance to jump?
idk if its easy to hook into a function with c# tho
eh i don't want to patch the masked ai nor do i think it'd be able to fool people too well
that's the easiest part of modding actually ๐
no worries
lmao, we thank unity
my experience is in LUA haha
yeah unity with bepinex makes it super simple thankfully ๐
@ionic shoal lmao i ran into the same issue i had when i was running LI without your asset bundle before
all T-posing
guess i didn't do the asset bundle properly
lol
btw, why dont you think it could fool people well
sry if its annoying to ask, i just like hearing your opinion and its great seeing someone like you around so much
nah it's all good
personal opinion but i just think it sounds a bit obvious
although ofc staring is also pretty obvious
yeah lol
but for AI changes i'd recommend just using LI instead
check the controller file name, vs your code
and the bundle name
cuz imo it's just not worth adding something that's basically just as obvious to me
i had the same issues
yeah that's what i'm looking at rn
yee, i was thinking on a percentage cause of that
i don't think i even set up my bundle properly anyways though
but yee
cuz my file is like 2kb lmao
the controller will end in .controller
this animation stuff your doing to make the scrap work is awesome
the bundle may or may not, depending on how you named it
just not worth adding imo
love how you went from "hold scrap" to making it all seemless
i would rather just get the current held items stuff fixed and then go back to doing work
yeah no worries lol
yeah very true haha
what do you work as
An animation file only contains stuff like what gameobjects move in what ways so I wouldn't be surprised if it's a small bundle
It also contains anim events ig
im old as shit actually ๐
๐
oh right, i forgot it doesn't make sense to compare to LI's bundle either since it contains extra stuff
no way.
yeah the bundle i made was like 300kb with just animations and controller.
c'mon and give your pappy a big ol' hug!
im in my mid 20s
never took education seriously before so i'm going back to do my undergrad soon
huh ๐ญ
mine was with the metarig_0 controller and the held animations
while i was able to make the default masked animations work again, i definitely didn't setup the held item animations properly
so i'll have to figure that out later
it's definitely what u and xu said about uh
making the thingies link together
type shi
that's what the masked is saying
he's got his arms out for a big bear hug
oh ๐
oh nah
the masks on the grind fr
it would be so funny if they start mimicking LethalHands behavior after this
lmaoo
"do you even lift bro" "YES!! ๐ฃ๏ธ๐ฃ๏ธ๐ฅ๐ฅโผ๏ธ๐ฏ๐ช๐ช๐ช๐ญ"
looks like a loop xD
yeah it's cuz i didn't setup the animation state machine properly
it kept going back from 1h animation to nothing
Mirage v1.23.1 is released:
- Fixed the broken held item positions (e.g. the engine item was too low).
Huge thanks to XuXiaolan and VirusTLNR for teaching me how to use the Unity editor to grab and extract the held item animations myself (I'm a complete noob at Unity). This update would not have been possible without their help.
Check out XuXiaolan's CodeRebirth 2 and VirusTLNR's LethalIntelligence!
@oblique galleon @ionic shoal thx fr for all the help ๐ฅบ
sorry to annoy you
@deft cape
I believe thats a typo?
when LI is installed
or
with LI
otherwise its grammaticlly a little off
lmao thought tho
gonna KMS i made a typo while correcting a typo
i am the epitome of reddit mod
i didnt even notice ngl LMAO
same for yours, that was my third time reading it to notice
i never once noticed it either ๐
is this a april fools virus or
๐ผ ๐
type shiiii
i forgot to address this, whoops. will have to do this in like a couple weeks cuz my break is over but i'll definitely get to this at one point
ok wait what should the behaviour even be? i was thinking of simply hiding the reservedflashlightslot flashlight by default and only show it when mirage successfully rolls to hold a flashlight item, but since it's a separate slot it probably makes sense to sometimes have that flashlight while holding another item (like it already is)
tysm! Also I'm just testing the new update rn and spawned a few masked and got a new error lol
oh wtf
i hope it's not too game breaking
wont have too much time to test tomorrow ๐
idk how i missed that when i was spawning hundreds of masked earlier
seems to be ok, I think. Still spamming the log despite the masked all being dead now though
also this guy spawned with a knife (from buyable knives I think) and his animation was acting like he didn't have one
but the shovel guys looked perfect
like as if it's a 1 hander?
yikes
im not sure if i dragged something in from unity editor by accident that's causing the player animations thing
no sorry like as if he's not holding anything
but in his hand (well, next to his hand not perfectly in it) he did have a knife
so it just didn't register the animation properly or something
npnp
Trying to figure out some patterns for the other error atm
I was going to say it happened with all the masked, and seemed to persist until I deleted their bodies with imperium
gonna try and do a quick test rn
But I just spawned one that isn't giving the error but he did try to spawn with a phone from the looks of this error
oh yeah that's just the same error that'll be fixed when scoops updates lethalphones with a new version of mirage
wait for the reservedflashlightslots
what do u think i should do for that cuz i just wanna write it down b4 i forget
yeye lemme think
wdym what you should do
cuz the current flashlight config wouldn't make too much sense anyways
Well the way it works atm it only gives them a reservedflashlight if the player they're mimicking has one
ah damn another thing to account for eh
tbh it might make more sense for it to be configurable on their end
So as far as them having flashlights, I think that's fine. The best thing possible imo (but maybe harder to implement) would be a chance for them to turn their light on/off and then have that be configurable. Sort of like the min/max amount of times in mirage/phones between a masked making a call to a player
yeah for that i think i'm gonna pass on for now since i just wanna keep it simple
like for turning it on/off i mean
Or simpler and the current way the other lights work is just a chance they spawn with it on or off
Could also make it so they always have them on while inside and off while outside, idk how annoying that is to do. But that would be more convincing and still simple than masked walking around in the dark with no light on or outside with a light on
ofc that would be best, but qwbarch is goin for somethin a lil simpler rn
so yeah I think this is best for simple
how it is atm right? i liek that
bc otherwise it's a whatever percent chance the masked gives it away by walking around with a light on or off in the wrong context
that's what i was thinking of b4
Thats how it works now for normal flashlights but with reservedflashlightslot the masked always have them on
ah ok
do u happen to have a github acc cuz it'd be easier to just write down those ideas there actually
i might do the interval thing but idk yet
i'll think about it way later when i have the time
I don't ๐ญ
all good i'll just write it down
i could, but i rarely open it lol
Here I'll summarize em here so you can just copy if that helps
where on github would you want it
nah it's fine im already typing it up, thx tho
what i got so far
idk if im missing anything
compat with reservedflashlightslots (if possible on your end)
would need to elaborate a bit on compat cuz im not even really sure what to do
since it technically works fine rn since it's a separate slots anyways
Well its just with that mod it makes them hold a separate flashlight if they spawn with a mirage flashlight
Even without compat being fixed (but especially if it was) I would recommend to anyone wanting to play with mirage and wanting more convincing imposters to use RFS and I'm actually annoyed at myself for waiting so long to use it lol
couldn't u set the flashlight to a weight of 0? or are u thinking more of a % chance for the reserved flashlight to be on the masked enemy
if it's the latter then IMO it makes more sense for the reserveditemslots author to do
i'm not saying i won't do compat btw, just trying to figure out what a proper way of doing it is
nah nah - to be clear: All I'd want is either mirage to be able to turn the RFS on/off either via intervals or depending on masked being inside/outside
the way it works for determining whether or not to give them a RFS flashlight is fine bc they won't if the target doesn't have one or is dead
ah so it's basically everything on the TODO list i posted then
ye, just applying it to that flashlight slot too
well the first point rather
aightt
so in that case
i'll just make it so that if RFS is found
flashlight weights will always be 0 so it'll only ever use RFS flashlights
and then the configurable on/off stuff will work on RFS instead
Like I said idk if you use it when you play - if you get time to play with your own mod lol - but I recommend it, espec with this new item update
i haven't played LC beyond testing mirage for over half a year now ๐
but if i do play again i'll definitely try it out
only never used it before because we wanted to stick with zeeker's balancing of item slots
That's fair, that was actually the main reason I held out for so long. I used the extraslots to get 5 slots, but then I wasn't sure to add ANOTHER (tbf only flashlight) slot, or remove a slot, or what
After trying it with 5 free slots + RFS it's actually been fine. Probably wouldn't be if my players were better LOL but the weight mechanic actually balances it out well
and makes people actually bring items like lockpickers
i certainly wouldn't be against it anymore since i'd actually be able to hold flashlights again
in all my last runs i stopped using flashlights so i can get into the dungeon faster and hold more items
Ye that's sort of the logical conclusion of the zeekers slots. I also added true darkness to make that harder to do.
Since adding RFS multiple times I've walked right past or through emptyhanded people on my team who weren't talking and were just wandering around, and a second later realized they could have easily been a masked and I wouldn't have known.
Hey btw do the items the masked hold - are those items that can spawn in the level, or ones that have spawned in the level?
i love true darkness so much
makes flashlights actually valuable
too bad for me that my friends absolutely hate it
to the point that they didn't wanna play if i kept true darkness in
๐ญ
Did you try the ping light mod? I forgor what its called
for non-store items it's scrap only that's spawned on the level, using the weights that's defined in the game
doubt it'd be something i'd like tbh, im a fan of true darkness + flashlight
that was my compromise, lets you walk around in the dark with light every second or so. does that horror movie "scary monster appears in flash of lightning" effect when you do run in to something
second screenshot was a lil brighter bc a masked came up and shone a flashlight down the hall lmao
I use betterscanvision and scanrecolor, and you can adjust how much and far it lights stuff up, it's very cool! The only thing is I was hoping to allow people to customize their own light colors but the config uses the hosts config
Ah the shotgun animation works! Someone on our team typically carries one if possible, so this is huge for us tysm!!!!!
I noticed I can scan it while the masked holds it, and it went off after the masked was dead. I wonder if it could go off randomly while they hold it? That would easily be the funniest/most unlucky way to die lmao
Someone would just think their teammate murdered them
So yes just the knife animation for whatever reason isn't registering. everything else looks great!
human... glint
Suggestion: V69.69.69 @deft cape will mimic your friend's sound using his own voice. He'll watch your game the whole time and mimic it in real time.
that error does nothing @deft cape aside from spam the shit out of the console, this is the error i mentioned before, animations need editing to remove a player event which doesnt exist for the masked, it should be in the 1 handed items animation.. but perhaps we should have a call and you show me your screen regarding the animations so i can point it out. i had to fix it for LI way back when.
oh maybe then "FakeJump" in my bundle didnt need editing, maybe i just needed to modify the statemachine xD shrug
same situation for me, although, i have to say, the "true darkness" seems to have an added effect i dont like from what ive seen (like, literally instantly outside of the beam of light, its darker than it should be. i tried configuring it to various levels, and it always looked weird xD
sorry for the ping, was the lethalphones issue resolved?? I didn't have time to try
It would be on lethal phones end no mirages end
aah alright
the shotgun was scannablr while alive? that's the opposite of the intended behavior ๐
ohhh shit yeah I'm down for a call sometime, when are you free?
on your animatoin timeline
you'll see bars that indicate animation events
u just gotta get rid of em
by pressing em then pressing delete key
oh that's it? nice tyty ๐
saving my ass hella hard again
lol
i think unity gets it via reflection which is why it'd error if it doesnt exist
yeahh makes sense
yeah id dint know that easy way to remove them... xD i only new to look through the text of the controller to find it.
and i only vaguely remember what i was looking for too, just knew it was an event.
yep
though it was the buyable shotgun store item ver, so maybe that makes it different, espec since I have some kinda scannable scrap mod I think
forgor to check if other items do that.... btw tools almost all have scrap values, which is fine. just wanted to mention it!
Ok I just checked it again and a shotgun masked wasn't scannable. The knife wielding one had a scannable knife, though the animation on that is borked still ofc so idk if the game even really considers him holding that
hmm that's weird, I double checked my code and it tries to disable the scanner before equipping the item
whether it's a store item or not
oh right normally we can't sell it right
I'm assuming all store items should have a value of 0?
a lot of them have either a low value (>5), shovels have 1 for some reason. Again to reiterate in the test I did earlier only the knife (bugged anim) was scannable in their hand. I assume the phone thing might have been messing with it before.
Some store items had no value also (as they should)
Not a biggie tho. All I'm hoping for now is the knife anim to be fixed and then that RFS config whenever you have time 
ah gotcha i'll write that down to fix it later. seems very low priority to fix so i might just fix this part in like a couple weeks
So far clients are not seeing the items in the mimics hands.
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
PlayerAnimationEvents.UnlockArmsFromCamera () (at <bdf6a080e98a49fd84b92b24894f768c>:IL_0000)
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
PlayerAnimationEvents.UnlockArmsFromCamera () (at <bdf6a080e98a49fd84b92b24894f768c>:IL_0000)
This spams when a mimic is present
Can confirm the newest update causes clients to not see items but reverting it back seemed to fix it.
damn i only tested multi clients b4 the latest client so i missed that
will push an update soon-ish
oh yeah just got that too
something seems to be wrong with my install right now
i thought i broke yet another thing on mirage
since for me masked aren't really able to move on the clients
but this is happening on a clean profile for me
items are being held on clients now as expected with the player events error gone
so i'm just going to push an experimental build and wait for feedback before pushing it to live
since i can't properly test it myself
alright i've pushed an update on experimental for now
like i said i couldn't test it properly since it lags on my non-host clients even on new profiles
so i'm assuming it should work fine
(ignore the fact that the experimental build is deprecated, i'm leaving it marked as that to hide it from thunderstore's search)
I mean if it's a fix Xu told you to do generally it should have been safe to push live to Stable
Xu's a good coder
the clients not holding their items was actually a different issue
that's what took me a bit to fix
but bcuz i can't test it myself i'm just not sure if it properly works
ok so
i didnt do testing on client side fix
but it is no longer spamming nullrefs
i was worried that the masks werent spawning with items at all since i went to a moon with them 3 times and didn't see them holding any
but on the 4th time i did find one holding a 1 hander
I hope that was just rng choosing to not hold an item ๐ค
nice don't have to worry about that then ๐
i could try to do a lan test for client with mirage experimental
running a quick test with a network client.
Sometimes lan doesnt always reproduce the issues.
well i don't really have anyone i could ask to test mods on a networked client
@deft cape just did a quick test and it is working ๐
finished lan test, clients can see held items and are synced, any weird stuff with them moving is just lan i guess
Was just saying that sometimes Lan testing doesn't always reproduce issues cause sometimes it can be related to networking bs.
But it worked great in both your Lan test and my network test and @deft cape Screw you for making this mod even more scary lol it got me good tonight on a couple occasions.
real
last time we used this mod in a session the item chance was too low so nobody saw it
but next time i imagine it'll trick some people
I had it cranked up lol
yeah i turned the chance of them spawning with something down
but i probably did it too much
send me some clips ๐ณ
@cloud adder @onyx summit thanks for helping testing :D
gonna push it to stable now
really weird how my lan test was so bugged even on a clean profile but it is what it is
lan test is funky
my lan host was using over 2gb more ram than the pack usually uses
wtf
im just gonna push anyways and pray it's fine based on glitch's test
time to see if i wake up to blowing up people's modpacks i guess
Is 3% like super common or smth?
I have it set to that and there's 1 or multiple masks spawning every moon ๐ญ
set what
somehow i remember it being a multiplier thats why i was confused
i have it set to 1,3 after tinkering with it a bit
ye maybe i just misremember it
Though I do see a notification saying that the mask weight is over 100 in the logs so maybe it is?

Strange stuff
My test was just a quick simple test to see if a client could see the weapons. Overall it felt fine. If there are any more issues let me know and when I have the time I'll run some more in depth testing.
Literally had a moment where I knew a player died then a couple minutes later (cause of night of the living mimic) they got up and I walked past them and thought nothing of it cause of their item....well once I realized I walked into a dead end it click that I remember they died and turned around and there he was still with an item ๐
lmao gotta love those moments
all good with further testing though, if there are any issues i'm sure people will report them from their playthroughs
thanks again for the test :D
it's relatively common
the percent chance is run a lot of times throughout a day
if you've ever used Lethal Quantities and seen the percentage chance there
it's pretty much that
which is why i have it at 0.5% by default rn to make it not as common as it used to be
also to correct u guys, it's not a multiplier
i may just change this to being weights instead cuz it seems to be confusing a ton of ppl
What's a % that makes it spawn not every day but like once a quota
Normally at least
idk i haven't played much since the time i implemented that feature
i'd try leaving it at the default
if it's too high then try lowering it
like if the default (0.5%) is too high maybe 0.1% would work
Alright
Well I gotta figure out which mod is making masks be over 100 weight than

Cuz if it's just a % than that shouldn't be happening
it's mirage lol
it can be depending on what your other monsters are
1% is really high for calculating weights
like i said just try the default percentage
and if it's too high then lower it to 0.1%
and if that's still to high you can keep lowering it
there's a reason i picked that
i wanted an equal percentage on every moon
because i want to see masked at an equal percent every encounter
I mean
so no it's not dumb :)
it's 1% every time the game tries to spawn an enemy
and because it does it so often
1% is a very high chance to spawn
Ok but like
In adamance that's only like a 39% chance at most (I put the chance to 3%)
If I remember adamance having 13 indoor power
And yet I was still seeing 1 or even 2 masks every day
if you wanna understand how it works just download LethalQuantities
when you set a weight it shows its percentage
i calculate the weight based off the input percentage instead
Personally I like the maskedenemyoverhaulfork setting that sets it to the bracken spawnrate
Otherwise masked are usually too rare or too common
The bracken spawn weight is still just a weight. But if you mean because it changes across moons, that's fair.
Personally I found setting as 2% meant sometimes it was masked masked masked, and other times it was no masked.
But, you could just disable mirage spawning and use vanilla weights, then configure the weights in LLL config for a similar level of randomness.
Using the bracken spawn weight imho means if your likely to get a bracken, your likely to get a masked, I personally rather they aren't bosom buddies and in some cases. 0% chance of a bracken with a high chance of a masked, and vice versa.
I feel like the best solution is setting the weight or percentage for all planets and having you be able to override that in LLL, if you want to be planet precise use LLL, otherwise set a simple single value for every planet
mirage already does the "every planet" option, i just dont know if the LLL config overrides xD
Yh mirage does it % based on every planet
Tho idk if percentage makes all that much sense when everything else is by weight
barch already clarified they changed the percent to a weight in code.
i am guessing this means on every moon, there is a that percent chance of a masked spawning, so the weight changes depending on the moon, to always be X% of the weight.
Yeah thatโs what I image % means and if heโs said that I believe it
Most logical option
Hopefully LLL is set based on that and can override it?
i assume its the other way around, LLL values are read, then modified.
Ah
exactly this
also yeah mirage's hook runs after LLL on purpose to override it
if one wants to use LLL to set the weights they'd have to disable spawn control on mirage
Thank you
Ye the sort of dynamicism between moons has been why I prefer it. If I had sufficient experience on all the moons I have installed and a lot of time to ponder setting the weight manuallywould be better.
Brackens are set decently rarely on most modded moons, suiting masked. and idk how it works exactly but making them share the weight has been fine since bracks are set to only spawn one and (I think?) then there's less of each.
More flat rates of modded creatures like 096 have given me more trouble where they're either too rare or too common ๐
Oh also zombie apocalypse mode is epic
Did the latest update fix the knife animation thing if anyone knows? No biggie if it didn't I'm just wondering if I should make a note to turn off knives in my config. I won't be able to actually check for a few days.
maybe what would be nice.. is a "force item to spawn" option, for testing to see if an item looks wrong, cause i would say "use imperium to spawn masked until you get the item you want to see" but that could take years lol.
i forgot about that whoops
to be fair once i fix the knife thing it probably won't ever be needed so im just gonna avoid clogging the config for it
also just pushed an update to hotfix the potential conflict with LI
oh yeah i'll try and add the reservedflashlights fix sometime if i can, but for all the other planned changes i'm probably not leave it as is for awhile
thats fair ๐
Dunno if this is of any use to yall but I know you guys wanted to use whisper in the past
oh v2 is already dropped due to time constraints
Is it possible to make the voices pitch go higher or lower depending on the monster, like the other voice mod did?
@deft cape Mirage.Core got rejected and I reinstated it for you
wait are there two of you?
uhh u mean for discord users? it's just me
tyty that was fast
Okay nevermind, discord wasn't loading your profile and I thought it pinged the wrong person
I'm assuming you didn't upload a virus cuz its u but it would help to know which of the 5 assemblies is the one downloading things so I could actually review it
only change is that i added Mirage.Core.Plugin.dll
oh i shouldn't have an assembly that downloads things im pretty sure ๐ค
It might be a method you don't use in one of the system or FSharp dependencies you include
fsharp deps shouldn't be downloading anything
i highly doubt System.Threading.Channels.dll would either
yeah i'd be surprised if it's actually downloading anything
Okay, yea, its FSharp.Core and some compiler generated stuff
๐๐ฝ
anyway my groceries just got delivered, waah
wait it actually downloads stuff? im surprised
It has a few methods that could download stuff that is like
internal sealed class WebClient-Download@2354-1 : FSharpFunc<Unit, Unit>
internal sealed class downloadAsync@2334<T, a, b, c, d> : FSharpFunc<Tuple<FSharpFunc<d, Unit>, FSharpFunc<Exception, Unit>, FSharpFunc<OperationCanceledException, Unit>>, Unit> where T : Delegate where c : AsyncCompletedEventArgs
And all of them have compiler generated attribs
I'm legit not really sure what all the methods in this block are doing but its not your code
interesting
Mirage v1.25.1 is released:
- Optimized startup time
How'd you manage lower load times?
Mostly cosmetic mods
If cosmetics aren't in a merged bundle they add the most to load times
Thus these updates
For example
so the main startup bottleneck seemed to be with with BepInEx loading my dependencies on the main thread (pretty sure it was FSharpCore being huge that was causing the slowdown).
the fix was pretty simple: i made another dll (in c# so that bepinex doesn't try to load FSharpCore on the main thread), load my dependencies on a different thread, and then run mirage
it's an update ive been wanting to do for quite some time, finally had some time to do it today
oh nice
๐
Peak
Hey, with the past few updates I've been getting this error in the logs a lot while playing and haven't noticed any voicelines coming from enemies:
[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:387)
Mirage.Unity.MimicPlayer+MimicPlayer.StartMimicking () (at ./Mirage/Unity/MimicPlayer.fs:61)
Mirage.Unity.MimicPlayer+MimicPlayer.Start () (at ./Mirage/Unity/MimicPlayer.fs:56)```
It's been fine for me I suspect some mod conflict somewhere
is there a better method to narrow down the cause than a binary mod search?
the only mod listed in the error is Mirage ๐ฆ
I mean it sounds like you need to regen your configs
it's failing to intialize them
Looking at that error
hmm okay. Is that as simple as deleting the configs and allowing them to generate fresh
Yeah
I will attempt this tomorrow and report back ty for the help
Yeah hopefully it helps, otherwise something is preventing the config from initializing which would be weird. My best guess is one of the configs corrupted
hmmm it seems like a mod conflict like lunxara said, rather than needing to regen your config
my guess is that another mod errored during a patch that mirage uses to initialize the config
i'd need your full log to confirm though
Yeah I was gonna guess mod conflict or config corruption
Hey, sorry if this was asked before but have you guys had an issue where the enemies only mimic the host of the lobby?
Nope I've not had this
If it's happening now maybe it's an issue with the new update
As far as I remember, it has been happening since I installed the mod, which was like few months ago but I haven't really noticed it until recently
Sounds like a mod conflict of some sort
The mod works perfectly on my end, everyone can hear the masked and other monsters talking in my voice, but it never works with others
I know but it shouldn't only spawn a host masked
I've played with the mod for tons and tons of hours and never seen that
I would imagine you got some other mod that touches masked lol
If it comes to masked specifically, then not... really? I mean I guess it has to be something, if its not working
Actually, @solemn ridge would you mind sending me your mod profile? Since yours works, I could compare it to mine to narrow down the list of possible conflicting mods (oh and its okay if you don't want to haha)
0196183b-7779-4597-2ca0-9bd67feae9df most recent code I posted in my server since I'm not on my PC atm
Thanks!
Well, me and my friend decided to check the issue and the results were weird. It went sort of this way:
- We encounter the masked > if the masked resembles the host > everyone can hear the mimicked voice.
- If the masked resembles a non-host > nobody can hear anything.
- If the masked grabs the host > the host is killed and replaced with its own masked.
- If the masked attempts to grab the non-host > the entity phases into the non-host and tries to grab them, repeating the cycle.
Also here are the warnings that pop up from the non-host side when colliding with the masked:
Here's the kicker tho, it happened on **both **my mod profile with other mods and on a separate one with only Mirage and its dependencies (we also used Imperium as a debug mod)
Odd lol
invalid layer index -1 is an issue ive seen before.
i d k what causes it though.. did this happen with Lunxara's modpack @neat tusk ?
oh wait, you said, my bad... oh wait, you didnt say it occurs with Lunxara's profile.
when you can, can you share with me the profile with just mirage+dependencies?
i think the issue relates to the masked being modified in some way before mirage adds its stuff, if i remember correctly from reading in this thread.
I haven't tested Lunxara's modpack so I'm not sure if it happens there too (I hope not)
And here the code: 0196212d-8659-d96c-5744-b4216c872680
it should have mirage, imperium and their dependencies, as well as morecompany so me and my friend could discern eachothers' masked versions
could just use imperium to give you money and buy an ingame suit.
I... didn't think of that ๐
i mean, if it doesnt happen in lunxara's, then its a "your profiles" issue? if it DOES, but doesnt happen for lunxaras group, then it suggests its a you issue, but ithink its more likely the profile, but i d k why, let me check it
with your profile, i spawned 2 masked, one client, one host, both spawned normally, no errors
your using thunderstore to install? or manual installation?
I used thunderstore to install
TS
ok, my whole group dont touch TS MM anymore.. the reason is... it sometimes fails to download stuff when the profile code is shared.. being honest, try gale.
before you do though
can you share the full log file?
because im betting that will confirm something missing is the issue.
I'd love to but I'm not sure how to do that
- I'd have to contact my friend for their logs as well, I'm guessing
in the bepinex folder will be a log file
well, yeah, if you made the profile, and shared it with them, but i am guessing that log came from your machine. (The pictures above)
so you could try running a lan game, and playing 2 clients.. and see if you still get the issue, then you know its your friends profile not downloaded properly maybe?..
or you could just double check with them they have all files..
actually, are you available rn?
Yeah I should be
ok, ill create a lobby which you can join, one sec
alright
made it public, called it "mirtest"
barch, looks normal to me but skelaah is seeing no costumes
uhh try again now
Bug so crazy it killed discord on my pc, lmfao
omg same here lmao
But yeah it's not a download issue, client side can't see suits or cosmetics, so something broken client side I think
Will look at log (and post it) once my discord works again.
This is the 3 main errors, first one happened as host/starting the games other 2 as client, the last one spammed repeatedly, perhaps with other errors... Will share log when discord works again but may have to trim it because it spammed 300k lines or something.
Apparently "starting a new session" is failing on discord end, but it doesn't explain us both getting booted out of discord at the same time though lol
I think its a server issue since everyone on my end got booted as well
Only other mirage related message is the already shared one about layer -1. (The warning)
Yeah it's discord at fault, but doesn't explain why we got booted out.
Oh it's back
For me
full log.
line 6300ish is when i stopped being host, and started being client.
My group and I all use Gale btw since I saw you said it's probably cus of the mod manager
Not completely
TSMM updates a bit more frequently, has ads built in and is notoriously a bit more buggy than R2 the base they use is the same though
Ok
But they are close enough that mod imports are not gonna be different between the two
i dont think this is a MM issue, its a client side issue, i use gale, i got the issue.
but uh yeah, afaik..
Gale uses "version 1" which works fine for downloading mods?
TS and R2 use "version 2", which, whenever that came out, i started getting issues, not saying its worse, just saying had issues with TSMM, and since i switched to gale, everyone downloading mods and having issues (like sharing profile codes with them and them having issues) always got resolved by switching to gale.
but yeah, the issue mentioned on the profile linked above.. happens client side. i didnt check if it happens on other profiles... or on my own, but it certainly happened when trying with skelaah.
just did another test on my own... but these were on the host.. x.x (on lan, and client had no errors)
so yeah, i d k whats going on, hopefully this info helps barch make a fix though (if one is needed and things arent doolally xD)
the audio only working on hosts was something that's been plaguing some users for awhile, although only ever reported on github up until now
i thought i fixed it but i guess not
@neat tusk just double checking, you have the latest version of mirage right
can you also send your config over? i just wanna see something
ah wait so it errored on the host too
were you hosting with skelaah's modpack?
wondering if this is a mod conflict
I'm using v1.25.1 on both modpacks
Also which config file should I send? General, Enemies, all of them?
the modpack only had mirage installed afaik, and more company, and config (for items at least) looked default
wait was it default configs?
interesting...
Yup
@ionic shoal I'm surprised u were able to replicate it when u normally don't have issues
ah gotcha
thought I had an idea of what to fix but nvm
now I'm just confused again ๐
Interestingly though, I've verified the integrity of LC and some files were missing
i havent played since sunday, new version? also, i play with LI, which maybe leads to your code disabling the problematic part?
i will do a test shortly, with and without LI, see if thats why i dont normally see the issue
what the...
i should add.. in my LAN game, pretty sure everything was normal (with suits), juust the errors in the log.
i think so, ill double check
ok, same profile, no LI, only one error on one of the clients (i think the host?)
[Error : Unity Log] KeyNotFoundException: The given key was not present in the dictionary.
Stack trace:
Microsoft.FSharp.Collections.MapTreeModule.throwKeyNotFound[a] () (at D:/a/_work/1/s/src/FSharp.Core/map.fs:181)
Microsoft.FSharp.Collections.MapTreeModule.find[TKey,TValue] (System.Collections.Generic.IComparer`1[T] comparer, TKey k, Microsoft.FSharp.Collections.MapTree`2[TKey,TValue] m) (at D:/a/_work/1/s/src/FSharp.Core/map.fs:190)
Microsoft.FSharp.Collections.MapModule.Find[TKey,T] (TKey key, Microsoft.FSharp.Collections.FSharpMap`2[TKey,TValue] table) (at D:/a/_work/1/s/src/FSharp.Core/map.fs:1172)
Mirage.Unity.MaskedAnimator+MaskedAnimator.chooseItem () (at ./Mirage/Unity/MaskedAnimator.fs:81)
Mirage.Unity.MaskedAnimator+MaskedAnimator.spawnItem () (at ./Mirage/Unity/MaskedAnimator.fs:92)
Mirage.Unity.MaskedAnimator+MaskedAnimator.OnNetworkSpawn () (at ./Mirage/Unity/MaskedAnimator.fs:119)
Unity.Netcode.NetworkBehaviour.VisibleOnNetworkSpawn () (at <895801699cfc4b4ab52267f31e2a4998>:0)
UnityEngine.Debug:LogException(Exception)
Unity.Netcode.NetworkBehaviour:VisibleOnNetworkSpawn()
Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn()
Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean)
Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean)
Unity.Netcode.NetworkObject:SpawnInternal(Boolean, UInt64, Boolean)
Imperium.Core.Lifecycle.ObjectManager:OnSpawnEntity(EntitySpawnRequest, UInt64)
Imperium.Netcode.ImpNetMessage`1:<.ctor>b__8_0(EntitySpawnRequest, UInt64)
LethalNetworkAPI.LNetworkMessage`1:LethalNetworkAPI.INetMessage.InvokeOnServerReceived(Object, UInt64) (at ./Public/LNetworkMessage.cs:153)
LethalNetworkAPI.Internal.UnnamedMessageHandler:HandleMessage(UInt64, String, EMessageType, Object, UInt64[]) (at ./Internal/UnnamedMessageHandler.cs:285)
LethalNetworkAPI.Internal.UnnamedMessageHandler:SendMessageToServer(MessageData, Boolean) (at ./Internal/UnnamedMessageHandler.cs:193)
LethalNetworkAPI.LNetworkMessage`1:SendServer(EntitySpawnRequest) (at ./Public/LNetworkMessage.cs:265)
Imperium.Netcode.ImpNetMessage`1:DispatchToServer(EntitySpawnRequest)
Imperium.Core.Lifecycle.ObjectManager:SpawnEntity(EntitySpawnRequest)
Imperium.Interface.SpawningUI.SpawningObjectEntry:Spawn(Vector3, Int32, Int32, Boolean)
Imperium.Interface.SpawningUI.SpawningUI:Spawn(SpawningObjectEntry, Int32, Int32)
Imperium.Interface.SpawningUI.SpawningUI:OnSubmit()
Imperium.Interface.SpawningUI.SpawningUI:<InitUI>b__10_1(String)
UnityEngine.Events.UnityEvent`1:Invoke(String)
TMPro.TMP_InputField:SendOnSubmit()
TMPro.TMP_InputField:OnUpdateSelected(BaseEventData)
UnityEngine.EventSystems.EventSystem:Update()
both host and client logs
so maybe when i tried with Skelaah, it corrupted my game somehow, cause the errors dont show up anymore, so perhaps a good idea if anyone in a game lobby is having an issue.. for everyone to verify files xD
i should say though, the error above i think prevented masked from spawning with items
profile code btw
0196255b-8218-656a-9bf2-be2ef3f24822
interesting...
i really don't understand how it's even happening
will have to think about it
thanks for all the testing & reports y'all
gonna take a closer look at it sometime over the weekend
is the DLL in the location as specified at the top of the error? looks like something didnt install properly.
could this be mirage related? i dont use any other mods that touch the mimic and it made us softlock when leaving a moon
my mimics are generelly broken and cant actualy grab anyone
by anyone you mean anyone except the host or anyone in general?
i dont know honestly
i know for sure non hosts dont get grabbed by mimics properly
im actively playing with friends i can do some solo testing tomorrow
k it ended up being super inconsistent and i dont even know how im supposed to test this lol
on pareidolia our mimics just broke and didnt work and like 2 quotas later one of us got mimic'd twice from 1 grab
I think Mirage is definitely having some issues after the new update unless @oblique galleon knows if it has some issues with ReXuvination potentially. I had a few cases today where Mimics suddenly started causing my game to get bad freezes and my stream would drop frames until we left the moon
Unfortunately I have no idea if this falls on Mirage or MirageCore but it needs fixed
Cus I would guess it's sending too much network data or something for that kind of stuff to happen
I would say for now roll back Mirage to 1.24.1 and MirageCore to 1.0.3 if you keep having issues
well the 3 main changes i remember to my modpack was installing RebalancedMoonsBeta, installing Rexuvination and installing EntranceTeleportOptimizations and the Mirage update wich sounded wonky in chat. on the weekend befor i was not having any issues and i hghly doubt RebalancedMoons breaks mimics 
Yeah no I had none of these problems the other day either, and it's extremely doubtful it would be something to do with EntranceTeleportOptimizations especially if you also have LethalPerformance cus the caching in that will override it
So it's Mirage or ReXuvination and since I was getting dropped frames I have a feeling it's Mirage
well EntranceTeleport seemed useless anyways, Polarus fire exits still bugged out on us today
its just wierd to me that it only happens on Polarus
Probably whatever interior you had on there
Or Wesley accidentally broke it after April Fools
@timber steeple is Polarus broken for you?
Polarus had the museum interior from wesley today i think
thing is i also have acidir installed wich i think has even more fire exits and that moon never breaks but it also uses different interiors
If it was specifically Polarus I just wonder if something is broken
i started wondering this too
Cus I haven't played on there recently
If you have LethalPerformance, try making sure you have it's caching on
See if you repro Polarus being broken
Cus if you do then it's an issue on Wesley's end
not afaik
why
Kayo was reporting the fire exits were blocked for them even with Matty's Entrance caching mod, I might run a quick test on there rq with LethalPerformance to see if it's alright on my end
lol
Cus if it's still broken with LP then that means some network object would be messed up
lol
Rebalanced Moons could potentially be a problem culprit it does touch networking
btw
I don't think it touches masked though
Polarus is fine for me
well they werent blocked they kept leading us to different exits
Oh weird
Got Beanie's interior
c;
Yeah it's fine for me
So the moon likely took more than 15s for you to generate potentially and Matty's mod couldn't do it's thing
@vast canyon @fiery hazel
its just been kinda frustrating today because i had to restart the lobby several times tonight because when leaving a moon it would just softlock and do nothing and the console wouldnt even show anything red at this moment and i dont even know how im supposed to figure anything out about this and besides that just very buggy mimics doing either nothing or creating 2 mimics from 1 grab and polarus fire exits being jank and warping to the worst possible exits wich get blocked off after some time
That might be some other mod causing your issues then
well besides polarus jank its all new issues wich i havent had the weekend befor
does mattys mod specifically stop working after 15 sec of generation
Yes, it won't work after that
DiFFoZ mentioned something about how it wouldn't
oh that's not good
black mesa on average takes around that time to generate
cus its so huge
is it just a restriction of the code or was it specifically chosen at 15
Not sure
I plan to just stick to LP's implementation personally
Sector Alpha has a lot of issues that need fixed
i'm using matty's caching until all the stuff gets updated
So it wasn't a loss to me to remove it til voxx gets around to updating it
cus i use literally everything that doesn't work with LP right now
except hadal but thats because it has a softlock during generation
tea's working on tartarus and getting some nice progress but i havent seen voxx or spookybuddy in a while so i'm not sure how it's going for them
not sure I'll have time to touch mirage this weekend actually
not sure if it's confirmed broken or not
if it is just downgrade for now and lmk just so I know it's confirmed a mirage issue
isnt that the one that runs on "setexitids"?
if so, and the 15s is related to the time of the main entrance generating, the way i understood the code was, after the 15s, it stops trying to use the main entrance position, and instead uses the origin (which i assumed to be 0,0,0)
i only mention it because i originally thought if it didnt generate it would break then realised otherwise.
i think you misread what diffoz said about the 10s timer Lunx
tha 10s is a vanilla thing. my entrance Teleport mod removes it
also locked fire exists can still generate if the interior never spawns their corresponding door
Ohhhh okay
Well the issue kayo got wasn't that they were blocked but that exits lead to the same place sometimes
neither mine nor diffoz mods magically create missing doors. we just make sure the ones that exist are linked correctly to each other
But it sounds like Kayo has some other stuff going on with their pack
So multiple fire exits leading to the same room bug is what they got
we, or at least i did, also made sure that if a mod updates a exit ID at runtime the others will change their pointers to follow the change.
( in this case my mod would print a warning in logs )
@copper valve Might be worth posting the log
I wouldn't be surprised if with the errors they mentioned they got something was just preventing your mod from working somehow lol
not the entire session cause i restarted my game at some point in between
mb ended up being focused on something else, will probably take a look at this next weekend actually
as diffoz was notifying me in #1360176633847349348 message
this warning: [Warning:EntranceTeleportOptimizations] Another mod is trying to suppress FindExitPoint!
means another mod ( most likely butteryFixes ) is bypassing my code and is returning it's own value instead!
When is ButteryFixes gonna be updated to remove it's garbage?
It needs to be removed so your mod can be properly tested lol
@weak lance apologies if my wording came off as rude but it may be a good idea to push that update that removes the code since it overrides Matty's mod
it's not garbage ... same as diffoz. they are different implementations
i've pushed v0.0.3 that wraps the FindObjects calls in Diffoz style
and forces my mod to be one of the last ones overriding FindExitPoint while enforcing my cached destination if somebody else replaces it
its gone
Yeah like I said it was poor word play. I'm a new alter in our system so I'm still learning how to properly word some things
I couldn't think of how else to word it x.x but I didn't mean to come off as harsh or mean if I did 
Love you cuties and the hard work you all do, again sorry for my poor wording
Poor word play ๐
Literally calls it garbage
even scrap-e wouldnt collect you
Alex 2.0
No I just am still learning the proper words to use since I'm new, I haven't learned well the right words to use yet
wym, new to what exactly?
Life 
Hey Lunx! Sorry for tagging like half a year later about this but I recently just added this mod to my pack but haven't tested it with friends, you able to lemme know your noise suppression settings? We have a bit of a problem in our group with keyboards ๐
hi i play with them, this is what they have set
In case you need it the rest of their config also
i tried these and 1 of 2 things happened
1: the mod didn't work
2: my friend's keyboard is so loud that it couldn't stop the noise coming through
Thank you very much!! The lack of noise suppression was driving me nuts, we used to use Nvidia Broadcast for a while but that randomly decides to stop working ๐ญ
Fair enough
Stuff still comes through now and then but I'd hope that helps even a little
It works for us, every now and then some audio will still come through but it's way better than without it
does mirage have less of a performance impact than skinwalkers ?
@ionic shoal wait so do u still have that issue from before? (if you've recently run mirage at least)
I'm still not too sure how I'd be able to reproduce it myself
the bug itself seemed pretty rare to encounter in the first place, and only for a small minority of groups
what bug are you referring to
this
gonna try and look into this today
and hopefully figure something out cuz I prob won't be looking at mirage for awhile again
ah, looks like a weird desync
i know i had some weird things happening with the masks in my previous session
like how they showed up as dead for host but everyone else could still see them alive, standing in place and talking and could still grab clients
has that happened b4 the latest mirage update
i don't think so
dang
but i have a few mods that touch the mask so i'm not sure which
tbh might have to revert the update till I have time to look at it again cuz it doesn't seem like it's something I can fix in a day
assuming latest version of mirage is indeed the culprit
i don't know how far back you'd have to go to undo it
just the last update if it was fine b4 that
yea i just dont know
ah that's what u mean
cus if my memory is right you released more than 1 update between last friday and the friday before
and we only get together once a week to play
I haven't had time to test the latest update but I can also confirm I've never had anything like that bug happen on the previous update
ah gotcha
have any of those mods updated recently as well
just wanna confirm how likely it is that mirage is causing it
most recent one i can think of is TME
which didn't have a change for the mask in its new update
and i already have GI's mask features turned off except for the nametag
which i like for making them more like players
hmm does sound like mirage most likely then
I think I'll just re-upload the 1 update b4 the latest then
Could the miragecore update be responsible? Ik you updated mirage and the core
for now I think I'll just make flashlights work with AdditionalFlashlights and then call it a day
nah 100% not that
really not sure what the issue is but it's definitely not mirage core is all I can say
by this do you mean the reservedflashlightslots thingie? 
oh yeah thats the name ๐
lets freaking gooo
will still be using the current configuration tho
the planned changes will have to be in the summer when I have more time
whats the current again? just like they spawn on or off or somethin
instead of dynamically turning them off and on?
btw I had a shotgun go off earlier in a masked's hands btw, which is incredibly epic
it was the majoras mask one from legend weathers tho so idk if its totally the same, but I recall it being mentioned in here by TLNR I think how that shouldn't happen. I love it tho
I think it's a chance to spawn with the light being on or off
I dont even remember too well myself
what the, that sounds like another mod's doing ๐ค
ah
shotguns spawn with the safety off don't they
cus thats what they are for nutcrackers
do mimics hold items wich are being held by the mimiced player or is the item selection random?
can't wait for mirage update where a mask that can't catch a player just shoots them
๐ณ
can they spawn with a rocket launcher from lethalthings? would be so funny with that 
it's based on the spawnable scrap and is based on their weights
for the level I mean
so e.g. you'll never see it holding a shotgun in experimentation unless u changed the scrap spawns
a mimic spawning with a shotgun must be rare to begin with but then also having the random shooting chance kick in is kinda crazy rare then
I could see that being part of lethal intelligence or something
Not if you have buyable shotguns so it's technically a tool and you can adjust the weight manually hehe
If a mask spawns with a shotgun and can't reach you after a while then it just fuckin shoots you
IIRC virus was working on it but had it disabled while fixing bugs
could have misremembered though
I'll have to check out LI at some point
All I've heard about it since it's inception was the pain of working on masks
Idk why
Like are masks more prone to erroring than other enemies
ive never used it befor either, it sounds amazing as an idea but the bug list on the modpage has always thrown me off
could just try it once to see if it works well for your pack
I mean smart that it was released in an experimental package
That way full release doesn't need the stains of a large buglist anymore
A long long time ago I did try the original masked ai revamp by piggy, and it was crazy buggy. But things have changed a lot so I'll def have to try it again sometime
well the issue with the 10 mimics thing makes me worry that Pareidolia might cause trouble since it definetly spawns a bunch of mimics, definetly more than like 4 or 5 (ive never actualy counted)
and Pareidolia is one of my groups favorite moons so eh
Is there an issue with more than 10 mimics
ye
That would probably hurt on Rampart
Which spawns at least 5 masks upon landing and more throughout the day
since i last spoke, i havent tested,whatever i last said, is what the situation was xD
afaik, in my modpack, there is no issues though, it was just testing with them, that the issue appeared, so not sure what caused it, maybe one person having bad game files that needed verifying if i remember correctly? but i dont know how the issue progressed from them after i tested with them
yeah from the sounds of it, that bug is gonna be really hard to figure out ๐ญ
im still pretty sure this is different than whatever else others have described though
since this has always existed since the rewrite
hmm actually wanna see if ppl have issues with the older version of mirage as well b4 reverting the update
just to make sure it's actually the new version of mirage and not another mod
i'll still do the update for the flashlight slot mod without removing the faster load times
Wouldn't it be better to revert the changes to see if the problems persist? Since the main possible outcomes of note are either
A. revert -> then no issues at all happen = probly the update safe to say
however if instead you
B. don't revert -> issues still persisting = still could be other mask mods at the end of the day, not as definitive as evidence
Another way to say: since the variable of [X = other potential mask mod] will be unchanged regardless, changing the variable of [Y = mirage] (i.e. to prev version) would make both a change or no change to the bug(s) occuring more meaningful evidence.
I've had a very long day tho so I may be completely confused and wrong rn though.
i mean i'd rather not revert if i don't need to cuz
ppl can already downgrade by themselves already
if i have to revert and it turns out latest update is fine then i'd have to transfer my new update again (the one with the flashlight support when i push it)
Ye np if its a hassle, idk how that unity project bizness works
I saw one of the two latest updates in the patches said something about animatorcontrollers, could be that change too for the clients getting buggy grabs issue rather than the load times change. I remember that bug used to happen way back in v45 with lethalexpansion
people say that only the latest update is broken though so it's probably not that
For what it's worth I haven't had the weird freezing issues as of late
But I reinstalled Windows cus my previous install was shitting itself
so that might relate
lol
played tonight, had no issues, not sure if i heard any masked though. (i didnt interact with them much tonight, spent a lot of it dead :D)
i guess that confirms the latest update is fine then? ๐ค
Masked worked fine for us today
so it was just another mod afterall
spoke fine and everything
@quick remnant so i thought the issue was that the extra slot flashlight's light itself isn't showing but it works out of the box
is the issue that it's always on?
cuz i'm not really sure what the expected fix is supposed to be
Yeah it's just always on. I mean the best thing could be that interval thing discussed before, but if that's too much hassle the next best thing might be having the light off when the masked are outside. Or at *most a (configurable?
) chance to have the light on while outside, since blackout weathers and nightmare moons do exist
i'm just trying to keep the same config rn just to get this update over with in 10 mins ๐
eh i guess i'll just make it match regular flashlights
yeah
any additional changes ill do it over the summer
this is prob my last update for awhile unless some big issue arises
So just trying the configurable chance behaviour to that slot of flashlights too? Bc yeah that should be fine
yeah pretty much
@quick remnant alright looks like it won't be done today so any reservedflashlightslot support would have to come during the summer ๐
i was able to find the flashlight on the masked gameobject at ScavengerModel/metarig/spine/spine.001/spine.002/spine.003/BBFlashlight(Clone)(Clone), but this child object doesn't seem to be attached at .Start() or .OnNetworkSpawn(). the only thing i could think of right now that runs after these is in a .FixedUpdate(), but i really don't want to poll for it so i'm just gonna not do it for now
in the summer when i have a lot of time i'll look into it again
this modpack works for me when i test it on two local clients
i'm not really sure i'll ever be able to fix that specific bug since it doesn't happen for me ๐ฌ
Srsly tho no worries tysm for everything already, and good luck on your studies(?)!
as i said, i think it was just Skelaah needed to verify files, hopefully it was fixed after they did so, when they hosted, my game bugged out, i played myself, and it bugged out still,i restarted and played by myself and it didnt bug out.. so yeah, i think its a case of bad vanilla files breaking the game... but i guess Skelaah can confirm/disprove that (i think they verified their files after i said, but i dk if they stopped having the issue or not)
@neat tusk any chance you could confirm if it's still bugged for you after verifying your files?
Sadly I can't check right now since I'm away from my pc but I've played with my friends around 2 days ago and I've actually heard more mimicked voices on my end (not sure if it was the same for others tho, so I'll have to ask around)
I just noticed that mirage is sending audio data reliably, isn't it will cause a lot of overhead?
whats the rpcdelivery stuff and how can you specify it?
it's probably the same way as specify of require ownership, so in the attribute
oh interesting
hey, I read that some other mods could overwrite Mirage's config when it comes to max masked enemies spawning naturally.
tho going through my modlist multiple times gives me no idea since I don't think I have another mod which tinkers with masked enemies.
Are there any known ones?
I set the max spawn to 2 (naturally) and without anyone dying there are always 3 at least very early in the game
yes it was originally set to unreliable but there were some subtle bugs that i haven't fixed yet so i just set it to reliable as a workaround for now
sounds good lmk how it goes
i really have no idea which mods runs their patch after mirage, sorry
but yeah this is something i'll fix during the summer
anyone has issues with clients hitting Masked not being registered?
primarily with ECD downloaded
so they can't damage Masked or stop them from grabbing players
tried peak for the first time in a few months
Watch That's.... not you and millions of other Lethal Company videos captured using Medal.
this mod is still so goated ๐ง
LOL wtf since when could masked jump off ledges like that
that's a normal off mesh link for that room
ok ๐
ive seen it when looping jesters in there before
TIL
movie magic, or whatever
this mod doesnt mess with masks pathfinding right?
nothing relating to pathing afaik, just gives them a voice, and has a toggle+settings for allowing them to hold items, and a toggle+settings for spawn rates, and a few other things.
I think its just my mod (LI) and MaskFixes that fiddle with masked pathing.
having an issue with masked walking into walls?
they stutter step and walk into corners
which apparently was an issue with pathfindinglagfix that got fixed
but it still happens to me
you probably missed MirageCore and it's dependencies
MirageCore has like 5 other dependencies u gotta download aswell
i did, I just ended up removing everything
Hey! I wanted to say that the previous issue I've had has been resolved. I'm not really sure what happened, but my entire thunderstore data was deleted seemingly out of nowhere, along with my modpack profiles. After having to create a new one out of scratch, I've added Mirage and everything was working as intended. So I guess something was wrong with my profile data...?
Hello, I got this error when I am in game with Mirage
It happens on all maps I was trying (Modded & Vanilla), and I didn't managed to get Masked to spawn
So maybe related to a spawning problem idk
it did seem like a verifying files/different profile fixed it, if you remember, when we tested, it was broken on my game too, but only after you hosted x.x shrug was weird as f, glad to hear its fixed tho xD
@deft cape There's a bug where sometimes mimics immediately drop extension ladders, this caused us to have a bug where a mimic spawned on the ship from NightOfTheLivingMimic and it dropped a soft locked one on the ship
dropped as in, after you killed it? because i don't think they have item use/drop code right now
Nope the mimic got up and I heard the sound of it being picked up and saw it in it's hands then the item instantly dropped
odd
you'll have to just disable ladders in the config
i don't think i'll be fixing bugs from items since it'll take too much time to debug
Yeah I turned them off, luckily it's only that
@deft cape Is the lethal settings mod needed?
Only needed if clients want to configure how loud their voice recording is, or block it from recording at all
Otherwise you can turn it off
this
highly recommend keeping it in case your users need it
well the exception being if you have facilitymeltdown installed, which breaks mirage settings (unless bongo fixed that recently)
Unfortunately it hasn't been fixed
It's a kind of thing that should be fixed by both bongo and willis
Bongo's mod shouldn't be breaking it
And willis' mod shouldn't allow others to break it
What breaks with meltdown
Lethalsettings doesn't work right of meltdown is installed
LethalSettings seems pretty borked atm.
I've simply uninstalled it and have had no issues after. (v70)
what did uninstalling it fix?
Menu errors are gone
Lethalsettings already had issues before v70
I guess that was just the nail in the coffin
@deft cape if you still want to do player specific settings for mirage I'd suggest you dump lethalsettings and look into how it's done on MelaniesVoice
That mods config is universal, doesn't get changed per profile and works with LethalConfig
Just seems like a better way to do it
I never had any menu errors
eh i have no motivation to work on mirage at all rn
especially for config stuff
but yeah the problem with lethalsettings is that meltdown bricks it
Just finished a session with the boys. Mirage worked flawlessly with LethalSettings uninstalled.
@deft cape I got these two errors while running the mod in v70.
[21:12:56.0902405] [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:387)
Mirage.Unity.MimicPlayer+MimicPlayer.StartMimicking () (at ./Mirage/Unity/MimicPlayer.fs:61)
Mirage.Unity.MimicPlayer+MimicPlayer.Start () (at ./Mirage/Unity/MimicPlayer.fs:56)
[21:12:56.0829059] [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:387)
Mirage.Unity.MimicPlayer+MimicPlayer.StartMimicking () (at ./Mirage/Unity/MimicPlayer.fs:61)
Mirage.Unity.MimicPlayer+MimicPlayer.Start () (at ./Mirage/Unity/MimicPlayer.fs:56)
might be a mod conflict? considering it worked for glacius just now
i'd recommend posting it on github if you want me to look at it when i'm free since it's definitely gonna be buried in discord
We're getting log spam from mimics with pretty much just Mirage and dependencies. I can do a deep dive later and see what I come up with. I'll stick a bug report in with details in a bit. Everything seems to be working.
But also, please drop soft dependencies like LethalSettings from things automatically installed... Just my two cents.
The error we're getting is
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
SoftMasking.SoftMask.UpdateMaskParameters () (at <41a02cf6c61946e3b3801b8d0274eb87>:IL_003F)
SoftMasking.SoftMask.OnWillRenderCanvases () (at <41a02cf6c61946e3b3801b8d0274eb87>:IL_000E)
UnityEngine.Canvas.SendWillRenderCanvases () (at <c6e732ee43764427b2b923952ecc7fa9>:IL_000A)
Which makes me think it's one of the mask fix dependencies. Which is why I'm holding off until I've done more testing.
It's not
New thing that got added for the compass in V70, use SoftMaskKiller for now or ACompass Revived
So there's no way to fix this aside from another mod? Just checking. I haven't dived in to the decompilation on the new stuff (outside of quota relevant code) yet.
For now I'll definitely be happy just to not have the spam. Thank you.
From what I gather, LethalSettings has its own error spam outside of โSoftMaskingโ and Softmasking has nothing to do with Mirage inherently. Feel free to post your modlist
Are you running ModelReplacementAPI
nop
currently debugging my pack but you could take a look
019735da-af5f-ea1f-9505-192012bd293a
Just seeing 250 mods alone, I can promise you Mirage isn't the issue.
Does this go for all enemies or is it rare?
ye i know just sending an error maybe someone could identify a conflict somewhere.
@brazen steeple Well, you probably don't want to hear this, but here, a full list IN ORDER which mods to disable (wait for an update) or uninstall and replace:
WhoVoted
NaturalSelection
NightOfTheLivingMimic
GeneralImprovements
LethalBestiary
SCP173
SCP966
SCP3199
Emergency Dice Updated
LethalModDataLib
LethalLevelLoader
ImmersiveScrap
LuigisMansionMoon LLL
83 Sorrow
LLLHotReloadPatch
Wither
Pinnacle
CodeRebirth
Dungeons Ultimately Lacking Liveliness
ut99 interiors
unreal interiors
Darkworld Interior
Nightmare Moons
Moons of Otherworldly Oddity
ScannableFireExit
Generic Interiors
Castellum Carnis
Vehicle Hangar
Bozoros
SkelaahsWildMoons
OpenLib
darmuhsTerminalStuff
suitsTerminal
ShipColors
ghostCodes
DoorBreach
Also no I dont want to deal with another 200+ list rn so you get the special
Everything else works in singleplayer but multiplayer testing is another thing, plus the new enemy from v70 might give you extra trouble
ye thanks for the effort tho. I'd rather not send my pack since its kinda big
wait wha even coderebirth? thought it updated for v70
Feel free to DM me if you need specific help but other than that I don't particularly like combing through anything above 100 mods :P
Rebirth might be ok if you remove mods prior to it in the list, I didn't check too thoroughly.
I look at errors, warnings and fatals and list things in order they break
If something else on the list interferes with Rebirth and its not a Rebirth issue, the team over at Rebirth was just quicker to report on it
It's just a thing that can happen when you run 200+ mods
even so I'll try to isolate what mod conflicts and help others with the same error in the future
Many ways to deal with it, you can select a random 10 from my list to disable at a time and see if it works, just make sure you have your bepi logging correctly
Error, Message, Info will give more more than you need for troubleshooting
Fatal if you really need it
yes I'm used to troubleshooting my pack. I always have console enabled
Good luck, soldier.
its just that some issues can be wild af. example from lunxara where the ||bird|| enemy cant kill clients is because of LethalElementsBeta. I cant made this up
sorry for the ping can I look in your modpack?
I think combinations of emergency dice, LethalBestiary and mirage. I'll test more
236 mods
I can send it later today
Itโs optimized though
got more ๐ can handle it maybe
Isn't lethalbestiary quite old anyways
ye tried to disable that and mods depends on it but i got the error anyways minus the bestiary
Some of these on this list should be fine now. Lots of stuff got fixed already.
Yeah looking it over lots of those you listed are fine.
https://thunderstore.io/c/lethal-company/p/TheWildSkelaah/SkelaahsWildMoons/
This mod breaks Mirage. Dont ask why but it does after v.70 update
So to people who are having issues check for this moon pack and disable and try again.
Skelaah's moons are broken?
@neat tusk Not sure why but your moon breaks Mirage.
look above to see the error that mirage throws cause of it.
It's probably due to how it references enemy prefabs
Oh god not another one
This was not the result i expected xD
You likely just need to reference enemies in the same way other moons do, so game updates don't cause breakages
I haven't touched anything since the v70 update so I hope it's just compatibility issues
Maybe it's a specific moon and not the whole pack? Like the Chronos issue that I reported yesterday
So i can say it worked fine in 69 when I used your moons, but for v70 I had pulled so I never saw the issues.
someone else had the issue and it turned out to be your moons broke for v70 then
Chronos is the one that currently breaks Imperium
starting with Bilge
man this sucks I'm really sorry 
Bilge doesnt throw the error but mimics wont speak with mirage.
also hey big game update, its expected. At least the problem is now found and hopefully its not a hard fix for ya ๐ your maps are pretty cool too (even though Bilge is a nightmare) lol
The 3 not chronos does not throw the error at least.
Main culprit it seems but I couldn't get mimics to talk with the others added.
Do they talk without them?
Yes
Interesting
they talk just fine without them

