#Mirage
1 messages · Page 31 of 1
could be just rng for voice lines though.
They worked in v69 so it broke with v70
Yeah, it's a matter of Zeekerss updating things and how the enemy prefab is referenced
cause over the weekend I had the moon pack along side mirage in v69 and it worked to good. infact had a horrible mirage moment on Bilge that made me lose my shit over how fooled I was by one.
It's the first time for me to have to update my mods to fit the game version (started developing in v69) so I have little to no idea where to start with this
thanks for checking for the mod conflict XD
You'll figure it out
Anytime 😄 The problem with big mod packs and game updates is sometimes an error can point blame to the wrong mods causing many problems with trying to fix. So having situations where it works in one and not the other is good cause then you have the culprits limited down and can then find out if the mod (mirage) is actually broken or something else broke. tbh im glad it wasnt mirage xD sorry skelaah, but he has gone through hell and back with this mod to get it working like it does. I do hope its an easy fix
@regal sandal sorry for the ping again. if you have this moon pack, disable it for now and wait for the fix
oof glitch got pinged again. my bad
I don’t
don't bother me any. ping me any time.
Is mirage having issues with you?
Yeah it was causing an error to appear in console when I landed on a moon. I assume it was because the masked enemy spawned and there was some sort of issue with it in v70.
do you have the moon Chronos?
by Skeelah?
No
send me your pack lol
oh no goodluck glitch xD
I can later today when I get back on my pc, in a couple of hours.
@deft cape owes me xD i'm out here fighting to prove his mod aint broken xD
alright just let me know Jori and I can try to find the culprit. tbh its good to find these cause a lot of mods have broke and are making other things look broken
LLL was working for us in multiplayer? Same with the data lib and at least Lament from the Nightmare Moons pack, haven't tried the rest.
There might still be a stale reference that simply recompiling should fix, but the base functionality seems fine, and we haven't had crashes yet, so at the very least error handling is good.
Thanks for helping get errors pointed to the right source, of course.
ily
take him out for dinner first damn
if there's indeed an error with mirage and it's 100% confirmed it's from this mod i'll take a look
LMAOO
I would cry if I had to disable Mirage 😆 its just so good!
If i find anything I'll let you know. I still need to do client sided test runs with my pack to make sure nothing broke there with stuff. But so far from what I've seen most Mirage errors have been cause of other mods breaking from the update. A recompile though just for v70 still isn't a bad idea though to play on the safe side of things when ever you have the time.
Dont get jealous 😏
im okay bald head
019737ab-e10c-4553-ff15-edf4ecca8560
this is before I updated to the mods that have updated today
tyty
i cant lie im too lazy to do a v70 recompile rn
ill do it if it's 100% necessary
Is your repo set up for someone else to do the compile for you? (I totally get this though.)
Oh my. I can tell you the issue is for sure not Mirage, but there are a lot of problem mods in here. Is this a downloaded pack or yours you work on?
mine and I work on it
what wrong with it?
it is but there's a bit of setup required since i have a C dll that needs to be compiled
i don't exactly remember the steps
if you'd like to give it a try
IIRC you need a developer console (or w/e it's called but it's from visual studio i think?)
and then run the build-lib.bat script inside the silero-vad package
and then you can package.bat in the mirage-lc package
at least that's what i think it is
Cool. I can give this a try in a bit, but it's low priority since nothing seems to be an issue yet. Thanks!
@deft cape Found another culprit.
https://thunderstore.io/c/lethal-company/p/Autumnis/HarvestMoons/
Harvest moons breaks mirage. So if people report the previous errors then have them check if they have this or Skelaahs Moons
These damn moons out here breaking stuff.
@potent hatch Pinging you. D: v.70 broke your moons.
how
You have a mimic variant
v.70 messed with mimics
so now in v70 your mod explodes Mirage.
@solemn ridge You know more of the exact details on the mimic update in v.70
So btw
Poltergeist breaks the bird for clients
I would disable it if you play today
you just angered my entire lobby lol
Lmao, I let the dev know and he plans to fix it
i called you in here for assistance not a death warrant on me xD
Oh! That's the free cam mod. I was interested in that.
what broke with it? slayer says it worked fine for us before.
i don't think i can do anything about this right now atleast because there's a ton of wip stuff i have to finish before i update the mod and i can't update my project to v70 because unity personally wants me dead (40 minutes of waiting to fail to extract project information 😇)
the best you can do is hope mirage updates to fix this
the problem is its not a mirage issue.
It throws errors on clients which then makes the ai of the new enemy error so the enemy can't attack or kill clients on their end
but you will see it pecking them like hell as the host
and it can kill you
its gotta be fixed on your end.
then i do hope you're patient
Sound about Unity. That's why I kind of gave up on it after one model replacement mod. <<;;
I am lol I just wanted to bring it to your attention and for others cause right now you and one other moon broke from v70 and it breaks other mods mainly mirage. So now people can know its not mirage.
Also Harvest Moons throws a big error on launching the game too which is probably what leads to the rest. sorry i didn't copy the error D:
I mean have you tested if it can kill clients with Poltergeist present?
I'm talking about the new vanilla enemy btw
The ||Sapsucker||
[23:13:50.2239546] [Error :LethalLevelLoader] System.ArgumentException: extendedContent
Parameter name: SmallDogExtended (ExtendedEnemyType) Could Not Be Registered To ExtendedMod: Harvest Moons Due To Failed Validation Check! EnemyPrefab Did Not Contain A Component Deriving From EnemyAI
at LethalLevelLoader.ExtendedMod.TryThrowInvalidContentException (LethalLevelLoader.ExtendedContent extendedContent, System.ValueTuple`2[T1,T2] result) [0x00091] in ./Components/ExtendedContent/ExtendedMod.cs:222
at LethalLevelLoader.ExtendedMod.RegisterExtendedContent (LethalLevelLoader.ExtendedEnemyType extendedEnemyType) [0x00000] in ./Components/ExtendedContent/ExtendedMod.cs:170
at LethalLevelLoader.ExtendedMod.RegisterExtendedContent (LethalLevelLoader.ExtendedContent newExtendedContent) [0x0005d] in ./Components/ExtendedContent/ExtendedMod.cs:120
at LethalLevelLoader.LethalBundleManager.RegisterExtendedMod (LethalLevelLoader.ExtendedMod extendedMod, LethalLevelLoader.AssetBundles.AssetBundleGroup source) [0x0023c] in ./AssetBundles/LethalBundleManager.cs:145
here is the error thrown from yours that breaks others. Hope this helps.
oh this might be an lll issue actually
Yeah I'm getting the same issue, it throws another error with dice because of something not loading correctly. I disabled harvest moons and the error was gone.
[23:16:18.4127889] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
MysteryDice.Patches.GetEnemies.GetEnemy (Terminal __instance) (at <af209b46736c4d0794f2d79d3f4e5881>:IL_0AF4)
(wrapper dynamic-method) Terminal.DMDTerminal::Start(Terminal)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.TrampolineTerminal::Start?998148362(Terminal)
LethalLib.Modules.Enemies.Terminal_Start (On.Terminal+orig_Start orig, Terminal self) (at ./Modules/Enemies.cs:149)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.HookTerminal::Start?-1799331972(Terminal)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.TrampolineTerminal::Start?415539118(Terminal)
LethalBestiary.Modules.Enemies.Terminal_Start (On.Terminal+orig_Start orig, Terminal self) (at <0d184de3cadb4a4a9b8ad443576d9910>:IL_0350)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.HookTerminal::Start?1951336756(Terminal)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.TrampolineTerminal::Start?-75042306(Terminal)
[email protected] (On.Terminal+orig_Start orig, Terminal self) (at ./Mirage/Hook/Config.fs:40)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.HookTerminal::Start?-961445128(Terminal)
Just a quick question, I know this mod has a lot of features of MaskedEnemyOverhaul but does it also support custom skins or no?
If you mean like through ModelReplacementAPI, yes.
@onyx summit dunno if you already tried this. combination of
Premium scraps by zigzag
Mirage by qwbarch
Moon of Otherworldly Oddity by demonmae (I didn't test individual moons so I dunno which one have problem)
breaking mirage like the error we found on Emergency dice and Skelaahs
but instead of Emergency dice, Premium scraps have the error
One of the other worldly moons is broken from what I heard. But I run premium, Mirage, and dice religiously so those three are fine and not giving the error.
I believe its Baykal was broken and demonmae was aware. @solemn ridge you know more.
Yeah it js it errors and softlocks on land
Also could be something specific from premium scraps that broke that we hadn't encountered yet too. But so far everything appeared fine with premium scraps. I just cant say 100% as ive not tested each scrap 1 by 1 lol. More details on how the error is produced. Was it during a run or upon lobby start?
The other moons work fine though as far as I'm aware
the same with dice error upon landing on any moon
Then its probably just Baykal as Lunxara stated its broken.
Just cause dice throws the error doesn't mean dice is the culprit too. Typically if things break dice will error because it can no longer access the thing that broke. Tends to be a good indicator that something broke when I see dice throw an error which let's me know where to start looking. Great example is if you use dice to set the weather to a weather type that's broken then dice will throw the error making most believe dice broke when its actually the weather type that broke and dice just cant call it.
debug tool disguised as a chaos scrap mod 😏
you misunderstand, in the wrong hands even the debug tool portion of the mod can be chaotic
xu has killed me with it several times since she just has access to the mod's debug menu by default no matter where she goes as long as the mod's installed
unless i think a config option is checked to prevent that idk how that all works
Unrelated I was trying to look for the option in question @half zephyr what the fuck is this
it puts glitch's bald face on the select effect/debug menu xD
very transparent
i've never killed you with the debug menu
Suuuuuuure
totally
i definitely believe that
slayer can confirm i never have

werent me
again, doubt
doubt harder mu
maybe if you streamed harder than you doubted you'd have affliate for mommy voice
I'm not adding a mommy voice redeem
I don't think I can do that shit well if at all
i can, go redeem it on my stream
We need a Mu version 😄
To bad, you're part of the club now. You think I wanted this role??? I did not choose the bald the bald chose US Mu
so uhh.. is this normal or..? (This ONLY happens with ghost girl) Maybe it's a mod conflict, but I have no idea, and it has the name 'Mirage' in it, so I assume it comes from here.
send modpack code
||01973e7d-1ea9-e52c-ddd3-59ec9c31e6d9||
gatekeeping modpack codes what
you have harvestmoons. disable it for now
@cursive scroll
appreciate it! 🤘
@brazen steeple Skelaahs moons fixed Chronos. It does not break Mirage anymore.
Harvest Moons still has yet to be updated last i checked so avoid that with any mods that alter mimics.
This mod is so peak
Saw a clone of myself walking up to the kiwi bird
It started using my voice to talk about how having a dog in a hot car is a bad idea
Gets killed by the giant sapsucker
does the harvest moons and skelaahs moons tamper with masked on the moon?
i mean like.. ooblaterra, that i beleive has its own version of the masked, that float and are ghosts.
just wondering as, im aware some masked like that break my mod too, but i dont know the full list and this is the first im hearing about harvest moons and skelaahs one, i guess i should check them out at some point x.x
Skelaahs didn't which was weird. Im not sure how or what they did to fix it. I know it had special events though for their moons that made them unique.
Harvest Moons does have an actual mimic varient for one or more of its moons. Which is what breaks other mods cause it errors out upon launching the game.
But Skelaahs fine now though. His moons are pretty cool too. Got some cool events that happen on them to add an extra challenge.
I had some issues with the blank references, not sure which ones because I replaced them all at once but it was somewhere in there
Sorry to reply to something so old but this is the first I'm seeing this, does this still happen? Not sure what might be causing it on my end but I can take a look
Something with my reverb triggers maybe? They were causing unrelated problems on one of my other moons 🤔
not a clue, i dont use your moon.
but it worked with just mirage, so likely a conflict somewhere i guess.
Okay sorry to ping but thanks! I'll have do some research
its np 🙂 i put all the info (including profile codes) in the message you replied to, hope it helps!
there is also more info here (plus the original message from tyde)
this message also links to my thread for LI where more was discussed
#1200695291972685926 message
Cool thanks!
@deft cape
Something might not be playing nice with Mirage. What happened? How did you produce the error?
It was on Galetry, I think Mirsge just needs a recomp I think that throws when they attempt to put their arms out since Mirage blocks it
Cus it mentions the rpc for them putting their hands out
If you still don't have time, I can try and get started on this.
They shouldn't. If its a specific moon then its probably the moon. I've been testing the shit out of stuff with mimics and mirage and I do not get this issues unless a different mod was broken from the update which 1 had already fixed it on their end.
Well just incase I enabled the patch in GI that disables them putting their arms out since it takes priority to see if we repro it
I think its just that you were on Galetry,
I mean we've spawned them on there before and it never happened
that's why it's weird
lol
check mods you added or updated. Hopefully the fix in GI helps but i'm telling ya they are fine. Which is funny cause these roles use to be reversed between you and I about mirage lmfao
Yeah I had no isssues before Galetry so it could be due to the item holding mechanic
I also DMed you a new moddded moon I found has issues with Mimics and shotguns some how
I'll be double checking today
If you dont test it I'll run tests on Galetry later.
Developer Powershell. (Glad I still have VS2022 on my computer, I usually just use VSCode.)
But I seem to be having one blocking error.
Where is Main.main?
Found it. So the ref isn't right on my side. Is there a absolute path to the silero dll?
OH! It's package.bat withing mirage-core (at least first).
Well, I have Mirage-Core rebuilt. I'm going to make sure it works. I can test on Galetry as well to see if this fixes it. Nope, this doesn't touch that part. My bad.
hmm interesting there shouldnt bean absolute path or anything
ill maybe try and get to this, this weekend or something
I don't see one. Everything looks right, it's just not recognizing the project dependency right on my side...
Oh. I don't have F# lang specification 9.0 on my computer. Lemme update Visual Studio. It only had up to 8.0 so Mirage.fsproj was not happy.
Yep. That was it. Will test with friends tonight. If it works I'll send it to you to update.
I never saw that error at least. Only could update to <PackageReference Include="LethalCompany.GameLibs.Steam" Version="70.0.0-ngd.0" Publicize="true" /> as 71 and 72 didn't seem to be available. I hope that isn't an issue. I do it much more manually in my projects, but this is nice when it works.
I can throw the zip file at you. You'll have to update the changelog and manifest and stuff unless you want me to do it.
yeah looks good, this shows 70.0.0-ngd.0 as the latest version: https://www.nuget.org/packages/LethalCompany.GameLibs.Steam/
i'll do the changelog and whatnot myself, thanks!
Any update on testing? Just cause I haven't run into an issue yet with Mirage doesn't mean there isn't something. I just feel after the amount of lobbies ive done now since the update and tests im certain Mirage is fine as most issues have been related to a different mod being the culprit.
pretty sure it should be this, this auto updates when a newer one exists.
<PackageReference Include="LethalCompany.GameLibs.Steam" Version="*-*" PrivateAssets="all" />
maybe wrong wording regarding the auto updating btw, but its always the latest version.
I like that. C# is not my first choice, so I don't know how nuget does stuff all that well. Thanks!
i d k either, this was just pre-installed in the template i started with. i think though nuget installs it like this too.
Nah we never played long enough yesterday to try and repro but that was after a round where we spawned a bunch of mimics with wsm on Galetry and it soft locked going back into orbit lol
i wish i knew F# like i know C#
i'd set up a PR to replace the lethalsettings requirement so fast
i might as well try at least
to be fair, F# doesnt seem that complicated, i was able to understand what was going on when working on the LI/Mirage collab, just takes a bit of googling to find out what you should do instead of the C# thing.
I suppose so, but also what I'm trying to do is something I don't completely understand in c# either lol so doing an f# interpretation seems like big scary right now
I just use DiFFoZTweaks to prevent LethalSettings from loading

But also since only Mirage uses it I can uninstall it from my pack and have DiFFoZTweaks backup to disabling it if someone gets it reinstalled
what does lethal settings even do?
Nothing really useful tbh
Most of the time it's just there
And it explodes for a handful of people cus they use Meltdown
WHAT
i've been using meltdown and mirage for a few months now
what's the issue with it??
i haven't gotten an issue myself
unless its a V70 issue
You probably just aren't using LethalSettings it's LethalSettings that breaks with meltdown
What I'm trying to do is make it generate a separate cfg like melaniesvoice, that saves between profiles
But my lack of experience in f# is making it hard
(And I don't know exactly how zehs got that to work)
Lethal Settings enables some options that are not necessary synced between players
but most of it "could" be ignored on both Meltdown and Mirage, reason why it can be manually disabled with DiFFoZTweaks
The biggest issue with it, is that something with how meltdown is setup completely breaks it
Which really is a 50/50 issue
Day X of waiting for that shit to be removed as a dependency for Mirage zzz
Meltdown shouldn't be breaking it, and LS shouldn't break from a mod using it wrong
Something that hasnt been updated for 8 months and is known to cause issues shouldnt be used as a dependency whatsoever
No matter how cool it can be to adjust voice volume or whatever it actually does lmao
Mirage
I mean the best person to help with this would be @manic acorn assuming they could help convert the way they did that code to F# and push a PR for Mirage
probably
I have never used F# 
I would imagine there's some way you could convert your code to it without having to necessarily understand it well, I think @ionic shoal mentioned they had to do some of that
i had to read and understand F# to fix some issues i was having by analysing what barch was doing so i could follow a similar path, if im pointed at the code in c# that does it, i can try and translate it, well.. when i have time... work is like permanent rush hour atm 😦
you could put it through an ai but it probably won't be good
That's just a manifest.json update. I actually would like that changed. I can put in a PR now for you. It's up to qwbarch whether to accept it.
No
Like actually changing the code to not use LS at all
It doesn't if it's not loaded.
That's the point of a soft dependency. Mirage\package\mirage-lc\compatibility\Compatibility.fs has more details and actually does the lazy loading.
If you don't have LethalSettings locally installed, those functions just don't run.
This mod not having any documentation except the changelog is kind of infuriating. (DiFFoZTweaks that is.)
yeah i agree with that lol
shouldnt have to search the discord server for word of mouth of what the mod even does
There should be a mod that adds a new sigurd log containing all the DiFFoZTweaks info
I'll settle for there being any documentation other than the code itself.
diffoztweaks was developed for personal usage in mind, so yeah it's lacking of even basic readme stuff
Fair enough. It's grown outside that, though. I don't suppose you'd be open to external documentation somewhere? Thunderstore does offer a wiki too.
But, yeah. I get not really having the energy or wanting to do such a thing yourself, especially with personal projects.
you're entirely missing the point
i was trying to figure out how i could carry over the lethalsettings options into a cfg that lethalconfig uses instead
because melaniesvoice has it set up where lethalconfig reads a global cfg that doesn't get modified per profile
i was gonna try to use that to replace the lethalsettings compat but i'm having trouble understanding f#
uh so for replacing lethalsettings functionality
i wouldnt want lethalconfig as the replacement actually
since lethalconfig is mainly for modifying ur config in game rather than a mod manager
just makes it insanely cluttered so it'd bury the per player settings
and also for me personally i dont wanna see my configs in game so i just dont wanna modify per player settings through it
so if someone wants to make a PR it'd probably have to replace lethalsetting's menu directly
otherwise im just gonna keep lethalsettings
also forgot to upload the recompilation yet again whoops
will do that when i wake up
i don't get this? you can't change lethalsettings options in the mod manager, you have to do it ingame
i still don't support having lethalsettings as the choice for global settings, since people were reporting it breaking with other mods that aren't meltdown
and people just end up disabling it anyway
I suppose I am. But also, LethalSettings only offers me 4 settings for Mirage. All of them I have never seen a reason to touch, nor would I recommend to a person joining me (outside of weird circumstances I've personally never had come up). Every other config is only available in the mod manager.
Volume (which should match other player's volume for gameplay reasons), never delete (which seems odd to me, but I get it), Allow record voice (basically disables the point), and mute all masks (also disables the point).
Am I supposed to see other values there? Because I never have with any mod pack.
Also, the thing I like about LethalConfig is you don't need it. It's soft depency-able as well, adn everything in it still is edittable in the mod man, so it wouldn't clutter your UI unless you make it a dependency.
muting masks seems pointless but not recording voice is fine for people who are just downloading their friend's code and don't feel comfortable being recorded
from what ive been told, the issue with LS is Meltdown breaking it.
the only other mod using it is Mirage.
that was the longstanding issue
but v70 did something else to it that causes issues for other players
I get this, but your voice is recorded when you use in game voice anyway? And it's only stored locally, and only heard with the people you currently are playing with?
so its broken for Meltdown as well? (i dont use meltdown)
meltdown in general breaks it
(It's a short length lived recording in memory, but still)
regardless if mirage is there
so the problem is Meltdown, not Mirage, or LS.
Dissonance doesn't record, it only transmits. the difference is mirage has to save the files to use them later
the issue with meltdown is a 50/50 split
meltdown shouldn't be breaking it, and lethalsettings shouldn't break down entirely by 1 mod being configured wrong
I totally agree.. but thats on Meltdown to fix with LS imho. If Mirage with LS works fine in V70+, i dont get the hubbub here.. the way people were acting yesterday was like LS + Mirage is broken on its own.
I'm being a bit pedantic, all sound waves are recorded as they are transmitted, this isn't exactly relevant here, and I should be ignored.
fair enough
I would rather LS be opt in that opt out. Just like LethalConfig should be. Outside of wider schemes like melaniesvoice.
not exactly... i dont know how disonance works... but..
I assume in TOS of LC.. there is something about voices being recorded (if it saves your voice) temporarily.. and that by playing the game, you accept LC does so.
but with mirage, someone can share a code, mod installed.. and some people may not know its recording the voice, which is bad because its without their permission, while everyone chooses to install LC.
I don't really see an issue with player side configs done other ways, to include jsut editting the json, but that's not user friendly, I get that. People having problems with being recorded should have access to that setting earlier, if it's actually a problem, than in game, though.
i mean, i just got on to check something, with LS enabled, and all meltdown mods disabled, and the menu is nowhere to be seen
it's fair that meltdown needs to fix its lethalsettings integration
but LS needs fixing too
the time it did work was when the profile was exclusively mirage and no other mods
i agree, would just need a button on the main menu thats flashy that says "voice recording settings" you click it, it pops up, you edit your personal voice settings..
the problem is, when many mods get "personal settings" like that, you need a unified way of handling that.. and imho, LS is that.. without LS, it could become a cluttered mess, but i do agree.. LS and other mods need to pull their weight in regards making it all work correct like lethal config does.
Fair enough. But that's kind of a concern for any codes you install. Not specifically Mirage. You never know when it's recording voice. Which it can just do at any time pretty easily...
maybe the solution is for mod managers to have the ability to find+configure the same settings, out of the game?
that would be nice
the reasoning is not to benefit the user though..
imho.. the reasoning is, if you make a mod where your recording peoples private conversations in a game where they play, and they are not aware, and someone steals that private conversation.. you can get in trouble.. so by giving them the opt out, and making them aware, etc, is protecting yourself as the person writing the code.
so if someone makes a recording software to record you, doesnt ask your permission, they are putting themselves at risk imho.
Opt out is not consent. Opt in is.
that is true, but, having an opt out, is better than forcing it on everyone.. and also not saying "im recording you"
i'd say it's only opt out because if it was opt in by default the mod wouldn't record anything and people would be confused/think the mod doesn't work
exactly.
but, talking from my pov.
id have a pop up when game loads saying "please be aware, your voice is being recorded in order to play back voices on entities in the game in order to fool/trick/etc you, if you wish to opt out, do this this and this and also go there to configure it period", it should only appear for 30 while in the menu. but raises awareness to it, and likewise, the menu needs to work xD
I mean, yes. But opt out is not protecting the dev if it doesn't actually make itself known until after the fact.
as for the settings.. it works for me,
my only "gripe" is the fps slider is popping up over everything, but thats cause of the fps slider mod.
yeah a notification on the main menu (like the holiday notifs) would be better for opt out
And mods are used at the end user's risk by definition.
Not that mods are individually, but inherently they do contain that risk.
This community is pretty good about it, but there is always a risk when installing things.
well i do agree.. the game as a whole should offer that warning if mods are installed, pretty sure other modded games do a global warning too.. like "be aware some mods may not provide an experience you would like, please check all mods installed before using to make sure they are what you wish to use otherwise you are liable for damages they may cause", thats not to suggest they will break your pc (although im pretty sure in history, some mods have bricked pcs xD), but for example, you get divorced cause your wife finds a recording of you admitting to cheating.. thats your problem then xD)
Uh, but I think this is more tangential than necessary.
I know BG3 does.
Quite annoyingly sometimes.
among us forced mod makers to put a "modded" symbol on screen at all times, to make other people aware its not vanilla.
Oh yeah. There have been plenty of viruses hidden in mods.
I mean, that's definitely fair.
And no, I don't think opt in is the solution here, for the record. I just was saying opt out isn't protection for the dev, as you suggest (legally or otherwise). But partially because I don't believe the onus here is on the dev. At best opt out is an olive branch.
im manually installing mods, where tf do the dependencies for mirage core go bruuh
This is the most nonsensical response I’ve ever seen. Lmao maybe I should just stop using Mirage xd
i dont see why.
mirage + lethal settings works.
if it doesnt for you, i guess you should ask yourself why.
if its because you use meltdown, then... get meltdown or LS to fix their things.
and if its some seperate issue... well.. no one has shown a single error caused by mirage+ls on their own xD
nooo barch don't join the dark side 😭
It doesn't even break for me with LS and meltdown idk what yall talking about xD
you can disable being able to see the lethal config menu ingame through configs ☝️ 🤓!!!!
that's the point though
those settings are meant like any game's settings
????
go ahead and stop using it if you want
mirage is meant to have a settings ui
and i use lethalsettings so i don't have to make the ui myself
if it were changed to lethalconfig then lethalconfig would just be added as a dependency to provide the "intended experience" out of the box
except that's not really the intended experience cuz now the entire config is in the game
but go ahead and be passive aggressive, i really don't care if you use mirage or not
I don't understand why it would be a dependency
cuz a settings ui is meant to be the out of the box experience
it's something i'd set as a soft dependency if thunderstore supported it
But... why would you not make it a soft dependency then
LethalSettings is a soft dependency as well
it is
but thunderstore doesn't have soft dependency packages
so its just set as a dependency on there
the mod is still optional, as in you can still disable it
yeahh
I don't understand the issue still
why not switch from lethalsettings to lethalconfig
bcuz lethalconfig shows your entire config in the ui
that's not what i want
i mean i could remove all the config entries in there
but then ppl would complain about it being missing
im still failing to see whats wrong with lethal settings.
people dont want it sure.
people say its broken... if they dont open the settings, why does it matter if its not breaking the game, to which, i use LS and never seen it break the game, and someone uses meltdown and it doesnt break the game for them.. so whats the harm in ignoring it.. i dont get it.
if it literally broke everything aside from the settings screen it displayed for some users, i could see the problem :S
Thank you for this. I kind of wish MelaniesVoice was open source (it's fine not to be), but yeah, using Application.persistentDataPath works as a non-mod manage shared config. I don't need this for my current mods, but I'm definitely remembering this for later.
smh
Heya, this has been an strange error for me? Thing is it was fine recently, and then broke even before the new patch (1.25.2)
For some reason, masked are bugged out for me specifically? The host is fine, and even another player who isn't host said they were fine. But basically they're stuck in this static hugging a-pose, and don't speak. Even on death they stay in this pose?
As for what we have that could possibly relate maybe is: GeneralImprovements, MaskFixes, Mirage (obv), MaskedInvisFix. If needed I can send our code, but it is a hefty pack (200+) so it could really be anything, but no clue as to how only I'm affected as I'm the one giving them the profile/configs.
the point of lethal settings btw, is the config isnt shared, but has a gui. so every user keeps defaults unless they change them, and can change them easily.
have you used melaniesvoice sir
cus its config is basically that
isn't shared and doesn't change between profiles
and also can't be seen by mod manager
the difference is that one has its own menu and the other uses lethalconfig
nope, not used that, from the way you said it though you said it was shared.
the reason i wouldn't want lethalconfig is cuz it comes with so much out of the box
generates an in-game menu for all configs
since again i wanted to have an in-game menu as an out-of-the-box experience
and with lethalsettings i can avoid writing the gui myself
if i were to have lethalconfig as the default all of a sudden everyone's configs are being generated in game
which i find really pointless
hmm if this is happening for anyone else i'll just try and recompile again, idk why it'd break from the latest version 🤔
The weird thing is it was happening before the update too? But it was like, fine the first time I enabled it, then the next time we played or so the bug happened and stuck till now. I'm really curious if it's somehow a bugged install of something on my end, but I really don't know.
I'll try messing about with my stuff and see if it fixes but no clue.
"Global" is a bad term for it. The configs mentioned are only global to the local computer, spanning all save files and mod managed profiles. They are NOT shared as the mod manager itself cannot find them.
You can turn off config entries in LethalConfig. But I make them separate config groups so they can be hidden instead. I wish the sections could default to closed or opened without having ALL sections be defaulted to the same. There are some other things you can do, but meh.
Wait, wrong respond.
That should have been to this. I'm sorry.
Did it happen starting with v72? Or was it happening even in v71?
The recompile was with v70, technically.
yeah but it generates it for all other mods as well, which makes LethalConfig a really heavy default dependency
But yes, this is optional in LethalConfig. Also, Mirage doesn't CURRENLY show up in it because of how you set it up. It would if it was named standardly. So that's another way to prevent it.
whereas lethalsettings is purely for generating only the ui the dev wants, which is what I need
mirage should show up, I specifically added compatibility for that 🤔
I'm mostly arguing that I don't like default dependencies, but I know I lose this argument here.
that's the thing though
again mirage is meant to have a ui out of the box
I just didn't want to write the ui code from scratch
Makes modpacks harder and requires undocmented additions like DiFFozTweaks.
hence the dependency
the only reason lethalsettings became optional is cuz of the complaints so I made it a soft dependency code wise
makes no sense imo for a non advanced user to install mirage and not have the settings in a gui
advanced users already know they have the option to disable lethalsettings either way
I don't know for certain but I wanna say it was fine in 71 but bugged in 72? I could be wrong. It broke before the recomp at least, so I don't think it was the recomp's fault.
They seem fine now after a pc restart and reinstall of mirage 
v72 is bugged for mirage for me and my friends too
except for us it causes a couple fun issues
i become mute, one of my friends is also mute, another friend is now omnipotent and hears anyone, dead or alive, anywhere on the map unless they're mute
That seems odd to be from Mirage ngl
these issues persist between saves and restarts
removing mirage fixed all of it so im not sure
Test the version before the recomp if it still happens you have some sort of conflict somewhere
are there any known incompatibilities?
lemme uninstall harvestmoons then
that fixed it and the v70 recomp works too
thank you! :)
Yw
And now it broke again for no reason? Same audio stream error, really confused.
Even reinstalling didn't fix it, so I'm really confused.
Teleporting a masked with items will bug him. The new update from general improvements fix this?
Semi reporting a bug here
Same thing leubes mentioned
Except we didnt teleport it
The mask spawned in front of us and we couldn't kill it
And it was holding an item
Dunno if this is explicitly this mod causing it but it has happened every time a mask spawns with an object in its hand
supposedly, there is a bug in vanilla, regarding the doors being closed in the ship, or something.
#1336202685317120060 message
something about not being able to kill things through the doors or something.
thats probably why they cant be killed.
as for the items being bugged while teleporting, teleporter doesnt teleport items, so i personally have no clue if the items truly teleport with the masked.... hence why it maybe bugged.
weirdly, in the last 6+ months i was fiddling around with items on masked, i never thought to check that... lmao x.x
When the masked was teleported to the ship, the masked was unable to kill my friend.
did you get any errors? it could be teleporting with an item leads to an error, which leads to them being unable to kill. shrug logs are helpful xD
The same error before general improvements receive a update to v70 and you use a teleporter+nonscrap option
I'll try to replicate this situation later. One with mirage revive and another of a player dying to a masked.
Do you know any possible cause for Mirage being the only mod for me not creating any config files after launching the game with it and starting a new save file? I could offer a log for identifying the possible cause of it.
I suppose it's also something on me, since it seems to work for everyone.
This is my log
do you manual install? or use a mod manager?
i d k if this is normal, but i assume not.
[11:43:28.2607419] [Error :Custom Item Behaviour Library] Couldn't find second carryWeight occurence
[11:43:28.2607419] [Error :Custom Item Behaviour Library] Couldn't find second carryWeight occurence
[11:43:28.3991420] [Info :Custom Item Behaviour Library] Patched relevant components for correct item behaviours...
[11:43:28.4131379] [Info :Custom Item Behaviour Library] Patched belt bag for correct behaviour with containers.
[11:43:28.4131379] [Info :Custom Item Behaviour Library] Custom Item Behaviour Library 1.2.7 has been loaded successfully.```
I use Gale
I also don't think these errors have anything to do with Mirage
never said they do, was just pointing out the first error in your profile.
one error can lead to further errors elsewhere.
then i d k, if you load into the game and everything working, you should get configs
Pretty weird. Everything indeed works, except for Mirage. And I just never get those configs as if the mod was never installed. It was suggested for me to uninstall LethalSettings. I'll try a few other things.
`[15:05:19.2497464] [Debug : BepInEx] Skipping loading C:\Users\Xio\AppData\Roaming\com.kesomannen.gale\lethal-company\profiles\v72.2 xio\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.
[15:05:19.2497464] [Debug : BepInEx] Skipping loading C:\Users\Xio\AppData\Roaming\com.kesomannen.gale\lethal-company\profiles\v72.2 xio\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.
[15:05:19.2497464] [Debug : BepInEx] Skipping loading C:\Users\Xio\AppData\Roaming\com.kesomannen.gale\lethal-company\profiles\v72.2 xio\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.
[15:05:19.2507904] [Debug : BepInEx] Skipping loading C:\Users\Xio\AppData\Roaming\com.kesomannen.gale\lethal-company\profiles\v72.2 xio\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.`
Someone know the solution for it? When i launch only mirage, it works perfectly fine 
Those are normal. I have seen those messages for ages, harmless
yeah those only error because bepinex expects .NET (C#) dlls so they're just false errors: you should always be seeing that error in fact
also to everyone who doesn't like LethalSettings: i'll be removing this anyways and doing my own GUI from scratch
i submitted a PR that makes it not bug out if one mod errors (right now that's facilitymeltdown) but the maintainer no longer responds
i don't want to use lethalconfig so i'll just do it manually
but i don't really feel like coding these days so ill maybe get to it in a couple months
Rip.
Shame cause I feel a lot more mods should do what Lethal settings does, instead they put it in profile wide configuration, meaning players have to tweak their personal settings when a new profile code is shared. :/
So yeah, rip that LS maintainer doesn't have time to look and update, and rip that it wasn't more widely adopted (like imho, it should have been, I use at least 3 mods that could do with using it)
I think more people would have adopted it if meltdown didnt break it entirely
That kinda seems like a big stain on it
Like "I can put cool settings on my mod, but if meltdown is installed nobody can use them"
i do agree, but thats on both parties to resolve imho.
Meltdown shouldent break it
LS shouldent allow itself to be broken
completely agreed, both parties should fix it
which i did submit a PR on LS's side since it's a really easy fix
but the maintainer's gone so it is what it is
i don't like lethalconfig as a dependency because it's just really heavy
and is meant for a different use case
so i'll do it manually
but yeah this IMO
much better compatbility than mods adding their own menus too
@wide bramble any chance you would be down to merge the pull req? ^^
no cllue if he's active on disc but worth a try 
LethalSettings is 335.9kB, LethalConfig is 403.3kB. Do you mean heavy visually? Because I agree there.
heavy dependency as in it generates a UI for every mod installed based on its config
like it just kinda slows runtime down if the goal is to just provide your own menu basically, while it forces your users to have a different feature enabled by default
so the only alternative for me is to rewrite the menu for the mirage settings from scratch
should be pretty simple anyways, im just lazy
Actually, there's a visuals related setting in LethalCompTime I'm going to move to personal settings (not profile synced) through LethalConfig. But I'll add LethalSettings compat as well. No reason not to, except I don't know where the file it saves to is. If it's LCGeneralSaveData, I don't like that and will be using a .cfg override.
It slows runtime down?
It does that on the fly though.
i want my settings menu there out of the box
yeah but that's a lot for a dependency
lethalsettings is nice cuz it's lightweight
u only have a menu for what the mods tell it to generate
i already tried dming him twice so i doubt it'll ever get merged 😔
You can also do this in LethalConfig. But you don't want the other mod's clutter in there, I get that.
i know you can do that but it's not really the goal of LethalConfig
that mod was made to have a UI to change your config in game which it does what it does well
it's just really heavy for a dependency IMO
so much extra stuff i don't want to enforce on users
also i should specify i mean as a default dependency out of the box
like how i currently have lethalsettings
if it was purely optional then it's not a bad option
but i want something where ppl can press 1 button to install mirage and have a proper experience
cuz a lot of ppl dont read READMEs on what's an optional install or not
I know. But also, most people that don't read readme's are also not going to find the mod setting menu either...
it's at least there
But I appreciate the effort.
if you installed a game and you have to install something extra to access video settings it wouldn't make too much sense
A mod isn't a game though.
that's basically what i'm trying to get at by having a proper settings menu installed out of the box
yeah but ppl expect things
i used to get questions on if they can do X
and that's what i added the UI for
And you do have to with Lethal Company, funnily enough.
💀
Yeah.
Hold up. Launching vanilla. I know there's no FOV, but what else isn't there in the menu.
Yeah, we get Display mode, Frame rate cap, Gamma, and Arachnophobia mod.
It isn't fully released so that's kind of expected.
display mode/frame rate cap are typical video settings so it's not completely missing
i thought it was missing even those
Not completely, but you can't do resolution, or any level of graphical scale.
ok yeah that's scuffed
Which is kind of expected in a low fidelity style game, but LC has some issues in weird places.
Eh. Still not 1.0
Frame rate cap is actually one I see omitted a lot, and a lot of older games don't have anything but windowed and exclusive fullscreen, so I'm happy for what's there so far at least.
yeah frame rate cap isn't all that important in a game like LC anyways
Resolution can be, though.
🤷 Good enough for now. You can change resolution through your OS display settings I guess.
Though I don't think wide screens are supported without a mod.
yeah pretty sure i saw a mod specifically for widescreen support
im lucky im at the usual 1920x1080 and prefer fullscreen so ive never noticed anything out of the ordinary
unfortunate 😔
You know... LethalSettings is MIT Licensed...
It would be better to be added to the original team than to fork it, but if he's not responding, I doubt that'll be an option.
even if it's MIT licensed i'm not a fan of "reuploading" without explicit permission
although maybe i'll try asking him if i could become a maintainer so i can upload the fix myself
I know, but that's a key tenant of open source. When a maintainer leaves the code isn't dead as long as it can be forked.
I would rather get a blessing as well.
good point
@deft cape This is the first time I see a mod just give up on generating its config mid launch.
Eye Security = false
Oobl Ghost = false
Enforcer = false
Baby Lurker = false
Ghost Player = true
Gives up after "Ghost Player"
It's from Cosmics modpack
I recreated it twice
It just gives up life
To me it looks like its trying to add an entry for a modded enemy but breaks
No problems now. Maybe it was just a GI problem before update to v70
That would be amazing
Well, hit a wall, your pack is absolutely cursed my man

It somehow launched the 14 preloaders from your pack with a new profile I made
I'd call an exorcist if I were you
Anyway what I suggested in your thread should at least allow you to play with the mod
Yup
hmm the exceptions in that log looks irrelevant so i'm not really sure, although it still could be one of those
specifically if something is erroring in the StartOfRound.Awake method then that's probably the reason the mirage config isn't generating (for the enemies)
Where can I find the most up to date instructions on how to install the mod and its dependencies manually without issues?
Nevermind I figured it out, turns out that having Mimics installed completely causes Mirage to stop working at all. Is this a known issue/is there a fix?
The fire exit mimics?
Yep, no idea why it would conflict but after lots of testing to determine why mirage wouldnt work on launch or appear in lethalsettings, disabling the mimics mod completely fixes the issue
i have a feeling its the same cause of other people's issues with the mod when installing manually, they may just so happen to have the mimic mod as well and not expect a mod conflict
Sounds really weird tbh, tho it may be possible
Still mirage has a billion dependencies so maybe you are missing one?
I thought that i may be but I made sure that I have all the dependencies in all the right places, and again it works fine just as long as I dont have mimics mod active at the same time
not a big deal it was just a pain to figure out the issue
i use both mimics and mirage just fine. you should probably just use a mod manager tbh
i recommend gale
anyone know what this is
an error 
was testing solo, the masked is there no getting stuck and can kill me just fine but idk why its throwing those
do you have HarvestMoons ?
HarvestMoons currently broken for v70+. and breaks Mirage
Remove it for now and wait for it to update
i have it disabled but still the same
sorry wasnt home after sending that 
01979bfc-5f37-17c5-685c-77f6666ed638
it happens on everymoon iirc
It was winterlodge. having the same issues with HarvestMoons (and SkelaahsWildMoons before it was fixed)
@onyx summit I should ping you too
ooOOOOO aight lemme test again
are the masked on skelaahs, harvest's and winterlodge's moons all just normal MaskedPlayerEnemy's or they have unique names? jw.
like Ooblterra's are called "GhostPlayers".
so i can find them easily.
didnt know the exact details 😅
yeah no more error thanks 
What's the issue? We have winter lodge in our pack and its fine.
Winter lodge doesn't have any masked variants there. Not sure why they are saying its breaking. Have had no issues with winter lodge
dunno im using it before if its the recent update that broke (we didnt use it after the update)
Winter lodge updated?
yep recently
Right i did rotate it out for some different moons a couple weeks ago since its been in my pack for ages
ye i look into your modpack but didnt see it
maybe its not masked (as this is reports for mirage, and mirage does things to more than just masked :P)
im just being nosy for my own reasons as moons that break LI were mentioned, if there is no masked issue with those moons, then it maybe something else.
I was testing with all of those sets of moons and found with harvest moons and winter lodge, imperium broke, something about missing prefabs.. maybe thats causing the issues mirage is having? (i d k if an outside prefab includes entities that could receive a voice from mirage..)
#1225942840282976316 message
That could be. Its just weird cause we were using it and it never broke Mirage. I can run a test later and put it back in and see, but as mentioned it could be the latest update to the moon that did it.
This one's new to me. If you use the toolbag to grab a tool off a dead masked, it won't remove the model from the mask, but it will make it uninteratible and put one of it in the bag.
I'll check the host's logs in a bit.
grab a tool off a masked?
like.. the masked is ALIVE and holding a flashlight, and you can grab it? if so, thats a bug, they shouldent be grabbable afaik, now making me want to check grabbing an item off a masked, as it sounds like a very possible bug (certainly something i never checked, i just know the items are not grabbable by normal pressing of E.... but didnt think bags were different or used different rules.
missed that.. its 1:30am, thanks, just read the words i read and was like "O.o that shouldent be possible."
i dont use mirage's item implentation, so not familiar with how mirage has it working (only the understanding of what i originally wrote).
either way, if the item was still held by the masked (ie, didnt drop as im not aware if mirage drops items or not) then it shouldent be grabbable, so if thats only possible with a beltbag, then i guess belt bags work a bit different to normal grabbing and bypass some of the rules.
You grab them out of the dead masked hands in Mirage.
It's an interaction between the toolbag and the implementation in Mirage. That is all.
If I grab it out of their hands then bag it, everything is fine, of course.
I didn't see any relevant things in the log, so I'll do another shorter session later and check again.
oh, sounds unholy to me xD
the only thing i can think is, this is a similar thing to where the bag is used to grab an item that has an event attached.
the belt bag was originally made to hold tools, with belt bag config, it allowed scrap, but some scrap (like the haunted painting in SDM interior) have events attached, that when you pick them up, the events (including a monster spawning) occur.
when you use a belt bag, none of the "events" occur, which is because it is not accounted for that the bag would pick up the item (as in vanilla, the bag cannot)
likewise, i assume similar is occuring, mirage allows picking items off dead masked, and the belt bag is ignoring that because in vanilla.. masked wouldent have items that are grabbable.
barch, not going to ping cause i know your busy, but if your wanting an easy fix, running this when masked die + if they hold an item should drop the item at their feet, i would assume this would fix it (sorry, still in c# 😦 ) if its only grabbable once they are dead, otherwise i think you will need to fiddle with belt bag or something x.x
heldGrabbable.parentObject = null;
heldGrabbable.transform.SetParent(StartOfRound.Instance.propsContainer, true);
heldGrabbable.EnablePhysics(true);
heldGrabbable.fallTime = 0f;
heldGrabbable.startFallingPosition = heldGrabbable.transform.parent.InverseTransformPoint(heldGrabbable.transform.position);
heldGrabbable.targetFloorPosition = heldGrabbable.transform.parent.InverseTransformPoint(heldGrabbable.GetItemFloorPosition(default(Vector3)));
heldGrabbable.floorYRot = -1;
heldGrabbable.isHeld = false;
heldGrabbable.isHeldByEnemy = false;
heldGrabbable.DiscardItemFromEnemy();
heldGrabbable.hasHitGround = true;
heldGrabbable.grabbable = true;
heldGrabbable = null;
heldGrabbable is the GrabbableObject variable i use to let masked in LI know this is the item they are holding, so may not need setting as null (the last line) in your case)
code line in LI: https://github.com/VirusTLNR/LethalIntelligence/blob/2dda391e3486699cd492384ef68facfca8c207e1/Patches/MaskedAIRevamp.cs#L5337
oh thanks! i'll add this as soon as i get to working on mirage again 😄
np, not 100% sure what the issue is (so there maybe a better fix), i just know if the item is dropped as they die, it shouldent occur xD
all good i don't even have a single clue what the bug is about but i know you know your stuff so i'll just add the bugfix either way 😂
well i just meant, i wasnt sure if in mirage masked are supposed to die and hold on to their items, or if their items are even meant to be grabbable after they die xD
my original implementation of "fake items", which i shared with you, was intended to just be a trick, and not be an actual item, but if the bug mentioned in this thread happens to mirage without you making the item grabbable, then it probably would happen with LI if i gave them items too x.x
actually makes me wonder if a masked that is alive.. can have its item stolen.. and loot bugs?
yeah it's grabbable, bug def exists then
it originally was a bug I think
oh no grabbable is fine if "grabbable = false" while the masked is alive.
and when its dead, if grabbable is true.. thats fine i think
but, i am just feeling from what i read, belt bags break rules...
yea I'll have to test the belt bag with ur fix later
im going to spawn a loot bug and drop it 29837982739723 flashlights
I've never actually used a belt bag b4 so idk what the interactions are supposed to be like yet
and try and knick a flashlight out of its hands right now...
💀
i mean, if belt bags are an issue.. on their own... that will be possible...
but if that isnt possible, then, ill test with mirage xD and see whats up lmao
ok, sorry to say, couldent rob a loot bug..
ok, its exactly as described.
everything is fine AS IS.. but..
when you grab it with hands.. the item is picked up. (masked has empty hands)
when you grab it with belt bag.. the item is picked up (masked still has the item in their hands and its no longer grabbable).. the item hasnt actually been picked up though.
so my fix should work, but the alternative (if you like them holding items while dead that you can pick up) would be to make it so belt bags actually pick up the items, maybe its related to "isheldbyenemy=true"? i d k
oh no wait... (edited the above to be correct now :P)
the item in the belt bag is a non-item, i pull it out.. nothing comes out, rip
so yeah my fix might be the best way... probably why other mods that give the mask upon mask death drop it on the floor too.
gotcha tyty
thanks for the confirmation and fix 😳
sadge pin bot doesn't work rn 😔

Meow meow!
I'm still having this issue, I don't know what causes it or what fixes it, so I'm just kinda stuck with masked that are bugged for me.
It worked fine last night, but only for one session, but after a crash we had to restart and it broke then and has stayed broken
Yeah it just keeps bugging for him for some reason, showing the wrong player and t-posing and not saying any lines etc
if it worked once, then you have to question why not the other times too...
T-Posing is because the bundle wasnt found imho as its animation related, so if mirage is at fault, then its cause the bundle is missing or something, is this a manual install?
Yeah even sharing the code with no changes only I have issues for a strange reason.
then maybe they should delete the cache, make sure everything downloads from scratch? and see if it works, also, saying there is a hefty pack, and not sharing logs + code doesnt help. (i mean sharing it here :P)
I forgot to send the log at that point, but I did show an error. I could give a code though, it's just like a 1gb of mods (200+) so it could be really anything (its just weird that it only happens to me and no one else).
Where is the cache at?
there is a menu in gale..
clear mod cache
Ah, I never noticed.
it wasnt the full log, showing an error is tiny help, sharing whole log gives a fuller picture imho
its np, my main question is, does the log suggest the bundle is missing.. because if it does, thats why the T-Posing..
and, if thats missing, what else is missing...? which could potentially lead to other issues.
looks fine to me
[03:23:38.9258138] [Warning:qwbarch.Mirage]
Failed to initialize voice mimicking due to an incompatible mod.
Enemy name: Masked```
saw this a bit below..
Failed to initialize voice mimicking due to an incompatible mod.
Enemy name: Masked
[04:06:00.1784493] [Info :meow.ModelReplacementAPI] Awake Masked mimicking MaskedPlayerEnemy(Clone) (ModelReplacement.Monobehaviors.Enemies.MaskedReplacementBase)
[04:06:00.1784493] [Info : Console] Masked not mimicking anyone, choose at random:
[04:06:00.1784493] [Info : Console] Player (1)```
Meow meow!
so yeah, eitther MRA or something is breaking mirage it looks like, i d k what as i dont have the list of mods, the only thing in recent testing of mine that ive noticed masked being broken was with harvest moons and some other moons that seemed to do funky stuff with masked.
do you have the mod list? and the log from the player in the same lobby that is having no issues?
I know it used to work at some point but are there any known incompatabilities between Mirage and MoreCompany as if now? Also any other known incompatiblities?
I had no problems with both mods together
yea idk there shouldn't be conflicts with the asset bundle
the only time that ever happened was when mirage was using LI's asset bundle
but since it's its own now that shouldn't ever happen
Sorry I didn't see this till now, but uhh
Unsure if it's the same session though
i looked through the mod list and didnt see anything that ive personally had issues with with masked x.x
Im glad to see people are using scanrecolor 
You found the 1 person probably
Wesley and I always play with it 
hi, ive encountered a problem ever since ive played with the mirage mod, i was wondering if someone could help with this: my mic stutters and crackles in-game and it makes it kinda hard for people to even understand what im saying sometimes... i know its mirage because i tried turning it off and it fixed the issue, is there any way to fix this without just. not using the mod?
is it an issue with your mic itself? software that uses it (voicemod, etc.)? is it your INGAME mic?
Logs?
its my ingame mic, and like. my mic sounds fine outside lethal, its only when im playing it [and have mirage on ofc]. i tried tweaking some settings for my mic but it didnt work
its less like crackling more like a quick static-ish weird noise rarely
it doesnt happen often for me so i dont find it a problem
but i might know what they mean
Bad XLR cable?
Does Mirage have any currently known issues/conflicts atm? I haven't been able to get it working, though it had been working fine some time back.
No like, crashes or instability, just seems to not be functioning. I've gone through the configs to ensure it's all enabled as well.
seems to be having a fit in the console if u have harvestmoon or winterlog moon with mirage at current version
Hey, sorry for bothering.
Do you know if masked enemies try mimic players who has a ModelReplacementAPI suit?
I have plans to use More_Vanilla_Suits, but I'm not 100% sure if it actually works
ModelReplacementAPI works yes, FYI it's up to the other mods themselves to support their feature on mimicking masked enemies, and in this case ModelReplacementAPI added that functionality quite awhile ago
Yeah, I've never used that mod, so I was not 100% sure :']
Thanks for the answer!
Does enable spawn control masked enemies affect max spawned masked enemies?
it is set to 2 but vanilla is 10 and I don't know if I need to set it to ten or turning off the toggleable config did it
And also, does General Improvements config contrast with mirages or does mirages take priority and I don't have to turn off General Improvements
Has the issue with Mirage and VRM Mod been fixed yet? For some reason Mirage/Skinwalkers and VRM didn't like Masked VRMs being outside, causing the game to just completely tank and stutter.
That's not an issue with Mirage that's an issue with masked using VRM's in general, if you really wanna use VRM's just use BetterLethalVRM
That's what I used last time
nevermind I think I got it
is this mod compatible with the new update? The other mimic mod just prevents indoor enemies from spawning for some reason
Yes
nice 👍
What other mimic mod?
not sure but this is the latest one they got
mirage is better IMO
unless u wanna experiment with MEOF zombie mode idk
thanks
For some reason Brutal Company (both BCM and BCMER) break Mirage, causing none of the mimics to speak. Disabling them will cause the mod to return to normal.
Watch With Brutal Company by pedro9006 and millions of other Lethal Company videos on Medal. Tags: Lethal Company, Lethal, Company
Watch Without Brutal Company by pedro9006 and millions of other Lethal Company videos on Medal. Tags: Lethal Company, Lethal, Company
019815bb-c77b-a579-4bac-e354db1c6d45
Here i've provided the dependency string and the code
care to tell us why you're giving the ceiling bugs the ability to speak out of every enemy
how do you change settings for the mod?
which names are those Brutal Companies?
Like spelled out
Brutal Company Minus
Brutal Company Minus Extra Reborn
is that on the same moon
i'm assuming Brutal Company Minus Extra also does this
The uh dark one
gonna go on a whim here but I don't think that moon works. Long ago I had masked clump up together inside in the interior in that moon
I don't think it's an incompat
just the moon in general
i think
dang I dont' know why then
If you find the fix could you ping me? There is a chance I might run Brutal company in my modpack depending on it's options but if that doesn't work I won't
Go to your mods : Edit config > BepInEx/config/Mirage.enemies.cfg> Edit config
Hello! Having some issues with Mirage. I don't think enemies are speaking like they're supposed to. Masked aren't saying anything, and i've got coilheads set to speak as well with no dice. I thought that Mirage wasn't working at all since I couldn't find it in LethalSettings or LethalConfig but it generates its configs on boot and seems to load in the log
theres a log. i played a couple quotas on it so its big and long but it does have mentions of mirage across it, so its definetly loading
This particular error is all over it though.
[21:40:07.3827461] [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)```
oh its Possessed Masks isnt it.
Stack trace:
PossessedMasks.Utils+<>c.<TweakSpawnChanceAndMoons>b__15_1 (SpawnableEnemyWithRarity spawnable) (at C:/Projects/Games/LethalCompany/PossessedMask/PossessedMasks/utils/Utils.cs:73)
System.Collections.Generic.List`1[T].ForEach (System.Action`1[T] action) (at <787acc3c9a4c471ba7d971300105af24>:IL_001E)
PossessedMasks.Utils.TweakSpawnChanceAndMoons () (at C:/Projects/Games/LethalCompany/PossessedMask/PossessedMasks/utils/Utils.cs:70)
PossessedMasks.Utils.RegisterAll () (at C:/Projects/Games/LethalCompany/PossessedMask/PossessedMasks/utils/Utils.cs:118)
PossessedMasks.patches.TerminalPatch.StartPostfix (Terminal __instance) (at C:/Projects/Games/LethalCompany/PossessedMask/PossessedMasks/patches/TerminalPatch.cs:18)
(wrapper dynamic-method) Terminal.DMD<Terminal::Start>(Terminal)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<Terminal::Start>?-337361982(Terminal)
LethalLib.Modules.Enemies.Terminal_Start (On.Terminal+orig_Start orig, Terminal self) (at ./Modules/Enemies.cs:149)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<Terminal::Start>?621118280(Terminal)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<Terminal::Start>?970876620(Terminal)
[email protected] (On.Terminal+orig_Start orig, Terminal self) (at ./Mirage/Hook/Config.fs:40)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<Terminal::Start>?706858632(Terminal)```
as far as i can tell the only other thing mirage does after this before it starts getting upset is adjust masked spawn weights
yup. Possessed Masks very much the issue.
do you have brutal company?
nope
Possessed Masks was very much the issue tho. the second it was gone, no other changes to modlist, i saw the config sync in the log and enemies started yappin away. Losing possessed isn't a big deal to me either.
i liked the extra flavor to the mask items, but it hasnt been updated in a year so i wouldnt be surprised if there were some issues with compatibility with current versions of the game and the updates to mods around it.
I've got a question about Mirage, so I'm trying to install it but I can't tell if I've gotten the mod to work yet on the mod page it says you can config some of the settings. So is there a config menu in the game or any other way to tell that the mod is working when you first load up the game?
isnt Oxyde a "company" moon? you should post this in the thread for oxyde.
im guessing (sorry i forgot what the error relates to exactly), that its because a masked shouldent be there. (oh nvm i read back.. i d k why masked would be modified there, still might be wise to check in there and see if something relating to masked was altered?)
oh it may not be masked 😄 just saw the log, could be something else with an invalid layer i guess.
Can anyone help me? It's saying that my FSharpCore isn't working or its dependencies, but I've already deleted and downloaded everything again, this has been happening since v69 for me. If necessary, I can send the error log.
bruh i fix it
What does this mean exactly? I tried regenerating the configs but this error still happens
maybe this ?
#1200695291972685926 message
Ah I do have harvest moons. Ill try disabling that
Seems like that fixed it
Do you happen to know if this error at all breaks the mod or if its sort of a benign error
cause I really like the harvest moons
it breaks mirage.
Error = 99% likely breaks it
Fatal is worse
Warning is a possibility of a problem
everything else should be fine
but this all depends on the mod maker using the right logging level.
either way, something being null and throwing an error is a sign of something breaking. if memory serves, that error means the masked is not a standard vanilla masked, havent checked out harvest moons masked yet tho, keep meaning to.
alright, well. THat sucks. Thank you for the responses!
Breaks the mod
Harvest moons is broken atm
I'll recommend just disabling it for now till it gets updated
wait it is? whys it broken
lol fair
Custom enemies in harvest moons broke, im not entirely sure how but they broke
h ok. rip!
Yep
We'll have to wait till autumnis updates it!
But in the meantime just disable it
Np!
can you explain what the custom enemies in Harvest Moons are? like for example, how is the masked, different, from a vanilla masked?
Not really sure tbh, the masked specifically i haven't seen
But i do know there's the blind pups, the alpha dog i think it was called, and the something baboon hawk
They have different sizes
And skins
do the other enemies have major differences? the reason i ask is, the only one ive checked out so far is Oobla's, and that seems like a skin change + maybe they ignore players, not sure, so im wondering if a lot of these enemies are just skin changes, and, if so, i dont understand why what they are doing is breaking things so much.
Its mostly skin change
And size
The alpha dog and baboon hawk are like twice their original size
And the blind pups are half size and spawn in interiors
then i dont understand why that would break mirage.. im not sure how the size change is caused, but i would have thought both size and name would be variables that just need modifying, i wouldent have imagined its like.. removing bits from the entities. shrug
It doesn't just break mirage
It breaks everything from what i know
Like, i think you can't use the moonpack alone
yeah, im just saying, i cant imagine the patch is that complex to be breaking everything x.x unless its doing a lot more
hello ! I'm having an issue with emergency dice updated and mirage, mirage won't mimics player voices while there is emergency dice in my modpack.
the game is giving me this error :
[15:56:58.7970656] [Warning:qwbarch.Mirage] syncedConfig has not been initialized yet. [15:56:58.7975839] [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)
Any idea what's going on ?
the modpack code is : 019866ce-e7c3-9a59-1dd1-c968cd0d3267
#1200695291972685926 message
it make no sense to me how all those mods break mirage :x
it make no sense to us too but yea
I had these errors as well, I don't have neither HarvestMoons nor SkelaahsWildMoons 🤔
currently using this modpack - 01986735-dd27-00a1-6e9c-1279a7e7a0d5
try disabling your moon mods 1 by 1. then check if the error shows up upon entering lobby or landing the ship. (well thats how I check before and got the moons that have issues)
semi recently I'm having problems Mirage just kinda not working. like no copying player suits/cosmetics and not mimicking voices.
configs i have set up for it
I also have Lethal Intelligence and General Improvements so I'll send my configs for them in case that helps
send your modpack code too if you have it
01986959-d18e-72b9-3eba-d7d90baad7e8
dunno if you test profile with mirage enabled
but when I tested it (I just enabled mirage and dependecies nothing else)
it works fine. maybe you already disable the conflicting mod
atlas abyss the one breaks mirage on this profile
it started spamming errors as soon as a mask spawned for me
i dont have that happen on me
in your profile
weird
I have some comments about your packs btw
want to hear me out?
its only what mod to remove/change
sure, of course
for you jon
Remove
Bepinex MLLoader - dunno why you have this but i think its a dependency of a mod that you are not using anymore
LCSoundTool - this is fragile old mod could break anytime, you can change this into Echoloader by loaforc. you can uninstall this only without uninstalling your sound mods
HelmetCameras - change this into OpenBodyCams. I feel the fps drop when looking into the cam monitor with this one
MaskedFixes by VirusTLNR - this is already changed to MaskedInvisFix.
Matty Fixes Experimental - already have stable branch
ShipInventory WiderShipFix - since you are using Mel's 2 story ship, this wont be needed
ShipLoot - you already have shiplootplus
viewextension - its a dependency of a mod that you are not using anymore
LobbyCompatibility - it sometimes don't let client to join host. and it seems you don't have mods that depends on this one. so you can safely remove it
Maybe Remove?
ShipInventory - the OG version. this is not supported anymore but I dunno if its still working. ShipInventoryUpdated is more updated version but have desync issues with clients. can be resolve by having Chute permission set into Host only (Just to be safe maybe set Inventory permission also Host only)
RE lobby compat: i do like that the game lets us know when someone has a mod out of date (sometimes thunderstore doesn't load updates in time)
but i'll definitely change the rest, thank you!
wait for the long awaited update of ShipInventoryUpdated (Yes me too are waiting for ages 😅 )
i changed everything and it all seems to be working pretty well, including mirage
thanks again! really appreciate it 🙂
yippie !
looked at the blindpups dll in harvest moons btw, dont see anything in there that would interefere with mirage.. the only possibility (in my mind) is, something mirage needs, cant be added, because something is missing from the structure of the entity.
never had atlas abyss break for me, used it for years
not test enough if its a combination of mods but I just disable all of their moon (tested with all disabled and mirage doesnt break) then turning them on 1 by 1. mirage seems not to work when atlas abyss turned on. maybe im wrong
Alr ty ♥. I legit forgot I had atlas installed since the Wesley moons got updated my group has been busy with them lol
i may have something to tell you about your pack but im so eepy rn and im already on bed goodnight people
disabling atlas did not fix it. Imma just start like bulk disable stuff till I find out what's causing it
it was wesley's moons
it's so over
????
does wesley work for you?
Nope!
for blast
Remove
EnumUtils - its a dependency of a mod that you are not using anymore
ItemQuickSwitch - since its already deprecated you can change this into HotbarPlus
LateCompany - this is fragile old mod could break anything anytime, you can change this into LobbyControl by Matty. just set your connection timeout ms high enough in the configs if you feel your mudpack is quite large (I have mine set to 300000 with 250+ mods!)
LethalToolbox - its a dependency of a mod that you are not using anymore
LethalSettings - since you are using facilitymeltdown, and with mirage. for some reason it breaks LethalSettings. you can remove/disable or let it be (but it will error on the console and cant be used)
LobbyCompatibility - it sometimes don't let client to join host. and it seems you don't have mods that depends on this one. so you can safely remove it
NAudioLame - its a previous dependency of mirage but doesn't use anymore
PathfindingLagFix Beta - You already have the main branch and its stable
ShipWindowsBeta - ShipWindows main branch is the updated one and compatible with Ship mods
TheGiantSpecimen - PLAY CODE REBIRTH v1 ! just remove this one
Other
FairAI - you can enable this but downgrade it into version 1.5.0
yeah i'm aware of most of those
just have not had the time the clean them
ALSO
IMPORTANT
for mirage
the voice mimicking
DOES work
but the mimics like
copying you
does not
no clue why
general improvments
does have a option
so i can patch it up with that maybe
hello
would it be possible in the future to have only masked that arent mimicking someone have the mask?
i like having a 70% "normal" masked rate with this mod so when the mimics are found they catch us a bit off guard
else its too weird in places like abyss where its all mimics constantly talking
how are you setting only a percentage of masks to mimic players
mirage config
theres a setting of how often a masked or non masked enemy mimics a player
and last i remember it does just spawn an orange suited masked enemy that doesnt talk
even more advanced would be a chance for mimicking and non mimicking masked to have the mask visible
id personally set it so all non-mimickint masked always show the mask while mimics randomly do or dont show it
its about removing "tells"
usually, when we run up to someone and theyre oddly still just staring and quiet, we immediately make them prove theyre not a mimic and stop getting closer
if we see one with a mask we run no questions asked obviously
same with a suitless one
so if we have a few chances for whether they have the mask on or not or even try to mimic someone it gets harder to immediately tell and were less careful
Ah, I thought that just prevented the masks from saying the voicelines, not stopping them from mimicking suits as well
in my experience, there will always be ways to tell a masked is a masked, the only thing you can do is reduce the gap between the player and the masked before they start questioning it to make them more of a threat.
how masked feel after running towards you spouting fucking nonsense and expecting you to think they're your teammate
any chance that Mirage will be compatible with brutalcompany mods? bc right now it isnt
what is the incompatibility exactly
is it with masks that are spawned by brutal company?
i have no idea honestly
all i know is that mirage doesnt load up if any of the brutal company mods are installed
i added BCMER to my pack recently and then i realized a few days after that mirage was no longer working and it also didnt appear in any settings pages anymore
ive tried every fork and its the same deal
obligatory "mine doesn't do that" here, running mirage and BCMER
i can do a bit of troubleshooting though
first off, you have every depencency right
yeah
heres the pack code if you wanna check it
Hmq6-QNiRI6SGIpoeWmH0Q (gale synced profile)
yes it is
sorry, i'm on r2, can't use synced codes
my first recommendation is to launch with lethalsettings disabled
it causes problems with some other mods, and mirage doesn't need it to run
heres a normal code
0198b08d-b44d-d858-de16-70d8de6cbf2d
ill try out the settings thing rq
didnt work
hmm
well, while i was looking at your profile i saw a few other things that could be changed:
- remove FixRPCLag, it is included with LethalFixes
- remove AlwaysHearActiveWalkies, old mod that is broken
- remove AdditionalContentFramework and AdditionalSuits, both are old and broken. there is a port of AdditionalSuits for More_Suits
- BetterEmotes is incompatible with Piggy's Variety Mod, remove one of the two
- consider switching Meltdown_chance to PizzaProbability
these changes probably won't fix the issue but are good changes to make
i did try pizzaprobablity but it didnt work, the facility never melted down so i switched to meltdown chance
idk if that was a config issue or an incompatibility issue
is alwayshearactivewalkies broken? how so? tbh, had it installed forever, didnt use walkies in a while.
Anyone have a way for original masked to spawn without the effects from other mods? I kind of want a low chance of original masked to spawn but Mirage completely overhauls them
? mirage gives masked a voice, and allows you to remove masks, stops the arms being held out, and gives items.
all are things you can turn off if you just want normal masked.
I can admit I wasn't to specific, I want both the new masked and the old masked to spawn
Or a way to maybe have a masked spawn very rarely with somekind of internal tag that makes it unaffected by mirage's settings
setting those to less than 100 and more than 0, will give you a chance of those things occuring.
afaik no mod exists that gives a chance on the arms/facemask visuals... all mods do either on/off, but im sure if you asked, someone could do a mod that performs those things on a chance shrug
wait what, there is a chance option? I do NOT know that haha. Thank you
mirage update?? 😮
lethalsettings fix integration is a good route to go for now
since willis is still missing
ok did you change anything with how lethalsettings tab appears or something
it does not show at all
oh wait i wonder if its because of the bepinex cache
since i had it blocked in diffoztweaks
ok it was the cache
the formatting is really messed up though
meltdown is superimposing itself over every entry lol
Still having errors with Mirage, and now a friend is also having them but his appear worse as the game just flat out crashes just after the flashing lights warning when booting with Mirage, whereas mine lets me play, but Masked enemies are bugged and spew out tons of RPC exceptions. We've reinstalled plenty of times but neither of us have any idea. There's 3 of us with the same code, 1 has no issues, 1 has bugged masked, and 1 just crashes before reaching the menu. No idea.
Mod List too if that helps.
have you tried with only mirage?
I am seeing many errors in the first log, one of them maybe causing mirage to fail. (line 6434 afaik is the first error from mirage, didnt check them all)
the last line in your friends log is
[06:20:06.9326898] [Info :LethalLevelLoader] flatgrassmoonscene.lethalbundle Unloaded (12.53s)
looks like they crashed while loading/unloading bundles... maybe lack of ram there?
It's late for me atm, but I can try running only mirage later. I can ask my buddy as well. Its just that the only thing that was throwing me off was just that the 1 other person using the exact same mod list code was having no errors and never has. But I'll take a look.
And yeah lol, there's so many errors on boot and always has been. I've never exactly had issues with anything besides mirage.
And that was my guess too, since they refused to close the stuff they had open on their pc such as a whole other steam game lol. They just refused to close it for whatever reason.
I'll tell them that they really shouldn't have things open, especially with our pack as the ram usage shoots stupidly high
errors lead to other errors, you may not see anything wrong, but errors are usually never good.
Nah yeah, definitely not. I've just always had errors, even on smaller profiles I always see a handful from specific mods no matter what
for example... in my lobby last night i stumbled upon "new information" on an error many have been facing recently (falling through the ship), which, possibly stems from picking up items before the game starts (i put an item i picked up before the game starts in the vanilla cabinet, and my 2 friends who joined after i picked up the item, fell through the ship instantly.. one wasnt even in the ship.. >.>)
so yeah, desyncs and stuff happen, errors happen.. leads to bigger problems down the line.
I've had a lesser version of that where the item is just invisible and can't be interacted with outside of scanning it. Never lost collision with the ship tho 
I can try to look into stuff tho, I've kinda become numb to errors as practically every profile I've ever had has always had them, typically from just stuff like LC patched failing to do it's thing, or better saves spewing an error on menu boot consistently, etc.
thats exactly what happened. i just wrote the full details here.. -> https://discord.com/channels/1168655651455639582/1168656318345777313
forgot to post it last night while it was 100% fresh, but yeah my point is, small things, lead to big things, so check with just mirage, and also make sure everyone has everything installed properly (if someone is not using a mod manager,thats especially a problem with mirage :P)
Oh no yeah we all use GaleModManager, same version, mod list, and configs. But I'll try solo mirage
But I just glossed over your message
weird
Hope it does get a fix though
My modpack has 137 mods and i dont have problems with mirage
me either.. 260 mods, but i get little to no errors at startup, and the ones i do get are usually unimportant ones (like the man in the rubber rooms one from wesley lmao)
They tried it without anything else and it still crashes? They have the same ram as the 1 other guy (16gb) and they don't have any issues. I haven't tried solo mirage yet, though.
Also didn't see these, we have 212 mods and the host doesn't have issues (never checked if it was a host/client bug) but yea. I can try sometime soonish to make a cleaner fixed pack to hopefully have less error spam.
send the log with just mirage installed and it still crashing.
They got off for the night, I'll ask them tomorrow to send it. Sorry for being inconvenient lol
not inconvenient to me, just trying to help ;o
Masked bugged after being teleported
mirage revive
it looks like its a masked by mirage revive
Mod list? Just because a masked is holding a shovel doesn't mean it shouldn't be able to kill afaik. Also log?
For that to be a bug, a mod would have to alter the collide event for masked if a shovel is being held, which Imho, only LI did, and I thought I removed that code when I disabled the use of shotguns while I fix it.
01991b40-8ff3-7493-12a8-c87ff0488a71
It will work normally if the player is turned into a masked in a normal way.
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
DeadBodyInfo.StopFloatingBody () (at <31f0351006d541aeb5ae92a12fc7161b>:IL_0000)
(wrapper dynamic-method) DeadBodyInfo.DMDDeadBodyInfo::SetRagdollPositionSafely(DeadBodyInfo,UnityEngine.Vector3,bool)
(wrapper dynamic-method) ShipTeleporter+<beamUpPlayer>d__40.DMD<ShipTeleporter+<beamUpPlayer>d__40::MoveNext>(ShipTeleporter/<beamUpPlayer>d__40)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)
but if its by mirage revive will log this error
ok, give me a min, i might be able to work out the possible conflict (as i assume its a conflict, and totally unrelated to the fact its holding a shovel)
Maybe it's GI that automatically collects a deadbody.
it might be, but that shouldent be the issue i think, more likely something thats auto teleporting the dead body i would assume. but im not familiar with the teleporting stuff so i d k
im just going to check what touches those methods mentioned in the exception
GI + Enhanced Radar Booster both modify beamupplayer.
we didn't have any radar booster
yes, but the code would still be patched (i assume)
id reccommend installing this, might make it easier to debug if it happens again
https://thunderstore.io/c/lethal-company/p/DiFFoZ/BepInEx_MonoMod_Debug_Patcher/
replaces the "wrapper dynamic method" blah with something more readable.
but yeah, if you dont use radar boosters at all, then maybe try removing enhanced radar booster and seeing if you get the issue ever again.
okay
do you have the log now with that?
I believe the teleporter thinks it's a deadbody
I'm not sure, but we tried teleporting a dead masked and it logged the same error.
well thats really weird.. have you verified your steam cache to make sure all the game files are there?
the one thing i will say is, i have seen bugs with teleporting masked back to the ship, but in the opposite way...
in my lobbies, if players die, and turn into a masked, and the masked gets killed.. and we teleport the masked body back to the ship, we get no errors, but some players can pick up MY dead body (even though there should be none).
but afaik, thats unrelated to mirage, and i dont think mirage is the cause of your issue either. but i dont know what is.
Steam says thats all installed correctly
If I teleport a masked convert by the normal way, there will be no errors regarding I'm using mirage or not. It's just if I MirageRevive or a dead masked.
how do you know its a "miragerevive" mask?
so this happens if a masked dies too? both with and without mirage installed?
the dead masked i only tested with mirage
miragerevive i tested only with miragecore
Masked don't seem to be spawning as mimics for me. The config all looks right to me, and it used to work so I'm fairly sure a newer mod I installed must have conflicted with it.
In the process of troubleshooting it, but anything immediately obvious to you guys?
01995cb9-dd3f-489f-2665-a9c6f0ca6585
Ah, it's brutal company minus
Weird
I've been working on an issue where Mirage stops working with a larger mod pack and finally have narrowed it down
It seems that Mirage + BrutalCompanyMinusExtraReborn + Mimics causes it to break
If I disable Mimics then it starts working again
01995f8d-870a-050e-fe6e-6cbec854082c
Is the test mod pack
Mimics as in the fake fire exit monster
its more likely BCMER, Mimics the mod doesnt touch masked afaik.
you should disable BCMER and leave mimics enabled, its more likely BCMER and Mimics are colliding breaking BCMER then BCMER is breaking Mirage.
BCMER touches many things, so if you add a lot (i think) then if something breaks BCMER, BCMER has the ability to break a lot of things.
and i mean to see if disabling BCMER fixes it... 😛
Yeah so Mirage + Mimics works and Mirage + BCMER works
Just wanted to throw it out there as I'm sure other people have ran into this issue
Bcmer has a mimics event, that might be why it breaks with all 3 of them but not any other combination
I'm guessing a fix for this is going to have to be on BCM/BCMER's side in that case
likely. things that touch many areas usually have bigger compatibility issues with other mods.
if i was using BCMER i probably wouldent be using any other mods aside from compatible bug fixes and moons and interiors. (LLL) and more scrap and similar, BCMER comes accress as a full conversion mod to me, so, to then add in mods that vastly convert the game on top, your asking for trouble imho (but then, i dont know what BCMER does in its entirety..)
i mean, its likely mimics + BCMER has the issue, but that then breaks a lot of things in BCMER, which also affects things that mirage does (because BCMER has all its finger in all the pies)
either way, nice to identify the issue.
Thing is, BCMER dev knows this but to this day they haven't found a way to fix it do idk
Tho maybe this mimic thing is new info that could help them
yeah, more information, usually helps
knowing the point at which the problem occurs, is usually a slam dunk on how to fix it.
like, with my own mod, for a long time, i was being told masked keep looking random directions (usually staring at the ceiling).. I didnt understand why, i kept trying to prevent it.. rather than fixing the problem.. the moment i found why they keep looking random directions (zeekers code lmao).. i disabled it, and problem solved..
so yeah, if people can help them narrow down the likely location of the problem (ie, if its between mimics and bcmer), then, they can look at the patches BCMER and mimics both do.. and see where a potential problem may come from that.. then hopefully a fix is just a simple solution.
I want to point out this happens to just BCM too - that broke for me as I used that instead of BCMER
diagnosing conflicts between mods must be one of the most frustrating mod issues to solve
maybe.. i made myself a hodge podge DLL that helps me out a bit, for finding conflicts, no guarantee it helps, but gives me patching information so i can see where mods may collide, helped me find a recent problem without having to disable 300 mods (i think i disabled 10.. and the 10th one (all of which i disabled because of my DLL giving me the info that they might affect each other) happened to be the one causing the problem... but yeah, much better than turning off 300 mods to find out which ones a pain in the ass.
Stack trace:
System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) (at <1071a2cb0cb3433aae80a793c277a048>:IL_001E)
Unity.Netcode.RpcMessageHelpers.Handle (Unity.Netcode.NetworkContext& context, Unity.Netcode.RpcMetadata& metadata, Unity.Netcode.FastBufferReader& payload, Unity.Netcode.__RpcParams& rpcParams) (at <d961951ab868489cbec1aa9b2480688f>:IL_009B)
Rethrow as Exception: Unhandled RPC exception!
UnityEngine.Debug:LogException(Exception)
Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&)
Unity.Netcode.ClientRpcMessage:Handle(NetworkContext&)
Unity.Netcode.NetworkBehaviour:__endSendClientRpc(FastBufferWriter&, UInt32, ClientRpcParams, RpcDelivery)
Mirage.Unity.MimicPlayer:MimicPlayerClientRpc(Int32, String) (at ./Mirage/Unity/MimicPlayer.fs:97)
Mirage.Unity.MimicPlayer:MimicPlayer(Int32) (at ./Mirage/Unity/MimicPlayer.fs:92)
Mirage.Unity.StartMimicking@76:Invoke(PlayerControllerB) (at ./Mirage/Unity/MimicPlayer.fs:77)
FSharpPlus.Control.Iterate:Iterate(FSharpValueOption`1, FSharpFunc`2)
Mirage.Unity.MimicPlayer:StartMimicking() (at ./Mirage/Unity/MimicPlayer.fs:76)
Mirage.Hook.hookMaskedEnemy@19:Invoke(orig_Start, MaskedPlayerEnemy) (at ./Mirage/Hook/MaskedPlayerEnemy.fs:21)
MonoMod.Utils.DynamicMethodDefinition:Hook<MaskedPlayerEnemy::Start>?-743740964(MaskedPlayerEnemy)
[17:19:39.2516906] [Error : Unity Log] KeyNotFoundException: The given key '1565829825' was not present in the dictionary.
Stack trace:
System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) (at <1071a2cb0cb3433aae80a793c277a048>:IL_001E)
Unity.Netcode.RpcMessageHelpers.Handle (Unity.Netcode.NetworkContext& context, Unity.Netcode.RpcMetadata& metadata, Unity.Netcode.FastBufferReader& payload, Unity.Netcode.__RpcParams& rpcParams) (at <d961951ab868489cbec1aa9b2480688f>:IL_009B)
Rethrow as Exception: Unhandled RPC exception!
UnityEngine.Debug:LogException(Exception)
Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&)
Unity.Netcode.ClientRpcMessage:Handle(NetworkContext&)
Unity.Netcode.NetworkBehaviour:__endSendClientRpc(FastBufferWriter&, UInt32, ClientRpcParams, RpcDelivery)
Mirage.Unity.MaskedAnimator:HoldItemClientRpc(NetworkObjectReference, Int32, Boolean, Boolean) (at ./Mirage/Unity/MaskedAnimator.fs:0)
Mirage.Unity.HoldItem@122:MoveNext() (at ./Mirage/Unity/MaskedAnimator.fs:183)
UnityEngine.UnitySynchronizationContext:ExecuteTasks()
Mirage
v 73
yeah sorry for the really late fix, I just pushed an update
at least in theory should fix it since I assume bumping the LC version and netcode patcher version should be enough
sorry for the really late response, do you remember what kind of errors happened?
HI BARCH!!!!!!
oh wait sorry I just realized you posted logs above it, gonna take a quick look
happy to see you barch
