#Mirage

1 messages · Page 31 of 1

solemn ridge
#

Yeah it's just gotta be how Skelaah references enemies then

onyx summit
#

could be just rng for voice lines though.

solemn ridge
#

Yeah

#

could be, otherwise it's references breaking after v70

onyx summit
#

They worked in v69 so it broke with v70

solemn ridge
#

Yeah, it's a matter of Zeekerss updating things and how the enemy prefab is referenced

onyx summit
#

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.

neat tusk
#

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

brazen steeple
#

thanks for checking for the mod conflict XD

onyx summit
# brazen steeple thanks for checking for the mod conflict XD

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

brazen steeple
#

@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

regal sandal
#

I don’t

onyx summit
onyx summit
regal sandal
onyx summit
#

by Skeelah?

regal sandal
#

No

onyx summit
#

send me your pack lol

brazen steeple
#

oh no goodluck glitch xD

regal sandal
#

I can later today when I get back on my pc, in a couple of hours.

onyx summit
#

@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

ocean mesa
#

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.

ocean mesa
oblique galleon
#

take him out for dinner first damn

deft cape
#

if there's indeed an error with mirage and it's 100% confirmed it's from this mod i'll take a look

#

LMAOO

onyx summit
onyx summit
onyx summit
oblique galleon
#

im okay bald head

regal sandal
#

this is before I updated to the mods that have updated today

deft cape
#

i cant lie im too lazy to do a v70 recompile rn

#

ill do it if it's 100% necessary

ocean mesa
onyx summit
deft cape
#

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

ocean mesa
#

Cool. I can give this a try in a bit, but it's low priority since nothing seems to be an issue yet. Thanks!

onyx summit
#

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.

potent hatch
#

how

onyx summit
#

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

solemn ridge
#

Poltergeist breaks the bird for clients

#

I would disable it if you play today

onyx summit
solemn ridge
#

Lmao, I let the dev know and he plans to fix it

onyx summit
#

i called you in here for assistance not a death warrant on me xD

ocean mesa
onyx summit
potent hatch
#

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

onyx summit
solemn ridge
#

but you will see it pecking them like hell as the host

#

and it can kill you

onyx summit
#

its gotta be fixed on your end.

potent hatch
#

then i do hope you're patient

ocean mesa
onyx summit
#

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:

solemn ridge
#

I'm talking about the new vanilla enemy btw

#

The ||Sapsucker||

onyx summit
# potent hatch then i do hope you're patient

[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.

potent hatch
regal sandal
#

[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)

blazing jungle
#

Just a quick question, I know this mod has a lot of features of MaskedEnemyOverhaul but does it also support custom skins or no?

ocean mesa
#

If you mean like through ModelReplacementAPI, yes.

brazen steeple
onyx summit
#

I believe its Baykal was broken and demonmae was aware. @solemn ridge you know more.

solemn ridge
#

Yeah it js it errors and softlocks on land

onyx summit
#

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?

solemn ridge
#

The other moons work fine though as far as I'm aware

brazen steeple
onyx summit
#

Did you add in Harvest Moons?

#

They were another culprit i discovered.

brazen steeple
#

nop didnt add it

#

it can be reprod with just premium + otherworldy + mirage

onyx summit
#

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.

brazen steeple
#

debug tool disguised as a chaos scrap mod 😏

broken blade
#

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

half zephyr
broken blade
#

oh LMAO

#

fair enough

oblique galleon
broken blade
half zephyr
#

totally

broken blade
#

i definitely believe that

oblique galleon
#

slayer can confirm i never have

half zephyr
broken blade
#

still not believing that

#

i know what you did.

oblique galleon
#

depends on what you're talking about

#

i've lived 19 years

#

i did a lot

broken blade
#

ghost girl on manorlord puppet

#

that one barber

#

uhhhh

oblique galleon
#

werent me

broken blade
#

again, doubt

oblique galleon
#

doubt harder mu

#

maybe if you streamed harder than you doubted you'd have affliate for mommy voice

broken blade
#

I'm not adding a mommy voice redeem

#

I don't think I can do that shit well if at all

oblique galleon
#

i can, go redeem it on my stream

broken blade
#

We do not

#

Being bald is your thing I want no part in these shenanigans

onyx summit
cursive scroll
#

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.

brazen steeple
#

send modpack code

cursive scroll
tough cape
#

gatekeeping modpack codes what

brazen steeple
cursive scroll
onyx summit
#

@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.

wide cedar
#

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

ionic shoal
# onyx summit Harvest Moons still has yet to be updated last i checked so avoid that with any ...

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

onyx summit
#

But Skelaahs fine now though. His moons are pretty cool too. Got some cool events that happen on them to add an extra challenge.

neat tusk
safe sundial
#

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 🤔

ionic shoal
safe sundial
#

Okay sorry to ping but thanks! I'll have do some research

ionic shoal
#

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

safe sundial
#

Cool thanks!

solemn ridge
onyx summit
solemn ridge
#

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

ocean mesa
onyx summit
solemn ridge
#

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

onyx summit
#

I think its just that you were on Galetry,

solemn ridge
#

I mean we've spawned them on there before and it never happened

#

that's why it's weird

#

lol

onyx summit
#

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

solemn ridge
#

Yeah I had no isssues before Galetry so it could be due to the item holding mechanic

onyx summit
#

I also DMed you a new moddded moon I found has issues with Mimics and shotguns some how

solemn ridge
#

I'll be double checking today

onyx summit
ocean mesa
#

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?

ocean mesa
#

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.

deft cape
#

hmm interesting there shouldnt bean absolute path or anything

#

ill maybe try and get to this, this weekend or something

ocean mesa
#

I don't see one. Everything looks right, it's just not recognizing the project dependency right on my side...

ocean mesa
#

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.

ocean mesa
#

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.

deft cape
#

i'll do the changelog and whatnot myself, thanks!

onyx summit
# solemn ridge I'll be double checking today

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.

ionic shoal
#

maybe wrong wording regarding the auto updating btw, but its always the latest version.

ocean mesa
ionic shoal
solemn ridge
cloud adder
#

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

ionic shoal
#

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.

cloud adder
solemn ridge
#

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

tough cape
#

what does lethal settings even do?

solemn ridge
#

Nothing really useful tbh

#

Most of the time it's just there

#

And it explodes for a handful of people cus they use Meltdown

tough cape
#

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

solemn ridge
#

You probably just aren't using LethalSettings it's LethalSettings that breaks with meltdown

tough cape
#

oh what it can be used?

#

is it like lethal config or smth?

cloud adder
#

But my lack of experience in f# is making it hard

#

(And I don't know exactly how zehs got that to work)

thin sonnet
# tough cape WHAT

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

cloud adder
#

The biggest issue with it, is that something with how meltdown is setup completely breaks it

#

Which really is a 50/50 issue

shadow snow
#

Day X of waiting for that shit to be removed as a dependency for Mirage zzz

cloud adder
#

Meltdown shouldn't be breaking it, and LS shouldn't break from a mod using it wrong

shadow snow
#

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

eternal bridge
#

Mirage

solemn ridge
cloud adder
#

probably

solemn ridge
ionic shoal
cloud adder
ocean mesa
cloud adder
#

Like actually changing the code to not use LS at all

ocean mesa
#

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.

ocean mesa
chrome skiff
#

yeah i agree with that lol

#

shouldnt have to search the discord server for word of mouth of what the mod even does

tough cape
#

There should be a mod that adds a new sigurd log containing all the DiFFoZTweaks info

ocean mesa
vast canyon
#

diffoztweaks was developed for personal usage in mind, so yeah it's lacking of even basic readme stuff

ocean mesa
#

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.

cloud adder
#

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#

deft cape
#

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

cloud adder
#

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

ocean mesa
#

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.

cloud adder
#

nope

#

those are all the settings

ocean mesa
#

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.

cloud adder
#

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

ionic shoal
cloud adder
#

but v70 did something else to it that causes issues for other players

ocean mesa
ionic shoal
#

so its broken for Meltdown as well? (i dont use meltdown)

cloud adder
ocean mesa
#

(It's a short length lived recording in memory, but still)

cloud adder
#

regardless if mirage is there

ionic shoal
#

so the problem is Meltdown, not Mirage, or LS.

cloud adder
cloud adder
#

meltdown shouldn't be breaking it, and lethalsettings shouldn't break down entirely by 1 mod being configured wrong

ionic shoal
#

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.

ocean mesa
cloud adder
#

fair enough

ocean mesa
#

I would rather LS be opt in that opt out. Just like LethalConfig should be. Outside of wider schemes like melaniesvoice.

ionic shoal
# ocean mesa I'm being a bit pedantic, all sound waves are recorded as they are transmitted, ...

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.

ocean mesa
#

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.

cloud adder
#

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

ionic shoal
# ocean mesa I don't really see an issue with player side configs done other ways, to include...

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.

ocean mesa
ionic shoal
#

maybe the solution is for mod managers to have the ability to find+configure the same settings, out of the game?

cloud adder
#

that would be nice

ionic shoal
# ocean mesa Fair enough. But that's kind of a concern for any codes you install. Not specifi...

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.

ocean mesa
#

Opt out is not consent. Opt in is.

ionic shoal
#

that is true, but, having an opt out, is better than forcing it on everyone.. and also not saying "im recording you"

cloud adder
#

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

ionic shoal
#

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

ocean mesa
#

I mean, yes. But opt out is not protecting the dev if it doesn't actually make itself known until after the fact.

ionic shoal
#

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.

cloud adder
#

yeah a notification on the main menu (like the holiday notifs) would be better for opt out

ocean mesa
#

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.

ionic shoal
#

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)

ocean mesa
#

Uh, but I think this is more tangential than necessary.

#

I know BG3 does.

#

Quite annoyingly sometimes.

ionic shoal
#

among us forced mod makers to put a "modded" symbol on screen at all times, to make other people aware its not vanilla.

ocean mesa
#

Oh yeah. There have been plenty of viruses hidden in mods.

ocean mesa
#

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.

split tulip
#

im manually installing mods, where tf do the dependencies for mirage core go bruuh

shadow snow
ionic shoal
#

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

torpid arch
tough cape
#

It doesn't even break for me with LS and meltdown idk what yall talking about xD

autumn glen
deft cape
#

those settings are meant like any game's settings

deft cape
#

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

north escarp
deft cape
#

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

north escarp
#

But... why would you not make it a soft dependency then

#

LethalSettings is a soft dependency as well

deft cape
#

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

north escarp
#

yeahh

#

I don't understand the issue still

#

why not switch from lethalsettings to lethalconfig

deft cape
#

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

ionic shoal
#

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

ocean mesa
shadow snow
#

smh

neon whale
#

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.

ionic shoal
cloud adder
#

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

ionic shoal
#

nope, not used that, from the way you said it though you said it was shared.

deft cape
#

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

deft cape
neon whale
#

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.

ocean mesa
ocean mesa
#

Wait, wrong respond.

ocean mesa
ocean mesa
#

The recompile was with v70, technically.

deft cape
ocean mesa
deft cape
#

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 🤔

ocean mesa
deft cape
#

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

ocean mesa
#

Makes modpacks harder and requires undocmented additions like DiFFozTweaks.

deft cape
#

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

neon whale
neon whale
#

They seem fine now after a pc restart and reinstall of mirage LuigiShrug

twilit void
#

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

solemn ridge
#

That seems odd to be from Mirage ngl

twilit void
#

these issues persist between saves and restarts

#

removing mirage fixed all of it so im not sure

solemn ridge
#

Test the version before the recomp if it still happens you have some sort of conflict somewhere

twilit void
#

are there any known incompatibilities?

solemn ridge
#

Besides some moon mods like HarvestMoons atm

#

unsure

twilit void
#

lemme uninstall harvestmoons then

#

that fixed it and the v70 recomp works too

#

thank you! :)

solemn ridge
#

Yw

neon whale
tender hinge
#

Teleporting a masked with items will bug him. The new update from general improvements fix this?

cloud adder
#

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

ionic shoal
#

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

tender hinge
#

When the masked was teleported to the ship, the masked was unable to kill my friend.

ionic shoal
tender hinge
#

The same error before general improvements receive a update to v70 and you use a teleporter+nonscrap option

tender hinge
#

I'll try to replicate this situation later. One with mirage revive and another of a player dying to a masked.

frozen thicket
#

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.

ionic shoal
#

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.```
frozen thicket
frozen thicket
ionic shoal
ionic shoal
frozen thicket
#

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.

spice niche
#

`[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 Hmm

shadow snow
#

Those are normal. I have seen those messages for ages, harmless

deft cape
#

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

autumn glen
#

that's totally fair yeah

#

sucks that the maintainer won't respond to you :[

ionic shoal
#

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)

cloud adder
#

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"

ionic shoal
deft cape
#

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

deft cape
#

much better compatbility than mods adding their own menus too

fervent moss
#

@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 Prayge

ocean mesa
deft cape
#

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

ocean mesa
#

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.

deft cape
#

because it has to generate for every mod

#

plus it's a ton of menus to enforce

ocean mesa
#

It does that on the fly though.

deft cape
#

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

deft cape
ocean mesa
deft cape
#

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

ocean mesa
#

I know. But also, most people that don't read readme's are also not going to find the mod setting menu either...

deft cape
#

it's at least there

ocean mesa
#

But I appreciate the effort.

deft cape
#

if you installed a game and you have to install something extra to access video settings it wouldn't make too much sense

ocean mesa
#

A mod isn't a game though.

deft cape
#

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

ocean mesa
deft cape
#

💀

ocean mesa
#

Yeah.

deft cape
#

i never noticed that

#

that's... interesting

ocean mesa
#

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.

deft cape
#

display mode/frame rate cap are typical video settings so it's not completely missing

#

i thought it was missing even those

ocean mesa
#

Not completely, but you can't do resolution, or any level of graphical scale.

deft cape
#

ok yeah that's scuffed

ocean mesa
#

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.

deft cape
#

yeah frame rate cap isn't all that important in a game like LC anyways

ocean mesa
#

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.

deft cape
#

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

ocean mesa
#

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.

deft cape
#

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

ocean mesa
#

I would rather get a blessing as well.

deft cape
#

good point

shadow snow
#

@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"

deft cape
#

probably errored if it randomly stopped

#

can you provide a log

shadow snow
#

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

shadow snow
#

Hmm

#

Deleted msg I might be dum

#

I have a feeling I figured out why it does that

tender hinge
frozen thicket
shadow snow
#

Well, hit a wall, your pack is absolutely cursed my man

frozen thicket
shadow snow
#

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

frozen thicket
#

Yup

deft cape
# shadow snow

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)

dusky shoal
#

Where can I find the most up to date instructions on how to install the mod and its dependencies manually without issues?

dusky shoal
#

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?

dusky shoal
#

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

tough cape
#

Sounds really weird tbh, tho it may be possible

#

Still mirage has a billion dependencies so maybe you are missing one?

dusky shoal
#

not a big deal it was just a pain to figure out the issue

chrome skiff
#

i use both mimics and mirage just fine. you should probably just use a mod manager tbh

#

i recommend gale

granite musk
#

anyone know what this is

tough cape
#

an error plink

granite musk
#

was testing solo, the masked is there no getting stuck and can kill me just fine but idk why its throwing those

brazen steeple
#

HarvestMoons currently broken for v70+. and breaks Mirage
Remove it for now and wait for it to update

granite musk
brazen steeple
#

wah

#

you should send you modpack code

tough cape
granite musk
#

sorry wasnt home after sending that stare
01979bfc-5f37-17c5-685c-77f6666ed638

#

it happens on everymoon iirc

brazen steeple
granite musk
ionic shoal
#

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.

brazen steeple
#

didnt know the exact details 😅

onyx summit
onyx summit
brazen steeple
#

dunno im using it before if its the recent update that broke (we didnt use it after the update)

brazen steeple
#

yep recently

onyx summit
#

Right i did rotate it out for some different moons a couple weeks ago since its been in my pack for ages

brazen steeple
#

ye i look into your modpack but didnt see it

ionic shoal
#

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

onyx summit
ocean mesa
#

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.

ionic shoal
# ocean mesa This one's new to me. If you use the toolbag to grab a tool off a dead masked, i...

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.

ionic shoal
# cloud adder

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.

ocean mesa
#

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.

ionic shoal
# ocean mesa You grab them out of the dead masked hands in Mirage.

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

deft cape
ionic shoal
deft cape
#

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 😂

ionic shoal
# deft cape all good i don't even have a single clue what the bug is about but i know you kn...

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?

deft cape
ionic shoal
#

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...

deft cape
#

yea I'll have to test the belt bag with ur fix later

ionic shoal
#

im going to spawn a loot bug and drop it 29837982739723 flashlights

deft cape
#

I've never actually used a belt bag b4 so idk what the interactions are supposed to be like yet

ionic shoal
#

and try and knick a flashlight out of its hands right now...

deft cape
#

💀

ionic shoal
#

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.

deft cape
#

thanks for the confirmation and fix 😳

#

sadge pin bot doesn't work rn 😔

copper valve
median fjordBOT
neon whale
#

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

sacred gale
#

Yeah it just keeps bugging for him for some reason, showing the wrong player and t-posing and not saying any lines etc

ionic shoal
#

if it worked once, then you have to question why not the other times too...

ionic shoal
sacred gale
#

Ah no we both use gale

#

Only he has the issue for some reason, haha

neon whale
#

Yeah even sharing the code with no changes only I have issues for a strange reason.

ionic shoal
#

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)

neon whale
#

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?

ionic shoal
#

there is a menu in gale..

clear mod cache

neon whale
#

Ah, I never noticed.

ionic shoal
neon whale
#

Yeah, I get that now, mb.

#

If I run into it again I can send the log properly

ionic shoal
#

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.

neon whale
#

My main folder for mirage looks like so

#

Unsure if it has something missing

ionic shoal
#

looks fine to me

neon whale
#

Nearing the end

ionic shoal
#
[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)```
ionic shoal
#

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?

slate estuary
#

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?

tender hinge
#

I had no problems with both mods together

deft cape
#

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

neon whale
#

Unsure if it's the same session though

ionic shoal
#

i looked through the mod list and didnt see anything that ive personally had issues with with masked x.x

karmic night
#

Im glad to see people are using scanrecolor pikaLove

copper valve
#

You found the 1 person probably

karmic night
#

Wesley and I always play with it plink

copper valve
#

That makes 3

viscid carbon
#

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?

eternal bridge
tender hinge
#

Logs?

viscid carbon
bright junco
#

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

shadow snow
#

Bad XLR cable?

random thicket
#

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.

granite musk
thin sonnet
deft cape
thin sonnet
#

Thanks for the answer!

ripe void
#

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

ripe void
#

And also, does General Improvements config contrast with mirages or does mirages take priority and I don't have to turn off General Improvements

coarse moon
#

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.

solemn ridge
#

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

ripe void
#

nevermind I think I got it

stable forge
#

is this mod compatible with the new update? The other mimic mod just prevents indoor enemies from spawning for some reason

tender hinge
#

Yes

stable forge
#

nice 👍

buoyant skiff
#

What other mimic mod?

stable forge
#

Masked enemy overhaul

granite musk
#

mirage is better IMO
unless u wanna experiment with MEOF zombie mode idk

stable forge
#

thanks

twilit otter
#

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

▶ Play video

Watch Without Brutal Company by pedro9006 and millions of other Lethal Company videos on Medal. Tags: Lethal Company, Lethal, Company

▶ Play video
#

019815bb-c77b-a579-4bac-e354db1c6d45

#

Here i've provided the dependency string and the code

eternal bridge
#

care to tell us why you're giving the ceiling bugs the ability to speak out of every enemy

stable forge
#

how do you change settings for the mod?

ripe void
#

Like spelled out

twilit otter
#

Brutal Company Minus Extra Reborn

ripe void
#

is that on the same moon

twilit otter
#

i'm assuming Brutal Company Minus Extra also does this

ripe void
#

The uh dark one

twilit otter
#

yeah

#

atlas abyss

ripe void
#

atlass abyss

#

?

twilit otter
#

yeah

#

i ramped up the spawn rates for the mimics there

ripe void
#

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

twilit otter
#

it's not the moon

#

it happens on others

#

i just chose it as an examoke

ripe void
#

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

rapid depot
sullen steeple
#

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.

sullen steeple
#

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.

wide rampart
#

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?

ripe void
#

I had this spammed just now in my session

ionic shoal
#

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.

river brook
#

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.

river brook
#

bruh i fix it

trim cliff
#

What does this mean exactly? I tried regenerating the configs but this error still happens

granite musk
trim cliff
#

Ah I do have harvest moons. Ill try disabling that

trim cliff
#

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

ionic shoal
#

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.

trim cliff
#

alright, well. THat sucks. Thank you for the responses!

tough cape
#

Harvest moons is broken atm

#

I'll recommend just disabling it for now till it gets updated

trim cliff
#

wait it is? whys it broken

tough cape
#

Hehe

trim cliff
#

lol fair

tough cape
#

Custom enemies in harvest moons broke, im not entirely sure how but they broke

trim cliff
#

h ok. rip!

tough cape
#

Yep

#

We'll have to wait till autumnis updates it!

#

But in the meantime just disable it

trim cliff
#

soon.....

#

can do

#

ty!

tough cape
#

Np!

ionic shoal
tough cape
#

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

ionic shoal
#

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.

tough cape
#

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

ionic shoal
#

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

tough cape
#

It breaks everything from what i know

#

Like, i think you can't use the moonpack alone

ionic shoal
#

yeah, im just saying, i cant imagine the patch is that complex to be breaking everything x.x unless its doing a lot more

sullen cipher
#

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

sullen cipher
#

it make no sense to me how all those mods break mirage :x

brazen steeple
#

it make no sense to us too but yea

covert glacier
#

I had these errors as well, I don't have neither HarvestMoons nor SkelaahsWildMoons 🤔
currently using this modpack - 01986735-dd27-00a1-6e9c-1279a7e7a0d5

brazen steeple
runic oak
#

semi recently I'm having problems Mirage just kinda not working. like no copying player suits/cosmetics and not mimicking voices.

brazen steeple
#

send your modpack code too if you have it

runic oak
brazen steeple
brazen steeple
covert glacier
brazen steeple
#

i dont have that happen on me

#

in your profile
weird

#

I have some comments about your packs btw

#

want to hear me out?

brazen steeple
#

its only what mod to remove/change

covert glacier
brazen steeple
# covert glacier 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)

covert glacier
#

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!

brazen steeple
#

wait for the long awaited update of ShipInventoryUpdated (Yes me too are waiting for ages 😅 )

covert glacier
#

i changed everything and it all seems to be working pretty well, including mirage
thanks again! really appreciate it 🙂

brazen steeple
#

yippie !

ionic shoal
ionic shoal
brazen steeple
#

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

runic oak
brazen steeple
runic oak
#

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

tough cape
#

????

runic oak
#

it fixed after i disabled wesley's moons

#

no clue why

runic oak
tough cape
#

Yesss

#

And atlas abyss too

runic oak
#

of them?

tough cape
#

Nope!

brazen steeple
#

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

runic oak
#

just have not had the time the clean them

#

ALSO

#

IMPORTANT

#

for mirage

#

the voice mimicking

#

DOES work

brazen steeple
runic oak
#

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

bright junco
#

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

cloud adder
bright junco
#

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

bright junco
#

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

cloud adder
ionic shoal
#

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.

bright junco
#

agree

#

but theyre good at luring people at times

eternal bridge
#

how masked feel after running towards you spouting fucking nonsense and expecting you to think they're your teammate

bleak nebula
#

any chance that Mirage will be compatible with brutalcompany mods? bc right now it isnt

cloud adder
#

what is the incompatibility exactly

#

is it with masks that are spawned by brutal company?

bleak nebula
#

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

cloud adder
#

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

bleak nebula
#

yeah

cloud adder
#

ok

#

is LethalSettings enabled

bleak nebula
#

heres the pack code if you wanna check it
Hmq6-QNiRI6SGIpoeWmH0Q (gale synced profile)

#

yes it is

cloud adder
#

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

bleak nebula
#

heres a normal code
0198b08d-b44d-d858-de16-70d8de6cbf2d

#

ill try out the settings thing rq

cloud adder
#

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
bleak nebula
#

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

ionic shoal
ripe void
#

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

ionic shoal
ripe void
#

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

ionic shoal
#

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

ripe void
#

wait what, there is a chance option? I do NOT know that haha. Thank you

tough cape
#

mirage update?? 😮

cloud adder
#

lethalsettings fix integration is a good route to go for now

#

since willis is still missing

cloud adder
#

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

neon whale
#

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.

ionic shoal
#

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?

neon whale
#

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

ionic shoal
#

errors lead to other errors, you may not see anything wrong, but errors are usually never good.

neon whale
#

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

ionic shoal
#

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.

neon whale
#

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 EmployeeAwooga

#

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.

ionic shoal
# neon whale I've had a lesser version of that where the item is just invisible and can't be ...

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)

neon whale
#

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 EmployeeRead weird

#

Hope it does get a fix though

tender hinge
#

My modpack has 137 mods and i dont have problems with mirage

ionic shoal
neon whale
# ionic shoal the last line in your friends log is ``` [06:20:06.9326898] [Info :LethalLevel...

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.

ionic shoal
neon whale
#

They got off for the night, I'll ask them tomorrow to send it. Sorry for being inconvenient lol

ionic shoal
#

not inconvenient to me, just trying to help ;o

tender hinge
#

Masked bugged after being teleported

#

mirage revive

#

it looks like its a masked by mirage revive

ionic shoal
# tender hinge 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.

tender hinge
#

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

ionic shoal
#

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)

tender hinge
#

Maybe it's GI that automatically collects a deadbody.

ionic shoal
#

im just going to check what touches those methods mentioned in the exception

#

GI + Enhanced Radar Booster both modify beamupplayer.

tender hinge
#

we didn't have any radar booster

ionic shoal
#

yes, but the code would still be patched (i assume)

#

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.

tender hinge
#

okay

tender hinge
#

I made this simple modpack and test that

#

same thing

ionic shoal
#

do you have the log now with that?

tender hinge
#

Yes wait

#

here

tender hinge
#

I believe the teleporter thinks it's a deadbody

tender hinge
#

I'm not sure, but we tried teleporting a dead masked and it logged the same error.

ionic shoal
#

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.

tender hinge
#

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.

ionic shoal
#

how do you know its a "miragerevive" mask?

so this happens if a masked dies too? both with and without mirage installed?

tender hinge
#

the dead masked i only tested with mirage

#

miragerevive i tested only with miragecore

restive plaza
#

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

restive plaza
astral pulsar
#

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

cloud adder
#

Does it happen without BCMER?

#

I also run mirage and bcmer but I dont run mimics

ionic shoal
#

its more likely BCMER, Mimics the mod doesnt touch masked afaik.

ionic shoal
# astral pulsar If I disable Mimics then it starts working again

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... 😛

astral pulsar
#

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

cloud adder
#

Bcmer has a mimics event, that might be why it breaks with all 3 of them but not any other combination

restive plaza
#

I'm guessing a fix for this is going to have to be on BCM/BCMER's side in that case

ionic shoal
# restive plaza I'm guessing a fix for this is going to have to be on BCM/BCMER's side in that c...

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..)

ionic shoal
#

either way, nice to identify the issue.

tough cape
#

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

ionic shoal
#

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.

restive plaza
#

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

ionic shoal
# restive plaza diagnosing conflicts between mods must be one of the most frustrating mod issues...

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.

tender hinge
#
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

solemn ridge
#

He's aware

#

He won't be able to work on it til tomorrow

deft cape
#

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

deft cape
autumn glen
#

HI BARCH!!!!!!

deft cape
#

oh wait sorry I just realized you posted logs above it, gonna take a quick look

autumn glen
#

happy to see you barch