#Mirage
1 messages Β· Page 32 of 1
Welcome back
how's modding been
We haven't tried messing with Mirage in a while, but I've thought of trying to mess around on my end in a fresh pack and testing to see what/if any mods break it for me (I still don't see how/why considering they work on the host with the same profile but regardless)
mb didn't see this at all till now, I don't think I ever changed the lethalsettings layout, and the update that did touch it was mainly to let lethalsettings run even if another mod errors while it's setting up.
although IIRC it worked fine for me when I tested it π€
I'll see if I notice anything odd in particular in the logs first
I asked my buddy to load up a profile with only mirage and its dependencies, so gimme a sec for that log
oh i meant im about to look at the old log you posted awhile back
i doubt the updated mirage version is even out on the mod manager yet rn
Yea they loaded it up solo and it didn't crash for them atm anyhow
hmm the first log seems like mirage failed to load its dependencies, although there was no crash in that
that was most likely cuz of another mod erroring during mirage's load up phase though, which in turn makes it not work at all
The first log was my log breaking the masked yea
ah
I figured its something breaking during loading, but the confusing part is we all share the same profile code and the one friend who typically hosts never has any issues with masked
We haven't purged our pack in a while though so it'll hopefully clear up if we purge it and re-make it
nah i misunderstood the error actually, if it's from masked breaking then it's probably not that
although for the 2nd log
Ah
that one does crash pretty much after mirage loads the player's settings
but there's no error so it sounds like it crashed when i called a native function (like something from C or whatever) is my assumption
but if that same friend's able to load it now i guess it shouldn't be an issue? π€
Yeah, I don't know how/why? Maybe their pc was on the fritz that day and between now and then they've likely restarted and it fixed?
But also yea if I load up a profile with mirage myself the masked function properly, so it's likely some conflict. The masked breaking in my first log was always them in a t-pose and having no noises due to an unhandled rpc exception on mirages audio stream iirc
fun, i made a moon!!
it sounds like a rare edgecase that mirage runs into for whatever reason that i just don't know about, and i'm assuming it just so happens that you're the first person to report it whereas others who run into it probably just uninstall LOL
oh shittt, ima go search it up π³
Yeah I don't know lol
@autumn glen has your thunderstore name always been super_fucking_cool_and_badass_team LMAO i never noticed this till now
I can try and slowly add mods back in 1 by 1 and see if that causes any bugs.
That is a godly team name
the team name I upload shit to is yeah LOL
I have another one but I stopped using it after I started on Biodiversity
yea if it happens again lmk, although after this week im gonna be MIA again cuz im just on break rn, so hopefully if there is an issue i can get it fixed this week π
π
it was voted on ok
kinda curious how much you've added to biodiversity by now
Will do.
Enjoy your break when that comes
W VOTE
oh it's right now actually, thanks π
ah there's not been a huge amount of stuff, dev's been slow but still pretty fun hehe
but we're working on 3 enemies and just got some new coders, so I'm looking forward to the coming months :D
got the long ass team name and the moon name itself is only 4 letters 
Hope you're enjoying the break rn!!!
hopefully not many issues crop up after this update so you can get some rest hehehe
to summarize 2 new enemies and a new item, bug fixes n stuff of the sort. working on 3 enemies and 4 items currently tho which are coming along quite nicely :]
should've named it drehdhegrgergeggdggeereederedregeg
sheeeesh huge ass team
dregananant
ya praying 10 new issues dont pop up for whatever reason π
even if they do come up im sure you'll be able to take care of em

it was working perfectly fine in v72, so I don't think you need to worry hehe
so apparently it's still the same issue going on. if anyone has the time to and doesn't mind running a test: https://thunderstore.io/c/lethal-company/p/qwbarch/MirageExperimental/
would appreciate letting me know if it works or not
i just can't test it on my own right now because for whatever reason my mic's not working
What's the issue exactly?
Oh looks like the update got rejected
lol
So I can't check the changelog
i wonder if i uploaded the completely wrong thing π
basically voices aren't being networked at all
was it working for u? π€ idk if u were running it but if it worked, then maybe it's not on my end afterall
package was just approved
Ah I heard them when testing solo lol didnβt have a chance to play Multi yet
I played not exprimental Mirage with my friends and as host it worked only for me and i was hearing only my voice with 2 other people in team.
@deft cape I don't think Experimental is working
Clients just saw them as normal basic masked enemies
and I noticed some masked that spawned dressed up as clients not talking and they couldn't kill clients
I might have found out why this might not be your fault
I was wrong
Thought it was somehow related to this but it's not, so Mirage is still broken
i think networking is just broken
so i didnt migrate to the new version properly
will check it out again tomorrow
thanks for testing π₯Ί
Did you not recompile the dll and update it to the new netcode patcher while ensuring you have the V73 build of the game installed? π€ Worst case take the last build that worked - v1.26.0 and try doing so again and reuploading the update
i did
it is indeed the same as the previous build
just updated to the new game version and new netcode patcher
ill just find an audio file and convert it to opus and test with that tomorrow
Do you have a compatibility patch for MoreCompany at all? I'm wondering if you need to update it to reference the new version
i dont but i dont think it should matter
ill see tmrw
just need to try and have it actually stream some audio to another client
and see what the errors look like
Well when checking through a client's log I saw no errors, the issue I got was clients seeing vanilla masked, and as host I could see them mimicing players but they wouldn't speak or be able to grab clients
Only masked of me could speak, and clients couldn't hear them since they never reacted to them
I also felt like my masked were louder than before the update
if that helps
@deft cape reprod the issue in Lan, it's completely vanilla for the client and I think trying to mimic the client cus it's refusing to talk, but for my Host client it's holding spray paint
this is a super small profile too
Both logs
mb didnt end up having time to work on it today, will most likely be able to look at it tmrw
couldent grab clients? are you using imperium?
in imperium, for the longest time, enemies could see through client invisibility, but couldent kill them (because invincibility was turned on on main client, and not enable-disabled on client), i wasnt aware mirage changed anything in regards to killing... so this bit doesnt sound like mirage xD
No it was broken Networking doing it
Mirage's networking is busted
but in what way was the networking breaking vanilla masked?
sorry,, havent played on v73 with broken mods, i just didnt realised busted networking on mods would break a vanilla function xD
nah it's pretty common for errors to break completely unrelated stuff since everything after the error no longer runs
it indeed is mirage causing the issue
i'm just not sure what to even look at for now since there's no errors shown
just tried LAN myself and i'm able to replicate the issue lunxara mentioned, just not sure how to fix it yet
issue seems to be that the patcher doesn't actually run for me on the new version
the generated IL is missing its generated code
so i'm trying to figure that part out right now
latest version of experimental should have it fixed now
i haven't actually tested it since i don't have time to right now, but ILSpy shows that the rpc methods are properly generated again
so in theory should work just as it did in the previous LC version
experimental package was blocked again so just gotta wait a bit on its approval
the project patcher?
or the netcode thingymabob
Did you check in Lan with the small profile I sent you? If it worked you should be able to push it to stable
In fact I'd say pushing it to stable is better, you'll get more bug reports if any arise that way
whoosp meant the netcode patcher
didnt have time to test this time π
ill just wait a day for what ppl say first b4 pushing to main
Got ya
@deft cape it works
sound also
but sometimes those holding item dont want to attack (not all)
got the same report about this on a github issue
thanks for the confirmation π
i think i'll push this to main for now since it's still better than the current version
time to look into that item holding bug
wait i just want to confirm, do you know if that's only for non-hosts? or does that happen to the host player as well?
ok so that issue (masked not attacking if they hold items) is most likely due to how i spawn items off screen
the game no longer allows this it seems which causes it to error
so i just need to see how to spawn them without the player being able to see them when they initially spawn
I always had the feature off anyways cus I ran into some weird bugs with it
Forgot to add to this, I hope when you work on the new implementation it will fix it
the issue I mainly ran into was a masked spawning and the item they had getting dropped and it could never be picked up lol, which was problematic with mods like NightOfTheLivingMimic where they could have an item drop when a body got back up on the ship
havent tested fully yet.. but uh.. been working on this myself (over a long period of time)
https://github.com/VirusTLNR/LethalIntelligence/commit/e9a3e40fd1f63d696582246aeb39814e56836af1
afaik, "spawnPickedItems()" (line 6877) spawns items properly (at least it did in V72), it should spawn an item on the ground, or straight in their item holder, if i remmeber correctly... if its a worry about the item being seen.. you can just move "pocketitem()" to be closer to the initialisation of "fakeItem" (line 6919)
be aware though im spawning multiple items there, not just one... and you will need a "unpocketItem()" for when you want the item visible. the code for pocket/unpocket isnt visible in that commit.
if thats how you already spawn items.. and thats broken.. then.. fk.. because im pretty sure I duplicated roughly what imperium was doing xD (for the creation of the object i mean)
β¦n 10-15s, trigger point not set yet, but should work, needs testing though
also, i think this was discussed before, but, this should drop items from masked
once again, not tested in a long while, but masked used to drop items willingly when i called this code, and i set it up to drop items on death... and items were grabbable.. which was enabled by setting the item as grabbable.
heldGrabbable.grabbable = true;
so hopefully that resolves the issue mentioned above if desired xD
this problem is only with clients?
for the item holding thing? it's broken for everyone including the host i'm pretty sure
thanks virus, goat as always π₯Ί
will still have to take a look later since i'm busy again
i doubt the fix would cover that tbh
i'm just more or less gonna do what virus did to fix his and call it a day
i mean, if you were following what i was doing before, its basically the same xD but hopefully its different if there is a bug so there is an easy fix xD
if you test and its not working still once you tried what i am doing for dropping items, let me know and i will have a look when i get a moment.
gotcha tyty
Hi everybody. Tell me please. I'm using the Mirage 1.28 mod on the official steam game (with other mods). And I noticed that the mask men stopped appearing on the regular map. They still emit a voice, but it's almost impossible to meet them. Changes to the logs do not affect the appearance in any way.
Is this a personal problem for me (due to a possible mod conflict), or is it a common issue? Can you suggest a mod that allows me to adjust the chance of encountering masked men?
Game version v73. I apologize if this issue has been reported before
mod list? things work fine for me. but if masked are invisible for you, id like to find out why.
019a2ade-71fe-40d1-e497-61b817a549b7
Maybe I didn't put it right.
The masked person is always visible and has a vanilla% appearance. And I ran into a problem with the fact that using the Mirage mod I can't increase their appearance (whatever value I would not set).
Previously, when I was just installing this mod, masked people had a frequency of appearance that satisfied me. And now they appear on themed maps with a mansion. In others, they are now extremely rare to find. As it was in the vanilla version of the game.
regarding the spawning, sounds like your using vanilla spawns, you can turn on a fixed spawn rate in mirage which applies to all maps afaik, maybe thats why.
regarding the masked just having orange suits, ill check out your pack and let you know if i see the issue, but im guessing its a mod conflict or something.
works fine for me.
only thing i did was add imperium to spawn the masked.
is it working with items?
? i just used that profile, with those settings, to show masked are spawning with the correct suit.
its no worries, just clarifying xD
though i am wondering if its just the spawn rate they are questioning x.x
if its a case of spawning, using the same profile.. i can see the maximum 2 masked spawning on the first day i landed.
even on march (where afaik, masked dont normally spawn..) they are spawning.. so.. mirage spawn config definitly working from my pov.
didnt spawn til nearer 4pm, but they spawned (2 of them)
i hope that helps @full obsidian, let me know if there is anything else
Thank you so much for taking the time to help me!
no problem, though im still not sure what you thought was wrong π
Can you tell me if this is a config mod? I haven't been able to view the mirage mod through this utility
in the mod manager there is config files
Thank you again, I will continue to investigate this matter.
np, i had more info, just my game was taking time to load, the above configs are not viewable ingame.
the onyl setting ingame is this, hopefully the pictures describe how to get to those settings π
what suits are you using? they look neat
look at the code, not my profile, just was seeing what the issue
was
oh whoops hehe, sorry I wasn't ready too intently
its np xD i just really dont know XD
Does mirage feature AI voice mimicking?
alr
this is what youre looking for
not sure it still works though
thanks
si NullReferenceException error spam in the main menu normal?
works fine ingame on a moon but when i return to lobby theres an infinite nullref exception spam
like if you start a game then go back to the menu theres error spam? ive been getting that too
im not sure what causes it but its definitely not normal
there are so many .dlls required for mirage
and other files
but I assume security has never been a concern with the voice recording and stuff?
not really
you're using a mod manager, right? (just in case, because it can get messy if you're doing these things without one)
ough... you <may> want to use one, just as a big recommendation (Gale, R2..)
:(
security
gale and r2 are open source and very renound, there's no reason to be that concerned
and it'll be way easier for you (mostly for updates)
the only gale hater
XD
Gale isn't shady, it's Open Source....
If anything Shady were to be done you would hear about it from everyone
there was some opt out feature I heard from everyone was real shady
so that's what im referring to
:P
i wouldn't know cuz I don't use gale
the telemetry, yeah, it's not there anymore
Look buddy
You said something moderately positive about it
That means you glazed it
I dont make the rules
fuck... its true
im gonna do dark magic so monty glazes gale too
Alr thanks
I just always thought that the auto update feature could easily download malware if any mod would ever receive an update with malware code
As it had been the case in the curse forge minecraft launcher a while ago iirc
any mod with code that seems suspicious is blocked from being upload and needs admin approval to actually go through
but your fear is def justified
as monty said, mods that have suspicious code, are moderated before being allowed on thunderstore. thats why https://discord.com/channels/1168655651455639582/1229912303588212796 exists,, because a lot of legit things(including mirage) get flagged along with stuff that doesnt belong. not fool proof.. but.. what is fool proof? there will always be things falling through a net, you can only catch so much... look at how much is reported in https://discord.com/channels/1168655651455639582/1184530215733575910 and a lot of it has been uploaded for months (mostly just cheat mods.. and probably uploaded before said code was flagged.. but yeah..)
Oh alr
Well i downloaded one mod once, Tolians moons iirc, and windows defender went nuts
Not sure which moon exactly but file got quarantined and stuff
windows defender freaks out when I download the files to my own mod
so I would ignore those warnings, atleast when it comes to popular mods
Its definitely an easy fix, but im getting a yellow warning saying syncedConfig has not been initialized yet and all the mimics look like regular mimics
Not sure where in the configs to set it though
idk if anybody has pointed this out, but I'm pretty sure (correct me if I'm wrong) the issue fixed by maskedinvisfix is already handled by maskfixes, so I don't really see a point in having it as a dependency.
Hello, I was testing our modpack and I'm suddenly getting this error whenever a mask spawns, which is odd since I didn't really change anything about masks and it was working a few hours ago
no its not afaik. buttery wouldent fix it because its not a vanilla issue.
ah, mb
Wait so does mirage not work anymore?
Why?
it seems the ability to take the masks off of dead bodies is broken
this also breaks the same feature from sciencebird tweaks
it is in both
oh mb
nvm it isnt in mirage (i misread something π)
mirage still breaks that sbt feature tho
i mean kinda makes sense since mirage removes the mask
so idk how you would make it drop the mask when there is no mask
by default?
either way I was playing with the masks on
In sell bodies fixed masks drop fine. Just saying.
Are Maskeds holding scrap/tools still broken?
holding scrap is working fine last I've tested, holding tools works but you can't pick their tool
He said that masked holding items sometimes are unable to kill players
Are they able to kill players?
a mask with a shovel killed me yesterday
So i gonna try again
It affects clients
not the host
clients can't see them holding the items
sounds like the item they are given is not synced on the clients side, or maybe the client doesnt see them as spawned. in old versions did clients see them? O.o im not sure i ever tested the networking of my item spawn code, it was so long ago i wrote it originally i kinda forget xD
Hey all, I keep going back and forth on if I want a mod like this in my modpack, how is this mod doing? Scrolling through recent messages it sounds like some features of the mod are a bit buggy?
Also what all does this modβs voice recording do that Skinwalkers (and the optimized reupload) does not? In what ways is this mod more advanced besides networking?
Reduce to 0 the chance for masked spawn with items and it will work fine.
Way better overall, has more options to tweak a lot of things, the networked audio is one of the key features, you should totally get it
Does this mod use any sort of algorithm to pick its clips? Or is it just kinda anything like Skinwalkers?
Thatβs what I am interested in. With Skinwalkers the βclipsβ would just be keyboard clicks that got picked up by the microphone
It's random, but each mimic always mimic the same person (like, you see a friend's mimic, it'll always use their voice lines)
If you have people whose mic pick up keyboard clicks yall should use something like https://thunderstore.io/c/lethal-company/p/lukeprime/DissonanceVoiceSettings/
I am curious, what kind of people do you play with when having this mod enabled? One of the things holding me back from using this mod is the friends I play with, they can instantly tell a Masked just by how they move. They also probably would be good at sniffing out fake clips, so a mod like this would just give away the positions of enemies using it
That is the actual roadblock for me
You can have mirage only act with masked/mimics. That's how I use it
Because they tend to be the convincing ones
I don't have any other monster with it enabled
I see
I did not know about this, this is awesome
as someone that sometimes other voices bleed through my mic i recommend it. It does not do miracles but it certainly helps (it needs a bit of tweaking, i can provide my settings if you want)
yeah that'd be great
I had problems with this mod about the spectate screen and players with other players looks (suits and cosmetics).
Does it work fine with just these values? The reason I typically haven't set it up myself in a while for my own mod pack is cus it used to make some people's voices cut off badly but I think the most I used to do was set Denoise to High after enabling sound removal and that caused problems, I can test just doing this and seeing if it helps the edge cases where we hear voices bleeding through mics
Yeah that should be nice, it kinda depends on the group, example for my group i do use these
but yeah it depends on the person and the group
also i think it's clientside, so each person can change it depending on their needs
(having worse mics etc)
ye
Hey! Its true mirage doesnt work with wesleys mods? Bcs i have wesley instaled and tbh i haven't heard a single mimic or maybe its other issue
I've not had any issues with masked talking
vanilla masked will just give themselves away really quickly.. and as for your friends not getting tricked by their own words.. i dont know if its the settings i use, or the way my group plays.. but..
1 - my group runs around fairly solo, we rarely group up and run around together, so we always have the chance to be tricked (because often, the friend isnt near us)
2 - the voices we hear, are often words from many rounds previous.. so we forget those words were said, unless the words were that funny and unique.. so its a bit of both.. but when I personally run around muttering to myself.. and die.. and then the mask runs around repeating the same crap im saying.. my friends often get tricked.
3 - I cant really account for vanilla masked anymore, as I havent used them in over a year outside of testing, but my memory is of them looking dumb, behaving dumb, etc... at the least i would reccommend installing "maskfixes" by buttery, as well as the SmartEnemyPathfinding mod by zaggy... afaik though, they only basically improve on the masked general AI.. if you want something more advanced, try my mod "LethalIntelligenceExperimental". As i say.. my group get tricked by masked all the time.
and I use Wesley's
i was about to say the same, i use some of wesleys moons, and have no issues, dont use the full pack though.
I like to use 15s-30s time to Masked talk; 7s-12s time is too quick.
it works fine with wesley's moons
so idk why i didnt heard voice mimic any time
it is me, yes
Or it could be a conflict between different modes. Here, I'm posting my logs.
In my case, removing wesely moons allowed mirage to function normally. Some other option may have broken the compatibility between these two.
After starting the game, verify that recordings are being saved correctly to the game folder\Mirage\Recording folder. If there are no recordings or the folder is missing, the mod has been eaten by wesely moons.
I found. it conflict with LCKR, Mirage, wesely moons. any solution?
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
LCKorean.Patches.TerminalPatch.TranslateKeyword (TerminalNodesList terminalNodes, System.Collections.Generic.List`1[T] ___enemyFiles) (at <512b62b6e5c344949d98eafdcb0ae410>:IL_5081)
LCKorean.Patches.TerminalPatch.Start_Postfix (Terminal __instance, TerminalNodesList& ___terminalNodes, System.Collections.Generic.List`1[TerminalNode]& ___enemyFiles, TMPro.TMP_InputField& ___screenText, System.String& ___currentText) (at <512b62b6e5c344949d98eafdcb0ae410>:IL_0025)
(wrapper dynamic-method) Terminal.DMD<Terminal::Start>(Terminal)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<Terminal::Start>?-284075686(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>?-125697436(Terminal)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<Terminal::Start>?609424300(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>?-1113100248(Terminal)
does this only occur when mirage installed? (ie, if you remove mirage, it stops occuring?)
looking at the error, im guessing that LCKR is translating a lot of things.. that is then breaking mirage's config patch when it syncs config among players in the lobby.
i would guess the maker of LCKR needs to look at what they are doing and account for mirage's patch to be compatible and not conflict.
i am also guessing based off the bit i replied to, wesleys moons doesnt have much to do with it, unless there is another error, i d k
edit: oh nvm, you said you removed wesleys moons and it worked fine, so yeah maybe a 3 way patch conflict, but LCKR can likely fix the issue.
thanks i think so
The developer of LCKR denies this issue.
does mirage still work fine alone?
yes
well either way.... just my pov..
mirage and wesley moons are used by everyone without issue.. LCKR is likely the lesser used, it doesnt affect most people.. not slating what they are doing, just saying... I dont know if wesley can do something.. i dont think barch has the time to look into it.. so the most likely fix will come from LCKR side... even if they cant fix it themselves, they can at least look into it if they want to be compatible (which, I assume they do where possible), so then they can maybe suggest a fix to barch/wesley, or at least talk to them xD
btw, I am assuming LCKR does some sort of translation to Korean... if so, it touches a lot of aspects of the game.. just a nature of the beast of such a big mod.. they have to make compatibility with everything or other things break, and that requires discussion.
ok
i'm having the same issue, i can tell mirage is not working because the config file is nowhere to be found even after starting and palying the game
More than likely its a different mod conflicting. We have Wesleys mods installed and Mimics have been absolutely evil to us. When I have time i can look over packs and see if anything sticks out.
We had an issue with our mod pack where mirage would make an error and masks wouldn't mimic us, and for some reason the next week it wasn't happening anymore, with minimal changes to the mods we had installed
I never figured it out
It most likely was a mod was broken which broke mirage. But then they updated.
This happened before with two different moons. One of Skelaahs moons had a weird issue that upon loading the lobby it broke mimics which then broke mirage. Mirage would throw the error so everyone suspected mirage as the culprit. Im 99% sure that is whats happening to you.
yeah, afaik, in mirage, it adds a component to masked, so if masked are fundementally changed, the component does not get added.. or added wrongly.. leading to it breaking.
talking about skelaah's moons etc, (the mods that broken mirage before), i always looked into WHY they broke mirage, because some of similar mods broke LI... but i never found what was breaking mirage... and in some cases it didnt break my mod.. maybe a transpiler modifying code leading to the break... im clueless when it comes to transpilers xD
Yeah it was odd, it was one moon specifically too and he fixed it quickly after I let him know which one.
Any news about fixing the bug about masked that hold items?
any idea why mirage mod dont work and doesnt generate config?
it is physically there but doesnt work at all and no configs in gale nor lethalconfig but it works if i created completely new pack but not for the main
Are all dependency mods installed?
You may also have a broken outdated mod thats breaking it. I can tell ya mirage works for my pack just fine. Since it relys on the mimics if another mod ends up breaking mimics it snowballs and breaks mirage and mirage will throw the errors cause it cant work due to the broken mod thay started the issue.
yes
how can i find which mod does this
Through extensive testing. Also posting your logs from when the issue occurred cause sometimes the answer is there and posting your mod pack code. I can look it over and let you know if I see anything that stands out.
Sometimes ya gotta remove a few mods at a time and run a test. Say you disable 5 mods and get it working then you know 1 of those 5 are the culprit
ok i will try launche the game right now
Just post your mod pack code. Ill look at it for ya real quick
019ad148-dd31-b9df-a0ff-529c3506f149
Give me a couple minutes to get to my computer and ill import it and help ya out
Oh no lol, this may take a bit. This is a really big pack. I can already see lots of problem. I'll move to DMs with ya. We may need to find time to sit down in VC and I can help you replace stuff thats broken now.
well i have only this problem rn, only mirage doesnt work
it did in the past, but not now for some reason
The thing it some problem you may not experience right away. Things can snowball and break other mods which is exactly whats happening to mirage.
I found out some time ago that Mirage doesnt work with Mimics by x753 so basicly you need to chose if you want mimics or mirage
(i tested it shortly and mimic started talking back)
mimics the fake fire exits?
yes
yes
its a 3 mod incompat
brutal + mimics + mirage is the issue
remove one and its fine
so its up to you to decide which one you need more (i went with mirage)
as Cheese said
ohh damn let me try
bcmer also may break it?
thats THE one that breaks it
idk if the other brutal version works
from my understanding
no
i mean i tested it with brutal
and deactivated only mimics as this is something i spoted with my own pack (especialy my friends would be unhappy if i would kick out brutal from our pack)
i disabled mimics and bcmer but no mirage config appear in lethalconfig
yh i see
plese use mod manager config
refrain from using in game configs
unreliable
unless the mod was made with it in consideration
iirc mirage has some features working with lethal config and lethal settings
but still better to use the mod manager config
holy guys it was fr either mimics or bcmer
you love to see it
Not true I run both
Just read through everything. Thats a weird triple mod combo issue.
I want to just clarify for those who dont use Brutal Company. Mimics and Mirage do work together. Ive been running them together for a long time now.
Yes i also have been running that
It took a few months to finally figure out what was the issue
I dont remember who found it
But a 3 mod issue is so weird
Well, I didn't state that it wouldn't work without BCMR. I just stated that out of the pack provided by Domka, if she removes Mimics, it will work, even quoting 'as Cheese said'.
Yeah i stated that I read it after posting and that it was a very weird 3 mod combo issue. Sorry if you misinterpreted my message. I realized after I posted that I missed the important part.
send full log
this
before load assetbundle (after loading save right now) pull lever, it occur
rebalanced moon changes scene name
but mirage recognize vanilla scene name
is "MirageRevive" called "MirageReviveFix" in logs? I feel like it isnt.. and this is about "MirageRevive", and it looks like MirageRevive/MirageReviveFix breaks when the scene ReVowScene cant be loaded.. which cant be loaded because the bundle is missing or something else is wrong... so this is a RebalancedMoons issue, or a manual installation issue, i think... and im going to guess its a manual install issue because MirageReviveFix isnt on thunderstore as far as i can see, so i would double check the right files are in the right place for RebalancedMoons.
only thing against what i just said though is i can see [23:21:13.9518900] [Info :LethalLevelLoader] LethalBundleManger Recieved Group: Rebalancedmoons.lethalbundle x.x so maybe not.
@deft cape
that "microphone setting" is a mod, i use it too, I am guessing the mod just stops the audio reaching your voice speaker, and mirage picks up voice audio earlier than that, so the microphone mute mod doesnt prevent mirage from getting the audio, it just doesnt allow it to play to others... i could be wrong though.. but i think it maybe just better if someone makes a new microphone mute mod thats a bit more inclusive xD (ie, blocks the audio at the first point of entry into LC)
saying that though, i have no clue if "push to talk" (the vanilla option) would prevent mirage from hearing the audio, but if my memory serves.. it will.
@haughty tangle Go scarab, make a better ToggleMute mod
actually i maybe wrong, i d k, it seems to be disabling LC's mic.. so maybe mirage is at fault..
IngamePlayerSettings.Instance.settings.micEnabled = !IngamePlayerSettings.Instance.settings.micEnabled;
IngamePlayerSettings.Instance.SetMicrophoneEnabled();
https://thunderstore.io/c/lethal-company/p/lukeprime/DissonanceVoiceSettings/ Could this mess with it maybe?
i d k, but i dont use that, and im not familiar with audio too much (aside from the brief work i did with my compat with mirage).
but i dont know if mirage ignores the mute key, I dont think ive heard anything ive said when on mute, but i cant confirm I havent either.
there is a line in togglemute that from my pov refers to the output of the audio
StartOfRound.Instance.voiceChatModule.IsMuted
but the other line i think is disabling the actual microphone and reenabling it..
oh nvm that line, that refers to only when dead so i think thats just preventing a voice icon from appearing..
sorry for the super late fix y'all, spawning masked with held items now works again thanks to @ionic shoal π₯Ί
only thing that i forgot to note on the changelog is that
back when the feature worked it'd spawn the item off screen before attaching it to the masked enemy
now it'll spawn it on the ground next to the masked enemy before the masked enemy equips it
so not really sure how this'll affect the user experience for people who use mods like MirageRevive, NightOfTheLivingMimic, etc
this was just the simplest fix for me to do, so if the old way is preferred then i can look into it later on
lets goooooooooooooooooooooo
so happy to hear that
ty for keeping this amazing mod alive qwbarch!
its a must have for me haha
thanks i appreciate that π
and again sorry for the super late fix, nowadays i generally only have time to work on the mod during my breaks so that's why it was untouched until now
pretty sure my latest spawning code spawns it right on the masked enemy, but i cant be sure x.x
I got everything working for LI 100% (the spawning at least), then my pc broke and I lost the progress. Didnt re-try since, killed my mood π glad to hear you found a fix though! π
oh dang you didn't keep your latest changes on git? π
i did it slightly differently from yours IIRC, dont remember why though even though that was yesterday lmao
you love to see two goats working together <3
I have come across an issue with the Mirage Mod that im hoping i may be able to get some help with. So i downloaded a mod pack from a friend and it has the mirage mod and ever since i can remember it doesnt work for me as a guest but it works for them and anyone else who joins. BUT when i host it seems to work. Has this happened to anyone else and has it been successfully fixed? any help would be amazing!
Thats very strange if you're the only one its not working for. What's exactly not working? Is it the voice lines? Maybe a mod conflict but dont see how that's possible. Could be something didnt install properly in your version.
If everyone had the issue then yeah it would be easier to diagnose, but only you means somethings going on with your pack and maybe you just need to reimport the pack from scratch.
its not recording my voice at all and it works in game and everything, ppl can hear me all except mirage. I have imported it multiple times, done everything under the sun, ensure then cfg files matched everything but nothin seems to be solving it. been pulling my hair out
You have any logs? Typically they can have errors in them to pin point the problem. Also a mod pack code?
What mod manager are you using?
99% was, but i made some changes, tested, got it 100% working.. then got a bluescreen, ran a built in windows driver verifier to find out which driver was causing it.. and was on the version of windows that gets stuck in WinRE... that + hard drive encryption = i lost everything.
I maybe have a copy of code still.. but, afaik i dont, its probably a simple fix.. but.. im the sort of person where, if i do something once, it takes me a while before i want to do it again x.x
@deft cape Masked dropping items is buggy, they also can only be grabbed by the host
Its not consistent, but yeah sometimes only host can. Are you running night of the living mimic still? Im wondering if there are some issues between the two now. Cause ive had clients be able to grab items from mimics then suddenly we have a few mimics items that cant be grabbed.
What I've noticed is and could be wrong is the mimics from night of the living mimic ones are breaking the items cause the mimic despawns dropping the item to the ground and then no one but host can grab it.
@half zephyr might want ya in on this one.
@half zephyr your boss also wants you, chop chop back to work
christmas was over like 2 minutes ago, it's workie time

I am running it yeah
And yeah I think itβs only breaking from NOTLM masked
Makes sense with thw change he made to mimic items. Sounds like this is more of a slayer issue not a mirage issue then. I've been forgetting to mention it to slayer lol
i apologise for the delay in replies, this christmas seasn has been crazy, i noticed this tonight when i ran the mod.
weird not sure. probably gotta wair for the dev to take a look cause this is weird that its only you having the issue with your group.
yeah its super frustrating lol
ive tried every single fix that my small brain could manage too.
I have found this moon breaks mirage's recording for some reason. They must touch mimics or something mirage touches.
Just discovered it yesterday.
nah mate dont have that moon at all. its super weird why it is just me having the issue also
Not quite but it does need blank references for a lotta stuff 
Notably for Masked 
would that alter the masked ingame at all? from my experience, the masked being altered ingame is what breaks both mirage.. and sometimes my mod. o.o
previous example where it broke my mod too, was ooblaterra, which contained masked that were ghosts who floated around.. but i know a simple altering of the masked could break mirage as mirage adds a component to the masked, which i assume, if removed, or in the wrong place, breaks mirage.
I went and looked back at this mod's config after a while
I can't seem to find the option to disable hearing my own voice mimiced
the only option there is about when players are alive
I dont think thats an option
It used to be in older versions of the mod !!
I remember when Mirage first came out
Oh
hence why I was asking
if u dont want ur voice to be recorded u need to change it in the game via lethalsettings
would that be any different from what shows here?
lemme boot up mine i dont remember which one is available lol
ah yes its there the slider
try that one
its in there
ok ty
Something strange happened:
Masked was teleported to the ship and transformed another player into a masked that spawned with a lockpicker; while this was happening, someone pulled the lever, and when we got into orbit, the lockpicker was there uniterable.
Reporting here as well as I just spent a few hours testing why FacilityMeltdown was breaking in my modpack. It seems that Mirage breaks FacilityMeltdown.
See #1191847266777042985 for more info
isnt it facility meltdown breaks lethal settings or something? or is this a new issue?
btw you may want to link to the exact message because your link is like doing this -> https://discord.com/channels/1168655651455639582/1200695291972685926
and i assume you meant to do something like this π -> #1200695291972685926 message
Also for some reason some people have the experimental version working, but Ive tried downgrading the mod to the experimental version (assuming its the same) with no luck
Experimental does not work iirc
why
experimental does work for me
unless the specific part that's broken is the explosion at the end
exp is fine
the meltdown sequence will still happen but the actual explosion didn't trigger when we left early
at most it has some niche issues with sound replacements and wr but like its not really a problem
thats kinda random tbh
og meltdown also had that
can add support with betterlethalvrm please? π₯Ί
Experimental doesn't have the fix for masked carrying items though right? and I thought it was broken as a whole but guess I'm wrong
the entire point of experimental was to make a working version of meltdown for v73
the one that is broken is og facility meltdown
What? OG Facility Meltdown got updated and fixed, I thought we were talking about Mirage Experimental
https://thunderstore.io/c/lethal-company/p/TeamXiaolan/FacilityMeltdown/ Like Xu just decomped and fixed it a couple days ago
Weird
Prolly worth talking to Xu about it, would be interesting to learn how itβs breaking it
She already knows
The conversation already went for like 2 days in the meltdown thread
Yeah I spent hours and hours testing with different setups
Hope that makes more sense
And to be clear the mods DO load with eachother, but the explosion from FacilityMeltdown never happens and when picking up apparatus there is an obvious error when both Mirage and FacilityMeltdown are present.
yeah idk
just use meltdown experimental i guess?
from what i'm seeing the only reason to use the new one is for config syncing
which if you share profile codes isn't an issue in the first place
nvm this
i forgot meltdown changelog goes bottom to top
if its just a fix for v73 then experimental works just fine
and wont break itself with mirage
theres other changes, dunno what 2.7.1 added
i mean this was before experimental came out so probably these changes are in experimental?
weird
i never even wondered is this problem able to be fixed on meltdown's side? or does it have to be mirage to fix it
i could probably fix it, but mirage might be doing something questionable
the only thing i know is, meltdown and mirage had some issues with lethal settings, which mirage has "fixed" for lethal settings afaik (only when mirage is installed), but maybe that fix.. is now breaking meltdown?
Yeah its breaking whether LethalSettings is enabled or disabled so perhaps?
I've got a really weird issue, Mirage just stopped working for us all of a sudden, we just get the base zombies spawning
I've tried making a new profile with the absolute bare minimum mods and it still doesn't work, and I've also tried rolling it back a few versions
These errors pop up frequently in the log
^same thing happening to me too
If you have I believe it was Powerful Moons, Harvest Moons, and Vacuity. These ones I've tested before and found they break Mirage.
Ngl Mirage starting to break things or break w/ them is giving me anxiety.
I'm sure xu will figure out meltdown but CONCERN
Use experimental for the meantime
Ye am, switched back temporarily when I learned what was happening. I don't go for apparatus too often so I wouldn't of even known lol.
We don't use any custom moons at all, and it's doing this even with a profile has that the bare minimum mods
I even went a step further and completely nuked my mod manager and reinstalled, and it still didn't work
it's weird enough that at this point I'm almost wondering if my antivirus is flagging something
That's the only explanation I can come up with as to why it doesn't work even on a fresh barebones profile
did you check the configs or remove any of its dependencies?
Any idea what could be causing the shop to stop displaying what furniture is on sale (things are still on sale, I just need to guess until I find something)? My magnet lever is also not saving properly and causes my cruiser to get lost every time I load my saves.
Removing Mirage stops both of these issues. I can share my modlist code if you want to see if there's any conflicts.
It happened again, but this time, two masked went to the ship instead of being teleported there.
any idea why mirage configs doesnt generate?
Many configs don't load/generate until you actually load a save.
Also my problem mysteriously fixed itself.
Thats how every config works
Needs the game to be opened and ge tinto a save for them to generate
Some changes or updates will require you to do that again
@deft cape small performance issue I discovered I hope there is a way to optimize it a bit, if its mimicing a player with a decent amount of cosmetics, like 15 itll hitch for a second when spawning in, nothing major bur would be nice if this was worked on
you can kinda address this by setting a cosmetic limit in diffoz tweaks
it doesnt seem like an issue in scope for mirage
That feature seems to be broken
Ill have to send it to diffoz tbh
Unless it only applies to other playes?
@deft cape V80 shoots this mod dead, it will load without errors but you can not get a lobby to load at all it will get stuck infinitely loading
This mod dying is like a part of history being forgotten :0
someone would eventually make a fork
the mod is creative commons
says on the github
ofc if qw doesnt do it
Need to run further tests but the issue could be one of the dependencies since it relied on a few fix mods for mimics. Again its a theory and I plan on testing if I can get it to work with removal of the mimic fixes
@solemn ridge did you try removing any of the dependencies to see if it helped?
I only saw one of the dependencies log a transpiler safely failed, however the console seems to spit out warnings constantly from smth Mirage usually logs a few times on loading up a lobby when it gets stuck
Might be some F# garbage collection spam or smth idk
Iβd be curious if the Legacy Mirage somehow works
you know what would help? a log.
i read "this is dead in v80" and thought its just not loading period... now people make it sound like parts work, but something isnt.
im now reading mentions of "masked fix dependencies" breaking mirage
afaik, MaskFixes doesnt modify relating to how mirage works... but i could be wrong, i forget why barch added it
MaskedInvisFix doesnt modify how Mirage works so if the invis fix is broken.. let me know, but it being broken, imho, should mean suddenly masked will be invisible again. (rarerly)
and MirageCore is written by barch so would be "Mirage" itself
not all cc is allowed to be edited and shared mate here you have NoDerivatives without permission
It loads without errors, but when loading up a lobby it just loads infinitely
A log isn't helpful if it doesn't error π₯
i forget if barch has information being sent to the log when the game is loading, but if it does, the log will lead to the point that mirage stops loading.. which will help trackdown the reason.
just figured a log will help if/when barch has a look. I can try and look at the f# and make sense of whats wrong, but i wouldent be able to fix it probably xD
[Warning: Unity Log] Only custom filters can be played. Please add a custom filter or an audioclip to the audiosource (SteamValve(Clone)).
[Warning: Unity Log] Only custom filters can be played. Please add a custom filter or an audioclip to the audiosource (SteamValve(Clone)).
[Warning: Unity Log] Only custom filters can be played. Please add a custom filter or an audioclip to the audiosource (SteamValve(Clone)).
[Warning: Unity Log] Only custom filters can be played. Please add a custom filter or an audioclip to the audiosource (SteamValve(Clone)).
[Info : Unity Log] Number of scrap to spawn: 9. minTotalScrapValue: 80. Total value of items: 0.
[Error : Unity Log] TypeLoadException: Failure has occurred while loading a type.
Stack trace:
(wrapper dynamic-method) RoundManager.DMDRoundManager::GeneratedFloorPostProcessing(RoundManager)
RoundManager+<LoadNewLevelWait>d__165.MoveNext () (at <9b24eb459d1443c38d2bf1102fa3fb5e>:0)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <c39a522eee05469b8171a6cfeb646c59>:0)
[Info : Unity Log] BigDoor(Clone) creating doorcode object in parent MapScreenUIWorldSpace (UnityEngine.RectTransform): DoorCodeUIObject(Clone)
[Info : Unity Log] BigDoor(Clone) creating doorcode object in parent MapScreenUIWorldSpace (UnityEngine.RectTransform): DoorCodeUIObject(Clone)
[Info : Unity Log] BigDoor(Clone) creating doorcode object in parent MapScreenUIWorldSpace (UnityEngine.RectTransform): DoorCodeUIObject(Clone)
[Info : Unity Log] BigDoor(Clone) creating doorcode object in parent MapScreenUIWorldSpace (UnityEngine.RectTransform): DoorCodeUIObject(Clone)
[Warning: Unity Log] BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "EnginePart(Clone)/ScanNode"
only error i could spot
Just checked if the dependencies are the Problem and they are.
MaskFixes is the one causing the infinite loading, not MaskedInvisFix as far as I can tell
Ah interesting
Does Masked move when you disabled MaskFixes ?
for me after i disabled only maskfixes world was generated
but masked was not able to move
Haven't seen a masked in the new version so I could't tell you but It would honestly not surprise me
Still infinitely loads with it off
Wierd because I just did it again and I was able to land on Assurance: 019d5847-2cb5-425e-8329-fa3d25f7c0e4
I even tried with just Mirage and it doesn't load with v81, you sure you're not just using v73?
Pretty sure
But wdym JUST Mirage?
I'm guessing you are also using MirageCore no?
Mirage, MirageCore and the libraries it needs
Uninstalled bug fix mods and LethalSettings
It just refuses to load up into a lobby if Mirage exists
Maybe I can land the ship because Assurance doens't spawn Masked?
So wierd
I'm running all the scenarios through my head but I know you're using Gale and therefor it probably has all mods disabled(other mod loaders had sometimes leftover mods in the Profile which weren't removed correctly)
Does it come down to specs then?
Doubtful
Might just be Mirage doesn't load on your end so it doesn't cause issues
Have you tested if the voices play?
I haven't even seen a masked yet
might be true
gonna look in the consle if the mod actually loads
I know it's not an issue with Linux or Proton because Mirage loads on V73 just fine
lol
Well well well
[Warning:InjectionLibrary] Skipping 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.
[Warning:InjectionLibrary] Skipping 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.
[Warning:InjectionLibrary] Skipping 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.
[Warning:InjectionLibrary] Skipping 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.
I think I found the problem
There is also a ton of these: [Warning:qwbarch.Mirage] syncedConfig has not been initialized yet.
It does have these but I guess they are void because of the logs I posted above:
[Info : BepInEx] Loading [Mirage.Core 1.0.4]
[Info : BepInEx] Loading [Mirage 1.28.0]
[Info : BepInEx] Loading [MirageRevive 1.3.0]
it throws those errors even on v73
so i wouldnt account it to it
019d5932-e0e1-c0e6-f201-3355ded4fe92
mirage - maskfixes + lethaldevmode
||[Info :qwbarch.Mirage] This configuration will be synced with clients: { "enemies": [ "Masked" ], "totalItemWeights": 31, "storeItemWeights": { "Extension ladder": 1, "Pro-flashlight": 10, "Shovel": 15, "Spray paint": 1, "Stun grenade": 1, "Walkie-talkie": 3 }, "disabledScrapItems": [ "Apparatus" ], "maskedMimicChance": 100, "nonMaskedMimicChance": 100, "minimumDelayMasked": 7000, "maximumDelayMasked": 12000, "minimumDelayNonMasked": 7000, "maximumDelayNonMasked": 12000, "maskedItemSpawnChance": 80, "storeItemRollChance": 50, "maskedDropStoreItemOnDeath": 0, "maskedDropScrapItemOnDeath": 100, "emitFlashlightChance": 50, "scrapValueMultiplier": 1.0, "enableMimicVoiceWhileAlive": true, "enableRecordVoiceWhileDead": false, "enableArmsOut": false, "enableMaskTexture": false, "enableRadarSpin": false, "mimicVoiceWhileHiding": false, "copyMaskedVisuals": true, "enablePlayerNames": true }||
so i would say maskfixes are needed something is depending in mirage on it
managed to get it working, at least minimally
it's just that it doesn't refer to the new dlls for dungeon generation
if you rebuild it after adding the references in csproj you can get it to run and not get stuck on loading
haven't run full tests to check if it's now pointing to everything correctly and functioning, but it's initializing as it should and not getting stuck in loading so it's better than nothing lmao
Is there a setting to make it only mimic the voice of the maskeds?
WDYM?
thats why i said WDYM xD
XD
Yummers
019d5f76-8f98-0703-6cd8-eb87ffcda5cf
Game dosen't let me load the map in trios unless I turn mirage off smh!!! Heres the code
mirage is broken on v80
nooo
Can us non modders get a tutorial lol
Iβm getting home in a few hours and Iβll do it, Iβm not that big of a coder myself 1st year of uni still, so Iβm 200% not confident in how much what I did is an actual correct fix fr, but I mean it runs and me and my friends have done quite a few runs with it without any errors or anything
I appreciate that, absolute king
I don;t think I can send dlls here and building it is kind of annoying so Iβll see if I can fork it on github or smth (making it clear that Iβm not responsible if I accidentally made the worst change ever and it explodes everyoneβs pcβs π )
i want all your viruses
mb for the wait, just got home
wait is maskfixes the only thing that broke
to break mirage
I mean, ever since I patched it up mirage is doing just fine
didn't find any glitches or anything since fixing it
and the mod's running ok
if so good bc buttery is still very much still working on their mod haha
theyve been updating buttery fixes rn
even better then, just did this cause' I wanted to play with some friends and wanted to play with mirage, and it was pretty simple so I just whipped it up and shared here now in case someone wants it like until he updates it tomorrow LMAO
yeah itll prob be min before they get around to all their fix mods
since the have so many lol
You're the goat
I didn't even know how many there were just opened her thunderstore profile what is this π
most prolific bug fixer lol
Perfect :D
@deft cape update when?
He's MIA and prolly busy with College rn I imagine
MIA?
damn
says on his github heβll be busy with exams till the end of the month
Yeah I did dm him since he's likely to see that, figured he's busy
just wondering, will you put it on thunderstore for the time being?
We need official additions to the game like this mod
Will mirage work completely fine with this mod?
masked fixes itself just updated
so you dont seed the fixed version now
yeah i just noticed that when checking
so mirage should work
got it, tysm!!!
I hear no
tho if it ends up being
dev is still active
no dummmmy
he didnt make invis fix
VirusTLNR did
tho Qwbarch has exams rn so
prob will get to it later in the month earlierst
if mirage has any issues
at least it seems
its the main problem
mirage prob has something
that could use some work
but not bricking lobbies
Has anyone been able to verify that MIrage works yet? Tried manually spawning a masked with imperium but they seem pretty broken still, dunno if its just me tho
Disabling maskedinfix seems to make them be able to move but the voice mimic effect doesnt seem to work
did you update maskfixes to 1.6 ?
maskedinfix is different one than the one bricking it
Yeah I updated it, the game isnt bricking and I can land the ship but the voice mimic function isnt working unfortunately. Theyre doing emotes so I think some parts of Mirage works (I think thats a function of mirage)
mask doing emotes is TooManyEmotes feature i think
gotcha
No it is Mirage, I tried disabling the deps and Mirage would just cause the lobby to never load.
Mirage does not work on V81
Oki
it sounds like Mirage isnβt working properly on the current version anyways, but I was curious if itβs possible to add custom modded suits to the whitelist of suits that Masked enemies can spawn as? if so, how would I go about finding the correct names to put in the config?
Same issue
disabling Mirage helped
I've helped qwbarch recompile for a previous version. I can take a look at what's up next week if no one gets around to it.
@wide bramble is LethalSettings maintained?
yesh i know ty
Is not
It only worked in v73 cus mirage patched it
But mirage is broke until barch can work on it
Time to finally deprecate LethalSettings 
I was actually confused when i realized it exists, i always thought lethalconfig is the go to
they do diff things
rly?
I LOVE MIRAGE
how are they different
I LOVE
sry idk how to explain the difference
would recommend you to test it yourself
is it because one is settings and one is config
Lethalconfig will be copied in profile codes
Lethal settings are per user and not affected by profile code
So its better for client side configs
You can do them in lethalconfig as well but its more involved
Wawawawawwawawawa
You can also set up not copied settings in LethalConfig. They will be used globally on that computer instead of being locked to a mod manager profile. Also mod managers won't know they exist, like LethalSettings's settings.
It's slightly more work up front, and makes LethalConfig mandatory if those values need to be edited. Like with LethalSettings.
Ultimately, it would work identically for client side configs, except the UI is different. And some people really don't like the LethalConfig UI.
Does anyone know what's going on with Mirage? He's not showing up in my Lethal setting. (73V)
mirage brokey in v80 
barch will work on it when he has some free time
I'm on version 73V and it's not showing up for me either. It used to, but not anymore. I don't know what's going on.
Someone should really investigate this for AI slop coding
Since a lot of the V81 fix mods are pretty badly done AI slop
Already removed?
F
Prolly was doing smth bad then and got nuked
Slop / unauthorized upload
If it got nuked it triggered flags yeah, either unauthorized or contained malware or smth
i tried it out and it seems to be working, haven't checked if they spawn naturally, but it works through imperium atleast
Whats the fork version change again?
It's fixing the mod not working with v81
So like, a temperary other version that dosent change anything but simply fixes it for v81 while main gets done with finals
Ye
So fork works rn?
It should yeah

still looking forward to official fix but nice
You got a link π Can't find it
Ah so it was allowed misread that mb
Is this mod available on Gale for anyone?
gale is sleeping
uploaded like 4 hours ago and approved like 2h ago? gale still aint having it

Does it even fix the mod for v81? All I see is this the problem me and a bunch of others ran into was lobbies could not even be hostes with it
Like I do not feel confident in this even working
lolol
it works on my test
But I get the distrust, especially because of the recent AI Slop """fixes"""
it still throws alot of errors for me but this version doesnt actualy full crash my game when loading into a save
Since version V73, it hasn't appeared in my list and it won't let me leave the lobby.
i changed one line, a method call that was using an old version of LethalCompany.GameLibs.Steam (v73 instead of v81). In v81 the method has 2 arguments. The "fix" was just one line. No AI slop included
wait so
For this mod
it takes one line to fix?
Yeah forgive my Skepticism lol
There have been a lot of Ai Slop fix mods recently
Well not sure about all the other issues that occured in v81. But what it fixes is the problem of not being able to sell. I havent seen any other suspicious log outputs testing it though so be sure to report them here https://github.com/qwbarch/mirage/issues
A mod that mimics player voices for Unity games. Contribute to qwbarch/mirage development by creating an account on GitHub.
Yeah for the selling issue. I opened a pull request for the issue on github and wouldn't have reuploaded as a new package if qwbarch wouldn't have asked me to until he has time again to merge it
probabably the same sort of fix i had to do for mask invis fix ngl.
Do i have to have the official mirage too or just this one ? ( I tried it yesterday) The mimics doesn't talk at all
Ah rip

It prolly does need a more in depth fix since it does so much
Might just need to wait for Barch to fix it
Plays audio just fine for me
It was also working for us tonight. Might have new conflicts with some other mods in your pack?
Might be
I will try put the code when i get home mybe you can help figuring out whats the issue
You disabled the barch mirage right
019da56a-10c7-9deb-8180-c57fe734335a
no
this is the code am using
Pretty sure the mod description says you can't have the original on at the same time π
Try just disabling it, though keep the deps
if you meran the core one
Keep these on, disable mirage
i might know what is the issue
do i have to enable these?
uhh I don't have them
Keep miragecore, virustlnr, and maskfixes on. All those 3 mods have smaller mods thy need to work. Only mod you need to disable is mirage (the original one) as it dosent work along side mirage_v81
yeah i dont have it
it must be some mod making the issue
Don't have what? The 3 depends?
sorry, i dont have the mirage (orignal one)\
only the new one with the depends
gonna do it now with imperium
Btw does it has to be multiplayer to work or it can record my voice?
Go around speaking in yo mic for a bit, they should catch on
i did some tries still not talking
Check your settings in LethalSettings. (The in game mod menu.) You can't edit those values anywhere else, but we can get them reset if you can't access them.
Other than that I can tell that those are the default settings i'm not sure how to help so will have to wait for someone else's input
thank you anyways
its pretty straightforward, each does what it says already so theyre more like personal setting for u
Greetings! Does mirage revive work on v81 with new Mirage v81 fork?
Given it was last updated a year ago, doubt
Could always test it using a friend and Imperium
Can I disable the ability for people to turn into maskeds with the item?
Really? Where
Uhm in vanilla
Like, wheres the option
Vanilla means that it is a feature in the base game, without any mods
So, there is no option
The mask can't be put on manually in vanilla?
They mean there is no option to disable this
Ty
Sorry i couldnt explain myself better
The masked are from vanilla, the mask transforming players is vanilla
This mod has nothing to do with this mechanic nor any other mod
There is no option to disable this
You guys know any mods that does help with this though?
I don't know of any no, I've looked just now and couldn't find anything
lunarconfig remove tragedy or comedy from any moons pool
Leubes remove leubes from config
sellbodiesfixed doesn't drop masks if the v81 fork is on
What do you guys think of the ||Cadaver Blooms|| also having the ability to mimic the persons voice but having the voice run through a filter to make is sound like the plant is using your vocal cords.
It would obviously sound like the vanilla ||Cadaver Bloom||: https://static.wikia.nocookie.net/lethalcompanyzeekerss/images/e/ec/CadaverBloomRoar2.ogg/revision/latest?cb=20260413203247
I don't think it would work tbh, considering how the transformation mechanic works and such it makes much less sense compared to a masked talking
It would fall under the category of "Hah this is kinda funny to do" like when you make other enemies speak for a time
Would it dough?
I get that the masked actually tries to imitate a person and the cadaver just uses the body as a host but the noises it makes, most likely are produced through the dead player
If we wanna get reaalll tecnical
The clickers from the last of us cant talk but they can still use their voice
and OF COURSE it's never gonna fool someone like the masked but I'd say it would add to the creepy factor
Having the sounds of hitting them and stuff shift to sound more in line with the player would be cool but yeah I would prefer they don't speak
Wait, do yall not have it set so that most of the creatures can talk?
no
its a funny one off thing but most people in here like more vanilla experiences
and having a random enemy mimic your voice makes no sense
Interesting. Yeah thatβs true. My group really loves random creatures saying stuff π€·ββοΈ
I prefer the masked crying or laughing
i do have a few exceptions, well mostly one which is the peepers
i like giving them the possibility to mimic, it kinda changes their mechanic from more weight to like voices in your head
when you have too many you can no longer hear your friends because you dont know who is talking lol
π
Hey im not sure if I messed something up, but doesnt seem like mirage is working. All the masked have just spawned as normal masks and have not mimicked anyones voices yet, is there something I should be seeing the log to conifrm its working?
wait nvm i see it
apparently i have an incompat (also just remembered that v81 is a fork lmao)
is there a list for incompatible mods with mirage?
You dont have any incompat
Mirage does not work on v81
It will be fixed when barch has some free time
gotchu
This exists for a reason for now
i'll try it
I do not know if it has any bugs, it does just only fix a couple things for now til barch can properly fix it
The v81 fork doesn't seem to work at all
I tried it with a friend and we couldn't get it to trigger once
Ah I got them to speak in Solo but yeah not surprised if it's broken in Multi
for me it worked fine last time we played
The odd inconsistencies prolly do indicate it needs barch's proper fix then lol
cus this would be the 2nd person to report they can't get it to work
On v73 does this have incompatibilities
I think 73 is still fine?
Tbh I do disable LethalSettings always and it works fine for me so maybe LethalSettings is kinda bricked?
I keep my LethalSettings disabled so I haven't ran into this issue, so that might be it?
hrm I didn't deactivate anything but who knows
did the masked not have their masks and wore custom suits? Was it only the voice feature that broke?
It worked, voiced, custom suits and cosmetics
for some reason masked still spawn with masks and dont copy the right suit
i am using the sellbodies and booms variants mods tho
so idk if thats the issue?
disabled lethal settings, the masked now mimic my voice and take my suit yet they still wear the mask
Ok so apparently my incompatibility was with lethalcasino lmao
does work with the v81 patch tho
the v81 mirage mod?
thank you , fixed my issue too
apparently
How tf..
The Casino probably is bundling the enemies for some reason
Yes
Adding the v81 patch for casino fixes the error so you don't have to take out the casino completely at least ππ
o really? i didnβt know there was a v81 patch for the casino
is there a faster way to test it like being able to spawn a masked enemy, instead of waiting for it to spawn?
Imperium lets you spawn any enemy you want, though I don't know how it interacts with mirage
I'd assume they spawn as player copies but I've never tested it
Yeah imperium let's you test it really quickly, the log will have a yellow warning mentioning the mimic couldn't be prepped by mirage because of a mod incompatibility and you won't see logs on who they're mimicking if there's an error
thank you guys
Mirage v81 is incompatible with FacilityMeltdown v2.7.4 by loaforc
Yes
Isn't there a work around by disabling mask spawns from pulling the apparatus?
Works fine for me for some reason
Gotta toggle off mask spawn control from mirage
mirage doesnt make masked pull the apparatus O.o
As in: preventing masked spawning due to pulling the apparatus.
@deft cape When you get around to doing a proper fix for Mirage the Teleporter stuff is making it so when a teleporter is being used in v81 noone can pick items up
This on the patch?
Sorry, last night I was testing the modpack I created with a friend. Something really strange happened with the Mirage mod. The enemy worked perfectly, even the voice emulation, but the other person online couldn't hear any audio. Is anyone having the same problem, or is it a bug currently present in the mod in v81 (I installed the version of the mod that works for v81).
is there a version that works with mirage or are these 2 mods completely incompatible?
Yeah
Teleporter stuff got changed in v81 so with the Mirage fork the Teleporters cause this bug, barch will prolly need to rewrite the patch
If it's even still needed, he may not need to patch Teleporters anymore
Yeah you need to not let Mirage control spawning masked it's busted
Is it the bug where inverse teleporting doesnβt actually do any of the teleporting
cuz I think theres another mod that fucks up the inverse that exact way
No
Huh
With Mirage whenever a teleporter is being used noone can pick up items
Your Inverse Teleporter issue should have errors in the logs, it will be from a mod but it's definitely not this one
[07:21:29.0669632] [Error : Unity Log] InvalidOperationException: Parameter #0 of hook for Void KillPlayerServerRpc(Int32, Boolean, UnityEngine.Vector3, Int32, Int32, UnityEngine.Vector3, Boolean) doesn't match, must be GameNetcodeStuff.PlayerControllerB or related
Stack trace:
MonoMod.RuntimeDetour.Hook..ctor (System.Reflection.MethodBase from, System.Reflection.MethodInfo to, System.Object target, MonoMod.RuntimeDetour.HookConfig& config) (at <4e2760c7517c4ea79c633d67e84b319f>:IL_01D3)
MonoMod.RuntimeDetour.Hook..ctor (System.Reflection.MethodBase from, System.Reflection.MethodInfo to, System.Object target, MonoMod.RuntimeDetour.HookConfig config) (at <4e2760c7517c4ea79c633d67e84b319f>:IL_0000)
MonoMod.RuntimeDetour.Hook..ctor (System.Reflection.MethodBase from, System.Reflection.MethodInfo to, System.Object target) (at <4e2760c7517c4ea79c633d67e84b319f>:IL_001D)
MonoMod.RuntimeDetour.Hook..ctor (System.Reflection.MethodBase method, System.Delegate to) (at <4e2760c7517c4ea79c633d67e84b319f>:IL_000E)
MonoMod.RuntimeDetour.HookGen.HookEndpoint._NewHook (System.Reflection.MethodBase from, System.Delegate to) (at <4e2760c7517c4ea79c633d67e84b319f>:IL_0000)
MonoMod.RuntimeDetour.HookGen.HookEndpoint._Add[TDelegate] (System.Func`3[T1,T2,TResult] gen, TDelegate hookDelegate) (at <4e2760c7517c4ea79c633d67e84b319f>:IL_003C)
MonoMod.RuntimeDetour.HookGen.HookEndpoint.Add (System.Delegate hookDelegate) (at <4e2760c7517c4ea79c633d67e84b319f>:IL_0000)
MonoMod.RuntimeDetour.HookGen.HookEndpointManager.Add (System.Reflection.MethodBase method, System.Delegate hookDelegate) (at <4e2760c7517c4ea79c633d67e84b319f>:IL_0028)
MonoMod.RuntimeDetour.HookGen.HookEndpointManager.Add[T] (System.Reflection.MethodBase method, System.Delegate hookDelegate) (at <4e2760c7517c4ea79c633d67e84b319f>:IL_0000)
On.GameNetcodeStuff.PlayerControllerB.add_KillPlayerServerRpc (On.GameNetcodeStuff.PlayerControllerB+hook_KillPlayerServerRpc ) (at <f3505bd949da4865b517d34494e15a1e>:IL_000A)
Mirage.Revive.Hook.MaskedPlayerEnemy.revivePlayersOnDeath () (at ./Mirage/Revive/Hook/MaskedPlayerEnemy.fs:85)
Mirage.Revive.Plugin.Awake () (at ./Mirage/Revive/Plugin.fs:23)
UnityEngine.GameObject:DMD<UnityEngine.GameObject::AddComponent>(GameObject, Type)
BepInEx.Bootstrap.Chainloader:DMD<BepInEx.Bootstrap.Chainloader::Start>()
MonoMod.Utils.DynamicMethodDefinition:Trampoline<BepInEx.Bootstrap.Chainloader::Start>?1055259012()
AsyncLoggers.Patches.ChainloaderPatch:DetourStart(Action) (at ./Preloader/src/Patches/ChainloaderPatch.cs:42)
MonoMod.Utils.DynamicMethodDefinition:Hook<BepInEx.Bootstrap.Chainloader::Start>?-1614078364()
UnityEngine.XR.Management.XRGeneralSettings:Awake()```
any idea what problem is?
MirageRevive was last updated over a year ago so I doubt it even works to begin with.
Okkay
yeah use night of the living mimic instead
it worked in v73, but is busted in v81
yoooo thank you so much
DetourContext_Dispose_Fix and AutoHookGenPatcher v1.1.0 wasen't added into my modpack, does the game work without it?
that mods were fixed anyways
you can use them now, the bad versions are gone
So the v81 forks should work without them anyways?
did you not read what I said
you can use them now, the versions on TS rn are the legit ones
no virus
you can just reinstall them
only the bad ones were taken down
Oh I didn't download those other ones that were up a while ago
I'm talking about the originals
keep the originals
you need them
the originals only exist now anwyays
And if they weren't there, mirage wouldn't work right
a mod has dependancies for a reason
dont remove them
Yeah I know, just some issue with a modpack not keeping the dependancies
There's any problems teleporting a masked in Mirage v81 ?
Does the mirage v81 mod work or is it broken?
use the forked/fixed version (but I've seen that some people have some issues with the teleporters)
I thought I saw somewhere that it was broken. I had an issue where when going to oxyde or any moon that has a lot of enemies spawning, the game would just crash in multiplayer. I isolated it down to soul devour and mirage v81 because they would both spawn when enemy spawns are high. But both say they are updated for v81.
Have been using it the last couple of sessions and I can confirm, it do work
Did you disable the spawn config in mirage
how
is that confirmed to crash game
Had quite a few desyncs causing masks to appear dead only for host. But also a hard crash. I'm gonna need to do more debugging on my end before I get a log in for examination. x.x
