#Mirage

1 messages Β· Page 32 of 1

deft cape
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helloge 😳

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long time no see ong

neon whale
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Welcome back

deft cape
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how's modding been

neon whale
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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)

deft cape
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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 πŸ€”

deft cape
neon whale
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I asked my buddy to load up a profile with only mirage and its dependencies, so gimme a sec for that log

deft cape
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oh i meant im about to look at the old log you posted awhile back

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i doubt the updated mirage version is even out on the mod manager yet rn

neon whale
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Yea they loaded it up solo and it didn't crash for them atm anyhow

deft cape
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hmm the first log seems like mirage failed to load its dependencies, although there was no crash in that

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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

neon whale
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The first log was my log breaking the masked yea

deft cape
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ah

neon whale
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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

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We haven't purged our pack in a while though so it'll hopefully clear up if we purge it and re-make it

deft cape
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nah i misunderstood the error actually, if it's from masked breaking then it's probably not that

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although for the 2nd log

neon whale
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Ah

deft cape
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that one does crash pretty much after mirage loads the player's settings

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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

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but if that same friend's able to load it now i guess it shouldn't be an issue? πŸ€”

neon whale
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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?

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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

autumn glen
deft cape
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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

deft cape
neon whale
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Yeah I don't know lol

deft cape
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@autumn glen has your thunderstore name always been super_fucking_cool_and_badass_team LMAO i never noticed this till now

neon whale
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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

autumn glen
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the team name I upload shit to is yeah LOL

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I have another one but I stopped using it after I started on Biodiversity

deft cape
# neon whale Yeah I don't know lol

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 😭

autumn glen
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it was voted on ok

deft cape
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kinda curious how much you've added to biodiversity by now

neon whale
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Enjoy your break when that comes

autumn glen
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I knew what I was doing

deft cape
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W VOTE

deft cape
autumn glen
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but we're working on 3 enemies and just got some new coders, so I'm looking forward to the coming months :D

cloud adder
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got the long ass team name and the moon name itself is only 4 letters beevil

autumn glen
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hopefully not many issues crop up after this update so you can get some rest hehehe

autumn glen
autumn glen
cloud adder
deft cape
autumn glen
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even if they do come up im sure you'll be able to take care of em

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it was working perfectly fine in v72, so I don't think you need to worry hehe

deft cape
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truge

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in theory the simple version bumps should fix whatever the issue was

deft cape
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would appreciate letting me know if it works or not

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i just can't test it on my own right now because for whatever reason my mic's not working

solemn ridge
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Oh looks like the update got rejected

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lol

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So I can't check the changelog

deft cape
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i wonder if i uploaded the completely wrong thing 😭

deft cape
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was it working for u? πŸ€” idk if u were running it but if it worked, then maybe it's not on my end afterall

solemn ridge
wanton mica
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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.

solemn ridge
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@deft cape I don't think Experimental is working

solemn ridge
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Clients just saw them as normal basic masked enemies

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and I noticed some masked that spawned dressed up as clients not talking and they couldn't kill clients

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I might have found out why this might not be your fault

solemn ridge
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Thought it was somehow related to this but it's not, so Mirage is still broken

deft cape
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i think networking is just broken

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so i didnt migrate to the new version properly

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will check it out again tomorrow

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thanks for testing πŸ₯Ί

solemn ridge
# deft cape thanks for testing πŸ₯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? πŸ€” Worst case take the last build that worked - v1.26.0 and try doing so again and reuploading the update

deft cape
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i did

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it is indeed the same as the previous build

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just updated to the new game version and new netcode patcher

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ill just find an audio file and convert it to opus and test with that tomorrow

solemn ridge
deft cape
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i dont but i dont think it should matter

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ill see tmrw

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just need to try and have it actually stream some audio to another client

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and see what the errors look like

solemn ridge
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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

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Only masked of me could speak, and clients couldn't hear them since they never reacted to them

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I also felt like my masked were louder than before the update

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if that helps

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@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

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this is a super small profile too

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Both logs

deft cape
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mb didnt end up having time to work on it today, will most likely be able to look at it tmrw

ionic shoal
solemn ridge
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Mirage's networking is busted

ionic shoal
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but in what way was the networking breaking vanilla masked?

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sorry,, havent played on v73 with broken mods, i just didnt realised busted networking on mods would break a vanilla function xD

deft cape
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nah it's pretty common for errors to break completely unrelated stuff since everything after the error no longer runs

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it indeed is mirage causing the issue

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i'm just not sure what to even look at for now since there's no errors shown

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just tried LAN myself and i'm able to replicate the issue lunxara mentioned, just not sure how to fix it yet

deft cape
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issue seems to be that the patcher doesn't actually run for me on the new version

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the generated IL is missing its generated code

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so i'm trying to figure that part out right now

deft cape
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latest version of experimental should have it fixed now

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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

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so in theory should work just as it did in the previous LC version

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experimental package was blocked again so just gotta wait a bit on its approval

autumn glen
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or the netcode thingymabob

solemn ridge
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In fact I'd say pushing it to stable is better, you'll get more bug reports if any arise that way

deft cape
deft cape
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ill just wait a day for what ppl say first b4 pushing to main

solemn ridge
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Got ya

terse girder
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@deft cape it works

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sound also

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but sometimes those holding item dont want to attack (not all)

deft cape
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thanks for the confirmation πŸ˜„

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i think i'll push this to main for now since it's still better than the current version

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time to look into that item holding bug

deft cape
deft cape
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ok so that issue (masked not attacking if they hold items) is most likely due to how i spawn items off screen

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the game no longer allows this it seems which causes it to error

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so i just need to see how to spawn them without the player being able to see them when they initially spawn

solemn ridge
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I always had the feature off anyways cus I ran into some weird bugs with it

solemn ridge
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Forgot to add to this, I hope when you work on the new implementation it will fix it

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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

ionic shoal
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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)

GitHub

…n 10-15s, trigger point not set yet, but should work, needs testing though

ionic shoal
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also, i think this was discussed before, but, this should drop items from masked

https://github.com/VirusTLNR/LethalIntelligence/blob/2dda391e3486699cd492384ef68facfca8c207e1/Patches/MaskedAIRevamp.cs#L5337

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

tender hinge
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this problem is only with clients?

deft cape
deft cape
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will still have to take a look later since i'm busy again

deft cape
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i'm just more or less gonna do what virus did to fix his and call it a day

ionic shoal
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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.

full obsidian
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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

ionic shoal
full obsidian
# ionic shoal mod list? things work fine for me. but if masked are invisible for you, id like ...

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.

ionic shoal
ionic shoal
tender hinge
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is it working with items?

ionic shoal
tender hinge
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ah

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sorry

ionic shoal
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its no worries, just clarifying xD

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though i am wondering if its just the spawn rate they are questioning x.x

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if its a case of spawning, using the same profile.. i can see the maximum 2 masked spawning on the first day i landed.

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even on march (where afaik, masked dont normally spawn..) they are spawning.. so.. mirage spawn config definitly working from my pov.

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didnt spawn til nearer 4pm, but they spawned (2 of them)

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i hope that helps @full obsidian, let me know if there is anything else

full obsidian
ionic shoal
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no problem, though im still not sure what you thought was wrong πŸ˜„

full obsidian
ionic shoal
full obsidian
ionic shoal
autumn glen
ionic shoal
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was

autumn glen
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oh whoops hehe, sorry I wasn't ready too intently

ionic shoal
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its np xD i just really dont know XD

wispy fable
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Does mirage feature AI voice mimicking?

wispy fable
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alr

chrome skiff
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this is what youre looking for

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not sure it still works though

wispy fable
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thanks

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si NullReferenceException error spam in the main menu normal?

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works fine ingame on a moon but when i return to lobby theres an infinite nullref exception spam

chrome skiff
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like if you start a game then go back to the menu theres error spam? ive been getting that too

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im not sure what causes it but its definitely not normal

wispy fable
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there are so many .dlls required for mirage

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and other files

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but I assume security has never been a concern with the voice recording and stuff?

tough cape
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not really

stray osprey
wispy fable
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nah

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downloading everything manually

stray osprey
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ough... you <may> want to use one, just as a big recommendation (Gale, R2..)

wispy fable
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:(

tough cape
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you should

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literally no reason to do it manually

wispy fable
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i miss when mirage didnt have 10000 dependencies

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how come it has so many now

wispy fable
tough cape
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uhmmm

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pretty sure you can disable whatever gale does, someone sent me a way once

autumn glen
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r2 is the safest way iirc

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no shady shit like gale and no ads like thunderstore

stray osprey
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and it'll be way easier for you (mostly for updates)

tender hinge
tough cape
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XD

autumn glen
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cope

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go check some more ship navmesh mold boy

solemn ridge
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If anything Shady were to be done you would hear about it from everyone

tough cape
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truth nuke

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everyone besides me

autumn glen
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so that's what im referring to

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:P

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i wouldn't know cuz I don't use gale

stray osprey
autumn glen
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awesome

cloud adder
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Someone finally gets it

cloud adder
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Look buddy

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You said something moderately positive about it

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That means you glazed it

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I dont make the rules

autumn glen
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fuck... its true

tough cape
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im gonna do dark magic so monty glazes gale too

wispy fable
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I just always thought that the auto update feature could easily download malware if any mod would ever receive an update with malware code

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As it had been the case in the curse forge minecraft launcher a while ago iirc

autumn glen
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but your fear is def justified

ionic shoal
# wispy fable I just always thought that the auto update feature could easily download malware...

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..)

tough cape
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Also there is not an auto update afaik

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You still gotta click it yourself

wispy fable
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Well i downloaded one mod once, Tolians moons iirc, and windows defender went nuts

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Not sure which moon exactly but file got quarantined and stuff

autumn glen
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windows defender freaks out when I download the files to my own mod

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so I would ignore those warnings, atleast when it comes to popular mods

wispy fable
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Dman

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Damn

velvet mural
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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

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Not sure where in the configs to set it though

fast karma
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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.

quaint patrol
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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

ionic shoal
fast karma
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ah, mb

olive yew
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Wait so does mirage not work anymore?

tough cape
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Why?

fast karma
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it seems the ability to take the masks off of dead bodies is broken

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this also breaks the same feature from sciencebird tweaks

tough cape
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thats a mirage feature?

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i thought it was a sbt feature

fast karma
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it is in both

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oh mb

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nvm it isnt in mirage (i misread something 😭)

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mirage still breaks that sbt feature tho

tough cape
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i mean kinda makes sense since mirage removes the mask

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so idk how you would make it drop the mask when there is no mask

fast karma
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either way I was playing with the masks on

tough cape
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hmmm

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in that case idk

ionic shoal
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In sell bodies fixed masks drop fine. Just saying.

tender hinge
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Are Maskeds holding scrap/tools still broken?

thin sonnet
tender hinge
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He said that masked holding items sometimes are unable to kill players

tender hinge
thin sonnet
tender hinge
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So i gonna try again

solemn ridge
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not the host

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clients can't see them holding the items

ionic shoal
# solemn ridge 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

orchid oxide
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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 mod’s voice recording do that Skinwalkers (and the optimized reupload) does not? In what ways is this mod more advanced besides networking?

tender hinge
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Reduce to 0 the chance for masked spawn with items and it will work fine.

stray osprey
orchid oxide
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Does this mod use any sort of algorithm to pick its clips? Or is it just kinda anything like Skinwalkers?

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That’s what I am interested in. With Skinwalkers the β€œclips” would just be keyboard clicks that got picked up by the microphone

stray osprey
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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)

orchid oxide
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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

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That is the actual roadblock for me

stray osprey
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Because they tend to be the convincing ones

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I don't have any other monster with it enabled

orchid oxide
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I see

autumn glen
stray osprey
autumn glen
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yeah that'd be great

tender hinge
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I had problems with this mod about the spectate screen and players with other players looks (suits and cosmetics).

solemn ridge
# stray osprey as someone that sometimes other voices bleed through my mic i recommend it. It d...

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

stray osprey
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but yeah it depends on the person and the group

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also i think it's clientside, so each person can change it depending on their needs

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(having worse mics etc)

solemn ridge
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ye

rancid ruin
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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

solemn ridge
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I've not had any issues with masked talking

ionic shoal
# orchid oxide I am curious, what kind of people do you play with when having this mod enabled?...

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.

solemn ridge
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and I use Wesley's

ionic shoal
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i was about to say the same, i use some of wesleys moons, and have no issues, dont use the full pack though.

solemn ridge
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I do have the full pack

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and it's been fine

tender hinge
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I like to use 15s-30s time to Masked talk; 7s-12s time is too quick.

stray osprey
rancid ruin
deft raft
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In my case, removing wesely moons allowed mirage to function normally. Some other option may have broken the compatibility between these two.

deft raft
deft raft
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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)
ionic shoal
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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.

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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.

deft raft
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thanks i think so

deft raft
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The developer of LCKR denies this issue.

hoary gazelle
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does mirage still work fine alone?

ionic shoal
ionic shoal
# deft raft The developer of LCKR denies this issue.

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.

slender solar
onyx summit
quaint patrol
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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

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I never figured it out

onyx summit
ionic shoal
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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

onyx summit
tender hinge
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Any news about fixing the bug about masked that hold items?

grim vigil
#

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

vocal garnet
#

Are all dependency mods installed?

onyx summit
# grim vigil any idea why mirage mod dont work and doesnt generate config?

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.

grim vigil
grim vigil
onyx summit
# grim vigil 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

grim vigil
onyx summit
grim vigil
#

019ad148-dd31-b9df-a0ff-529c3506f149

onyx summit
onyx summit
# grim vigil 019ad148-dd31-b9df-a0ff-529c3506f149

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.

grim vigil
#

it did in the past, but not now for some reason

onyx summit
terse girder
tough cape
#

yes

terse girder
#

yes

tough cape
#

brutal + mimics + mirage is the issue

#

remove one and its fine

terse girder
#

so its up to you to decide which one you need more (i went with mirage)

#

as Cheese said

grim vigil
#

ohh damn let me try

grim vigil
tough cape
#

thats THE one that breaks it

#

idk if the other brutal version works

#

from my understanding

#

no

terse girder
#

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)

grim vigil
#

i disabled mimics and bcmer but no mirage config appear in lethalconfig

terse girder
#

oh

#

config is not in lethal config

#

its under setting

grim vigil
#

but it was?

#

wwait fr

terse girder
#

open settings

#

there is mod setting

grim vigil
#

yh i see

tough cape
#

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

grim vigil
#

holy guys it was fr either mimics or bcmer

tough cape
#

nah sorry i was trolling my bad gng

terse girder
autumn glen
#

you love to see it

onyx summit
tough cape
#

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

terse girder
onyx summit
deft raft
#

mirrage scene loading error with rebalanced moons beta

oblique galleon
#

send full log

deft raft
#

before load assetbundle (after loading save right now) pull lever, it occur

#

rebalanced moon changes scene name

#

but mirage recognize vanilla scene name

ionic shoal
#

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.

solemn ridge
#

@deft cape

ionic shoal
# solemn ridge <@497541811359711263>

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.

solemn ridge
ionic shoal
#

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();
solemn ridge
ionic shoal
#

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..

deft cape
#

sorry for the super late fix y'all, spawning masked with held items now works again thanks to @ionic shoal πŸ₯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

tough cape
#

lets goooooooooooooooooooooo

#

so happy to hear that

#

ty for keeping this amazing mod alive qwbarch!

#

its a must have for me haha

deft cape
#

thanks i appreciate that πŸ˜„

#

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

ionic shoal
deft cape
#

oh dang you didn't keep your latest changes on git? πŸ˜”

#

i did it slightly differently from yours IIRC, dont remember why though even though that was yesterday lmao

autumn glen
winged finch
#

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!

onyx summit
#

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.

winged finch
#

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

onyx summit
#

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?

ionic shoal
# deft cape oh dang you didn't keep your latest changes on git? πŸ˜”

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

solemn ridge
#

@deft cape Masked dropping items is buggy, they also can only be grabbed by the host

onyx summit
# solemn ridge <@497541811359711263> Masked dropping items is buggy, they also can only be grab...

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.

oblique galleon
#

@half zephyr your boss also wants you, chop chop back to work

#

christmas was over like 2 minutes ago, it's workie time

half zephyr
solemn ridge
#

And yeah I think it’s only breaking from NOTLM masked

onyx summit
winged finch
#

i apologise for the delay in replies, this christmas seasn has been crazy, i noticed this tonight when i ran the mod.

onyx summit
winged finch
#

yeah its super frustrating lol

winged finch
#

ive tried every single fix that my small brain could manage too.

onyx summit
#

I have found this moon breaks mirage's recording for some reason. They must touch mimics or something mirage touches.

#

Just discovered it yesterday.

winged finch
haughty tangle
#

Notably for Masked greed

ionic shoal
#

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.

lofty sequoia
#

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

tough cape
#

I dont think thats an option

lofty sequoia
#

It used to be in older versions of the mod !!

#

I remember when Mirage first came out

tough cape
#

Oh

lofty sequoia
#

hence why I was asking

granite musk
#

if u dont want ur voice to be recorded u need to change it in the game via lethalsettings

lofty sequoia
#

nah I'm fine with it being recorded

#

just dont want to hear it myself

lofty sequoia
granite musk
#

lemme boot up mine i dont remember which one is available lol

#

ah yes its there the slider

#

try that one

#

its in there

lofty sequoia
#

ok ty

tender hinge
#

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.

shadow snow
#

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

ionic shoal
shadow snow
#

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

solemn ridge
#

Experimental does not work iirc

tough cape
#

why

cloud adder
#

experimental does work for me

#

unless the specific part that's broken is the explosion at the end

tough cape
#

exp is fine

cloud adder
#

the meltdown sequence will still happen but the actual explosion didn't trigger when we left early

tough cape
#

at most it has some niche issues with sound replacements and wr but like its not really a problem

tough cape
#

og meltdown also had that

crystal quartz
#

can add support with betterlethalvrm please? πŸ₯Ί

solemn ridge
#

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

tough cape
#

the entire point of experimental was to make a working version of meltdown for v73

#

the one that is broken is og facility meltdown

solemn ridge
#

What? OG Facility Meltdown got updated and fixed, I thought we were talking about Mirage Experimental

tough cape
#

xD

#

i see the confusion now

solemn ridge
tough cape
#

we know

#

we are talking about this exact version you sent is not working with mirage

solemn ridge
#

Weird

tough cape
#

yep

#

but meltdownexperimental does work with mirage

solemn ridge
#

Prolly worth talking to Xu about it, would be interesting to learn how it’s breaking it

tough cape
#

She already knows

#

The conversation already went for like 2 days in the meltdown thread

shadow snow
#

Yeah I spent hours and hours testing with different setups

shadow snow
#

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.

cloud adder
#

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

cloud adder
#

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

oblique galleon
#

theres other changes, dunno what 2.7.1 added

cloud adder
oblique galleon
#

i doubt it

#

experimental is like 2 years old code

cloud adder
#

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

oblique galleon
#

i could probably fix it, but mirage might be doing something questionable

ionic shoal
#

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?

shadow snow
#

Yeah its breaking whether LethalSettings is enabled or disabled so perhaps?

swift spire
#

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

wary garnet
#

^same thing happening to me too

onyx summit
hot sable
#

Ngl Mirage starting to break things or break w/ them is giving me anxiety.

hot sable
#

I'm sure xu will figure out meltdown but CONCERN

tough cape
hot sable
#

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.

swift spire
#

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

onyx summit
#

did you check the configs or remove any of its dependencies?

stray pebble
#

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.

tender hinge
grim vigil
#

any idea why mirage configs doesnt generate?

stray pebble
#

Many configs don't load/generate until you actually load a save.

#

Also my problem mysteriously fixed itself.

tough cape
#

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

wind sand
#

@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

cloud adder
#

it doesnt seem like an issue in scope for mirage

wind sand
#

Ill have to send it to diffoz tbh

#

Unless it only applies to other playes?

solemn ridge
#

@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

wind sand
#

I havent seen him active in a while

#

god I hope it will get fixed

tough cape
#

This mod dying is like a part of history being forgotten :0

wind sand
#

the mod is creative commons

#

says on the github

#

ofc if qw doesnt do it

onyx summit
#

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?

solemn ridge
#

Might be some F# garbage collection spam or smth idk

#

I’d be curious if the Legacy Mirage somehow works

ionic shoal
#

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

terse girder
solemn ridge
#

A log isn't helpful if it doesn't error πŸ₯€

ionic shoal
#

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

terse girder
#

[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

tranquil cipher
solemn ridge
#

Ah interesting

terse girder
#

for me after i disabled only maskfixes world was generated

#

but masked was not able to move

tranquil cipher
#

Haven't seen a masked in the new version so I could't tell you but It would honestly not surprise me

solemn ridge
tranquil cipher
solemn ridge
tranquil cipher
#

Pretty sure

tranquil cipher
solemn ridge
#

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

tranquil cipher
#

Maybe I can land the ship because Assurance doens't spawn Masked?

solemn ridge
#

I mean it does not even load a lobby.

#

It gets stuck on Loading...

tranquil cipher
#

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?

solemn ridge
#

Doubtful

#

Might just be Mirage doesn't load on your end so it doesn't cause issues

#

Have you tested if the voices play?

tranquil cipher
#

I haven't even seen a masked yet

#

might be true

#

gonna look in the consle if the mod actually loads

solemn ridge
#

I know it's not an issue with Linux or Proton because Mirage loads on V73 just fine

#

lol

tranquil cipher
#

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]

terse girder
#

so i wouldnt account it to it

terse girder
#

can land on any moon

#

but mirage is bricked

terse girder
#

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

frigid gorge
#

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

wide cedar
#

Is there a setting to make it only mimic the voice of the maskeds?

terse girder
#

WDYM?

tough cape
#

WHAT DO THEY MEAN

#

IM SO SCARED

#

Yes thats actually how it comes by default

terse girder
tough cape
#

XD

wide cedar
wide cedar
#

019d5f76-8f98-0703-6cd8-eb87ffcda5cf
Game dosen't let me load the map in trios unless I turn mirage off smh!!! Heres the code

tough cape
#

mirage is broken on v80

wide cedar
drifting oak
frigid gorge
# drifting oak Can us non modders get a tutorial lol

I’m getting home in a few hours and I’ll do it, I’m not that big of a coder myself 1st year of uni still, so I’m 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

drifting oak
#

I appreciate that, absolute king

frigid gorge
#

I don;t think I can send dlls here and building it is kind of annoying so I’ll see if I can fork it on github or smth (making it clear that I’m not responsible if I accidentally made the worst change ever and it explodes everyone’s pc’s 🐎 )

oblique galleon
#

i want all your viruses

frigid gorge
#

mb for the wait, just got home

wind sand
#

to break mirage

frigid gorge
#

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

wind sand
#

theyve been updating buttery fixes rn

frigid gorge
#

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

wind sand
#

since the have so many lol

frigid gorge
lean lotus
#

@deft cape update when?

solemn ridge
solemn ridge
#

Missing in Action

#

hasn't responded

lean lotus
#

damn

oak kraken
solemn ridge
#

Yeah I did dm him since he's likely to see that, figured he's busy

candid zodiac
hushed hollow
#

We need official additions to the game like this mod

livid hornet
wind sand
#

so you dont seed the fixed version now

livid hornet
#

yeah i just noticed that when checking

wind sand
#

so mirage should work

livid hornet
#

got it, tysm!!!

tough cape
#

Maskinvisfix

wind sand
#

tho if it ends up being

#

dev is still active

tough cape
#

Qwbarch??

#

They havent said anything here:(

wind sand
#

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

tough cape
#

so its not mirage that has issues but the dependencies

#

thats nice

wind sand
#

its the main problem

#

mirage prob has something

#

that could use some work

#

but not bricking lobbies

warped hull
#

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

warped hull
#

Disabling maskedinfix seems to make them be able to move but the voice mimic effect doesnt seem to work

terse girder
terse girder
warped hull
#

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)

brazen steeple
#

mask doing emotes is TooManyEmotes feature i think

warped hull
#

gotcha

solemn ridge
#

Mirage does not work on V81

tough cape
#

Oki

verbal stone
#

it sounds like Mirage isn’t working properly on the current version anyways, but I was curious if it’s 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?

wide cedar
#

disabling Mirage helped

honest grail
#

does anyone know if they're gonna update it?

#

sah ok i read above

#

sorry

ocean mesa
#

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.

lean lotus
#

@wide bramble is LethalSettings maintained?

lean lotus
tough cape
#

yesh i know ty

cloud adder
#

It only worked in v73 cus mirage patched it

#

But mirage is broke until barch can work on it

shadow snow
#

Time to finally deprecate LethalSettings Pog

cloud adder
#

i wish

#

some ppl are very insistent on using it

lean lotus
tough cape
#

they do diff things

lean lotus
tough cape
#

I LOVE MIRAGE

lean lotus
tough cape
#

I LOVE

#

sry idk how to explain the difference

#

would recommend you to test it yourself

lean lotus
cloud adder
#

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

tough cape
#

thanks wawa :3

#

awwawawawawawawawawawawawa

cloud adder
#

Wawawawawwawawawa

ocean mesa
#

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.

floral edge
#

Does anyone know what's going on with Mirage? He's not showing up in my Lethal setting. (73V)

cloud adder
#

barch will work on it when he has some free time

floral edge
solemn ridge
#

Someone should really investigate this for AI slop coding

#

Since a lot of the V81 fix mods are pretty badly done AI slop

shadow snow
#

Already removed?

solemn ridge
#

Oh was it?

#

LOL

shadow snow
#

F

solemn ridge
#

Prolly was doing smth bad then and got nuked

shadow snow
#

Slop / unauthorized upload

solemn ridge
#

If it got nuked it triggered flags yeah, either unauthorized or contained malware or smth

solemn ridge
#

You should be able to inspect it

oak kraken
#

i tried it out and it seems to be working, haven't checked if they spawn naturally, but it works through imperium atleast

wide cedar
solemn ridge
#

It's fixing the mod not working with v81

wide cedar
solemn ridge
#

Ye

wide cedar
solemn ridge
#

in 10 days we should have the official fix

#

from barch from what I understand

wide cedar
solemn ridge
#

It should yeah

wide cedar
#

greed
still looking forward to official fix but nice

wide cedar
copper valve
#

you just scroll up a tiny bit

#

not even alot

wide cedar
slim copper
copper valve
#

gale is sleeping

#

uploaded like 4 hours ago and approved like 2h ago? gale still aint having it

solemn ridge
#

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

thin sonnet
#

But I get the distrust, especially because of the recent AI Slop """fixes"""

copper valve
#

it still throws alot of errors for me but this version doesnt actualy full crash my game when loading into a save

slim copper
#

seems to work fine for me

#

also it's on gale now

floral edge
sinful lodge
quartz grove
#

For this mod

#

it takes one line to fix?

solemn ridge
#

There have been a lot of Ai Slop fix mods recently

sinful lodge
#

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

GitHub

A mod that mimics player voices for Unity games. Contribute to qwbarch/mirage development by creating an account on GitHub.

sinful lodge
# quartz grove it takes one line to fix?

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

ionic shoal
civic sluice
# solemn ridge

Do i have to have the official mirage too or just this one ? ( I tried it yesterday) The mimics doesn't talk at all

solemn ridge
#

Ah rip

civic sluice
solemn ridge
#

It prolly does need a more in depth fix since it does so much

#

Might just need to wait for Barch to fix it

ocean mesa
#

It was also working for us tonight. Might have new conflicts with some other mods in your pack?

civic sluice
#

Might be

#

I will try put the code when i get home mybe you can help figuring out whats the issue

wide cedar
civic sluice
#

019da56a-10c7-9deb-8180-c57fe734335a

civic sluice
civic sluice
wide cedar
# civic sluice no

Pretty sure the mod description says you can't have the original on at the same time πŸ™

#

Try just disabling it, though keep the deps

wide cedar
civic sluice
#

do i have to enable these?

wide cedar
#

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

civic sluice
#

it must be some mod making the issue

wide cedar
civic sluice
#

only the new one with the depends

wide cedar
#

test it

civic sluice
#

gonna do it now with imperium

#

Btw does it has to be multiplayer to work or it can record my voice?

wide cedar
civic sluice
#

i did some tries still not talking

ocean mesa
#

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.

civic sluice
#

you mean here?

sturdy python
#

a little covered up by new settings screen

civic sluice
#

should i change anything?

sturdy python
#

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

granite musk
tender trout
#

Greetings! Does mirage revive work on v81 with new Mirage v81 fork?

shadow snow
#

Given it was last updated a year ago, doubt

#

Could always test it using a friend and Imperium

wide cedar
#

Can I disable the ability for people to turn into maskeds with the item?

tough cape
#

Not with this mod

#

Thats a vanilla feature

wide cedar
tough cape
#

Uhm in vanilla

wide cedar
tough cape
#

So, there is no option

wide cedar
flat sinew
tough cape
#

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

wide cedar
#

You guys know any mods that does help with this though?

tough cape
#

Like i said, no

#

Lol

#

Just dont click the mask when you have it in your inventory xD

flat sinew
tender hinge
tough cape
#

Leubes remove leubes from config

long wing
#

sellbodiesfixed doesn't drop masks if the v81 fork is on

tranquil cipher
solemn ridge
#

It would fall under the category of "Hah this is kinda funny to do" like when you make other enemies speak for a time

tranquil cipher
#

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

solemn ridge
#

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

hollow heart
#

Wait, do yall not have it set so that most of the creatures can talk?

tough cape
#

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

hollow heart
#

Interesting. Yeah that’s true. My group really loves random creatures saying stuff πŸ€·β€β™‚οΈ

tender hinge
#

I prefer the masked crying or laughing

tough cape
#

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

sturdy python
#

😭

velvet mural
#

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?

cloud adder
#

Mirage does not work on v81

#

It will be fixed when barch has some free time

velvet mural
#

gotchu

solemn ridge
#

This exists for a reason for now

cloud adder
#

i'll try it

solemn ridge
#

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

long wing
#

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

solemn ridge
#

Ah I got them to speak in Solo but yeah not surprised if it's broken in Multi

stray osprey
#

for me it worked fine last time we played

solemn ridge
#

cus this would be the 2nd person to report they can't get it to work

rose jasper
#

On v73 does this have incompatibilities

hushed hollow
#

I think 73 is still fine?

solemn ridge
shadow snow
#

I keep my LethalSettings disabled so I haven't ran into this issue, so that might be it?

stray osprey
civic gull
stray osprey
civic gull
#

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

velvet mural
#

Ok so apparently my incompatibility was with lethalcasino lmao

#

does work with the v81 patch tho

honest grail
civic sluice
civic sluice
honest grail
#

no way

#

I’ll try in a bit

solemn ridge
#

The Casino probably is bundling the enemies for some reason

velvet mural
#

Adding the v81 patch for casino fixes the error so you don't have to take out the casino completely at least πŸ™πŸ™

honest grail
#

is there a faster way to test it like being able to spawn a masked enemy, instead of waiting for it to spawn?

swift spire
#

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

velvet mural
#

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

honest grail
#

thank you guys

tender trout
#

Mirage v81 is incompatible with FacilityMeltdown v2.7.4 by loaforc

tough cape
#

Yes

stray pebble
#

Isn't there a work around by disabling mask spawns from pulling the apparatus?

civic gull
tough cape
#

Gotta toggle off mask spawn control from mirage

ionic shoal
#

mirage doesnt make masked pull the apparatus O.o

stray pebble
#

As in: preventing masked spawning due to pulling the apparatus.

solemn ridge
#

@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

white oxide
#

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).

white oxide
shadow snow
solemn ridge
#

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

solemn ridge
# shadow snow

Yeah you need to not let Mirage control spawning masked it's busted

quartz grove
#

cuz I think theres another mod that fucks up the inverse that exact way

quartz grove
#

Huh

solemn ridge
#

With Mirage whenever a teleporter is being used noone can pick up items

quartz grove
#

o h

#

well uh

#

I would continue to discuss this

#

but I never use this mod

solemn ridge
#

Your Inverse Teleporter issue should have errors in the logs, it will be from a mod but it's definitely not this one

tidal cobalt
#
[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?
shadow snow
#

MirageRevive was last updated over a year ago so I doubt it even works to begin with.

tidal cobalt
#

Okkay

cloud adder
#

yeah use night of the living mimic instead

ionic shoal
tidal cobalt
wide cedar
#

DetourContext_Dispose_Fix and AutoHookGenPatcher v1.1.0 wasen't added into my modpack, does the game work without it?

wind sand
#

you can use them now, the bad versions are gone

wide cedar
wind sand
#

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

wide cedar
#

Oh I didn't download those other ones that were up a while ago

#

I'm talking about the originals

wind sand
#

you need them

#

the originals only exist now anwyays

wide cedar
wind sand
#

dont remove them

wide cedar
#

Yeah I know, just some issue with a modpack not keeping the dependancies

tender hinge
#

There's any problems teleporting a masked in Mirage v81 ?

regal sandal
#

Does the mirage v81 mod work or is it broken?

thin sonnet
regal sandal
tranquil cipher
tough cape
regal sandal
tough cape
#

Go to mirage config

#

Spawn options

#

Disable spawn options

regal sandal
tough cape
#

is confirmed to cause issues

#

ive seen people have their game crash because of that

ocean mesa
#

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