#[v69] Drama Mask
1499 messages · Page 2 of 2 (latest)
That may be the easiest way of adding in support while remaining compatible with other things
idk about having so many meters but someone might want this lol
oh no I'm just asking whether oxygen meter shows up in VR with insanity display installed
I'll send a dll later if I know this idea works out
the mods i got (excluding dependencies) on a fresh pack
in flatscreen mode
in vr mode
ive never used insanitydisplay before.. am i supposed to configure it?
it dont work
there's an option to always show insanity and oxygen levels in each of their configs
you'll need to turn those on I hope
ahh i see the setting
wait I just realised you don't have oxygen in that list
to clarify, I'm trying to see if insanity meter is able to transfer oxygen over to VR mode (it probably won't from what I'm seeing now so might need to look into a messier approach)
after reconfiguring, it shows up in flatscreen
ok lol it does show
only issue is i cant put on the drama mask since prob when u redid the input a while back
inpututil seems to kick up an error
that's probably not good, I'll look into that
this was before i installed inpututil
and afterwards..
with inpututil installed
with inpututils it works though?
that error when inpututils is installed has been there for a while but doesn't have a negative impact from what I know
it was the only red error that showed up on console with inpututil + dramamask + insanitydisplay
insanity likely has nothing to do with errors putting it on
okay inpututil seems to work.. i can change the attach mask and mask eyes buttons
in flatscreen mode*
but not in vr mode?
oh wait I may know why that is for vr specifically
i think if u had the input switch to the old way u did it for vr mode, it would work
one sec
btw the purple meter is the stealth meter right?
nope, haven't got the meter on the left yet, the images were from a test build
ohhh
i thought it was.. i forgot coz i usually change ur stealth bar to be purple lol
then purple is the actual insanity meter?
yes, if you don't see oxygen when you have that installed, I'll need to change how I'm doing things
that was the main reason I was asking you to test
attaching the mask in vr being broken is something else I'm looking into now though
it was prob broken since the inpututil update u did, but i had been too busy recently to mess with lethal modding 😔
have no idea in that case
with inpututil installed
ill test with it disabled
how did u do item interaction before adding inpututil support?
using the base game methods
like the buttons used for walkie-talkies and shotguns
thats prob how u accidentally had it work natively in vr
well that was intentional 😅
I knew input utils would mess with that to some extent but it did work for a while
well i meant how u initially made the mod without vr in mind. it was surprising how smoothly it worked besides the meter not showing.
so I assume it works with inpututils disabled then?
hmm, I'll take a look at the code but can't say for sure what's going wrong there
so im guessing this is stuff rune prob have to fix on his end?
if nothing with input utils works then yes, otherwise I'm assuming it's something on my end
I'd test another mod's usage of input utils before reporting
my handling of it is unconventional so I'm not going to rule out it being this mod
do u know if betterspraypaint still works for v50? pretty sure thats another mod that uses inpututils and modifies item interaction of an existing item like urs.
I think it works yeah
o ok it did get an update 2 weeks ago. was just asking coz i remember hearing someone say it didnt work for v50.
it had issues early on when v50 was just released
don't play with it enough to say but haven't seen reports lately
another thing to try if you haven't already is custom keybinds with input utils installed for vr mode (unless betterspraypaint input utils is also broken)
i couldnt tell.. didnt seem like betterspraypaint really worked with vr any way.
u have Mask Eyes attached to "E" key and it worked with disabled inpututils.
"E" key with betterspraypaint is supposed to erase, but it didnt work in vr at all. with or without inpututils.. so i couldnt confirm it.
hmm I guess that was a bad test case
i think its good idea to talk to rune about it
I guess it can't hurt
I'll be afk for a while so if there's responses from rune or yourself, I'll respond later
ye. im free to test the insanitydisplay tomorrow too if u ever get that figured out.
people probably already said, but accurate stamina bar i beleive fixes all bars like it if you make compatible xD
hold E and left click to erase. better spray paint works in normal game.
was talking about in VR
yeah but i dont know how VR works, i was just making it clear "holding E" doesnt erase, you have to hold E and spray xD
oh yeah i was pressing both keys that theoretically shouldve been binded to on vr controller
oh =p
well, i just know, if i hold E, then spray, it removes my sprays, maybe you need to not bind to the same key, and hold one, before clicking the other?
like.. spray = paint
E then spray = erase
maybe E+spray = paint because it has to set "erase" before you spray?
yeah i did make sure to try that too
It's only a matter of adjusting the bounds so I think I'll keep it as a config option, defaulting to accurate
I'll lyk, though like I said, needs more work than I originally though (and I can't exactly test the offsets without vr myself) 😅
by offset u mean for the bar? insanitydisplay doesn’t just automatically handle it on their end? that’s what i assumed it did.
coz like if u got multiple different mods adding their own bars, i figure it’s best that insanitydisplay sorts it out to avoid bar overlap
that's the thing though, it doesn't do that unless the developer adds compatibility on their end
I'd rather do it myself in that case, accounting for the popular ones that will be affected like Elad's and Oxygen
alright i’m free all day tomorrow to test for you. rn i’m gonna be busy for rest of the day today.
I'll be busy too, so I'll try make the test dll as configurable as I can to limit the number of tests needed when I can
does the ID offsets for flatscreen not transfer to VR? or ur just not sure
or offsets for VR is entirely separate
offsets for VR seems to be completely separate unfortunately
it's just the way it has to be since they're differently constructed canvases I think
could confusified possibly make it work to translate the offsets of the flatscreen canvas to vr?
Well if that was possible, you'd rather have LethalVR do that instead
Update 2.0.10
Fixed a minor transpilation conflict with LethalCompanyVR to go back to full compatibility and added a config to ignore custom keybinds for compatibility with unconventional controller schemes when InputUtils is installed (again, useful for LCVR in particular)
2.1.0 will probably feature a csync5 upgrade and the ring UI that I've done some work on
Also, thanks everyone for 100k downloads! 
hell yeah! 100k downloads!
so u fixed the harmony patch conflict with lcvr?
that’s what u meant by “transpilation conflict”?
Yup
i’m guessing u already gave daxcess the heads up so he could remove his own fix
Got permission from the Oxygen dev to reuse part of their code for the UI so just need to add compatibilities now.
With the LCVR one, I'll let you know when I've got a dll for that ready
hold up csync 5? csync is on v5 now?
Yeah 4 didn't last long
It is backwards compatible with 4 though so nothing would've broken anyway
I may have accidentally made InputUtils a hard dependency on accident a few updates ago, I'll push out a quick fix tonight
oh does that explain the error that popped up when inpututils wasnt installed?
Yes it does 🙂
Version 2.0.11
Fixed the input utils hard dependency.
Wanted to get the UI out but there's a small bug preventing that so no 2.1.0 yet.
i'm kinda curious what the bug is
It's to do with adjusting the weight and status effect positioning, because I'm including a config to adjust where the ring appears for max compatibility
The initially grabbed positions for these elements is incorrect, so if you adjust the offset for the meter using lethal config, those will be moved out of the screen space atm
The meter currently sits between stamina and oxygen by default so it works out of the box, but the config's the only thing making it a bit complicated
so whenever you change the offset of the meter it'll also move the weight and status effects?
If it would be overlapping, yes
The code is here if you want to take a look
https://github.com/Henit3/DramaMask/blob/main/src/UI/StealthMeter.cs
maybe you could add a waiting period before creating the meter? it could fix the initially grabbed positions being wrong
That is a potential solution yeah
I don't like timeouts in general and I'd need to explore other options, so just need time for that tbh
It's not needed until the first ingame change so it can be lazy loaded in too. Thanks for the suggestion though 🙂
ahh well that's fair
☝️ (two cats talking to each other)
Fixed the ui, will release after dinner
There may also be a networking fix in this patch affecting the latest release

was just about to release and found something I'd done reverted itself?? sorry for the delay
no worries
Update 2.1.0
New Stealth Meter based on the vanilla stamina meter, with built in accuracy config.
Compatibility with the following mods come as standard:
- Oxygen
- InsanityDisplay
- EladsHUD (offsets ignored for this)
- ShyHUD
Also has options to adjust the meter offset/position for customisation and compatibility with other UI meter mods.
LCVR support is not in yet, but is planned soon for this new type of meter based off InsanityDisplay's work.
(Drama in grey but is customisable as before)
I've got theoretically functional code for LCVR UI now, need to clean it up before I can send it for testing 👀
(Thanks again confusified)
😮 hell yeah new hud ui support!
just started testing the dll u sent
flatscreen testing first
and it seems the stealth meter disappears
the stealth function still seems to work
testing vr next
tried to create a new lobby.. but it crashes before loading me in
log (VR) just cuts off as the game crashes
i did replace both the dll and pdb files with what u sent me
Thunderstore's "Browser profile folder" -> /BepInEx/plugins/necrowing-DramaMask/
located DramaMask.dll & DramaMask.pdb
replaced with the the files you sent
LCVR did just release 2 new updates within the past day, not sure if that's the cause of the issues..
i'll downgrade LCVR prior to the updates and see if it works (1.2.3)
No I doubt that would be the cause
This will be a bit tough without logs but I can try and see what went wrong I guess
Oh I misunderstood sorry
I'll take a look at the logs and see if I can find the issue
Going to sleep rn so this'll be later this week
And thanks for testing (sorry it didn't work first try)
Could you also send logs for flatscreen if that wasn't in those logs you sent?
flatscreen logs
also tested with LCVR 1.2.3.. same issue
its fine it didnt work. its a process.
actually im the one sorry since i couldnt seem to find useful info on whats causing the issue.
i didnt see any obvious errors when i took a quick glance through the logs.
u think this mod would help with finding the errors? i havent tried it yet.
ill do some more tests tomorrow with it and see if it generates any useful info in the logs.
Since exceptions aren't being logged in the first ppace, I doubt that'd help but you could try
I'll try send another dll with much more logging to see which part of the code it falls over at
this mod helps show where the IL message is, so it's for errors that exist already afaik
Hello, @swift schooner, we have a dedicated support channel and forum here: #help-and-troubleshooting #1185732310700654732
Anyone responding is a volunteer so be patient.
ah ty
lmao xu
Forgot to mention this is totally not your fault, there was nothing to go off from 
looks like insanity display got a new update
bit concerned since pepsiman already reporting error spam for the new ID update
so when i actually get to testing i’ll test with the prior ID version first, get those logs, and then test the new ID update
alright i’ll be getting u those logs later today.
i also found a mod conflict bug for the current live version.
DramaMask + LethalHands
-Attaching the mask via “Q” key.
-Mask item disappears from hand slot (as it is now equipped on the face).
-While masked, activate lethal hands (which by default, will drop whatever item you’re holding).
-The mask item drops, but you still have a mask attached to your face. You can no longer interact with anything. Couldn’t go through dungeon entrances or pickup items. Couldn’t even take the mask off.
So this bug might possibly be more than LethalHands. I’m guessing anything that forcefully makes you drop inventory while having the mask attached could bug you.
Makes me curious if going through tele with a mask could bork you. Hadn’t tested it.
nah I handled tele, thanks for raising though
I'll take a look at lethal hands, makes sense that it breaks there
Looks like I'll need to post patch the squareUp function to remove the mask when squaring up
is there no way to detect the mask item dropping in all cases and automatically unmasking? that way u don’t have to individually patch for all the mods that make u drop stuff
LethalHands is also configurable to make u not drop items too
So I already have patches on all drop cases, but I disable dropping in them if worn
LethalHands needs all items empty so it makes sense this drop disabling will mess it up
Wait it did?
because i saw the mask item on the ground with the mask still on my face..
i should also mention i was a client when this bug occurred
where does the mask item get stored when u attach it to ur face?
i think i have a recording of when the bug happened if i can find it
It's still in your hand but is invisible. The mask on your face is a copy
Probably useful but I'll need to look at it myself in game to check properly anyway
maybe it caused a desync between client and host?
host dropped items while on my side (client) i still had invisible mask item in my hand?
Again, shouldn't have happened but that could just be a bug I need to check
i couldn’t scroll through the item slots anymore too
just a theory. idk for sure.
alright i found the moment, i just need to cut it out from a larger recording
Update for lethal hands compatibility going out soon, I just made it so that the mask will always be unequipped regardless of config (this is what breaks everything), and respected lethal hands' config by dropping the mask if it should've been dropped
Update 2.1.1 is out ^
I guess it's worth noting I didn't get the same behaviour as you did in your clip sashimi (probably due to different lethal hands configs), but this should still hopefully fix any issues
i think the only changes i made to lethal hands config is the punch speed and dropping only currently held item and not other slots.
bug couldve possibly client-sided bug.
also my apologies on never actually getting u those logs. i just been not touching vr as much since its been hot but mostly procrastinating, but ill try to get em to u by this weekend.
It's totally fine, I've not had much time myself
Your exams are over aren't they?
Still gonna make that excuse though 🙃 (it is valid)
Minor thing I noticed, the masks don't spawn on Artifice by default; I'll likely fix this in a patch for v55
[10:11:22.2755468] [Warning:TestAccountFixes] [GrabItemFix] Detected mods patching the PlayerControllerB#BeginGrabObject method!
[10:11:22.2755468] [Warning:TestAccountFixes] [GrabItemFix] These mods using may not work correctly!
[10:11:22.2755468] [Warning:TestAccountFixes] [GrabItemFix] Please report any issues!
[10:11:22.2755468] [Warning:TestAccountFixes] [GrabItemFix] Mods that might not work as expected:
[10:11:22.2755468] [Warning:TestAccountFixes] [GrabItemFix] SlapitNow.LethalHands
[10:11:22.2755468] [Warning:TestAccountFixes] [GrabItemFix] DramaMask
just noticed this warning. could TestAccountFixes' GrabItemFix cause problems?
I'd need to take a look at the code but it might mean you can grab items with the mask on? Since you cant scroll it should still be fine though
ItemGrabFix might break my hoverboard lol
@dense pawn im assuming the item grab fix is yours
make a blacklist or smthn
This fix might break though if you try to switch item slots while wearing the mask?
btw i think i figured out how to replicate that inventory lock bug
Attach mask via "Q" key
Use LethalHand's square up to drop mask
Pick up mask
Try to wear mask via "Q" key
yea this time as host
And latest version? Just checking
yep
latest version for both lethalhands and dramamask
so i guess i accidentally did all of that in that one clip
i think i was thinking of putting the mask back on so i can take it off
TestAccountFixes is also supposed to deal with these kinds of inventory lock bugs with automatic inventory fix, but its not working
Fair enough, I guess I patched an incompatibility that wasn't known about lol
not even the manual fix with the comma button
Those fixes target a different set of circumstances
They roughly use timing to determine when a throw or grab has failed and reset that state
Since I explicitly block these if the mask is worn, it won't affect this at all I think
but the manual fix shouldve worked since it forcefully reset the state?
It fixes the vanilla state, not the one my mod works on
ah
that makes sense
im messing around in that bugged mask state
so normally i cant pickup anything.. but oddly enough. temporarily interacting with ship lever allowed me to pick up items again.. even though the mask item is in my hand. picked up a boombox and then it vanished lol.
That's odd 🤔
I mean I won't be fixing bugs in that state anyway since you're not meant to be there in the first place but that is interesting behaviour
ya its just interesting
haha momentarily u see both the mask item and boombox in my hand.
but two items in the same slot? illegal!
so it banishes the boombox to the shadow realm
It was the current item config, can confirm
I'll try get a fix out tonight for that, the default config should work until then
i mentioned the current item config
but u did think it wouldnt have been an issue
yeah I was wrong on that, my bad
Please define
The hoverboard is a grabbable object with its own interact trigger i placed on it
If it's not a grabbable object, why make it a grabbable object?
Or am I missunderstanding something?
probably grabbable to hold in ur hand, but not grabbable when ur actually riding it
Then... Change the value grabbable to false? 🤔
That's stuff vanilla already offers and my mod honors...
im just guessing what xu is doing
If it's not supposed to be grabbable, either not make it a grabbable object, or set grabbable to false
grabbable's always false duh
just dont switch it to true
is that not what was happening with the epic axe and whatnot?
No, that's something different
i dont use shit lol, i dont play the game, this is coming from the livestream yesterday where u were talking shit :p
anyway this aint the thread for ur dum mod so ill stop here
i dont use shit lol
Yeah... I see, that's why your redwood giant broke the game yesterday 😏
(This is a joke of course xd)
🍿
oi c’mon y’all. let’s be friends.
drama!!!! (mask)
nah not funny
idk who started talking shit first, but c’mon man. we’re all in here as collaborators.
maybe not everyone has the best solution or coding skills in mind.. sometimes honest mistakes happen too.
but i see you’re all trying your best in your mods. that’s nothing to make light of.
i just hope communication between you all stay clean for healthier environment.
I don't think any of that was serious blame lol
Using a prefix instead of postfix is enough to solve the issue; love-hate relation with such an easy fix
Update 2.1.2 is out
Fixed LethalHands compatibility with current item drop mode selected
o.o this may just be what i need.... o.o edit: nvm, does something different to what i expected 😄
Reminder for those playing on v55, new items will mess with pre-v55 saves
Haven't tested compatibility yet for this mod
[02:33:26.8099937] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object Stack trace: DramaMask.Network.NetworkHandler.SetPlayerMaskAttachedClientRpc (System.UInt64 playerId, System.Boolean isAttaching) (at C:/Users/Henit/Desktop/My Files/Side-Code/LethalMods/DramaMask/src/Network/NetworkHandler.cs:132) DramaMask.Network.NetworkHandler.__rpc_handler_4253758658 (Unity.Netcode.NetworkBehaviour target, Unity.Netcode.FastBufferReader reader, Unity.Netcode.__RpcParams rpcParams) (at <81144ce943a14782a4a3022e414b97ab>:IL_00056) Unity.Netcode.RpcMessageHelpers.Handle (Unity.Netcode.NetworkContext& context, Unity.Netcode.RpcMetadata& metadata, Unity.Netcode.FastBufferReader& payload, Unity.Netcode.__RpcParams& rpcParams) (at <895801699cfc4b4ab52267f31e2a4998>:IL_0004e) Rethrow as Exception: Unhandled RPC exception! UnityEngine.Logger:LogException(Exception, Object) AsyncLoggers.Wrappers.Unity.<>c__DisplayClass4_0:<LogException>b__0() (at ./src/Wrappers/Unity/AsyncLoggerWrapper.cs:36) AsyncLoggers.Wrappers.Unity.<>c__DisplayClass28_0:<wrapCallback>b__0() (at ./src/Wrappers/Unity/AsyncLoggerWrapper.cs:136) AsyncLoggers.Wrappers.JobWrapper:LogWorker() (at ./src/Wrappers/JobWrapper.cs:84) AsyncLoggers.Wrappers.LogJob:Execute() (at ./src/Wrappers/JobWrapper.cs:68) Unity.Jobs.JobStruct1:Execute(LogJob&, IntPtr, IntPtr, JobRanges&, Int32)`
i d k why this occured, no one was using a mask o.o (v50 btw)
i beleive we had 1 drama mask in the cabinet and 2 masks on the floor of the ship
Thanks for that, could you send your profile code over?
Haven't touched the code in a while so have no idea what the issue could be yet
I've just looked at the code and I see a very stupid null reference, my bad 😅
Do you remember what you did before this happened, because this code path shouldn't activate normally? i.e. returning to the ship, lethal hands, teleporting, getting fired?
I've made changes so any redundant state changes will not apply, which should fix all of the cases where it could be set. I will need to do testing on each of these cases so it'll be a while before I release the fix
I'll probably take this opportunity to test with v55 too
erm, we returned to the ship.. beyond that i d k, we were just in the ship, and i was dead, and i noticed these logs, i also was not hosting.
I'll need to check, not sure sorry
Finally got around to testing on v56, I couldn't get the errors showing up that were reported but I can confirm that the new entities do not work out of the box with the mod
Turns out the fox does work, I just couldn't get it to trigger in my initial test.
Update 2.1.3
Added v56 enemy support, hopefully increased stability, and allowing Drama to spawn on Artifice!
[v56] Drama Mask
just realised this error mentions your mod, no clue why it occurs sadly, just thought i should link here :S
#1208849588539101294 message
Sounds like the item dropship is affected by this mod somehow since v56 🤔
I'll need to take a look on monday, thanks for reporting
I took a better look at the error you posted in that channel and I may have misread what happened the first time.
The issue is happening near the start of the update function (IL_00000) so it is likely that ropes hasn't been initialised and throwing a null reference?
private void Update()
{
if (((Component) this.ropes[0]).gameObject.activeInHierarchy)
{
Debug.Log((object) "Setting position of ropes");
for (int index = 0; index < this.ropes.Length; ++index)
this.ropes[index].SetPosition(1, ((Component) this.ropes[index]).transform.InverseTransformPoint(this.ropeDestinations[index].position));
}
...
}
The errors with the dropship also happen without Drama Mask - I believe this is to do with the new company cruiser delivery mechanism from what I said above.
If there are preceding issues (especially on startup/connection like this one) but the game carries on, then this mod will likely propogate these issues further - not much I can do in that respect since I've been given an invalid game state to work off.
Idea: when attaching a mask, you can scroll to other items. Possibly as a config option if it's too OP to just be a mechanic. As a counter, maybe attacking disables stealth temporarily?
There's a section in the readme that sums up my response:
This is intentional behaviour and is currently integral to how the mod's mask attaching features work. Changing this could mean rewriting the entire codebase to accomodate this, so it is currently not supported. This is feasible though, and may be considered for an update in the distant future.```
Aside from that however, this mod is mainly being maintained to fix any bugs now since I've moved on
hey, i know there hasnt been any updates to this for a while but it seems like its the cause for not being able to drop items on my modpack, ever since the birthday update dropped
Stack trace:
DramaMask.Patches.PlayerControllerBPatch.BaseChangeItemPatch.ShouldInvoke (GameNetcodeStuff.PlayerControllerB __instance) (at C:/Users/Henit/Desktop/My Files/Side-Code/LethalMods/DramaMask/src/Patches/PlayerControllerBPatch/BaseChangeItemPatch.cs:15)
DramaMask.Patches.PlayerControllerBPatch.DiscardPatch.Prefix (GameNetcodeStuff.PlayerControllerB __instance) (at C:/Users/Henit/Desktop/My Files/Side-Code/LethalMods/DramaMask/src/Patches/PlayerControllerBPatch/DiscardPatch.cs:12)
(wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::Discard_performed>(GameNetcodeStuff.PlayerControllerB,UnityEngine.InputSystem.InputAction/CallbackContext)
UnityEngine.InputSystem.Utilities.DelegateHelpers.InvokeCallbacksSafe[TValue] (UnityEngine.InputSystem.Utilities.CallbackArray`1[System.Action`1[TValue]]& callbacks, TValue argument, System.String callbackName, System.Object context) (at <dbb0ce7b96144bd8bcbcb8b0d765f970>:IL_001B)
UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
[Error : Unity Log] NullReferenceException while executing 'performed' callbacks of 'Movement/Discard[/Mouse/backButton]'```
Looks like there was an error earlier in the mod startup from the log you sent
There is an incompatibility with LateGameUpgrades at least as of v65 (reported on the github) but unsure if this is a separate issue, will check it out
Could I get a profile code in case it is a new conflict like the one above?
sorry, how do i get a profile code? this is the modpack
nvm 0192ca42-2514-eb99-5269-6cdbf48c402b
erm, i just had a drama mask (not seen one for weeks ngl xD)
i wore it... and somehow accidently picked up an item, which bugged out my game xD
the item i picked up was the stop sign... ill provide the log and profile code shortly, never seen this happen before xD
the time on the log when it occured was on secret labs, around 01:40ish timestamp.
this was the profile code.
0192eaaf-1473-adcf-c3a8-4e9a42dcd199
There is a conflict with LGU rn, could be that without looking at logs
I don't use late game upgrades sorry to say. Will provide a list of mods in a bit, forgot to do so with the code.
list of mods, sorry it took so long.
Ah it'd come with the profile code but thanks
i know 😄 just shared incase it saved you having to download all 226 mods ;o
I have a similar issue of not being able to drop stuff, so I came here to report it if it hasn't already, however, I am running LGU, so if that's also the same issue, might not be the conflict VirusTLNR was having.
Just throwing that out there, probably not helpful at this point. Have a good day.
is this mod still being worked on?
Haven't been modding for over a month so I guess not. Planned to fix this at least but keep getting interrupted by other things
don't wanna sound like i'm saying "WORK ON IT NOW!!! 😡" cuz i'm just asking and i get the stuff getting in the way
but pls don't abandon this mod..
It was gonna happen at some point realistically but like I said, I still want to fix it at least.
Going through things to fix right now - booting up the mod in an otherwise vanilla v69 game works.
Can replicate this bug with the profile code supplied, and it seems to be related to the LGU incompatibility since turning that off fixes this
Finally fixed the LGU incompatibility, should release the fix today
never asked; was there anything broken that you wanted me to take a look at specifically?
not neccesarily, just was wondering if the arms-out thing would even come into vision
Ah that, sorry if I misled you with the last reply - that is something I won't be adding in anymore. Only maintaining this mod if I find bugs, I won't be adding new features
not seeing anything in the logs and couldn't replicate it in your pack - I thought it may have been testaccountfixes but even its force grab doesn't seem to let you grab the shovel so unsure how that happened tbh
Update 2.1.4 🎄
Added LGU compatibility and fixed a bug I found that let you sell/store masks while using them
[v69] Drama Mask
no worries, was probably just a one off
Is this mod still functional?
Last I checked (around new years), it was
Is it compatible with Mirage and LethalIntelligenceExperimental
Yup, it was compatible and hasn't broken compatibility since, to my knowledge
Setting this to nothing means I'll be able to hide from everything, right
EnemiesHiddenFrom is the main config value you want to be looking at, the overrides are there to fine-tune it for specific enemies.
thank you
I set it to all
I want this mask to work amazingly
250 mods, this thing will be a tool
I hope it works well for you 🫡
modded enemies support depends on their mods just so you know
and the drama mask doesn't take control of you, right
No, that one is safe to use
and setting it to this will make me take damage 100% of the time wearing it, but make them ignore me
Yup that's what it should do
sick
Insta-kill enemies will still have their effects too (dog, giant, ghost girl)
The masks tragedy and comedy are Opaque when you hold them up to your face just like the drama mask has enabled by default right
yes makes sense
All mask views should be the same to whatever you set them as
When holding the mask to your face (left mouse button), you take it off when you stop holding like vanilla. When attaching it to your face (q), you take it off when you press 'q' again
ok i don't know if this is intentional
but i was playing with this mod today, and i have my mask on
a masked walked up to me, and like
stared at me for a couple of seconds like i'm in a stealth game
then walked away
like he walked up to me, kinda "checked" me and then walked off again
thats awesome lol
"hey.. you're not.. okay nevermind I thought you were someone else.."
if your using LI that maybe my dodgy coding, but tbh they should ignore you i think either way as DramaMask makes you invalid for targetting (afaik)
itwas pretty cool, i'm not complaining
how does something like this even happen 😭
Cheese mask lol
Assuming that doesn't happen to the other masks, I probably missed something in the texture?
i'd say more like magma mask since it's glowing
Oh it tried possessing but failed? Do you have other mask related mods
buyabledramamask
not really it was already glowing when it dropped out of the dropship
Hmm that wouldn't do anything bad itself, never seen this happen before
I can try look after work to see if I can replicate it. Never used that one to be fair
Can you send profile code in case I can't replicate with just that mod?
seems i was wrong
it starts glowing upon picking it up
That's... even weirder yeah
I haven't seen it yet weirdly enough
And the buyable drama mask mod doesn't add it to the store
this mod seems sick
but after like a week I havent seen jack
and it doesn't appear in the store with the buyable drama mask linked on the thunderstore page
Ah I wasn't involved in the buyable variant of the mod; I can verify what the issue with not seeing it is if you can send your profile code
01952bdd-5916-40b0-0f52-33f6f4884593
heres the modpack
I really want to use this mod but it hasn't been functional
Sorry for the late reply, I just got around to testing this but your modpack seems to work fine?
The pack you sent me didn't have the mod installed already so I did that and turned up the default spawn chance just to see if they are able to spawn at all.
I was able to buy a drama mask using Buyable DramaMask (the one in my hand in the pic above), and I found a mask on march where I'd boosted the spawn value.
See the ReadMe for the default list of moons and spawn rarities - it's basically only on the last 4 vanilla moons like the vanilla masks
Ah I do notice a bug in the code that would mean parsing "modded" in the level overrides wouldn't work though - maybe that's what happened to you since I don't have a copy of your used config with the pack @cunning onyx
If that's the case, a workaround would be to use "all" for now while I patch it
Weird
Okay I’ll try that again
I think I had all in there originally but whatever
I’ll try it out thank you
the maneater seems to be missing from the enemy support list
that is true, but I'm basically only maintaining existing functionality at this point since I've long moved on from development
After testing, I've come to the conclusion that this actually follows the normal item registration process, so while it looks incorrect, it actually isn't despite what I said
I just had it working
then I updated like 3 mods
and now it doesn't work, it ain't in the shop and the "attach" feature isn't there for comedy and tragedy
its like the mod just decides to disable
reinstalled it and it's back, I also deleted the configs
so one of the configs completely disables the mod bro
fixed it
you have the bar like this
Can you PLEASE make it so it is like this
that would be such an amazing improvement
Sounds like it may be incompatible with one of the updated mods when one of the configs are set?
Could you send over a code where the mod was not working because of this so I can replicate and fix any issues?
You'll need to elaborate on what you want here, I don't quite understand the difference you're trying to highlight between the screenshots
probably where the bar and percentage would be
Ah right, you can play with the meter offset configs to adjust the position of the bar from what I remember. I believe the position of the percentage tries to auto-adjust with that too
that’s what i was getting at, yeah
You’d have the disguise meter right above sanity, and have the disguise meter number first, followed by a white dot and then the sanity percent
Just like the bottom
Oh right I see what you mean now. I'm not going to change visuals based on aesthetics for the specific case when multiple HUD bars are active, sorry. Like I said before, I've long stopped developing this mod so I'm only maintaining with bug fixes as needed
oh ok
Found a drama mask emitting light, not sure if this is because of the interior or something lol
Nope it's not because of the interior (Spawned with Imperium)
01959c97-0e2b-9230-e0a8-ef9d57d1493c
divine mask
when I find the mask of eternal light and warmth
Thanks for the log, profile code, and initial testing, very helpful 🙂
Won't be able to look at it until later this week but will keep it noted
sorry for the delay, found the culprit incompatibility though: (it was the last mod I ended up disabling out of ~300 because it wasn't tagged 😓)
adding the item name in that mod's config should fix this issue for you
@weak orchid^
Thank you for looking into it!
Will add it to the blacklist
I cant say what or why, but suddenly drama mask isnt working for some enemies.
I get a feeling i know why, but not sure, but old birds shoot me wearing the mask.. and i take no damage, but all enemies seem to follow the person wearing the masked, and in some cases kill the player when previously im pretty sure they dont.
what im thinking is the difference is this..
https://thunderstore.io/c/lethal-company/p/Zaggy1024/SmartEnemyPathfinding/
this released recently, and it deals with path finding, i will try the mask later/tomorrow with and without this mod, and see if its the cause.
I do get by the way, that if Drama Mask stops working, it likely wont get an update, just giving info incase people wonder why its not working so they know maybe why xD (will post a reply after ive tested to confirm or deny the conflict!)
ok, nevermind, the above doesnt seem to have an effect on anything, i disabled it, still getting the same issues xD
issues ive found.
1 - dogs target and kill players even with mask on.
2 - giants possibly target players, but dont kill them with mask on.
3 - baboon hawks target players with mask on.
4 - old birds target players with mask on.
I assume (because of the above), all enemies that use the "iThreat" targeting (like the baboon hawk and i think the old bird), and probably enemies that use sound to target (like dogs) all will target players wearing a mask, these issues might be old as f.
dogs killing players while wearing the mask though is new afaik, it may be that other enemies also kill in some cases, as my friends were like "the mask dont work" and they died.. i dont know if they took it off, or if they died with it on.
also.. another little note, there is a bug going on with "interacting" with things, i dont know what but the mask gets stuck on.
perhaps a little "safety" option.. if you interact with something, the mask is instantly taken off (or at least, any mask attached to your face is removed if you interact), just to avoid "mask stuck on face cant interact" scenarios.
Going through my modpack now for v73 and was wondering if this still worked? I'm guessing no, but it was a very cool idea and would love to see it continue
Haven't tested it past v69 but I'm not aware of any changes that would break this mod
I only know that the new mobs after v69 don't work with it though because the compatibility patches were never made for them
Never addressed these so if this was reported, those would still be active
If it helps, players with the mask on are temporarily removed from the players list when the enemy targettinf happens so they don't get targetted from what I remember
Obviously worth rechecking though since I haven't read the code in nearly a year now
The new networking version stuff doesn't impact this?
I mean, I might be able to test at some point but not right now
Oh right, that may need a rebuild wouldn't it
Am busy at the moment but I will see if I can do a rebuild at least. Probably test a single case as well
yeah might just need a rebuild, but frankly, even i (a stern lover of the mask :P) stopped using it because it just doesnt work anymore 🙁
Can confirm that it works as intended for some enemies (masked) but dogs seem to be bugged as you pointed out.
