#[v69] Drama Mask

1499 messages · Page 2 of 2 (latest)

strange oriole
#

@gleaming wraith Could you confirm whether the oxygen meter works in LCVR with InsanityDisplay on?

#

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

gleaming wraith
#

oki

#

is there a drama mask update? or u sending a dll my way?

strange oriole
#

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

gleaming wraith
#

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?

wind birch
#

yo

#

how tf do you switch inventory slots on vr??

gleaming wraith
#

right thumbstick

#

push up or down

#

pushing left and right rotates ur view

wind birch
#

it dont work

strange oriole
#

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

gleaming wraith
#

ahh i see the setting

strange oriole
#

wait no, oxygen doesn't have it 😔

#

so only insanity works in vr I assume

strange oriole
#

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)

gleaming wraith
#

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

strange oriole
#

that's probably not good, I'll look into that

gleaming wraith
#

this was before i installed inpututil

#

and afterwards..

#

with inpututil installed

strange oriole
#

with inpututils it works though?

gleaming wraith
#

maybe i should report to rune

#

let me check if it actually works

strange oriole
#

that error when inpututils is installed has been there for a while but doesn't have a negative impact from what I know

gleaming wraith
#

it was the only red error that showed up on console with inpututil + dramamask + insanitydisplay

strange oriole
#

insanity likely has nothing to do with errors putting it on

gleaming wraith
#

okay inpututil seems to work.. i can change the attach mask and mask eyes buttons

#

in flatscreen mode*

strange oriole
#

but not in vr mode?

gleaming wraith
#

no

#

keyboard input doesnt work for vr anyway

strange oriole
#

oh wait I may know why that is for vr specifically

gleaming wraith
#

i think if u had the input switch to the old way u did it for vr mode, it would work

strange oriole
#

one sec

gleaming wraith
#

btw the purple meter is the stealth meter right?

strange oriole
#

nope, haven't got the meter on the left yet, the images were from a test build

gleaming wraith
#

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?

strange oriole
#

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

gleaming wraith
#

it was prob broken since the inpututil update u did, but i had been too busy recently to mess with lethal modding 😔

strange oriole
#

did you say it was with input utils installed?

#

and did you have custom keybinds?

gleaming wraith
#

it was vanilla when i was testing in vr

#

vanilla binds

strange oriole
#

have no idea in that case

gleaming wraith
#

with inpututil installed

#

ill test with it disabled

#

how did u do item interaction before adding inpututil support?

strange oriole
#

using the base game methods

#

like the buttons used for walkie-talkies and shotguns

gleaming wraith
#

thats prob how u accidentally had it work natively in vr

strange oriole
#

well that was intentional 😅

#

I knew input utils would mess with that to some extent but it did work for a while

gleaming wraith
#

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.

strange oriole
#

so I assume it works with inpututils disabled then?

gleaming wraith
#

yep

#

works with inpututil disabled

strange oriole
#

hmm, I'll take a look at the code but can't say for sure what's going wrong there

gleaming wraith
#

so im guessing this is stuff rune prob have to fix on his end?

strange oriole
#

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

gleaming wraith
#

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.

strange oriole
#

I think it works yeah

gleaming wraith
#

o ok it did get an update 2 weeks ago. was just asking coz i remember hearing someone say it didnt work for v50.

strange oriole
#

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)

gleaming wraith
#

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.

strange oriole
#

hmm I guess that was a bad test case

gleaming wraith
#

i think its good idea to talk to rune about it

strange oriole
#

I guess it can't hurt

strange oriole
#

I'll be afk for a while so if there's responses from rune or yourself, I'll respond later

gleaming wraith
#

ye. im free to test the insanitydisplay tomorrow too if u ever get that figured out.

final heron
#

people probably already said, but accurate stamina bar i beleive fixes all bars like it if you make compatible xD

final heron
gleaming wraith
final heron
gleaming wraith
#

oh yeah i was pressing both keys that theoretically shouldve been binded to on vr controller

final heron
#

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?

gleaming wraith
#

yeah i did make sure to try that too

strange oriole
strange oriole
gleaming wraith
#

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

strange oriole
#

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

gleaming wraith
#

alright i’m free all day tomorrow to test for you. rn i’m gonna be busy for rest of the day today.

strange oriole
#

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

gleaming wraith
#

does the ID offsets for flatscreen not transfer to VR? or ur just not sure

#

or offsets for VR is entirely separate

strange oriole
#

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

gleaming wraith
#

could confusified possibly make it work to translate the offsets of the flatscreen canvas to vr?

strange oriole
#

Well if that was possible, you'd rather have LethalVR do that instead

strange oriole
#

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! yoiled

gleaming wraith
#

hell yeah! 100k downloads!

#

so u fixed the harmony patch conflict with lcvr?

#

that’s what u meant by “transpilation conflict”?

strange oriole
#

Yup

gleaming wraith
#

i’m guessing u already gave daxcess the heads up so he could remove his own fix

strange oriole
#

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

gleaming wraith
#

hold up csync 5? csync is on v5 now?

strange oriole
#

Yeah 4 didn't last long

#

It is backwards compatible with 4 though so nothing would've broken anyway

gleaming wraith
#

i was gonna say

#

i hope this version will be extremely long lived 🥺

strange oriole
#

I may have accidentally made InputUtils a hard dependency on accident a few updates ago, I'll push out a quick fix tonight

gleaming wraith
# gleaming wraith

oh does that explain the error that popped up when inpututils wasnt installed?

strange oriole
#

Yes it does 🙂

strange oriole
#

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.

young swallow
#

i'm kinda curious what the bug is

strange oriole
#

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

young swallow
#

so whenever you change the offset of the meter it'll also move the weight and status effects?

strange oriole
#

If it would be overlapping, yes

young swallow
#

maybe you could add a waiting period before creating the meter? it could fix the initially grabbed positions being wrong

strange oriole
#

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 🙂

young swallow
#

ahh well that's fair

gleaming wraith
#

☝️ (two cats talking to each other)

strange oriole
#

Fixed the ui, will release after dinner

#

There may also be a networking fix in this patch affecting the latest release

young swallow
strange oriole
#

was just about to release and found something I'd done reverted itself?? sorry for the delay

young swallow
#

no worries

strange oriole
#

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)

strange oriole
#

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)

gleaming wraith
#

😮 hell yeah new hud ui support!

gleaming wraith
#

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

gleaming wraith
#

tried to create a new lobby.. but it crashes before loading me in

gleaming wraith
#

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)

strange oriole
#

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?

gleaming wraith
#

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.

strange oriole
#

I'll try send another dll with much more logging to see which part of the code it falls over at

swift schooner
merry jasperBOT
#

Hello, @swift schooner, we have a dedicated support channel and forum here: #help-and-troubleshooting #1185732310700654732
Anyone responding is a volunteer so be patient.

swift schooner
#

ah ty

gleaming wraith
#

lmao xu

strange oriole
gleaming wraith
#

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

gleaming wraith
#

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.

strange oriole
#

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

gleaming wraith
#

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

strange oriole
#

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

gleaming wraith
#

disable dropping

#

i guess lethal hands somehow overrode that

strange oriole
#

Wait it did?

gleaming wraith
#

because i saw the mask item on the ground with the mask still on my face..

strange oriole
#

Hmm I'll need to look in game then

#

It should have stopped that

gleaming wraith
#

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

strange oriole
#

It's still in your hand but is invisible. The mask on your face is a copy

strange oriole
gleaming wraith
#

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?

strange oriole
#

Again, shouldn't have happened but that could just be a bug I need to check

gleaming wraith
#

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

strange oriole
#

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

gleaming wraith
#

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.

strange oriole
#

Ah this reminded me of a case I missed 😔

#

Wait no, this should be fine

gleaming wraith
#

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.

strange oriole
#

It's totally fine, I've not had much time myself

swift schooner
#

i've had time

#

clearly

strange oriole
#

Your exams are over aren't they?

swift schooner
#

nope

#

3 more exams

strange oriole
#

Still gonna make that excuse though 🙃 (it is valid)

strange oriole
#

Minor thing I noticed, the masks don't spawn on Artifice by default; I'll likely fix this in a patch for v55

gleaming wraith
#
[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?

strange oriole
#

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

gleaming wraith
#

oh ok.. i actually got it confused with a different fix he has on there.

swift schooner
#

@dense pawn im assuming the item grab fix is yours

#

make a blacklist or smthn

strange oriole
# gleaming wraith

This fix might break though if you try to switch item slots while wearing the mask?

gleaming wraith
#

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

strange oriole
#

Thanks, I'll try that out

#

As host?

gleaming wraith
#

yea this time as host

strange oriole
#

And latest version? Just checking

gleaming wraith
#

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

strange oriole
#

Fair enough, I guess I patched an incompatibility that wasn't known about lol

gleaming wraith
#

not even the manual fix with the comma button

strange oriole
#

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

gleaming wraith
#

but the manual fix shouldve worked since it forcefully reset the state?

strange oriole
#

It fixes the vanilla state, not the one my mod works on

gleaming wraith
#

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.

strange oriole
#

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

gleaming wraith
#

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

wind birch
#

this is kinda zany

#

like

#

man that's wacky

strange oriole
#

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

gleaming wraith
gleaming wraith
strange oriole
#

yeah I was wrong on that, my bad

dense pawn
swift schooner
dense pawn
#

Or am I missunderstanding something?

gleaming wraith
#

probably grabbable to hold in ur hand, but not grabbable when ur actually riding it

dense pawn
#

That's stuff vanilla already offers and my mod honors...

swift schooner
#

no

#

its grabbable so it can fulfill ingame stuff with spawning

gleaming wraith
#

im just guessing what xu is doing

dense pawn
swift schooner
#

just dont switch it to true

dense pawn
#

I'm not switching anything to true

#

Stop using older versions of my mod then 😅

swift schooner
#

is that not what was happening with the epic axe and whatnot?

dense pawn
swift schooner
#

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

dense pawn
wind birch
#

🍿

gleaming wraith
#

oi c’mon y’all. let’s be friends.

wind birch
#

drama!!!! (mask)

gleaming wraith
#

nah not funny

wind birch
gleaming wraith
#

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.

strange oriole
#

I don't think any of that was serious blame lol

strange oriole
#

Update 2.1.2 is out
Fixed LethalHands compatibility with current item drop mode selected

final heron
# gleaming wraith

o.o this may just be what i need.... o.o edit: nvm, does something different to what i expected 😄

strange oriole
#

Reminder for those playing on v55, new items will mess with pre-v55 saves

#

Haven't tested compatibility yet for this mod

final heron
#

[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

strange oriole
#

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

strange oriole
#

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?

strange oriole
#

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

final heron
sharp island
#

hey does the mod work in v56?

#

It seems like it doesnt as it throws errors

strange oriole
#

I'll need to check, not sure sorry

strange oriole
#

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

strange oriole
#

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!

strange oriole
#

[v56] Drama Mask

final heron
strange oriole
#

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

strange oriole
# final heron just realised this error mentions your mod, no clue why it occurs sadly, just th...

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.

heavy jasper
#

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?

strange oriole
#

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
heavy jasper
#

Oh whoops

#

Sorry

rancid harness
#

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]'```
strange oriole
#

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

strange oriole
rancid harness
#

nvm 0192ca42-2514-eb99-5269-6cdbf48c402b

final heron
#

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

final heron
#

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

strange oriole
#

There is a conflict with LGU rn, could be that without looking at logs

final heron
#

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.

final heron
strange oriole
#

Ah it'd come with the profile code but thanks

final heron
severe sphinx
#

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.

wind birch
#

is this mod still being worked on?

strange oriole
#

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

wind birch
#

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..

strange oriole
#

It was gonna happen at some point realistically but like I said, I still want to fix it at least.

wind birch
strange oriole
#

Going through things to fix right now - booting up the mod in an otherwise vanilla v69 game works.

strange oriole
strange oriole
#

Finally fixed the LGU incompatibility, should release the fix today

strange oriole
wind birch
strange oriole
#

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

strange oriole
#

Update 2.1.4 🎄
Added LGU compatibility and fixed a bug I found that let you sell/store masks while using them

strange oriole
#

[v69] Drama Mask

final heron
strange oriole
#

Last I checked (around new years), it was

cunning onyx
#

alright thank you

#

the mod looks sick

cunning onyx
strange oriole
#

Yup, it was compatible and hasn't broken compatibility since, to my knowledge

cunning onyx
#

Setting this to nothing means I'll be able to hide from everything, right

strange oriole
#

EnemiesHiddenFrom is the main config value you want to be looking at, the overrides are there to fine-tune it for specific enemies.

cunning onyx
#

thank you

#

I set it to all

#

I want this mask to work amazingly

#

250 mods, this thing will be a tool

strange oriole
#

I hope it works well for you 🫡

#

modded enemies support depends on their mods just so you know

cunning onyx
#

all good

#

as long as it works on the majority of creatures I'll be happy

cunning onyx
strange oriole
#

No, that one is safe to use

cunning onyx
# cunning onyx

and setting it to this will make me take damage 100% of the time wearing it, but make them ignore me

strange oriole
#

Yup that's what it should do

cunning onyx
#

sick

strange oriole
#

Insta-kill enemies will still have their effects too (dog, giant, ghost girl)

cunning onyx
#

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

strange oriole
cunning onyx
#

alrighty

#

Am I able to take off the mask once I wear it

strange oriole
#

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

cunning onyx
#

thank you

#

cant wait to try it out

#

gonna need it

wind birch
#

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

cunning onyx
#

thats awesome lol

#

"hey.. you're not.. okay nevermind I thought you were someone else.."

final heron
wind birch
orchid fulcrum
#

how does something like this even happen 😭

strange oriole
#

Cheese mask lol

#

Assuming that doesn't happen to the other masks, I probably missed something in the texture?

orchid fulcrum
#

i'd say more like magma mask since it's glowing

strange oriole
#

Oh it tried possessing but failed? Do you have other mask related mods

orchid fulcrum
#

buyabledramamask

orchid fulcrum
strange oriole
#

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?

orchid fulcrum
#

it starts glowing upon picking it up

strange oriole
#

That's... even weirder yeah

cunning onyx
#

I haven't seen it yet weirdly enough

#

And the buyable drama mask mod doesn't add it to the store

cunning onyx
#

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

strange oriole
#

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

cunning onyx
#

01952bdd-5916-40b0-0f52-33f6f4884593

#

heres the modpack

#

I really want to use this mod but it hasn't been functional

strange oriole
#

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

cunning onyx
#

Okay I’ll try that again

#

I think I had all in there originally but whatever

#

I’ll try it out thank you

undone night
#

the maneater seems to be missing from the enemy support list

strange oriole
strange oriole
cunning onyx
#

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

cunning onyx
#

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

strange oriole
#

Sounds like it may be incompatible with one of the updated mods when one of the configs are set?

strange oriole
strange oriole
young swallow
strange oriole
#

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

cunning onyx
#

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

strange oriole
#

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

cunning onyx
#

oh ok

weak orchid
#

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

cunning onyx
#

when I find the mask of eternal light and warmth

gleaming wraith
#

yo that’s kinda cool

#

gimme

strange oriole
#

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

strange oriole
#

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^

weak orchid
#

Will add it to the blacklist

final heron
#

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!)

final heron
#

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.

neon agate
#

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

strange oriole
#

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

strange oriole
strange oriole
#

Obviously worth rechecking though since I haven't read the code in nearly a year now

neon agate
#

I mean, I might be able to test at some point but not right now

strange oriole
#

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

final heron
#

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 🙁

strange oriole
#

Can confirm that it works as intended for some enemies (masked) but dogs seem to be bugged as you pointed out.