#Haunted Harpist 1.3.24
1714 messages · Page 2 of 2 (latest)
Noice
How Is It going with the new models?
ye its going well!
Noice
what the fuck did I just watch
found the thread for this, i usually dont need a full turnaround just a front view is plenty enough also!
oh! smxrez said you'd need turnarounds
then lemme just send you clean versions in dms if you want!
ya kindly do I may have confused them by saying reference sheet haha
would you like to have a groupchat to manage this? seeing as there's 4 people involved in this whole redesign shabang, though I guess it's up to figo
LMAO okok
sure idm!
@reef portal your call bossman
honestly saves me a shit load of time LMAO i was gonna do em tonight but ig I can take these few hours off hehe
if you do need them or are having trouble though feel free to give me a shout n stuff
this is fucking awful
this is fucking awesome
ill set it up in a sec
From what ive seen of this mod it looks very very good, only thing I’d like to mention is that the ghosts and forcefields just don’t really match the games art style and graphics.
only the forcefields dont really
ghost girl also appears the same way the harpists do
ye all the ghosts are getting new, way better models, and the guy with the forcefield is getting a rework
Ok cool didn’t want to be mean or anything but in the dark grungy facility the low poly ghost was a bit of a throw off
ye ik, ive been wanting to change it for a long time 😂
yah me figo and a few modellers are working on some design overhauls :]
they still look mostly cartoony but that's kind of the essence of the mod imo
👍
im not sure if youre really going to fix anymore bugs before the big update
but rn etheral enforcers shields dont work and you can scan them while theyre dead still
also im unsure if this is intentional but sometimes you can press E while holding a harp to change the way you are holding it
im not sure if the bug is you can or if the bug is you cant always
That was intentional, but for some reason for me it just never worked. Does it always work when you press e or only sometimes?
Ill maybe fix that, im still unsure whether to make the new enforcers have shields or not
only sometimes
Oh ok
I think i removed it in my code, but didnt bother doing a whole update just for that
Actually yea im prob not gonna give the new enforcers shields
I think it's fun that they have em, you can just make it a glow or a bubble instead
ye maybe
Weird question, but for the knights. do you think you could rip the assets for them from the HD remake of Dark moon? Dunno how hard it is to do that, but one my friends does it often
Im pretty sure its very difficult. There are rips of the first game which im using for the interior, but for the dark moon and luigis mansion 3 there aren’t really any rips online that i can find
Because of the new HD version, there may be more rips coming out eventually but it will be a while
Is it just me, or do I never see the ghost at all? I've set it to spawning anywhere but never at all
u talking about the harpist or piper?
they have a default spawn weight of 5
piper has 1
darth did this because the harp and bagpipes are super valuable and when you take some time to learn how they arent very difficult to kill
but thats all with default settings
I made them both around 15-30, and been playing in a decently long time with no avail
Do they spawn only late at night?
the time where the chance of them spawning is the highest is from around 10 am to around when dogs and giants start spawning in
Both are set to 30 spawn value and all level
About how much chance is 30?
it depends on other moons weights
your using the config wrong, you need to specify a level and then the weight next to it
level:weight
for example Polarus:60
there are other words you can use too, like Modded and All
it would be "All:30" or "All:15"
you can either do each moon individually or if you just want the same weight for every moon then do what purple said ye
Anyways, what is a recommended amount?
15? 30?
well if you dont change any configs of the harp value or how difficult the ghosts are to kill then i would say keep it at 5 for harpist 1 for piper
because its unbalanced otherwise
up to you, my recommended amount is the default one I have there, but its not really a "recommendation" its just what I personally like
im hoping the new version isnt as "otherwise unbalanced" by default as this version
nah the new enforcer ghost is pretty much gonna be a slightly less dangerous thumper (in terms of how it works)
hooray another shitty hitbox ill mess up hitting constantly!
nah jk
i hate thumper hitboxes though
im prob gonna use mesh colliders which basically jus makes the hitbox in the shape of the ghost
not sure how good they are for performance tho, if they are bad ill prob jus make it an option
and i meant thumper as in its jus an enemy that follows you and attacks you, and is a bit dumb and can run into walls
Probably won't be able to, they break if the shape gets even a tiny bit complex
Btw you're making luigis mansion interior right?
yea for some reason I thought the mesh colliders would automatically change shape to match the animation 🤡
ye but its gonna take ages lol, why?
If the shape protrudes even a little bit it won't match it I believe
oh nice lol
ye it only works if the mesh doesnt change
or its not animated or whatever
Even if not animated, the shape being irregular will make the mesh collider freak out
You'll need to turn on IsConvex for it to work and it really shows how bad it is when u turn it on in irregular shapes
Hey uh
will this every be coming back?
I miss the peaceful and beautiful sounds of a harp flowing across the Facility
Wdym?
Does it not work with the new update?
Nah i meant like v56
Non
Thats why im confused as to why ur saying if its coming back lol
Nah dw lol
You make great ghosties
Ty
You did beautifully with Haunted Harpist
Keep it up bro!
If you need any playtesting
lemme know
I Gotchu
I sure will, ty 😄
anytime!
@reef portal how's going with the update?
im hopefully gonna release an update in the next couple days, but its just general code housekeeping stuff + a bug fix, no actual new content yet cuz le models are still in progress
Oh ok no problem
@reef portal
well darth didnt know so
theres the answer
Where'd he ask, in dms?
well he didnt ask anyone specifically
but the haunted harpist's config mentions he didnt know what it did, but he still added the option to increase the number
Ic okay
fuckin' hyped for this luigi's mansion WIP with ghosts that interact with the environment independent of player presence, sounds so unbelievably cool and unique like you can stumble upon things organically with the entities that might help you evade/catch them
How are the new models going?
uhhhh icl, there has been like 0 progress for the past month and a half
i need the new models
please make it real Darth
I'll try 😅
thanks
The GOAT
oh shit did I forget to do smth w em?
aint no way
nononnonon
phew okok LMAO
Don't give up on this mod! It is fantastic! I just added it to my mod pack and it's become a favorite already.
does this work with v60?
nope 🙃 i came to let @reef portal know that XD I didnt take a screenshot but it was throwing the same error as Country Road Creture was in this image:
all of the bagpipe and enforcer ghost's code are like messed up aswell cuz i was in the middle of refactoring it and then i went on holiday
Oh shit
yea so v60 compatible version will prob be in a week, cuz I needa fix the remaining biodiversity aloe bugs, a couple of other things for sickboy's seichi moon and make a start on finishing the red sheep mod
No problem
Me and u man, so very busy
I cant update coderebirth, adding like 6 different things next update and they're halfway made
💀
Biomes, robot doggy, deadly plants, redwood, red sun, a lot of weapon updates, etc
Lol
bruh thats fucked icl
did he change alot of stuff or nah? Ik for enemies he only changed some line of sight thing and the choose farthest node
Nope just the farthest node thing for me
My problem is that I need deadly plant models, need some time to polish redwood (probably 2 days at most), and like an hour to test weapons and like maybe a week to fix red sun 😭 red sun uses some complex shit
bros on the grind
Always am 💪
Damn it's going to be a long wait
😭
The only reason it's long is because I'm not a modeller 😂
If I had the models, would knock it out in a few days
glad you took it so well XD hahaha
So how does this mod actually break? I noticed the errors but I could hear the bagpipes and we saw the enforcers on the terminal. Is it better to just wait to use this one?
Also I just need to know if this was normal. A player said they saw the bagpipes ghost run by outside and then turn into a giant blue Tornado.
Basically, they use a method that's no longer recognised by thr game, it was a base game method that had something changed which this mod basically needs to rebuild for
When it tries running that
The whole enemy breaks
Idk the details exactly but it won't despawn I hear
Weird. The Harp Ghost had zero problems for us, it was just the 2 tines Mr bagpipes spawn it flooded errors but we never noticed anything come from it.
In fact we probably killed the harp ghost more times than I can count 😆 on V60
So is the Tornado effect actually the bug then?
Cause that would be a sick ass feature.
nah thats been a feature from day 1 of its release
ur the first one to mention it lmao
Oh cool! I feel honored 😆
So whats the worst that happens if I run Haunted Harpist right now? Is it recommended to just disable at the moment?
worst that happens is it doesnt work
and it might say an error in console or somethin
I'll let you know if I encounter anything major. I left it in my pack and am currently doing some testing.
[22:55:07.5304121] [Error : Unity Log] MissingMethodException: Method not found: UnityEngine.Transform .EnemyAI.ChooseFarthestNodeFromPosition(UnityEngine.Vector3,bool,int,bool)
Stack trace:
(wrapper dynamic-method) EnemyAI.DMDEnemyAI::Update(EnemyAI)
LethalCompanyHarpGhost.BagpipesGhost.BagpipesGhostAIServer.Update () (at C:/Users/Louis/RiderProjects/LethalCompanyHarpGhost/LethalCompanyHarpGhost/src/BagpipesGhost/BagpipesGhostAIServer.cs:156)
[22:55:07.5304121] [Error : Unity Log] MissingMethodException: Method not found: UnityEngine.Transform .EnemyAI.ChooseFarthestNodeFromPosition(UnityEngine.Vector3,bool,int,bool)
Stack trace:
(wrapper dynamic-method) EnemyAI.DMDEnemyAI::Update(EnemyAI)
LethalCompanyHarpGhost.BagpipesGhost.BagpipesGhostAIServer.Update () (at C:/Users/Louis/RiderProjects/LethalCompanyHarpGhost/LethalCompanyHarpGhost/src/BagpipesGhost/BagpipesGhostAIServer.cs:156)
Here is what spams when they are spawned
Yoooo
Darth
You won't have to worry aboutv v61
cuz HauntedHarpist still works for it
I schmacked the boi and took his harp in front of a maneater
Bro, you're on 30 projects, jajja.
yay
but it wasnt working on V61 for me? O.o
nah hes talking about the haunted harpist
the bagpipe ghost is the thing that doesnt work (which I will obv fix, but not urgently)
ohhhhh
does that mean i can just disable bagpip ghost?
yeye ofc, theres an option in the configs to turn its spawning off and on
fuck yeah xD
Please fix Bagpipes soon 😆 This slippery ghost keeps eluding me and now I have to disable him. This is personal now! I've never once successfully obtained the bagpipes.
you just use a stun grenade
get rid of the enforcer shields and use a stun grenade
make sure it hits the piper also
hit multiple enforcers at once a few times then use another stun
alternatively use shotgun shells
@reef portal when making an enemy, what are some things you think should be provided by the API/what are things you'd like to see in one?
wat api?
#1273838522591350804 technically, me and hamunii are making one modular API that would support different types of content and starting with EnemyAPI and we're currently doing everything by the book so it's as high quality as possible, rn we're writing out the design completely and would like feedback on what you would like the API to potentially so
Do*
I didn't check the other ones
Do you suggest I turn their spawns off completely?
cuz if imma be fr
I didn't even know there were other ghosts until like
a while after you added them
Is it basically like a thingy that provides like very very noice static functions? As in the functions from the EnemyAI class + similar stuff?
ye cuz it dont work
and spams ur console
rip lol
Yeah
I mean the mod is "Haunted Harpist"
No offense but I was thinking about disabling them anyways
even then FacilityMeltdown would just make them exist anyways lol
Oh fuck wait FacilityMeltdown will spawn them
Nah that would come from something else hamunii is working on-ish.
This is about registering enemies and content into the game in a much more maintainable, simpler, and friendlier way, whilst also providing a lot of help to the modder who's adding said content
what does it spam console with?
o
icl im not rlly sure tbh, but if I think of something ill let u know
fair
I was meant to rework them but uhh
yea
Ah
Even before like
v56
I think thats when you added them
if I had to shoot in the dark
like around v50 era
the v50 craze
ye
yeah
It was mainly because its "Haunted Harpist"
Oh shit I forgot i can blacklist monsters in FacilityMeltdown's config
whats the uh
"config names" for the other ghosts?
That'd be great yeah
config names?
their proper in game code name? or the name that they have in the config description?
Ethereal Enforcer -> Enforcer ghost
Phantom Piper -> Bagpipe ghost
uhhh
do u need the exact name?
if u wanna disable them theres an option in the config
No I know but FacilityMeltdown spawns monsters
and it'll choose them to spawn if their names aren't in the config
this what you mean't @reef portal?
Nah thats some other mod lol
Their names should be “HarpGhost”, “BagpipeGhost”, “EnforcerGhost”
I see
Its a clusterfuck involving something called Huggy Wuggy, Imperium and StarlancerEscape, with FaciliyMeltdown just looking at it and being like “ok what the shit is going on here”
Oh fuck me
so its LethalPlaytime/SmilingCritters
So wait its all of those?
I had Moroxide go through the modpack to see what was bad
they said Backrooms and Diversity didn't work
apparently theres more
I'll only disable these two
Nah facility meltdown is fine. Sometimes starlancer is a bit strange, imperium often has errors about “visualizers” (which is whay its complaining about)
Could be any one of the three or a combination
As in huggy, imp and starlancer
Ye
OK, so the problem is is that Stancer enemy escape is having trouble with huggy Wuggy
That's what I'm saying. Yeah, I'll disable lethal playtime and smiling critters.
Other than that, though, I did disable enforcer, ghost and bagpipe ghost
any eta on bagpipes ghost fix?
Noice
😭
Its just cuz i was in the middle of refactoring the whole thing and then i went on holiday
So rn the code is a sea of red (errors everywhere)
Its so weird though cause he does spawn with his enforcers.
then after leaving the errors stop.
Ye cuz once he leaves the map he dont exist anymore
As far as the game is concerned, hes dead
Or didnt even exist
so what is he actually breaking? and whats the risk of running him with those errors? I guess I'll play it safe and wait patiently lol. Its just a personal beef now with him cause every time I try to get him someone else pisses off the enforcers and I die.
I've never once gotten my hands on those bagpipes.
Not rlly sure. I made it when I wasnt that experienced with modding, and alot of the code uses zeeker’s functions, which id have to use words which will get me muted to describe them
Ye its intentionally quite hard, and i wasnt really expecting ppl to get them without the help of mods
LOL I understand completely
Well i've been bound and determined to get it lol. And if i'm being honest I would have thought you were more experienced in coding with how they are. Its a very good mod.
i got them once without changed configs
then i changed the configs because i hated them
the default settings
just me though
then i switched the modded monster in my mod pack lol sorry
Yeah I changed them too. Made them still rare, but not as rare.
No need to apologise lol
i know
Infact I do surveys for my players to vote on what stays and what goes when I do Modpack changes. Harpist got a one sided vote to stay. Not a single person in my group voted to remove.
Sheesh lol
i like the harpist because it isnt total immersion destruction
but at the same time
i dont like that its basically just another monster you exploit for money if you take a few moments to learn how to kill it
in fairness its harder than a nutcracker cause it actually actively throws itself into you
i also like that it never calms down if it gets angry
Ye I didnt make its “fighting mechanics”? Complex cuz it was the first time ive ever modded and used a game engine before lol. At rhe time I was just getting pissed off with all the enemy mods being like “hey wasup bro, so im on the map now, you all must leave cuz im gonna destroy all of u and theres nothing u can do about it. Thank you”
Mimics was just “haha you choosed the wrong fire exit, now your instantly fucking dead”. Gets boring after 2 times. Shy guy looked really cool and had cool anims, but just destroyed everyone on the map jf u didnt leave as soon as u see it. The fiend is also the same, just destroys everyone, invincible, faster than you. Theres a few others too
the mimics dont get boring because theyre simple
they get boring because they dont synergize with any monster
except snare fleas, but rarely
Mimic items like in (idk what the game is called, its a single player sci fi horror game from 2015) would be cool, but idk fire exits i jus dont like
The other ones i mentioned are just outright bad
there is a mimic teeth mod called bigmouth
but that one suffers the same issue the harpist does
you can learn how to kill it and gain profit
cause it drops actual real teeth if you do
and sometimes it goes over the vanilla max value
its also really easy to spot the fake teeth because bigmouth clips into the ground
at least last time i tried it
Oh lol
Yea i havent rlly played the game since v55 came out
I would like to make these kinda enemies that are insanely in depth, but it requires like a proper modeller, animator, sfx guy. I’ve only rlly been able to do it in Biodiversity
With the aloe, and hopefully more
Seems like you guys are aware, but just writing that the mod is currently throwing enemy ai errors after the update
Nobody from the Biod team can help you with models?
ye its the bagpipe ghost thats doing that, jus disable him from spawning for now till its fixed
monty did draw up some insanely good sketches of what the models would look like, and I will eventually get them into the game, but after that I cant rlly be be bothered if im honest
the red sheep will prob be the last kinda "small project" im gonna do, the rest will be stuff with biodiversity and sickboy
Ah ok
Because i have seen the sketch from monty they where fire
It's sad to not see them in game
yea, i will add them eventually
No problem i'm really hyped also for biod
theres jus a few finishing touches needed for the aloe then its all good
Check out this new mod: https://discord.com/channels/1168655651455639582/1276345828671225946
Yeah I'm planning on adding it tomorrow.
It dropped while we were mid run. It looks so good though!
How is this going? 👀
Unacceptable! I need my Ghosts back 😆 🙏 🙏 🙏 🙏 please 🙏 😭
Did you made the model?
i made a model for the like redesign of the harpist idk if its ingame yet lol
Dunno i didnt see it
then is not ingame yet proly lol
Ahahah
LMAO
we just had to tweak the eyes, but it was mostly me nitpicking the thing a lil
all it needs is textures, some fixes to the cape and it's good to go
o oke cool
thanks for fixing Bag MacPiper. didnt like disabling em. their scrap is so beautiful
glad you like it 😃
I attacked one of the bagpipe dudes and the enforcers proceeded to shoot themselves lol
They were trying to shoot me so that's why
they shouldnt take damage from eachother
cuz ye otherwise they would just all accidently kill eachother
Ahh okay must've been another mod allowing them to shoot each other
ye probably
@reef portal Just wanted to let you know, the plushie's sound has a bug that makes it be heard globally
o oke, ty for letting me know
I thought It was the model update
new update completely broke the mod for me. Harpists drop their harp at spawn and just wander around without it
heard this issue from some players yesterday in my server, just checked over to see if anyone else has it
Oh damn, ill look into it
yeah can just go and take the harp for free and they don't get angry
and the irish ghosts dont follow the leader and jut go rogue and they are invincible
What's the status on the model update btw? Are they still being made, or just waiting to be implemented?
the harpist model just needs a couple of lil adjustments and animations. I'm busy with uni rn but hopefully around christmas time I can maybe get it done, but no promises
Letssss go
Glad to hear it. Gl with uni!
Ty
Enforcers shotguns are broken too.
They hold them weird and don't shoot. When you grab their shotgun the stands straight up in the players hands and doesn't hold correctly.
They shot just fine last time I used the mod
🤔
And that was during Spoopy Season
So the new update that came out recently prolly broke it
mod had a recent update. Harp is left at spawn vent, too
revert back to 1.3.16 for the time being
Haunted Harpist 1.3.18
- Fixed bug where the harpist doesn't pick up the harp upon spawning.
- Fixed bug where the bagpipes had a default pitch of 0.
- Fixed bug where the enforcer ghosts don't hold the shotgun correctly.
I was about to come here and say I had a bug where the harpist didnt have a harp and wasnt playing music but im assuming this was the bug fix that was released today XD
ye lol
Haunted Harpist 1.3.19
updated it a couple days ago, forgor to change the version here
its just a fix to make the ghosts work with the chillax scraps mod
Just curious but does this fix the death phase of them? Cause a couple other mods do have issues due to the death phase.
-
Sell Bodies: their corpses don't despawn dropping a custom enemy remains for them.
-
Saw Tapes: When one is chosen as the target to kill you can't get the key from their corpse.
I think its because the corpse stays
Like, in imperium when you go to spectate a creature thats on the list, i remember the dead HarpGhost still being viewable and all as if it was still alive
Tho oddly SpectateEnemies does recognise them as dead and doesn't let you spectate their corpse so

ye it should all work with that now
hell yeah
lol
@reef portal this painting is titled "Haunted Strums"
hell yea thats cool af
what mod is it from?
i made it for my own custom painting mod
niice
how many of these you makin? .3.
thats all
ok well thats all for now i guess
idk if theres really much else i want to make a painting of
hmm, k
haunted harpist
facts
The song the haunted harpist plays is kind of a vibe I can study to. Is it a haunted harpist original or made by someone else? 
yo has the harpist got his new models?
💀💀💀💀💀💀
icl ive got loads of coursework n shiz to do, and the only LC stuff ive been doing recently is #1276345828671225946 stuff
i will get round to it at some point tho
sry i was gonna give it to u but then forgor
ill send them in a sec

Audio & PDF downloads available to Patrons: http://www.patreon.com/samanthaballard
Sheet Music Now Available: https://samanthaballardharp.com/product-details/product/65f985a6b9c0112dbbb43c88
❤️ Join My Patreon Community: http://www.patreon.com/samanthaballard
🎼 All My Sheet Music: http://www.samanthaballardharp.com/all-sheets
👕 Merch: http://ww...
This song I composed is about the spooky month of October. I hope you enjoy listening!
This great photo is by Matt on Unsplash.
the third one i cant remember rn, but I do remember it being a well known piece of classical music
fairs lol
random compliment
i just realized the mod is one megabyte
that is quite impressive optimization
ok i SWEAR it said that when i installed it
the decimal wasnt even the same
idfk why that happened
i was so confused cuz its one of the largest mods in my pack so i am always eyeing it up when deciding to cutdown and optimize stuff, so i recalled it being a lil chunky
But Harps are too goated to remove
A smaller size would be nice though
71 MB isnt really that much
its not awful, but is still like top 12 in my 300 mods~ ish pack, for 3 similar mobs and 2 scraps
And even then, most of the mods are the player models + suits + emotes which are clientside so they can be toggled at will
The content mods up there add quite a bit more in comparison gameplay wise
I wonder if the Harp Music was ever compressed or not
Again harps are peak though so its alright
The music
Probably takes up a good chunk
unlike other enemies this mfo got music
oh yeah the music
yeah but I tend to crunch up the sound files a ton
same with the textures
they're all super low res
3 but, with basically the same model from what i can tell
Enforcer shotguns are just vanilla shotguns etc.
I would assume it is just the music that keeps the size up so much though
And even then, like i got a cruiser music mod that adds 31 tracks to it, 37MB and still decent sounding in quality
The Harp seems to have...maybe...3 tracks? And probably shorter in length than a full song if you just loop it right
so idk where all the memory comes from
harpist has 1 song for the ghost and 3 for the item, right?
then the bagpipe ghost would have the same, I suppose
lack of compression probably
pre 1.0.0 moonswept was 20 MB
and now current moonswept is 1.3 MB with even better textures
yeah
I was surprised how much memory i saved swapping my audio files to .oggs and just exporting at 0 quality
And even then i can hardly tell a difference with the audio, the 2nd one is 1/5 the size and mostly sounds the same
And thats like, not even hearing it in game with all other sounds and stuff happening
i think it does make a difference if you have some really nice headphones or whatever with the volume up high and you're listening for it or something
but for ingame i cant really tell
i would greatly appreciate it, i am trying to squeeze as much as i can out of the pack to make it nicer for people on lower end systems than mine without compromising on content
true but speculation is funny
Bingo 2 prep
@reef portal ok so an issue i noticed with the harp
when you first play music with it, it causes the harp to not make a dropped sfx, until you play music again, after which it will also play the dropped sfx at the same time as the music starting
dropping it during then will play the sfx, but every time after that it will not, until you play the music again
Also is there any reason the default spawn curve for the Bagpipe Ghost is so low?
Like the highest is 0.5x at the start of the day basically, and it just goes down from there
I feel it should probably be starting at 1x
For the average user, it basically just has half the weight you actually give it if you dont mess with the curves
both are by design meant to be rare sights
It should probably still be 1x at the start of the day and just have a lower base weight though
The effect is the same but makes more sense when someone is comparing weights or setting defaults, especially since the average person isnt gonna look into all the curves and stuff
The Killable setting does not make harpists invincible to shotguns if false
@reef portal
I do not know if this goes for pipers and enforcers as well
ME ME ME ME ME !!!!
bro looks like hed have 8 pages in the woods
bro looks like hed drop an enderpearl on death
I don't think the Piper plays their bagpipes either
Yeah, they don't :(
Do you ever plan to revisit the Harpist at some point
after I finish my exams I plan to fix all of the bugs ppl have reported and hopefully get the new harpist model out too
Oki
Next update, can there be a config option for the Harpist and Piper to ignore entities attacking/making sound around them?
Just asking since baboon hawks and eyeless dogs love to attack whatever gets in their mouth hitbox, and it makes making the Harpist and Piper hard to play on the outside since they more often than not aggro after a few hits
uhhhh icl im not sure why I made it like that
thats either a bug or old me was dumb
tbf they're not super meant to be outside enemies
But they're configurable!
tf is that thing in the background
second harpist
the Being
the mysterious harbinger
Whats so mysterious about em?
@reef portal could you like
make the harp being played by the harpist not count as a thing that produces noise
this is kind of only a problem for other modded things, like harvest moons' blind pups, the silent packages and lone listeners from trite, etc
but maneaters would hear them playing their harp
and thats kind of really annoying when the noise from the harp is being constantly produced
a maneater being so much as nearby would just nearly instantly start running from constantly having noise heard
Harp Ghost predates the Maneater iirc
Which is interesting, because i think with the benefit of hindsight, having it so the Harp's music calms maneaters would be really really neat as a utility
that would only really work in scenarios youd be forced to shake it instead of rocking it by having the fear effect
so very niche
but it could be neat
depends on how the maneater is coded, but if its possible ill add it
sure
the Scp-999 mod has a calming feature with that entity and the maneater, could be worth looking into how they do it
I believe Xu made that mod (?)
oo oke ty
no i made it 
Haunted Harpist 1.3.20
just recompiled the mod with the new version of LC and edited the readme - nothing of substance yet
woo
@reef portal I'm getting a big error when loading the game that says something about decompressing the mod bundle.
Yeah it wont spawn in game with debug menus either
ill release a fix in a bit hopefully
Okay, thanks! By "a bit", do you mean tonight or another day? Not trying to be rude, take your time, but I need to upload this new version of the modpack and I'm unsure if I should postpone the ETA to my followers. Totally fine if its not today btw. Thanks!
ima test it in like 5 min and see if it worke, if not then the fix prob wont be today
ye it work
on your profile?
oh ok I see, thanks
@reef portal It lets me spawn it in game but I still get this error
hold on
[21:31:06.3592533] [Error :BepInExFasterLoadAssetBundlesPatcher] Failed to decompress assetbundle
System.IO.DirectoryNotFoundException: Could not find a part of the path "C:\Users\jori\AppData\Roaming\com.kesomannen.gale\lethal-company\profiles\Lethal Enhanced Party Edition v70\BepInEx\plugins\Bob123-Haunted_Harpist\HauntedHarpist\Assets\harpghostbundle".
at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.Boolean anonymous, System.IO.FileOptions options) [0x00164] in <...>:IL_0164
at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.IO.FileOptions options) [0x00000] in <...>:IL_0000
at (wrapper remoting-invoke-with-check) System.IO.FileStream..ctor(string,System.IO.FileMode,System.IO.FileAccess,System.IO.FileShare,int,System.IO.FileOptions)
at BepInExFasterLoadAssetBundles.Patcher.LoadAssetBundleFromFileFast (System.String& path) [0x0000b] in ./Patcher.cs:86
[21:31:06.3592533] [Error : Unity Log] Unable to open archive file: C:/Users/jori/AppData/Roaming/com.kesomannen.gale/lethal-company/profiles/Lethal Enhanced Party Edition v70/BepInEx/plugins/Bob123-Haunted_Harpist/HauntedHarpist/Assets/harpghostbundle
[21:31:06.3592533] [Error : Unity Log] Failed to read data for the AssetBundle 'C:\Users\jori\AppData\Roaming\com.kesomannen.gale\lethal-company\profiles\Lethal Enhanced Party Edition v70\BepInEx\plugins\Bob123-Haunted_Harpist\HauntedHarpist\Assets\harpghostbundle'.
[21:31:06.3592533] [Error :LCM_HauntedHarpist|1.3.21] MainAssetBundle is null
bruh its because I named the file in the package AssetBundles, and in the code its names Assets (accidentally) 🤡
some goofy shit
So do you need to update the mod again?
ye in like 1 min
@reef portal I still got an error upon launching. Gonna try to get it for ya
[02:04:50.2206107] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
LethalCompanyHarpGhost.HarpGhostPlugin.SetupHarp () (at ./src/Plugin.cs:183)
LethalCompanyHarpGhost.HarpGhostPlugin.Awake () (at ./src/Plugin.cs:85)
UnityEngine.GameObject:AddComponent(Type)
BepInEx.Bootstrap.Chainloader:DMDBepInEx.Bootstrap.Chainloader::Start()
UnityEngine.Rendering.HighDefinition.HDRenderPipelineAsset:OnEnable()
Cause I got involved xD
nah lol dw
I touch it, I break it
I'm gonna check a couple other aspects of it real quick too.
I was pretty excited about their return
ty lol, im mainly focusing on biodiversity at the moment tho
Ah so I could break them next >:D
sure lol
[02:12:02.7707033] [Error :LCM_HauntedHarpist|1.3.21 | Harp Ghost Netcode Controller] harpBehaviour is null
[02:12:02.7717097] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
LethalCompanyHarpGhost.HarpGhost.HarpGhostNetcodeController.SpawnHarpServerRpc (System.String receivedGhostId) (at ./src/HarpGhost/HarpGhostNetcodeController.cs:151)
LethalCompanyHarpGhost.HarpGhost.HarpGhostNetcodeController.__rpc_handler_2571487571 (Unity.Netcode.NetworkBehaviour target, Unity.Netcode.FastBufferReader reader, Unity.Netcode.__RpcParams rpcParams) (at <e0417a4f442047f592fdce84b4abf8eb>:IL_00B3)
Unity.Netcode.RpcMessageHelpers.Handle (Unity.Netcode.NetworkContext& context, Unity.Netcode.RpcMetadata& metadata, Unity.Netcode.FastBufferReader& payload, Unity.Netcode.__RpcParams& rpcParams) (at <895801699cfc4b4ab52267f31e2a4998>:IL_004E)
Rethrow as Exception: Unhandled RPC exception!
UnityEngine.Debug:LogException(Exception)
Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&)
Unity.Netcode.ServerRpcMessage:Handle(NetworkContext&)
Unity.Netcode.NetworkBehaviour:__endSendServerRpc(FastBufferWriter&, UInt32, ServerRpcParams, RpcDelivery)
LethalCompanyHarpGhost.HarpGhost.HarpGhostNetcodeController:SpawnHarpServerRpc(String) (at ./src/HarpGhost/HarpGhostNetcodeController.cs:138)
LethalCompanyHarpGhost.HarpGhost.HarpGhostAIServer:Start() (at ./src/HarpGhost/HarpGhostAIServer.cs:96)
[02:12:02.7717097] [Warning: Unity Log] The referenced script on this Behaviour (Game Object '<null>') is missing!
[02:12:02.7717097] [Warning: Unity Log] The referenced script (LethalCompanyHarpGhost.InstrumentBehaviour) on this Behaviour is missing!
[02:12:02.7717097] [Warning: Unity Log] The referenced script on this Behaviour (Game Object 'Harp') is missing!
[02:12:02.7717097] [Error :LCM_HauntedHarpist|1.3.21 | Harp Ghost Netcode Controller] harpBehaviour is null
[02:12:02.7727077] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
LethalCompanyHarpGhost.HarpGhost.HarpGhostNetcodeController.SpawnHarpServerRpc (System.String receivedGhostId) (at ./src/HarpGhost/HarpGhostNetcodeController.cs:151)
LethalCompanyHarpGhost.HarpGhost.HarpGhostAIServer.Start () (at ./src/HarpGhost/HarpGhostAIServer.cs:96)
Attempt at force spawning the harpist
Oh shit @reef portal I'm gonna just drop the full logs. They exploded
i think i might know what is (mayyybe). ill investigate
ty
Spawned the harpist and it spawned but not holding the harp (harp was on ground) Killing it just left it standing in place. The Piper though exploded the logs with constant error spams and just stood in position 0 next to ship. no idea where its bagpipes spawned though.
oh nah i dont think they can actually be outside
the code is doodoo cuz was made ages ago lol
They could before.
Yeah we run Lethal Presents at 100% and we have had them in the past get spawned outside and they were fine. Its scary cause if you pulled the piper from a present he would spawn the others after which resulted in many deaths at the ship xD
oh damn, that sounds p cool
Oh it is lol. First we get scared cause 3 ghosts with guns outside the ship and then we get greedy and want to kill them for the shotguns. Then you got the players coming back to seeing just complete carnage. corpses everywhere and a ghost with a gun just chilling.
lol
my boyfriend had them be an outside ambient monster at one point for their mod pack
only way to get the harp without causing a huge detriment was exploding them with the zap gun (thanks to the addition of usefulzapgun)
Haunted Harpist 1.3.23
oh nice
didnt realise ppl used the ghost in so many diff ways lol
in this update i reduced the assetbundle size to 21mb and fixed the assetbundle error thing (if the previous update didnt fix it, cant remember honestly)
🔥 Awesome
figoat
@reef portal Just wanted to report they appear to be working great! Also you harpist is an asshole! Got a clip i'll drop later from one
lol, looking forward to it
@reef portal This dudes timing was perfect but also he's an asshole lol we were having a moment.
lmao thats peak
I know right! I love these little ghosts!
ty
awesome enemy interaction
Whyd he get stunned lol
Mind if i ask, is the information being displayed at the top a mod?
light eater
o
You talking about the stat info on top?
Yeah its a Twitch Overlay mod. Its not actually there in game. So I dont see that stuff normally while playing.
Ohh, i see! It looks pretty clean which is why i was asking.
Yeah i sometimes forget its there until im working on clips 😆
If you stream i highly recommend it though.
I sadly don't stream xP
But still, it's a cool overlay it would be fun to have this as an actual ingame UI, maybe even with an on off toggle.
I'm a sucker for clean HUD with information displayed
Yeah i feel ya on that.
@reef portal felt like making this
@reef portal
The mod broke in v73. To fix you gotta recompile with new netcode patcher.
Ty for the guide, I shall fix it soon
Were you able to figure it out?
ye ill upload the new mod version at some point today
fuck yeah we're so back
she haunt ALL over my harpist
oke so I can release a new version that works for v73, but for some reason the piper and enforcers are bugged
would ppl just want the new version separately until it gets fixed, or should I upload this new version to thunderstore?
oh strange, maybe you should inquire abt it on the dev enemies channel? or dev general maybe
some people should know
I'd be keen to wait
Oh nah its cuz i was doing minor performance fixes a couple months ago and then prob forgot about something i was changing
How bugged?
they spawn like normal and walk around the map as usual, but the piper isn't carrying his bagpipes and hence isn't playing music, and they are all also invincible and don't react to getting hit
Damn, that sucks. How long do you think it will take you to fix? Quick or like a long process?
ill have a quick look now to see how simple (or not) the issue is
fixed it - ill upload the new version a bit later
Let’s go! Let me know when you upload it!
Haunted Harpist 1.3.24
ye its uploaded now
Amazing. Can’t wait to try it out, I’ll give it a try tomorrow.
nice
@reef portal found an issue with the harpist while messing around with it
i dont think this is post update
this has probably been a thing forever
if you hit the harpist before it moves at all, it just cant move
this isnt impossible to do in the game, you can stand right on top of a vent rattling and wait for if its a harpist or not
if it is, you can just softlock its AI and cheese it by doing this
additionally
enforcer is instantly aggro
now this is probably an issue with the update
piper is also not playing bagpipe audio
not a me issue
oh thats weird, ill have a quick look later
ty for testing 😃
this was an imperium issue btw
enforcers on their way to literally beat me to death
i have had this since 1.3.23 (v72 still)
I couldnt tell though if the enforcer was aggro'ing instantly, or if the associated bagpipe fella had gotten spooked already
But i have seen a few times now where the bagpipe is chillin, and he immediately lowers his shield and starts blasting if you enter line of sight
honestly not the worst thing, since he turns kinda slow, and the shield dropping kinda telegraphs that he is reacting to the player
its still unintended behavior
i've always hated the enforcers
because whenever i for some reason played with the harbinger it would teleport the guys EVERYWHERE and instantly aggroed them
ok well
it was cause of this bug, i guess
but also
harbinger blacklist exists
@reef portal i have just discovered the harpist's attack range is offset for non host clients, and they cannot kill the harpist without being hit by them at all
unless you configure the damage to not be much or make the range really low
then this is kind of a big issue
and also setting it up this way means host gets an essential free kill
ALL the times i said skill issue to my clients for not being able to hit it without taking damage 💔
oh shi, ill fix it sometime this week
Does this happen for all the enemies or just the harpist specifically?
it wouldnt be an issue for the other two because the other two dont do melee attacks
@reef portal redo of the harpist render, plus the other two
i am really happy the harp strings didnt get fucked up this time
oh damn, nice bro
How it feels wishing this mod makes a grand return one day with dope & dubious additions:
i remember a long this mod was gonna get a revamp to the look to match the artstyle of lethal company more
is that still happening?
i would love to use this mod in my modpack.. but there is just nothing eerie about the designs... hearing the harp in the facility is a bit creepy at first but then you see what it is
i think it could work having a cutesy design for the harp ghost but then it transforms into something more malicious? not too sure
the mechanics of the harp ghost are great tho! love the customizability
(i dont have experience with the other ghosts since i havent used this mod since it was only the harp ghost)
maybe a more sharp shape language would work?
maybe it could be a sheet ghost with something menacing underneath
makes me think about this creature design
The dredge
heres something i just made up real quick
i went for more of a harp demon look? idk
a harp that plays itself?
and then eats people and uses their voices in its song
theres also this creature from the devil went down to georgia music video that could work for inspo
anyways, i dont want to exert my will over the creator's vision for too much longer... i just think it should be scarier in some way
[00:03:33.3755562] [Error : Unity Log] MissingMethodException: Method not found: bool GameNetcodeStuff.PlayerControllerB.HasLineOfSightToPosition(UnityEngine.Vector3,single,int,single)
Stack trace:
LethalCompanyHarpGhost.EnforcerGhost.EnforcerGhostNetcodeController.IncreaseTargetPlayerFearLevelClientRpc (System.String receivedGhostId) (at ./src/EnforcerGhost/EnforcerGhostNetcodeController.cs:136)
LethalCompanyHarpGhost.EnforcerGhost.EnforcerGhostNetcodeController.__rpc_handler_548156435 (Unity.Netcode.NetworkBehaviour target, Unity.Netcode.FastBufferReader reader, Unity.Netcode.__RpcParams rpcParams) (at <feb3d98c3b0b4cf29b0b4fa57268707d>:IL_0066)
Unity.Netcode.RpcMessageHelpers.Handle (Unity.Netcode.NetworkContext& context, Unity.Netcode.RpcMetadata& metadata, Unity.Netcode.FastBufferReader& payload, Unity.Netcode.__RpcParams& rpcParams) (at <97ae41d8913f4f12b6133336c5f4f494>:IL_00A6)
Rethrow as Exception: Unhandled RPC exception!
UnityEngine.Debug:LogException(Exception)
Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&)
Unity.Netcode.ClientRpcMessage:Handle(NetworkContext&)
Unity.Netcode.NetworkBehaviour:__endSendClientRpc(FastBufferWriter&, UInt32, ClientRpcParams, RpcDelivery)
LethalCompanyHarpGhost.EnforcerGhost.EnforcerGhostNetcodeController:IncreaseTargetPlayerFearLevelClientRpc(String) (at ./src/EnforcerGhost/EnforcerGhostNetcodeController.cs:136)
LethalCompanyHarpGhost.EnforcerGhost.EnforcerGhostAIServer:DoAIInterval() (at ./src/EnforcerGhost/EnforcerGhostAIServer.cs:266)
DMDEnemyAI::Update?869727434:Update(EnemyAI)
DMD<>?953487506:TrampolineEnemyAI::Update?530996058(EnemyAI)
CodeRebirth.src.Patches.EnemyAIPatch:EnemyAI_Update(orig_Update, EnemyAI) (at ./src/Patches/EnemyAIPatch.cs:107)
DMD<>?-956675072:HookEnemyAI::Update?-1163929556(EnemyAI)
LethalCompanyHarpGhost.EnforcerGhost.EnforcerGhostAIServer:Update() (at ./src/EnforcerGhost/EnforcerGhostAIServer.cs:119)
@reef portal
With v81 and spawning enforcer
Slight issue, the new update changed the EntranceTeleport exit point thingies (which is used by the phantom piper) and I don’t have time to fix it at the moment (until June). Ill compile the mod with the new version, but i’ll have to disable the piper for now
Uhhh at some point 😅. The designs for the new models were made ages ago, but I havent gotten round to getting the models and animations made yet. Even so, I’m gonna be focusing on finishing the wax soldier & other stuff (from the biodiversity mod) first