#๐ฑ Enhanced Monsters
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the ground looks like violet foil
It's old bird party only
It's easy to enter, almost impossible to get out
We were 5, only two of use made it to the ship
Without a jetpack
I'll try to make a button to access the EnemiesData.json file but I forgot how to open the explorer
The mod is now configurable on all config mods, it has soft supports for them and a button to access the EnemiesData config right in the settings
(Left is LethalSettings, right is LethalConfig)
Is there an option to disable selling the corpses of entities
I'm not sure to understand why you would like to disable the main feature lol
Is it for the same reasons as Spinmaster ?
No
I just like the feature of being able to hear entities from main outside
and the hazard level signs
Nice!
That's pretty cool ngl
When this says WIP does it mean it's still work in progress but in the game or just WIP coming soon?
What?
It's the same thing...?
๐คจ
What I mean is the things are implemented into the game but still being worked on overtime at the same time? Or not in the game yet and still being worked on without it being in the mod yet
I would mainly say it's not in game yet but you should hear it from @wooden copper
To be 100% sure
This is not available yet, the feature is not implemented as written on the readme
It's work in progress, I'm working on it but it's not working yet
Yeah my bad, I will clarify
was it by chance...cube shaped...
What do the ranks do?
Nothing, it's just cosmetic
I think it's a little thing that was missed in the game, as a fan of RPG games
Oh, I was hoping higher ranks would make monsters more valuable
Maybe they're slightly faster and stronger too
Yeah it does that
They have higher sell values
But it's not changing their abilities otherwise
New patch this afternoon, I hesitate between making it the version 1.1.0 or if I keep the 1.x for feature updates
Saw you were playing Valorant
yeah happens sometimes
1000 individual downloads and yet, my mod only works fine in certain conditions where the host picks the enemy scrap first
Hopefully I'll fix sync issues today
good luck bro
If I fix it, trust me I'll call it a patch and not a hotfix
Lemme explain my versioning format real quick
X.y.z
X=Release
Y=Patch
Z=Hotfix
I hope I'll be able to release it
New update this evening eventually, if what I'm doing is working ???????
Synchronization issues are gone on my side
I'll test it when it's out, been really looking forward to this tbh
from all my tests, it's fixed now
Synchronization fixed
I can grab it, drop it, drop it back and move it again from the client without any issues!
@outer hare it's fixed ๐
yay
New patch v1.1.0 ! Check the changelogs on one of the following links ๐
https://github.com/VELD-Dev/Enhanced-Monsters/releases/tag/1.1.0
https://thunderstore.io/c/lethal-company/p/VELD/Enhanced_Monsters
Changelog
View diff
Removed Xilo's StaticNetcode library for a proper networking.
Made LethalConfig an optional mod, it is no longer required, but the config mod will still be correctly implem...
1.0.6?
that's weird
I fixed it but I hope it won't happen again... there's a floating file that is just not versionned correctly
https://thunderstore.io/c/lethal-company/p/VELD/Enhanced_Monsters/
Hey! I am going to be adding a soft dependency for your mod to my gargoyle mod.
I followed your instructions. I just wanted to make sure that this is all I need to do for registering (attached picture)? Do I need to supply a model or scrap item?
Also, can I specify the scrap item that drops? I have a scrap item that comes with my mod, that's just a slightly smaller version of the gargoyle, with some custom interactions built in, that would be cool to use as the body of the dead monster.
Forgot to paste it lol
For now, i haven't added the mob drops, I have added only mob ranks and mob as scrap functionalities which I made mod-compatible
ALTHOUGH
In the future, I do plan adding mob loots yep !
But you will have to make your mobs "unsellable" (not pickable)
Sweet! I'll leave it as is for now. Thank you!
I'll probably be adding this to my personal modpack as well in place of sell bodies. I like the modded enemy functionality you have.
I am truly thankful that you use my mod as a soft dependency, that's super kind and really motivating haha
Please report me any issue you have, like if your mob doesn't show the correct rank, if it doesn't register correctly, etc...
Absolutely! I use sell bodies as my mod currently, but I will be switching once I get this update out. I like being able to have more control over the modded enemies, rather than a blanket config for all of them.
Technically, Enhanced Monster v1.1.0 is now stable enough to replace SellBodies, but tests are required, I need people to try to break it so I'll just wait for my dear testers here to report me bugs ๐
Totally agree, that's even why I made the mod lol
Also, it's really really important, your mob requires a ScanNode somewhere to have its rank and (potentially) dead body scrap value shown, when I made the mod, I assumed that mobs that doesn't have scannode are not killable basically (as they are most of the time client-side only, like the ghost girl)
will do a test "hopefully" soon lol
It's not urging, no worries
I'll take a break to enjoy my own mod with my friends tomorrow anyways lol
Yep, ScanNode is on my mob! Can't wait to try it out. I'll let you know how it goes!
Good news about the mob looting functionality, it's the next one I'll be working on, I thought I'd make a Nutcracker-only functionality but what you've told gave me an idea, I'll make it a whole thing in Enhanced Monsters so modders can add their own loots
It might be possible to add it inside EnemyData as well although I'm not really sure how to implement that yet
It might be super easy if all the items are registered in one and same list
but it might also be super hard if they're not
Oh also, it's ultra super mega important, the EnemyName NEEDS to be the exact same one than the one defined inside your EnemyType, it might sound weird but I'm not recognizing monsters by their Prefab/GameObject name, I'm using their EnemyType for that, so yeah, if it doesn't work first time, check if you didn't put the wrong string
That would be this one correct?
Yeah that's this one
The Enemy Name shown on the ScanNode will remain the exact same than the one you defined inside your ScanNodeProperties
I got 2 errors when loading for the first time on my dev profile.
First one is looking for LethalConfig
Second one seems to not like my enemy being registered.
Log is attached
Is this 1.1.0 ?
Yes
the first one is very unexpected
as it worked correctly with LethalSettings
ohh
I know
Here is the mod list I have if it's relevant.
BepInEx-BepInExPack-5.4.2100
Evaisa-HookGenPatcher-0.0.5
taffyko-QuickQuitToMenu-1.0.1
BlueAmulet-LogNeuter-1.0.3
flerouwu-LC_FastStartup-1.1.2
CTNOriginals-DevelopmentStartup-1.2.0
Hamunii-TestingLib-1.2.1
Hamunii-DevTools-1.1.1
LethalDevs-DevEssentials-1.0.0
Lordfirespeed-OdinSerializer-2022.11.9
Rune580-LethalCompany_InputUtils-0.7.7
xilophor-LethalNetworkAPI-3.3.2
giosuel-Imperium-0.2.8
xilophor-StaticNetcodeLib-1.1.1
EliteMasterEric-Coroner-2.2.0
DaJadeNinja-EmployeeClasses-0.1.3
qwbarch-Concentus-2.3.0
Evaisa-LethalLib-0.16.2
LethalCompanyModding-Yukieji_UnityExplorer-4.12.1
VELD-Enhanced_Monsters-1.1.0
it's becaue of Netcode Patcher
I don't know if really affects the game though
when are you calling your RegisterMyMobs function ?
I'm calling it in my awake method
Yeah that's why
You should run it inside your Start function I think
either that orrr
hmm
Yeah I'll eventually make a fix so you can call it in Awake
yeah no, it's better to do it in Start()
can't make a fix for that
I was going to use Start, but it warned me that Start was unused, so I used Awake instead.
yeah that's normal Visual Studio shit
so does this mod require custom enemies to register them through their own mod?
No, but modded enemies can register themselves their default values
omg
oh burh
I made a GIGANTIC unsafe error
just saw it while rereading my code
yea enemies still don't drop as far as I can tell, because I'm getting theses errors
Ah! Gotchya, I'll just suppress the warning then. My OCD makes it impossible to ignore stuff like that xD
1.1.0 ?
But it works on my machine ๐คจ
which enemy are you killing ?
custom nutcracker colors, aloe, pikmin, etc\
lord of the manor as well
maneater kinda works
it should be
because it gave me 3 different errors
[Info :Enhanced Monsters] Registering NetworkPrefab 'Aloe'
[Error : Unity Log] NetworkPrefab (DoublewingedBird propized) has a duplicate GlobalObjectIdHash source entry value of: 1545304912!
[Error : Unity Log] NetworkPrefab (SandSpider propized) has a duplicate GlobalObjectIdHash source entry value of: 2357455997!
[Error : Unity Log] NetworkPrefab (NutcrackerEnemy propized) has a duplicate GlobalObjectIdHash source entry value of: 2489770059!
[Error : Unity Log] NetworkPrefab (SandSpider propized) has a duplicate GlobalObjectIdHash source entry value of: 2357455997!
[Error : Unity Log] NetworkPrefab (DoublewingedBird propized) has a duplicate GlobalObjectIdHash source entry value of: 1545304912!
[Error : Unity Log] NetworkPrefab (NutcrackerEnemy propized) has a duplicate GlobalObjectIdHash source entry value of: 2489770059!
[Error : Unity Log] NetworkPrefab (SandSpider propized) has a duplicate GlobalObjectIdHash source entry value of: 2357455997!
[Error : Unity Log] NetworkPrefab (SandSpider propized) has a duplicate GlobalObjectIdHash source entry value of: 2357455997!
[Error : Unity Log] NetworkPrefab (NutcrackerEnemy propized) has a duplicate GlobalObjectIdHash source entry value of: 2489770059!
[Error : Unity Log] NetworkPrefab (DoublewingedBird propized) has a duplicate GlobalObjectIdHash source entry value of: 1545304912!
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
EnhancedMonsters.Patches.MenuManager_Patches.Start (MenuManager __instance) (at C:/Users/VELD-Dev/Documents/LethalCompanyModding/LootableMonsters/LootableMonsters/Patches/MenuManager_Patches.cs:17)
(wrapper dynamic-method) MenuManager.DMDMenuManager::Start(MenuManager)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.TrampolineMenuManager::Start?-1619140322(MenuManager)
LethalLib.Modules.Utilities.MenuManager_Start (On.MenuManager+orig_Start orig, MenuManager self) (at <ef4e7af8c5b54c0da39ca0b1ffad7d7f>:IL_0000)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.HookMenuManager::Start?1107392532(MenuManager)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.TrampolineMenuManager::Start?1919476428(MenuManager)
[email protected] (On.MenuManager+orig_Start orig, MenuManager self) (at ./Mirage/Hook/Prefab.fs:13)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.HookMenuManager::Start?-1591328064(MenuManager)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.TrampolineMenuManager::Start?1567094352(MenuManager)
[email protected] (On.MenuManager+orig_Start orig, MenuManager self) (at ./Mirage/Hook/Config.fs:19)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.HookMenuManager::Start?521539552(MenuManager)
Hm that's original
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
LethalSettings.UI.Components.VerticalComponent.Construct (UnityEngine.GameObject root) (at C:/Users/willi/OneDrive/Documents/Workspace/LethalSettings/UI/Components/VerticalComponent.cs:22)
LethalSettings.UI.ModMenu.BuildMod (LethalSettings.UI.ModMenu+ModSettingsConfig mod) (at C:/Users/willi/OneDrive/Documents/Workspace/LethalSettings/UI/ModMenu.cs:77)
LethalSettings.UI.ModMenu+<Start>d__11.MoveNext () (at C:/Users/willi/OneDrive/Documents/Workspace/LethalSettings/UI/ModMenu.cs:45)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)
Oh that's probably because of Discord preview
and the nutcracker spit a massive one I couldn't paste
@wooden copper
I moved it to "Start" and I am still getting the error. Is it from how I'm registering it?
Okay lemme think
So for now, I'll give you a workaround
I'll fix it in a future hotfix
But basically, my mod registers too late because it needs the SyncedConfig of it to be loaded
I'll fix it soon but for now you solution is
(i'm searching in the game files)
I'm looking at currently
yeah I found why some of the enemies didn't work
first I forgot to add the "return" you can see here
Second, I'm searching for the ScanNode object like a noob
I'm fixing this right now
Ah gotchya, I can hold off on adding the soft dependency till you get it fixed. It's no biggie. I can test a hot fix once you're able to get to it. I appreciate the help though! I'm very much looking forward to using this!
This one is normal, don't pay attention to it, it happens because the main menu is initialised twice for some obscure reason even Zeekers probably don't know, so it misses the text on bottom left corner
Although this one, I'll check why it h appens. Do you have exactly three Nutcracker reskin mods ?
hmm
Okk so there's a problem
I have no way of knowing which skin the mob had, so unless mobs have a specific identifier telling which skin they have, maybe though a component containing data, then I can only spawn the main nutcracker model
Yeah this one is weird, it tells that basically their scraps already exist but for some reasons it says it multiple times
should be from this https://thunderstore.io/c/lethal-company/p/DistinctBlaze/ColorfulEnemyVariety/
Hmm yeah they will only have one colour for now
I'll check but it would probably require one specific implementation for each skin mod if they do not have any identifier on their reskinned entity
So it currently works with modded mobs, but skins will probably not appear, it's even almost totally sure they won't
compatibility to grind these little tulip snakes into meat? (Compatability for the farming and cooking mod)
I don't know what is causing this issue but when I killed monsters I am unable to grab their bodies
Let me try once more
whaaaat
After relaunching
Which mob ?
It's really important to specify as it might be fixed in next update
In other news
Yeah it will be fixed in next update
๐
why do they have hidden colliders
Is it normal then to get no leftover from those 2 mobs?
whats this about
Yeah, basically the issue is that their ScanNode was not at the root of their GameObject, so it was not finding it, but I assumed that all the mobs whose I couldn't find the ScanNode was a client side mob that couldn't be killed, so basically it aborted their scrap creation
invisible bracken remains
To make it simple, the mob scrap wasn't registered because I'm a noob
what the bracken
I'll try with him later
Publishing a first hotfix right now
Ok then also, is this mod compatible with ship inventory mod?
just reporting what I see ๐
When you put their bodies in the chute
Will they break?
I was trying to do it but
Couldn't get any remnant so...
are we not meant to get spider remains or
Just asking
I'll be honest, I don't know at all, it seems like they are not saved actually but I don't know how I can make it save them, LethalLib and the game don't make errors
Ye i'm publishing a fix right now that fixes that
What I just asked ๐
nutcrackers included?
Hmmm
I haven't included this feature
I assume they actually hold the real item
can you pick it up ?
if your talking about the body then no.
no I'm talking about the shotgun
tried this out in the test room
no. Also the audio for them is there now. even when they are dead.
(I even have the enemy sound fix mod)
yeah it's normal
The enemy you see here
isn't the "scrap" version of them
it's their real self
ye next hotfix has this fixed
it should spawn their scrap self normally
Thunderstore just takes ages to reload
But the fix is already available on GitHub
Also, Giants should now have their rank shown correctly
maybe
in 1.1.1 or
Alright, Thunderstore page reloaded https://thunderstore.io/c/lethal-company/p/VELD/Enhanced_Monsters/
In 1.1.0
bad news then
woah
they don't have any subtext at all
that's original
why do they have no subtext
yknow what, I'll check that by myself tomorrow
need logs or somthin?
nope
alr
I'd need to see their full gameobject, that's why I'll do it myself
Hotfix 1.1.1 released. Changelog:
Back to this for a second
there was a compatability with selldeadbodiesfixed for this
so you could grind up the scrap from the remains from that mod
and I'm curious if this one can do that!
Lets say you want to put a tulip snake in a meat grinder
you grind it and it turns into meat
and you can use that to create recipes like idk
meat loaf or somethin
yeah uh bad news
I don't know how it works so this mod probably have severe conflicts with my mod
because if you can actually grab dead monsters and all
I just remembered something the mod had an update today to make it so whatever scrap you put in u can grind I think
it might have big conflicts
Ohhh
Okay so for this
It's "Tulip Snake propized"
I'll eventually call their prefabs in a correct way later, but for now they're called this way
so is it just "entity name here yada yada propized"
alr I'll test it out and see if it works!
let's hope it does
This compatibility is made by the other mod, so hopefully it works with Enhanced Monsters
I'll just eventually rename the prefabs to Dead{NameInTheConfigFile}
Now that the 1.1.1 has released on Thunderstore, I'll let you try it and I'll be back tomorrowuh ๐
Good night chat ๐
PS: It might take up to one hour to refresh on your r2modman
and also, @crisp lily the 1.1.1 should have your issue fixed, please retry and let me know if it works in game ๐
๐ข It dont work.
Will do!
Yeah I forgot what the name of the TulipSnake was in the game prefabs, it might actually not be "Tulip Snake", maybe it's something else, I forgot
are these included already or are they future features that arent in yet
I believe they are future features
Does anyone know if this mod is compatible with https://discord.com/channels/1168655651455639582/1253321657297408052
Lethal Mon also adds a tooltip to mobs when spawned to let people know if they're catchable or not
overlapping
Future features
Oh well there might be conflicts
So does the mod work with other players ? Are there synchronization issues ?
I will start making a setting to make the mod vanilla friendly, but it'll obviously require to restart the game when doing that
I haven't tested yet but I imagine there will be
Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
EnhancedMonsters.Patches.MenuManager_Patches.Start (MenuManager __instance) (at C:/Users/VELD-Dev/Documents/LethalCompanyModding/LootableMonsters/LootableMonsters/Patches/MenuManager_Patches.cs:17)
(wrapper dynamic-method) MenuManager.DMDMenuManager::Start(MenuManager)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.TrampolineMenuManager::Start?-1389599868(MenuManager)
LethalLib.Modules.Utilities.MenuManager_Start (On.MenuManager+orig_Start orig, MenuManager self) (at <ef4e7af8c5b54c0da39ca0b1ffad7d7f>:IL_0000)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.HookMenuManager::Start?-158258288(MenuManager)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.TrampolineMenuManager::Start?-1540752754(MenuManager)
[email protected] (On.MenuManager+orig_Start orig, MenuManager self) (at ./Mirage/Hook/Prefab.fs:13)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.HookMenuManager::Start?-146862080(MenuManager)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.TrampolineMenuManager::Start?-413595814(MenuManager)
[email protected] (On.MenuManager+orig_Start orig, MenuManager self) (at ./Mirage/Hook/Config.fs:19)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.HookMenuManager::Start?-909274772(MenuManager)
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
LethalSettings.UI.Components.VerticalComponent.Construct (UnityEngine.GameObject root) (at C:/Users/willi/OneDrive/Documents/Workspace/LethalSettings/UI/Components/VerticalComponent.cs:22)
LethalSettings.UI.ModMenu.BuildMod (LethalSettings.UI.ModMenu+ModSettingsConfig mod) (at C:/Users/willi/OneDrive/Documents/Workspace/LethalSettings/UI/ModMenu.cs:77)
LethalSettings.UI.ModMenu+<Start>d__11.MoveNext () (at C:/Users/willi/OneDrive/Documents/Workspace/LethalSettings/UI/ModMenu.cs:45)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)
vanilla bodies work btw
This one is still normal, it didn't change
modded bodies do not
This one is not related to my mod
I think I know why but I'll have to try myself
Depending on when the modded mobs are registered, it may not work
Oh btw
Did you change the config to make them actually drop bodies ?
Cuz by default they wont
lemme see one sec
You need to make them drop their bodies
By default mobs have rank null and everything set to 0 or false
And you need to restart the game to make them spawn
Yeah I haven't tried though so if you can tell me if it works I'd be grateful
for sure man
so good news and bad news
they work but they are invisible along with the bracken when you kill them
and they spit some errors
I'll post the log
I'll check that when I'm at home
I'll try to fix the bracken first and see if it also fixed modded monsters
definitely excited for the facility doors one
It is possible that not all the modded monsters are invisible after killing them
Honestly, SeamlessDungeons will do it better, you'll even be able to walk through the door
Idk for the audio though
it'll still be a nice feature to use while we wait for all of seamlessdungeons issues to get ironed out
I might do the audio thing first tbh
Yeah I mean I'll encounter the same issues as Seamless Dungeons
in the next hotfix I'll add an icon to the mobs in the inventory
So i found a workaround for the bracken not showing a body
but it's really really weird
Do modded mobs work ? Is it possible to list modded mobs that doesn't work ?
I'll try to test it sometime today
Nice thanks !
For some reason the Start method on my mod won't run on my test profile. I've disabled everything but my mod and what's needed to run it. Awake runs fine. Start runs on my dev profile. But not with just the base mods.
I know it has nothing to do with your mod, but I can't get the registry to run without this.
This is my start method
This is all I get on my logs. It should show "Start Test" on the log, but I'm not getting that.
it's all the mods you have ?
yeah so normally Start() runs quite late in the game
after the credits intro iirc
Yep, that's all the mods I have. I let it run to the main menu screen and the start method didn't run. I'm not sure what I did wrong ๐ฎโ๐จ
Would OnEnable work instead of Start? That one runs after Awake also, but I'm not sure if it runs late enough for your mod.
you don't have Enhanced Monsters installed then ?
Start == OnEnable
I did, but it wasn't registering, so I was slowly disabling mods to figure out why until I got down to just the ones I needed to run my own mod lol.
Interesting... OnEnable seems to run, but Start doesn't.
I'll just use that then if they're the same thing and it's working.
Alright, seems to have registered. I only have the mods required to run both our mods, and seem to still be getting the LethalConfig error. I also can't seem to find the EnemiesData.json
I also tried to add LethalConfig to stop the error and got this one:
Weird
Hmm
Oh bruh I forgot to fix this error
I am using Gale if that matters? I noticed your instructions are telling us to navigate to "/BepInEx/plugins/EnhancedMonsters/", but gale has it as "/BepInEx/plugins/VELD-Enhanced_Monsters". If that matters lol
It's my bad i must fix the Netcode patcher thing
Oh okay. No worries. I'll test again once that's fixed.
Hotfix 1.1.2 released !
https://github.com/VELD-Dev/Enhanced-Monsters/releases/tag/1.1.2
https://thunderstore.io/c/lethal-company/p/VELD/Enhanced_Monsters
(The update may take some time to appear on Thunderstore)
@crisp lily Let me know if the errors happen again
time for sleep now, good night ๐
Night!
so the modded bodies still don't work
they kinda do I guess, they just spawn elsewhere and the actual item is invisible
also the butler should probably be disabled by default
Are your config set correctly ?
Why ?
Still getting the lethal config error with the new version. Still running with the bare minimum mods.
I enabled them in the config and they weren't dropping at all before so I'm pretty sure
Also the amount of errors in the log would suggest so as well
It doesn't really fit, especially in a live game sense and kinda nerfs it imo
Not a big deal tho
That's very very weird
were you able to look through my log?
Heya, I'm having an odd experience with this mod. It doesn't seem to generate a EnemiesData.json, but the config seems to generate just fine to ask for the dungeon preview and sound exchange.
@wooden copper any updates
I've been experiencing the same. Can you share what mods you're using and logs if you have them?
My mod list is a bit long due to dependencies taking up half of it but yeah I can toss you my log file if you want. I don't seem to have any errors pop up mentioning this mod from what I can tell though.
Want me to just dm it?
I figure just post it here so VELD can see it. There MAY be info in there that would be useful to him. What mod manager are you using?
None. Manual installation due to some of my buddies not trusting mod managers. Never had an issue with a mod failing to generate a file though.
Here's a fresh log I just generated on a new save file though I suppose.
not yet
Oh okay, gotchya. I've been trying to see if I could figure out what the cause could be. I thought maybe certain mod managers might be an issue.
Yeah uhh
Does anyone have a fresh file of EnemiesData? I wonder if dragging it in will just let the mod detect it.
the mod itself doesnt even load for me in general
Yeah it seems like Netcode Patcher is messing up my soft dependencies
Huh, weird.
due to this bug, the mod wants you to have LetalSettings and LethalConfig
Dumb ass patcher
We love code being way too specific!
Well I guess it wouldn't hurt for me to add lethal settings in for the time being? As long as it doesn't conflict with lethal config somehow. Never really used the former not so sure what it does.
So basically my mod works better on big modpacks than with no modpacks at all lol
It doesn't conflict with LethalConfig but yeah
Uhhh mind linking it real quick then
I'll try to remake another patch for that but I don't see much more solutions
Thank you again for clearing it up though I'd have never figured that out myself
So the patcher is failing during config generation if you don't have both of those?
Yeah it's because of a bug, to fix it you need to download LethalSettings and LethalConfig
it's because of a stupid bug with NetcodePatcher I'll try to fix
Well, that's an easy enough fix in the mean time at least.
it's trying to call every single function of the mod that has an attribute
ohhhh
Ah, yep. I installed Lethal Settings and the file did indeed generate this time.
sheeet
Getting 2 errors on start up with my main modpack. There are 213 mods, so could be an incompatibility somewhere. Just in case they help, I attached the logs and zipped the sqllite logs from AsyncLoggers.
Yeah so the first error of my mod is normal
weird that it didn't fix though
The second error isn't on purpose though
I'm checking
Also, it looks like anytime the mod is updated, it wipes the EnemiesData.json file out. So I'd have to re-edit it everytime the mod updates or I need to do a reinstall.
I'm not sure if this is a Gale specific issue or not though.
Hmm...
It wipes the enemiesData ?
Yeah, when Gale updates or reinstalls mods the entire plugin folder for that mod is deleted and installed again.
I have an enemydata.json file on gale
its how i encountered the modded monsters being broken
by deciding to be invisible, and placing the real body as a non-interactable across the map
It generates it, and you're able to edit it and play. But when you update the mod, the file is deleted and gets regenerated when you start the game again. So if you make changes to it, your changes will get wiped out after updating the mod.
I assume Gale does this to keep the plugin folder clean? Idk specifically why, though.
nono I meant this
The video shows after the redwood titan dies, its body registers invisible and the prop is placed elsewhere
also happened withe every other modded monster
Maybe you could create a "Enhanced Monsters" folder inside the config folder to put the json in? Similar to what Lethal Quantities does.
also the bracken and butler still are broken for me, lemme try too clip that too rq. Then again I'm not gonna use butler bodies anyway because it doesn't make a lot of sense to me
bracken does a similar thing but I can't pick that one up
Ohh yeah
I get what you mean
I should put it inside BepInEx/configs/EnhancedMonsters/EnemiesData.json
Yeah, that would most likely work.
Ohhh i didn't know about that
I figured that out the hard way when I was developing my custom voice line system, and the custom voice lines kept getting wiped out lol.
Some mobs have an animator that has a bugged "dead" state somehow
Not all
but some of them
I have a possible solution for that but it's not clean
I'll see if it happens with my gargoyle, and if it does how to fix it on my end.
So for the bracken I don't really know why it happens even after investigation
For the Butler I assume the code I have that waits for the death animation to be finished doesn't work
yea turns out the bracken is fine
just the butler (which doesn't affect me at least) and the modded monsters
I meant the animation glitch the butler has
Ah
not for me
dawg
okay so disabling and re-enabling the animator seems to work on the bracken
Good to know
I think I'll just disable the animator and fuck off the death animation smh
You're good man, sorry about all the error reports ๐
Awww, but I love the Gargoyles death animation xD
Yeah but it looks like some mobs have them bugging
I don't know why the mobs just disappear afterwise
No problem, it's just that his error is persisting and I don't know how to fix it
Hmm. Maybe make that part of the json? Have it enabled/disabled for the vanilla mobs that work/don't work. Then make modded disabled by default unless they add compatibilty?
Works with my Gargoyle. He just ends up sideways lol.
oooh it works nice !
Yeah honestly, mobs rotation is so random that I don't even want to deal with that xd
maybe in the future but right now I have more important bugs to fix lol
That's a good idea
Yeah, no worries. Would you be able to add rotation values to the json too? Then it would be up to the mods maker to set the rotation values when registering the enemy.
That's an excellent idea, I was planning on adding a "enemies subdata" object on the enemies data
But I need to check that because I might need to use refs and eventually pointers to avoid duplication of data
Ahh, yeah that wouldn't be good xD
So can we make a quick review of the default metadata I should add to mobs ?
Mesh position offset
Mesh rotation
Animate On Death (bool)
What else ?
That's all I can think of at the moment. Besides loot drop, but you're working on that later.
You're cooking man. I'll update my registry once you have the new meta data in.
Yeah I'll try
I've seen new bugs related to my monsters but I don't know why they happen
is this mod stable
not yet for modded monsters at least
Maybe im missing something obvious here, ive loaded the game up multiple times and have a config ingame (It has few settings), but they have no rank, cant be picked up or sold. And i have no Enemies.json in the folder specified. Am i blind?
Yeah it's probably because of the bug I mentioned higher in the channel, download LethalConfig and lethal settings and retry, ut should work
I'm working on a fix for that
Okay new update today normally
it should fix the issue with the dependencies
that's an annoying error, let me know if it occurs again
yeah so new config file is extremely dense but shouldn't be reinitialized anymore
I'll gave further details on the Loot Table and how to use it when I'll implement the loot mechanic
I'm too busy to find good default values for every single mob so I'll just leave it as is for now
I'll also add a setting for "position in hand"
Hotfix 1.1.3 deployed !
https://thunderstore.io/c/lethal-company/p/VELD/Enhanced_Monsters/
https://github.com/VELD-Dev/Enhanced-Monsters/releases/tag/1.1.3
wait, so masked drop player corpses
?
do they always drop corpses when killed, or do they only drop corpses when it's a converted player (putting on mask, being infected by a masked)
Not yet
Only when converted
I could make them drop random corpses
yeessss
yeah like random corpses with random names
like how the radar boosters have random names
ohh
that's a sick idea actually
I could make a database of names of all the people here who contributed by reporting bugs, modders who used my mod to add their own stats to their mobs, and also people who helped me trying the mod and who helped me to make the mod
yeah i feel like
the names should be:
literally the radar booster names
what you just said
names of people on your friends list (discord and steam)
names of people on other people's friend lists (they can send you lists)
or jus a bunch of randomly thought up names
it would be so cool for masked to drop player corpses though, so if you kill a naturally spawning masked (and you have all the mods that make them talk, look like players, etc) then it would cause panic because you'd think it was your friend messing with you
I can easily synchronize these lists yep
YESS
I'VE ALWAYS WANTED A MOD THAT MAKES MASKED DROP PLAYER CORPSES
yeah i get the idea
doesn't "TakeOffThatMask" do it ?
i think? but it only drops corpses when it's a converted masked
I see okkk
Anyways we'll see
it's not the current step of development
i'm trying to make enemy corpses work correctly actuall
Then I'll work on mobs loots, like Nutcracker and Masked dropping their masks
Then I'll work specifically on Masked improvements
Then I'll work on the Dungeon sound exchange
And finally I'll work on Dungeon Preview
i see
and you could enable which you want to appear
โ๏ธ
modded enemys fixed?
Hmm I'll check
5k total downloads, hurray !
How is the ranking determined?
it's hardcoded values, they can be configured, but my personal ranking that I set as the default one is based on their individual dangerousness. I asked many people from the community what they thought about the rankings, then I took notes and modified accordingly, it resulted into the current ranks.
I cant pick up hoarding bugs
Hmm
works on my machine, can you show the logs ?
i hope it's not once more the config stuff
can you try my modpack code
if it is I'll really go crazy
I just need your logs
Thanks, I'll look at it
Still getting the error without LethalConfig and LethalSettings.
Followed your instruction to turn animate on death off and tried setting the rotation in the meta data and am getting the error in the picture.
Here is a video of what happened when I killed the gargoyle that produced the error
And here is the code I am using to register the gargoyle
I cant even grab anything
From a quick look at your logs you probably have some incompatibilities somewhere. There's a lot of errors relating to enemy ai patches.
do you want my modpack code
but I tested in a empty profile and the same thing happened
Not sure there's anything more I would get from testing the modpack. VELD will have to dig in and figure out what's up.
I just tested as well with just the base mods and an added command mod for spawning enemies and am also running into not being able to grab. At least with the hoarding bug.
Oh ok so it was not just me
Here's another test with a vanilla spawned bunker spider
I also tried scanning them and there was no scan node.
Definitely something that needs to be fixed somewhere, but I'm sure VELD will get it taken care of.
The Code Rebirth Enemies and men-stalker are still broken from testing. They die, drop an invisible body, and then leave the real body uninteractable beside the ship
Aloe won't even drop a body, but I've been having issues with the aloe anyway
peepers work though
The musical ghosts and hitch bloodsworth still need to be tested i suppose
and i would test the sentinel but it's so out of date it's not really worth it imo
yeah but it breaks in a save with only the enhanced monsters mod
nah I was just talking about what modded monsters I've seen work or not
Nah I'm going crazy now
I'll work on yet another fix this evening
I never had this error. I'll loin at it the evening
Hmmm modding is really annoying sometimes
oof
Whatever it is, don't overexert yourself. It's better to take things easy and move forward step by step than to end up saturated and not want to work on it anymore.
No worries. Like Moroxide said, try not to stress too hard over it. You'll get it figured out eventually.
I think I'll just mark them as dependencies from now on thunderstore
I must deploy a patch anyway
okay so the 1.1.3 patch definitely broke some things because a lot of the enemies have weird textures now (spider has the arachnophobia mode texture overlapping it and maneater turns into a cube) and all monsters besides the thumper and bracken have an animation playing on loop while dead. Peepers, Water Wraith, & LethalMin are the only modded mods I've gotten to work before testing the hauntedharpist and hitchbloodsworth
disregard the cringey background music
Hmmm
These incoherent bugs are really starting to feed me up
I'll work on that later
yea man, truly sorry about it
Hey I cloned your repository, and found something that works for me. Let me know if this helps.
`private static void NetcodePatcher()
{
var pluginInfos = BepInEx.Bootstrap.Chainloader.PluginInfos;
bool isLethalConfigLoaded = pluginInfos.ContainsKey("ainavt.lc.lethalconfig");
bool isLethalSettingsLoaded = pluginInfos.ContainsKey("com.willis.lc.lethalsettings");
var types = Assembly.GetExecutingAssembly().GetLoadableTypes();
foreach (var type in types)
{
if ((type.FullName.Contains("EnhancedMonsters.Config.LethalConfigSupport") && !isLethalConfigLoaded) || (type.FullName.Contains("EnhancedMonsters.Config.LethalSettingsSupport") && !isLethalSettingsLoaded))
{
continue;
}
var methods = type.GetMethods(BindingFlags.NonPublic | BindingFlags.Instance | BindingFlags.Static);
foreach (var method in methods)
{
var attributes = method.GetCustomAttributes(typeof(RuntimeInitializeOnLoadMethodAttribute), false);
if (attributes.Length > 0)
{
method.Invoke(null, null);
}
}
}
}`
Essentially just stating if it's not loaded and the type name is blah then go on to the next one. This stopped the error for me.
I also noticed when just running your mod it wouldn't load because the Start method wasn't running. But when changing the Start method to OnEnable in the Plugin.cs it runs every time.
Hopefully this was helpful!
Thanks I'll try it out as well !
Good to know, and is the networking working afterwise ?
Afaik, yeah. It just skips those 2 if they aren't loaded. So all other networking is intact.
@wooden copper I was also doing some testing with this error. And it looks like it's EnemyGameObject that is null. I was able to fix it by changing EnemyGameObject to gameObject.
Hmm hold on
I guess I say "fix" loosely lol.
Could there be something missing from my enemy that would be causing that?
I see. So it's getting set with enemyScrap.EnemyGameObject = copy;
Is it because my mod is registering after the prefabs are created?
OH
That must be it !
Yeah normally, I'm registering stuff on startup but I was meant to make it re-register them also on game start
That makes sense. Woo!
Hmmm... So I moved the "EnsureEnemy2PropPrefabs" to "StartHost" in the GameNetworkManager patching so I could test it, and it's still null xD. It's definitely re registering it AFTER my mod is loaded.
That's weird that it would be null.
So there's the LethalGargoyleObj propized. Which I assume is the original prefab you create. This has the EnemyGameObject set.
Then there's the clone that spawns on death. This has EnemyGameObject null.
It's not what I planned to do, no worries I'll do it the intended way ๐
I figured. I was just testing it.
In fact it's inside "PlayerControllerB" connect that it should try to re-register those
That makes sense.
Guyss
before i publish the patch for all that, mostly written by DropDaDeuce in the end, I must announce you that I have possibly fixed the mob scraps not saving when leaving
(my bad)
(i forgot to set a boolean to true)
Released Hotfix 1.1.4
https://github.com/VELD-Dev/Enhanced-Monsters/releases/tag/1.1.4
https://thunderstore.io/c/lethal-company/p/VELD/Enhanced_Monsters/
Unfortunately I am still getting a null value with the latest release. The EnemyGameObject is still null in the clone of the prefab.
But when I look at the original prefab you create it shows a value. So when the prefab is cloned, it's losing this value it looks like.
still getting the errors listed here
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
PlayerPhysicsRegion.Update () (at <bdf6a080e98a49fd84b92b24894f768c>:IL_000C)
this message too ^^
The config issue have definitely been fixed though. So thank you for that!
The mobs having bad animations ?
well yeah it's the only fix I found to mobs not being visible at all lol
This has nothing to do with Enhanced Monsters, I don't know why all of those appear though
Can someone tell me if scraps save ?
I forgot to add that to the changelogs
but I'm not sure if it works so I'll only add it to the next Changelog
Doesn't look to be. But might be caused by the error I was showing above?
hmm... but it should be dead--
yeah
So it's still not working but now there should be an error
The only error I got was for the EnemyGameObject being null
Hmm
That's annoying
I'll dive into that later in the week
I got many exams this week so I'll wait to be less submerged
Haha, no worries.
nono, I mean the mobs still animating when they're dead with all the animations off, the maneater turning into a cube, and the spider overlapping with its arachnophobia mode texture
and the coderebirth/giantspecimens/men stalker enemies still being invisible with their real bodies levitating next to the ship
This one is most likely due to the error him and I were talking about. Should be fixed once he gets some time to work on it.
which part the texture overlap, the levitating phantom bodies, or the animation weirdness? Because not to be rude, but like I brought this stuff up yesterday and feels like it was brushed aside
also the playerphysics error only happens with this mod
So when the enemy dies it tries to replace it with the prefab he made, but a needed GameObject ends up being null for some reason, so it errors out before it can disable the animator. I don't know all of what that affects and what will be fixed when he fixes it.
I'm not officially a developer for this mod, and don't fully know the inner workings of the code. So I'm kinda making educated guesses and could be wrong. I've just been trying to help him find the bugs as best I can.
gotcha gotcha, I get it mod dev is no easy feat I'm working on one as well, it's just frustrating when it's the same errors consistently I suppose
Yeah, no worries. I can also understand your frustration. Hopefully once his exams are over, he can put some more focus on this ๐ค๐ป
I'll check that later
Watch Lethal Company and millions of other Lethal Company videos captured using Medal.
reporting this here, since the moment i disabled this mod, it stopped with this weird bug
wtf lmao what's going on with the helmet
I don't have any idea of how it could be related, from far or close, to Enhanced Monsters to be honest
that's the first time I see that, it could be related to a skin replacement mod or a 3rd person mod, but I have NO idea why my mod would affect that
me neither?
i just disabled your mod and it stopped lol
also reenabled to make sure, still happens for some dumb reason
I'll look this up this weekend
Is the mod fixed now?
Partially, but it should work now yeah
Some mobs are still transparent after their death
But the mod loads now
So the monsters donโt move when dead and the icon for it is fixed?
Most of the monsters don't move yeah
Maybe some of them will keep moving but normalyl they don't move
but the icon is not fixed
It's really the last of my problems
It even a non-problem
by chance you using ModelReplacementAPI? That's what causes this issue for me so enhancedmonsters might be incompatible with it.
turns out i actually do lmfao
good to know
Also seems like Enhanced Monsters prevents me from using TooManyEmotes so is another mod that's not compatible maybe?
I'll have to figure out why it's incompatible... Hmm at first glance it should only make the monsters incompatible eventually and still
That's not possible. I use too many emotes in my modpack and it works
My bad, was not TooManyEmotes, there's a mod I've got currently installed that prevents me from using most keys while using Enhanced Monsters.
I thought it was TooManyEmotes since it prevents me from opening that menu, but the reality is that I'm unable to do most things, not even the Esc menu, trying to figure out what could it be.
this is what am getting in my logs
that's weird, my mod doesn't even use keybindings
oh I understood
alright
I'm using System.Vector3
So a couple of my friends and I just picked up Lethal again and installed enhanced monsters. When we kill things, only the small bird creatures at the moment of writing this, it seems to drop the normal body from the stock game and we are unable to pick it up. We have the dependencies and made sure everything was updated, not to sure what is going on.
Edit: I have the same issue with the baboon hawks.
Modlist is: 0194a3c1-ae45-4146-cd8d-8f605136aa5d
10k downloads, 3.1k individual downloads, hurray !
Hmm...
Can you send me the logs ?
unable to pick it up sounds weird
Where would I find that?
there was no issue related to that anymore normally
are you using R2ModMan ?
Thunderstore
you install the mods manually ?
We downloaded through thunderstore itself.
okay so you installed the mods manually ?
you didn't use R2ModMan to install them ?
Yes
then go to /BepInEx/LogOutput.log
Thanks
Yeah so I have figured out why enemies are still animated
I'm fixing something
and we'll see
I've fixed dead enemies already
Interesting, corpses aren't detected as collected scraps
Well that's inconvenient.
Yeah, it basically causes that corpses aren't saved after leaving the game
Despite I've set "saveItemVariables" to true
So, basically, the game is being super weird.
the game is boycotting my mod >:(
It's because it's just that good.

Hotfix 1.1.5
(but I should probably call that a "Coldfix" now that the version is 10 days old)
https://thunderstore.io/c/lethal-company/p/VELD/Enhanced_Monsters/
https://github.com/VELD-Dev/Enhanced-Monsters/releases/tag/1.1.5
This mod adds ranking and allows killable mobs to be sold, even modded ones!
Incompatible with SellBodiesFixed !
Hey Veld, thanks man. For me at least the modded monsters are working now except for the ones by Xu which I'll chalk down to a pure incompatibility somewhere in that code. But really excellent mod and am happy it finally works
Obviously they're still counting as monsters instead of scrap but that's a minor issue imo for now
I'm glad it finally works correctly ๐
So for Xu's monsters, did you set them to pickupable in the config ?
I did indeed and it's only the one's from coderebirth and giantspecimens I've had issues with so I assume it's something with their code and would assume eeveefrenzy, johnpaularatus, and pjonkgoose would have the same issues but I haven't tested those ones
Because Peepers, Pikmin, and the Water wraith work
Did they display a rank ?
Excellent, so their prefab is actually created. Their hitbox is really small though so it can be quite hard to grab large entities
Also it spams this error everytime it happens
Yeah for that I really don't know, I didn't touch this class
only happens with the coderebrith and giantspecimens enemies like I mentioned so I assume it's just an incompatibility
I'm currently working on the enemy scraps saving, it should come in the next patch or hotfix, depends on what I do with that
I'll troubleshoot by myself someday
probably should make a note in the readme that the dead enemies currently move unless animations are off but I assume that's from them registering as entities instead of scrap
We'll see for that
@wooden copper so in the vid it shows all the scan nodes and ranks working for each monster but it also shows the manticoil is invisible, spider is still overlapping with arachnophobia mode, maneater still turns into a cube, all the xu monsters (code rebirth, giant specimens, eevee frenzy, pjonk, & johnpaularatus spawn invisible items with the real object levitating outside the ship), same issue occurs for the menstalker, & the musical ghosts are just floating eyes. Everything not mentioned that can traditonally be killed/is showcased in the video works
Hello!
Small issue.
It seems that the body of the monster persists between landings
That's what I feared
Must find a fix for that
did you watch the videos I sent showcasing all the monsters that work and the ones that don't of the ones that usually can be killed?
The old one ?
I might be working again on my ContentWarning mod soon, I'll try to fix what I can for Enhanced Monsters but I can't promise I'll fix everything, some of the bugs rely on randomness and other mods
I'll try to fix saving in first place
Is there an artist out there that would be okay to make an icon for dead enemies in the inventory ?
Dead enemies are now saving ! There seems to be a bug still though, but I'll need people to try and report me this error. Try saving with a corpse in the ship, disconnect, reconnect, then disconnect again and reconnect. If it disappeared I'll inspect, otherwise we're good.
I also need someone to try on their side if when disconnecting and CLOSING THE GAME, then reopening the game, if the corpse is appearing or not
And retry all that with Save Item Fix enabled and disabled in LethalLib settings
Patch 1.2.0 - The Saviour Update !
https://thunderstore.io/c/lethal-company/p/VELD/Enhanced_Monsters/
https://github.com/VELD-Dev/Enhanced-Monsters/releases/tag/1.2.0
Is the crap icon fixed?
nope, but I made an open request for an icon
I'd like a custom icon for them
cant you just use runtime icons though
But honestly if the scrap icon is your only concern, then it means the mod is already in stable state
yeah but I don't want, plus it's a little complicated and I don't really like doing weird reflection that could break on any update
The hand is in the wrong place when picking up some monsters
Yeah not gonna lie I'm not going to fix that
I'm still open if anyone wants to make an icon for enemy scraps in the inventory ๐
It may also act as mod icon eventually ? I'm not sure if I want to keep the current mod icon
Hmm.. Maybe I should make the mod icon the Trident I always use
The twemoji trident is so freaking beautiful
๐ฑ
it doesn't look like a trident
Is there a way to make it a gear icon for now
uhhh
Might want to make a post over in #1210315682613436446
i'll be honest i could just extract the existing one and bundle it and just replace it with the new icon that will be made by an artist later but idk
true
I feel like getting a shotgun is a must
You are risking your life the most trying to take one down
Yeah but the price of a nutcracker is actually high imo
Just for information, loots will be configurable
Every time I try opening this mod, everything works except for the fact that I can't pick up enemy bodies. Do I need to do something else to make it work?
Which enemies ?
Can you send the mod list btw ?
I never really tested it too thoroughly, but I know for sure that I can't pick up snare felas, hoarding bugs or thumpers
Oh shit is it because I made changes on the soft dependencies...
The dead ones ?
Can you send your logs real quick ?
I don't think so, I've been following this mod for a while and I've never gotten it to work
And your mod list
Yeah, one second
And yes
Can you download v1.1.4 and tell me if it works ?
HookGenPatcher
BepInExPack
LethalLib
ToggleableNightVision
Minimap
NoQuota
EasterEggFixes
TerminalApi
ScanForEnemies
ShipLoot
MoreItems
MeleeFixes
and of course Enhanced Monsters
[Error : Unity Log] FileNotFoundException: Could not load file or assembly 'LethalConfig, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies.
Stack trace:
System.Reflection.MonoMethodInfo.GetMethodInfo (System.IntPtr handle) (at <787acc3c9a4c471ba7d971300105af24>:IL_0000)
System.Reflection.RuntimeMethodInfo.GetPseudoCustomAttributes () (at <787acc3c9a4c471ba7d971300105af24>:IL_0002)
System.MonoCustomAttrs.GetPseudoCustomAttributes (System.Reflection.ICustomAttributeProvider obj, System.Type attributeType) (at <787acc3c9a4c471ba7d971300105af24>:IL_000C)
System.MonoCustomAttrs.GetCustomAttributesBase (System.Reflection.ICustomAttributeProvider obj, System.Type attributeType, System.Boolean inheritedOnly) (at <787acc3c9a4c471ba7d971300105af24>:IL_0021)
System.MonoCustomAttrs.GetCustomAttributes (System.Reflection.ICustomAttributeProvider obj, System.Type attributeType, System.Boolean inherit) (at <787acc3c9a4c471ba7d971300105af24>:IL_0037)
System.Reflection.RuntimeMethodInfo.GetCustomAttributes (System.Type attributeType, System.Boolean inherit) (at <787acc3c9a4c471ba7d971300105af24>:IL_0000)
EnhancedMonsters.Plugin.NetcodePatcher () (at C:/Users/VELD-Dev/Documents/LethalCompanyModding/LootableMonsters/LootableMonsters/Plugin.cs:88)
EnhancedMonsters.Plugin.Awake () (at C:/Users/VELD-Dev/Documents/LethalCompanyModding/LootableMonsters/LootableMonsters/Plugin.cs:24)
UnityEngine.GameObject:AddComponent(Type)
BepInEx.Bootstrap.Chainloader:Start()
UnityEngine.Rendering.HighDefinition.HDRenderPipelineAsset:OnEnable()
Now I'll try downloading 1.1.4 with nothing else
I see
Oh shit here we go again
Yeah try using v1.1.4
Currently waiting to find something on assurance
Yup, still canโt pick it up
Killed a hoarding bug
1.1.4 ?
Yup
Hmmm
Maybe I'm missing something? It's supposed to give a prompt to use E to pick it up, just like any other item, right?
Well as a workaround you can download LethalConfig
Yes but there's an issue currently
Coulda sworn I already tried using config in the past, but again, maybe I missed something
I'll try that now
Ah, yes, thatโs right. I have no idea how to use it, thatโs what it was
Well retry with 1.1.5, with and without LethalConfig please, I can't test my mod without the config mod as I need them to compile the mod
Alright
I made a fix that actually works
๐
I could also make an IgnoreNetcode attribute in facts
Hotfix 1.2.1
https://github.com/VELD-Dev/Enhanced-Monsters/releases/tag/1.2.1
https://thunderstore.io/c/lethal-company/p/VELD/Enhanced_Monsters/
@rigid berry Can you tell me if it works on your side ? it does on mine
(without Lethal Config and without Lethal Settings)
Will report back in a few minutes
Ok it seems I have to wait a bit for thunderstore to recognize the 1.2.1 update, Iโll report back whenever it gets there
I'd recommend downloading through GitHub if you really want to try it right now
Yeah I donโt know how to use GitHub
Okay then just wait for it to release on thunderstore xd
For 1.3.0, mobs will finally have a standard icon. Until an artist answers to my request, I'll use the vanilla icon
Nobody actually looks inside #1210315682613436446
But for now, I'm working above all on twohanded stuff, because it is indeed not working correctly when dropping the scrap
About mobs loots ! (Nutcracker's shotgun for example)
13
14
1
Allow Enemy Body + Loot
Alright so I'll allow loots + mob corpse, but I will reduce the mobs with vanilla loot like the Butler and Nutcracker
@outer hare do you think you can find or make a sound for enemy body drop or equip ? If I understand correctly, you worked on the sound mod Lethal Resonance with PixelatedPulse ?
I'm trying to make it a little fancy now :p
I've got a new feature idea
let me explain, the mod will have one default sound default for bodies that will be created hopefully by Moroxide if he's okay, otherwise i'll take a random sound from the game, but you will be able to put custom sounds inside BepInEx/config/EnhancedMonsters/CustomSFX/ (.mp3 or .ogg formats, I don't know yet) and you'll have to enter their name (without extension) inside the Metadata. For example:
I've added custom sound: BepInEx/config/EnhancedMonsters/CustomSFX/hoarding_bug_grab.mp3
-> I'll have to go inside the config BepInEx/config/EnhancedMonsters/EnemiesData.json, go to Hoarding bug and set "GrabSFX": "hoarding_bug_grab"
-> If I want to reset it, I set the field to "GrabSFX": null or "GrabSFX": "default"
Sure, I can make a body drop sound
Thank you very much !
I'll try making a general one, I mean, one for all the drops
Thank you very much!
oh this is interesting, and completely flew under the radar for me. just looks like sellbodies but actually good. does it fuck up monster death anims like sellbodies though"?
I've listened to it, it sounds really great !
It actually plays the death anims for some of them
I'm trying to make it compatible with as many death anims as possible but this game is really programmed... Weirdly
thank god
its immersion breaking to have them just immediately become dead bodies
i dont really mind that though, i mostly had an issue with the mod because nutcrackers never dropped shotguns so i couldnt use their corpses
it says its a configurable chance to drop it here.. but i cant find the config for it anywhere in the files
Yeah drops aren't implemented yet but I'm working on it
I'm currently polishing the dead bodies
sounds good to me
Do you have LethalConfig or LethalSettings ? I made a button that copies the path to the clipboard
The entire config file is synced between clients
i have lethalconfig
But you can chose wether to synchronize ranks or not
i checked the enemies config file and saw nothing there, is it there or am i just blind
no i meant nutcracker shotgun chance isnt there
my bad
i just glimpsed over it though so its probably on me..
Yeah as I said, mob loots aren't implemented yet
But I'll be working ok that very soon
aight
As I'm only polishing the mob scraps currently, expect to see it in maybe a week, two at most
alright, thanks for clarification
No problem
do you have any plans to fix the monster possition when it's being picked up?
It can be fixed by users
It's inside the configs
The creatures are killable and grabbable in the devmode map?
Yeah cus it's quite tedious to do it for each monster
Yeah this is fixed too
let me check if I can do it
The issue was due to the old way of generating the enemies
I think these are issues from the devmode map.
I killed a hoarding bug in there
I grabbed it, but after dropping it, it dissapeared
Ow
Yeah that must be an issue with the devmode map somehow
Don't understand why it happens
Can you try on a normal map please ?
i was not expecting that lmao
Lmao
Ah shit skins don't work
I'll really have to work on that too
I'm not gonna lie.
I LOVE the antenae physics
And for death anim yeah not gonna lie it's very very "case by case"
That's the advantage of using the very model the game has instead of making copies of them as dead
But it has cost performance wise
also, The item has not dissapeared.
When it drops instead of going down, it goes up lol
same thing but at a better angle
Hmm wtf
I mean, at least it is killable... Lmao yeah I'll work on that, their death position is configurable (in degrees) in the config file
it would probably be even funnier if i made them lie face first when dead
Face on the ground ?
yea
Yeah true lol
the spider body still floats and after being grabbed it has the "arachnophobia" model
ill try it actually and see what happens
You can do that in the config, I haven't really tried to do that yet but yeah
Oh yeah, once again it's very case by case and that's a little annoying
where's the metadata?
I must remove the arachnophobia model for people who disabled it and remove the spider model for people who enabled it
would x or z rotation be the one to flip them on their face
It's called Bunker Spider iirc but you can't fix that in the configs sadly
btw, I can't find the LethalSettings config of this mod
Oh and to localize the data file, you can use any config mod and copy the path to the configs

Another bug with the config ?
thats strange cause i got it
Can you try with LethalConfig and tell me ? xd
For me LethalSettings works but I have both LC and LS
let me enable that
this is the config that I see on the cfg
oops wrong rotatiopn
Yeah the path is only visible in the config mods, I have added a button to the configs
Honestly the best to use the right values is to modify it with UnityExplorer in the runtime but for standard users who don't mess too much with that well... It can be very tedious lol good luck ๐ค
Cool to see it works !
thankfully it works
To be very honest I didn't try the feature, I'm glad to see it works first try lol
My goal is maybe not to replace SellBodies but to make something that's more reliable than SellBodies for modded monsters
i bet it will be a good replacement once its finished though
since unlike sellbodies it has death anims (sometimes)
uhhh
Yeah to be honest, I'm not sure I'll be able to smoothly support modded mobs death anims if they don't all use a standard animator config lol
Woah
at least there was an effort
It... Disappeared
the snare flea wanted to show magic tricks
Never saw that
Lmao fr
Yeah I'll inspect that as well, I wonder if it doesn't have something to do with the settings
Like they have weird position shit
i can check every monster corpse
I can't ask you to do that, there's too many of them lol
its just the vanilla killable entities that im checking, so i can just summon them all with imperium and kill them
i already know that nutcracker and thumper seemingly work fine
Ah true true
interesting how puffers have values even though im p sure they're unkillable
Thumper works for sure, it's one of the monsters with the hoarding bug whose I specifically try With
I think remembering it was killable
doesnt matter very much regardless, if someone makes a killable puffer mod in the future it will probably work if they dont use some weird anim shit like u said
.. i would test it if r2modman wasnt so dogshit
i wish i could use gale but it just straight up doesnt work on my pc
Lemme check on the wiki, I really thought the puffer was killable
Ah yeah it's invincible
Well I see I see
I thought it was killable because it's very neutral and easy to approach and all
it would be funny to see what would happen if i made tree giant bodys pickupable
Yeah somehow forest giants have weird shit happening
baboon hawks are fine
Puffers are not killable
Not really sure but apparently it happened that they didn't have ranks and didn't have scrap bodies
dogs work ok
Nice
butlers say they have a corpse but i dont seem to be able to pick itu o
That might be an issue with my config
The pickup trigger is on their feet
Or around there
cant seem to get it to work
Hmm...
could perfectly well be my fault and i didnt tweak something properly.
maneater cube

