#๐Ÿ”ฑ Enhanced Monsters

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somber canopy
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Oh

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Yeah you can't farm anything at all there

wooden copper
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the ground looks like violet foil

somber canopy
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It's old bird party only

wooden copper
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It's easy to enter, almost impossible to get out

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We were 5, only two of use made it to the ship

somber canopy
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Without a jetpack

wooden copper
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on foot

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with loot

somber canopy
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Yeah

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Lore moon

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Not gameplay

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More like an own challenge

wooden copper
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I'll try to make a button to access the EnemiesData.json file but I forgot how to open the explorer

wooden copper
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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

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(Left is LethalSettings, right is LethalConfig)

austere ermine
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Is there an option to disable selling the corpses of entities

wooden copper
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I'm not sure to understand why you would like to disable the main feature lol

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Is it for the same reasons as Spinmaster ?

austere ermine
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No

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I just like the feature of being able to hear entities from main outside

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and the hazard level signs

somber canopy
polar berry
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When this says WIP does it mean it's still work in progress but in the game or just WIP coming soon?

somber canopy
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It's the same thing...?

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๐Ÿคจ

polar berry
# somber canopy What?

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

somber canopy
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To be 100% sure

wooden copper
austere ermine
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Oh

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I thought WIP meant the feature was there, just unfinished

wooden copper
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It's work in progress, I'm working on it but it's not working yet

wooden copper
austere ermine
finite haven
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was it by chance...cube shaped...

shadow saddle
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What do the ranks do?

wooden copper
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I think it's a little thing that was missed in the game, as a fan of RPG games

shadow saddle
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Oh, I was hoping higher ranks would make monsters more valuable

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Maybe they're slightly faster and stronger too

wooden copper
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They have higher sell values

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But it's not changing their abilities otherwise

shadow saddle
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Oooh, alrighty

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I like that

wooden copper
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New patch this afternoon, I hesitate between making it the version 1.1.0 or if I keep the 1.x for feature updates

somber canopy
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@wooden copper dm when you can

wooden copper
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can what ?

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I'm still inspecting, I don't understand I couldn't fix sync issues

somber canopy
wooden copper
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yeah happens sometimes

wooden copper
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1000 individual downloads and yet, my mod only works fine in certain conditions where the host picks the enemy scrap first

wooden copper
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Hopefully I'll fix sync issues today

outer hare
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good luck bro

wooden copper
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If I fix it, trust me I'll call it a patch and not a hotfix

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Lemme explain my versioning format real quick

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X.y.z
X=Release
Y=Patch
Z=Hotfix

outer hare
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gotcha

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ready for the 1.1

wooden copper
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I hope I'll be able to release it

wooden copper
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New update this evening eventually, if what I'm doing is working ???????

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Synchronization issues are gone on my side

sour wasp
wooden copper
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from all my tests, it's fixed now

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Synchronization fixed

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I can grab it, drop it, drop it back and move it again from the client without any issues!

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@outer hare it's fixed ๐Ÿ‘

outer hare
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yay

wooden copper
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Version 1.1.0 releasing in a couple minutes !

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I'm writing the changelog

wooden copper
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GitHub

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...

outer hare
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1.0.6?

wooden copper
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Hmm

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That's weird, I changed the version name in the manifest

outer hare
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that's weird

wooden copper
crisp lily
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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.

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Forgot to paste it lol

wooden copper
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ALTHOUGH

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In the future, I do plan adding mob loots yep !

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But you will have to make your mobs "unsellable" (not pickable)

crisp lily
wooden copper
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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...

crisp lily
wooden copper
wooden copper
outer hare
wooden copper
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It's not urging, no worries

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I'll take a break to enjoy my own mod with my friends tomorrow anyways lol

crisp lily
wooden copper
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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

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It might be possible to add it inside EnemyData as well although I'm not really sure how to implement that yet

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It might be super easy if all the items are registered in one and same list

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but it might also be super hard if they're not

wooden copper
# crisp lily Forgot to paste it lol

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

wooden copper
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Yeah that's this one

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The Enemy Name shown on the ScanNode will remain the exact same than the one you defined inside your ScanNodeProperties

crisp lily
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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

crisp lily
wooden copper
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the first one is very unexpected

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as it worked correctly with LethalSettings

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ohh

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I know

crisp lily
# wooden copper as it worked correctly with LethalSettings

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

wooden copper
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it's becaue of Netcode Patcher

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I don't know if really affects the game though

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when are you calling your RegisterMyMobs function ?

crisp lily
wooden copper
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Yeah that's why

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You should run it inside your Start function I think

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either that orrr

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hmm

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Yeah I'll eventually make a fix so you can call it in Awake

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yeah no, it's better to do it in Start()

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can't make a fix for that

crisp lily
wooden copper
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yeah that's normal Visual Studio shit

sour wasp
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so does this mod require custom enemies to register them through their own mod?

wooden copper
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don't pay attention to it

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Start is ran once, one frame after Awake iirc

wooden copper
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omg

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oh burh

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I made a GIGANTIC unsafe error

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just saw it while rereading my code

sour wasp
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yea enemies still don't drop as far as I can tell, because I'm getting theses errors

crisp lily
wooden copper
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But it works on my machine ๐Ÿคจ

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which enemy are you killing ?

sour wasp
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custom nutcracker colors, aloe, pikmin, etc\

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lord of the manor as well

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maneater kinda works

wooden copper
# sour wasp

yeah so far I see, EnhancedMonsters is not installed here

sour wasp
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it should be

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because it gave me 3 different errors

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[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!

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[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)

wooden copper
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Hm that's original

sour wasp
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[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)

wooden copper
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Oh that's probably because of Discord preview

sour wasp
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and the nutcracker spit a massive one I couldn't paste

crisp lily
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@wooden copper
I moved it to "Start" and I am still getting the error. Is it from how I'm registering it?

wooden copper
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hmmm

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can you show me your Start function ?

crisp lily
wooden copper
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Okay lemme think

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So for now, I'll give you a workaround

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I'll fix it in a future hotfix

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But basically, my mod registers too late because it needs the SyncedConfig of it to be loaded

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I'll fix it soon but for now you solution is

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(i'm searching in the game files)

wooden copper
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yeah I found why some of the enemies didn't work

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first I forgot to add the "return" you can see here

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Second, I'm searching for the ScanNode object like a noob

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I'm fixing this right now

crisp lily
wooden copper
wooden copper
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hmm

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Okk so there's a problem

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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

wooden copper
sour wasp
wooden copper
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Hmm yeah they will only have one colour for now

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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

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So it currently works with modded mobs, but skins will probably not appear, it's even almost totally sure they won't

polar berry
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compatibility to grind these little tulip snakes into meat? (Compatability for the farming and cooking mod)

clever verge
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I don't know what is causing this issue but when I killed monsters I am unable to grab their bodies

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Let me try once more

clever verge
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After relaunching

clever verge
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spider and thumper

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just tried those two

wooden copper
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It's really important to specify as it might be fixed in next update

polar berry
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In other news

wooden copper
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Yeah it will be fixed in next update

wooden copper
wooden copper
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looks like maneater

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fuck

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hate them

polar berry
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๐Ÿ‘

wooden copper
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why do they have hidden colliders

clever verge
wooden copper
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whats this about

wooden copper
polar berry
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invisible bracken remains

wooden copper
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To make it simple, the mob scrap wasn't registered because I'm a noob

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what the bracken

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I'll try with him later

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Publishing a first hotfix right now

clever verge
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Ok then also, is this mod compatible with ship inventory mod?

polar berry
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just reporting what I see ๐Ÿ˜…

clever verge
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When you put their bodies in the chute

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Will they break?

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I was trying to do it but

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Couldn't get any remnant so...

polar berry
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are we not meant to get spider remains or

clever verge
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Just asking

wooden copper
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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

wooden copper
clever verge
polar berry
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nutcrackers included?

wooden copper
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I haven't included this feature

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I assume they actually hold the real item

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can you pick it up ?

polar berry
wooden copper
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no I'm talking about the shotgun

polar berry
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tried this out in the test room

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no. Also the audio for them is there now. even when they are dead.

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(I even have the enemy sound fix mod)

wooden copper
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yeah it's normal

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The enemy you see here

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isn't the "scrap" version of them

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it's their real self

polar berry
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so eventually to be replaced by a corpse

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or remains

wooden copper
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ye next hotfix has this fixed

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it should spawn their scrap self normally

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Thunderstore just takes ages to reload

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But the fix is already available on GitHub

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Also, Giants should now have their rank shown correctly

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maybe

polar berry
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in 1.1.1 or

wooden copper
wooden copper
polar berry
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bad news then

wooden copper
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woah

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they don't have any subtext at all

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that's original

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why do they have no subtext

polar berry
wooden copper
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yknow what, I'll check that by myself tomorrow

polar berry
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need logs or somthin?

wooden copper
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nope

polar berry
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alr

wooden copper
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I'd need to see their full gameobject, that's why I'll do it myself

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Hotfix 1.1.1 released. Changelog:

polar berry
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there was a compatability with selldeadbodiesfixed for this

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so you could grind up the scrap from the remains from that mod

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and I'm curious if this one can do that!

wooden copper
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grind up the scrap from the remains ?

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wut

polar berry
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Lets say you want to put a tulip snake in a meat grinder

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you grind it and it turns into meat

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and you can use that to create recipes like idk

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meat loaf or somethin

wooden copper
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yeah uh bad news

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I don't know how it works so this mod probably have severe conflicts with my mod

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because if you can actually grab dead monsters and all

polar berry
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I just remembered something the mod had an update today to make it so whatever scrap you put in u can grind I think

wooden copper
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it might have big conflicts

polar berry
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YEAH WAIT

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But it doesn't work cause the name is wrong or somethin

wooden copper
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Ohhh

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Okay so for this

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It's "Tulip Snake propized"

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I'll eventually call their prefabs in a correct way later, but for now they're called this way

polar berry
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so is it just "entity name here yada yada propized"

wooden copper
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yep

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They are all suffixed with propized

polar berry
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alr I'll test it out and see if it works!

wooden copper
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let's hope it does

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This compatibility is made by the other mod, so hopefully it works with Enhanced Monsters

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I'll just eventually rename the prefabs to Dead{NameInTheConfigFile}

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Now that the 1.1.1 has released on Thunderstore, I'll let you try it and I'll be back tomorrowuh ๐Ÿ‘

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Good night chat ๐Ÿ‘‹

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PS: It might take up to one hour to refresh on your r2modman

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and also, @crisp lily the 1.1.1 should have your issue fixed, please retry and let me know if it works in game ๐Ÿ˜„

polar berry
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๐Ÿ˜ข It dont work.

wooden copper
narrow temple
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are these included already or are they future features that arent in yet

round turret
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I believe they are future features

finite haven
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this is horror...

shadow saddle
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Lethal Mon also adds a tooltip to mobs when spawned to let people know if they're catchable or not

polar berry
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overlapping

wooden copper
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So does the mod work with other players ? Are there synchronization issues ?

wooden copper
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I will start making a setting to make the mod vanilla friendly, but it'll obviously require to restart the game when doing that

shadow saddle
sour wasp
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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)

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[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)

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vanilla bodies work btw

wooden copper
sour wasp
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modded bodies do not

wooden copper
wooden copper
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Depending on when the modded mobs are registered, it may not work

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Oh btw

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Did you change the config to make them actually drop bodies ?

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Cuz by default they wont

sour wasp
wooden copper
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You need to make them drop their bodies

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By default mobs have rank null and everything set to 0 or false

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And you need to restart the game to make them spawn

sour wasp
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gotcha then it should be fine then mb

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i'll lyk if it doesn't though

wooden copper
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Yeah I haven't tried though so if you can tell me if it works I'd be grateful

sour wasp
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for sure man

sour wasp
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so good news and bad news

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they work but they are invisible along with the bracken when you kill them

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and they spit some errors

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I'll post the log

wooden copper
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I'll check that when I'm at home

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I'll try to fix the bracken first and see if it also fixed modded monsters

narrow temple
wooden copper
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It is possible that not all the modded monsters are invisible after killing them

wooden copper
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Idk for the audio though

narrow temple
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it'll still be a nice feature to use while we wait for all of seamlessdungeons issues to get ironed out

wooden copper
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I might do the audio thing first tbh

wooden copper
wooden copper
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in the next hotfix I'll add an icon to the mobs in the inventory

wooden copper
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So i found a workaround for the bracken not showing a body

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but it's really really weird

wooden copper
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Do modded mobs work ? Is it possible to list modded mobs that doesn't work ?

crisp lily
wooden copper
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Nice thanks !

crisp lily
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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.

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This is my start method

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This is all I get on my logs. It should show "Start Test" on the log, but I'm not getting that.

wooden copper
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yeah so normally Start() runs quite late in the game

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after the credits intro iirc

crisp lily
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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.

wooden copper
crisp lily
crisp lily
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I'll just use that then if they're the same thing and it's working.

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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

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I also tried to add LethalConfig to stop the error and got this one:

wooden copper
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Oh bruh I forgot to fix this error

crisp lily
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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

wooden copper
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It's my bad i must fix the Netcode patcher thing

crisp lily
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Oh okay. No worries. I'll test again once that's fixed.

wooden copper
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@crisp lily Let me know if the errors happen again

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time for sleep now, good night ๐Ÿ‘‹

sour wasp
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so the modded bodies still don't work

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they kinda do I guess, they just spawn elsewhere and the actual item is invisible

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also the butler should probably be disabled by default

wooden copper
crisp lily
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Still getting the lethal config error with the new version. Still running with the bare minimum mods.

sour wasp
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Also the amount of errors in the log would suggest so as well

sour wasp
#

Not a big deal tho

sour wasp
wooden copper
#

Not yet my bad

#

I will today

gentle flax
#

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.

sour wasp
#

@wooden copper any updates

crisp lily
gentle flax
crisp lily
gentle flax
wooden copper
crisp lily
gentle flax
#

Does anyone have a fresh file of EnemiesData? I wonder if dragging it in will just let the mod detect it.

final shale
#

the mod itself doesnt even load for me in general

wooden copper
gentle flax
#

Huh, weird.

wooden copper
#

due to this bug, the mod wants you to have LetalSettings and LethalConfig

#

Dumb ass patcher

gentle flax
#

MaskedThumbsUp 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.

wooden copper
#

So basically my mod works better on big modpacks than with no modpacks at all lol

#

It doesn't conflict with LethalConfig but yeah

gentle flax
#

Uhhh mind linking it real quick then

wooden copper
#

I'll try to remake another patch for that but I don't see much more solutions

gentle flax
#

Thank you again for clearing it up though I'd have never figured that out myself

crisp lily
wooden copper
#

it's because of a stupid bug with NetcodePatcher I'll try to fix

crisp lily
wooden copper
gentle flax
#

TulipSmile Ah, yep. I installed Lethal Settings and the file did indeed generate this time.

wooden copper
#

sheeet

crisp lily
#

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.

wooden copper
#

weird that it didn't fix though

#

The second error isn't on purpose though

#

I'm checking

crisp lily
#

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.

wooden copper
#

It wipes the enemiesData ?

crisp lily
#

Yeah, when Gale updates or reinstalls mods the entire plugin folder for that mod is deleted and installed again.

sour wasp
#

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

crisp lily
# sour wasp I have an enemydata.json file on gale

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.

sour wasp
#

oh gotcha

#

do you have any idea why it does this btw?

#

Lemme get a clip of it

crisp lily
sour wasp
#

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

crisp lily
# sour wasp

Oh, gotchya. I'll test and see if that happens to me too.

crisp lily
sour wasp
#

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

crisp lily
wooden copper
#

I get what you mean

#

I should put it inside BepInEx/configs/EnhancedMonsters/EnemiesData.json

crisp lily
wooden copper
crisp lily
wooden copper
# sour wasp

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

crisp lily
#

I'll see if it happens with my gargoyle, and if it does how to fix it on my end.

wooden copper
# sour wasp

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

sour wasp
#

just the butler (which doesn't affect me at least) and the modded monsters

wooden copper
#

the butler is not invisible

#

the bracken is

sour wasp
#

I meant the animation glitch the butler has

wooden copper
#

Ah

sour wasp
wooden copper
#

the bracken is not invisible ??

#

Can you show me ?

sour wasp
#

he just looks goofy

#

that's all

wooden copper
#

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

sour wasp
#

You're good man, sorry about all the error reports ๐Ÿ˜…

crisp lily
wooden copper
#

I don't know why the mobs just disappear afterwise

wooden copper
crisp lily
#

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?

wooden copper
wooden copper
#

maybe in the future but right now I have more important bugs to fix lol

crisp lily
wooden copper
#

But I need to check that because I might need to use refs and eventually pointers to avoid duplication of data

crisp lily
#

Ahh, yeah that wouldn't be good xD

wooden copper
#

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 ?

crisp lily
#

That's all I can think of at the moment. Besides loot drop, but you're working on that later.

wooden copper
#

Yeah I'll add loot drops

#

An array of strings I assume

crisp lily
#

You're cooking man. I'll update my registry once you have the new meta data in.

wooden copper
#

Yeah I'll try

wooden copper
#

I've seen new bugs related to my monsters but I don't know why they happen

coarse sphinx
#

is this mod stable

sour wasp
worn grove
#

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?

wooden copper
#

I'm working on a fix for that

wooden copper
#

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

wooden copper
#

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"

wooden copper
idle parrot
#

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)

wooden copper
idle parrot
#

ah

#

will they ever drop corpses always?

wooden copper
#

I could make them drop random corpses

idle parrot
#

yeessss

#

yeah like random corpses with random names

#

like how the radar boosters have random names

wooden copper
#

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

idle parrot
#

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

wooden copper
idle parrot
#

YESS

#

I'VE ALWAYS WANTED A MOD THAT MAKES MASKED DROP PLAYER CORPSES

wooden copper
idle parrot
wooden copper
#

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

idle parrot
#

i see

grave stump
idle parrot
wooden copper
#

Maybe

wooden copper
wooden copper
#

5k total downloads, hurray !

coarse sphinx
wooden copper
# coarse sphinx 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.

wooden copper
#

works on my machine, can you show the logs ?

#

i hope it's not once more the config stuff

coarse sphinx
#

can you try my modpack code

wooden copper
#

if it is I'll really go crazy

wooden copper
coarse sphinx
#

ok

wooden copper
#

Thanks, I'll look at it

crisp lily
#

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.

#

And here is the code I am using to register the gargoyle

crisp lily
coarse sphinx
#

do you want my modpack code

#

but I tested in a empty profile and the same thing happened

crisp lily
#

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.

coarse sphinx
crisp lily
#

I also tried scanning them and there was no scan node.

crisp lily
sour wasp
# coarse sphinx modded enemys fixed?

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

coarse sphinx
sour wasp
#

nah I was just talking about what modded monsters I've seen work or not

wooden copper
#

I'll work on yet another fix this evening

wooden copper
#

Hmmm modding is really annoying sometimes

wooden copper
#

uhh I hate it, it's still because of the config mods

#

Shit

outer hare
#

oof

outer hare
crisp lily
wooden copper
#

I think I'll just mark them as dependencies from now on thunderstore

wooden copper
#

I must deploy a patch anyway

sour wasp
#

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

wooden copper
#

hmmm interesting

#

that's... new...

#

I think I preferred invisible enemies

sour wasp
#

well the coderebirth/giant specimens enemies are still invisble

#

the men stalker too

wooden copper
#

Hmmm

#

These incoherent bugs are really starting to feed me up

#

I'll work on that later

sour wasp
#

yea man, truly sorry about it

wooden copper
#

not your fault

#

it's really the game's fault

crisp lily
# wooden copper it's really the game's fault

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!

wooden copper
wooden copper
crisp lily
crisp lily
crisp lily
#

I guess I say "fix" loosely lol.

wooden copper
#

It's weird it cannot be null

#

It's defined on prefab creation

crisp lily
#

Could there be something missing from my enemy that would be causing that?

crisp lily
crisp lily
wooden copper
#

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

crisp lily
#

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.

wooden copper
crisp lily
wooden copper
#

In fact it's inside "PlayerControllerB" connect that it should try to re-register those

crisp lily
#

That makes sense.

wooden copper
#

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)

wooden copper
crisp lily
#

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.

sour wasp
#

[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 ^^

crisp lily
#

The config issue have definitely been fixed though. So thank you for that!

wooden copper
#

well yeah it's the only fix I found to mobs not being visible at all lol

wooden copper
#

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

crisp lily
#

Doesn't look to be. But might be caused by the error I was showing above?

wooden copper
#

yeah

#

So it's still not working but now there should be an error

crisp lily
#

The only error I got was for the EnemyGameObject being null

wooden copper
#

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

crisp lily
#

Haha, no worries.

sour wasp
#

and the coderebirth/giantspecimens/men stalker enemies still being invisible with their real bodies levitating next to the ship

crisp lily
sour wasp
#

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

crisp lily
# sour wasp which part the texture overlap, the levitating phantom bodies, or the animation ...

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.

sour wasp
#

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

crisp lily
grave stump
#

reporting this here, since the moment i disabled this mod, it stopped with this weird bug

wooden copper
#

I don't have any idea of how it could be related, from far or close, to Enhanced Monsters to be honest

wooden copper
grave stump
#

i just disabled your mod and it stopped lol

#

also reenabled to make sure, still happens for some dumb reason

wooden copper
#

I'll look this up this weekend

wooden copper
#

2k individual downloads ๐ŸŽ‰

#

almost 10k downloads ๐Ÿ˜ฎ

coarse sphinx
#

Is the mod fixed now?

wooden copper
#

Some mobs are still transparent after their death

#

But the mod loads now

coarse sphinx
wooden copper
#

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

thick belfry
grave stump
#

good to know

thick belfry
#

Also seems like Enhanced Monsters prevents me from using TooManyEmotes so is another mod that's not compatible maybe?

wooden copper
wooden copper
thick belfry
#

this is what am getting in my logs

wooden copper
wooden copper
#

alright

#

I'm using System.Vector3

long tangle
#

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

wooden copper
#

10k downloads, 3.1k individual downloads, hurray !

wooden copper
#

unable to pick it up sounds weird

long tangle
wooden copper
#

there was no issue related to that anymore normally

wooden copper
long tangle
wooden copper
#

you install the mods manually ?

long tangle
wooden copper
#

okay so you installed the mods manually ?

#

you didn't use R2ModMan to install them ?

long tangle
#

Yes

wooden copper
#

then go to /BepInEx/LogOutput.log

wooden copper
#

Thanks

wooden copper
#

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

long tangle
#

Well that's inconvenient.

wooden copper
#

Despite I've set "saveItemVariables" to true

long tangle
wooden copper
#

the game is boycotting my mod >:(

long tangle
#

It's because it's just that good.

wooden copper
wooden copper
#

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

GitHub

Changelog
View diff

Fixed mob bodies not having scrap values after dying.
Fixed some mobs having invalid animations or broken animations when they died.
Fixed some mobs not being grabbable after d...

sour wasp
#

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

wooden copper
wooden copper
sour wasp
#

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

wooden copper
sour wasp
#

yerp

#

lemme show you rq

wooden copper
#

Excellent, so their prefab is actually created. Their hitbox is really small though so it can be quite hard to grab large entities

sour wasp
wooden copper
#

Yeah for that I really don't know, I didn't touch this class

sour wasp
#

only happens with the coderebrith and giantspecimens enemies like I mentioned so I assume it's just an incompatibility

wooden copper
#

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

wooden copper
sour wasp
#

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

wooden copper
#

We'll see for that

sour wasp
#

@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

outer hare
outer hare
#

spider?

#

spider is invisible when a friend has it

wooden copper
#

Must find a fix for that

sour wasp
wooden copper
#

The old one ?

sour wasp
wooden copper
#

Not yet

#

I'm at school for now

wooden copper
#

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

wooden copper
#

Is there an artist out there that would be okay to make an icon for dead enemies in the inventory ?

wooden copper
#

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

wooden copper
wooden copper
#

I'd like a custom icon for them

coarse sphinx
wooden copper
#

But honestly if the scrap icon is your only concern, then it means the mod is already in stable state

wooden copper
coarse sphinx
wooden copper
wooden copper
#

I'm still open if anyone wants to make an icon for enemy scraps in the inventory ๐Ÿ˜„

#

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

#

๐Ÿ”ฑ

#

it doesn't look like a trident

coarse sphinx
wooden copper
round turret
wooden copper
#

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

coarse sphinx
#

The gear icon that scrap normally has

wooden copper
#

yeah i understood

#

And I answered

wooden copper
#

I'd like to ping but you get the idea

opal tundra
#

I feel like getting a shotgun is a must

#

You are risking your life the most trying to take one down

wooden copper
#

Yeah but the price of a nutcracker is actually high imo

#

Just for information, loots will be configurable

rigid berry
#

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?

wooden copper
#

Can you send the mod list btw ?

rigid berry
#

I never really tested it too thoroughly, but I know for sure that I can't pick up snare felas, hoarding bugs or thumpers

wooden copper
#

Oh shit is it because I made changes on the soft dependencies...

wooden copper
#

Can you send your logs real quick ?

rigid berry
wooden copper
#

And your mod list

rigid berry
#

Yeah, one second

rigid berry
wooden copper
rigid berry
#

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()

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Now I'll try downloading 1.1.4 with nothing else

wooden copper
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Yeah try using v1.1.4

rigid berry
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Currently waiting to find something on assurance

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Yup, still canโ€™t pick it up

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Killed a hoarding bug

wooden copper
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1.1.4 ?

rigid berry
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Yup

wooden copper
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Hmmm

rigid berry
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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?

wooden copper
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Well as a workaround you can download LethalConfig

wooden copper
rigid berry
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Coulda sworn I already tried using config in the past, but again, maybe I missed something

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I'll try that now

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Ah, yes, thatโ€™s right. I have no idea how to use it, thatโ€™s what it was

wooden copper
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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

rigid berry
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Alrighty

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Just tested both with and without, neither work

wooden copper
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Hmm that's annoying

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I know how to fix it but I'm annoyed

wooden copper
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Alright

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I made a fix that actually works

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๐Ÿ‘

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I could also make an IgnoreNetcode attribute in facts

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@rigid berry Can you tell me if it works on your side ? it does on mine

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(without Lethal Config and without Lethal Settings)

rigid berry
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Will report back in a few minutes

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Ok it seems I have to wait a bit for thunderstore to recognize the 1.2.1 update, Iโ€™ll report back whenever it gets there

wooden copper
rigid berry
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Yeah I donโ€™t know how to use GitHub

wooden copper
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Okay then just wait for it to release on thunderstore xd

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For 1.3.0, mobs will finally have a standard icon. Until an artist answers to my request, I'll use the vanilla icon

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Nobody actually looks inside #1210315682613436446

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But for now, I'm working above all on twohanded stuff, because it is indeed not working correctly when dropping the scrap

wooden copper
# wooden copper
poll_question_text

About mobs loots ! (Nutcracker's shotgun for example)

victor_answer_votes

13

total_votes

14

victor_answer_id

1

victor_answer_text

Allow Enemy Body + Loot

wooden copper
# wooden copper

Alright so I'll allow loots + mob corpse, but I will reduce the mobs with vanilla loot like the Butler and Nutcracker

wooden copper
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@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 ?

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I'm trying to make it a little fancy now :p

wooden copper
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I've got a new feature idea

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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"

outer hare
wooden copper
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Thank you very much !

outer hare
wooden copper
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yep please

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Other people will be able to make sound packs later anyway

outer hare
wooden copper
velvet turret
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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"?

wooden copper
wooden copper
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I'm trying to make it compatible with as many death anims as possible but this game is really programmed... Weirdly

velvet turret
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thank god

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its immersion breaking to have them just immediately become dead bodies

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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

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it says its a configurable chance to drop it here.. but i cant find the config for it anywhere in the files

wooden copper
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I'm currently polishing the dead bodies

velvet turret
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sounds good to me

wooden copper
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The entire config file is synced between clients

velvet turret
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i have lethalconfig

wooden copper
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But you can chose wether to synchronize ranks or not

velvet turret
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i checked the enemies config file and saw nothing there, is it there or am i just blind

wooden copper
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Wait it's empty ?

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The file is empty ?

velvet turret
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no i meant nutcracker shotgun chance isnt there

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my bad

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i just glimpsed over it though so its probably on me..

wooden copper
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Yeah as I said, mob loots aren't implemented yet

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But I'll be working ok that very soon

velvet turret
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aight

wooden copper
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As I'm only polishing the mob scraps currently, expect to see it in maybe a week, two at most

velvet turret
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alright, thanks for clarification

wooden copper
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No problem

outer hare
wooden copper
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It's inside the configs

outer hare
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oh, gotcha

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let me check it

wooden copper
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It's inside the metadata

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I must update the config documentation

outer hare
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The creatures are killable and grabbable in the devmode map?

wooden copper
wooden copper
outer hare
wooden copper
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The issue was due to the old way of generating the enemies

outer hare
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gotcha

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I'll try killing them with a shotgun

outer hare
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I grabbed it, but after dropping it, it dissapeared

wooden copper
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Yeah that must be an issue with the devmode map somehow

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Don't understand why it happens

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Can you try on a normal map please ?

velvet turret
wooden copper
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Ah shit skins don't work

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I'll really have to work on that too

outer hare
wooden copper
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And for death anim yeah not gonna lie it's very very "case by case"

wooden copper
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But it has cost performance wise

outer hare
# wooden copper Ow

also, The item has not dissapeared.
When it drops instead of going down, it goes up lol

velvet turret
wooden copper
velvet turret
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it would probably be even funnier if i made them lie face first when dead

wooden copper
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Face on the ground ?

velvet turret
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yea

wooden copper
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Yeah true lol

outer hare
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the spider body still floats and after being grabbed it has the "arachnophobia" model

velvet turret
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ill try it actually and see what happens

wooden copper
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You can do that in the config, I haven't really tried to do that yet but yeah

wooden copper
outer hare
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where's the metadata?

wooden copper
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I must remove the arachnophobia model for people who disabled it and remove the spider model for people who enabled it

velvet turret
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would x or z rotation be the one to flip them on their face

wooden copper
outer hare
wooden copper
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Oh and to localize the data file, you can use any config mod and copy the path to the configs

wooden copper
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Another bug with the config ?

outer hare
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In case there's supposed to be

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I'm not sure lol

wooden copper
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Hum... Well uh...

velvet turret
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thats strange cause i got it

wooden copper
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Can you try with LethalConfig and tell me ? xd

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For me LethalSettings works but I have both LC and LS

outer hare
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this is the config that I see on the cfg

velvet turret
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oops wrong rotatiopn

wooden copper
wooden copper
# velvet turret oops wrong rotatiopn

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 ๐Ÿคž

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Cool to see it works !

velvet turret
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thankfully it works

wooden copper
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To be very honest I didn't try the feature, I'm glad to see it works first try lol

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My goal is maybe not to replace SellBodies but to make something that's more reliable than SellBodies for modded monsters

velvet turret
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i bet it will be a good replacement once its finished though

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since unlike sellbodies it has death anims (sometimes)

wooden copper
wooden copper
velvet turret
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at least there was an effort

wooden copper
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It... Disappeared

velvet turret
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the snare flea wanted to show magic tricks

wooden copper
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Never saw that

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Lmao fr

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Yeah I'll inspect that as well, I wonder if it doesn't have something to do with the settings

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Like they have weird position shit

velvet turret
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i can check every monster corpse

wooden copper
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I can't ask you to do that, there's too many of them lol

velvet turret
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its just the vanilla killable entities that im checking, so i can just summon them all with imperium and kill them

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i already know that nutcracker and thumper seemingly work fine

wooden copper
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Ah true true

velvet turret
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interesting how puffers have values even though im p sure they're unkillable

wooden copper
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Thumper works for sure, it's one of the monsters with the hoarding bug whose I specifically try With

wooden copper
velvet turret
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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

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.. i would test it if r2modman wasnt so dogshit

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i wish i could use gale but it just straight up doesnt work on my pc

wooden copper
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Lemme check on the wiki, I really thought the puffer was killable

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Ah yeah it's invincible

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Well I see I see

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I thought it was killable because it's very neutral and easy to approach and all

velvet turret
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it would be funny to see what would happen if i made tree giant bodys pickupable

wooden copper
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Yeah somehow forest giants have weird shit happening

velvet turret
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baboon hawks are fine

outer hare
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Puffers are not killable

wooden copper
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Not really sure but apparently it happened that they didn't have ranks and didn't have scrap bodies

velvet turret
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dogs work ok

wooden copper
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Nice

velvet turret
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butlers say they have a corpse but i dont seem to be able to pick itu o

wooden copper
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That might be an issue with my config

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The pickup trigger is on their feet

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Or around there

velvet turret
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cant seem to get it to work

wooden copper
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Hmm...

velvet turret
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could perfectly well be my fault and i didnt tweak something properly.

outer hare
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maneater cube

velvet turret
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brackens work fine as well

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same jank as nuts tho