#πŸ”± Enhanced Monsters

1 messages Β· Page 3 of 1

wooden copper
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I'd say to use imperium to see the scraps and props collision and freecam to try finding their collision

velvet turret
wooden copper
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Wait it works ??

wooden copper
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Hmm I don't think it's Enhanced Monsters leftover

outer hare
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butler poser

velvet turret
velvet turret
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oh wait

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wrong one

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fuck

wooden copper
velvet turret
outer hare
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bracken Tpose

velvet turret
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but yeah no problems seen other than maneater cube and snare flea

outer hare
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I see the snare flea good

wooden copper
# outer hare bracken Tpose

Lmao noooo I did settings to make it lie down, I think I misunderstood how rotation worked, I must around x or z axis I think, not around the y axis lol

wooden copper
wooden copper
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Good to know

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Can both of you share the Snare Flea config object ?

outer hare
wooden copper
outer hare
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also, after game reset, the hoarding bug is no longer dissapearing

wooden copper
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After the game reset ? Hoarding bug disappearing ?

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🀨

outer hare
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this?

wooden copper
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Yeah

outer hare
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I've not changed nothing there yet

wooden copper
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Only the Snare Flea part, I'm on phone I can't view the file

outer hare
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As I've said, I've not change nothing there yet

wooden copper
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Okay so everything to 0

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I was about to stress out but that's fine, it's just me I have dev version 1.3.0 lol

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I was thing "your config object misses stuff" but no it's all good

outer hare
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I can't collect giants :[

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the log still appears even inside the facility

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Ok, I'll make a metadata only active to the creatures that I can see that the death animation is working, at least as a 90% (spider)

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I can confirm that enemy body not collected does not persist between landings or moons

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The spider "Arachnophobia" text dissapears after lobby reload

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time to modify the metadata :]

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oh, it seems that If I quit and load the game, the boddies dissapears

wooden copper
wooden copper
wooden copper
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I hope my mod will become as popular as SellBodies someday, despite the fact that Lethal Company community has hum... Reduced we'll say

wooden copper
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I'll add a setting CanEnemiesGrab to determine if enemies like Hoarding Bug are allowed to steal the dead body

wooden copper
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I have disabled it by default but it can really make fun scenes

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Important note when updating

From now, updates will have a special note telling that they break compatibility with older configs, it's important to make backups of your config file if you have modified lots of stuff. Normally, they will automatically be backed up and renamed to OLD_EnemiesData.json just next to your config file. This shouldn't happen often, basically only when I make heavy changes to the configs that NEED specific default values, so yeah, since the next update 1.3.0 adds lots of new configurable stuff, you'd better be ready to port your settings or stop modifying them, eventually share your MeshOffset and MeshRotation settings here so I can set them as new default values 😁

wooden copper
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Preview of the 1.3.0 changes

wooden copper
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poll_question_text

Should I make a folder inside the configs that will contain custom sounds for enemies scraps ? It will add a new Metadata: DropSFX, GrabSFX and PocketSFX.

victor_answer_votes

2

total_votes

2

victor_answer_id

1

victor_answer_text

Yes !

victor_answer_emoji_name

βœ…

polar berry
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is it just me or does the spider not have anything pop up on its thing

rigid berry
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Just tested it out, it works now, I figured it would after I didn't see any red messages in the log

primal marsh
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if you are still having this issue... BuyableShotgun had this issuebefore, i d k if it was fixed, but I use BetterShotgunPlus now.. and that doesnt have the issue, the shotgun and shells used to wipe on game reload.. was annoying πŸ˜„ so uh yeah... if you didnt fix that yet, they might be a good idea of a place to look to resolve the vanishing item issue for your mod πŸ™‚

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fell through the floor of the ship? if so, ive seen this happen before, its not a problem with this mod afaik.

wooden copper
wooden copper
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Did you update ? Can you send your logs

polar berry
wooden copper
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Hmm I'll try on my side

wooden copper
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I found why

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I'm not using my new system to show the rank

wooden copper
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I'll be very honest, I don't know if the custom sounds work, the best would be not to try it for now :p

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and leave default settings

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BUT

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otherwise

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the body drop sound works

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i think

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Tests are welcome πŸ˜„

outer hare
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Yay

wooden copper
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Does the sound work ? Have you been able to test yet @outer hare ?

outer hare
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I'm not at home

wooden copper
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Oh okay my bad

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It's not urging anyways πŸ˜„

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So yeah, if anyone here can try it and can tell me if anything here is broken, I'd be grateful

velvet turret
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may or may not test today

wooden copper
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πŸ‘

velvet turret
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have you fixed the ghost flea issue

wooden copper
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hmm...

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in facts

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apparently

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it's something you can fux by tweaking the settings

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some out here achieved to get it working

velvet turret
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huh

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strange

wooden copper
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yeah

wooden copper
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Okay so there's issues

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I'm releasing a hotfix in a couple minutes

wooden copper
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Nice !

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I'm not sure how to config a sound source so it's possible that you can hear the sound over all the map

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Two issues fixed today πŸ‘

outer hare
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the sound works (I thought it was only to Drop the monster)
but I think something happened to the hoarding bug

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the spider no longer floats in the air, that's good.
but it stil has the arachnophobia text

wooden copper
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Yep not a big deal though ngl

wooden copper
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I'll work on this later

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As I said, case-by-case will take more time

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If I think i've fixed it someday, anyways, it will be written inside the changelog

outer hare
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oh wait

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I can't scan the creatures when they are dead

wooden copper
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you're probably too close from them

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It works on my side so idk

outer hare
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maybe it's something with imperium

wooden copper
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Β―_(ツ)_/Β―

outer hare
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bracken still tposes

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is it normal to be able to scan the monster when you have it in your hand?

primal marsh
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xD

i was about to say.... holding bodies looks weird, may need re-positioning.

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hoarder bug seems to be floating in front of me, bracken doing the t pose, also seems you cant get a coilhead body?

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at least cant spawn one.

outer hare
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I can see that there are no more floating bodies

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still maneater cube

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but good update :]

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nutcracker shotgun

wooden copper
wooden copper
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Because in itself, this is LOTS of work

wooden copper
wooden copper
primal marsh
wooden copper
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Position and rotation in the hand

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It's currently a server side config only, meaning that it doesn't count client side settings no matter if you had fancy settings as a client

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And also, the config, yeah it's lots of work to make it fancy, even for me

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Bracken will keep tposing because somehow its animator turns itself invisible

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I haven't messed too much myself with those settings to be honest

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It's really tons of work to make it look fine on the ground and in the hand

outer hare
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I have plans to do that

wooden copper
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I previously did a poll for that

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#1212448321017483275 message
Or did I misunderstand the question ?

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For the final version, so the version right before I start working on mimics specific features, I'd like to make a fancy trailer for the mod

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I already have an idea of how I'll do it but I'd like to do it with some people here so we can follow a specific script

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I'll do the video editing of course, it's just that I need people gameplay and some scripted parts

velvet turret
wooden copper
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Honestly I'd be grateful if you all could give me some chunks of your settings when you tweaked them and that it looks good enough so I can set those as default values 😁

primal marsh
# wooden copper Honestly I'd be grateful if you all could give me some chunks of your settings w...

once i have a proper look i will try to get you some settings, i didnt realise there was so much settings for it ;o i literally just installed your mod 5 mins before my groups play session to compare it vs SellAllBodiesFixed to see which i prefered more, but the holding by the feet was an issue.

I would say the rotation and position should auto configure if possible, because with every new enemy, the settings will need adding to, and it would be better if it just went "hold it halfway through the body so its length ways accross" or something (i d k xD)

but yeah, ill have a play around tomorrow and see what looks good.

regarding the bracken and it going invisible when it dies.. sell bodies fixed replaces the invisibleness with a blob of black, maybe all enemies that go invisible.. should be treat the same? (ie, if you can detect the invisibilityness of it, then it should spawn a blob as if it disintegrated? and just treat the colour of the blob as the colour mix of the alive entity?

wooden copper
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As I said, the default values is something that will take a considerable amount of time

outer hare
# primal marsh once i have a proper look i will try to get you some settings, i didnt realise t...

I'll be making a metadata with only the bodies of monsters that you can actually kill and recollect. (with fixed body rotation)
Those monsters will be:

  • Manticoil (1 handed) (10-20 $) (12 lb)
  • Tulip Snake (1 handed) (20-30 $) (7 lb)
  • Centipede (1 handed) (45-70 $) (35 lb)
  • Hoarding Bug (2 handed) (55-90 $) (50 lb)
  • Bunker Spider (2 handed) (70-110 $) (75 lb)
  • Thumper (2 handed) (120-160 $) (100 lb)
  • Baboon Hawk (2 handed) (105-155 $) (105 lb)
  • Eyeless Dog (2 handed) (175-250 $) (250 lb)
wooden copper
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I'll have to inspect how mods that make every mobs killable work

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in order to support them correctly

wooden copper
outer hare
wooden copper
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Yep

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I must figure out why

outer hare
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I know you will be fixing it soon

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but atm

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I'll keep them disabled

wooden copper
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And for the loots, are you sure they drop stuff in vanilla ?

outer hare
wooden copper
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In vanilla ?

outer hare
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is there a way to make only the drop sfx is my sound?

wooden copper
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Only the PocketSFX has a "none" value as "default"

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I should probably add keyword "none"

outer hare
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that'd be good
My sound was only thought to be the drop sfx, not a grab sfx

wooden copper
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Yeah my bad I should have been more precise

outer hare
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I could try making a grab sfx and a pocket sfx

wooden copper
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if you can, it'd be really cool πŸ˜„

wooden copper
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If you can share your position and rotation vectors as well if you have tweaked them it'd be fantastic πŸ˜„

wooden copper
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250lb is downright nasty lmfao

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It's barely movable at all

outer hare
wooden copper
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Baboon hawks are really easy to kill

wooden copper
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Like it must be worth bringing it to the ship

outer hare
wooden copper
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If you can barely move while holding it

outer hare
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but I'll be checking it

wooden copper
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250lb is basically you have 20% of your speed

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basically

velvet turret
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people can toggle the weights anyways

wooden copper
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-80% speed

velvet turret
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if they dont like the default weight

wooden copper
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I made the mod ultra configurable and yet synchronized on network so it should be good

velvet turret
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plus you can cheese heavy weights by juggling

wooden copper
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Yeah just like in Sea of Thieves

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but yeah

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still hard sometimes

outer hare
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I'm trying to change the values of the rotation of the manticoil

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but I see no changes

wooden copper
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You c hanged the rotation right ?

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imo it looks like it's turned around itself innit ?

outer hare
wooden copper
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you can send here

outer hare
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I'll send it here

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it's the same rotation

wooden copper
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Hmm weird

outer hare
# wooden copper Hmm weird

Since the manticoil moves like it's alive when you have its body in your hand, I wanted to make it look like you have it as a pet, but I can't rotate it properly.

wooden copper
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hmm

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can you show the config at the same time you show the screenshot ?

outer hare
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I tried changing it into 180, 270, but no changes

wooden copper
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hmmm

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maybe unity doesn't use radians as angle unit ?

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maybe it uses degrees

outer hare
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tell me a value that could be used?

wooden copper
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ehh

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282 should be ~90Β°

outer hare
outer hare
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still the same

outer hare
# outer hare nope

just to know that the bird has an animation in your hand, so that's why it looks lower than usual

wooden copper
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Hmmm

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I see

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Hmm...

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Maybe the variable is not used I guess

outer hare
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so, it's something with the manticoil itself or with the rotation thingy

wooden copper
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yeah i see

unborn gust
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Am i able to put like

The omega symbol in the config?

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or

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the rank

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Ξ©

wooden copper
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yeah you can put omega

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iirc it's UTF8

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normally it should work

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I don't know if the game font has this symbol though

wooden copper
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any artist out there would like to make the mobs inventory icon ? volunteer of course

rigid berry
wooden copper
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Just to show it's a mon corpse

rigid berry
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What kind of image would you want it to be?

wooden copper
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Monotone yk

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Unicolour

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Hmm it would be a monster's skull I'd say ?

rigid berry
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@wooden copper something like this?

wooden copper
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Looks cool !

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@rigid berry

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Good job, I'll make it the icon

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Maybe you can make the eyes rounder, he looks sad like this, it's better of we can see that it was a menace when it was alive

rigid berry
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Sure thing, I’ll do that when I get home

rigid berry
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So more like this?

outer hare
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@wooden copper :]

wooden copper
rigid berry
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Sure thing, just ping again if there’s any formatting problems or something

wooden copper
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No worries, it seems to be the right size. I'll try it in game πŸ˜„

rigid berry
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πŸ‘Œ

wooden copper
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What do you think about it @rigid berry ?

rigid berry
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Looks very nice, glad to help

wooden copper
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I'll credit u πŸ˜„

rigid berry
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Thanks pal

outer hare
wooden copper
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I'm still looking into that πŸ‘

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@outer hare should I split "resting rotation" and "hand rotation" in different settings ?

outer hare
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what's resting?

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when the creature is on the floor?

wooden copper
outer hare
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it'd be good having different settings for both of these

wooden copper
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aight

wooden copper
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in the version 1.3.3 I'll try to address the issue with spiders and the rare mobs that show white boxes

outer hare
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yay!

wooden copper
wooden copper
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I'm open to bug reports on the features I have written

outer hare
wooden copper
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πŸ‘

wooden copper
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Does the mod work with EverythingCanDie ?

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I ask because I haven't tested

rigid berry
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I can test later/tomorrow if needed

rigid berry
# wooden copper Does the mod work with EverythingCanDie ?

Just tested it, the enemies still get an explosion but they play their death animations just fine and turn into scrap. Although, I did also find a barber and spore lizard, both normally invincible, the barber left nothing but the spore lizard left a "corpse", really just a pick-up-able idle spore lizard, is that intended?

outer hare
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time to test

wooden copper
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Yeah puffers are pickupable

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Barnets must be edited in the config to be pickupable

wooden copper
wooden copper
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Did you try around X and Z axis ? I don't really know how's the local rotation in the hand

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Alright once I'm done with this update I'll work on a function to neutralize the mod except ranking system

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So you can play with vanilla friends

wooden copper
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I'll have to work on the bestiary feature as well

rigid berry
# wooden copper An explosion?

The explosion is part of the regular mod, playing with only everythingcandie will make it so that everything that dies just disappears on death with an explosion

wooden copper
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And the explosion doesn't occur I guess ?

outer hare
outer hare
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ok, time for this again

outer hare
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lets test with 282

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nope, 0 differences

wooden copper
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shit

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that's annoying

outer hare
wooden copper
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Well I don't know why it doesn't work then

outer hare
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can you try change the manticoil rotation?

wooden copper
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Tomorrow ye

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I'm trying to imagine a 90 90 90 degrees rotation in my head

outer hare
wooden copper
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I think it results in a 0 change in the end

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It makes a triangle

outer hare
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hmm

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ok

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I'll try 30 30 60

wooden copper
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Try maybe 180, 90 and 45 for example

outer hare
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ok

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time to test

lilac chasm
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is this compatible with melanie's cooking mod?

wooden copper
clever canyon
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Ayo, it’s not very often I see my real username dropped. This was surprising

wooden copper
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Just looked at your profile :p

clever canyon
wooden copper
gusty salmon
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I don't see it reported here or the github so I will just post it now:

Original report: #1178407269994594435 message
Logs of the report: #1178407269994594435 message
Relevant stack trace:

[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:33)
(wrapper dynamic-method) MenuManager.DMD<MenuManager::Start>(MenuManager)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<MenuManager::Start>?-43902732(MenuManager)
LethalLib.Modules.Utilities.MenuManager_Start (On.MenuManager+orig_Start orig, MenuManager self) (at <ef4e7af8c5b54c0da39ca0b1ffad7d7f>:IL_0000)
...

Possibly a bad enemy or what not, I'm mostly concerned that it wasn't reported at all.

wooden copper
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It's weird

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this shouldn't happen

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It means that an enemy have been registered too late

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Wait no

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Hmm

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??

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I don't see how this could happen

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What issues does this cause ?

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Lategame Upgrades does the mob selling shit ?

gusty salmon
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Hunter upgrade spawns items on monster kills, yes.

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However this report says nobody else can join other's lobby.

wooden copper
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I don't understand why it happens, this should never happen and nothing can explain that the synced config is null

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Either it's that

gusty salmon
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There are some mods like Lethal Expansion in play so maybe something you thought would run doesn't which makes it null at some point.

wooden copper
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Or the EnemiesData is null

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But I don't understand why it would be

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It means that

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It means that my mod is not initialized but that it runs

gusty salmon
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You are the expert of this mod so you have a better idea what can go wrong then I can from just partially reading the code.

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But yeah, my only take is maybe something you patched to initialize didn't run because of some other mod which caused this.

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It shouldn't be because of both this and LGU spawning items on monster kills, at least from this error.
I would expect more seeing two items spawn rather than lobby being unjoinable.

wooden copper
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I've inspected the logs

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The one that caught my eye is this one:

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well

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there's no explanation to this error

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It's basically impossible that my mod loads without registering the EnemiesData

gusty salmon
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That's fine, I was more concerned of making you aware that this issue exists as I didn't see anything about it yet.

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Like I said, the reported issue has old deprecated mods in use so it could be due to those.

wooden copper
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oh

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i found out

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maybe

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I assume they have a mod that removes the Lethal Version Number text

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I used that thing to avoid double initialisation of the mod

gusty salmon
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I haven't tested their profile so I can't really give you an answer to that, haha.
I do know some popular mods which mess with the main menu so it could be possible.

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(They posted their profile code tho, I can take a look if required)

wooden copper
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I'll be honest

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I won't try it either

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I can't fix unless they try my modifications so I can inspect

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(by giving me their logs)

gusty salmon
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They were mostly interested in having a functioning game than caring about the mod's functionality so I doubt it.

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I can be the guinea pig though.

wooden copper
gusty salmon
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They also immediately removed it when it was causing issues.

wooden copper
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and it worked ?

gusty salmon
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Yes.

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And didn't report it after.

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Which is why I reported after seeing that.

wooden copper
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I really don't know which mod could cause compatibility issues with mine

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Cus I know that on my LARGE modpack, my mod works

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And it has LGU

gusty salmon
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Oh, I know the issue wasn't due LGU being there.

wooden copper
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It's a very isolated case ngl

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I think the best would be to avoid having a mod removing other mod's "signature" on the main menu

gusty salmon
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Up to you, I don't even play the game, lol.

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I have always been a developer more than user to be honest.

wooden copper
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I'd be grateful if you can try my changes for this issue

gusty salmon
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Alrighty.

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Just give me a heads up because I am doing some preps with dissertation plan presentation

wooden copper
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No problem, take your time πŸ‘

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Give me the logs when you have tested it πŸ˜„

gusty salmon
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Damn, this profile plays a funny custom cutscene.

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Kay, grabbing the dll now

wooden copper
gusty salmon
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Running now.

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You need logs til I boot up the main menu?

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Kay, what I did was:

  • Boot up to the main menu (it played another cutscene similar to when you get the fancy door)
  • Boot up a lobby on a fresh save.
  • Exited both the lobby then the game.
wooden copper
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Okay

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Thanks πŸ˜„

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Hahaha WHAT THE FUCK

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normally you just need to boot up the main menu

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the thing that is possible is that the enemytype is null

gusty salmon
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Retrying.

wooden copper
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I don't know what mobs these are

gusty salmon
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Me neither.

wooden copper
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And, above that, I don't know which mod this comes from

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And not ho did it

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So I must take in account the possibility that a mob has no enemyType

gusty salmon
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Isn't that like

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Something that can cause broken behaviour?

wooden copper
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totally

gusty salmon
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I guess you're talking in the sense to not make it brake everything else in the mod.

wooden copper
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it means the mob is NOT correctly set up

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It literally means that his mob lacks what makes it a mob

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it cannot even be spawned normally

gusty salmon
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Kek.

wooden copper
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and if it spawns it can break the game

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For instance

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Even the Ghost Girl, which is a client side mob

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has an EnemyType

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if you can ask the user which mod adds these mobs, so I can report them this issue, it'd be really cool please πŸ˜„

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Or I'll do it myself later

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don't mind

gusty salmon
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I can try right now.

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Thankfully tomorrow is just pratice run for presentation.

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Only friday is the actual day.

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Plus the only issue is how to make a persuading introduction because I have basically thrown the related work and system model into my brain to stay, lol.

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At first thought, knight makes me remember about Scarlet's Knight which act like coilheads.

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WELL

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Apparently it's from ScarletDevilMansion where they introduce the knight and maid enemies.

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I just toggled it off and the error is gone now.

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But they work though, what the hell, haha.

wooden copper
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i advise to report this issue to ScarletDevilMansion now I think

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don't know if they're here

gusty salmon
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Oki

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I will probably link the beginning of this for better context.

wooden copper
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Yep

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Thank you very much for your help πŸ˜„

gusty salmon
wooden copper
outer hare
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Good!

shy burrow
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I did it to be coolℒ️ and sick ℒ️ a year ago but it's honestly so unnecessary these days

wooden copper
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It's cool but it's really not good for my mod

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because it generates a whole config for each new mob

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based on their EnemyType

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but if your mobs have procedural enemyTypes well.. it's hard

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You should better just edit the ScanNodeProperties

shy burrow
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Well I better just give them proper EnemyTypes, all I'm doing is copying it's initial data from another enemy

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But yes nor your bug and mine to fix

wooden copper
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I fixed it on my end by just skipping enemies that doesn't have enemytypes at the beginning

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But i think you can make a better implementation yeah

ocean loom
wooden copper
ocean loom
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Please do ping me if this feature goes standalone or bundled outside of another mod

wooden copper
wooden copper
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I think I'll move this into a standalone mod eventually like "Enhanced Entrance"

ocean loom
outer hare
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A GeneralImprovements mod should have an option to disable almost every aspect of it

wooden copper
outer hare
#

for personal prefferences ofc

wooden copper
ocean loom
#

I agree with Moroxide

wooden copper
#

and my technique is LOTS more complex than SellBodies' one

#

SellBodies just create classic scrap with an enemy model inside a unity project

#

What I do is that I generate the enemy scraps on runtime so it has a better support for:

  1. configuration
  2. mods' mobs
  3. additional loot-related features
ocean loom
#

it's getting you stuck in the void with a new savefile

wooden copper
#

Stuck in the void ?

#

With a new save file ?

#

Whaaaat

atomic forum
#

so when a mob dies what does it drop?

#

i have sellbodies in my pack but this seems to be more interesting/better what what im reading here

#

and what happens if a modded mob like the redwood dies

wooden copper
#

You just need to do a little config for it but yeah

#

It's basically a SellBodies mob with improved compatibility

wooden copper
#

In the next update I'll be fixing some mobs models white capsule stuff, and also implement #1238321898774073394 soft support πŸ˜„
When discovering a creature, Vega will say "Warning: {X} rank creature discovered. [if rank is > than E] Proceed with caution."

wooden copper
#

hmmm i see errors of mine but it shouldn't be gamebreaking

#

Aaaaah

#

yeah

#

okay yeah

#

@ocean loom fixing the error you had now

#

A lot of errors you had are related to mods called "Scoops" and "Brutal Company" you may want to report some stuff to them too

#

And DiversityRemastered

#

Well in facts, Diversity Remastered seemed to be the one preventing your from leaving

#

I think it's worth reporting them some shit

ocean loom
#

Chaos is not back yet to deal with diversity, scoops is lethal phones.
Error only occurred when I added enhanced monsters, preventing me from even loading in, but I'll more than gladly retry with a new update and see what pops up yoiled

wooden copper
#

Normally the fix I'll be releasing should fix it, let me know.

#

After that fix I'll work on the features I quoted higher

#

Glad to say this is the mod I kept the most up to date to this day

#

I either gave up my other mods or paused them lol

outer hare
#

btw, did you had any chance to check the rotation issue?

wooden copper
#

I'll try something because it's possible that the double rotation I apply breaks it

#

AND

#

also

#

Angles in Unity are degrees, not radians somehow

#

don't fucking know who uses degrees in a game engine but fine

outer hare
#

hmm

wooden copper
#

I'll have to try anyways

outer hare
#

I hope you can fix it at some point, no pressure :]

wooden copper
#

yeah honestly I don't know how it works, normally it should work but this game is really coded like shit (sorry to Zeekers)

wooden copper
#

@outer hare πŸ‘€

outer hare
#

yay!

#

how did you do that?

wooden copper
#

memory editing πŸ’€

#

But I know what happened

#

that's the good part

outer hare
#

oof

wooden copper
#

OK

#

Should have fixed TWO bugs now πŸ˜„

#

The arachnophobia mode AND the rotation thing

atomic forum
#

will this mod have compatibility with enemyskins

outer hare
#

yay!

atomic forum
#

or is taht too much work

outer hare
atomic forum
#

sick

wooden copper
#

in the current state i don't exactly know why it doesn't already work

#

I think it's due to the fact that skins are initialized really really late

#

but can't tell for sure

outer hare
wooden copper
#

Yeah so it's when the mob is swapped with the scrap

#

new fix in a couple minutes πŸ˜„

normal sparrow
outer hare
# normal sparrow lol

in a config you can change the rotation of the model when picked up, so you can fix this :]

#

I'll try doing some default values and give it to VELD soon

outer hare
#

in EnemiesData, copy the path and paste it in the search in archive

#

it will open a json

normal sparrow
#

got it, thank you

outer hare
#

it may not work rn (it didn't work on the manticoil when I tested), but it will do in the next update

normal sparrow
#

also, does it change it in real time?

#

or i have to restart the game every time i edit it?

outer hare
#

(I think)

normal sparrow
wooden copper
#

You have to restart, that's why I advise people who are a little bit into modding to use UnityExplorer to tweak the settings in first place

#

because when you edit directly through the "memory", it works better

#

Don't worry @normal sparrow, I'll make proper default settings in the future, I just need feedbacks because it's really long to set all the settings, I already made one for manticoils (for the test) and they work, that gives an idea sorta

#

@outer hare for the spider there's still some artifacts but it's much better

#

lemme show ya

outer hare
#

artifacts?

wooden copper
#

Yeah you'll see

normal sparrow
#

i also have a feeling that there's some mod that's doing this

wooden copper
#

SellBodies but it does it in a differnt way

#

The main difference is that EnhancedMonsters works with modded monsters

normal sparrow
normal sparrow
#

i'll check it out

wooden copper
#

obs is crying

#

it doesn't want to rec

#

I really need to do something

#

smh

#

motherboards are so expensive

wooden copper
#

know what ?

#

finally

#

no maneater fix yet

#

Too hard

#

way too hard

outer hare
#

take your time man, no need to rush

wooden copper
normal sparrow
#

i changed the hand rotation setting and it didn't work

#

but now you fixed it exactly after i admitted it

wooden copper
normal sparrow
#

yes

#

it works now

wooden copper
#

nice

wooden copper
#

Currently working on the default values πŸ˜„

#

Crawler holding position

#

Player view

#

Eyless Dog

#

Eyeless dog

#

Nutcracker

#

it also now lays on the ground correctly

#

player view

#

Ooooh so that's whyyy

#

there was a weird collision under his feet too

#

Baboon Hawk

#

Centipede / Snare Flea

#

hoarding bug

#

(not very visible but you get the idea)

#

Tulip snake

#

not very visible but you get the idea

#

and.. well... it clips a bit under the ground but I can't do much

wooden copper
#

I will probably scrap the dungeon visual exchange feature off my tasklist

#

And only keep the audio exchange

#

I'll make the loot feature this week and then make the audio and after that I'll make my next mod Theatre of Insanity

#

Which will be much bigger

outer hare
#

Good luck bro!

wooden copper
#

Thanks !

gritty oyster
wooden copper
#

why does it happen in CodeRebirth

#

It's odd

#

Apparently CodeRebirth is calling my mod ?

gritty oyster
#

i can send the full logs if you want

ocean loom
midnight quiver
gritty oyster
#

that's crazy

wooden copper
gritty oyster
#

bodies of modded monsters turn invisible

#

it seems

wooden copper
#

That's weird

#

I have my mod, and CodeRebirth

#

And it works

digital mural
#

@wooden copper Will we get the fix for the json being in the wrong directory soon? ;o

wooden copper
#

Forgot to publish the update

#

I was busy with other stuff my bad

digital mural
#

All good :3

digital mural
wooden copper
#

Yeah I'll when I'll wake up

digital mural
digital mural
wooden copper
#

@digital mural

#

Update should appear on Thunderstore soon.

digital mural
#

Hooray

digital mural
#

@wooden copper Any tips for how I could fix this so it dies and lays the same way as Baboon hawks do?

#

Manticoils keep moving idly while dead lol that is so funny

#

Uhhh @wooden copper Pretty sure this isn't normal lul

#

Dead fox doesn't appear properly either

digital mural
#

Kidnapper Foxes turn invisible on death btw

#

their bodies don't properly appear

wooden copper
wooden copper
wooden copper
digital mural
#

Btw any chance we could get compat for the NymphBracken? She has an animation where she turns into a tree on death and it could be cool to keep her body

#

I had to turn off pickups for brackens for now cus she would just instantly die and become a normal T posed bracken model XD

wooden copper
#

It will have the anim

#

It will do just like normal

digital mural
#

Ik but I wanna be able to take her body lol

#

Idk how hard that would be to do though

wooden copper
#

Oh then I must make a case by case compatibility

digital mural
#

Yeah if she was her own seperates enemy instead of a Bracken Reskin I have set to appear rarely it would be a lot better lol

wooden copper
#

Oh I get the issue

#

It's once again a reskin issue

#

I must look when the skin replacement api registers the actual skins to know when I should move my stuff

digital mural
wooden copper
#

Hmm

#

i wonder why that happens

digital mural
#

hard to say lol

coarse sphinx
#

Has the picking up bodies rotation been fixed?

coarse sphinx
#

Why is animate on death off for most monsters by default in config?

digital mural
#

What exactly do these settings do btw? I'll admit I have not noticed a difference

#

I know Chameleon does a similar thing so I would imagine it just overrides it probably

wooden copper
#

Don't pay attention

digital mural
#

Got ya, I just turned them off since they didn't do anything that I could tell lol

wooden copper
#

So in order to avoid it being still animated after death, I disable animate on death

digital mural
#

Only one can be picked up

#

I can't repro it solo

#

But it happens in Multi all the time

#

I wonder if some of this is why SellBodies in comparison waits to spawn the bodies til the death finishes, cus some enemies are a bit janky lol

#

I would hope it's easy to fix though

wooden copper
#

I'll swap back to despawn bodies entirely I guess

digital mural
#

Tbf I've only noticed it happen with Thumpers and Snare Fleas so I wonder if a better solution can be done than that

#

Centipedes do it if I pick up the body quick enough and then the vanilla one stays behind

#

and I mean the vanilla one cus if it's reskinned through EnemySkinKit for example it will have that skin applied on the one that can't be picked up

#

So it makes it obvious

digital mural
wooden copper
digital mural
still beacon
digital mural
#

Yeah so that's definitely not the fix

#

When I picked up the body the blue one was still there finishing the animation of it dying

#

Lol

#

Thumpers I find just drop 2 bodies on death half the time

wooden copper
digital mural
wooden copper
#

Hmm

#

Who's the host ?

digital mural
#

I was host

wooden copper
#

Okay I'll check my code

#

@still beacon when your code moves the bodies out of the world, is it in common code or on host end only ?

still beacon
#

probably some client sends a sync of the position different from the host's. This happens because for the host the mob is dead, but for the client it is not dead yet

#

Theoretically, it would be enough to put the code that moves the mob in the killEnemy function (which is done by all clients and the server). While for the host, it would be convenient to also sync the new position with the RPC

digital mural
#

Hopefully we can get an update before I stream today yoiled

wooden copper
#

Eeeh

#

Yeah hopefully

still beacon
#

if(__instance != null) { Vector3 newBodyPos = new Vector3(-10000, -10000, -10000); __instance.transform.position = newBodyPos; __instance.SyncPositionToClients(); } else { Debug.LogError("__instance is null in MoveOldBody() inside KillEnemy()"); }

still beacon
#

If you want you should also be able to remove that null check, I left it to be safe

digital mural
wooden copper
wooden copper
#

I was doing that 'til now

if (NetworkManager.Singleton.IsServer)
{
    Plugin.logger.LogDebug($"Spawning EnemyScrap for enemy {__instance.enemyType.enemyName}.");
    if (!EnemiesDataManager.Enemies2Props.TryGetValue(__instance.enemyType.enemyName, out var enemy2prop))
    {
        Plugin.logger.LogWarning($"Mob {__instance.enemyType.enemyName} has no enemy2prop prefab.");
        return;
    }

    var enemyToPropInstance = NetworkManager.Instantiate(enemy2prop);
    enemyToPropInstance.hideFlags = HideFlags.None;
    enemyToPropInstance.transform.position = __instance.transform.position;
    enemyToPropInstance.GetComponent<NetworkObject>().Spawn();
    // Instead of deleting, it's better to just move it far far away
    __instance.transform.position = new(-10000, -10000, -10000);
}
#

i just forgot the SyncPositionToClients() ?

digital mural
#

Should fix it once you add that

still beacon
still beacon
digital mural
wooden copper
coarse sphinx
#

@wooden copper Do these work?

wooden copper
#

no

#

I'll remove them in next update

wooden copper
#

Good news, new update in a few minutes

wooden copper
#

I also thank everyone who leaves a like on the Thunderstore page πŸ˜„ It really helps making the mod more popular as Thunderstore's algorithm is very bad ^^

low sparrow
#

Some reason uh-

the other config for bodies isn't showing up and the corpses aren't there -

Even in imperium-

wooden copper
#

the other config for bodies ?

#

wdym ?

low sparrow
#

like the config to choose what can be picked up is gone and ranks are not working

wooden copper
#

🀨

#

What do you mean "are not working"

low sparrow
#

the ranks are blank

wooden copper
#

Then it means that the mod did not load

#

Please send the logs

#

If you can also tell which mods you played with, it'd be nice

low sparrow
#

OH okay I don't have them but let me try again

#

just this stuff

#

as I was testing it with some monster mods I found interesting

wooden copper
#

okay got it

#

Publishing a hotfix real quick

low sparrow
#

nice

#

I guess accidentally removed something important when removing something non-important-

I fucking hate doing that when write or doing whatever-

digital mural
#

@wooden copper

#

This seems to be showing up after the new update for some reason

#

Oh I see you pushed a hotfix lol

#

Or you're about to rather

wooden copper
low sparrow
#

makes sense

wooden copper
digital mural
#

Hooray

wooden copper
#

Update will appear soon on Thunderstore normally

low sparrow
#

πŸ”₯

digital mural
#

Yeah no more errors on launch with the new version, just did a manual import to test

wooden copper
#

nice

bold jay
#

Im found bug,
if you kill a nutcracker, a shotgun will not drop from it

bold jay
still beacon
#

To make the shotgun work I have an idea. I don't know what function spawns the body but, do a check to see if the killed enemy has the nutcrackerAI component. If it does (it means it is the nutcracker) you instantiate a new shotgun taking as reference getcomponent<nutcrackerAI>().gun (or .shotgun I don't remember) and then you spawn the new shotgun

#

This must be done only by the server and if you don't want it to be certain that it will spawn just generate a random number and then do an if etc...

#

Otherwise you could use the original shotgun, "unparent" it and reposition it

bold jay
#

This mod compatibly with "Huntdown"?
and for some reason I have enemies who are targeted, then I kill them but the reward does not drop from them

wooden copper
#

yeah I thought this issue would be fixed with the monsters fix of the 1.3.7 but it seems it didn't

wooden copper
#

In any case I'll make it so the users can override mobs loots

#

It's planend for 1.4.0

wooden copper
wooden copper
#

Hmm I don't really know how I want to do it

digital mural
#

@wooden copper Seems like monster bodies aren't vanishing for clients

digital mural
#

so I'm guessing the vanilla bodies aren't getting moved for clients for some reason

#

@still beacon Any ideas why?

wooden copper
#

I added the syncPosToClients AHAHAHHAHA

#

Fuckin game lmao

bold jay
still beacon
still beacon
#

I created a pull request with the fix on github

digital mural
#

For when you wake up

wooden copper
wooden copper
bold jay
# wooden copper I'll take a look thank you !

In short, I tested it with the HuntDown mod and as it turned out, this mod can be said to say it doesn’t work with it, in short, I have a goal to kill an enemy, I kill him, but the item that should drop from him does not fall out, and the same with masks, I killed the mask but the mask did not fall out

#

and it's very sad 😦

wooden copper
#

To fix this temporarily, disable Pickupable on the enemy in question

still beacon
#

I don't know how that mod works but I bet the body gets tp before the drop spawns and so the drop spawns at -10000 -10000 -10000

digital mural
still beacon
#

The double body bug should be fixed with the PR. For the huntdown compatibility issues I didn't do anything

wooden copper
#

I must look at the Nutcracker's code in first place to understand how the drops work

sour wasp
#

public release

digital mural
#

Pull Request

digital mural
wooden copper
wooden copper
bold jay
wooden copper
#

No but as I said you can disable "Pickupable" in monsters settings to fix that temporarily

#

on the monsters that can be hunted I guess

still beacon
wooden copper
#

I dont like doing hardcoded stuff

#

So I'll find a solution

still beacon
#

Theoretically harmony has a "tag" to define the priority of harmonypatches, maybe you can use that to make your patch run last

#

[HarmonyPriority(Priority.Low)]

#

This should work

wooden copper
#

yep i know nw

still beacon
#

Anyway if you are having trouble compiling the mod, until you fix it I can compile it and send it to you

wooden copper
#

That's fine I just reversed my VS version

#

it compiles again

digital mural
bold jay
bold jay
#

I had a brilliant idea on how to fix this bug, since the mod teleports the enemy’s corpse to coordinates -10000 -10000 and so on, then you can make a delay of 1 second for this, that is, so that the Huntdown mod has time to spawn the reward

still beacon
#

Actually I was joking, apparently huntdown checks every frame if the enemy is dead or not. They patched the RoundManager Update function

#

(and I don't understand why you should patch the RoundManager update when you could patch the killEnemy function directly)

wooden copper
still beacon
# wooden copper This is devil

At this point the solutions return to be the two I initially suggested. Alternatively you can force suggest to the huntdown creator to change his code

wooden copper
wooden copper
#

I'm happy to say that Enhanced Monsters officially achieved the 5k individual downloads on latest in only 5 days

#

i'm also happy to say that it's been 5 days I haven't touched any Lethal-related code lol

wooden copper
rose mortar
#

i killed the ghost girl but looks like she cant be sell?

wooden copper
#

Honestly this enemy is not synced by the game at the origin so it would make sense that it doesn't work

rose mortar
#

yeap, i did.

wooden copper
#

Hmmm

rose mortar
#

its okay tho, haha,

wooden copper
#

Yeah I will have to inspect compatibility with ECD

digital mural
still beacon
outer hare
trail jewel
coarse sphinx
#

@wooden copper Why is the shotgun not dropping when killing the nutcracker.

wooden copper
#

I need to fix this but I'm busy with other stuff currently

still beacon
still beacon
#

I made a PR for shotgun drop (without configs or drop percentages)

#

It may not be the most efficient way to do it but it should work.

wooden copper
#

I saw it but it will not work because this is run only on the server side, the scrap price must be set on all sides

#

But it works as a temporary workaround with a few fixes

still beacon
#

I added a client RPC that should allow the price of the shotgun to sync. This is not the best method, what you should do is add a NetworkBehaviour script to the shotgun to override OnNetworkSpawn(). For now though, the method I used should work

#

Theoretically it should work although I'm not sure since I can't test it.

wooden copper
wooden copper
#

Your code will not work either @still beacon, I'm not using Static Netcode

still beacon
#

So you don't use netcodepatcher for your mod?

wooden copper
#

I did use Netcode patcher but not static netcode

rose mortar
#

so the issue about the ghost girl? sorry if its out of context

#

i use imperium to search for dead girl although she can be sell but unfortunately thats not the case

outer hare
rose mortar
outer hare
# rose mortar

yeah, I'm pretty sure this mod does not support completely that.
The ghost girl does not have a death animation, so it'd need to add a body manually, and that is not done on the GhostGirl

rose mortar
#

huh....

rose mortar
wooden copper
rose mortar
outer hare
rose mortar
outer hare
rose mortar
#

GG man.

wooden copper
rose mortar
#

they are just standing there...menacingly even tho they are dead XD

wooden copper
#

You can config their position and rotation just in case

rose mortar
#

i see

still beacon
low sparrow
#

Hey, is like the kidnapper fox corpse invisible??

wooden copper
#

Idk

#

Shouldn't

low sparrow
wooden copper
#

Hmm might be a good thing to check the configs and the positions in hand and all

low sparrow
#

ah okay good idea

low sparrow
#

same goes to hand and floor rotation

wooden copper
#

That depends on mobs, it's better to use Unity Explorer and modify the values on runtime to make it easier

low sparrow
#

I don't have that-

wooden copper
#

Yeah it's not very user friendly

#

Better wait for contributors or eventually that mod might give default values themselves

low sparrow
#

yea like code rebirth enemies don't have default values

wooden copper
#

Nope

#

I haven't set default positions for any modded mob yet

low sparrow
#

yea so figures to disable for now

digital mural
#

@wooden copper So there appears to be a bug for clients, enemies that are set to drop using the Vanilla method like Nutcrackers and Masked vanish for clients on death but not the host

#

So they couldn't grab the Shotgun but I could lol

wooden copper
#

that's wtf tbh

#

I need to work on the enemies drop thing

sour wasp
#

@wooden copper sorry to bother you but have you figured out why the maneater is a cube still and why xu's and Bio-D's enemies don't register properly?

wooden copper
#

For maneater it's a very complex issue I don't have the motivation to address, way too complex for the result

#

For Xu's enemies I'll inspect

wooden copper
#

Oh btw we passed the 50k downloadsw thank you all !

#

We passed the 10k individual downloads for one version, sick !

wooden copper
#

Currently working on other projects, I'm sorry for being inactive

#

In facts, I'm actually working on my Minecraft mod, and also on a web project

wooden copper
#

Thank you very much ! It's the first Minecraft mod I'm developing, and I'm quite proud of what it does already πŸ˜„

hybrid cloak
#

Is this conpatible with random enemy sizes

wooden copper
#

i don't think so

#

enemy bodies are generated before the game runs so when their corpses spawn, they don't keep their size

#

but the mod works with most of the mods

hybrid cloak
#

Are the corpse models the same as the enemy's animation from vanilla

wooden copper
#

And afaik it works with ECD

hybrid cloak
#

Cause the spiders are nice and clumped up in vanilla

#

In sellbodies their body is sprawled out

wooden copper
# hybrid cloak Are the corpse models the same as the enemy's animation from vanilla

well the corpse models are the ones you see in game, at least that's the plan, I still need to make the enemies reskin support, but otherwise all I do is that I take the original enemy, I remove the AI from it, and I make it have the death animation as default anim, so for enemies that don't have death anim I just put them 90Β° on the side

wooden copper
#

I haven't made any animation myself for the dead corpses, they all use death animations (if it exists)

hybrid cloak
wooden copper
hybrid cloak
hybrid cloak
#

this is vanilla^

wooden copper
#

well with Enhanced Monsters it's just like in vanilla

hybrid cloak
#

oh wow

#

does the bracken despawn

#

or can u collect his remains

#

like this

#

also what does it mean chance?

#

does enhanced monsters break the shotgun retrieval?

outer hare
wooden copper
hybrid cloak
#

whats the config called that has the monster list

wooden copper
#

Have you run the game once ?

#

if not, please run it once to generate the config

outer hare
#

the config is a json

hybrid cloak
#

figured that out

outer hare
#

you can copy the route in lethalconfig

hybrid cloak
wooden copper
#

It will then appear on Gale/R2ModMan and will be called "EnemyData.json", or you can copy the path to it from LethalSettings/LethalConfig with the "Copy" button into Enhanced Monsters category

hybrid cloak
#

this will fix it?

wooden copper
#

yep

hybrid cloak
#

and what about the bracken

wooden copper
#

But you will not be able to sell the Nutcracker anymore

hybrid cloak
#

will that spawn the goop from sellbodies

wooden copper
#

the goop ?

hybrid cloak
#

the remains

#

when it dies

wooden copper
#

oh, uh no

hybrid cloak
#

like the teeth from dogs

wooden copper
#

it will drop a bracken body

#

Oh that's with the cooking mod

hybrid cloak
#

r u sure

#

i dont have the cooking mod

wooden copper
#

Uhhh actually.. I think I was working on Cooking mod compatibility

hybrid cloak
#

but i got the teeth anyway

wooden copper
#

Nah cus Sellbodies drops actual mob bodies, not remains afaik

hybrid cloak
#

wait so the bracken doesnt just melt in this mod

#

like it does in vanilla

wooden copper
#

No it doesn't disappear

#

It drop the actualy bracken body

hybrid cloak
#

if i turn the the option to false will it go back to its vanilla behavior

#

where it disintegrates

wooden copper
#

yeah it will just disappear

hybrid cloak
#

and shit

wooden copper
#

yep

#

it will return to its vanilla behaviour

#

make sure to restart your game when you make changes to this file

#

it isn't reloaded on the fly

hybrid cloak
#

like this

#

(timestamped)

#

also do i set animateondeath to true for nutcracker and bracken

wooden copper
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And for you own sanity, don't touch the positions and rotations unless you know exactly what you're doing

hybrid cloak
wooden copper
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hm... Why would you use Enhanced Monsters with Sellbodies ?

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honestly the default settings are mostly fine

hybrid cloak
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you should add a config for bracken goop from sellbodies

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cause i dont like the tposing bracken corpse

wooden copper
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Yeah i'll see

hybrid cloak
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why is it invisible