#Enemy Skin Registry and Enemy Skin Kit
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and a modpack code takes however long it takes your internet to send this
lmfao
and i dont think you're gonna be playing lc if your internet is bad enough to take longer than an hour to send a code
lol
What mods exist that actually use this as a dependancy besides Silly Coilhead and Colorful/Skin Variatiy enemies
Found another one
HallowEnemySkins
NymphBracken my beloved
Hu
huh*
what do you know
Ain't no way
I turn to AntlerShed
you made NymphBracken?
If you click the link that gives the number of mods that depend on it, it'll just list all of them.
Oooooh nice
Oh shit
Most of them are mod packs.
SimpsonBracken
TAHAAHAHAHAHA
BRUUh
dear god
Nah you need to check what mods depend on yours more often lmfao
Most of the joke ones are hallows.
I love it
Nah the Enderman looks fucking hilarious
theres also a salmonoids enemies one
its over
Ayo I've two questions real quick! For the "nested" Old Birds, would it be possible for'em to use a different set of materials compared to their active counterparts? And how does one go about assigning spawn chances to custom moons?
- Not right now. But I'm in the middle of messing with the old bird, and checking it, it seems like a simple thing to add.
- From your default config you should just need to get the moon name correct. This is the "planet name" as it appears in the SelectableLevel object. You can find this by setting the EnemySkinRegistry's Log Level to INFO and looking for a log message formatted like
Registered moon with id "{planetName}"
'planetName' will be the id you're looking for
Speaking of: Get ready for like 30 fields to get added to the Old Bird, everyone.
Awesome, thank ya so much! I'll give the config tweak a try right now and see if I can get it working. I'm hyped as heck for those new Old Bird options as well 👀 Thank you for looking into adding the unique nested variation too
One of them is having control over the light orbulon (Static Mesh Action). I dunno if you were already working around it, but if you don't wanna do that anymore, you won't have to in a little bit.
Oh my gosh that sounds wonderful!! I can definitely see it helping with that one Brute mech mod, but thankfully I found a hilarious work around for my Old Bird replacements. That'll be fun to play around with in the future though
The eyes light up when the light orb spawns
Holy shit what are they feeding the splatoon children these days?
hard oil
A steady diet of seafood, rice, and the blood of Salmonids
I was giggling like a doofus the whole time I worked on'em--channeling how some people depict the hardcore Splat players
That's the best kinda work: when you're just constantly saying "holy shit this is dumb" to yourself.
HOLY PEAK UPDATE
Yeah, it was a bunch of stuff people were asking for.
The big parts are:
-Bees, Locusts, and Manticoils are now skinnable
-Mask Hornets can now be configured as part of a Butler skin
-Particle effects
-Slimes can be recolored
-Foxes can have their diffuse and mask textures set
I am still on the quest of trying to figure out how everything works, and learning unity at the same time
3d and game engines take a little bit of time to get used to. The creative freedom of art and the strict rigidity of software make for a confusing combo.
Imagine, added foxes to the enemy skin stuff, and zeekerss will get rid of them next update kek
Uh huh
Anyway, the update's been a little rushed out because I've got other stuff that I need to finish. I didn't have time to test all of the particles and sounds and make sure things are in their right places. But nothing that was already there should break. If something's set up wrong or mixed up, just work around it and let me know. I'll fix it when I can.
Great update
Can’t wait to use the new features. If I run into any issues I’ll post ‘em here
Will the beehives be skinnable
Cant wait to skin a fox alive btw
This message here, the lone reason context is important lol
No, and I'm not really keen on doing it since bees can switch hives.
Since when could bees switch hives!
I could have sworn hey ignore all hives other than their own
Since… ever
If they can’t find their original nest they’ll just opt for whichever they can find
MY WHOLE CAREER AT THE LETHAL COMPANY HAS BEEN A LIE AHHHH
Also Nymph a.k.a. "woman" got her Winter fit.
I love itttt
Also lmfao thank you @wide needle for making Woman a meme XD
You're pretty good at this whole modelling thing
woman
https://clips.twitch.tv/TameVibrantPepperSwiftRage-ATF2edYEhK6LOm4q Love how it all started from this
I didnt remember the actual name since it was the first time, so I blurted out woman lmao
I hope the winter one is defaulted to Tundra :3
this video is proof that using tiktok can make funny content
Eh. I'm alright.
every time i watch it i just die
All it proves is vine was great
If it was golf, on a par 5 course I think you'd get an Eagle
Obviously there's still an albatross and a hole in one, but u can't be upset about an Eagle, that's impressive stuff
whuh what happened?
Are you using lc patcher?
yeah
For whatever reason it doesn't work with lc patcher. I haven't really looked into it, but I reckon it has something to do with editor scripts not getting loaded or the same serialization quirk unity has that makes "FixPluginTypesSerialization" necessary, but I really don't know.
You can still use lc patcher to test skins in editor once you have your plugin ready, but yeah, you're gonna just have to spin up a new project and handle your dependencies with thunderkit.
I see
I went to college with people that really knew what they were doing and made seriously badass sculpts. I know where I'm at.
If you ever get around to it btw, I think a cute Autumn design would work for Wesley's Gratar
Beach outfit
@gray ledge I wanted to ask you a question about this:
If your SkinnedMeshRenderer component doesn't have a value in its Root Bone field that points it to the rest of the skeleton, you're model will end up t-posing.
Will this throw errors in the console if I don't have this, or will it be fine? I'm asking because I have a model that I kind of want to just be static
It's a bit of a niche situation I know, so I wanted to check with you
The error gets handled by printing something to console.
Also, it says I should copy the skeleton from the example models packed with the kit, but my Unity doesn't have them and my Packages folder doesn't seem to load properly for some reason
Okay, as long as it's not going to spam the console and lag the game that's fine
You can always just get them from the mod itself. It's just a folder of fbx files in the mod.
Kk
But point is, the skeleton isn't super necessary if I have a static model that I want to just be static?
Yeah. You could probably also add an armature attachment to the root or put a static mesh on the same prefab with an empty skinned mesh if you didn't want to mess with the skeleton at all.
I just point out all of this stuff about the skeleton because the hierarchy has to match exactly or it won't animate, and most people want it to animate.
I might have to make a "static model" replacer at some point though. You're not the first person that's asked about this.
Would it ever be possible to make it so all audio can have multiple replacement clips that it just randomly chooses from?
Cuz right now for example, Ghost Girl can only have one clip for a specific skin for Breathing/Heartbeat
Considering that it normally works off of replacing the references, probably not.
But if I added an event for it, then you could play whatever sound you like with a bit of code.
Yeah, it'd be a nice thing to have but I understand if that's not easy to add
@gray ledge Any idea why my ghost girl variant isn't disappearing?
(Messaging you a video of it)
@gray ledge im not 100% sure if this is a rare vanilla bug or if its the APIs causing this
but basically, i saw ghost girl when i wasnt haunted, and a friend who was dead also did while spectating me
the reason i propose this is potentially the APIs is they recently updated
Yeah, probably.
Though I don't know how I'm screwing that up. It just replaces the material.
I don't have a null check somewhere.
Big stupid.
Fix is up. Haha wheee
@glacial bison if you stream today be sure to update.
I did something dumb pushing that fix for Nikki last night.
The skin kit specifically.
Got you ^^
@gray ledge Just wanted to let you know the voicelines for the Nymph are misplaced from her body atm
They play like she's right next to me for some reason when I look at her lol
||https://clips.twitch.tv/CrispyBitterSquidCopyThis-6WwpF14d9FCTcy8u|| @gray ledge marking it as a spoiler since we use the NSFW version lol
But yeah it's like her voice lines just follow me instead of actually playing from her
Huh.
Oh no, I've stolen antlers's name.
Evil
There's now 2 Antlers 🤭
@near rose do you think this might be a bug from EnemySoundFixes? Cus I know you recently did an update that messes with the Bracken
Gonna test if she's bugged with it disabled
i dont think so
all i did for the bracken was add a prefix to HitEnemy
that checks if it's not dead, and about to take enough damage to be dead
and if so, it sets a flag so that after its death animation plays (which mutes all of its sound effects), it plays the hit sound again
I know I've been having a lot of weird bugs recently regarding Audio
I wonder if it could be ButteryFixes potentially
out of curiosity do you use lcsoundtool
No
I have no sound related api's installed
Does the audio source sound like it's near everyone or just in the wrong direction
Just like it's following me
well, butteryfixes also patches the bracken's hitenemy
I've also been experiencing a bug
Where when a client leaves and rejoins the lobby
They can't be heard
to remove the code that increases its aggro when it takes damage, unless that damage was dealt by a player
and a ton of sounds turn global
Uhh idk if antlershed has touched anything with audio sources, but it sounds like a 2d sound issue
but im still pretty sure that would still not cause this issue here
Your client issue, idk
The Nymph thing might be seperate
But I did post a list of the mods that updated since before the issue started, it was fine before those updates
Let me find it
as usual my stance is "never say never" but the described behavior does not sound like it'd be related to anything i have done
The most likely candidate for client sound issues would likely be ButteryFixes
Also u haven't said anything but why does the nymphs movements just... not move sometimes lol
if you are able to narrow it down to a more specific set of reproduction steps that are definitely attributable to my mod then that is easier to work with
It's always when a client joins a lobby, they leave and rejoin or someone else joins in their place
but right now i feel like this is at least an external conflict, or completely unrelated
they just can no longer be heard
if that's all you're doing to reproduce it, then i can 100% confirm i don't experience that behavior with my friends
Hmmmm
Well JS seemed to believe it was OpenMonitors cus it gave him an error but I fail to understand how, it uses Harmony patches so it shouldn't cause that
it depends on a lot of factors
for example, if a mod is prefixing StartOfRound.Start and then causing an exception
it prevents all of the vanilla code in that function from executing
which causes a cascade of issues leading to the "black screen bug" im sure everyone is familiar with
really depends on what the mod is doing
It did throw an exception regarding StartOfRound
This exception, idek why the mod is breaking now tbh
lol
But I know I'm kind of tired of keeping GI around cus it's just too buggy and hurts performance too much
well
openmonitors is crashing OnClientConnect
depending on when it is causing this exception, it might be preventing OnPlayerConnectedClientRpc from being called
which has code to set up that newly connected player's voice chat
so i feel pretty confident this is what's causing that issue
at least
i would at least try disabling it to see
That's a possibility then yeah
I wonder if a fixed fork of it could be made
It is GPL-3.0 licensed and the dev seems to have abandoned it
i will say, UpdateMonitorsWhenPlayerConnectsClient is a postfix patch
so i wouldn't expect it to be causing issues with the vanilla code
since all the vanilla code should be executing prior
but, at the very least, it is better than blindly guessing amongst a list of other updates
We were thinking it might be conflicting with BetterShipScreens somehow
it's accessing a bunch of singletons of modded classes
but it doesn't do any validation to ensure that those singletons exist yet
so something is either preventing them from initializing (this would imply mod conflict)
or the code is just unsafe in general and indeterminant execution order is causing inconsistent behavior for you vs. the dev
Probably this tbh
I wonder if TestAccount or Crit would be interested in taking it over and fixing the bug if the dev has abandoned it
Yeah I imagine they would be
@native escarp @iron musk Would either of you be interested in it?
I dont think the dev ever mentioned abandoning it
I mean it's not been updated in 3 months and they don't respond on github anymore
So I feel they moved on
Wait which mod
OpenMonitors
Ah
Not OpenBodyCams if that's what you thought we were referring to
I kinda thought that's what we were talking about at first 
I thought it was general improvements lol
General Improvements is just too Spaghetti Coded as Matty has put it, and imo it bugs out and breaks a lot too
I love GI don't get me wrong, but it causes performance issues and sort of needs a rewrite
Shaosil as much as I respect the guy keeps adding features too it, when in reality he needs to push an update that focuses on code cleanup and stability
I could link you the github if you'd be interested in maybe taking on doing a fork of it ^^
https://github.com/julian-perge/LC_OpenMonitors/tree/main/OpenMonitors There's the code for it, maybe you can find what it's doing unsafely
probably not, to be honest
although making a pull request might be more in-the-question
but that would still require intervention from the original developer
Yeah
and i dont want to go changing stuff willy-nilly if i don't understand what the code is actually doing - i've only taken a glance at it
anyways, my main motivation for modding is that i can make the stuff i want to play with
so i don't feel the same energy towards maintaining other projects made by other devs
sorry!
You're perfectly fine ^^
@gray ledge Sorry for stealing the thread for a bit XD
I'm pretty sure it was just a wrong offset that happened to be close to you. The skirt on the nymph required new bones to be added. New bones means re-exporting the model with a new hierarchy. New hierarchy means I have to redo the entire prefab. The audio sources got offset in that process and I didn't notice because I had gizmos turned off in my editor.
Ooh that makes a lot of sense lol
I dunno... Especially since GI works just fine for me 
Have you tried contacting the dev first?
Again, it's not GI we're trying to take over lol. It's OpenMonitors
And the dev isn't in this Discord as far as I know (or at least doesn't have a thread) and the mod hasn't been updated in months
Yes, but Lunx is only using OpenMonitors because GI causes issues for her
I'm pretty sure the issues remain even without GI. I could be wrong though.
@near rose The issue wasn't OpenMonitors we reprod it again, it's one of the mods listed in the screenshot
i see
im not exactly surprised
like i said, it was a postfix patch, so that result is perfectly reasonable
it is kind of frustrating though because it was the only meaningful lead
at least with the information you've shared
Yeah it's one of the updated mods in the screenshot I posted
Enemy Skin Registry and Enemy Skin Kit [v56]
finishes updating my monsters for v56
v60 drops
The vicious cycle of Lethal Company modding
Wheeee
Can confirm, did a quick peek and nothing seemed to break
now make skins for ||THE BABY||
not checking any spoilers until me and friends play v60, and since they're out of town this weekend, well
😛
tbh im not sure if it even counts as a spoiler, its just what it is, like, no mechanic spoilers, no design spoilers, just purely what it is
Still
No 👍
Just no
BUT WHAT DOES THAT MEAN AAAAAAAAAAA CAN I NAMEDROP IT OR NOT
No as in I don't want it namedropped.
@gray ledge Might be broken, some enemies seem to be invisible, notably the nymph. From the looks of things it's a client only bug
Got it. Again, I might not get to updating this stuff for a while, so if it's causing problems in v60, just remove it.
Yeah clients couldn't see the Nymph, but idk if that was the fault of your mod or not
Might be a bug with the NymphBracken mod specifically if you can look into it @gray ledge other enemy skins seem to sync just fine
@gray ledge We fixed it, FairGiants was broken and breaking one of the changed methods which I think caused it before ^^
I like this mod
Nymph?
It's just a bracken skin.
This :3 best Bracken skin though if you ask me
I am glad when we disabled FairGiants it fixed her being invisible for clients lol
I happened to catch FairGiants erroring like crazy
XD
Oh ok
We need bog crawler compatibility||/j||
Would you consider adding the ability to change the fog color of the Spore Lizard? 
This sounds more like an idea for @native escarp tbh
I mean I'd like to not have to download a separate dependency for skinkit development and I feel like it's easier to slap into the Skin file than a separate mod
Heyo quick question! I've got my map ready to go but I'm running into an issue where if the map isn't loaded first or something, the custom registries are cleared and require the mod to be uninstalled, the game launched to clear the configs, and the mod reinstalled to fix. Is there anyway to guarantee the values stay locked in?
It's worth noting I have the lethalasset files in the .zip the ESK makes
So your default configs for your skins are getting cleared for some reason? Am I reading that right?
Yeah
So on one launch test, it was set to only show up on my moon and 0 percent chance to show up elsewhere
Then on the second launch test it cleared my moon settings but the other values were set to 0 still
Did you change the id of the moon or the skin?
Nope, I literally just relaunched the game
I closed it, forgot I had to test the Butler bees, and relaunched it
If you had changed the moon id, that would've been expected behavior. I'll bet there's a bug in it determining whether a moon is new or not. I'll look into it when I can. Until then, you and anyone that uses your mod can reapply the default configuration for your skin from the menu if they run into this bug.
And I don't mean reapply it as in manually set it. You select your skin from the dropdown, hit "Reapply" and it puts your default config back.
Gotcha gotcha! I'll keep that in mind. I didn't change or update the moon at all but I did notice that Imperium desynced with it and thought it was flooded when it was actually eclipsed, so maybe it had something to do with that
Oh wait it happened again
Reapply didn't add it back either
You set the second dropdown to goldie when you tried to reapply, yeah?
Welp. That's a bug for sure. I don't see how it could work the first time, fail the second time, and not be a bug.
But it's something wrong with the default skin config.
Unfortunately I've got a website to work on for the next few days and then a trip to go on. It's up in the air as to whether I get to this within a week.
Ah damn, sorry to be the bearer of bad news <:B Also yeah after a relaunch its still not showing up. On my buddy's screenshare they were testing their mod and it happened for them too
No worries yo! I'm just happy it's on the todo list for rn c:
@gray ledge When you can, I really wanna see a Desert version of the Nymph skin for the Desert moons :3 I mean if we have a Forest Dryad then a Desert version could certainly be made as well ^^
wonderin rq is there support for da v60 monster yet
i wanna learn how to do stuff with this just for smthn relating to it lol
Not yet. Antler has said they’re gonna be busy/away for a while so it’ll be a bit until they update the mods
I FINALLY FIGURED IT OUT
Oh good. I’m glad you got it working. Looking forward to seeing what you make.
making wesley's worst nightmare
@pale lotus
I have an awesome idea
only abnormality i'm facing is that when using custom meshes, they are rotated ingame differently than how I had them in unity
this is amazing thank you for making skins so easy to make, I don't know why it took me so long to finally understand it, probably just being stupid and zero knowledge about unity, but still thank you so much!
LMAOOOO
This is my new favorite skin mod /hj
Oh my GOd I love these accessability versions of monsters
Did you figure this out or did you still need help?
well I just kind of tested it ingame and adjusted the rotation from there
The transforms on the enemy prefabs are annoying. Random scales and rotations everywhere. If you’re not replacing a skinned mesh with the exact same skeleton, you just have to guess and check with it sometimes unfortunately.
hello everyone, i need some help with trying to make a nutcracker skin please. why my model turns into stick man?
im somewhat inexperienced but is it possible that i would need to re-weight paint it because it is incorrectly weight painted? thank you in advance
i remeber having a similar issue when i was newish to blender applying a existing rig to smthn, make sure u applied all the like, transformations in blender like scale and everything cus i remember that was the cause of my issue
Yeah, it’s likely an issue with the scale. There are export settings I recommend copying in the readme. Exporting from blender’s default settings to unity blows up the model 100x. Something to do with fbx units. You can also tick a box about converting units in the fbx’s import settings in the unity inspector and see if that works.
You wanna make sure your model settings say 1m to 1m in Convert Units
Iirc if you turn it off you can scale it up or down by 100 and get it to work
But yeah ultimately you need to fuss with the fbx settings to get it to do so
Hey just wanted to say thank you for this amazing mod and tutorial to add custom skins it really is a blessing !!
Do you guys know how to edit the custom skin/model ? Because my custom skin in game is at a 90 degree angle and has no texture. I was wondering how am I supposed to see how it actually looks in Unity before exporting to the game and where to rotate the model ?
I fixed the texture but my model is still at a 90 degree angle for now reason, I've already checked the numbers for position and rotation (0) so I don't understand why 🤔
Are you sure the model prefab/object is maybe not already rotated by default? Sometimes they may be and you need to rotate them regardless. For example, this butler hat I use for one of my skins starts completely sideways so I need to rotate it on the skin asset
(i'm sure there's a way to make it not rotated by default but models are not my specialty)
Depends on what you're replacing. Is it a static mesh, a skinned mesh, or are you adding an armature attachment?
@gray ledge
Oh my goodness. What a tease.
Btw any chance you can update her to support dead bodies with Cosmetics in MoreCompany? Currently cosmetics float behind the dead body when she's carrying them XD
I'll add it to the list.
LOL
Well the model doesn't look rotated at all when I import it in Unity, but it has to be to explain this issue. I've tried rotating it -90 degrees on the Z axis but now he doesn't face the right way in game 😂 openai tells me to rotate 180 degrees on the Y axis but it puts it inside down instead ingame
From what I've gathered, I think it is a skinned mesh because I use a model then apply a texture to it. I think I didn't need to replace anything in the body material action section because I have already applied the texture to my model that is used in the body mesh action. Keep in mind I'm a beginner so maybe I don't understand this correctly
DAYM
also a skinned mesh uses a skinned mesh renderer, if you click on ur model and go through its gameobjects itll tell ya
i think skinned mesh renderers are for meshes that have an armature attached
To be honest I don't know how armature works and try to stay away from it, because from what I've understood from the tutorial it is currently broken or not supported anymore or it's merely for adding accessories such as hats
For context I have not edited the model in Blender I exported it from a game so I don't know if I need to edit something like bones or such, I assumed it would work great because it's to replace the spore lizard and they have a somewhat fitting body type
Alright I've fixed the incorrect rotation, now I need to fix the model floating above the ground for some reason so I guess I'll edit the Y position and maybe check if there is a collider or something.
My main issue now is that I can see the model not really being animated ingame and just boucing around so I guess I'll need to understand how to edit the skeleton and build it like the spore lizard
M'kay, so you're in for no fun.
To use REPLACE_MESH, you need to use lethal company's skeleton for the spore lizard, not the skeleton from the ripped tiger model. You'll have to weight your ripped model's geometry to this skeleton, and potentially edit the model to fit it.
Alternatively you can use the old REPLACE method. It's deprecated, but it should still work somewhat for enemies up to v55. The spore lizard never gave me that much grief, so it's an option.
The problem with either method is that the Spore lizard is bow-legged and animates as such. Whether you adjust the model to the spore lizard's skeleton with REPLACE_MESH or copy the animation with REPLACE, it's probably not going to look how you expect it to.
I'd consider switching to something like the blind dog instead, since the skeleton matches better.
Also going to open ai about 3d and game engine stuff might work, but it might not have much useful advice for this tool specifically and may end up misleading you on that front.
Yes I've supposed it would look weird on the lizard and better on the dogs but I'm still interested in checking how it looks in game. If you think the old replace method could work quickly I'll try that immediately !
I'm trying to add an armature to the armature map using the example files for the lizard contained in your mod but it's not working I can't add them I've tried several ones so I may not be doing this properly
Follow the readme. You need to make an armature map to tell it what vanilla bones go to what modded bones.
I'd also recommend looking up a tutorial on weight painting or read up on how skeletal animation works since you're new. You'll be better prepared to troubleshoot if you know a little bit more about what's going on under the hood.
Something I want to say about the REPLACE method: It has pros and cons. It's not magic or anything. It copies movement from a given bone in the vanilla model to a given bone in the modded model. Your bones still need to be oriented in the same way, so you should still look at the skeleton of your ripped model in blender to make sure they are (provided your model has an armature). What I mean by this is the bones for lethal company models point along their y axis. Some armatures have their bones point along another axis. If that's the case for the armature you're trying to use, limbs will twist when they're supposed to rotate and rotate when they're supposed to twist.
Pros are you can get away with not having to weight paint (if your model is already animated) and you don't have to match the proportions of a vanilla enemy.
Cons are this method is more error prone, requires more setup, you will have to change your model's armature if its bones are pointed the wrong way, and if something goes wrong with it, you're SOL because I have decided to no longer support it.
Alright thank you for your help that's really nice ! I'm still willing to try this method because it looks painful to do the actual skeleton myself as for now.
I'm following the replace method but I'm stuck at this point : I can't drag my prefab object that has the skinned mesh renderer into the destination like it should work on the readme screenshot
Have you dragged it into the scene to confirm that it has a skinned mesh renderer component?
If that model doesn't have an armature, it'll just import as a static mesh.
it looks like this in the scene, I don't know how to check if it has a skinned mesh renderer component. I imported the model and applied the texture to it then used it as a prefab in unity
Highlight the top-level game object (Animals_Tiger_A (1) 1) and look at the inspector on the other side of the unity editor. It'll list that game object's components. You'll need to untick the lock again to see this stuff. The skinned mesh renderer component should be attached to that.
If it isn't you can go back to the scene hierarchy (left panel) and type "SkinnedMeshRenderer" into the search bar on top to see what game object the skinned mesh renderer is attached to if any.
Found it attached to the animals_Tiger_A_MeshShape object
M'kay, so get to where you were before and drag that in instead.
I'm trying but it doesn't work either when I drag it into the armature map, and when I try to drag it into the unity assets it shows this
It works when I unpack completely
but I wonder if unpacking will lead to issues with syncing the animations with the bones and such
You can just unpack it. All it needs to do is read the names of the bones in the armature. Once it's done that you can remove it from the scene.
Now I'm there trying to figure out what broke it lol
Maybe the ui bugged out. Clear it and put both the vanilla enemy hierarchy and the modded model back in and try again.
When I use the imported model file without texture it works
That'll play.
I'll use it for now and see if I can add the texture later !
The texture has nothing to do with this. It has forgotten literally everything about your model other than the list of bones associated with it. What you're seeing there is all that's stored in the armature map. It just tells the kit what vanilla bones go to what modded bones. You don't need to try and get it to work with another prefab.
Alright thank you ! I'm gonna test it now to check if it's actually hideous in game 😂
it looks very wonky but it's still pretty funny and satisfying to see the animated model 😌 I guess I will either try to work around the bones to get a better result or if it's still bad I'll have to take the longue route and edit the skeleton in Blender
Thank you very much for your help it means a lot 🙏
Glad you got it working. Good luck with getting it looking how you want it to. 3D's got a lot of moving parts, but there's just as many freely available learning resources out there to help you along.
Btw the reason I'm trying to replace the lizard and not the dog is to also use the mod LethalMon that allows you to mount the lizard if you catch it so I thought it would be cool to mount this tiger 😂
Thank you ! Just to know, how much time do you think it could take me to actually edit the skeleton in Blender and match the skeleton & animations of the lizard if I follow some guides ?
Hard to say considering you're new to 3d.
You have two options here and you already got to option 1.
Option 2 is adjust the model and weight it to the spore lizard's skeleton.
So you'll have to
- Import the box lizard model or a spore lizard rip (I recommend the former, the ripped models are a mess)
- Import your model.
- Reshape your model to match the general shape of the spore lizard's armature.
- Weight and parent your model to the spore lizard's armature.
- Export your modified model
3 and 4 are the things you can find tutorials for, though for step 3 I'd say you should take advantage of the fact your model already has a skeleton to reshape the mesh instead of manually doing so.
Blender does stuff with modifiers. You can do stuff like make meshes smoother or wrap meshes around other meshes with modifiers, and then once you have it in a place you like, you apply the modifier and the changes are saved. Armature deformation is also a modifier, meaning you can use the skeleton to pose a model, then apply the armature modifier and now the posed position becomes the resting position. So you could just use the tiger's original armature to pose it in a way that matches the spore lizard, apply the Armature modifier, and then either weight the model to the spore lizard's armature or rename the old vertex groups (I'll let you look that one up) to match the names of the spore lizard's bones (pretty much what you did with the armature map). If you want to do the weight painting rather than renaming the vertex groups: that can be a chore if you want it to look good, but for lethal company, things look shitty anyway, so you could just let blender do the weight painting for you with automatic weights.
tl;dr lots of ways to go about it, you can find guides to parts of it though
But you might as well just pick one. No matter what you'll learn something new.
Thanks a lot for helping me this much ! 🙏
Do you know if this mod is compatible with the use of the CustomSounds sound replacement method or do I absolutely need to replace the sounds using your unity sound replacement method if I want to use my own sounds ?
You should use the skin kit's sound replacement to replace sounds. This makes it so that your sounds only play when your skin is applied. If you use a different sound replacer, your sounds will play on vanilla enemies as well.
Well I don't mind because I intend to replace the puffer 100% of the time. What I like about the CustomSounds method is that it gives more control over the sounds played, for example I can fit many sound files for one action that normally uses only 1 sound file. It allows me to place easter eggs with a rare relevant music sound effect.
I've noticed that using the unity model replacement and using the CustomSounds method at the same time leads to custom sounds not being applied from what I've tested, and I guess it's because it's incompatible with the unity bundle audio "Retain" action types.
As for now I must thus customize the audio by using the unity bundle but I can't really place easter eggs because I can't configure the play chance. Maybe I could put a lot of audio files in an audio list action just to artificially lower the chance of my easter egg playing 🤔
But it's good to know that some custom audio can be applied to only a specific skin, thank you for the input !
Alright. But if you're going to distribute your mod, add something about this to the readme. The entire point of the skin kit and the registry is that stuff plays nice with each other and is compatible. You're directly going against that by doing it this way, and the compatibility people expect from skin kit skins won't exist for your mod.
It's okay I'm sticking to the skin kit's sound replacement method !
By the way I was messing around testing mods with imperium and I have just heard several times a Bracken with a custom skin (not mine) playing my new custom music sound that I have only put on my tiger puffer with the skin kit's sound replacement method 🤔 I wonder how that happened
I have no idea how that could be happening. I’m pretty careful not to replace anything that doesn’t belong to the enemy. Unless they share a sound effect by reference I didn’t know about, I don’t see how it could happen. It could be another mod interfering. You could make another configuration with just those mods to see if the issue persists.
I'm seeing this file in my config list which hasn't been generated before: AntlerShed.EnemySkinRegistry\config.json.
I'm using Gale as my mod manager, and it doesn't support JSON config editing, but there seems to be a large number of config entries in the file in question. Is this an issue with EnemySkinRegistry improperly exposing config, an issue with Gale's file handling, or is this a config file that isn't intended to be exposed to the user in the first place?
It's exposed to the user with a custom gui you open with lethal config.
Using that interface you can save and load profiles.
There's more info on it in the Enemy Skin Registry's readme.
Ah yes, I've already configured that using LethalConfig, but this file hadn't been shown before. It must be [newly visible] in Gale's update today.
No, it's supposed to be there.
Yes, I understand that.
Gale did not previously display non-*.cfg files in the config editor.
That's the source of my confusion.
Ah, gotcha.
@gray ledge I was wondering if you might have plans to make a scrap version of Bito, cus if so I've been thinking of adding a voice line for the Eva plush where they could interact with each other when the 2 plushies are in proximity of each other lol
Nope.
Oki
Hey, weird glitch...but when I try to download colorful enemy variety on thunderstore it doesn't register and I have to relaunch and it doesn't save. Anyone else experience this?
@gray ledge
Is this all happening in thunderstore? What are you having to relaunch? What isn't saving?
So in my modpack (freshly created), when I already have mods in (without running the game), it just won't download
And yes I use Thunderstore
I recommend using GaleModManager :]
Then that's an issue with Thunderstore or the way you have your modpack configured.
The only thing that can be going wrong with a mod at that point is in its manifest file, and mine hasn't changed in weeks.
Maybe Thunderstore had some breaking change, but if so I would imagine modders would've been paged on it.
How new is Gale? Been hearing about it only today
Beats me. Never used it. Although considering how dogshit the Thunderstore client is, it seems like it's worth looking into.
Baby compatibility when?
We're expecting baby compatibility with the soul extraction device by Q2 2025
Oh, you meant the Maneater.
What?
Yeah
Disregard that.
Working on maneater right after I get a refactor done with the kit. I've got the placeholder models finished, so it's just a matter of making the skinner class and seeing how much trouble Zeekerss causes me this time.
Ok
I'm having trouble figuring out how Replace_mesh works, I've tried copying the boxcracker's elements as you provided with the nutcracker prefab ripped from the game files, but when I test it ingame, the nutcracker lays on the air textureless. I don't know what I am doing wrong?
(I am trying to remove the nutcracker's hat for a skin, but after it not working, I've tried to just use a normal nutcracker to test if it works.)
this is what happens
Highly depends on what you mean by
"copying the boxcracker's elements as you provided with the nutcracker prefab ripped from the game files"
random idea is like, configing skins per interior like ever planned maybe? itd be kinda cool i think cus then you could make butlers spawn with the miner skin alot more common on the mineshaft an othwr stuff
any idea what this is? from FissionMetroid101's BRUTE Old Bird mod. active old birds spam this after killing an enemy or losing sight of it. not sure if its a skin registry issue or just an issue with their mod
also causes the old bird to get stuck in place with its spotlight on, not able to do anything
ok so first I exported the nutcracker and boxcracker as .fbx files and imported them into blender for editing.
Then I checked the boxcracker's contents (first image)
Then I deleted everything in the nutcracker prefab that isn't in the boxcracker's contents, only exception being eyelids and particles (image2)
Then I reimported it into unity. I previously tried using the replace_mesh using the boxcracker, and it worked fine, so I assumed this would work to, but it ended up not working.
Also sorry again if I am asking something stupid, as I am still new to unity.
It's possible the amount of brainwashing clips or where they were stored was changed in the v60 update. That'd be causing it to break there. I'll give it a look.
Have you tested your set up in blender to see if the ripped model moves when you pose the armature?
the left side controls the right side for some reason
Probably just need to rotate the mesh 180 degrees on the up axis.
Hello everyone, I'm pretty new to modding and I'm trying to replace the skin of one of the new mobs (cave dweller) using enemy skin kit
I can't seem to replace the mesh, I don't know if I didn't configure my asset the right way or if I'm completely messing up the code. If someone has done this and is willing to take a look let me know! Thank you in advance!
I have not added the Maneater to the skin kit yet. The update came along right before I went on a break. I'm getting it added now. If you want to use the kit for this, you'll probably have to wait a day or two.
Oh great thank you. Though I thought it was possible to do it on my own with the right path for the maneater model
If you want to just use the registry you could. You'd have to add a patch for the maneater and implement the apply and remove methods yourself. But that's only if you want something super custom.
yeah sorry I meant the registry! okay awesome thank you I think I'll wait for your release, thanks for your amazing work!
Thank you again Antler for your awesome work ! Love my new tiger skin and your method has helped me a lot 🙂
Finally updated for the maneater.
I also updated the repositories for the first time since my backup failed.
Don't tell the fun police.
Enemy Skin Registry and Enemy Skin Kit
hell yeaaaah
Also, you said we could register modded enemies, right?
Last time you mentioned it you told us to wait or smth, but I don't know what we had to wait for heheh
I forgor
For me to post the source.
Because you're probably gonna wanna look at how I'm doing things for the vanilla enemies.
Most of the methods you're gonna need are just static calls to the enemy skin registry.
Stuff for randomly picking a registered skin on spawn and registering your enemy.
I think you're gonna be the first person to do this, so lemme know how it goes.
oh, have you done that already? I have 0 idea how we'd go about it personally but Im willing to look into it at some point
Yeah, it's the git hub link on the mod page.
But you should also be able to follow the readme for the most part.
oh cool!
There's a section called "Registering a Modded Enemy"
The main thing that's changed is what needs to be done to actually apply the skin. Lemme get the actual snippet that does it...
Skin randomSkin = PickSkinAtValue(MyCustomEnemyTypeId, <is indoors or outdoors>, <random value on interval [0.0, 1.0]>);
EnemySkinRegistry.ApplySkin(randomSkin, MyCustomEnemyTypeId, MyCustomEnemyGameObject);
I'd suggest making "random value" deterministic and synced across the network by hashing (i.e. scrambling) the enemy's network id.
I'm not sure how indoor/outdoor is going to work for custom enemies. In the vanilla patch I ensure that my patch goes after the starlancer AI fix and then check what the "isOutdoor" value got set to. You could move the skin application to after the start method somehow, but that's your choice. Stick this logic where you think it makes the most sense.
If you're doing this for Aloe, you could just set that to always be indoor and figure that out later.
"MyCustomEnemyTypeId" is whatever you pass into the call to "RegisterEnemy." That can be whatever you like as long as it's unique.
"MyCustomEnemyGameObject" is whatever you want to be passed into the skinner's "Apply" and "Remove" calls. For vanilla enemies, this is whatever gameobject has the EnemyAI component.
Great news!!
hey is there a bug where you can see barbers from any distance
Can confirm, latest EnemySkinKit update seems to break the fading on barber skins
My b. Uploading the fix.
sorry about the super late reply! I decided to mark it all as unread so I could check back on this when I wasn't busy but turns out I was busy the whole day LOL
thanks a lot for the help, I'll save all these messages so I can do this at some point
super cool of you dude <3
It's here for when you get around to it.
I'm just glad someone's interested in giving this a shake for a custom enemy. In theory I've had support for it from the start.
im not sure if this is a ESR issue or not but old birds arent loading their skin while dormant
heres the toy model skin from extraenemyvariety, it has the headphones but the texture isnt right
Is it loading the vanilla texture or something completely different?
its the vanilla texture
I probably just moved something in the refactor. I'll give it a look when I can.
Is there any chance we'll get a sound replacement option for the Coil-head's like sleep mode? o:
I didn't know that was a thing.
Does it make a sound when it does that or is it just something that happens?
Yeah it's a subtle sound when they chase you for too long and the coil retracts
It's funny 'cause the coil retracting squashes the head if it's not parented to the actual head bone lol
M'kay, then yeah. I should put that in.
Heck yeah! Thank ya so much
Hey I was using your mod and I saw that you can't change the model of the masked. Is it not possible to change it?
It's a player model and a scrap. I've decided that it's out of the scope of this mod.
Ok I thought so, that's fine
Wait is that actually how they make the masked model
I haven't really looked into it, but I know that popular mods do copy cosmetic changes made to a player model over to the masked counterpart.
I could potentially replace the mask. I bet the mask scrap itself would remain the same and would change when it becomes a theoretical skinned mask enemy.
But because it starts as scrap, I feel it's out of the mod's domain.
Completely fair
i asked this before but ithink it got kinda like buried by messages lol but is setting rarities for interiors planned? cus id like the miner skin for the butler added by extraskinvariety to specifically spawn in the mineshaft interior n stuff
No it’s not. It opens up ambiguities about whether a configuration for a moon or a configuration for an interior should win out, it’d make the gui more cumbersome, and would add another step to the process of making configurations.
You still have the last two problems. There's already enough to configure without it multiplying every entry by the number of interiors, both vanilla and modded.
yeah true i dunno lol
doesn't this already happen with tags?
There's ambiguity with tags, but they still simplify configuration by quite a bit.
I guess, I moreso mean that moons can have multiple tags
so you already have to take into account multiple things to decide on a skin
Yeah, so if you really want a configuration for a moon with an ambiguous tag, you just configure that moon.
I suppose you mean it'll just add another layer which will make things a lil bit more inconsistent?
i dunno honestly i dont think adding rarities per interior would add more work for configs, like if u go along with my suggestion that it adds skins to the chances u wouldnt like have to create a whole new set of rarities, just like add a specific skin or 2 to a specific interior that youd like
With tags there's a way out of ambiguous moons. Just configure the moon.
With interior configurations, there's no clear answer as to which should be preferred. If interiors are preferred, then it throws out any moon-specific configs you've set up for indoor enemies. If moons are preferred, then only completely unconfigured moons will have the interior spawns you want.
And if you can set the interior spawns rate per moon, then you have (number of enemies * number of moons * number of interiors) possible config options for an end user to deal with.
So I think the ambiguity introduced by tags isn't as much of a problem.
hmm
Also that ambiguity was going to exist as long as tags were included at all. They trip over themselves, but at least they don't screw with another parameter.
ye that does make sense
I'm sure there's some least bad way to do it. Do I think it has enough bang for the buck it'd take to do? No.
yeah fair lol i just want the cave related skins from extraenemyvariety to spawn in the mineshafts LOL
@magic jackal What's the mod for the moon you were having trouble with?
Oh! It's my SR Marooner's Bay moon
I was looking to pack in the replacements I made into the moon release but make those exclusive to the moon as to not cause conflicts with anyone's preexisting customization to the isolated skin pack
Oh. So there would be two copies of the skin if both the moon and the skin pack were installed?
Theoretically yes, but when I tested it it was just the ones in the moon's pack. If I got it working I was going to go through and change their internal ids to prevent any conflicts
A skin id can only be registered once by design, so it'd just go with whatever was loaded first. Did changing the ids fix your problem?
I haven't experimented with it but I can give it a shot
I will say though, iirc I tried it on a fresh profile with only that loaded in and the isolated pack completely absent. Lemme give it a whirl again real quick
If you're concerned with your skin's default config potentially overwriting user configs, don't be. The default configuration is only applied if the skin is new. If they already have it, their configuration will be kept.
Let me know if I'm understanding the goal of this set up correctly. You're trying to ensure that the moon mod can be added later and still be configured to have the splatoon enemies spawn on it, right?
I'm not exactly sure how LLL works or if you can add scripts to it, but if you can then I'd recommend registering your moon manually and adding a default config for the moon. That way, the moon is configured correctly by default and users will have their configs left alone except for that.
That's a relief to hear! And the best way I can explain it is that I packed up the mod using ESK's tool, then put the LLL files into the root of the folder for it to be loaded with all the skins associated. I used to be able to replicate the issue exactly, but it seems like either a LLL or one of your updates has solved it since it's not clearing the parameter anymore! Just to be safe, how do I go about registering the moon manually?
It's not this, right?
Yeah that's for default skin configs, not moon configs.
It'd be a one statement script you'd have to stick somewhere.
Here's the example from the ESR's readme
EnemySkinRegistry.RegisterMoon
(
"13 Buck",
"Buck",
new DefaultMapConfigEntry[]
{
new DefaultMapConfigEntry
(
//id of the enemy
EnemySkinRegistry.THUMPER_ID,
//vanilla frequency
0.0f,
//skins
new SkinConfigEntry[]
{
new SkinConfigEntry(1.0f, "antlershed.ReindeerThumper"),
new SkinConfigEntry(0.2f, "antlershed.RedNoseReindeerThumper"),
}
),
new DefaultMapConfigEntry
(
EnemySkinRegistry.EYELESS_DOG_ID,
0.5f,
new SkinConfigEntry[]
{
new SkinConfigEntry(1.0f, "antlershed.BlindElk"),
}
)
}
);
But again, I don't know if LLL has a way of extending a map with scripts. If it doesn't, I'll probably just have to just add a moons section to the mod scriptable object.
Ah but that's still not ideal because that opens up the possibility for skin creators to step on each other's toes.
Fug.
Do forgive me but my programming expertise is that of like a dog trying to drive a car. I haven't a clue where to drop this and I really don't wanna heck anything up (especially since Unity is so volatile with script errors) so I'll experiment with the skin configs with the rest of the skins and see if anything breaks with'em.
And yeah that is a bit of a conundrum, but maybe the skin configs could override the moon ones if its defined?
Nah, that's not really the issue. I think moon configs are applied after the fact because they just add or change stuff rather than replace all of the entries for an enemy. I'm talking two skin creators trying to configure the same moon.
Oooohhh, I see
And I couldn't tell you where to put it. If there's LLL levels that do custom wacky stuff, a developer of such a thing would be able to tell you. The example script I posted is less code and more specifying data (it's pretty much the same thing as the config in the mod SO, you're just typing it out), but I get wanting to steer clear anyway.
Also Coilhead sound is up. Please give thunderstore 10 days to apply these changes.
Gotcha gotcha 👌 Yeah I've seen some of the crazy stuff people pull off and it never ceases to blow my mind. I'm just happy to have gotten a unique functional sun and some kill triggers working, hahahaha
And awesome!! Thank ya so much for adding that c:
It was a 5-minute fix. Think nothing of it.
But if you run into the config bug again, just tell me what I minimally have to do to reproduce it and I'll see what's going wrong.
Hello, I’m trying to make custom animations for a bracken skin
I saw you did that with the nymph mod, but I’m struggling to understand how you created the animated asset to start with in Unity/Blender
Do you have any pointers?
Are you asking how to get animations into unity or how to get animations into the game?
Because you need to write some code in order to do custom animations. The skin kit doesn’t have animation replacement.
I’m asking how to get animations into unity and use them in the code (sorry if my questions are common knowledge lol)
There are a good amount of sources on this topic, but I’ll run you through how I do it at least. I make the animations in blender using a control rig, I bake them to a deform rig, and export the deform rig along with the model as an fbx. That’s the gist of it anyway. If you don’t see your animation data show up when you look at your fbx in the unity inspector, then there’s plenty of forum posts, documentation, and tutorials that’ll help you troubleshoot. It’s a pretty common use case.
Great thanks so much!
Heyo just a heads up, I think the Tulip Snake sound replacements are bugged--the scurry one seems to work for one loop, but then is totally silent. The other sounds when replaced are completely silent
Tulip snake my favorite goober
They're so silly I love'em

fug. I'll take a look some time.
Appreciate it yo 👍
Given the lasso man is an unused enemy I doubt adding it to the registry/kit would be worth it
right, i once again forget the /j

Oh no, don't make that face at me, I'll recoil in fear even.
anyway, what do you all think abt these
Fixed the flapping friendo.
If you're asking me, I have no clue what any of those references are.
they the reverences
Neat.
oh, the wall dweller...
I know the modeler of that creature
Many thanks yo <3
what's the best way to extract enemy animations and load them up in blender so i can test the rigging without needing to load up lethal company every time i make some changes?
You could rip the assets and either export them as an fbx from unity or test them in the unity editor.
Issue is a lot of the animation is done programmatically at runtime, so for example you'll get torso movement, but the arms and legs won't move.
You could also just make a small rig testing animation if you don't want to have to keep posing the model.
Hey I'm trying to make a bracken skin mod but I'm a super noob when it comes to anything 3d modeling. I downloaded a ripped 3d model from model resources and imported it into the unity project, replaced the sound effects and placed the model according to the readme. When I get into the game, all that I see are a bunch of white scattered body parts and 2 floating bracken eyes lol. Any idea how I can keep the model intact and how to get the correct textures to show up?
Trying to make something similar to this
https://thunderstore.io/c/lethal-company/p/Vulf/GokuBracken/
Hey um, if you figure this out could you please make these https://discord.com/channels/1168655651455639582/1286427901880696842?
I'm guessing you're using the deprecated method of replacing skinned meshes?
im confused on this line in the enemy skin kit guide:
Additionally, these clips will also cause the replacement of Audio sources that other clips play out of
i'm not sure exactly what this means. i tried replacing headPopUp for nutcracker and it didn't do anything, does this mean it can't be changed?
it seems to be playing the "eye hit audio action" when the nutcracker's head pops up and a bunch of other nutcracker actions seem to not match up either
gais, i needs this, with the audios https://discord.com/channels/1168655651455639582/1286427901880696842
Constantly asking around the server is not gonna get you it faster, just saying. You can just bump your idea thread more
So the deal with that is there are some sounds that aren't instance-specific.
If I replaced it like I replaced sound effects normally, it'd replace the sound for ALL nutcrackers, not just the one being skinned.
To work around this I kill off the original audio source and do my best to play the sounds at the same time through a new audio source. But if there's a problem with how I'm hooking into the game's code, then it won't play the sound.
So this is a problem with my logic. You can get back some of the sounds that have stopped playing by avoiding the sounds listed in the readme. You can do that in the meantime while I go in and figure out what's up with the modded audio.
I believe I used the new one (the one without the mapping)
Did you weight paint your model to the nutcracker’s skeleton?
Ok
how come the position of stuff is offset so differently in-game vs the fbx (most notably the nutcracker's head and upper arms in this screenshot)? do the animations just drastically reposition some things?
The scale is probably wrong on the model by a little bit.
ok
i think the footsteps and joint squeaks audio actions may be swapped
i had to add a replacement to the footsteps action to replace the joint squeak sound and replacing the joint squeak sound replaced the footsteps sounds instead
I added 5 more ideas to it btw
Is there a way to get a skin name label from the skin id? And also a way to know if a skin exists from its id?
Also ReassignSkin seems to be ignored or overriden if called before the EnemyAi Start
And I can't call it when the OnSpawn event of the mod is called because it modifies the collection while iterating over it
Fixed it like that
Would also be cool to be able to get a random skin
You get a random skin by using GetSkinAtValue and supplying a random number. Doing it this way allowed me to keep random skin choices synced without any back and forth between client and host.
I don't know off the top of my head, but I see no issue with adding those calls.
This function is internal
Okie doke. I can expose that too.
Yeah, it's meant to be called after a skin is first picked.
I normally get past the concurrent modification by copying the collection.
Thanks 🙂
I fixed it with a postfix, it's working great like that
I finished to implement the compatibility in LethalMon, I just need the following functions in order to implement it better:
- Check if a skin exists in order to not load skins from the save that has been removed
- Get a random skin to populate balls scraps in the dungeon
- Get a skin name to show it in the ball's name
Are you sure PickSkinAtValue is internal? Looks like it should be public.
If you're using thunderstore, your local dll might be outdated. But you're gonna have to update anyway, so whatever.
You're right it's public. I looked at GetSkinAtValue in SkinDistribution
That's my b. Gave you the wrong method name.
The random float should be between 0 and 4095 included right?
Nevermind I think I looked at the wrong function
[0, 1]
Alright
@gray ledge Not sure if this is a bug on your end or not but I had one of the custom butler skins from @marble raven's mod chasing me earlier and the audio was missing, thinking it might be a bug with the EnemySkinRegistry update?
The chase audio didn't play at all and idk why other audio worked
Bro was just stomping at me without the music
oh I had an issue where it was invisible but had audio
Okie doke. Thanks for reporting this. I'll get to it when I can.
On that note, it's time to hit y'all with a life update. I've got a 9 to 5 now, so I'll probably have less time for screwing with this in the future. If I can't keep up with updates I'll clean up the code base and start looking for a maintainer. But this mod helped me land that job, so thanks to everyone that used it to make skins or used it and reported issues with it.
Ooh ;o
Cheers yo! c: Great to hear this mod helped ya out in the long run
Nice! Congrats! 
fix this
I didn't see this!! super happy for you
congrats <3
it wont update on my thunderstore
Looking at its page, I've made sure to download everything it needs. The only thing EnemySkinKit requries is BepinEx, EnemySkinRegistry and the Deserialization mod / patch
I guess it required something that got deleted?
you should try using a mod manager
also I'm pretty sure you also need lethal config
I have a mod manager, that's how I installed everything.
Used this mod before, everything was okay. But now it just spams this
oh, really weird
this mod got u the job? sick.
I'm having this issue where the shoulder of the bracken are completelly messed up after applying the model using the mod. The rig works perfectly fine in Blender. I also had the noodle issue, but got around it by changing the scale in Unity's import settings (might be related).
Afaik, it's Bracken's animation messing with the model, it can tighten / widen in some places.
Goofy bracken skin
Did you put yourself ingame?
That's my friend (whom gave concent), but I'm going add my whole friend group including me
Like Archen said, it's just the mech deforming to the armature while it's animating. You can try and mess with the weights and the geometry, but Lethal's rigging is pretty bare bones (ba dum tss). Hilariously the arms don't have twist bones to mitigate this effect, but the legs do.
Thank you so much ☺️
I think someone should make a Michael Jackson skin for Bracken.
Cause, certain memes and references.
In the left pic he kinda looks like he got smacked in the face with a frying pan. The armature deforming the model is unintentionally pretty funny xD
@gray ledge Did y'all ever add a way to tie enemy skins to specific interiors?
They don’t plan on adding interior skin chances, they had a convo explaining the issues with it a few weeks back ^
Will be cool if someone would make a scavenger skin for hoarding bugs and baboon hawks
Like maneater from extra enemy variety
#1220501885753098250 message
Unfortunate as a mod dev who could use it as a feature, but fair enough
Here, I'll be more clear this time:
"No! And I never will! AHAHAHAHAHAHA!!!"
*Lightning strikes and dramatic music plays*

@pale lotus There's your answer
Gonna try and build a better audio event system and probably gonna try and deprecate skin registry events as a whole. Nobody but me uses those events, so the only thing they're gonna do is cause problems.
Sounds like I'm taking stuff away, but with any luck audio will be more consistent and easier to add, and the mod as a whole will be less error-prone and easier to maintain.
how hard would it be to make the maneater into a 2d texture on an invisible plane that changes image depending on the animation with this
You’re not going to get it to billboard or listen for animations without additional code.
billboard isn't what i'm asking but not being able to change it depending on animation 😔
So this doesn't only apply to you but I'm about to get a little rude
PSA:
If you want something added to the kit
- Go to the mod's issues page
- Make a new issue
- Give it the label "enhancement"
Don't be coy about it. You're only getting on my nerves by posting pleading faces, pensive emojis, sad faces. Just describe what you want to be added and it may or may not get added eventually.
i was just joking
Again, it's not just you.
Audio Update's live.
I don't think stuff will break. There might be a little bit of log spam though, and some sounds may end up in different places.
Here's what I was doing before:
For any sound that wasn't instance-specific (stun sounds, old bird's brainwashing audio, etc) I was firing an event when that sound would play. This sucked because it was error-prone and annoying to add and debug for every enemy. Any sound that I replaced in this way also affected other sounds when it was replaced because the original audio source was muted along with it. And I had to add patches for the sound and all the sounds affected. There were a lot. I never had the time to get all of them right.
So here's what I did about that:
I just patched audio source. Any time audio source does a stop, playoneshot, or play, it checks if a skin has registered a replacement and if so, it calls the corresponding method on the replacement audio source. No more patching everything so I know when a particular sound is being played.
If this works out, I'm probably gonna start phasing out the Registry's events, because they're not terribly useful. There's too many wacky little flags in the enemy source code to reliably get every relevant thing. And nobody really uses them anyway. Even the Nymph had to toss out half of the events she tried to use in favor of polling in update.
Btw are you also seeing your mod being completely disassembled
What do you mean?
I've been noticing mods having the folder completely deleted onto thunderstore as of recently
So it completely breaks mod structure
OMG YEAH
See?
Clean and neat
Thunderstore just...
Removes all folders and I'm trying to figure out what the heck is going on
I think that's how it's been with this mod for a while. Doesn't affect its runtime I don't think.
Are you sure?
Because it's also happening with my mod as well
And this just happened
For me at least
Nope.
Okay... Back to wondering i guess
But it's the same the same thing I've been doing. I have thunderkit and that automates the build for me. If something changed, it's on thunderstore's end.
Like for example my suit mod obviously needs like a suit folder
And now today? Deletes everything and crams it into one folder
It's just odd

Oh, well if your mod relies on folder structure and thunderstore's messing with that, then it will screw with your runtime.
But none of those extra files are needed to actually run the skin kit. They're just example files.
There's a legacy package loader you could try if only to see if there's any difference.
Oh?
Alr lemme see
I well and truly have no clue what the difference is.
Yes.
I know this is annoying to be constantly pinged.
But basically this is what it looks like
But it HAS
to be like this
Awesome. I am not John Thunderstore. I cannot help you.
Alr alr
My bad
I shall figure this out but thanks for the tips and ideas
Good luck my guy.
I wanna apologize for dumping nonsense... I realized I fucking didn't READ.... Instructions

@gray ledge I think I already discovered a bug with the new update
Forest Giant footstep sounds play globally
and with LR's stompy sounds
Dear god
LOL
Like for everyone. Inside and outside?
Yes, I was testing solo
and could hear the stomps in my fucking ear drums
Yeah confirmed
EnemySkinKit's update is busted
Disabling it fixed global giant footsteps
Ah crap.
Well, just roll back to 1.2 for now until I get that fixed.
Hopefully no other enemy sounds turned global that was just the most noticeable cus a Giant happened to spawn in right away while I was doing some testing lol
Giant should be fixed as of 1.3.2
Also Coilhead foosteps.
Hoorah
Also absolutely horrifying XD
Imagine always hearing a coilhead behind you no matter where you are
Paranoia at all times
☠️
Oh nah. It was just not adding the modded audio source because I spelled it correctly.
Oh lol
I wonder if the spatial audio stuff for the Forest Giant was doubling btw, cus as someone with a surround sound headset I can tell you their footsteps definitely are spatial in vanilla, to the point I disabled LR's sounds cus the distant stomping sounds are a bit much compared to stereo headphones lol
It was for the close range sounds. I had something print out a line to the console any time there was a difference between the vanilla audio source/filters/occlude and the modded one and it spat out nothing. I dunno what's doing it, so now that's the only thing that uses ref swapping. Thankfully for this one thing it was all instance-specific stuff, so it's fine.

@gray ledge The fox issue is worse than I thought
it's error spamming every frame
Also Old Bird skins with no replaced sounds seem to not get overriden by LethalResonance properly anymore
Nvm it's doing this for all reskinned enemies
Imma just downgrade to 1.2.5
It's log spamming a nullref for every enemy every frame?
No just the fox
However reskinned enemies that don't have custom sounds applied no longer properly get their sounds replaced by LR
Dunno if that's a bug or intentional
It's not exactly intentional, but lethal resonance compat was never a promise I made. More like a happy accident.
No idea why it wouldn't be working now of all times.
Idk lol
It's coming after a big audio update, sure, but if lethal resonance is just replacing clips, it should still work fine.
Some sounds replace properly some don't, it could just be a SoundAPI limitation idk
Or the sounds not being replaced are registering under seperate entries now
i have some non-LR SoundAPI sets i can test to see if i get that issue as well
It would happen regardless
as all enemy sound replacers would do it the same way
actually question
Due to how SoundAPI is structured
you have multithreading off right
Yes, this has nothing to do with multithreading
turning multithreading off on my end breaks some sound replacers for some reason
thought that might be something of note
i'll do a test
yea it does cause crashes during startup
but if i turn it off it stops loading my custom ship sounds, old bird sounds, etc
i have it structured in the same way as LR
i just don't have any config conditions like it
If anything I may just remove LR until SoundAPI updates if compat is gonna be broken, just so I don't have reskinned enemies playing vanilla sounds and normal ones playing the LR sounds
So is this mod working now as long as we don’t use LR
The fox spamming errors every frame has nothing to do with LR
That's a SkinKit bug
Yes hi
Personally I'd call that a fox bug.
Because it's just removing an audio source and repeatedly calling stop on it for that error to throw.
But I'd need to stick one question mark in my source and it's fixed.
I have no idea why that's going on. Same thing was happening to the giant. Just likes ref replacement better.
But looking at lethal resonance's code I have no idea how these mods ever worked together. I reckon if anyone ever tried to replace sounds with the kit and then went to use LR, LR would win out most of the time.
not sure about most of the time, but at least on the skinregistry mods i have that do replace sounds, skinregistry wins out
one of the old bird skins i have overrides LR old bird sounds for the ones it does replace
Just recently or for a while?
for at least 3 months
Well I'll be a monkey's uncle.
Yeah can confirm SkinKit always won out too
Wesley made a custom Nutcracker skin and it never shared sounds from the other Nutcrackers
lol
With Old Birds usually it would play LR's flying and moving sounds, but replaced voicelines played fine
I don't think any SkinKit mods ever replaced the other sounds for it
lol
This was probably with replaced sources that play on events. I'm used to those not really being a thing because they're awful and I tell people to avoid them.
This update is supposed to get rid of them.
Yeah lol I understand ridding of them
the BRUTE old bird mod i have replaces the walking, shooting, and LRADAlarm sounds, but leaves LR's brainwashing signals intact
Especially cus you mentioned the issues they caused
I will say it's good you did rid of them
As there was a bug for clients that made other Nutcracker skins use Wesley's nutcracker sounds
Granted with more replacement audio sources, but ones that are supposed to play the original damn clip.
But it only happened for clients

how will that affect how sounds are chosen?
Old way that it worked was:
if there's a bad clip that's been replaced (bad meaning it's in EnemyType)
mute the audio source it plays out of
make a new audio source based on the muted one
when a sound would normally play out of the muted audio source, play it out of the new audio source
That sucked because I had to figure out when a ton of different sounds would play and somehow hook into it.
New way it works
All enemy audio sources register with a singleton, mute, and add a modded copy to themselves
Any time an audio source plays, plays a one shot, or stops, it checks if it's a registered source
If it is, check the clip I tried to play and forward that to the modded audio source
The modded audio source checks if it had a clip mapped to the vanilla clip based on its name
If it does, play that clip
If it doesn't play the vanilla clip
Problem is that clip checking bit.
LR has no obligation to keep that clip the same over time. With the soundAPI, you can replace one clip with multiple.
So that mapping based on the clip's name breaks down real quick.
Not only that, but the two mods are basically doing the same thing. One of them is going to end up jumping in front of the other and messing with it.
SoundAPI jumps in and replaces the clip.
Mine jumps in and plays the same clip on something else.
Fug
The SoundAPI author isn't still around are they? I feel like the best move is to just integrate with it somehow.
oh yeah they are, their tag is @ loaforc
Sick. I'll keep looking at the source and see if there's already a way to use this.
God I hate maitaining this mod.
It's a very ambitious and good mod 
Alright. I'm gonna take another crack at this over the weekend. Looks like I might be able to hack it. In the meantime I might just roll back to 1.2.
The only complaint I was getting on it was that some of the nutcracker sounds were still fucked.
After that I'll be praying for this game's death so I can move on to literally anything else.
I would say the Nutcracker issue was minor, it didn't even happen for every client so I think it was more so an issue of things failing to sync
Which might have been related to Zombies
I had to take that mod out
Also I don't think you should pray for the game's death, just prioritize getting a stable update out that you need to do minimal maintenence on

But yeah until the weekend I say push a 1.3.4 update that rolls things back to 1.2.5
I'm hoping for full "forget about this and never touch it again." Only happens if the servers go down.
I should look for a maintainer. Not when the project's in this state, but god damn.
Be proud you made such a good mod tbh that people are really enjoying and loving a lot lol
I am proud of it. But I also want to put it down.
And I would not be bothering to keep it working and address issues if I was not aware that it was getting use.
Mhm, I understand the burn out and annoyance when it comes to issues though it's understandable lol
haiii :333
if you plan on doing stuff with soundapi i would probably just wait for a while until soundapi v2
theoretically it seems like it's just your patch running before mine
do you use harmony or monomod
and also soundapi very much keeps the clip name the same as vanilla, otherwise soundapi itself breaks (v1 can not tell the difference between a vanilla audio clip and one that it itself has swapped in)
Harmony. If it does keep the vanilla name then yeah, that throws out my theory as to what was going on. I could check and see if that’d do it. Already had to do that with starlancer ai fix.
Still, it might just be a better idea to wait for your sound api to update. Less potential for toe steppage that way.
it seems like when you do your patch for an audio source you just need to add [HarmonyAfter("me.loaforc.soundapi"] to the patch
if this works, it will continue to work into soundapi 2
it's still quite a while away 
We gotta get giggle over snare flea
But i cannot do it
how do i get him to stand up lol
Looks like animation’s busted. The armature that model is weighted to probably doesn’t match the bracken’s.
hi! when mapping a skinned mesh's armature, do all parts need to be mapped for it to work? i'm importing a model from a different game and it has different bones (names and amounts) than the entity i'm using (tulip snake). or can some of the slots be left blank
With a map, yeah, you can leave slots blank. But the armature mapper doesn't work with the tulip snake.
He was actually the last straw that lead me to deprecate it.
oh wow… well that explains why I’ve been having trouble with it LOL I’ll try the current method then and see. thank you!
hmmm now the model isn't appearing in game at all : / when doing REPLACE_MESH would i be dragging in the entire .dae, only the mesh, or the untextured model? and would i apply the texture through REPLACE or REPLACE_TEXTURE?
Normally I go with fbx. Where are you exporting your model from?
Also to answer your question: it's the full prefab your model imports as, at least for fbx. But anything with a skinned mesh renderer component will do I'm pretty sure. Replacing the texture won't do anything. That's for folks who just want to replace the texture on the original mesh. If you replace the mesh, then the original mesh gets hidden, so practically nothing happens.
The model replacement prefab will appear as it does in Unity, so you can test it by dragging your prefab into the scene. Again, not really sure how unity handles dae files, but you normally have to remake/remap your materials when you move stuff over to the game engine. A very google-able fix.
I recommend sanity checking with the example fbx if you're still having trouble getting it to work, and even using it to properly weight your mesh to the vanilla armature and make sure it has the correct scale.
okay thank you for explaining that, sorry I’m super new to this and the Unity menus were getting overwhelming haha
I got it off of The Models Resource and it doesn’t come as a .fbx it just includes .mtl, .obj, and two .dae files
how can i add a skinned mesh renderer to my 3d model for the armature maps? im trying to map it to a bracken
You’re going to have to go into blender I’m afraid.
Use the example bracken model the comes with the kit’s files, open the file in blender, get rid of the blocky bracken model but keep the armature, weight your model to the armature, export it as an fbx.
sounds good thank you so much for the help! I really appreciate it
am i able to just use the automatic weighting thing in blender or do i have to do it manually?
Up to you. Check how the model deforms and if it’s too jank you can correct it manually. Though lethal company models are jank to begin with, so I say go automatic.
sorry for all the questions, im really new to this but when i set the automatic weights it did this 💀 any idea why?
Not sure. Probably something weird with your models scale. But hit up the blender forums or just YouTube tutorials if you need help figuring out this software. A million 3d artists have gone through the same learning curve. You’ve got resources for troubleshooting that aren’t me on my lunch break.
How does this interact with the new halloween costumes?
New hwuh?
Is that in vanilla?
I don't play this bideo game no more.
Yes, and they work well I just tried it
I think that somebody should mod these costumes in the same way babymaneater’s cosmetics did (aka so it also works with custom skins)
Unrelated but related, when i tried auto weights it didnt work at all (unrelated half bc not lc) the thing just didnt bend at all
cus blender auto weights just arent that great if the model in question isnt like as straightforward as humanly possible lol
i reccomend just makin ur own its sorta time consuming but it wouldnt be hard with that model lol
And this has an issue of its own, HOW DO I MAKE THE BONES ACTUALLY CHANGE THE MODEL MANUALLY
o
i dont feel like trying to explain it in text lol youll have to look it up im afraid
Allg
@gray ledge You're gonna need to recompile NymphBracken on the latest version of MoreCompany
She breaks atm
Can't kill players
can anyone tell me what this means
[Info :CullFactory] StorehouseFlow has finished generating with seed 20302112.
[Error :AntlerShed.LethalCompany.EnemySkinKit] at System.Linq.Enumerable.First[TSource] (System.Collections.Generic.IEnumerable1[T] source, System.Func2[T,TResult] predicate) [0x00011] in <dab7f68612224ba3ae40f651d44f9d4c>:IL_0011
at AntlerShed.EnemySkinKit.ArmatureAttachment.ApplyAttachments (AntlerShed.EnemySkinKit.ArmatureAttachment[] attachments, UnityEngine.SkinnedMeshRenderer renderer) [0x0003a] in <78fa10aa075449919fe9c540df82c5b8>:IL_003A
[Error :AntlerShed.LethalCompany.EnemySkinKit] at System.Linq.Enumerable.First[TSource] (System.Collections.Generic.IEnumerable1[T] source, System.Func2[T,TResult] predicate) [0x00011] in <dab7f68612224ba3ae40f651d44f9d4c>:IL_0011
at AntlerShed.EnemySkinKit.ArmatureAttachment.ApplyAttachments (AntlerShed.EnemySkinKit.ArmatureAttachment[] attachments, UnityEngine.SkinnedMeshRenderer renderer) [0x0003a] in <78fa10aa075449919fe9c540df82c5b8>:IL_003A
[Info :GeneralImprovements] Disabling ship scan node until landed.
I was trying to retexture the barber but no matter what I do I just can't get him to fade out like he's suppose to. The scissors fade out just fine but the guy just will not. I both tried using the BoxBarber model and just replaced the texture on the base model but it just does not fade.
Have you tried replacing the material instead of the texture?
Conveniently some stuff going on in colorful enemy variety seems to indicate that REPLACE_TEXTURE won't do it, but REPLACE will.
"Do Fade" needs to be checked if it isn't.
For your replacement mesh's material, it needs a texture in it's alpha channel (or something. it's been a bit)
The REPLACE_TEXTURE not working is a bug. Idk what's going on there.
Something's going on with armature attachments. What skins do you have installed?
did not really work
You'll have to be more specific than that.
What did you try and what was the result if any?
I replaced the material with my replacement material, while the barber did have the texture, he would not fade. his scissors would but I did not replace their textures.
Okay I'm remembering this now. Is the image you're using for your material's texture solid?
M'kay so here's the barber's texture:
and here's another texture with the same weird scratches.
That alpha channel is what the shader does to do the fade.
Each pixel has an amount that describes how transparent it is.
0 is transparent, 0.5 is halfway seethrough, 1 is solid.
Ooh glad to see you active atm, I hope to see the Nymph get fixed 
Now that I have a machine that can open a unity project in less than half an hour, I just damn well might.
Yay 😄
Also are you gonna be updating the SkinKit too with Bonogo's recommendation for compat with SoundAPI?
Just swapping the priority of the patches, right? I'll give it a shot.
I think it was SkinKit that needed it, might have been Registry lol
Ye his recommendation was this
And I think the only other thing that needed fixed was the errors with the fox
Eh, not really relevant. Not like they have different maintainers.
True hehe
Anyway -
@jovial rose You don't have to copy the transparency values beat for beat. You could accomplish a different fade by doing perlin noise and converting that to transparency. Just as long as some parts are transparent and some aren't. If this isn't making sense then just try making some parts fully transparent, some parts solid, and some parts part way transparent and see what happens. It'll be a bit more intuitive that way.
But if you know what you're doing in an image editor then you're probably good to go.
yeah I most likely should have told you this earlier but i'm not exactly an expert when it comes to unity. so I don't really know where you would find the alpha channel.
It's not a unity thing it's an image thing.
oh
So you'd like stick in krita or paint.NET or something and make parts of it see-through
Your texture that is.
And then assign that to a new HDRP material.
thanks I will try it out
What is the armature attachment? And do you mean enemy skins only or model api stuff too?
I have colorful enemy variety and extra enemy variety
I should spit out a warning there instead. It’s recovering from the error.
All that’s happening is that someone’s trying to stick a model onto a bone that doesn’t exist, and the skin kit is skipping it.
ok, I wanted to just see if what you said worked so I made a new folder and just replaced the body material action with the barber's base textures you gave me yesterday, and then turned on Do Fade. it showed the base barber but it just did not fade.
I'm just guessing that's its just probably not where your suppose to put it
Is it set to REPLACE_TEXTURE or REPLACE?
REPLACE
Well after replace did not work I tried Replace_Texture because I had no other ideas, and that also did not work
but I was not really expecting that to work because you said it did not
Hey I was able to get the fade for the texture you gave me. I just needed to turn on alpha clipping in the unity material. so All I have to do is get that working with the box mesh and my texture
So ultimately I don’t have to worry about I then, right?
Yeah. I mean some little doodad isn't getting added to the model, but it shouldn't mess with anything else.
@gray ledge I was able to get it working, thanks
This is really cool
I shouldn’t be kicking that out as an error. It’s being caught and dealt with by skipping the attachment.
do you know if this api would work with my mod in the slightest, i change the barber's model/materials/animations manually and wanted to add compatibility with this somehow
readme should explain everything
@gray ledge
from what i can tell ATM my mod completely overrides any barber skins so idk where i'd start really
my goal is hopefully adding full support with this so skins for it can be added
but like, its not a modded entity technically
Oh so it's technically a new enemy type?
well
its still the barber prefab
i just destroy the gameobject and parent the new one
works fully ingame
Huh
Well it's probably going to break any existing barber skins unless you have all of the sounds, models, and materials in the same spot in the hierarchy.
But as far as making skins for your custom prefab... I think it should work.
You won't be able to use the kit, but I reckon that was a given.
You'll have to make your own logic for skinning using the registry. There's info on how to do that in the Enemy Skin Registry's mod page.
It's a really simple api.
You just need to implement the Skin and the Skinner interface. All you need to implement the Skin interface is like the id, label, icon, enemyType and a method that spins up your skinner implementation. You skinner implementation only needs to implement Apply() and Remove(), so all you logic that does cosmetic changes to your prefab will go in Apply() and get undone in Remove().
But it's purely cosmetic stuff. None of the logic that modifies the Barber's behavior should go in there.
Which is why using it for this might get a little weird. You're going to have to assume your prefab has been swapped in already. So in addition to making sure your code runs first (Harmony has stuff for this) any other barber skins that try and run will be thinking that nothing's different with the barber and will just try and run normally.
So you're going to have to include some stuff in your readme that goes: "Hey this isn't compatible with any vanilla barber skins."
okay, thank you, i appreciate it
@gray ledge Glad to see you updated the Nymph mod :3 hope that means EnemySkinKit is being updated too
I just checked releases cus I just ended stream
XD
Lmao
I always check after just to see if I need to be preparing to update anything
Hope the other version is being updated too
my group loves the NSFW version XD
Oki yeah it is, Thunderstore was just slow
@gray ledge Just so you're aware the update for the NSFW version didn't seem to push properly, I think you uploaded it as the wrong version number
Yeah you pushed it as 1.1.2
Lol
Dammit.
The old version number's messed up.
Thanks for the heads up.
Yeah it happened for the SFW version too
I just double checked
XD
yw
@gray ledge 🤔
More descriptive error
i wonder if you could do interior-specific skins by just combining the values? if both the moon and interior have values for a skin, could be averaged?
would be awesome for the upcoming slaughterhouse-themed skins
How many times do I have to say that I'm not doing this?
why, though?
I'm not dignifying that with a full response. I've explained it at least twice and one of those times was directly to you.
there's a pretty long message about that
lemme fetch it
#1220501885753098250 message
@vagrant cedar
imo if the system was weight-based instead of percentage based it'd maybe help uncomplicate it but meh
It kind of is weight based? set two skins to 100%/1.0 and they'll be 50/50?
@gray ledge ur the one who made the Nymph mod? is it possible to have a option to have the bracken entirely replaced with the model instead of specific maps like the descriptions says
Just go into EnemySkinRegistry's in-game config and set the Nymph's default chance to 100%
oh thanks ill go try that
When I was working on some skins. NO GUI Implemented
If you're using something like lc patcher that'll happen.
I have a question
Apparently when the event occurs and OldBird is added, it causes an error... @gray ledge
It's as if the skins are not drawn
But it's not so scary, is it?
although this is something else...
That looks like the armature attachment error, which should be a warning at most. There's just a little doodad not getting added to a skin.
oh okay
Since new weather mods are becoming a thing, is it possible to select skins based on the current weather or is that way impractical?
Configuration is complex enough as it is. I’m not doing that.
does anyone know the name of the bracken skin files?
@gray ledge hey so recently me and several other people are experiencing invisible monsters, and i didnt really have my brain click for a possible cause of it, but is it just cause of a slight version incompatibility of enemyskinkit/registry with v69?
I've not ran into this interestingly enough
Maybe a mod compat issue?
That being said I do know EnemySkinKit has had an update pending for a while so I hope Yinigma finally pushes it 🥺
I hope thats the case because I am losing my mind trying to fix the bug on my end with bees!
Not a skin registry/kit bug
I used it last night in a pack with over 200 mods and had no such problem
There is another mod in your profile causing this issue
I'm not certain about this, I can see this happening if they don't have the one syncing option that defaults to false set to true
Which it should default as True tbh
could be the sync, but if the profile code is the exact same between every user it shouldn't be a problem
sharing the same profile code between my friends had no such problem even with sync off
I remember previously code sharing wouldn't overwrite a user's settings
It'd only do so if they didn't already have custom settings set up
might be cus i include the registry json with my modpack ts package that we use
can't reproduce, have the syncing option turned on
it is true, but i digress
if its not ESR/K, idk what it is
my next best guess would be bozoros but thats under the assumption its even related to skins to begin with
Wouldn't be Bozoros
send your profile code (and logoutput if you still have it)
0193e691-798d-eee8-31cb-bb576bb29c64
These (posting here bc skins) https://discord.com/channels/1168655651455639582/1283304518540333056, https://discord.com/channels/1168655651455639582/1318010383335686246 could be cool for separate mods/an update
someone gotta add skin injection through weather/weather tags to this 🗣️
Hey Antler
Are there any tutorials on how to use the mod?(Making Skins and Custom Sounds)
EnemySkinKit's Thunderstore page gives you the info you need on making skins, adding sounds, etc.
Ah perfect!
@gray ledge Dunno if you're around anymore but are you gonna be pushing that optimization update to EnemySkinRegistry soon?
Does this mod overrieds claysurgeonoverhaul mod? b/c claysurgeonoverhaul mod has its own skins registered
from my experience claysurgeonoverhaul always overides this mod
K thnx that's unfortunate I loved some skins on skin registry mod
yeah its a shame, i do love overhaul though its a fair traid off tbh (i also havent actually seen any of the skins that barbers have because of overhaul i need to do that now lmao)
Im trying to see some skins on claysurgeonoverhaul mod via imperium but it only spawns the original ones =
I altered values of skins but still it only spawns the purple ones
Do you possibly know the reason for this?
oh thats strange, ive never encounted that issue before. did you make sure you saved the config after editing it? otherwise, im not quite sure what would be the problem causing this.
my config has every skin set to 300, maybe try that if it isnt already?
I mad them all 33.3 but let me fix those numbers to 300
It works fine after changing those numbers to 300 thnx so much for the help
yo sweet! must have been the dot if i suppose. no problem
I've been missing out these are raw asf. What a jolly guy
exactly I was thinking of this skin
awesome
