#Enemy Skin Registry and Enemy Skin Kit

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earnest inlet
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uploads to thunderstore take an hour to upload to the mod manager apps

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01914441-3d8b-fd98-0b82-cfeab4105f4e

earnest inlet
manic osprey
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lmfao

earnest inlet
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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

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lol

ocean crypt
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What mods exist that actually use this as a dependancy besides Silly Coilhead and Colorful/Skin Variatiy enemies

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Found another one

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HallowEnemySkins

glacial bison
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NymphBracken my beloved

ocean crypt
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Hu

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huh*

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what do you know

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Ain't no way

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I turn to AntlerShed

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you made NymphBracken?

glacial bison
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NymphBracken is best mod

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Still waiting for the Tundra skin I need it so bad

gray ledge
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If you click the link that gives the number of mods that depend on it, it'll just list all of them.

gray ledge
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Most of them are mod packs.

ocean crypt
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SimpsonBracken

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TAHAAHAHAHAHA

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dear god

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Nah you need to check what mods depend on yours more often lmfao

gray ledge
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Most of the joke ones are hallows.

ocean crypt
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I love it

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Nah the Enderman looks fucking hilarious

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theres also a salmonoids enemies one

manic osprey
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its over

magic jackal
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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?

gray ledge
# magic jackal Ayo I've two questions real quick! For the "nested" Old Birds, would it be poss...
  1. 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.
  2. 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

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Speaking of: Get ready for like 30 fields to get added to the Old Bird, everyone.

magic jackal
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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

gray ledge
magic jackal
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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

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The eyes light up when the light orb spawns

gray ledge
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Holy shit what are they feeding the splatoon children these days?

fresh spoke
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hard oil

magic jackal
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A steady diet of seafood, rice, and the blood of Salmonids

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I was giggling like a doofus the whole time I worked on'em--channeling how some people depict the hardcore Splat players

gray ledge
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That's the best kinda work: when you're just constantly saying "holy shit this is dumb" to yourself.

fluid harbor
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HOLY PEAK UPDATE

gray ledge
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Yeah, it was a bunch of stuff people were asking for.

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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

fluid harbor
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I am still on the quest of trying to figure out how everything works, and learning unity at the same time

gray ledge
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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.

fresh spoke
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Imagine, added foxes to the enemy skin stuff, and zeekerss will get rid of them next update kek

gray ledge
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Uh huh

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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.

marble raven
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Great update yoiled Can’t wait to use the new features. If I run into any issues I’ll post ‘em here

summer hornet
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Cant wait to skin a fox alive btw

summer hornet
gray ledge
summer hornet
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I could have sworn hey ignore all hives other than their own

marble raven
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Since… ever

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If they can’t find their original nest they’ll just opt for whichever they can find

summer hornet
gray ledge
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Also Nymph a.k.a. "woman" got her Winter fit.

glacial bison
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Also lmfao thank you @wide needle for making Woman a meme XD

fresh spoke
manic osprey
glacial bison
wide needle
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I didnt remember the actual name since it was the first time, so I blurted out woman lmao

glacial bison
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I hope the winter one is defaulted to Tundra :3

manic osprey
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this video is proof that using tiktok can make funny content

gray ledge
manic osprey
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every time i watch it i just die

wide needle
fresh spoke
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Obviously there's still an albatross and a hole in one, but u can't be upset about an Eagle, that's impressive stuff

fluid harbor
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whuh what happened?

gray ledge
fluid harbor
gray ledge
# fluid harbor 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.

fluid harbor
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I see

gray ledge
glacial bison
wide needle
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Beach outfit

hexed finch
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@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

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It's a bit of a niche situation I know, so I wanted to check with you

gray ledge
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The error gets handled by printing something to console.

hexed finch
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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

hexed finch
gray ledge
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You can always just get them from the mod itself. It's just a folder of fbx files in the mod.

hexed finch
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Kk

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But point is, the skeleton isn't super necessary if I have a static model that I want to just be static?

gray ledge
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I might have to make a "static model" replacer at some point though. You're not the first person that's asked about this.

hexed finch
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Would it ever be possible to make it so all audio can have multiple replacement clips that it just randomly chooses from?

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Cuz right now for example, Ghost Girl can only have one clip for a specific skin for Breathing/Heartbeat

gray ledge
hexed finch
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Yeah, it'd be a nice thing to have but I understand if that's not easy to add

hexed finch
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@gray ledge Any idea why my ghost girl variant isn't disappearing?

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(Messaging you a video of it)

manic osprey
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@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

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the reason i propose this is potentially the APIs is they recently updated

gray ledge
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Yeah, probably.
Though I don't know how I'm screwing that up. It just replaces the material.

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I don't have a null check somewhere.
Big stupid.

gray ledge
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Fix is up. Haha wheee

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@glacial bison if you stream today be sure to update.
I did something dumb pushing that fix for Nikki last night.

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The skin kit specifically.

glacial bison
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@gray ledge Just wanted to let you know the voicelines for the Nymph are misplaced from her body atm

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They play like she's right next to me for some reason when I look at her lol

glacial bison
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But yeah it's like her voice lines just follow me instead of actually playing from her

gray ledge
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Huh.

gray ledge
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Oh no, I've stolen antlers's name.

fresh spoke
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Evil

glacial bison
glacial bison
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Gonna test if she's bugged with it disabled

near rose
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i dont think so

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all i did for the bracken was add a prefix to HitEnemy

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that checks if it's not dead, and about to take enough damage to be dead

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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

glacial bison
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I know I've been having a lot of weird bugs recently regarding Audio

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I wonder if it could be ButteryFixes potentially

near rose
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out of curiosity do you use lcsoundtool

glacial bison
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No

near rose
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my friend was having some weird sound bugs related to that

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i see

glacial bison
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I have no sound related api's installed

fresh spoke
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Does the audio source sound like it's near everyone or just in the wrong direction

glacial bison
near rose
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well, butteryfixes also patches the bracken's hitenemy

glacial bison
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I've also been experiencing a bug

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Where when a client leaves and rejoins the lobby

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They can't be heard

near rose
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to remove the code that increases its aggro when it takes damage, unless that damage was dealt by a player

glacial bison
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and a ton of sounds turn global

fresh spoke
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Uhh idk if antlershed has touched anything with audio sources, but it sounds like a 2d sound issue

near rose
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but im still pretty sure that would still not cause this issue here

fresh spoke
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Your client issue, idk

glacial bison
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The Nymph thing might be seperate

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But I did post a list of the mods that updated since before the issue started, it was fine before those updates

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Let me find it

near rose
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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

glacial bison
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The most likely candidate for client sound issues would likely be ButteryFixes

fresh spoke
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Also u haven't said anything but why does the nymphs movements just... not move sometimes lol

near rose
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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

glacial bison
near rose
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but right now i feel like this is at least an external conflict, or completely unrelated

glacial bison
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they just can no longer be heard

near rose
glacial bison
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Hmmmm

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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

near rose
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it depends on a lot of factors

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for example, if a mod is prefixing StartOfRound.Start and then causing an exception

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it prevents all of the vanilla code in that function from executing

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which causes a cascade of issues leading to the "black screen bug" im sure everyone is familiar with

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really depends on what the mod is doing

glacial bison
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It did throw an exception regarding StartOfRound

near rose
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lol

glacial bison
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But I know I'm kind of tired of keeping GI around cus it's just too buggy and hurts performance too much

near rose
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well

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openmonitors is crashing OnClientConnect

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depending on when it is causing this exception, it might be preventing OnPlayerConnectedClientRpc from being called

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which has code to set up that newly connected player's voice chat

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so i feel pretty confident this is what's causing that issue

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at least

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i would at least try disabling it to see

hexed finch
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That's a possibility then yeah

glacial bison
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I wonder if a fixed fork of it could be made

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It is GPL-3.0 licensed and the dev seems to have abandoned it

near rose
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i will say, UpdateMonitorsWhenPlayerConnectsClient is a postfix patch

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so i wouldn't expect it to be causing issues with the vanilla code

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since all the vanilla code should be executing prior

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but, at the very least, it is better than blindly guessing amongst a list of other updates

glacial bison
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We were thinking it might be conflicting with BetterShipScreens somehow

near rose
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it's accessing a bunch of singletons of modded classes

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but it doesn't do any validation to ensure that those singletons exist yet

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so something is either preventing them from initializing (this would imply mod conflict)

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or the code is just unsafe in general and indeterminant execution order is causing inconsistent behavior for you vs. the dev

hexed finch
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I wonder if TestAccount or Crit would be interested in taking it over and fixing the bug if the dev has abandoned it

glacial bison
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@native escarp @iron musk Would either of you be interested in it?

fresh spoke
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I dont think the dev ever mentioned abandoning it

glacial bison
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So I feel they moved on

fresh spoke
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Wait which mod

glacial bison
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OpenMonitors

fresh spoke
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Ah

hexed finch
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Not OpenBodyCams if that's what you thought we were referring to

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I kinda thought that's what we were talking about at first KEK

fresh spoke
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I thought it was general improvements lol

glacial bison
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I love GI don't get me wrong, but it causes performance issues and sort of needs a rewrite

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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

glacial bison
near rose
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probably not, to be honest

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although making a pull request might be more in-the-question

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but that would still require intervention from the original developer

glacial bison
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Yeah

near rose
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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

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anyways, my main motivation for modding is that i can make the stuff i want to play with

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so i don't feel the same energy towards maintaining other projects made by other devs

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sorry!

glacial bison
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@gray ledge Sorry for stealing the thread for a bit XD

gray ledge
# glacial bison <@235460401418993665> 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.

glacial bison
native escarp
hexed finch
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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

native escarp
hexed finch
glacial bison
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@near rose The issue wasn't OpenMonitors we reprod it again, it's one of the mods listed in the screenshot

near rose
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i see

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im not exactly surprised

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like i said, it was a postfix patch, so that result is perfectly reasonable

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it is kind of frustrating though because it was the only meaningful lead

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at least with the information you've shared

glacial bison
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Yeah it's one of the updated mods in the screenshot I posted

gray ledge
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Enemy Skin Registry and Enemy Skin Kit [v56]

magic jackal
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finishes updating my monsters for v56
v60 drops

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The vicious cycle of Lethal Company modding

glacial bison
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The skin kit and registery still work

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It just needs support for the new enemies

gray ledge
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Wheeee

marble raven
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Can confirm, did a quick peek and nothing seemed to break

summer hornet
marble raven
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not checking any spoilers until me and friends play v60, and since they're out of town this weekend, well

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😛

summer hornet
marble raven
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Still

summer hornet
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aight

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also the name is decieving so would you care if i namedropped it

marble raven
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No 👍

summer hornet
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just double checking

marble raven
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Just no

summer hornet
marble raven
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What No as in I don't want it namedropped.

wide needle
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@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

gray ledge
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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.

glacial bison
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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

glacial bison
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@gray ledge We fixed it, FairGiants was broken and breaking one of the changed methods which I think caused it before ^^

fading ocean
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I like this mod

gray ledge
glacial bison
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I am glad when we disabled FairGiants it fixed her being invisible for clients lol

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I happened to catch FairGiants erroring like crazy

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XD

summer hornet
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We need bog crawler compatibility||/j||

hexed finch
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Would you consider adding the ability to change the fog color of the Spore Lizard? wolfVibe

glacial bison
hexed finch
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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

magic jackal
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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?

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It's worth noting I have the lethalasset files in the .zip the ESK makes

gray ledge
magic jackal
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Yeah

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So on one launch test, it was set to only show up on my moon and 0 percent chance to show up elsewhere

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Then on the second launch test it cleared my moon settings but the other values were set to 0 still

gray ledge
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Did you change the id of the moon or the skin?

magic jackal
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Nope, I literally just relaunched the game

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I closed it, forgot I had to test the Butler bees, and relaunched it

gray ledge
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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.

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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.

magic jackal
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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

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Oh wait it happened again

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Reapply didn't add it back either

gray ledge
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You set the second dropdown to goldie when you tried to reapply, yeah?

magic jackal
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Yeah

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Lemme try relaunching and see what happens

gray ledge
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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.

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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.

magic jackal
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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

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No worries yo! I'm just happy it's on the todo list for rn c:

glacial bison
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@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 ^^

glad egret
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wonderin rq is there support for da v60 monster yet

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i wanna learn how to do stuff with this just for smthn relating to it lol

marble raven
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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

fluid harbor
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I FINALLY FIGURED IT OUT

gray ledge
fluid harbor
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making wesley's worst nightmare

hearty jetty
pale lotus
fluid harbor
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I have an awesome idea

fluid harbor
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only abnormality i'm facing is that when using custom meshes, they are rotated ingame differently than how I had them in unity

fluid harbor
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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!

pale lotus
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LMAOOOO

hexed finch
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This is my new favorite skin mod /hj

ocean crypt
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Ain't no way

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No silly coilhead in this thread

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saddening

magic jackal
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Oh my GOd I love these accessability versions of monsters

gray ledge
fluid harbor
gray ledge
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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.

winged meteor
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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

glad egret
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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

gray ledge
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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.

magic jackal
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You wanna make sure your model settings say 1m to 1m in Convert Units

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Iirc if you turn it off you can scale it up or down by 100 and get it to work

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But yeah ultimately you need to fuss with the fbx settings to get it to do so

magic warren
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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 ?

magic warren
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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 🤔

marble raven
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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

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(i'm sure there's a way to make it not rotated by default but models are not my specialty)

gray ledge
wide needle
gray ledge
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Oh my goodness. What a tease.

glacial bison
gray ledge
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I'll add it to the list.

glacial bison
magic warren
magic warren
fresh spoke
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DAYM

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also a skinned mesh uses a skinned mesh renderer, if you click on ur model and go through its gameobjects itll tell ya

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i think skinned mesh renderers are for meshes that have an armature attached

magic warren
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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

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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

magic warren
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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

gray ledge
# magic warren For context I have not edited the model in Blender I exported it from a game so ...

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.

magic warren
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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 !

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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

gray ledge
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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.

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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.

magic warren
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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

gray ledge
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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.

magic warren
#

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

gray ledge
#

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.

magic warren
#

Found it attached to the animals_Tiger_A_MeshShape object

gray ledge
#

M'kay, so get to where you were before and drag that in instead.

magic warren
#

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

gray ledge
#

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.

magic warren
#

Now I'm there trying to figure out what broke it lol

gray ledge
#

Maybe the ui bugged out. Clear it and put both the vanilla enemy hierarchy and the modded model back in and try again.

magic warren
#

When I use the imported model file without texture it works

gray ledge
#

That'll play.

magic warren
#

I'll use it for now and see if I can add the texture later !

gray ledge
#

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.

magic warren
#

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 🙏

gray ledge
#

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.

magic warren
#

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 😂

magic warren
gray ledge
# magic warren Thank you ! Just to know, how much time do you think it could take me to actuall...

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

  1. Import the box lizard model or a spore lizard rip (I recommend the former, the ripped models are a mess)
  2. Import your model.
  3. Reshape your model to match the general shape of the spore lizard's armature.
  4. Weight and parent your model to the spore lizard's armature.
  5. 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.

magic warren
#

Thanks a lot for helping me this much ! 🙏

magic warren
#

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 ?

gray ledge
magic warren
#

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 !

gray ledge
#

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.

magic warren
#

It's okay I'm sticking to the skin kit's sound replacement method !

magic warren
#

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

gray ledge
#

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.

ancient bramble
#

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?

gray ledge
ancient bramble
gray ledge
#

No, it's supposed to be there.

ancient bramble
#

Yes, I understand that.

#

Gale did not previously display non-*.cfg files in the config editor.

#

That's the source of my confusion.

gray ledge
#

Ah, gotcha.

glacial bison
#

@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

gray ledge
#

Nope.

glacial bison
#

Oki

remote dune
#

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

gray ledge
#

Is this all happening in thunderstore? What are you having to relaunch? What isn't saving?

remote dune
#

And yes I use Thunderstore

elfin flower
gray ledge
remote dune
#

How new is Gale? Been hearing about it only today

gray ledge
#

Beats me. Never used it. Although considering how dogshit the Thunderstore client is, it seems like it's worth looking into.

gray ledge
#

Oh, you meant the Maneater.

summer hornet
gray ledge
#

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.

summer hornet
#

Ok

fluid harbor
#

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.)

fluid harbor
#

this is what happens

gray ledge
glad egret
#

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

chrome wind
#

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

fluid harbor
# gray ledge Highly depends on what you mean by "copying the boxcracker's elements as you pro...

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.

gray ledge
gray ledge
fluid harbor
gray ledge
dusky swift
#

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!

gray ledge
dusky swift
gray ledge
dusky swift
magic warren
#

Thank you again Antler for your awesome work ! Love my new tiger skin and your method has helped me a lot 🙂

gray ledge
#

Finally updated for the maneater.
I also updated the repositories for the first time since my backup failed.
Don't tell the fun police.

gray ledge
#

Enemy Skin Registry and Enemy Skin Kit

digital vault
#

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

gray ledge
#

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.

digital vault
gray ledge
digital vault
#

oh cool!

gray ledge
#

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.

manic osprey
#

hey is there a bug where you can see barbers from any distance

marble raven
#

Can confirm, latest EnemySkinKit update seems to break the fading on barber skins

gray ledge
#

My b. Uploading the fix.

digital vault
#

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

gray ledge
#

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.

manic osprey
#

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

gray ledge
manic osprey
#

its the vanilla texture

gray ledge
#

I probably just moved something in the refactor. I'll give it a look when I can.

magic jackal
#

Is there any chance we'll get a sound replacement option for the Coil-head's like sleep mode? o:

gray ledge
#

Does it make a sound when it does that or is it just something that happens?

magic jackal
#

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

gray ledge
#

M'kay, then yeah. I should put that in.

magic jackal
#

Heck yeah! Thank ya so much

drowsy sentinel
#

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?

gray ledge
drowsy sentinel
#

Ok I thought so, that's fine

summer hornet
gray ledge
# summer hornet 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.

glad egret
#

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

gray ledge
glad egret
#

darn

#

maybe it adds it to the rarity?

gray ledge
glad egret
#

yeah true i dunno lol

digital vault
gray ledge
digital vault
#

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

gray ledge
#

Yeah, so if you really want a configuration for a moon with an ambiguous tag, you just configure that moon.

digital vault
#

I suppose you mean it'll just add another layer which will make things a lil bit more inconsistent?

glad egret
#

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

gray ledge
# digital vault I suppose you mean it'll just add another layer which will make things a lil bit...

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.

digital vault
#

hmm

gray ledge
#

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.

digital vault
#

ye that does make sense

gray ledge
glad egret
#

yeah fair lol i just want the cave related skins from extraenemyvariety to spawn in the mineshafts LOL

gray ledge
#

@magic jackal What's the mod for the moon you were having trouble with?

magic jackal
#

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

gray ledge
magic jackal
#

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

gray ledge
#

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?

magic jackal
#

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

gray ledge
#

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.

magic jackal
# gray ledge If you're concerned with your skin's default config potentially overwriting user...

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?

gray ledge
#

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.

magic jackal
magic jackal
gray ledge
magic jackal
#

Oooohhh, I see

gray ledge
#

Also Coilhead sound is up. Please give thunderstore 10 days to apply these changes.

magic jackal
#

And awesome!! Thank ya so much for adding that c:

gray ledge
#

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.

dusky swift
#

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?

gray ledge
#

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.

dusky swift
#

I’m asking how to get animations into unity and use them in the code (sorry if my questions are common knowledge lol)

gray ledge
#

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.

dusky swift
#

Great thanks so much!

magic jackal
#

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

summer hornet
magic jackal
#

They're so silly I love'em

summer hornet
gray ledge
#

fug. I'll take a look some time.

magic jackal
#

Appreciate it yo 👍

summer hornet
#

lasso man skins when

marble raven
summer hornet
marble raven
gray ledge
#

Oh no, don't make that face at me, I'll recoil in fear even.

summer hornet
gray ledge
gray ledge
#

Neat.

elfin flower
#

oh, the wall dweller...
I know the modeler of that creature

magic jackal
hidden frigate
#

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?

gray ledge
cobalt drift
#

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?

gray ledge
hidden frigate
#

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?

hidden frigate
#

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

summer hornet
marble raven
gray ledge
# hidden frigate im confused on this line in the enemy skin kit guide: *Additionally, these clip...

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.

cobalt drift
gray ledge
hidden frigate
#

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?

gray ledge
#

The scale is probably wrong on the model by a little bit.

hidden frigate
#

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

summer hornet
trim mesa
#

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?

trim mesa
#

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

trim mesa
#

Fixed it like that

trim mesa
#

Would also be cool to be able to get a random skin

gray ledge
gray ledge
gray ledge
gray ledge
trim mesa
#

Thanks 🙂

trim mesa
#

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
gray ledge
#

If you're using thunderstore, your local dll might be outdated. But you're gonna have to update anyway, so whatever.

trim mesa
gray ledge
#

That's my b. Gave you the wrong method name.

trim mesa
#

The random float should be between 0 and 4095 included right?

#

Nevermind I think I looked at the wrong function

gray ledge
#

[0, 1]

trim mesa
#

Alright

glacial bison
#

@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

digital vault
#

oh I had an issue where it was invisible but had audio

gray ledge
#

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.

glacial bison
#

Ooh ;o

magic jackal
summer hornet
#

massive issue

#

whenever my tmm tries to install this it breaks

summer hornet
digital vault
#

congrats <3

summer hornet
#

it wont update on my thunderstore

round agate
#

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?

digital vault
#

also I'm pretty sure you also need lethal config

round agate
#

I have a mod manager, that's how I installed everything.

#

Used this mod before, everything was okay. But now it just spams this

digital vault
#

oh, really weird

silk pewter
#

this mod got u the job? sick.

pliant prism
#

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).

round agate
#

Afaik, it's Bracken's animation messing with the model, it can tighten / widen in some places.

pliant prism
gray ledge
round agate
#

I think someone should make a Michael Jackson skin for Bracken.
Cause, certain memes and references.

round agate
hexed finch
#

@gray ledge Did y'all ever add a way to tie enemy skins to specific interiors?

marble raven
hot hedge
#

Will be cool if someone would make a scavenger skin for hoarding bugs and baboon hawks
Like maneater from extra enemy variety

hexed finch
#

Unfortunate as a mod dev who could use it as a feature, but fair enough

gray ledge
hexed finch
#

@pale lotus There's your answer

pale lotus
#

LMAO

#

Okay

gray ledge
#

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.

vagrant cedar
#

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

gray ledge
vagrant cedar
#

billboard isn't what i'm asking but not being able to change it depending on animation 😔

gray ledge
#

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.

GitHub

Tools for creating Lethal Company Enemy skins compatible with the Enemy Skin Registry - Issues · Yinigma/EnemySkinKit

vagrant cedar
#

i was just joking

gray ledge
#

Again, it's not just you.

gray ledge
#

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.

old aurora
gray ledge
old aurora
#

So it completely breaks mod structure

old aurora
#

See?

#

Clean and neat

#

Thunderstore just...

#

Removes all folders and I'm trying to figure out what the heck is going on

gray ledge
#

I think that's how it's been with this mod for a while. Doesn't affect its runtime I don't think.

old aurora
#

Because it's also happening with my mod as well

#

And this just happened

#

For me at least

gray ledge
old aurora
gray ledge
#

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.

old aurora
#

And now today? Deletes everything and crams it into one folder

#

It's just odd

gray ledge
#

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.

gray ledge
old aurora
#

Alr lemme see

gray ledge
#

I well and truly have no clue what the difference is.

old aurora
#

@gray ledge

#

This fine?

gray ledge
#

Yes.

old aurora
#

But basically this is what it looks like

#

But it HAS

#

to be like this

gray ledge
#

Awesome. I am not John Thunderstore. I cannot help you.

old aurora
#

My bad

#

I shall figure this out but thanks for the tips and ideas

gray ledge
#

Good luck my guy.

old aurora
glacial bison
#

@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

old aurora
glacial bison
#

and could hear the stomps in my fucking ear drums

old aurora
#

That's just wonderful

#

Blow my ear drums out no matter where you go!

glacial bison
#

Yeah confirmed

#

EnemySkinKit's update is busted

#

Disabling it fixed global giant footsteps

gray ledge
#

Ah crap.
Well, just roll back to 1.2 for now until I get that fixed.

glacial bison
gray ledge
gray ledge
#

Also Coilhead foosteps.

glacial bison
#

Hoorah

glacial bison
#

Imagine always hearing a coilhead behind you no matter where you are

#

Paranoia at all times

#

☠️

gray ledge
#

Oh nah. It was just not adding the modded audio source because I spelled it correctly.

glacial bison
#

Oh lol

glacial bison
gray ledge
#

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.

glacial bison
glacial bison
#

@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

gray ledge
glacial bison
#

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

gray ledge
# glacial bison No just the fox

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.

glacial bison
#

Idk lol

gray ledge
#

It's coming after a big audio update, sure, but if lethal resonance is just replacing clips, it should still work fine.

glacial bison
#

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

chrome wind
#

i have some non-LR SoundAPI sets i can test to see if i get that issue as well

glacial bison
#

as all enemy sound replacers would do it the same way

chrome wind
#

actually question

glacial bison
#

Due to how SoundAPI is structured

chrome wind
#

you have multithreading off right

glacial bison
#

Yes, this has nothing to do with multithreading

chrome wind
#

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

glacial bison
#

It's never done that for me

#

In fact having it on is more problematic

chrome wind
#

yea it does cause crashes during startup

#

but if i turn it off it stops loading my custom ship sounds, old bird sounds, etc

glacial bison
#

I've never had that issue

#

You probably have it structured wrong in some way

chrome wind
#

i have it structured in the same way as LR

#

i just don't have any config conditions like it

glacial bison
#

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

strange nacelle
#

So is this mod working now as long as we don’t use LR

glacial bison
#

The fox spamming errors every frame has nothing to do with LR

#

That's a SkinKit bug

gray ledge
#

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.

glacial bison
#

I would imagine that's why the screams are heard globally though

#

lol

gray ledge
#

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.

chrome wind
#

one of the old bird skins i have overrides LR old bird sounds for the ones it does replace

chrome wind
#

for at least 3 months

gray ledge
#

Well I'll be a monkey's uncle.

glacial bison
#

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

gray ledge
#

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.

glacial bison
#

Yeah lol I understand ridding of them

chrome wind
#

the BRUTE old bird mod i have replaces the walking, shooting, and LRADAlarm sounds, but leaves LR's brainwashing signals intact

glacial bison
#

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

gray ledge
#

Granted with more replacement audio sources, but ones that are supposed to play the original damn clip.

glacial bison
#

But it only happened for clients

chrome wind
gray ledge
#

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.

chrome wind
gray ledge
#

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.

glacial bison
gray ledge
#

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.

glacial bison
#

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

gray ledge
glacial bison
gray ledge
#

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.

glacial bison
balmy jacinth
#

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

balmy jacinth
summer hornet
#

Guys

#

Somebody make

gray ledge
# balmy jacinth do you use harmony or monomod

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.

balmy jacinth
#

if this works, it will continue to work into soundapi 2

#

it's still quite a while away greed

summer hornet
#

But i cannot do it

cobalt drift
gray ledge
#

Looks like animation’s busted. The armature that model is weighted to probably doesn’t match the bracken’s.

little temple
#

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

gray ledge
little temple
#

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!

little temple
#

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?

gray ledge
#

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.

little temple
#

okay thank you for explaining that, sorry I’m super new to this and the Unity menus were getting overwhelming haha

little temple
cobalt drift
#

how can i add a skinned mesh renderer to my 3d model for the armature maps? im trying to map it to a bracken

gray ledge
gray ledge
little temple
cobalt drift
gray ledge
cobalt drift
gray ledge
#

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.

surreal breach
#

How does this interact with the new halloween costumes?

gray ledge
#

New hwuh?
Is that in vanilla?
I don't play this bideo game no more.

surreal breach
#

Yes, and they work well I just tried it

summer hornet
summer hornet
glad egret
#

i reccomend just makin ur own its sorta time consuming but it wouldnt be hard with that model lol

summer hornet
glad egret
#

o

#

i dont feel like trying to explain it in text lol youll have to look it up im afraid

glacial bison
#

@gray ledge You're gonna need to recompile NymphBracken on the latest version of MoreCompany

#

She breaks atm

#

Can't kill players

strange nacelle
#

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.

jovial rose
#

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.

gray ledge
#

The REPLACE_TEXTURE not working is a bug. Idk what's going on there.

gray ledge
gray ledge
#

What did you try and what was the result if any?

jovial rose
#

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.

gray ledge
#

Okay I'm remembering this now. Is the image you're using for your material's texture solid?

jovial rose
#

well it looks like this

#

this was made with the boxbarber in mind

gray ledge
#

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.

glacial bison
gray ledge
glacial bison
#

Yay 😄

glacial bison
gray ledge
#

Just swapping the priority of the patches, right? I'll give it a shot.

glacial bison
#

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

gray ledge
glacial bison
#

True hehe

gray ledge
#

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.

jovial rose
#

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.

gray ledge
#

It's not a unity thing it's an image thing.

jovial rose
#

oh

gray ledge
#

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.

jovial rose
#

thanks I will try it out

strange nacelle
#

I have colorful enemy variety and extra enemy variety

gray ledge
jovial rose
# gray ledge And then assign that to a new HDRP material.

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

gray ledge
#

Is it set to REPLACE_TEXTURE or REPLACE?

jovial rose
#

REPLACE

jovial rose
#

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

jovial rose
strange nacelle
gray ledge
jovial rose
#

@gray ledge I was able to get it working, thanks

grand sun
#

This is really cool

naive flume
#

What is he swearing at?

gray ledge
# naive flume

I shouldn’t be kicking that out as an error. It’s being caught and dealt with by skipping the attachment.

echo quartz
#

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

gray ledge
#

Oh so it's technically a new enemy type?

echo quartz
#

well

#

its still the barber prefab

#

i just destroy the gameobject and parent the new one

gray ledge
#

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."

echo quartz
#

okay, thank you, i appreciate it

glacial bison
#

@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

gray ledge
#

I was about to say.

#

That was fuckin quick.

glacial bison
#

Lmao

#

I always check after just to see if I need to be preparing to update anything

glacial bison
#

Oki yeah it is, Thunderstore was just slow

glacial bison
#

@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

gray ledge
#

Dammit.
The old version number's messed up.
Thanks for the heads up.

glacial bison
#

I just double checked

#

XD

#

yw

glacial bison
#

@gray ledge 🤔

glacial bison
vagrant cedar
#

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?

fluid harbor
#

would be awesome for the upcoming slaughterhouse-themed skins

gray ledge
vagrant cedar
gray ledge
# vagrant cedar 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.

digital vault
#

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

lapis junco
#

It kind of is weight based? set two skins to 100%/1.0 and they'll be 50/50?

amber jewel
#

@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

marble raven
amber jewel
#

oh thanks ill go try that

old aurora
#

When I was working on some skins. NO GUI Implemented

gray ledge
naive flume
#

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...

gray ledge
#

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.

naive flume
#

oh okay

lapis junco
#

Since new weather mods are becoming a thing, is it possible to select skins based on the current weather or is that way impractical?

gray ledge
raw wharf
#

does anyone know the name of the bracken skin files?

manic osprey
#

@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?

glacial bison
#

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 🥺

long escarp
#

I hope thats the case because I am losing my mind trying to fix the bug on my end with bees!

chrome wind
#

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

glacial bison
#

Which it should default as True tbh

chrome wind
#

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

glacial bison
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I remember previously code sharing wouldn't overwrite a user's settings

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It'd only do so if they didn't already have custom settings set up

chrome wind
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might be cus i include the registry json with my modpack ts package that we use

echo quartz
manic osprey
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if its not ESR/K, idk what it is

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my next best guess would be bozoros but thats under the assumption its even related to skins to begin with

glacial bison
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Wouldn't be Bozoros

chrome wind
manic osprey
summer hornet
frigid goblet
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someone gotta add skin injection through weather/weather tags to this 🗣️

ocean crypt
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Hey Antler

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Are there any tutorials on how to use the mod?(Making Skins and Custom Sounds)

marble raven
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EnemySkinKit's Thunderstore page gives you the info you need on making skins, adding sounds, etc.

ocean crypt
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Ah perfect!

glacial bison
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@gray ledge Dunno if you're around anymore but are you gonna be pushing that optimization update to EnemySkinRegistry soon?

hollow glade
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Does this mod overrieds claysurgeonoverhaul mod? b/c claysurgeonoverhaul mod has its own skins registered

minor pendant
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from my experience claysurgeonoverhaul always overides this mod

hollow glade
minor pendant
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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)

hollow glade
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I altered values of skins but still it only spawns the purple ones

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Do you possibly know the reason for this?

minor pendant
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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?

hollow glade
hollow glade
minor pendant
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yo sweet! must have been the dot if i suppose. no problem

minor pendant
hollow glade
minor pendant
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awesome