#Enemy Skin Registry and Enemy Skin Kit
2718 messages · Page 3 of 3 (latest)
damn
Probably due to them busy with RL stuff if I had to guess, at least the important mods like NymphBracken and Bozoros rely on EnemySkinRegistry and not the SkinKit
I remember them starting to show some burn out and lack of interest on wanting to work on the mod
@marble raven Since none of your enemy reskins use custom sounds, how possible is it for them to only use EnemySkinRegistry?
Actually wait
Some of them do have custom sounds
My bad
lol
But I do wonder if they could use only SkinRegistry and not SkinKit, or maybe you could seperate the skins that need SkinKit into their own mod
Anything that can be done in EnemySkinKit can also be done with just Registry, it's just considerably less friendly to employ 
True, it's just SkinKit that needed the optimization update EnemySkinRegistry I believe was fine
so it would be nice to have mods relying on SkinKit to move over lol
I also know EnemySkinKit throws an error that Pawsy seems to catch all the time under help and troubleshooting
lol
@rough garden any chance you might be able to update A Rather Silly Coil Head to only use EnemySkinRegistry?
A Rather Silly Proposition 
Btw since you're here
Nikki wants to know how to move her stuff over to it
Maybe you can help

Oh sure! It ain't that bad actually but you do need a plugin for it
@hexed finch
I could also just DM the stuff I did for Santa Butlers, but it ain't that pretty 
I mean
Since when is LC modding every pretty?

The end results usually are but everything you have to do is so involved
Also now I gotta do something for when Slaughterhouse spawns on Bozoros 
It's gonna be the Funhouse on there probably
I was thinking blood decal under entrances if I wanted to keep it simple, or hanging cow piñatas in the Ferris wheel 💀
I saw the Gorgonzola variant and I liked it
lol
I would check the way it looks on Bozoros first
XD
Yeah but I gotta do something from map side 
True
I'm surprised you haven't done anything yet for Guardia being on there, Party Fortress is sick
lol
True I just haven't set up the "infrastructure" for interior-dependent stuff
I know JLL exists I'm just rather obstinant and want to reinvent the wheel 
Which is funny, because just doing blood won't work since Fun mode removes basically all the blood lmao
And yeah I'd like to port my stuff to Registry at some point if that's not too hard, although I'm not a coder so uh
💀
Yee it should be pretty easy, especially if it's just like a material swap or something
Using EnemySkinRegistry does let you do potentially more stuff too
Could either disable the actual head and instantiate a cheese prefab in its place, or try swapping the actual head filter and renderers
Hm actually putting little interior easter eggs inside the Gondolas goes hard as a concept lol
Given I have almost 200 skins total, some with sounds and some with custom objects, that’s uh… a massive undertaking…
Future for the skin mods may not look so bright when another Lethal update comes our way
MIT license: 
Someone will pick up the pieces, if need be (probably, maybe)
Forgive my ignorance but catch me up--is there something wrong with the Enemy Skin Kit?
Also how would I go about porting it to the Registry exclusively? 🤔
It was very helpful what you sent me :3
@civic crystal should be able to dm you the stuff for it, Enemy Skin Kit isn't broken per se, but it has a frequent error that gets caught a lot and it had an optimization update pending that Bongo even told the dev how to fix an issue with but it appears they left the server. I would suspect due to burn out or RL stuff since they started to show disinterest in working on the mod unfortunately. It's more so for future proofing incase they don't come back since EnemySkinRegistry doesn't have the errors or optimization issues
There's a couple additional stuff I have for the Santa Butler (random name selection for instance), but I could simplify it a bit + add comments and upload it to a public repo as an example implementation maybe
Editor can still be used to modify/add to enemy prefabs, to make sure placements are correct and it all looks good, but it needs to be manually "assembled" in code essentially
e.g. Manually instantiating a hat GameObject and parenting it under metarig/spine/spine.001/NeckContainer/spine.004/face to move along with the Butler's head
Yeah the SkinKit was designed to make that whole process easier which makes it such a shame that the dev vanished
Yeah
Not sure if that actually causes anything
I know HarmonyX complains like that for Bozoros when Mimics is not present in the modlist
Mimics too op
Yeah I just low-key hope at the very least they return eventually to do that optimization update cus I know they got really happy about it but then they had to revert it due to some issues at the time they just couldn't look into.
Oh hmm
I know they spoke about it a little bit when they freed up when NymphBracken got updated
Yeah compat issues with SoundAPI which Bongo had told them how to fix, and the fox throwing errors like every frame lol
Weird
oh jeez i didnt even notice
are they still gone
Yeah
that's a shame, i hope it can be picked up by other developers
it is open source
maybe they just left the server but still are working on it?
They aren't
I got confirmation
They're done with LC
Ah dang, that's such a pity
Guessing you messaged them on their GitHub? That's a shame 😔 they made really good stuff
gg
does anyone know if when you're using the REPLACE body mesh action, the armature map needs to have a matching modded bone for every vanilla bone? or can you leave spaces blank.
nvm i got it to work
would you tell me what your issue was and how you solved it? I believe I have a similar problem right now. to the point of generating the mod files everything seems to work fine, but my enemy never has the skin replaced (config setting should be 100%) I also tested using REPLACE_MESH instead of REPLACE, both don't work. just mentioning in case you had the same experience
is the enemy looking the same or is it invisible? If it still looks the same consider checking if your mod ID in your skin object is the same in your mod object
That fixed the problem for me
it might also be other info not matching up between objects
The ID is the same, I had that issue at first and noticed since the entry in the in-game config was missing
Also the enemy is just the original model
please be my eyes in case I'm blind enough to miss something incredibly obvious 😅
Let me open my mod file and compare give me a sec
Try making the Mod GUID Sluzeeey.lethalcompany.EndermanBrakenSkin
also I was never able to get the armature map generator to work so ended up using the alternate method
I had to go into my model file in blender, pull the box brackens armature and attach it to my model
the box bracken model should be a .fbx file in the enemy skin registry file in your unity project
Just COPY that file into your blender project
that exactly what I did, did you keep all the bones of the enemy you used? I deleted the leaf bones
oh and this didn't change anything
I kept all the bones
I checked all their weight painting and they weren’t pulling at my model anywhere so they weren’t a problem
If they are you can just go in and remove the weight they’re pulling
If that’s the method you used then you shouldn’t be given an option to use an armature mesh
Since the correct armature is included in your model
where do you mean by "given an option"? the ability to set options in the armature map?
Under body mesh action
Select REPLACE_MESH
If I’m remembering right replace mesh is if your model already has the brackens mapped armature included in the models object
REPLACE
Was used when your model had different proportions and thus needed a very diffrent armature
I don’t think this feature works anymore
bc you’re making an enderman the proportions Shoukd match up pretty well
mhhh I see ... the way I interpreted the guide was that REPLACE_MESH only allows you to add static models that have no animation ..
I guess it makes sense for it to work if the armature matches
I'll try remaking the model then, thank you for your time in advance!
it doesn't :(
so the thing is tested some other stuff .. I tried to just hide the body mesh and replaced one of the sounds .. doesn't work either .. so it's at least not the models fault
what version of the mod are you working with?
Does the ingame enemy skin registry recognize the mod being installed?
yes
And the Skin is set to 100% in the Default section
Just tried adding 100% for Expirimentation just to make sure .. no luck
Did you change skin ID under the config menu to match the new ID
You told me to change the mod's GUID, that's different from the Skin's ID, right?
I don't think it's any of these files tbh .. my last guess would be that I set up the project incorrectly, and that the code generation is messing up somehow. I have a couple of errors when I open it up for the first time. Did you use Evaisa's Template as a base project or a normal unity project?
pretty sure yeah, shouldn't the template be?
I used evaisa's as well
The guide says If something wrong happened at that step it wouldn’t have let you install the thunderstore plug in
So I don’t think it’s a problem with that
Try changing the vanilla fallback instead of the default frequency
I was wondering about that, what does that mean? doesn't that mean the chance for it to "fall back" to and use the vanilla skin?
That’s what I also assumed but this is what worked for me
You can also just change its frequency in the mod in game mode config
Did you move the new skin object into the mod object?
since you changed it to be REPLACE
Yeah I did .. also just realized I was missing a mod but that wasn't it either
vanilla fallback isn't doing anything either
NO IT WAS THE MISSING MOD
AHHH
I changed the spawn chance to 100%
bro looked like a stick man and the sound's didn't work either but atleast something happened visibly
LETS GOOOO
This is how my model looked ingame so you’ll probably have to edit the model to make it look more like how you want it to
Is there a way or a mod that makes certain creatures have different appearances depending on the moon, like snowy dogs on snow planets?
This mod already does that
Oh, I thought it just kinda gave them random skins
Just set the spawn chances for snowy appearance to 100% on snowy moons
Oh cool, is it possible to enable and disable certain skins?
And do you have any recommendations for skin mods that fit the game? Like things that make sense and not like black widow spiders or tulip snake colored thumpers
Set spawn chance to 0
I haven't looked at skin kit mods in a long time so idk
Ok cool
#1238032120631263243 would be the place to ask prob
I'm just looking for mods to pull for a Wesleys Journey mode modpack to run with my friends, and some stuff to make the normal stuff also feel a bit new. If you have any recommendations please let me know
For wesleys you should be using wesleys skins
Figured
It probably has preconfigured weights for his moons
How would I configure EnemySkinRegistry\config.json to give custom weights on specific moons?
Would this work or is it more complex than that?
You have to do it in-game through LethalConfig
It’s not intended to do it through the config itself. Maybe that would work? But doing it that way would get very tedious very fast
Yeah I saw that on the modpage but this is all I get
It’s in the other one (EnemySkinRegistry)
Oh mb, I looked at it and somehow totally blanked on the top button
Got it, thanks
I sent a friend request to try and contact yinigma and ask if I can take over and update the mod
But if someone is able to already message them it'd be great if you can tell em dat
Nvm I'm able to.message em
Found a mutual server
Oh I should probably say it here
But I have push and upload permissions now, so maybe later tonight or tmrw there'll be an update
1.5.0
- New maintainer, hi im xu
- Added new dependency to fix loading issues.
- Added some patches and code for the new v70 enemy.
- Recompiled for v70.
oh
i forgot to add the new dependency
welp
1.5.1 incoming
actually itll take a bit, waiting on ThunderKit to see SoftMaskKiller in thunderstore 😔
ig in the meantime ill work on enemyskinkit, but also they both should be working fine now
1.5.1
- I forgor to add the new dependency, it's added now.
im also not caught up on any problems that have come that havent been solved so people will need to tell me what the problems are and send the detailed reports otherwise i will not know what you're talking about
did i miss something in enemy skin kit
iirc Antler tried revamping/improving sound replacements in an update a while back but it ended up breaking a lot of enemy sounds (Nutcracker most notably) so they ended up reverting the sound changes
Still at work but I’ll be trying these updates today! Also wanna say I love the new icon for SoftMaskKiller LOL
1.4.0
- Added some support for GiantKiwi.
- Recompiled for v70.
- Report any problems I may have caused by editing some code here and there, thanks.
i might've broken something so let me know
imma go eat
So I finally got my project updated, there's some things I noticed while testing although they aren't bugs I figure I should let you know, there's no way to change the feathers covering the bulk of the Sapsucker's body as well as its Eyes/Eyelids
Also tested the baby stuff and those definitely don't work though the eggs idc about personally so 🤷♂️
yeah they're items so i havent really done much that would make me think they'd work
plus if they did work it'd probably unwork when the enemy despawns which is kind of unideal
Yeah I assumed it'd be broken one way or another
in terms of the feathers im assuming i gotta include some MeshRenderer in the FeatherLOD's?
Yeah pretty much, same for eyes
oh actually im guessing u highlighted all the things i missed lol
are u able to check if they're SkinnedMeshRenderer's or MeshRenderer components
this isnt as big of a deal
All the eye stuff are MeshRenderers, the Feathers are SkinnedMeshRenderers
ight, ill add that soon
Oh idk if it matters but the feather stuff use a separate feather material (the eyes just use the Kiwi's main material)
1.4.1
- Added the rest of the support for the GiantKiwi, gave the egg stuff another try but im not hopeful.
i lied about the gave the egg stuff another try part, i just forgot to take it out of changelog
i took it out completely until i make another attempt at it, but i would wanna first try giving the nest a material option
@marble raven i think i included all you wanted in this update, so have fun
The option to open the skins menu has vanished for me, although i am using a large modpack so pinpointing the problem is... idk. All I know is it broke when i updated to v70
the mod had it's v70 update
try closing and reopening the game
that is absolutely not fixing it lol
not even dragging my v69 file i saved for it made it re-appear, no guesses as to why it broke
I have an issue where despite having a low weight, many enemies are only taking their variant skins and never showing up as their vanilla versions.
Here is my config if you are wondering
Checked your config on a fresh profile and vanilla versions of enemies seem to spawn fine?
Oh I see what's going on..
So some of the enemies in the config have their vanilla indoor or outdoor weight set to 0, like the Forest Keeper and Earth Leviathan have their outdoor vanilla weight set at 0 so their vanilla versions never spawn normally
If you are using indoor/outdoor configuration make sure the vanilla skin is set to 100% for both on all enemies, and if not just move the vanilla skin's bar on all the enemies in the lethalconfig menu and hit apply to fix it
I disabled that like a long time ago. Im assuming for some reason it stuck on
How would I fix this despite having indooroutdoor disabled?
Like I said even if kind of a weird fix, just move the vanilla bars for everybody then save config
Only ones in your config that have indoor/outdoor discrepency seems to be a lot of vanilla enemy skins and the coil's demetrica skin
Is there any chance this will get Mimic support sometime? I remember the original dev wasn't too interested in adding it due to it being kind of complicated but having the option to override them for specific moons would be stellar
it would like force conflicts with other mods that modify the mask and theres like 2 billion of those sadly
That depends if they're referring to masks or 753's mimics
Yeah I was referring to the masked Mimics
I was a lil worried about that but it's all good
@fresh spoke according to wesley, registry for some reason makes the arachnohead from filitrios unable to explode once its killed
Just the sheer existence of the mod?
believe yes
ye
Are there any known incompatibilities /w this Enemy Skin Registry? Because no skin is loading right now
01992c86-3f4f-667a-e847-b3766a02a901
I'm guessing RandomEnemiesSizeHostOnly, but Idk
server side random enemies size doesnt have a problem so host only shouldnt
none of these mods should have problems
aside from maybe betterspectate and spectate enemies
did you actually set them to spawn with ESR's ingame menu?
Mhm
You need FixPluginTypesSerialization
Mod doesn't work otherwise
Bruh
I accidentally uninstalled that during the purge of my now client-side modpack's server-side mods
Thank you, lmao
Wtf, neither mod lists it as a dependency
No wonder why I accidentally uninstalled it...
Yeah I dunno why, the only reason I realized this was the one time I was internal testing my own mod without LLL for once which does have it as a dependency
There is a warning log from ESK/ESR saying it needs it
At least there's that
Antlers probably didn't realise it was needed
It's not a mod explicitly used but it fixes things implicitly
And since its with 99% of any decently big codes mods its hard to remember if
Ig*
As part of DawnLib, I've started work on an EntityReplacement part of the mod, where people could more easily replace both vanilla and modded parts of enemies, items, etc, it might take a while but I have started work on it
moons... until I run out of things to do
it's fun to work on libraries
mfw oxyde
oh no as in a way to add moons, like LethalLevelLoader
So do you have interior elements too or is that lumped in with moons
I can't imagine going back to a time where more than 1 moon lib runs in 1 profile
I do yeah
People can add tiles to whatever interior they want
Interesting
I remember someone talking abt that months ago, didnt think it would come to fruition
So the possibility is there to do basically MapImprovements but for interiors
I wonder how it'll be used
I wonder if it'd be used lol
considering map improvements hasbeen there for like months and I'm the only one vocal about being interested in doing stuff w/ it, I hope yours gets used more than MI
speaking of I should probably invest some time learning it, skimming thru it wasn't super hard to do
If you're gonna do stuff with MI you're gonna be restricted to no new fire exits for now, cus they still aren't networked and LP will make them useless
Unfortunately this has been a problem for months and nothings been done
Literally the only thing I'm doing is a fire exit
That sucks
if LP hadn't removed the option to turn that off 🤷♂️
bit sad really
but I'm doing it anyway since I'm not gonna wait around for either of them to fix the issue
I've known about this for a while though
imo LP forcing entrance caching will eventually be for the good of everyone since it'll force modmakers to register their teleports correctly
but it is frustrating that such a good mod won't work because of it and has no timeline for an update
yea
i removed LP from my pack cuz cesspool's fire exits didn't work half the time
sucks a lot
now my pack is like 50fps on average
Entity Replacement in DawnLib is almost done, just gotta setup the weight/rarity system on how they work
I guess I should also ask, other than being able to replace sounds, models and textures on enemies and items and vehicles or whatever, what else are people wanting to do in that same region of features?
cc @quiet tree @marble raven
THIS GIF IS SO GOOD LMAO
Well, not exactly related to replacing I do like (and often use) ESK's attachment feature to attach prefabs as a child to an enemy's bone for smaller things that don't warrant a full-on model replacement. Things like the hat on the Miner Butler or shining particle effect on the Cubatres Maneater
Other than that nothing else comes up off the top of my head
hmm okay yeah i can add that, i remember it was like bone attachments
i did wanna also add the option to replace particle effects and more importantly nests of enemies, but not sure how possible that is considering baboon hawk, radmech, kiwi and fox all have separate implementations for their own nests
ESK does have the Old Bird nest figured out but other than that the other's nests aren't too crucial in my eyes, neither is replacing particle effects for the most part especially since ESK does not have a good track history of handling particle effects well
gotcha
allright so if i understand right i have to do this for every single moon or no? and how will it work with not vanilla moons?
also not sure what values to put in here
dunno if this was asked allready or no. didnt find anygthing
You don't have to if you don't want, you can just set the default frequency and it'll apply across all moons
ah wait no the default setting makes it everywhere 100% no?
Yes
Also for modded moons just look for their name in the LLL config and use that name if you want to register them
ESR will recognize if the moon is installed
lol no worries
for some reason, enemy skin registry just. isn't working for me
i've tried both beef's skins and colorfulenemy variety, no matter the chances i set i get the vanilla enemy
tried across multiple modpacks aswell
There's some fuckass dependancy that isn't listed on the mod's page that you're probably missing
yeah
yea
If not that, then I have no idea, sorry
A potential option would be to archive your skin jsons, uninstall ESR as well as the skin mods depending on it, completely clear mod cache, reinstall everything, and then put the skin jsons back into where they go
yeah that was the issue
@fresh spoke since you're handling ESR can you make a .json update to include this as a dependency?
Please
sure, keep in mind that unless you're playing with only esr you probably already have that mod downloaded which is why I never bothered to till now
wrong forum post
question mark
Oh, fuck
I had this issue.
An invisible maneater
until I grabbed it
It could be scanned btw
It was using a custom skin
the j
me too, and I've been using this mod for a while
maybe is that skin in particular?
i compile my skin mod but it doesnt show ingame and im wondering if im missing something.
Do you have FixPluginTypeSerialization?
Can confirm is this specific skin...
Happened again
on this skin again
I just wanna mention that a while ago I had an invisible maneater as well, though while not having enemy skin registry installed at all
So it might be a greater issue, unless it is really entirely consistent with this skin
atm it happened to me 2 times, both times was with that skin.
But I'll do more checks soon
I think that one also ate scrap, so it might also be a different issue
i think that type of issue is related to cullfactory
but someone would be doing something weird to cause it
I had problems in the past where if the armature isn’t mapped correctly the model just doesn’t show
yes when im testing in the game
im just extract my mod from zip put it in the plugins folder
maybe this error means something
ok well i got it working by removing the custom texture but now the skin is invisable
its finished just had to install the hdrp plugin
I should probably point people to the newer solution huh
ESR/ESK do still work, but a reimagined more maintained and more versatile version that requires 0 code for even custom entities exists through DawnLib, for any questions feel free to ask in the #1387434268577370324 thread or inquiring through the thunderstore wiki.
@tulip plover when Santa's up can I get a pin on this, original dev moved on and I was maintaining this
Merry Christmas
Tanks
would be plausible to add Colorfull+Extra EnemyVariety to DawnLib?
I'm still getting some issues with the maneater being invincible when spawned, but visible when grabbed or transformed
I do kinda still think that that's just some sort of cull factory incompat but it'd probably take a bit to make a tool for them to auto convert
I'm also unsure if just using dawnlib would fix that if it is a cull factory issue
I see, but the weird thing is that it's only the maneater
Very much would be possible given Dawnlib and ESK are 1:1 in features and I'd like to do it someday, only thing holding me back from making the move right now is just the tedious work of moving all 250+ skins over into a new project and assigning everything all over again (Materials, Sounds, Assets, etc).
I would rather just wait until either ESK becomes outdated (New enemy being added or the mod breaking) that it becomes mandatory, or if by chance Xu makes some sort of convert tool (not sure if possible), since Colorful+Extra are really low in my priority right now given I'm working on other stuff
Though maybe if by then I finish up my other projects and I'm back to prioritizing Colorful/Extra I'll just bite the bullet and make the move anyways, cuz Dawnlib has improved a lot over time, the only drawback is no fancy menu but I can very much live with that
The menu to not be able to apply the skins we want to enemies is gonna be rough for us that really like to fine tune it though
You'll just have to live with writing numbers instead of moving a slider, unless someone wants to come around and add UI to dawnlib, it ain't happenin
I mean so long as it's not too difficult to do via a config or json that's probably fine
Does using the Valley tag override skins on a moon
E.g. if I have both Valley and Adamance present at the same time in the Sapsucker's registry, and one skin is exclusive to Valley, will it appear on Adamance?
Moons override Tags, so in your example the valley exclusive skin would not appear on Adamance
hellooo @marble raven is there any way to change the enemy appearance as custom skin ? i have some skins already but i don't know where to go to change it, can you help me by any chance ?
All the info you need is on the mod page for EnemySkinKit, there is also Dawnlib which I would personally recommend atp since it's got more support
is it easy ? because i don't know anything about coding
You don't have to do any code for either mods, you just need a pretty basic understanding of Unity
@elfin flower hi so
i just got the invisible maneater bug
and it had no skin
this doesnt per se confirm this is a vanilla bug
but it does decrease the chance its not vanilla
you got cullfactory?
clip is still sending btw
yes i do
spoilers for new wesley stuff btw
so maybe it is that
thats my leading theory since it culls items like that but no idea since its not consistent
I have a question.
Can a Maneater eat items even before you see it for the first time?
I think all the invisible maneaters are "fat" ones lol
I remember most (if not all) of the invisible maneaters that I've found have that weird walking animation that happnes when the Maneater is fat
I think what's happening is that the Maneater is getting invisible when it eats a culled scrap.
Somehow gertting the culled property?
yes they can
it's because they steal all the cookies with their powers
@marble raven could there be an option in the future for choosing enemy skins based on weathers?
like if its a certain weather on a moon, theyll change to a different skin than their usual one on that moon
I'm not the creator of these mods, that's out of my hands
The creator left a long time ago. Xu was given the handle to maintain it but I doubt she's really gonna add anything new given she's made her own entity replacement system through DawnLib
yeah it's a little hard to implement something like that into ESR at the moment because of its current structure
Does anyone know why Enemy Skin Registry isn't working?
(This nutcracker is on an ice moon, which only are supposed to inhabit white/black nutcrackers)
019d2da0-7363-4e04-88ed-72cc3e5b8127
The moon probably isn't tagged properly
Not sure then, maybe some mod is adding duplicate prefabs for the Nutcracker?
Idk...
Check if other skins work cus it could just be the one you setup is broken
@fresh spoke I believe you're the maintainer of this mod now?
Disabling SolidLib didn't work
do you have your modlist?
I have a 260 mod modpack, and it works on my side
Yes, it's right here
So, skins work on their own
But none of the tag options are
???
The fuck
I have to apply them via moon for some reason
:c
incase it breaks, but im also not that familiar with the codespace so i can't diagnose what's making your modpack not work specifically with mod incompats
Also, the WEIRDEST shit happened yesterday
A bug /w three entities occured; two brackens spawned, four shockwave drones spawn, and the lower part of the nutcracker's eye didn't load, and the eyeball was clipping through the eyelid. I noticed these alongside entity skins not working
Buh,,,
i mean, it works for others, im not diagnosing your big modpack personally, if you find the issue i can maybe look at it but i cant do it personally
It's fine anyways since the moon method works, but Idk wtf is going on bru
oh god I hope this is just a you thing, all my skin configs were set-up on the tag side
thx goat
best i can suggest is clear your modmanager cache and reinstall it
We'll try that
Didn't work,,,
hi
i dont think its this
i remember encountering this issue in another mod pack
and it was causing double of monsters possible to spawn
which doesnt sound like something ESK or ESR would cause
it also doesnt happen in my own mod packs which all have them
now what it is, i dont know
@halcyon lily
This seems to be your doing
LunarConfig is seemingly causing all this
I did find an issue in that log but it's not related to this and I'll fix it
Though I do not know what I could be doing to cause issues with skins
I may have said this before, but Lunar doesn't really do much by itself
He hasn't played his pack in a while due to CentralConfig having long since broke
and disabling LunarConfig fixed the ESR issue
idk i still feel like its a different conflict, i asked him if his pack has both Lunar and ESR and he said yes
theyre right
i havent played my packs with lunar properly yet
hmm
still no idea how luanr could've caused this tbh but if you've got a minimal pack with the config settings in lunar that caused this, or even a specific config that would cause this, ill look into it
literally all ive transferred from AH in the several months of time i had is 3 moons
Can't you check something in lunar to make it start late and import cc as defaults
I remember seeing that
And when I was converting my moon settings from LLL config to lunar it set my changes as the defaults
So id think it would be pretty easy to do but idk
That was removed when Lunar ported to Dawn, you could theoretically use an old version of Lunar to port that in, then update, but there might be issues and some things would not get picked up
damn
Literally why in God's name does Enemy Skin Registry involve the soft mask
It does not vomit errors in vanilla anymore
This feels unnecessary, and SoftMaskKiller makes the compass look ugly
Excuse my butchered English I am tired
Use DiFFoZTweaks if you use Enemy Skin Registry, but honestly I would just not use the Enemy Reskin stuff rn as it's being ported to DawnLib which will fix this
I've no idea why ESK in particular causes soft masking to freak out, I remember DiFFoZ explained why
Does that mean Colorful Enemy Variety won't be client-side anymore?
If so, then that sucks literal ass
It should be
If not it doesn't really matter, with V80 you won't be able to do Vanilla compatible public lobbies
In V80 when you play with mods the game flags your client as modded
All v80 adds is a filter to indicate whether pubs are modded are not
You can still host and join modded pubs
I don't host pubs anyways, so
Ah fair
I'd be interested in knowing why
My only guess would be relation to the config menu
but I'dunno

I do not recall Xu mentionin that
It will probably not. Kinda sucks, but with the gains from porting from ESK to Dawnlib (more things to edit and more config options) as well as actually being able to stay up to date with any new creatures added automatically, I think it’s a decent trade-off overall
That is majorly disappointing
A big benefit to ESR is that it was client-side
But now there is nothing to look forward to
Yes, because DawnLib is a server-side mod
DAMNIT DAWNLIB
I CAN’T PLAY WITH SILLY COILHEAD WHENEVER I PLEASE IN PUBLIC LOBBIES ANYMORE
@fresh spoke Is there any way that a client-side mode could at added to DawnLib for this?
Hmm maybe, I'll look into it but no promises, I understand the value of it
Id be shocked if it doesn't btw
Just to make it clear that EnemySkinRegistry and Dawnlib are seperate things. All EnemySkinRegistry/kit dependent mods like silly coilhead will be fine
My skin mods will be the ones going server-side when I move from ESR to Dawnlib
Oh wait
YOUR skin mods are gonna be server sided
and not the actual enemyskinregistry
Yes
i mean tbh there aren't that many other skin mods that i know of so I get the complaint
I love Silly Coilhead maaaaaaaan
Ya I completely get it, losing client-side sucks and not having the in-game config is probably gonna make configuring a little more clunky. My reasoning is simply that, for the sake of the mod's longevity, moving to the library with more capabilities and being actively improved/updated seems the better call than sticking to a mod that's basically only been in maintain mode atp ever since the original creator left more than a year now
Beef's mod is also gonna make the move to Dawnlib in its next update (eventually)
(also agree peak)
ye not saying it's a bad choice
it does however suck a little lol
especially the no in-game config thing
that's like the one thing that makes ESR bareable to config for me cuz there's so many skins
I might rename some skins to be more correlated and remake the image albums elsewhere in a more organized manner to try and remedy it
(also cuz Imgur sucks and also not viewable in all countries)
It’s been mostly Beef that said it will
I am 100% not porting ESR or ESK
Oh no it wasn’t said they would get ported just that DawnLib would be better for enemy reskin mods

Funni mispeak then 
now we must now hang you at town square for your sins
and throw tomatoes at you
and tar and feather you
🍅
how does ESR/ESK handle vanilla and custom skins?
i.e. if you register a skin on a moon, what would it look like so your custom skin always shows up instead of vanilla?
Is there still any plan to make a "client-side" mode for DawnLib so ESR's functionalities in it can be used in public lobbies?
You would set custom to max and set vanila to 0
vanilla*
oh okay so ESR/ESK does allow you to edit vanilla skin values too
like w the slider
Yeah
is there anything from the skin creator's side that they can do?
it's what's great about it, it let's you control so much and in such a simple way w the sliders
were the sliders percentage based?
they can set their own spawns for their skins yeah
either tag based or moon based
yeah that's normal, but could they edit vanilla skin values?
no interior though
No afaik and I don't think they should be able to do that imo lol
like if I have my stuff config'd and I install another skin mod it shouldn't mess with values other than its own
goes for most content tbh
idk, it's a little of an odd thing
like if i want a skin to appear 100% of the time (whilst also allowing other custom skins to appear) and not vanilla, i feel like setting a weight of 9999 and having other custom skins also do that just to avoid seeing vanilla skin is weird
unless it's modpacks
like the user can just remove the vanilla skins, so i guess its not that big of a deal, but i was trying to think of a way to make it less work on the user
the user will probably mind 100% more if a skin blocks another skin
Sweet, thank you very much
ESR stuff was always geared towards configurability so 99% of people who use it will be touching configs
works next update*
someone found an issue that i fixed but not pushed yet
fair enough
I feel like creators making content that supresses other content is a slippery slope, akin to not allowing configurability out of the box for stuff like items and enemies in LLL because someone can make ill intentioned defaults to screw over other people's content
but at least in this case you'd be able to change it unlike LLL stuff lol
well its not for suppressing other people's content, just the vanilla skin
like, if i wanted to guarantee a skin on halloween but also allow other people to make halloween skins, but also not see vanilla, we'd both have to go pretty high weights if we were leaving vanilla weights untouched
but if there's expectations from the user that they'll probably have to be configuring stuff its not a big deal
ah if it's just vanilla it should be mostly fine, but still a bit annoying for big packs I think
Screw over other people's content how?
putting a scrap that kills you if you grab it at like 999 weight on say... junic or smth
i dont see an issue with this
So?
if it's non configurable that is an issue lol
i am being sarcastic here though
ok thank god lol
lol
if I have my moon and it's like a very chill moon or smth and someone puts their Run Killer 9000 scrap item at a high weight there that's really unfair for the person who made the moon
heyo, where are these profile thingies stored?
I'm 99% sure I saved my old skin config as a profile
BepInEx > config > AntlerShed.EnemySkinRegistry
you did this to me distinct how daaare you
you and disco toad you talented FUCKS you made too many skins now I NEED TO CONFIG IT ALLLLL UUUAUUUGUGGAAAAAH
Then I port it all to dawnlib as soon as you finish config and you must do it ALL over again mwahahah
not until that hotloading UI gets changed I won't 😼
*Adds one to LLL* 
if that were to happen i'd probably limit public packs to the vanilla moons lowk
don't play w me big p

this feels like a weird hill to die on
i was half joking but I do really dislike the UI lol
I like it when my public packs feel integrate nicely and feel "authentic" per se, so I try to reduce unnecessary UI additions and menu options as much as possible if they're not important for whatever mods I'm using that is- back when I didn't know you could turn off the LethalConfig menu button thru its config I would just uninstall dependants of lcfg or when sharing thru codes I'd just disable before sending it over :P
if LLL were to do it it could probably be toggleable since I believe it already keeps track of what the UI keeps track of but in the background instead of visually in-game
i mena
dawnlib probably does too
we're at 2 ends of the spectrum here
on one end is a program that does the work but won't make it clear to anyone
and on the other end is a program that lets people know exactly whats happening but you cant make it stop
it doest matter much to me just because dawnlibs screen doesnt break anything
but i can see the aesthetic issues it may bring up
i also dont get why theyre so resistant on making it hideable
but at the same time i dont think missing out on an entire content lib is worth it for a screen thats there for like 3% of playtime
not tryna be pushy or anything over it i just think its a little odd
because it's the only way that data is visible
which imo is a little weird, like I never understood that it had like loading bars or smth to show who has or hasn't been able to load in yet so I can't imagine the casual player will either
and if they don't look or don't remember exactly who it is, is that info just lost?
it's a little confusing but I admittedly don't know how their system works! so I can't say if it makes sense or not to prevent people from hiding it, which is why I say it probably makes sense
I am a little miffed every single one of my compromises that I suggested were rejected but what can you do
I asked hat if he was willing to make one of my suggestions happen (which is replacing the steam PFPs with the placeholder employee facecam pic) and he said he'll look into it so I'm fine enough w waiting for that to happen
only thing i'm really missing out on is like, a scrap mod and lunar config
so I will live lol
ye it's ok I understand it coming off as a weird take
I'm very picky abt this stuff so I can't be mad for people not seeing it the same way I do
cuz like. if you enjoy something I don't or aren't bothered by something that does bother me that's pretty fucking awesome. more power to you and all that
the stuff I use lcfg for is just likeee... renaming items, putting in or taking out moon tags and that's really it
yea i guess
i think the other issue with this is that dawnlib moons arent in circulation as much as LLL so nobody knows what the hotloading ui is supposed to look like when its working
everyone uses LLL moons so they see it jump straight to the end and dont get that its supposed to be a loading status
i thought maybe it would be a good idea for the pfps to have a big check next to them when theyre done loading
since text gets crunched by lethal's filter
I do wanna PR a config option for it but have not gotten around to it 
Also adding compat with LLL moons if possible so the loading bar's accurate
if dawn reads LLL's loading status i think that'll change at least a few people's perspective on it
yeah that's the other thing
it's for dawnlib moons but it still shows up when you don't have them so it's like??
i personally would love to see how its supposed to look like
their solution for that is also showing progress for LLL moons which is. good because it's more diagnostics but that doesn't really address my issue lol
i think if LLL had its own version of the ui then dawn would be forced to keep to itself
i get if the idea is to make it clear the ship is actually going somewhere and get the old moon off the screen
like it bothers me that in most use cases it's useless but the main thing is that I do not like the steam pfps on it lol
I do agree on this too 
Profile pics is neat but name alone would work
i really don't think anyone gave the previous moon staying on screen till the animation ends any thought until the UI was added
maybe a few people but i never heard anyone really mention it like that lol
ye that was one of my ideas
in defense of the ui i have sometimes went to reroute the ship again if the loading is taking a long time
but its not very often
like we can keep it to text + an icon or smth, and if it's too hard to read then use the free space from not having PFPs to make the font bigger or smth
like it would hang when you switched between moons in orbit?
the issue with removing the steam pfps is that youre gonna have to either use the built in camera icon or just text
just text will inevitably get crunched by the filter, and the camera icon is gonna be the same for everyone
I mean ideally it's configurable regardless 
yer
There is a default fallback icon also, since LAN doesn't have Steam to grab pics from 
I think it's just employee face but I forget exactly
that's really funny
Yeah
the text could work if the entire ui gets redesigned
in its current state its like 25% of the screen at the bottom for names
youd need more space i think
2 columns of 4-5 entries might work nice
ye
I alr contributed ideas for the og design like adding the little icon in the top right corner so I wouldn't mind helping further in that regard
im not just gonna complain and not give them options, i'd be more than glad to contribute smth
maybe it would be something they include in 1.0 idk
i'm waiting on a fix for the save manager before i can do anything really
what's wrong w it rn?
it keeps giving me scraps from previous saves i deleted
Oh weird
this happens like every few months apparently
oh yeah I saw that reported
i think this time was because i was playing with a vanilla pack for a few weeks and didnt delete the save before playing heavy modded again, and it got confused
yea I read Xu heard of this but couldn't pin point it until Leubes reported it w more info or smth
or just uh
I guess we're never getting that optimization update for EnemySkinKit I'm sad


