#LC-VEGA
1512 messages ยท Page 2 of 2 (latest)
as i said, used vega for months, wasnt needed before, im asking why its suddenly needed now because vega is now not working xD
Nah this is smthn else i think
well, my issues seem to have occured since v3... i think ill just delete the config, regen, and see if it works, maybe a bugged setting or something.
edit:- didnt work ๐
is there a way to help the mod understand my accent?
I'm not sure, I think you can train it to better understand you in Windows
Which by the way I just remembered Speech Recognition is getting removed this month on Windows 11
I don't know what'll happen yet but if it suddenly stops working after a Windows update it'll probably be because of that
well, im on windows 10, and it no longer works for me, but some others in my group, it still works for, maybe my issue is related to that.. or similar, i guess ill have to look at windows and see wtf xD
It's only being deprecated for Windows 11
yes, but VEGA never hears me anymore. when it used to hear me perfectly fine. its only recently my friends can talk to vega again, but i cant.
Your issue isn't related to what I was talking about tho, I have no idea why it just doesn't work anymore for you
maybe not, but ive tried everything, so grasping at straws.. lol
Did you do ctrl win s?
no, but i think i found a solution to my issue just now.. by looking at speech recognition... maybe.. or maybe re-installing.. i d k.
when i start the game.. the scanner appears like normal (auto turned on)
when i start a new game i get the VANILLA speech through the speaker (not the vega one.. even though its turned on)
vega WAS ignoring all speech...
but i just re-installed, kept same config.. and turned on this setting in windows.. and suddenly vega responded... so either re-install, or that setting, suddenly fixed my issue.. >.>
VEGA intro only plays once
ever? ah.
Yeah
i used to get it every new game.
Yeah I changed that in an update
oh i see xD explains it
Glad you fixed it tho!
ill turn the setting back off, and see if it breaks it again.. then if it does, then you know for anyone having the issue, its that setting, one sec xD
ok, its nothing to do with that setting... must have been fixed by me re-installing. :/
Just coming here... I never knew the voiceline added with Diversity LOL It made me laugh c:
@short bobcat any fix on the windows 11 issue? Vega isn't working in my pack as of now. Tried uninstalling/reinstalling, fixing my speech recognition, adjusting confidence in-game, everything
Yo @dire trout did you ever fix that vega issue? Isn't working for me either in my modpack
where vega wouldent hear me? i wrote exactly what i did here.
look at the messages just above.. as well as the ones below.. i tried all that, and poof, it worked.
Already read it...did that and no dice ๐
Could you tell/show me what config settings you have to make it operate? I may have different ones @dire trout
config settings were not the problem, i use the defaults. the problem is as said above... something there fixed my issue
Glad you liked it
Oh no, is it dead already?
Either way I won't be able to do anything about it anytime soon I don't think
Well for me it isn't working but for Virus it is. I tried messing w/my settings but it wasn't working
Then again it's also in a 130 mod modpack...
Let me try running it solo
Ah, odd
It works by itself. It might be because I have diversity reply to 100% chance. Let me do default settings and see if it bugs it out
Oh yeah the new diversity update may have completely borked compatibility with it
@swift junco IT'S TIME
TO COLLAB
POG
Gonna test though for normal settings. Might just be something in my pack
YESSS IT WORKS ON DEFAULT. Okay fixed
And it replies to diversity just fine
I'll do some bug testing and keep you guys informed
Oh odd question, is there/will there be support for info commands on custom moons like Wesley's and etc? @short bobcat
Info about Infernis for example
I just never got around to making the voice lines
So many custom moons
With lore and stuff
True, and entities too
Wesley and Rosie's moons are very popular. Atlas Abyss as well
What about voice lines when scanning a masked entity... ๐ "They look strange"
It'd creep me out
Can they be scanned?
Not in vanilla I don't think
With General Improvements, yes they can
Ah
I may do something with that
I just got too many things in my head right now tho
I do want to say this here, I won't be able to work on the mod too much
If at all
For at least 6 months, maybe 9
You're good man, I love using VEGA. Thanks for all you do
๐ซก
Thanks, I appreciate the support everyone's given me here a lot, it definitely helps me keep going
The whole Windows thing couldn't have had worse timing tho
Well we just tried it with @grand juniper and we heard them!
Oh you're back hooray
:3
Ye I got confirmation earlier, good to know it's working fine
Yeah I'm coming back I was getting a haircut c:
Ooh Okay ๐
I was wondering lol
Should be back soon if nothing else happens to me lol
@short bobcat Just mentionning here since I know you've made compatibility for Diversity, Diversity has been recoded entirely and most likely will break any mod referencing Diversity in theirs. It's not out yet it's still in alpha phase which if you want to get a hold of it's in my server if needed or just DM me for it!
The whole thing is recoded? Was it done for optimization?
Yes, for performance and better maintainment.
I see
Here JS, I'll reply to him for ya
I don't believe you ๐คญ I've talked to JS so often and he's never said that lol

Ah okay that makes more sense now
That's all the context you're getting
Oh yeah no lmao
@short bobcat I know you too well, I knew you wouldn't have said that without some sort of context behind it
Would've been my answer
XD
I'll take a look later at the new version, thanks for letting me know about it btw
Yeah haha
Pretty funny taken out of context tho
Btw speaking of we need to come up with voice lines for the Kylie and Yumi redeems if you got any in mind
XD
Sure! You'll need to give me some context for them though I don't know Yumi for example
It's been a while since I've seen one of your streams
Do you still wanna do it?
Alright
I said "Vega disable landmine" and it exploded.... Is that suppose to happen
do you have LGU? if so, do you have Malware Broadcaster enabled?
Somewhat of a bump but is it possible for vega to only register commands upon a keypress?
For example, I often talk to friends and mid-conversation, vega would transmit a message or turn off the light randomly because it misinterprets whatever I'm saying as an actual command
Also when explaining to friends in multiplayer about vega's capabilities, I obviously don't want the AI to teleport me when I'm simply explaining that saying "hey X, you just need to say Vega TP if you need to get out of a sticky situation"
I feel like that defeats the point of it being a Voice AI
Manual Activation is a thing
Is that the function where you just turn the AI on/off?
It's the one that has a key bind (X by default). Makes him listen/stop listening, which is precisely what you're looking for
Ahh, I see thank you so much, I was trying to figure what it was since last night
[22:49:41.7534622] [Error :me.loaforc.voicerecognitionapi] Something failed to do something Object reference not set to an instance of an object
at LC_VEGA.VEGA+<>c__DisplayClass91_0.<RegisterActivationCommands>b__0 (System.Object obj, VoiceRecognitionAPI.Voice+VoiceRecognitionEventArgs recognized) [0x0004a] in <4ac4987168bf454ba7ebd719729b2218>:IL_004A
at (wrapper delegate-invoke) System.EventHandler`1[VoiceRecognitionAPI.Voice+VoiceRecognitionEventArgs].invoke_void_object_TEventArgs(object,VoiceRecognitionAPI.Voice/VoiceRecognitionEventArgs)
at VoiceRecognitionAPI.Voice.VoiceRecognition (System.Speech.Recognition.RecognizeCompletedEventArgs e) [0x00028] in <d2d5e27c34b84a1f9485d0ba1b0133c2>:IL_0028
vega might be busted after the latest voicerecognitionapi update, or maybe the api is broken i d k
Voice rec got updated???
Or do you mean sound API?
Cuz I just checked and voice recognition API was not updated
Either way I'll let JS know, he's asleep atm I think
I'll look into it when I get back to working on this mod
the error came from voice recognition api..[Error :me.loaforc.voicerecognitionapi]
you are right, its sound api that updated.. i rolled back soundapi to the version before 2.0.0 and the error didnt appear though, so it seems related to soundapi (hence why i said voice recognition api update xD my bad)
Weird
Is it possible to make the mod support different languages, for example by letting the community make aliases for commands ?
And then the tts just talks in different languages, like Kittenji's Football
Aliases for commands are possible tho not shareable unless you share the config file, so I will probably look into an alternative. Replacing audio is already possible thanks to Sound API. I made a template for people to use, it's in the GitHub repository
It also has all of the audio files
Because of how many voice lines there are, my current plan for language support is to let the community make their own language packs
Otherwise the mod would get too heavy
If you want to sync the config I have something I made from the wiki, edited it because it didn't meet my requirements and it has issues
Honestly it's very simple
I was thinking of something more similar to Sound API, a way for me to let people customize the commands through JSON and upload them as a mod
That way you could have custom commands and sounds in one
Hmm... Yeah that'd work too
I need to do a lot more before that anyways
I have so much stuff I want to do with the mod
It's going to take a long time until the next update releases
I recommend looking into the new bindings feature in SoundAPI v2
Mappings? I can do that after I've done everything else
Ye, would make language packs easier to make I reckon
Yeah
Yeah agreed
I guess that's one more thing to do
I haven't kept up with the modding community at all these past 7 months
I'll have to do a lot
Tried the mod right now !
Very cool shit man !
Damn practical even if the vocal recognition struggles sometimes
And it really struggles with moons names
I think it'd be better to use "read moon moon name" or "read moon moon number"
I had to talk with a French accent for it to understand me lol
Some words like "status" struggle to be detected as well
Well I have plans on moving to a completely different speech recognition engine so
Hopefully it'll be better
That's actually the first thing I want to do when I work on this again
Nice
I'll add a VEGA soft support to my mod
When discovering a new mob, it'll say "Warning: {X} Rank creature discovered." when the letter is higher than E, it will also say "Proceed with care."
@short bobcat does VEGA activate automatically upon spawn or do i need to manually activate it?
That depends on how you have your config set up
It's active by default when you're in game
interesting
i have the settings all turned on but VEGA doesn't respond to my commands
i have online speech recognition enabled as well
Press Ctrl+win+S and check if you have the windows Voice thing set up
just set it up, will it work now or do i need to do something else?
It should work
kk
Is it possible to add custom commands and voicelines
?
I just want to do a thing with
Whenever someone says
'You know what that means!'
Vega will say 'fish.'
Would be pretty funny
As of right now, not really
Ah man
But that would be amazing
Who's the voice-actor for the mod?
It's AI
Ohh
I see
I didnt even realize it was ai at first..
๐
I thought it was real voice actor
But very neat idea!
i still have some troubles with it
So technically you could do it yourself, replace an audio file for something like the thank you command then rewrite the command in the config THEN you'd be able to do what you just asked for
Too complex tho
But i have almost same problem as this guy
I dont understand this tho
huh
Bruh
are my crewmates not supposed to be able to hear vega when they issue commands?
and why doesnt the advanced scanner not work for them
is there any way to fix this? not having the scanner is fine, id just like them to be able to hear vega
Vega is client sided so only the user of the command could hear him
Everyone has to activate the scanner via the command
my friends are saying vega scan and it doesnt work
"VEGA, activate scanner"
we tried every command no scanner popped up for them
If you'd like to activate it without the command, you can enable it in the config
thank you!
will this mod go above client side anytime in the future? its such a sick mod, just a shame my friends cant hear it lol
oh wait you mean the user of the command can hear him?
my friends were able to turn off lights with vega
but heard no vega voice
some wierd stuff
is there anything to fix
this then?
they said the vega command to turn off and on the lights
and heard nothing on their end
1, do they have the mod installed?
yeah copied code so they even have configs
2- Did they set up voice recognition on windows (Ctrl + win + S)
tried file too
this ill have to try but it was recognizing their voice
the commands were working
just no vega voice
and no ability to activate advanced scanner
one of them was able to disable all turrets a couple times too
also thanks btw!
You might need to check the config file then
fo wha
are there any mods this one conflicts with?
01960fb8-a601-2f16-65a6-add29940788b
heres the code if you needed it
do you think its a sound setting for them?
damn nvm
theres no specific sound settings
its just max volume
well master volume
Could also be vocal level, it's the first config option
If it's set to none it will never reply
set to medium
That's weird, your friends should be able to hear him
yeah im thinking it might be some mod conflict
i just cant put my finger on as to what it is
cause i can hear hin just fine
I can't think of any mod doing so
But just to be safe, ask your friend to try the mod by itself in a differnt profile
Also, when VEGA plays audio it'll log it to the console
ill look at that thanks lol
has the mod been tested with the mirage mod?
it might have something to do with it
Yes, I use the mod in my modpack constantly, we've never had conflicts with mirage
Version 4.0.0
Moved from VoiceRecognitionAPI to PySpeech
Moving forward LC-VEGA will use the new automatic speech recognition library I built called PySpeech. Because of this, the Confidence section of the config has been renamed to Similarity thresholds and the default value for each setting has been changed from 0.7 to 0.5.
With this change there should now be less issues related to voice recognition as PySpeech requires no additional set up from the player.
Other changes and additions
- Lobby Compatibility is back to being a soft dependency.
- Updated to be compatible with Diversity Remastered.
- Added a config option called Enhanced Hazard Disabling commands, which allows VEGA to disable all visible turrets / landmines / spike traps when using their respective commands. Enabled by default.
- You can now ask VEGA to open and close secure doors while outside.
- Changed the Facility Meltdown voice lines when the apparatus is pulled.
- Changed how the Facility Meltdown pull voice lines play to take into account mods like Meltdown Chance.
- Added voice lines for the Maneater.
What happened to all the other features that were mentioned in here?
While they were indeed planned to be a part of this update, due to life getting busy and other reasons I decided to separate them into smaller, more manageable updates.
Expect them to be included in future updates.
Double the release, Double the fun
Ah shit, here we go again
[18:16:56.0881483] [Error :JS03.PySpeech] Python Error: huggingface_hub\file_download.py:144: UserWarning: `huggingface_hub` cache-system uses symlinks by default to efficiently store duplicated files but your machine does not support them in %USERPROFILE%\\.cache\huggingface\hub\models--Systran--faster-whisper-tiny. Caching files will still work but in a degraded version that might require more space on your disk. This warning can be disabled by setting the `HF_HUB_DISABLE_SYMLINKS_WARNING` environment variable. For more details, see https://huggingface.co/docs/huggingface_hub/how-to-cache#limitations.
[18:16:56.0881483] [Error :JS03.PySpeech] Python Error: To support symlinks on Windows, you either need to activate Developer Mode or to run Python as an administrator. In order to activate developer mode, see this article: https://docs.microsoft.com/en-us/windows/apps/get-started/enable-your-device-for-development
[18:26:38.4897191] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
LC_VEGA.VEGA+<>c__DisplayClass96_0.<RegisterMiscCommands>b__0 (System.Object obj, PySpeech.SpeechEventArgs recognized) (at <277fb03e59c64983b4f00d058dd20eed>:IL_0006)
PySpeech.Engine+<>c__DisplayClass4_1.<Start>b__3 () (at <da2f0540045f4fe1893bb9d4ceed6352>:IL_001C)
PySpeech.Util.UnityMainThreadDispatcher.Update () (at <da2f0540045f4fe1893bb9d4ceed6352>:IL_0044)
do people really need to turn on "developer mode"?
ok, ill roll back for now cause people in my group wont want to do that xD sad though, was looking forward to trying the new version ๐
It's weird considering I tested it without dev mode and it worked for me
huh, why not to include models inside of executable already?
Because of the 3 different models players can choose from I thought it'd be better if they were downloaded at runtime
oh okay
to be fair, that first one may be isnt an ERROR? maybe a warning?
"Caching files will still work but in a degraded version that might require more space on your disk."
but the second one spams constantly.
i installed just vega on a seperate profile, and no issues, maybe a conflict with your old dependency which i still had installed?
Yeah first one is a warning iirc
huh
Interesting
ok, maybe not a conflict of dependencies
since i opened with the new version the first time, i havent gotten errors, so it maybe people need to open, close and reopen the first time?
Maybe? It would explain why it didn't error for me
dont know if this is a bug with how spike traps work (someone may have disabled it before i asked for it to be disabled, there in causing a delay before it can be disabled again?)
but on the flesh interior, i asked vega to disable all spike traps... and it did, gave confirmation, and its just said it, and i run under the spike trap in front of me, and got killed by the spike trap.. no troll mods installed (im the host, and my friends arent like that anyway)
[22:24:29.6491798] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
LC_VEGA.VEGA.PerformAdvancedScan () (at <277fb03e59c64983b4f00d058dd20eed>:IL_0278)
LC_VEGA.Patches.GeneralPatches.AdvancedScanner () (at <277fb03e59c64983b4f00d058dd20eed>:IL_000B)
RoundManager.Update () (at <bdf6a080e98a49fd84b92b24894f768c>:IL_00A2)
this might be the same error from before, but thought id share, attached is the full log, getting other errors, but this one was being hardcore spammed
maybe just an issue with the advanced scanner, as it seems the speech recognition was working? (based off the logs)
this occured today with latest versions, i started using the new version of ship windows (non beta) and got this.
profile code... 01975b55-388c-3a9a-7614-1c4602b887ed
I'll work on that eventually
Just completed doom eternal
best game ever
i've ever played
i still think how to add this
would be funny
Didn't you already implement custom commands with mods and all ?
I think what they're asking for is fully custom commands, functionality included
What they want could be done in the current version by replacing one command
And its voice lines
I see
It's not responding, am I doing something wrong with setting it up?
What operating system are you running?
Windows or Linux?
windows, it worked fully fine before on my system
Lethal Company is saying my voice chat is working fine too
Hey, I came back to this mod after a long time and I have to say: I love that it now uses PySpeech, because it is working perfectly now for me right after downloading
Good to know it was worth it
Definitely better than having to set up the windows speech feature
hey JS03,
no rush on this but getting this error..
[00:24:28.9450332] [Error : Unity Log] FileNotFoundException: Could not load file or assembly 'FacilityMeltdown, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies.
Stack trace:
HUDManager.RadiationWarningHUD () (at <83220f1fc337491eba19b3618ec61339>:IL_0033)
LungProp+<DisconnectFromMachinery>d__14.MoveNext () (at <83220f1fc337491eba19b3618ec61339>:IL_0186)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <c39a522eee05469b8171a6cfeb646c59>:IL_0026)
this comes from VEGA, confirmed it by disabling the mod.. it would be helpful if the logs came from your mod, not from unity, to help find where it came from xD
it seems no matter what settings are changed.. i have to disable the mod because the error wont stop and i think its causing other issues :S
Vega is responding so slow to my requests. I ask him 10 times to teleport me, in panic of getting eaten by a forest keeper, while being solo, and he listens and teleports me, but it's too late already. What can I do to fix that? It's like he can't recognise my voice or my commands?
Nothing you can do about the delay, it's not consistent. I'm actually surprised the mod even works in the current version of the game
Damn, I just need someone or something to replace a player since most of the time I play solo when there is no one to play with, abd I need to get teleported or to do other stuff that might help, VEGA is very good but yeah, I have a problem with the delay
Not sure if there are any alternatives out there that you can use, but I'd recommend looking into those instead. I don't even know the current version number in Lethal Company, can't even remember the last time I updated the mod. It's going to be a while until your issue specifically is addressed
thanks for the help at least.
I've got plans, I just don't know how long they'll take, so I can't promise anything
But I do intend to try to fix the delay problem
probably works in solo, im guessing the issue i was having was due to the update. forget what causes the error, but a recompile probably fixes the issues with networking.
I wonder if we ran AI locally to make less strict requests and just do about concepts, how good it would work ๐ค
Could you elaborate? You mean having VEGA as like an actual AI model of some kind?
Currently, you need to say very specific sentences for VEGA to work
But !
If we train a very little, lightweight model, basically a small language model that just associates sentences to commands, using basic machine learning, it should work quite well
Basically, the commands of the user are turned into text, the text is given to the model that associates it with certain commands "Vega, close the door !!" Will be associated to the command to close the door, but saying just "door" or "ship door" will work too. This would include the speech to text errors that occur, and turn some words into other words because the stt sucks at recognizing accents
It would also make it much easier to translate, since you'd just input the command in a certain language and tell the model that it matches this command (ferme la porte = close door)
I'm not talking about a GPT, that's too expensive, but basic machine learning
I get what you mean but I see no practical benefits to it other than just the cool experimental factor. Running AI locally usually is a pretty noticeable resource hog even if it's a small model and I'd have to redo the whole mod to have the language model at the centre of it. Maybe once I'm done with VEGA I'll create some sort of experimental version that uses an AI model
Honestly I think the term "AI" would be a little misleading
This kind of machine learning have already been used since decades
The most common use case was in image recognition
Where it is only able to tell if a picture pictures a cat, or not, for example
That's basically the same idea
But yeah I understand
It's just that VEGA is really not practical for us foreigners as you need to have a perfect accent for it to recognize the commands. Generally it has some typos in the console
By the way, was VEGA updated for the latest LC version ?
It was not
Okok
Last update was 8 months ago
PySpeech has a language option but you'd have to change each command in VEGA's config
Yes
Iirc we already spoke about a multilingual support
Probably
I know it's been discussed before
I just don't remember when or with who
A json file where all the commands are listed, with an object locale:localization would be pretty clean
Currently I'm in the process of moving my Linux installation to another drive on my computer, after I'm done with that I will probably release a small update
Nice
Pretty much what I had in mind, tho I also want to make it possible for people to make their own language packs as mods
I'll see what I do once I get to that
Right now my priority is to get it up to date with the game's version, removing mod compatibility and getting PySpeech to work with Proton
I won't be adding content until Lethal is finished or close to finished
Yeah idk if you will ever be able to consider the game finished
Well, up to Zeekers. Far as I can remember he said he'd eventually be finished and would stop updating the game once it's out of early access
Once that happens I'll add all of the remaining voice lines and whatnot and work on readding mod compatibility
Were the updates breaking this many things ?
Not really, but mod updates were
Since I wasn't constantly updating VEGA while other mods were, some stuff broke
And let the mods register themselves
Honestly you shouldn't be trying to make the compatibility yourself on that imo
You could just make an API for other mods to register their own actions and responses
That is probably what I will end up doing
Which is why I'm taking mod compat out until I have something solid
If you do that, I'll make sure to register some stuff for Enhanced Monsters in VEGA ๐
Nice
This system would be solid tbh
Yeah, but I have to figure out a way for people to make the responses
It's a very easy process but also very specific
I will look at VEGA's source and tell you if I have ideas, technically I already have ideas to handle that but I need to look at the source to make sure they would work
Ideally, I'd love for people to be able to create their own voice lines while keeping the same amount of quality the rest of the audio files have (volume, compression, etc) and keeping the ability to replace them with SoundAPI
But I have no clue if it's possible ngl
Not at runtime no
I see
Mhm
That would be a thing to try maybe ๐ค
Sound modulation and all won't be easy, I agree but text to speech can run locally quite okay
Cortana and other shit like that are the proof
I wonder where you could find that and run it with c# tho
My current process is to write the text on a program called Balabolka, pretty easy to use tts, generate the audio file then run it through an AI voice model trained on VEGA's voice. After that I edit the file in audacity to compress it and raise the volume
I used to use a tts engine with many voice tones for a mod on Subnautica Below Zero. You might want to look at that engine. It's online unfortunately but I wonder if we can find similar models for local
StreamElements TTS Emulator. You can use this site to convert text-to-speech with any of StreamElements voices.
It was free when I used it back then, I think it's still
Seems like it
Here is the link of my mod by the way, I used Audacity to modulate the Voice lines. https://github.com/VELD-Dev/Alterra-Weaponry/tree/nautilus/AlterraWeaponry%2FSounds
I haven't looked at it yet, but if you used Audacity I'm assuming you did the same as me, prerecorded lines?
Yes. I was inexperienced at the time I made this mod, I didn't even think about using Unity's modulators and such back then
Same boat I'm in then lol
VEGA is my 3rd mod I think
I mean. I learned C# with this mod
Thing is for Subnautica I didn't really need a tts model
But a unity audio modulator would have been practical
I did C# in school and a little bit of Unity, but most of what I know I learned while making this mod
And I for example have no idea what this is, or at least haven't heard of it
You should look into Unity
You might find things that might be very useful to you
You'll probably need to make assetbundles to use them tho
Use what
If you didn't already
I have one for the voice lines
Unity audio modulators
I'm not sure. I'd really recommend you opening a unity project and look by yourself, it will be easier to just create random assets and see what they do
I guess. This was the only thing I could find when looking up Unity audio modulators
The rest were plugins or add ons
I think Vega breaks with the new versions of ship windows
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
LC_VEGA.VEGA+<>c__DisplayClass96_0.<RegisterMiscCommands>b__0 (System.Object obj, PySpeech.SpeechEventArgs recognized) (at <277fb03e59c64983b4f00d058dd20eed>:IL_0006)
PySpeech.Engine+<>c__DisplayClass4_1.<Start>b__3 () (at <da2f0540045f4fe1893bb9d4ceed6352>:IL_001C)
PySpeech.Util.UnityMainThreadDispatcher.Update () (at <da2f0540045f4fe1893bb9d4ceed6352>:IL_0044)
[Error :UnityDebuggerAssistant]
--- Exception Handler ---
Exception Caught: System.NullReferenceException
Assembly: LC-VEGA
Plugin Info
GUID: JS03.LC-VEGA
NAME/VER: [email protected]
LOCATION: \plugins\JS03-LC_VEGA\LC-VEGA.dll
Message: Object reference not set to an instance of an object
Source: LC-VEGA
--- Begin Frames ---
--FRAME 1:
In Assembly: LC-VEGA
Target Method: <>c__DisplayClass96_0.<RegisterMiscCommands>b__0
--FRAME 2:
In Assembly: PySpeech
Target Method: <>c__DisplayClass4_1.<Start>b__3
--FRAME 3:
In Assembly: PySpeech
Target Method: UnityMainThreadDispatcher.Update
--- End Frames ---
--- End Exception Handler ---
@short bobcat Can you make it so vega is a ship upgrade
Uh, not sure, but I'll take that idea into consideration when I work on future mod support
As for why X mod isn't working here's your answer
Oh no, I disabled compatibilities and registering commands for other mods. This is an error that is thrown
Probably an oversight from when I made that option
Either way mod support has been removed in the internal build I have
But I still need to figure out speech recognition with Proton
Yeah, tested with 1.3.0. Doesn't throw any errors
looks like you didnt have TypeLoadException fixer installed.. maybe?
That seems to have fixed that error! Thank you!
Will the current poll that's being voted on AI affect this mod? or is it only referring to code and not voice AI Gen?
From what I've read this mod should be fine
All the code was hand written by me
AI was only used to replicate the voice
question, does this still work? it says updated apr 9th last year.
It should, but I haven't tested it myself
It does yes
damn, oh well.
Version 4.0.1
- Moved from PySpeech to SpeechRecognitionAPI.
- Temporarily removed compatibility with previously supported mods.
- Updated to work with the latest Lethal Company version.
- Updated InputUtils version to 0.7.12.
Automatic speech recognition API for Lethal Company - 03-JS/PySpeech
This update makes the mod finally compatible with Linux
It also fixes the delay with voice commands that some people pointed out
Sorry for the ping, but worth giving it a go now
YOOOOOOOOOOOOOOOOOOO based
Issues with Proton should be fixed. Let me know how it goes if you try it out
also if ya do readd the support for meltdown if ya can for the updated one
working well so far
[06:59:12.7105588] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
LC_VEGA.Patches.ReadInputPatch.ReadInput () (at <b51706d511d8426da338d2398ce96894>:IL_002D)
(wrapper dynamic-method) RoundManager.DMDRoundManager::Update(RoundManager)
[06:59:12.7366186] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
LC_VEGA.Patches.ReadInputPatch.ReadInput () (at <b51706d511d8426da338d2398ce96894>:IL_002D)
(wrapper dynamic-method) RoundManager.DMDRoundManager::Update(RoundManager)
Tried to load up a moon, sadly another one of the bugs that dont seem to happen all the times
Will look into it
Glad to hear it!
I will send my pack it maybe on my end,
It's probably something I forgot to check on after removing compatibility with mods, I'll look into it on my end
If ya dont find issues on your end ill send over my pack
It may be Welcome to Ooblterra as i added that and now more things are getting bugged
You can test it out, see if it keeps happening
I'll still look regardless
Just in case
Ya i landed on another moon and lethalmin gave me an error and forever loaded VEGA also when giving an error forever loaded, so im testing with VEGA first and then lethalmin
Ok it may be my modpack again :c
Maybe ill restart as adding things midway can probably cause issues
Something i did note when taking appy he will sometimes repeat the warning about him not being able to close doors
lol
I just tested the mod in v80 and it seems to work just fine
If anything breaks let me know
Actually disabling mines and such doesn't work soo there's one issue
Pog !!!
I'll add it to my pals and me's modpack
If you play on the beta just know you can't disable hazards individually I don't think
I already fixed it on my end, just waiting for v80 to be out of beta to release it
Alright
Seems like it happens when you pick it up
I just had it happen too
Fixed
Ya
I fucken love this me and my friend were talking about RE 4 and RE 5
also cant wait to see the interactions with the new enemies as well as maybe he could warn of the cadaver infection progress if ones infected
I'll have to learn how the new creatures work and stuff
Right now I'm focused on something else
No worries
Also lol it is very funny seeing your conversations being logged lol. It doesn't have perfect accuracy but it works! And I don't see any false positives here too
Version 4.1.0
Additions
- Added a new Language config option that allows you to choose the language the mod uses for voice commands and speech recognition. You can choose between English and Spanish. Restarting the game is necessary for this to work.
- The Similarity thresholds section of the configuration has been renamed to Accuracy thresholds.
- Added a new Global config option to the Accuracy thresholds section. It allows you to change the value used for all voice commands, unless a different value is specified for a command / set of commands in the configuration, in which case it will ignore the Global value and use the specified config setting instead.
- Added a new config option called Name to the Voice commands section. It allows you to change the name you address VEGA by in all voice commands. You can also leave the field blank if you'd like to not use a name at all.
- You can now change the Weather Info commands.
Fixes
- Fixed a bug that caused the introductory voice line to not play for first time users.
- VEGA will no longer repeat the warning about the removal of the Apparatus every time you pick it up.
Other
- Updated for Lethal Company v80.
- Updated InputUtils version to 0.7.13.
Just letting you all know I have dusted this old fella off to give everyone a chance to play the next update early while I wait on something to be finished before I release it in the main page :3
https://thunderstore.io/c/lethal-company/p/JS03/BETA_LC_VEGA/
If you'd like to see what's new check the changelog
Friendly reminder that if you do plan on using it, please disable or uninstall the normal version first
@short bobcat
[Warning:InjectionLibrary] Skipping plugins\JS03-SpeechRecognitionAPI\libgcc_s_seh-1.dll because it's not a valid .NET assembly. Full error: Format of the executable (.exe) or library (.dll) is invalid.
[Warning:InjectionLibrary] Skipping plugins\JS03-SpeechRecognitionAPI\libstdc++-6.dll because it's not a valid .NET assembly. Full error: Format of the executable (.exe) or library (.dll) is invalid.
[Warning:InjectionLibrary] Skipping plugins\JS03-SpeechRecognitionAPI\libvosk.dll because it's not a valid .NET assembly. Full error: Format of the executable (.exe) or library (.dll) is invalid.
[Warning:InjectionLibrary] Skipping plugins\JS03-SpeechRecognitionAPI\libwinpthread-1.dll because it's not a valid .NET assembly. Full error: Format of the executable (.exe) or library (.dll) is invalid.
Hm? This is normal, if the mod works fine you can ignore it
@short bobcat Vega is making masked freeze for some reason
Huh? Can you send logs?
Yeah, I will send it when I get back on my pc. I was using the beta and when I enabled the mod, masked would be unable to move, only turning and looking at you.
I think it was the other mod
Which mod?
miside
Miside? Like the game?
Oh
wait it might not be miside
I'm getting a lot of false positives
sometimes it freezes but sometimes it does not
Just tested it with VEGA, they move just fine for me
Odd question, will there be added support for modded moons in the future? @short bobcat
I do not plan on it