#[EXPERIMENTAL] Lethal Intelligence + MaskedInvisFix
1 messages · Page 3 of 1
YES
That horrible link is actually:
Google is tracking you........... I get a lot out of that link 😄
Inifinity loading, huh?
PSA , use "Copy clean link"
oh noooo!!! what ever will i dooooooo 🤷 🙄
that is not an option bruh 💀
It leaks buying preferences and search habits lol
Isn't it's a flash game?
i use opera sooo
idk
yeah but they killed flash in 2020 or smth and now people gotta use like.. emulators..?
Yeah I guess
Welp, since Opera is just a horrible browser, you need to go into POWER USER mode to change this setting
UP UP DOWN DOWN LEFT RIGHT LEFT RIGHT B A
Requires the literal konami code to be input on the settings window.
https://forums.opera.com/topic/1830/how-do-i-remove-the-intrusive-google-links-on-the-startup-page/5 kind of insane to lock settings behind arcane keyboard combinations
ok well like
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As per the links themselves, chrome extension unfortunately is your fix.
ㅤㅤㅤㅤ
Yes, space bar.
kind of gamer to do it tbh xD which is perfectly understandable as it is a gamer browser. (assuming we are talking about opera GX.. wouldent touch original opera since like 15 years ago.. lol)
GAMER
They took the black guys kissing off their Twitter profile 😦
I will forever remember that Opera logo.
teaser part 1 of the new "apparatus" focus and its follow on "escape" focus (both for Insane only.).. after this video, Insane sends 1 more message (leaving!).. then walks over to the ships lever.. and pulls it.
i would have a part 2.. but i decided while making this video to re-code it a bit and so they decided to not do the last bit correctly.. so teaser part 2 comes shortly (hopefully ;))
maybe, although deceiving should never laugh as they are just pretending to be a normal player (well trying to at least)
yeag
what if like
sicne insane wants to leave right?
if you actually take it into orbit
something happens idk
no nav mesh in ship, not going to do that.
aw man
if your in the ship as they pull the lever, there is already a risk you will die as the ship leaves... like when a dog is in the ship as it leaves.
can they use items yet?
teaser part 2.
btw, if you dont own a signal translator.. you get no warning, the ship lever will just get pulled.
if they have an item that can be used, they should always have been able to use it.
hmm weid
never seen em
try to check if it's broken
might have stopped working at some point, i dont really have the time to do anything in the next 2 weeks, all i know is, the code tells aggressive to pick up a shovel to kill someone if they have a shotgun, and if there is a shotgun, thats what they want.. but, i havent edited this code.. and aggressive isnt picking up the shovel i put right at their feet.
the grab code for those items though is the OLD broken code, i didnt modify it like the other grab items code, so that maybe why its not working.
i just said that it probably stopped working at some point. I didnt mean just the shovel/shotgun.
each item to be "used" requires specific code. there is code for various items, but it is not updated code.
and to be fair the only items that are useable that id want the masked to use.. are really, shovels, knives, shotguns, stun grenades, keys maybe.., horns maybe, and walkie talkies.
they should already be able to use all of them except the knives/keys/horns.. so if they arent.. its broken.
ahh eyah
i dont think they can, all the times i've played they don't seem to wanna use items
diversity
what about it
Released v0.1.3 - the Masked "Insane" Escape Patch (compatible with both v50 and v55, future patches will be v55 only, this will be the last of v50.)
-added MIT License (same as MaskedAIRevamp used)
-added the breakerbox powerboxdoor is now opened before it is used by a masked.
-added "sabotaging the apparatus" to Insane's focuses which then leads to another Focus (Escape), Apparatus focus can only happen after 2pm ingame time as it is the start of a "day ending" event.
-added "escape" focus to insane's focuses, this can only occur if the masked has completed the "Apparatus" focus.
-added variables to Imperium (v0.2.0) visualisers for the masked
-changed ai "update" timing from invoke (heavy reqs, 1 update per 0.1s) to "FixedUpdate" (light, but 1 update per 0.02s) in a bid to reduce fps losses even more.
is the Masked ignoring you in favor of deceiving you a thing yet? can't really get it to happen with only Stealthy, Cunning and Deceiving personalities enabled
as in, Masked target and chase me and clients consistently
so.. if it wasnt for a certain method... frankly.. the masked would completely ignore players.. aside from the vanilla code (which has never been disabled), the MaskedAIRevamp code just always overrides the vanilla code, and uses the vanilla code like a baseline.
this certain method does this..
checks the player count.. sets that as "extras" with some modification... depending on the personality.
if (maskedPersonality == Personality.Cunning) { extras = players.Length; } else if (maskedPersonality == Personality.Deceiving) { extras = players.Length * 2; } else if (maskedPersonality == Personality.Stealthy) { extras = players.Length * 4; } else if (maskedPersonality == Personality.Insane) { extras = 2; } else if (maskedPersonality == Personality.Aggressive) { extras = 1; }
gets a random number between 0 and (player count + extras)
int random = UnityEngine.Random.RandomRangeInt(0, players.Length + extras);
if random is above the player count, its not a valid player number.. so.. "dont detect any player", if its under the player count.. then target that player.
if (random >= players.Length) { //target no one.. } else { //target the random player
the "extras" bit..
if aggressive.. there is a only 1 extra.. so.. if there is 1 player + 1 extra = 50% chance.. as there are more players, the chance of a player being detected increases.
likewise.. insane.. is set to 2.. so.. 33%.. which increases as more players exist.
for cunning.. its always 50%.. because there is an extra for every player.
for deceiving its always 33% chance because 2 extras for every player.
for stealthy, its always 20% chance, because 4 extras for every player.
if thats not leading to them ignoring.. then either this is checked way too much, or the percentages are too high.. do let me know.. as the aim was that deceiving/stealthy are not meant to target players as much xD
no, its probably just its checked too often, with too high of a percent.
like.. 33% chance.. if thats checked 50 times a second (which it is).. then every second, you will be detected.. guaranteed.
i probably need to lower that... a lot..
understandable
so the actual feature is there, just hindered by such an odd reason
basically, yeah, i thought it was a lot less when i did it, but in hindsight my math was dumb 🙂
hoping that gets resolved, pairing this with Mirage will bear awesome results!
i thought it was like.. 100% for agressive.
75% for insane
50% for cunning
33% deceiving
20% stealthy
thats wrong.. but also.. clearly with that many checks.. the % is way too high.
well being honest, i didnt intend to do another update for 2 weeks as im away on business out of the country, but if i can see a "good change" today, i will try to fix this before i go.
so just tried a few things.. putting it as 5% chance.. they still detect me instantly.. so i think i need to just make it so they have a timer of how long they detect a player.. before they actually go "hey, i see you"... and so just make the decieving one REALLY long.. same for stealthy.
well ive done some testing... ive made it so they "ignore" me for a long while base off personality.. but they are suddenly staring hardcore.. so............................ yeah, might take longer than today for me to resolve that 🙂
ignore as in not attacking right away?
but they still have the code to make them stare at players
yes, im assuming...
before.. i was overriding the staring because they were focused on a player.
now.. im trying to tell them to "ignore" a player, so they are no longer overriding the stare 🙂
Hey! So just read about the new update and was wondering about the "sabotaging the apparatus" feature. Do you have any idea how it will work with facility meltdown?
i assume it will activate the meltdown.
all it does is the standard "remove the apparatus".. but the apparatus ISNT removed, its modified into being basically nothing.
alright, that actually sounds like a really dope combination in that case. Would be cooler if the masked had a visible apparatus in their hands, but i understand
the original intention was the masked would take the apparatus and run x distance away... then "lose" it.. then run to the ship and "escape", I may still end up doing the "lose the apparatus" bit.. but either way, i like the thought of the masked being so insane, that while pulling the apparatus.. they completely break it.
i was saying though before, i think it would be hilarious.. if the masked ATE the apparatus.. and so thier stomach glowed.
hahah saw that. That would be crazy! And the only way to get it back is by killing it?
Would be cool with other effects aswell. Maybe size him up like Mario eating a mushroom
or transforming him to a braken or something
well.. either way.. the apparatus would be broken, i wasnt thinking that it could be recovered.
gotcha gotcha
that would be an interesting idea.. perhaps.. for another masked.. Insane already has their plan.. but thats a really good idea, maybe i could do something like.. if you turn the lights on too many times, or annoy a certain bracken personality enough... they will eat the apparatus, glow like a christmas tree (there in stopping you from turning the lights on :P) and then maybe after x time of eating the apparatus..they head outside.. and become a giant.. who can hear? O.o
same could be said for the masked.. masked -> non-deaf giant ? lol
that would be really cool... But sounds almost like a whole new entity
now i'm just spitballing ideas
but what about alittle cute blob looking thing, that slowely grows thru out the match
transforms to different more dangerous things
At the end it's a giant that that goes outside that even kills robots
dunno why i thought about this side character from rick and morty
not really.
it would basically be.. despawn the masked... and spawn a unique otherwise non-spawning variant of the giant..and give it the ability to hear.
yeaaah thats true, and most likely alot easier to develop
oh and maybe.. add a glowy affect to its stomach/mouth 😛
yeah, ive already fiddled with modifying masked hearing, so adding hearing to giants, i think should be easy.
the problem will be if they hear from too many sources, they may not know where to go.
well.. think of it like this
if there were 2 of me... and both were shouting at you, one from your east, one from your west.. if you are an AI told to listen for ME and only ME.. you would be like.. looks east looks west * repeats this for all eternity*
it would be the case of.. once its seen where a sound come from.. ACT/IGNORE based off what it is.
so like.. i d k.. giants dont attack dogs.. right?
so.. giant hears dog... -> look at dog -> its a dog -> ignore all dog audio afterwards because "its a dog"
then likewise, a player made noise.. once it hears a player noise, and knows its a player.. they dont ignore it.
gotcha. But if as you say hear multiple sources, does it firstly go to the first source and check or does it just pend back and forth between the multiple sources?
well, how i have the masked going is..
they have a focus (peronality specific activity) or activity (all personalities can do these)... once they have a focus/activity, they are locked on that course.. UNLESS they find a player.. which as discussed above, is supposed to disengage them from their focus/activity at a certain chance based off of their personality.
so id just work it the same way...
if sight/audio found -> check sight, if sight is nothing, check audio, if audio is nothing, continue, if sight is something, chase target (normal), if audio is something, check what audio is.. then perform chase because "you have seen them".. and then "while in a chase.. ignore all audio"
aaah, smart smart
and of course their torso would be sticking out on the front and back, for some reason shaped like an apparatus
lol, on what mod is that? pretty sure in vanilla that dont happen.
That's my mod
oh? 😮
I'm working on ComplexMaskedAI again
ah
I wanted to make him jump down if he needs to
But it didn't work well so I think I'm gonna make him just use ladders again
To go down lol
how are you finding that? im finding the navmesh masks very inconsistent.
Finding what?
^ doesnt work because for some reason the navmesh masks for "jumping" dont line up with where a masked need to actually jump.
navmesh mask defines spaces where can be walked, not walked, jump, etc. so if your detecting that.. it wont work, happened to me as well, cant make jumping work accurately 😦
height variation on the floor?
ok, you disable AI, and move it without agent.. but how do you know "when" to do this?
that works for climbing im sure, but jumping? 😛
well i meant, how are you planning to detect where to jump xD
OH I have to do this one first 
agent.isOnOffMeshLink
ok.. so you know those gaps in the interior?. where a player must jump accross.
I havent checked they are a link or not tbh.. BUT.... they often have a "jump" mask, sometimes they dont though ;O so i figured the link side of things wasnt present there always either.. i d k
The ladder system itself I made in 1-2 hours lol
So jumping shouldn't be a problem
well the masked already tend to be told to go to ladder spots, just need the correct animation, i d k, havent looked at climbing yet.. but uh.. yeah, if navmeshlinks exist in all the right places, cool, if its like the jump mask in the navmesh, then, it wont be so easy i think.
Yeah
wait
i have an idea
what if masked can use chat??
or use emotes from more_emotes
^ this one is actually a good idea
lol
yeah omg
it woudl be so cool
kike
cuz everything can be bypassed by just asking your friend in chat
could this mod cause masked not able to leave facility
they just stand by the entrance to ther door
insta death
turn on debug mode in logs, and replicate, then send me the log, i will look at it when im back in the uk.. but.. being honest, if they are standing at the main entrance, its likely that some other mod is breaking mine.
it must of been the map i was on cuz then it was normal other times
well, will only know with debug logs turned on, or can just tell me the map and ill try look at it myself in 10 days time ;o
oh nvm i misunderstood
didnt see the extra messages below and i thought he was asking that as a feature
sounds like a more elaborate Stealthy masked
similar to Bracken waiting for ambushes?
though Masked make footstep sounds
@patent swift #dev-general message
ah so links are just the key xD
What ya think?
how well does this handle jump gaps in other places like modded interiors or right outside the experimentation fire exit?
it does look good, but the walk and higher than normal jump is still a give away that it isn’t an actual player
normally you’d expect a short sprint + jump to get across gaps
the jump height is configurable i assume, if i did the same check, i beleive it would be normal jumps as piggy made an animation for maskedAIRevamp for jumping, while kite is manually generation the position changes i beleive.
Yeah I calculate the jump force, distance between startPos and endPos, center of them and move the masked with some parabolic curves
That's what I was trying to do with the nav masks.
If 1f ahead was jump do a short jump, if 2f ahead was also, then do a long jump, if 3f ahead was also...then do a running jump.
When a player jumps, the height does not increase, its the speed at which they move forward, which may assist in making your jump look more natural. 🙂
Take it it tries to be more player like? Also do you have a discord page for it as well?
Wanna keep a eye on both this and yours lol
how does it work witht he latest version
v56 (v55) is out on main branch and public
Lethal intelligence was working fine on v55, haven't tried on v56 as I'm not at home until the 17th, so will just have to let me know if any issues with v56, but I don't expect any.
sagey, since u have so many great ideas. u should learn to program and make them a reality.
err
don’t worry sagey, you got this.
u can start your programming journey now!
yeah im too dumb
no
exactly
surely you’ve had game ideas
notr realby
i don’t think u too dumb. that’s just giving up before actually trying. 😔
hbut it seems u wanna have a lot of ur mod ideas become real tho yeahs
am lzey
btw virus ill probably be doing the thing we talked about after mirage v2's beta test comes out first
ill figure out interop when the beta test is looking decent
👀
should i let him in?
any updates?
🤣 I said last week I'm away for a work trip no access to my pc, so won't be any updates for a while, was working on v55 though so I assume v56 works as well as 55 was.
Mb I didn’t see
It's cool, just found it funny
i let him in
so returning to this now im back.. even though i havent even slept yet 😄
before i went away i did some changes for this to try getting it working correctly, i assume i didnt finish it as i didnt do an update.. but uh..
updates are every 0.02 seconds
so unless my math is wrong...
cunning would take 10 seconds to "detect" a player in its vision.
deceiving/stealthy would take 200 seconds
insane would take 1 second
aggressive would take 0.1 seconds
which achieves the goal (as long as i can get it working), of certain masked just basically not caring about players. now i just need to remember why i wasnt ready to update 😄
Does this mod allow masked to take off ships? Tee hee
lobotmy
😭
noway
Hey, just found this mod and was interested in trying it but wanted to know if Mirage compatability is happening soon or is it still up in the air? Thanks.
Insane has the ability to do so.. if they complete some goals..
basically..
after 2 pm, Insane can break the apparatus.. at which point the game will act like the apparatus has been pulled, but the apparatus is now "SabotagedApparatus" and is unpullable.
once ANY masked has completed this step.. they will go to the ship and if the signaltranslator is owned.. they will send messages of warning (incentive to own a signal translator imho if you dont already use it..)
if you dont own a signal translator, no warning will be given.
once they reach the ship.. they will (no animation...) pull the lever and the ship will leave.
so you have from the time of the apparatus being sabotaged, til the last warning (or til they get to the ship) to kill the masked and prevent this from happening.
Also the setting in the config for the ship lever being pulled has to be set to true (in the past it was set as false by default i think)
maybe a miswording on my part.
it is already COMPATIBLE with mirage. (ie, you can use both together)
it just doesnt have any "Link Up" (ie, they have nothing they work together on), in future, mirage will allow my mod to play clips though the walkie talkie when the masked find one.
Ahh okay, thanks!
masked enemies seem to get stuck at the main entrance inside with this mod installed, causing an instant death if someone enters. i recreated the issue with imperium installed and this error shows in console. im not sure if the modded interiors are causing it but this happened on both interiors from scoopys_variety_mod
which moon? which interior? it seems to be failing where its trying to see if the breaker box is reachable.. which as that check occurs at the start of FixedUpdate, its then failing completely.
Line 473 =
focusDetails = focusStart + "\nBreakerBoxReachable = " + breakerBoxReachable + "\nbreakerBox.isPowerOn = " + breakerBox.isPowerOn;
i would assume there is no breaker box on that interior.. so.. "BUSTED".. i dont use any interiors that dont have a breaker box (afaik) so i couldent test this.
Don’t assume the breaker box exists
i never did, i put in a check to check if it is found, afaik, it shouldent reach this state if it doesnt exist.
the problem may also be, that it EXISTS, but it is so deep within a wall that it breaks everything. seen that before.
That can happen in vanilla yeah
well, looking at my code, if the breaker box didnt exist, this wouldent be reached, so the breaker box exists, in some flawed state somewhow i think.
like, its distance can be ascertained, but it has no power switches, or maybe its the better breaker box.. havent actually tested with that yet.
can i get the last MaskedEnemyStatus Report from before those errors? (or the one after they start?) if you have them turned on, otherwise, could i get the full log, and a list of mods? thanks
Breaker boxes can generate in unreachable conditions
yeah, thats why i added a ton of checks which was causing the fps drop issues before, all because breaker boxes are a pain in the ass.
sure, here you go, full log file and list of mods
I've tried to search for a error log spam that happens only for players that joined someone else's game. I haven't anyone mentioning it in this thread, so here it goes:
Running on [V50] (Steam Build ID:14074548) due to the fact that VR mod doesn't work on V55 at the moment.
Mod list (Profile code: 0190d7ae-72e7-d01a-9472-d99f611d3156):
LethalIntelligenceExperimental v0.1.3 by VirusTLNR GeneralImprovements v1.2.8 by ShaosilGaming Mirage v1.8.1 by qwbarch BarchLib v1.0.2 by qwbarch NAudio v2.2.2 by Bobbie UniTask v2.5.0 by Bobbie BepInExPack v5.4.2100 by BepInEx LethalCompanyVR v1.2.5 by DaXcess OdinSerializer v2022.11.9 by Lordfirespeed LethalNetworkAPI v2.2.0 by xilophor
Requirements:
2 Players with same mods installed.
Steps to reproduce the error log spam on non-host console:
- Start and play game as normal on any moon (apart from Company).
- Wait until Masked enemy will spawn and to come out of the facility.
- Get within agro range of the masked enemy.
- Now the console keeps looping error and warnings very quickly (possibly every frame?):
[Error :LethalIntelligence] Personality = None???
[Warning:LethalIntelligence] maskedPersonality = None
[Warning:LethalIntelligence] SelectPersonalityInt.Value2
[Warning:LethalIntelligence] No Personality Found => changing personality!
[Warning:LethalIntelligence] Aggressive is available
[Warning:LethalIntelligence] Stealthy is available
[Warning:LethalIntelligence] Cunning is available
[Warning:LethalIntelligence] Deceiving is available
[Warning:LethalIntelligence] Insane is available
Potential side effect of Lethal Intelligence is that Masked Enemies will sometimes run, sometimes they'll just walk at a running speed (looks quite unnatural).
Please note that host's console seems to behave fine and assigns the personality without a problem, its only anyone else that joins the host is affected.
you are using 0.1.3 that was compiled for v55.. on v50... ill check the log in a bit, but, i would switch back to 0.1.2 (it wont fix the bug, just saying i cant promise 0.1.3 works on v50, although it should).. the personality = none error should be fixed in 0.1.3 though so I am baffled.. and for me it was only occuring when they spawned, so the fact a personality is not being chosen, is just weird.. will follow the steps though and check.
hmm..
so this error only seemed to appear on VOW...
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object. Stack trace: LethalIntelligence.Patches.MaskedAIRevamp.MaskedStatusReport () (at ./Patches/MaskedPatches.cs:473) LethalIntelligence.Patches.MaskedAIRevamp.FixedUpdate () (at ./Patches/MaskedPatches.cs:1056)
whats really weird is.. the code triggering the error.. is not even being gone to (or shouldent be) when its going to the main entrance.
this is an example of the report from the log.. im guessing thats SCOOPY's sewer, which i also use.. ill have a check regarding the breaker box on there but i dont think one exists? so im confused.
my best guess as to whats occuring is.. the masked are reaching the main entrance.. -> switching activity/focus -> trying to go breaker box -> failing -> switching back to main entrance -> rinse-repeat.. but you dont see this in the log, because when it switches to the breaker box, it errors. will try to find the issue and fix before 0.1.4, thanks
`===== MaskedStatusReport() Start =====
MaskedID = -186314
MaskedPersonality = Cunning
MaskedFocus = None
MustChangeFocus = False
MaskedActivity (Focus=None) = MainEntrance
MustChangeActivity = False
LateGameChoices = False
Moon = 56 Vow
Interior = SewerFlow
isDead = False
isOutside = False
isInsidePlayerShip = False
heldGrabbable = null
MaskedGoal = going to main entrance
noMoreBreakerBox = True
noMoreTerminal = False
noMoreApparatus = True
noMoreItems = False
notGrabClosestItem = False
===== MaskedStatusReport() End =======`
the problem maybe with LethalNetworkAPI....
[Error :LethalNetworkAPI] The client 1 cannot use server methods. Variable Identifier: "VirusTLNR.LethalIntelligence.enterTermianlSpecialCodeInt" [Error :LethalNetworkAPI] The client 1 cannot use server methods. Variable Identifier: "VirusTLNR.LethalIntelligence.isCrouched" [Error :LethalNetworkAPI] The client 1 cannot use server methods. Variable Identifier: "VirusTLNR.LethalIntelligence.dropItem" [Error :LethalNetworkAPI] The client 1 cannot use server methods. Variable Identifier: "VirusTLNR.LethalIntelligence.isDancing" [Error :LethalNetworkAPI] The client 1 cannot use server methods. Variable Identifier: "VirusTLNR.LethalIntelligence.useWalkie" [Error :LethalNetworkAPI] The client 1 cannot use server methods. Variable Identifier: "VirusTLNR.LethalIntelligence.isJumped" [Error :LethalNetworkAPI] The client 1 cannot use server methods. Variable Identifier: "VirusTLNR.LethalIntelligence.SelectPersonalityInt" [Error :LethalNetworkAPI] The client 1 cannot use server methods. Variable Identifier: "VirusTLNR.LethalIntelligence.maxDanceCount" [Error :LethalNetworkAPI] The client 1 cannot use server methods. Variable Identifier: "VirusTLNR.LethalIntelligence.terminalTimeFloat" [Error :LethalNetworkAPI] The client 1 cannot use server methods. Variable Identifier: "VirusTLNR.LethalIntelligence.delayMaxTime"
those errors appear BEFORE the errors you listed..
this is used to set the personality via networked variable, so, the other players cannot sync the variable due to LethalNetworkAPI not passing the variable on to the client.. so only the host gets the personality....
[Error :LethalNetworkAPI] The client 1 cannot use server methods. Variable Identifier: "VirusTLNR.LethalIntelligence.SelectPersonalityInt"
i have no clue why this error is appearing for you though... ive never seen it happen before xD
i just searched LethalNetworkAPI to report it... but, found another mention by Piggy (who did the code for that variable) and the mod they work on now is also having issues, Piggy said to roll back to old version of LethalNetorkAPI
i also just looked, and there is a newer version of LethalNetworkAPI. it only released yesterday, so maybe a difference in versions?
the changelog mentions "The LethalNetworkVariable class
Currently, there is no replacement for this class. If you need to use it immediately, this class still will work but will receive no updates" so i think i need to update this x.x
(i should mention, i was playing last night AFTER that update so the error you got, shouldent be occuring)
Thank you for the info, so I'll play around with versions of LethalNetworkAPI and report back to see if that helps. Also I'd like to mention that I really appreciate your efforts to make masked even more deceiving, I'd like to thank you for that.
its np, just hope that solving your issue is an easy fix, im worried i have to change everything now 😄 going to post this in the lethalnetworkapi thread because this is weird.
forgot to mention.
GeneralImprovements took a fix from MaskedAIRevamp which my mod is based on... that may also be causing the issue (i d k cause i dont use GI, but i will test)
huh, strange, the only moon i tested it on was vow so it might be worth checking other moons. i hope you find a fix, i really love this mod :)
its probably the sewers interior tbh. i should have time over the next few days to work out what these errors are about, i went to test earlier and got waylaid irl xD
well.. i tried v2.2.0 of LN API and i got the same as you, but i also tried on v3.0.1 and got the same errors... so i think i need to recode some things for this issue x.x
On my end, it gave me completely different error this time regardless of LN API version (tested 3.0.1, 3.0.0, 2.2.0 and 2.1.7), which is puzzling as I have got exactly same mods as before (used same code). I feel like my LC setup got corrupted or something, I'll need to sort that out before I'll be able to give you any more information, however I'm happy that you've managed to experience same problem, so it can be looked into at some point.
I've tested with all versions of lethal network api.. and all don't work the problem is v56.. apparently. Maybe? I don't know.
But seems I need to change the code for this all, so spent my time last night looking at that.
think ive found a fix :), dont think i even need netcode patcher when i was suggested i do.. (unless its already installed but i dont think so)
basically..
public LethalNetworkVariable<int> SelectPersonalityInt = new LethalNetworkVariable<int>("SelectPersonalityInt");
becomes
public NetworkVariable<int> SelectPersonalityInt = new NetworkVariable<int>(); <- can probably shorten this too..
it wasnt working before because im an idiot apparantly.. (so i have NO CLUE how the mod was working originally.. and infact.. LethalNetworkVariable probably still works.. im just an idiot... maybe..
previously.. if (GameNetworkManager.Instance.isHostingGame) was surrounding SETTING the value for personality, as well as reading the value to set the personality.. now its only for setting the value, reading the value.. may bug out the first time (if it does, ill fix it) but its certainly reading it afterwards!
for other things... it was probably fine, but im sure ill have to do some tweaks,.. and no clue why this was all working before and suddenly broke xD
^ this is for the "not selecting a personality" bug on clients btw.
dunno if i asked this before
but does all the AI stuff run on host only or does it work similar to vanilla enemy AI where their AI calculations get done by their target’s computer.
(they are running off host until they find a target)
well, i think i answered before that i dont exactly know, if i said otherwise, i was slightly fibbing.
I didnt change the coding for how they worked since masked AI revamp, i thought most of it was done on the host, with some on the client.
I am now finding, its a bit more on the client than previously thought.
the code im changing now, is swinging things a bit more towards the host, but its not much, i probably need to change a lot of things, so it will be on a basis of when i look at it, i change it to be more host ended.
I should clarify, anything that is running on the client, is already running on the host, so the host shouldent see things getting much worse if at all, but when heavier things move to the host, then the clients should have it easier. (wahoo)
ok got it so the host taking the performance hit for the boys
i mean usually the one with the beefiest pc should be host anyway lol
its more, its silly if the clients are all doing the same as the host, so really, the boys are getting away with it lightly xD but yeah host should likely be beefiest pc no matter what your doing, it will just go smoother for all even if all clients have the same stuff to do 😛
just uploaded **v0.1.4
- Fixed the bug where clients get an error saying the masked has no personality.**
would have done more, but frankly, unwell so figured id at least get this sorted tonight xD
hope u get better. take care.

nvm, I got it. Animation overlap borked them.
How stable is this mod now? I've been wanting to add this for a while
Besides the t posing masked above me
^ Nah, ignore that. I forgot to disable Piggy's MaskedOverhaul mod so the animations bugged out. Can't say how stable it is tho, still testing that out myself.
tbh, i wouldent use MaskedAIRevamp by piggy unless they ever update it, i didnt realise how much was broken in that fil i fixed most of it xD
its playable, bugs may exist, hopefully not game breaking ones, i personally use this in my modpack every week, so i usually notice issues within a week then try to fix them.
as far as i know right now there is no real issues aside from this one..
#1240985198485573743 message
relating to.. breaker boxes not existing properly on interiors (i think), its a bug i have yet to investigate.
i should say though, if my mod is used, generally, if it breaks, the vanilla masked code is there, so the masked will (hopefully) just fall back on that code when things break, thats how ive usually seen it go down when things break, but of course, if something really breaks bad, just let me know and i will look into it and fix it.
I see, well then I'll be trying this mod out sometime this week 🥳
any other mods that conflict with this?
I really only kept MaskedAIRevamp to remove the weird movement, everything else about it is disabled. If it is stable, I'll have to switch it out this week too.
Erm >.> No idea what's goin on here
Can't find their personalities either, diversity is spamming my logs
That pathing is a result of diversity? ^^^
I know it's broken, but I don't think it causes that, right?
;-; I'll have to run MaskedAIRevamp for just a while longer then
Does that even work?
It has been for me, but I have every aspect of it disabled aside from the masked movements
Last update was 4 months ago 🤔 tho Piggy is an active modder so i guess it works fine 🤷♂️
I couldn't find another mod that stops them from giving themselves away by spinning, so I use MaskedAIRevamp and disabled all the "experimental" features
It's like, the only stable part of the code XD
I think mirage has that too but i could be wrong - i mostly just mod nowaday, im trying to get back to play the game tho lol
I don't recall Mirage having that feature, or atleast not when I was making my pack. I'll have to check, would be nice to cut another mod off the list.
Piggy’s mods are great and if mirage doesnt have that, its good to know piggy’s mod is still working fine
mirage doesn't, general improvements does (when it got the masked features update)
general improvements broke my game last time x.x
I kept getting sent to... the wall... [E] to interact
I've been too scared to try it since lol
It was an incompat with corporate restructure I think
GI had an update recently tho that mod has so many frame eating features, didnt peep the latest update yet but i think adding that mod just for that feature is not ideal
Its a great mod, it just has many features and some are eating frames
^when i mean recently its really like in the last few hours or so
Real
"weird movement"? from vanilla masked? only thing that it changes if you disable the AI.. is the spinning icon on the radar afaik... same for my mod if the masked AI was disabled.
in my mod? or was that vanilla? 😛 or maskedAIRevamp? part of my fixes has been solving issues like these... if they were queuing up trying to walk into a wall, then its because they couldent reach what they were after.
in my mod in normal play, this shouldent be an issue 99% of the time, the only existing potential issue is with the breaker box (which has been mentioned recently xD) because the breaker box sometimes spawns inside the void in the walls, so they cant reach it.
eh? why would diversity be spamming your logs about personalities from my mod? xD im confused.
GeneralImprovements
LethalIntelligence
with the masked features turned off, my mod is the same as MaskedAIRevamp currently, i havent touched that code.
afaik, the only ones that would likely conflict atm, is GeneralImprovements, and MaskedAIRevamp.. simply because of the map icon rotation fix, and obviously in masked AI revamps case, it conflicts with every part of the code as they both alter the masked's AI.
in the future.. any AI i tamper with.. will likely mean other mods tampering with the same AI's will also break that mod and this mod.
mirage doesnt do that.
corporate restructure is old. i used to use that, i now use open monitors, and for the same reason i avoided GI before, GI sticks its fingers in too many pies for my liking xD and now i work on my mod so i prefer open monitors even though i know general improvements does a lot of what i like anyway lol
hi fast headcrab zombie
SUPRISE ENCOUNTER!!!
rate the fit
i haven't played this video game
👍 great rating!!!
Not personalities from your mod, my log was just getting spammed by Diversity errors because that mod is broken. As for the AI pathing, yeah, the spinning was what piggy's resolved. We could easily tell who was actually masked just by looking at the monitor, so the AI revamp fixed that.
I'll keep running the mod to see whether or not LI causes that wall glitch again, see what I can find
oh, misunderstood. and yeah, the same feature is in my mod, as i say my mod is basically like a FORK (eventually an expansion) of MaskedAIRevamp, so nothing has been removed xD
as i say, the wall glitch is because of things out of my control being spawned inside the walls, tried to mitigate it by going "its not accessible so dont do that", which masked AI revamp didnt really do, but for some reason the game still goes "it exists" and so that may occur, as i say, the big one is the breaker box.. amount of times ive teleported to the breaker and its literally just behind a wall you can access, but out of reach (in terms of what ive coded) is irritating xD so i need to find a solution for that, but its hard when 99% of the time it spawns in fine 😛
how stable is this mod?
Stable enough for some peeps to just run with it, so pretty good. Mod creator's had it in their pack for weeks without series cause for concern and I've been able to run it in a 200+ pack without compat issues. I'd say it's worth atleast a trial run if you're interested.
cool
is there any ai behavior that makes masked to run only (without stopping or walking)?
they use thier stamina to run, until they run out of stamina, they do kinda favour running atm, i need to set proper conditions to stop them doing that xD
Damn i wish there was like 2,5 % chance for 𝓕𝓻𝓮𝓪𝓴𝔂 mimics that have infinite stamina and running constantly
they run til they run out of stamina, thats bad enough, i go to shovel a masked and i cant walk back quickly enough sometimes because they sprint at me as i whack them xD
what i will say is.. a "serial killer" style masked did run through my mind (higher hp, always runs)
Imagine the panic you would have when this type of mimic chase you outside
High hp is a bad addition,hp is balanced
In my opinion of course
well when i say high hp, i mean, when they die.. they dont die, they come back alive... like a bone koopa in mario.
and like serial killers in movies..
but.. their run slower than normal, but they always run. + would need something to balance them
like they make a noise when near to let you know they exist or something.. i d k
Sounds like a Jason Voorhess mod if there's any
basically yeah
HELP
We saw one mimic the other day. It kinda just ignored my friend and stood by the entrance, staring at the door frozen. When my friend tried to leave he immediately got grabbed by it
Instantly
Either it was a coincidence that they left at the exact same time or something happened and it was waiting for him to leave
stuck at the main entrance is a bug, provide a log please (especially if debug mode is turned on), its been mentioned above, but seems to be happening a lot more since v55.
but yeah my guess is, them leaving via the entrance, triggered the mask to "follow" them fixing the "bug" (which i think is where its going for the breaker box), which then meant they started working again.
Is there a way to find the logs? its been more than a day
usually have back them up the day you play. it is usually set to overwrite.
rip
if u got async loggers then u prob still got them logs
async loggers keeps past logs in a sqlite file
^ forgot about that.
Will there be compatibility added for Problematic Pilotry?
Also sometimes the Masked wouldn't kill us
they would walk inside of my teammates and do nothing
where would the log be stored?
read this conversation
if u have async loggers, u can find it
could also be an issue with the interior
ive had that exact error spam on a specific seed with lc_office interior
apparently from what i heard from mod devs, certain seeds will cause error
i’m not saying i know this is the exact cause of your problem, but rather a possibility
hopefully virus has some ideas on what’s going on
All errors for this mod will be prefixed with LethalIntelligence as part of the log message..
Those errors look more related to vanilla..
Like sure.. I use set destination, as I'm sure most enemies do, but as someone says it sounds more like something is breaking vanilla, there in causing set destination to not work.
Also must apologise.. really rammed at work atm, so haven't looked at working on this in over a week x.x
That may be an issue with stealthy.
I've also seen that before.
They stare at you, walk around you, but don't kill you, I think it's an issue related to stealthy trying to run away, but there is conflicted code leading to them not running away but also not killing you. I rarely see it so haven't looked at fixing it.
Never heard of the mod.
Being honest, when I use a mod, I have an interest to make that mod compatible with mine.
For anything else.. if I am told there is an incompatibility, I'm happy to try to fix said issue, but I'm not going to proactively fix something that I don't know is broken, so is there some incompatibility with that mod? Or are you just asking if they work together?
If you're concerned about the masked finding and entering the ship, it should be fine I think
Weird, I guess it could happen if virus is caching positions of things on the ship very early? They should still have a navmeshpath to follow otherwise
Well I can test it out
ive rarely seen a masked make it to the terminal since day 1 of me playing lethal company.. happens very rarely.. even though really it should end up being fairly common.. i guess they just get locked too deep inside.. i d k
I've seen it happen often. I think its just something to do with Problematic really
I meant, with the mods I run, I also don't see them get to the ship that often xD but glad to see others seeing the masked get to the ship 🙂
I used to see them in the ship all the time until recently
yeah, the getting stuck at the front door seems to be a common issue now, im going to have to resolve that asap.. saw it myself last night x.x thats probably why
You and the author of Lethal Internship should totally work together
I feel like a lot of the features in that mod can be transferred here to make the Masked much more convincing
who are you referring to when you say “you”?
oh wrong mod name whoops
kinda yeah
it seems like they just cant go through the door at all on modded interiors
Yes, I have fixed it (I beleive), but had another issue, I will try to push out a fix update ASAP, maybe later this evening.
The issue seems to be the status report getting an exception due to the breaker box not existing. :/
🤣 I am not sure there is interest there to work together. I certainly have not received any suggestion to do that from them and I have not sent a suggestion.
What I will say though is, I have been looking at their code to get a better understanding of how to do some things better myself.
My problem at the moment is a lack of time.
I've gone from a work trip, to getting home, to being given 1 project, now 2 projects, so my day time is suddenly very little free time :3
Understandable. Work should come before this
Updated to v0.1.5 - Hotfix
Potentially fixes the masked getting stuck at the main entrance on modded moons (i beleive due to a null reference exception, we shall see.)
sadly, yes, hopefully after next week i have a lot more time, but its all swings and roundabouts, months ago i was sitting around pulling my hair out wishing i had more to do, which is why i started working on this xD oh how times change, but i will have more free time eventually.
Such is life
This has happened in the mansion vanilla interior but we'll see if it's fixed
it could happen anywhere, the problem is "things" being "null".
but in vanilla its far less likely (you would assume) because zeekers puts all the things into thier interiors/exteriors
did a recompile for v60, seems to be no issues,but havent played with v60, or officially updated it to v60, just thought id let people know it seems to compile. do let me know if you have issues with v60 though. will try to do an update sooner than later and compile with v60 for that update.
awesome
i play with my friend on v61 rn and masks work but idk if the ai from your mod applies
Well, sadly I played last night and didn't see a single masked.
The best way to know if the mod is working, is looking for the assignment of the personality.
If you search in your log for "lethalintelligence", when a masked spawned, you should see an info log along the lines of "masked 'some id number' is 'some personality'.. I forget the message, is that bad? 😄 one sec
OK here is an example, took me a while to find one lmao.
[11:28:27.5770726] [Info :LethalIntelligence] Masked '-224502' personality changed to 'Deceiving'
Just a random suggestion, but... I think it'd be funny if we had a configurable chance for masked to spawn with specified items. It'd help further disguise Masked if they carried flashlights or enabled aggressive AI by giving them shotguns & shovels.
is it possible that this mod causes masked enemies to be invisible and not able to hurt you? they are only floating flashlights and walkies
i was testing this mod with some friends and it still seems like masked cant go through doors sadly, not sure if thats cause of the new lethal update
It's not a Lethal Intelligence issue
Or maybe by doors you meant Main entrance? Because yes masked can't (always) go in and out with this mod installed
i meant just the main entrance yeah, they go through regular doors fine
whenever they attempt to go through main they will just instantly turn around and go to the breaker box, theyll get into this loop of going to the breaker box then to the entrance
I do not tamper with what masked visuals look like as other things already handle that.
Aggressive should target a shotgun and steal it by killing you with a shovel if you are holding it, but being honest, I've never tested this or seen it myself. But I'd rather make that work so that scenario can arise, rather than just give the masked a cheat code.
Vanilla issue as far as I heard, LI doesn't tamper with how masked look and in the mirage thread it was said to be a vanilla issue.
Bloody annoying when it happens though I can only assume it's not properly loading the cosmetics.
What was the moon and interior so I can test? Or do you have the log with debug mode turned on?
i've tried giving them items, but they never wanna take them
Priorities. They aren't too focused on items, I fixed them picking up items, but it maybe just they never select it as a focus. The only one they should focus on is the walkie talkies, but they don't pick them up.
I think in the case of the walkies it's because they see the player who is dropping them, but I d k, I last tried before I fixed the logic, it was part of why I fixed all the logic
I get that, but just to clarify I'm not asking for them to always spawn with Shotguns, more so just a config that lets us pick what items, and what chance, a masked could spawn with items. It'd be useful for a variety of thing imo
could help them better blend in, utilize code their AIs specialize in, or have some masked act as loot pinatas
OK that's a different issue.
I need to work on the tps by setting them a destination o the other side before they change focus/activity, the problem atm is (now its working again) is they get there, and either before they go through, or after they go through, they believe they didn't go through, so do something as if they haven't, when they should be making a decision based off the fact they should go through the door tp.
It could be an opt in/opt out like the insane one pulling the ship to leave
the moon was solace from starlancer moons and the interior was nali haven from unreal interiors. i dont have the log sadly but i can try recreating the issue later today
Please feel free to.
Does that interior have breaker/apparatus/main entrance/did you have a ships locker/terminal/all the usual stuff?
I've put a check on a lot of things to see if they exist.. etc, but I guess something maybe bugging, or it may n
Just be as I said they ain't going out and recognising they are out.
It should be like...
Breaker -> main -> ship -> main -> breaker/apparatus -> main
A nice loop.
If the interior has no apparatus or breaker, then, I guess they will stand inside the main entrance, lmao. I guess I need an "idle" activity.
I can see the merit in that.
Like
Aggressive with a shotgun (or shovel)
Insane with a knife
But it would end there as their inventories are 1 space, and as I think I said, other mods tamper with looks.
Deciving moves items
Cunning moves items
Stealthy has no wish for items, I guess, I could create an item.. called "invisibility cloak" that when worn, makes stealthy go invisible with a pop, and he then only takes it off for 5 seconds every 25 seconds. Or something, but if you kill stealthy.. then you would get his invisibility cloak.
Or maybe it could just be a collab with drama mask, so, the stealthy masked actually wears a masked item? Lol
So with mirage.. whi h removes the masked.. stealthy actually disguised themselves in a drama mask to "hide" from the players?
I think stealthy holding a drama mask to their face would be pretty funny XD
Anyways, just wanted to clarify that suggestion ^ I'm always looking for ways to make interiors more uniquely challenging in some manner, but always the modder's call at the end of the day.
Oh you mean custom suits?
No I mean like, masked already get a flashlight when they mimic players. Etc. It's just limited (ie they don't get a shovel)
Oh misread what you were replying to.
Yeah, custom suits or even vanilla suits, the fact it's invisible suggests whatever didn't load properly.
I use more suits and I rarely see it not loading but my group mostly use the same suit.
But it could be like a mask cosmetic not loading causing the whole thing to not load, as my group use a lot of different masks.
the interior has a breaker box and main entrance but i dont think it has an apparatus. and yes i had all the usual stuff in the ship, i didnt change or remove anything. weirdly i also saw this happen on the vanilla facility on assurance
But they don't get stuck? Your saying they just go back and forth between two choices?
Ie, main entrance and breaker for example.
Cause the fix I did in the last version fixed an exception causing them to stop dead at the main entrance.
If they are moving, then that is at least fixed.
So if I "force them" to go to a point on the other side of the main entrance tp, before changing what they are doing, then hopefully. That fixes all.
tbh ive seen both, i think before v60 they would go to the entrance, instantly turn around and head towards the breaker box. this time they seemed to be dead stopping at the main entrance again
Well then I defo need a log, or I need to jump on that interior myself xD
yee, ill send a log once i can do some testing in a bit
heres a log, im honestly getting mixed results, at first they were just getting completely stuck at the main entrance, then after landing again it just fixed itself and they started to loop from the breaker box back to the main entrance. i swear i didnt change anything xD
For me it was on Vow with the new v60 interior
OK, well, I'm on my phone so I may have to look at it tomorrow, but uh, first 2 masked spawned...
#1 was aggressive, focused on ITEMS... then died.
#2 was stealthy and went to main entrance then breaker box.
So if the first one stopped still.. then I guess the masked focusing on items is the problem now, if there is more to it, I will look at the logs properly either way tomorrow... but does that sound like what happened?
Video seems like it's from a bit of log I didn't view yet xD (based off how the masked was moving.)
If they changed focus to go to the breaker again from the main entrance.. they wouldn't instantly turn back.
Without knowing what part of the log was for that bit of video, I feel like that may have been down to a bug I experience with imperium atm, where, the masked can actually see players (when they are invisible).. which would lead to a reaction being triggered from the masked seeing the player.. but yeah I'll have to have a full look at the log tomorrow when I'm on my pc. Thanks 🙂
neither #1 or #2 stopped, they both just turned around at the entrance. i restarted my game at a random point while testing and suddenly they werent getting stuck anymore, i tried restarting the game a few times and just couldnt replicate them getting stuck for some reason, its so strange. so i couldnt get a log for them getting stuck sadly. but what would show in the logs when they did get stuck was just the masked switching their objective to the breaker box, it wouldnt throw any errors or anything.
the video is from the second time i landed, both masked were spawned as deceiving. sorry i couldnt do more but i just could not replicate it lol. imperium could be the cause, ive seen masked look at me while being invisible before. imperium has a new option that makes it so enemies cant target the player at all, which i had on, but maybe it doesnt fully work.
next time i play ill just have to leave debug mode on, im sure itll show up again xD
Well, if they decided that going to the breaker box was their activity.. but.. the breaker box wasn't actually reachable, they would usually shuffle towards the breaker box. So this may be what you were seeing.
When I say getting stuck, I mean standing at the main entrance staring at it unmoving.. and what will usually occur is an error spammed in the logs for an exception.. and the one exception I knew of should now not happen.
So yeah just sounds like the path is blocked somehow.
In normal play they would see you and forget all about what they can't route to, but I understand if they don't see you, they would just stand there.
I think what I will do is I will add in an "idle" activity, then when selecting focus or activity.. run a check on the path somehow for things that would block it. I thought id put enough in place regarding this but apparently not. Lol
yea okay i have several suit mods
is it your mod that could be causing masks to camp on doors? you just cant enter cause they will just stay in front of the door inside @patent swift
that should be fixed, if its still occuring, i need logs with debug mode on preferably. thanks
so going back to this.
all the ones spawned on experimentation/facility seemed to work as expected except maybe aggressive, they were focused on just items, which maybe an issue, i d k, i will have to look.
on March/Skaarj,
this error occured.. ill have to look and see why this popped up in logs.. as i dont recognise where this has come from lmao
[Error :LethalIntelligence] isOpen
EDIT: it is a log referring to the breaker box door being opened, ive removed that for the next update, its not actually an ERROR... so thats an oopsy by me.
but yeah, everything in that log suggests they were working fine otherwise, aside from maybe aggressive being focused on items the while time.... i think i need to look at that, but yeah if you put debug on, it shouldent be a performance hit of any sort, but it will give info needed 🙂
maybe i should turn that on by default and say "turn off if you are getting performance issues" xD
yea i didnt notice anything wrong on march besides them not being able to go through the entrance, ill make sure to update you when it happens again
i just really want to see a masked make it to the ship lol, they barely even do it in vanilla because they just lose focus and turn around
i have no clue why they wouldent go through the entrance though xD i will look at it though.
welp it happened again xD, at the end of this log, a masked got stuck at the main entrance and was throwing errors
[Warning:LethalIntelligence] MaskedStatusReport has failed to write... System.NullReferenceException: Object reference not set to an instance of an object. at LethalIntelligence.Patches.MaskedAIRevamp.MaskedStatusReport () [0x001c0] in ./Patches/MaskedPatches.cs:477
this isnt actually an error, its a message reporting the error after ive caught it.
the error making the masked stay at the main entrance was this exception, i caught this exception so that doesnt cause it anymore. (its in relation to the breaker box), but it may just be that there is another issue xD, i will look at this later this evening when i get off work 🙂 thanks!
ok, in theory, i may know why the masked are camping at the door... cant be sure.. but i have found an issue i need to fix 🙂
so, what im seeing at the end of the log is..
Masked Aggressive spawns.. i think they then go to X (Main Entrance/BreakerBox/Apparatus because they are inside usually)
after going to X.. they change focus.. and as Items is their only other possible focus.. they choose items.... (they can also choose players, but, it seems they wander into items first every time)
ITEMS (for aggressive) isnt coded correctly (whoops, although to be fair, ive spent like 1% of my time on aggressive.. xD
so they focus on "items", which for "aggressive" means, they locate a shotgun.. if a shotgun doesnt exist.. they should change focus.. but i failed to put that code in.. so.. they get stuck in "items" (because their is no shotgun to find, and there is no exit)... and i think thats causing them to do nothing... in theory.. that shouldent occur, but apparantly.. that maybe occuring.
I havent tested this yet, but at least its something i can see is wrong, and so hopefully fix it.
beyond that.. looking at my coding.. i check to see if the breaker box exists.. and if it doesnt.. i catch THAT exception.. so i dont get why then later, the same error popped up (which i then coded another catch for)... so i think i need to look deeper into whats going on there.
I think though, once both those issues are fixed, masked should stop breaking.
either way.. one log file, told me much about what was wrong 🙂 thanks for sending it!
im glad i could help c: it might of been aiming for a shotgun that was on the ship, we did kill a nutcracker earlier
well, then it SHOULD go to the ship, but the coding didnt have an "out" if there was no shotgun 😛 thats what i noticed.
id advise turning off aggressive for now tbh
ah alright, yeah ill turn aggressive off for now
It would be crazy if they could teleport people
They should also all probably have less stamina tbh
the bug that i know exists is only in Aggressive afaik.
but i also had a masked standing at the front door last night, so i will have to check the logs from that 😛
(i left aggressive turned on though ;o)
oh thanks for the response, but I tested the Cunning and Stealthy masked on Experimentation like an hour ago, and they were stuck at main as well...
oh really? :S
turned off the breaker box all fine (was monitoring their status reports in console) and then they stayed infront of Main inside
ok then.. well.. shit, going to try and look at it now as i finally have time, but this is sounding like an issue caused by something not showing up in logs.. lol
right, no errors showed up
yeah, it seems like when their only option to go through the main entrance.... they just cant.
so it probably affects all masked, ill look into it.
vanilla masked arent much better, lmfao..
spawned 20 masked just to see if any go outside in vanilla.. but all of them ended up in a dead end doing nothing :/
spawned outdoors.. they operate fine, so im guessing its something with the main entrance itself, ill keep looking into it.
update 0.1.6 (Fixing Entrances/Exits + Implementing FireExit usage) uploaded
-
Masked can now use fire exits,
-
Masked getting stuck at the entrances/exits should now be fixed. If a masked has recently used an entrance/exit, they will now either.. do something else, or wait a short period and do some idle actions while they wait.
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an extra note i didnt put in the change log, in 0.1.6 "debug mode" is defaulted to on, feel free to regen config, or turn it on yourself, very helpful for helping me fix issues if your logs contain what debug mode provides, if your getting fps issues, feel free to turn it off, but it doesnt really cause any lag 🙂
sorry it took so long, hopefully everything works now 🙂
same, sleep time for my timezone now though
i kinda forgot, so i should prob ask
is the mod stable enough to use?
or is it like super in testing will most likely destroy your modpack and your computer's motherboard via collateral damage
its pretty stable, there was a recent issue where maskeds couldnt go outside and sometimes got stuck at the main entrance but thats been fixed with the latest update. i used it in my modpack today and everything works just fine
It's working! 🫡
Now I really really need to see a mask pull the ships lever lmao
And if possible, a way to make them look more human (take items, etc)
Ngl, I was surprised they did, they get a bit bugged out in the elevator sometimes, but, ngl, that's down to the map, I didn't code that, I was just surprised they would press the button, chill there, get in, and chill in the elevator, all on their own. Lol
I'd argue in hindsight, always got stuck there tbh, I still dont know why.
In v55 they auto teleported.
In v62, I had to do the teleport manually, which ngl, I think I going to be for the best.
It's not as fancy as you could hope. They lever pulls by itself, and the mask flies out of the ship 🙂 no hand movement or anything.
The biggest "beautiful" part is when the masked flies out of the ship, catches your last player as they walk in from the ledge.. and kills them before the ship has taken off 🙂
I may try to fix that so they stay in the ship for take off at the lever, but that's not a priority right now, especially as my time is so limited.
Ah ah 😂lmaoooo but I never saw one do it
Also what is written in the chat when this happens? (masked started the ship?)
Isn't that vanilla?
yes
nothing.
the only warning you get is.. the apparatus is pulled, and the signal translator is then used to send warnings.
If there isnt an apparatus on the moon, this cant happen
if there isnt a signal translator, you get 0 warning.
Ohh ok so that's why I never saw that
basically.. after 2pm, apparatus is broken.
once broken, they head to the ship (insane, and only the insane who completed breaking the apparatus)
once they reach the ship, the insane who broke the apparatus, will send 10 worryingly weird messages using the signal translator (or something like that)
once they do the last one, which is like "sorry".. they leave.
yeah, being honest, the ship leaving is probably going to be a very rare event..
masked tend to die quickly once seen... so plenty of opportunity for this all to be stopped even before 2pm. + the masked may not be an "insane" in the first place.
That's seems extremely funny, too bad it's rare...
if it wasnt rare, it wouldent be fun 🙂 its all about the shock "wtf? why did you leave me... OH.. that damn masked!"
maybe, but, there isnt a way around that, unless i seperate the ship leaving from the apparatus.
I used your mod since the "virus" name fix update and I still need to see one in action
the problem is then.. you get masked taking the ship away at 2pm
But as you said, it's not your priority so yeah, take your time
maybe, but this goes back to me adding configs upon configs.
id much rather find a happy balance.
maybe ill change the apparatus to a "mid game" event (after 2pm).. and the ship leaving to a "late game" event (after 5pm)
the thing i see though is.. if i dont give enough warning to the masked leaving, its not fun, but i do agree, it would be nice for them to actually have a chance to leave... which, is very slim (unless the update making it so the fire exits can be used changes things? we shall see on that score)
Yeah you're right
one thing i was thinking though, was, masked have a "ship interest" rating, i should factor that in to their decisions really.. so once they go past a certain number.. they should focus on the apparatus and leaving events.
cause i dont know what happens in a normal game tbh for this event (ive never seen it either in a normal game), but, after pulling the apparatus, i assume, the masked would get intercepted at some point, because of people traffic..
leading to the masked not making it to the ship.. which is why i hope the fire exits being usable now, helps the situation, especially on less familiar moons with more fire exits.
Same thing lmao, I hope the same 🗿
its not my priority due to limited time mainly.
like i fixed the door issue, because it was completely broken xD but i just luckily had a bank holiday weekend this weekend, or i couldent even have done that.
if its still rare in a few weeks, ill look into changing it though, its not a big change afaik.
but my very limited time is being spent on syncing everything.. because as of the moment, a masked can end up doing something different on 2 different players screens at the same time, and thats not good..but a lot of work is required for that.. xD
I didn't even know that 🫢how can they do different things for other players??
Like on one player screen he walks and on another he goes to the terminal? I don't think I understand
But in any case yeah it's way more important to fix that
its rare... their choices are based off the time they make them, as well as other things. so.. they should make the same decisions.. but desync is a thing, and the variables are not synced.
a key variable not synced is the choice to "run" or not... if the stamina value gets desynced, then they will run on one persons screen, and walk on another, which may look janky as f.
likewise.. i add in "chances" for players being spotted.. so if the player is seen by a masked, they are seen on THEIR screen, but on others screen it looks weird... because the game hasnt registered that the masked has noticed them.. and instead noticed someone else for example
also.. at the core..
the personality is synced.. but the focus/activity is not.. i dont think this is an issue.. but, really it should all be synced from hosts to clients.
not implementing them anytime soon (if ever), but had some ideas this morning so i thought id write them down for discussion.
dont know if anyone can view the link (and id rather feedback on github tbh), but wrote them below too.. i think if all were implemented, it would be equal in positive and negative... the "normal" variants from vanilla, would also be a variant.. these would just be extras... and ngl, i never thought id be thinking about improving/changing bees.. lmao.
https://github.com/VirusTLNR/LethalIntelligence/discussions/5
just some ideas i wanted to save..
HIVE BEES
1 - nomads -> once you pick up their hive, they no longer want their hive and always roam patrolling the area around where their hive is moved to.
2 - aggressive -> once you pick up their hive, the bee swarm "splits" (well, it would duplicate the swarm).. the swarm on the hive would be half as strong as before (the minimum damage they could do is 1, if you pick them off the hive when they do 1 damage, the hive bees would no longer exist.. they would just become roaming bees)..
3 - jealous -> if you pick up their hive and drop it, if they find the hive again, they will destroy it and then promptly die... no one is allowed their hive if they cant have it.. and if they cant have it, they will surely die in sadness and jealousy.
4 - heartbroken -> you took their hive.. so they cling to you for dear life.. they see you as their hive now... they dont damage you.. but do damage anything else that comes close (including other players and enemies at a higher damage rate)... they also BUZZ.. and enemies that attack by HEARING you will attack you
5 - passive -> when you take their hive, they turn into roaming locust (or just die, or cant attack, i d k)
BUTLER BEES
1 - heartbroken -> they make you their hive, they protect you and damage anyone else (enemy/player), but they make noise, making you a target for enemies who target by sound.
2 - jealous -> they stalk the knife of their butler, protecting it... if a player takes the knife, they will be hounded by the butler bees as the butler bees consider the knife to be their "hive".
3 - man eater -> the bees turn into a triggered maneater after 30s of roaming?
4 - passive -> the bees dont attack anyone
feel free to discuss.. 🙂
Okk now I understand
It's true that I saw masked going at crazy speed while walking
That's effectively an important thing to fix
Heartbroken seems extremely funny tbh 🔥
I think a great idea for bees would be to have them all gathered to create a giant hive
All hives will eventually (after some time) disappear and bees could migrate to construct a bigger hive (more valuable, more dangerous)
With this, you can also add some stupid things like having a hoarding bug being designate as a king and others would pick up scraps for him
yeah, its like, they havent been told to do the run animation, but the position of them is synced, so they move fast.
i mean, yeah, could do an extremely large hive.. made of 5 sets of bees or something that are super weak.. i d k
like they do 2 damage instead of whatever it is now? 10?
oh i see what your saying, like.. hive gets taken, so bees move in with another hive sort of thing..
Yeah, and also it's not necessary for them to wait a player interaction
Like if this mod is supposed to give mobs new Ai features, I think having them to do things by themselves is also really cool
This is why I suggested that they could start moving to other hives even if players didn't pick any hives
But yeah that's pretty much just a random suggestion
We wiped a run because of this + mirage, its fucked
well i wasnt saying it would be directly due to player action, but indirectly, is likely.
yeah same happened to my group xD a masked was in the elevator and killed our clueless friend who was the last alive.. lmao.
i guess this explains why maskeds couldnt exit the facility before you fixed it, they litteraly cant in vanilla anymore xD
lmfao x.x
to be fair, i should have known maskeds in vanilla were busted.. i kinda alluded to it here in my testing, but i just figured i was having some issue xD
#1240985198485573743 message
i never play with vanilla masked, so had no clue.
and now ive made the changes ive made, i guess i also need to prevent the vanilla exit/entry from occuring anymore... brill.
...which then also means i probably need to then re-fix elevators on that interior.. even more brill.. x.x
well.. some good news.. 1a3 patched the masked using exits (in LethalFixes), their patch doesnt seem to interfere with my fix.. so, i assume i wont need to fix anything, whether zeekers fixes anything or not.
thats good :) ive been using lethal fixes and didnt notice anything wrong
got this for you 
thanks, v62? or v64 beta?
v62
hmm..
well, i dont think these are an issue.. i dont even understand why that is reporting them, they are exceptions I purposefully catch because they cause issues.
Source: ./Patches/MaskedPatches.cs:844,25
try { if (NavMesh.SamplePosition(breakerBox.transform.position, out hitBreaker, 3.0f, -1)) { ....stuff here for calulating needed information for the breaker box. } } catch (NullReferenceException nre) { Plugin.mls.LogDebug("BreakerBox NullReferenceException() Caught!\n" + nre.Message); breakerBoxReachable = false; noMoreBreakerBox = true; } catch (Exception e) { Plugin.mls.LogDebug("BreakerBox Exception() Caught!\n" + e.Message); breakerBoxReachable = false; noMoreBreakerBox = true; }
this one is the same for the apparatus... same layout.. exception is caught when it occurs.
Source: ./Patches/MaskedPatches.cs:806,25
if (NavMesh.SamplePosition(apparatus.transform.position, out hitApparatus, 3.0f, -1))
im guessing what you are using.. just reports exceptions... even if they are already caught.
It might be #1275596392550764544 catching stuff that is already patched but I just report errors when I get them in case it could be optimized or fixed
thats perfectly fine ❤️
i will ask them why its flagging this up, because for this "error" all you will get is a message saying "BreakerBox NullReferenceException() Caught!".. IF you can see "debug" logs... so really that shouldent be flagging up in their mod imho.. so maybe they need to check for the exception being properly caught, before they report it 🙂
also, regarding the errors themselves. the options i had were..
1 - create the object myself if it doesnt exist, and placing it myself, when it normally wouldent exist so has nowhere to exist really..
2 - if it doesnt exist, catch the error, and tell the rest of my code to never even think about it (because it doesnt exist).
i chose the second option, but it does effectivly leave some exceptions in there i cant get rid of.. i can only catch them, i guess i could check if they are null tbh..., when i do the recompile and update for v64, ill see if i can stop the errors from occuring period, pretty sure i tried to before though and it wasnt having it. lol
If it's an error that is a non error I'll be able to filter it out of the console, so my recommendation would be to at least give a heads up to people using UDA what errors can be ignored on the mod page
might be wise, but, I only know about errors being reported to me, either way, ive thought about it, and ive already added in a null check, I am pretty sure i did so before as well, but at least on this area of code, I didnt, maybe when i rewrote a lot, i forgot.. oops.. so ill try uda myself with the code, and when v64 releases, ill update with that as a fix (assuming it works, i guess when i wrote the code I imagined catching the error was enough of a fix at the time.
i think i solved it popping up in uda, so shouldent happen (at least for those errors) from 0.1.7 onwards.
Now all you have to do is wait for the official release of v64 to break something else :)
probably will make the masked invisible, and make them give you a hug, with instalock around your neck so your never apart.... meaning i have to cut off thier arms to stop them doing so, and then give them new arms to kill you with... tbh, probably will fix a lot of issues if i did that.. j/k xD
lmao, I mean hopefully we'll have masked carrying scrap and tools one day, as that would sell the effect a lot more.
It's the fastest way of telling them apart at a glance
Funny side effect of your mod not being integrated with mirage yet is I now have masked moving while emoting trough toomanyemotes, that has killed a lot of people after I added LI
well.. thats "doable". but the problem is "context".
if i made masked carry scrap.. then.. they will walk to the ship, and you will kill them, and you will get a free scrap item... but... maybe i can integrate fake scrap...so.. every masked has the ability to act like they are holding scrap.. when they have nothing.. so when they die.. they drop nothing.. the scrap just "vanishes" when they go to attack.
i should add.. some masked DO carry scrap.. but only in certain context.
So it's not possible to have a personality pick up something inside, go over to another item and drop and pick up, and just cycle the scrap inside? and have it only change objective/personality when it targets/spots a player?
I have not seen that
I have not had it happen yet as I rarely use that item
and during testing I don't think I have had items for cunning
I recently removed #1269100547147829298 due to multiple bugs with other mods so hopefully I get to see it in action now
well i could add in an activity like that yes, thats actually a really good idea.
Cunning takes items from the ship.. Deceiving brings items to the ship... or should.
in testing, it works, or worked.. in practice (actual game play), i cant confirm its occuring, i think they often get killed before choosing to do that.
also, masked rarely make it to the ship, they usually run into players before they do, no real way to avoid that, players will be players, haha.
I mean they kill players a lot allready, although those players don't play a lot of lethal
yeah i remember the day i first died to a masked, my friend was speaking nearby, and they looked like my friend.. so i just took it for granted it was my friend... and so i died 🙂 fun times.. now its all "are you a masked? STAY BACK.............................................................whacks" lol
Maybe certain masked should run away when they get smacked
Stealthy probably.. total wimp that one, maybe deceiving too.
Yeah that's a good idea
And your idea of fake scrap is also a good one, just like the feature of masked (rarely) using the ship's lever, I never saw one holding scraps
This is why if a solution can be implemented, I think the best would be to add a behavior where they would ignore the players
If they are on a mission (go to ship, go to apparatus, search scraps,...) they could avoid stopping and looking at players along the way to make it more believable that they are not masked, even if they are
This choice of ignoring players should be random tho, otherwise its way too easy to spot them
if they have fake scrap, ur gonna have to mimic weight on them too
atm what features are u actively working on?
well the intention is, that certain masked (deceiving) ignore you for longer, while others (aggressive and insane) target you the moment they see you almost.
i dont know if this is working in practice, as its hard to know WHICH masked you are seeing.. etc, but i likely need to tweak the settings further.
so.. the masked already "ignore" players when doing an activity... but there is a trigger point where they go "player player player kill kill kill"..
i just need to set the bar for that trigger point incredibly high for stealthy/deceiving, but not too high 🙂
nothing tbh, work has me quite busy rn, if there is something to fix, i will try to fix it asap. otherwise im working on the syncing...
basically focus/activity/running isnt synced, nor is the "state" of the body, and i dont think picking up items either, leading to the host potentially seeing different things to the clients. I want to resolve this, before I add more, but yeah, work being so busy, time is less.
then the other thing i planned to continue working on, was the jumping accross gaps, and climbing of ladders, etc.
i have these things stashed for working on "later", had some of them a while (as can be shown by the dates..)
only ones i know for sure what they are (until i open them) is
red = syncing fixes
blue = jumping over the gap, i fixed the animation already, its more the code implementation needs finishing.
green = working on some bracken ideas i was thinking about.
i think the rest are already implemented, but, as i say, no clue whats what til i open them, haha
Hope you can find the time to improve these things then, until then keep up the good work
was having another thought regarding this.
currently its a "timed activation", with certain masked taking much longer to be triggered
I may add in a new variable.. "patience" or something.. where in.. like the bracken gets angry.. each masked has a "patience" variable that decreases when players are around them, certain actions make it idecrease quicker, some make it go slower, some increase it maybe...? and then, when the patience runs out, they will target a player... this is assuming they arent already targetting a player, but likewise, if they are following a player.. and their patience goes above X.. then maybe at that point they will stop caring about the player too.
either way, it will still essentially be a timer, but, based off how close you are.. whether your looking at them, if you have a weapon, etc.
-so a weaponless player who isnt looking... = instant trigger, perhaps even for stealthy.
-so a player who is watching and is carrying a shotgun... deceiving would never trigger to attack... they would require you to not be watching.. or to drop the weapon.. etc.
food for thought.. i should really get syncing working first x.x
Yes please
How much can you make masked do? Could you make them crouch while they stalk? Have them randomly crouch or jump? Or in general have them do odd random movements so they're less on tracks?
"less on tracks", i wouldent say they are on tracks, i would say they have guidance when they have nothing to do, and once they have something to do, they do it until "interupted", interupted being, a player interacting with them.
that being said, i think if a player whacks them, that should also trigger them going for a player (if they arent already), or in stealthy for example, it should probably trigger them running away.
regarding crouching/jumping and "random movements", if you just mean them doing something "random" when they are idle, they have multiple choices they can make when they have nothing to do, and i will expand upon those choices over time, but "movements" will be scripted to situations.. jumping for holes, or perhaps because a player jumped.. crouching because of dogs and they are deceiving.. or because a player crouched... etc, random crouching/jumping isnt something im aiming to implement.
oh, the on track part wasn't meant towards this mod at all in fact this wasn't related to your previous comment, just vanilla masked and how they behave, when they walk at a 45 degree angle while watching you or keep focus on a certain point while moving makes them feel incredibly on tracks tracked.
Yeah, I agree on the part about hitting them
the crouching part was more aimed towards tricking the player into thinking it's not a masked, like having the masked stalk or approach while crouched or crouch a couple times when it spots the player.
they shouldent keep focus on you in this mod xD
if they lose sight of you, they lose track of you, but before they lose track, they go to where you last were, i posted a long time ago a video of me playing "peekaboo" with a masked, and then dodging it by being outside of its vision, and they also dont look through walls at you.. if they see you go around a corner, they look at the corner you last went round and walk to it.
i will aim to make "deceiving" trick players, but the other masked arent there to trick players... if every masked tried to trick players, then it would never catch you out, likewise, if enough try to trick you (deceiving), then the ones that dont will catch you out because you expect the trickery.
Oh, no don't get me wrong, I do not want them all to try to trick me, and I love the personalities
It was more of a question to you of what is possible for you to do with them
i cant really answer that, i dont have any long term plans, when i have time to work on it, i work on it, and i am literally going to add things that feel good to add at the time, but yeah, for now, im more fixing issues, and improving things, so the "features" set of the masked wont change for a while.. although some recent discussions have gotten my interest for when i do work on new things for them.. (no specific order, though syncing should be first :P)
1 - moving items around inside the facility and/or holding fake items to make them seem like players.
2 - improving the way they detect or ignore players
3 - jumping gaps/climbing ladders/etc
4 - syncing the actions they choose.
that being said, ive always said, if people have ideas, they are welcome to throw them out there, if i like the sound of it (for any entity i should add) then i will think about doing it.
I think you might still misunderstand me, but it's all good lmao
I look forward to the next update nonetheless! 
also this is from testing in the v64.5 beta
i understand your question, i just dont really have an answer, what is possible to do xD what i feel like doing xD
oh.. fun... o.o
I now have 1 fps lmao
part of the lag was caused by them trying to path to me but being unable to reach me or just all of them trying to get me, I was using imperium while testing, so they couldn't kill me but it still spawned new ones, so I had 6 of them I think
that is the latest version, right?
killing myself in game removed some of the lag, latest beta version yes
line 2280 (the "{") and is not in MaskedCunning... =
if (originDestination != agent.destination)
{
originDestination = agent.destination;
hmm
may need the full log 🙂
also 1233 is nothing too >.>
to get to masked cunning from FixedUpdate is line 1273 (40 lines later)
using that logic.. im after 2320...
if (breakerBox.isPowerOn)
now thats more like it... xD
my guess is, on that moon, there is no breaker box.. AND somehow it decided to do a "breaker box" thing, when it doesnt exist.
It was the Chizra temple interior so possibly
im not familiar with that, but your log is saying different lines, so one sec.
Zaggy that made Pathfindinglagfix might be able to help clear up the pathing that causes the lag
its not about pathing, but i just realised why the line numbers are off, i added some code the other day since the release... so, lines are a bit diff 😄 one min
ok, so, it seems in MaskedCunning, i need to add a null reference check 🙂 because of the previous errors, apparantly this was missed... probably happens in v62 as well as every other version.
it will be fixed in the next version. 🙂
aah I see, but there is some serious lag on v64.5 whit multiple masked trying to path to me, it even crashed my game just now
what is your fps with no masked spawned?
so you know how we have cunning?
120-140
and how many masked are you spawning?
make a new personality called.. charisming.. that rizzes employee
initially just one, then let him grab me and at 4 there's some serious lag, as in I go sub 20fps
well.. ill have a go.. at replicating that, but i also get 110-120 fps with no masked, 4 masked doesnt normally drop me to 20fps.. so that is rather weird, ill try to look at it tomorrow.
just so you know zeekers finally fixed the main entrance bug in 64.3, so it might have affected something 
100 fps drop used to be 5 masked, when fps was dropping loads, now 7/8 masked, and should be on around 70-80 fps still i think (havent checked in a while), but maybe v64 is bringing some laggy stuff, i d k xD
maybe, but my fix is basically something i was doing in v50 for fire exits when i was trying to get that working, but yeah, maybe i need to fix something for the main entrance, i hope not though xD
same problem happens in v62, seems to be worse the closer I am to the masked
yeah, i hope not lol. it could be possible he changed something with their pathfinding, i dunno
weird, i havent had it happen at all since it was fixed with this mod
oh wait youre talking about the fps
fps and memory usage yeah
that is nuts. ill try look at it tomorrow
this was 8 masked in v62, might be a mod conflict between mirage/LI/starlanceraifix?
you should check if your vanilla lethal company also leads to that much ram use.
my modded one does not even usually get to that much
mirage doesnt touch ai.
starlanceraifix is used by me since 3489574894757475
if you really want to see if its my mod though, only use imperium + my mod and see if you get low fps then.
at most I'm at 7,5 gb of ram
if its fine then, but you re-add mirage/aifix, and get the issue again, then it narrows it down, eitherway, sleep time ;o
GN

So made a profile with LI, Mirage, starlancerAIFix and imperium, 4 masked was enough to take me to 1 fps again,
Being near 1 was fine, and being near 2 dropped frames, so my best bet would be pathing or how they calculate stuff seeing how being outside or where they don't know where you are negates a lot of the lag but still at a bad framerate (9 masked inside accounted for 60-70 fps outside)
0191bf7c-7d0d-91d0-71bb-0f73e1d219a1
I needed 40 vanilla masked just to go below 60fps
do u still have the problem with just LI by itself?
Do you also got this issue before v64?
tbh, hard to know that when cant spawn masked without imperium xD
just inside the main entrance, 0 masked.. 80-100fps
spawn 1 masked, seems fine (fps counter vanished so i dont know the fps)
spawn 10 masked.. fps DOES drop (of course), but im still getting at least 20-30.
cant see the fps tho as the counter vanished 😄
it is slowing down now though.. because of the multiple in-outs.
20 masked, still getting 20fps., had 50 with 10.
the fps drops to 10-20 because of the exiting/entering.
my testing pack incase you want to try with this. (9 mods)
0191c279-2a33-4ac2-9791-00947801647f
i added mirage + starlanceraifix to the game, and it wont allow me to get past the main menu.. lol
Hi!
I can also notice lag when there is a significant amount of Masked enemies (from 100 fps to 20fps when there're more than 6 masked), regardless of whether you have Mirage/StarlancerAIFix or not, is there a way to alleviate the lag a bit?
Well, in normal circumstances, you wouldn't have 6+ masked., but it shouldn't be dropping that much as I say I had 20 masked, and it was 20fps only because they are going in/out at the same time.
so.. comically.. im guessing you arent using imperium to do that test.. but i noticed this..
#1225942840282976316 message
I don't use imperium
hmm, well, ive installed lethaldevmode like you suggested, so i can finally test with mirage and aifix installed, but im honestly not getting the fps drops you are.
I test it in my modpack, which is not small
well that is big, ill give your modpack a try, see if that gives me the same fps drops
spawned 40 masked, with this pack.
0191c2a3-80b0-990f-3959-4354ed11f1c1 (aifix/mirage/lethalintelligence) -> 20-30fps - masked were not going through the exits repeatedly
ok, before i even start.. this mod pack gives me a 30fps hit with nothing spawned.. so we are starting at 64-80 before we start (was 110)
spawned 10 masked.. 20-30fps.... same as without your pack
#1240985198485573743 message
nice mod pack btw, too many mods for my liking, but, i build a pack for my friends, might take a few mods from yours and put them in mine xD
understandable
I'll wait for you to add some optimization :,]
it used to be every masked dropped the fps by 20 as soon as it existed, its now a drop to 10 for the first one, and after that the fps loss is less the more masked you have (roughly).
the only optimization i am doing right now, is loading everything on to the host. (as currently, everything runs on every users pc), so that will make it lighter for the clients, but the host will have it the same.
that being said, i dont understand why the fps is dropping to 1 (in your case for your pack, and in the other case when mirage+starlancer ai fix is installed) as i am not seeing the same levels of drops, when as far as i know, im starting at the same fps roughly.
forgot about this... spawned 20 masked.
vanilla while still in ship is 1gb of ram.
so i dont know why you get 7/8GB on vanilla, and 12.5gb on modded. lol
I usually get 7.5gb modded, 1-2gb vanilla
oh.
Could be I didn't have fasterassetbundle enabled yesterday
well im getting 1.3gb with those 3 mods - also not using fasterassetbundle.
Same, however spawning 4 masked and having yourself being able to be targeted by them still bricks the game when they're close by
i had 3 masked near me, was constantly getting killed by them, and it did brick the game... but i was invincible, and they kept killing me over and over.
but having 40 masked spawned and some of them watching me, wasnt a problem at all.
let me do another test though.
spawned 100 masked.. 20-30fps.. lol, dropped to 10fps when they found me.
Are you spawning them inside the facility?
yes
also, i spawned 4 inside, found 1, died to that one multiple times... (outside admittedly) and im still getting 100fps.
and inside.. there is about 30+ of them running around at this point.
That's odd
this is the pack i was using.
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try doing what you were doing with that pack
I need to check the v64 updates and see what was changed after v64.5
i disabled imperium, so id appreciate you using lethaldevmode instead (press escape for spawning/invincibility)
maybe its imperium causing the lag? i d k, but i was fine with imperium too
lethaldevmode spawns things at vents btw.
I'm not at home right now, but will test when I get home.
I'll compare Imperium Vs devmode
no worries and no rush.
just figured if im not getting fps drops, then maybe its someting else so should use the pack im using, i would normally use imperium but something keeps bugging out every time i try lol
I posted the code for the pack where I tested with just those mods, and had the same result. Removing LI made things fine again so idk
oh yes, same as my pack basically lol.
so cant promise ill implement this today... but here is some numbers for the "patience" idea.
Maximum Patience..
Deceiving = 250
Stealthy = 200
Cunning = 150
Aggressive = 50
Insane = 30
(maybe insane should be higher than aggressive.. i d k..)
when no players are in the "area specified" around the masked.. they will gain 5 patience up to their maximum. (+5)
when players are in the "area specifed" around the masked.. they will be affected in the following way PER PLAYER:-
player is watching the masked -> +1 patience
player is not watching the masked -> -2 patience (-3 if Deceiving)
player is close to the masked -> -5 patience
player isnt close to the masked +1 patience
player is holding in their hands a "ranged weapon" -> -5 patience
player is holding in their hands a "melee weapon" -> -1 patience
when their patience hits 0, they will target the nearest player in their vision.
thoughts?
I dont know how quick the drain on the patience is.. but the question is.. how quick should each personality take to lose patience and target a player?
I kind of feel like deceiving should be a fine balance, where, they could just chill around you for AGES and never trigger, until you least expect it.
but, the others, should lose patience at some point... so maybe i need to make the "player is watching masked" +2, if they are being watched if deceiving.., i d k.
it may also be, in the sense of "per player", the changes need to be smaller.. cause insane will trigger instantly if surrounded by players, haha.
sounds interesting c: though im kinda worried that if a masked doesnt do anything for too long they might feel kind of underpowered. atleast for my group, theyre pretty quick in figuring out if one is a real player or not since their movement is pretty artificial. i feel like maybe insane and aggressive should ignore you for only a few seconds, just long enough to convince you theyre real, then attack. and the others for longer so you can maybe encounter them a couple of times before they attack
i like this, but yeah the numbers are pretty hard to determine without any test im afraid
so a masked just walked right through the ship door when it was closed xD.. i didnt have instant replay on so i couldnt capture it but heres a log, happened at the end of it. not sure if this mod caused it or what
i didnt see any errors in the log relating to it, and no errors relating to my mod either., i dont tamper with the ship doors or anything, i think it must have just been unlucky timing or desync.
last night my group had a few encounters with masked at the ship.
encounter #1 - my friend was trapped inside the ship with no weapon + some masked outside trying to get inside, they couldent get in when the doors were closed, sent me warning messages, then died when the doors opened.
encounter #2 - i ran back to the ship, and literally... a masked "appeared" from the "ship hiding spot" (a vanilla position that my mod doesnt tell masked to go to).. and it literally JUMPED out at me, and i luckily had my shotgun out and killed it, otherwise id be 100% dead.
so i need to review my own log, and work out why it went to the hiding spot xD i should probably also add in a "hide in the hiding spot" thing for stealthy.. (i think the masked who jumped out was insane) and maybe other places too.
so like stealthy needs to be the sort of guy who runs when hit, hides around a corner, then jumps out at you as you try and follow... + hides in the ship hiding spot maybe.
huh, ive seen a masked go to the hiding spot at the beds before, thought it was intended xD. ill try recreating what i saw with vanilla masked, it took a few seconds for them to just phase through. i was thinking maybe its a mod that messes with the ships model like shipwindows
i d k, ive seen monsters kill through shipwindows before tbh
Uploaded: LethalIntelligence Version 0.1.7
- Focus, Activity, and whether the masked is Running or not should now be synced from host to client, if you see different things from host to client, do let me know.
- Fixed a null reference exception relating to the breakerbox that was previously missed.
oh i also forgot, last night when they didnt go through the ship doors.. we have ship windows installed.. but it was 100% busted.. (was playing on v64), so you maybe right regarding ship windows.
welp, i did some testing and i think i figured it out. so it seems to actually be a vanilla bug xD, we were playing on march when it happened, and testing on specifically march, they pathfind from the ground straight into the ship, even if the doors closed. tested it with only imperium, nothing else and sure enough they just go straight through. then tested it on experimentation with all my mods enabled and they get stopped at the door properly
it sucks because when it happened there was a masked apocalypse outside, one person alive being chased down by like 3 of them. would of been awesome if he made it and saved us but they phased through and killed him last second xD
i never test using march, so would explain why ive never seen that xD
very weird though
yeah xD, i guess it wouldnt be too much of an issue with vanilla since they dont spawn there, but with mirage its kinda unfortunate lol
oh they spawned AT the ship?
nono, i mean in vanilla masked dont spawn on march, but with mirage it allows them to spawn on all moons
oh right, so really.. someone would need to fix that.. for march. lol (like it should be in a fixes pack or something), because quite a few mods cause masked to spawn on any moon (mirage, maskthedead, im sure there are more)
or maybe mods that cause masked to spawn on any moon, should fix that themselves i guess.
true, i dont really know where to bring it up lol, maybe lethalfixes since they fixed something with maskeds before
i d k, the fix mods i know of is the ones by 1a3 (lethal fixes), buttery's (butteryfixes), matty's (mattyfixes), there is probably more too xD im just always wary of using too many mods for the same reason, i dont like overlaps 😛
So I just want to double check something, does this mod work with Mirage? On the page it says it has no integration but I dont know if the website page is out of date so I figured i'd just ask here
Integration = they actively work together
Compatibility = they coexist together
The only mod I know of that this mod is currently not compatible with is MaskedAiRevamp, which is due mainly to this being basically an updated fork of that mod
So yes it works with mirage, I should probably make this more clear in the readme. It just does not take mirages audio clips as there is currently no way to do so.
Ah ok. Thank you
so.. had a thought for masked.
what if there was a new personality of masked?
"Voodoo", or similarly named.
they dont LOOK for masks.. but if they happen to see a masked on the floor, they pick it up, consume (delete) it and gain something by harnessing the power of the mask they found...
if they find a comedy mask, there would be a loud laughter that rings out through the world.., and that masked would telelport to another comedy mask.. including ones in the ship maybe?
if they find a tragedy mask..there would be a loud crying that rings out through the world.. and the masked would spawn another masked at their position.
I just figured, this could be a new personality, one with the potential to be anywhere, and also bring in its own re-inforcements beyond the normal limits you set for how many masked can exist.
this idea has changed 3 times since i started writing... xD it was originally just going to be masks can be used to spawn more masked, like a necromancer.. maybe that is how it should be.. hmm... do let me know thoughts.
either way, if i added this... if no masks existed when they spawned, they would change to another personality, and likewise, if they used the last mask, they would change personality otherwise they would have no purpose.
interesting, i like that idea :)
Found a problem that masked always look at player while they're walking or sprint. I think this behavior is not look like a human
if the masked has detected you, and they can see you, they will look at you. if your saying they should look away from time to time, i agree, but its not implemented yet, and they do from time to time look in different directions already (unless ive somehow killed that out of them as that came from vanilla code i think).
either way, if its a bug your reporting, please do send a log of the error, if its that you think they should act differently.. ill keep a note and look at it when i get to it.. after jumping/climbing probably.
Well actually that's a vanilla thing
But I think it could be better after your masterpiece work
wouldent call it a masterpiece work, but i get you, tbh i never thought of that as that much big of a deal for making masked seem like players, but yeah, its something i could add to deceive players eventually, its actually probably something more easy i could add in tbh.
Also they sometimes look at sky that's not normal too.
And they do this while backwards too. Which is pretty weird. The most weird situation is they are forwarding and while player passed them they will look at player and move to their destination using backward.
why still wip in the title
because its not at a state where i consider it "ready". maybe it shouldent have WIP, but, imho, a lot still needs working on, so i rather let people know of that fact.
maybe put in "alpha" and earl or smthing
It is experimental xD just people put WIP in their thread names, never see experimental
@patent swift i experienced masked enemies being able to go through the closed ship doors. i think that might rather be a root masked problem within the vanilla game right? or is it your mod? i havent been able to test it/reproduce it without your mod yet
On March apparently they can. See this. So yeah seems to be a vanilla bug, when I next update I will add it to the reader or something as a known bug (caused by vanilla)
#1240985198485573743 message
oh so you think shipwindows is responsible for this?
I d k, but the message I linked suggests its a vanilla bug (on march) as masked are not expected to exist there.
I personally play with vanilla spawn settings, so I don't see masked on March ever, and I've never had this issue.
Oh yea okay. Yea i like when theres endless possibilities. Everything has the potential to spawn anywhere. Thats why i manage my own spawn weights
yee it wasnt shipwindows, i tested it on vanilla with no mods except a debug tool and they went through. its a vanilla bug with march
I have been saying its a vanilla bug
This mod is probably used commonly with https://discord.com/channels/1168655651455639582/1200695291972685926
Which allows masked to spawn naturally
Does that cause issues with their AI?
Nope
Mirage tweaks appearance, spawns, and gives entities your voice.
LI changes (currently) what masked do after they spawn.
So no matter how a masked spawns, LI will give it a personality and control what it does based off its personality.
I use mirage with my mod all the time, it's 100% compatible AFAIK, there just is no integration (like with other similar mods) yet (waiting on mirage v2 so I can work on that).
That being said, I need to remember to look at walkie talkies as I'm.pretty sure masked aren't picking them up 😦
Nice
This also works with https://discord.com/channels/1168655651455639582/1199836228858675330 ?
When disabling all of the masked stuff except no radar spin and fake scrap
The radar spin fix was taken from masked ai revamp
This mod is built on masked ai revamp.
So if you use gi, I would disable that feature, no clue if they (this mod and GI) work together as I don't use gi.
Also "fake scrap"? Does gi make the masked carry fake scrap?
That may make things buggy (how the masked looks) as what item a masked is carrying modifies how it positions itself. (ie, my mod picks up an item, so it may show the fake item, held in the wrong position, for example)
pretty sure GI just adds a fake item for the radar
it does the same as MaskedAIRevamp for the radar afaik (and so the same as my mod) so whatever it does, its probably incompatible as one will bug out.
only thing im not sure about is the scrap.
what i will say is.. some things that are in GI, i have looked at, because frankly, they should be in this mod (for example the nameplate fix that GI has, i used as inspiration to work on my own..), but what that does mean though is, GI and this mod will likely, over time, become less compatible, ill try to add something to the readme about GI so people know roughly what settings would need turning off.
is your mod maybe responsible for masked enemies holding their arms forward? that is actually disabled in both your mod and mirage. it doesnt always happen but sometimes it does somehow
Do you have GeneralImprovements? That mod also has an option for that in it's config.
nope i dont have it
my mod doesnt disable the arms (at least not intentionally), or modify that at all, mirage, MEOF do that.
Can admit, there is a small problem with that, but had it only for a second because mimic spawned and found a target at same time, I guess code acted lately, after mimic was stabilized
yeah, i mean, if a masked spawns in front of you, the illusion that they are a player, is alread broken, really.. if a player is near a vent, a monster shouldent spawn there until they walk away
no, not about that, I mean I had mod that disabled hands, yet for a second he starched out arms
yes, but what im saying is, in that scenario... you already know the masked are a mask because they just spawned, so, the issue of the arms appearing in that second, isnt a big deal xD
yeah, now I understood. My bad
Also, wanted to give request (idea for future) at one thing, about ignoring player that is copied. Idk if it is even in development for now, (or feedback of this kind even accepted at this state of mod) but I find it a little strange at some scenarios
you mean currently, when they ignore you, its a bit weird?
im aware that "stealthy" seems to stare at you while kind of keeping their distance, but beyond that, not aware of weirdness, feel free to let me know if there is though, but the "ignoring" system does need changing, havent started work on it yet... progress is slow 🙂
well, I think it would be better if they changed target to mimiced player after they were attacked by him, like self-defence. Because if I already smashed them with shovel, running away is not a good strategy for them (they can't outrun me in that case) and it's better to get rid of a real player
i mean, thats a very good point.
being honest, right now... a masked doesnt know who they are mimicking.
with what im currently working on.. the masked will know WHO they are mimicking... and i agree... if a masked is mimicking you.. they should be forgoing ignoring you.. and trying to kill you... the only problem then is, in a single player game.. no masked will ever ignore you.
but yeah.. maybe they should get a bit of a speed boost, and go for the kill (like a superhuman "omg your going to reveal my secret" response to seeing who they are mimicking?)
but uh.. yeah, as for running away... thats not really setup well.. i need to do more of a bracken thing... stealthy should be quiet.. run away properly if attacked.. and perhaps even stop moving if being watched like its trying to hide.
if a masked is properly running.. im pretty sure its marginally faster than a player.
whenever im shovelling a masked.. i cant ever seem to back off quick enough, i either have to kill it or get killed by it... but that maybe because im running backward/being slow, i d k
Good point, speed boost is a great idea (maybe even just flash player for some seconds on approaching his mimic). Welp can't say more. Wonderful mod! I hope more people will find out about it! 👍
If you care about more people playing with the mod, than I would recommend changing the Mod Logo because I only found out about this mod through specifically looking for a alternative to Piggy's MaskedAiRevamp.
"L I" looks more like a library mod than a actual mod with gameplay features.
im shit at logos, not really one for design, if someone wanted to design a good logo.. id probably use it if i liked it, but otherwise sadly the mod will remain with my bad logo xD
beyond the logo, the description mentions keywords, which i would assume is how 99% of people find mods, perhaps those could also be better too, i think thats the real stumbling point, but i do get what your saying.
Yeah it's whatever, who cares how many people know of the mod(even tough it's absolutely amazing).
But I'd love to design a Logo once I get the time.
honestly, i have a page on facebook..my logo there.. is "im shit at design" or similar.. just those words.. black background.. so mod got the better logo than my own page.. lmao
idk if you know about the bug with TooManyEmotes. If masked performs emotes and LI is enabled, it moves with the emote enabled. Is there a fix for this?
that would be a too many emotes bug.
Hold up!! Will they eventually stop emoting? I love this cause we all move while emoting a lot. It's how we prove we aren't a Mimic some times.
Too many emotes has a feature to move while emoting. It looks silly but it's a feature and if the Mimics are doing it too they will blend even better.
Yes, they will stop. I guess, LI overides stare state
defo sounds like a too many emotes bug now.
it sounds like once used, the emote is always used.. never ends.. SO.. because players do that, if a masked is told to use an emote (by too many emotes), then it will do the same.. never finish
well yes.. such emoting.. is likely going to interfere with my mod.
But cause many people do it too the Mimic will blend better.
as ive said above somewhere.. if another mod changes the position of a masks hands/arms/legs/etc, it will make how the masked look.. weird.. if they were holding an item (but in the sense of that mod, i assume thats fine, as you can emote with items in your hand right?)
Yes, you can emote with item in ur hands
i think the key problem though is, my mod tells masked CONSTANTLY "you must go here".. so.. the masked wont sit still while emoting like that.
This is most likely
in future.. i need to re-add emoting back into the mod (it used to be present, albeit broken).. once it is back in then.. and only then imho... should another mod make a masked emote, like a hook from my mod to go "hey, emote now", and then the other mod plays the emote.
Anyway, thank you
np
its probably somethign in my mod notes when i re-add emotes, that other mods should disable masked from emoting.. while my mod should pull from the actively available emotes to use.
but yeah, not working on emotes anytime soon xD
This has probably been asked before but the only thing that keeps me from knowing I'm talking to a masked is that they are never holding anything.
I do remember this being a feature of masked ai but it caused a lot of issues
No?
they do hold things, but only in certain circumstances, way back when before i started this mod, maskedairevamp has item picking up all the time, but, it was busted afaik.
I havent looked at "picking up items" recently, but last i looked, it was working, that being said, i dont ever see them pick up items, so new patches of the game may have busted that, i d k
im already thinking of adding a "fake item" to each masked, at random.. for which they can occaisionally "hold it" and then put it away, as while a masked can hold an item.. they cant currently store them, so them being able to have a fake item in their hands, unless they find a real item they want to pick up, maybe nice.
Hi, had a bug recently, mimic (stealthy or cunning type) got on ship, tried to eat me (failed) and after that just stared manically at me, standing on ship. Idk what made it, maybe he failed to find target again. Was a lil scary (idk if anyone already said about that)
stealthy does love a good stare. =p
funny if he attacked after that
Do the masked run out of stamina? It feels like they have WAY more stamina than us, and it's so hard to get away xD
i agree with that lol, it feels like you only have a chance to get away if you drop all your items
if your carrying items, you are inherently slower.. this maybe why they are able to run for longer, etc.. masked dont carry more than one item.. and i am not sure the items weigh them down.
they do run out of stamina, but as soon as they have enough stamina, they go sprinting again, usually when they sprint i find myself caught out.
do you know if having the better stamina mod also applys to masked?
I feel like no? As masked are not actually players? This is assuming Better Stamina is only applying to the player class
For some reason on Dine and Rend the masked enemies keep standing right next to the ship and won't move.
Fair enough lol. I was just curious, guess we gotta get good lol
yeah guess im just having a skill issue lmao
i use better stamina.. if i didnt.. id have 0 chance vs the masked xD
in LI, there is a set "timing" on stamina and regen of stamina not affected by other mods, so even if better stamina affected masked, it wouldent with my mod afaik xD
interesting, do you have a log?
i am guessing its an issue with dine and rend... because its weird its those 2 moons and not elsewhere.
I do not, but I will try to get one if I notice it again!
I was able to find the logs for the dine trip in the sqlite database from asyncloggers. Would that be helpful?
yes, although id rather a full log. so i can see everything that occured.
Here is the whole database. The Dine level start starts with ID 92595 and ends somewhere around 94000
Oh shoot. I don't think this will be helpful. I just realized debug mode is off.... I'll turn it on and see if I can get it to happen again.
yeah, the only reference to my mod within that range is 1 masked spawning.
I saw it made it stealthy, but that was the only thing I saw from it. I'm getting on with Imperium to see if I can replicate it.
being honest, i highly doubt its my mod causing it, im guessing its going to be a bug like on march.
on march, masked can just enter the ship even though the doors are close.
maybe on dine/rend, they cant enter the ship at all? i d k, never tried masked there, ill add it to a list of things to look at though.
It's entirely possible! Your mod works great everywhere else.
i will never say great xD
i will say, when the cracks have been papered over, it looks like a perfect wall, but im sure the wall paper will peel off and reveal another issue i need to fix x.x
Considering what you're doing, it's not going to be perfect. But it's a far cry better than what vanilla is, and I'm loving the progress you've made thus far. They are getting harder and harder to tell apart. Especially when you have Mirage/Skinwalkers lol.
Having 0 issues on Dine at the moment by myself lol
to be fair, 70-90% of the progress was made by Piggy.
Ive since re-wrote a lot of the code, but im still working on the framework that they set out and have since added stuff of my own.
I am glad though that your experiences have been similar to my own, hopefully I can reach a point where i dont see a bug needing to be fixed, so I can focus solely on adding new things! 🙂
always the way.. i released a version that worked fine on my own, played that evening with friends.. busted as f.. completely unexpected. lol
Either way, cudos to you both! I've been wanting to get into modding on Lethal, myself. I used to do some programming at Target making small VBA apps and really enjoyed it. But haven't found the motivation to learn C# and Unity yet. But with the small amount of experience I have programming, I can definitely appreciate the work that goes into this stuff.
I'm gonna try again with my gf with me and see if it changes the behavior any xD
So here's the behavior we are experiencing. He started off by going to the fire exit and doing something. Then he left and went straight to that spot and wouldn't move. My gf then walked up to him and he turned her into a ME, and then they all started running around as expected.
I will post the log in a sec
There should be 2 runs in there. The first one being my solo run, no issues, and the second one being the one with my gf.
The second run starts around line 11000
That be really cool, honestly them picking up items would be amazing but having them hold items at random/randomly switching between holding something and not
ah.
MaskedGoal = being idle waiting to use entrance (1)
it went through a teleport.. then "waited" to use a teleport again.. guess i need to lower those timings.. lmao
but that was while inside... so... hmm
This was the last goal it had when it got stuck
MaskedGoal = awayfromplayer() method
That was the one I thought might be where it got stuck.
It looked like it was trying to go to the ships locker before that? Is that the red cabinet? If so, we always put that in storage since we don't use it. I'm not sure if that would cause an issue or not.
give me a bit, will respond, just a bit busy and lots to type and look at.
No worries! Do your thing
if there is only one of that.. and thats where it got stuck, depending on your setting for how often you get the reports.. it probably already moved on to the next thing.. which was "terminal"..
ive seen masked use the terminal while not actually at the terminal, but this didnt seem like that.
Delay is set to 100, I'm down to test again at a lower setting though.
you were using imperium.. which has a bug, that non-host is visible to masked even when they think they arent.. so in the TEST.. im guessing they were "trying to stay away from you" which in this case meant they stood still...?
if you set it to 0, i would hope it gives you EVERY report.
but 1 gives you every 2nd report if 0 doesnt work (i use 1, but before i added the delay in, i was using 0 effectivly)
The bug was happening with and without imperium. I'll try it with 0 and see what happens lol.
if you can use 0.. you should get a report for every little change in status.. so when the bug occurs... we will know EXACTLY what it was doing.
but my point was..
if its getting stuck because of a player.. then a second player with imperium cant test the problem
because it will see the second player even if they are invisible/undetectable
and because the masked sees the player, it reacts differently..
that being said.. i think the masked saw your gf.. and so "awayfromplayer" which is causing the "stop".. but i d k why its "stopping" xD
The second player did not have imperium when testing. I was the only one with it. If I'm understanding you correctly lol.
even if both people have imperium, the non-host can still be seen and detected by the masked, its a bug with imperium i found while trying to test things like this xD
Oh so the host having Imperium and the non-host not using Imperium still causes that?? Okay! I will see if I can get a masked enemy without it haha
non host with or without imperium is the same in regards to masked detecting players afaik.
Okay, I got it without Imperium lol. Both my dad and gf got on and tested with me. There was initially 1 mask that got stuck there. My dad then got turned by walking into him and then my gf did the same. Not sure what happened to my dad, he just disappeared when he died, but my gfs mask went into the facility and then came back out and got stuck there also.
I'll send the logs in a sec. You could be right and there's just something wrong with Dine/Rend. Not a huge deal, but figured I'd try and test for you to make sure.
Here is the log. Delay is set to 0. Seems like they both were stuck "walking to breaker box".
I'm curious are mimics able to use items with this one? And is there anything i should be aware of bug wise besides what you guys are currently testing?
I've been tempted to use this one for awhile with Mirage.
Also a cool concept idea if it's not already a thing could be one type when spotting someone just starts crouching and standing. My group uses this to prove they aren't mimics since mimics only crouch in the ship.
feel like the solution to that is have mimics... magically know when players meet. If both players see each other do they A) teabag greeting? B) dance emote for a few seconds, or C) point emote.
But I feel like coding a data model like that would be a lot of work?
or the actions of the player they are mimicing
Not really. Mirage already has them emote and they will use Toomanyemotes also. But with this mod adding different personalities then different personalities can do different things like 1 does teabagging upon meeting a player, 1 emotes, 1 runs away to bait players, 1 points at the player. Each of those things alone would make mimics so much more dangerous and then add all the other stuff this mod is doing.
well I know my nephew likes to do the dance emote, alot, where as me and my brother don't, we just verbalize when we see each other.
So having a Cunning AI just tea bag. Might actually give it away to others sooner, especailly if the person they are appearing as, never does that
maybe there is a better, and easier solution, and not saying your suggestion is invalid, but just hardcoding them to teabag might give them away sooner.
Of course this is just tossing stuff out there to support your suggestion, if OP needed them
Well it also depends on the mod cause like I said some mod makes teabagging a viable method to prove you're not a Mimic. So people also like to just teabag to be silly. Not every style is gonna fool everyone. Everyone does stuff differently. For us Emoting is a give away of a mimic cause all of our mimics emote.
sometimes the breaker box is "not reachable" but registers as reachable.
what was the interior?
That one was the Toystore by Wesley
well.. the weird thing is... the masked are OUTSIDE and deciding to go for the breaker box.. let me look at the log.. it should think they are inside.. but if it thinks they are inside, why are they outside?
ok, i see the potential issue.
the part where it goes wrong is here.
INSIDE <- CORRECT
MaskedActivity (Focus=None) = MainEntrance isOutside = False MaskedGoal = Walking to entrance (0/(-9.30, -217.79, 57.50))
OUTSIDE <- WRONG
MaskedActivity (Focus=None) = MainEntrance isOutside = True MaskedGoal = Walking to entrance (0/(-9.30, -217.79, 57.50))
INSIDE <- WRONG
MaskedActivity (Focus=None) = MainEntrance isOutside = False MaskedGoal = using entrance (0/(-120.75, -16.11, -5.25))
THINKS ITS INSIDE.. SO GOES TO THE BREAKER, BUT ITS OUTSIDE.
MaskedActivity (Focus=None) = BreakerBox isOutside = False MaskedGoal = walking to breaker box
thats 4 reports in a row... but if you see, it says its outside going to " Walking to entrance (0/(-9.30, -217.79, 57.50))" (the coords for outside main entrance tp).. then its inside going to the same coords.
so.. this is going to be a bug relating to zeekers fixing the main entrance teleport thing 🙂 i guess im going to have to disable that 😄 or let vanilla handle leaving/entering the main entrance x.x
so yeah "why" its standing there.. is either because it thinks the breaker box is near there (but it isnt) or because it thinks the main entrance is there.
i was going to say this...
"my whole lobby emotes to show they arent a mimic"
"my whole lobby jumps 5 times to prove we arent mimics"
"my whole lobby whacks each other on the head once with a shovel to prove we arent mimics"
people will always use "some" way to prove that a mimic is a mimic, and they are not.. i cant stop that, and i cant add in every single gesture that people use to prove a mimic is a mimic.
I tend to play.. and look at every player as a player... once a masked gets close.. i realise they arent a player.. and run/fight.
I feel most other people look at every player as a masked first, player later.. so are always on edge... makes for a worse experience imho xD
That's why I suggested some of the more simple ones since emoting is already a thing mimics can do with the right mod. Lots of times tea bagging is something people do just to be silly and would likely bait some victims. Hell just having a Mimic crouch walking outside might make me think it's someone trying to hide from a Dog. But I get it you can't make every option out there people use. I personally just thought of what would be the one single feature that a Mimic could do to trick my group.
Ah, gotchya! At least it doesn't happen all that often, so not a huge deal.
yeah, just, it shouldent happen xD its a bug, im fixing it right now (well hopefully).
anything that is "simple" and makes the masked look more genuine, will be done.. but from my pov.. "reacting" to how a player acts, is a hole so deep, only the bits near the top which everyone knows about is worth looking at.
crouching for dogs.. is not reacting to a player.
emoting in reaction to a player is fine
wiggling when "in danger" and seeking a teleport is fine
beyond that.. we shall see.
Haha, fair enough. Your work is much appreciated. I'll give it a test once it's updated then!
Nah I get it. Everyone has their own opinions on what could look more natural based on their playstyle and modpack. I just thought it would have been a cool idea for a variant as I thought they were each getting their own different quirks. For me i'd be more trusting of someone I saw crouching but thats mainly cause of my modpack making mimics dance, the fear of dogs, and sea mines. Plus a few of my players crouch just out of instict when they get scared and want to hide. Not trying to justify it just saying how my specific build makes it feel more natural but thats not everyone elses type of build. I'm still pretty hyped about trying this mod out it sounds so crazy awesome!
that is the point of deceiving 😉
Now i'm so confused lol
I just want masked to not stare you down 24/7 when they are in range
i haven't really had a chance to investigate it further but is it intentional for the masked to kinda just, ignore you? like all personalitys. one just kinda stared at me but continued walking away right by me, or another time one walked into the ship as we were all inside about to leave, stopped and stared at us, then just kinda walked out after a few seconds. i also tried spawning in like 10 with devtools (instead of imperium incase it had that bug) and stood at the main entrance, they all exited and just walked past me while staring at me, straight towards the ship
did you introduce a new system for them to ignore you for a bit or is there something wrong with my mods? ive been pretty busy and havent had the chance to play much
I think Orficer provided Virus some logs, I believe there is a bugfix in the works. Basically the mimics are trying to path to the breaker box, when they are outside, which just means the location to stand just happens to be by the ship
deceiving is the masked personality who aims to pretend to be a player.
it is intended that SOME ignore you. i need to rework that as currently they all ignore you.. on a timer... longer for some, shorter for others.
but thats been around a while ;o
that is indeed what im fixing, fix should be released tomorrow for that, seems to work fine for me, just want to do some more testing tomorrow before i upload it 😄
do you plan to make masked interact with each-other?
huh, tbh i havent seen them ignore me at all until recently, but good to know c:
its all too random, which is why i want to change the system. i did go into it all way above,ill need to find the messages when i go to do it, as frankly, i forgot what was said xD
just uploaded v0.1.8
-Fixed masked "double teleporting" at the main entrance leading to them getting stuck thinking they are outside when they are inside, and vica versa.
-Added auto removal of config entries that are no longer being used in the Lethal Intelligence config file. (for the future where I see many settings being added, then later removed :))
-Changed the default configuration of "debug mode delay" to 0 as that provides the most information, and I dont think status reports provide any lag. if you refresh your config and start getting lag after this update, then turn off debug mode, or increase the delay.
Hi, have small features ideas to make: fix masked movement. Right now when they walk they always look up (that's not a bug of any mod )and it gives them out, also they stare very robotic with that rotate, maybe add a random ~ 0.1 sec delay in rotation for it?
[18:57:28.3250530] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
SignalTranslatorUpgrade.Patches.DisplaySignalTranslatorMessage.Prefix (System.String& signalMessage) (at <3fdaa449c7314ee6b009d4f4db7a64d1>:IL_0006)
(wrapper dynamic-method) HUDManager.DMDHUDManager::DisplaySignalTranslatorMessage(HUDManager,string,int,SignalTranslator)
LethalIntelligence.Patches.TerminalPatches+Transmitter.SendMessage (System.String message) (at ./Patches/TerminalPatches.cs:35)
LethalIntelligence.Patches.MaskedAIRevamp.UsingTerminal () (at ./Patches/MaskedPatches.cs:3329)
LethalIntelligence.Patches.MaskedAIRevamp.MaskedInsane () (at ./Patches/MaskedPatches.cs:2699)
LethalIntelligence.Patches.MaskedAIRevamp.FixedUpdate () (at ./Patches/MaskedPatches.cs:1328)
This spammed and when I killed the masked on the terminal it broke the terminal.
SignalTranslatorUpgrade mod might be incompatible
Can confirm it was that mod breaking it. Disabled the mod and the mimics trolled with it lol.
Also I can't seem to get them to pick up weapons. Is it just bad luck on my end or is it a non functional feature right now?
Correction i get them moving items and hiding them 😆 but the aggressive one won't pick up weapons and use them.
So far when testing they seemed to function great they just kind of ran off when I spawned them and scattered. They could definitely blend well.
yes, probably isnt, didnt test, probably should have, thanks for letting me know.
yeah, "item picking" is kinda busted.. some bits working, some bits not, i didnt really look at aggressive (shovels/shotguns/etc), and walkie talkies yet.
i know they wont pick up walkies, and i guess thats the next thing i need to do.
then shovels/shotguns needs to be a modification of what i do for cunning/deceiving.
then on top of this.. maybe i need to give them each a fake scrap they can pull out/put away.
the looking up, i can probably correct, the robotic movement, i dont know, ill have a look, thanks
Fixing the looking up honestly is the biggest give away tell. The movements are fine most of the time. But my god they are so evil I love it lol. I had fun with it tonight.
They will pick up scrap from the ship at least
yes, the two bits that are working is... stealing items from the ship (Cunning) and taking items to the ship (deceiving)
glad to hear your having fun with it.
so, ive had a look at this, and i dont get what is wrong tbh, so ive basically duplicated the "DisplaySignalTranslatorMessage" method, and for the masked, i will use that instead of the vanilla one to fix this
as for when the masked is killed while on the console, im pretty sure ive fixed this elsewhere.. so, ill have a look at what i did before and apply this to when insane is sending a signal translator message. 🙂
regarding the terminal being busted if they die while on it, weirdly, this should be fixed (as it was a fix applying to the terminal that works for other uses of the terminal), so i think its something relating to the signal translator rather than the terminal, will look into it.
ok, think ive fixed that, killed them multiple times, now to fix another bug i found.. jumping on the terminal while a masked is using one = your locked on the terminal xD (normally fine, cause the masked should kill you, but yeah, i was invincible..)
getting errors.. but i might be cooking with a fancy lamp. (a fake one)
^ ?
also i had an idea
if uhh certain personalities or just all masked get attack, they get 'enraged' for a short period, and sprint more and are just generally more aggresiver
missed the question the other day, sorry.. maybe? not currently got it planned.
been suggested already recently.. or at least similar thoughts have, might be a nice idea.. if i can tone down their normal abilities as they already feel like steroid induced sprinters.
yeah i feel like masked interacting with each other would make 'em feel a lot more real
yeah, maybe make masked scared of other masked (just to make them target each over) to make them look like a player
maybe some masked would attempt to attack each other to either make you think that the masked being attacked is a real person or just attacking each other because they think that the masked is an actual player since they're so good at impersonating players
that wont happen.
there is a flaw in making things target each other excessivly.. that applies to all monsters.
lets say the bracken killed EVERYTHING.
you would never see any other monster, except brackens.
maybe if a masked does something to like.. reveal they're not real then the other masked would be 'scared' of them and be like "dude you slipped up wtf we ain't with you no more"
making them be "wary" of each other, may occur, but, not attacking each other i mean.
but about that, I am not into coding, but I think that might be possible, like, in vanilla we already have baboons attack dogs and giants but not their friends or other modded creatures. but if not, okay
and that is why i wouldent add more.
baboon hawks killing giants, i understand.. because giants never really die otherwise. (unless you kill them with an easter egg)
baboon hawks killing dogs and vica versa, i understand, because frankly... tons of baboon hawks, and sometimes lots of dogs, them killing each other can also lead to a player dying because of their interactions.
two masked "attack" each other = 0 masked.
oh, I didn't mean attack, I meant only looking at each over and running away, sorry for confusing. yeah, mimics shouldn't kill friends. said "targeting" cus I guess it's done in same way
so, you mean like.. if stealthy saw a masked.. they should run away from it like they would a player.
and if aggressive saw a masked.. it should chase after it like a player.
but it should be like a synchronised event.. where in.. they never actually fight, it just makes you beleive one of them is real.
just like players react to masked, masked would try to mimic that behavior by staring and running away cus players usually scared of masked's.
But if aggressive, I don't think that it would necessary, it's just a rare case.
about syncronisation, it can be just masked N1 run's away, and masked N2 just stays "wth just happend" and goes to his task or to player who saw that
because masked chasing masked is too much
in that case player might run with scared masked and then get caugt by him
well.. that i understand.. just... not on the radar yet.
masked chasing masked is easy...
just would need to get them to do the same "activity", make one a runner, and other chaser.. runner would be set to run away from the chaser.. and chaser would be set to run towards the runner.
but uh yeah, maybe eventually ill be doing something like that.. but for now, the list of things i wish to do, and the list of things i need to do, are just numerous. xD
masked like echanging loot and like standing next to each other to simulate player doing.. player stuff would be cool
and maybe make masked, like.. sidestep from left to right and forward and back when they're stationary to simulate players randomly moving
Great!
Also, do you have a list of bug's, I just want to see it to not repeat alerting on smt discovered
mb add random looking back, players usually do it when braken, or staring at coilhead
on the read me is a list of known issues.. its not a full list.. but its a list of things im tracking, and/or fixing.
^ should add, its probably empty right now.. but i put stuff on it when i know there is bugs
okay, I just would like to help with bugs, want to see mod getting better
fixing bugs? or just reporting them? reporting them is always welcome, and if people think they can fix a bug, they are welcome to try and code a fix and submit a pr on github.
just reporting, can't do more
then report away 🙂 even if its a possible duplicate, if it is, ill just say "been reported before" and maybe link to the message 😄
Great!
Well that's all for now. Best wishes!
Which mods should i use now for mimics nowadays? Is yours stable already?
how to open this status menu for masked?
its not a status menu, its a mod called Imperium.
https://discord.com/channels/1168655651455639582/1225942840282976316
its for bug testing mods mostly, not for playing.
yeah, but what to activate in it
visualisers
realtime updates?
should be, but, the ones ive added for my masked, sometimes seem to not update.
(for example, in the picture you linked, it says no focus/no activity, but thats a lie, it has one, it just didnt update)
Good. Thanks!
the ones you wish to use.
i use this mod every week and have no issues, i mark it as experimental as i still have a lot of things to fix, but those "broken" things dont tend to break the whole mod, those things just wont happen.
I mean the one i wish to use yeeeah, but are there like broken ones or not really lately
What about wendigo, should i use skinwalker? Or mirage?
Mirage is on pause : (
what functional do you need? might be I can help
Confusion of players
So voice (wendigo/mirage/skinwalker) is important
As well as behavior for which i think it's this mod
let me dm you cus this is not right place for it
log?
a bug occured previously causing this... i fixed it.
Turned off logs because I sent it to frens so there isn't any logging to prevent them from lagging
Maybe i will turn them on for myself then meanwhile
Where will i have to look as of logs?
I mean., Which kind of xd
So this is "Walking to break box" apparently in cave(Last log about that mimic that i saw)
That is him
Now they can't kill us huh
Next round they murdered us all
yup, breakerbox will do that to a masked sometimes.
regarding them standing at the ship.. same bug as when i fixed it before, just apparantly, i didnt actually fix it... 🙂 working on a fix now for that.

