#[EXPERIMENTAL] Lethal Intelligence + MaskedInvisFix
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well... the sprinting yeah is a bit fked.. thats a seperate issue.
afaik, i basically set them to sprint if they are far away from their destination
but sometimes they just keep sprinting
i have the same issue in my games.
I had 2 masks sprint at me from 3 rooms away (they never stopped)
for me, its like, i hear a masked?... do i have a shotgun? fight them.. no shotgun?no friends? run.
I got jumped at main
It was very sad
I tried to fight them with my shovel
But I kinda didn't even get a hit off cuz I wasn't prepared in time

1 on 1 with a shovel, they will win. not my fault.. just the simple fact is.. you whack them once, then you get choked
maybe vanilla ones.
but, if they are in shovel range, choking is more likely to happen than survival
If ur caught off guard you have no chance though
Well idk what to tell i
U
Have you tried circle strafing?
doesnt matter, if they are after you, then they keep the gap fairly similar or close it. especially now
now, as you say, the sprinting is slightly unfair.
all it takes is them to collide with you, and your dead.
which is why i say.. if you have a shotgun, its fine.
Than don't colide with them
but shovel? if you have no friends, you should run
It's not THAT difficult if your actually prepared
And there's only 1 of them
And also u can save yourself from the grab if you time it right
Maybe make other masks have normal chasing AI and make aggressive masks have op ai (besides the unfair running)
i dont know what mods you run, but i run almost vanilla, with a bit of stamina boost, the stamina boost allows my group to keep ahead of a masked, until stamina runs out, but at least for me on the host... there is 5% chance or similar to dodge them, your better off to run if you can.
if they cant see you, they will stop following you
Have u tried circling around the mask while hitting them?
For vanilla at least it works surprisingly well
And if these masks also suck at turning it should work for them as well
then use that to beat them if you can.
as the way you talk, its like a cheatcode to killing them, my experience is, that does not work.
that they are, not even sure why, i think thats just game RNG tbh
I've only survived 2 encounters with them so far, and both of them where outside when I was prepared
The rest I've gotten caught off guard (one of them exited the facility right in front of me ๐ญ)
Btw u drop all ur items besides the shovel when u try to fight them I'm guessing?
as i say, i literally go through this thought process.. (bare in mind i use mirage, and the voices are only on masked)
i hear a masked.. do i have a shotgun, or a friend?
no - run
yes - fight
the voice kind of helps them not get the jump on me, but equally, you can be fooled by them and think its actually your friend, swings and roundabouts xD
I have mirage but I haven't heard them talk yet (I've only seen them 5 times in total though)
i dont modify that.
I mean like when u did try to ur op masks
Did u have only a shovel in ur inventory
yeah i probably need to add a cooldown on masked when they enter/leave, so they cant kill at the door, that side of things is super harsh.
It would be ALRIGHT if the near activity notification worked for them
But it didn't even work
So I just died (even after I saved myself once I still wasn't prepared ๐ญ)
vanilla masked dont drop your items afaik.
with buttery fixes they do
and when you die.. there is a mod called "do not eat items" that makes all monsters killing you drop your items
That's not what I mean
I mean when your preparing to fight a mask
masked... they are pretending to be players, so im not surprised the alert doesnt work. lmao
do you have stuff in your inventory (which makes you slower) or do u just have ur shovel
If u have other stuff these op masks specificly are gonna be hell to fight

oh im always weighed down, maybe can survive better if empty. but im never empty.
Since all they do is run
its just not really a case of weight in my mind
you hit them with a shovel, they are 1 space away from you, while your backing away and hitting them, they are walking/running forward.
The first thing that comes in my mind when I see a mask is "do I have a shovel" and if that's yes than I get distance if needed and drop everything but the shovel
its a bit like a spider, you can hit it 5 times while walking backwards, but eventually they hit you, so sometimes you die.. maybe that is due to weight too, being honest.. my group have a different mindset to you
Actually that's in my mind for most enemies besides maneater, baboon hawks, and enemies with high hp
we found loot, we aint giving it up, now or ever, so we dont think to drop loot.
the only time i ever drop loot is running to the ship knowing its about to leave.
I leave my loot as bread crumbs
And at main/fire exit
The main reason I bring a shovel in the first place is for hoarding bugs and enemies blocking my way as I'm coming back to main/fire
Pretty much if I feel like an enemy is causing problems (and it's relatively easy to kill) I just go ahead and kill it
I'm prob just gonna uninstall this mod for now cuz the masks are a lil bit to brutal for me
Def cuz I play solo 
@patent swift The engine scrap was glitching through a mimics body when they held it.
interesing, looks like the same issue mirage was getting with my bundle and code, but, this hasnt happened before, will look at it when i get the chance, although im guessing barch can give me hints on whats wrong, maybe something has changed with the prefabs to change the position of the items x.x
Also it was happening with other items like the cheese, when they hold it out and walk it would not do the hold animation properly and would look like that.
yeah the issue with mirage was related to the item holder position+rotation afaik, which is why i think its the same issue
but I thought this mod overrides it?
they use a similar code base for the animations
virus has been helping out barch a lot
im not explaining myself well.
mirage generates fake items
lethalintelligence allows masked to pick up real items, when LI is installed, mirage disables the fake item functionality
they both use similar code for holding the items. <- it is this code which is causing the issue... so mirage and LI are likely suffering from the same issue, but mirage has fixed it.
so should I bring this up to the mirage dev?
tldr, virus is an awesome dude who helped the mirage guy and shared stuff
the only thing i dont get is... why does the code not work anymore xD must be something changed somewhere in LC.
no, its his mod being broken, hes just saying he can find the solution from mirage guy
no. its fixed in mirage.
i need to fix it in LI.. unless something else is to blame, i will look at it when i get a chance, thanks for reporting it
alright
<3 :3
imho, all part of being a developer.. and i feel within modding, we are all working towards a similar goal (new features for a game we enjoy) so, helping each other benefits everyone. ๐
goated guy with the best outlook
please, no praise for me like that, i might need to vomit xD
if i help, a simple thanks is enough xD (just not a fan of praise :P)
would you prefer i degrade you?
no thanks ๐
i degrade myself every day i write code and read it back after writing it, so there is enough of that for me for life ๐
so regarding this...
this issue was first seen in mirage, using my code with their animations (due to an issue in my code i wasnt aware of)
we now think that mirage's animator controller, even though not used while LI is installed, is overriding some of my animations, due to the same names being used.
mirage is going to release an update to address the issue as their implementation of fake items is conditional on if LI is installed or not, but im also working on the animations + code to be more in line with thiers, as frankly, the item holding code in LI is actually really old and hardcoded, i wasnt aware... ๐
so ill be switching over to item holding animations like mirage uses which should prevent the issue either way, just will take me some time.
@patent swift Masked enemy grabbed me, screen started to fill up with blood, and then I froze; not the game itself, just my character. Got this log indefinitely at lightspeed.
thanks for reporting, though, this is a weird one for me..
can i get your mod manager profile code? because that error is not originating from my mod afaik, looks like its related to a walkie talkie in use? i assume while you are dying?
this of course, might be related to a masked sending voice to a walkie via LI.. but, thats why i need the full log file.
afaik LI doesnt do anything with WalkieTalkie.SetWallAudioVolume().. so im wondering if there is another mod installed that affects walkies? perhaps lethal phones (i dont know how that works)
Also, what may help is.. what were you doing before you died.. did you pick up a walkie talkie?
I cant imagine this would happen, but, im wondering if a masked saw a walkie, then saw you, you picked up the walkie, then you died with the walkie, and the walkie then didnt exist?
I'll fetch you my profile code as soon as I'm able, but I wasn't holding a walkie at the time. This has only happened twice so far, so it's not consistent. Sometimes masked will succeed in killing me, and sometimes this will occur.
But it occurs enough for it to be a big gameplay issue, obv.
yeah, i wouldent wish such log spam on anyone, just, dont know why it would occur because of LI. I have never seen this x.x in testing, or in a live game.
do you use any mods that modify or have similar features to walkies?
I don't have any mods that modify walkie functionality. I do run abandoned company assets, so perhaps if a masked spawns with one of those equipped, it borks the player kill sequence?
I'll get you my list stat, because it could potentially be a few things tbh.
what is abandoned company assets? like fake items found in the interior you can pick up? are they normally functioning items?
Hm...Actually, those do function differently lol, I think I'm talking out my butt...
They are the same as their vanilla counterparts, scattered around the facility, but don't always work the same. If a masked can use those, that might be the problem.
"The Abandoned Walkie-Talkie
Abandoned Walkie-Talkies spawn randomly in the dungeon.
Will potentially have one of six random malfunctions.
Random charge amount."
just looked it up, the malfunctions bit makes me think its not fully working.. xD
yeah, its a good place for me to try.. i just hate testing with walkies,means i need 2 clients open, muting 1 client, etc ๐ pain in the ass, haha, but i guess i dont need to actually talk in this case.
Agh, sorry to dump this on you lol. Would you still like my list? I can get it to you in like 30min or so
but.. if that is the issue, then it would be on that mod imho to check if their walkies are being used by players, as my mod just sees the walkie, as a walkie.
yes, get the list, and no rush.. i cant promise ill be able to look at it today, but i will try later.
also, if you have the full log, i maybe able to work out whats up without testing.
For sure. I'll be booting her up again soonish, so I'll likely uninstall ACA just to see if the issue persists. Might be coincidental on my end, but it'd at least look like a good sign, haha.
i guess maybe i could find out if their walkies are somehow seen differently within the game.
fair, but try to send me the log before you reopen the game ๐
also, if you want a temporary replacement for that mod, which works with LI, try remnants, not the same, but does give you free tools as loot.
I have remnants as well. I don't know what the overlap is there and couldn't be bothered to figure out the distinction.
erm, well remnants spawns bodies, and fully working tools... they just have low charge, I use remnants, find the fact the tools are "scrap" as a bit annoying, but ive encountered no bugs so far.
Right, there's a good chance ACA is just kind of unnecessary then apart from the malfunctionality aspect.
LI is incredible, so if ACA is the issue, it's gone like yesterday's newspaper ๐คฃ
yeah the malfunction bit sounds cool... just.. i can see that causing that error.. and im personally not sure i can resolve it if thats the case.. as i dont know how those items are in the game.. if they just look like normal walkies
but part of their functionality is limited.. then.. that will just error, because masked cant tell the difference
I know the items are named differently, but it sounds like that doesn't matter.
but if they are a completely different item... then i could check if its that item.. but that will mean me having to check for this mod, and that mod, etc, would be much easier if non-functioning variants of items would only be non-functioning for players xD
well, maybe i can use that.
i check if an item "is a walkie talkie" i dont check the name.
They just have "Abandoned" in front of them. Maybe blacklist that keyword?
but thats because i assume all walkie talkies are fully functional xD
if the name is the same, i could blacklist the name.
same every time*
It is. It's literally most of the vanilla tools, and the word abandoned is the preface.
Never changes
ill have a think regarding it, it may take me a while to get around to fixing this though, i was working on fixing the animations (as a lot are missing appararantly :D) but just no time atm, might fix this first if its a simpler fix and the malfunctions prove to be the issue (the log could tell me if thats the potential issue), but it seems like if this is the issue, then when i fix the animations stuff, and eventually implement more item usage.. ill have to blacklist a lot of these items.. xD (if it is the issue)
No worries, at least it's on your radar lol, and that's good enough for me. I'll ping you with my list shortly, and then uninstall ACA after. See if the issue pops up again.
dont need to uninstall, can just disable. but yeah, thats probably a good place to start.
interesting question regarding ACA.. does the candle vanish from your inventory when its used up?
I've no idea, I only pick the ACAs up when I'm f**ked, so I'm not exactly a sarcophagus of data on the mod.
I am often f**ked, don't get me wrong, but I'm usually running in those situations. Not a ton of experience with the items, but I like what I've seen enough to keep the mod.
And rarely have I picked up candles, let alone paid attention when they run out.
ah, i just was debating making a patch mod for another mod, to stop it being rechargable, and make the item vanish when its used up.. so when i saw the candle, i thought "ooh, i could see how that works".
Ohh lol
yeah.. my group go through a tonne of shotgun shells.. being able to buy 10 shells in a box or something and then the box vanish when its used up.. would have been cool xD but the only mod option is a rechargable one ๐ฆ
Sounds like you need to download ACA ๐
i know how that feels.. my group have a massive swing of ability and luck.
after first quota.. we have been 3000/130.. and we have also much later been 0/10000
we usually have great days.. and terrible days, nothing in between ๐
well.. if im testing for your bug.. then, i will be testing the candle for sure.
My group runs Diamond's BCMER and we had ridiculously bad luck the other day, that made us look like total trash haha. I love that mod to death though.
BCMER?
Brutal Company Minus Extra Reborn, it's a mouthful
yeah, brutal company would have resonated more with me.
im familiar with it, but dont touch it with a barge pole xD
to be fair.. when i first heard about it, i thought it put its fingers in a lot more pies, than it actually does.
im just not a fan of big grouped up mods, aside from fixes.
like.. im barely starting to warm up to the idea of using GI xD
Same, depends on the mod for me. GI is like...all over the shop. Makes me dizzy, but it's so very good.
Mostly just a compat nightmare that gets worse the larger your modlist gets.
no i know, ive tested it.. but the task of replacing 20 mods, most partially, some fully.. with 1 mod.. and the game being vastly different.. is one thing
that one mod then being a failure point.. and having to refind all the other mods... x.x
Please, don't retraumatize me with your GI-oriented anecdotes ๐
but i plan eventually to just create a modpack, containing all the mods and GI.. and all the mods and not GI (2 seperate packs), so if i ever need to switch, i can download my own modpack and get the mods back to way they were easily.
That's a super idea 
I'll likely never lose it at this point unless it deprecates. Too integral to my particular LC thing I've got going on, and finding replacements is a headache I'm not ready for.
yeah, the problem for me is i wouldent use EVERYTHING in GI.
somethings afaik conflict with LI, so they have to be off
beyond that, monitors + item clipping are probably the most desired features, not sure i need/want anything else, havent looked too far into it
but yeah, going back to brutal company, its another "big thing" id have to worry about conflicts, i much prefer tailoring what mods are installed, and making sure nothing conflicts... im aware people look at the mod count though.. lmao
Oh BCMER isn't a modpack. It just factors in mods you have into its events & modifiers. Unsure if that's what you meant. Diamond's been very consistent with updating it for what's hot and trendy, but it's completely your choice what to install.
Takes whatever you have that's supported and cranks the exp up.
yeah, i get that now, im just saying when i heard about it initially, i was like "avoiding that".
but tbh, and no slight on anyone older than me (but i doubt many are here based off what i read in chats)
my group are people mostly older than myself, and so i cant make the game too hard as some in my group have issues some days just doing parkour xD
when i update LI... and tell my group what i did.. they are always like "why in the hell would you do that?" haha.
Hehe, I gotchu. I'm guessing they don't say "parkour! parkour!" when doing parkour either, like I allegedly do.
all i will say is, accuracy diminishes with age a bit, as does speed.. and some of my group often miss jumps (which we all laugh about), and sometimes they just take a bit of time ๐
I'm 27 and I'm already making noises when I get out of bed in the morning, so I can at the very least intuit that future for myself 
bro... you dont know the half yet ๐ฆ
im 39.
25-30, creaks start
30-35, you start stretching and it feels great
35-40, you start getting aches in places you didnt know existed
im not speaking 100% from experience, more making a joke, and generalising.. but, the stretching, and sometimes feeling aches.. certainly a thing.. xD
im expecting 40-45.. my arms and legs fall off or something ๐
LMFAO, well, when your arms and legs do fall off, take a video and send it to me. My curiosity outweighs my horror.
haha, cant pick up the camera sorry, experience it for yourself.
Awe man, I didn't think about that part.
@patent swift Here you are champ: 01965d1d-a2a7-0707-6a82-a06cd132926c
Feel like I'm giving away gold here
Thx for the convo, enjoyed it a lot.
a chat is always nice, if only time was a rubber band x.x
what about the log file btw?
How far back do logs go? I've opened and reopened the game many, many times since. It was a bit of a latent report 
oh, usually unless changed to "append" (not reccommended) the log is reset per open. which is why, as soon as you get an issue, a good plan is to share the full log right away ๐
WHOOOOPS
no worries though, if your pack has the issue, i should be able to replicate
Cool beans, I'll also be testing myself from now on with ACA disabled.
at least if it does appear again, you know its not ACA.
most of the errors or warnings in LI, should say they are from LI at least in some respect... (even if its just in the stack trace), while that error does not.. i hate when its like that :d
going to dump something of my own into your profile, and see if anything touches the method that errored.
Yeah, I really brought it to you because you have a lot of experience with masked, despite the error not originating from LI.
Or not appearing like it at least
Aside, but I wonder if you remember me pestering you on Git a while back about the masked looking upwards ๐คฃ I was so very happy when that got fixed, lmao.
tbh, i didnt twig it was you, but, uh yeah... i remember the issue xD glad you came here with this one, i like to think i check git enough, but i really dont x.x
thats fair, plus it may be my fault... but i d k
Yeahh, dat was me, haha
i added my little debug mod into your profile.. and all hell broke loose.. x.x
there was an error.. i d k what.. ACA wasnt showing up as loaded (in my extra debug mod log, you removed it already maybe? xD).. and then i tried to close the game, and unity errored and popped up its "i errored, loading nothing and then crashing" window.
Huh, weird. Never removed it.
well, my mod checks every mod installed, and it didnt give any results for abandoned company assets.. lol, let me check its ingame name
Wth. I can give you another code or you could add it manually, but it should be there as I didn't touch it.
Maybe ACA is just bad news, starting to feel that way lol. It is a year old and hasn't been updated.
well here is the first error in im getting.
[12:11:36.0834683] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
LC_Optim.Plugin.Debug (System.Object data, BepInEx.Logging.LogLevel logLevel) (at <73e44b71e2f746e5b02fc24470b69417>:IL_000C)
LC_Optim.Plugin.Awake () (at <73e44b71e2f746e5b02fc24470b69417>:IL_0069)
UnityEngine.GameObject:DMD<UnityEngine.GameObject::AddComponent>(GameObject, Type)
BepInEx.Bootstrap.Chainloader:DMD<BepInEx.Bootstrap.Chainloader::Start>()
UnityEngine.Rendering.HighDefinition.HDRenderPipelineAsset:OnEnable()
no clue what thats about.
I don't speak code, GIB to the architect of the matrix.
the next error i see is this
[12:13:11.8242089] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
LethalSettings.UI.Components.VerticalComponent.Construct (UnityEngine.GameObject root) (at C:/Users/willi/OneDrive/Documents/Workspace/LethalSettings/UI/Components/VerticalComponent.cs:22)
LethalSettings.UI.ModMenu.BuildMod (LethalSettings.UI.ModMenu+ModSettingsConfig mod) (at C:/Users/willi/OneDrive/Documents/Workspace/LethalSettings/UI/ModMenu.cs:77)
LethalSettings.UI.ModMenu+<Start>d__11.MoveNext () (at C:/Users/willi/OneDrive/Documents/Workspace/LethalSettings/UI/ModMenu.cs:45)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)
which seems to come from lethal settings... i think there is a bug in lethal settings regarding some mod, which stops you viewing lethalsettings properly.. but i forget what.
still getting this when i exit the game.. xD
ill remove my added mod,.. if its that causing it, then fk me, cause i havent updated it in months
I've seen quite a few people of late getting that on close. I heard chatter it was related to a sound API bug, but I don't know the validity to that.
But yeah, happens every time I exit out.
ah yeah, i heard sound api or something has a random chance of crashing.
or something
The random chance is 100% ๐คฃ
not for everybody, in what i heard.
but if there is a multithreading setting or something.. i think if you turn that off?? it stops occuring?
this is all based off memory of something i read months ago btw
i would search in this server for more informaton xD
Hm, I've got a few sound-oriented mods in that list, so I'd have to check the configs. It might be loa's.
there may also be a conflict between sound api and loaforcs (if they arent the same thing) once again, trying to remember stuff i read months ago xD
Well well well, if ya weren't spending so much time on your own GitHub, maybe you would remember 
ok, found out why i cant see what ACA touches in my mod.. it doesnt patch anything.
tbh, i feel like that mod acts a lot like LI.
LI.. takes masked.. and shoves a big fat brain into their skull.
ACA takes walkies and other items and goes "your not a walkie, your a different walkie", in the same way as LI is behaving, but because its a seperate item, they dont patch it onto walkies.. its just another walkie.. (im not familiar with how scrap/item modding is :D)
so yeah, it doesnt patch anything..
but its still highly likely what they are doing.. is leading to the error
oh fun..
it maybe a custom enemy causing the error. xD
i searched for the method on github, got this
https://github.com/search?q=SetWallAudioVolume&type=code
all of it is relating to custom enemies from what i can see, so maybe some custom enemy you have installed, is erroring.. and sadly... LI doesnt patch that, though, i get masked were killing you when it occured... so likely a masked.. but uh yeah.
you also have "Malfunctions" which affects walkies too
the mods in your profile that affect walkies in some way..
BrutalCompanyMinus
Malfunctions
ScienceBird.ScienceBirdTweaks (2 different patches)
voxx.LethalElementsPlugin
MoreShipUpgrades (2 different patches)
InsanityRemastered
AlwaysHearWalkie
only one of them i can confirm "shouldent" be the issue, is "always hear walkies" as i use that myself.
there maybe other mods that affect walkies too, but, those are the ones i can easily see
i think if i spent more time on my github i might forget everything i ever read xD

so, been working on the latest update for LI.. and been having a lot of thoughts.
1 - now that im adding all the missing animations for items (and fixing how items are held as the original animations used were incorrect), i should be able to add in usage of items (with it working properly), the new animations will be more in line with what Mirage is doing with items, as frankly, the old LI animations were "wrong" since before LI even existed... so yeah, adding in "using" items of all sorts, should be fairly simple once the animations situation is resolved.
2 - i previously fiddled with fake items a while ago, and was implementing a more advanced variant of what mirage is now doing (holding fake items to persuade people that masked are actually players), I am thinking masked will have 2 item slots.... "normal" item, and "special" item, personality will affect what items can be held in the special slot, but in the normal slot, it will be a scrap item. and the special slot will have rarity sliders.. so if you dont want masked carrying shotguns, you can lower the rarity... etc, masked will hold nothing, if given nothing.. and 80%+ of the time, they will hold nothing.
3 - might allow masked to carry a fake maneater that cant grow up/be dropped in their arms, cant promise i can allow them to pick up or drop a real maneater, but if i can, i will try.. it may end up being a new way for a maneater to spawn dynamically... who knows, was just thinking about it as i was configuring the animations for holding/rocking the baby.
should also add, when the next update releases, hopefully sometime in the next week.. animations may be buggy as ive had to re-work a lot of it, so if something is off (mainly with carrying items), do let me know.
it would be really funny if masked had an entire system where they had to take care of maneaters or else THEY would be targets too
imagining the maneater eats anything vaguely employee-shaped
EVERYTHING should eat anything vaugely employee-shaped โ
also end turret/mine racism โ ๐ซก
FairAI 
well.. maybe maneaters will be the main link up between LI and NS xD ie, NS could expand upon masked picking up the maneater, or perhaps... masked could spawn with a maneater in its arms... i d k, i just think its a fun idea for masked to carry the man eater like its a pet dog.."go on boy.. kill the nice crewmates"
wait oh my god
gentlemen i have an idea
aggresive masked carrying maneaters will purposelly shake them/make them cry and then basically "throw" them at you before scurrying off
literally just throwing an entire monster at you
that would be fucking amazing
Coughing baby vs Hydrogen bomb but the baby is the bomb
uploaded LethelIntelligenceExperimental v0.4.8
-fixed item animations and held positions to use original player animations (instead of the old MaskedAIRevamp ones), positions and rotations, all items should now be supported in regards to masked holding them properly when they pick them up. Let me know if any item a masked holds seemed weird, and i will look into if it looks weird!
there are no other changes in this version, there was quite a lot to change, and i didnt want to modify anything else as frankly, i need a break from staring at code for unity for a week or two xD
if in the LI folder on your profile you still have "mapdotanimpack", you dont need that anymore, im hoping it will auto remove it, but knowing thunderstore, that wont happen. there should now be two bundles.. "mapdot.bundle" and "maskedanimations.bundle", along with the dll.
oh and i should say, a likely fix to any issues (if any occur) would be deleting the old bundle (if it remains, though im not loading it, so no clue why it would cause an issue ;D)... otherwise, hopefully everything is correct... and if its not, tell me which item looks weird when held and ill look at it next week!
oh btw, i just saw a video, of what i think is a vanilla masked.. and they dont run up to players like a mad man, they always walk, i may prevent the masked from running when they are too close or something
as of right now, masked sprint up to you, and at least, from my pov, if you have a shovel, and you are alone, your basically screwed if you try to fight them (at least with how my mod profile is setup needing 4 hits to kill the masked)... so i may make it so they cant sprint within X range of their target player, so they can close the gap, but then walk after that, maybe if a player is looking at them ill do that.. like.. to focus on killing a player, they cant run... i d k
Thanks for the compliment :3
Small issue, holding items in masked hands don't have the correct position on clients povs, but it is correct on the host
Leaving mirage to manage the masked items does fix this issue so its only LI related
did you turn off mirage's item spawning while LI is installed?
barch said the setting can be left on and it will auto disable, but i found a bug where in, its enabled even while LI is installed, barch knows, and will fix it, just, dont think this has been updated and fixed yet.
mirage is using different animations to LI, so they conflict, dont know why it would only appear that way on the client though, ill have a look when i get the chance though, as it may just be i need to fix something for non-hosts, though i dont understand why ;o
I didn't know about this mirage bug, like you said i thought it was auto disabled
then that is likely your issue, i noticed masked holding 2 items, which suggested to me mirage was still spawning items, checked the mirage code and passed it on to barch
Ok, ill disable it and ill see !
@patent swift For some reason some masked with two handed items have their positions messed up
0197232f-bffc-2f14-0af4-2eecdcd2ee48
maybe he's just really strong
in short, if you have mirage, turn off the mirage item spawning until mirage updates as the setting doesnt actually go off atm when LI installed, it stays on.
if your not using mirage, then ill look into it deeper, but afaik, thats the issue
did a little test today for v70, couldent see anything broken (at least not beyond whats normally busted, like doors being locked on the pathway causing masked to walk into walls), if anyone finds anything else not working since v70, do let me know ๐
in theory nothing here would break right? cus the update didnt really touch masks at all
there was some changes to masked, which is why i clarified that everything seems to work as well as before.
the changes to masked were minor btw, its more the other changes, some of which may effect specific things that i was more worried about tbh
Question, on the mod, it mentions how it when there is a lot of masked there might be a performance decrease. Is that still present or not?
Does anyone know?
nothing has changed since i wrote that, working on an update, but its not going to improve performance levels with tonnes of masked.
this mod is intended as a "vanilla amount of masked" mod, its quite heavy on your computer, so having more than 6 masked at once isnt reccommended.
this is not made for there to be 10+ masked, vanilla masked are better for that imho.
this is made for seeing 1-4 masked every 2/3 landings tops as if you have 10 masked, and 4 of them have the same personality, they will just interfere with what they are doing, there in leading to a less enjoyable experience imho.
Will there be a setting for masked to revert to vanilla ai if there are more than 5 at one time?
That way possibly best of both worlds?
the patches run before a masked is spawned, so the check for deciding if a masked is "vanilla" or "not" is long before it is known how many masked there will be.
I possibly could setup some sort of "disable" if there was X masked present.. but.. you know there is a perfectly good "best of both worlds" option.
its called "disable LethalIntelligenceExperimental" when you want to have 20 masked running around.
if your config is setup to allow more than for example.. 6 masked at any one time, then it is likely, you regularly get that many, meaning this mod is not really suited for you. (but thats your choice obv)
if your saying you usually get 1-6 masked tops.. but have the possibility of 20 masked (for example) then thats on you to decide "how many masked is too many masked".
Not saying that many appear but I'm sure with how many moons there are, there is the possibility of a moon with a lot of masked
well then, you have the same choice I had to make with more interiors.
MoreInterior's bunker was a fun interior.. but at some point, late in the day, I assume the rats on that interior, started causing heavy frame drops due to there being too many rats... when I realised, I had to make the choice of accepting the frame drops, or getting rid of the interior.
in the end I was getting 4fps, so I got rid of the interior, in your case, if you get significant fps drops, you have several options...
1 - dont use LI
2 - dont use that moon
3 - configure that moon to have less Masked
4 - suck it up and take the reduced fps.. for me.. dropping from 160 fps to 60fps is fine, the point at which personally, i wont suck up an fps drop, is when it drops below that
obviously, I would love there to be no fps drops, but for me, i dont really see fps drops with LI, i think i go from 160 to around 120 with 6 masked walking around, havent tested in a long time.
Would it be possible to add a debug/config in Lethal Intelligence to set the Masked vision/aggro radius to 0? Not sure if another mod already covers this (besides setting yourself as non-target in Imperium). It might be interesting to see the Masked going about the facility/to the ship with AI from your mod without any reaction to nearby players
Is this mod still being worked on? (like certain features being fixed from behaviours)
thats what imperium is for, debugging enemies, so you can use imperium to watch the masked "do their thing" (or not.. as sometimes they may be found to be doing very little x.x)
it is not dead, if that is what you ask.
I spend time when im inactive at work, working on this instead, work is very busy at the moment, so, time for modding is minimal.
I am working on an update, it is in progress, but, yeah, likely wont appear that fast as frankly, not that motivated to work on it right now + the lack of time.
the update in question is making weapons work for aggressive masked, as well as an item spawning system which allows "non item grabbers" (basically, everything except cunning/deceiving) be able to spawn with fake items (like mirage does), but I am implementing a more advanced version of that where they can have up to 3 items (including a possible weapon if they are aggressive)
but uh yeah, sorry for not being vocal about this before, but frankly saying "nothing to report" is not worth writing XD
Is it bad I thought the shotgun is the most exciting/scary prospect for a weapon a masked could be holding?
I feel like I have horribly miscalculated the threat masked may become with weapons... was just testing my new item spawning mechanism.. and the first item Aggressive got was an Egg.... and then it dawned on me.. shotgun isnt the most scary thing.. because if I get the masked to throw that egg with the right timing... then.. thats pretty much instant death, no? ๐ may have to nerf that a tad.. (so they dont throw it perfectly or something).
Seeing a masked throw an egg and go to pick it up again sounds like the funniest crap ever
But I would probably rather jump in a pit than deal with that
Also LI update eventually??
i did say above.. eventually! xD i am working on it, busy work ๐
i doubt they would try to pick it up again, but i guess if it doesnt explode, i could teach them to do so.. xD (i use a mod that throw = explode, every time, so i would never see it, but that would be really funny)
Itโs your mod you can make it how you like. Iโm sure whatever you come up with would be fun regardless 
i was expressing like for the idea ๐ as you said, technically, them throwing it could lead to it not exploding, so if it still exists, they should pick it back up.
a little update, finally had some time to work on this.. so, finally got the item spawning, pocketing and unpocketing working (or at least thats how it seems, i still need to do more testing...)
this will allow me to not only test each item type much easier (as i will be able to force it to spawn with a specific.. or multiple items), but will also mean if people want more possibilities of items being held by masked, they can raise the spawn rates of a masked holding an item, or a weapon...
all items spawned with a masked are items already in game at that point in time.. so if you use shotguns, aggressive can spawn with a shotgun, and for other masked, if they hold an item, its something that is plausible within the current level (either from your ship, or from inside the level)
for example, in the video below, aggressive found a bottle of champagne... and sought to come to the ship to throw a party (sadly i wasnt there.. and using the items hasnt been worked on yet :D), but you can see he just suddenly pulls it from his pocket..
i plan to make it so they randomly switch fake items every 10-15 seconds, i also plan to make it so if the item is a weapon, then when aggressive is targetting a player.. either it will force the weapon out to be used, or if the weapon is a shotgun but the masked is in choking range, maybe it will choke instead.. i d k yet... point blank shotgun seems silly, and i think thats why nutcracker's kick...)
things like a shovel, will override the choking, so they will pull out a shovel when close and whack you to death.
sorry progress has been slow.
Nice work dude๏ผ
Hey, VirusTLNR! Great mod, I was enthrilled to play it when i've read it's description! Playing with it for 2 days already and there are issues: 1)All mimics are aggressive, always run straight to players(but run faster than mirage mimics) 2)Masked don't use walkie-talkies and we have this error in logs. Also, is there any way to return the items in the hands of masked? It makes them more believable. I am talking about mirage items in mimic hands. I have MaskedInvisFix + MaskFixes + Mirage + MirageRevive + MirageCore. All configs in General Improvements are disabled for masked. Playing V73 with this modpack of mine: 019c971b-2159-2260-c69b-e401ba80b6ee
thanks for the praise ๐ now to the points..
1 - not all masked are "aggressive", them running at you when they see you does not make them aggressive, all masked will attack you if they see you... it is very hard to stop them from doing that, i try, but its part of the mod that I havent "perfected" yet. The next update when it occurs, will make aggressive TRULY aggressive, and then you will know which masked are aggressive xD
2 - masked DO use walkies, the error is in relation to the GRAB animation, i set it up as an ERROR so it would be reported (so thank you for doing so), it just means that the walkies didnt have a defined grab animation, so i need to do something about that, it was put in for more obscure items so i could write code to account for them (for example,if there was a grab animation that I dont already have), there not being a grab animation, or not one i recognise, just means the masked wont hold the item correctly imho.
3 - mirage items in mimics hands is not compatible with LI... so if you mean mirage items.. you should be disabling them with LI. mirage uses similar/same code for spawning items as LI (i gave mirage the code basically), but when LI is installed, mirage items shouldent be enabled (i think mirage now disables this automatically, but i havent checked if this is still bugged).. so it SHOULD be LI picking up items.. if they arent dropping.. then i need to look into that at some point.. so try turning off mirage items (incase it doesnt auto disable like it should) and see what happens with items then.. as i have 0 control over mirage items... and imho, mirage items are spawned in, i personally wouldent want them to drop even if I had control over them.
on other news, for anyone who cares.. I am sorry to say im still kinda AWOL on the updating side of things, I really should get back into working on stuff, I guess im just burned out as i find I have no interest in writing code outside of work atm, its mainly due to the progress I lost when my PC died, still havent recovered from losing that code... oops, my bad.. an update will come out.. eventually.. hopefully lethal company isnt dead by then xD ๐
Thank you for your answer! We will be waiting passionately for your next update, I believe one day your mod will be top-5 LC mods of all time.
Keep it up and good luck!
is this mod still work good an doesnt cause issues?
i get no issues, use it every week, should work fine unless people are using a mod that conflicts that i dont know about. so if you get an issue, do let me know.
@patent swift hello, is maskedinvisfix still relevant in v81?
not a clue, havent played v81 yet, feel free to disable it and see if you get invisible masked, if you do, reenable it. all i do is fix an if statement that chooses to make masked invisible when mods make them mimic players.
its broken in v81
whats broken?
thanks, didnt see the ping, barely looked at discord this week. as i wrote over there, ill fix it asap, thanks for letting me know about the issue โค๏ธ
decided even though its 3am, might as well fix it now.. think ive fixed it.. this is the log incase anyone wants to check.. masked walk around fine in my test profile, version says 0.0.2 because its a test build.
will upload in a min
masked invis fix 0.0.3 uploaded... hopefully appears in mm's shortly. ๐ now for bed.
@patent swift
Sorry to bother, is there a ETA for lethal intelligence update for v81?
does it not work? no one has said it does not work.. so i have not looked to work on it, if it doesnt work, let me know, and ill try and put time into fixing it.
Iโll check but last I checked it was broken. Let me check again.
well, if no one tells me its broken, i wont know, unless i play on v81 xD was supposed to play on v81 last night, but it didnt happen, been on v73 before that.
I was hoping for official release of LI for v81 too as well ๐ Didn't even try to test it cuz almost everything broke in v80
@patent swift [18:48:08.1138266] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
LethalIntelligence.Patches.MaskedAIRevamp.FixedUpdate () (at ./Patches/MaskedAIRevamp.cs:1645)
this gets spammed in console and enemy can't move
non experimental release will have to wait for when i am actually in the mood for modding xD my new pc isnt at all setup for it, i d k what i did in my VS but, basically, its screwed.. but if its broken, i can at least look at why and release a fix.. but until aggressive and weapons are done, there wont be a non-experimental version as it is not "complete".
umm... thats this line..
if (maskedEnemy.isEnemyDead || StartOfRound.Instance.shipIsLeaving || StartOfRound.Instance.shipLeftAutomatically) //masked died or ship is leaving.
```
i am guessing one of those variriables has changed name, or no longer exists.. ill have to look and see...but would explain why the masked stop dead, if there is an error on this line, none of the rest of the code runs... because it runs this check before doing everything...:3
Uploaded LethalIntelligenceExperimental v0.4.9 - v81 update patch
-updated mod to work on v81, 0.4.8 will work on v73, this will not.
-updated dependency versions for Bepinex and LNAPI
-modified some variables to reflect updates within v81
-added some checks so if a masked is "modified" by another mod, if its incompatible, it will revert to being a vanilla masked instead of being modified by this mod.```
^ upload for LI... if i fked something up, let me know, its been a while since i made such a big change lmao, basically no other changes aside from updating to v81.
the one change, i wrote long ago, just didnt release as it was so minor and more for my benefit (checking for modified masked)
I didnt forget about this btw, i did testing and couldent reproduce, and i cant see why you get an NRE either. if it happens in v0.4.9, do let me know, it probably stemmed from other code i had to change to recompile (meaning hopefully its fixed)
Yay! Thank you so much for the update, Virus!
Closing the ship doors makes the masked invisible. Do you know why?
i doubt thats the cause, afaik, masked are only set invisible if they shouldent exist (ie, masked that are mimicking because of a mod), which maskedInvisFix should fix that issue,
so im guessing this is a culling issue? (if your using ship windows, and looking through the doors?), but id have to look at it to understand. if when the ship doors close, you are on the same side of the doors as the masked, and its going invisible.. thats an interesting one.
I'm not using ship windows. The ship doors are closed, and the masked and I are inside the ship.
so when the door opens, they are not invisible anymore? I get the feeling its more likely my fix no longer works, than the doors making them invisible, ngl, ill try look at it sometime this weekend x.x
Yes
it looks like its reverbtriggerfix
what do you mean? reverb trigger fix fiddles with audio by removing something, shouldent be making masked invisible xD
Spawn a masked outside bring inside the ship and close the doors (the same for bees)
the ship has a reverb trigger to know if its inside