#Tartarus [Modded Moon/Interior]
3765 messages Β· Page 4 of 4 (latest)
i dont understand what isnt working so im gonna completely rewrite the code in a way that makes sense to me
(enemy attacking)
HAHA I SOLVED IT
heres my probably extremely wonky code
actually i can move the clientrpc sound into the client rpc with an isServer check
there
ayy nice
great work!!
gonna fix up the reaper as well then do 1 last thing before updating
i realized i still have never added a moon preview video for the monitor
and thats been bugging me
i plan on remaking the video that plays when you land by hand in the animator but thats low priority for another day
okay perfect reaper works too now
just one thing actually thats been bugging me if you have any idea @fiery yacht i have some code that launches the player away when hit by an attack from the reaper, but i noticed it seems to... only work once? it launches them the first time then does nothing each time after, any ideas?
could it maybe be the external force auto fade? maybe im supposed to "reset" it somehow?
OH LOL thats exactly what it was
fixed!
nice lol
for now making the video clip just a png, i dont think most players actually have them on like i do anyways lmao
so no need to bloat file space too much
(since it has to be a mp4 its not actually a png but it basically is just trust me)
yeah this works
uploading now
please let me know if there are any bugs/things i missed, etc!
Haven't played in a while and got the moon+interior last night for the first time - I have to say, my whole group was so impressed with the updates. The moon, the Shadows, Death, the new interior floors and music, all so cool. Amazing work! I wanna play ReLoad now.
thank you!!
very glad people are enjoying it
reload is solid! (though personally i do have some issues with it... largely pricing)
my favorite way to play P3 is P3 Portable on PSP but thats well, not the most accessible to everyone π the modern port is okay at best, and sketchy at worst (though most problems are fixed with modding)
but even then theres the whole thing with "well but the cutscenes!! and i dont wanna play a VISUAL NOVEL" and blah blah blah im just yapping at this point 
aaaaaaaanyways glad yall enjoyed it! i plan on updating it more in the future but been pretty busy, partially with other projects
update for v73 should be out now! (assuming i did everything right)
please let me know if its working 
Hey we tested it out today and it seems to be buggy still.
Destroying the pedestals seems to be only client side. So if one person breaks them they are unbroken for everyone else and the scrap they spawn is also bugged out in a similar way
The velvet room is also weirdly client side with scrap not spawning for some and cards not being tradable
I will do some more testing hopefully later this week to double check it isn't caused by my mod list lmao
No errors in console.
Eh?? That's really strange, I'll do some testing later tonight
Thanks for the report 
Another thing of note is that the cutscenes for landing and the velvet room were only playing on the host
Sorry to dump a bunch of problems on you lmao
We really do appreciate all the work you have put into the mod. You should of heard my friends voice when he was playing it. He is a big Persona fan and loves the map and was super excited to play it.
No worries! All these seem network related so it's probably one little thing I need to adjust to fix the whole mod
Aw I'm glad to hear it!
this started as a random impulse thing for fun but I'm glad I decided to stick with it
I'm always very happy to hear people enjoying my silly little project
i have determined the bug! patch will be released soon
im also removing the offmeshlinks for the ship so enemies can no longer just hop onto the ship and maul you
unless yall vibe with that, then i can make it a config
going to do some testing rn to make sure all is functioning
all seems good i think!
gonna upload rn
as usual lmk if its working!
just remembered this is still on the mod pag elol
i should really update that...
uhh so question any reason why it uses coderebirthlib ? @gritty dock
enemy registration
iirc dawnlib is the new version of that but i havent ported the functionality over yet
aighty thamks

Seems to be working perfectly, thanks again for updating it. The gang loves it
Np! Have fun! 
What was the issue?
Mod networking was fully busted due to an issue with an internal dependency issue
(all backend stuff, just for me to worry about)
Love it when everything just breaks sometimes π
Happens very often for me so I'm pretty used to it
Usually once or twice every time I update a mod
added dependency that should fix the issue where multiple days are consumed upon visiting tartarus
geez i had no idea its been so long since i added block 3.. time flies as they say
anyways blocks 4 5 and 6 are in the works
i will not drop a release date as i am unreliable as hell and cant give one 
but know that they are planned
i will likely treat them the same as 3, where i release all blocks and then go back to give them all a bit more personality later
block 3 imo still feels a bit boring
Take your time x)
My memory of the blocks is a bit foggy (from the OG game) but tbh you should take some liberties for tiles, I don't think anyone would blame you if each block don't have as many tiles as a full interior, since there would be 6 of them.
But definitely keep the hardest tiles for the highest blocks, Is there a way to spawn higher value scraps as we move up the blocks ? π€
i agree! i took a LOT of liberties for the first 2 blocks and i plan to for the rest but im more focused on getting all the areas in for now and then prettying them up later
as for the value of scrap to scale based on depth... as far as i know i dont think i can do that but i could add some code to the chests to adjust the value according to what block its in
BUT this can harshly vary the scrap value overall depending on where the chests spawn..
its possible but would need heavy balancing to ensure it doesnt make some trips give very little scrap (lots of chests in early tiles) or way too much (lots of chests in later tiles)
best option is probably to rely on tile injection and as a failsafe add some code to disable chests if too many spawn on one block, would be tough but.. probably possible?
there is also the option to add unique scraps as rewards for beating entities/puzzles, that way it would remove the hassle of balancing you mentioned, but more stuff to do as a result x_x
Another idea for a workaround is to have an "higher" tier for the Velvet Room, the bigger the depths the bigger scrap value when giving cards.
But that would raise the issue of having either several Velvet Rooms or some kind of flags for the code registering that X block was reached...
actually now that you mention the velvet room idea i could make further floors spawn different cards, which give higher scrap value
that would be very easy to code and would make perfect sense
i do plan on making the reaper have a drop, and theres one more entity i want to add that specifically helps with scrap
glad the idea could work π
one question remains however, how to go back and forth between floors ? Up to three blocks I think that using the one way teleporters is fair, but it would take forever to go back up to block 5 or 6 once you choose to leave when inventory is full π€
|| is the reaper working? Havenβt seen it spawn || 
iirc it's quite rare
adding new floors wont actually make the generation larger, the finalized mod will have each floor not that big
so it shouldnt be too tricky to move between floors, especially with fire exits
(in theory)
oh true! yeah i can do that at some point
maybe RNG chance as like an easter egg
i wanted to add achievements at some point too so small chance of liz appearing as hidden achievement would be cool
Mess with her and she drops a megidolaon 
You can eventually add some "unlockable" fire exits shortcuts.
An example I can think off is the Kanie moon, you have some kind of warehouse super close to the ship, but it's locked from inside, you have to find the fire exit in the interior and unlock it.
But if the interior size doesn't get too big, we can do without that I think
thats an interesting idea
but yeah not sure if itd really be necessary, i dont really want the interior to be too big
Yes, as I said the one way teleporters are fine if the size isn't too much, maybe one fire exit for block 3 and 6 ? idk if you can manually set it up to appear near the stairs or in the stairs ? since the staircases are unique tiles
hmm i could remove fire exits from all the other tiles but the stairs but the problem is i dont think i can control the depth fire exits can spawn at, as far as i know its random
so it could spawn a fire exit on floor 1, and 2, or 1, and 6, or 5 and 6
the problem with a large interior is youre relying on heavy RNG to go your way
and with all the unique mechanics theres just no time to explore it all, even if you add a ton of fire exits
yeah you can spend 3 days finding almost nothing or get lucky and get quota in one day...
unless i added a fire exit for every floor i guess but that kinda defeats the purpose of exploring tartarus 
maybe flipping the unlockable fire exits idea then ? unlockable entrance(s)
Would it work to add, say, a unique tile on block 6 with some kind of puzzle
clearing it would open a door leading outside
But if you entered from outside before clearing the puzzle you just would be met with a locked door/barrier/wall/trap whatever
I don't think multiple entrances is doable tho
that would be doable, and its actually what i thought your idea was initially
wait no
nvm i misenterpreted it
that would still be doable though yeah
but i dunno i think i still like the current formula
its a good balance between base p3 and lethal company to me, too many new transportation methods i think is stretching it and id rather just balance the interior around not having to add any more of those
The Kanie moon example still relied on fire exits, the main purpose was to unlock a fast way to reach the interior if you found the fire exit linked to the warehouse
since the main entrance is quite far
But is still relies on RNG, the fire could be very close to the main entrance, or very deep
yeah exactly
Yeah, as I said, not needed as long the interior isn't too big, the teleporters are enough atm x)
i think for the teleporters im gonna swap to injection and have 1 guaranteed to spawn on each floor
no more no less
current release iirc its fuunky and you can get like 8 on only floor 2 π
bro move i cant read what im typing
I remember one game where we had a hallway leading to a dead end with 3 of them lmao
But one for each floor is fine, the player just have to remember either where is the nearest teleporter or fire exit
letting the rng do the work for the fire exits is fine as well imo
I mean, it's quite common in the vanilla game for a fire exit to spawn in the room next to the main entrance
i agree
oh also forgot to respond to this, the reaper has a spawn weight of 300 so uh

my only guess is one of 2 possiblities:
- since he moves pretty slow he just spawned far away from where youve looked inside and you never encountered him
- maybe due to spawn curves or smth he spawned later in the day?
oh yeah it's far more common since Tartarus got it's own moon.
Then it's the shadow that is quite rare, my bad
shadow should be common too unless im just wrong
shadow has spawn weight of 100 and spawns in groups of 2
if either are rare i would double check your configs to see if the values arent set to default
or maybe if you use a config mod like lunarconfig/quantities, etc it might be setting the values to smth else
just checked the values, turns out I still had some manual weights I added manually back when Tartarus was only an interior, I replaced them with the default values, should be fine now π
yeah figured that was the case, they were very different values before the moon existed because i didnt want people to encounter my enemies constantly everywhere they go
BEAT THAT THING WITH A STICK
Isn't there a version of Tartarus with golden arabesques too ?
Like in the persona games
w.i.p shader for block 5
Yes this one
oh i see, then yes!
Is it in your mod already ?
not yet, im currently adding blocks 4-6 all at once
And gold is block 4 that's right ?
yup!
Can't wait
the player model Kitasan Black is crashing the game to some players, can you look into it?
the last logs are
Me
[22:05:54.9912775] [Debug :LCGoldScrapMod] Player #9, appreciates your company
[22:05:54.9938177] [Info :meow.ModelReplacementAPI] Model Replacement Change detected Niko.MRNIKO2 => ModelReplacement.KITASANBLACK, changing model.
[22:05:54.9938177] [Info :meow.ModelReplacementAPI] Suit Change detected Default => Kitasan Black, Replacing ModelReplacement.KITASANBLACK.
[22:05:54.9938177] [Info :meow.ModelReplacementAPI] Awake star Player (1) (ModelReplacement.KITASANBLACK)
My friend
[22:00:34.2629994] [Debug :ScienceBirdTweaks] Disconnect detected, resetting spinnerAdded flag.
[22:00:34.2640003] [Info :meow.ModelReplacementAPI] Suit Change detected => Kitasan Black, Replacing ModelReplacement.KITASANBLACK.
[22:00:34.2670015] [Info :meow.ModelReplacementAPI] Awake star Player (1) (ModelReplacement.KITASANBLACK)
eh?????? thats so strange, ill look into it
holy shit youre right
why the fuck does that happen
i have no idea what caused that but redoing the implementation of her seemed to fix it..?
update out now! should be fixed!
appreciate the report, this was a very odd bug..
The kitasan reroller crashed the game 
OHHHH that makes sense
The rerollers took them all, the game couldn't find one so it crashed
@gritty dock I'm having an issue where the custom interior isn't spawning and it's only giving me vanilla facility interior
I tried changing the weights in Lunarconfig and lethalevelloader but no luck
Eh?? That's strange, can you post a log?
And/or modpack code
I will later today when I get home from work
I dmed you the code
after much much delay, i have resumed progress on the tarots
oops thats supposed to be a 1
current arcana plans
due to scope i probably wont implement effects for each, but feel free to make suggestions before i make them all and theyre finalized
some more
almost done with these
pretty happy with them overall, theyre a bit messy up close but youre never gonna notice ingame anyways
and there ya go, thats them all
as you can probably tell i took some... creative liberties with one of them lol
also made normal maps for em all so they shine on the colored sections like a holographic card when under the right lighting angle
This interior is still so peak, probably one of my favourite among all the ones that exist
All the effects, the variants are just so cool, I just don't know if it's because of the moons or the interior itself, but I feel like it's really really hard to find scrap in there
Star normal looks like a phallus
it might be because its pretty big, and the time is extended for longer looting
with the cards in consideration for even more loot it would take more time than a normal moon to loot
that being said it still could be bad for loot i dont really know, im no expert
Oh so the time passes slower when there's Tartarus ?
yup
Idk, until now we tended to die before finding loot, or got lost (even if that's intended)
one of few moons that makes use of the day speed multiplier
I didn't know know it existed, good to know
What's the name of Tartarus specific moon already ?
the moon name is also just Tartarus to keep things simple
Ah okay
even if technically in the original game it isnt tartarus there, its only tartarus when you enter
Makes sense
I see aight
Yeah I guess skill issue form us, it's just frustrating not to find loot, and when you find heavy loot, navigation is really long in there
speaking of which actually i just got a bunch of progress done so i should do some playtests
Let's say it's not optimal maybe
yeah exactly thats what the extra time/teleporters are for
im aware it would take longer than normal so time is extended
Yeah teleporters/velvet rooms happened to be really handy
on the topic of teleporters im reworking them rn
before i had them in the spawn pool normally but now im using injections
so there will be guaranteed exactly 1 on every floor
That's really nice
the current release i think a fuckton spawn on block 2 for some reason
quick showcase of some of the new cards ingame
the ingame shaders inevitably make them look a little funky when you inspect but thats just how it goes
blocks 4/5 are progressing nicely
not a ton of tiles yet but i want to get all blocks done then go back through and add more tiles
ideally id get chests working again for this update but... we'll see on that
That looks really fancy
currently remaking the entrance animation by hand with sprites instead of just playing a video
this should look a lot better while also being lower file size
that was the problem with the video method lol, in order to not make it look shit itd be the size of the whole mod
now with this method its around 150kb
while looking much crisper
sweet!
may recreate the velvet room as well with a similar method but for now it looks okay so ill keep it
this one in particular was just really bugging me
block 6 started
this one will look slightly off due to the texture mapping being really annoying, its the one thing i havent found a fix for
certain meshes seem to lose their mapping somehow and i have to force worldspace triplanar on them, which makes it look a little off
right is what its intended to look like, left is what we'll be getting
current generation, working on getting the 6th block to spawn
Got chests working, when I get home I'm gonna work on implementing Elizabeth and the final planned enemy
Nice !
oh hey i know who that is
oops i made her a little small lol
The sizes in Lethal are confusing
gonna do first test of new enemy
gonna not do first test of new enemy because as i typed that i realized i missed a bunch of setup
watch out for the mod size guys this new enemy takes up a total of 400kb, ready your hard drives
might need a new SSD just for this enemy
LOL okay uh definitely needs a few tweaks
I could handle around 380kb but 400 is too much π₯²
jk
Really like the tarot cards !
I need to play Lethal again soonβ’
i should also actually play the game once in a while ngl
progress
Looks cool ! I would almost say Smash Bros hand would fit Tartarus, if you took freedom regarding Persona
Oh they're easy to kill
What do they do ? Fancy death effect btw
little loot guys that add to the loot pool (theyll spawn a high end tarot card when killed when im done working on em)
they dont add to the enemy power, buut the one thing about them that could be dangerous is theyre easy to get distracted by when chasing them so you might miss a nearby turret, etc (which is what happened to me literally just now π )
i made them a little faster than the latest recording
Skill issue from the chaser
Nice, can't wait to try chasing them !
Doing gods work 
good news everyone! i got every floor generating at once!!
this means we are getting quite close to release...
ill still need some time though, theres more i want to get done
BUT for now, it should be in a complete ish enough state to share it as a demo via a zip file
so if anyone wants to try a partially stable early beta for testing, go ahead!
Goated
is this still a LLL interior or did you move it to dawnlib
Still LLL
Probably one day
Are there any particular advantages to using Dawn lib?
it has interior hotloading
and integrates well into lunar config
Oh sick that sounds good
It also allows you to make achievements, by the way
Which is quite cool
I would see an achievement for when you get into the Velvet Room
oh yea true
i think crlib had it as well though i never got around to it
ill likely start work on that after im done with this update
as im not sure how tough itll be, and i want to release a big batch of them at once once the mod is in a more complete state
Yeah sure, absolutely understandable
Gonna make a new velvet room enter transition by hand
Both to save space and I want to make a simpler one that's faster, the current one is too long imo
I think I'm gonna wait to port to dawn until after this update, the rest I'm gonna do for this one is fixes and some more tiles
Should take 2-3 days max if I were to give an estimate
Based tea
I'll upload another early release as a zip here today, if anyones interested in trying it I'd love to get some extra feedback before I release the update
I'm mainly concerned about balancing (loot spawns, enemies, is it too easy/hard, etc)
As that's something that's hard for me to determine by myself
yeah don't you love surprises π
Things like this always happen right as I'm doing something big I swear LMAO
On the upside though the patch notes sound amazing!
Considering how much has changed I'm still going to focus on just releasing this update for v73, the next update where I move to dawn ideally will be all tweaked for v80
v80 looks like a chunky update as well, I expect a lot of broken mods T_T
Holy shit
hilariously despite the ridiculous amount ive been adding the overall mod size is actually lower than the previous update
currently sitting at 23.7mb
the moon itself is 2.8mb π
most of the modsize is inside
Lowering filesize always good
Personally I'd say don't worry too much abt v80 compat until its out of beta
Cus some things will definitely change before final release
we'll see how it goes, if its broken i would like to fix it
though thatd be unlikely
new build will be ready in just a sec
depending on progress maybe update will be done tomorrow tbh
though ill need to make a new trailer
still needs some minor tweaks
heres the update for now! if anyone wants to try it and provide feedback thatd be awesome

Oh yeah I adjusted a bunch of values right before sending that and forgot to check
LOL
I adjusted the archetypes for every floor to make less branches that span for less distance I think
idk a better way to make 15 funny curved rectangles on top of each other than to make one big one, curve it, and then manually split it into 15 in edit mode before simplifying it so here we are
basically im recreating this funny moving door
icic
Notice what ?
You can align edges if that's your issue
Select edge loops and align iirc
Or alt+click on edge
I tried to do that... I think.. I dunno blender isn't my strong suit 
Spent about 30 minutes trying to fill the gaps but everything i tried either left holes or added new funky faces in random spots
I see
Okay I think I'm gonna upload the update today
Is there anything y'all would want in the configs for this update?
uploading now
cant wait to see what i broke without noticing

as always let me know!
soon ill start working on v80+dawn port, as well as a new trailer that shows the mod in its more complete state
its wild to think about how when i made the first trailer there was only 1 block
now theres... 6..
hell there wasnt even a moon at the time
heheeeeeyyyy.... uhhhmmm.... . . . . . . .
spoiling for people who have not checked the update yet but uhm... this room's floor has no collision (thankfully i have imperium on atm)
also I changed the interior size with LunarConfig to see more rooms but it looks like it didn't change for some reason
Ah shit π thanks for the report!
Hmm that might be due to how much the mod is controlled by dungeongenerationplus
it definitely seems to be a very minimal change, went from 0.8 -> 1.5 and there's only a handful of more rooms per floor, I tried 2 but then it broke and I got an infinite loading error lol
no problem :)
How do I set interior chance to 100% for the respected moon?
You need to change the values in lethalleveloader, can be done from thunderstore or the .cfg directly doesn't matter
In this case you want to look for :
Custom Dungeon : Tartarus
and
Dungeon Injection Settings - Manual Level Names List
add any moons you want and give "weight" to them, something like this from 0 to 9999
"Vow:100,March:85" and so on
obviously the bigger the value, the bigger chance to get the interior on the moon
Has it been that long...? It was around when I started to look for modded moons/interiors π₯²
If you're experiencing other interiors spawning on tartarus they likely have a tag for "custom" which allows them to spawn on any modded moon
Personally usually I just set that to 0/remove it but you might be able to just add a weight that specifies tartarus as 0 for that interior
oh yeah forgot the dynamic tags, I always remove them since I like to have 1 interior for each moon
Yeah unfortunately to my knowledge there's nothing I can do about it on my end
If there is I'd love to know tho
As most of the general playerbase doesn't mess with configs much, or even knows they exist
So if they install tartarus just to be dropped somewhere else they might be disappointed
So true π
Ideally I'd just have a config for whether the interior is guaranteed, by default set to on
So those who want to experiment can disable it and mess around, and those who don't will just get the combo it's designed for
Might be quite hard for modders to do
unless Zeekers decides to add a feature to manually choose interiors for moons at some point
atm I just want v80 to patch the keybind issue lmao
got this big wall error when trying to exchange a card in the velvet room
the input just doesn't do anything
this one too for opening a luggage thing, which doesn't spawn an item
Ah fuck not this again this is an error I thought I had fixed atleast 5 times over the past year
It's why I keep removing the chests and trying to find new solutions
the tarot error though is... odd.
i have checks in place to ensure it wont return null if it matches the applicable items
AH WAIT A MINUTE
IM DUMB
i only added the first tarot to the list of applicable objects
it is unusual its erroring though, but this is something i need to add
theoretically according to my code it shouldnt error out it just wouldnt accept the cards
the chest error i honestly am at a loss
ive tested it myself and never encountered issues.. like nearly every time ive tried to implement them
no matter how sure i am they work it never seems to go well
nevermind testing rn and somehow i had completely destroyed the system this update without ever touching it.... i think..
i am at a loss
yep okay i fixed it....
this was the line of code it broke on
its supposed to be this
also doing some minor tweaks while im here
uploading an update rn but sorry im unsure on the chest issue, ill have to get to it at a later date since its getting very late here and i have work in the morning
Hmmm. If it helps any, I only had a rock (from Wesley's moons) in the scrap pool (+some scrap from weather injection), both handled by lunarconfig. Haven't written a proper list yet, but idk if that matters or anything. It's about all I can think of
And no worries, it's all good. Thankfully it doesn't make up a large portion of scrap
Hmm I don't think that should matter but I can take another look through the code tonight to see if I get any ideas
Sorry i'm late to replying, but does this work on v80 for interiors yet?
It's not uncommon for mods to not work after the main game updates, I usually wait a few days or more until most mods are also updated to the current game version. You can still try, At worst the game will crash or won't work properly, some mods will work just fine.
And since v80 is still in beta it might be a bit early to use mods with it
I haven't looked into v80 yet since it's a quite busy time of year for me and I just recently poured a bunch of time into updating the mod, I'll be looking into v80 compatibility+ porting to dawn soon
currently investigating the issues with chests again
omg im the dumbest except also dumber
i was trying to use network functionality in the main tiles control script
which... is not a script that supported networking

(monobehaviour)
i was basically tying a snail to a rock and telling it to win a race
me ^
okay im not sure if this will fix the error you will having but i adjusted the chest spawn logic which... might fix it
either way it was definitely coded wrong so maybe itll fix it?
Thank you for all your hard work on this
I see. I'll give it a quick check once I'm on
dont diss rocky like that
he won in the end
That's a good point
Checked cards too while I'm at it and they work, I assume the low scrap value is based on the card used?
Chests are still not working, saying the same error unfortunately
The higher the floor the higher the value when you exchange the card
Hmmm would you mind sharing your modpsck code?
That might help me diagnose the issue
Oh, ok. Makes sense. I'm not able to share the code right now cause I'm not on, about to sleep. But I can send it when I am on later
i believe i deduced the issue with the chests mentioned above, previously i had a check that made most of the code for chests only run if the scene is tartarus
hence why they just didnt work on other moons (oopsies)
now that thats been fixed i will begin progress on the dawn port/v81
a temporary [v73] tag has been added to the mod readme until thats ready
okay so the port is being delayed until honestly im not sure when
it seems like dungenplus needs updating, which the mod relies on

likely wont be long but we'll see
for now im brainstorming possible achievements id like to add, ill list my ideas below, any more thoughts would be appreciated
-Kill The Reaper
-Trade a Tarot card with Igor
-Obtain ||The World Tarot||
-The Idol
-Attack a Shadow from behind
-Kill a Wealth Hand
-Open a chest
-Use a teleporter with an item in your inventory
-Collect a scrap amount that is over the base total scrap (cards make this doable)
-Collect all story logs
maybe some silly achievements like dying to a specific trap ?
Glad to know it works I guess 
(I had 2 people looking for my corpse and they couldn't sink in the exact same spot)
AH that mesh may have decal rendering disabled maybe? i think thats a thing
on meshes you can toggle whether decals will display on them
lemme confirm rn before i forget
But why couldn't they sink then
oh what lol thats odd
Yeah look at the guy's pov he ain't sinking lol
I had the guy in the distance going back and forth on the same spot and he couldn't figure it out
sucks to suck i guess?
im honestly really not sure, quicksand isnt something i control in any way
if it were just an invisible decal like i thought then id have an idea but quicksand only being there for some players is.. er..
okay yeah i just checked and the materials for the floor also have receive decals on anyways

THEN I HAVE MORE QUESTIONS
did the player who sank see the quicksand?
No I didn't
not that that knowledge would help me much but uh curious i guess?
My friends are laughing themselves silly at the fact that I died, asked the dev why I died and got "Idk lol"
if im not mistaken i can force rainy to spawn with weatherregistery maybe ill fuck around a bit
This is great
yeah im sorry genuinely im unsure π quicksand as a feature is handled automatically by the game itself not me
No no no this is funny as hell
the moon was just hungry i guess

ITS REPRODUCABLE
WHAT THE FUCK
i just made it rainy, wandered around, found a spot with no quicksand and started sinking
π
which is really weird considering quicksand CAN be visible clearly
(this is where i sunk, the decal seems to render fine in the editor)
hm wait
i did make my own quicksand prefab that doesnt have a decal, could the game be getting confused and using that one instead?
i dont know how thatd be possible but like
its the only ridiculous thing i can think of
i forgot to rename it so the name is identical
(still doesnt explain why only certain players can sink in it but hell if i know)
actually maybe it does
since functionally my own prefab is a little different
i assume so if only you sank in it
yeah
clearly something is just like.. not right lol
i didnt think it could be my end at first but
this really specific, very stupid thing i did might be breaking it
Honestly this is funny as hell to find out
oh yeah before i forget on the topic of weather i wanted to add some extra pops when its eclipsed
That sounds awesome
Shrimply make the sun the giant nyx eye 
i like that idea
will have to mess around to see how visible itll actually be ingame
the moon has HEAVY fog and visual junk to prevent seeing a lot of the... rougher aspects, so distant things have a hard time being visible
made a quick script for it
seems to work
oh yeah looking into the sun also made me realize this moon never has a sun unless its eclipsed
and if its eclipsed its the vanilla texture
so my bad
hilariously in order to make it visible through all the fog i needed to give it an emission of 500
without the fog this is what it would look like
nice
oh yeah also
for the quicksand issue i fixed it
it turns out it was entirely my bad, i was very confidently incorrect
apparently on every mesh renderer i need to enable "decal layer 2" in the rendering layer mask... because uh.. yeah i definitely was gonna know about that 
kindof annoying because the editor doesnt account for that and makes it look like they would render anyways
when in reality it cant
thisll be included in the dawn port/v81 update
heres an example, that line through the middle is a mesh that does not have this layer enabled
if its a hurricane from wesleys weathers the trees now shake
definitely didnt forget about actually attaching the sticky note
Amazing progress 
The nyx being green for an amazing reason 
Really funny with all the thematics around night time and the moon that the map didnβt have one 

First off, the eye looks damn awesome and second, good stuff I respect your dedication to the mod
marche lorraine spotted
For the scrap I'll be using this as a reference
Both for the good and bad all I have are names, these are never given visuals in any iteration of the game
Which means I don't have much to go off of BUT it also means I have full creative freedom
Essentially I'll just handpick from these and distribute them to their respective floors
I'm having an issue where the level won't load, I get soft-locked when trying to route to the moon.
Are you playing on the newest version of the game? If so there will be issues as the mod isn't updated for it yet
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object Stack trace: LLLselect.Patches.StartOfRoundPatch.StartGamePreFix (StartOfRound __instance) (at ./Patches/StartOfRoundPatch.cs:26) (wrapper dynamic-method) StartOfRound.DMD<StartOfRound::StartGame>(StartOfRound) StartMatchLever.StartGame () (at <bc42cf6950c34b22862bb697b6cfe961>:IL_00E8) StartMatchLever.PullLever () (at <bc42cf6950c34b22862bb697b6cfe961>:IL_0008) UnityEngine.Events.InvokableCall.Invoke () (at <c39a522eee05469b8171a6cfeb646c59>:IL_0010) UnityEngine.Events.UnityEvent1[T0].Invoke (T0 arg0) (at <c39a522eee05469b8171a6cfeb646c59>:IL_0049)
InteractTrigger.StopSpecialAnimation () (at <bc42cf6950c34b22862bb697b6cfe961>:IL_017F) InteractTrigger+<specialInteractAnimation>d__68.MoveNext () (at <bc42cf6950c34b22862bb697b6cfe961>:IL_01AE) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <c39a522eee05469b8171a6cfeb646c59>:IL_0026)
Uhhh not really sure what that error is referring to exactly
me neither
But yea if you're on the newest version the mod wont really work
Okay I just tried it again it's not even working on vanilla moons
I think the game is just broken
Oh gg
Welp I wake up for work in 4 and a half hours so I'm just gonna get around to that 
alg
Ok so it was just selectableinteriors
and now the interior is just default facility π₯΄
Then more than likely you're playing on the newest version where the interior is broken
progress on the update is being made! i managed to land on the moon in v81
the interior still wont generate yet, and i need to make a lot of adjustments in this new project as the filesize has suddenly tripled (ontop of many missing assets), but we're getting there
so, I imagine all this is why the shadows aren't attacking at all on the moon in v81 and the console spams this? i love this interior, definitely the coolest i've ever seen. looking forward to future updates so that its playable again! π₯Ή
Wait how did you even get the interior to generate at all?? I thought it wasn't possible for v81 until I get it updated
I'm not sure! I just did hahhah, maybe it's because of this?
OHHH yeah maybe
I didn't even know it wasn't supposed to work at all in v81
Yeah v81 shattered interiors, but even worse is interiors with custom code
I saw that the interior was updated a week ago and thought "oh it probably works in v81" and decided to test it just now
And even WORSE is those relying on dungenplus
My mod is basically in the worst possible state for v81
yeaaaaaahhhhh, Dungenplus interiors are absolutely ruined. ik the Scarlet Mansion one is completely broken
that makes sense, I saw that that was a dependency for Tartarus but I still wanted to see if it was playable π
Progress is in place on an update for it but will take time
turns out with that small fix it technically is, but it's a completely harmless moon in the present hahhaa
Both dungenplus and this mod
hopefully Dungenplus gets updated as soon as possible! wishing the best for you and Alice and thank you for being one of the reasons this game remains so entertaining and captivating to this day π
Thank youu
that's a lot of praise I'm not sure I fully deserve but I'll try to live up to it!
you absolutely do!! like I said this is the coolest interior I think I've ever seen, one of those things I feel truly brings out the potential of possibilities within Lethal

how do we feel about the idea of limiting the vanilla hazards to block 3? (the industrial themed block)
i was considering unique traps to have on each floor and couldnt really think of any for block 3, then realized wait the vanilla ones are a great match
the vanilla ones also imo dont really fit that well on the other floors, so to me itd make sense to design a floor specifically around them (i plan on including extra props on block 3 to hide around to help against turrets, etc)
to make sure each floor has their own set of hazards i plan on adding some to all the floors without any, kinda like how block 2 has currently
finally replaced that flat cylinder on the right side of the moon with a model that looks a little better
turns out P3 dancing actually has a mesh for it, they just have it generally offscreen lol
this mod work version 81?
i saw last messages and i hope u give us this fantastic mod for v81
not quite yet, im currently working through the overhaul for v81
dungenplus seems to be working now but the mod hasnt officially updated yet, and theres many other issues that arised with the v81 port itself that i need to fix up
due to this i cant give a release date per-se but know that it is being worked on!
I can't wait, I hope it's soon. Congratulations on the fantastic work.
Bump
as far as i can tell the mod seems to be just about all set for v81!
theres a fair chance i may have missed something, if i did please let me know 
Has anyone had any issues with the Shadow enemies?
I found them wandering and they wouldn't target me, terminal was spewing
[02:38:33.0825597] [Error : Unity Log] MissingMethodException: Method not found: bool .EnemyAI.TargetClosestPlayer(single,bool,single)
Are you playing on v81?
If so I haven't released the v81 update quite yet, I'm having an issue with configs I'm trying to sort out first
actually im not sure exactly when thatll be adjusted and it should still work for now so ill push the update
the mod is going to also a be a little higher filesize until i crack down on which files are bloating it in this new project
now that the mod is v81 compatible, im going to focus more on the content itself and work on some concepts ive been yapping about the past while
if you are still running the game v73 keep in mind the mod may not work on the newest version so dont update
i plan to yes!
i should probably focus on that rather than creating even more scope for this project..
I was yes, sorry for any confusion
All good!
The update should be out now I think
Forget if I uploaded it already
I did update so I should have it, I appreciate it!
On the topic of updating actually, does the new version seem to work for everyone?
I have tested it about 3 times, though none of them had shadow enemies or the reaper spawn, only the wealth hand. I'm gonna try again soon
about this, i think it's a great idea!
hm thats strange, the hands are the one enemy i wouldnt be shocked would struggle to spawn due to low weights
yeah for some reason only regular monsters spawned (spiders, barbers, maneaters) and the wealth hands when i attempted it
Not a bad idea in fact, eventually a skin for them if you feel like it but imo it's fine to have the vanilla look
They spawn, however it seems shadows dont die when they play there animation
Oh wtf that's not good
They also look... Weirdly larger than usual..??
How did I manage to do that
they also manage to get under the ship and kill you when they're not supposed to ;-; as well as the not dying thing, had that experience with a group of friends who play
Oh yeah I should be able to remove the navmesh under the ship to avoid that, I'll look into that and the other issue tomorrow after work

no worries or rush !! 
This is not you, thatβs random enemy sizes
Ohhh I see
wtf yeah suddenly none of the enemies are dying properly

i didnt even adjust any of the death code
unless the networking is fucked throughout the whole mod
thats all i can think of
hm that looks bad
globally? i did the thingy in dev-general pins
Did you restart VS after installing it ?
i think so lemme try again just in case
Oh I know.
oh??
GrabbableObject cannot be put in a RPC as a parameter
You need the parameters of function to be network serializable
yeah
You probably had it working thanks to serializable patches stuff by uh
Evaisa ?
I think they're the one who made it
yeah
that worked! tyty!
ive had to do the same elsewhere in the past so idk why this time it seemed to be working without it but who knows
In don't know how to pass network references tbh
like this\
Ah yes
basically say "hey were passing this thing through idk what it is"
"ok neat i have this thing what do i do with it now"
"ok so now that you have it its actually this"
Lol
i never understood why its convoluted like this but hey i just slap random shitty code around i dont make the stuff
honestly with all the networking shattered im surprised yall havent been having MORE issues with the mod
and shocked i never noticed anything wrong till now
hilariously though this same thing has happened many times with every project ive worked on
what the fuck it didnt fix anything
wait what
π
suddenly i am 10x more concerned
Show output
no errors whatsoever
We all have issues with networking. Enhanced Monsters' networking took 10 months for the networking to be finally fixed
sorry to clarify when i say it didnt fix anything i mean the issues with the enemies
And it will break on next version
i assumed they werent playing the death rpcs properly because the networking was fucked but even with it fixed nothings working

And I'm not even the one who fixed it 
side tangent what the fuck is this zeekerss
It's a β¨state treeβ¨
Everything else seems fine, but im also staring at Liz the entire time 
valid
@gritty dock i need this mod for tartarus or not?
Only for old versions of tartarus, you can check by looking at the dependencies of tartarus on the current version you have installed in your mod manager
tnx ^^
I'm not sure how other mod managers work but on gale you can also just try to uninstall the mod and if you do it'll warn you if any other mods need it
great vegetables
from joseph anderson's p4 lets play
thank you joe
great playthrough

That's really odd to me I wonder if something's wrong with the spawn rate injections or something

Also while the shadow deaths are fixed, wealth hands have the same bug now. can hit one multiple times for cards
WHOOPS I must've left a log in there somewhere
Wait really I could've swore the thing causing the other 2 to break wasn't in the wealth hands code but I'll check
Also, what would you rank your monsters ?
I'd like to add preset values for them in Enhanced Monsters, in case someone added "everythingCanDie"
How would I rank them? Sorry could I have some examples for reference? I'm not familiar with this system
It's how difficult you esteem they are to survive for the player
The ranking has no real rule, it's just cosmetic
oh i see
the shadows are very minor difficulty, they can be tough if multiple come at you at once but alone theyre no problem if you have any weapon
the reaper is significantly harder, your only choices either are run or take it on with a large group all equipped with weaponry and maybe youll be good
wealth hand doesnt really fall into the same category, its more of a distraction/additional component than a traditional enemy
I see, I take notes
Alright, perfect
Let's say rank C for shadows, A for the Reaper for now and F for the wealth hand
sure π
ah yes beating up personas with a shovel
Shinji would be proud
Actually there is a shovel weapon in persona 4
But Shinji from p3 can use signs
wait im a bit confused so i just tested and they seemed to die with no issue 
|| [Info : Unity Log] True
[Info : Unity Log] Calling shoot gun....
[Info : Unity Log] Raycasting enemy
[Info : Unity Log] Hit enemy Wealth Hand
[Info :Piggy.PiggyVarietyMod] Damage to enemy, damage: 1, distance:9.379394
[Info : Unity Log] Local client hit enemy WealthHandEnemy(Clone) #41 with force of 1.
[Info : Unity Log] Client #0 hit enemy WealthHandEnemy(Clone) with force of 1.
[Error : Unity Log] NullReferenceException: routine is null
Stack trace:
UnityEngine.MonoBehaviour.StopCoroutine (UnityEngine.Coroutine routine) (at <c39a522eee05469b8171a6cfeb646c59>:IL_0009)
Tartarus.WealthHandEnemyAI.HitEnemy (System.Int32 force, GameNetcodeStuff.PlayerControllerB playerWhoHit, System.Boolean playHitSFX, System.Int32 hitID) (at C:/Users/adven/Documents/My_LC_Mods/Tartarus/src/Tartarus/WealthHandEnemyAI.cs:204)
EnemyAI.HitEnemyOnLocalClient (System.Int32 force, UnityEngine.Vector3 hitDirection, GameNetcodeStuff.PlayerControllerB playerWhoHit, System.Boolean playHitSFX, System.Int32 hitID) (at <aca1e98d6f844d3f85cd22b6f7be2f9b>:IL_0043)
DMDEnemyAICollisionDetect::IHittable_Hit?-528241196.IHittable_Hit (EnemyAICollisionDetect this, System.Int32 force, UnityEngine.Vector3 hitDirection, GameNetcodeStuff.PlayerControllerB playerWhoHit, System.Boolean playHitSFX, System.Int32 hitID) (at <51986557f7d14da5bb5cf716c3f571bb>:IL_0034)
DMD<>?-96922260.TrampolineEnemyAICollisionDetect::IHittable.Hit?1728465428 (EnemyAICollisionDetect , System.Int32 , UnityEngine.Vector3 , GameNetcodeStuff.PlayerControllerB , System.Boolean , System.Int32 ) (at <701ac7e6abba45f9a76328244f048f0c>:IL_0043)
CodeRebirth.src.Patches.EnemyAICollisionDetectPatch.EnemyAICollisionDetect_IHittable_Hit (On.EnemyAICollisionDetect+orig_IHittable_Hit orig, EnemyAICollisionDetect self, System.Int32 force, UnityEngine.Vector3 hitDirection, GameNetcodeStuff.PlayerControllerB playerWhoHit, System.Boolean playHitSFX, System.Int32 hitID) (at ./src/Patches/EnemyAICollisionDetectPatch.cs:36)
DMD<>?-371073480.HookEnemyAICollisionDetect::IHittable.Hit?356372272 (EnemyAICollisionDetect , System.Int32 , UnityEngine.Vector3 , GameNetcodeStuff.PlayerControllerB , System.Boolean , System.Int32 ) (at <2027464715254a93ad8a750bcebde87a>:IL_002D)
PiggyVarietyMod.Patches.M4Item.ShootGun (UnityEngine.Vector3 gunPosition, UnityEngine.Vector3 gunForward) (at <1760b82fa0374697846b40d11fcc77e0>:IL_052D)
PiggyVarietyMod.Patches.M4Item.ShootGunAndSync (System.Boolean heldByPlayer) (at <1760b82fa0374697846b40d11fcc77e0>:IL_008E)
PiggyVarietyMod.Patches.M4Item.Update () (at <1760b82fa0374697846b40d11fcc77e0>:IL_006C) ||
Sorry the log isnt condensing, try to get a clip in a minute but when its running away it does not die and keeps its hitbox
OHHH i see whats happening, thanks for the report!
will upload a fix in a sec
Ima guess itβs cause theyβre supposed to hit a wall and fall over before they can die 
nope its because the coroutine for searching was null while theyre running from you
since it returned null there it broke everything
oh yea also thank you all so much for 100k downloads! 
Also also sometimes when one of your maps is downloaded I get || Thank you so much tea
|| in the console 
Gg !!
You deserve so much more !
My mod has more but deserves way less compared to yours π«
It's by far one of my favourite interiors
And I have never played Persona
Awe I'm glad to hear it! 
if anyone is having issues today the newest dawnlib updates have provided an odd conflict we are trying to work through right now, if you want to continue using this mod then for now backport dawnlib to 0.9.20, thank you for understanding 
Hello Teaisnt,
would it be possible to support VR for the Tartarus moon and interior mod?
The current Shader doesn't support VR.
Pretty much everything gets rendered distorted in the left eye only.
I'll see what I can do
im not sure if i did it correctly so ill be providing a zip of the mod here if youre able to test it sometime π
I'll help you testing the mod.
as for the custom shaders ive made for the mod, im a bit confused about whether i have to manually change anything to get them to work
I believe yes, you have to change them.
You can find more information about Supporting SPI in custom shaders in the SHADER_COMPAT.md.
im looking through that right now yeah but ive got no idea what its talking about

i think it wants me to edit the shader in code but i cant find anything its referring to in the code
This might be out of my knowledge. But I'll keep trying.
Is your Shader using a Vertex-Shader?
no idea what that is, should i screenshot what my shader graph loks like?
ok
heres one of them
oh wait maybe im good?
i think the first line is saying shader graph shaders are already supported
oh
ill try just building it for now
ok, I'll test it soon
hopefully this works 
oh yes and the shaders i posted iirc are the enemy death shaders and the scrolling goo on the first floor if you wanna know where to look
aka this
the rainbow effects on the 5th floor used to be controlled by a shader but i found a different method and theyre controlled by an animator now so no worries about that
Success!
It is working in VR now.
Thank you very much!
awesome!! ill use the same method on my other mod then
will upload the update sometime today
also adding tag
I just noticed you link your mods on thunderstore to https://thunderstore.io which is not helpful when people want to report an issue.
You could point it to this Discord Server, your GitHub-repo if you have one or to your Website for reporting bugs / feature requests.
i do? how do i change that?
When you upload your zip to the Thunderstore page there should be an option to enter a link.
in manifest file
You are right, I forgot about that.

