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Coppertiel-MaskedEnemyOverhaulFork-3.2.0 icon

MaskedEnemyOverhaulFork

Hides masks on Masked enemies to mimic your crew. Masked spawn naturally on all moons and more! For v49 and v50. Continuation of HomelessGinger's MaskedEnemyOverhaul

Date uploaded 7 months ago
Version 3.2.0
Download link Coppertiel-MaskedEnemyOverhaulFork-3.2.0.zip
Downloads 29684
Dependency string Coppertiel-MaskedEnemyOverhaulFork-3.2.0

README

Masked Enemy Overhaul Fork (v3.2.0)

Based on MaskedEnemyOverhaul by HomelessGinger

  • Removes the mask the mimic wears, so no one can tell its a fake until it is too late.
  • Boosts the spawn rate to be the same as a bracken, so it can now spawn on every moon
  • Changes the suit the mimic spawns with to a suit worn by a random player in the game. This works with any modded suit as well
  • Supports cosmetics
  • Most settings are configurable in the config file
  • A Zombie Apocalypse???

Important info:

  • Tested on Lethal Company v49 and v50
  • (April 13 2024) There's currently a vanilla bug in LC v50 where masked enemies spawned inside cannot harm players outside.
  • Nametags on Masked do not work, disabled for now
  • This mod works in both solo and multiplayer lobbies. Everyone download it.

Recommended Mods

  • Skinwalkers by RedbugRedfern. Records and plays the voices of your friends back to you. I also recommend changing the config file for Skinwalkers to only have the masked enemy talk
  • Mirage by qwbarch. Mimics voices like Skinwalkers but synced across clients, players turning to Maskeds on death, lots of feature overlap, and more.
  • StarlancerAIFix by AudioKnight. Fixes lots of enemy AI issues, including Maskeds.

Zombie Apocalypse (DOESN'T WORK)

  • This is just a fun little part of the mod. It only spawns the masked enemies, with the ability to bump up the enemy spawn rate. Do not use this mode with other mods that affect spawn rates. There is a very good chance they conflict. Turn it on in the config.
  • Spawns may feel off, as of now i use the default vanilla spawning methods (letting the vanilla game decide when to spawn a new batch of enemies). this could feel very slow at times since it is random and tied to in game time.
  • Also has random zombie event, it is very unvanilla so it is off by default.
  • For the spawn curves, the numbers can go very high. As an example, putting the starting numbers at 500 will spawn several enemies on the ground before you even land. Turn up the end of day numbers and leave the start of day numbers vanilla for a rapid increase of Masked as the day progresses.

Development

See LC Modding Discord (https://discord.com/invite/lcmod)

Planned changes for this Fork:

  • Rework spawning and Zombie Apocalypse
  • Fix name tags
  • Make everything configurable

Building

Put referenced DLLs in a new directory ./ReferencesLCv50

  • Assembly-CSharp.dll from Lethal Company_Data/Managed
  • LethalLib.dll
  • MoreCompany.dll
  • System.Security.dll
  • Unity.Netcode.Runtime.dll from Lethal Company_Data/Managed
  • UnityEngine.UIModule.dll from Lethal Company_Data/Managed

build with dotnet. idk, i'm a c++ dev.

CHANGELOG

Changelog

v3.4.0 (Coppertiel Fork)

  • Rework 'assign random player' logic
    • Fix bug where Masked spawn from transformed players pick a random player
    • Reduces dependence on MoreCompany
  • Add workaround for invisible masked enemies

v3.3.0 (Coppertiel Fork)

  • Rework Zombie Apocalypse
  • Refactor config stuff
  • Add Landmine patches to trigger on Masked + option
  • Add Power Level options
  • Add Masked Health option

v3.2.0 (Coppertiel Fork)

  • v50 compatibility
  • Maybe fixed null meshrenderer bug, related to MoreCompany

v3.1.990 (Coppertiel Fork)

  • Fixed AdvancedCompany cosmetic compatibility (added 3.1.2 changes to fork)
  • Added "Dont Touch MaskedPlayerEnemy.mimickingPlayer" config for better compatibility with qwbarch-Mirage.
  • Bumped version number so the dll overrides the original

v0.1.0 (Coppertiel Fork)

  • Fixed runaway power levels

v3.1.0

  • Actually fixed Advanced Company

v3.0.0

  • Possible fix for advcom cosmetics
  • Show masked usernames added to config (off by default until more testing is done)
  • Reveal Masked Plugin option now hides the mask again when the player escapes the Masked

v2.4.1

  • Added GitHub link
  • Updated ReadMe

v2.4.0

  • Added MoreCompanyCosmetic support

v2.3.0

  • Added config option to hide mask until the Masked is about to attack

v2.2.1

  • Fixed typo in readme

v2.2.0

  • Different Masked now spawn with different skins. They no longer all wear the same skin

v2.1.0

  • Adjusted default spawn rates as the masked were spawning a tad too often on the small moons
  • Added a true vanilla spawn rate option to the config

v2.0.1

  • Added more detail to read me
  • Added Random Zombie Apocalypse Event Chance (turned off by default)

v2.0.0

  • Added Zombie Apocalypse Mode
  • Fixed a rare issue where the Masked did not spawn on all moons
  • Added config option to remove animation where Masked raises arms like a zombie

v1.1.0

  • Fixed issue where Masked was only unmasked for the host
  • Fixed issue where everyone saw different suits for the same masked

v1.0.3

  • Added the initial config file to edit the Masked spawn rates

v1.0.2

  • Readme update

v1.0.1

  • Initial release