You are viewing a potentially older version of this package. View all versions.
qwbarch-Mirage-1.0.16 icon

Mirage

Synced voice mimicking for any enemy (all players hear the same voice). This is a standalone mod and does not require Skinwalkers to work.

Date uploaded 3 months ago
Version 1.0.16
Download link qwbarch-Mirage-1.0.16.zip
Downloads 104316
Dependency string qwbarch-Mirage-1.0.16

This mod requires the following mods to function

BepInEx-BepInExPack-5.4.2100 icon
BepInEx-BepInExPack

BepInEx pack for Mono Unity games. Preconfigured and ready to use.

Preferred version: 5.4.2100
Bobbie-UniTask-2.5.0 icon
Bobbie-UniTask

Provides an efficient allocation free async/await integration for Unity.

Preferred version: 2.5.0
Bobbie-NAudio-2.2.2 icon
Bobbie-NAudio

Audio and MIDI library for .NET

Preferred version: 2.2.2
qwbarch-BarchLib-1.0.0 icon
qwbarch-BarchLib

A collection of libraries and utility functions for my mods.

Preferred version: 1.0.0

README

Mirage

Mirage is a mod that gives any enemy the ability to mimic a player's voice (fully synced to all players).
This mod is required by the host and on all clients. Clients that do not have the mod will run into desynchronization issues.

Features

  • Mimic the voice of a player for any enemy (such as bracken, dress girl, modded enemies, etc)
    • Use the same player's voice every time it attempts to mimic their voice
    • Voice is synced to all players, where everyone hears the same voice
    • Only masked enemies mimic voices by default, other enemies can be enabled via config
  • Spawn a masked enemy on player death (like a player turning into a zombie)
    • Chance to spawn on death can be configured
    • Set this to 0 to disable the feature
    • Can be configured to only spawn if the dying player is alone
  • Masked enemies use the mimicking player's suit
  • Remove the mask off of masked enemy
  • Remove the arms out animation off of masked enemy
  • Remove the post-round credits penalty (configurable)
  • Configuration is synced to all players (only the host's config is used)

Discord

If you have questions, and/or want to stay up-to-date with the mod:

  1. Join the lethal company modding discord.
  2. Go to the mirage release thread and ask your equestion!
  3. Optional: If you'd like to see a sneakpeek on what's potentially coming in v2.0.0, click here.

Why do players who disconnect no longer get their voice mimicked?

Voices of each player are stored on the respective player's individual storage. Since the player is no longer connected, their client cannot send audio clips to other clients.

I have a suggestion for the mod, and/or have found a bug

Whether you have a suggestion or have a bug to report, please submit it as an issue here.

Frequently asked questions

Do I need Skinwalkers for this mod to work?

No, Mirage is a standalone mod. Installing both Mirage and Skinwalkers will result in some voice clips to be unsynced.

Can I use MaskedEnemyOverhaul with this mod?

MaskedEnemyOverhaul will cause the masked enemy's suit and mimicking voice to not match.
Use MaskedEnemyOverhaulFork instead, with the Dont Touch MaskedPlayerEnemy.mimickingPlayer configuration set to true.

Do I need DissonanceLagFix installed?

No. Mirage now applies the lag fix patch as of v1.0.16.

Does this mod support cosmetics?

Yes, any mod that applies to masked enemies should be compatible with Mirage.
If the cosmetic mod you use does not support masked enemies, you will need to request the mod author to support it.

Does this mod use voice recognition and/or AI?

Not currently, but it is currently a work in progress and will eventually come in v2.0.0.

Can I hear my own voice from voice mimics?

By default, yes. You can configure to not be able to hear them while alive, and resume being able to hear them while spectating.

Recommended mods

  • LCMaskedFix - Fixes vanilla issues with masked enemies.
  • FixRPCLag - Another lag fix mod that you should have.
  • EnemyFix - Failsafe for when mod conflicts occur, enemies will still gracefully despawn.
  • GeneralImprovements - Quality of life, as well as the option to disable player name tags (to make it harder to spot masked enemies).
  • AdvancedCompany - Cosmetics, spawn control, and a ton of other features you'll probably want.

Can I reupload the mod to Thunderstore?

No, reuploading the mod to Thunderstore is not permitted. If you are creating a modpack, please use the official mod.
If you're making small changes for your friends, you will need to share the compiled .dll directly with them, and then import it locally.

Acknowledgements

Changelog

To stay up to date with the latest changes, click here to view the changelog.

CHANGELOG

Changelog

1.7.0

  • Added a config entry RecordWhileDead, that continues to record a player's voice while they're dead. Default value: false.
  • Fixed a bug that caused monsters to try to mimic disconnected players (resulting in no sound, since players must be connected in order to send their voices to others).

1.6.1

  • Added a config entry UseCustomSpawnCurve, that when enabled, changes masked enemies to spawn later in the day.
    • Requires EnableOverrideSpawnChance = true in order to work.
    • Credits: TheDebbyCase for explaining in-depth how spawn curves work.

1.6.0

  • Fixed a bug that caused player dead bodies to disappaer.

1.5.4

  • Temporarily reverted back to v1.5.2 due to a new bug introduced in v1.5.3.

1.5.3

  • Fixed a bug that caused player dead bodies to disappear.

1.5.2

  • Voice clips are no longer created when ToggleMute is toggled.

1.5.1

  • Audio spatializer warning logs are now hidden.
    • This is a vanilla bug that occured more often with Mirage, due to cloning audio sources used by the vanilla game.
    • This log does not provide any value when debugging issues, so I opted to hide them instead.
    • Thanks to IAmBatby and mattymatty for their help/implementation.

1.5.0

  • Fixed LocalPlayerVolume being accidentally synced. Each player can now control the volume of their mimicked voices, as originally intended.
  • Fixed a bug that caused the ghost girl to mimic voices even with EnableGhostGirl set to false.
  • Fixed a bug that caused the ghost girl to mimic voices at the wrong timings.
  • Recordings now also delete on game startup (previously only deleted when closing the game), while IgnoreRecordingsDeletion is set to false.
  • Changed the way masked enemies disable the arms-out animation to hopefully get rid of the rare issue of it having its arms-out when it's not supposed to.

1.4.0

  • Added a config entry for the new enemies (butler, butler bees, flower snake, old bird).
  • Removed debug logs that I previously left in by accident in v1.3.2.
  • Fixed a bug that caused modded enemies that extends from a vanilla enemy type to share its config entry.
  • Fixed a bug that potentially caused an out-of-bounds error if a player dc'd when an enemy tries to mimic a player.

1.3.2

  • Fixed a bug introduced in v1.3.0, where some players didn't have their recordings folder deleted upon closing the game.
  • Fixed a bug introduced in v1.3.1, where voice clips sometimes get repeated multiple times in a row.

1.3.1

  • Enemies mimicking a player now picks at a slightly less random way to avoid mimicking the same player multiple times in a row.
  • MuteLocalPlayerVoice is now set to false by default, due to users who are new to the mod being confused why they can't hear their mimicked voice.

1.3.0

Note: This update removes a couple config entries in favour of new ones. You can safely ignore any orphaned config entries.

  • Removed the config entry AlwaysMuteLocalPlayer in favour of LocalPlayerVolume.
  • Removed the config entry EnableNaturalSpawn as it only made sense to have in the past.
  • Added the config entry LocalPlayerVolume.
    • Allows you to adjust the playback volume for voice mimics of the local player.
    • Value must be between 0-1.
    • Default is set to 1.
    • This config entry is not synced to other players, as it's personal preference on what volume you want for your own "mimics".
  • Added the config entry EnableOverrideSpawnChance, which allows you to enable/disable the OverrideSpawnChance config.
    • Default is set to true.
    • If you want to use a different spawn control mod (such as LethalQuantities), simply set this to false.
  • Added the config entry OverrideSpawnChance, allowing you to control how often masked enemies should spawn.
    • Value must be between 0-100 (as it's a percentage).
    • Default is set to 15.
    • Not to be confused with spawn weights. This will internally calculate the spawn weights for each moon to fit the desired percentage.
    • This will overwrite the spawn weights set by LethalQuantities and LethalLevelLoader. If you want to use those mods for spawn control, set EnableOverrideSpawnChance to false.
    • Masked enemies spawn this way is capped at 2 (this counter is not shared with the SpawnOnPlayerDeath feature).
  • Mimicking voices should actually sound like real player voices now.
    • This was previously attempted by imitating all the settings/filters that dissonance uses.
    • This is now replaced by using what dissonance uses internally.
  • Enemies that mimic non-player voices now adjust playback volume, if the mimicking player's volume has been adjusted.
  • Re-added support for LobbyCompatibility.
  • ImitationMode is now set to NoRepeat by default, to provide a better experience right out of the box.

1.2.1

  • Temporarily removed support for LobbyCompatibility. It currently has a bug that makes it a required dependency, causing Mirage to error when starting/joining a lobby, if you don't have it installed.

1.2.0

  • Add support for LobbyCompatibility
    • Compatibility level is set to minor version. E.g. any 1.2.X lobby is compatible with any other 1.2.X version of Mirage.
    • This only applies to v1.2.X and forward, as I did not follow proper versioning in the 1.0.X versions.
  • Fixed issues of players not being able to hear voices mimicking them at times.

1.1.1

  • Add configuration option ImitateMode to change how a recording is picked.
    • Set this to Random to keep the current behaviour (recordings are picked completely random).
    • Set this to NoRepeat to avoid repeating the same recording (this can still happen when not many recordings exist). Here is how it works:
      • A pool of recordings is filled.
      • A recording is randomly picked, and then removed from the pool.
      • When pool becomes empty, it becomes filled again.
  • SpawnOnPlayerDeath no longer spawns an enemy if the player is not on a navmesh.
    • Previously, this was band-aid fixed by preventing a spawn if the player died by gravity.
    • CauseOfDeath: Gravity no longer prevents the masked enemy from spawning, meaning ladders can spawn them properly now.
    • Note: Many areas throughout the map such as standing on top of a railing is detected as a missing navmesh. Such areas will prevent SpawnOnPlayerDeath from spawning a masked enemy.

1.1.0

  • Rewrote the config syncing logic. Thanks to Owen3H (author of CSync) for their config syncing implementation.
  • DeleteRecordingsPerRound has been slightly reworked.
    • Setting this to true is unchanged (recordings get deleted after the lever is pulled, per round).
    • Setting this to false now only deletes when closing the game.
    • Default value is now set to false.
  • MuteLocalPlayerVoice is now set to true as the default.
  • EnablePenalty is now set to true as the default.
    • To clarify, setting this to true is the vanilla behaviour.
    • This will likely be removed in a future update, as it's a relic of the past back when Mirage had different goals.

1.0.16

  • Fixed a bug that caused the ship teleporter to not work if SpawnOnPlayerDeath spawned a masked enemy
  • DissonanceLagFix is no longer needed when using Mirage
  • Modify configuration descriptions to hopefully be easier to understand
  • Modify configuration default values

1.0.15

  • Fixed a mod conflict issue that caused enemies to not despawn properly
  • SpawnOnPlayerDeath no longer spawns an enemy when CauseOfDeath = Gravity (this means dying to fall damage, and I believe dying to the ladder as well)
    • This was originally done by jarylc, but I tried alternatives to avoid having the mechanic completely ignore dying to gravity
    • This is probably the best band-aid fix for now for avoiding log spam when a masked enemy spawns inside a pit

Huge thanks to TheDebbyCase for their immense effort on bug-testing and figuring out a way to reproduce errors that others have been experiencing. Thanks to dinogolfer from TMLC for figuring out why non-masked enemies weren't despawning as well, which helped me understand why this mod conflict was even happening.

1.0.14

  • Fixed a bug where some enemies types didn't mimic voices
  • Add configuration option to always mute the mimicking voice of a local player
    • Set AlwaysMuteLocalPlayer to true to never hear your voice at all (even while dead)
    • This ignores the MuteLocalPlayerVoice value if enabled
    • This value is not synced to all clients, as it's an optional feature for those who don't want to hear their own voice

1.0.13

  • AdvancedCompany cosmetics now properly apply on hosts (previously only applied on non-hosts)
  • Fixed a bug that caused MuteLocalPlayerVoice to get ignored

1.0.12

  • Mimicked voices should now sound a lot more like an actual player's voice (changed audio filters)
  • SpawnOnPlayerDeath no longer spams an error if a player falls into the void
  • Masked enemies no longer mimic voices if it was spawned after a player falls into the void

1.0.11

  • Hotfix: Revert the crossed-out change from v1.0.10, which caused non-host players to not hear any voices

1.0.10

  • Fixed dress girl issues
    • Mimicking voice is now muted while the dress girl is invisible
    • In singleplayer, dress girl will always mimic the local player's voice
    • In multiplayer, dress girl will always mimic the non-local player's voice
  • Bees no longer mimic voices when EnableModdedEnemies is enabled.
  • Add configuration option to mimic voices for locust swarms
  • Fixed navmesh error spam when an enemy tries to calculate its path
  • Recordings deletion can now be ignored (not synced to all players)

1.0.9

  • Ship camera now spectates the correct masked enemy
  • Recording deletion can now be configured in two ways:
    • DeleteRecordingsPerRound = true to delete recordings per-round
    • DeleteRecordingsPerRound = false to delete recordings per-game
  • Recordings now automatically delete upon closing the game

1.0.8

  • Fixed a bug where voice filters weren't being applied, causing mimicked voices to behave unpredictably
  • Fixed a bug where SpawnOnPlayerDeath could spawn two masked enemies in certain scenarios

1.0.7

  • Hotfix: If the local player's mimicking voice is muted, it now becomes unmuted when the player is dead

1.0.6

Thanks to jarylc for the initial fixes for masked enemy spawns.

  • Rewrite masked enemy spawn and mimicking logic
    • This is less invasive now and should conflict with other mods less often
    • Fixed a bug where naturally spawned masked enemies weren't synced properly
  • Fixed a bug where players not haunted by the ghost girl could hear the mimicking voice.
  • Add configuration option to only spawn player on death, when the dying player is alone
  • Add configuration option to mute the mimicking voice when mimicking the local player
  • Add configuration option to adjust voice mimicking delay for non-masked enemies
  • Add configuration option to mimic voices on modded enemies

1.0.5

  • Use audio filters to sound more like vanilla voices
  • Mimicked voices on the outside can no longer be heard from inside the facility (and vice-versa)
  • Masked enemies no longer mimic voices while hiding on the ship

1.0.4

  • Support voice mimicking on all vanilla enemies.
  • Add configuration option for mask texture and arms-out animation (for masked enemies).
  • Dead enemies no longer mimic voices.

1.0.3

  • Support voice activity.

1.0.2

  • Bundled all dependencies I control into a single core lib (users now pull less packages).

1.0.1

  • Spawn on player death is now configurable.
  • Naturally spawned masked enemies now mimic a player at random.
  • Dependencies are now separated into its own packages.

1.0.0

  • Initial release.