qwbarch-MirageExperimental icon

MirageExperimental

Experimental build of Mirage. Please report any issues you find on GitHub (or on the LC modding discord).

Last updated a week ago
Total downloads 18036
Total rating 2 
Categories
Dependency string qwbarch-MirageExperimental-0.0.84
Dependants 15 other packages depend on this package

This mod requires the following mods to function

qwbarch-MirageCore-1.0.3 icon
qwbarch-MirageCore

Core dependencies for Mirage.

Preferred version: 1.0.3

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.

Mod showcase

Features (all features listed below are configurable)

  • Every enemy can mimic the voice of any player currently in the game.
    • On spawn, each enemy chooses a player to always mimic the voice of.
    • Voices are synced to all players. This means everyone hears the same voice, the same words, at the same time.
    • Only masked enemies mimic voices by default, other enemies can be enabled via config.
  • Masked enemies use the mimicking player's suit and cosmetics.
  • Remove the mask from masked enemies.
  • Remove the arms-out animation from masked enemies.
  • Configuration is synced to all players (only the host's config is used).
  • Adjustable spawn chance for masked enemies.
    • Calculates the spawn weights for each moon internally.
    • Default is set to spawn masked enemies at 2% for each moon.
    • Note: Setting the spawn-rate to 25% basically guarantees a spawn per round.
  • Highly optimized for performance.

I have a question. How can I ask for help?

If you have question, simply create a new discussion on GitHub. I'll respond as soon as I'm available.

I found a bug. Where can I report it?

For bugs, submit a new issue on GitHub. Please mention the bug report is specifically for Lethal Company.

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 Skinwalkers playing voices at the same time as Mirage.

Does every player need the same configuration?

No. Only the host's config is used.

How do I select which enemies get to mimic voices?

You will need to first host a game to generate Mirage.Enemies.cfg. Note that you can only modify this config via your mod manager, and will not show up on LethalConfig.

Why is there a dependency on LethalSettings? I don't want to use it.

LethalSettings is used to provide what I want the intended user experience to be for adjusting per-player settings (values that are not synced by the host).
For those who still don't want to use it either way, LethalSettings is a soft dependency and can be safely disabled.

If you have LethalSettings disabled, you and your users will need to modify your per-player settings by editing the Mirage/settings.json file, located inside your Lethal Company directory (highly unrecommended to do this).

How do I access per-player settings?

Settings Settings

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.

Unless you use the nameplate, fading mask, or zombie apocalypse feature(s), you probably don't need it though, since Mirage covers the rest of the features already.

Do I need DissonanceLagFix installed?

No. Mirage already applies the lag fix patch, since v1.0.16.

Does this mod support cosmetics?

Yes, any mod that applies to masked enemies is 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?

No. This was originally planned for the v2.0.0 update, but the update has been dropped due to time constraints and life priorities.

What happened to the v2 (voice recognition + machine learning) update?

While 99% of the work has been done, 1DWalker and I have other life responsibilities to prioritize. We can no longer justify spending all of our time working on an unpaid passion project, and as such, have decided to drop the update altogether.
To anyone who was excited for the v2 update: I apologize for the disappointment, and I also thank you for all the support.

Recommended mods

  • MirageRevive - Provides the SpawnOnPlayerDeath mechanic from MirageLegacy.
  • StarlancerAIFix - Fixes the EnableEnemyMesh spam when masked enemies move to areas it shouldn't have access to.
  • GeneralImprovements - Optionally adds player nametags to masked enemies, disables radar spinning, etc.
  • Zombies - Alternative to MirageRevive, exploring much more on that type of mechanic.
  • NightOfTheLivingMimic - Can be used alongside MirageRevive for even more masked enemies coming from dead bodies.
  • LethalIntelligenceExperimental - Masked AI changes, as well as supporting walkie talkies with Mirage.

My other (unrelated) mods

  • AutoStart - A mod for developers. Helps you get into the game on multiple clients while also pulling the lever for you.
  • DriftwoodYeet - Yeet.

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.

Credits

  • 1DWalker - Huge thanks for all the hard work put towards the v2 update. While the v2 update will no longer be released, I still want to point out that the update would not have even been possible without his work towards the machine-learning part of the codebase.
  • IntegrityFate - Commissioned to create the new Mirage logo, putting his own spin on the design. You can find him here: https://integrityfate.com/

Acknowledgements

  • 1DWalker - Huge contributor to the scrapped v2 update, and is the main person I ran tests with throughout the entire development of Mirage.
  • RugbugRedfern - Mirage is heavily inspired by Skinwalkers. Thank you for creating one of the best mods in the game!
  • Evaisa and LordFireSpeed - For creating the amazing UnityNetcodePatcher, which this mod uses during its build process.
  • Lunxara - Helped test nearly all of the Mirage updates on stream. Check out her stream! https://www.twitch.tv/lunxara
  • TheDebbyCase - For the countless days spent helping me reproduce issues that other players were having, as well as explaining how spawn curves work.
  • Owen3H - For his synced configuration implementation, as well as bringing up issues with the approach taken from the modding wiki.
  • MartinEvans - Author of dissonance, for helping me out with voice activity related issues.
  • IAmBatby and BananaPuncher714 - For answering my spawn control related questions, regarding LethalLevelLoader and LethalQuantities.
  • Zaggy1024 - For pointing me towards setting up a debug build of the game, which is required for me to be able to run a performance profiler.
  • IAmBatby and mattymatty - For their help/implementation on getting rid of the audio spatializer warning log spam.
  • Lunxara, JacuJ, BBAPepsiMan, and JokerMan - For testing the final experimental update. I was only able to fix a lot of the subtle bugs they found because of their extensive testing.
  • Endoxicom - Helped test a lot of the v2 update's hardware requirements that I was trying to figure out at the time.
  • Vladiester - Helped test a lot of the experimental builds, as well as testing my Content Warning version of the mod.
  • Alecksword - For generously dedicating countless hours in voice chat with me to debug issues that I could not replicate on my own.
  • Winter Mantis and Myrin - For their help in testing experimental builds and providing consistent feedback on the Lethal Company modding Discord.
  • a glitched npc - For helping test many of the experimental builds on stream. Check out his stream! https://www.twitch.tv/a_glitched_npc
  • slayer6409 - For helping with profiling Mirage, providing feedback on performance issues.

Changelog

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