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.
- 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.
If you have question, simply create a new discussion on GitHub. I'll respond as soon as I'm available.
For bugs, submit a new issue on GitHub. Please mention the bug report is specifically for Lethal Company
.
No, Mirage is a standalone mod. Installing both Mirage and Skinwalkers will result in Skinwalkers playing voices at the same time as Mirage.
If you want to use an older version, use Mirage v1.8.2
. You will need to ensure MirageCore
is uninstalled, and install BarchLib v1.0.2
instead.
If you have MirageCore
enabled when playing on v1.8.2
, the game will crash.
While v1.8.2
works fine as of today (10/10/2024), there are no guarantees it will work in future versions.
LethalSettings is used in Mirage to provide a simple to understand UI for personal preferences, where they're not synced for every player.
No other mod as of right now provides the functionality that I need, hence the dependency on it, as I will not define my own UI.
If you are completely allergic to LethalSettings, read the above section and switch to Mirage v1.8.2
instead, which does not depend on it.
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.
No. Mirage already applies the lag fix patch, since v1.0.16
.
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.
No. This was originally planned for the v2.0.0
update, but the update has been dropped due to time constraints and life priorities.
By default, yes. Each player can selectively choose to not hear monsters mimicking their voice by accessing the LethalSettings
mod settings for Mirage
.
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.
- 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 -
SpawnOnPlayerDeath
has been removed, and this mod covers that functionality, plus more! Use this if you want players to revive as a zombie. - LethalIntelligenceExperimental - Masked AI changes, as well as supporting walkie talkies with Mirage.
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.
- 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/
- 1DWalker - Huge contributor to the dropped 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 host a lot of experimental tests for Mirage. 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.
To stay up to date with the latest changes, click here to view the changelog.