MaskFixes
Fixes several problems with mask items and masked enemies.
About this mod Author’s original text
Mask Fixes
Fixes a bunch of small issues with mask items and "masked" enemies.
I recommend pairing this with Enemy Sound Fixes to (optionally) adjust their footstep volume to match real players.
List of Changes
Reduced lag spike from Masked upon spawning in mineshafts
- Whenever a Masked spawns, its AI would call an expensive search function (to find the mineshaft's elevator script)
- This search is unnecessary because there is a global variable already pointing to the elevator.
- Now Masked AI references that global variable.
Fixed buggy roaming behavior from Masked AI
- Roaming Masked have a tendency to get stuck going in/out of the entrance on the surface every ~3 seconds.
- In mineshafts, roaming Masked also have trouble using the elevators, and will sometimes get stuck in a loop going up and down nonstop.
- Both of these behaviors have been fixed. Masked will now consistently wander outside the building, and wander inside mineshafts without issues.
- My patch can be disabled in the config, since it will likely conflict with any other mods that change Masked AI
- The patch is auto-disabled when SmartEnemyPathfinding is installed, which has better support for modded interiors/moons
Fixed player conversion by Masked attacks
- In vanilla, mimics that are spawned by Masked vomiting onto players do not synchronize correctly in multiplayer.
- The host will see the new mimic wearing that player's suit, while all other players will see the default orange suit.
- Only the host will be able to watch the new mimic on the cameras. All other players will see the killed player disappear from radar.
- If the player was killed outside, the new mimic will be unable to attack anybody except the host. This issue only disappears once the mimic enters the building.
- All of these issues have been fixed.
- As a side effect, this will also make players drop their items when they get converted - but this is more consistent with the behavior from wearing mask items
Fixed incomplete appearance of costumes
- When a player wearing the bunny or bee suit is converted into a Masked, its suit would be missing "attachments" like the bunny ears or bee antennae.
- Masked always wore the "Intern" badge on their suit, regardless of the rank of the player they were mimicking.
- This also applies to the "V.I.P. Employee" badge, but as of v81 this is currently being displayed on all players.
- If the player they copied was covered in blood decals (from taking damage), those would not appear on the Masked.
- On challenge moons where the orange suit is unavailable, natural Masked still always spawn wearing it.
- There is also a bug that would sometimes cause Masked to turn invisible and spam errors in console.
- I'm not sure if this is specifically a vanilla bug, or something related to a mod like More Company (with the cosmetics)
- All of the above has been fixed.
Restored the "blood spillage" effect from v45-49
- When a Masked grabs a player, it "converts" them by vomiting blood into their face.
- Before v50, there was a visual effect during this animation that showed blood spilling into your helmet.
- This was removed in vanilla because (presumably) it had a tendency to get stuck on your screen forever, if you were rescued from the Masked before death.
- This has been fixed.
Fixed all instances of masks using wrong assets
- When Comedy gets stuck to your face, it would transform into a Tragedy mask.
- Tragedy masks worn by players used Comedy's textures, which noticeably misalign with the mesh.
- Tragedy Masked were intended to cry like the item does, but they were silent in vanilla due to a networking bug.
Fixed some problems with Masked after death
- Masked no longer spin on the radar, becoming stationary like all other enemies.
- Masked no longer laugh or cry after being killed.
- This is somewhat subjective, but masks are silent if attached to a player corpse (such as when putting a mask on at Gordion), and this makes them more cons
Install & use Install: BepInEx plugin
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.
Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file.
Install these first, or the mod will not work: