Please disclose if any significant portion of your mod was created using AI tools by adding the 'AI Generated' category. Failing to do so may result in the mod being removed from Thunderstore.
EnemyInteractionsFix
Enemy Interactions 1.2.0 rebuilt for the current KillPlayer signature
| Date uploaded | 2 weeks ago |
| Version | 1.2.1 |
| Download link | Autumn-EnemyInteractionsFix-1.2.1.zip |
| Downloads | 168 |
| Dependency string | Autumn-EnemyInteractionsFix-1.2.1 |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2100README
Enemy Interactions (fix)
Unofficial fix build of Enemy Interactions 1.2.0 by Gemumoddo / Wet-Boys. All credit for the mod itself goes to them; this only repairs one hook that the latest game update broke.
Do not install this alongside Gemumoddo-EnemyInteractions. It uses the same plugin GUID (com.gemumoddo.enemyinteractions), so BepInEx will only load one of them.
What was broken
PlayerControllerB.KillPlayer gained a trailing bool setOverrideDropItems parameter. The mod's on-kill hook still declared the old six-argument signature, so MonoMod rejected it and the whole plugin failed during Awake:
InvalidOperationException: Parameter #0 of hook for Void KillPlayer(UnityEngine.Vector3, Boolean,
CauseOfDeath, Int32, UnityEngine.Vector3, Boolean) doesn't match, must be
GameNetcodeStuff.PlayerControllerB or related
Because it threw before any hook was registered, nothing in the mod ran — no on-kill emotes, no random enemy emotes.
What changed
Only EnemyKillHooks.OnKillPlayer: the orig delegate is now
Action<PlayerControllerB, Vector3, bool, CauseOfDeath, int, Vector3, bool>, the new parameter is
accepted, and it is passed straight through to orig. No behaviour changes.
Lmao
THIS DOES NOTHING WITHOUT MODS THAT ADD THEIR EMOTES TO THE LISTS (At the moment, the only two that I know of that do this are BadAssCompany and NekiyManEmotes)
Enemies can now emote randomly, that's all.
Working on adding more functionality in the future, but a more general AI handler will be required
Emote Devs
If any mod wants to add their own emotes to this, the current process is just
EmoteOptions.onKillEmotes.Add(new EnemyEmote("com.weliveinasociety.badasscompany__Default Dance", 30));
or
EmoteOptions.intermittentEmoteList.Add(new EnemyEmote("com.weliveinasociety.badasscompany__Gangnam Style", 1));
onKillEmotes will trigger when a player dies
intermittentEmoteList will be played on enemies every few minutes
EnemyEmotes have a string for the emote name and a float for the max time the emote will play (primarily used for looping emotes you only want to play for a few seconds)
CHANGELOG
-
Version 1.2.1: Updated the PlayerControllerB.KillPlayer hook for the added setOverrideDropItems parameter, which was making the mod fail to load.
-
Version 1.2.0: Big maintence patch by 狐萝卜呀(hu_luo_bo_ya) to prevent a bunch of errors from occuring.
-
Version 1.1.9: Made LethalConfig optional
-
Version 1.1.8: Added support for v60 enemy
-
Version 1.1.7: Fixed dead enemies emoting. Added option for enemies to need medic bags (requires BadAssCompany)
-
Version 1.1.6: Added support for interns mod
-
Version 1.1.5: Fixed most settings only applying to on-death emoting
-
Version 1.1.4: Added settings for enemies to v55 + modded enemies that are supported by EmotesAPI
-
Version 1.1.3: Updated to use new calls for v55
-
Version 1.1.2: Fixed issue where masked enemies would not randomly emote. Added options for the host to control which enemies can randomly emote. Note that this does not prevent said enemies from emoting in general, EmotesAPI still implements emotes fully. This only prevents EnemyInteractions from triggering enemy emotes.
-
Version 1.1.1: Fixed what has probably been a bug for over a month now where enemies wouldn't randomly emote. oops
-
Version 1.1.0: Added config options. Host has authority only since it wouldn't work otherwise. Made BadAssCompany a soft dependency. We only had it as a hard dependency to avoid people downloading this and nothing happening, but we realize now that it could force people to download badasscompany when they don't want it since other mods also add to this on their own.
-
Version 1.0.1: Fixed issue where if the on kill effects failed, you wouldn't die
-
Version 1.0.0: Initial Release