#Lethal Creature
1958 messages · Page 2 of 2 (latest)
@candid pumice After some more testing, and me figuring out how to publish things on the thunder store, yeah, I should be posting it soon
This is a pretty incredible bug, glad they figured it out!
Also, not sure if you've experienced this, but using the newest version of More Company, it breaks my kobold mod, so I assume it breaks the Lethal Creature one as well
More Company 1.4 adds cosmetics which don't play well with the custom model
do I just drag into bepinex?
Into the plugins folder. Though unless your facing the same issue as no1 was, you don't need that version for now
i was as well expierincing the issue, lol. so this is fine right?
in the plugins folder to be specific
@tribal marlin I believe I fixed the texture flicker
The issue is the current InitModels function will spawn additional meshes ontop of eachother everytime a player dies and respawns
Adding an additional IF statement to check if the mesh component has already been spawned will fix it
{
var localPlayer = GameNetworkManager.Instance.localPlayerController;
Debug.Log(localPlayer.gameObject.name);
var players = UnityEngine.Object.FindObjectsOfType<PlayerControllerB>();
foreach (var player in players)
{
if (player == localPlayer)
{
}
else
{
var Kobold = player.gameObject.GetComponentsInChildren<SkinnedMeshRenderer>().ToList().Find(x => x.name.Contains("LethalKobold"));
if (Kobold != null) continue;
player.gameObject.AddComponent<LethalKobold.KoboldController>();
}
}
} ```
You would just need to replace "LethalKobold" with "body" for yours
Might not be the most efficient way, but I tried the whole day looking for ways to get it to work and this is the only one I found 🤣
updated my api and i think it broke it
yeah the 1.4 api breaks my mod as well
Ah right, the updated api got pushed out
I gave this a try earlier but I keep getting errors
\PlayerObjects.cs(27,101,27,107): error CS1061: 'SkinnedMeshRenderer[]' does not contain a definition for 'ToList' and no accessible extension method 'ToList' accepting a first argument of type 'SkinnedMeshRenderer[]' could be found (are you missing a using directive or an assembly reference?)
Are you having problem with the new api?
Oh nah, the api itself is fine
thunderstore on the other hand seems to be getting snagged on something with the zip file
Thunderstores upload doesn't seem to be working for me right now, so here's the zip directly
It just keeps getting stuck around here
And then after sitting there for a minute it goes poof
I think I've heard some other people complain about the tstore this morning, think its a bit on the fritz
Honestly I thought they WERE skaven and got so happy till I saw the tail docked lol
Captive skaven that are farmed inhabit one of the planets the moons circle and having their tail docked is part of their indoctrination coming of age ceremony before venturing off into space to salvage treasure hunt for quota precious shinies, never to be heard from again
💀 yeah skaven is like my favorite race from any media ever tbh
@tribal marlin hey can I ask you how you make your assetbundle? I'm having a problem where other people who join after, or people who respawn would be invisible
I've been testing out my mod and this only happens when I load my hazmatnardo.fbx instead of your lethalcreature.fbx
Did you make any changes in the code, or just roughly pieced together the bundle based on errors bepinex gave ya?
Here's all the files in my assetbundle
I did make some changes to a few names in the past two updates
Thanks, I did change the code, but I think I might have found my solution
if only I named my mesh Body
public static void DisablePlayerModel(ref PlayerControllerB __instance, GameObject playerObject)
{
var localPlayer = GameNetworkManager.Instance.localPlayerController;
if (playerObject == localPlayer) return;
playerObject.gameObject.GetComponentInChildren<LODGroup>().enabled = false;
var meshes = playerObject.gameObject.GetComponentsInChildren<SkinnedMeshRenderer>();
foreach (var LODmesh in meshes)
{
if (LODmesh.name == "Body") continue; //I think this disable every mesh except body
LODmesh.enabled = false;
}
}
Ah, maybe that might have an effect then
Made some little notes of your own too I see
I'll give renaming a try
zoomy said this line here apparently is what stops our own model from being changed to the modded one
if (playerObject == localPlayer) return;
But I tried marking it out, and even changing those two false spots near it to true
and there didn't seem to be any effect at all
hmm yeah I saw you asking about this. I'll see what I can try
The whole code could probably use more sprucing up or even a bit more of an overhaul but not really sure who to ask
uh funny question, when do we get to see ourself
Your own hands, your shadow, and that little camera above the radar
Well it is still technically one of the ways to see yourself. I wish the code had included something for that too but I recall zoomy mentioned leaving it out cause of how massive and oversized that amongus model was when scaled up
And they did mention at one point not having interest in expanding on it much more either, so I don't wanna bother em with it too much
Which is also unfortunate cause they're kind of the only one that made player model replacement mod that I know of
And all the rest of us have just been building off from it
Yeah, this got me hung up for like day
I had the same problem with my model, and yeah, that disable function hides everything other than the name of the mesh, so either you name your mesh "body" or you rename that to whatever your mesh is
Hmm, it should just be a part of the Unity API
Your error says 'SkinnedMeshRenderer[]' right?
player.gameObject.GetComponentsInChildren<SkinnedMeshRenderer>().ToList().Find(x => x.name.Contains("LethalKobold"));
Is it one of these, or would i need to add that to the list?
This doesnt have the brackets in the type
try removing the brackets?
That's what my PlayerObjects.cs has in it
I don't think I had any brackets there, I just copy and pasted what you posted
Can you show what you've got?
public static void InitModels()
{
var localPlayer = GameNetworkManager.Instance.localPlayerController;
Debug.Log(localPlayer.gameObject.name);
var players = UnityEngine.Object.FindObjectsOfType<PlayerControllerB>();
foreach (var player in players)
{
if (player == localPlayer)
{
}
else
{
var Creature = player.gameObject.GetComponentsInChildren<SkinnedMeshRenderer>().ToList().Find(x => x.name.Contains("Body"));
if (player != null) continue;
player.gameObject.AddComponent<LethalCreature.CreatureController>();
}
}
}```
Looks like system.linq was the missing key
Oh, nice
So how did ya even notice the duplication error happening?
I don't think I've heard anyone else bring it up, nor have I noticed it myself yet
I knew it was happening due to the flickering, as that type of thing only happens when two models are directly on top of eachother
And so then I looked at the log while testing, and saw that the debug for the suits texture case you added was showing multiple meshes
And it kept adding one each time a player respawned
Not to mention, atleast for me, other player's suits would revert to the default orange skin on the other players screen
@stoic geyser That debug ya added seems to have come handy!
so I knew that a new model was being instanitated with the default skin
Well can thank 753 for that debug, they're the one that made the outfit code
It certainly also reinforces their thoughts that the code is in heavy need of an overhaul aha
so this was what your questions was about Hyst haha
Haha, yeah
Ello again Hugo!
did it work out? I know LCM gave some insight as well, and hey hey
I tried your method, but am really unfamiliar with how unity handles its components and things, so I wasn't able to get it to work, and after trying a bunch of more random things, I found a lonely forum post with someone that had the same issue as me for another project of theirs
So I used their line of code and it actually worked 🤣
Oh also I did spot those funny little cosmetics, even ended up seeing em first hand from another group of friends using MC.
They didn't seem to have any trouble with my mod beyond just poorly fitting
I do a bunch of mesh and material stuff for Valheim, so I can shed whatever help I can but sounds like you found some code that helps
Interesting, for me, it straight up doesn't allow me to join a game, just says "error has occured"
But I can try to look into it again
Atleast here we don't gotta worry about a dozen different pieces of armor with various stats

haha yeah, I'm not a fan of how ItemDrop was made
I don't need food stats for my sword 😠
Though I do wish this code was set up to work with a prefab instead of splicing all the bits and pieces together through code
But from what I recall zoomy mentioning, the way the player character for the game is set up is strange
if you want we could probably made something that function where you just toss it some textures and it does the above behind the scenes I did that with my PrefabFixer
yeah looking at the player character it's a bit funky
Yeah, so with my limited knowledge the code could of ended up this way because of that
So I can't really fault zoomy for that
Funky stuff for a funky game 🤣
do you have a git for it? You can add me as a collaborator and maybe later we can pow-wow and get something setup for you, at least if make adding new suits easier
From what I've seen others mention here and there while trying to pick apart the game files, it seems Zeeker has some rather eccentric ways of coding and piecing together assets for their games
still better than me, I don't even have 1 game to my name yet haha
Oh for sure
We can critize and huff and puff all we want, but they made a game, and we haven't
true tho
but it's still interesting to see, it's like "how not to do X" sort of deal
I use funny blueprint spaghetti for my games 😏
They made a very popular and profitable game and we haven't
and ergo there is "how to do y right"
I wanna collab, and make dergs
Actually... it is kind of funny now that I think about it
this is like the second time now I've gotten into modding a low polyish indie game that just skyrocketed into millions of sales
I feel most of it is luck to be honest. I'm glad they struck it good, but there is also so many hidden gems that will never get the same
Yeah, it's all luck and chance with these sort of things I feel
Indeed, it is always unfortunate so many just never see a chance at breaking out
But glad his game made it
like during Covid like Fall Guys and Amougus got hella up there, and LC sort of falls into a mix of the 2
In LC's case, I thin kthe main thing that helped is it's absurdly memeable
and it just exploded thanks to creators
I just hope he can keep it up, and not "ruin" the game
sounds like I'm being cynical but I'm not, he lucked out, and I'm glad he is now successful
it's like the dream we can all hope for
I would say it's due to it's cinematic nature, and it's variety in enemy behavior that makes the gameplay actually fun similar to OG SCP Containment breach
Eh, Zeekers game in the end, but I do worry too with them being a solo dev suddenly having this massive fanbase fall into their lap so soon after release
Oh yeah, same - it's awesome a one guy game that's priced fairly and fun is so popular
To me it's basically phasmophobia 2
I think the enemy variety, for a EA game is actually really good
Same type of game and same type of hype
Yeah except I hate how lazy phasmophobia is
it def contributed it to being more enjoyable instead of like most games where it's like 1-4 mobs
I often wish phasmo was more bold
and like fleshed out the whole ghost hunting theme more
which for a solo dev is actually commendable
like maybe could be three different phases
I remember opening the ghost book in the game, seeing that all of the ghost types had specific behaviors and weaknesses, getting excited, and then immediately being disappointed that all of that is just fake flavor text that doesn't actually affect gameplay at all
First phase would be taking the role of that mystery team that learns what house is haunted, the name of the ghost, and how it responds to groups or solo players
Then the VR version would just have a ton of bugs normally lol
Second phase would be phasmo as it exists now
And third phase would be full on ghost hunting exorcism kind of thing
Will be interesting to see where LC goes from here
but yeah I'mma go lurk elsewhere for a bit, if you want to collab on some code Hyena, toss me a DM. I remember doing verbose stuff like that over and over, and just caved and made my own system, it's still a bit more long hand, but it's shorter now
Hyena did you ever figure out the custom suits implementation?
Same, I hope they develop more stuff to the game, there's a ton of great ideas modders have here that would be excellent if added in a formal capacity
Yeah, 753 helped make some code for it a few nights ago
@drifting mulch https://github.com/DarnHyena/LethalCreatures
Nice, now the next question is, would it be possible to combine multiple of the creature mods (I saw some cool ones posted in here) or is it hardcoded to replace all character models?
I think the code would need an overhaul first to determine the possibility of that
I'm not certain the code as it exists now would work with multiple models
could do it via "suits" and maybe have a clientside setting for like Hyena, Cat, Dog, fish, etc
and then if they pick suit 1 it adds an offset to the index?
thought so, if it is possible in the future that'd be a dope evolution of the mod where special suits added onto the rack will actually change the model as well
green suit is different for each player based on what animal they want to be
well "different" it's just the greensuit index for said race
Technically, it should be possible, since you can add multiple mesh components ontop of eachother
Since we were doing it accidently up until now 🤣
But would the other players see it?
if they were all registerd yes
So we would just need to setup a system to enable a model on suit switch
or whatever we wanted
Ah yeah true, I guess more of a worry of how spaghetitted the current code would end up if we tried
Oh yeah of course
just patch into the pick suit, and once they "update" so like Hyena it's be suit 2, but for dog it'd be 2+6 (8) for a green suit dog
Just saying it should be possible
Personally I would stil lwant the different suit colors to be an option aswell
idk I'd have to see what you, 753 cooked up
ALONG with the option to have different models
yeah that's what I'm saying,, all the models are added, you just need to make a greensuit for all of them
and then client side they pick their race, and it's an offset
Ah, kk
so everyone "has" all the races, just when they are given their suit ID it shuffles itt to the right one for them
And here's the code 753 did for the suit toggles
[HarmonyPatch(typeof(UnlockableSuit))]
internal class UnlockableSuitPatch
{
[HarmonyPatch("SwitchSuitForPlayer")]
[HarmonyPrefix]
static void SwitchSuitForPlayerPatch(PlayerControllerB player, int suitID, bool playAudio = true)
{
Texture tex;
switch (suitID)
{
case 0:
tex = LethalCreature.CreatureController.TexBase01;
break;
case 1:
tex = LethalCreature.CreatureController.TexBase02;
break;
case 2:
tex = LethalCreature.CreatureController.TexBase03;
break;
case 3:
tex = LethalCreature.CreatureController.TexBase04;
break;
default:
tex = LethalCreature.CreatureController.TexBase01;
break;
}
SkinnedMeshRenderer[] meshes = player.gameObject.GetComponentsInChildren<SkinnedMeshRenderer>();
Debug.Log("Looking for meshes...");
foreach (SkinnedMeshRenderer mesh in meshes)
{
Debug.Log("Found a mesh: " + mesh.name);
mesh.materials[0].SetTexture("_BaseColorMap", tex);
}
}
}```
looks like a great foundation, def can refactor it
But 753 also expressed the sentiment that the code probably needs an overhaul, and this was kind of a "quick fix" at the time
And yeah it's on the git
yeah I can see that, this isn't judging, this is "code that works"
great foundation
Wait till ya see the main pillar of the code that makes the model swap works
The bone and IK section
yeah the IK stuff is new to me
but shouldn't need to touch it? Unless different races are bigger/smaller
From what I recall zoomy said, the impression I got is the player itself is only a capsule with the player model kind of just puppeted to it
valheim is the same, you're a bean, with just a animated puppet, IK makes that more so
Well I more so meant like
usually the player model is kind of the base of it
with al lthe player stuff built ontop
But it sounded like it's the otherway around for LC
I ought to get around to ripping the game to see for myself
I mean that's generally how it's done, Player controller and collision (or just the controller) is top level, then sub children have the mesh and other effects. Honestly up to the dev
So when might ya be free to help give this code a look over?
maybe a few hours? its' 3:30 and I'm done work at 5pm, I just don't have time to really dig into stuff while watching things run
kk!
Also I had made a little wishlist of sorts at the original post
Outfit Support. ✓
Ragdolls
First person model
Bonus Wishlist
More Suits compatibility
Multiple model options
Bone physics```
I feel it's pretty modest
First section is more tangible goals
And the "bonus" are more future "if possible" goals
More Suits is another mod that lets people add in their own custom textures
And I think it'd be rad to have that for my mod too
Though it'll probably have to be it's own built in thing
could be doable. would have to get a secondary model done up. Also might need to ensure suits for the races are unwrapped the same. Like say a Dog race has a beer gut, but they can all use the same suit texture
That shouldn't be too difficult to do
in that case we could make the code more dynamic, like it registers a green variant for all of them ,it's just the model that changes
idk why I say we haha you and 753 invested more into this than me
I don't know how many different models I might do, but the second one I had in mind to do was maybe like a kobold like shape
Which would basically just be taking off the ears, and giving them a thicker meatier tail
yeah different models shouldn't be an issue
Another option would to give em a longer tapered tail since a lot of folks like to think of em as skaven but eh..
nothing wrong with a ratman
I want to see if it'd be possible to have bone physics first
It's easier to get away with a stiff tail when it's short and stubby
but it stands out more when it's longer
I haven't had much luck but could attach a sub-child for tails, and give them a basic bone structure with joints
the physics stuff hasn't really worked out for me 😛
Well, awhile back I tried to see if I could get physics to work in valheim through my mod
though sadly I didn't have any success, with a rather amusing result
yeah same, ends up like flying everywhere, acts like they're colliding with something
But, this was the boen physics I tried to use
And the maker of it even tried to help directly
Even made some adjustments and updates to the code to make it more friendly to being used as a mod
Sadly I think we didn't have much luck because of my mod just being glorified armor
so couldn't really get any custom bones added ontop
But Nael felt pretty confident it might of worked if it wasn't for that limitation
Which is another reason I really want a new code base for my valheim mod to free me from the vanilla rig
I helped Snarling Fox with thier dragonid by spitting the wings to be a sub-object
so they can just override the player animations, and the wings watch the player state if they are flapping/gliding/idle
that was the only way to "add more bones"
Here's that funny effect it had when we tried
Basically in the character select menu, I just changed between one wearing a unaltered rig, and then one wearing a copy with the altered rig
lol explodes
But the altered one was just poof
yeah Unity is very... volitile trying to change the core armature/rig
I know it is possible to add bone physics in valheim
mods like that VRM one has it
and it worked with that other one named VPM [valheim player model]
VRM just overlays a new animated model over the player doesn't it? hiding the base one
Yeah
basically just an entirely different player model
Compared to mine that's just an overly elaborate suit of armor
VRM was pretty dope
Setting up the unity project to convert a model into a VRM model was hell
Do you know much about the netcode and player sync stuff in regards to valheim? @drifting mulch
Cause a friendo of mine has been trying to make a new base system but has run into a snag when it comes to syncing between players
But damn it was dope how it was compatible with a ton of different things
I recall you were among the more powerhouse modders among the community
most if it is controlled by the ZNET stuff that Irongate made, that normally syncs most of what you need
ZNetView syncs position and location, and also custom ZDO data, there is a ZSyncAnim for syncing animation states
Well, I'll be needing to do some catching up on my valheim mod again soon, but I was really hoping to migrate to this new system said friend is working on
depending on what they need they can just add ids/data to the ZDO and read that and sync it
anything else custom you might need your own RPCs
but it honestly depends on what you need, and how often it needs to be sync'd
By chance, they're also hanging about in the beasttribes server if you want to take a gander
Snarling made me a little channel for cackleheim on there heh
Yes bonus wishlist of Multiple Model Options Coexisting is a good future goal after everything else
Yeah, it could already be possible, but the current code might become spaghetti if we tried since it was only made one with model in mind
https://thunderstore.io/c/lethal-company/p/EliteMasterEric/WackyCosmetics/ Seems someone made their own standalone cosmetics like what more company did
@viral wasp Guess I got a new addition to my wishlist 
I was trying out this bit of code, and it seems like there's a mistake here. if (player != null) continue should be the previous var if (Creature != null)
Might be something to bring up to @ornate kite
nah hyst's is fine
Oh huh
check yours
I must of missed that then while adding in the code
The code was building though so I've got no clue what effect that had
it was checking if player != continue, It was skipping every player
yeah adjusted it to check if creature instead of player is !=null, componenet is now added, however now LC_API is compliaing about loading assets
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
LC_API.BundleAPI.BundleLoader.GetLoadedAsset[AssetType] (System.String itemPath) (at <8b8f000da7b442fcb33d65b0d2744834>:0)
CreatureModels.AssetHandler.TryLoadAssets () (at <ca5178f3af114c2dbb18d16bfb11a829>:0)
CreatureModels.LethalCreature+CreatureController.Start () (at <ca5178f3af114c2dbb18d16bfb11a829>:0)
TexBase01 = LC_API.BundleAPI.BundleLoader.GetLoadedAsset<Texture>("assets/textures/lcred.png");
issue was HideManagerGameObject = true for bepinex, seems LC_API uses the OnDestroy route
Are those mf TF2 hats already??? Lmfao
Just now responding because I’ve had the lovely luxury and experience of having food poisoning since like 3PM 
oof
https://fxtwitter.com/DawrkL/status/1728984932930998472
https://fxtwitter.com/lilimderg/status/1727246493193826734

yeen power
It's so wild to see so much fanart
Why you eat the bolts!
I'm getting this error with the new LC_api2.0.0. this might be an api problem?
Mod updated!
Ye
On a side branch atm
I'm gotta study it later
updated the mod recently, but the playermodels have gone invisible again!
bepinex config, do you have HideFromUnity = true? LC_API does not like that
h u h?
thats sounds like alien territory to me LOL
how would one fix that if it is so?
yes it is false
hmm.. what mod version you're using, and what lc_api version
ok, what versions
yeah, should be good? are you missing the asset bundle?
In r2modman can you click settings, Open Profile Folder, then navigate to BepInEx and grab the LogOutput.log from there
& post the file here
im sorry but whats r2modman?
same thing as thunderstore mod manager
^
just on github
The same steps should apply
here
just drag it into discord
nono i mean once i download r2modmanager- does that go just into plugins?
the zip itself
Oh, you don't need to install r2modman
oh!
Give me a second to get back to my computer and I'll take a screenshot
hmm, this says your LC-API is only on 1.5.0
try uninstalling LC-API and installing it again
fairly sure it's because the LC-API version is loading the bundle w/o unloading
updating should fix it
trying it now
hmm yeah, I've been helping with some upgrades, looks like it's still 1.0.2
for the main mod
yeah this is the issue
[Error : Unity Log] ArgumentException: The Object you want to instantiate is null.
Stack trace:
UnityEngine.Object.Instantiate[T] (T original) (at <e27997765c1848b09d8073e5d642717a>:0)
CreatureModels.LethalCreature+CreatureController.Start () (at <0449f2934e1740e5aab1517c683f28cc>:0)
O.o
maybe Hyena uploaded the wrong version
possibly but then wouldnt other people be having the issue then?
oh wait
is there supposed to be a config folder for lethalcreature specifically?
lc-api is still the wrong version
thats weird cuz i uninstalled and reinstalled it to latest
wait did they niot
when I had it v 1.4.0 showed as 1.0.0 in the log
checked the mod.dll with ILSpy it's all old code that uses LC_API, so it should work
oh, you're right
even if it's older LC_API since the mod (currently) isn't trying to load the bundle itself
still invisible unfortunately
hmm LH wiill have to check it out then
with the .dll I sent yeah, altho if you're using latest LC_API it shouldn't
So is that new LC_API thing breaking the bundle loading? Or is it because you made that other bundle loader, and they are conflicting?
well it should work with what's on TSIO now, as it's old code that makes use of LC_API, but it won't load the asset. And the new code can't access the bundle because LC_API has it open (doesn't unload the bundle with false (meaning don't unload assets that have been loaded)
so the new code I shared briefly for Lethal Karnthal is blocked by that
however Local Hyena was already doing a ton of tests and it was all green. So to be honest idk what happened
I bamboozled myself
Put the wrong dll in the zip
Should be working for real this time now

but the real question, will it work? 😛
Yes, I was using it just fine earlier
which is why I was confused initially about reports of it not working
Then I saw the date on the dll in the zip was from yesterday
I mistakenly put in a broken test version
it happens to the best of us
This is the LC API 2.0.0 problem
I see in the new branch you are also looking into loading different model with the suits
Yeah, still deciding on how to go about that
what's your idea atm
Well one idea Hugo had was to have some kind of like toggle to swap between different model shapes with the outfit rack still doing the different textures
And an idea I was thinking would be to split off the ears and tail, and have different models for that people can mix and match
Maaaybe even do the same for the gasmask for different face shapes
mm I see
maybe blendshape would reduce the need to split it into different meshes?
I probably would still need to do that if I wanted to add like a thicker tail for a kobold look
Shapkeys/Blendshapes is doable, however it's up to LocalHyena on the asset setup. Cause at that point it comes down to the code.
Am I disabling the player model (from Zoomy's code?) and only enabling one extra (Hyena, Kobold, Cat, etc)
Is something else taking care of accessories, or do I have to enable/disable/attach those as well?
Am I checking for some ID to set a Blendshape?
it's a very data driven (asset) approach, but will still need to know what is settled for the asset
Hey, we run into a weird issue, the host can't see Lethal Creature (we confirmed by switching who the host is), clients do see eachother as creatures and me as creature, but i dont see them as such
We do have a few yeah, i was actually gonna soon try and see if its any specific of those causing it
this would be the list
Ok so it seems "More Company" was the issue
probably due to the cosmetics thingy somewhow bullying the model loading but only for host?
Sadly MC breaks LAN so I wasn't able to test it locally, so I had just quickly joined a random public lobby for long enough to see it on others

Its specifically the host not being able to see
the clients all can see others having it even the host having it, but if you're the hose (in our case was me) i wastn able to see anyone with it
@drifting mulch think you could take a look into that?
is there a log?
cause with LAN tests seems to work?
but I can check, I just need something concrete to work off of
Uh, i could test it out later again and send a log if you tell me where i can find it
It seems to be some clash with more company on the hosts end
also its specifically online not lan
More company doesn't work with LAN for some reason
to be fair how the mod works LAN and Online shouldn't have a huge impact. But it's harder to test on my end, as I don't own multiple accounts or copy of the game either
Yeah same here
the patches will be the same for online or lan, so everything should work regardless of host or client
I know currently you can't see yourself as the new model (working on that)
This might be a dumb question but is this mod bugged with the multiplayer mods atm? I can't seem to see any other players with it on
If so I'll just play with 4 people until it's fixed
will have to see, I don't see how this could be an issue, because everything is setup, attached, and enabled/disabled on PlayerSpawnAnimation
and is harder to test for MoreCompany
as we don't have 5-6 testers on hand
oh, one other issue cuz we tried to play a little like that, is once the players died (i was host again), they became fully invisible outside of badge
but again, only happened when we had more company with the modpack
and only to the host (me)
which we confirmd was an issue with the host by changing who hosted
eitherway, i can test tommorow and send longs and all that tommorow as amma be off right now
Should be working with bigger lobby, but more company seems to be having an issue for the host
Ah okay, thanks for the heads up!
thanks for the fix
I would say the best way would be loading in everything model wise, and then enabling only the model type of the guy you want selected. And you could change your model at the terminal perhaps
Trying to use blendshapes for big model changes will be a chore
I do blend shapes for my 1 armor set for Valheim, it would be a chore but it def allows one to do more with a single mesh.
I was thinking of something like a local config (now LocalHyena is the real driver, so only my musing my opinions) this config is what animal you want to be.
Then when there is an RPC call, as you said it'd indicate what animal (model to show), and then the rest should be handled the same way. Like if changing suit color should just go as per usual and just change the texture the material is using
but as LH is the one doing the real heavy work, I'll just help code what I can to work with their design
Lethal Critter
At the moment I'm just doing different model shapes
Which do you feel would be easier to work with? @drifting mulch
Shapekeys or model swapping?
as i'm not too familar with syncing data for LC probably model swapping. but I think that will require the same work for syncing as well.
as for coding I've worked with both methods
syncing is probably just custom rpcs?
if I learn how to sync data, you can do either option or both
Shapekeys and More does both and even combos of it
Ah fancy. having the option for both would let me have more specialized shapekeys per model
But hmm, I still worry that route might drift hard into scope creep
yeah it could lead to taking more time to complete a new animal due to all the options (shapekeys)
if I get it coded just right, and you have a naming convention that can be followed, you should be able to just add more rather easy
I'm content to just doing like four ears and for tail options
technically five with no ears nor tail
since I've already like went circles around my own models, and redoing stuff, heck I have some unreleased stuff because I'm redoing my greatswords again haha
I know the struggle of "how should I do this"
but since I do code and my own models, It's bound to happen as I learn more on one side I have to redo the other haha
I do wonder though how we'll go about making them toggable too
My first thought would be maybe some simple hud with a pair of sliders
Doesn't need to be anything fancy
Though, that would also need some way for people to see what it looks like as well
I have no idea how to do the UI stuff, maybe someone around here would be able to help with that, if you want ingame menus to drive changes
Guess a config would be good enough for now
I imagine it'd be connecting back to one anyways to save those changes
if there's a UI menu, can just do the Camera + Render Texture option to view yourself
@tribal marlin Thank you for the hyena times

Bit of a silly question but how do you go from the source code to that single .dll you place in the plugins folder?
I'm smoothbrained when it comes to coding
You'll need visual studio
You'll also need to make sure the aseemblies are references to the right files
what the flip
what the scallop
How can I add these assemblies?
Right click on this spot
Then pick "Add references"
Then go to the browse section and look for the same files currently in the assembly list
Quad mode?!
AH I LOVR IT
I got the dependancies hooked up, what's the next step?
That's kind of it. You put the bepinex folder into the games base folder, toss the lethal creature folder into bepinex/plugins, and you're good to go
Oh really
I thought I had to do something to get those two other files 😄
the .dll and other one
Those are with the mods own zip file
But how do I turn the main folder to those two files you put in plugins?
Cause the way I think this works is I change whatever I need in main, then do something to get those two files
Or am I missing something?
They're in the folder
@tardy moth @desert oak @drifting mulch Someone made a model swap API thingamabob 
https://thunderstore.io/c/lethal-company/p/BunyaPineTree/ModelReplacementAPI/
https://thunderstore.io/c/lethal-company/p/BunyaPineTree/MikuModelReplacement/
They only seem to be in the other modding server though
If it's got cloth physics, I wonder if that means it's more prefab based than just sticking a fbx file into the code
They seem to believe it'll work with More Suits aswell
OK thanks I'll try this out
Oh welcome back!
But yeah the dll and assetbundle are in the zipfile, just buried all the way at the end of the folder chain
It's prefab based too \o/
Oh that's neat
Unfortunately the miku mod itself doesn't appear to be working for me in LAN mode
We are slowly approaching a VRM mod where everyone can have their own model easily
personally I'd rather it not be VRM specifically, but some kind of LC specific SDK setup like what people made for Bomb Rush Cyberfunk would be nice
the process for setting up a model as a vrm is just so weird
Yeah but I'm a vtuber fan so it makes more sense to me hehe
Since you gotta first set up the model, then build the model into a format the vrm process wants, and then build it again into the final vrm file
Seems the mod works online, but not in lan
The bone physics on the miku are absurdly buggy
This is probably not the best place to send it... but i wanned to show you the yeen bean, making avatars for me and my friends playing with the mod (but also made this basic colors version :D)
real yeen energy
Ooh lookin marvelous \o/

ah i see how it works
uses the same concept i originally tried which is just copying bone rotations
doesnt work great on armatures that differ too much from the normal model tho which is why I use IK
Yeah, they did mention that on the git too that it won't work very well with non humanoid like shapes
So sadly Mon's dog likely won't work with it
They got some code for dynamic bones too
VRM is nice, would open up using a ton of models
How can I generate these files for my model?
Do I have to put my model + armature in unity and export it somehow?
Yes, you'll need to make an assetbundle through Unity
The game is on version 2022.3.9f1
Hey, would it be possible to somehow make a mod to swap out the texture of lethal creature to a custom one, kinda like more suits but for lethal creature
I'm uncertain how easy it'd be to do, but I'd certainly love to have that as an option
That's be neat and yeah, i imagine it not being super easy, i know id spend like hours making suits for me and friends
How can I generate a .controller file?
Because once I build the asset bundle, a .controller doesnt appear
And the player model is invisible, I believe this explains why, but I'm not sure what it means:
You make it in Unity
It's a animation controller
Honestly you can just reuse the one I made, it's in the github files
The thing is there is no + in the code
I mean I assume this error is preventing the model from appearing
Because I am out of ideas😅
What part of the code is it in?
that plus is part of the object's.. uh "signature" I guess. Its just saying the object type is CreatureController from your LethalCreature assembly, I think. I would focus on other parts of the error
I'm not familiar with that error tho, sorry
I hard coded some extra suits, so it at least work with additional suits mod
PS. I use additional suits, but more suits should be the same.
but this can break easily if there's other mod that adds to the unlockables first
Hi, please tell me what could be the mistake? This happens when I log on to my server and then my game crashes. I reinstalled the game several times. I don't have any plugins except LC_API and BepInEx
what version of the lc_api is this?
This is last version, [LC_API 2.1.1]
hmm I'm not sure. you might want to go ask in #help-and-troubleshooting
The mod doesn't use the API anymore currently
I decided to retry making my own mod off of lethal creatures because my first attempt didnt work and it still doesn't work
Could someone tell me the steps I need to do to make my own mod?
I know I'm asking for a lot but I'm really desperate😭
My model is just the default player model with little things added to it, none of it affects the armature
I would start with grabbing the unity assets from the github
And swap out the FBX and textures with your own files
That part is clear to me
Does the fbx file have to be with the armature or just the mesh?
It needs to be a rigged model
I believe I'm doing something wrong in unity
You'll want to set it up as a humanoid rig too
When you have a model or texture/etc selected, look to the lower right corner here
And that'll be where you can make an assetbundle name
If you don't have the assetbundle browser, you can use this script to create one
Just right click anywhere and you'll see this option at the bottom of the list
OK so this I was doing correctly
good to know
What about the animator controller?
Do I just create it and assign it to the fbx I imported?
You include it in the assetbundle
So all this is supposed to be put in an assetbundle using that script in Editor right?
More or less yeah
But, if you're wanting to just plug it into the existing dll file, you'll need to match the names of mine
👀 oh nice
the gang (we were all violently dismembered and beheaded immediately after)
Anyone knows if creechur works with new update? 
Seems to still be working on my end
Thank! Will know what ill be doing later :3
So I've tried multiple times to replace the lethal creature with my own, but still didnt work with this error:
The model is just invisible
@tribal marlin would you mind if I sent a video of my process?
Maybe you'll find what mistake I'm making
Sure
Awesome thank you 🙂
I'll send it to you later today, kinda busy
I'm in no rush to make this, so you can watch it whenever you have time
kk
o no, poor yeen!
[Sound warning]
https://i.gyazo.com/5e4190bfaa8650dcc51d1392e829c0d6.mp4
Amazing! Love the jiggle physics on tail and ears, and the paws now moving is extra nice!
I do love this, the only reason why at the moment its not a go for me is it complete removes the hands and makes it into nubs. So any emote using "Fingers" like point and middle finger = Broke. If one day that changes. Im sold
I think the nubs add to the goofy cute vibe of the creechur myself
It does and it looks great! just very limited emotes specifically point and middle finger not working because of nubs takes away some of the fun
Ooo, thats kinda cool!
Do you plan to maybe add any more lethal creature suits?
Ye
First need to get color changing working again though
fair! I do definetly enjoy using the green myself but i know some others wouldnt mind more colors, sadly im not proficinet really with modding to kinda "hack in" suits myself
That's a really neat update! Really good work 👀
mortis
poor yeen
had to sactifice to show us the working ragdolls
is this planned to be made into a model you can swap in/out of like the dog mod?
Ye, the ModelReplacementAPI I've moved the model to has support for MoreSuits, so I can just connect my models to custom suits instead of the vanilla ones
would it be possible to make it so i could make my own suit mod specifically for more creatures?
Cuz id absolutely love to make a set of 4 or 5 suits for me and friends
I'd really love to have that too honestly, unsue how though
75 did mention this though when I asked them about custom model support earlier
Looking forward if it happens! :3
Altho no stressing and rush, default suits are still super fun to use, we pretty much dont play without the mod
that would be awesome
I wish to be a jiggly creature once more
this mod has some interesting fan art >_>
Hey, is there any ETA for the update with jiggle bones and all :3?
Not atm, but back home now and can keep working on it some more
You’re just using dynamicbones right
Nope, Jigglephysics
Infact, Nael even created a modified version of it to work with bepinex stuff
The bootleg dynamic bones might just be real
I’ve just been using the actual package
And this modelreplacement api has that modified version of Jigglephysics built right in now
I have never heard of these before because everyone just uses dynamicbones lol
I guess the free probably less feature version exists lol
JigglePhysics is it's own standalone thing
But since it's also free, it's much more ideal for using in mods
I know but I’m insinuating it’s probably not as good (not sure)
Get jiggy with it
But yeah it works pretty great
man he got laid out
damm lazy yeen
AYO ragdoll update!?~
UPDATED \o/
https://www.nexusmods.com/lethalcompany/mods/28
https://thunderstore.io/c/lethal-company/p/DarnHyena/LethalCreature/

Let's gooo! Thank you for your work on this, must have mod for us
That's so good!
Changing from creature model to default model seems to break the mesh (may be some incompatibility with another mod)
more than breaking the mesh, it actually seems to be loading a low quality LOD version of player model
What other mods do you got in use with it?
Test out any other ModelReplacementAPI based models to see if it happens with them too?
Any other ModelReplacementAPI based models have the same issue so i guess it's that mod's fault, either way i removed most of my mods to test it out and it still keeps happening with only: lethalcreature, moresuits, mirrordecor, lethallib, modelreplacementapi, mmhook
Ok it seems to be some incompatibility with mirrordecor. Seems to be a known issue with modelreplacementapi, forget i said anything lol
No worries!
Was this mod ever working at one point?
Also I love these guys what is this
Those 2 are different mods not made by the person who makes Lethal Creature, and would be best to test it out yourself if they do still work
Lethalkit always ends up not working, the model ends up as a t-pose right outside the ship on every moon
And I dunno what the other one is called
I wanted to find it
Oh hey, thank you :D
I fiddled with lethalkit a bit and yeah it just doesn't work
No probs, I showed that mod to someone a while ago so just had to check history, personally not using anything other than the yeen, just too good 
I like the yeens, but the proportions make them seem a bit too silly/cute for the environments they're going in, lol
I think it used ModelReplacementAPI as well, but it's had quite the overhaul over the past week, so likely might be the lethalkit is outdated now with the current version of the API
Ahhh you're right, thank you
is each color of the suit its own model (as in your plans for it) or can you choose both model and color of the suit?
The new one will have it's own set of textures
Oooo!
Thats even more exciting then, i hope the next one in plans if you do, is the smol yeen
i think lethal creature + toomanyanimations mod has a funny little bug (altho the animations work which is neat)
:)
you still plan on doing the tiny one? ANd overall looks great! Love the variety of yeens, best mod
Oh, the original was the tiny one in that one pic
The yeen gonna have a mohawk? Neat!
The guy in the middle is actually so sick though
https://www.twitch.tv/darnhyena Workin on creature textures a bit
oh damm, missed it cuz eeps
omg, them purple!
is that texture in the middle broken or intentional? x3
I've not made textures for the other two yet
So they're just borrowing from the original for now while I work through the kinks
ah fair! Still super cute to see the yeen variants!
https://i.gyazo.com/e83680e36f5dd927dcdfacb710889172.mp4
[Audio/Strobe warning]
my goodness
friend shaped
For anybody that wants to try it out. Still a WIP
3rdperson mod is optional, I just think it's fun to have
Sentry doesn't have any proper textures yet, so they still look rather scuffed
YEENS MUST NAP
does this interact properly with maskedenemyoverhaul and masked enemies in general?
masked don't get replaced
rip
Masked enemy overhaul? Not familiar with that mod
it's a mod that makes masked enemies indistinquishable from players, it copies player suits and can spawn without a mask
perilous objective: masked yeen that plays yeen cackles intermittently instead of the masked chuckles
that'd be funny and i do wanna use the mod really bad i just think my friends would be mad if i dropped skinwalkers to be a little gremlin instead
but i love the role choices that's such a good idea i honestly might just say f it
Why can't ya have both though?
bc if the unmasked enemy skinwalker is a player then its obvious that its not a real person bc we'd all be coyotes
hyenas sorry
Ah yeah
skinwalker has nothing to do with the masked enemies specifically FYI, that mod will have a variety of enemies use voice clips. Masked enemies are just like that as base vanilla assets, but they do very obviously stand out if you're using creechurs to scamper and scurry.
yeah you can use skinwalker and the masked enemy overhaul at the same time
woah, spooky bean!
bequeath this creature with a pumpkin and Cackles™️ bar
need to somehow manage masked yeenemies 🤔
Hey, Hyena! I love your creature mod. I was wondering if I could pick your brain a little bit about mapping cosmetics to both the default player model and a custom replaced model, if you've got time sometime?
Oh sure, what did ya have in mind?
Thank you so much! If you prefer to chat via DM, let me know - here's a quick summary of what I'm trying to do and why I think you can maybe point me in the right direction.
I'm working on two separate mods atm - a model replacement for the Lethal Company player model, and a cosmetics mod.
I'm trying to figure out if there's a good way to ensure the cosmetics I make look right on both the base player model and the replaced player model. I'm using swipez' Unity workflow for the cosmetics, and the Unity workflow for the model replacement API as well. Is there a good way to make sure a cosmetic is lined up on both models without needing two versions of the cosmetic?
Sadly I don't know if there's a method for the cosmetic stuff
I guess at best, probably a lot of back and forth eyeballing it to make sure they fit on the custom model
But BUnya, the maker of the modelreplacementAPI has talked of working on adding some kind of support for it in the SDK
Ah, got it - I had thought you had made some cosmetics for the creatures that looked right on both models somehow
I figured going back and forth was gonna be my best bet but was hoping there would be a good system for it lol
dubious little creechur...
friend-shaped
the 3rd one be like: You haven't unlocked this charactger yet
Gotta find the secret boss
O no, the yeen boss
boss fight music but the entire midi instrument library is just hyena noises
Does this mod use its own rig or the vanilla rig?
Has it's own
Seemed like it, just wasn't sure, that's cool though
So much customization!
cacklesquad
I love these lil guys
toe to tip: these are friends alright
Just about done and ready to go, but I'd like a bit of field testing to get some initial feedback before I push it out

oh nice owo
i love this one ♥
Ah ye, the Comms
initially named Navigator, but it was a bit too long in the text box
do they have a passive ability? like always has walkie-talkie capabilities
I think it's all purely aesthetic
I think that'd be cool. Sub-Classes that have 1 ability, and a downside. Like they're slower (or base weight is like 15lb)
That sounds like it would need to be a separate mod so people who just want fun outfits don't need to deal with that
Yeah I have a feeling it's all cosmetic but a add-on mod to work with them. I've been working with Hyena on and off
Yeah like 1) LethalCreatures for cosmetics, and then mod 2) requires 1) but gives additional stuff, so people don't need 2) if they find other mods do something better OR just don't like the idea
Like imagine the big boi has more loot slots, or weight reduction, but batteries drain faster Physically better, but suffers from technical disadvantages
will be my main character on lethal now uwu
That could be neat as it's own thing ye
Like maybe comms has a built in walkie, less health, but moves the fastest
Sentry maybe having an extra carry slot and more health but slowest
yeah just a little pro and con, not something massive, but it's a fun gimmick that if someone really likes to haul loot to the ship, or be the field comms guy
and then the base one is just default/ balanced (basically no pros or cons, just base player)
maybe even add a techboi, that can (with time) activate nearby doors/turrets/mines
and has longer battery times
built in "hacking device"
Maybe sentry could have a special slot that comes with a free shovel
yes Sentry has a 5th slot and its' reserved for "fist"
that too, or can just play the charge animation but sped up? lol
sucker punch
"charge item animation"
oh lol that one
but they are using IK with the model replacer? maybe it's possible to just package some animations and use an avatar to just make it so only the upperbody will get overriden and play a punch animation?
give em the 1,2
if not using a custom animation, just remove the override and follow the base game model+animations
well in theory
Inverse text to speech where the creatures replace voice audio with animal crossing hyena sounds and then subtitle what the person actually said
Standard
- Just the vanilla employee, no bells or whistles
- Functionally the fastest employee, best at running loot
Comms
- 5th slot "Micro-terminal" tool, can only input Signal Translations, Signal Booster commands and ID Code Triggers (for doors/sentries/mines)
- Scanning turrets and mines provides their ID code
- +15 lbs weights
Sentry
- 5th slot "Lead Pipe" weapon, functionally a shovel
- 150 HP
- +15 lbs weight
lol
from what I know about weight in vanilla, it's diminishing punishments
so like, 100lbs is not twice as bad as 50lbs
you could in theory make it so the comms creature has a more punishing curve
but Idk if that's possible to mod
so I just listed them as having +15 lbs by default, simplest solution
OH
it doesn't have to be brutal punishments, just something enough that balances their bonus.
You meant that as in like, they have that added to their default weight
like you really don't want the meta to be all Sentry or Comms
I thought it meant they can carry more weight before it slows em down
nah nah nah if anything that would be added to the vanilla employee
less health isn't toooo impactful when half the enemies in the game instakill you
Sentry gets more health, but slower
Comms get less health, but faster
Ah yeah true
more health? Meaningful for a fighter class
less health? kinda hurts but if you move faster then you can outrun things that would kill you
which is ideally what you're gonna do anyway
What other sort of con could there be instead of just slower though
Even if there's that half that can insta kill, there's still others that aren't instant death but still otherwise deadly if you don't high tail it out
"more visible" maybe
So, you'd have to be more alert if your thresold for smaller hits is lower
reduced jump height or stamina
Idk how the game handles when or how monsters see/target you
but if comms characters were easier to see and more likely to be the target, could be funnny
Oh less stamina could be fitting
less stamina is pretty clean
carrying around the radio gear while skidaddling wears ya out faster
would balance out being faster
like if Sentry has more health, less speed, but more stamina and weak jump height, makes them more ideal for dueling a problem
I don't think I'd touch jump height
but you might not want to be making questionable leaps of faith
Comms with less health (blobs, thumpers more dangerous) and less stamina means you don't want to be running everywhere
but you can run a distance if you need
Problem though is jumping is kind of a vital game mechanic considering the trench room type
buy a ladder for your thiccboi
Like, if the other 90% of the facility is on the other side of one of those, then sentry is just useless
there's tools in the game
ladder is a mid/later game tool
also note, when super overweight, you still can make those jumps
eh only testing can tell
it's the balancing or what to balance that's important to get some items down
Yeah but if the sentry already starts with a 15+ weight along with a gimped jump range that will be a bit of a double whammy
I'd just jot it down, and test it later
since this doesn't exist yet
you don't know it'll make it impossible
harder yes, impossible? without testing who knows
True, just trying to think of how different ideas would clash since that 15+ weight would already kind of gimp their jumping a bit
I think there's a lot of muscle memory surrounding jump height
like it just wouldn't feel good to have a lower jump
weight never affects jump height, just speed and stam drain
it still makes jumping the gap harder
weight affects the speed your stamina drains and your movement speed
just so we're clear
well not saying 50% jump height cut, there's tweaking
I just wouldn't touch it
everyone here acting like it's gonna be 90% reduction lol
nah cause like, if it's just 20% reduction, then it barely matters so why have it
but the tipping point into "it really sucks" is super harsh
like trying to balance a coin on its edge
having a free melee off the bat, and more hp is already a massive boon early
means you can buy a more useful tool, or more flashlights early
I'm not saying he shouldn't have a nerf, I just think nerfing jump height will feel crappy as a player
well if comms and sentry are just +15lbs it's like a head scratcher
Well either way, it would still be something to tinker with to know for sure what effect it has
the downsides being the same makes the upside for staying vanilla be that you're the fastest
That's why I was thinking comms would have less health in exchange for a bit of speed
Or faster stamina drain in exchange for that speed
being vanilla just means you're balanced, no bonus, no cons.
for those that don't care or are wary of it (picking a class)
someone that likes to be a meathead and deal with spooky monsters, isn't also going to excel at looting
a comms guy gets some free tools/quirks, at the downside of being ok at looting, but might die from a sneeze
if they're more comfortable with being a jack of all trades, and know how to use the game's tools, no point in picking a class
which is fine
Scav
- Stock
Comms
- +40% stamina drain rate (stamina refill speed unchanged)
- +20% base speed
- 70 max HP
- Access to terminal commands but not the monitor (baked into 4th slot)
Sentry
- -30% stamina drain rate (stamina refill still unchanged)
- Starting weight of 20 lbs
- 130 HP
- Lead Pipe weapon (baked into 5th slot)
Ah yeah, instead of being a fifth slot, they could just takeover one of the four slots
so that would be another trade off
that works too, just a fixed slot is lost, but gains something perm to them. Just have to make sure said item can't be dropped (which is a few places, by choice, or teleport, or holding a body when leaving moon, ragdoll revive forces a drop all)
but hitting 5 or some other hotkey to "show" a item that's not an "item" might avoid that by not being an offical thing
Hmm yeah that would be a troublesome thing to figure out how to block out
hm
could maybe have a "special ability" button specific to the mod to avoid any slot complications
not saying impossible just offering it as "this might happen"
and a possible alternaive, similar to what tilted just said
so on Sentry pushing the button makes you punch, and on comms it makes you pull up a mini terminal
regardless, having Sentry's downside be Starting Weight instead of just a movement speed decrease is intentional
because it means that adding more weight isn't quite as bad as it would be on the other classes
so in a sense, he's slower, but that just makes him more efficient at hauling heavy loads
that logo is awesome
Might of changed up the names a lil
looks good
Tried to make the colors more uniformal to the game
though there's some coded in colors for the model selection that'll need to be adjusted
you know what would be a funny upside is +crouch speed
waddling around all sneaky and fast
haha if I get back into Valheim maybe I'll ask you on some UI help? or what tutorials you used, Cause I do want to make a custom weapon/armor crafting thing
I wouldn't be much help with coding UI
That was all the work of Sprinkles/Scotty
They set up the initial UI and I just been kind of tinkering with it since
Alt is nice, however as I ran into this with Late Game Upgrades, it always triggers my NV when I alt-tab. Imaging your alt-tab trigger-happy sentry punching everyone int he back of the head lol
the specific key doesn't matter
but yeah hotkeys are easy to add as config
rebind controls mhm
😛
Yeah, rebindable toggles is a must have for sure to future proof against other mods adding custom binds
also note that I speicifcally put - walk speed on the brawler
so crouching doesn't take ages, and when he wants to sprint at a monster he can really book it
https://thunderstore.io/c/lethal-company/p/DarnHyena/LethalCreature/
https://thunderstore.io/c/lethal-company/p/DarnHyena/LethalCreatureClassic/
Update is out! \o/
Also made a seperate upload for the previous version as a sort of 'classic' edition for those that like the creatures just as they are
Me and my group when lethal creature mod
need to see myself while customizing...somehow.....without 3rd person mod (which is also not really helping) pls .......
Could add a camera that renders to a rendertexture, and add that to the UI
so it shows the player model
Alternatively just a 2D representation of the character model would also be cute, like just a cartoony lil creature
Does this replace all players or can some people still be humans?
Others can still be humans, though you'll have to make some adjustments in the config for which suits the creatures use, and likely also acquire moresuits
New update is out \o/
https://www.nexusmods.com/lethalcompany/mods/28?tab=files
https://thunderstore.io/c/lethal-company/p/DarnHyena/LethalCreature/
Just QoL stuff basically?
Yeah more or less. UI got reworked to be a bit clearer, and save slots for color sets
Also shouldn't be anymore spam in the chat
Groovy
Omfg
how can i make masked look like that?
Me and the.... wait, those aren't my boys, THOSE AREN'T MY BOYS
creature is real
Oh wow cool
creature
holy shit
sick
is there a way for creatures to not replace everyones model?
You can edit the config to use moresuits instead
https://bsky.app/profile/nopan.bsky.social/post/3laf5ikqd5x2x
https://bsky.app/profile/nopan.bsky.social/post/3laf5nay2mh2q
creatures
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Sorry, meow, the Lethal Company Modding community has restricted the ability to share links to that specific platform. Please use modmail if you have any questions or this is an important link, mew!
Sorry, meow, the Lethal Company Modding community has restricted the ability to share links to that specific platform. Please use modmail if you have any questions or this is an important link, mew!
Sorry, meow, the Lethal Company Modding community has restricted the ability to share links to that specific platform. Please use modmail if you have any questions or this is an important link, mew!
what the fuck pawsy?
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