#Interiors Mod Tutorial

1585 messages ยท Page 2 of 2 (latest)

weak ivy
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what is your question?
is it setting the same tile set to start and goal nodes ?

boreal wave
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Oh I need 2 connectors? On each side?

boreal wave
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And when Iโ€™m on the pc

restive crescent
weak ivy
boreal wave
# weak ivy ๐Ÿ‘ gotcha

I want to implement a new tileset, would i add 2 new elements, and put the tileset those 2 new ones. That broke the generation and nothing generated

weak ivy
boreal wave
weak ivy
wooden adder
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Could anyone link to the top of this post (there's 1000 messages which is impossible to scroll through)

visual ibex
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@vale shell ๐Ÿ™„

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.

vale shell
vale shell
visual ibex
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No worries!

wooden adder
steady hedge
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i keep getting this thing instead of the fire exit when i press play, does anyone know what i might be doing wrong?

steady hedge
ionic bough
ionic bough
steady hedge
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yes

weak ivy
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It looks like it is not spawning the door in correctly

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And or something with the tile and the blocker is not set up right

tawdry junco
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Thanks @steady hedge for the help on getting the project set up, had a little bit of tweaking to fix some things but got the generation working. Anybody know why my lighting could be messed up?

Looks like this:

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Turning the unity lighting setting off "fixes" it though

west oriole
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hi! i read the Publishing your mod page in the lethal wiki
if im understanding this correctly, if i want to upload a mod that changes existing tile prefabs for the facility interior for moons like experimentation, i need to include the edited tile prefabs in the mod package to upload or do i need to do a whole lot more steps? for example, should i instead define an entirely new interior like facility 2 and replace which interiors get loaded in which moons to simulate replacing the original facility interior and put all those prefabs and scripts in the mod package?

tawdry thicket
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the light in that isnt made for HDRP

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if theres a light in the scene just like

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remove a few zeroes from the Lux value

tawdry junco
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I didnt check the lux value, but I can check it tomorrow. Got generation looking pretty good so far!

lone canopy
tawdry junco
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Thanks all, that did the trick. Lux value was somewhere around 10,000 lol. I didn't realize it was so ridiculously high. Setting to 3/4 fixed it.

tawdry junco
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Hey! Working on getting a more advanced generation working....if I have the following chart with the rooms made and the flow like: Entry -> Standards -> hallways -> rooms. Ideally, standards can be anywhere in the generation except past a room, hallways can be connected to standards and other hallways, and rooms can only be connected to hallways (Think like a hotel) How would I go about this? I tried making a new tileset with the hallway and rooms, but adding it to the dungeon flow as the second tileset (the goal... maybe I need to create a new in-between tileset?) didnt generate it.

blazing geyser
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Someone more well-versed than me can correct me, but I'm pretty sure that you can set the door sockets on the tiles to only connect to certain tiles. So if you have your archetypes set up so that you have your sets of "standard", "hallway", and "room" tiles, then you can just make it so that standard tiles can't connect to room tiles (and vice-versa) and only connect to hallways, so that you get the kind of generation you want

tawdry junco
ionic bough
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Yeah they are called Room Tile Tags

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and you can set the Tile Connection rules

violet pivot
ionic bough
weak ivy
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yeah adjusting the archetypes and door sockets and tile connection rules can allow you make a desired result but you have to make sure that you have the tileset in the desired node i put most of my tiles in the Goal node so that it will appear in the generation

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you can look at the level 1 Factory lethal company generation as example how they include the maze as archetype for the beginner moon areas (E.X. Experimentation moon)

tawdry junco
ionic bough
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I had made like 60 tiles before even doing doors or fire exits xD

tawdry junco
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I can't seem to get my doors/doorways to spawn. Everything else is working, but there's still holes in the walls where the doors should be. Anybody know what's wrong just by taking a look at my doorway object?

weak ivy
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@tawdry junco for the blocker prefab section you need the weight to be 1 or just use the scene object section

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cause it will pick between them when spawning the doorways

tawdry junco
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I think my issue was using the connector scene objects instead of the connector prefab weights. I have connector prefab weights filled out with doorframe and doorframewithdoor, blocker prefab weights filled out with blocker, and blocker scene objects filled out with (cardinal direction) door. That seemed to do the trick. Doorways are spawning now!

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If I rip LC's mansion doorway and doorway with door, will it work right out of the box? How are doors chosen to be locked or not? There doesnt seem to be a script attached to the object which allows players to open or close the door

weak ivy
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it is chosen by the door lock script which controls locked door and then the roundmanager

tawdry junco
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As part of the tutorial, you get an elevator entrance set up. If I have what you have up to the latest video, and I try and load it into lethal company will it work? Is there another step with the โ€œelevator entranceโ€ ?

tawdry junco
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What all do we add to the asset bundle? Just the entire mod folder or only the dungeon flow + tiles or something else?

weak ivy
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Yes the mod folder should contain your Dungeon flow and all thing you used to make the interior generation into one folder would be preferred

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You can look for an package called asset bundle browser

weak ivy
wheat crypt
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Is there still plans for a set up guide video in the future? Just asking cause itโ€™s been a little while now ^^โ€™

steady hedge
weak ivy
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Yeah I didn't do the setup video since other people were making one will post other stuff about interiors

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When I finish fixing my project and doing a patch

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Check Pinned Comment!!!
A tutorial on how to set up Unity for Lethal Company content creation, specifically covering moons in this video, using Nomnom's Lethal Company Project Patcher and IAmBatby's Lethal Level Loader.

This is the first tutorial I've ever made, so the process was a bit nerve-wracking, but I think it came out pretty well!

Bu...

โ–ถ Play video
wheat crypt
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Oki thank you for the heads up ^^

prime void
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Hi, I am following your tutorial and on trying to generate the dungeon, I do not get anything but a NullReferenceException

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But I am pretty sure that I filled everything according to your steps

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I could not install Nav Mesh Component adapter because I already have the AI navigation package and it creates errors

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So I hope it is not this
But it is very annoying that this error is the vaguest possible, I can't understand it

prime void
prime void
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Looks like the initScene is also broke. I'll redo a full lc patch to see

prime void
weak ivy
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Nice glad you figured it sorry it takes me a while to respond always try and check often here

prime void
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Thank you, I try as much as I can to problem solve.
Don't worry, you have given so much help in this post, it's crazy.

visual ibex
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its the perfect video for setting up everything and im at the point where i only really need to just make prefabs. Thank you so much! (also if you ever make an interior vid too ping me please!)

prime void
visual ibex
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(im way too lazy to ready through thousands of msgs)

prime void
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The setup should be the same than for the exterior. You should be able to follow the tutorials in the same project

visual ibex
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oh neat!

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i'll check that once im done with my moon :3

violet pivot
visual ibex
prime void
prime void
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Hi major, I finished your tutorials and made a custom moon, but now I'm trying to link my custom dungeon to my moon but can't figure out how

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I'm thinking it would be in dungeon flow types, but it asks for an ID, in which I don't know what to put

thin coral
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would you say that you are able to use the interior like procedural generation to make something like a hedge maze on a moon?

prime void
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No, I am just trying to link my custom interior with my custom moon doors :p (even tho the maze idea seemspretty fun)

prime void
prime void
# prime void Hi major, I finished your tutorials and made a custom moon, but now I'm trying t...

I figured out how to assign an LLL dungeon to a moon. For anyone needing it, you need to create an Extended Dungeon Flow, link your dungeon flow to it, create a level Matching Properties, in it you specify under Planet Names the planets you want your level to spawn in, you can also specify other stuff, but I didn't try. And then in your Extended Dungeon Flow, under Dynamic Injection Matching Settings, you give your Level Matching Properties. It should also allow you to inject your dungeon in planets of other mods or vanilla, but I didn't try it.

weak ivy
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Yes you have to assign a special level match property by like type
Example Tundra or custom one like Military or something but you pretty much got a understanding

brittle lance
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Hey @weak ivy , I have a quick question, Is it possible for me to ignore any dungen random generation and just spawn in a prebuilt map?

bronze void
prime void
weak ivy
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Yes it should be possible for one just pre built map with 1 big DunGen room you can always experiment and see what works

sweet torrent
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Hey hey!! Firstly I just wanted to say thank ya so much for making the tutorial videos on the custom interior. If you don't mind me asking though, how does one go about compiling and testing it ingame as a functional mod? I have good understanding of how its all put together but I primarily wanna test it to make sure its functional before I start making unique rooms and assets

weak ivy
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these should help with getting the code project setup and loading the assets into lethal company

prime void
sweet torrent
sweet torrent
pastel mist
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how do i even get started, ive tried the tutorial video method with the unity template and i cant seem to get it to work, ive tried to use the patcher by nomnom and that doesnt want to work for me and ive tried both of them together to see if im just being stupid. i have my own official version of DunGen that i bought specifically to be able to make some new interiors and everything. i have assets waiting to be used that ive been making for the past week in blender and im just getting really frustrated and feel like im doing something stupid. can anyone help me please before i go insane ty ty

prime void
# pastel mist how do i even get started, ive tried the tutorial video method with the unity te...

You have to follow the setup of this video first. You need everything until they start copying the moon scene
https://youtu.be/dnZG5464ZcE?si=JCWnUM0tEoZ-vNZJ

Check Pinned Comment!!!
A tutorial on how to set up Unity for Lethal Company content creation, specifically covering moons in this video, using Nomnom's Lethal Company Project Patcher and IAmBatby's Lethal Level Loader.

This is the first tutorial I've ever made, so the process was a bit nerve-wracking, but I think it came out pretty well!

Bu...

โ–ถ Play video
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Don't forget to place your dungen files in the assets folder before launching the patcher

pastel mist
pastel mist
prime void
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You do not need a template

pastel mist
prime void
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No problem !

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Good job figuring it out

pastel mist
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does anyone have an idea on how i can get my DungeonFlow, TileSets and ArchTypes to keep the settings ive applied after i have generated the dungeon for the first time

prime void
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I do Ctrl+s as much as I can to save me from that, but yeah I often end up having to redo things over and over

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Unity is a little bit... Finicky

pastel mist
prime void
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They should xD but it still doesn't always somehow

pastel mist
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by chance does anyone know how blockers work on doorways, ive placed them in the blockers random prefab weights but they arent showing at all

prime void
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Maybe they are rotated 180ยฐ ?

pastel mist
prime void
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Are they at 0.0.0 in the prefab ?

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I've not gotten any problem with blockers, it's really plug and play normally

pastel mist
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i want to try and test out my interior ingame to see how the performance is, how would i go about loading it with lethallevelloader

prime void
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I think in the documentation of lll I saw the tags of the vanilla moons

topaz pilot
prime void
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No, I created a new project and setup everything again

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It is a little bit annoying, but really solved all my problems

topaz pilot
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Hmmm... i would reallly like to have all my mods in one project but i might have to do it then. Thank you.

prime void
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Hope it solves it

pastel mist
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anyone got ideas? I cant generate any dungeons now

topaz pilot
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I have the same error when trying to generate.
Apparently it has to do with LLL.
I tried generating in a different project without LLL and it worked.

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Audio Knight mentioned a way to generate in a project with LLL (if i understood him correctly) but i don't know exactly what he means with that message.

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Nvm found it xD
Changed the Location and generation worked. ๐Ÿ™‚

pastel mist
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i was going insane at this point

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had everthing setup and then tried adding fire exits and for some reason it had this issue arise

topaz pilot
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Same here, went insane.
Big thanks to Audio Knight.
Now i can go to bed in peace.

violet pivot
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๐Ÿ’™

topaz pilot
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@weak ivy Hey, i just did part 4 of your tutorial.
I added the Arrangements (which are working just fine).
I Also added the ScrapSpawns, MapHazards and Vents but can't see them in editor.
Do they only spawn in-game or did i do something wrong?

weak ivy
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@topaz pilot Yeah they only spawn in game unless you have a way to spawn the items in the editor with another script

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Or if you have a working editor version of lethal company where you can play the actual game in unity

topaz pilot
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Okay thanks.
Thought so already but wanted to make sure ๐Ÿ™‚

pastel mist
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@weak ivy just been watching back on the tutorials and im a little stuck. do you have any advice on how i would get doorways to be more seamless between rooms?

pastel mist
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how would i correctly add LLL ExtendedMod for when i build my assetbundle?

topaz pilot
pastel mist
topaz pilot
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If you mean custom made doors i would simply copy the existing door model from LC and change the mesh and material.

pastel mist
topaz pilot
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No Problem ๐Ÿ˜„

frail dome
pastel mist
pastel mist
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theyre just open now AnimatedCryShrink

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im having fun with this tonight

frail dome
pastel mist
frail dome
pastel mist
frail dome
pastel mist
frail dome
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And also waiting for someone else to finish their 1000 projects XD

pastel mist
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im also having the issue of double doors in connecting doorways

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dunno if you know anything about that

frail dome
pastel mist
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@ionic bough please be my best bud rn pwetty pwease WinkDog

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imma give this a lil break tonight anyways im burnt out tbf but please if anyone is willing to help i will be more than happy to listen and take criticism for being a noobPepeGif

ionic bough
pastel mist
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AndyExcitedAnimated hi hi, im getting the double door issue with connecting doorways and how to make the doors intractable, ive got pretty much everything else down..... kinda lol

ionic bough
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If you are scared of animation I was too

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But it is really not that bad. I'll be free later tonight and can show you if you want

pastel mist
ionic bough
pastel mist
ionic bough
ionic bough
pastel mist
ionic bough
pastel mist
ionic bough
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oooh

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im in the modding vc

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one sec

topaz pilot
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Hey there, got a question.
Is it possible to use the local prop set in an prefab which i spawn in via SpawnSyncedObject?
Reason is i modeled a fridge with usable doors and inside should be between one and three trays with different constellation of food.
But when i testet it everything spawned at once.
Anyone got an idea?

lapis laurel
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that would go crazy ngl

topaz pilot
restive crescent
pale sundial
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I probably missed it, but how do I get DunGen? I followed the video to use nomnom's patcher; does that include DunGen or do I have to get it from somewhere else?

white mural
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The decompiled version is in the rip, just doesn't have the editor side of things (such as custom windows as such). Otherwise it is a paid asset.

topaz pilot
restive crescent
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yep, that's all correct

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the local props are determined by the seed used to generate the interior, so if they differ between clients it would mean a mod version or config mismatch

proud spoke
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Did anyone had the issue with fire exit being blocked when a moon have more than one fire exit?

graceful field
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is there a tutorial of some kind for how to go about testing my interior? im progressing well i believe but before i get too far i wanna make sure i like the size of the rooms, and well, testing is a good thing regardless lmao yknow

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okay cool so i found the moon tutorial and got the game to load

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now to figure out how to set the interior as guaranteed ๐Ÿค”

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or add it to the game at all

solid lodge
graceful field
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oh damn i can do that?

frail dome
graceful field
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oh yeah true

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giving that a shot rn, thanks! ๐Ÿ™

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hm am i supposed to set it somewhere else than the object in the moons scene itself?

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i set it in the dungeon flow slot on Experimentations Runtime Dungeon script but it gets reset when i go to it in testing

frail dome
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I think you set it on the Selectable Level

graceful field
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i assume a script, been doing some digging and a bit lost

frail dome
graceful field
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OH! neat, that worked

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perfect, thanks ๐Ÿ‘

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i always forget the search bar is a thing lmao

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okay so i found it and the only thing i see related to dungeon flows is this, would i just replace it with whatever id my interior is..? in which case how would i do that?

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it seems Id 0 is default dungeon, 1 is mansion dungeon

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i think

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yeah

frail dome
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I'm pretty sure you can just switch the id for for facility to whatever your id is

frail dome
graceful field
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gotcha, how would i find the id for my facility? im searching the flow for my dungeon for it but not seeing an id to set

frail dome
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I'm honestly not sure, I'm just answering from watching someone else work on an interior. They test on experimentation all the time

graceful field
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i see, ill do some more digging

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or i just hardcode it

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maybe

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idk

frail dome
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@ionic bough Sorry for the ping๐Ÿ˜… How did you set your interior on Experimentation in editor for testing?

graceful field
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unless maybe i just replace values on the selectable level object the game tries to use..?

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idk

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best idea ive got

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gonna try that

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HOLY SHIT IM A GENIUS

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IT WORKED

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i am thoroughly shocked

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and very glad at the same time

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thanks yall โค๏ธ

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will get back on the grind

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nice! and moving the teleporter to get inside worked too, now i can get inside instantly after landing

ionic bough
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Yeah just like that lol

topaz pilot
# graceful field

Oh, does testing in editor work again? Thought it didn't work since v50.

topaz pilot
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Got a question regarding the Dungeon Generation. Is the following right?
The Generator will choose one tile from the TileSet in the "Start" Node and will but Tiles which are in the Archway inbetween and will put a Tile from the "Goal" Node at the end.
Between Start and Goal there can be Branches which can be configed in the Archway. (Branch Depth and Branch Count)

Now i wonder what the Branch Count in the Dungeon Flow is for. Which Branch Count does get used?

graceful field
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the way i did it atleast

round jewel
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Is anyone elses modded interior not loading?

round jewel
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Nvm, I got it working!

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I just had to restart everything

round jewel
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Is anyone elses fire exits spawning like this?

topaz pilot
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Mine is spawning fine. Is yours spawning to low? Or not spawning at all?

round jewel
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Wdym by too low?

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Its spawning though I know that

round jewel
graceful field
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by default itll say Level1Flow iirc or Level2Flow if it uses mansion

round jewel
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Do you need Generate on Start and Allow Immediate Repeats on for the settings in Experimentation?

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Cause I think I did something like this and it didn't work

graceful field
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i didnt touch anything on it just left it all default except for adding the level flow

round jewel
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Alr

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I'll test it, thanks!

graceful field
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๐Ÿ‘

round jewel
graceful field
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oh?

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youre pressing play on the right scene right, i forget what its called

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initsceneloader or something

round jewel
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InitSceneLaunchOption?

graceful field
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think thats it

round jewel
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When I press play, and go in Experimentation (the moon I set it to) it doesn't load

graceful field
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oh weird

round jewel
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But when I'm on Experimentation and just press play, it loads

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Oh wait

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Nvm, it only generates if I have Generate on Start and Allow Immediate Repeat

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Which I did last time

round jewel
graceful field
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I can take a look but I'm going to work rn so it'll have to be when I get home

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I'll ping when I can check

round jewel
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Oh dang

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We have different timezones I think

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Its 10:29 PM for me

graceful field
round jewel
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Ohh I didn't know that

graceful field
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11 pm to 6:30 am shifts

topaz pilot
# round jewel Wdym by too low?

Oh dang, total forgot i asked... ๐Ÿ˜…
sorry.
By to low i mean below 0 on the z axis.
What exactly is the problem with the fire exit?

round jewel
topaz pilot
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Your fire exit pro most likely has the "GlobalProp" Script. FE got the prop group ID 1231.
In your Dungeon Flow you can add GlobalProps. Just add the ID and how many should spawn.
That way it can be that the Blocker Prop will spawn but it not the FE because it is not one of the 1-3 FE which should spawn.
Vents work the same way. You can see them above with the number 5.

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And good morning by the way. I'm going to eat dinner in a few minutes. ๐Ÿ˜„

round jewel
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Thank you! Iโ€™ll check this soon.

round jewel
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Is that why?

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Its -10 on the FireExitWallBlocker

topaz pilot
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The prop should spawn on the same coordinates which the Doorway has. But that is not the problem.
Did you check your fire exit and your dungeon flow for the global prop as i mentioned above?

round jewel
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It has everything

topaz pilot
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And did you check every spawned blocker for the fire exit?

round jewel
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Yeah

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I changed the settings and it still spawns like that

topaz pilot
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Can you show me your settings?

round jewel
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For the fire exit blocker?

topaz pilot
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Exit blocker and DungeonFlow

round jewel
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Also real quick thing, do I place the Global Prop on the FireExitWallBlocker or the MetalWallDoorBlocker?

topaz pilot
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One the FireExit Prop from the FireExitWallBlocker. So the Blocker will spawn every time but the FE only 1 to 3 times.

round jewel
topaz pilot
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Should look like this.

round jewel
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Yep

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Mine is like that

topaz pilot
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But you got your GlobalProp on the MetalWallBlocker

round jewel
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Was I not suppose to put it on that?

topaz pilot
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This picture looks right. But in the picture above the GlobalProp was on the MetalWallDoorBlocker also. Did you put it double?

round jewel
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I think so, so do I remove the Global Prop from the MetalWallDoorBlocker?

topaz pilot
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Yes. Only needs to be on the FE

round jewel
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Oh ok

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Thank you!

topaz pilot
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No problem. Hope this works ๐Ÿ™‚

round jewel
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I'm gonna test it soon

topaz pilot
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With the GlobalProp you simply give the prop an ID and in the DungeonFLow you can say how often the ID should spawn.

round jewel
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Okay, so the fire exit spawned, but the other look like this still

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Oh my other doors are MetalWallDoorBlocker

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not AlleyExitDoorContainer

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wait i'm getting confused

topaz pilot
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Do you have two different blocker to spawn at the doorways or is it one prefab?

round jewel
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The MetalWallDoorBlocker is inside of the AlleyExitDoorContainer my bad

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Also should I make it only 1 spawn or multiple spawn? Will it affect stuff like March which has multiple fire exits, but Experimentation has 1.

topaz pilot
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Not 100% sure but i put 1 to 3 fire exits and when i tested it on different moons there were always the right amount of fire exits.

round jewel
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Alright

topaz pilot
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I think the game picks the right amount for the moon as long as it is in the range.

round jewel
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Great now the entrance isn't spawning

topaz pilot
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It spawned before?

round jewel
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Yeah

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Until I started making the fire exits spawn correctly

topaz pilot
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Did you change something at the main entrance?

round jewel
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I don't think I did

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Are you suppose to keep a Global Prop on it? Cause I might've accidently removed it

topaz pilot
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No, Main shouldn't have one.

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You create a main entrance tile with one main entrance and make sure it spawns once.

round jewel
topaz pilot
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Can your tile with the main entrance spawn to 100% ?

round jewel
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Yeah, it has a 100% chance

topaz pilot
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Can you see the entrance prefab somewhere in the scene?

round jewel
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Wait, it just spawned

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I don't know whats going on. Sorry for wasting your time!

topaz pilot
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No problem ๐Ÿ™‚

round jewel
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I tried most things

graceful field
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oh right sorry i completely forgot

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lemme open the project rn

round jewel
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Its fine!

graceful field
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and the other respective custom things (tile sets, archetypes, etc)

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these are on this object

round jewel
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Alright, I'll test this. I know I didn't have these settings last time

graceful field
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so its actually the level flow i adjusted not experimentation

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thats definitely it then

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experimentation uses Level1Flow to generate its dungeons

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Level1Flow references tilesets, archetypes, etc from the base game

round jewel
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I'm testing right now, hope it works!

graceful field
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i think that should be it, it looks like i set my dungeon flow on the DungeonGenerator object in the experimentation seen too idk if that matters

round jewel
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Is there a way to make a spawn chance though?

graceful field
round jewel
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Like so it doesn't replace Facility, or Mansion. Like Experimentation has a high chance for Facility, but low for Mansion.

graceful field
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oh i see

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uhhhhh

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i know each moon has a dungeon flow type weight

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0 being default dungeon 1 being mansion

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i havent looked into how to set my interior as a 3rd isntead of just replacing the default though

round jewel
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Oh ok

graceful field
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it should be possible im just unsure how to go about it

round jewel
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Welp, stuck on a random seed screen

graceful field
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had that happen to me once i just reset

round jewel
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Oh ok

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It might just be a bug with the editor

graceful field
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i also configured it so it put me in experimentation right away on run, and i moved the entrance trigger right to the ship so i dnt have to run all the way to the doors

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for quicker testing

round jewel
#

Its the third time I reset it, I have the config where it loads me on Experimentation. It still hasn't fixed

graceful field
#

hm thats weird

round jewel
#

Ohh

graceful field
#

is there anythign in the terminal at all?

round jewel
#

I figured it out

graceful field
#

any errors?

round jewel
#

No errors, but I accidently skipped 2 Dungeon Archetypes while doing them. They were closed

graceful field
#

ohh nice

#

working now?

round jewel
#

Yep! All working

#

Thanks so much

graceful field
#

nice!

#

np

round jewel
#

Bunker spider just fried my pc lol

round jewel
#

Oh, so when I was testing and a Bunker Spider spawned, it gave me warnings inside the editor. It said something about a node, I tried baking my tiles but nothing showed up.

graceful field
#

oh yeah i got that as well

#

i think its failing to generate a home

#

like a place to camp

round jewel
#

Yeah

#

I checked the AI for the Spider and it said roaming area and favorite area

#

Which were blank so it must be that

graceful field
#

yeah maybe theres nodes specifically for spiders that need setting up?

round jewel
#

I don't know how though

#

Did you figure out how to solve it or nah?

graceful field
#

nope i just disabled spawning for now

round jewel
#

Wait, you can disable spawning?

graceful field
#

i might look into it tomorrow, if i figure it out ill ping you

#

oh yea you can adjust all enemy spawn rates

round jewel
#

Oh ok

graceful field
#

i just set spider to 0

round jewel
#

Now I'm getting errors outside about the Circuit Bees not being "Alive." So confusing lol.

sleek path
#

so I get these errors and I dont really know what to do to fix them, do you guys have an idea to fix them?

#

all it really does is that I cant test rn...

graceful field
#

Try searching DungeonGenerator and see if multiple scripts appear

#

My guess is there either was an issue importing the scripts or something related or there was 2 attempts to import maybe

sleek path
#

Thanks, Iโ€™ll check it out in a bit to see if there are duplicates.

sleek path
#

figured it out, I didnt need to seperate DunGen from the Assembly Csharp lol

sleek path
#

uuh... nothing generates, idk what I messed up...

topaz pilot
#

Any error?

sleek path
#

nope

#

I think it just generates nothing

topaz pilot
#

Can you show me what your scene looks like?

sleek path
#

DungeonGenerator has the runtime dungeon coponent

topaz pilot
#

Looks good. Can you show me the DungeonGenerator?

sleek path
topaz pilot
#

Gonna compare to my Runtime Dungeon. One moment.

sleek path
#

alr

topaz pilot
#

Try putting the DungeonRoot on both Root slots

sleek path
#

already tried that

topaz pilot
#

Hmm, also tried right now and mine still generates.

#

Try showing me the dungeonflow

sleek path
topaz pilot
#

In the DungeonFlow on the Goal-Node put Position to 1

#

And the Length in Lines also to 1

sleek path
#

it still doesnt generate anything :/

topaz pilot
#

Whats in Lenght and Branch Count in the DungeonFlow?

sleek path
topaz pilot
#

Maybe try putting something in the Branch Min Max. I got 3 and 8

sleek path
#

still nothing...

topaz pilot
#

Normaly it should generate tiles under the DungeonRoot. Is there also nothing or do you just don't see something in the scene?

sleek path
#

no theres nothing

topaz pilot
#

Okay, show me your tile set and archway please

sleek path
topaz pilot
#

Ah, in the Tile set set both weights to 1 and choose a weight scale

sleek path
#

ooh I see

topaz pilot
#

And some values in the archway

sleek path
#

nope, still generates nothing

topaz pilot
#

Found those two missing in your Flow.

sleek path
#

also does nothing to add the labels in :(

#

might there be a problem in the tile itself???

topaz pilot
#

Maybe. Can you show me the whole Tile Script?

sleek path
topaz pilot
#

Graph Node and Graph Line are Empty on my tiles. I only added Archetyp and Tile Set below. Maybe try deleting those above.

sleek path
#

wdym?

#

what does it look like for you?

topaz pilot
sleek path
#

it doesnt change anything

topaz pilot
#

Found some differences here but don't really know what they mean... ๐Ÿ˜ฆ

#

But you can try to copy

sleek path
#

yeah, it doesnt change anything...

topaz pilot
#

And maybe this.

sleek path
#

already change it to that

#

it didnt do anything

topaz pilot
#

Hmmm. I got some minutes left before i have to go. Should we go to voice so you can stream your unity? Maybe it's easier that way.

sleek path
#

alr

topaz pilot
#

Feel free to let me know if you found the error.

round jewel
# sleek path alr

Just joined on this, but for me I had to restart my Unity project for the dungeon to generate. Like make a new Unity project, run nomnoms patcher and restart the tutorial. Hope this helps

#

And if it gives you a Unity crash pop up I think thatโ€™s a bug. Itโ€™s nothing bad though.

sleek path
#

oh ill try

topaz pilot
#

I'm gonna jump out the windows if the solution is "Have you tried turning it off and on again?"

round jewel
#

Lol

distant tangle
#

Ive been having an issue with an interior, none of the LPS or the Global Props are working, and the navmesh isnt generating.
Every LPS and Global Prop spawn in the interior. So multiple arrangements spawn when only 1 should, and there are way too many lights due to them not adhering to the min / max of the global props.

#

Any clue how to fix this?

topaz pilot
restive crescent
#

what issue is this?

topaz pilot
#

Ah sorry, the message was meant for @distant tangle above. I just wanted to link your message because it helped me back then.

distant tangle
solid lodge
#

is this tutorial still good enough for the most recent game versions?

solid lodge
flint trail
#

Probably

sleek path
#

is there a like a template project that is already setup with all the plugins? cause I've tried multiple times and it just never works :( for example, the dungen plugin just doesnt have the flat plane for the doorway object to indicate where its facing.

round jewel
topaz pilot
#

Anyone also got the problem that the EntranceTeleports aren't working anymore after importing the v55 assets?

round jewel
topaz pilot
#

Hmm... it's strange...
first i think the problem was the SpawnSyncedObject Script not working since the doors of my fridge didn't spawn either.
But my Doors which also spawn via the script do function properly.

shy pike
solid lodge
shy pike
round jewel
#

Is anyones interior saying in the unity editor that the DungeonGenerator is the "object reference not set to an instance of an object." Does anyone know a fix?

shy pike
round jewel
#

Yeah, it didnโ€™t do this until I ran the project patcher for v55

shy pike
#

I think I had this issue, check your "BepInExUserSettings" and set your "Bepinex Location" To "Game"

round jewel
# shy pike

Here let me test that rq, Iโ€™ll tell you if it works!

round jewel
# shy pike

It works! Thank you so much. Although for me it was in the LC Patcher Runtime Settings

round jewel
#

I know I'm a little late lol

shy pike
#

Yeah you need AiNodes for all the enemies, its what they use to do their default behaviors with

topaz pilot
#

There's a tutorial on YouTube which i think many people used to create their interiors and i can't remember the AI nodes being added in the tutorial. Guess that's why others also missed the nodes.

shy pike
#

Yeah that was one of the things they didnโ€™t add, but theyโ€™re pretty important

boreal wave
#

over here

devout stag
primal aurora
#

PLEASE tell me im not the only one having this im trying to figure out how to make a interior and github will not load so i am literally stuck on the 2nd step of the youtube tutorial ๐Ÿ˜ญ

bronze void
primal aurora
#

darn </3

#

oki well ty tho lol

#

kinda weird this threads still like up i think then

bronze void
#

noones made a newer interior tutorial yet so it's basically the best there is still lol

#

because making interiors is the most painful thing to mod in this game

primal aurora
#

i remember hearing its easy who am i to believe</3

bronze void
#

I've wanted to work on a new tutorial following starlancers' moon tutorial since that was very professionally made, just haven't found the time

bronze void
primal aurora
#

darn

#

well imma just put this off probably until either someone else who wants to could like make it for me or a up to date tutorials made

ionic bough
#

I've got some more stuff to do for Black Mesa but really want to do one based off of Halo so if no one else does a new tutorial by then I'll throw my hat into the ring

#

Cause yeah interior mods are so so so much work lmao

bronze void
#

I've made a skeleton script for a video though nothing concrete and needs the actual process ironed out

ionic bough
#

I really looked major's tutorial as it got me started but it really doesn't go over a lot of important stuff I had to figure out on my own

primal aurora
ionic bough
#

After 500+ hours on my interior I've got so much in my brain that I wouldn't have learned elsewhere

ionic bough
#

I'll probably be happy with my interior for a good while after another major update and then I'll probably start my Halo one, but by then Bad might've gotten his tutorial started already ๐Ÿ™‚

ionic bough
#

Start making some sockets and doorways and see if you can start getting your rooms to generate randomly together

#

Then make a starting room

bronze void
#

Iirc there's some outdated stuff in it though, like adding navmesh connectors in the doors or something like that which is just unnecessary

ionic bough
#

Then add in teleporters and get it to run in editor

primal aurora
#

where can i even find dungen? theres a like github linked in the tutorial but it just straight up doesnt load for me last time ive tried and ive been told its deprecated

ionic bough
#

Oh yeah I ignored that part Bad haha

primal aurora
bronze void
primal aurora
#

o okie

#

how much is it? if its like a dollar or two i might as well just buy it lol

ionic bough
#

90 bucks haha

primal aurora
#

oh LOL

ionic bough
#

But some nice person online sent it to me via DMs

#

It's what got me started when I was wanting to learn

#

๐Ÿซก

bronze void
#

It does go on 50% sale pretty often but yeah it's a pretty penny

ionic bough
#

If I was making a full game that I was going to sell I would buy it

#

But for a mod I would never haha

primal aurora
#

yeah lol i understand that

boreal wave
ionic bough
#

One reason why I love the modding community

#

Never used Unity in my life before this either so I also got a lot of experience with that now but doing this haha

bronze void
ionic bough
#

It's also very rewarding to see people have fun on your mods with their friends

#

I have a whole playlist on YT of people playing my interior haha

bronze void
#

Yeah that's always fun, mentioned that when Markiplier played the SCP dungeon lol

ionic bough
#

Feels so good ๐Ÿ˜„

bronze void
#

If I had a nickel everytime Mark played a mod I worked on I'd have 2 nickels etc. etc

ionic bough
#

Haha that old bit

#

Really sick though!

gleaming sapphire
#

Can someone help me with the prerequisites and such for interior mod development? I'm a little lost currently I have a project set up for moon creation but Im lost with DunGen stuff, Evasias stuff, etc

viral drum
gleaming sapphire
formal shore
#

I know I'm replying 2 years later, but was this issue ever resolved by using your ripped DunGen, if so would it be possible that you sent it to me?

weak ivy
#

So IDK ๐Ÿ˜…

formal shore
#

ah alright

visual ibex
topaz bobcat
#

are these outdated?

#

I know it might sound like a dumb question

#

But im still curious

#

Also oh my gosh I just realized its the Bunker Interior man

#

:D

round jewel
topaz bobcat
#

gotcha