#How to Make a Custom Moon in Lethal Company | Lethal Level Loader
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tho, im not sure how to implement footsteps
i tried to create custom tag and gave it to the ground
then created extended footsteps with clips and set the same tag
but it doesn't work
You'll have to ask Batby about that one, I've been focused on other things and haven't yet had time to mess around with the Extended stuff much
How does it look rn
In the Unity project
Like how did you set it up
Howd ya inject it into your moon 
I wonder if that automatically assigns it to your moon
it should
Hmm true
So i've just ran the patcher and updated LLL in my unity project
am I missing something?
LethalLib dependency
hummm how do I do that again? I rewatched audio's video but couldnt find this part
ugh could someone just send me a moon prefab, im to lazy to make it again
ty!
why is nom noms patcher not appearing anymore?
in the tools section
oh its cause I think I did built in rendeer pipeline
I got rid of the error by reimporting after I ran the modded version once but now Im stuck on this screen and the lan button stopped working any ideas?
no errors either
[Warning:LethalLevelLoader] SceneManager has attempted to load InitSceneLANMode Scene before AssetBundles have finished loading. Pausing request until LethalLeveLoader is ready to proceed. this was the issue
Ohh I remember now but i have no idea how to fix it
It might be a NomNom's issue
But I just defaulted to bundling the pack and testing ingame rather than in unity
oh damn I thought it was just a simple problem
hopefully batby has a fix
LAN button is also broken for me
same error
bundle doesn't finish loading or something
dont have the same problem but i remember i would be stuck at a black screen as soon as i loaded
if ur making moons
you dont really need thr in game editor
just make the bundles and do in game
yeah I just feel its more convenient for testing purposes
the density is a random roll between these two values
not really
putting in thr bundles manually is really quick too
idk if something would break if you placed down the bundles in your mod folder tho
although I'm working on a solution to that ๐คญ
Oh by more convenient I mean that when I launch it through editor I can switch to scene view and check properties of stuff that way.
oh then yea thats true
my moon isn't on the terminal on new version of lll
put your selectablelevel in the selectablelevel slot at the top
i've tried that and audioknight doesn't have that there and it still works
tbf I have corrected that, but it should still work in the legacy spot
doublecheck and make sure the scene name in your SelectableLevel 100% matches the name of the unity scene
make sure you've got all of these plugins in your projects
i've updated the plugins and added new ones, maybe i make a mistake while doing this. i will do that later when i'm home
it does
it worked before, but now doesn't
i have and still nothing
i've tested it in the game, but in the patcher it doesn't work
show me your extended level, selectable level and extended mod if you using one
sorry for not responding, here
censor the name of the story log, because no spoilers
Did interact triggers get changed?? T-T
Try adding content source name as the name of your mod
It might work
Wdym
Mine are broken rn
But what are you trying to do?
Okay, ''broken'' isnt the most correct term. But anytime someone pulls a lever of one of my interactable levers for either a door or elevator, it needs to be flicked twice
It only started doing that when used in v50
Could be something with animation parameters? I think I remember someone saying theirs were checked for some reason
Ill check!
why is painting the texture like blocky?
if I increase that setting it helps
but is still bad
i know whats causing the issue, the mod works when i load it using r2modman , but it doesnโt load in Unity
still want to fix that
lower this variable in your material
I think you may of responded to the wrong msg, but congrats!
yeah but when loading the game using InitSceneLaunchOptions it doesn't load the mod, and it's frustrating going back to r2modman and testing from here
Yeah ive seen that happen
do you know how to fix it?
Uhh
I think whatever your bepinex directory is for project patcher needs to be set with the same mods as the ones in your tools folder
You need 2 sets of mods, one for your unity project, the other for project patcher idrk how to explain it
ok i think i know what to do
nvm i dont, can you like show me a screenshot of the thing? censor things you don't want me to see
Ahh okay so for whatever reason LLL isn't playing nice with playmode in the editor
ty
man when ever inactually play my moon in game, its so ugly compared to the editor
how do i make my moon darker?
there's two lights that the sun emits, i reccomend checking them both
-
"Enviroment" -> "Lighting" -> "Sun" -> "BlizzardSunAnimContainer" -> "Indirect" and changing the intesivity value
-
... - > "Sun" -> "SunWithShadows" and changing the intesivity value
here are the screenshots for "SunWithShadows"
you can enable he posterization shader to make it look close (but still not exactly), it still gives you on how the moon looks
ty for the info
I already did that stuff and put it to 0
the intesity
am I supposed to change the sunAnimContainer to blizzardSunAnimContainer, if I want my moon to be like rend?
changing the name doesn't change anything
but the diffrence between SunAnimContainer and blizzardSunAnimContainer is that the blizzard is a blue sun and normal..is just normal sun
alr ty
but you still need to change the sun texture to make it blue
having an issue where when I land to my moon, the screen is stuck at this, I can still put inputs and hear audio, I can hear the noies. and my self scanning and walking, but the screen is stuck to this
ok what the flip
the camera seems to be rotating around my old bird perfab
prefab
i think i got it, some 3d model I had, had a camera
Hey guys! I ran into a problem. My moon appears in the terminal, I can select it, but when I try to push the lever and "land", Unity just crashes
[Warning: Unity Log] LadderTrigger is disabled! Netcode for GameObjects does not support spawning disabled NetworkBehaviours! The InteractTrigger component was skipped during spawn!
[Warning: Unity Log] BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Prefab/Environment/Teleports/EntranceTeleportA/SteelDoorFake/DoorMesh/Cube"```
Last lines of BepInEx LogOutput
Also got this line on loading:
`[Info :LethalLevelLoader] No ExtendedMod Found In Bundle: 12aeronamod.lethalbundle. Forcefully Loading ExtendedContent!`
Any possible fixes for this or advice?
Try deleting your lehalbundle files and build your moon again
Hey btw, your storylog is still working stable right?
I genuinely canโt figure mine out and i essentially copied over values from vanilla logs
Batby is going looking into it soon possibly but im not sure xd
Rather figure it out so he has to do less work
Yep, mine is working
Tho, my story log was existing since v49
Now it shows in terminal but when im trying to land unity just crashes
Are you using unity's terrain?
Yep
oof
yep still crashes
there is no even some kind of errors so i can't understand where is the error
and if im trying to load only moon scene with created camera in it
everything seems okay
make sure yiur grass doesent have shadows
LMAO havent built anything after updating editor's LLL to v50, it was funny when I realized all the old extended level objects simply broke
Sort of
@ancient meadow
your latest moon works on v50
how did you managed to make game show time when outside the ship
see if all the scripts are alive
which ones?
looks like everyone are in place ._.
teleports(Entrance)?
i've got all the scripts on
interesting
i love unity
the time is not showing since v50
someone reported me that even before i ported my map
@outer pendant if I remember, you fixed the time in the interior?
Make sure you have an animated sun script somewhere in your lighting
๐
i do have one, but indirect and direct is set to none
i guess nomnom's patcher broke it or something
Well, the patcher broke my whole project, but I repaired all the moons in 3-4 days๐
That is almost 100% why your clock isn't working
It's why Warehouse kept breaking the clock, bc I somehow had a rogue AnimatedSun script in one of the tiles
alright, so that must've been the case
that also explains why my moon gets darker way sooner
hmm make sure you have your revern triggers set correct
also make sure you have the sunanimcontainer thing
just copy it from vow
Already solved
oh mb
how do i add foggy weather with my settings of fog?
If you're talking about the weather variables for the foggy weather, 1st variable is min distance, 2nd is max.
So if you put it to 10/20, when it's generated it could be as dense as only seeing 10 units in, or up to 20
Oh, alright
@outer pendant mate, you've got maybe some good trees assets to use?
The stuff I use is mostly paid assets, but I've seen this mentioned before
If you use it, make sure to use the resource in it to upgrade the stuff to HDRP
I'm bored so figured I'd give it a shot making a moon. With the changes to v50 are there any major things in the video I should know about ahead of time?
IIRC you can't play custom moons in editor in this version unfortunately
but that's a bug
Not a big deal
Did batby ever say what conflicts with the editor version? Curious about what the actual problem is tbh
not sure, Id ask
what error pops up
LLL prints a message about waiting for the asset bundles to finish before changing scenes, and then never loads the menu
I forget what the exact phrasing is but I'm sure you know it
iirc, it only prints the message once, on subsequent presses of the LAN button it doesn't print anything but still does nothing
Something like assetbundles cant finish loading so its waiting for LLL until itll load
anyone has a clue how to spawn outside objects like the giantrocks? i think i tried everything and just cant figure it out ._.
It is it ur selectable level
@crystal kraken
Make sure you've set the outside objects power
Same as with the enemies
And set the curve properly
How is your setup rn?
it has a power? lol
yeah the curves i think are properly set up
tho i'd fiddle with them once they actually work
one sec i was just about to head to sleep ๐ opening it up rn
๐
i dont see power ๐ค
got rid of the floortags (there were three) cuz i tried everything and leaving it empty should just make it possible to spawn on any surface
Yeah, my bad about the power xD
all g ๐
Tho
Show me just on of the curves
I want to see the values
Btw
Haven't you tried to actually set your model prefab into the "prefab to spawn"
How could game spawn your model, when there is no selected
Alright, curve looks fine
How about that?
how do i set it like that? ๐ฎ
i didnt see that in the OG giantrocks and stuff either
for tags and layers i tried every possible way already lol
I see that you have your prefab on second image, so just try to select it in the list
If you don't see your prefab there, then just try draging your prefab from Explorer directly onto the field
I hope you understand me xD
yup
You need to go to your outside object file and drag it onto the none (Game object) field
you trying to make map props spawn? Eg. Rocks/Trees?
He do
yup
odd
well unity assets rn
You should just reference the spawnable map obj
that aint it chief
It was it though
unless you are talking about something else
The scene loads fine though?
Idk @grave lodge
On the first image the spawnable outside object does not have selected prefab to spawn so i thought this is the only wrong thing here xd
yeah everything on my map works just fine as of now
Assuming you already looked at this, but this is vanilla's setup
just cant figure out how to spawn these
yeah thats what i've copied
deleted the elements too cuz that way it wont matter what the terrain is
@crystal kraken
Whatever the obj spawns on needs to have that tag
Focus
Look at that
Not entirely sure how that works?
The "prefab to spawn" has its prefab in field
If it doesnt have an tag to spawn on it just doesnt spawn the tag iirc
- that ^
If that wasnt in place already
Here you have none
Yeah
Just for each spawnable outside object file you need to specify its prefab (model)
Make sure your terrain layer has at least the grass tag, put the grass tag inside of the element list, and then have the prefab linked in the spawn prefab
It should work then
one sec i'll check it
Thats what ive done with my spawnable objs and it works fine (Although the old v49 stuff all broke so I didnt get those to work exactly xD)
@grave lodge BTW I always have a mindfuck while reading your nick
Because in Polish the word Pies means dog
But I'm sure it's just pies ๐ฅง
so do i just call in grass04?
No
xD
Ye its the latter
You trying to apply the tag to the terrain?
Basically tag grass when set on a object, eg terrain, makes it do grass sounds
& some other important stuff with those spawnable outside objs
So your ground object should have Grass tag as an example
ohg you mean just this?
Yep
^^
Those are tags
You just need to add tags You want your objects to spawn on
Only a set amount of tags give functionality for footstep sounds
Yeah
usually those set ones are a good start though
not much good outside tags other than those from what ive seen (Other for maybe rock)
and do these spawn on the ai nodes or anywhere randomly?
anywhere
can i set nodes up for them?
Really?
Yeah xD
yeah figured it was the nodes
cuz in vanilla giants would get stuck in those giantrocks xd
Maybe I just wasnt looking right on my end then
Spawn denial points are basically anti-nodes though, which can be useful if you dont want things to spawn there but still path there if needed
you still need a node at the same area iirc
Because i wasnt working On enemies yet
And every time I builded it a giant rock would spawn at the same location
got it, good to know
dw i've got nodes ๐
Shouldve looked into that a bit more xd
yeah i might figure out how to separate the ai nodes from the object nodes later
if this works now
Honestly
It would be way better if there were a seperate nodes for enemies and outside objects
aight so they spawned ๐ not good but thats gon be fixed tomorrow
thats a good start!
But zeekers said: spaghetti code
ty guys!
Np
I'd prefer OutsideAINodes being purely for pathing, and have a dedicated OutsideSpawnNode instead
Yesh
i think its possible
Contact zeekers and ask him to do it xD
xD
Gn
gn boys!
You know why this is happening btw?
yup
Alrighty!
I guess prefab model is just laying
i think this is the issue
Yeah
i'll also downscale the spawnrate lol
Vanilla trees have that rotation offset & have a rotation of 0,0,0 in the prefab xD
a bit odd to me but it works for the game I suppose
yup every model is turned sideways lmao
or almost every one of them
Yep
Tho theres even an animation for them so rn they are very buggy for me
Gotta get rid of it
Any idea how to make an event play every random x seconds? w/ sound btw
Im assuming itll need custom scripting pfft
I mean, I need both an audio clip to play & a particle system to play
Oh wait every random x second probably needs the script unless you do it convulted, but something every like 20 seconds or whatever u can just make an audio clip, give it the sound, make it 20 seconds longer but empty, and loop it
Yeah
Got it
ill probably do that, its a lot easier
I dont need it to be necessarily random
ye
๐ค somehow i made them just spawn in the same spot like every one of them spawns on all nodes
oh right i didnt bake the navmesh (tho somehow the tulipsnakes were running around)
Anyone in here able to test and see if this lll-editor (temp) fix I made works on their machine?
Just a simple patch, so you just have to import that package (Assets > Import Package > Custom Package) and it'll go where it needs to go. Let me know if it doesn't load or something.
ill give it a try 
ah nvm i suck at using unity lol, i cant remember what scene im supposed to use before launching
i thought it was init scene
tried that too pressing the play button didnt do much for me
yeah my asset rip might just be weird'ing out
Possibly lol

Well when someone tries it let me know. It fixes the issue with LLL where it stops loading the bundles, and clicking LAN displays the warning that blocks playing.
Seems to work well on my end
Yesn't 
How stable is the patch you think?
I dont want to accidentally break any of my stuff pfft
I can just make a backup in case actually xD
alriughty
Not very code savvy so i didnt really know pfft
Last option
iirc its hd 3d
yeah
Btw nomnom, I had another question just about unity in general since its been happening consistently and idk if its a bug on your end or fixable at all
Whenever I enter playmode, materials seem to go invisible? They still are able to be seen, but their settings are all gone & I cant configure them
Seems to be either when I enter playmode OR after I exit playmode
last one on the pic
Can you show a video or example of this
High Definition 3D
Sure I'm not at my PC atm so no rush
Essentially shows it perfectly
And no matter what it wont come back unless I restart unity editor
which can be a hassle sometimes
I doubt this is a projectpatcher issue, but I still wonder if you can help me figure it out ๐
the heck
no clue
It doesnt even spit any notable errors out
maybe in the unity log itself but idk
its been plaguing me for a while now
Doesn't happen on my end with the new patcher or the one using the current patcher ๐ค
whats the latest patcher version?
v0.5.4
I have 0.5.1
ah
that is def it probably
๐
Ill give you an update if it fixes it or not
Sounds good
Yep its fixed, tyvm!
Trying now !
Not sure if I installed it correctly?
Since it seems to not be working
You imported the package via this right?
ah, that I didnt do
But I think the principle of what I did is essentially the same
I opened the file & it brought up a import window in my unity editor
Yeah same thing
hm no clue
Well check the log for TempLLLFixPatch
or did I rename that
sec
LLLAssetBundleLoaderPatch
that
A couple things
It spams
Your script should either check if it is null or you should not destroy the object.```
&
```NullReferenceException: Object reference not set to an instance of an object```
&
```NullReferenceException: Object reference not set to an instance of an object
(wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::Update>(GameNetcodeStuff.PlayerControllerB)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<GameNetcodeStuff.PlayerControllerB::Update>?1651195246(GameNetcodeStuff.PlayerControllerB)
TestingLib.Patch.InfiniteSprint_PlayerControllerB_Update (On.GameNetcodeStuff.PlayerControllerB+orig_Update orig, GameNetcodeStuff.PlayerControllerB self) (at /home/suni/Workspace/Lethal Company/HamuniiMods/TestingLib/src/Modules/Patch.cs:41)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<GameNetcodeStuff.PlayerControllerB::Update>?-1222252292(GameNetcodeStuff.PlayerControllerB)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<GameNetcodeStuff.PlayerControllerB::Update>?-1687726040(GameNetcodeStuff.PlayerControllerB)```
Ah
Just saw testinglib
Thats probably whats doing it aswell as maybe something on my end that I just figured out how to fix
for some reason all my network objects were brokey
They all had the same hash

Still seems to be testinglib
Ikr. I have no idea how that happened
Not even doing that via code
Its just unity editor messing up T-T
Bet it is from porting from v49 to v50 like all my other issues have been from
oof
booting up to test now
wooo
okay, its still not fixed itself
UnityEngine.Debug:LogError (object)```
!?
No clue how it fix it
genuinely not a clue
Its one of mine
I removed the network object and readded another just to be entirely sure it wasnt from that
still didnt work
Oh I get that with my rolling giant since I duplicated the prefab three times. Still works fine for me at least
alright
(I also can't be assed to fix that with the mod
)
pfft fair
I suppose its alright how it is then
maybe testinglib is just being wonky rn. Not sure if I have updated it so im going to quickly try that
or ill just find another cheat mod for testing shtuff
Since walking around with stamina can be a pain when testing pfft
does it on the lc patcher for me too, huh. But not on the new one. Somehow LLL breaks itself on the old patcher lol, I'll check why
I think that's the error that breaks everything
Then the next is a terminal exception
Interesting
Odd
is that log related to this, or something different?
That's a result of that
Nah it's another LLL thing it seems
Somehow the enemy type from OriginalContent is null ๐ค
hmm
Whats the old patcher? Since I just updated to 0.5.4 so idk why its still breaking itself
The patcher you are using is the "old" patcher
The one I've been rewriting is the new one (isn't out yet)
hmm
On Vow it's a null in enemies
Odd
Yeah
Would be so nice if LLL actually had null checks for this crap
Is this on the old patcher version?
Yes
Hm, odd
Its not null for me it seems
Maybe something broke between 0.5.1 and 0.5.4 with that
Same thing
Want me to send the editor log @empty anvil ?
I have it replicated on my end, but sure if you want to.
oh, if you've got it then all's good lol
I don't think it's related to the tool, just seems like an LLL change that is missing validation
Got it
Tracking down what is actually triggering it
Good luck!

What's another moon to test with
@grave lodge around to test the new version of the fixer?
so what i come to know is that the objects are spawning using the enemy ai nodes BUT how it uses them however im not quite sure, i havent found the exact script for it (found scripts regarding it, but they dont mention the node tag or anything related to them) - by testing it tho it seems like the objects that are randomly spawning using these nodes spawn somewhere close to the node in a radius (yes it can obv spawn on the node it self hence why it could be an issue if an enemy is stuck inside a prop)
If i can find it how i can just change the tag for the spawning that could be huge ๐
Yeah I think Ill be able to
is it important to delete the old one
Also check if the tulip snake has its script assigned in its prefab (FlowerSnakeEnemy)
Yeah
seems like it
Alright cool, might just be my patch locally that had it missing

What's the error? It'll be one of the top ones before the spam of them when you enter a save.
Should also be one before a terminal exception
Ok so do this then
Play again, and at the top (right after you press play) it should say it fixed some nulls if it did as the first few debug logs
If it does show em
not sure if im seeing anything
unless it is "LLLAssetBundleLoaderPatch: Patched!"
hm, what's Trampoline from anyway
no clue
Can you click on the script in the folder (from Plugins/TempLLLFix/the .cs file) and show me what it has in it to make sure you have the right one 
this?
ok so get the error and just give me the log file %LOCALAPPDATA%\Unity\Editor\Editor.log
alrighty
Sorry for the wait ๐ญ
To confirm, what version of LLL is this
seems to be 1.1.6- wait that cant be right.
I mustve only replaced the dll file T-T
Uh, iirc its somewhere around 1.2.1-1.2.2
yeah 1.2.2 on thunderstore is the same as that
Is that before or after 1.2.2 
Although I think its 1.2.1/1.2.0.1 ??
the hell is this versioning 
xd
Yeah, thunderstore doesnt like x.x.x.x, only x.x.x
Well in any case, I have LLL 1.2.0.2 with log helpers where you keep getting an exception, so if you want to see what is actually causing the issue, then back up your version of LLL, and replace with this one.
Im going to reinstall it on 1.2.2 just to double check I have the up-to-date one
ye
I have everything before installing the temp patch fix backed up

So what am Im doing with this?
I caused the error again so just send the editor log again? ๐
The error will be a useful error now
Also something very odd. It seems like every network object has a duplicated globalobjectidhash
Will say where it came from and where it tried to go
Alright, so I send the editor log once again?
Sure
oh what the heck hold on need to give you a new version of this, as you got a new type of exception lmao
here
And check StartOfRound's levels array for nulls
Seems to somehow have one
hm?
In SampleSceneRelay
LocalPlayerController?
Thats null
IntroCamera, ActiveCamera, & TestRoom is also
nothing else
Oh nvm
Levels array
Mb
Liquidation is Null
Throw it in there

I probably did an oopsie somewhere along the way
well I guess for now you can just remove the null entry (click it then remove it) and see if it yells
Uh its fine if I just make a mock Liquidation (It doesnt even have a scene so I doubt itll really matter if I just make it essentially the same level)
ah, what I did would likely work too

other than the 80 errors I get from this ๐
but it doesnt seem to cause any specific issues
yay
so I guess that people can be re-directed to this until Batby fixes it himself
for me it's faster to chuck the bundles into the r2 profile and open the game cuz Unity sucks
is this an attack 
only on Unity
uhh
so i'm at the part where the tutorial talks about the DungeonGenerator
and this is what i see ^
and this is what's in the vid v
Did you move stuff from one project to another?
nope, i made a new one
fresh everything?
?
Ah
i gotta wait like 1-2 hours again
Some people's computers really hate unity xD
yeah i'm starting to hate it too
Mine only loads up in around 30s - 2ish minutes
it doesn't take that long to load it up
ah
but to do the entire process of using the LC Project patcher
and downloading all the textures i need
and all that
Ah, yeah that can take some time
I have all of my stuff in one project to make it easier to work with
hopefully it works this time
if it don't i might turn evil
and i cannot guarentee anyone's safety at that point
does anyone know how to create flowing lava
Theres not a good way to achieve it other than buying a paid asset, which iirc is around 35 dollars atm
@outer pendant uses it so id ask them
Watch a YouTube tutorial on how to make the asset >>
That too
Yea I only (sorta) know how to use the paid asset lol, not much beyond that
xd
Its just a spline tool from what I see?
That's how you set it up, but there's a lot of configurability
especially in the materials themselves
wha
???
it's still showing as the scripts not being loaded
i made an entirely new project
and still got the same result
i might be a little stupid but i cant find 3D (HDRP), i have unity version 2022.3.9f1, but i cant find it
okay wait found it its now just called high definition 3d.
Yee
seriously?
this is the 5th time i've tried this with the same missing scripts as a result
what do i do in this situation??
i've followed the tutorial exactly, so i don't see what i'm doing wrong
@outer pendant have you ever ran into this problem before?
or do you know how to fix it?
these are all that's there
oh wait
wrong folder srry
Are you using the ripped DunGen or the full version?
neither in this case = ripped lol
are all of the scripts in each scene missing?
or just specific ones?
i've checked vow and assurance
both are missing
imma check 1-2 more v49 moons
and some of the v50 moons
check the prefabs as well in LethalCompany/Game/Prefabs
Unity will tell you if there's missing scripts just by clicking on them
dine, march, adamance and artifice all dont have it
this is what's in prefabs, though i don't see where unity would tell me if there's scripts missing
๐ค
The only thing that really changed from v49 to v50 with my tutorial was the dependencies and not being able to play in-editor
I'm not sure why it's being so weird
Open your package manager and let me see the version of Nomnom's patcher you're using
just wanna check
the latest version
i hit update this attempt just to make sure
though my previous attempts ended the same way without hitting the button
navigate to this folder in unity, click on one of the scripts, and show me the inspector (right side area)
@empty anvil idk if you're already aware of this situation, but can you think of any reason the rip would be successful but none of the assets would link to them?
Latest experimental build added my editor fix :) I also have a unitypackage to fix it until that is released up in chat somewhere.
Also not sure, haven't seen that before, but they might as well wait until I publish the new patcher. Once Xu is available I'll be publishing all three repos for it so it can be used instead.
alr
Alrighty, sorry Pedro ๐
dw it's fine
Everything is rewritten, better, faster, and I've been battle testing vanilla with it for the past month or so
So it's very functional
It's such a better rewrite that I wrote a project migrator today in only a few hours 
though i will go full wesley and put spike traps on the exterior of my moon
out of spite and hatred

So everything will get thrown into Mods/Plugins? Will it maintain folder structure?
Oh wait, so i can just use that to rip the assets without the scripts failing to be put in their correct place?
Anything your mod needs goes into the folder that gets migrated over. It simply takes the contents as it is, copies it to a temp location, converts all the needed information, then moves the same file structure into /Mods/plugins/[folder name]. What you do with it afterward is up to you. Can move it around and whatever after it's in the project.
Used Xu's project as the basis for the migration flow and it works great
https://github.com/nomnomab/unity-lc-project-patcher rewritten one is here btw
weird
it looks like the tools button isn't there at the top
I have but had no succsess
Is anybody elses moon broken after lethal level loader updated?
SO THAT'S WHY I COULDN'T SEE THE SKYBOX
is there any way to adjust the night time lighting? things feel way too bright
don't get how experimentation gets the night lighting so good
Oh god
I think i might have the same issue lmao
@outer pendant small problem but i dont see the tools button in my unity unlike yours, i did same version as everything in video (3:41)
im new to unity btw but ill practice more
anyone know how to replicate base game terrain on a terrain object? Terrain layers don't have the same capabilities as the material layers on the mesh splatmaps as far as I can tell
I also asked in development general a bit ago but I suppose here is probably the better place to ask
You're on the wrong Unity editor version, and make sure to follow the updated steps on Nomnom's patcher github
i'll hep you though it a bit
since the timing of the patcher update kinda messed me up too
first, use unity editor version 2022.3.9. the one in that screenshot you posted is 2022.3.29
pretty sure the link to it is in the description of the video, but if not, here https://unity.com/releases/editor/whats-new/2022.3.9
also, when downloading the patcher, make sure to use this tutorial https://github.com/nomnomab/unity-lc-project-patcher?tab=readme-ov-file#prerequisites
you need to download both the Unity Project Patcher core and LC Project Patcher packages from the tutorial if you want that tool button to show up
ty lol i was confused
i guess i didnt see the 2
how do i get unity project patcher?
oh wait i didnt see in tutorial
nvm
in the github tutorial or yt tutorial @lavish pelican
github
alr
im getting a error
Sry for asking like 6 days after, but does the 1st on the list mean I have to create a new project? I am assuming that is what it means but im not entirely sure
just put https://github.com/nomnomab/unity-project-patcher.git in
tried that too, and i want it to be on LLL 1.2.2
don't know what's up with that #1.2.2 in the back of that
that's not
the LLL version
oh fu
that's the version of the project patcher
still not workin
click the error
the ! or the red text
First step for that is just "use the patcher like normal for the game wrapper needed and then return here"
In the console, click it, show the extra text
I can already guess it will be saying you don't have git installed
that was for AV
Ah
i have git
Mb
Then show me the error text
clicking error isnt doing anything
Then your console is too small
how do i expand it
nvm
oh i have to restart unity?
sorry im just new to unity ๐ญ
Seems like it
@grave lodge do you have any idea? ๐ซฃ
Sry, I'm not sure I really understand that explanation.
So I install + run the new patcher in a new project for LC or install + run the new patcher in my old project?
Ill get back to you on this, I cant fully remember atm
Love u :3
For step 1 go read the instructions for the lc wrapper project
That's what I'm saying
Oh got it
like close or restart smth? still showing error
close and reopen?
yes
i did that
If that doesnt work, double check you have Git installed on your system
Not sure how else to help
oh yeah
OHH OKAY
didnt know it was in the tray
ty
god please work now ๐ญ
omg its working finally
ty for help guys
now i need help with this, where do i put the text in manifest.json
Hello, @gusty kite, we have a dedicated support channel and forum here: #help-and-troubleshooting #1185732310700654732
Anyone responding is a volunteer so be patient.
@grave lodge nomnom doesnt appear in tools
no errors
it doesn't appear in tools because you need both the Unity Project Patcher and the LC Game Wrapper
like i said here
that's just an alternative method to downloading the unity project patcher
im just gonna try to figure this out myself i dont wanna cause any more bother
Yeah I just figured that out myself
sorry to bother
I am still not entirely sure what im doing though
no need to apologise bruh
we're here to help
ty
Theres something Im not doing correctly T-T
i did all the steps in github, all the patches installed and bepinex installed, what next? i dont see nomnom in tools do i have to do something else because its outdated?
you're going off the moon tutorial
don't
not for the patcher at least
VG$EDWUBUHDEW buhh
i did open window
and you installed bepinex with it right?
in the window ye
just start the patcher with th menu
run patcher?
yeah, but befotre you do
?
make sure you set the directory that the patcher gets all its's data out of to the lethal company folder
where do i set it at?
here
in the LLL moon tutorial it says do it in the data folder
don't, that part's outdated. just do it in this folder (which you can easily find if you browse the local files of it on steam)
no like how do i set it to lethal company folder in unity
oh alr
i press button?
yeah
Ill figure out how to upgradfe to the new project patcher later, I cant figure it out atm xD
Hello guys, this is the middle of the night for me but can you help me fix this ? Scene manager has attempted to load etc..
screenshot what you put in
C:/Program Files (x86)/Steam/steamapps/common/Lethal Company
alr
when you do just keep the window focused and relax
if it says something like it needs to restart or you donโt have some5ing
yeah
alr tysm pedro
the patcher will tell you when itโs done
may i ping u if i need anything else? (besides making the moon)
so if it looks like itโs done, but it doesnโt say something to the effect of โLC Project Patcher is finished!โ on the screen, then itโs not done yet
not really, after the patcherโs done, you can just follow the LLL moon tutorial from there
Ok !
ty pedro
If anyone knows it would be great help
it says it's up TO date
aka you have the latest version
is there smth with "probuilder" i need to use
what
you said you already used the patcher and that it's done
just
continue the LLL moon tutorial audioknight made
okay, just making sure that i dont need to patch nomnom thing because it aint showing
i js wanna confirm
??
just rid anything that reguards the patcher out of your brain
that step's already done
you did it
kk
i continue the tutorial after the patching.
thanks
another problem ๐ญ cant launch game in unity
oh do i just put LLL into unity project?
@lavish pelican
.
i thought that meant something else
what step are you even on in the tutorial
like how far in the video are you
just give like a timestamp
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...
6:41
you're WAY too early for that
you don't need to be testing anything in the editor/in a seperate modpaack yet
alr im so sorry for bother ๐ญ
thats way later when you actually make the moon
no assets in game folder
im so stupid
how do i make the game files appear?
by doing the patcher
just watch the tutrioul again




