#Vecna from Stranger things

86 messages · Page 1 of 1 (latest)

sick burrow
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This cinematic mod adds Vecna/001/Henry Creel to Lethal Company with behaviour and abilities heavily inspired by the TV show!

**Link to mod: **
https://thunderstore.io/c/lethal-company/p/Reiko88/Vecna/
Trailer (Watch on YouTube):
https://www.youtube.com/watch?v=Mn4XIKsEL90

Description
Vecna uses his telekinetic, hallucinatory mind bending powers to torment his victims before ultimately killing them. The mod features a multi-phase behavior pattern that captures the essence of Vecna's curse sequence from the show.

Clock stalking
Vecna taunts his victim by manifesting an antique grandfather clock that chimes ominously. Vecna torments his victims in spaced out episodes, with each becoming incresingly intense signifying their time is running out.

The chase
Following the chimes of the third clock (customisable), Vecna will induce the player into a trance appearing AFK to other players. The victim is trapped in a nightmarish chase sequence where they must evade Vecna's pursuit for 60 seconds.

Giving each other a chance to survive
If a victim is caught in a trance, a teammate or a prepared victim can play their favourite song on the boombox in the radius near their body in the real world, providing them with an escape route by a portal out of Vecnás subconciousness like the TV show.

When time is up
If the victim gets too close to Vecna during the chase, they will be executed through the merciless destruction of their limbs, resulting in a gruesome death. This is also visible to the real world.

Additional features and tips!

  • Teleporting the player when in a trance only brings their body in the real world, while their conciousness is trapped in Vecna's.
  • Vecna's mechanics are customisable in his config file!
  • Lights flicker in the area of hallucinations and follow the victim during the chase.

Feel free to DM me to report bugs and to suggest features! Thank you!

lyric veldt
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Neat trailer

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Seems good

sick burrow
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Thanks man

silk karma
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Hey so, I know vecnas default spawnrate is 64 but I put it to 2 and it's still common.

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We've encountered it 3 times in the span of 3 days. appearing everyday.

sick burrow
spare magnet
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?modder 265814091040423936

wild lichenBOT
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Gave Modder to @sick burrow, please use #role-picker to select the modding disciplines you are interested in!

sick burrow
# silk karma We've encountered it 3 times in the span of 3 days. appearing everyday.

Also this could be due to his spawn rate logic throughout the day, he has a pretty consistent chance to spawn from the moment the ship lands and then throughout the day. He also has a low spawn weight (1) so it’s more likely the game manager will pick him to spawn when allocating mob spawns. I’ll keep an eye on this so thanks for letting me know

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I’ll probs patch the mod soon to increase his spawn weight and reduce his spawn rate

vagrant sail
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Some issues I noticed:

Vecna has collision even when a chase is inactive, if you bump into them you die, but they aren't visible so this can lead to confusing deaths

Cosmetics from More Company or mods that add cosmetics appear in first person after being warped to or from the chase sequence, I think I also saw the oxygen tanks on the player's back when I ran backwards

The clock often spawns in walls so you can't see it (not a major issue but does ruin immersion a little) was testing on interior spelunker's caverns (frozen variant)

Vecna themself (not clock) would turn invisible in the chase, might be a compat issue with my modpack though or the third person mod (had to use due to cosmetics blocking my vision till I found out it was those)

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pretty cool enemy mod though, hopefully some stuff will be fixed, would definitely use if they get patched

sick burrow
vagrant sail
sick burrow
vagrant sail
sick burrow
vagrant sail
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think the default keybind for entering 3p is middle mouse click

sick burrow
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@vagrant sail
Vecna has collision even when a chase is inactive, if you bump into them you die, but they aren't visible so this can lead to confusing deaths

I've created a boolean that prohibits vecna from being able to collide with player if it is false. To test, I teleported to vecna's co-ordinates through unity explorer and he did not kill me or interact with me. So i'm pretty certain i've fixed what you experienced.

Cosmetics from More Company or mods that add cosmetics appear in first person after being warped to or from the chase sequence, I think I also saw the oxygen tanks on the player's back when I ran backwards

I basically told the the game to ignore the layer that has cosmetics when pulling the player into a trance locally, so it shouldn't touch cosmetics. I haven't experienced the bug so far with my testing since adding this code. Will test further

The clock often spawns in walls so you can't see it (not a major issue but does ruin immersion a little) was testing on interior spelunker's caverns (frozen variant)

Wasn't able to recreate this one, but I added a collision sphere around the clock to check if it is near or inside any walls. I tested it on the interior and didn't run into the issue, so I hope that it will be fixed in the conditions you played in!

Vecna themself (not clock) would turn invisible in the chase, might be a compat issue with my modpack though or the third person mod (had to use due to cosmetics blocking my vision till I found out it was those)

I tested a third person mod and vecna wasn't invisible. However, I added some code to the lateupdate to override vecnas game layer being hidden by any mods. I'll do some testing with the third person mod you used to double check.

Again, thank you for the feedback. Hopefully, after testing, this patch will fix the issues you experienced!

sick burrow
vagrant sail
sick burrow
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@vagrant sail just did a test run with that third person mod and hes visible now. So not sure if it was my fix or its another conflict with a different mod. Im gonna test the mod with two instances to make sure everything is ok from other players POV then ill patch it

vagrant sail
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Fair enough. We'll see how things go

sick burrow
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1.0.3 has been released on Thunderstore
Balance:
Reduced Vecna's spawn weight from 64 to 30 to prevent him from appearing too frequently.
Bug Fixes:
Added a safety check to clocks so they don't spawn inside of walls
Added a safety check to ensure Vecna doesn't kill players outside of chase.
Added a potential fix to cosmetics clipping into first person view after chase.
Added a safety override to make sure Vecna's visibility game layer wasn't overwritten by other mods to prevent him being invisible in chase.
Misc
Fixed grammar and spelling mistakes in README

@vagrant sail @silk karma Thank you for the reports/suggestions

vagrant sail
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wicked, will check it out once it's on Gale

open sundial
vagrant sail
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oh

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I got distracted playing gd ... whoops

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tested and it looks like everything is working now

sick burrow
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thanks for taking the time to check tho

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its much appreciated 🙏

vagrant sail
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No problem :) glad I was able to help

cinder oriole
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Peak mod!

open sundial
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I only got to play with this for a bit till v80 showed up and dragged him away

sick burrow
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oh yeah that reminds me to say here the mod is updated to v81 now

sick burrow
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NEW UPDATE
1.1.0
Features:
Added spawn weight per moon that is customisable in config
Added new functionality around the company cruiser involving clocks and the chase
Added a new cinematic when cursed player is in company cruiser when Vecna tries to trigger chase
Added new voiceline for new cinematic
Fixed an issue where others could see items in the new utility item slot, introduced in v81, when in chase
Balance:
Vecna now has a lower chance to spawn on easier moons, with a much higher chance to spawn on more diffcult moons. This is to give players an opportunity to buy a boombox to counteract Vecna when he is more common.

Showcase:
https://www.youtube.com/watch?v=kSkncGaNOUE

digital thorn
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Ah right I see, uh, either custom compat on my end is needed or you could do a more universal cursingPlayer.overridePhysicsParent check

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Also you probably shouldn't do FindObjectsOfType and just make a cached reference of a car on Awake

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There will literally never be more than 1 VehicleController present at a time on the map

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As that would cause too many issues

sick burrow
# digital thorn How exactly does the cruiser stuff work? (asking in regards to modded vehicles)

For the clocks i added a check to see if player is in the vehicle and then parented the clock to the cruiser
For the sequence I looked at vehiclecontroller script and found a way to hijack motion through applying counterforce to neutralise acceleration. Did this through clientRPC so it had authority and set the ignition to false to turn off the engine. Then spawned vecna on the navmesh near the vehicle and detached his mesh and transformed it to infront of the vehicle. Then just applied some physics to the cruiser to simulate the telekinesis. Then after the sequence I had to make it so vecna waited for player to leave vehicle bcs the animation casued too many issues with the player being rooted to the seat. vecna then does chase as normal. off the top of my head thats the main things

digital thorn
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can't wait for that to not work with my truck 😵‍💫

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anyways ic

sterile ibex
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Hello thank you for this very wellmade mod, I just added the mod and I try to save my friend using boombox, but it seems he cannot see any portal like in the trailer, is it because I have BoomboxOverhaul mod which allow playing youtube music in boombox? or am I missing something?

digital thorn
sick burrow
sick burrow
digital thorn
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as for the ignition that's going to require some compat on my end since calling the base ignition method on my truck won't work properly

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and it will just break stuff

sick burrow
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also ty for kind words

sick burrow
digital thorn
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although i did rework how the "ignition off" works where its split into untwisting the key and then removing the key on my truck

sterile ibex
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ohh then maybe it's my lack of understanding of the mod work, is my action correct:
when my friend suddenly afk, I know that she is getting targeted with vecna so I bring the boombox and press play and then drop the boombox near her is this correct action?

sick burrow
digital thorn
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this i'm not sure about, this probably won't be compatible with vehicles that have more than 2 doors or no rear liftgate

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i can prefix cancel setbackdooropen and call mine, but as for the side doors i'm not sure

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however

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you could make a method that could be patched

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i.e. OpenAllVehicleDoors(VehicleController vehicle)

sick burrow
digital thorn
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that i wouldn't mind doing i s'pose

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i'm also not sure if this will change with the rigidbodies mass, my truck weighs 5x more than the vanilla cruiser

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since the vanilla cruiser is horrifically underweight, i wanted something that didn't feel like a gokart

sick burrow
digital thorn
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that's okay! no rush :)

sick burrow
digital thorn
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np :)

sterile ibex
sick burrow
covert lintel
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Does Vecna have like

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a code name

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I wanna configure it with LunarConfig

sick burrow
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@covert lintel yeah you can refer to his enemy name vecnaEnemy

open sundial
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Found an incompat in my main modpack, vecna would not kill my friend, hell would not show up for my friend

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Have not found the mod that causes this issue, still looking into it

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019de825-4d8c-fffc-9c63-7f15d85384e7 the mod pack