Ayyo Company Modpack
[LCv64] A quality life modpack I put together for my friends for v64 and growing. An immersive horror casual-serious journey with a focus on diversity and variety alongside 125+ mods.
CHANGELOG
Make a new PROFILE and redownload my modpack to recieve all tweaked configurations.
- All players must have the same configurations and mods in order to play together or you'll experience bugs.
- Longer loading times when starting up Lethal Company since they may be more moons/interiors.
- Not all bugs are found and may be found in your game! Please notfiy me at [email protected]
v3.2.9 - Uninstalled Mod Updates, New dependencies, Configurations updated.
Uninstalled Mods (Dependencies)
- qwbarch-BarchLib-1.0.2
Added Mods (Dependencies)
-
qwbarch-MirageCore-1.0.1
-
willis81808-LethalSettings-1.4.0
-
Hamunii-DetourContext_Dispose_Fix-1.0.3
-
Hamunii-AutoHookGenPatcher-1.0.4
Updated Mods
-
WesleysInteriors will be updated to: 1.4.5
- I am feeling kind today, removed the turret firing squad I placed in the Grand Armory entry tile
- Added some spike trap spots in the entry tile
-
StarlancerMoons will be updated to: 2.4.0
- Updated the moons to v64.
- Added new vanilla content to Auralis, Solace, Triskelion, and of course [REDACTED].
- I've figured out how to make trees breakable, but I'll have to manually replace every terrain-painted tree, so that mechanic will be implemented in a future update.
- Mushrooms have slightly grown on Solace. How fun(gi).
- Opened the gates on Solace slightly to facilitate easier cruiser access.
- Removed an errant tree from the mansion grounds on Solace that was sticking out of the back porch. Unsure how long that's been there.
- Carved away the errant navmesh underneath the rocks on [REDACTED] to hopefully prevent enemies from phasing through them.
- Relocated some doors on [Redacted] to keep things fresh.
- Adjusted the reverb (reverb - reverb - reverb) of the special area on [Redacted].
- The clues related to StarlancerZero ([REDACTED]) now display text when hovering over them to make it easier to figure out the routing word.
- Changed the location of one symbol on Triskelion so that it can be approached properly to display the text.
- Renamed the water shader being used for my moons.
- Updated dependencies.
- Added screenshots to the description.
- Updated the moons to v64.
-
Mirage will be updated to: 1.9.2
- Note: This will be the last update, unless any major gamebreaking bugs requires my attention. For anyone expecting the v2 (voice recognition + machine learning) update, please read the README on why this update has been dropped.
- Config has been reworked and requires you to redo your config. You will need to delete Mirage.cfg (backup the file in case you need it), and then use the newly generated Mirage.General.cfg and Mirage.Enemies.cfg configuration files.
- Enemy configs are now generated at runtime, no longer requiring a manual update for Mirage every time Zeekers adds new enemies.
- Optimized the codebase for better performance.
- Now uses SileroVAD for better voice activity detection, resulting in better recordings when using voice activity.
- SpawnOnPlayerDeath as a feature has been removed. Use the Zombies as a replacement.
- Added compatibility with LethalIntelligence.
- Thanks to Lunxara, JacuJ, BBAPepsiMan, and JokerMan for extensively testing the update. I was only able to fix a lot of the subtle bugs they found because of their extensive testing.
- Updated icon, created by IntegrityFate.
-
TooManyEmotesScrap will be updated to: 1.0.8
- Fixed hyperlink for TooManyEmotes in the README not pointing to the correct mod page.
-
SellMyScrap will be updated to: 1.7.1
- Fixed compatibility with the ShipInventory mod.
-
LETHALRESONANCE will be updated to: 4.7.4
- Fixed several missing Thumper sounds
- Fixed masked sometimes sounding like women
- Config for player death sounds
- Config for old bird footsteps
- Config for ship ejection alarm
Configurations updated.
-
LETHALRESONANCE
-
Mirage