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DaXcess-LethalCompanyVR-1.2.2 icon

LethalCompanyVR

Collecting Scrap in VR

Date uploaded a month ago
Version 1.2.2
Download link DaXcess-LethalCompanyVR-1.2.2.zip
Downloads 39620
Dependency string DaXcess-LethalCompanyVR-1.2.2

This mod requires the following mods to function

BepInEx-BepInExPack-5.4.2100 icon
BepInEx-BepInExPack

BepInEx pack for Mono Unity games. Preconfigured and ready to use.

Preferred version: 5.4.2100

README

Lethal Company VR Mod

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This is the first mod that I have ever built, and also the first time using Unity so this mod might not be perfect.

Jumpscare

Ready to immersive yourself into the horrors of Lethal Company with Virtual Reality? Well wait no longer!

LCVR is a mod that adds full 6DOF VR support into Lethal Company, including hand movement and motion-based controls.

The mod is powered by Unity's OpenXR plugin and is thereby compatible with a wide range of headsets, controllers and runtimes, like Oculus, Virtual Desktop, SteamVR and many more!

LCVR is compatible with multiplayer and works seamlessly with VR players and Non-VR players in the same lobby. Running this mod without having a VR headset will allow you to see the arm and head movements of any VR players in the same lobby, all while still being compatible with vanilla clients (even if the host is using no mods at all).

Open Source

The source code for this mod is available on GitHub! Check it out: DaXcess/LCVR.

License

This mod is licensed under the GNU General Public License version 3 (GPL-3.0). For more info check LICENSE.

Verifying mod signature

If you don't care about this, skip this part.

LCVR comes pre-packaged with a digital signature. You can use tools like GPG to verify the LCVR.dll.sig signature with the LCVR.dll plugin file.

The public key which can be used to verify the file is 9422426F6125277B82CC477DCF78CC72F0FD5EAD (OpenPGP Key Server).

Bypassing integrity checks

To prevent completely destroying the game, this mod scans the game assembly and tries to detect whether it's using a supported version or not. If this check fails, the mod will assume that either the game was updated, or the game files have been corrupted, and will refuse to start the mod. You can disable this behaviour by passing --lcvr-skip-checksum to the game's launch options in Steam.

Discord Server

Facing issues, have some mod (in)compatibility to report or just want to hang out?

You can join the LCVR Discord Server!

Compatibility

Adding VR into a game will drastically change some of the gameplay elements. This is guaranteed to cause some incompatibilities with other Lethal Company mods. You can find a compatibility sheet here where you can find a list of mods that have been tested to see if they work well in conjunction with the VR mod (mostly managed by Moderators).

In some rare cases, a mod will have "first class support", meaning that LCVR, the mod in question, or both mods have added official compatibility for both mods to work together seamlessly.

Known incompatibilities

It is generally assumed that any emote mod not listed as fully compatible inside the compatibility sheet will completely break LCVR, as the changes made to the player model more often than not conflict heavily with LCVR's IK implementation.

This also includes combining multiple emote mods (even when they are both listed as compatible!) as more often than not the compatibility between the two (or more) emote mods don't account for LCVR when combined.

Configuring the mod

You can change the mod configuration from within the game itself. Just launch the game with the VR mod installed, get to the main menu, and press the big VR button on the right side of the screen. This will open a big settings menu where you can configure the VR mod to your liking.

When creating a modpack or profile code, it is recommended to NOT ship your config file, so that other people can configure it on their own using the default settings. To quickly reset the settings, delete the config file named io.daxcess.lcvr.cfg from the BepInEx/config directory.

Controls

LCVR attempts to automatically detect which type of controller you are using, and will automatically apply the correct controller profile once they have been detected.

The current list of built-in controller profiles are:

  • Oculus (Rift S, Quest 2, Quest 3) - Default Fallback
  • Valve Index
  • HTC Vive
  • HP Reverb G2
  • Windows Mixed Reality

For a list of all controls for your specific controllers, check out the controls wiki pages.

How to change controls

Check out the LCVR Controller Profiles GitHub page to find a list of available controller bindings.

In the mod's configuration, set the ControllerBindingsOverrideProfile option to the name of the profile binding you would like to use. This does however require an active internet connection, since these profiles are downloaded directly from this GitHub repository and will allow the use of new profiles without having to update the mod.

Setting ControllerBindingsOverrideProfile will override the controller auto-detection

Main Menu

The main menu is controlled by ray interactors. You can use any controller to point towards any UI element and click using the trigger button on the corresponding controller. In the main menu you also have access to a keyboard when you focus any input element, so that you can change your lobby name, tags, or change settings using the VR settings menu.

The Terminal

Since in VR you don't have access to a keyboard (under normal circumstances), the mod displays a virtual keyboard when you enter the terminal. You can use this keyboard to interact with the terminal like you would on PC.

This keyboard currently features two macros: A confirm and deny button. When pressed, these respectively send "CONFIRM" and "DENY" to the terminal. This makes it easier to switch moons and purchase items since you won't have to input this text every time.

You can exit the terminal by pressing the pause button or by clicking on the close button on the terminal keyboard.

VR Interactions

LCVR features a bunch of new interactions that VR players can use to interact with the world around them, without having to use a boring invisible laser and a simple controller binding.

All of the following interactions can be disabled individually inside the config

  • Ship Lever

    You now must physically pull/push the ship lever to land the ship or take off from a planet. The lever, when held, will follow the position of your hand, and this even works for other players who have the mod!

  • Monitor Buttons

    You may notice that the monitor buttons have been moved next to the lever. This is because you can now physically press the buttons to turn on/off the monitor, or switch to another player on the radar!

  • Charging Station

    Hate being forced to stand in front of the charging station every time you charge an item? Well now you can just hold any item that has a battery, and just hold it up to the charging station. Voila, your item has now been charged. If you pull the item out too quickly though, the charger will not charge your item! This interaction only works on the right hand. Putting your left hand inside the charger will make you just look like an idiot.

  • Ship Door

    Have an angry dog chasing you around? Just smash the ship door buttons to close or open the ship door.

  • Teleporter

    Want to inverse into the facility with style? Just flick open the glass cover, and SMASH the teleporter button with your fist!

  • Company Bell

    Delicately place your finger on top of the bell to make it ring... Or just smash it, you do you.

  • Ship Horn

    Pull the ship horn cord using your hand. Yup.

  • Breaker Box

    Y'all ever had issues with trying to flip the switches on the breaker box in VR? It's so stupid because their hitboxes are gigantic! Anyways, just flick open the door with your hand, and use your finger to toggle the switches. This interaction only works when you are using your pointer finger, a fist or flat hand will not work

  • Doors Always had the issue where like a billion people tried to open the same door and it just keeps opening and closing and you can't get through? Well now you actually have to interact with the door handle to open and close the door. Is a door locked? Find out by trying to open the door and listen for the sound cue (or just notice that it doesn't open, whatever). To use a key on a door, interact with the door handle using your right hand while holding a key. Same thing for the lockpicker, however picking up the lockpicker when it is placed on a door also requires you to physically grab it. When the lockpicker is an item on the floor, it will behave normally, and can be picked up from a distance.

  • Face

    Just want to really scream right into that walkie, begging to be teleported because a Jester is right around the corner? Well, you can now do so without pressing any button! Just hold up any compatible item to your face to use them, but watch out what you all put near your face! This interaction only works on the right hand, for obvious reasons

Muffle

Hate it when you die to a dog because your frantic screaming caused you to lure the canines towards your location? Just hold your hand in front of your mouth, and none of the enemies will be able to hear you anymore! As a bonus, anyone with the VR mod will now hear your voice muffled, as if you got snatched by a snare flea. However be warned, the longer you hold your hand in front of your mouth, the less you will be able to see (only until a hard limit, you will not be completely blinded).

VR additions

This mod, in addition to adding VR and motion controls, also adds a few special interactions that you can perform in VR. At the time of writing, these currently are:

  • Spray Paint Shaking
    • When holding the spray paint item, you can physically shake it to shake the can in the game. You can also still use the secondary interact button to shake the can.
  • Shovel/Sign Swinging
    • If you are holding a shovel or a sign, you'll notice that you are holding it in two hands. If you hold your controllers over your shoulder and bring them down with enough force, the mod will swing the shovel for you, dealing damage to players/entities in front of you.

Free Roam Spectating

Free Roam Spectator provided by The Company™ Device©. "Experience death like nobody has ever before! It's amazing!"

Hate having to just watch a flat screen where your fellow employees die to the horrors of the facilities? Well fear no more! With the new Company™ Device© you retain the rights to wander the desolate planets even when your physical body is no longer showing signs compatible with life!

Since the company was a big fan of using Linux for the Device©, the colors look more gray when dead since they cheaped out on the HDR support.

You can teleport to other employees, like you would using the old spectator view, by using the Interact (Default: Right Controller Trigger) button. This will cycle through each employee in the lobby that has not yet met their maker. Use this to quickly see how a fellow employee is going about their day, or to get unstuck if you have fallen into a pit.

Since the Device© is making use of simulated consciousness, physical barriers like doors act like air, so you can walk right through them no problem!

Afraid of the dark? Use the Drop Item (Default: B) button to toggle night vision! When enabled, this light will illuminate the world and facilities around you, so that you can see what your still breathing fellow employees can't!

Another issue of the simulated consciousness is that you can no longer interact with the world around you. You are only able to use ladders and entrance doors, like fire exits and the main entrance. The Company™ has explained in a statement that they are not planning on fixing this issue.

Want to hide that pesky "you are dead lol" interface? Just press the Secondary Use (Default: Left Controller Grip) button to toggle the interface.

CHANGELOG

1.2.3

Bug Fixes:

  • Fixed issues with enemy collision that was causing error spam and potential other issues
  • Changed the way VerifyGameVersion finds the game assembly, fixing some mod compatibility issues

Additions:

  • Added configuration option to disable the settings button on the main menu

Development Changes:

  • Added debug symbols in the assembly output if the mod is compiled in debug, which helps with tracking down errors

1.2.2

Game Version:

  • Added compatibility with V50 Patch 1

Bug Fixes:

  • Fixed visual glitch where VR players would not appear to be sinking in mud
  • Fixed visual glitch where VR players who died in water got the underwater filter applied sporadically

Mod Compatibility:

  • Fixed lighting culling issues when CullFactory is installed

1.2.1

V50 IS HERE

LCVR v1.2.1 brings the joys of V50 into VR.

Due to V50 having changed some important stuff behind the scenes, versions starting from v1.2.1 are no longer supported in V49.

Additions:

  • Added support for the cold open cinematic cutscene

Bug fixes:

  • Fixed corrupt/improper OpenXR setup causing the settings menu to not load
  • Fixed a benign warning when loading input bindings
  • Reduced impact of playerspace spoofing hacks
  • Fixed an issue where somehow getting the camera out of water would prevent drowning
  • Fixed Diversity custom pass warping rendering when DynRes is enabled
  • Fixed the rad mech trying to pick up dead players

API changes:

  • Made the arm HUD canvasses public in VRSession.Instance.HUD

Removals:

  • Removed april fools code & assets
  • Removed support for V49

1.2.0

Settings Menu

In the main menu screen, you will notice a new button being present: VR settings. This button is visible on both flat screen and in VR, and allows you to change the configuration of the mod without having to use your mod manager, or manually having to edit the configuration using a text editor.

Most of these settings were already configurable since 1.0.0, it has only been made easier to change them in this update.

You're also able to swap your OpenXR runtime using this settings menu, instead of annoyingly having to change your default OpenXR runtime within their dedicated apps.

Interactions

LCVR v1.2.0 features a bunch of new interactions that VR players can use to interact with the world around them!

All of the following interactions can be disabled individually inside the config.

  • Ship Lever

    You now must physically pull/push the ship lever to land the ship or take off from a planet. The lever, when held, will follow the position of your hand, and this even works for other players who have the mod!

  • Monitor Buttons

    You may notice that the monitor buttons have been moved next to the lever. This is because you can now physically press the buttons to turn on/off the monitor, or switch to another player on the radar!

  • Charging Station

    Hate being forced to stand in front of the charging station every time you charge an item? Well now you just hold any item that has a battery, and just hold it up to the charging station. Voila, your item has now been charged. If you pull the item out too quickly though, the charger will not charge your item! This interaction only works on the right hand, putting your left hand inside the charger will make you just look like an idiot.

  • Ship Door

    Have an angry dog chasing you around? Just smash the ship door buttons to close or open the ship door.

  • Teleporter

    Want to inverse into the facility with style? Just flick open the glass cover, and SMASH the teleporter button with your fist!

  • Company Bell

    Delicately place your finger on top of the bell to make it ring... Or just smash it, you do you.

  • Ship Horn

    Funny little horn with a funny little cord can now be pulled using your funny little hand.

  • Breaker Box

    Y'all ever had issues with trying to flip the switches on the breaker box in VR? It's so stupid because their hitboxes are gigantic! Anyways, just flick open the door with your hand, and use your finger to toggle the switches. This interaction only works when you are using your pointer finger, a fist or flat hand will not work

  • Doors

    Always had the issue where like a billion people tried to open the same door and it just keeps opening and closing and you can't get through? Well now you actually have to interact with the door handle to open and close the door. Is a door locked? Find out by trying to open the door and listen for the sound cue (or just notice that it doesn't open, whatever). To use a key on a door, interact with the door handle using your right hand while holding a key. Same thing for the lockpicker, however picking up the lockpicker when it is placed on a door also requires you to physically grab it. When the lockpicker is an item on the floor, it will behave normally, and can be picked up from a distance.

  • Face

    Just want to really scream right into that walkie, begging to be teleported because a Jester is right around the corner? Well, you can now do so without pressing any button! Just hold up any compatible item to your face to use them, but watch out what you all put near your face! This interaction only works on the right hand, for obvious reasons

Muffle

Hate it when you die to a dog because your frantic screaming caused you to lure the canines towards your location? Just hold your hand in front of your mouth, and none of the enemies will be able to hear you anymore! As a bonus, anyone with the VR mod will now hear your voice muffled, as if you got snatched by a snare flea. However be warned, the longer you hold your hand in front of your mouth, the less you will be able to see!

Fixed broken arms

Replaced the games IK constraints with ones that are properly able to determine the position of the elbow, meaning the arms should no longer bend inwards.

Fixed controller auto-detection

In versions before 1.2.0, the automatic detection of the type of controller being used happened too early in the loading process, causing a large amount of users to default to the default controller profile, which is only meant for Oculus/Meta (or similar ABXY) devices. In version 1.2.0 going forward, this auto-detection keeps running in the background until a match is found, even when already in a level (though the detection should complete once you start using the controllers in the main menu, but maybe some mods bypass the menu screen entirely).

Locomotion Update

You can now lean over fencing and smaller objects easier without getting pushed back immediately! Keep in mind that if you for some reason poke your head inside of a wall, or start moving using your controllers, you will be pushed out of any wall you might be intersecting with!

Free Roam Spectating

Free Roam Spectator provided by The Company™ Device©. "Experience death like nobody has ever before! It's amazing!"

Hate having to just watch a flat screen where your fellow employees die to the horrors of the facilities? Well fear no more! With the new Company™ Device© you retain the rights to wander the desolate planets even when your physical body is no longer showing signs compatible with life!

Since the company was a big fan of using Linux for the Device©, the colors look more gray when dead since they cheaped out on the HDR support.

You can teleport to other employees, like you would using the old spectator view, by using the Interact (Default: Right Controller Trigger) button. This will cycle through each employee in the lobby that has not yet met their maker. Use this to quickly see how a fellow employee is going about their day, or to get unstuck if you have fallen into a pit.

Since the Device© is making use of shared simulated consciousness, physical barriers like doors act like air, so you can walk right through them no problem!

Afraid of the dark? Use the Drop Item (Default: B) button to toggle night vision! When enabled, this light will illuminate the world and facilities around you, so that you can see what your still breathing fellow employees can't!

Another issue of the simulated consciousness is that you can no longer interact with the world around you. You are only able to use ladders and entrance doors, like fire exits and the main entrance. The Company™ has explained in a statement that they are not planning on fixing this issue.

Want to hide that pesky "you are dead lol" interface? Just press the Secondary Use (Default: Left Controller Grip) button to toggle the interface.

1.1.9

Bug fixes:

  • Fixed helmet (and volumetric plane) positioning after death

1.1.8

Bug fixes:

  • Fixed event handler leak in the Keyboard causing the game to hang
  • Fixed weird fog rendering issue in the left eye when the radar is active

Added configuration:

  • Added new configuration option EnableHelmetVisor (Default: false). When enabled, will show the first person visor model.

1.1.7

Adjustments:

  • Improved keyboard behavior. It now also properly works in the pause menu.
  • When sprint toggle is enabled, sprint will be disabled when in a special interaction animation

Bug fixes:

  • Fixed ray interactors not working when leaving a game

1.1.6

Adjustments:

  • Changed some of the locomotion code
  • Removed version checking on compatible mods
  • Made the Nutcracker less sensitive to head rotations
  • Don't turn around...

Bug fixes:

  • Fixed menu button not closing the terminal

1.1.5

Adjustments:

  • Added HP Reverb as autodetected controller profile
  • Added smooth rotation on the custom camera
  • Turn around...

Bug fixes:

  • Fixed local profile paths not working
  • Fixed jitter in SteamVR

1.1.4

Bug fixes:

  • Input not working (lol)
  • Expanded performance options a bit
  • Dynamic resolution filter is set to FSR by default

1.1.3

Adjustments:

  • Added support for loading local files as controller binding overrides
  • Added index as an official binding
  • Added wmr as an official binding
  • Fixed not being able to confirm builds
  • Removed Herobrine

1.1.2

Adjustments:

  • Removed the option Dynamic Resolution
  • Enabled motion vector support, making DLSS look much better
  • Added camera resolution scale option, defaulting to 0.75x normal (headset) resolution

1.1.1

Adjustments:

  • Removed HDRP XR occlusion mesh shader

Bug fixes:

  • Fixed charging items with secondary use not working
  • Fixed not being able to cast a vote to leave early

1.1.0

New Features:

  • Added basic finger tracking (By @Lakatrazz)
  • Added room-scale crouching (By @Lakatrazz)
  • Decoupled body from head rotation (By @Phil25)
  • Made finger tracking thumb movement smoother
  • Added thumbs up pose to finger tracking
  • Added Virtual Keyboard in main menu
  • Forced the game to be focused on startup
  • Added additional logging if the game was not able to be started in VR
  • Added support for building. With default bindings, hold both grip buttons to enter build mode and confirm builds. Press B to discard an item.

Adjustments:

  • Change battery charge indicator position (By @abazilla)
  • Increased shovel cooldown
  • Shovel can no longer be used in certain situations
  • Main menu/spectator/pause no longer have auto rotation, use the "Reset Height" button to move the screen in front of you
  • Disabled lens distortion on the fear effect
  • Adjusted input system, which can now autodetect the type of controller you are using. Still needs official bindings.
  • Reverted a bunch of IK code which was causing issues. An actuall full IK fix will come in a future update.

Bug fixes:

  • Made some changes to the Networking system, which should fix some desync issues
  • Fixed interaction with pause menu whilst in spectator mode
  • Fixed localization issue causing some users not to be able to launch the mod (shame on you Microsoft)
  • Fixed jitter on scan nodes
  • Fixed laser pointing not following hand movements for other players

Added Config options:

  • Added snap turn degrees option
  • Option to disable additional lens distortion effects to counter possible motion sickness

Mod Compatibility:

  • Adjusted UI position on mimic fire exits (By @NickDuijndam)
  • Added compatibility with TooManyEmotes without having to change configuration

What's Changed

New Contributors

Full Changelog: https://github.com/DaXcess/LCVR/compare/v1.0.1...v1.1.0

1.0.1

What's Changed

New Contributors

Full Changelog: https://github.com/DaXcess/LCVR/compare/v1.0.0...v1.0.1

1.0.0

The VR mod has finally released!!

Finally, after almost exactly two months (started Nov 19th 2023) of hard work the Lethal Company VR mod has it's first release!

No changelogs are necessary for this version, as it is the first version. Subsequent versions will contain a list of changes and new contributors.

Verifying mod signature

LCVR comes pre-packaged with a digital signature. You can use tools like GPG to verify the LCVR.dll.sig signature with the LCVR.dll plugin file.

The public key which can be used to verify the file is 9422426F6125277B82CC477DCF78CC72F0FD5EAD (OpenPGP Key Server).