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unreal interiors

Adds Unreal Themed Interiors to Lethal Company, Contains 4 interiors

CHANGELOG

1.9.2

Rrajigar Mines

  • Fixed a missing icon when climbing the ladder in the two-level room.

1.9.1

Nali Haven

  • Elevator buttons have the correct hand hover sprite.

1.9.0

General

  • Project Reimporting neccesitated fixing a multitude of broken references, I've forgotten what's been changed, added and fixed.

1.8.5

Skaarj Outpost

  • If played on moons tagged with 'Atomic', the pale white and green lights become Green and Yellow.
  • Fixed some incorrectly configured Klaxon Spawners.
  • Hallway Blocker lights have a subtle glowing light.

1.8.4

General

  • Fixed the Transparencies in various materials broken with the last update.

1.8.3

General

  • Filesize optimization

Rrajigar Mines

  • The Two Level rooms Navmesh has been fixed.

Nali Haven

  • The double Elevator room is supposed to have Lamps in it, This has been fixed.

1.8.2

Rrajigar Mines

  • Added Rosies moons to the list of default Weights
  • Revamped the Dungeon Tilesets, Many rooms are now marked as unique, and some are weighted higher depending on if they're on the main path or branching.
  • Fire Exits no longer spawn in the cave room.

Chizra Temple

  • Added Rosies moons to the list of default Weights

Skaarj Outpost

  • Added Rosies moons to the list of default Weights

1.8.1

General

  • Updated internal LLL dependencies.

1.8.0

General

  • New Screenshots that better reflect the current state of the Interiors.

Rrajigar Mines

  • Added JLL as a dependecy.
  • depending on the moon tag, The rock and lava textures, and light colors change depending on the Moons tag. Currently supported tags are Rocky, Canyon, Tundra, Ocean, and Asteroid-14.
  • Lights are even brighter with further range.
  • Doors have pneumatic opening and closing sounds from Unreal.
  • Door Frames have proper room tags, preventing some oddities.
  • The Rocky floors are rougher and not flat surfaces.
  • Patched up a lot of holes in the tiles geometry.
  • Raised the Lava surface in the Lava Hallway room. This is so if the liquid in the room doesn't instantly kill, it is high enough to drown in.
  • Increased the total Light count in larger Rooms.
  • Changed the position of the Main Entrance light.
  • Texture changes to bricks.

Chizra Temple

  • Changed the tag and Layer on Doorframes.
  • Fixed the longstanding issue of doors being ever so slightly misaligned in their frames.
  • New Sounds for doors from Unreal.
  • Interior ambience in some rooms.

Skaarj Outpost

  • If Klaxons are enabled, they begin playing when the Apparatus is pulled.
  • Doors have pneumatic opening and closing sounds from Unreal.
  • Pillars have been placed in the Entry room, these are to help mitigate cheap shot kills from turrets pointing into the room.

Nali Haven

  • New Sounds for doors from Unreal.

1.7.14

Nali Haven

  • Fixed doors spawning in entryways.
  • Crystal lights are more indigo colored like they used to be.

1.7.13

Chizra Temple

  • Darker regions of Chizras water texture are more transparent.

1.7.12

General

  • Overhaul of default weights.

Rrajigar Mines

  • Adjusted the position of the Main Entrance slightly, this should help the Code Rebirths Shockwave gal pathfind her way outside.

Chizra Temple

  • Some floors with shallow water have been tagged with 'Puddle'.

1.7.11

General

  • Materials are now GPU instanced, this should squeeze a bit more performance when used.

Chizra Temple

  • In my feverish attempts to fix the lag, I axed the lighting quality even though it wasn't the cause, this has been rectified, as well as being made slightly prettier.
  • The Trial of Combat was broken, It should be fixed now.

1.7.10

Rrajigar Mines

  • Lava is brighter and lights rooms with it better.
  • Fixed some error spam with lights.
  • Falling in Lava Does not leave recoverable bodies and makes appropriate burning sounds.
  • Lights in the storage room, and cave room, and control room are brighter.
  • The Main entrance Light is brighter and has a larger radius.
  • Fixed a buried Crate.
  • Removed or reduced the volumetrics from several lights.
  • Removed the Unreal Content tag since LLL dungeon matching doesn't work.
  • Reduced dungeon length (9-10 => 9-9)
  • Reduced Branch count. (26-32 => 26-30)
  • Dynamic dungeon size restrictor change to 1.8, equivalent to Rends dungeon size.

Nali Haven

  • Restored a simplier version of the elevators.
  • Brightened the Crystal lights.

1.7.9

Chizra Temple

  • 1 New tile, the chamber of combat.
  • 2 new items, one unutilized.
  • The ritual of combat can be attempted for a sizeable prize. This can be disabled in the config.

Skaarj Outpost

  • Fixed a room boundary that caused room clipping in rare instances.

1.7.8

Nali Haven

  • The elevators broke in V65, so they have been temporarily replaced with ladders while I fix them.

1.7.7

General

  • Updated JLL version used and dependencies to 1.7.4.

Rrajigar Mines

  • widened the navmesh blocker in doors to prevent fringe cases of monsters slipping through them.
  • Slightly brightened emergency door lights.
  • Slightly increased the range and brightness of Cave Lights.

Chizra Temple

  • Lighting rework.
  • Lag fixed for good.
  • Fire exits will actually generate again.

1.7.6

Chizra Temple

  • Removed the particle effects from torches, replaced them with meshes.
  • Lighting changes.
  • Some optimizing.
  • Dynamic dungeon size restrictor change to 1.8, equivalent to Rends dungeon size.

1.7.5

Chizra Temple

  • Potential fix for 1 way wall generation but for real this time.
  • Toned down the Fire Particle effects on torches every so slightly for performance optimization.
  • Added a dynamic dungeon size restrictor of 2.0.

1.7.4

Chizra Temple

  • Potential fix for 1 way wall generation occurences.

Skaarj Outpost

  • Added JLL as a dependecy.
  • Lasers are more lasery looking.
  • If played on USC Vortex, the pale white and green lights become red and blue.
  • Added Klaxons playing throughout the facility. These are turned off by default.
  • Added Lithium to the list of default moon matches.

1.7.3

Chizra Temple

  • Tag based modifiers Have been split into individual options, you can toggle the ones you want and don't want.
  • Increased the starting points Y coordinate, this is for Fray Compatibility.

1.7.2

Chizra Temple

  • Tag based modifiers have a config option. this is enabled by default.

1.7.1

Chizra Temple

  • Added JLL as a dependecy.
  • If played on moons tagged with Haunted or Argon, the torch light turns a ghastly purple.
  • If played on moons tagged with Tundra, the skylights take a lighter blue hue and freezes water.
  • If played on moons tagged with Canyon or Wasteland, the skylights take an Ochre hue.
  • Fixed a pool collider.
  • Fixed certain rooms being see through under the right conditions.

1.7.0

Skaarj Outpost

  • Lighting overhaul.
  • Added boxes to the hangar to make it feel less empty.
  • Made the fire exit Light brighter.
  • Removed the connector Hall lights.
  • Removed Security door spawns, The Laser gates are now this interiors versions of them. They also only generate in the Holding Cell rooms and X-Room near the end of the dungeon.
  • rebalanced connector door weights.
  • Laser gates no longer kill, but they Hurt a lot.
  • Fire Exits should no longer spawn in the first quarter of the dungeon.
  • Removed the lights from the Generator for Performance.
  • Added a standard Dynamic Dungeon limiter of 1.9.
  • Laser gates play a noise when they game end you.

Nali Haven

  • 1 New tile, The multi elevator room.
  • Adjusted Elevator room Weight.
  • Both elevator room tiles are now unique and only generate once.
  • Elevator off mesh links are now one way, Enemies will not be able to magically scale the vertical wall and jumpscare you.
  • Lamp Light properties have been changed to have a wider radius.
  • Crystal lights are brighter, and have a larger radius.
  • Window lights are brighter.
  • Adapted the Mineshaft elevators.
  • Added a standard Dynamic Dungeon limiter of 1.85.
  • Increased bedroom weight on end caps.
  • Increased the weight of the Power room deeper in the dungeon.
  • Adjustments to Blocker decoration weights.
  • Lamps have a hard cap of 16.
  • The Diagonal hall should generate again, I don't know why it disappeared.
  • Carpets can sometimes be found in hallways.

1.6.10

Rrajigar Mines

  • Cave Nodes for the Man Eater.
  • Lava Light should be brighter everywhere.
  • Turbo Charged the Lumens on everything.

Chizra Temple

  • Cave Nodes for the Man Eater.

1.6.9

Rrajigar Mines

  • Lights above doors now light up when the power is off, they're dim but cast a wide range.
  • Added a custom Security Door. I have confirmed these are compatible with VEGA.

1.6.8

Rrajigar Mines

  • Added Cracks in floors with lava flows, these are for aesthetics and to provide light when the power is out.
  • Removed Unused Meshs to reduce File Size.
  • Added security doors, they spawn very rarely.

Chizra Temple

  • Fixed a pool.
  • Changed the way the generation generates slightly, and the branching properties.
  • Potential fix for blocked off main dungeon paths.

Skaarj Outpost

  • New Entrance Tile
  • dungeon length increased. (10-11 => 11-12) It should be the same length in practice however.
  • Added security doors, they spawn very rarely.

Nali Haven

  • Removed Fray and Cambrian from the Moon preset list, increased Temper to 100.
  • Decreased Rockwell Weight to 50.

1.6.7

Rrajigar Mines

  • Fixed several incorrectly assigned crate.

Nali Haven

  • Fixed an oversight with blocker placements in the big lirbabrury room.

1.6.6

Nali Haven

  • Added Rockwell to the list of moon Presets.

1.6.5

General

  • New Icons to better represent the dungeons contents.

Rrajigar Mines

  • Lowered the min/max dungeon length (10-11 => 9-10)
  • Increased Branching count (24-29 => 26-32)

1.6.4

Rrajigar Mines

  • Fixed the weird Main Entrance Light texture.

Chizra Temple

  • Disabled the Water triggers in some rooms to prevent inescapable situations you couldn't resolve through drowning.

1.6.3

Rrajigar Mines

  • Fixed an incorrect texture assignment.

Nali Haven

  • Fixed the entry teleporter placement in the alternate entry room.

1.6.2

General

  • Crunched File sizes into a singularity, all 4 interiors packed together went from 21 MB to 9 MB.
  • Updated the Readme and moon weights.

1.6.1

Rrajigar Mines

  • Added 2 new tiles, these are Asymetrical in design and should spice up dungeon generation.
  • Added an item, the Tarydium Crystal. Currently unused.
  • Fixed some missing seams.

Chizra Temple

  • Added 2 new Asymetrical tiles to add Dungeon variety.
  • Replaced scrap denial zones in water, They were removed unintentionally when I replaced kill zone with Water zones.

Skaarj Outpost

  • Added 1 new Asymetrical tile to give the Dungeon more variety.
  • Changed how Laser Gates Work.
  • Fixed a potential Laser gate desync.

Nali Haven

  • Added an alternative entry room. Very rarely the one unused can appear as a basic room.
  • Further increased Bedroom Tile weight.
  • Generation Changes.

1.6.0

General

  • Ported to V60
  • Ported to LLL V.1.3.9

Rrajigar Mines

  • Brightened the Fire Exit Light.
  • Lights above doors have a more easily distinguishable color from Fire Exit Lights.
  • Changed the Storage room and Cave rooms Crate Layout.
  • Removed a Hazard spawn point from the Control room.
  • Fixed erroneously placed AI nodes in the Control room.
  • Brightened the Main Entrance Light.
  • Adjusted the Entry rooms components, hopefully lowering the chances of Main Entry Spawn failure.
  • Added a bunch of Lights to the lower floor in the Huge Pillar Connector room.

Chizra Temple

  • Removed Kill Triggers from all Water Rooms, Replaced with Water Volumes. You will still need Assistance to Escape if trapped however.
  • Someone Left a rope ladder in the Ceremony Hall.
  • Water is slightly more transparent.

Skaarj Outpost

  • Reduced the chance of the entry room having a door.
  • Fixed misplaced AI nodes.

Nali Haven

  • Added a Breaker box spawn to Elevator rooms.
  • Fixed an incorrectly tagged Carpet.
  • The Treasure room should spawn more frequently in the last third, and usually never in the first third.

1.5.4

Rrajigar Mines

  • Enemies can traverse the mini bridge in one of the lava room tiles when it's raised now.
  • changed the dirt pile tags, they should sound like dirt when stepped on now.
  • Items should spawn in the entryroom minecart more consistently.
  • Changed the light properties in the Ladder Vent 8 way.

Skaarj Outpost

  • Fixed an incorrectly tagged room.
  • Fixed some wild navmesh issues in the Hangar Room.

Nali Haven

  • Fixed some missing references.

1.5.3

General

  • Potentially fixed missing entrance errors.

Rrajigar Mines

  • Fixed some incorrectly assigned boundaries.
  • Spruced up the Hallways and removed Bloat in Hall tile variety, this should mean more unique tiles should generate more often and feel less confusing to navigate.
  • Increased the chances of the Locker Room Spawning.
  • 1 New Tile, the Ventilation 4-way Corridor.

1.5.2

General

  • Shuffled the Hazard Spawns in all dungeons.
  • File Size reduction for all interiors.

Rrajigar Mines

  • The glow around Lights has been reduced and their shadows removed, The light emitted from lamps are brighter and have a larger radius.
  • Fire Exit lights are brighter and more Conspiscuous.
  • Added Sierra to the list of Default moon assignments.

Chizra Temple

  • Skylights are brighter.
  • Water doesn't cast shadows, this should make it easier to see the death pits.
  • Added Fray and Cambrian to the list of Default moon assignments.

Skaarj Outpost

  • Fire Exit lights are brighter and more Conspiscuous.
  • Added Cambrian to the list of Default moon assignments.

Nali Haven

  • Reduced the min and max Lamp count. (15-20 => 14-19)
  • The Lamp light above the Main Entrance is more Bluish in color and always spawns.
  • Home room tiles. are more common.
  • Added Fray, Cambrian, and Temper to the list of Default moon assignments.

1.5.1

Nali Haven

  • Adjustements to table collisions, this should hopefully stop items spawning inside tables

1.5.0

General

  • Updated the Mods screenshots
  • Fixed a typo in the Readme.

Rrajigar Mines

  • Greatly expanded the Range Scrap and Hazards will Spawn.
  • Normal Mapping!
  • 1 New tile, a locker room.

Chizra Temple

  • Fixed an incorrectly configured room
  • Added 2 scrap spawns to the 6 Fires Chamber.
  • Expanded scrap and Hazard spawn ranges in some rooms.
  • 1 shiny new Tile, A big ass bridge.

Skaarj Outpost

  • scrap and Hazard spawn ranges Increased in places.
  • Adjusted the Generator room Lighting.
  • 2 New Tiles, A storage bay and a fancy hallway.
  • Changes to Dungeon Generation.

Nali Haven

  • Expanded scrap and Hazard spawn ranges in some rooms.
  • 2 New Tile, A big Library and Diagonal Hallway.
  • An unused Bar Tile has been reimplemented, so that technically means 3 new tiles?
  • Reduced the door Spawning chances in Hallways.

1.4.0

  • Dungeons have been split into individual Bundles to be released separately. I apologize for the file size increase that ensued.
  • Texture property changes in all dungeons.
  • Doors in Chizra are fancier looking.
  • Fixed items spawning out of bounds in Chizra Temple.
  • Rrajigar Doors have a small light above them, Their orientation matters.
  • Fancier Lighting effects in Rrajigar Lights.
  • Fixed missing Audio mixer and animation properties in some Rrajigar Lights.
  • Skaarj Outpost Doors Have glowing inner panels.
  • Fixed a Seam in the skaarj outpost hallway blockers.
  • Fixed off-center door placement in the Holding Cells tile in Skaarj Outpost.
  • Adjustments to some lights in Skaarj Outpost.
  • Laser doors have a rare chance to spawn in Skaarj Outpost Hallways.
  • Scrap can spawn in L-Hallways in Skaarj Outpost.
  • Doors in Nali Haven are a little more shapely and less flat.
  • Increased the Global Limit of Nali Haven Lamps. (9-18 => 15-20)
  • Removed a lot of Mesh colliders from objects that didn't need them.

1.3.9

  • Dungeon Entrances should play nicer with Cullfactory.

1.3.8

  • Updated the Readme
  • Removed a scrap spawn point from slope halls in Skaarj Outpost, added one instead to the default 4 way Hall. This should greatly help with loot distribution.
  • Elevators in Nali Haven and Rrajigar will no longer be locked.

1.3.7

  • Nali Chapel my beloved and hated, I have been forgetting to add a ladder to reach the second level for the last 4 patches but now it's here.
  • Increased the range of the lights emitted from the Glass stained windows in the Chapel and Entry hall and removed their volumetrics in Nali Haven.
  • Swapped Laser gate states in Skaarj Outpost.

1.3.6

  • Ported to LEthal LEvel LOader V.1.3.1
  • Fixes to Generation setup means entry rooms branch off more from the start. Dungeon Length of all dungeons affected increased, but the actual dungeon size will be the same.
  • Adjustments to Nali Haven Size. (9-11 => 10-11) (20-24 => 20-32)
  • Adjustments to Rrajigar Mine Size. (9-10 => 10-11)
  • Adjustments to Outpost Branch Count. (26-30 => 28-32)
  • Adjustments to Chizra Branch Count. (20-23 => 20-26)
  • Disabled Volumetrics on the Hallway Light panels on Skaarj Outpost.
  • Lighting Adjustments to Skaarj Outpost Entry Room.
  • Fixed a Seam in the Study Room in Haven.
  • Reduced the volumetrics in Haven Lights, Increased the Blue Crystal Ambient Light Count and changed their properties.
  • Lamps in Haven Turn off when Unpowered.
  • Skylights in Chizra have been changed to Spotlights and some of their shadows disabled, Volumetrics have been added.
  • Reduced Haven Weights for Rend and Dine. (300 => 200)
  • Dungeons have a unique 'Unreal' Content Tag for Lethal Level loader.

1.3.5

  • Rrajigar and Haven should be slightly brighter on average.
  • Added an additional scrap spawn point to the Sloped hall, Hangar, and Pipe Hallway in Outpost.
  • Reworked Scrap spawns in Rrajigar. Where there are crates, loot is abound.
  • Laser grid doorways added to Skaarj outpost, they open and close like regular doors.
  • Reduced length and branching count of Nali Haven. (10-12 => 9-11) (22-25 => 20-24)
  • The Chapel Rooms entrance configuration in Nali Havens has been fixed.

1.3.4

  • Reduced the amount of doors in Chizra Temple.
  • Removed some floating colliders that shouldn't be there in Rrajigar mines
  • The Ladder in the Observation hall in the Skaarj outpost is more ladder shaped with a model.

1.3.3

  • Fixed and Issue with Rrajigar mines Fire Exits.
  • Vastly increased potential Fire Exit Spawn Locations on Nali Haven.
  • Nali Haven Exits are spawned slightly higher to fix a potential Spawning Problem.

1.3.2

  • Duplicate door spawns removed from Skaarj Outpost.

1.3.1

  • Vents are important. Skaarj outpost and Rrajigar mines had none, this has been resolved.

1.3.0

  • Fully V56 supported.
  • Added the Nali Haven interior, A Stoney Mansion alternative filled with abandoned living spaces, libraries, and Homes lit by lamps and Crystal light.
  • Many changes to lighting in various rooms in all Dungeons.
  • Scrap placement overhaul.
  • The laser grid in the Skaarj outpost Hanger room kills on contact, this was done for consistency between all laser grids.
  • A lot of other stuff I'm probably forgetting.

Important Note

Project files were borked during the update process, So I had to recreate all the Dungeon flows, Tilesets, and Archetypes from scratch. Dungeons should still feel about the same but with a subtle change in structure. If issues arise relating to this, I will try to fix them as fast as possible.

1.2.2 (This update was not released publicly.)

  • multiple tiles across all dungeons should spawn in a way that prevents impossible 2 handed item transference.
  • An elevator has been added to a tile in Rrajigar mines.
  • The Death Pit room in Chizra Temple kills from gravity instead of Drowning.
  • Lowered the Death Trigger in the opening Ceremony hall in Chizra Temple.

1.2.1

  • Manifest dictated there was 2 interiors when there are 3, this has been rectified.
  • Apparatus spawn points added to Rrajigar Mines and Skaarj Outpost.
  • Rrajigar Mines Lighting Adjusted, Lights generally are brighter but with shorter radii.
  • Lava Pools in Rrajigar Mines kill by Burning rather than Gravity now.
  • Fire Exits are more common in deeper sections of Rrajigar Mines.
  • Fixed Item spawns in Rrajigar Mines Cave Tiles.
  • Door lines shown on the terminal and in Minimap mods should accurately reflect the state of the Door now.
  • Fire Exit lights have been brightened on Skaarj Outpost and Chizra Temple.
  • Added a new tile to Skaarj Outpost, The Generator Room. It will typically spawn at the end of the dungeon and contains the Apparatus.

1.2.0

  • Added Skaarj Outpost Interior.

  • Reduced the overall length of Rrajigar Mines to make it feel less Empty.

  • Added a bunch of Scrap spawn points in Rrajigar Mines.

  • Fixed the Bridge selection in the Lava Suspension Bridge Room in Rrajigar Mines.

  • Fixed several pathing issue in Rrajigar Mines.

  • Rrajigar Ladders are ladder shaped and more obvious to spot now.

  • Audio bugging out should be fixed in Chizra Temple.

  • Performance improvements (hopefully) in Chizra Temple.

  • Reduced the Particle density in the Chizra Temple Torches.

  • Fixed several pathing issue in Chizra Temple.

  • The Large 8 way pillar room in Chizra Temple cannot spawn with Fire exits anymore.

  • Adjusted some pick rates in the dungeon matching settings.

1.1.1

  • Adjusted chizra temple Torch spawns
  • Fixed some erroneously placed vents in Rrajigar Mines.
  • All Dungeons have a Unique Stinger.

1.1.0

  • Added Temple of Chizra Interior.
  • Adjusted Rrajigar pick rates.

1.0.0

  • Release Version