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DemonMae-unreal_interiors-1.7.1 icon

unreal interiors

Adds Unreal Themed Interiors to Lethal Company, Contains 4 interiors

Date uploaded a month ago
Version 1.7.1
Download link DemonMae-unreal_interiors-1.7.1.zip
Downloads 733
Dependency string DemonMae-unreal_interiors-1.7.1

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
Evaisa-HookGenPatcher-0.0.5 icon
Evaisa-HookGenPatcher

Generates MonoMod.RuntimeDetour.HookGen's MMHOOK file during the BepInEx preloader phase.

Preferred version: 0.0.5
MaxWasUnavailable-LethalModDataLib-1.2.2 icon
MaxWasUnavailable-LethalModDataLib

A library for Lethal Company, providing a standardised way to save and load modded data.

Preferred version: 1.2.2
Evaisa-LethalLib-0.16.1 icon
Evaisa-LethalLib

Personal modding tools for Lethal Company

Preferred version: 0.16.1
IAmBatby-LethalLevelLoader-1.3.9 icon
IAmBatby-LethalLevelLoader

A Custom API to support the manual and dynamic integration of all forms of custom content in Lethal Company. (v50 Compatible)

Preferred version: 1.3.9
JacobG5-JLL-1.7.4 icon
JacobG5-JLL

Jacob's Lethal Libraries - For Jacob's Mods

Preferred version: 1.7.4

README

Unreal Interiors

Interiors Based on the Classic FPS, Unreal. Interiors are based around locations and rooms from their respective levels, and have been adapted to Lethal Company. While not fully Accurate to scale or detail, They will nonetheless invoke the general atmosphere and appearance.

Based off the 3rd and 4th levels in the Original Unreal Campaign (Dig and Dug), Rrajigar mines are a sprawling network of Lava filled caves, metal corridors and Alien Machinery. Although the mines resources have been all but harvested, many creatures and valuable scrap remains.

This Dungeon has pre-configured Weights for the following moons,

Based off the 6th and 7th levels in the Original Unreal Campaign (Chizra and Ceremony), The Nali god of Waters halls of worship lie empty, but plenty of scrap remains. Light filters in from the Ceilings and your path lit by torches, so you won't have to worry about finding the breaker box, just watch your step and don't drown.

This Dungeon has pre-configured Weights for the following moons,

Playing on moons with certain LLL Content tags affect the interior. These are mutually exclusive.

  • 'Haunted' and 'Argon' changes the Torch flames Purple.
  • 'Tundra' Freezes the water in the dungeon, and adds a blue tone to skylights.
  • 'Wasteland' and 'Canyon' adds an Orange tone to skylights.

Based off the endgame levels in the Original Unreal Campaign, The Skaarj traverse across the Galaxy, subjagating alien races they deem lesser. The cramped confines of the Skaarj outpost lay empty, not a single warrior or scout patrolling the still operating systems found within, The spoils of the Outpost remain for the taking by prospective Employees.

This Dungeon has pre-configured Weights for the following moons,

Based off the 19th, and 21st, and 28th levels in the Original Unreal Campaign (The Sunspire, Sky Town, and Nali Castle) along with a bit of dmRadikus. The Nali once lived amongst these stone halls, but no longer. the abandoned homes, bars and places of Worship now lie empty, now only the sound of Monstrous entities echo through these lost halls.

This Dungeon has pre-configured Weights for the following moons,

You can change these settings in Lethal Level Loaders Configs by setting "Enable Content Configuration" to true, and manually changing the values to your liking.

Related

CHANGELOG

1.7.14

Nali Haven

  • Fixed doors spawning in entryways.
  • Crystal lights are more indigocolored 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