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DemonMae-ut99_interiors-1.4.0 icon

ut99 interiors

Adds Unreal Tournament Themed Interiors to Lethal Company, Contains 4 interiors.

Date uploaded a month ago
Version 1.4.0
Download link DemonMae-ut99_interiors-1.4.0.zip
Downloads 491
Dependency string DemonMae-ut99_interiors-1.4.0

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 Tournament 99 Interiors

Interiors Based on the Classic Arena Shooter, Unreal Tournament. Custom interiors based off amalagamations of levels and their aesthetics from Unreal Tournament. While Unreal Interiors focuses on the levels taking place on the Alien Planet Na Pali, This mod instead focuses on levels in more distinctly human made environments.

Modeled after CTF-Hydro16 and CTF-Dreary, and a touch of DM-Fetid. The inner workings of an abandoned Power plant and its pipeways slowly rust away, the now toxic coolant pooling in its depths. scrap and abandoned belongings are strewn everywhere. The sewers in the beginning lead way to a maze of pipes, here Fire exits can be found, but you must venture deeper into the Power plant to find the best loot.

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.

  • 'Cheese' Fills the Facility with Big Jug Hot Cheese.
  • 'Volcanic' Fills the Facility with Deadly Lava.

Modeled after DM-Gothic, DM-Bishop, with a little bit of DM-Peak for the catacombs. The wind blows throughout the empty sprawling halls of this church, abandoned artifacts and dusty scrap litter its floors and deep in the undercrofts. If you don't ensure the elevators are operational, you may find yourself stuck in the catacombs.

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

Playing on moons with certain LLL Content tags affect the interior. These are not mutually exclusive.

  • 'Ocean' floods the basement.
  • 'Tundra' Adds snow to open roofed rooms.
  • 'Haunted' Converts the interior into 'Ghastly Monastery'.

Modeled after AS-Guardia, CTF-Command, and DM-Cybrosis. A solitary fortress buried underground beneath the eyes of the public, has been evidently abandoned, but it seems people were attempting to breach the Metal walls before. Within these towering halls lays plenty of loot to find.

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

Modeled after the City Intro, AS-HiSpeed, and DOM-CIDOM. The abandoned subway and maintenance tunnels are littered with plenty of trash, but one mans trash is the companies treasure. The Main path through here is denoted by the subway tunnels themselves and the trains left abandoned, plenty of loot can be found in both the trains themselves and the maintenance tunnels deeper within. Get your space legs ready, it may be a long walk.

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

  • Experimentation (Vanilla) 125
  • Offense (Vanilla) 100
  • March (Vanilla) 25
  • Rend (Vanilla) 125
  • Dine (Vanilla) 100
  • Titan (Vanilla) 300
  • Artifice (Vanilla) 150
  • Desolation (Wesleys Moons) 100
  • Halation (M.O.O.ns) 300
  • Makron (M.O.O.ns) 25

Playing on moons with certain LLL Content tags affect the interior.

  • 'Valley' causes invasive plant growth and decay.

Based off CTF-Niven and CTF-Coret. The Niven Nuclear Reactor was built to last, and last it did. Operating for who knows how long without human interferance or interaction, junk and scrap left in it's storage and strewn across metal halls. Just stay out of the broken Coolant pools, they aren't for skinny dipping.

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

1.4.11

Niven Reactor

  • Enforced Fire Exit spawning on certain rooms

1.4.10

Guardia Fortress

  • The old bird event is fixed but for real now, Thank you Jacob

1.4.9

Guardia Fortress

  • Guardias Apparatus pull event didn't have a network object, leading to desynced old birds. this should be fixed.

1.4.8

CIDOM Metro

  • The Tunnel platforms are more detailed now.
  • The Maintenance Tunnels can have doors now.
  • 1 new Main tunnel tile, the Cross intersection.
  • 3 New Maintenance tunnel tiles. the Ring Pit, Storage closet, and the T-Pipe section.

1.4.7

Guardia Fortress

  • Missile Launcher props are scattered throughout the warehouse region. These are non functional. (for now)
  • Pathing fixes for the Main Entrance. Masked and other entities should get stuck less often.
  • Turrets are banned entirely from spawning in the Warehouse region, Landmine spawns are reduced in the Power station region.
  • Spike traps can spawn in the basic hallways in the Power station region.
  • The Hangar door will open under the right conditions.

1.4.6

General

  • Materials are GPU instanced, and should run smoother.
  • Overhaul of default weights.

Gothic Monastery

  • Removed Unused materials and textures to free up a few kilobytes.

Niven Reactor

  • Increased the Fire Exit weight in side paths to prevent cases of insufficient exits on moons with more of them.

1.4.5

Niven Reactor

  • No More Wall Turrets.

1.4.4

Gothic Monastery

  • The Undercroft and basic hallways can generate with additional enviromental details to them.
  • Restored a simpler version of the elevator.
  • Simplified some backend things with the content tag modifiers.
  • Fixed a collider with a certain room.
  • Fixed Windows not being occluded by fog properly.

Niven Reactor

  • Ladders are climbable by entities.

1.4.3

Gothic Monastery

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

Niven Reactor

  • Changed a wall blocker to prevent fringe cases of turrets peeking out of bounds.

1.4.2

General

  • Updated JLL version used and dependecies to 1.7.4.

Dreary Pipeworks

  • When unpowered, facility lights dim by about 75% instead of going out completely.
  • Extra cheese details to Cheese Pipeworks.

Niven Reactor

  • Added Harloth to the list of Default moon selections.

1.4.1

Niven Reactor

  • Fixed doors blocking the Main Entrance.
  • Widened the Hallway door frames to cover seams in rooms.

1.4.0

General

  • Added the Fifth Dungeon, The Niven Nuclear Reactor.

CIDOM Metro

  • Backend changes to make the interior work as intended with Cullfactory.
  • Added JLL as a dependecy.
  • If played on moons tagged with Valley, the interior becomes Overgrown with plants. this is enabled by default.

Gothic Monastery

  • Added a Halloween mode override, Disabled by default. If enabled, It will force enable Spooky mode regardless of the moon landed on.

1.3.8

Dreary Pipeworks

  • Tag based modifiers Have been split into individual options, you can toggle the ones you want and don't want.

Gothic Monastery

  • Tag based modifiers Have been split into individual options, you can toggle the ones you want and don't want.

1.3.7

Dreary Pipeworks

  • Tag based modifiers have a config option. they are enabled by default.

Gothic Monastery

  • Tag based modifiers have a config option. they are enabled by default.

1.3.6

Gothic Monastery

  • The holes in certain rooms have been fixed, except for one, it's intentionally there on haunted moons now.

Guardia Fortress

  • Fixed some incorrectly configured spawn zones.

CIDOM Metro

  • 1 New tile, the Split Tunnel.
  • Dungeon Length change. (7-7 => 7-8)
  • Increased the weights of shorter tunnels segments slightly.

1.3.5

Dreary Pipeworks

  • Forgot to tone down the Volumetric lighting properties. the tissue has ben Risottoed.

1.3.4

Dreary Pipeworks

  • Added JLL as a dependecy.
  • General Lighting rework.
  • If played on moons tagged with Cheese, the interior becomes 'Cheesy Pipeworks'.
  • If played on moons tagged with Volcanic, The systems will be flooded with deadly Lava.

1.3.3

Gothic Monastery

  • Added JLL as a dependecy.
  • If played on moons tagged with Haunted, the interior becomes 'Ghastly Monastery'.
  • If played on moons tagged with Tundra, Snow falls on ground exposed to the sky.
  • If played on moons tagged with Ocean, The basement will be flooded again.

CIDOM Metro

  • Lowered the default dynamic size limiter. (1.6 => 1.5)
  • Emergency lights are a teeny bit brighter.
  • Reduced the volumetric properties and range on Fire Exit and Main entrance lights.
  • Added measures to try preventing items from spawning inside Train seats.
  • Platform Exits Should be properly boarded up if unusable.

1.3.2

Dreary Pipeworks

  • All Standard Lights are about 40% brighter.
  • Changed the properties in the metal mesh texture to not look wonky when exposed to volumetric light and fog.

CIDOM Metro

  • Correctly tagged doorway blockers in the maintenance tunnels.

1.3.1

CIDOM Metro

  • Which Station platforms are Fire Exits or not are better telegraphed.
  • No more paper thin walls between subway tunnel connections.
  • Hopefully fixed Pathfinding quirks.

1.3.0

General

  • Added the fourth Dungeon, The CIDOM Metro.

Gothic Monastery

  • Remove the Basement flooding.
  • Adapted the Mineshaft elevator, It might be buggy and behave weirdly.
  • It's spooky season, and the Monastery has been Decorated as such.
  • Removed animations controlling the Lights.

Guardia Fortress

  • Removed the CIDOM Metro teaser.
  • Added some Scrap spawn points in the Hangar.

1.2.12

Gothic Monastery

  • Cave Nodes for the Man Eater.

1.2.11

Dreary Pipeworks

  • Dreary pipeworks caps in size at the 1.5x dungeon size multiplier.

1.2.10

Gothic Monastery

  • Fixed a navmesh issue.

1.2.9

Guardia Fortress

  • Fixed a box with a Null reference.
  • Added LOD groups to more objects.
  • Replaced the Mesh Colliders on computer panels with box colliders.

Dreary Pipeworks

  • Added LOD groups to some objects.

1.2.8

Guardia Fortress

  • Walls in the Warehouse region have LOD groups, and the range of multiple lights have been reduced. This should improve performance on larger dungeon multipliers.

1.2.7

Dreary Pipeworks

  • Shrunk the pipe hitboxes to not overlap with Steam valves.

Guardia Fortress

  • Added details to doors that cover up gaps in certain doorways.

1.2.6

General

  • New Icons to better represent what the dungeons look like.

Dreary Pipeworks

  • Added Steam Pipes to the first third of the dungeon.
  • Added Water drip effects in some rooms.
  • Fixed missing seams.
  • Breaker boxes now only spawn in the first third of the dungeon, making it easier to get to if the dungeon starts dark.

Gothic Monastery

  • 1 new tile, the pedestal room.

Guardia Fortress

  • 1 new tile, A T-Shaped room with a shelf items can spawn on, in the Command Center region of the dungeon.

1.2.5

Gothic Monastery

  • Adjusted the position of the fire exit teleporters a teeny amount.

Guardia Fortress

  • Fixed the Boom door in the entryway, the invisible wall is gone and the C4 blows you up. Stand back.
  • Removed a lot of Backfaces in walls.

1.2.4

Dreary Pipeworks

  • Removed the Moon teasers.

Gothic Monastery

  • Removed the Moon teasers.
  • 2 new tiles.
  • The Undercrofts can rarely be flooded.
  • Itty bitty max branch count increase. (42 => 44)

Guardia Fortress

  • Various changes to the first half of the dungeon to make it slightly less unbearable if you're playing on a moon with a high Nutcracker or Turret count.
  • 1 new tile, the Pillar.
  • Enemies can climb up the Ladder in the Hangar.

1.2.3

General

  • Crunched File sizes into a singularity, all 3 interiors bundled went from 17 MB to 9 MB.

Dreary Pipeworks

  • Updated the Readme and moon weights.

Gothic Monastery

  • Updated the Readme and moon weights.

Guardia Fortress

  • Updated the Readme and moon weights.

1.2.2

Guardia Fortress

  • Fixed an incorrectly assigned empty socket in the entry room.

1.2.1

Dreary Pipeworks

  • Added Gorgonzola to the Default Moon config
  • Halation Listed in the Readme, it was already in there.
  • Properly tagged the catwalks in the Pipemaze water 4 way.
  • Sockets had incorrectly assigned emptys, this is fixed now.

1.2.0

General

  • Ported to V60.
  • Ported to LLL V.1.3.9.
  • New Interior, the Guardia Fortress.

Dreary Pipeworks

  • Brightened the Fire Exit light.
  • Removed Kill triggers from all pits of water, you still can't escape them without outside intervention. Hope you bought a teleporter.

1.1.6

Gothic Monastery

  • Fixed some missing references.

1.1.5

Dreary Pipeworks

  • Added an Off Mesh link between the Bridges in the Transition Room.

1.1.4

  • Shuffled the hazard spawns.
  • Added Fray and Temper to the list of default moon matches for Gothic Monastery, Cambrian and Sierra for Dreary Pipeworks.

1.1.3

  • Gothic Monastery door frames have collision now.
  • Fixed an incorrect Door assignment in Gothic Monsteryyyy.
  • ???

1.1.2

  • Fixed the god awful flickering in Dreary Pipeworks.

1.1.1

  • Dreary Pipeworks doors are no longer offcenter and have a new animation.
  • Lighting Adjustments in Dreary Pipeworks.
  • The grate in Drearys Opening room should have the correct appearance now.
  • Reworked the Cross bridge in Dreary Pipeworks.
  • Gothic Monastery Doors have a window in them to the next room.
  • Normal mapping!
  • Added a few scrap spawn points in dreary Pipeworks.

1.1.0

  • Entry rooms should play nicer with Cullfactory.
  • Raised the Ceiling in the double bridge room in Dreary pipeworks.
  • Turrets will not be able to see you through walls now.
  • 1 New tile for Dreary pipeworks in the Pipe Maze, A downward sloping pipe. Watch your step
  • 1 New tile for Gothic Monastery, A corner room with a Decorated Table.

1.0.2

  • Fixed a window into the void in Gothic Monastery.
  • Elevators in Gothic Monastery can no longer be locked.
  • Removed Hazard spawn point from the the Double bridge room in Dreary Pipeworks.

1.0.1

  • Lights In Dreary Pipeworks adjusted, Blue lights are brighter and Yellow lights are less Saturated.

1.0.0

  • Release Version.