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PF1MIL-Pikmoons-1.0.2 icon

Pikmoons

[v68] A set of moons based on Pikmin 2, featuring new 'fire exits'.

By PF1MIL
Date uploaded 2 months ago
Version 1.0.2
Download link PF1MIL-Pikmoons-1.0.2.zip
Downloads 3458
Dependency string PF1MIL-Pikmoons-1.0.2

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
IAmBatby-LethalLevelLoader-1.4.6 icon
IAmBatby-LethalLevelLoader

A Custom API to support the manual and dynamic integration of all forms of custom content in Lethal Company. (v65 Compatible)

Preferred version: 1.4.6
AudioKnight-StarlancerAIFix-3.8.4 icon
AudioKnight-StarlancerAIFix

Automatically assigns interior/exterior AI for enemies based on their spawn location. Also fixes a null reference exception regarding EnableEnemyMesh(). Part of my Starlancer Series!

Preferred version: 3.8.4
DarthLilo-LevelMusicLib-1.0.2 icon
DarthLilo-LevelMusicLib

Allows custom moons to load their own music

Preferred version: 1.0.2
JacobG5-JLL-1.8.0 icon
JacobG5-JLL

Jacob's Lethal Libraries - For Jacob's Mods

Preferred version: 1.8.0

README

Pikmoons

A custom moon set based on Pikmin 2's areas.

Custom music plays. Warning for streamers that you may have audio muting or copyright claim issues, depending on Nintendo's whims, though recently they have allowed people to use their music more freely in video content. Play maps on stream at your own discretion.

There are two extra "fire exits" that were not in the original game.

Fair warning: these maps are very large. The Company Cruiser and/or the running shoes upgrade from Lategame Upgrades are highly recommended for the best experience.

The Shower Room on Perplexing in particular is essentially enter-only, as the water makes it quite difficult to exit. Be careful!

Moons:

221 Repose

POPULATION: Abandoned.

CONDITIONS: Hilled, snowy terrain.

RISK LEVEL: C

ROUTING PRICE: 100 credits.

IMAGES: The ship on the manhole, with a snowman in the background. LOUIE The two-island pond. Landing site in the original game, eggs included.

222 Awakening

POPULATION: Abandoned.

CONDITIONS: Rocky, forested terrain.

RISK LEVEL: B-

ROUTING PRICE: 225 credits.

IMAGES: A wide shot of the landing site. White Flower Garden and Bulblax Kingdom. The two-bridge path to the Snagret Hole.

223 Perplexing

POPULATION: Abandoned.

CONDITIONS: Swampy, humid terrain.

RISK LEVEL: B+

ROUTING PRICE: 500 credits.

IMAGES: The landing site, as clearly marked by the sand donut. Wide shot of The Shower Room from afar. The home of Yellow Pikmin. The funny ramp area, or whatever it's called. Glutton's Kitchen and The Submerged Castle.

224 Wistful

POPULATION: Abandoned.

CONDITIONS: Autumnal, manmade terrain.

RISK LEVEL: S

ROUTING PRICE: 750 credits.

IMAGES: The Landing Site. A new entrance with the Cavern of Chaos in the background. A wide shot of Dream Den and Hole of Heroes. The lake down the path to Hole of Heroes.

More Info

ENEMY SKINS Are planned, but not currently in.

MUSIC You may hear familiar music every now and again.

Configuration

Music will be able to be turned off in a config in the future, in the case of potential content ID issues on YouTube.

Installation

The moon and all its dependencies should automatically install when using your mod manager of choice (Thunderstore, r2modman, Gale).

For manual installation, install BepInEx normally and drag and drop all .lethalbundles and .dll files directly into a folder under BepInEx/plugins. This must also be done for dependencies.

Make sure you have all the required dependencies installed before launching the game! The only optional dependency is EnemySkinKit, which is not yet being used, but you can just simply turn it off in-game through LethalConfig by AinaVT.

(Bozoros is also not required, it's just really funny to include as a dependency.)

All players are required to have this moon set installed in order to be able to join the lobby at all.

Credits

Extra thanks to pacoito for all the help making my moon set. (He helped out quite a bit with many aspects of the project!)

IAmBatby for LethalLevelLoader, which allows these moons to exist at all.

AntlerShed for EnemySkinKit and EnemySkinRegistry, which will be used for custom enemy skins in the future.

AudioKnight for StarlancerAIFix, which allows certain enemies to actually function outside. Also for their very comprehensive moon tutorial, which helped me a lot.

DarthLilo for LevelMusicLib, which allows the custom music to play.

olimar12345 for being the GOAT and having the best Pikmin OST uploads on YouTube.

CHANGELOG

Changelog

Version 1.0.0

  • No changes, as this is the first release!

Version 1.0.1

  • Fixed cattails being bent over.
  • Fixed AudioReverbTriggers throwing errors in the console.
  • Fixed very minor z-fighting near the landing site on Repose.

Version 1.0.2

  • Added textures near the onion spots on Repose to be more accurate to the game.
  • Covered a texture poking through where it was not supposed to be near the Bulbear Den fire exit on Repose.
  • Added even more new inside ambience sounds.
  • Changes weights of interiors to make facility and mansion more common.

Version 2.0.0 <u>Major Changes</u>

  • Added five new moons based on Pikmin 1! --Impact is free, so you can do a full pikmin-one-and-two-map playthrough, if you're dedicated!
  • The new moons do not have cave-type entrances, as caves are not in Pikmin 1.
  • Pikmin 1 moons have bomb rocks, which can be thrown like a stun grenade. They do not stun. Be careful!
  • Pikmin 1 and 2 moons now have functional Pellet Posies with harvestable pellets, placed similarly to their games.
  • One Pellets are scrap that can be brought back to the ship, but five, ten, and twenty pellets are too large and heavy.
  • There are also functional Pearly Clamclamps, in Impact and Spring.
  • Water Geysers and Fire Geysers appear in Pikmin 1 moons, along with many new original shortcuts. Have fun!
  • The Eggs found throughout Pikmin 2 moons are now functional, and can be broken with a shovel or knife.
  • Each moon now has a custom moon prefab (moon model outside da ship), with prominent cameos.
  • There is now a config for the mod, although it only has one option. --You can now turn on and off pikmin music/ambience through the config.

<u>Minor Changes</u>

  • Removed a few meshes on Pikmin 2 moons that unnecessarily covered another mesh.
  • Fixed the texture on the tree in Awakening to look better when tiled. (no longer has black stripes)
  • Tweaked lighting on all maps to reduce light intensity.
  • Fixed the stretched texture around the manhole on Repose.
  • Moved the dropship closer to the ship, and extended its jingle's audio range.
  • Turned off mesh compression on all terrain meshes to combat z-fighting and gaps where there shouldn't be.
  • Added mesh compression on almost every model that is not a map terrain model.
  • Made all materials and models read/write, removing warnings from console.
  • Made cave entrance collision consistent.
  • Fixed the darkened textures on Wistful.
  • Manually raised every enemy AI node, hopefully eliminating any lingering pathing issues that spam console.
  • Made off-mesh links for navmesh areas enemies could get stuck in.
  • Snowmen now spawn on Repose. :)
  • Restructured project to better separately load moons with the new Lethal Level Loader update.
  • Re-recorded new video clips for the monitor, due to map changes.
  • Tweaked enemy weights, including adding roaming locusts and manticoils, and more frequent circuit bees.
  • Funny Bozoros dependency has been removed, because the scripts I had planned to use from it are now inside the project in a plugin instead.
  • Tweaked spawnable outside objects.