Black Mesa Half Life Moon Interior
[v50 supported!] This mod includes a custom Moon based off of Black Mesa Research Facility as well as a custom Interior that has over 100+ tiles for room generation.
Date uploaded | 7 months ago |
Version | 1.0.1 |
Download link | Plastered_Crab-Black_Mesa_Half_Life_Moon_Interior-1.0.1.zip |
Downloads | 46712 |
Dependency string | Plastered_Crab-Black_Mesa_Half_Life_Moon_Interior-1.0.1 |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2100Evaisa-HookGenPatcher
Generates MonoMod.RuntimeDetour.HookGen's MMHOOK file during the BepInEx preloader phase.
Preferred version: 0.0.5MaxWasUnavailable-LethalModDataLib
A library for Lethal Company, providing a standardised way to save and load modded data.
Preferred version: 1.2.2IAmBatby-LethalLevelLoader
A Custom API to support the manual and dynamic integration of all forms of custom content in Lethal Company. (v50 Compatible)
Preferred version: 1.3.10Zaggy1024-PathfindingLagFix
Lethal Company mod to fix stutters caused by the AI of Brackens and Snare Fleas. Updated for v60+.
Preferred version: 1.4.0fumiko-CullFactory
Stops rendering interior rooms that aren't visible - Helps with performance without affecting visuals.
Preferred version: 1.4.2README
Black Mesa Half Life Custom Moon and Interior
[supports v50!] This mod adds a custom moon based off of Black Mesa Research facility as well as a custom interior that has over 100+ room tiles to use for dungeon generation for Lethal Company [Warning: Not best suited for low end PCs]
Current Features
- Over 110+ tiles to be used for generation leading to each playthrough being a new experience for the interior
- Use this interior on other moons OR other interiors with this custom moon
- HEV charging stations will randomly generate in the dungeon allowing each player to charge 1 device (two charging stations will generate per day)
- Vents you can crawl into to travel to different rooms (monsters can chase you through them too)
- Custom Apparatus Room + Custom Apparatus item
- Fully working lights that shut down when you take the new apparatus
- Custom doors with custom animations + sounds
- Full custom exterior moon comes with this mod and has lots of places to explore to get to the fire exits
- Security Surveilance system in main entrance security room lets you keep an eye on possible hostile creatures trying to sneak up on you (but watch your back to the doorway behind you)
- Handheld TVs (with Nightvision) located in the Security Room lets you broadcast what you see to the security terminal
- Handheld TVs (called ZagCams) can be used as Bodycams or placed on ground as well for watching specfic doorways
- Custom Scripts for cameras and other things
- Interactable Light Switches in some office rooms (more to come)
- Secret Fire Exit shortcut jump
Screenshots
Moon Main Entrance
Interior Main Entrance
Custom Apparatus Room (with apparatus not removed)
Custom Apparatus Room (apparatus removed)
Security Room with ZagCams and Security Feeds
Ventilation Tiles
Office Tiles
Brick Warehouse Tiles
FAQ
Q: When is the full release going to be?
A: Now! After 350+ hours into this project I think it is finally ready for a full release! I will be adding more as time goes on, but it is out of beta now :)
Q: Can monsters crawl through the vents?
A: Yes! They all can go through the ventilation ducts like any other flooring, but eventually I would like to restrict it to not let Brackens, Coilheads, Nutcrackers, and Masked to go through them.
Q: The performance is bad sometimes without Cullfactory, are you going to fix that?
A: These assets are game rips from Black Mesa so they are far more detailed than Lethal Company base assets and I have done what I can to optimize it. To help with performance I highly recommend CullFactory and PathfindingLagFix to play with this as it helps with it a lot for now.
Known issues that are being actively worked on
- Inverse Teleporter sending players above rooms and in walls (this is due to the NavMesh being in those places so I am actively trying to make this not happen anymore)
- sometimes custom enemies that come with the facility spawn in walls or on ceilings due to navMesh as well (also being looked at)
- some desync issues with light switches
- no random props per tile yet (I am saving global props for last since prop dressing over 100+ tiles will take forever lol)
- still some fps issues on low end machines (still working on doing more to optimize)
Planned Features
- More functional Light switches for rooms
- More shortcuts for the larger tiles
- Charging suit stations for health (Health station will fill up to 1 players health)
- Custom Scrap based on Half Life
- Custom Sound FX and Ambient noises
- Steam Vents
- Resonance Cascade Lightning Storms
- Alien hazards like Barnacles on ceilings and Half Life turrets and tripmine lasers
- Emergency Doors (operatable by the ship console)
- More room tiles >:)
Support my projects
These projects take a lot of time so it is always nice to have a way for people to support the things I work on :)
https://ko-fi.com/plasteredcrab
Credits
- Major-MoreInteriors for his tutorial series I used to learn a lot of the basics
- Batby for their amazing work with LethalLevelLoader
- Zaggy1024 for their amazing help with fixing huge mod breaking bugs and for helping so much with the ZagCams and other things. This mod wouldn't be alive without him.
- PureFPSZac for helping make the config and first dll for this mod and testing much of the mod as it helped a lot!
- AudioKnight for his tutorial series on making a custom Moon
- SherlockJake for working with me to figure out how to get the asset bundles to build as well as help get this all started!
- SkullCrusher for sharing his code for water that damages over time (I used it for my toxic pool)
- The amazing Interior modders out there who helped with random bugs I came across (Cobertos, Lavender, Drako, Zersal, RosiePies, MusicalSleep, Badhamknibbs, Goldblaze, etc)
- Titan for taking the time to show me how to rip Black Mesa Assets and overall help with Unity!
- SourceShard for proofreading and editing the lore clipboard in the Security Room
CHANGELOG
Version 2.0.1
- Fixed getting stuck with the seed on screen when landing at the company early
Version 2.0.0
- 20+ new rooms
- Added wall mounted laser Tripmines that can generate (Thanks Zaggy!)
- Added toxic waste barrels as parkour elements that can generate
- Added Healing Machine that is fully animated and can heal up to a certain amount that players can press and hold to use (Thanks Zaggy!)
- Added Lockers that players can hide from monsters in that randomly generate
- Updated Charging Station with proper animations and custom code (Thank you Zaggy!)
- Monsters can now use Doors and Vents correctly
- tweaked Item Charging Station Sounds
- Fully animated lighting in every tile (even main entrance)
- Fully relit every room
- Revamped all Quarantine Xen tiles to actually look nice and have props
- Lowered alarm sound when apparatus is pulled
- Facility front door will lock after 5 mins after Apparatus is pulled requiring players to use Fire Exits instead and play sounds w/ particles
- Added new Red Double Doors for office tiles
- Added new Red Double Door Blocker
- New Alarm sounds for when Apparatus is pulled and Main Door is closing and when fully closed
- Tweaked Emergency Lights and how they look visually
- Removed extra geometry in exterior
- Replaced all vertical vents with new ones that monsters can interact and open
- Added more scrap to the scrap pool
- Altered rates of certain scrap in the scrap pool
- Registered the Xen Crystal in LLL
Version 1.1.6
- v64 Support!
- Fixed description
Version 1.1.5
- v64 Support!
- Fixed some textures
Version 1.1.4
- Fixed issues with configs not generating from LLL
- Tweaked the brightness on the Surveillance Cameras in the Security Room
Version 1.1.3
- Added Barber and Maneater to Interior
- Cut filesize in half (from around 750Mb down to 320 Mb) but there is still more I want to trim in later updates
- Optimized the moon and interior more so FPS is better (still more to do in later updates) - thank you Batby for the help
- Fixed ZagCams not exploding when leaving the moon - thank you Zaggy for the help
- Fixed Fire Exits being too dark
- Fixed Charging Stations not charging, but made them infinitely charge for now
- Added new catwalk on moon to allow for two handed scrap to get brought up to the ship
- Tweaked the Toxic Pool on the moon to look better and be more optimized
- Added more lighting to the Moon
- Fixed some textures on the Moon
- Fixed various bugs that PureZac found and reported to me
Version 1.1.0
- Added Butler and Tulip Snakes to Interior and Exterior respectively
- Added 26 new tiles for room generation
- Added new emergency lights for when power gets pulled
- Added new Fire Exit model
- Fixed generation so two handed items aren't stopped from being brought back to front entrance
- Fixed main entrance syncing
- Fixed clipboard from spawning on other moons
- Fixed some doorways
- Tweaked some lighting
Version 1.0.1
- Tweaked Landing sound
Version 1.0.0
- Fixed all normal issues for textures so lighting looks great now
- Added nice lighting to each room (that syncs with the Apparatus Room)
- Added custom apparatus room + custom apparatus (Resonance Cascade Room + Xen Crystal)
- Added new single and double doors as well as blockers
- Added custom animations for new doors + custom sounds for them too
- Added 10 new tiles for generation
- Added new features to Handheld TVs (ZagCams) such as bodycameras, ground deployment, etc
- Tweaked nightvision of ZagCams
- Optimizations added to Security Terminals so cameras only render when the screens are being looked at
- Revamped entire security room (moved it, added it to be next to Start entrance)
- Added custom Clipboard to Security Room for lore and instructions to Security Room features
- Tweaked Scrap Spawns to help spread them better
- Tweaked Fire Exits to hopefully be synced for all players
- Tweaked monster spawns to be more intense and worth the risk of going in
- Tweaked vent ducts to try to prevent players from falling through them
- Tweaked dungeon size a bit
- Optimized exterior and interior to hopefully give more fps (still requires Cullfactory)
Version 0.9.14
- Added Nightvision to HandheldTVs in the Security Room
- Tweaked position and lighting of HandheldTVs
- Precautionary measures for pesky players trying to leave the planet with the HandheldTV >:)
- Optimized the cameras for the Handheld TV and Security Terminal
Version 0.9.13
- Re-added config/dll (You can now add this interior/moon to other moons/interiors)
- Re-added Security Terminal with surveilance camera system for front entrance
- Added Handheld TVs that broadcast to the security terminal (also they function as walkie talkies)
- Added items to find in unique rooms that have a chance to generate
- Fixed Door + Vent Door desyncing so all players can see doors now!
Version 0.9.12
- Removed Custom Terminal for now until mod conflicts are sorted
- Removed Security Room stuff and scripts until config is working and custom scripts are able to be used
- Added more collision to secret jump area on exterior moon
- fixed Scan Node for main entrance
- Removed the dll/config as it caused the whole mod to break and be unplayable :( (will be focusing on trying to fix that)
Version 0.9.11
- hotfix
Version 0.9.1
- added dll and config now so you can now simulate the interior chances on the moon by typing "simulate blackmesa" in the terminal as well as use this interior on other moons and vice versa
- Added doors for the single doorway sockets
- replaced single door blockers with similar doors but with red emissives to help identify blocked paths in the dark
- added WIP Security room with surveilance cameras to allow players to keep an eye on the main entrance of the facility (lots planned for this room)
- added WIP custom terminal which I will do some testing with but not sure if I will keep
- added secret jump area on exterior moon (Have fun jumping to and from it!)
- added custom scripts for toxic pool to damage over time and warn players of radiation when entering the area
Version 0.8.8
- Added "doors" to vent ducts
- replaced single door blockers with more appropriate doors with red emissives on them to better see blocked paths in the dark
- removed Quarantine tileset until Seed bug is figured out
- tweaked scrap spawns
Version 0.8.7
- Added some extra collision to Vent ducts (players were falling through somehow)
- Added HEV Charging stations to be generated around the levels (can be used to charge 1 item fully)
- Removed 1 tile that was bugged which was causing Random Seed screen to be stuck on player's screen
Version 0.8.6
- Fixed some vent rotations to better help AI enemy spawns
Version 0.8.5
- Cut Texture resolutions from 2042 to 512 instead to try to benefit performance