LethalCCTV
Facility CCTV cameras, security alarms, a hackable mainframe, code-locked company stashes, and a ship CCTV terminal for Lethal Company.LethalCCTV
About Y4NGZ
I am Y4NGZ, an up and coming rapper out of NYC/Detroit. All of my mods are inspired by the music I write. If you are interested in knowing more about me, check out my SoundCloud: https://soundcloud.com/y4ngz
Generative AI usage
The entire code base of this mod was created with generative AI. Assets are free, licensed, paid for, or generated with AI tools. If you do not wish to play with AI-generated content, do not install this mod.
What LethalCCTV does
LethalCCTV adds procedurally generated or authored CCTV cameras to fill the facility. Upon being spotted by an active camera, the alarm will go off, temporarily sealing entrances and alerting monsters to the location of the tripped alarm. CCTV camera feeds are accessible via the ship with a purchasable CCTV station upgrade. Active CCTV cameras can be disabled by hacking the mainframe that spawns inside of every interior via a hacking mini-game. A hacked mainframe also grants players the ability to, see the amount of scrap inside of an interior, speak over a facility wide intercom and access to 4 digit "stash codes" which allow access to Company Stashes spread across every interior.
Gameplay previews



Cameras and alarms
Cameras use authored placements for interiors that have them and procedural generated placements everywhere else.
- Red - passive. It sees you and does nothing.
- Orange - active. Getting spotted trips the facility alarm.
An active security camera will emit a detection warning on a players HUD. The brighter it gets the closer it is to tripping an alarm.
The camera in the main-entrance tile is always passive: it still streams to the ship and watches the door, but it never trips the alarm, so walking in is never an instant lockdown.
Wall alarm light/siren fixtures can be disabled independently without disabling CCTV detection. Their configured light intensity applies to both generated lights and cloned vanilla fire-exit lights. Physical cameras are breakable by melee, vanilla shotguns, and supported Y4NGZ weapons; hosts can disable breaking or tune camera health. Every facility camera also has a short-range, 8-meter scan node that reports whether it is operating, offline, or broken. Alarms can close textured sliding gates over the main entrance and fire exits even when LethalCCTV is installed without Contracted; the gate halves slide out of the door frame and seat clear of the vanilla door handles.
When the vanilla apparatus exists, its room receives a guaranteed camera and can show a dedicated
APPARATUS tracking box. Main-entrance, fire-exit, and apparatus boxes are independently configurable.
The mainframe
The mainframe also utilizes both authored and procedural generations. Mini-game difficulty is determined by the risk level of the moon. The higher the difficulty, the more nodes that you need to connect.
Company stashes
Company stashes can be opened up by inputting their four-digit keypad codes accessible via the mainframe. Intentionally
the mainframe does not list what code is related to what stash so teamwork may be necessary to get them open depending
on how many spawned. Each stash contains a guaranteed Gold bar plus configurable weighted loot rolls. The
loot pool accepts any network-spawnable grabbable item, including ammunition or weapons supplied by companion
mods, using name|rarity|count entries. Minimum and maximum stash counts are configurable for every moon risk tier.
The stash has one locker-level scan node; its keypad does not create a second scan target.
The ship CCTV station
The CCTV station is sold in the vanilla ship-upgrade store. If the Y4NGZ terminal shop (Y4NGZTerminalUpgrades) is installed alongside Y4NGZShipSystems, it is sold there instead.
Upon purchase, the CCTV station grants access to the CCTV feed, a walkie talkie and a live radar of the interior. Operating the station allows players to ping locations, acquire targets and remotely hack the mainframe. The host can independently allow or disable radar view, camera pings, walkie-talkie transmission, target scanning and remote hacking. If OpenBodyCams is installed, every connected player receives an independent named bodycam feed at the start of the feed list. Bodycam feeds also include positional sound just like the CCTV cams.
Both radar modes give permanent facility fixtures their own symbols: the mainframe appears as a green
circuit-cross marked MF, while each Company Stash appears as a blue vault marked ST. These are distinct
from ordinary contract-objective markers.
Interior support
Authored placements ship for vanilla interiors, Beaniebe interiors, SlaughterHouse, ACF, Subsystems, CIDOM Metro, The Baroness, and Generic Interiors. Other interiors use rated or generated fallback placements.
Right now procedural placements are in a very good state for CCTV cameras, I would expect that the vast majority of placements will look good in-game. Procedural cameras mount to the structural wall behind pipes, ducts and other clutter rather than onto the clutter itself. Mainframes and stashes also work fine with procedural placements, but do look and feel better with authored placements per tile.
Optional integrations
- Y4NGZBloodFX - persistent blood remains visible when a camera pans back through a corridor.
- General Improvements - CCTV owns the active Better Monitors surfaces, including 9- and 14-monitor layouts.
- OpenBodyCams - independent named player feeds, single-feed rendering, positional audio, and duplicate receiver suppression. With Better Monitors, OpenBodyCams no longer blanks the radar on the large right monitor.
- BetterArmory - firearms damage physical cameras with their native ballistics, and firearms/ammunition can populate stash loot.
- Y4NGZTerminalUpgrades - the CCTV station moves from the vanilla store into the Y4NGZ terminal shop. YET TO BE RELEASED
- Y4NGZUpgrades - several upgrades tie into the security system and allow players to hack YET TO BE RELEASED
- Contracted - Stranger can destroy cameras, containment breach contract utilizes security systems, and much more YET TO BE RELEASED
- Anomalies - Poltergeist enemy not visible on cameras. YET TO BE RELEASED
These integrations activate only when the companion package is installed and are not installed automatically.
Required dependencies
BepInEx-BepInExPack-5.4.2305Evaisa-LethalLib-1.2.0TeamXiaolan-DawnLib-0.9.25Sigurd-CSync-5.0.1xilophor-LethalNetworkAPI-3.4.2Rune580-LethalCompany_InputUtils-0.7.13Y4NGZ313-Y4NGZInteractions-1.0.2- operator animation ownership and rig restorationY4NGZ313-Y4NGZCore-1.0.6- shared placement and runtime services
Configuration and migration
BepInEx/config/com.y4ngz.company.lethalcctv.cfg controls camera counts,
operator permissions, wall alarms, stash loot, and interior placement generation. Sections use plain names
such as Ship Terminal, Camera Counts, Operator Permissions, and Company Stashes; numeric prefixes are
not used. Existing numbered sections and the old ammo-labelled stash keys migrate automatically, with a
one-time .pre-config-v2.bak backup beside the config. Camera minimum/maximum values are host-synced, and the
maximum is a hard total that includes authored placements. Physical security adds host-synced Breakable Cameras,
Camera Health, and Close Lockdown Gates During Alarms; the legacy compact breakability/health keys migrate to
their spaced names. The Tracking Boxes section contains host-synced switches for the main entrance, fire exits,
and apparatus. Operator permissions, camera count limits, wall-alarm fixtures/intensity, risk-tier stash limits,
and the generalized stash loot pool round out the surface. The Diagnostics section is local-only and off by
default; Performance Timing Logging reports how long the mod's own per-frame work takes when investigating stutter.
Performance
Camera placement and the ship-side setup that follows it are spread over several frames after the facility generates, so landing no longer stutters. Looping station and camera audio fades out instead of cutting. The 1.2.0 download is about a third smaller than 1.1.0 with the same assets.
Troubleshooting
When reporting a problem, include BepInEx/LogOutput.log, the moon and interior,
whether the ship station was purchased, and whether the problem affected the
facility cameras, mainframe, stash, radar, or operator session.
Source code
The plugin source is public on GitHub: https://github.com/y4ngz313/LethalCCTV
Report bugs and feedback there as well.
