Lethal Company
Install with App

Details

Latest version
1.2.2
Last Updated
First Uploaded
Downloads
7.7K
Likes
1
Size
23MB
Dependants

1.2.2

  • Removed the extra template plugin i accidentally left in, as well as reducing the amount of variables & audio clips used for the coderebirth stuff

  • Removed config options for Muted_Ricochet, MuteMusic_Carnival_Overlapped, and Muted_AmbientMusicWhileLandedOnInfernis. The first one is too minor of a change to matter & the other 2 will now just automatically apply based on whether or not you've muted the music on Infernis or Filitrios.

  • (Wesley) Renamed Muted_BeanieFigure -> NoVoice_BeanieFigure and MuteMusic_Carnival_Global -> MuteMusic_Carnival for a bit more naming consistency

  • (Boom_Scraps) Made the muted weird tool sounds configurable

  • (Boom_Scraps) Gave each Ammobox item a grab sound

  • (CodeRebirth) Puppeteer's footsteps are now louder (it'll use a slightly quieter version of its regular "combat" footsteps while wandering)

  • (FlickStick) Gave the flick stick a grab/drop sound

  • (Beanies Ship Upgrades) Lowered the volume of turning on the Floodlights' light switch

  • Pushing the company cruiser (and modded vehicles) has new unique audio instead of reusing a collision sound

  • (Disabled by default) Added an option to mute the Old Bird's brainwashing signals, keeping only the alarm sound playing from its speakers

  • Added a generic grab sound to the Apparatus, as well as the following modded apparatus items:

Click to reveal the Apparati:
  • All the wesley ones
  • (Bozoros) Bozo-apparatus
  • (PlayZone) Team green/purple apparatus
  • (Habitat_Interior) Habitat apparatus (Also fixed its drop sound)
  • (OneshotInteriors) Red/Blue apparatus (Also fixed their lack of a drop sound)
  • (74_Allure) Lighthouse apparatus
  • All the ones from Archipelago_Scraps (these already had grab sounds but were really dumb. they also had the clipboard's pocketing sounds???? too????? )

1.2.1

Has the correct dll & asset bundle this time.

1.2.0

CodeRebirth

  • Replaced almost every instance of that one "swooshing" audio that plays when grabbing/dropping/pocketing a large amount of items with audio from vanilla that makes more sense for each item.
Click to see which CR items this applies to:
  • Debug stick
  • Stoat gun
  • Ceasefire
  • Plastic cake
  • Giant caller horn
  • Oxidizer
  • Rolling duck
  • Saw blade
  • Normal shredded scraps
  • Rusted pick head
  • Rubber band
  • Talking head
  • Puppeteer's voodoo
  • Puppeteer's needle
  • Scrap-a-pult
  • Rail slugger
  • Blue shrimp
  • Turbulence
  • Foghorn
  • Teddy bear
  • Walking cane
  • EZ bake oven
  • Oxyde tablet
  • Remote detonator
  • Sally cube
  • Walkie yellie
  • Brrreaker
  • Toma hop
  • Wilted rose
  • Burnt flesh teeth
  • Yoyo
  • Skull
  • Burnt flesh eye
  • X-ray glasses
  • Spud tater
  • Rocky
  • Guitar
  • Mole digger
  • Lifeform analyser
  • Ducky tube
  • Marrow splitter
  • Alarm clock
  • Music box
  • Snow globe
  • Bloody shredded scraps
  • Accordion
  • Magic 8 ball
  • Violin
  • Recorder
  • Hand drill
  • Hard hat
  • Amber
  • Mouse trap
  • Flattened body
  • Birthday card
  • Guardsman phone
  • Haemoglobin tablet
  • Mirror
  • Disposable camera
  • Comfort tape
  • Oxyde training tape
  • & every single lore item (byrne journals, director diaries, and entity documents)

The only item i'm aware of that I didn't change was Burnt rubble, because the rustle sound actually sorta fits for it imo.

  • Also fixed the Infinikey's drop sound being way too bassy

other stuff

  • Added various modded mask items to the Muted_Masks_InOrbit config option: Each mask from Boom Variants, the Disturbed masks from Wesley's toy store, Oni mask from Seichi, Nathan mask from SlaughterhouseScraps, and even GangleMasks.
  • (Pikmoons Scrap) Changed ItemSoundTweaks to be disabled by default
  • (Boom Variants) Added some silence to the end of each of the Glass Canon's audio to make the reverb not get cut off abruptly (Also lowered the volume of a few of its sounds that became too loud because of the reverb)
  • (Glitchy_Scrap) Added a drop sound to the Wind-up frog

1.1.7

  • Removed BaseNutcrackerMusicFix as a dependency due to a few requests to do so. It is now simply listed as a recommendation in the README as well as "required" in the description of the nutcracker music config option.
  • EclipseAmbience and HangarDoorEdit are now disabled by default.
  • (Wesley) Fixed Duckstroid-14's outdoor footsteps not working since the moon hasn't been updated to v81 yet.
  • (Wesley) Muted Lethal Company's ambient music while landed on Infernis to prevent overlapping songs
  • (Pikmoons) Muted Lethal Company's ambient music while landed on any of the Pikmoons to prevent overlapping songs
  • Moved a few tweaks from my other mod FittingCruiserTunes to this one. This means each vanilla cruiser radio song (including RadioBabyFace) will now loop seamlessly. Additionally, the following 3 songs are extended in length:

"Yes! We Have No Bananas!" is extended by +35 seconds (now 1:33 long)

"Parade of the Wooden Soldiers" is extended by +1 minute, 50 seconds (now 2:12 long)

"Some Sunny Day" is extended by +27 seconds (now 1:13 long)

The main downside to these extensions is that I'm unable to accurately recreate the same mixing Zeekerss added to these songs in vanilla, so they will sound a little bit different in that way (and I had to remove the distortion effects heard in "Yes! We Have No bananas!"). For this reason there are options to disable each of these extensions individually if you don't like them, which will then fall back onto a seamlessly-looping version of the original audio file.

1.1.6

  • Tweaked the Old Phone's unpocketing audio (the phone scream) to have a chance to not play, or only play the dialtone part. The original scream/dialtone audio is the least common having a 10% chance
  • (Wesley/Asteroid-13) The ambient "roaming coil-head" noise is now more accurate to how fast roaming coil-heads sound as of v70+
  • Updated some of the debug 'mute' options to include some wesley ambience (not finished, will keep adding to it over time)

1.1.5

  • Added MuteOutdoorRandomSFX, MuteMusic, and MuteAllBackground in the y_Debug category. These are meant for debugging, recording, or any other situation where you want minimal random noise in the game. I do not recommend using MuteAllBackground while actually playing the game.

1.1.4

  • removed the muted apparatus thing because it didn't work how i intended it to
  • fixed v4ShipFootsteps not working

1.1.3

  • Muted the apparatus humming sound if the ship is in orbit. This should mainly prevent wesley's large apparatus items from humming when loading into a lobby with them collected on the ship.

Wesley

  • Muted the radiation loop that comes from the Radioactive Barrel while holding it in orbit.
  • Updated Alt_BrainJarDrop to include the Egg container from Utril
  • Updated Quieter_ItemSounds to include the Hivecicle's drop sound
  • (Disabled by default) Added an option to mute Filitrios's music

1.1.2

  • (MysteriousHarbingers) Reduced the amount of silence at the start of Reality Fracture's grab/drop sound
  • (Wesley/Etern/Cosmocos) (Disabled by default) The Brain Jar & Chunk of Celestial Brain's drop sound is replaced with the DropGlassJar sound from v80

1.1.1

fixed leftover test thing i accidentally left in, if you heard boombox music in the caves then that's why

  • Cruiser engine will no longer blast your ears with its engine starting upon entering a save file (Same applies to the ScanVan's engine & electric windows)
  • Added options to mute both the Clock and Comedy/Tragedy masks while the ship is in orbit (enabled by default)

1.1.0

NOTICE

I changed almost all the names of each config option, so if you had anything customized before you will likely have to redo it for this version. Sorry! it was just getting pretty cluttered and I wasn't happy with how everything was arranged before. From now on the options relating to vanilla will be at the top, modded ones below that, and the non-serious "Fun" ones at the very bottom.

changes

  • Quieter_OldBirds & TBoI_RocketLaunch now work better together and separately - they'll apply more intuitively whether you have one option enabled, or the other, or both at once
  • (Boom Variants) Muted the random SFX that come from the Perfect Masked

Wesley

Fixed settings that stopped working in Obscurity update, and renamed shit to fit better into the same category.

  • Added MuteMusic_Carnival_Overlapped, which will prevent overlapping songs if you get the carnival interior on either Filitrios or Infernis.
  • (Disabled by default) Added MuteMusic_Carnival_Global, for if you just want to get rid of the carnival music entirely.
  • Removed MutedExitSplash and MutedLandingLeavingEvents options. Might bring these back at a later point after I've properly played the updated wesley moons, but for now i just dont want them to remain as broken or useless options.
  • Removed CakeShotgunVariation

1.0.8

  • Removed MutedHighToneAlert for the scanvan
  • Removed SSBU_Cruiser
  • The setting for making the Locker quieter now does so by -8db instead of -12db, after playing with it more I realized it was a little too quiet.
  • Added UniqueButlerHitSFX, which changes its hit SFX to sound more like hitting a big balloon.
  • Added SporeLizardHitSFX, which changes its hit SFX to an unused(?) audio that hopefully conveys better that it isn't taking damage.

1.0.7

  • MagnetizedMagnet now also works for the ScanVan
  • SelectivelyOldBracken now also applies on Sunset1 by MrSaltedBeef
  • Added LoudHornMutedInOrbit, which will prevent the horn being spammed while waiting between moons. I also lowered the normal horn audio's volume.

1.0.6

  • Merged the config options for Pikmoons_Scrap into one

  • Renamed a few modded config options to start with z_ to appear at the bottom of the list, which I guess is the start of me trying to organize things here better. Not gonna do everything all at once, but my initial thought is I'll have all modded options at the bottom to prioritize the options for vanilla.

  • Renamed Fun category to zz_Fun so it shows all the way at the bottom of the list. I can't imagine very many people besides me use this category, so might as well.

  • Moved UpturnedApparatus into the Fun category

  • I don't know if my OpenTheNoor replacements worked in modded interiors, but if it didn't before it probably will now.

  • (Disabled by default) Added MuteIndoorRandomSFX, an experimental option that will eventually mute every random ambient noise that plays in the interiors. It's experimental because I haven't finished it yet, but a good chunk of them are in there now. I plan on also making separate options for random ambient noises that play outdoors as well as on the ship / in orbit.

  • Added a 30% chance for the snare flea's attacking sound to instead play its unused, lower-pitch version

ShipWindows

Replaced all audio (window shutters opening/closing, flipping the shutter lever up/down, and moving the shutter lever on the ship), with more unique audio I put together using various freesound clips. Sources in README credits.

1.0.5

  • Changed my Old Bird config options to be true by default
  • Added OldredQuieterAmbience
  • Removed MutedFrostLeviathans for now (would have probably removed some others but i didnt have time to test them out)

1.0.4

Fixes

  • Hopefully fixed the Undergoing ambient noise
  • Renamed a few config options under the Fun category, to better separate the silly options from the ones that I think are actual improvements. They're all disabled by default, so you won't have to change anything in your config unless you had any of them enabled previously.

The options now located in the Fun category are: SSBU_Cruiser, HoneeRadarBooster, NutcrackerMusic, and CakeRoomTheme.

Changes / Additions

  • Made the old aluminum footstep sounds from v4 play ONLY while walking on the ship. All other instances of aluminum footsteps in the game are unchanged.
  • (Imperium) Changed the UI audio (for opening Imperium's menu & clicking options) to some nice sounds from Super Paper Mario
  • Door slams (like when a thumper busts open a closed door) are now -8db quieter
  • Spike traps slamming are -6db quieter
  • (Wesley/Junic) The metal detector will make actual beeping sounds instead of silly voice clips
  • (Wesley/Infernis) The flintlock will make the shotgun's empty audio instead of silly voice clips
  • (Boom Scraps) Muted 13 of Gibson's voice lines
  • (Boom Scraps) Muted the Weird Tool's ambient FNAF noises

Fun

  • (Disabled by default) Added JesterChaseMusic. When enabled, an active jester will play "Plasma" by RENREN.
  • (Disabled by default) Added MesmalieDamageSound, which replaces the sound for taking damage with one from the game Mesmalie

1.0.3

  • Added HoneeRadarBooster (Disabled by default). When enabled, pinging a radar booster will be Honee saying "Good!" instead of the default "Hello".
  • Lowered volume of v9Blizzard by -4db.
  • reworded a couple parts of the readme to feel less angry towards some of the original sounds i wanted to change, it didn't feel right to keep it that way forever.

1.0.2

  • Renamed OldBracken config to SelectivelyOldBracken
  • Old blizzard audio will now replace on every snow moon instead of just Rend (and renamed its config to OldBlizzard)

Added config options for:

  • Reverting the flashlight flicker to v73- (On by default)
  • Chance to revert the critical injury sound to v73- (On by default)
  • Shortening the sound for turning off a walkie talkie (On by default)
  • 'Undergoing' being a replacement for that one super loud ambient noise (On by default)
  • Reverting that one footstep sound to pre-v80 (On by default)
  • Muting the bullet ricochet sound (On by default)
  • Chance to revert DropJug to pre-v50 (On by default)

1.0.1

  • Fixed cruiser magnetization sounds having extra audio at the end, because i didn't export it right initially
  • Fixed LockRattle sounds not replacing OpenTheNoor all the time
  • QuieterTurrets now also lowers the volume of the far version of turret gunfire

1.0.0

Release.

Thunderstore development is made possible with ads. Please consider making an exception to your adblock.