Lethal Company
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Latest version
1.1.0
Last Updated
First Uploaded
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271
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22KB
Dependants

CreepyHallways

Makes the facility feel less empty than it is, for the whole crew.

  • Distant shrieks. At random times, something screams from somewhere down the halls: always from a spot no one inside can see, 22–60 m away, muffled by the walls and echoing like a stone corridor. Ten built-in shrieks are generated by the mod, never the same one twice in a row.
  • Phantom footsteps. Footsteps walk around behind walls and around corners using the game's own footstep sounds, matched to the floor they're on. Sometimes they wander off, sometimes they come toward someone, and they always stop dead right before anyone could see who's there.
  • Something heard you. After a shriek there's a chance something comes running from where it came from.

Multiplayer

The sounds are synced. The host's game decides when and where every sound happens and tells everyone, so the whole crew hears the same shriek from the same direction. Players standing together hear it together, and someone across the facility hears it faint and far away, or not at all.

Every player inside gets their own timers, so splitting up doesn't mean anyone gets left alone.

Everyone in the lobby needs the mod. The host's game runs it, and anyone without it hears nothing.

Config

BepInEx/config/axelc.creepyhallways.cfg (created the first time you launch). Only the host's settings for how often, how far away and how likely things are get used. Volume is set by each player for themselves. Defaults: a shriek every 40–130 s and footsteps every 30–90 s for each player inside.

Your own sounds

Put .wav files (PCM or float, any sample rate; stereo is mixed to mono) in the mod's folder:

  • Sounds/Shrieks/ — play alongside the built-in shrieks. Set UseBuiltInShrieks = false to hear only yours. Everyone should have the same files, or players will hear different shrieks.
  • Sounds/Footsteps/ — replace the game's footstep sounds, just for you.
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