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Audio Knight
United States
เข้าร่วมเมื่อ 9 ส.ค. 2015
I mostly upload gaming videos, but there's no real upper limit to the random stuff I might upload.
Enjoy your stay! :D
Enjoy your stay! :D
How to Make a Custom Moon in Lethal Company | Lethal Level Loader
Now for v60 (and hopefully future versions), a tutorial on how to set up Unity for Lethal Company content creation, focusing on custom moons, using Nomnom's Unity Project Patcher and IAmBatby's Lethal Level Loader.
Somehow this tutorial is 10 minutes shorter than the first one, but I think it's more informative and concise. It also has chapters, so I'm very happy with how it turned out!
===================================================
Donate to the cause (the cause is me): ko-fi.com/audioknight
Lethal Company Modding Discord: discord.gg/lcmod
My Lethal Company Mods: thunderstore.io/c/lethal-company/p/AudioKnight
Background music made by Audio Knight (Me!) : open.spotify.com/artist/55PnF6WzuUygedDB8UQ8Lx
==================== RESOURCES ====================
Git: git-scm.com/
.NET 8.0: dotnet.microsoft.com/en-us/
Unity Hub: unity.com/download
Unity Version 2022.3.9f1: unity.com/releases/editor/archive
Nomnom's Unity Project Patcher: github.com/nomnomab/unity-lc-project-patcher
r2modman: thunderstore.io/c/lethal-company/p/ebkr/r2modman/
Lethal Level Loader: thunderstore.io/c/lethal-company/p/IAmBatby/LethalLevelLoader/
==================== CHAPTERS ====================
00:00 - Intro
00:17 - Prerequisites
01:10 - r2modman Setup
02:02 - Creating the Unity Project
02:53 - Installing Packages
03:53 - Running the Patcher
04:37 - Importing Plugins
04:59 - Creating A Moon Scene
06:10 - Organizing the Hierarchy
07:30 - Enabling Fog
07:46 - Removing Unnecessary Assets
09:41 - Terrain
10:55 - Explanation of What to Keep
11:42 - Reverb Triggers
12:47 - AudioReverbPreset Cleanup
12:55 - Item Dropship
13:05 - LevelGeneration Cleanup
13:36 - Scene Setup
15:06 - ScriptableObjects
15:42 - ExtendedLevel
16:28 - ExtendedMod
16:54 - SelectableLevel
17:47 - Blank References
19:36 - Return to SelectableLevel
21:36 - Footprints
21:54 - Building the Asset Bundles
22:53 - Testing in Unity
24:43 - Further Optimization
26:10 - Conclusion
Somehow this tutorial is 10 minutes shorter than the first one, but I think it's more informative and concise. It also has chapters, so I'm very happy with how it turned out!
===================================================
Donate to the cause (the cause is me): ko-fi.com/audioknight
Lethal Company Modding Discord: discord.gg/lcmod
My Lethal Company Mods: thunderstore.io/c/lethal-company/p/AudioKnight
Background music made by Audio Knight (Me!) : open.spotify.com/artist/55PnF6WzuUygedDB8UQ8Lx
==================== RESOURCES ====================
Git: git-scm.com/
.NET 8.0: dotnet.microsoft.com/en-us/
Unity Hub: unity.com/download
Unity Version 2022.3.9f1: unity.com/releases/editor/archive
Nomnom's Unity Project Patcher: github.com/nomnomab/unity-lc-project-patcher
r2modman: thunderstore.io/c/lethal-company/p/ebkr/r2modman/
Lethal Level Loader: thunderstore.io/c/lethal-company/p/IAmBatby/LethalLevelLoader/
==================== CHAPTERS ====================
00:00 - Intro
00:17 - Prerequisites
01:10 - r2modman Setup
02:02 - Creating the Unity Project
02:53 - Installing Packages
03:53 - Running the Patcher
04:37 - Importing Plugins
04:59 - Creating A Moon Scene
06:10 - Organizing the Hierarchy
07:30 - Enabling Fog
07:46 - Removing Unnecessary Assets
09:41 - Terrain
10:55 - Explanation of What to Keep
11:42 - Reverb Triggers
12:47 - AudioReverbPreset Cleanup
12:55 - Item Dropship
13:05 - LevelGeneration Cleanup
13:36 - Scene Setup
15:06 - ScriptableObjects
15:42 - ExtendedLevel
16:28 - ExtendedMod
16:54 - SelectableLevel
17:47 - Blank References
19:36 - Return to SelectableLevel
21:36 - Footprints
21:54 - Building the Asset Bundles
22:53 - Testing in Unity
24:43 - Further Optimization
26:10 - Conclusion
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OUTDATED/OBSOLETE | NEW TUTORIAL IN DESCRIPTION | How to Make a Custom Moon in Lethal Company
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OUTDATED - New tutorial: th-cam.com/video/mZSg_R3UTak/w-d-xo.html *Check Pinned Comment!!!* A tutorial on how to set up Unity for Lethal Company content creation, specifically covering moons in this video, using Nomnom's Lethal Company Project Patcher and IAmBatby's Lethal Level Loader. This is the first tutorial I've ever made, so the process was a bit nerve-wracking, but I think it came out p...
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Great tutorial! But i have one problem: it wont let me add the packages from the git url. Like they arent showing up in my package manager. Any tips?
Make sure you've installed git properly, and doublecheck the requirements on the github page
@@knightofaudio how do you install git?
@@ZaphonRBL 0:22, just download and run the installer
@@knightofaudio i did it but its still not working
@@ZaphonRBL Odd. Did you check to make sure your drive is in the correct format? Make sure to pay close attention to the setup info in the video
Hello, so whenever I try to install the packages, I get the error message that basically says there was an error adding the package and it was unable to add the package. I'm not sure what I am doing wrong as I have git installed, so any advice would be useful.
Update: I just needed to restart unity for it download the packages, it works now.
One last question... I currently have my ship sitting on a platform imported from gordion. Ive tried reverse-engineering the navmesh boxes from the stairs on titan, but they dont seem to work. Is there any way to create a simple box that functions as a nav mesh?
I'm not 100% certain what you mean, but you can make a navmesh volume that can overwrite the area-type of whatever is inside of it that can be navmeshed. You could also try using a navmesh modifier component. If those don't work, try putting the object on the room layer.
@@knightofaudio i tinkered a bit and figured it out by myself. My moon is now fully functional! I fixed all of the bugs. Thank you so much for making this tutorial, me and my friends have already playtested the moon and we had loads of fun.
@@knightofaudio oh... one more question. When i tried to upload to thunderstore it said there was no manifest.json. How would i solve this? do i need to convert something?
I managed to get one, but its still not accepting it.
@@beaniegaming69 Glad to hear it! To solve the manifest issue, look at someone else's mod to copy the format of the manifest, just make sure you change the information.
I keep getting an error where it says the asset ripper step failed while running the patcher. I double checked i have all the dependencies and such for the patcher... what am i missing? is the asset ripper a seperate download?
issue fixed.
@@beaniegaming69 Apologies for the delay, but glad you fixed it! Would you mind sharing what the issue and solution were in case someone else runs into the same problem?
@@knightofaudio I just started from the beginning again and reinstalled all of the dependencies, I think I was missing one from the Lc-Project-Patcher github, more specifically the bepinex project patcher. I dont think it was explicitly mentioned in the video (or i glossed over it) but its listed as a dependency on the github page so it was my fault for not reading into it more. Anyways, thank you so much for this guide! it has helped me a ton and im already on my way to making a great moon. I do have a question, though. How would I go about creating more fire exits or creating a garage door like on artifice? If you dont have a short answer for these questions, thats fine ill tinker around and find it out on my own. Shouldnt take too long.
@@beaniegaming69 You can add fire exits simply by duplicating the existing ones. For the garage door, my suggestion is to go into the Artifice scene and either copy it directly or reverse engineer it by seeing how Z did it :3
Thanks for the tutorial but one problem though, when I try load lethal company on Unity, there's an unusual error popping up stopping me from testing my moon out.
What's the error?
@@knightofaudio Something about DissonanceComms component not being found in the scene, I can send screenshot in your dms if that is fine with you
@@DaChickenPlayzYT That should be a harmless error, I'm pretty sure I've had it before. There's probably something else happening, make sure you have all the requirements.
Hello, I really needed a tutorial like this, I was able to make good progress with it, but I have a rather annoying problem: the sandworms won't emerge, and the shots from the old birds are passing through the ground. Thanks in advance. I'm french.
@@KillianMrKixcat Is your terrain on the "Room" layer?
@@knightofaudio Yes my terrain is on the "Room" layer. I have a console error that says InSpawningAnimation does not exist, and I also noticed that the AI of the old birds was broken, just like their animation. Edit : I don't know how but I fixed the Earth Leviathan problem whereas the Old Bird AI remains broken.
@@KillianMrKixcat Is it broken in the actual game, or just the editor?
@@knightofaudio Both. The old bird ignores the navmesh, he shoots downward, and his animations get stuck.
@@KillianMrKixcat That's very bizarre, I don't think I've encountered this issue before. Try following the tutorial again, following each step very carefully. Alternatively, try asking for assistance in the dev-moons channel on the LC Modding Discord
Hey, very nice tutorial you made there, easy to follow. I just ran into one problem: whenever i try to land on the moon the game gets stuck on the "random seed" screen. Do you have any idea of how I could fix this issue?
@@lordeinarr5987 Make sure none of the fields in your SelectableLevel are missing or "none" (such as if you were to create a new index in the map objects section and then leave it blank), and make sure that your terrain is marked as "Draw Instanced" (or something like that) in its settings
got all the way to 15:20, there is no "Lethal Level Loader" in my create menu. Edit: Hookgen hadn't generated its MMHOOK file, retrying from the beginning fixed this
Glad you found the solution!
i cant play test it. i can see the UI camera but i cant control a playable character.
Did you launch it through the InitSceneLaunchOptions scene?
hey just finished my moon but i get an error saying there is no audio listener? what part did i miss?
Sorry, haven't been replying as quickly as normal. If that's a Unity error, it might be inconsequential, so long as everything works in game.
Oh my god, thank you so much man! I wanted to try out modding Lethal and your video was absolutely perfect! I do have one question though! I did manage to get everything just like you shown in the video, but I'm curious on how to package the mod to be able to play it in the game. How do I do it?
You're very welcome! To use it in game, just put the bundles in the profile folder from r2modman. When you want to upload them to the Thunderstore, they have some rules for what the .zip needs to contain, but you can look at other mods to see what you need
Could you do a Story Logs tutorial?
It might be a possibility in the future, but no plans at the moment.
hey the tools bar doesnt appear? i add both of the links as a package from git and nothing happens
i add the first package and it says "please wait installing a package", and approximately half a second later disappears
@@not0rob-0 did any errors appear in the unity console?
@@knightofaudio figured it out - i installed the wrong git lol
@@knightofaudio hey i cant see Lethal Level Loader but i can see all of other things like unity project patcher?
@@not0rob-0 LLL stuff will appear in assets, not tools
Now that I'm done with this tutorial, I'm a bit confused on how to organize the moons. I wanted to create a new moon so I could keep the TutorialLevel as it is, so I just copied the assets into a new scene, but am now seeing a problem. The level files are just in "Tutorial Mod", so if I put another moon, the ExtendedMod's would confict I imagine. Is there something special you have to do to have multiple moons?
@@nicknack5388 you only need one ExtendedMod for your entire mod if you want multiple moons in one pack, it can hold multiple ExtendedLevels as well as dungeons and other things. As for organization, that's really up to you. The location of the assets in Unity doesn't matter, because marking an ExtendedLevel for bundling will automatically gather everything related to that level.
Looks like I'm 2 weeks late but THANK YOU! Lol
So I've gotten to the part where you test the moon, and the moon isn't there (nor does it work when I type it in.) I went to check the TutorialExtended and such, and while I myself can't be sure, everything seems to be in place. I'm unsure where to keep looking to fix this. I was worried I did something wrong with the plugins given my problems earlier, and found out I had put MMHook in the wrong place, but after even reimporting all the plugins, the moon won't show up. I don't really know what to do, so if this isn't enough information, I'll probably be forced to just start from the beginning (which sucks since I went ahead and did all the blank references).
Make sure your asset bundles are in the same general area as LLL and the rest of the plugins (refer to 22:31). If there are any errors in the Unity console that seem related to LLL, please share them.
After following your advice and going to the console, I was able to learn what it was looking for, which after I watched that section of the video again, turned out to be the problem. I had accidently put the Asset Label on the TutorialLevel instead of the ExtendedMod. I just want to thank you for all the help, even though my problems have kind of just been stupid mistakes on my end. You've been really helpful on top of your video already being very informative. So thank you. On another note, a final question. Why has no one posted the Blank References? Maybe it has to do with not sharing game files, but my god it's a monotonous process that it seems like every map maker has to do themself. And there's even more optimizing to be done. Can I at least copy them over in some way when I make a new moon so I never have to do it again for everything? Anyway thanks for the tutorial! Hopefully I'll be able to make something decent sometime.
@@nicknack5388 You're very welcome! Mistakes are a part of learning, but I know how frustrating it can be when you can't find the source of your woes at all, let alone solve the problem. For the blank references, you absolutely can just duplicate the folder that you've made containing them, just be sure to give it a descriptive name :3
-Still having issues with updating my moon from the last tutorial to this one- Edit: Yay! I finally got it. But I'm actually wondering if you have plans to make a scrap tutorial? Maybe even the CreativeContentConverter? Been struggling to update my scraps as well x,x
Glad you solved it! I've never made my own scrap, only altered some existing stuff, so for now I have no plans to make a scrap tutorial.
@knightofaudio dang, but understandable. Again, appreciate the wonderful tutorial. Helped me find a few of the missing things from the upgrade. You know anything about triggers, by chance?
@@KitoBallard You mean like OnTriggerEnter and Exit and stuff?
@knightofaudio yeah. I seem to not understand it, despite studying experiment's garage door trigger.
@@KitoBallard Make sure you have a collider on it that is set to "Trigger", and I think there's a setting in the LC InteractTrigger component that similarly has a "trigger" field
Can you make a tutorial for making custom scrap? I have some knowledge of unity
I've never made my own scrap, aside from altering some basegame stuff like apparatus color for my interior, so for now I have no plans to make a scrap tutorial. In the future if I do make my own scrap, I'll consider it.
Everything went well with no errors, until i tried to enter the facility it said "The entrance appears to be blocked." This happens with both the main and fire exit and i have no idea whats wrong. Also, doors and the apparatus dont spawn inside the interior. Do you know what could be causing this and how i can fix it?
That's very bizarre. Are you attempting this without any other mods? In other words, is it a vanilla interior?
@@knightofaudio its a vanilla interior with no other mods.
@@SynergyReal Have you set a dungeon size multiplier in your SelectableLevel?
@@knightofaudio Yes, the dungeon size multiplier is set to 1. I think i figured out whats wrong but i still dont know how to fix it. Inside the interior the main and fire exit are supposed to spawn prefabs called EntranceTeleportA and EntranceTeleportB which i assume are the things that allow you to teleport in and out, but for some reason they dont spawn. I tried using imperium to teleport myself into the interior and the prompt to leave the building didnt show up when looking at the main entrance and fire exit.
@@SynergyReal Is this happening on a tutorial moon created 1:1 with this tutorial, or an updated version of a previous custom moon?
How would you set stats like how much scrap the moon spawns
So sorry for the delayed reply. You've probably figured it out by now, but scrap settings are set in the SelectableLevel asset.
@@knightofaudio Thank You!
Hi, I've been following the tutorial, and thought I had accidentally deleted interactables when I couldn't find it (I did). The reason I did so though was actually because in the video when going over what to delete (7:56) you have Interactables selected, even if you don't actually say to delete it. Just leaving this comment incase anyone else has the same issue. edit: I can see why this happened, as you delete them in the next step, so just make sure not to delete it until you move the ladders to prefabs.
Sorry about that! I checked and TH-cam's editor actually has a blur tool, so I went ahead and blurred out the hierarchy in that section so people don't get confused. It'll take a bit for the video to update though :3
@@knightofaudio I'm actually having an issue now. I've been able to follow the tutorial well up until (15:18), but When I go into create, Lethal Level Loader isn't there, only Unity Project Patcher, Netcode, and ScriptableObjects (Folder is in a seperated section with just Folder). This probably has to do with some kind of package issue, but I installed both packages without issue (after a bit of trial and error not knowing I had to restart my pc for Git to work), so I'm unsure what to do now. I know this isn't the best asking for help comment, but I'm not really sure what to look for to find the issue.
I may have found the issue (possibly). I'm looking at the plugins you copy over, and I'm missing MMHook. Now I'm not missing any dependancies, so maybe I have to start the game first? Will try, but want to leave this first as it's probably where the problem's coming from.
Yep, it's there now! I'm stupid and forgot to start the game... Really sorry, hope I didn't waste your time with this.
@@nicknack5388 no worries! When following tutorials, make sure to pause as often as you need and take a deep breath so you're relaxed going into it.
Thanks for making these videos. You are awesome!
Hello! I made my project patch in version 55 and it doesnt have everything that was available in version 60. I'm having trouble updating my patch to the newest version. how do I do that without breaking everything?
@@imconfused6955 Make a backup before you attempt anything. Install the new patcher and follow the general steps of the tutorial, and pay *very* close attention to the file structure. Vanilla things from v55 may get messed up a bit, such as your itemship will probably have shifted materials, but you can just recopy that stuff from a newly patched scene. Again, make a backup before you attempt this. I cannot guarantee success in this regard
So I actually just briefly discussed with nomnom, and it seems like transitioning to the new patcher requires a new project. Apologies for my misinformed reply before.
@@knightofaudio wow you really went the extra mile to help me solve my problem. Thankyou!
@@knightofaudio How can I transfer my mod files from the old project to the new, patched one? When I try to do this using nomnom's guide, my mod's scriptable objects are marked as "missing script".
@@mr_unrealovsky It won't work perfectly all the time, but this can help you pinpoint objects in your scene that have broken scripts: assetstore.unity.com/packages/tools/utilities/ng-missing-script-recovery-102272
At 18:23 what exactly do you mean by audio clips? Like separate audio clips or like a list inside a script (Like BaboonHawk Enemy Type)? Because I don't see any prefabs or anything aside from scripts.
@@criticalzero02148 For example, inside an enemytype asset there's a spawn prefab and sometimes specific audio clips that play when the enemy is hit or certain actions occur. Everything that isn't just a string of letters can be removed to save on file size
@@knightofaudio Got it. Thanks!
@@knightofaudio So for example: 'Hit Body SFX', 'Hit Enemy Voice SFX, 'Death SFX', 'Stun SFX', along with the 'Audio List' bellow 'Misc Animations' would be stuff I would need to remove as well as any injected prefabs? Sorry if I'm overcomplicating this, I just want to make sure I follow through to the letter.
@@criticalzero02148 That is correct, just anything that references a ripped asset. And no worries :3
@@knightofaudio Okay so I've done just about everything from the video, but I can't seem to get my moon to pop up in the terminal, I try typing the name and nothing comes up. Edit: Never mind I think I found the issue.
My moon isn't showing once I finish and I can't seem to find out what is causing the issue or why
Rewatch the part about building asset bundles and make sure yours are located in the correct spot in Unity. They have to be in the same general area as LLL, like they would in actual modded LC
@@knightofaudio I've rewatched, I'm not sure what it is I am doing wrong, do you have discord?
@@natedawg82-gaming96 I don't have much free time today, so I recommend popping onto the LC Modding Discord and heading to the dev-moons channel
@@knightofaudio Alright I'll ask around, hopefully will get some luck (user is Blossom when or if you do get time)
Packages are not installing properly
@@Sma11_sauss I restarted it multiple times, the download page does not include a download to the game wrapper, only a link!
@@natedawg82-gaming96 Another person that had a similar issue had forgotten to install Git after downloading it. If that's not the issue, I'm confused by what you mean about a download to the game wrapper, it's a separate link on the same page that you paste into "Add via Git" like with the Project Patcher as a whole
@@natedawg82-gaming96 Check the error code that shows and reinstall Git if needed.
Appreciate the update. I was about to update my moon and it's missing a lot of stuff suddenly. So I'ma watch this later and see if I can save my project~♪
I've been working on my mod from your old tutorial for a while now, do I have to re-run the patcher for v60? What should I do to convert it over
@@EricXD765 You'll need to rerun the patcher and probably fix some assets like the vanilla drop ship and possibly some missing scripts that'll need to be reassigned.
TYSM for the tutorial! greatly appreciated, how can i import it to my mod profile?
@@realav69 just put it alongside the rest of the folders from the step where you grabbed LLL and its dependencies
Great tutorial, however I don't know how to extract it to the base game, I've tried taking the files from AssetBundles and putting it into a folder inside my plugin folder with all the dependencies needed to run the custom moon, but when I load the game, I see it and I can select and go to it but when I pull the lever the game freezes and then crashes. Any help? Edit: The moon works completely fine while playtesting ( also no errors in the console either, at least related to the map, it says that it loads fine. All other custom moons work fine )
So sorry, I don't know how I never saw this. I hope you've solved this on your own, but just in case, it sounds like maybe you forgot to set your terrain as "draw instanced", or you're using some sort of detail object (like grass) that is casting shadows, which for some reason LC *really* doesn't like and was a pain point for a while until we started figuring it out.
@@knightofaudio I’ll try this, thanks!
When trying to playtest in Unity, I get the error "MissingReferenceException: the object type 'PlayerInput' has been destroyed but you are still trying to access it" and my moon won't show up. Is that error preventing me from accessing my moon or is it something else? Sorry I'm new to both modding and unity.
@@galaxycosmo6422 I don't think that error is anything to worry about iirc, but make sure your plugins and asset bundles are in the right place as per the tutorial
@@knightofaudio I fixed it, but how do I actually get the moon into the game?
@@knightofaudio I got it working in game. Thanks for the amazing tutorial my moon turned out great!
@@galaxycosmo6422 What was the solution that you came across? Got my moon to load once, and then every time after it just tosses me that error and doesn't load in-game.
Thank you so much for uploading an updated tutorial, you don't know how much it helped me solve the problems between updating from v55 to v60. Do you plan on making a video about making custom enemies for Lethal?
Glad it helped! I don't plan on making that tutorial, but Xu Xiaolan put this one out a while back: th-cam.com/video/NZ_F8wDczzM/w-d-xo.html
What's the executable in 4:07 ??? Got it to work! Quick note, you said to delete interactables, then say to bring them into a new folder we make called prefabs, I had to undo a bunch of things to get it back.
Glad you got it to work! At 7:55 I don't say to delete interactables (unless I'm missing something) and it's not highlighted in the center image, but you might have gotten confused by it being highlighted in the background, apologies if that's the case.
Oh sorry
i'm stuck pretty early on 3:31 but i keep getting an error trying to add the project patcher
Is the drive you're using in a format other than NTFS?
Having the same issue and my drive is using NTFS format
@@knightofaudio idk how to check that tbh, but there's only one drive, since i'm using a laptop (for now)
@@galaxycosmo6422 what's the error exactly?
@@Unndeadcat open file explorer, right-click on your drive, and go to properties
How can I then put this on the ThunderStore (r2modman) for my friends to download?
Lmfao I watched your older video on this last night and was going to try it out today. How lucky I am to have waited until today for an updated version! Thank you sir :3
Been wating for this, Thank you!
woooo, yeeee, amazing
Hi, do you know how to fix this? When entering the dungeon the lighting goes dark, specifically the HDRI/SkyBox disappears.
@@DreamerAnimations Sounds like an issue with your EntranceTeleport. Check your current entrance against one of the vanilla ones and see what's different. If that's not the issue, then it might be an issue with your AudioReverb presets, which can be fixed by just recopying the group of them from a vanilla moon again.
@@knightofaudio That's right and that's how I solved it haha. As a last resort, I directly copied the "system" group from the Titan scene and that solved the problem. Thank you very much for answering!
I encountered a problem when creating a map already at the final stage of the test, everything is as per the guide when arriving on the planet, it looks like a file from the prefab created at the very beginning, but the fact that the painted is not there, tell me how to correct this pls!
Sorry, I'm not quite sure what the issue you're describing is. Are you saying the terrain is blank? I'm going to start putting together another tutorial this weekend, apologies for the delay in updating this one.
@@knightofaudio Sorry for my English, this is all Google translator, but that’s not the point. When it appears on the map it is empty and looks like prefab although everything was done according to the video guide
@@knightofaudio That is, a map made with assets and landscape in the mode of launching the game from the editor shows an empty blank from prefab
@@MaZa_baZa I'm not sure how well playing in editor works at the moment, it's been a while since I've attempted it. Have you tried loading the moon in the actual game? If you'd like, you can go to this tutorial's thread on the Lethal Company Modding Discord to share screenshots and maybe get extra help from other people.
hey, i got to 3:35 where you install the lethal project patcher, for some reason even though i've installed Git and restarted the unity editor + hub multiple times, it doesn't work, and says *No 'git' executable was found. Please install Git on your system* can someone please tell me what to do edit: i rewatched the video and saw the part where you said that you need your unity installation to be under NTFS, but unity is installed under my hard drive and after looking it up it seems to me that the C: drive is a NTFS
Are both Unity and Git installed on your C drive? Just to make absolutely sure the drive is in the right format, here's the instructions: Open up the file explorer and go to "This PC". Right-click your C: drive and go to properties. In the General tab, does File system say "NTFS"?
i can play test in unity but when loading the level in the actual game it crashes.
Weird, usually it'd be the opposite scenario. Is it just a barebones moon like in the tutorial, or is this one that you've actually added to? I'll be less available for the rest of the day, so you might want to hop onto the LC Modding Discord and post in this tutorial's thread, someone else might be around to help.
@@knightofaudio i added a few models but thats all. ill join the discord
is there a way to get custom assets for making moons? like the krusty krab for example
Hey, I firstly watched this tutorial from you l, it was a perfect foundation for me, thank you very much. And then I've looked for some good planets in Thunderstore and found nothing really vanilla level quality except the Starlancer Moons mod. After playing it, I was very surprised to see your nickname on the mod page. You haven't only made an amazing and very helpful guide, but also my favorite moon pack. Keep it up, dude!
I have played a lot of modded moons btw. For example I didn't like the Wesley's moons pack, because it felt like a different game, the vibe of vanilla LC was completely gone. The only moon I've kinda enjoyed besides your mod was Aquatis, but that's it. So yeah, I really appreciate your work on Starlancer Moons.
@@MaratikBloger thanks so much for the kind words!
Every time I try to add the package via git link, it keeps giving me an error I copy and paste the link and it's just not working
You're using this link, correct? github.com/nomnomab/lc-project-patcher.git If so, what error is it spitting out exactly?
@@knightofaudio Nvm I forgot to actually restart unity lol
Compatible with V56? (is that why i cant see my moon on terminals?)
Hello, great tutorial! But I have having one option that maybe you can help me with When I am on Assets and I press Create, I don't see LethalLevelLoader. If you help me, this would be huge!
LLL has new dependencies from the time this was originally uploaded. Make sure you have all of the current ones placed alongside it in the same fashion as in the tutorial.
@@knightofaudio I have done all of the new dependencies and placed it in the same order, yet its still not there
@@pandabunch Are your plugins in LethalCompany\Tools\Plugins\BepInEx ?
@@knightofaudio Yeah
@@pandabunch Very strange. Your best bet is to go to the tutorial's thread in the LC Modding Discord then, as I'm not sure where to go from here.
hey, so i keep getting an error that i don't have access to the git url when i put it into unity? how would i fix that?
in about a week look up Acidon in the mod list
top 10 things that didnt happen]
Great tutorial, Got everything set up following it and everything works. I do have a Question about the difficulty parameter though, I have 2 moons that I set as 'D', and 'A' in their options. In-game the moons are marked as 'D-' and 'B+'. it's not a big issue or anything game breaking but I am curious why this is.
LLL has a dynamic risk assessment option that you can opt out of, it might be in one of the new Extended assets