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
Thanks man, you are a legend. I loved when I recognised your name for the Starlancer Mods you made when I saw this tutorial looking for mod information.
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~♪
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?
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.
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
-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
@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 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
Solved most of my issues I was having with my custom moons. However I seem to be having an issue where the company cruiser is being delivered in a completely different location than the dropship, despite copy pasting it from the moon like you have done. Do you know of this issue and how to fix it? Thanks :)
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.
@@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.
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.
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 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.
@@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.
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
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
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.
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?
@@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.
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 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
@@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
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.
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
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
Thanks man, you are a legend. I loved when I recognised your name for the Starlancer Mods you made when I saw this tutorial looking for mod information.
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~♪
Been wating for this, Thank you!
Looks like I'm 2 weeks late but THANK YOU! Lol
Thanks for making these videos. You are awesome!
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
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.
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
-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
woooo, yeeee, amazing
Solved most of my issues I was having with my custom moons. However I seem to be having an issue where the company cruiser is being delivered in a completely different location than the dropship, despite copy pasting it from the moon like you have done. Do you know of this issue and how to fix it? Thanks :)
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.
hey just finished my moon but i get an error saying there is no audio listener? what part did i miss?
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
When i install beplnEx it says the game folder cant be found and has been created empty directions cannt be stored in version control
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.
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.
Could you do a Story Logs tutorial?
It might be a possibility in the future, but no plans at the moment.
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.
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
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
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)
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
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!
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?
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
Packages are not installing properly
@@Sma11Sausage11 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.
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!
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