AI LIMIT Coop
Play AI LIMIT with friends over Steam or direct connections. Shared enemies, doors, levers and lifts, ally health bars, party chat and death spectating. Early release; larger groups remain experimental.
By Corda
| Last updated | 3 hours ago |
| Total downloads | 2 |
| Total rating | 0 |
| Categories | Mods AI Generated |
| Dependency string | Corda-AI_LIMIT_Coop-0.3.10 |
| Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
BepInEx-BepInExPack_IL2CPP
BepInEx pack for IL2CPP x64 Unity games. Preconfigured and ready to use.
Preferred version: 6.0.755README
AI LIMIT Co-op
By Corda ยท v0.2.4
Play AI LIMIT with friends over Steam or a direct connection. See each other's equipment and animations, fight shared enemies, use shared doors and lifts, and bring fallen teammates back by resting or defeating a boss.
Version 0.2.4 contains the gameplay changes from 0.2.3-test.13, including enemy death animation fixes, ally health bars and names, party chat, performance improvements and shared physical interactions.
This is an early release. Most live testing has covered two local players. New installations allow eight players including the host; up to sixteen can be configured for experimental group testing.
Everyone should install 0.2.4. This release uses protocol 5. Test 12 and earlier cannot connect. Test 13 also uses protocol 5, but matching builds are recommended when reporting issues.
Install or update
Close the game before updating. Existing configuration is retained.
Mod manager: select AI LIMIT in a manager that supports the game, create a profile and install this package with its dependencies. The loader dependency is BepInEx-BepInExPack_IL2CPP-6.0.755. Launch using the manager's modded start option. The first launch generates game bindings and may take several minutes.
Manual installation: install BepInEx 6 IL2CPP Windows x64 first. The declared dependency supplies build 755;
recent two-instance gameplay tests used build 788. BepInEx 5 and Mono builds are incompatible.
For the loader download, move the contents of its BepInExPack folder into the folder containing AI-LIMIT.exe.
Then copy this mod's BepInEx folder into the game folder. Both mod files belong here:
BepInEx/plugins/AILimitCoop/AILimitCoop.dll
BepInEx/plugins/AILimitCoop/LiteNetLib.dll
BepInEx is installed separately as a dependency; it is not bundled in this mod ZIP. When changing from a manual installation to a manager profile, avoid loading an old second copy of the mod.
The party menu opens on startup. Press F5 to close it before using the game's title menu.
Back up your saves before trying the mod: %USERPROFILE%/AppData/LocalLow/SenseGames/AILIMIT/.
Playing together
Load a save before hosting or joining, and start in the same area.
Steam: open F5, choose Host over Steam, then Invite friends. Friends can accept an invite, use Steam's Join Game, or join from the party menu.
Direct connection: choose Host under Direct connection. Guests enter the host's address:port
and choose Join. The default port is 7777. Use the host's LAN/VPN address for local/VPN play;
direct internet hosting requires forwarding the host's UDP port.
| Control | Action |
|---|---|
| F5 | Open or close the party menu |
| F6 | Host using the selected connection type |
| F7 | Join the saved address |
| F8 | Leave or end the session |
| F9 | Cycle living teammates while spectating |
| Enter | Open party chat; press again to send |
| Escape while chatting | Discard and close chat |
| Normal game interaction button | Use shared doors, supported levers and lift buttons |
Chat requires a keyboard and supports messages up to 96 characters. It does not open over the party menu, the game's pause menu, or while loading. Typing in chat does not move or attack with your character.
Co-op keeps running during menus, tutorials and chat. Closing the party menu restores game controls.
Party display and options
Nearby allies have overhead health bars and names. Bars show a damage trail and turn red at 25% HP or below. Names and bars fade with distance. Bars can show through walls, and overlapping players can have overlapping bars.
Use F5 โ BARS ON / BARS OFF to toggle bars. HUD size also scales them. The menu includes HUD position,
size and opacity controls. Additional settings are in BepInEx/config/com.ailimit.coop.cfg:
[UI] AllyHealthBars,AllyHealthBarNames,AllyHealthBarDistance(default 40 metres) andShowChat.[Keys] Chat(defaultReturn), plus menu, host, join and leave bindings.[General] MaxPlayerscontrols session capacity. Existing installations keep their saved value.
Close the game before editing configuration. In a mod manager, use the active profile's configuration folder. Hosts can use F5 โ PLAYERS to kick players. Steam sessions also support BAN and BANS โ UNBAN. Direct connections support kicking only.
Shared world and combat
Stay in the host's loaded level for shared combat and physical interactions. Supported doors, levers, lift call buttons and standard lifts synchronize automatically. Joining players receive current object states, including a lift already moving. Repeated updates do not restart the same journey.
Players in other areas retain local interactions. Shared levers are limited to supported physical actions; arbitrary quest, inventory, teleport and cutscene events, and platforms controlled by other scripts, are outside this feature. Shared object state can be persisted by normal game saving; this is not a shared-save system.
Enemies choose targets using damage and proximity. Their simulation owner stays responsible during combat, even while spectating. Enemy death updates continue while animation and body movement settle, preventing ordinary corpse refreshes from repeatedly restarting a finished death animation. Individual ragdoll bones are not synchronized.
Enemies and bosses gain 50% maximum HP per additional connected player: two players get 1.5x HP, four get
2.5x and eight get 4.5x. Spectators and players elsewhere count too. Damage stays unchanged. Hosts can adjust
[Gameplay] EnemyHpPerExtraPlayer before hosting; 0 disables scaling. Active or wounded enemies retain their
maximum until rest/reset. Linked boss phases inherit the same multiplier.
Death, revival and saves
Dying lets you spectate a living teammate. A survivor resting revives fallen players in that level; defeating a boss delivers shared items and then revives them. Revivals restore health and refill supplies through the game's normal healing routine.
If everyone in a level dies, each player returns to their own last rest under the game's normal death rules. A living teammate elsewhere in the same level can prevent a wipe. A dead host keeps hosting; the host leaving ends the session. Leaving while dead resumes native respawning.
Everyone keeps their own save. Boss items are shared with players connected at the time of the kill, including players elsewhere or loading. Story progress, currency, ordinary loot and cutscenes remain separate. Joining does not advance your story or recover rewards from earlier kills. Multiple clients in a different level from the host do not share coordinated enemies there.
Testing and known limitations
- Test 13 passed 8,100 automated regression assertions and two-instance LiteNetLib gameplay checks. Those checks covered shared doors, lift travel in both directions, call levers and reconnecting during a journey. Version 0.2.4 changes the release label; it retains that gameplay implementation and protocol.
- The published loader dependency and AI LIMIT's manager installation routes have been verified. A full fresh mod-manager profile playtest has not been completed.
- Separate-account Steam P2P, larger groups, long sessions, controllers, every map, and special boss/death sequences need further live testing. Both transports use the same session protocol.
- Rejoining inside Lore's arena can replay that client's intro while combat continues.
- Boss reward duplicate tracking resets when quitting or changing saves. If reward confirmation times out after 20 seconds, native respawning can resume and reset the host's world.
- A native remote-equipment load that never completes may require leaving and rejoining.
- Previously observed native health-bar cleanup errors during shutdown remain unresolved.
Troubleshooting and reports
No party menu? Check that both mod DLLs are installed once and the log reports AI LIMIT Co-op 0.2.4. Use BepInEx 6 IL2CPP x64. Let the first launch finish generating bindings.
Unable to move or click the game menu? Close F5 and chat first. If still stuck, leave and rejoin and record what happened beforehand.
Cannot see a teammate? Both players must finish loading into the same level.
For reports, include the mod version, connection type, player count, each player's area and the actions before the issue. Attach relevant BepInEx and Unity logs. The mod filters known personal identifiers from its own output and does not log chat contents, but Unity/Steam logs and older logs are not covered. Review logs before sharing; keep saves, configuration and ban lists private.
Credits
Thanks to BepInEx and LiteNetLib. Third-party notices are included with the package.
This is an unofficial fan mod, not affiliated with AI LIMIT's developers or publisher.