Autumn-EnemyInteractionsFix icon

EnemyInteractionsFix

Enemy Interactions 1.2.0 rebuilt for the current KillPlayer signature

Last updated 20 hours ago
Total downloads 38
Total rating 0 
Categories Audio Emotes
Dependency string Autumn-EnemyInteractionsFix-1.2.1
Dependants 0 other packages depend on this package

This mod requires the following mods to function

BepInEx-BepInExPack-5.4.2100 icon
BepInEx-BepInExPack

BepInEx pack for Mono Unity games. Preconfigured and ready to use.

Preferred version: 5.4.2100
Gemumoddo-LethalEmotesAPI-1.18.0 icon
Gemumoddo-LethalEmotesAPI

API for adding emotes to Lethal Company

Preferred version: 1.18.0

README

Enemy Interactions (fix)

Unofficial fix build of Enemy Interactions 1.2.0 by Gemumoddo / Wet-Boys. All credit for the mod itself goes to them; this only repairs one hook that the latest game update broke.

Do not install this alongside Gemumoddo-EnemyInteractions. It uses the same plugin GUID (com.gemumoddo.enemyinteractions), so BepInEx will only load one of them.

What was broken

PlayerControllerB.KillPlayer gained a trailing bool setOverrideDropItems parameter. The mod's on-kill hook still declared the old six-argument signature, so MonoMod rejected it and the whole plugin failed during Awake:

InvalidOperationException: Parameter #0 of hook for Void KillPlayer(UnityEngine.Vector3, Boolean,
CauseOfDeath, Int32, UnityEngine.Vector3, Boolean) doesn't match, must be
GameNetcodeStuff.PlayerControllerB or related

Because it threw before any hook was registered, nothing in the mod ran — no on-kill emotes, no random enemy emotes.

What changed

Only EnemyKillHooks.OnKillPlayer: the orig delegate is now Action<PlayerControllerB, Vector3, bool, CauseOfDeath, int, Vector3, bool>, the new parameter is accepted, and it is passed straight through to orig. No behaviour changes.


Lmao

THIS DOES NOTHING WITHOUT MODS THAT ADD THEIR EMOTES TO THE LISTS (At the moment, the only two that I know of that do this are BadAssCompany and NekiyManEmotes)

Enemies can now emote randomly, that's all.

Working on adding more functionality in the future, but a more general AI handler will be required

Emote Devs

If any mod wants to add their own emotes to this, the current process is just

EmoteOptions.onKillEmotes.Add(new EnemyEmote("com.weliveinasociety.badasscompany__Default Dance", 30));

or

EmoteOptions.intermittentEmoteList.Add(new EnemyEmote("com.weliveinasociety.badasscompany__Gangnam Style", 1));

onKillEmotes will trigger when a player dies

intermittentEmoteList will be played on enemies every few minutes

EnemyEmotes have a string for the emote name and a float for the max time the emote will play (primarily used for looping emotes you only want to play for a few seconds)