Compatibility

Updated 2 weeks ago

How LethalRPG gets along with other mods. As of version 0.8.0. Not listed means not tested. LethalRPG keeps the bonuses of other mods (speed, stamina, …) and adds its own on top; health from other mods is added but not counted (see below). Found a problem with a mod? Use the Compatibility form, see "How to report a bug".

Mod Status
LethalConfig Recommended: all LethalRPG settings in the game's mod menu
LateGameUpgrades Works; 14 upgrades overlap, the host decides (below)
GeneralImprovements Works; with SprintOnLadders = Allow Climber has no effect
NightVision Works; overrides Night Owl while it is on
LethalThings Works; the Inventory upgrade needs PouchyBelt = false on the host
ReservedItemSlotCore (and its add-ons), HotbarPlus, AdvancedCompany Work; the Inventory upgrade is off
LethalProgression (also the maintained fork) Works; the Inventory upgrade is off, similar skills add up
MoreCompany Tested in LAN with 5 players (automated, on one PC, in orbit)
LethalLevelLoader, DawnLib, JLL, MonsterManager, Fair AI Played in a larger modpack with an early version (0.2.0); not tested with 0.8.0 yet

LateGameUpgrades

As of LateGameUpgrades 3.14.1, 14 of its upgrades do the same as one of LethalRPG's:

LethalRPG LateGameUpgrades
Stamina Bigger Lungs
Agility Running Shoes
Jump Strong Legs
Strength Back Muscles
Vitality Stimpack
Crouch Walk Carbon Kneejoints
Lungs Oxygen Canisters
Handyman Quick Hands
Brawler Protein Powder
Long Reach Mechanical Arms
Analyst Better Scanner
Climber Climbing Gloves
Electrician Lithium Batteries
Marksman Sleight of Hand

With both mods their bonuses add up, so a crew gets much stronger than with either mod alone. The host's OverlapPolicy in 0. General (host decides) decides:

  • Stack (the default): both work, and their bonuses add up.
  • PreferOtherMod: LethalRPG's upgrade is off for everyone while the same upgrade is on in the host's LateGameUpgrades config (Enable <name> Upgrade). Switch one off there and LethalRPG's stays. An entry that is missing counts as on.
  • Levels already bought are kept but do nothing until the host sets Stack again; rpg refund gives them back as usual. The terminal pages and the skill menu (K) show such an upgrade as "in LateGameUpgrades", and its details name the LateGameUpgrades upgrade that does the same.
  • Unique and ultimate skills always stay, and they need no level in an upgrade that is off (e.g. Packmule without Strength). Medic and Medical Nanobots always both work.
  • LethalRPG reads the host's LateGameUpgrades config once per lobby: when the lobby starts with PreferOtherMod, or else when the host first switches to it. A change there after that counts from the next lobby; a change of OverlapPolicy counts at once.

LethalRPG changes the game's code after other mods that change the same places, whatever order the mods load in, so both mods' bonuses apply. The night vision of LateGameUpgrades overrides Night Owl while it is on. Its Stimpack adds health that LethalRPG does not count: the status line can show more health than the maximum (HP 140/120), and Medic only heals up to 100 HP plus Vitality. The same goes for other health mods.

Mods that manage item slots

ReservedItemSlotCore (and its add-ons), HotbarPlus, AdvancedCompany and LethalProgression manage the item slots themselves. While a player with one of them is in the lobby, the Inventory upgrade is off for everyone, and Fast Hands then needs no Inventory level.

LethalThings only counts on the host. With its Utility Belt on in the host's LethalThings config (PouchyBelt, on by default), the Inventory upgrade is off for the whole lobby. With PouchyBelt = false the belt is not in the shop and Inventory works. LethalThings on another player's PC blocks nothing. A belt bought earlier keeps its three extra slots while you carry it, also in the game's utility slot.

MoreCompany and large lobbies

LethalRPG has no fixed limit of 4 players. Lobbies with 5 players are tested in automated LAN runs (all on one PC, in orbit); more than 5 players, rounds on moons together and Steam lobbies are not tested yet.

  • With SplitUpgradePrices a price is divided by at most PriceShareCap players (default 4), so it does not drop without end: with 16 players a $75 upgrade would cost $5 each without the cap, $19 with it.
  • From 5 players with LethalRPG, rpg crew and the CREW & BUILD tab show one line per player; rpg crew 3 or a click on a line shows that player in full.

When another mod gets in the way

  • If another mod or a game update changes the game code a skill needs, only the skills that need that code stop working, often a single one. LethalRPG names them when you join a lobby, rpg info and the RULES tab list them with the mods it detected on your PC, and the skill's details say "May not work with your mods". rpg report names the other mods that change the same game code.
  • If a part of LethalRPG runs into errors, the game keeps running: a failed command shows "LethalRPG error, see log", and a skill, the skill box or the skill menu that keeps failing switches itself off until the next lobby, with a message. rpg info and the RULES tab list it; the BepInEx log has the details.
  • When another mod already prevents the death or cancels the hit, Second Wind uses no charge and Blast Shield does not step in.
  • LethalRPG needs Lethal Company v80 or newer and was tested on v81. On an older game, or one newer than v81, it shows a message once per game run when you join a lobby, and rpg info says so.