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Compatibility
Updated 2 weeks agoHow 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
Stackagain;rpg refundgives 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 ofOverlapPolicycounts 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
SplitUpgradePricesa price is divided by at mostPriceShareCapplayers (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 crewand the CREW & BUILD tab show one line per player;rpg crew 3or 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 infoand 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 reportnames 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 infoand 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 infosays so.