Please disclose if any significant portion of your mod was created using AI tools by adding the 'AI Generated' category. Failing to do so may result in the mod being removed from Thunderstore.
CrewMonitors
4-panel crew OpenBodyCams stack: body/map/external cycle, click-to-focus radar, OBC-matched screens.
| Last updated | 3 weeks ago |
| Total downloads | 1657 |
| Total rating | 0 |
| Categories | Tweaks & Quality Of Life Mods AI Generated |
| Dependency string | MrGlim-CrewMonitors-1.0.33 |
| Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2100Zaggy1024-OpenBodyCams
An open-source implementation of a body/head camera that is displayed on the bottom right monitor in the ship, with the goal of appearing almost identical to the player's actual perspective while providing good performance.
Preferred version: 3.0.5README
CrewMonitors
Lethal Company BepInEx mod that adds a fixed 4-panel crew monitor stack on the ship wall. Each panel shows OpenBodyCams body cams (and map / external views via the cycle button).
Thunderstore: MrGlim-CrewMonitors
Source: lc-mods/CrewMonitors
Game: Lethal Company (BepInEx)
Networking: Install with OpenBodyCams on host and clients for monitor feeds. This is display QoL on top of OpenBodyCams — no extra host-only gate beyond OBC itself.
Requirements
- BepInEx Pack
- Zaggy1024-OpenBodyCams (hard dependency)
OpenBodyCams notes
- If you use LethalLib, OpenBodyCams may require buying the antenna ship upgrade before body cams work.
- GeneralImprovements “better monitors” remaps which panel OpenBodyCams claims; this mod skips any renderer already owned by an OpenBodyCams body cam and never steals
Cube.001(OBC’s default main panel). - This mod does not change OpenBodyCams quality settings (e.g.
HorizontalResolution); configure those in the OpenBodyCams profile. - Screen look matches OpenBodyCams MonitorEmissiveColor. ScreenBrightness only scales night-vision fill on crew body cams (keeps interior feeds from going milky).
Behavior
- Always 4 panels (default
MaxMonitors=4, vertical stack). Living players fill from the bottom up. Empty slots stay Off (black). There is no round-robin duplication past 4 players. - By default (
PreferReuseVanillaScreens=false) leaves vanilla door/internal cams alone and clones SingleScreen panels on the main monitor wall (Cube.001), flush via localBounds depth +WallInset. - Cycle button (bottom-right of each panel): grey bezel cylinder with a white face. Uses the vanilla hand cursor. Cycle order per panel:
- Off → player0 body → player0 map → player1 body → player1 map → … → External → Off
- Hover a panel: transparent cursor (no hand icon clutter). Tooltip shows the player name (and “Map” when on map feed). Tooltip is hidden for Off / External.
- Click a panel: focuses the ship main radar / teleporter target on that panel’s assigned player (
mapScreen.SwitchRadarTargetAndSync). The other crew panels keep their own players. - Optional world-space TMP nameplates under each monitor (
ShowNameplates). AlwaysShowMonitors=truekeeps all panel meshes visible; empty / Off slots stay black rather than hiding the frame.
Config (BepInEx/config/com.benhough.lethal.CrewMonitors.cfg)
| Option | Default | Description |
|---|---|---|
| Enabled | true | Master toggle |
| MaxMonitors | 4 | Slots (1–8); default stack is 4 |
| IncludeLocalPlayer | true | Include yourself in assignments |
| CloneSpacing | 0.42 | Local spacing on the Cube.001 wall plane |
| CloneScaleFactor | 0.60 | Panel size knob (localScale = SingleScreen.localScale * (CloneScaleFactor * 2.0 / 0.6); 0.6 ≈ prior good tile size) |
| WallInset | 0.55 | Flush inset into the wall along the thin depth axis |
| GridHorizontalOffset | 3.68 | Grid shift along wall-plane horizontal |
| GridVerticalOffset | -0.45 | Grid shift along wall-plane vertical |
| GridYawDegrees | 20 | Panel rotation around local Z (degrees) |
| GridColumns | 1 | Columns in the clone grid (1 = vertical stack) |
| RefreshSeconds | 1.0 | Re-assign interval (seconds) |
| PreferReuseVanillaScreens | false | Reuse whitelisted unused ship screens first (default: clone grid only) |
| ShowNameplates | true | Player name under monitor |
| AlwaysShowMonitors | true | Keep all panels visible; empty slots Off (black), no round-robin |
| ScreenBrightness | 0.2 | Night-vision fill scale only (1.0 = stock OBC); emissive uses OBC MonitorEmissiveColor |
Install
- Install BepInEx Pack for Lethal Company.
- Install dependency Zaggy1024-OpenBodyCams from Thunderstore.
- Install MrGlim-CrewMonitors via Thunderstore / r2modman / Gale, or drop
CrewMonitors.dllintoBepInEx/plugins/.
AI disclosure
This mod was made with the help of generative AI. The code and this README were produced with an AI coding agent, directed by the author (MrGlim / Ben Hough). The Thunderstore package is listed in the AI Generated category.
License
MIT
Building
dotnet build -c Release. Lethal Company, Unity and BepInEx assemblies come from NuGet reference packages (LethalCompany.GameLibs.Steam, BepInEx.Core, UnityEngine.Modules), so no game DLLs live in this repo. OpenBodyCams.dll (from Zaggy1024-OpenBodyCams) is not included either: the csproj expects it at refs/OpenBodyCams/OpenBodyCams.dll in the repository root (the ModRefsDir property). Put a copy there, pass -p:ModRefsDir=<folder>/ pointing at your r2modman/Gale profile's plugin folder, or change the HintPath.