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RE4Gameplay
Original RE4 characters and Leon outfits, native-menu keybinding support, attache-case inventory, Merchant, original weapons/audio and Lethal Company combat integration.
By SMouth
| Last updated | 3 days ago |
| Total downloads | 704 |
| Total rating | 0 |
| Categories | AI Generated Suits Equipment Items Cosmetics Mods Tools |
| Dependency string | SMouth-RE4Gameplay-0.30.0 |
| Dependants | 1 other package depends 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: 5.4.2305README
AI disclosure
Coding and some minor animation adaptations were created with an LLM. If you are not comfortable playing with AI-assisted mods, this mod may not be for you. Please support developers who create their mods without AI assistance.
RE4 Gameplay
Resident Evil 4 gameplay adapted to Lethal Company. Choose a Resident Evil character (Leon, Ada, HUNK, Wesker or Krauser) from the suit rack, including Leon's shirt, tactical vest, R.P.D. and Mafia outfits, fit RE4 equipment and Lethal Company items into an attaché case, and fight native monsters with RE4 weapons. While aboard the ship, press F6 to use RE4 gameplay with your selected Lethal Company outfit as the player model. Press F6 again aboard the ship to disable this outfit override. F6 is disabled for Resident Evil character suits selected from the rack. With the override off, employee suits use normal Lethal Company gameplay and Resident Evil suits use RE4 gameplay.
Original character models, textures, sound effects and motion clips come from the Steam release of the original RE4. GameCube decompilation research informs animation reconstruction, camera tables and behavior. Movement, interactions, multiplayer and some poses are adapted to Lethal Company; this is a work in progress rather than complete engine parity.
When ModelReplacementAPI is installed, F6 outfit mode uses its replacement body in third person. RE4 first person hides the local body and arms, leaving the held weapon visible. ModelReplacementAPI remains optional. RE4 characters selected from the rack also retain their character model as corpses and after a Masked transformation; native ragdoll physics and enemy animations drive those bodies.
RE4 characters temporarily use native controls and animation for Company Cruiser seats, native tool use and special animated interactions. Keys and ladder transitions retain their RE4 presentation. Vanilla emotes use the character model; optional LethalEmotesAPI playback releases camera and cursor ownership to the emote mod. Character selection, case contents and loaded ammunition remain intact. Tool battery indicators remain available while using native equipment. The Merchant UI scales uniformly to the display height.
Enemy loot consumables
RE4 Enemies can drop the original campaign's first-aid sprays and hand, incendiary and flash grenades. These items have original pickup models and inventory artwork, occupy their original 1×2 case space, and can be dropped/stored normally. Select Use on a spray to heal. Select Equip on a grenade or select it with the mouse wheel, hold Aim, then press Attack to throw. Each grenade type occupies one wheel entry; a spare of that type is readied automatically after throwing. Original grenade draw/aim/throw motion clips, release/rearm timings, launch arithmetic, gravity, bounce and fuse rules are used; aim input, collision and effects are adapted to Lethal Company. Captures by RE4 Enemies use the original capture camera framing and smoothing, with level collision checks.
Herbs and food
Yellow Herbs, all original herb mixtures, white/brown/gold chicken eggs and both sizes of black bass use original RE4 models and case artwork. Choose Combine on a herb, then select a compatible partner. The original recipes are used; Yellow and Red Herbs cannot be used alone. Eggs occupy 1×1, small bass 1×3 and large bass 2×6 case cells.
A Green+Yellow or Green+Red+Yellow mixture adds 5 maximum HP, up to 200 HP. This maximum-health bonus persists for the save, including through death; the existing item retention policy is unchanged. Healing uses original RE4 amounts converted from its 1,200 starting life to LC's 100 starting HP: a Green Herb heals 50 HP, and full-heal items restore up to the current maximum. The health gauge follows that maximum. Facility supplies include a Yellow Herb slot and a food slot alongside existing supplies, using the existing slot chances.
Blue Herbs are optional custom content. Use one to permanently raise the amount the Merchant pays you by 5 percentage points, up to +100% (double the normal sale payout). The bonus applies to supported Merchant sales, including treasures, food and loose ammunition; purchase prices and Company scrap payouts stay unchanged. Yellow and Blue Herbs cost 50,000 pesetas each. Existing Yellow Herb spawn outcomes are split equally between Yellow and Blue, with no added slots.
The host can set Content → EnableNonRE4Content = false in re4gameplay.host.cfg to disable Blue Herb spawns, purchases, use and sale bonuses. Existing items and earned upgrades are retained and become active again when re-enabled. This setting is synchronized to clients.
Exploration
Generated facilities can contain extra hidden treasures and breakable supply crates. Search ceilings for glistening treasure markers, shoot them down and collect the fallen gems. Break crates with a knife, firearm or native melee weapon. Contents include pesetas, treasure, ammunition, herbs and occasional empty crates. Hand, Incendiary and Flash Grenades each have a 4% crate chance; they are not added to loose facility spawns. Spinels retain their existing sale value. Other original RE4 gems have separate saved counts and sale values.
The default attempts six hidden ceiling treasures and twelve breakable crates per facility. These always attempt to spawn, subject to safe placement and the shared item limit. Configured treasure/crate slot counts are doubled at runtime. Normal supply slots retain a 50% chance; non-herb slots are doubled while herb slots stay unchanged. Two independent rare-weapon slots each have a 15% chance: Handgun, Shotgun (W-870), Punisher or Broken Butterfly. Weapon selection favors the Handgun and Shotgun. The host can adjust or disable exploration spawns through the Exploration config settings.
New pickups are pocketed even when empty-handed. Equipped items offer Unequip in the case; intentionally unequipping keeps the pistol fallback from immediately re-arming you. RE4 characters have unlimited stamina; Employee stamina is unchanged.
The original Save Theme plays aboard the ship in orbit. Set Audio → OrbitMusic = false in re4gameplay.client.cfg to disable it locally.
The Merchant is prepared during Company scene loading. Approach him and press E to trade; shopping requires staying nearby. Weapon descriptions show current damage in shovel-hit equivalents, magazine capacity, firing interval, reload time and range or projectile characteristics. Other shop entries describe their effects and use. He also sells the Tactical Vest for 60,000 pesetas, providing 30% incoming damage reduction in RE4 mode without changing the character model or occupying case space. Vest ownership is saved with character progress.
Medium, large and XL attaché cases cost 24,000, 40,000 and 73,000 pesetas. Each supported weapon's Firepower and Capacity upgrade prices preserve its original upgrade-to-purchase ratio at our purchase price. Handgun Firepower upgrades retain their prior 5,000 / 10,000 / 15,000 prices and Capacity upgrades cost 3,000 / 6,000 / 9,000. The originally free Handcannon uses original fees; weapons without original tune-ups have no new tune-ups. Existing upgrade effects are retained.
All 24 firearms and bows use original retail held geometry and their own weapon motion banks. Character-specific hand parts preserve original textures; combinations unavailable in the original game adapt the selected character’s native hands.
Number keys 1–8 are available for emotes. Weapon/tool shortcuts are selected with the mouse wheel; their inventory assignments set the wheel order.
With RE4 Enemies 0.9.0 or newer, those enemies receive original retail RE4 firearm damage, upgrade scaling, range effects and headshot/critical rules. Weapon damage against native Lethal Company enemies remains unchanged.
Controls preview
These controls apply while wearing a Resident Evil character suit or using the F6 outfit override. Standard movement uses your Lethal Company bindings.
| Input | Action |
|---|---|
| WASD / Shift / Ctrl / Space | Move / sprint / crouch / jump with the default LC bindings |
| Hold right mouse | Aim; enter the optic on Rifle, Semi-auto Rifle or Mine Thrower |
| Left mouse while aiming | Fire; hold for automatic weapons |
| Left mouse without aiming | Knife, including when unarmed |
| R | Reload |
| Q | Kick when [Q] Kick appears; repeatedly press to break free from a Ganado or Masked grab |
| F | Toggle the permanent body-mounted flashlight |
| E | Interact or collect supplies; use a pocketed key on a locked door; advance a first-pickup presentation |
| G | Drop the held RE4 weapon or native LC item |
| Tab | Open/close the attaché case |
| Mouse wheel | Cycle shortcuts, Easter eggs and stun grenades; zoom while scoped |
| H | Use a healing herb |
| F5 | Toggle weapon-only first person / shoulder camera |
| F6 | Toggle RE4 gameplay aboard the ship for non-Resident Evil suits; retains the outfit model |
| B | Leon's voice callout |
Rifle and Semi-auto Rifle optics provide 2–6x zoom; Mine Thrower optics provide 2–4x. Wheel up/down zooms while scoped, and number shortcuts still switch weapons. Scope Zoom In/Out can be rebound separately. Releasing aim returns to the normal camera; reloading or opening a menu temporarily exits optics.
Open Lethal Company's Settings → Keybindings → RE4 controls to rebind the mod's actions, mouse buttons, wheel directions and weapon shortcuts. Use the page arrows to see more actions. Select an action, then press the new key/button; Escape cancels and Delete clears a binding. Use the game's Apply, Discard and Reset controls to manage changes. Stock movement and interaction bindings remain under Game controls. The table above shows defaults.
Use an herb's Use command to consume that specific herb. Red herbs require combining. Select Split on an ammunition stack to choose the amount, initially half; a new stack requires free case space.
RE4 firearms now deal half of their original mod damage, twice the damage in 0.20.12. Knife and kick damage are 1 and 3, respectively. Fractional damage accumulates per enemy, so weak hits still count. Native Lethal Company weapons retain their damage. With RE4 Ganados installed, default enemy health is 3 HP; the current default Handgun takes six body shots or three headshots. Ganado health follows the global RE4 firearm damage multiplier automatically, preserving weapon and upgrade differences. The Merchant offers specialist ammunition for weapons in your case and single-rocket restocking for owned launchers. Green/Red Herbs and Handgun, Shotgun, Rifle and TMP ammunition are found through exploration rather than bought. Yellow and optional Blue Herbs are also sold by the Merchant for 50,000 pesetas each. Sell a common ammunition type to sell all its loose rounds at once: Handgun 10, Shotgun 140, Rifle 200 and TMP 16 pesetas per round. Loaded magazines are retained.
Kicks require the on-screen prompt. Walking, jumping and crouching are blocked until the kick animation finishes. Successful grab escapes use the selected character’s normal kick animation, without adding a second damaging attack.
Native LC tools retain their own use actions when selected. After using an egg or stun grenade, a carried spare of the same type takes priority over the empty-hand pistol fallback.
Attaché case controls
| Input | Action |
|---|---|
| Single left click on an item | Open its choices beside the icon |
| Double left click on an item | Pick it up for movement |
| Move the mouse while moving an item | Preview the item centered near the cursor and snapped to the grid |
| Left click while moving an item | Place it if the highlighted cells are valid; an invalid placement plays the error sound |
| Right click / Escape | Cancel movement and keep the original placement; otherwise go back/close choices |
| R | Rotate the selected/moving item |
| Enter | Open the selected item’s choices |
| Shortcut in the item menu | Assign the item’s position in the mouse-wheel order |
| Unequip in the item menu | Stow the currently equipped weapon or native item |
| Drop in the item menu | Drop the selected RE4 stack or native LC object into the world |
Dropped RE4 weapons retain their loaded ammo and upgrades. RE4 items dropped inside the ship follow it between moons and keep the dropper's facing direction. The custom pickup glow has been removed. Character inventories, loaded magazines, upgrades and ship cargo are now stored in the selected LC save slot at normal checkpoints.
Installation
Install the BepInEx dependency shown by your mod manager. For the local ZIP build, use Import local mod in r2modman and select the release archive. Everyone in a lobby needs the same mod version and assets. Restart the game after updating.
Crates, hidden treasure gems and ceiling glints use original RE4 UHD models and textures. First-person arms use separate copies of the selected character’s original arm geometry and weapon animation data. Crate destruction uses the original fractured planks and effect parameters adapted to Unity physics, with native wood impact audio when available.
Credits
- Capcom — Resident Evil 4 and its original models, textures, music, sounds, character performances, interface artwork and animation data. The assets in this local build were extracted from an owned Steam/UHD installation.
- Zeekerss — Lethal Company, its world, native items, enemy behavior and underlying game systems.
- adonis-singh/re4 and its contributors — GameCube decompilation and research used as reference for animation/motion reconstruction, IK, camera tables and original gameplay/audio call sites. Retail UHD asset mappings are checked separately.
- nipkownix/re4_tweaks and its contributors — RE4 UHD implementation research, including original item pickup sound call contexts.
- BepInEx contributors — plugin loading and configuration infrastructure; the Lethal Company BepInExPack supplies the runtime dependency.
- HarmonyX contributors — runtime patching used to integrate with native LC behavior.
- Newtonsoft.Json contributors — JSON serialization used through the game's installed library.
- MonoGame contributors — public XACT reader implementation consulted as a format reference for the independently implemented cue-to-wave extraction tools.
- ModelReplacementAPI contributors — optional custom-body/viewmodel compatibility API.
- Lethal Company Wiki contributors — source/reference for native LC item thumbnails when available; this does not replace the original RE4 inventory icons.
RE4 Gameplay is an unofficial fan project and is not affiliated with Capcom or Zeekerss. This local-import asset build has not been publicly published on Thunderstore.
Additional loot and supplies
Native and compatible modded enemies drop RE4 rewards on death, using their configured power level:
| Enemy power | Nothing | Possible rewards after the Nothing roll |
|---|---|---|
| 0–1 | 75% | Small/large bass, white/brown egg, 500 pesetas |
| Above 1, below 3 | 50% | Ammo, 1,000 pesetas, gem, Red Herb, Yellow/Blue Herb, hand/incendiary/flash grenade |
| 3 and above | 25% | Ammo, 2,000 pesetas, valuable gem, Yellow/Blue Herb, hand/incendiary/flash grenade, gold egg |
Low and middle rewards have equal weight within their tier. A high-tier gold egg has half an ordinary reward slot's probability: 4.6875% per death; each other high-tier reward is approximately 10.04%. RE4 Enemies retain their separate original campaign loot selection. Facility food-slot gold egg frequency is also halved.
Outside each facility, two egg slots each have a 50% chance to produce a white or brown egg. Eggs can be equipped through the case or wheel and thrown with Aim + Attack, with another of the same type readied automatically. White, brown and gold eggs can still be eaten. Ordinary thrown eggs briefly stagger; a gold egg deals 40 native shovel hits of damage. Rotten eggs have been removed; existing saved rotten eggs become brown eggs.
The Merchant sells Yellow and optional Blue Herbs for 50,000 pesetas each; Green and Red Herbs are not sold. Each player can buy one First Aid Spray per game day for 5,000 pesetas; purchased stock is remembered with their saved inventory. Before any Blue Herb bonus, food sells for the original RE4 amounts: white egg 300, brown egg 600, gold egg 3,000, small bass 750, large bass 2,300 pesetas.
Ground gems retain the original treasure sparkle textures. Ammo aboard the ship and in shared storage, including loaded rounds in stored weapons, counts toward ammo drop stock checks. The aiming laser is hidden throughout the firing motion.
Typewriter shared storage
Order TYPEWRITER from the ship terminal for 100 credits, then confirm. This placeable furniture combines the original RE4 low wooden cabinet with its save-point typewriter, angled slightly on the tabletop and scaled using Leon’s original model proportions. Look at it and press B to move or store it through LC’s furniture controls.
All players share its contents. The menu shows item images and a stored-item list on the left, with your attaché case on the right. Select a Resident Evil item in the case and choose Store. Click a stored entry to take one weapon or up to one case stack of that item; available space in an existing ammo stack can also be filled. Identical items share one entry. Weapons with different ammunition or upgrades remain separate.
Storage accepts Resident Evil items only, holds up to 128 distinct entries, and saves with the current LC save slot, including weapon ammunition and upgrades. LC items stored by an older version can still be retrieved. Hovering over Typewriter options is silent.
Picking up and switching items
A 9-pixel white center dot appears when directly looking at an interactable target, and is hidden while aiming. The target under the center of the screen takes priority. Otherwise, interaction selects the nearest reachable native/modded loose item, followed by the nearest reachable RE4 pickup. Ladders, switches, ship buttons, the terminal, the Merchant and the Typewriter require direct targeting.
Picking up a Lethal Company item puts it in the player's hands. Dropping or selling it selects the next carried Lethal Company item, without automatically drawing a pistol. Scrolling returns to the last available shortcut item, then cycles the shortcut queue normally. Consuming a shortcut throwable still readies another of the same type when one is available.
Personal and host settings
Settings are separated into re4gameplay.host.cfg (treasure/crate counts and rare weapon chance) and re4gameplay.client.cfg (keybinds, weapon wheel assignments, camera, HUD, model visibility and orbit music). Files are generated on first launch. Existing settings migrate automatically; old mixed configs are archived under BepInEx/RE4ConfigBackups outside the config folder. Existing split files take precedence over old imported settings.
Share the host file in profile exports and exclude the client file. Host gameplay settings synchronize for the current lobby without overwriting another player's saved host settings or personal preferences. Disconnecting clears those session overrides. The RE4 shoulder camera is the sole third-person style; F5 still switches first/third person. The former F7 camera-style binding is removed. Stopping to aim remains enabled without a configurable toggle.
In re4gameplay.client.cfg, Camera / UseFirstPersonForADS optionally uses first person while aiming an equipped RE4 firearm and returns to the selected view when aiming stops. Default: false. It does not change the saved F5 camera preference; scopes and native interaction cameras keep their normal priority.
Bitmap font compatibility
The RE4 bitmap font fallback avoids unsupported culling-property writes, preventing repeated material errors in the game log. Normal Employee fonts remain unchanged.