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LethalCCTV
Facility CCTV cameras, security alarms, a hackable mainframe, code-locked company stashes, and a ship CCTV terminal for Lethal Company.
| Last updated | 20 minutes ago |
| Total downloads | 82 |
| Total rating | 0 |
| Categories | Mods Client-side Server-side Equipment Tweaks & Quality Of Life AI Generated |
| Dependency string | Y4NGZ313-LethalCCTV-1.0.1 |
| 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: 5.4.2305TeamXiaolan-DawnLib
A modern API for Lethal Company content and all sizes of mods [V81]
Preferred version: 0.9.25xilophor-LethalNetworkAPI
A library/API to allow developers to easily add networking to their mods.
Preferred version: 3.4.2Rune580-LethalCompany_InputUtils
API/Library for creating Unity InputActions with in-game re-binding support. Provides an alternative UI that allows for supporting mods to have in-game re-bindable keybinds.
Preferred version: 0.7.13Y4NGZ313-Y4NGZInteractions
Shared local animation presentation, resource ownership, lifecycle, and restoration API for Lethal Company mods.
Preferred version: 1.0.1Y4NGZ313-Y4NGZCore
Shared placement and runtime core for Y4NGZ mods: interior fixture placement, authored placement tables, and common runtime services. A library - it adds no gameplay on its own.
Preferred version: 1.0.1README
LethalCCTV
The facility is watching. LethalCCTV fills interiors with security cameras, facility alarms, a hackable mainframe, code-locked company stashes, and a purchasable ship CCTV station for an operator who stays behind to watch the run.
About Y4NGZ
I am Y4NGZ, an up and coming rapper out of NYC/Detroit. All of my mods are inspired by the music I write. If you are interested in knowing more about me, check out my SoundCloud: https://soundcloud.com/y4ngz
Generative AI usage
The entire code base of this mod was created with generative AI. Assets are free, licensed, paid for, or generated with AI tools. If you do not wish to play with AI-generated content, do not install this mod.
Gameplay previews



What you get
Cameras and alarms
Cameras use authored placements where available and procedural fallback placements elsewhere, including modded interiors. The light on the housing tells you what you are dealing with:
- Red - passive. It sees you and does nothing.
- Orange - active. Getting spotted trips the facility alarm.
An alarm alerts monsters, locks doors, and kills the lights. Cameras sweep, have night vision, and can be blinded or worked around if you know the room.
The mainframe
The facility control node is the only thing in the building that talks back. A successful hack gives the crew alarm controls, security codes, and the intercom. A failed hack makes noise and gives you nothing.
Company stashes and mini-vaults
Sealed containers use randomized four-digit keypad codes and contain real loot. Pull a code from the mainframe or try to brute-force it in the corridor. The loot pool for the stashes is fully configurable via config, you can set weights and specific spawns.
The ship CCTV station
The purchasable ship station puts the camera network and radar on the vanilla monitor wall. The operator can:
- cycle live facility feeds and steer supported cameras;
- follow players, monsters, objectives, and loose scrap on the radar;
- scan or ping contextual targets for the crew inside.
- communicate with teammates via built in walkie-talkie
Interior support
Authored placements ship for vanilla interiors, Beaniebe interiors, SlaughterHouse, ACF, Subsystems, CIDOM Metro, The Baroness, and Generic Interiors. Other interiors use rated or generated fallback placements.
Right now procedural placements are in a very good state for CCTV cameras, I would expect that the vast majority of placements will look good in-game. Mainframes and stashes also work fine with procedural placements, but do look and feel better with authored placements per tile.
Optional integrations
-
Y4NGZBloodFX - persistent blood remains visible when a camera pans back through a corridor.
-
OpenBodyCams - bodycam feeds can route into the monitor system.
-
BetterArmory - Firearms and ammunition automatically integrated into stash spawn pool
-
Y4NGZUpgrades - several upgrades tie into the security system and allow players to hack YET TO BE RELEASED
-
Contracted - Stranger can destroy cameras, containment breach contract utilizes security systems, and much more YET TO BE RELEASED
-
Anomalies - Poltergeist enemy not visible on cameras. YET TO BE RELEASED
These integrations activate only when the companion package is installed and are not installed automatically.
Required dependencies
BepInEx-BepInExPack-5.4.2305Evaisa-LethalLib-1.2.0TeamXiaolan-DawnLib-0.9.25Sigurd-CSync-5.0.1xilophor-LethalNetworkAPI-3.4.2Rune580-LethalCompany_InputUtils-0.7.13Y4NGZ313-Y4NGZInteractions-1.0.0- operator animation ownership and rig restorationY4NGZ313-Y4NGZCore-1.0.0- shared placement and runtime services
Install LethalCCTV on every client in the lobby. Its cameras, ship-station state, and operator presentation are network-aware; mixed installs are not supported.
Configuration and migration
BepInEx/config/com.y4ngz.company.lethalcctv.cfg controls camera counts,
alarm aggression, stash loot, night vision, station presentation, and interior
placement generation.
Troubleshooting
No "CCTV Terminal" in the ship store, or the monitors are dead? That is almost
always an out-of-date dependency winning the version resolution in your profile.
Some mods pin older builds - LethalPhones, for example, pins
Evaisa-LethalLib-0.16.2 and Rune580-LethalCompany_InputUtils-0.6.3 - and a mod
manager will happily resolve those over the versions listed above. An old LethalLib
never registers the store item; an old InputUtils leaves the monitor's keyboard
controls dead. Update LethalLib and LethalCompany_InputUtils to at least the
versions in Required dependencies, then restart the game. LethalCCTV writes one
plain-language error per outdated dependency to BepInEx/LogOutput.log at startup,
so that log will name the package and version if this is what happened.
When reporting a problem, include BepInEx/LogOutput.log, the moon and interior,
whether the ship station was purchased, and whether the problem affected the
facility cameras, mainframe, stash, radar, or operator session.