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| Last updated | 7 hours ago |
| Total downloads | 188 |
| Total rating | 0 |
| Categories | Hazards AI Generated |
| Dependency string | babogebalja-Silence-0.3.0 |
| 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: 5.4.2305README
Silence 0.3.0
Stay still and silent, or die.
While exploring the facility, a rare blackout event may occur. When the lights go out, a mysterious "Shh..." warning sound plays. Until the event ends, any player who moves or makes a detectable sound through their microphone will die.
Stay perfectly still and remain silent to survive.
The host and all clients must have the same version of the mod installed and enabled.
How It Works
- After landing, the host determines whether the event should occur, provided at least one living player is inside the facility.
- By default, the event has a 2% chance to trigger every 60 seconds, lasts 8 to 12 seconds, and has a 180-second cooldown after ending.
- The mod temporarily blacks out the facility's lighting. Ship lights, outdoor lighting, and flashlights are excluded. The original lighting state is restored when the event ends.
- When the event begins, a warning sound plays exactly once for living players inside the facility. The sound is unaffected by distance or direction.
- The mod detects walking, sprinting, crouch movement, ladder climbing, jumping, and voice activity from the player's local microphone. Looking around with the camera is allowed.
- The host synchronizes the event's start and end times, while each client monitors their own actions.
Installation
Thunderstore Mod Manager / r2modman
- Install Silence in your Lethal Company profile.
- Make sure the dependency BepInEx-BepInExPack-5.4.2305 is also installed.
- Ensure all players have the same version of Silence installed, then launch the game using Modded in your mod manager.
Manual Installation
- Close the game and install BepInExPack first.
- Merge the
BepInExfolder from this ZIP into your game directory. If you use a mod manager, merge it into the corresponding profile directory instead. - Make sure the DLL and audio file are located in the same folder, as shown below.
BepInEx/
plugins/
Silence/
Silence.dll
silence_shh.wav
Do not copy additional game DLLs, Harmony DLLs, or BepInEx DLLs into the Silence mod folder.
LethalLib is not required.
After the first launch, you can verify that the mod loaded successfully by checking BepInEx/LogOutput.log for the following message:
Silence 0.2.0 loaded
Configuration
After the first launch, the configuration file will be generated at:
BepInEx/config/local.silence.cfg
Close the game before editing this file, then restart the game to apply your changes.
| Section | Setting | Default | Description |
|---|---|---|---|
| General | EnableMod | true | Enables the mod. All participants must have it enabled. |
| General | EnableNaturalSpawning | true | Enables natural event spawning. |
| Event | EventChance | 0.02 | Chance of triggering per check, from 0 to 1. |
| Event | CheckInterval | 60 | Interval between event checks in seconds, from 1 to 3600. |
| Event | MinimumDuration | 8 | Minimum event duration in seconds, from 1 to 300. |
| Event | MaximumDuration | 12 | Maximum event duration in seconds. Adjusted to be at least the minimum duration. |
| Event | CooldownSeconds | 180 | Cooldown after an event ends, from 0 to 7200 seconds. |
| Detection | DetectMovement | true | Detects player movement and jumping. |
| Detection | DetectVoice | true | Detects local microphone activity. |
| Detection | VoiceThreshold | 0.02 | Amplitude threshold used alongside the voice activity signal, from 0.001 to 1. |
| Audio | EnableShhSound | true | Enables local warning sound playback. |
| Audio | ShhSoundVolume | 0.8 | Warning sound volume, from 0 to 1. |
| Audio | ShhSoundFile | silence_shh.wav | Audio file path relative to the DLL directory. |
| Audio | PowerOffSoundMode | VanillaBreaker | Selects the power-off sound. See the options below. |
| Audio | PowerOffSoundVolume | 0.8 | Power-off sound volume, independent of the Shh sound, from 0 to 1. |
| Audio | PowerOffSoundFile | silence_poweroff.wav | WAV/OGG file path relative to the DLL directory, used in Custom mode. |
| Debug | EnableDebugLogs | false | Enables detection logs during events. |
| Debug | EnableDebugHotkeys | false | Enables manual testing hotkeys. |
Event conditions, timing, detection settings, and the voice threshold are controlled by the host's configuration.
Audio files, volume settings, and debug options are configured locally for each player.
Invalid numerical values are automatically corrected to safe defaults or clamped to their supported ranges.
Power-Off Sound Options
The following options are available for PowerOffSoundMode:
| Option | Description |
|---|---|
| VanillaBreaker | Uses the original breaker switch sound. Default option. |
| VanillaLightOff | Uses the original light-off sound. |
| VanillaApparatusDisconnect | Uses the original apparatus disconnection sound. |
| VanillaApparatusRemoval | Uses the original apparatus removal sound. |
| Custom | Uses a custom WAV/OGG audio file. |
| Disabled | Disables only the power-off sound. The Shh sound remains available. |
Audio clips included in the base game are referenced directly from the game. Original game audio files are not extracted or redistributed.
When Custom is selected, the file specified by PowerOffSoundFile is preloaded at startup.
Custom power-off audio files must be no larger than 32 MiB and no longer than 30 seconds.
No custom power-off audio file is included in this release.
Updating Existing Configuration Files
Existing configuration values are not automatically overwritten.
If your previous configuration contains:
PowerOffSoundMode = VanillaApparatusDisconnect
Close the game and change the [Audio] section in BepInEx/config/local.silence.cfg to:
[Audio]
PowerOffSoundMode = VanillaBreaker
PowerOffSoundVolume = 0.8
You can leave EnableShhSound, ShhSoundVolume, and ShhSoundFile unchanged.
Vanilla Audio Implementation
In the verified game version, BreakerBox.switchPowerSFX is used for both turning the breaker on and turning it off.
There is no separate power-off-only clip in this implementation. The default asset reference is BreakerLever2.
VanillaLightOff uses a separate audio clip named LightOff.
If a custom facility does not contain a breaker, or the required audio clip is unavailable, the mod logs a warning and skips only that particular sound effect.
Audio clip caches are cleared during scene transitions.
If a clip cannot be found, full object searches are limited to intervals of at least 2 seconds to avoid unnecessary performance overhead.
Debug Hotkeys
The following hotkeys are available when:
EnableDebugHotkeys = true
| Key | Function |
|---|---|
| F6 | Force Start (Host Only): Starts an event manually. Requires landing to be complete and at least one living player inside the facility. Ignores the cooldown. Does not start duplicate events while one is already active. |
| F7 | Force End (Host Only): Manually ends the active event. |
| F8 | Status: Prints the current event state, remaining time, and audio loading status to the log. |
| F9 | Preview Warning Sound: Plays the warning sound for a living player inside the facility while no event is active. |
| F10 | Cycle Power-Off Sound Preview Mode: Cycles through available power-off sound modes without modifying the saved configuration. The initial preview mode is VanillaBreaker. |
| F11 | Preview Power-Off Sound: Plays only the currently selected power-off sound and logs its actual clip name or missing status. Available only to living players inside the facility while no event is active. |
You can use F9 and F11 consecutively to compare the warning sound and the power-off sound.
Custom sound previews are available only if the game was restarted with Custom mode selected, allowing the custom audio file to be preloaded.
Known Limitations
Lighting Compatibility
Custom map lights that are not registered in the game's lighting system, emissive materials, and baked lighting may not be completely blacked out.
Compatibility testing with other lighting-related mods may be necessary.
Movement Detection
The mod uses both movement input and position changes to reduce false deaths caused by external forces, such as being pushed by monsters or minor physics jitter.
However, movement that bypasses normal player input, such as teleportation from another mod, may not be detected.
Voice Detection
Silence does not directly monitor Discord or other external voice chat applications.
However, if you speak through Discord while the same microphone is also being captured by Dissonance, the mod may detect your voice.
The mod cannot distinguish which application you intended to speak through.
Microphone Availability
If no microphone is connected or Dissonance audio capture stops, voice detection will not be performed.
Behavior may vary depending on the input device, push-to-talk settings, and voice threshold configuration.
Network Synchronization
Perfect synchronization is not guaranteed under high latency or severe frame stalls.
The mod relies on client-owned action detection and is not designed as an anti-cheat system.
Mod Requirements
Normal gameplay is not guaranteed when clients do not have the mod installed or have it disabled.
All players should install and enable the same version of Silence before joining a session.