AvSGames-Isnt_It_Really_Fun_Huh icon

Isnt It Really Fun Huh

Client-side prank console for private PEAK lobbies. Prank everyone, everyone but you, picked scouts or the scout in your crosshair using statuses, physics, warps, items, spawned monsters, a chicken illusion and more. Only the prankster needs it.

Last updated 2 weeks ago
Total downloads 418
Total rating 1 
Categories
Dependency string AvSGames-Isnt_It_Really_Fun_Huh-1.2.0
Dependants 0 other packages depend on this package

This mod requires the following mods to function

BepInEx-BepInExPack_PEAK-5.4.75301 icon
BepInEx-BepInExPack_PEAK

BepInEx pack for PEAK. Preconfigured and ready to use.

Preferred version: 5.4.75301

README

Isn't it really fun, huh?

A client-side prank console for private PEAK lobbies. Open one menu, pick who deserves it, and remind your friends that teamwork is a social construct.

You install the mod. Nobody else has to. All effects travel through PEAK's own networked actions, so vanilla players see and feel everything without installing anything.

Private lobbies only. Use this with friends who know what they are getting into. It can pass people out, launch them off the mountain, or kill them outright. Never use it in public lobbies or on strangers.

Requirements

  • PEAK (Steam)
  • BepInExPack for PEAK 5.4.75301
  • The mod works when installed only by the prankster. Other players can stay vanilla.

Installation

Thunderstore Mod Manager / r2modman

  1. Select the PEAK profile.
  2. Install Isn't it really fun, huh?.
  3. Launch the game through the mod manager.

Manual

  1. Install BepInExPack for PEAK.
  2. Drop morluto.IsntItReallyFunHuh.dll into PEAK/BepInEx/plugins/.
  3. Start PEAK and join a private lobby.

Usage

Action Default
Open / close the menu F8
Close the menu Esc
Change a player's selection Click their colored chip
Fire a prank Click its button

The menu has three parts:

  • Targets — All but me, Everyone, Pick, or In front. In pick mode, click one or more player chips. The counter shows how many will be hit. In front aims at whichever scout is under your crosshair (up to 40 m, in a narrow cone).
  • Amount — scales status strength, fall duration, launch force and prank duration. The Statuses tab has its own copy of it, plus a slider for how much Mercy restores.
  • Tabs — Statuses, Pranks, Items, Spawns, and the Fun Director.

At the bottom there are two quick actions: Random prank (rolls a non-nasty prank from the current tab for the current targets) and Unstick everyone (releases glued or webbed scouts).

Red buttons are the nasty ones. They ask for a second click; that is the entire safety net.

While the menu is open your scout stops moving and the cursor is freed, so you will not walk off a cliff mid-prank. Your scout does not become invulnerable.

Tabs

Statuses — poison, cold, heat, drowsiness, injury, hunger, spores, curse, chaos, mercy. Two sliders sit above the buttons: Status strength is how much every status adds, Mercy restores is the share of the current status bar the Mercy button removes (100% means a full wipe).

Pranks — pass out, wake up, trip, launch, teleport to you, teleport to a random scout, real or fake sky teleport (250–700 m up; the fake one brings them back), chicken illusion and its cancel button, glue in place, unstick, destroy the held item, send the Scoutmaster after someone, call the Scoutmaster off, kill, petrify, zombify.

Items — random gift, food, a balloon, a jetpack, or something explosive. Below the buttons is a searchable picker: type part of a name, click the item, then Give to targets to hand out that exact item. Empty inventory wipes the held item, hotbar, pockets and backpack.

Spawns — a small scare factory aimed at the current targets:

  • Scoutmaster — pick front/behind/left/right and a distance, then choose Stand still or Chase.
  • Mushroom zombies — count, spawn radius and behaviour.
  • Skeletons — count and radius.
  • Remove all spawned NPCs cleans up only the NPCs this mod created.

Fake versions are frozen in place; live versions use PEAK's own AI. Spawned NPCs belong to the client that created them and disappear when the scene changes.

Fun Director — turns the menu into an autopilot. Every 15–300 seconds it picks a random scout and a random prank, with optional nasty pranks and an option to include yourself. Prank someone right now fires immediately.

Host-only actions

Some things are controlled by the lobby host in PEAK's networking:

  • Zombify only works if you are the host.
  • Mercy always wakes the target up, but only the host can also clear their status bar. The cleared share is set by the Mercy restores slider.

Everything else is sent through RPCs that every client executes, so it works from any seat.

Configuration

The config file is created at PEAK/BepInEx/config/morluto.IsntItReallyFunHuh.cfg.

Setting Default What it does
ToggleKey F8 Key that opens and closes the menu.
BlockGameplayInput true Freeze movement, camera and interactions while the menu is open.
UiScale 1.0 Menu scale, 0.7–1.6.
ShowCaptions true Show sarcastic captions after each prank.
Director / Enabled false Enable the automatic Fun Director.
Director / IntervalSeconds 75 Average delay between automatic pranks.
Director / IncludeMe false Let the director pick you too.
Director / AllowNastyPranks false Include curse and kill-level pranks in the rotation.

Changes are applied immediately; no restart is needed for most settings.

Notes and limitations

  • The mod is client-side, but it is not invisible: victims see the effects and the game's own kill feed/logs will show what happened.
  • Items are requested from the lobby host using PEAK's own spawn routine, so they work from any seat and behave exactly like normal loot.
  • Spawned Scoutmasters and zombies are owned by the client that created them. Their AI runs on that client, so do not leave the lobby while a live one is chasing someone. Cleanup, scene changes and leaving the room remove them.
  • Skeletons are local props. They appear for everyone through PEAK's own skeleton spawn RPC, but they are not networked objects and cannot be cleaned up remotely.
  • Status effects are ignored in the Airport hub by the game itself. Start the run first.
  • Passed-out and dead scouts cannot be pranked meaningfully. Revive them first, then reconsider your choices.
  • Progress, achievements and runs are real. A prank can end someone's run.
  • No telemetry, no external connections, no data collection. The mod only calls PEAK's existing gameplay RPCs.

The chicken illusion

PEAK already has a cannibalism hallucination: hungry scouts see other scouts as chickens. The mod borrows that exact mechanic, pushes every observer's hunger above the threshold and then filters who may be cannibalized, so only the chosen scouts turn into chickens.

  • Each observer must have the game's Cannibalism accessibility setting enabled. It is on by default. Observers with it disabled will not see the illusion.
  • Chickens only appear when the observer looks at the scout from a normal nameplate distance (about 8 m). It is a hallucination, not a model swap.
  • The chosen scout never sees themselves as a chicken.
  • End chicken illusion restores the original cannibalism flags and, when you are the host, puts hunger back. As a guest you cannot lower other players' hunger, so the cancel instead suppresses the illusion for everyone until observers eat or the scene changes. The menu shows a note when that happens.

Building the release archive

build-release.ps1 builds everything and produces the exact zip that goes to Thunderstore:

powershell -ExecutionPolicy Bypass -File build-release.ps1
  • Builds Release and deploys the DLL to PEAK (pass -SkipDeploy to skip that).
  • Reads the version, package name, description and dependencies from the project files.
  • Fails early if the name, version or description would be rejected by Thunderstore.
  • Writes Releases/AvSGames-Isnt_It_Really_Fun_Huh-<version>.zip with this layout:
BepInEx/plugins/morluto.IsntItReallyFunHuh.dll
CHANGELOG.md
LICENSE
README.md
icon.png
manifest.json

Upload that zip on the Thunderstore package page as-is. Bump <Version> in the csproj and add a CHANGELOG.md section before building a new release.

Credits

  • AvSGames — idea, code and questionable sense of humor.
  • PEAK and its modding community for the BepInEx template and tooling.

Not affiliated with the PEAK developers. Use at your own risk, and be the kind of goblin your friends can still laugh at afterwards.