CustomStoryLogs

v1.6.0·Updated 2026-04-07

Allows the addition of custom story logs.

About this mod Author’s original text

CustomStoryLogs

A Mod Library for use with Lethal Company.

Allows you to add custom story logs to the terminal, and in world interactables to unlock them.

This is my first mod intended for use by other people as a library, so the code is inconsistent and messy. Any feed back and help is very welcome!

Logs can be added with code, or through a text/json file created with my Log Builder tool!

Any questions or issues please post them in the CustomStoryLogs Discord Channel! on the Lethal Company Modding Discord.

Guides

In Game Placement Tool

To start using this tool, you will first need to enable it in the config as it is off by default.

Press Alt + L to activate/deactivate the tool, and Alt + K to activate/deactivate edit mode.

Using the in game tool you can easily get the values for the position and rotation of wherever you want to place your log.

With the edit mode, you can tweak the values, and export them to one of six json files for easy copying.

Using the Log Builder

Fill out all the box in the Log Builder, add as many logs as you need.

Once you have everything filled out, click export to generate the json data (it will give you something similar to the below example), and then click copy text.

{

"username": "Yorimor",

"modname": "ExampleLog",

"version": "1.2.3",

"logs": {

"0": {

"name": "Example - May 12",

"text": "This is an example log, created with the log builder!\n\n:D",

"moon": "71 Gordion",

"position": {

"X": "-28",

"Y": "-2",

"Z": "-15"

},

"rotation": {

"X": "0",

"Y": "0",

"Z": "0"

}

}

}

}

In your own mods files create the following folders /BepInEx/plugins/CustomStoryLogs/logs.

Please see my Example Mod as an example of this.

In the logs folder create a new.txt or.json file (name it anything you like) and paste the json data into the file and save it.

And that's it! My mod will automatically load the logs and place them in game for you!

Add Logs With Code

Add a story log:

// public static int RegisterCustomLog(string modGUID, string logName, string text, bool unlocked=false, bool hidden=false)

int myLogID = CustomStoryLogs.CustomStoryLogs.RegisterCustomLog(YOUR_MOD_GUID, "Log Name - May 09", "test log\n\n:)");

The function returns an integer which is used to uniquely identify the new log. It is created from a hash of your mods GUID and the first word in the log name.

The first word in the log name is also used as the keyword for opening the log, e.g. to open Bridge collapse - Mar 19 you would type view bridge.

The log ID is used below to create an interactable pickup in world. Alternatively you can call CustomStoryLogs.CustomStoryLogs.UnlockStoryLogOnServer(logID) to unlock the log through code instead of a pickup.

You can also define if the log is already unlocked or hidden the terminal list.

Add an interactable:

// public static void RegisterCustomLogCollectable(string modGUID, int logID, string planetName, Vector3 position, Vector3 rotation, int modelID=0)

CustomStoryLogs.CustomStoryLogs.RegisterCustomLogCollectable(YOUR_MOD_GUID, myLogID, "71 Gordion", new Vector3(-28,-2,-15), Vector3.zero);

This spawns the interactable on the Company moon just in front of the ship. Interactable objects are removed when leaving the moon.

Planet name checks for the moons display name and scene name.

Adding Custom Models

You can register a prefab as a new model, and use it for collectables. Any custom models will require a CollisionBox component to be attached, as this will be used for the interaction.

Follow the asset bundling guide on lethal.wiki to make and load your own assets

// public static int RegisterCustomLogModel(GameObject customModel)

int modelID = CustomStoryLogs.CustomStoryLogs.RegisterCustomLogModel(myModel);

// Then use this ID for any of the collectables you want to use the new model

CustomStoryLogs.CustomStoryLogs.RegisterCustomLogCollectable(YOUR_MOD_GUID, "71 Gordion", new Vector3(-28,-2,-15), Vector3.zero, modelID);

Log Unlocked Events

There are two e

Install & use Install: BepInEx plugin

  1. The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
  2. Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
  3. Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
  4. Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.

Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file.

Dependencies

Install these first, or the mod will not work:

BepInEx-BepInExPackEvaisa-LethalLibxilophor-LethalNetworkAPI

File & checksum

Filename
CustomStoryLogs-1.6.0.zip
File size
707.8 KiB