ReadyCompany
Adds a Ready Check system during the ship phase to let players make sure everyone is ready.
Screenshots 2 screenshots
About this mod Author’s original text
Ready Company
A mod that adds a Ready Check system, inspired by FFXIV. It is highly customizable, and built with real users in mind.
It fully supports MoreCompany and I tried my best not to conflict with any other mods or give you the option to fix it.
Screenshots
Usage
[!NOTE]
You can change how the ready and unready binds need to be pressed to activate in LethalConfig.
Theres a few built in presets for you to use, but you can fully customize it with a string, and you can use the presets for reference.
The custom string is a Unity Interactions string.
There is custom sound support that can be utilized by placing sound files in BepInEx/config/Enova.ReadyCompany/CustomSounds.
Your sounds must be formatted according to LCSoundTool's wiki,
and all audio files will be selected from randomly to play whenever the ready status changes.
You can also add separate sounds for specifically when the lobby is ready by placing sound files in BepInEx/config/Enova.ReadyCompany/CustomSounds/LobbyReady.
Known Issues
- Lever tooltips are sometimes inaccurate to vanilla
(Can't fix until LethalLevelLoader fixes it first, but it has been improved)
Planned (Maybe) Features
- Standby option: "i'm AFK but you can start without me"
- Countdown for lever auto pull
- Auto ready under certain user-specified conditions
Credits
mattymatty97 for their implementation of knowing when a player has fully connected:
LCSoundTool for the entire AudioUtility class:
My friends for being nicies to me:3
Install & use Install: BepInEx plugin
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- 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.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- 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.
Install these first, or the mod will not work: