Save Utils

v1.1.1·Updated 2025-07-04

Auto save file backups, keybind for leaving without saving for anti-grief

About this mod Author’s original text

Save related stuff. all features are client-sided and will work even if you're playing with other players that don't have this mod

  • Keybinds
  • adds 2 configurable keybinds and two modes that control what the keybinds do when triggered. first mode makes the keybinds leave with or without saving. second mode makes keybind_one enable/disable (toggle) saving entirely (which affects saving when leaving the lobby and the ship auto saving after a round) and makes keybind_two leave the lobby.
  • displays a cancel or confirm screen when pressing a keybind to leave the lobby, with the text showing if you're leaving with or without saving.
  • Backups
  • creates backups of LCSaveFile and LCGeneralSaveData automatically before loading/saving a save, with a configurable maximum number of backups per save. when a backup being created would exceed the maximum number then the earliest/lowest backup for that save file will be deleted after the new backup is created.
  • the original LCSaveFile/LCGeneralSaveData files are only copied and won't be modified/deleted in any way by this mod. the only files that this mod can delete are Save Utils backup files such as "LCSaveFile1_SaveUtilsBackup-49". no other files will be modified/deleted.
  • to restore a backup, remove the original file from the folder, then rename the backup file and remove "_SaveUtilsBackup-#". for example rename "LCSaveFile1_SaveUtilsBackup-49" to "LCSaveFile1", or rename "LCGeneralSaveData_SaveUtilsBackup-94" to "LCGeneralSaveData".
  • Misc
  • adds a config for disabling the splash screen shown before selecting online/lan.
  • adds a config to remove calls to ES3.DeleteFile() that can delete save files when opening the game.

Configs

[1/KEYBINDS]

[Keybind mode]

controls what the keybinds do when triggered or disables them.

SaveGame() gets called by Disconnect() and AutoSaveShipData() even if you're not the host or you disconnected during a round, however in either case not much is actually saved.

1 = keybind_one will disconnect With SaveGame() being called, keybind_two will disconnect Without SaveGame() being called.

2 = keybind_one will Enable or Disable (toggle) SaveGame() from being called by Disconnect() (leaving the lobby through a keybind or pause menu) and AutoSaveShipData() (end of round ship auto save), keybind_two will disconnect. the toggle value is displayed when triggering keybind_one, and will only be changed when toggled again or by restarting lethal company.

3 = disables keybinds.

Default value: 1

[Keybind one]

list of keyboard keys that need to be pressed/held to trigger the keybind (1-10).

the first (left most) key in the list is the only key that needs to be pressed, while all other keys need to be held.

example keybinds: "Enter,K,CapsLock" "Enter,W,S,LeftCtrl" "Backquote". list of valid keys:

Acceptable values: None, Space, Enter, Tab, Backquote, Quote, Semicolon, Comma, Period, Slash, Backslash, LeftBracket, RightBracket, Minus, Equals, A, B, C, D, E, F, G, H, I, J, K, L, M, N, O, P, Q, R, S, T, U, V, W, X, Y, Z, Digit1, Digit2, Digit3, Digit4, Digit5, Digit6, Digit7, Digit8, Digit9, Digit0, LeftShift, RightShift, LeftAlt, RightAlt, AltGr, LeftCtrl, RightCtrl, LeftMeta, LeftWindows, LeftCommand, LeftApple, RightCommand, RightMeta, RightWindows, RightApple, ContextMenu, Escape, LeftArrow, RightArrow, UpArrow, DownArrow, Backspace, PageDown, PageUp, Home, End, Insert, Delete, CapsLock, NumLock, PrintScreen, ScrollLock, Pause, NumpadEnter, NumpadDivide, NumpadMultiply, NumpadPlus, NumpadMinus, NumpadPeriod, NumpadEquals, Numpad0, Numpad1, Numpad2, Numpad3, Numpad4, Numpad5, Numpad6, Numpad7, Numpad8, Numpad9, F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11, F12, OEM1, OEM2, OEM3, OEM4, OEM5, IMESelected

Default value: None,None

[Keybind two]

list of keyboard keys that need to be pressed/held to trigger the keybind (1-10).

the

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-BepInExPack

File & checksum

Filename
Save_Utils-1.1.1.zip
File size
113.1 KiB