Skyhoppers Guns

v2.5.1·Updated 2026-10-10

Skyhopper's Guns: a buyable M1911 with mags, light, full first-person animation, random crits and jams, plus hit markers, kill feed, damage scoreboard and gunshots that lure monsters.

About this mod Author’s original text

Skyhopper's Guns

Standalone guns and combat feedback for Lethal Company. No other gun mod needed.

M1911

  • Buy it at the terminal: M1911 (300 credits) and M1911 Mag (25 credits, 8 rounds). Carry mags to reload.

| Key | Action |

| --- | --- |

| Left click | Shoot |

| E | Reload (swaps in your fullest M1911 Mag) |

| Q | Weapon light on/off |

  • One-handed first-person grip, index finger on the trigger.
  • Walking bob, look sway, breathing and a strong recoil kick.
  • Full reload animation: the old mag drops out, your left hand brings a new one, slaps it in and racks the slide.
  • Random damage: each hit multiplies a low base damage by 1 to 4 (higher rolls are rarer). Rolls of 3+ are critical hits: the crosshair glows amber (red on the top roll) and the hit marker turns yellow.
  • Working weapon light other players can see, crosshair while holding the gun.
  • Jams: 3% of shots jam the gun; the slide sticks half open. Press E to tap-rack it clear (the stuck round is lost).
  • Shots can hurt teammates (configurable).
  • The gun rides in your hand during emotes and in other players' view.
  • Magazines keep their rounds: reloading with rounds still in the gun puts that mag back in your pocket with what's left; empty mags are dropped. Look at or hold a mag to see how many rounds it has.
  • Ammo counter (bottom right): rounds in the gun, plus how many mags and rounds you carry.
  • Rounds in the gun and in every magazine are saved with the ship.
  • Fire and reload sounds included (CustomSounds folder; replace the files to use your own).

Combat feedback (works with every weapon)

  • Hit markers: an X on your crosshair when your attack hits a creature: white, yellow for crits, red for kills, with damage numbers and a metal hit tick.
  • Kill feed: when you kill a creature, a line like Skyhopper > HOARDING BUG slides in on the right of your screen.
  • Damage scoreboard: hold Tab for the day's DAMAGE REPORT (damage, kills, crits and hits per employee) in the game's HUD font and colours. It also shows on the end-of-day screen and resets when you land.
  • If BetterArmoryPlus is also installed, it handles these and the monster lure instead, so nothing happens twice.

Gunshots lure monsters

  • Idle monsters within about 45 m may come to investigate where a shot was fired (M1911 and the game's shotgun), and monsters that react to sound hear gunshots from farther away.
  • Coil-heads, Jesters, Old Birds, the Ghost Girl and other special monsters are excluded (editable list).

Multiplayer

Everyone in the lobby needs the mod. Hits, damage and the scoreboard are decided by the host.

Config (BepInEx/config/grayl.m1911.cfg)

  • Gun / Damage: prices, magazine size, jam chance, base damage, multiplier range, critical threshold, range, fire rate, spread, recoil, friendly fire.
  • Aim Pose: grip position, gun angle, walk bob, look sway, recoil kick, one or two hands.
  • Light, Reticle, Holding: light brightness/range, crosshair size/colour, model size.
  • Hit Feedback, Kill Feed, Scoreboard: markers, numbers, hit sound volume, kill feed time, scoreboard key.
  • Monster Reactions: lure radius, chance and time, noise multiplier, ignored monsters.

Credits

  • M1911 model: "Low Poly Pistol M1911" by CastleBravo, licensed under CC-BY-4.0 ( Recoloured, with a weapon light added.
  • Fire and reload sounds: free-use sound effects provided by the author.
  • Mod: Skyhopper. Code written with the help of an AI assistant (Claude) and tested in game.

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-LethalLib

File & checksum

Filename
Skyhoppers_Guns-2.5.1.zip
File size
163.1 KiB