Guide
Installing Lethal Company mods without breaking your lobby
Fifty thousand mods, one loader, and a multiplayer game that checks what everyone is running. The order to install in, and why your friends need the same list.
2 min read · updated 2026-08-01
Lethal Company has one of the largest mod catalogues of any recent game, and almost all of it runs through one loader. Getting started is straightforward. Staying working with friends is the part that catches people.
The loader comes first
Everything here needs BepInEx, and it goes next to the game executable rather than into a folder inside it. If it is not in position before the game starts, nothing else you install exists as far as the game is concerned.
Install it, launch the game once, and quit. That first launch is what creates the folders everything else goes into, and skipping it is why people end up with mods in a plugins folder that does not exist yet.
Then the mods, in dependency order
Most Lethal Company mods need at least one shared library, and several of the popular ones need three. Install from the bottom up: loader, then libraries, then the mods you actually wanted.
Add a few at a time and launch between batches. Adding twenty at once and then reading a crash log is an hour you did not need to spend.
The multiplayer problem
This is the part that is specific to this game rather than general advice.
Lethal Company is played with other people, and a lot of its mods change things everyone sees. A mod that adds an item has to exist on every machine, at the same version, or the lobby will refuse the connection or desync in ways that look like lag.
So a modded group needs one list, agreed and shared. This is the single reason mod managers with exportable profiles caught on so hard in this community: one person builds the list, everyone imports it, and versions match by construction.
Client side mods are the exception. Anything that only changes what you see, your interface or your own cosmetics, does not need to be on anyone else's machine. Mod pages state this, and it is worth reading before you assume.
When an update lands
The game updates and the loader plus most mods stop at once. This is normal and it is not your installation.
The order of recovery is the same as the order of installation. BepInEx first, because nothing works until it does, then the libraries, then the mods. Waiting for the loader before touching anything else saves a lot of pointless reinstalling.
Finding what is actually used
Fifty thousand entries is not a list anyone reads. Sorting by installs is the fastest filter there is, because a mod thousands of people run has been broken and fixed by that many people, and a mod with four installs has not.
Frequently asked
Do my friends need the same mods?
For anything that changes gameplay, yes, and usually the same versions. Cosmetic and client side mods are the exception, and mod pages say which they are.
Can I play with unmodded people?
Only with mods that touch nothing shared. Anything adding items, enemies or rules will desync or refuse the connection.
The lobby says a mod is missing but I have it.
Almost always a version mismatch rather than a missing file. The check compares versions, not names.
How do I remove everything and start over?
Delete the loader folder next to the game executable and verify the game files through Steam. That returns you to a clean install.