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LlamaMod mods

Besides your own levels, LlamaMod comes with mods that change the game: skip the intro, see further, play mirrored, shuffle the coins, fly a free camera and more. This chapter explains how mods work and lists every built-in mod with its options.

Using mods

  1. Open the Mods tab in LlamaMod.
  2. Tick the mods you want. A ticked mod shows its options, each with a short explanation; changed options take effect on the next Apply.
  3. Click Apply. LlamaMod builds the changed game files into its private copy – your original files stay untouched. The status bar shows the progress and the time it takes.
  4. Click ▶ Play.

Restore original switches all mods off. Applying is refused while the game runs – quit it first.

  • Mods are applied in a fixed order, so they combine: the Mirror mode also mirrors the Test World and your levels; the Debug wireframe is built on top of everything else.
  • Built mod files are cached, so switching mods on and off again is quick. Settings → Clear cache throws the cache away (it is rebuilt when needed).
  • Mods marked modifies groove.exe add code to the game program of LlamaMod's copy. This is safe, but on Windows some antivirus programs flag the changed file – see Troubleshooting.
  • If LlamaMod was closed in the middle of an Apply, it repairs its game copy at the next start and tells you whether it finished that Apply or went back to the previous mod selection.
  • Two LlamaMod windows (or the level editor) share one mod selection: a window shows the other's changes as soon as you click into it.

Several mods combined in the village

Level mods

Every .llamalevel project in the data folder's levels folder is a mod in the Levels category, named after the level, with its author and description. Mods of new levels have one option:

Option Values Meaning
TestLevel chapter 1, 32 – 49 the chapter of world 9 the level occupies; each level needs its own (chapter 1 is also used by the Test World mod). Other chapters would overwrite game data such as your progress, so older levels on chapters 2–31 move to a free one of 32–49

Edited original levels have no options – they replace their chapter. See Sharing levels.

Removing a level: click Remove… on its card. After you confirm, the project file is moved to backups/levels/<date-time>/ in the data folder – nothing is deleted, and you can copy it back into levels to get the level again. This is refused while the game runs. If the level was active, it is taken out of the selection and LlamaMod asks you to click Apply. Careful: the editor saves projects in the levels folder by default, so the file may also be your editor project – it is then in the backup folder.

Open levels folder (in the Levels header) shows the folder in your file manager.

Levels you play-test in the editor are only installed for the play-test and disappear when the game ends (while it runs they show a temporary play-test badge). Older LlamaMod versions kept every play-tested level; those files are ordinary level mods now – remove the ones you do not want with Remove….

Removing a level

The Alligator Arena minigame

The Alligator Arena mod (Levels) puts a small minigame on a TestLevel chapter (32–49, default 49): a walled sand pit where alligators come in waves (wave 1: one, then two at a time). Face an alligator and kick (Action) or jump and press Action in the air (the llama dives onto it). Every hit costs it one life: it blinks, backs off and coins pop out – they count on the coin counter. A bite costs you energy; with no energy left you get the game's usual Continue screen, which restarts the arena. After the last wave five bonus coins and sparkles appear on the purple pad at the north wall: step on it to finish the level. Unlock TestLevel on the Save games tab and pick the chapter on the world-9 map. The options set the alligators' lives, the number of waves, your energy (1–5) and the coins per hit. A level project or another mod on the same chapter stops the apply with a message – pick another chapter then.

Alligator Arena: two alligators, coins popping out

The Llama Coaster ride

The Llama Coaster mod (Levels) puts a roller-coaster ride on a TestLevel chapter (32–49, default 48). You ride the cart from the Catacombs coaster levels: it leaves the station by itself, races down drops and up climbs, speeds up on the boost arrows, jumps over a gap and turns round on the spin pad. Press Left and Right to move the cart across the track and collect the coins. After the last lap the cart stops at the station, fireworks go off and the tally appears; Enter rides again, and Beenden und zur Auswahlkarte wechseln in the Esc menu goes back to the map. The options pick the track (Loop or the longer Grand circuit), the laps (1–3), the speed and whether there are coins. Unlock TestLevel on the Save games tab and pick the chapter on the world-9 map. A level project or another mod on the same chapter stops the apply with a message – pick another chapter then.

Llama Coaster: boost arrows on the Grand circuit

Command line

LlamaMod can be scripted:

LlamaMod --mods                                   list all mods with their options
LlamaMod --apply fog,mirror --opt fog.distance=400  apply mods with options
LlamaMod --apply                                  restore the original game
LlamaMod --launch                                 start the game
LlamaMod --remove-level level-my-level            move a level mod's file to backups/levels/

Option values are checked and saved like in the window.

Built-in mods

The following list is generated from the program, so it always matches your LlamaMod version.

Levels mods

Alligator Arena

A minigame on a TestLevel chapter: alligators come in waves into a walled pit. Each kick or jump attack (jump, then Action) costs one of their lives and coins pop out; the bite costs your energy. Beat every wave and the exit pad opens. Unlock TestLevel on the Save games tab.

Id arena

Option Values Default Description
Alligator lives 1 – 10 5 Hits each alligator takes.
Waves 1 – 5 3 Wave n brings n alligators (at most 2 at once).
Llama energy 1 – 5 4 Energy cap of the llama in the arena (5 = normal).
Coins per hit 0 – 5 1 Coins that pop out per hit (5 more at the end).
TestLevel chapter 32 – 49 49 Chapter of world 9 the arena replaces (32–49; chapter 1 is the Test World's).

Llama Coaster

A roller coaster ride on a TestLevel chapter, with the cart from the Catacombs coaster levels: drops, climbs, boost arrows, a spin pad that turns the cart backwards and a jump over a gap. Steer left and right to stay on the track and collect coins; the ride ends at the station. Unlock TestLevel on the Save games tab.

Id coaster

Option Values Default Description
Track Loop, Grand circuit Loop Short loop (about 100 units) or the grand circuit (about 150 units, two jumps, two spins).
Laps 1 – 3 2 Laps before the ride stops at the station.
Speed Slow, Normal (as in the game), Fast Normal (as in the game) Cruise speed and boost strength of the cart.
Coins on / off on Coins along the track.
TestLevel chapter 32 – 49 48 Chapter of world 9 the coaster replaces (32–49; chapter 1 is the Test World's, 49 the arena's).

Test World

Turns the hidden TestLevel (world 9, chapter 1) into a playground island: a gallery of every character and object model of all worlds (standing still, grouped by world) and a parkour course with checkpoints. To reach it, click "Unlock TestLevel" on the Save games tab.

Id testworld

Gameplay mods

Boot to level

Play starts the game straight in the chosen level – no logos, no menus, no world map. The game plays with the chosen save slot (a new game if it is empty). Handy for practising one level.

Id boot-to-level · modifies groove.exe (see antivirus warnings)

Option Values Default Description
World 1 – 9 1 1 = Village … 8 = Lab, 9 = TestLevel
Chapter 1 – 49 1 Chapter of that world (TestLevel: 1–49).
Save slot 1 – 3 3 The save game used for lives and progress. The game also saves into it.
Skip startup logos on / off on Also skips the logo movies and the title screen.
Escape quits the game on / off off Escape ends the game at once instead of opening the pause menu.
Player start text (empty) Leave empty for the level's own start. Advanced: "x, y, z[, angle]" in cells moves the start; "… @ world/chapter" uses it only in that level.

Intro skip

Gets you to the main menu faster: skips the logo movies at the start and stops the demo that plays when you wait in the main menu. Can also skip the story movies between chapters.

Id intro-skip · modifies groove.exe (see antivirus warnings)

Option Values Default Description
Skip startup logos on / off on The Disney and Argonaut logo movies and the publisher screen.
Disable attract demo on / off on The game no longer plays a demo after a minute in the main menu.
Skip story movies on / off off The movies before and after chapters. The credits still play.

Mirror mode

Plays every level mirrored left to right, like the mirror mode of racing games. The controls stay the same.

Id mirror

Option Values Default Description
Worlds any of 1 Village, 2 Jungle at Night, 3 River, 4 Jungle by Day, 5 Mountain, 6 City, 7 Catacombs, 8 Lab, 9 TestLevel all The worlds whose levels are mirrored.
Readable textures on / off off Flips writing and pictures back so they read normally. Some textures (water edges, paths) then show seams. Off: a true mirror image.
Mirror object models on / off off Also mirrors the shape of objects such as huts and crates (characters stay as they are). Off: objects are only placed mirrored.

Practice tools

Practise hard jumps: press F5 to remember where the llama stands and F8 to jump back there (in the same level; the keys can be changed below). Also adds extra checkpoints along the coin trail of levels that have checkpoints.

Id practice · modifies groove.exe (see antivirus warnings)

Option Values Default Description
Save position key F1, F2, F3, F4, F5, F7, F8, F9, F11, F12, Insert, Delete, Home, End F5 Remembers where the llama stands.
Restore position key F1, F2, F3, F4, F5, F7, F8, F9, F11, F12, Insert, Delete, Home, End F8 Puts the llama back to the remembered place.
Extra checkpoints on / off on More checkpoints along the coin trail, in levels that already have checkpoints.
Checkpoint spacing 4 – 40 10 Distance between two checkpoints in tiles. Smaller = more checkpoints.

Randomizer

Moves coins and food (and, if you like, pots and enemies) to other places in each level. Every coin stays reachable, and the way through the level does not change. The same seed always gives the same layout, so friends can play the same one.

Id randomizer

Option Values Default Description
Seed any text random Any word or number. The same seed gives the same layout.
Coins on / off on Shuffle the coins.
Health and food on / off on Shuffle food and health pickups.
Mix coins and food on / off on Coins and food may swap places. Off: coins only trade places with coins, food with food.
Pots and jars on / off off Shuffle the pots and jars you can smash.
Enemies on / off off Enemies that stand still swap places with others of the same kind.

Visual mods

Draw distance

See further in every level: the fog moves back and distant parts of the level stay visible. Objects and enemies also come to life from further away.

Id fog

Option Values Default Description
Draw distance (%) 50 – 600 250 100 = like the original, 250 = two and a half times as far. Below 100 the fog gets thicker.
Fog Scaled, Off Scaled Scaled: the fog fades in further away. Off: no fog – the world ends abruptly at the draw distance.

Cheats & debug mods

Built-in cheats

Switches on the game's secret cheat codes for you, so you don't have to type the arrow-key sequences in the main menu. Tick the cheats you want.

Id cheats · modifies groove.exe (see antivirus warnings)

Option Values Default Description
Infinite health on / off on Hits and falls into water cost no energy, so you never lose a life (code ← → → → ↑ → → ↑).
Start with 50 collectibles on / off off The pink idol counter starts at 50 in every chapter (code ↓ ← → ↓ ↓ ← → ↓).
Complete chapter rewards on / off off Finishing a chapter also gives you its collectible and gold coin (code → → ↓ ↓ ↓ ↑ ↓ ↓).
Start with 500 fruit on / off off The purple fruit counter starts at 500 in every chapter (code ↑ ↓ → ← ← ← ← ↓).
Full charge meter on / off off The charge bar starts full in every chapter (code ↑ ← ↓ → ↓ ↓ ↑ ↑).
Troubleshooting: write display diagnostics on / off off Only for troubleshooting when asked to. At start the game switches through every screen mode of every monitor – all screens go black for a while (30 s or more) – and writes a report (.dispdiag) into the game folder, then starts normally. Same as its hidden -display_diagnostics switch.

Debug wireframe

Shows what is normally invisible: the walls and floors the llama collides with (also invisible ones) as coloured lines, and markers for cameras, triggers, exits and checkpoints.

Id debug-wireframe

Option Values Default Description
Allowance areas Off, Floating spots, All edges Off Pink marks where the game still counts the llama as standing on a floor although it is just beside it (the collision test accepts a small margin outside every floor edge). Off: nothing extra. Floating spots: only the places where that margin reaches noticeably far, past sharp corners, and the llama would stand in the air above the real floor. All edges: a thin pink band along every floor edge, also where it does not matter. Off by default because it adds geometry to every level.

Developer mode

Turns on the game's hidden developer switch and puts its extra buttons on the keyboard. Hold A+S to warp the llama to the developers' warp points (22 levels, they go round in a circle). Hold F1 to fly, press F2 for a heart and 5 fruit, hold F3 for idols and F11 for coins (keys can be changed below). On the river log (world 3) hold Space: no damage, through the banks, very fast. In the finale, holding Space+Z ends the level. The developers' level-skip and music menu stays unavailable (it needs a second switch that is always off).

Id devmode · modifies groove.exe (see antivirus warnings)

Option Values Default Description
Fly key F1, F2, F3, F4, F5, F7, F8, F9, F11, F12, Insert, Delete, Home, End F1 Hold to fly: the llama (also from standing), the bunny and the frog (after a jump) rise while the key is held.
Heart and fruit key F1, F2, F3, F4, F5, F7, F8, F9, F11, F12, Insert, Delete, Home, End F2 Each press gives one heart and 5 purple fruit.
Idol key F1, F2, F3, F4, F5, F7, F8, F9, F11, F12, Insert, Delete, Home, End F3 Hold to count the pink idols up (to 99).
Coin key F1, F2, F3, F4, F5, F7, F8, F9, F11, F12, Insert, Delete, Home, End F11 Hold to count the coins up fast.
Fly key switches on and off on / off off Press the fly key once to start flying and again to stop, instead of holding it.

Free camera & noclip

Press F7 to fly the camera freely around the level: arrow keys move, A/S turn, PgUp/PgDn look up and down, X/Z rise and sink, Shift or Space go faster. Press F9 for noclip: the llama flies through walls (arrow keys, X/Z up and down). Press the key again to switch off (the keys can be changed below).

Id freecam · modifies groove.exe (see antivirus warnings)

Option Values Default Description
Free camera key F1, F2, F3, F4, F5, F7, F8, F9, F11, F12, Insert, Delete, Home, End F7 Switches the free camera on and off.
Noclip key F1, F2, F3, F4, F5, F7, F8, F9, F11, F12, Insert, Delete, Home, End F9 Switches noclip (fly through walls) on and off.
Pause game during free camera on / off on Enemies and objects freeze while the free camera is on.
Camera speed 1 – 32 3 How fast the free camera flies (1 = slow, 32 = very fast).
Noclip speed 1 – 32 2 How fast the llama flies in noclip (1 = slow, 32 = very fast).

Pictures

Mirror mode in the village

Draw distance: the city at 400 %

Free camera above the village