AllowAnyNames
Customize your character's name!
| Date uploaded | 3 weeks ago |
| Version | 2.0.3 |
| Download link | Marioalexsan-AllowAnyNames-2.0.3.zip |
| Downloads | 1357 |
| Dependency string | Marioalexsan-AllowAnyNames-2.0.3 |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2100README
AllowAnyNames
Removes restrictions on player names, allowing you to use color tags and longer names than usual.
The markup format that you can use for rich text is documented as part of Unity here:
AllowAnyNames supports the following tags from the Unity rich text format:
<size=N>big text</size>, where N is a size between 8 and 30<color=blue>colored text</color>, where color is a named color from this list- hexadecimal values are also supported through
#RRGGBBor#RRGGBBAAcolor formats (such as<color=#FF00009F>transparent red color</color>)
- hexadecimal values are also supported through
<b>bold text</b><i>italic text</i>
Tags can be nested, so you can use names like <color=blue><i>colored italic text</i></color>. Tags have to be closed in the reverse order they were opened in.
There are two options for specifying custom names:
- You can specify rich text as part of the character creation's character name field
- You can give a character a new rich text name using the new "Rename Character" UI option in character select
The Rich Text name will be visible by other people that have AllowAnyNames in servers. This functionality requires CodeYapper to be installed.
Players that don't have AllowAnyNames will see a vanilla-compatible version of your Rich Text name. Additionally, elements such as "Delete Character" will use the vanilla version of character names to execute their actions.
For example, given the name:
<color=blue>Coboa</color>
Other players with AAN will see a blue "Coboa" name, vanilla players will see a plain text "Coboa" name, and "Delete Character" will prompt you to enter a plain text "Coboa".

Some text containers (such as the player name plates and chat messages) support a larger set of tags as defined by the TextMeshPro rich text format, however not all tags are allowed, and not all text containers use TextMeshPro, so this can lead to name desync.
Save Data Storage
AllowAnyNames uses Multitool's custom profile data functionality to store the rich text name.
This means that the mod's data will be stored under ATLYSS_Data/profileCollections/Marioalexsan_Multitool/atl_characterProfile_{index}_mods.
If you need to uninstall the mod for some reason, the game should revert to a sanitized version of the rich text name that is stored as part of the vanilla data.
Mod Compatibility
AllowAnyNames targets the following game versions and mods:
- ATLYSS 112025.a1
- Multitool v1.0.0 (required dependency)
- CodeYapper v2.0.0 (required dependency)
Compatibility with other game versions and mods is not guaranteed, especially for updates with major changes.
CHANGELOG
Changelog
All notable changes to this project will be documented in this file.
The format is based on Keep a Changelog, and this project adheres to Semantic Versioning.
[2.0.3] - 2025-Nov-24
Added
- AAN will now display warnings if any of the characters have a null name (either "Null" or "NullAAN" for the vanilla or AAN names)
- Null-named characters can be fixed by renaming them, either as part of the character select UI, or manually through editing the save files
Fixed
- "Rename character" didn't actually save the vanilla file, meaning that Rich Text Name changes wouldn't be synced as a vanilla-compatible name to the vanilla save file
- The fix has a quirk where renamed characters might sometimes replay the game intro cinematic
[2.0.2] - 2025-Nov-24
Fixed
- Issues stemming from the 112025.a1 update
- Note: controller support is not currently included, it will have to be done in a later update
[2.0.1] - 2025-Nov-15
Changed
- Name updates sent / received are no longer logged
- Rich text names are now sanitized so that broken or abusable tags are stripped
<size=N>is now limited between a size of 8 and 30 - other values are considered invalid and will be stripped<color=#RRGGBBAA>formats must now have an alpha value of at least0x20(i.e. 12.5% opacity), otherwise it will be stripped- some TextMeshPro specific tags that are abusable are now stripped
[2.0.0] - 2025-Oct-31
Added
- Now relies on CodeYapper for networking functionality
- Now relies on Multitool for custom profile data functionality
- A new "Rename character" UI option has been added to the character select screen, allowing you to rename characters
- You can use this to set rich text for your existing characters instead of having to edit the save file manually
Changed
- The character creator's name input is now modified to have no restrictions, allowing you to specify a rich text name on creation
Fixed
- AllowAnyNames should now be a bit more compatible with non-modded players
- Players without the mod will now see a vanilla-friendly fallback name instead of "Null"
- Previously, custom names used to be reverted to "Null" when joining servers without the mod, and this change would be persisted to disk; this should now no longer be the case
[1.0.1] - 2025-Apr-13
Fixed
- Updated mod to work with ATLYSS 1.6.2b
[1.0.0] - 2024-Nov-28
Changed
Initial mod release