
EverythingCanDieAlternative
Allows every enemy to be damageable / hitable / killable - configurable - Dead enemies despawn as well
Last updated | 6 days ago |
Total downloads | 18259 |
Total rating | 4 |
Categories | Mods Misc Monsters Tweaks & Quality Of Life |
Dependency string | Lutschlon-EverythingCanDieAlternative-1.1.50 |
Dependants | 7 other packages depend on this package |
This mod requires the following mods to function

BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2100
xilophor-LethalNetworkAPI
A library/API to allow developers to easily add networking to their mods.
Preferred version: 3.3.2README
EverythingCanDieAlternative 1.1.50
This mod aims to make every enemy in the game killable with configurable hp. It aims to work with any modded weapon and any modded enemy.
- You can of course also leave enemies immortal in the config to hit the right balance.
- This mod despawns dead enemies by itself (configurable)
- This mod is compatible with see Mod Compatibilities Table below
Differences from Original Mod
- No separate shotgun/melee weapon settings
- No Explosion Effects: Enemies simply despawn or play their death animation if allowed to by the despawn config
- An alternative version of the EverythingCanDie mod from TheFluff as it did not work for me with a few modded enemies.
Configuration
Start the game and host a lobby, then close the game and check out the configuration files in Thunderstore.
For each enemy, you can configure:
nwnt.EverythingCanDieAlternative.cfg
.Unimmortal
- Toggle if the enemy can be damaged (true/false) - Default is every enemy is killable.Health
- You configure the enemy's health value completely to your liking- For reference: the shovel deals 1 damage, the vanilla shotgun either 1/3/5 based on distance, modded weapons work as well with their own stats
nwnt.EverythingCanDieAlternative_Despawn_Rules.cfg
.Despawn
- Toggle if the model of the enemy should get forced to despawn after its deathEnableDespawnFeature
- Master Switch to enable or disable the despawn functionality as a whole
nwnt.EverythingCanDieAlternative_Enemy_Control.cfg
.Enable
- Experimental feature, that allows you to deactivate this mod for specific enemies to preserve their original health/hit behavior
Everyone needs to have this mod installed for it to work. Everyone should have the same config.
Known Issues
- Enemy vs Enemy combat might cause short log spam when one enemy dies to a BaboonHawk. While this does not cause gameplay issues it may cause a short lagspike.
Found a bug? Is my mod not compatible with your favourite mod? You can find me here:
LC Modding Discord | My Mod Page |
Mod Compatibilities
Iam working on compatibilities for a few requested mods. Let me know if you have any issues with said mods, as testing all of them is not possible for me alone. Mods with known issues might be fixed later.
List of implemented compatibility patches | Mods that seem to work out of the box | Mods with known issues |
---|---|---|
SellBodiesFixed | Enhanced Monsters | Hitmarker - death hitmarker doesnt work |
LethalHands | MoreCounterplay | EnemyHealthBars - HealthBar doesnt work |
BrutalCompanyMinusExtraReborn |
Credits
Based on the original EverythingCanDie mod from here: Thunderstore page and GitHub.
Thank you nyakowint.
ClaudeAI did the coding.
Thank you Henni for testing with me.