
EverythingCanDieAlternative
Allows every enemy to be damageable / hitable / killable - with in game configuration menu - dead enemies despawn as well
Date uploaded | 3 weeks ago |
Version | 1.1.57 |
Download link | Lutschlon-EverythingCanDieAlternative-1.1.57.zip |
Downloads | 4036 |
Dependency string | Lutschlon-EverythingCanDieAlternative-1.1.57 |
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 1.1.57
This mod makes every enemy in the game killable with configurable hp. It works with any modded weapon and any modded enemy.
- Easly configurable via UI
- You can leave enemies immortal in the config to hit the right balance, you can also disable my mod for enemies if you want to 100% preserve their original behaviour
- 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 on death
- An alternative version of the EverythingCanDie mod from TheFluff as it did not work for me with a few modded enemies
Configuration
In order to generate the enemy configs:
Start the game > host a lobby > quit the lobby > check out the EverythingCanDieAlt menu or the .cfg files
If you add more enemies to your modpack you will need to host a game once more to generate their configs
- In the configuration UI you can make enemies killable, configure their health and despawn behaviour, or disable my mod for the specific enemy
- You can enable preview images for a few selected enemies (may spoiler you!)
- The menu can be hidden / shown with
LethalConfig
or inside thenwnt.EverythingCanDieAlternative.cfg
underEnableConfigMenu
Click for help for the .cfg files
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
EnableConfigMenu
- Toggle if the configuration ui should be shown in the main menuEnableInfoLogs
- Toggle if info logs should be logged in the consoleShowEnemyImages
- Toggle if preview images should be shown in the configuration ui
nwnt.EverythingCanDieAlternative_Despawn_Rules.cfg
.Despawn
- Toggle if the model of the enemy should get forced to despawn after its deathEnableDespawnFeature
- Master Switch to disable the despawn functionality as a whole if you encounter any problems with it
nwnt.EverythingCanDieAlternative_Enemy_Control.cfg
.Enable
- Set to false 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.
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 | EnemyHealthBars - HealthBar doesnt work |
LethalHands | MoreCounterplay | |
BrutalCompanyMinusExtraReborn | FairAi | |
Hitmarker |
Known Issues
- Currently none
Found a bug? Is my mod not compatible with your favourite mod? You can find me here:
LC Modding Discord | My Mod Page |
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.
CHANGELOG
Version 1.1.57 - Fixed that preview images were in the wrong folder and thus not displayed in the ui
Version 1.1.56
- Added preview images for a few selected enemies to the config UI. Is toggled off by default, may spoiler you and your friends of how enemies look like so use with caution.
Click for details
- Should help users understanding what name refers to what actual enemy.
- The preview images are screenshots i made and edited. If i didnt made a screenshot for that enemy no preview will be shown. - Updated nearly all info log entries to be hidden when
EnableInfoLogs
is deactivated
Version 1.1.55 (unreleased) - Backend stuff, updated ReadMe, network messages are now prefixed with ECDA instead of ECD
Version 1.1.54 - Fixed Hitmarker compatibility being detected when using SellMyScrap from Zehs
Version 1.1.53
- Added beta compatibility for Hitmarker by Zehs, not tested in a multiplayer session, let me know if you encounter any problems
Click for details
- The death hitmarker will now be displayed correctly
Version 1.1.52
- Added a configuration menu to the games main menu
Click for details
- Can be deactivated insidenwnt.EverythingCanDieAlternative.cfg
>EnableConfigMenu
or inside LethalConfig or inside the menu itself.
- Changes inside the menu take effect immediately
- Configuration will be updated when starting a lobby now, you dont need to restart your game for the changes inside the UI to take effect - Added
EnableInfoLogs
tonwnt.EverythingCanDieAlternative.cfg
Click for details
- This will supress nearly all of the info logs as of 1.1.56, may help against lag spikes
Version 1.1.51 (unreleased) - First UI-Config implementation
Version 1.1.50
- Fixed that some enemies like
Light Eater
orSCP682
will not die after their configured HP reach 0Click for details
- Added a more forceful way of removing enemies that resist the vanilla kill method- This approach should be robust for any future enemies as well
- Updated how
.Unimmortal = false
effects gameplay - it will now give enemies 999 vanilla HP, this wont save them from instakillsClick for details
Hitting such an enemy will not trigger the EverythingCanDieAlternative hit processing, this is unchanged from earlier patchesBefore this patch, enemies would revert to vanilla HP values, you can make enemies use vanilla values by setting
.Enable = false
- Updated the SellBodiesFixed compatibility. The enemies
Light Eater
andSCP682
will now spawn an item
Version 1.1.43
- Added beta feature, that allows you to deactivate my mod for specific enemies if you want to preserve their original behavior
Click for details
Inside the configuration filenwnt.EverythingCanDieAlternative_Enemy_Control.cfg
you can setEnemy.Enable = false
and my mod will let the vanilla game handle health, hits etc.This can be useful if specific enemies have built-in hit/health/death mechanisms that you want to preserve.
Version 1.1.42
- Updated the SellBodiesFixed compatibility. The enemies
SCP3166
(Gorefield) andRabbit?
will now spawn an itemClick for details
The original SellBodiesFixed mod does not spawn an item for them. These enemies are currently hardcoded with power level 2 and 1 items. Btw, i have no clue what mod adds the Rabbit enemy or if it even spawns naturally.
Version 1.1.41
- Updated the SellBodiesFixed compatibility. The enemies
Baldi
andThe Fiend
will now spawn an itemClick for details
The original SellBodiesFixed mod does not spawn an item for them. These enemies are currently hardcoded with power level 2 items, let me know if there are more enemies that dont spawn an item with the SellBodiesFixed mod and i add them. - Updated the default configuration so enemy health caps at 30, this should result in more consistent 1 shot kills when hitting an enemy with the LethalThings Rocket Launcher, this only effects new generated configs, you can still configure health to be higher
Version 1.1.40
- Fixed Enemies not being able to kill each other like BaboonHawks vs EyelessDogs
Click for details
Thanks to
SpinoRavenger
for reporting it on Discord!
Hotfix 1.1.34 - Added SoftDependency for BrutalCompanyMinusExtraReborn
Version 1.1.33
- Added beta compatibility for BrutalCompanyMinusExtraReborn by SoftDiamond
- Updated default health configuration, enemies like Baldi will have 1 hp instead of 0 hp now
- Updated ReadMe to better communicate mod compatibilities
Version 1.1.32
- Updated the framework for mod compatibilities
- Added beta compatibility for LethalHands by SlapItNow
- Updated ReadMe with correct shotgun damageThanks to
ToastIsToasty
for reporting it on Discord!
Hotfix 1.1.31 - Uploaded the correct files
Version 1.1.30
- Fixed the creation of health configs, for not referencing original enemy hp but instead always defaulting to 3 hp
Click for details
Thanks to
pxntxrez
for reporting it on discord!This fix only takes effect when you delete your existing
nwnt.EverythingCanDieAlternative.cfg
file or during a fresh installation in a new modpack.Before this fix, enemies like Forest Giant would default to 3 hp, now they default to 38 hp like in the vanilla game. You can of course still configure them back to 3 hp or whatever you like to.
The default configuration caps enemy hp at 38. You can still manually configure hp to be higher. Why is it limited? The enemy "The Fiend" is configured with 1000 hp, i dont think having an hitable enemy with 1000 hp is what someone expects when installing my mod. 38 is already way to much for the shovel or shotgun but eh, might change the hp cap later.
Version 1.1.20
- Fixed dead enemies not despawning by adding a feature, that despawns dead enemies
Click for details
You can disable this feature in the new
nwnt.EverythingCanDieAlternative_Despawn_Rules.cfg
by settingEnableDespawnFeature
tofalse
.Why should you despawn an enemy? A Coilhead will just be froozen if dead if you dont despawn it, looks awful and is bad player feedback.
Why should you NOT despawn an enemy? Enemies like Baboon Hawks have proper death animation and proper corpses that are fine to leave as is.
You can configure for every mob if it should be despawned or not. For a couple of vanilla enemies with death animations it is defaulted to false.
This feature is compatible with SellBodiesFixed and EnhancedMonsters.
Version 1.1.10
- Fixed an error, where the enemies could only be hit on the first moon, but not on any moon afterwards in the same playthrough/session
Click to see the error message
Error setting up enemy: A variable with the identifier nwnt.EverythingCanDieAlternative.ECD_Health_1 already exists! Please use a different identifier.
Version 1.1.00
- Fixed an issue that counted one hit two times
Click for technical notes:
The mod now uses the LethalNetworkAPI to bypass the vanilla games hit and health system. May this lead to unforeseen problems? Perhaps, i keep an eye on it.
Vanilla Enemy health gets set to 999 for every enemy to not to worry about.
This mod now uses its own health tracking system based on the network id of the enemy. When a client hits an enemy the hit gets networked to the host. The host is the only source of truth and keeps track of enemy health. This means clients will no longer see how much health an enemy has inside the log as this information gets not transmitted back. When an enemy reaches 0 hp of the own health tracking the host simply calls the base games methods for killing it. Some modded enemies dont seem to despawn properly, SellBodiesFixed fixes this.
With the 1.0.1 approach i also ran into issues with killing some vanilla enemies at 1 hp instead of zero. This is now fixed too.
Click for Older Versions
Version 1.0.1
Fixes
- Changed the hit detection for modded enemies that deviate from using the standard enemyAi system
- Now properly works with Shrimp, CountryRoadCreature
- Locker should work as well
- Could work with a wider range of modded enemies now
- The configuration for clients should work better as well now
Technical Improvements
- Improved hit detection system to catch hits at network synchronization level
- More robust handling of network ownership and client/server interactions
- Better integration with the game's hit registration system
- More logging
Version 1.0.0 (Initial Release)
Features
-
Makes any mob using Lethal Company's enemyAI system killable (this includes most modded enemies)
-
Configurable health values for each enemy
-
Robust fallback system for multiplayer edge cases
-
Despawn Issues:
- Ghost Girl doesn't despawn when killed (needs more testing)
- Herobrine and Football might have similar issues (untested)
Technical Notes
- If client config fails to load while hitting a monster, the mod defaults to allowing enemy deaths (needs further testing on how to prevent it or on how big the issue actually is, but if the issue appears the mod will just allow the monster to be killable no matter what, the configured hp might be ignored)
- More robust handling of edge cases compared to original EverythingCanDie mod
- Less precise configuration (differentiate between shovel and shotgun) and no explosions on enemy death compared to original EverythingCanDie mod
Future Plans For Known Issues
- Not planning to fix The Fiend or Locker (changed my mind, did try to fix it in 1.0.1)
- Ghost Girl despawn issue will remain as is (i leave her at immortal anyway)
- Investigating config synchronization between host and clients (works better as of 1.0.1)
Future Features?
- None, this mods only purpose is to be a robust mod to allow the death of enemies with being able to configure their hp, i want to use this mod alongside SellBodiesFixed or Enhanced_Monsters or whatever mods reward you for going on the hunt
- A word from Lutschlon: Hey, big thanks to nyakowint for having the original mod in an public github repository https://github.com/nyakowint/EverythingCanDie-LC/tree/main
- As already mentioned in the readme, the creation of this mod was made possible thanks to using ai (sounds like iam putting an ad here lol). I use the pro version of claude.ai - i have no experience using chatgpt and only limited experience using copilot so i dont know if claude is the best or whatnot. So uhm what was i going to say... Iam not a programmer and only have a basic understanding of all of this. So if you are in the same shoes and you want to get into modding why not get assistance from ai. Have a good one fellas.