AggroKit
Reusable aggro/threat control tooling for Outward BepInEx mods: patch-free targetability overrides, detection observability, per-pair targeting gates. A library dependency, installed automatically when another mod needs it.AggroKit
Reusable aggro/threat-control tooling for people writing BepInEx 5 mods for Outward: Definitive Edition. It doesn't add anything a player sees on its own — it's a library dependency other mods (CompanionKit, and anything built on top of it) pull in, and other modders are welcome to build on it too.
Requires: BepInEx 5 (Outward's Mono branch — see Compatibility below) + ForgeKit (hard dependency, installed automatically).
What's in it
| Piece | What it gives you |
|---|---|
AggroTools |
Patch-free primitives for reading/adjusting engine aggro state without a Harmony patch of your own. |
TargetableOverrides |
A per-pair targetability gate — make one specific character untargetable to one specific other character, without touching the game's global targeting rules. |
AggroEvents |
Observability hooks (opt-in, off by default) plus one always-on engine bugfix: a squad-self-target guard. |
Installing (for players)
Drop the AggroKit folder into BepInEx/plugins/. It has no effect by itself — install it
because another mod you're using declares it as a dependency.
Configuration
BepInEx/config/cobalt.aggrokit.cfg (generated on first launch):
[Dev]
## Poll BepInEx/config/ak_cmd.txt for dev commands (aggrodump/forcetarget/taunt/calm/...).
EnableCommandFile = true
## Whether DumpKey logs an aggro dump of all AI characters near the player.
EnableDumpKey = true
## Key that logs an aggro dump of all AI characters near the player (needs EnableDumpKey=true).
# Default value: F3
DumpKey = F3
[Research]
## Re-arm AggroEvents' purely-observational Harmony taps that record the event buffer. OFF by
## default so these hot AI-tick paths stay un-patched. Detection-side control patches and the
## targetability override gate stay applied regardless — they're inert until a verb activates them.
EnableObservation = false
[Fixes]
## Kill-switch for the always-on engine bugfix in AISCombat.SetPreferredTarget: blocks a
## squad-contagion self-target assignment. Unreachable in vanilla, so default ON is safe.
BlockSquadSelfTarget = true
Using it (for modders)
<!-- your .csproj -->
<ProjectReference Include="path\to\AggroKit\AggroKit.csproj" Private="false" />
[BepInPlugin(GUID, NAME, VERSION)]
[BepInDependency(AggroKit.Plugin.GUID)]
public class Plugin : BaseUnityPlugin
{
// AggroTools / TargetableOverrides / AggroEvents are static entry points —
// call them directly once AggroKit has loaded (declare it as a dependency above).
}
Private="false" matters — it stops MSBuild from copying a second AggroKit.dll into your
mod's own output folder. The kit ships from its own BepInEx/plugins/AggroKit/ folder; your mod
just references it and declares the dependency so BepInEx loads it first.
Compatibility
Outward must be on its Mono Steam beta branch, not the default IL2CPP build — like every
BepInEx 5 mod for this game. If your game runs but no BepInEx mods load and there's no crash log,
this is almost always why (Properties → Betas → select mono in Steam).
License
Apache License 2.0 — see LICENSE in the repository root. You may use, modify, and redistribute
this kit (including in commercial mods) provided you keep the copyright/license notice; see the
license text for the full terms.
