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1.1.0
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DisfiguredEnemies

Makes monsters look wrong, at runtime, with no new models or textures.

Built and compiled against game build v0.4.4 (runs on v0.4.4.x).

What this is and isn't

This is a code-only pass, not new art. It can't give an enemy a different silhouette, extra limbs, or a genuinely different model — that needs actual 3D/texture work, which is outside what a Harmony patch can do. What it CAN do generically, on every enemy type without needing per-type knowledge of their rig or shaders:

  • Scale distortion — random resize per spawn. Uniform by default (safe); optional non-uniform height/width variance for gaunt/squat proportions, with a real caveat (see below).
  • Colour tint — every renderer nudged toward a configurable colour (sickly dark red by default) via a MaterialPropertyBlock, never the shared material asset.
  • Eye glow — a small point light placed near the top of the enemy's render bounds. An approximation of glowing eyes, not literal eye geometry.

v1.1.0 — a real bug found in testing

The original non-uniform scale (independent height vs width) could produce Infinity or NaN floating point numbers... Collider errors. Applying non-uniform scale to a parent transform whose child colliders are rotated relative to it can create a shear Unity's physics engine can't invert into a valid matrix. This isn't theoretical — it showed up in a real session on Bomb Thrower, Head Grabber, Tumbler, and Head, all enemies this mod resizes.

Default scaling is now uniform — one multiplier applied to all three axes, which is shear-safe no matter what an enemy's collider rig looks like. Non-uniform is still available via NonUniformScale = true if you want the gaunt/squat variation, with that risk understood.

The multiplayer problem this had to solve

Each client renders its own copy of an enemy's visuals — only position and state are network-synced, not the renderer graph. So if the distortion were randomized independently per client, every player would see a DIFFERENT disfigurement on the same monster, which would look like a bug, not a feature.

Fixed by seeding the randomness from Enemy.PhotonView.ViewID — a value Photon guarantees is identical for a given enemy on every machine. Same seed in, same stretch/tint/glow out, everywhere, with no custom networking needed. Works with the rest of this suite unmodified.

Config

BepInEx/config/benjamin.disfiguredenemies.cfg

Section Key Default Notes
Scale ScaleDistortion true
MinStretch / MaxStretch 1.0 / 1.35 Overall size multiplier range
MinSquash / MaxSquash 0.85 / 1.15 Width/depth range, only used if NonUniformScale is on
NonUniformScale false Independent height/width — see the collider-shear caveat above
Tint ColorTint true
TintColor dark red
TintStrength 0.35 0 = none, 1 = fully replaced
EyeGlow EyeGlow true
GlowColor red
GlowIntensity / GlowRange 1.4 / 1.2 Kept small so it reads as eyes, not a lamp
Debug Verbose false Logs every roll per enemy

Set MinStretch = MaxStretch = 1.0 (etc.) to disable a specific effect's variance while leaving the others on.

Worth knowing

  • Every renderer on every enemy gets a real Light component if EyeGlow is on. Shadows are forced off specifically to keep this cheap — a level with many enemies means many small lights, and shadow-casting lights are the expensive part.
  • The tint touches _Color and _BaseColor — the two names covering the vast majority of built-in and URP/Standard-derived shaders. An enemy using neither simply ignores the unused property; this doesn't error, it just won't visibly tint that specific one.
  • Distortion is deterministic per enemy per level (same ViewID = same look every time within that spawn), not per-frame — an enemy doesn't wobble or change shape while alive, only differs from other enemies of the same type.

Building

Requires .NET SDK 8.0+. Add the NuGet feeds in nuget.config, then:

dotnet build -c Release

Output lands in bin/Release/netstandard2.1/DisfiguredEnemies.dll. Drop it in BepInEx/plugins/.

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