CustomEnemyAnimationsAPI

v1.0.0·Updated 2026-01-16

Locally replaces enemy animations with custom ones

About this mod Author’s original text

CustomAnimationAPI

A simplified way to locally give enemies custom animations with animation override controllers.

Will Require restart to apply any changes made once the game has started

Breakdown of the Mod's Datablock

[

{

"Name": "", //The name of the block for debug purposes

"Enabled": true, //Whether the block is enabled or not

"Target": {

"Mode": "", //Values: PersistentID, NameContains, NameEquals, Everything (applies to every enemy)

"PersistentIDs":, //list of PersistentIDs for PersistentID Mode

"NameParam": "", //Name parameter for NameEquals and NameContains Mode

"NameIgnoreCase": false //Should NameContains and NameEquals be case sensitive

},

"AnimatorOverrideControllers": [

{

"DefaultController": "" //What AnimatorController should be replaced

"OverrideControllers": //The path to all overrideControllers to replace the AnimatorController with

]

}

]

}

]

Install & use Install: follow the bundled instructions

  1. Unzip the archive from playbuff and read the bundled readme / instructions first.
  2. Most mods rely on the game's mod loader — the usual route is a community mod manager (such as r2modman): pick this game, install, and it handles the loader and dependencies.
  3. For a manual install, put the mod files into the matching Mod / plugins folder inside the game directory.
  4. Launch the game to confirm it loaded; mods with listed dependencies need those installed as well.

Install locations vary a lot between mods — the bundled readme is the most reliable guide.

Dependencies

Install these first, or the mod will not work:

BepInEx-BepInExPack_GTFOdakkhuza-MTFO

File & checksum

Filename
CustomEnemyAnimationsAPI-1.0.0.zip
File size
108.8 KiB