BasicEnemySync

v1.0.1·Updated 2026-08-18

Comprehensive Enemy, Boss & Cocoon Revive sync for SSMP. (WIP: Mod is in active development; game-breaking bugs may occur).

About this mod Author’s original text

✦ SSMP Enemy Syncing Addon ✦

Comprehensive Enemy, Boss & Revive Syncing for Hollow Knight: Silksong Multiplayer (SSMP)

Real-Time Enemy Sync · Boss Phase Sync · Downed Cocoon System · Teammate Revives

🧩 What is SSMP Enemy Syncing Addon?

SSMP Enemy Syncing Addon is an expansion mod for Hollow Knight: Silksong Multiplayer (SSMP). It enables complete, real-time multiplayer synchronization for all standard enemies, mini-bosses, and complex multi-phase bosses throughout Pharloom.

In addition to enemy synchronization, it introduces a Co-op Downed & Cocoon Revive System, allowing teammates to rescue each other in battle!

[!WARNING]

⚠️ Work in Progress & Development Disclaimer

This mod is still actively in development and is not perfect. You may encounter desyncs, glitches, or game-breaking bugs during multiplayer sessions.

Please back up your save files, report bugs on the GitHub Issues page, and share your feedback!

✨ What's New in v1.0.1

  • 🔌 Native BepInEx Plugin Integration: Added EnemySyncingPlugin entry point (bg52.enemysync.ssmp) allowing the mod to be loaded directly by BepInEx and managed / r2modman seamlessly.
  • 🎯 Boss Aggro & Target HUD Indicators: When a boss targets a player in combat, that player's nametag dynamically turns red, giving immediate tactical feedback to teammates.
  • 💀 Corpse Snapshot & Death Sync: Enemy deaths now synchronize exact knockback velocity, position, rotation, and attack angles across all clients.
  • 🛡️ Scene Owner Death Verification: Implemented authoritative death validation (VerifyEnemyDieRequest) to prevent client-side desync and duplicate phantom enemies.
  • 🏹 Enhanced Projectile Synchronization: Added support for projectile animation clip states, custom scaling (ScaleX), and improved trajectory tracking.
  • 🧠 PlayMaker FSM Target Patches: Overhauled FSM distance/position calculations (GetDistance, GetXDistance, GetYDistance, GetPosition) so enemies consistently navigate toward their active network target.
  • 🔄 Anti-Duplication & Desync Recovery: Background watchdog monitors and restores missing scene enemies while cleaning up stale or dead entities.

⚡ Core Features

⚔️ Complete Network Synchronization

| Feature | Description |

|---|---|

| Transform & Animation | Smooth interpolation for enemy position, rotation, scale, and active animation states |

| Damage & Health | Synchronized health bars, damage tracking, Scene Owner death verification, and remote death triggers |

| Projectile Sync | Synchronized enemy projectiles, spell attacks, custom scales, and spawned sub-objects |

| FSM & Boss Phases | Syncs PlayMaker Finite State Machines (FSMs) & child state changes across multi-phase boss fights |

👑 Dynamic Authority & Claiming System

  • Proximity & FOV Claiming: The nearest player looking at an enemy automatically claims authority to control its AI and movement.
  • Boss Target Highlighting: Players currently targeted by active bosses are highlighted with a red username tag.
  • Host Fallback: Unclaimed or distant enemies cleanly fall back to host-side simulation to eliminate desync.
  • Auto-Spawner for Missing Enemies: Automatically instantiates missing scene prefabs for late-joining players.

🕸️ Downed & Cocoon Revive System

  • Multiplayer Downed State: Upon taking fatal damage, players enter a protective Cocoon state instead of instantly dying.
  • Teammate Revives: Nearby teammates can strike a fallen player's cocoon with their weapon to break them free and revive them back into action.
  • Hazard Auto-Settling: Cocoons falling into spikes or environmental hazards automatically settle onto the nearest safe ground.
  • Hold-to-Suicide Action: Stuck or isolated players can hold their Quick Map key (default: TAB / Controller equivalent) to surrender and respawn.
  • Team-Wipe Logic: If all players in the active scene are cocooned simultaneously, the mod triggers a synchronized native team defeat.

🎮 How It Works

  • Take Fatal Damage → Player enters Cocoon State (Invulnerable to hazards

Install & use Install: BepInEx plugin

  1. The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
  2. Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
  3. Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
  4. Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.

Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file.

Dependencies

Install these first, or the mod will not work:

BepInEx-BepInExPack_SilksongSSMP-SSMP

File & checksum

Filename
BasicEnemySync-1.0.1.zip
File size
150.9 KiB