BasicEnemySync
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
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- 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.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- 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.
Install these first, or the mod will not work: