EnemySkinKit

v1.4.1·Updated 2025-06-03

Toolkit for making enemy skins in the unity editor

Screenshots 8 screenshots

About this mod Author’s original text

Enemy Skin Kit

This mod provides tools for creating vanilla enemy skins for lethal company from within the unity editor. Most end users will see this as a dependency for other skin mods.

New maintainer Xu here, contact me on discord @xuxiaolan or at the EnemySkinKit/EnemySkinRegistry thread on Lethal Company Modded discord if any issues arise.

Features

  • Code generation for a codeless workflow
  • Easy, drag-and-drop replacement of materials, meshes and some sounds.
  • Built-in compatibility with the EnemySkinRegistry
  • Included example FBX files for all vanilla skinned meshes as of Lethal Company v56
  • Extendable Skin and Skinner implementations that allow developers to make tweaks or add features to their skins
  • Codeless default skin configs

Prerequisites

  • Lethal Company
  • Installation of Unity 2022.3.9f1
  • Enemy Skin Kit and its dependencies
  • Quite a bit of patience so that unity may chug as it is want to do

It's recommended that you also use Evaisa's starter project which can be found here:

Use of Thunderkit is also an optional recommendation

Setup

Setup with Thunderkit

1.Create up a new 3D (HDRP) project in Unity (or get a project template like this one

If your project still has HDRP starter assets, you should delete them. This will be the the "TutorialInfo" folder, the "ReadMe" asset, and the "Outdoor Scene." The "TutorialInfo" folder is the most important, as this contains scripts that will conflict with what we're going to try and import from the game data later.

2.Now, we're going to get ThunderKit. ThunderKit is a package manager for making mods in the unity editor. Go to Window > Package Manager to open up the package manager window.

3.Click the plus dropdown in the upper left hand corner, and from that menu select "Add package from git url" and paste the following url into the input field that appears.

4.Unity will take a minute to download and install ThunderKit. Once the the ThunderKit package is installed, a new option will be added to the menu bar. Navigate to Tools > Thunderkit > Settings to open the Thunderkit settings menu.

5.We're going to use this menu to make a package out of Lethal Company's code. Go to "ThunderKit Settings" and in the "Locate and Load game files for project" section, click browse and navigate to your Lethal Company.exe (probably in your steamapps folder).

6.Click "import" and let Thunderkit do its thing. It'll ask you to restart your project a couple of times. After it's done, you'll have the necessary game code that this and other mods depend on.

ThunderKit will not import the Assembly-CSharp.dll from Lethal Company if you didn't properly dispose of the unneeded HDRP starter files. If this is the case, navigate to the same folder you found your Lethal Company.exe in, go to "Lethal Company_Data"/Managed and copy (DO NOT MOVE) Assembly-CSharp.dll to /Packages/LethalCompany.

7.At this point we're nearly done with the setup. Now we're gonna get this mod's code, along with its dependencies. Go back Settings menu and navigate to "Package Source Settings." Click "Add" and from the dropdown select " Source." This will add a new entry to the package source list called "ThunderStoreSource."

8.Select the new entry and name it to whatever pleases you in the "Package Source" field. I just call it "Lethal Company Mods." In the url field, paste this url:

9.Give unity a minute to connect. Once it's done, navigate to Tools > ThunderKit > Packages. If the package source you named has a silly number next to it, you've successfully connected and can now download mods.

If you make modpacks and post them when you could've just shared a profile code, I really don't care for you.

10.In the search b

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-BepInExPackAntlerShed-EnemySkinRegistry

File & checksum

Filename
EnemySkinKit-1.4.1.zip
File size
1.3 MiB