KilledByAFake
The performance report reveals who the Masked was imitating: 'Was killed by a fake Bob.' Coroner + Mirage integration.
About this mod Author’s original text
KilledByAFake
You heard your friend calling for help. You followed the voice. It wasn't them.
With Coroner, the
performance report tells you a Masked got you. With KilledByAFake, it tells you
which friend it was pretending to be:
Notes:
- Was killed by a fake Bob.
What it does
When a Masked enemy kills a player, this mod checks who that Masked was imitating —
voice via Mirage, suit and
appearance via Mirage's visual copying or the vanilla mask-conversion — and rewrites
Coroner's cause of death on the performance report with the impostor's identity.
- Works for naturally spawned Masked (Mirage picks who they imitate).
- Works for Masked created by the Comedy/Tragedy mask: victims see
"Was killed by a fake \."
- If the Masked wasn't imitating anyone, Coroner's normal messages are left untouched.
- Respects Coroner's config: if cause-of-death display is disabled, nothing is shown.
Requirements
- Coroner (hard requirement)
- Mirage (this is where the fun comes from)
Install on all clients — everyone should run the same mods anyway.
How it works (for the curious)
Two small Harmony patches: one on MaskedPlayerEnemy.FinishKillAnimation records which
player the Masked was mimicking at the moment of the kill (read from Mirage's synced
MimicPlayer component via reflection, falling back to the vanilla mimickingPlayer
field), and one on HUDManager.FillEndGameStats runs after Coroner writes the report
and replaces its Masked death line with the personalized one. No extra netcode — the
kill animation is already synced, so every client records the name locally.
Credits
- EliteMasterEric for Coroner and its modding API.
- qwbarch for Mirage.
- Built by Zacca (ZTM).
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: