men stalker

v3.1.2·Updated 2026-04-15

add a new dungeon monster who heavily rely on prolonged stalking phase and explosive chase phase

Screenshots 1 screenshots

About this mod Author’s original text

Men-stalker (Additional mob)

Add a new dungeon monster who heavily rely on prolonged stalking phase and explosive chase phase

Content

Add a new dungeon monster "Men stalker".

A rare monster with a power level of 3 who can only spawn once per day.

It takes the apparence of a tall, slender, rough looking human.

Behavior

When it finds a player, it will begin to stalk him from a distance, while trying to hide from scavengers as much as possible.

When stalking, Men-stalker makes no sound (except when opening door), and will continue to stay passive and stalk the player for a considerable amount of time.

When it is finally done stalking, it will seemingly run away, before finally deciding to transition into an explosive chase phase, chasing the closest player until either all scavengers are out of the dungeon, or whenever there isn't any scavenger nearby after some time.

However, It can be killed, and you can lose it during the stalking phase by running far enough from it.

When they are chasing you, remember that they don't do much damage per attack and struggle to open door.

Since they are a rare mob who likes to stalk before chasing the player, Men-stalker are a difficult monster to deal with. Once spotted however, they are significantly easier to deal with, which is itself a somewhat difficult thing to do especially if you don't actively look out for them.

Credit

A massive shoutout to the lethal company modding's discord server: they have helped me on many occasion to solve problems.

I also would like to thank the writers of the lethal company modding's wiki, and to the creator of the ExampleEnemy's unity project.

Changes

  • v1.0.0:

ALPHA: Online testing phase.

  • v1.0.1:

Updated the mod's page

  • v1.1.0:

Fixed buggy backward-walk animation

Greatly increased spawn chance

Fixed "Scared" backward walk

  • v1.2.0:

Improved pathfinding (A buff)

Fixed buggy run-animation

Reduced "target lost cooldown" (Nerf)

  • v1.2.1:

Overall increase to spawn chance

Changed the spawning probability mechanism: spawn probability increase rapidly over the day

Fixed a few lines of code to make it "more likely" to bump into the entity

Dependency updates

Massive thank you to an anonymous player for letting me know of an issue with spawn probability

  • v1.3.2:

Fixed id's naming problem: thanks to the people of the lethal company's modding server!

Fixed the unresponsive HitEnemy function

Fixed rotation angle

  • v1.4.0:

Default State swaped to STALK instead of IDLE

Explanation: Minor impact overall, even if all of the playe suddenly went out of the dungeon, would remain in STALK state for a while, this should make it more frequent for it to enter it's RUSH state.

RUSH state's move speed decreased

Explanation: This is to give a player without a weapon a decent chance to escape the Men-stalker, so long as he knows how to exploit the map layout (mainly knowing where each doors are at)

STALK state duration extended, STALK state movement speed reduced overall

Explanation: This should make it easier to spot the Men-stalker, as it was previously too difficult to do so.

  • v1.5.0: A very much needed but late bux-fixing + dependance update. Removed the deprecated tag. Reverted the change of making the "default" state being STALK instead of IDLE.
  • v1.6.1:

Improvement on the IDLE state

Explanation: Roams around the map a lot more, should make it more frequent to find it.

Balancing:

While stalking, if it doesn't have a direct LOS to the nearest player, it's speed is halved

Explanation: this should allow the player to have an easier time spotting it during it's stalking phase

While stalking, if all player quit the dungeon, would remain in stalking state until the cooldown goes down

Explanation: Minor impact in multiplayer, major one in single player. Back then, if player constantly went in and out of the dungeon, if all were out, then it would be harder for it to enter it's attack phase

  • v2.0.0:

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-BepInExPackEvaisa-HookGenPatcherEvaisa-LethalLib

File & checksum

Filename
men_stalker-3.1.2.zip
File size
2.1 MiB