ModelReplacementAPI

v2.4.20·Updated 2026-05-03

API to simplify model replacement

About this mod Author’s original text

ModelReplacementAPI v2.4.20

Instructions

For more info on making model replacements see the wiki at

Viewmodel Support

Viewmodels are now supported and can be generated automatically from your character's model, but because not all models have high quality hands, or are mapped to the in game hands well, viewmodels will be implemented in an opt-in basis.

After custom viewmodel support is finished and guides are made, the SDK will be updated which will allow people to opt-in their models to use custom or automatic viewmodels.

In the meantime, I have added a config option to ModelReplacementAPI that will automatically generate viewmodels for every model replacement. This can be used as a debug tool to see if your model's arms are mapped well enough or would be better with a custom viewmodel.

Instructions on Enabling Viewmodels

To enable, launch the game once with v2.4.0 to generate the config file. You can then change the config with a mod manager like r2modman, manually at \BepInEx\config\meow.ModelReplacementAPI.cfg, or in game via LethalConfig.

Note that if you enable this config option while in a game, you will have to put on a new model for the viewmodel to generate.

Masked Support

Masked enemies will now take on the model replacements of players.

If they are mimicking a player then they will take on that player's model, otherwise they will randomly take on the model replacement (or lack of) of any player.

Known Issues

  • More Company cosmetics behave strangely on ragdolls
  • ~~Due to the implementation of post processing removal, some circumstances will prevent a noPostProcessing enabled model from appearing on cameras. An example of this is MirrorDecor, which will not immediately show your model. As of this moment this can be fixed by taking off your model replacement, and putting it back on.~~
  • At this moment, some cameras do not display the base player model
  • ~~Supporting no post process layers has required finding two layers that aren't used freqently, or ever, to render models without post process on. I have performed a thorough search this time to prevent purple rails, but just because nothing was on the layers I searched in doesn't mean nothing ever will be. If you find objects that don't look correct, please let me know.~~
  • Viewmodels rubberband
  • Items held in viewmodels may face a different direction, be in a different location, and drop to a place other than directly under you.
  • Dropping dead players with a viewmodel can result in unexpected results
  • Sapsucker death animations aren't supported yet for model replacements.
  • Zeekers reimplemented the posterization filter as a FullScreenCustomPass, which doesn't allow selective culling like in the previous implementation. This fundamentally breaks how we did post processing removal on models.

Changelog

  • v2.4.20
  • Fixes error spam when holding a belt bag.
  • v2.4.19
  • Thanks to Wheatly126 for improvements to item offsets.
  • Thanks to baerchen201 for fixing the bug that caused the game to freeze when dying to the new enemy.
  • v2.4.18
  • Fixed bug where rendering would break if the user attempted to pick up an item with generate viewmodels = false.
  • v2.4.17
  • Thanks to Wheatly126 for improvements that should fix belt bag
  • V2.4.16
  • Thanks to Wheatly126 for performance improvements.
  • V2.4.15
  • Huge thanks to Wheatly126 for fixing bugs related to holding items, weapons, jetpacks, as well as resolving the rubber banding of first person viewmodels.
  • Thanks to TheSlowlyy for resolving some errors in the console.
  • v2.4.14
  • Handles some errors logged in console.
  • v2.4.13
  • Thanks to 1A3Dev for fixing the disconnected player bug.
  • v2.4.12
  • Thanks to 1A3Dev for fixing MoreCompany cosmetic visability issues.
  • v2.4.11
  • Rebuilt with latest version of MoreCompany
  • v2.4.10
  • Your honour, I plead oopsie daisies.
  • v2.4.9
  • Fixed ragdoll collision issues.
  • Fixed the chance of co

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

File & checksum

Filename
ModelReplacementAPI-2.4.20.zip
File size
105.6 KiB