K3RF

v1.1.0·Updated 2026-10-04

Replaces the four standard kerfurO colors and the RGB variant with the K.3.R.F. model, alongside three new colors. For 0.9.0n.

About this mod Author’s original text

K.3.R.F.

This mod replaces the models of the standard kerfur Omega color variants (blue, gray, pink, red) as well as the RGB/"gamer" version with the K.3.R.F. (2.0/2.1) model maintained by __@Fallkener__, alongside adding three new color variants.

Requirements

  • Shimloader
  • Relay
  • Fusion
  • FusionFix (not strictly required but recommended)

Using ReFusion will probably also work fine.

Features

As already mentioned, all four basic color variants and the RGB variant of kerfurO are replaced. Each has slight variations in their model, and all come with animations, accessory meshes, and overall functionality fully (re)built to fit the K3RF skeleton. All other kerfurO skins are untouched and function as normal.

Three new color variations are included: an orange one based on the orange non-omega kerfur, and two completely new colors in green and purple.

To craft these, combine a gray kerfur with relevant items.

Crafting recipe spoilers!

  • Orange: Gray kerfur, orange++ part (door), orange++ part (screen). Requires kerfurO manual as blueprint.
  • Green: Gray kerfur, grock, green glowstick. Requires kerfurO manual as blueprint.
  • Purple: Gray kerfur, joint, red kerfur paint, blue kerfur paint. Requires kerfurO manual as blueprint.

As a reward for the difficulty involved in getting their components, orange kerfurO moves and animates ~66.6% faster than normal kerfurO's, green kerfurO moves ~30% faster, and purple kerfurO moves 20% faster.

Compatibility and Install instructions

Likely not fully compatible with other mods that significantly modify kerfurO. Not explicitely tested however.

The mod was made for game version 0.9.0n. It may work with other 0.9.0 versions, but likely not with 0.8 and prior due to hash collection changes.

If you are installing the mod mid-save, make sure any active Kerfur's in your save are NOT currently doing tasks or animations, as that will likely cause issues!

Using Gale (mod loader) is known to cause some issues, primarily with recipes not loading. It is advised to use either 's mod loader or R2 Mod Manager instead.

Using Vulkan instead of DirectX is known to possibly cause some textures to not load properly.

Possible questions and answers

_Is it safe to install/uninstall the mod mid-save?_

-> For the most part. The replacement of the models and other parts happens dynamically, so when the mod is removed all kerfurO's should default back to the vanilla model. You'd have issues with any orange/green/purple kerfurO's, as those obviously don't exist in vanilla. Also, as mentioned earlier, make sure any active Kerfur's in your save are NOT currently doing tasks or animations, as that will likely cause issues!

_There are some visual discrepancies / kerfur idles between some animations!_

-> Using a custom skeleton necessitated rebuilding the entire animation blueprint, and essentially spoofing the AI to run properly. Some timers are used as safeguards to prevent animations from playing when they should not, but they also result in some idle time before and/or after some animations. I tried my best to make them as slight as possible, but cannot really remove them entirely.

_Why did this take so long to make?_

-> It took about 3(+) months to make this, starting from no experience with Unreal, Blender, etc. Most of the time went into trying to fix issues with the skeleton early on, and later to C++ scripting required for rebuilding the animation blueprint and getting the AI to not softlock. Also, documentation for VotV modding is very sparse, further adding to the difficulty.

Sorry for the wait.

If you have any other questions or find any issues, feel free to reach out to me (@ssparky) on the EternityDev Games (VotV) discord server.

Known issues and current TODO's

Current TODO list:

  • Adjust item hold position and underlying logic.
  • Mystery fully custom feature!
  • Add tail to K3RF. Currently unplanned and not in the works, but would be nice to have. Who knows, maybe one day.

Other known is

Install & use Install: follow the bundled instructions

  1. Unzip the archive from playbuff and read the bundled readme / instructions first.
  2. Most mods rely on the game's mod loader — the usual route is a community mod manager (such as r2modman): pick this game, install, and it handles the loader and dependencies.
  3. For a manual install, put the mod files into the matching Mod / plugins folder inside the game directory.
  4. Launch the game to confirm it loaded; mods with listed dependencies need those installed as well.

Install locations vary a lot between mods — the bundled readme is the most reliable guide.

Dependencies

Install these first, or the mod will not work:

unreal_shimloaderNynrahGhost-Fusionforder-FusionFixModdy-Relay

File & checksum

Filename
K3RF-1.1.0.zip
File size
140.8 MiB