EnemyPuppeteer
Take manual control of any enemy. Click one, walk it around, and fire its real attacks yourself. Experimental test rig.
模組介紹 作者原文
Enemy Puppeteer
Experimental. A test rig, not a gameplay mod. Expect rough edges.
Take manual control of any enemy in Hollow Knight: Silksong — click one, walk it around, and fire
its real attacks yourself.
Requirements
- BepInEx for Silksong
- Enemy Behavior API — a hard
requirement, not an optional extra
Without the API this mod will not load at all. It is a compile-time assembly reference, so
BepInEx fails to construct the plugin and logs an error; you will not see the window, and F8 will
do nothing. If that happens, check BepInEx/LogOutput.log.
The API is not yet, so it has to be installed by hand: download
EnemyBehaviorApi.dll from its releases and drop it in BepInEx/plugins/EnemyBehaviorApi.
BepInEx scans plugins/ recursively, so any subfolder works.
Install
Install BepInEx and the Enemy Behavior API first, then install this. Press F8 in game.
Use
| | |
|---|---|
| Right-click an enemy | select it |
| Take control | claim it |
| Left-click | move the marker — the enemy walks there |
| Attack buttons | fire that enemy's real attacks |
| F8 | open/close, which also releases control |
Closing the window always hands the enemy back, so you can't strand one.
Puppet mode
Taking control makes Hornet an invisible marker. She is invulnerable, cannot act, and a
crosshair shows where she is standing. The enemy walks to her; you decide everything else.
It walks instead of sliding
Steering sets the enemy's facing and runs its own patrol walk — the unhurried back-and-forth
it does before noticing you. Only facing and whether the walk is running are driven; speed,
animation and ground handling stay with the enemy, so it moves like itself.
Which sign of scale means "facing right" is per-enemy art, so there's a Facing toggle if
something moonwalks.
Only the enemy you control reacts
The marker is a real, targetable Hornet, so by default every enemy in the room converges on it.
Bystanders: held (the default) stops the others acting on her. They are not blinded — they
are prevented from choosing to chase or attack, which is a thing that can actually be guaranteed.
Only their decisions are suppressed, so a stray enemy can still be killed and still flinches.
Attacks the game never shows you
Most enemies have states you will never see in normal play. This reads the FSM graph, not the play
history, so every state the developers authored is listed and firable.
They are mostly reachable but conditionally gated — caged variants whose trigger event only a
cage broadcasts, arena-specific setups, guards on distance or phase. Firing one bypasses the
guard, which is why an attack fired out of context sometimes looks broken: it was authored to run
only after something else set it up.
Known rough edges
- Stationary enemies have no walk state; the UI says so rather than ignoring your clicks
- An attack can fire with nothing visible happening, if the classifier wrongly called a state an attack
- An obvious attack can be missing from the menu, for the same reason in reverse
- If an enemy under control will not die, that is the worst bug this can have — please report it
Source and issues:
安裝與使用 安裝:BepInEx 外掛
- 本站下載的壓縮包就是模組本體,通常是 BepInEx 外掛(解壓後得到 .dll 或外掛資料夾)。
- 建議流程:用社群模組管理器(如 r2modman)選中本遊戲後匯入該模組,管理器會自動裝好 BepInEx 前置並處理依賴。
- 手動流程:先在遊戲目錄裝好 BepInEx 載入器,再把解壓出的 .dll 或外掛資料夾放進 BepInEx/plugins/。
- 啟動遊戲,BepInEx 控制台會列印載入日誌;確認這個模組出現在日誌裡即為安裝成功。
帶「前置依賴」的模組需要一併安裝,否則不會載入。功能開關通常在遊戲內或外掛自帶的設定檔裡調整。