Monster Mod
Please make sure to use the XXMI launcher and the RabbitFX mod. Especially if RabbitFX is not used, issues may occur.
Hello everyone, it’s been a while since I released a Monster Mod. I kept thinking I should make it, and this time I finally worked on a lot of them. Even so, there are still many enemy NPCs that I haven’t been able to finish yet.
In total, I modified 10 enemies. Since it’s difficult to figure out all of their English names, please check the images to see which enemies were changed.
For reference, I also modified the humanoid enemies (the cultists and the ones wearing suits), but due to a mistake, their appearance only changes at a certain distance. When you get close, the mod stops applying. I will fix this later.
Also, I fixed an issue from the previous enemy mods where they would glow too brightly when affected by abnormal status effects.
Thank you!
Comments (7)
I don't know if it's just me but the Exalting Hymnist models are loading strangely. The mod appears at mid distance, but when you get within draw distance the model switches to default. And if the enemy is super far away it reverts back to default.
I am just wondering - do you ever think about coming back to this mod? Ty if you read this at the very least!
For those wondering, the enemies affected by these mods are: Rampant Brute, Dullahan, Thracian, Exalting Hymnist, Security Operative, Notorious - Dead End Butcher, Ionized - Nassellaria, Flame Cantor, Frenzied Maniac, Goblin, Corrupted Overlord - Pompey, Thanatos, Farbauti, and the "Enforcer" and "Intimidator" thugs (and their variants).
Had to pick up my jaw after seeing this one!
Yes yes yes!!!
Beautiful work as usual, I wish we had a model viewer in zzz like in other hoyo games
Love it, as always
