JohnFister
Adds fishing mechanics or custom fighting audio assets and textures to the game.
By trisparbs
| Last updated | 19 hours ago |
| Total downloads | 0 |
| Total rating | 0 |
| Categories | Mods Misc AI Generated |
| Dependency string | trisparbs-JohnFister-1.0.0 |
| Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2100README
John Fister for How to Fish
This BepInEx plugin runs the Fister simulation at 60 Hz and maps it to How to Fish's local player movement, camera, physics contacts, and nearby physics objects. It replaces the local player model with John and keeps the game controls available through the F8 toggle.
Controls
- WASD / game movement input: move.
- Left mouse: hold to charge; release to punch. A quick click is a tap punch.
- Right mouse: parry. Look down while parrying for the parry jump.
- G: grab. Aim to lunge toward an object; a caught object is thrown in the aim direction. In the air, aim down for a piledriver.
- Left + right mouse: combo grab.
- Full charge + aim up: rocket punch. Full charge while airborne + aim down: dive bomb. Full charge in the air while holding aim on one target: lock an air kick, then release.
- Railing dash: quick tap left mouse, press it again within 0.35 seconds, then hold to charge and release.
- F8: switch between John and normal How to Fish controls and appearance.
How to Fish's own punch, jump, sprint, crouch, held-item primary/secondary, and fishing-rod cast inputs are suppressed while John's mode is active. Pick-up, drop, interact, and other progression inputs remain available. Turning John's mode off restores How to Fish movement and the saved camera-bobbing setting.
Scope and limitations
Fister mode is local-only. John, his movement, and his physics actions are not replicated as a Fister character to other players. The mod applies impulses to nearby non-player rigidbody objects in the local physics scene; How to Fish does not expose a client-side Fister damage/launch API, so server-owned fish and other networked objects may be corrected by the game. No remote-player launches are attempted.
This build wires the full engine-neutral Fister move simulation to the local player and includes the original Fister MP3 sound kit for punches, impacts, charge-ready, parry, grab, air-kick, railing dash, dive, damage, and footsteps. Fister attacks now send scaled hits through How to Fish's creature damage RPC, so fish health is changed by the host; physics launches remain local and can still be corrected for server-owned objects. Audio uses How to Fish's effects mixer at half-volume starting mix. Water checks temporarily sample the original physical head position, then restore the third-person camera position, so the camera cannot keep John's head above water while his body is submerged. Item pickup and interactable scans (including small items such as clams) now originate at John's head-height body point while retaining the camera's aim direction, then restore the chase camera. Remote player appearance is unchanged: How to Fish has no client-visible mod-presence signal, and its unmodified server cannot relay a custom opt-in handshake. This build has not been verified in a live game session.
Requirements and installation
- How to Fish, Steam build 25604825 (Unity 6000.4.4f1, Mono).
- BepInEx 6.0.0-be.788 or compatible.
Extract the package folder into How to Fish/BepInEx/plugins/JohnFister/. The package includes the plugin and the body data/textures. No extra loader or runtime is included.
Credits
John Fister's character and move assets are from the Fister kit. Hat by Jerald McShmerald; badge by Jaegero.