SMouth-RE4Enemies icon

RE4Enemies

Original RE4 villagers and Las Plagas: outdoor encounters, indoor spiders, synchronized combat, original models, animations and sounds.

By SMouth
Last updated 7 hours ago
Total downloads 303
Total rating 0 
Categories Monsters Mods AI Generated
Dependency string SMouth-RE4Enemies-1.8.1
Dependants 0 other packages depend on this package

This mod requires the following mods to function

BepInEx-BepInExPack-5.4.2305 icon
BepInEx-BepInExPack

BepInEx pack for Mono Unity games. Preconfigured and ready to use.

Preferred version: 5.4.2305

README

RE4 Enemies

Resident Evil 4 outdoor villagers and indoor parasite encounters for Lethal Company. This is a separate mod from RE4 Gameplay; it can also run without that mod.

Encounters

Ganados arrive individually throughout daylight and nighttime. There is no landing wave or replacement wave after kills. Defaults scale with moon difficulty:

Risk rating Average daytime arrivals Average nighttime arrivals Living ordinary limit
D / C 3 5 10
B / A 4 6 12
S and higher 5 7 14

These are statistical targets before placement limits, early departure and late landing. Nighttime receives two additional expected arrivals after difficulty scaling. Unknown modded ratings use outdoor power capacity: 1–6 uses the low tier, 7–12 the middle tier, and 13+ the high tier. Zero outdoor capacity receives no ordinary population. Zero in a phase's host setting disables that phase. Living outside enemies and Ganado mobs do not suppress ordinary arrival chances.

A separate Ganado mob uses LC's normal outdoor selector: up to sixteen ordinary villagers, costing 0.25 power each (four total). Eight carry torches and the rest use unarmed, hatchet, sickle, hoe and bucket loadouts; none use dynamite. Its default relative weight is 20% of the combined major outdoor enemy weights, not a per-round chance. It is eligible after sundown, once per visit, with four available native power. Living major enemies do not block it, and it never disables other enemies' selection weights. Normal LC power-budget competition remains.

Ordinary villagers and outdoor detached spiders have zero native power. An indoor Spider Plaga also appears in the normal facility enemy pool, using vent spawning, power 2, diversity 0, and one maximum spawn per visit. Its host-configurable relative weight defaults to 20, and zero disables it. It has the original crawler's combat and 30-second lifespan. Its separate identity keeps its indoor budget and limit independent of spiders released outside by dead hosts.

The host controls spawning. All peers must update to 1.8.1 and restart: five network prefab identities and protocol 18 distinguish day, night, mob, outdoor parasite and indoor parasite actors. Day/night opportunities follow normalized moon time, and late landing skips elapsed opportunities. Outdoor placement requires navigation at least 22 units from the ship, 18 from living players and five from living enemies.

The ship interior is a sanctuary: Ganados and Plagas stop targeting players inside it. Both the native player flag and the ship's inner-room volume protect remote players; active attacks and holds disengage when their target enters.

Headshots, leg shots and kicks

With RE4 Gameplay installed, the third-person camera resolves a visible Ganado contact point before sending the shot. Torso/head hitboxes fit the actual baked skinned mesh; arm and leg regions follow the animated limbs. Headshots retain their extra damage and original head-stagger variants.

Standing thigh/knee hits choose between a brief flinch, leg pain and a full collapse, one result in three each. Lower-ankle hits use the original ankle kneel two times in three and a collapse one time in three. Running body hits cause an original stumble; running leg hits cause a trip. These part-dependent choices replace the earlier substitution of the ankle kneel for the thigh-collapse motion. A shot that lands after kneeling is established knocks the enemy down rather than renewing that kick opening.

Only an actual head/ankle/flash opening offers a kick. The ankle prompt waits until original SEQ tick 8 establishes the kneel, then closes at its recovery event. Approach within 2.5 units, release aim and use the kick key shown in the RE4 HUD (Q by default). A successful kick deals the restored three LC damage units, consumes the opening, and knocks a survivor down. Ordinary body flinches and fallen/getting-up enemies do not offer kicks.

Health damage is always applied before reaction guards. Rapid hits can damage an enemy without restarting its reaction on every bullet. Accepted reactions start a fresh animation blend even when the same motion repeats. Original horizontal reaction displacement passes through navigation, with a per-update movement cap. Survivors play their complete fall, wait on the ground for 2–4 seconds, then use the matching original get-up animation. Further hits while grounded produce the appropriate short floor reaction; HP is still lost during protected fall frames. Flash blindness is followed by an original recovery animation rather than an immediate return to walking.

This integration is optional and scoped to this mod's Ganados. It replaces RE4 Gameplay's generic gun-hit stun for these enemies, preserves ordinary native-enemy combat, and does not change weapon damage against native enemies. Standalone/native LC weapons retain their usual forwarded body-hit behavior; precision region selection currently uses RE4 Gameplay's firearm raycasts.

Regular village variants

Five regular retail appearances are included: three male villagers and both female villagers. Their original bodies, heads, textures and appropriate grip hands are loaded from the owned UHD archive. Female villagers use the original female voice cue set for discovery, attack effort, breathing, hurt and death reactions. The older male retains the alternate source voice set. Original room footsteps follow the animation events.

Outdoor encounters draw from unarmed villagers, hatchets, sickles, two-handed farm forks/hoes, torches, dynamite and the original bucket prop. These are deterministic network loadouts, so host, clients and late joiners agree. This pool replaces the old approximately half-hatchet split. Encounter counts follow the phase settings above. Chainsaw villagers are excluded from this release.

Hatchets, sickles and buckets use original attack and throw motions. Source SEQ flags control when a swing can hit, the release at tick 41, and pickup at tick 26. A physical projectile can be dodged or blocked by terrain; it never follows a dodging player. Surviving carriers can retrieve a reachable dropped tool. Disarmed carriers can grab. A released weapon continues if its carrier dies. Dropped enemy tools are not player inventory pickups.

Two-handed tools use their original grip offsets, idle/run/walk motions and three target-height attack sequences. Weapon-space sweeps follow the original active frames and tool reach. Torches use their original raised stance and flame attack; a connected flame applies the original 50-tick burn duration, converted to LC health. Five original walk/run timing styles are available for the relevant weapon families.

Dynamite is lit on the original ignition event, thrown from the original release pose, and detonates on the original altitude-dependent 50–84 tick fuse. Retail launch/fuse arithmetic was checked against 675 controlled executions of the installed original executable. Lit dynamite can be shot, and a dropped lit stick can explode after its carrier dies. A bomber has one replacement stick, taken using the original pickup animation. Explosions use LC's native particles, sounds and ownership-aware damage. All peers need 1.7.2 for the expanded weapon/fuse state.

The default health setting corresponds to a standard 1,000-HP village Ganado when RE4 Gameplay's original damage receiver is installed. Existing firearm, knife and kick balance is unchanged.

Defeated-enemy rewards

With RE4 Gameplay 0.24.2, defeated villagers use the original village campaign loot-selection routines: carried and loaded ammunition, owned weapons, healing items, current health, and global no-drop/recovery streak counters influence the result. The table can select no drop. Pesetas retain the original quantity conversion; ammo retains its selected/default pickup quantities. There are no substitutions or rerolls for unsupported outcomes.

Possible supplies include handgun, shotgun, rifle, TMP, magnum, Handcannon and mine ammunition; green/red herbs; first-aid sprays; and hand, incendiary and flash grenades. Sprays restore health through Use in the case; grenades have a Throw command. These four consumables include original world models and case-framed item artwork.

Only the host chooses and creates a reward, once per death. In multiplayer the killer’s authoritative RE4 inventory supplies the original checks; the nearest controlled player is the fallback for environmental kills. The table uses normal village campaign rules for every playable character. No rewards are created during departure/space. Disable them with Loot / Enabled. Without the companion Gameplay mod, enemy combat still works but supply drops are unavailable.

Rear holds, evasion and ladders

Matching facing and a nearby ally allow a rear hold. Other villagers can attack during it. The normal hold lasts up to 45 original ticks and ends with the original counter/escape sequence. A lit-dynamite hold has the original 80-tick lethal deadline and escape threshold. Repeatedly press the configured Kick key; allies can interrupt the carrier. Keyboard mash scoring is adapted to the existing configurable control.

Cover exits use original sidestep motions and source distance/facing/timer gates. LC cover geometry supplies the positions that RE4 obtains from authored room markers. This is not a random dodge applied to every incoming bullet.

Ganados can mount and climb available native outdoor ladders to pursue elevated targets. This version uses the original playable Leon mount, rung and dismount clips, fitted to LC ladder endpoints; the rung phase follows actual vertical distance. The original Ganado fall and landing clips remain in use. The climb axis uses LC’s fixed horizontal marker; the mutable player snap node can move to the top exit and is not used as the axis. Solid surfaces constrain limb contact, and carried tools are hidden during climbing. Ladders are reserved while climbing, native player occupancy is respected, and damage can knock a climber off using the original fall/landing motions. Destruction, damage and departure release reservations.

A pointing shout sends every idle/searching villager to investigate a spread of positions around the reported location. It does not share a player target: each villager still has to spot the player independently. Sidesteps require sustained player aiming or aimed cover pressure and a safe lateral exit. Detection is checked more frequently; pursuit is faster, reservations are shorter and two villagers can attack at once. These aggression settings are intentional LC tuning. Torch attacks now visibly project fire from the mouth during the original flame/damage sequence; the Unity particles are an effect adaptation.

Nighttime ecology follows the phase populations and native mob rules described above. The old weight-50 nighttime entry and moon-start population are removed.

With RE4 Gameplay 0.25.0, captures also use the original source camera offsets, head midpoint, 55-degree lens, per-tick smoothing and collision clearance, adapted to LC collision.

Original timings, motion assets and loot decisions are ported where verified. Navigation, authored cover/ladder placement, multiplayer inventory ownership and grenade world physics/effects require LC adaptations. This release does not claim complete engine-level identity to RE4.

Appearances and grounding

Five original village assemblies are selected consistently from network identity: the initial male villager, a younger male, an older male, the apron-wearing female and the skirt-wearing female. Their original body/head textures are preserved. Original idle animation phases vary between villagers; idle turns periodically change their facing until alerted. During the original pointing reaction, the body follows the targeted player and the original animation raises the left arm with its matching pointing-hand mesh when unarmed.

Standing soles align to physical ground using the posed ankle height and original shoe clearance, so the idle pose no longer inherits the bind pose's floor offset. Moving characters retain authored gait bounce over terrain. Death and grab motion are not vertically pinned.

Original animations

Runtime poses use original Em/em10.udas.lfs FCV curves: idle, idle turns, spotted-player reaction, two walks, run, frontal grab, neck hold, body flinches, three head-stagger variants, leg/flash reactions and recovery, running stumble/trip, thigh collapse, kneeling fall, grounded hit reactions, axe swing, axe throw, weapon pickup, matching get-up motions and death. SEQ files supply the authored frame progression for actions and the grab contact window, with interpolation between sequence entries and recovery flags honored for short damage reactions. Walking/running animation follows actual traveled distance to limit foot sliding; the grab also applies original lunge displacement through the navigation agent.

These replace the old generated poses. Motion roles are identified from the corresponding routines in the RE4 decompilation. The original ARC identifiers are checked against the retail archive's FCV/SEQ tags; the asset catalog records their source indices and hashes.

This is an adaptation of village Ganado behavior, not the complete original enemy engine. Castle/island equipment, chainsaw enemies and room-specific scripts are not implemented. All three Ganado parasite forms are included as described below. Front holds retain the LC-specific repeated-Kick escape threshold and six-second fail-safe. Rear holds use original deadlines and escape thresholds with keyboard mash scoring adapted to the Kick binding. LC distances, health and navmesh routing replace RE4's engine-specific equivalents. Native Masked audio is silenced. Original villager voices replace it: discovery shouts, attack effort, breathing, hit and death reactions. Original footsteps follow animation sequence events and use the original room foot bank, mapped from em10FootSe bank 5 / cues 0x10–0x13. Lethal Company footsteps are the fallback if the original foot files are unavailable.

Installation

Import RE4CompanyTeam-RE4Enemies-1.7.2.zip using Import local mod in r2modman. Replace an older Ganados version rather than installing duplicate DLLs. Every player must install the same version. Requires BepInExPack 5.4.2305; RE4 Gameplay is optional.

Restart the game after importing it. Every peer must update together.

Configuration

Setting Default Purpose
Spawning / Enabled true Enable all Ganado encounters; an existing legacy Count=0 migrates to disabled.
Spawning / Scale with moon difficulty true Risk-based 3/4/5 tiers, with outdoor-capacity fallback for unknown modded ratings.
Spawning / Daytime average 4 Moderate-tier daylight target, 0–8; difficulty scales it by 0.75/1/1.25. No kill replacements.
Spawning / Nighttime average 4 Moderate-tier quiet-night target, 0–8; difficulty scales it before live-threat suppression.
Spawning / Mobs enabled true Allow one native 16-member mob per moon visit.
Spawning / Mob relative weight percent 20 Weight relative to combined major enemy weights, 0–100; zero disables mobs.
Audio / Volume 0.35 Original spatial voice and sound effect volume, from 0 to 1.
Combat / Health 6 Base health; becomes 3 with current RE4 Gameplay firearm balance. Standalone health remains 6.
Combat / AxeDamage 22 LC damage conversion anchor for ordinary village weapon hits; torch burn preserves its relative source power.
Loot / Enabled true Original adaptive loot selection; can choose no reward. Requires Gameplay 0.24.2.
Combat / GrabDamage 12 Damage per hold pulse, approximately 0.65 seconds apart.

Testing

The release builds against the installed game's assemblies. Offline checks cover original animation hashes and curve decoding, SEQ contact timing, targeting and attack rules, distance-driven locomotion, native API compatibility, Harmony argument contracts, outdoor classification and replicated state fields.

Live gameplay and multiplayer testing are still required. Start with an outdoor moon encounter, dodge a grab, interrupt one with a knife/kick or shovel, stun/kill the enemy, and verify a second player sees the same animation and damage. Compare body, head and knee shots, use Q during the displayed opening, dodge a hatchet swing, then check disarming and get-up behavior. Watch an axe release, dodge it, use a wall for cover, interrupt the throw/pickup and confirm the carrier retrieves the actual dropped axe. Check several deaths for both original drops and valid no-drop outcomes. Test a running/rear grab, interrupt a dynamite hold, and compare ladder climbing/falling and late-join behavior on host and client. All peers need 1.7.2 to receive the multiplayer snapshot framing fix. Confirm facility and ship interiors stay safe and ordinary Masked enemies retain their original behavior.

Credits

Capcom: Resident Evil 4 characters, models, textures, animation data and audio. Zeekerss: Lethal Company and its native network/damage integration. The adonis-singh/re4 contributors: decompiled Ganado behavior and motion references. BepInEx and Harmony contributors: mod loading and scoped runtime hooks. Unity and Newtonsoft libraries are supplied by the game.

Original assets in this local build come from an owned RE4 Steam/UHD installation. This unofficial mod is not affiliated with Capcom or Zeekerss and has not been publicly published to Thunderstore.

RE4 Gameplay firearm balance changes apply to Ganado body hits and supported headshot bonuses. Ganado HP and firearm conversion scale together; knife/kick damage is unchanged.

Original weapon damage

Use RE4 Gameplay 0.23.0 or newer for retail RE4 weapon damage. Ganados use the owned UHD damage/upgrade tables, native headshot and critical rules, shotgun range falloff and per-hit cap. Delayed explosives retain the firing weapon and upgrade level. A shotgun applies one original damage event per enemy per discharge.

The default health setting corresponds to a standard 1,000-HP village Ganado. Without upgrades or critical hits, that means 7 Handgun body shots / 6 headshots, 12 TMP body shots / 10 headshots, and 2 Rifle body shots / 1 headshot. Higher configured health still increases durability. LC enemies and prior knife/kick values are unchanged. Combat uses fixed rank 10. Armor variants and adaptive difficulty are not simulated; exposed parasite damage is handled separately.

Engine adaptations

LC supplies navigation, world collision, targets and multiplayer ownership. The encounter mix and replacement-stick allowance are LC encounter choices rather than a port of RE4 room placement scripts. LC health uses the existing damage settings; dynamite uses native LC explosion damage. Torch/fuse particles and dropped-bomb rebounds use Unity adapters rather than RE4's EFF/SAT engines. Full campaign rank, paired burn/grab variants, destructible scenery and scripted room behavior are not included. Original assets and verified arithmetic do not establish complete 1:1 engine parity.

Personal and host config files

On first launch, re4enemies.host.cfg receives encounter counts, health, damage and loot settings. re4enemies.client.cfg contains personal audio volume. Old settings migrate automatically; the mixed config is archived under BepInEx/RE4ConfigBackups outside the config folder. Existing split files take precedence.

Share only the host file in profile exports. The host's settings synchronize for the current session; clients retain their own saved hosting settings and audio preferences. Disconnecting clears session overrides. Ganado height and hit-region scale are fixed at the previous default of2.5 LC units; the height modifier is removed. Everyone should update to1.7.2.

Performance

Animation track layouts, mirror buffers and character references are cached. Expensive head/torso mesh baking runs at most 30 times per second; limb hitboxes still follow each rendered frame. AI decisions and the 10 Hz host snapshot rate are unchanged. These changes reduce repeated work; live multiplayer frame-time improvements have not yet been measured.

Performance and DawnLib compatibility

Ganado voices and sound effects preload during mod initialization. Navigation work is spread across frames, and ladders are tracked as they appear instead of searched for during pursuit. Important enemy state changes remain reliable; routine movement updates are batched at 10 Hz. Every player must update to 1.7.2 and restart.

DawnLib remains optional. When installed, the four Ganado/parasite types register with DawnLib while RE4 Enemies retains control of spawning and outdoor behavior. Slow navigation, audio loading or replication can produce rate-limited performance warnings in the BepInEx log to help diagnose remaining hitches. These changes still require live host/client performance testing.

Las Plagas and fixed combat rank

Enemy decisions use rank 10, the original highest rank, without a hidden/adaptive difficulty system. Villagers can start running at the original 2,000-unit threshold, without the lower-rank player-facing restriction. Rank-dependent dash timers advance three steps per native tick. Attack selection uses the high-rank gates; a connected ordinary melee attack retains the original 30-tick group attack / 90-tick throw cooldown.

After sundown, an eligible villager's fatal hit can expose a blade, biting or spider parasite, using original meshes, textures, motions and sounds. Approximately half of eligible deaths transform, with at most two exposed hosts in a nearby encounter. Emergence waits 1, 31 or 61 original ticks and restores a separate 3,000-HP native health pool, scaled with the existing health setting. Bombers are excluded. All three forms on regular villagers, their approximately equal form selection, sundown eligibility and the local encounter radius are LC placement adaptations; original RE4 assigns forms/eligibility through its authored room data.

The blade uses original swing selection, hit parts and active frames. The biter chooses its bite by target distance and height; a connected critical bite is lethal. The attached spider bites nearby targets or spits a physical poison projectile that can be dodged or blocked. Human and parasite attack motions have independent clocks, allowing the host to resume walking while its parasite finishes recovering.

A spider can detach from its dead host as an independently damageable networked enemy. It crawls, runs, turns, leaps and grabs a player's face using original animations. Use the displayed break-free key. Detached spiders use their own original 1,000-HP native pool, receive twice normal weapon power and expire after 900 native ticks (30 seconds). They do not consume ambient Ganado arrival slots or mob power. Host and detached-parasite deaths each claim their reward once.

Exposed-host body hits use the original resistance; shots to the parasite use the original doubled head multiplier and applicable critical/rifle bonuses. RE4 flash grenades and unobstructed LC flashbangs kill exposed parasites immediately; killing the attached spider with a flash prevents detachment. Existing weapon damage against LC enemies is unchanged.

The original parasite/player face-grab curve is provided to RE4 Gameplay without replacing that mod's files. LC navigation, collision, health conversion, camera/death handling and Unity effect rendering remain adaptations. Poison uses an original em25 liquid sprite with Unity billboard composition. Full RE4 EFF scheduling, gore/death cinematics, and every independent idle/pose transition are not reproduced. Live host/client testing is required; original assets and offline verification do not establish complete engine parity.

Temporary Plaga test

On a landed moon, the host can press F9+F10 together to spawn a Ganado outside the ship door. Defeating it guarantees a Plaga even during daylight. Successive spawns cycle Blade → Biter → Spider. The chord triggers once per press, has a one-second cooldown and is not configurable. Spawning requires grounded outdoor navigation space in front of the ship. This is a development test feature.

Villagers and exposed parasites can be scanned with the normal scanner. Labels distinguish Ganados, their attached parasite forms and independent spider Plagas; this does not add terminal bestiary entries. Already-exposed humanoid Plaga forms remain prepared for explicit spawning only; indoor Spider Plagas use the facility pool described above.

Head loss switches to each villager's original textured neck stump and emits a blood burst rendered with LC's blood particles. Blade Plagas retain a raised blade posture between attacks and render their thin surfaces from both sides. Head-biter Plagas continuously steer their bite toward their target. These are original model/animation assets with Unity rendering and targeting adaptations.

Biter emergence and bite playback retain the UHD game's whole-frame scale sampling and smooth bite-rotation behavior. This prevents the extreme scale spikes caused by sampling these particular curves between native animation frames.