Outwardz-Bestiary icon

Bestiary

A bestiary for vanilla and modded enemies, with 3D models, learned defenses, combat records and observed loot. Friendly NPCs excluded. Open it from the Journal's bottom-left corner.

Last updated 7 hours ago
Total downloads 199
Total rating 0 
Categories
Dependency string Outwardz-Bestiary-1.0.1
Dependants 1 other package depends on this package

This mod requires the following mods to function

BepInEx-BepInExPack_Outward-5.4.19 icon
BepInEx-BepInExPack_Outward

BepInEx pack for Outward.

Preferred version: 5.4.19

README

Bestiary

A bestiary for Outward Definitive Edition, available inside your Journal. Discover vanilla and modded creatures as you explore, learn about them through combat, and build a personal record of the enemies you have faced.

The interface uses Outward's own menu fonts, weathered frames and gold highlights, with a searchable bestiary and a rotating creature viewer.

Open the Bestiary

Open your Journal and select the Bestiary button inside the Journal page's bottom-left corner. The button is visible and clickable only on the Journal page. Choose a discovered creature from the list. Search by name or filter to creatures you have defeated.

  • Drag the creature model to rotate it, or use the arrow buttons.
  • Scroll over the model to zoom.
  • Scroll the notes panel to see more observations and discovered loot.
  • Select Back to Journal, or press your normal menu-cancel control, to return to your quests.

No extra gameplay keybind is needed.

Knowledge earned through encounters

Discover enemies. Hostile AI creatures can be recorded when you see them nearby with a clear line of sight. Fighting an enemy or taking items from its corpse can also create an entry. Friendly combat allies, neutral characters, merchants and dialogue-only NPCs are excluded. The check uses the game's factions and targeting relationships rather than a fixed list of NPC names.

Older entries that were mistakenly created for friendly NPCs are hidden when those characters are encountered again. Their saved information is preserved, and confirmed enemy history is retained if a creature is later tamed or changes allegiance.

Test defenses. Land a damage type to reveal that creature's resistance to it. Untested types remain hidden. The value is the resistance observed in that encounter, including any temporary effects present then. It is not a guarantee that every creature of that type always has identical defenses.

Record combat. Entries remember observed enemy weapons or damage categories, harmful effects with an identifiable source, your strongest hit, the hardest hit received, defeated enemies and your own defeats. Participation in a fight can count toward a defeated enemy; it is not restricted to landing the final blow.

Discover rewards. Taking an item from a creature's remains records that item and the amount collected. The guide does not reveal an enemy's full drop table or undiscovered rewards.

Vanilla and modded creatures

The guide uses runtime character identities and combat events rather than a fixed list of enemy names. Custom enemies that use Outward's character, damage and inventory systems can create entries automatically, including enemies with their own AI controllers. Custom creatures sharing a base prefab can have separate entries when they have distinct names or visuals.

The viewer saves a visual specimen from the highest-detail meshes present on the creature. It preserves the original shader, material settings and surface textures, including normal maps, with textures kept at their original proportions and up to 2048 pixels on their longest edge. Neutral preview lighting keeps world sunlight from washing out the model. It does not spawn another enemy, copy its AI, or run its scripts. First-time captures happen gradually, with texture encoding and archive compression on a background worker. A newly encountered creature's model may take a few seconds to appear. Older snapshots refresh when you encounter those creatures again. If their visuals change after spawning, the cache can refresh them.

Highly unusual mods may bypass the game's damage or loot events, use unreadable geometry, or draw their appearance entirely through special effects. Those particular observations or visual parts may be unavailable; the rest of the guide continues working. Generic ability hits are described by their observed damage types when no readable skill or weapon name is supplied.

Characters and co-op

Discoveries belong to your character. A new character starts with an empty guide. Co-op players keep their own observations; the mod does not reveal or copy another player's discoveries. Only players who want the guide need its interface installed.

The guide adds information and menus. It does not change enemy health, resistances, damage, loot chances, spawns or quest progression.

Records and the shared visual cache are stored under BepInEx/config/AuraiFieldGuide/. Character records use atomic writes with a backup. These files are separate from Outward's character saves.

Settings

Available in the mod configuration menu or BepInEx/config/Outwardz.AuraiFieldGuide.cfg:

  • Enable or disable the guide.
  • Enable or disable creature models.
  • Adjust the observation distance. Combat and corpse-looting discoveries do not depend on this distance.

Live online co-op has not yet been verified. If you encounter an issue, include your game log when reporting it.

Join the Valforge Discord for issues, bug reports and suggestions.