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ShchetnikovMods-MimicReplay-0.12.27 icon

MimicReplay

Impostors copy players, retrace their movements and voices, then break character and give chase.

Date uploaded a day ago
Version 0.12.27
Download link ShchetnikovMods-MimicReplay-0.12.27.zip
Downloads 155
Dependency string ShchetnikovMods-MimicReplay-0.12.27

This mod requires the following mods to function

BepInEx-BepInExPack-5.4.2100 icon
BepInEx-BepInExPack

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

Preferred version: 5.4.2100
Zehs-REPOLib-4.2.0 icon
Zehs-REPOLib

Library for adding content to R.E.P.O.

Preferred version: 4.2.0

README

MimicReplay

MimicReplay adds impostors that look and sound like the people in your lobby.

A mimic begins by following a recently recorded player route. It copies the player's appearance, movement, posture, held item and short pieces of voice chat. Once it notices someone nearby, it drops the act and gives chase.

What it does

  • Copies a random player from the current lobby.
  • Replays recent movement instead of wandering along a fixed patrol.
  • Remembers crouching, crawling, jumping and carried-item visuals.
  • Repeats short voice fragments captured during the current session.
  • Uses NavMesh navigation while chasing and can interact with doors.
  • Can be damaged and killed.
  • Falls into a physical state after a strong hit. A fallen mimic can be grabbed and thrown.
  • Spawns automatically during a level. The population limit increases over time, up to seven by default.

Long idle sections are skipped, so a mimic will not stand still simply because the recorded player was AFK.

Controls

  • F3 — enable or disable automatic spawning
  • F6 — show or hide debug routes
  • F7 — spawn a mimic manually
  • F8 — remove every active mimic
  • F9 — toggle noclip flight
  • F10 — toggle spectator protection
  • F1 — spawn the most valuable object available in the current level (host/single-player)

Noclip uses WASD, Space to move up, Ctrl or C to move down, and Shift to move faster.

Keybinds, spawn timing, health, damage and movement settings can be changed in:

BepInEx/config/com.schetnikov.repo.mimicreplay.cfg

Multiplayer

Movement is controlled by the host and synchronized to the other clients. Everyone in the lobby must use the same MimicReplay version to see, hear and interact with the mimics correctly.

Late joining is still experimental. Joining after a level has already started may miss mimics that were spawned earlier.

Voice chat

Voice fragments are kept in memory only. MimicReplay does not intentionally save recordings to disk or send them to an external service. Captured audio disappears when the game closes.

Tell the other players before enabling voice replay.

Testing tools

The plugin also contains private-session testing controls for spectator mode, noclip and host currency. Do not use them to disrupt public games.

Known issues

  • R.E.P.O. updates may change player visuals, animation bindings or navigation behaviour.
  • Doors, low furniture, physical grabbing and late joining still need testing across more levels.
  • Players using different mod versions will not receive reliable synchronization.

Bug reports are most useful when they include the MimicReplay version, host/client status and the relevant section of BepInEx/LogOutput.log.

Installation

Install MimicReplay with a Thunderstore-compatible manager. For a manual installation, place MimicReplay.dll in:

BepInEx/plugins/MimicReplay/

CHANGELOG

Changelog

0.12.29

  • Fixed medium carts being copied as fake carried visuals beside mimics.
  • Mimic appearance now activates the native PlayerAvatarVisuals meshParent hierarchy while preserving hidden child renderer variants.

0.12.28

  • Fixed REPOLib 4.2 network-prefab API discovery by resolving the type directly from the loaded REPOLib assembly.
  • Added a precise type-loading error when REPOLib networking is genuinely unavailable.

0.12.27

  • Fixed doors and hinged map objects being mistaken for carried items and visually duplicated beside mimics.
  • Rejected fake held-object sources are cached instead of being cloned again every frame.

0.12.26

  • Fixed hidden cosmetic variants and helper meshes being forced visible beside mimics.
  • Fake held-object visuals now copy only renderers that are actually active on the source object.
  • A replay segment containing only idle frames now switches to navigation toward the nearest valid player instead of looping in place forever.

0.12.25

  • Added an F1 host-only test cheat that spawns the highest-value valuable available in the current level in front of the local player.

0.12.24

  • Added a local physical proxy fallback so mimics can still be knocked down in single-player when REPOLib network prefab registration is unavailable.

0.12.23

  • Smoothed remote mimic movement with velocity prediction between network snapshots.
  • Replaced abrupt rotation snaps with rate-limited turns and stable route-facing during replay.
  • Replay mimics now stop at a closed PhysGrabHinge instead of transforming through it.
  • Door opening now checks the native closed state and is rate-limited per door to prevent repeated impulses.

0.12.22

  • Navigation raycasts remain active for obstacle sensing but their lines are now visible only while F6 debug visualization is enabled.

0.12.21

  • Fixed occasional invisible mimics caused by inactive parents in a cloned player visual hierarchy.
  • A spawn is now rejected when the cloned appearance has no renderer that is actually active in the scene.

0.12.8

  • Added host-authoritative periodic automatic spawning during levels.
  • Spawn candidates come from recently recorded player routes.
  • Candidates require direct visibility, NavMesh proximity, valid player distance, and free capsule space.
  • Automatic population capacity grows from one up to seven over time by default.
  • Added configuration for intervals, population growth, maximum population, and distance limits.

0.12.7

  • Added configurable mimic health.
  • R.E.P.O. weapon hurt colliders can now damage or kill authoritative mimics.
  • Hard physical collisions deal impact damage.
  • Hits push mimics, including a decaying replay offset so they do not snap back immediately.
  • Mimics are removed when health reaches zero.

0.12.6

  • Mimics now mirror a chased player's crouch and crawl state.
  • Chase capsule and NavMeshAgent height shrink to match the active posture.
  • Chase animation now reflects crouching and crawling.
  • Standing height is restored automatically when the target stands up.

0.12.5

  • Added replaying player appearance, movement, held-object visuals, and voice fragments.
  • Added Replay, Chase, Attack, and StuckRecovery behaviour modes.
  • Added experimental multiplayer spawn synchronization.
  • Added spectator protection, noclip flight, debug trails, and host currency controls.
  • Corrected the custom Photon spawn event code to the supported range.
  • Disabled temporary visual/collider desynchronization by default.

0.12.9

  • Added F3 automatic-spawn toggle with a persistent on-screen indicator.
  • Added visible navigation feeler rays during chase.
  • Mimics now request a fresh NavMesh path when blocked or idle without a path.
  • Reduced the time before stuck recovery begins.

0.12.10

  • Fixed F9 noclip capturing only PlayerAvatar while the physical PlayerController remained collidable.
  • Flight now moves the physical controller root and disables its colliders and rigidbodies.

0.12.11

  • Fixed copied cosmetics being disabled when they are outside the ANIM BOT hierarchy.
  • Reused loaded player materials instead of duplicating dozens of materials per mimic.
  • Reduced NavMesh recalculation and navigation log spam.
  • Moved F9 flight movement to LateUpdate to avoid fighting the stock PlayerController each frame.

0.12.12

  • Host is now authoritative for mimic movement in multiplayer.
  • Non-host clients interpolate host position and rotation instead of running independent NavMesh and attack state machines.
  • Removed the rapid non-authoritative Chase/Attack loop that caused client lag and flying mimics.

0.12.13

  • Noclip now keeps an independent target position so stock controller corrections cannot accumulate as jitter.
  • Increased default/migrated flight speed from 8 to 18, with Shift doubling it.
  • Reduced F9 toggle debounce.
  • Includes host-authoritative multiplayer mimic synchronization from 0.12.12.

0.12.14

  • Navigation sensors now cover all directions with eight 360-degree rays.
  • Fixed NavMeshAgent being created above/off the NavMesh at recorded replay positions.
  • Chase speed now matches a running player and activates the sprint locomotion state.
  • Increased acceleration for responsive but NavMesh-controlled pursuit.

0.12.15

  • Moved the pink replay/debug line update to LateUpdate after NavMeshAgent movement.
  • Prevents the line from visually trailing the current mimic collider by one frame.
  • Includes the 360-degree sensors and corrected NavMeshAgent initialization from 0.12.14.

0.12.16

  • Added amplitude-driven mouth/jaw animation while a mimic replays voice audio.
  • Added a REPOLib-registered network PhysGrabObject proxy so mimics can be lifted and thrown.
  • NavMesh pauses while grabbed or airborne and resumes after the physical body settles.
  • Hard ground impacts damage the mimic on the host.

0.12.17

  • Standing mimics now reject the grab beam.
  • Strong hits knock mimics into a four-second tumble/physics state; only then can they be lifted and thrown.
  • Mimics recover onto NavMesh after the thrown body settles.
  • A detected closed door stops forward NavMesh movement while the stock hinge opening impulse runs.

0.12.18

  • Replay skips recorded AFK sections after one second instead of leaving mimics standing indefinitely.
  • Route reversals reset previous-frame facing state to reduce backward starts.
  • Includes the physical grab proxy, so thrown items collide with the mimic body instead of passing through the old enemy-layer capsule.

0.12.19

  • Fixed REPOLib network grab proxy registration against the installed 4.2.0 method signature.
  • Door obstacles are now detected through parent names, attached hinges and nearby PhysGrabHinge components.
  • Mimics stop at a detected closed door instead of relying on the collider being a direct hinge child.

0.12.20

  • Running Q/body hits now knock mimics down at the observed six-damage/2.5-force range.
  • NavMeshAgent creation is deferred until Chase begins and a valid level NavMesh point exists.
  • Removed invalid-at-spawn agents that caused Replay/StuckRecovery loops and bot-like pauses.
  • Disabled NavMesh auto-braking for more continuous pursuit.