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SosoTeam-EchoMannequin-1.2.8 icon

EchoMannequin

A portable mirror and monster decoy for inspecting outfits and animations. Features stationary modes, owner-matched health, inventory storage, and floor-based deployment.

Date uploaded a month ago
Version 1.2.8
Download link SosoTeam-EchoMannequin-1.2.8.zip
Downloads 162
Dependency string SosoTeam-EchoMannequin-1.2.8

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
Zehs-REPOLib-4.2.0 icon
Zehs-REPOLib

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

Preferred version: 4.2.0

README

Echo Mannequin

See your character from the outside. Test what you wear. Watch how it moves.

Echo Mannequin adds a portable mirror of your R.E.P.O. character. Place it in front of you to inspect your appearance, watch your animations, and check how worn items behave while you move.

It is designed as a visual testing companion for players, cosmetic creators, and mod developers.

What is it useful for?

  • Testing worn items: inspect how clothing, accessories, and attached equipment sit on your character. Look for clipping, floating parts, incorrect placement, and awkward movement.
  • Checking animations: observe walking, turning, jumping, crouching, and tumbling from an outside view.
  • Comparing outfits: change your appearance and inspect the result on the mannequin, including colors and supported worn models.
  • Inspecting a pose: freeze the mannequin to examine a particular posture or attachment more closely.
  • Making demonstrations: use the stationary modes to frame screenshots and record character or equipment showcases.
  • Distracting monsters: an active mannequin attracts nearby monsters and can redirect an ongoing chase, giving players another way to create space or change a monster's route.

The mannequin copies appearance and pose. It does not reproduce a worn item's gameplay effects, storage, protection, or other item logic. Use it to inspect visual behavior rather than to measure damage or test a second player's interactions.

Three modes

Hold the mannequin with the normal grab and press E to cycle through the modes. The current mode appears on screen.

Mode Behavior
1 - Normal Mirrors the owner's movement, facing, and pose.
2 - Walk in Place Mirrors the owner's animations without horizontal movement. Jumping, crouching, and tumbling still work.
3 - Freeze Holds the current pose and stays in place. Clothing and color updates continue.

Walk in Place follows your movement animations; it does not make the mannequin walk automatically when you are idle.

How to use

  1. Start a modded game and load a level.
  2. With RepoAdminMenu installed, open its item menu using F8 with the default binding.
  3. Find and spawn Echo Mannequin.
  4. Grab it to bind it to your character.
  5. While holding it, press E to choose a mode.
  6. Drop or throw it onto the floor in front of you.

The mannequin stays compact while held or airborne. It unfolds and activates when it touches a supporting floor surface. Hitting a wall, ceiling, player, or grabbable object does not activate it.

In the shop, the mannequin stays curled and compact wherever the shop places it. Until a player first touches it, it uses a neutral base appearance without player colors, cosmetics, or worn equipment. The first player to grab or store it becomes its owner, and it then changes to that player's live appearance in Walk in Place mode. Its price remains 30,000-40,000.

One Echo Mannequin is guaranteed during each normal shop visit.

Once activated, it stays active during jumps and falls. Pick it up to pack it again. You can store and retrieve it using the game's normal inventory controls.

Removing the mannequin from an inventory slot automatically selects Walk in Place mode. You can then keep that mode or press E while holding it to select another one before deployment.

The mirror direction is set from your facing direction when it activates. Pick it up and place it again to reset that direction. Q remains your normal tumble control; the mannequin follows the resulting pose in modes 1 and 2.

Appearance and worn items

The mannequin copies the owner's visible model, materials, colors, facial blend shapes, and supported cosmetic attachments. It also looks for worn models attached outside the main character mesh, including the CARGO backpack's worn model.

Changes to attached clothing are checked approximately every 0.2 seconds. Removed attachments are removed from the copy. Appearance updates continue in Freeze mode while the captured pose stays still.

Custom effects or unusual attachment systems may need additional compatibility work. Support for every cosmetic mod is not guaranteed.

Installation

Install through Thunderstore Mod Manager or r2modman with the required dependencies:

  • BepInExPack 5.4.2305
  • REPOLib 4.2.0

For manual installation, place EchoMannequin.dll in your profile's BepInEx/plugins/EchoMannequin folder.

RepoAdminMenu is optional and is not bundled. The spawning instructions above use it; it is not required for the mannequin's core behavior.

Multiplayer and current limitations

  • Every participant needs the same version of Echo Mannequin and its dependencies.
  • The host controls mannequin movement and mode changes. Picking it up binds it to the player who grabs it.
  • Modes are retained while carrying or storing the item within the current scene. Mode persistence between levels is not implemented.
  • A mannequin must have floor support to copy a jump. Freeze mode does not jump.
  • An active mannequin attracts monsters within approximately 35 meters through their normal investigation state. The Head Grabber can approach and physically pull it. The mannequin never registers a synthetic player in the game.
  • Slow Mouth can approach, latch onto, vomit on, and damage an active mannequin.
  • Each item's inventory icon is rendered from that mannequin's current live model, including the skin and worn items of the player who last touched it.
  • Its maximum health follows its owner's maximum health. On first binding, its current health starts from the owner's current health. Hits produce visible impact feedback. At zero health, or when its owner dies, it uses the game's native debris, smoke, sound, and camera-shake effect, then that individual item is removed from the map.
  • It is a physical item, not another player: it has no voice or terminal interaction and cannot interfere with player, grenade, shop, or inventory systems.
  • The current in-game mode labels are in Russian; their numbering matches the English table above.

Development status: experimental build. Version 1.2.8 compiles successfully, and its mirror, activation, jump, neutral-shop-preview, inventory-icon, synchronized grab-volume, Cleanup Crew, and destruction safeguards pass automated checks. A full in-game regression pass and two-player verification of this version are still pending.

CHANGELOG

Changelog

1.2.12

  • Prevented held physical items from entering the live replica through avatar or cosmetic attachment roots, fixing the oversized drone model returning after later grabs.
  • Changed the mannequin to the compact small-item shop volume with a neutral rotation so guaranteed copies use tabletop display slots.
  • Replaced the emissive donor particle material on untouched shop copies with an opaque dark neutral material.

1.2.11

  • Removed the source drone meshes, lights, and solid colliders from the registered prefab so shop activation can no longer reveal the oversized donor model or reuse its bounds.
  • Refreshed the mannequin's cached physics profile after the game's initialization and aligned visible geometry with the capsule, keeping the grab beam and held model centred together.
  • Preserved the source particle renderers used by impact and destruction effects.

1.2.10

  • Fixed guaranteed shop mannequins spawning as invisible items when the nearest player's hidden tumble rig had no usable renderer.
  • Added a self-contained curled neutral mannequin model for untouched shop items. It is independent of player skins, cosmetics, worn equipment, and local avatar visibility.
  • Untouched shop mannequins no longer bind to the nearest player merely to build their preview. The complete live replica is created only when a real player first grabs or stores the item.

1.2.9

  • Fixed the guaranteed-shop hook replacing later item rolls with fresh filtered lists. Those copies prevented the game from removing selected products from its real pool and caused repeated items and broken shelf variety.
  • The hook now removes only Echo Mannequin from the original pool when reserving its single guaranteed slot. Every other shop slot keeps the game's native selection and depletion behavior.

1.2.8

  • Shop mannequins now remain in a compact curled state wherever the shop places them.
  • Before the first real player touch, a shop mannequin displays a neutral base body without that player's colors, cosmetics, or worn equipment.
  • The first player to grab or store it becomes its owner; the mannequin then rebuilds with that player's full appearance and starts in Walk in Place mode.
  • Removed shop-floor relocation because compact shop mannequins are now valid on counters and shelves.

1.2.7

  • Shop staging grabs are no longer mistaken for a player's first touch, so the mannequin continues moving from its display slot to the physical floor after the shop finishes arranging items.
  • After the guaranteed mannequin is selected, later shop rolls filter it out. Mods that raise item limits can no longer scatter extra mannequins across tables and cabinets.
  • The carried miniature and deployed mannequin now have separate collider sizes, with the game's cached centre and dimensions updated at the same time. The grab beam stays centred on the visible model in both states.

1.2.6

  • Fixed copied limbs and worn parts drifting away or disappearing by preserving the avatar's parent-relative bone transforms.
  • Stopped copying first-person camera visibility property blocks into the mannequin, so crouching, tumbling, and grabbing no longer hide body sections or turn them white.
  • Replaced the changing grab capsule with one fixed full-body hit volume. The beam, projectiles, and cached item centre now use the same stable position.
  • Shop copies repeatedly choose the lowest physical surface directly below their display slot until first touched, preventing a later shop-layout pass from leaving them on a counter or table.
  • Added dedicated Cleanup Crew behavior: it enters its native throw state for nearby mannequins, and its detached explosive head homes toward the mannequin.

1.2.5

  • Removed the forced grab point. The beam now stays on the exact place clicked on the mannequin instead of pulling toward an offset center.
  • Stopped using the physical object's transient hidden flag as inventory state, preventing repeated enter/leave transitions.
  • Inventory snapshots are retained until the mannequin itself is destroyed, so cached slot images no longer turn white or disappear.
  • Restored the previous RenderTexture even if icon capture is interrupted during scene shutdown.
  • All mannequins belonging to a player are destroyed when that player dies; stored copies are safely dropped before native destruction.
  • Enlarged the deployed physical hit area to a full character-sized capsule.
  • Hits now trigger the source item's native impact particles and audio, making successful damage visible.
  • The Huntsman's shot endpoint follows an active mannequin's physical center, preventing investigation spread from repeatedly missing it.

1.2.4

  • Fixed guaranteed shop spawning by reserving only a display volume compatible with the mannequin; purchase limits no longer inherit an invalid zero value.
  • Removed stale grab colliders from the source item and added a centered force-grab point, fixing the elevated beam and oversized selection bounds.
  • Inventory icons now capture a still snapshot when the owner changes or the item is stored instead of rendering repeatedly while stored.
  • Kept the copied body visible while its owner tumbles and included owner tumble renderers that live under the physical tumble rig.
  • Replaced per-frame monster path overrides with the game's investigation state at a controlled interval for smoother reactions.
  • Added physical pull handling for the Head Grabber (the knight-like monster) without creating a fake player or death head.
  • Deferred native destruction until the item is released, preventing broken grab beams from disabling later inventory interactions.
  • Cleared the render camera target before releasing live-icon textures, removing the repeated RenderTexture errors.

1.2.3

  • Inventory slots now render each mannequin's actual live replica, including the appearance and worn items of the player who last touched it.
  • Replaced the temporary custom break flash with R.E.P.O.'s native physical-object destruction: material debris, smoke, impact audio, and distance-based camera shake.
  • A destroyed mannequin is now removed from the map through the game's per-object network destruction path.
  • One Echo Mannequin is now guaranteed in every normal shop visit.
  • The shop copy still snaps from its assigned display volume to the nearest walkable floor and starts in Walk in Place mode.

1.2.2

  • Removed the synthetic player entity that could make all shop items disappear, break inventory storage, and leave grenades exploding repeatedly.
  • Breaking one mannequin now affects only that instance. The broken physical item remains collectible and is repaired when equipped again.
  • Added a metallic debris, cyan spark, and flash effect when a mannequin breaks.
  • Monsters are now redirected toward active mannequins without registering mannequins as players.
  • Slow Mouth can move to, latch onto, vomit on, and damage an active mannequin.
  • Shop mannequins now snap to the nearest walkable NavMesh floor and cannot remain on tables or shelves.
  • Replaced the inventory, shop, and package icon with a full-body miniature player-copy image.

1.2.1

  • Mannequins now switch to Walk in Place mode whenever they are removed from an inventory slot.
  • Replaced the investigation-only lure with an isolated lightweight player target attached to the mannequin.
  • Active mannequins now trigger each monster's normal vision reaction and expose the item's network ID as the chase target.
  • Disabled all normal player, health, tumble, camera, save, and input behavior on the lightweight target.
  • Direct player-target damage is redirected into mannequin health and cannot damage the owner through the proxy.

1.2.0

  • Shop mannequins now start in Walk in Place mode, allowing them to turn and animate without leaving their spot.
  • Shop mannequins are moved to the lowest supporting floor below their assigned display position instead of remaining on shelves.
  • Active mannequins now attract nearby monsters and redirect standard chase navigation as a distraction.
  • Added mannequin health based on the bound owner's current and maximum health.
  • Added damage handling for enemy attacks that hit physical objects; the mannequin is destroyed at zero health.
  • Added current and maximum health to the held-item mode display.

1.1.1

  • Added a vertical jump impulse when the owner jumps, in Normal and Walk in Place modes, while the mannequin has floor support.
  • Replaced timed deployment with activation on floor contact.
  • Kept thrown mannequins compact until landing; wall and ceiling impacts do not activate them.
  • Kept deployed mannequins active during jumps and falls until picked up again.

1.1.0

  • Added mirrored movement and facing.
  • Added three modes: Normal, Walk in Place, and Freeze.
  • Added mode cycling with E while holding the mannequin and an on-screen mode label.
  • Expanded appearance copying to include worn models attached outside the main avatar mesh.
  • Kept clothing and color updates active while the pose is frozen.

1.0.0

  • Added the Echo Mannequin item, inventory handling, and live appearance and pose copying.