
EverythingCanDieAlternative
Allows every monster / enemy to be damageable / hitable / killable - with in game configuration menu - dead enemies despawn as wellDetails
EverythingCanDieAlternative 1.1.67
This mod makes every enemy in the game killable with configurable HP. It aims to work with any modded weapon and any modded enemy.
- Easily configurable via UI
- You can leave enemies immortal in the config to hit the right balance, you can also disable my mod for enemies if you want to 100% preserve their original behaviour
- This mod removes dead enemies' corpses by itself (configurable)
Differences from Original Mod
- No separate shotgun/melee weapon settings
- No Explosion Effects on death
- An alternative version of the EverythingCanDie mod from TheFluff as it did not work for me with a few modded enemies
Configuration UI
Start the game > host a lobby > quit the lobby > check out the EverythingCanDieAlt menu or the .cfg files
- You can enable preview images for some enemies (may spoiler you!)
Killable Spring Example

Make Enemies Immortal

Disable ECDA For An Enemy

Global Settings

- The menu can be hidden / shown with
LethalConfigor inside thenwnt.EverythingCanDieAlternative.cfgunderEnableConfigMenu
Everyone needs to have this mod installed for it to work. Everyone should have the same config.
Mod Compatibilities
I implemented some compatibilities for popular mods. Let me know if you have any issues with said mods, as testing all of them is not possible for me alone.
| Compatibility implemented | Seem to work out of the box | Incompatible |
|---|---|---|
| SellBodiesFixed | Enhanced Monsters | EnemyHealthBars - HealthBar doesn't work |
| LethalHands | MoreCounterplay | |
| BrutalCompanyMinusExtraReborn | FairAi | |
| Hitmarker | ||
| LethalMin | ||
| HexiBetterShotgunFixed |
Report Bugs
Found a bug? Join the LC Modding Discord and let me know in my mod page:
| LC Modding Discord | My Mod Page |
Credits
Based on the original EverythingCanDie mod from here: Thunderstore page and GitHub.
Thank you nyakowint.
ClaudeAI did the coding.
Thank you Henni for testing with me.
Click for help for the .cfg files
For each enemy, you can configure:
nwnt.EverythingCanDieAlternative.cfg
.Unimmortal- Toggle if the enemy can be damaged (true/false) - Default is every enemy is killable.Health- You configure the enemy's health value completely to your liking- For reference: the shovel deals 1 damage, the vanilla shotgun either 1/3/5 based on distance, cruiser deals 12 damage at high speed, modded weapons work as well with their own stats
EnableConfigMenu- Toggle if the configuration ui should be shown in the main menuEnableInfoLogs- Toggle if info logs should be logged in the consoleShowEnemyImages- Toggle if preview images should be shown in the configuration uiProtectImmortalEnemiesFromInstaKill- Toggle if enemies should be protected from instakill effects when they are configured to be immortal, might get bypassed by other modsAllowSpikeTrapsToKillEnemies- Toggle to decide if the vanilla spike traps should be able to kill enemies
nwnt.EverythingCanDieAlternative_Despawn_Rules.cfg
.Despawn- Toggle if the model of the enemy should get forced to despawn after its deathEnableDespawnFeature- Master Switch to disable the despawn functionality as a whole if you encounter any problems with it
nwnt.EverythingCanDieAlternative_Enemy_Control.cfg
.Enable- Set to false to deactivate this mod for specific enemies to preserve their original health/hit behavior