Mod

Epic Fight - Mod Compat

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Epic Fight - Mod Compat

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Addon making other mods' entities and weapons work with Epic Fight

No Theme
Adventure/Exploration
Custom Weapons
Hostile Mobs
Mod Addon
Mod Loaders
NeoForge
Minecraft

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About

Project Details

Type
Mod
License
All Rights Reserved
Latest Version
Epic Fight Compat 1.1.0 (NeoForge)
Authors
CurseForge
Modrinth

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CurseForge ID
Modrinth ID

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About

Description

Epic Fight Compat

A NeoForge 1.21.1 compatibility addon that wires entities and weapons from third-party mods into Epic Fight's combat system when a clean mapping to a vanilla preset already supported by Epic Fight exists.

Scope

The mod does two things:

  • Entities — when a modded entity functionally matches a vanilla one already patched by Epic Fight (zombie, skeleton, piglin, etc.), it's hooked into the same patch so it inherits Epic Fight's animations, armatures and combat behavior.
  • Weapons — when a modded weapon extends a vanilla class (SwordItem, AxeItem, BowItem…) and fits an Epic Fight archetype (sword, greatsword, longsword, dagger, spear, tachi…), it's assigned the matching preset explicitly instead of falling back to Epic Fight's generic default.

When no clean mapping exists, nothing is forced. Exotic mobs keep their own behavior, and weapons without a sensible archetype keep their vanilla defaults or Epic Fight's class-based fallback.

Supported mods

Mod Scope
Variants & Ventures Entities
Guard Villagers Entities
Eternal Nether Entities + Weapons
Illager Invasion Entities + Weapons
It Takes a Pillage Entities
Iron's Spells 'n Spellbooks Weapons
Simply Swords Weapons
Simply More Weapons
Mowzies' Mobs Weapons
Darker Depths Weapons
Quark Entities
Block Factory's Bosses Weapons
Supplementaries Entities
ReArm Weapons
Farmer's Delight Weapons
Hearth and Harvest Weapons
Mutant Monsters Weapons

All compat targets are optional dependencies. Only Epic Fight is required.

Epic Fight Compat

A NeoForge 1.21.1 compatibility addon that wires entities and weapons from third-party mods into Epic Fight's combat system when a clean mapping to a vanilla preset already supported by Epic Fight exists.

Scope

The mod does two things:

  • Entities — when a modded entity functionally matches a vanilla one already patched by Epic Fight (zombie, skeleton, piglin, etc.), it's hooked into the same patch so it inherits Epic Fight's animations, armatures and combat behavior.
  • Weapons — when a modded weapon extends a vanilla class (SwordItem, AxeItem, BowItem…) and fits an Epic Fight archetype (sword, greatsword, longsword, dagger, spear, tachi…), it's assigned the matching preset explicitly instead of falling back to Epic Fight's generic default.

When no clean mapping exists, nothing is forced. Exotic mobs keep their own behavior, and weapons without a sensible archetype keep their vanilla defaults or Epic Fight's class-based fallback.

Supported mods

Mod Scope
Variants & Ventures Entities
Guard Villagers Entities
Eternal Nether Entities + Weapons
Illager Invasion Entities + Weapons
It Takes a Pillage Entities
Iron's Spells 'n Spellbooks Weapons
Simply Swords Weapons
Simply More Weapons
Mowzies' Mobs Weapons
Darker Depths Weapons
Quark Entities
Block Factory's Bosses Weapons
Supplementaries Entities
ReArm Weapons
Farmer's Delight Weapons
Hearth and Harvest Weapons
Mutant Monsters Weapons

All compat targets are optional dependencies. Only Epic Fight is required.

Screenshots

Gallery

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  • 2026-05-14_09.47.36.png
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  • Guard Villager
    Guard Villager
  • Plunderer
    Plunderer From supplementaries
  • Illagers
    Illagers From Illager Invasion
  • Archer
    Archer From It Takes A Pillage
  • Thicket
    Thicket From Variants&Ventures
  • Verdant
    Verdant From Variants&Ventures
  • Murk
    Murk From Variants&Ventures
  • Piglin Hunter
    Piglin Hunter From Eternal Nether
  • Wraither
    Wraither From Eternal Nether
  • Corpor
    Corpor From Eternal Nether
  • Forgotten
    Forgotten From Quark

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~4,000
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CurseForge
~2,000
Modrinth
~2,000
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CurseForge
Modrinth
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