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Epic Fight - Mod Compat
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Addon making other mods' entities and weapons work with Epic Fight
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Must be installed on both the client and the server.
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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.
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