Your Yes Steve Model character fights with Epic Fight animations.
Attacks, dodges, guards, skills, weapon combos - all of Epic Fight's combat plays on the model you chose in YSM, with the weapon in its hand, instead of on the default Epic Fight body. Outside of battle mode nothing changes: emotes, idle and walk animations stay with YSM.
Two Yes Steve Model characters in Epic Fight's battle mode, exactly as they look in game.
What you need
- Minecraft 1.21.1 on NeoForge, or Minecraft 1.20.1 on Forge
- Epic Fight 21.15 or newer (1.21.1) / 20.14 or newer (1.20.1)
- Yes Steve Model 2.6 or newer
Only 1.20.1
- Compatibility with Epic Fight: Touhou Little Maid.
Client side only. Nothing to install on the server; it works on any server where YSM and Epic Fight already work. Every player you see is posed with their own model, not only you.
How it works
Readable models (a folder or a zip with main.json inside) are converted into Epic Fight's own format on the fly. Epic Fight draws them itself, so weapons, armor, add-on effects and trails all work.
Encrypted models (.ysm files) are never decrypted. YSM keeps drawing them; the mod takes Epic Fight's pose and writes it into the skeleton YSM has in memory a moment before it draws. The weapon is drawn by Epic Fight on the same joints, so weapon add-ons (Nightfall, Weapons of Miracles and others) work on encrypted models too.
Small things that happen on their own:
- A model's built-in swords, bows and sheaths are put away during battle, so only the item actually in hand is shown.
- Models with two bodies (big and small, human and beast) are posed on whichever one is on screen. Turn into something that is not a person and the mod steps back until you turn back.
- Drawing a bow with the use key plays YSM's own animation; attacks with the attack key are Epic Fight's.
- YSM's start-up warning about Epic Fight is withdrawn, since this mod is that compatibility.
- Other players get the same treatment: whatever model YSM shows for them on your client is what fights, readable or encrypted, each with its own skeleton. Switching models mid-session is picked up on the spot.
Settings
Mod list → EpicYSM → Config, Alt + O, or /epicysm config. You can pick who draws held items, whether armor is drawn over readable models (off by default), whether to hide the model's own weapons, how much of YSM's animation keeps playing under Epic Fight's, hair and cloth physics for readable models, and diagnostics for bug reports.
Known limits
- A player whose model your client does not have (Yes Steve Model shares choices through the server, so it needs YSM there) is shown with the default Epic Fight body.
- A shield disappears while a two-handed weapon is held - the same rule Epic Fight uses.
- A model whose body bones are named in a way the mod cannot read is left to YSM.
Reporting a problem
Turn on Diagnostics in the log in the settings, reproduce the problem, and attach logs/latest.log and the file for your model from config/epicysm/bones/ to an issue on GitHub. Please do not attach the model itself unless it is yours.
Credits
EpicYSM is a bridge; the two mods do all the heavy lifting.
- Yes Steve Model by TartaricAcid and the YSM team
- Epic Fight by Yesman (Antikythera Studios)
Model files belong to their authors. Source code under MIT on GitHub.
По-русски
Ваш персонаж из Yes Steve Model дерётся анимациями Epic Fight: атаки, уклонения, блоки и скиллы играются на вашей модели с оружием в руке. Вне боя всё остаётся за YSM. Другие игроки на экране позируются так же, каждый со своей моделью.
Нужны Minecraft 1.21.1 на NeoForge (Epic Fight 21.15+) или Minecraft 1.20.1 на Forge (Epic Fight 20.14+), и Yes Steve Model 2.6+. Только клиент, на сервер ставить ничего не надо.
Открытые модели конвертируются в формат Epic Fight на лету. Зашифрованные .ysm не расшифровываются: YSM рисует их сам, а мод записывает позу Epic Fight в скелет модели прямо перед отрисовкой. Оружие рисует Epic Fight, так что аддоны с оружием работают и на зашифрованных моделях.
Настройки: список модов → EpicYSM → Config, Alt + O или /epicysm config. Подробное описание, ограничения и настройка отдельных моделей - в README на русском.
How to Install EpicYSM (Mod)
EpicYSM by Argorice is verified for Forge, Neoforge across Minecraft versions 1.20.1, 1.21.1 (latest release: 1.1.4, file size: 464 KB). Follow the steps below to install it safely from ModCraft.tv:
- Click the Download button above and select your Minecraft version (1.20.1, 1.21.1) and platform (Forge, Neoforge).
- Make sure you have the compatible loader or environment installed for Forge, Neoforge.
- Move the downloaded EpicYSM file into your Minecraft
.minecraft/modsfolder and launch the game.
All Versions
+ Add Version- Compatibility with Epic Fight: Touhou Little Maid. A maid of Touhou Little Maid dressed in a Yes Steve Model model came apart the moment she was set to fight: the add-on gives every maid Epic Fight's renderer and has one mesh for all of them, its own fox maid, and it asks the maid's ordinary renderer which texture to draw that mesh with - which, for a maid in a Yes Steve Model model, is that model's picture stretched over a body it was never drawn for. Such a maid is now taken the way a player in an encrypted model is: Yes Steve Model's own renderer for maids draws her, through the entry Touhou Little Maid draws her through (the renderer's plain render is a vanilla body), Epic Fight's pose is written into her bones the moment before she is drawn, and Epic Fight draws the weapon in her hand on the model's own joints. Every maid in a Yes Steve Model model goes this one way, readable model or not, and nothing is decrypted. A maid without a Yes Steve Model model is still the add-on's, and a maid not set to fight is Yes Steve Model's alone, as before. Touhou Little Maid draws the maid's speech bubble before it hands her to Yes Steve Model, so the pose is written at the first thing Yes Steve Model itself draws, not at the first thing drawn.
- A maid's weapon is drawn on her model's own hand, as a player's is. An item renderer that skins its mesh to the patch's armature - Nightfall's Yamato, sheath and blade - is given this mod's stand-in armature, with the model's joints in it, through the patch's armature field; a maid of Touhou Little Maid answers for her armature from a table by weapon first, and a weapon in that table (the blade in its sheath) was answered with Epic Fight's own biped, shared by every body, so the blade and the sheath were drawn at the biped's proportions and on whatever pose that shared skeleton last held. The tables are set aside for the length of the draw, on any body that is not a player, and she answers with the stand-in.
- The live copy of a model chosen for a body is now looked for under the object that holds that very entity before the one nearest the texture: a player and a maid in the same model have a copy each, and either could be taken for the other's while both were on screen.
- A copy of the model that hangs below Yes Steve Model's record of another body - another player's, or a maid's, when two wear the same model - is never taken for this one: posed from two overlays at once, a model came apart. It is the last choice, and when it is the only one left, nothing is taken and the copy that went still is kept instead.
- Under shaders a body is drawn twice a frame - the shadow pass, then the world - on one write of Yes Steve Model's animation, and the check that says whether Yes Steve Model still animates the copy being posed compared one draw with the next. Whenever the draws fell so that the sample was taken in the shadow pass, the copy read as no longer drawn, the model was read again, and again a s
Minecraft 1.20.1, Forge 47. Requires Epic Fight 20.14+ and Yes Steve Model 2.6+. Client side only.
One fix: an encrypted model put on again with shaders on was no longer posed.
- Encrypted models: after a model had been taken off and put on again with shaders on (Iris on 1.21.1), it was not posed any more. By then Yes Steve Model had built its first-person model - six bones of arms alone - and that rig hangs beside the body under the same texture; the skeleton search took whichever hung closest, found only arms, gave up, and stayed given up until the next change of model. A rig with no trunk and no head is no longer taken for the body: one that has them wins whatever hangs closer, and when arms are all there is, the body is looked for again instead of given up on.
The same fix is on the
main branch for Minecraft 1.21.1 / NeoForge.- Every player on screen is posed, not only your own. Each encrypted model gets its own skeleton overlay, which is dropped when the player leaves or picks another model. Still client side only: Yes Steve Model shares model choices and Epic Fight shares combat state, so nothing goes on the server.
- When Yes Steve Model keeps two copies of a model (its cache and the one built for the player), the copy it actually animates is the one posed; a copy that never moves is passed over.
- The reasons the overlay steps back from a model are always written to the log now, not only with diagnostics on.
## EpicYSM 1.0.3
- A renderer from another mod failing inside the player's render no longer ends the frame with "Pose stack not empty": whatever it left on the pose stack is dropped, and the failure is one line in the log.
- The buffer source handed to Yes Steve Model during the re-render is a real
BufferSourcenow, so armor, cosmetic and weapon layers that cast it to flush their batches work instead of throwing. - A single failed re-render no longer switches the overlay off for the whole session; it takes three before the mod steps aside.
- When Yes Steve Model rebuilds its model objects mid-session (its own screen, a resource reload, a player coming back into view), the overlay notices that the skeleton it poses is no longer the one drawn and reads the model again. Previously the pose was silently lost until the model was switched.
- Same version on the
1.20.1branch (Minecraft 1.20.1 / Forge 47, Epic Fight 20.14+).
## EpicYSM 1.1.0
- In bed. A readable model lies down the way vanilla lays a player down, in its rest pose, instead of being posed by Epic Fight's sleeping animation, which is written for Epic Fight's own body and stood a converted model on its head. An encrypted model is left to Yes Steve Model's own sleeping animation while the player sleeps.
- Compatibility with mods that draw the player themselves. Epic Fight has one slot for the player renderer; this mod now keeps whatever renderer was there before it (Epic Fight's own or another mod's) and hands players over to it when they are not its business: while another mod owns a player's look (a transformation that gives the player a skeleton of its own, or a mod-specific detector says so), and for players without a Yes Steve Model when another mod's renderer was there first. A renderer that turns up in front of this mod's is wrapped the same way.
- A player hidden by another mod stays hidden on Yes Steve Model models too. Whoever cancels the player's render before Epic Fight draws (the way mods hide a player for a teleport or a cut) also keeps this mod from re-rendering Yes Steve Model, and Yes Steve Model's own render event is refused for the player for as long as that lasts - so the model is not drawn through any of its paths, the body seen from the first person included.
- An animation that carries the body away or shrinks it to nothing (the way a character is made to v
- Every player on screen is posed, not only your own. Each encrypted model gets its own skeleton overlay, which is dropped when the player leaves or picks another model. Still client side only: Yes Steve Model shares model choices and Epic Fight shares combat state, so nothing goes on the server.
- When Yes Steve Model keeps two copies of a model (its cache and the one built for the player), the copy it actually animates is the one posed; a copy that never moves is passed over.
- The reasons the overlay steps back from a model are always written to the log now, not only with diagnostics on.
## EpicYSM 1.0.3
- A renderer from another mod failing inside the player's render no longer ends the frame with "Pose stack not empty": whatever it left on the pose stack is dropped, and the failure is one line in the log.
- The buffer source handed to Yes Steve Model during the re-render is a real
BufferSourcenow, so armor, cosmetic and weapon layers that cast it to flush their batches work instead of throwing. - A single failed re-render no longer switches the overlay off for the whole session; it takes three before the mod steps aside.
- When Yes Steve Model rebuilds its model objects mid-session (its own screen, a resource reload, a player coming back into view), the overlay notices that the skeleton it poses is no longer the one drawn and reads the model again. Previously the pose was silently lost until the model was switched.
- Same version on the
1.20.1branch (Minecraft 1.20.1 / Forge 47, Epic Fight 20.14+).
## EpicYSM 1.1.0
- In bed. A readable model lies down the way vanilla lays a player down, in its rest pose, instead of being posed by Epic Fight's sleeping animation, which is written for Epic Fight's own body and stood a converted model on its head. An encrypted model is left to Yes Steve Model's own sleeping animation while the player sleeps.
- Compatibility with mods that draw the player themselves. Epic Fight has one slot for the player renderer; this mod now keeps whatever renderer was there before it (Epic Fight's own or another mod's) and hands players over to it when they are not its business: while another mod owns a player's look (a transformation that gives the player a skeleton of its own, or a mod-specific detector says so), and for players without a Yes Steve Model when another mod's renderer was there first. A renderer that turns up in front of this mod's is wrapped the same way.
- A player hidden by another mod stays hidden on Yes Steve Model models too. Whoever cancels the player's render before Epic Fight draws (the way mods hide a player for a teleport or a cut) also keeps this mod from re-rendering Yes Steve Model, and Yes Steve Model's own render event is refused for the player for as long as that lasts - so the model is not drawn through any of its paths, the body seen from the first person included.
- An animation that carries the body away or shrinks it to nothing (the way a character is made to v
## EpicYSM 1.0.1
- Files inside a readable model are read only by paths that stay inside that model's folder or zip; a
ysm.jsonpointing outside (.., absolute paths, drive letters) is ignored. - Yes Steve Model's class list is taken from the mod loader's scan instead of reading the YSM jar from disk.
First release. Minecraft 1.21.1, NeoForge. Requires Epic Fight 21.15+ and Yes Steve Model 2.6+. Client side only.
- Readable YSM models are converted into Epic Fight meshes and skeletons, keeping the model's proportions.
- Encrypted
.ysmmodels are posed through YSM's own skeleton without decryption; Epic Fight draws the weapon in hand. - Built-in weapons and sheaths of a model are put away in battle (
config/epicysm/hidden-bones.txtfor extra names). - Two-body models (big/small, human/beast) are posed on the body that is on screen.
- Bow and crossbow with the use key play YSM's animation; Epic Fight keeps the attack key.
- Weapon add-ons that pose Epic Fight's armature themselves (Nightfall, Weapons of Miracles) work on encrypted models through a stand-in armature.
- Settings screen (mod list → Config, Alt + O, or
/epicysm config); armor over readable models is off by default;/epicysm list,/epicysm reload. - YSM's start-up warning about Epic Fight is withdrawn.