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ModelEngine

Available since Warden Party 1.8.9. Direct ModelEngine mode attaches an imported model to a Warden. The base keeps Warden movement, anger and attacks while Warden Party handles health/hits, holograms, rewards, cooldowns and Phantom phases.

MythicMobs is optional for this mode. If you need a Mythic mob’s custom AI, skills or model animation setup, use MythicMobs mode instead.

  1. Install Warden Party 1.8.9 or newer and a ModelEngine 4.x release compatible with your exact Minecraft and Java versions.
  2. Put your .bbmodel in plugins/ModelEngine/blueprints/ and follow ModelEngine’s model import workflow. On current releases, /meg reload models imports the model and generates the pack; check the commands for your installed release.
  3. Distribute the generated resource pack through your server’s resource-pack setup. Warden Party does not build, host or send this pack.
  4. Restart the server and configure the model ID in the boss profile below.
  5. Run /wp reload, then /wp summon default in a non-peaceful world. Check the model, main hitbox, hologram height and Phantom phase.

Merge this into the existing profile; keep the rest of its health, rewards, sounds and movement settings:

plugins/WardenParty/config.yml
wardens:
default:
appearance:
type: MODELENGINE
modelengine:
model-id: "forest_guardian"
hide-base-entity: true
override-hitbox: true
# Example heights; adjust them for your own model.
offsets:
name: 3.6
hologram: 3.2

Replace forest_guardian with a loaded ModelEngine model ID, without the .bbmodel extension. This is not a MythicMobs mob ID.

SettingDefaultMeaning
appearance.typeVANILLAChoose MODELENGINE for direct model attachment, or VANILLA for a normal Warden.
modelengine.model-idEmptyID of the imported model. Required in direct model mode.
modelengine.hide-base-entitytrueHide the original Warden so only the custom model is visible.
modelengine.override-hitboxtrueApply the model’s main hitbox to the Warden. Set false to keep the vanilla hitbox.

The appearance.mythicmobs section is ignored in direct ModelEngine mode. Each boss profile can choose a different appearance, and that choice is shared by manual, scheduled and natural replacement spawns.

Configure the model’s visual size and animation design in ModelEngine. Warden Party’s scale setting changes the base entity attribute; it does not directly set ModelEngine render scale. Set suitable offsets.name and offsets.hologram so labels sit above the visible model.

Direct mode uses ModelEngine’s normal model behavior. It does not install MythicMobs attack skills, delayed custom attacks or a custom animation state machine. Use the MythicMobs example when your model pack provides those skills.

If ModelEngine is missing or disabled, the model ID is empty or unknown, or the API fails, Warden Party logs a warning and spawns a normal Warden. A partially created model/base is removed before the fallback is created.

Models are removed on boss defeat, /wp kill, /wp killall, /wp reload --killWardens and server shutdown. If another plugin removes the base, Warden Party cleans up its encounter on the next update. Plain /wp reload keeps active bosses; appearance changes take effect on the next spawn.

Existing configs without an appearance section retain their normal Warden behavior. Add the section to the profiles you want to change rather than deleting your configuration.

SymptomCheck
A normal Warden appearsRead the console warning and confirm ModelEngine is enabled and the configured model ID exists.
Both the model and Warden are visibleSet hide-base-entity: true and spawn a new boss after reloading.
The model shows items or incorrect texturesRebuild and distribute ModelEngine’s generated resource pack, then update it on the client.
Hits do not registerCheck the model’s main hitbox, hit permissions, item filters, cooldown and Phantom invulnerability.
Name/hit counter is inside the modelIncrease offsets.name and offsets.hologram.

See the upstream ModelEngine API and apply/remove model example for the APIs used by the integration.