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Rework in Progress . . . Stand by!
What this mod does
A UE4SS Lua mod for Subnautica 2 that lets you pick which creatures should not exist in your world.
Configure per-species in the in-game settings menu (Settings > Mods > Extinct Creatures), or flip the "All hostile creatures" master toggle to remove every predator in one click. Toggling a creature off restores any instances the mod hid.
Sibling to Passive Creatures — use that one if you want hostile creatures to stay around but ignore you, use this one if you don't want certain creatures to exist at all.
How it works
For each creature you toggle on, the mod registers a spawn hook on every blueprint class that creature ships under (some creatures have multiple — size variants, life stages, the Halfmoon ships as 3 visual variants, the Void Leviathan as Mother + Child). When SN2 streams an instance in, the mod hides it, disables collision, and disables tick. From your perspective the creature is gone — invisible, intangible, AI silent.
A sweep pass also handles already-loaded creatures, so toggling a creature on while it is right in front of you removes it immediately. Toggling off restores it.
Why not just destroy them? SN2's world spawner treats catalogued creatures as persistent world state. Calling K2_DestroyActor on a streamed-in creature causes the spawner to immediately recreate it at the same position — destroy-respawn loop at ~20 cycles per second. Neutralization avoids the loop because the actor still exists from the spawner's perspective.
Main features
• Pick the creatures you want gone, one toggle each, in the in-game settings menu.[/*]
• "All hostile creatures" master toggle — removes every predator in one click (covers all 3 Leviathans, Hammerhead, NibblerShark, NeedlerShark, Marrowbreach, TwinEel, BlightParasite, Clamthulu).[/*]
• Already-loaded creatures get removed immediately when you flip a toggle, not just future spawns.[/*]
• Reversible — toggle a creature off and the mod restores the instances it hid.[/*]
• Multi-form aware — flipping "Halfmoon" removes all three visual variants, "VoidLeviathan" removes Mother + Child, etc. You don't have to know which BPs exist.[/*]
• State saves across sessions (handled by SN2ModSettings).[/*]
• Hot-reload friendly: Ctrl+R reloads, sweep re-applies.[/*]
• 33 creatures supported across 44 blueprint classes.[/*]
Requirements
• Subnautica 2 (Early Access)[/*]
• UE4SS for Subnautica 2 (Nexus mod #36)[/*]
• SN2ModSettings (Nexus mod #20) — required, not optional. The in-game settings panel is the only way to configure the mod.[/*]
Single-player only. Multiplayer is untested — hiding creatures client-side likely desyncs with the host.
Installation
• Make sure UE4SS and SN2ModSettings are installed.[/*]
• Extract the ExtinctCreatures folder from this download into
<Subnautica2 install> Subnautica2 Binaries Win64 ue4ss Mods [/*]
• If the mod doesn't auto-load, add the line
ExtinctCreatures : 1
to ue4ss Mods mods.txt.[/*]
• Launch the game. Open Settings > Mods > Extinct Creatures.[/*]
• Toggle the creatures you want gone. Changes apply within ~1 second.[/*]
Console commands
Requires the Console Commands mod (Nexus mod #41) for the in-game console.
• extinct_status — print active extinctions and per-creature despawn counts this session.[/*]
• extinct_ping — liveness check.[/*]
Known limitations
• Progression risk. Removing a creature removes its drops, eggs, and scan target. Some are required for the tech tree or story scans. The mod does not enforce any safety — if you extinct something the game needs, you may soft-lock progression. Opt in per creature so you stay in control.[/*]
• Story beats. SN2 is early access. If a scripted encounter relies on a creature attacking, extincting that creature could stall the encounter. No known cases yet.[/*]
• Restored is not pristine. When you toggle a creature off, the mod un-hides and re-enables collision and tick. If the creature's AI expected to fire something while it was hidden (a despawn timer, a streaming cull, a perception update), behavior may drift slightly from "never neutralized." Untested over long sessions.[/*]
• Multiplayer. Untested. Hiding creatures client-side likely desyncs with the host.[/*]
• Patch fragility. Blueprint paths and class names can shift between SN2 early-access builds. If a creature stops responding to its toggle after a patch, the catalogue likely needs updating.[/*]
• Currently-implemented creatures only. Several creature folders exist in SN2's assets but ship no Blueprint yet (Snorkleback, the Vep family, WaterSlug, DroneBuddy). When the devs add them, this mod will need a catalogue refresh to cover them.[/*]
Coexistence with Passive Creatures
The two mods are designed to coexist. You can run both side by side:
• Use Passive Creatures to make hostile creatures ignore you (they stay in the world).[/*]
• Use this mod to remove specific creatures entirely.[/*]
If a creature is on both lists, extinction wins (you can't see a creature that isn't there).
Shout outs
• The Subnautica2Modding team for maintaining the SN2 UE4SS fork.[/*]
• The SN2ModSettings author for the in-game settings framework that makes this UX work.[/*]
• The original Subnautica modding community — this mod exists because SN1 had an "extinct" mod and I missed it.[/*]
No bugs reported yet. If you hit a problem, let the author know.
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