How it works
- Drop your MythicMobs mob files into
plugins/NMEntities/Mobs/and your skill files intoplugins/NMEntities/Effects/. - Restart the server or run
/nme reload. - On load, NMEntities detects the MythicMobs format and translates both mobs and skills into its own mobs and named effects.
Loaded N mob(s) and Loaded N effect(s) lines tell you what came through, and /nme debug lists anything that didn’t.
What translates
Mobs. MythicMobs options map onto NMEntities’ mob fields:
Skills. MythicMobs skills become named effects. Mechanic lines keep working as-is: NMEntities uses the same
mechanic{attr=value} @targeter syntax, the same attribute names and the same aliases for every supported mechanic. Sequenced skills (delay), auras (repeat/pulse) and variables all carry over.
What to check after importing
NMEntities implements the MythicMobs mechanics that map cleanly to the vanilla API, but not the engine-specific subsystems. After a translation, look over:- Unsupported lines. Anything that couldn’t be translated is marked in the converted file with a comment carrying the reason, for example:
Check the mechanics catalog for what’s available.
- Conditions. MythicMobs’ condition system is replaced by NMEntities’ own condition language on
ifandwhile. Skills that leaned on MM conditions need that logic re-expressed, usually in fewer lines. - Triggers. NMEntities exposes five triggers directly on effect lines. MM trigger setups outside those may need restructuring.
Test the result
/nme spawn <mob>any translated mob and pick a fight with it./nme effect start <effect>fires any translated skill on yourself for a quick check.- The Entities menu (
/nme gui) shows every translated mob as a spawn egg for fast browsing.

