CapsulePath
Draws a glowing route back to the capsule along the real walkable path (stairs and all). Client-side, vanilla-compatible, hidden from camera footage. Keys rebindable in Settings -> MODS.
| Date uploaded | 2 days ago |
| Version | 0.3.0 |
| Download link | Largo-CapsulePath-0.3.0.zip |
| Downloads | 281 |
| Dependency string | Largo-CapsulePath-0.3.0 |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2100README
CapsulePath
A client-side navigation helper for Content Warning that draws a glowing route from where you are back to the capsule (the diving bell), with animated arrows pointing the way home.
How to use
- K — calculate / recalculate the route to the capsule
- O — show / hide the route
Both keys are rebindable in Settings → MODS. A short status message pops up on
screen when you press them, so you always know what happened — for example
47 m to capsule, or a nudge to press K first if there's no route yet.
New here? Press K first to draw a route. O only shows/hides an already-calculated one, so on a fresh dive it looks like nothing happens.
Features
- Follows the real walkable route — stairs, slopes and corners included, instead of a straight line through the geometry
- Animated chevrons flow along the line toward the capsule
- Hidden from camera footage by default, so it never leaks into your clips or the camcorder viewfinder — toggle in settings
- On-screen status marker so you can always tell the path is active — toggle in settings
- Vanilla-compatible — does not affect random / public matchmaking
- Client-side only — no network traffic, nothing changes for other players
Installation
- Install
BepInExPackfor Content Warning (listed as a dependency). - Install this package with your mod manager (or drop
CapsulePath.dllintoBepInEx/plugins/). - Launch the game. Start a dive, then press K to draw the route.
Notes
- The route targets the diving bell, so it only appears once you're on a dive.
- Everything is visual-only; it never touches gameplay, physics, or other players.
Links
CHANGELOG
Changelog
0.3.0
- On-screen status marker: pressing the keys now shows a short message on the left of the screen (route length, "press K to calculate", a hint when the path is hidden, etc.), so you always get feedback — toggle "Show on-screen status" in Settings -> MODS
- The route now targets the actual diving bell object instead of an approximate anchor, so it leads to the capsule instead of stopping a few metres short
0.2.1
- Path now follows stairs and slopes instead of cutting under them: corner-to-corner chords are densified every 0.75 m and re-projected onto the NavMesh before smoothing
0.2.0
- Vanilla-compatible: the mod no longer affects random/public matchmaking
(
ContentWarning.VanillaCompatibleassembly metadata) - Path is hidden from in-game camera footage and the camcorder viewfinder
(toggleable:
Hide path in camera footagein Settings -> MODS, on by default) - No more knots/loops in the path line: switched smoothing to centripetal Catmull-Rom and collapsed near-coincident NavMesh corners
- Keys are now rebindable in Settings -> MODS (
Recalculate path key,Toggle path key) - Fixed capsule anchor being re-recorded mid-dive when bot count dipped to zero
- Hotkeys no longer fire while menus are open (including during key rebinding)
- Path line now renders semi-transparent as intended (Sprites/Default shader)
- No more stale arrows frozen in the air on very short paths
- Partial NavMesh paths are logged as a warning
0.1.0
- Initial Thunderstore release
- Path rendering from current player position to capsule
- Manual controls (
Krecalc,Otoggle) - Visual tuning update (thinner path, scaled markers)