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Largo-CapsulePath-0.3.0 icon

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-5.4.2100 icon
BepInEx-BepInExPack

BepInEx pack for Mono Unity games. Preconfigured and ready to use.

Preferred version: 5.4.2100

README

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

  1. Install BepInExPack for Content Warning (listed as a dependency).
  2. Install this package with your mod manager (or drop CapsulePath.dll into BepInEx/plugins/).
  3. 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.VanillaCompatible assembly metadata)
  • Path is hidden from in-game camera footage and the camcorder viewfinder (toggleable: Hide path in camera footage in 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 (K recalc, O toggle)
  • Visual tuning update (thinner path, scaled markers)