HawChow-KillFeed icon

KillFeed

GTFO client kill cards, damage numbers, custom corpse-burst audio with coalescing, and customizable enemy names. BepInEx only.

Last updated a day ago
Total downloads 108
Total rating 0 
Categories Client Mods
Dependency string HawChow-KillFeed-1.1.4
Dependants 0 other packages depend on this package

This mod requires the following mods to function

BepInEx-BepInExPack_GTFO-3.2.3 icon
BepInEx-BepInExPack_GTFO

BepInEx pack for GTFO. Preconfigured and includes Unity Base DLLs.

Preferred version: 3.2.3

README

KillFeed

Standalone GTFO client-side feedback, BepInEx only.

Screenshot

Real in-game capture from the author's session — not a mock-up. The default see-through card sits at the lower left (弱点击杀 weakspot kill, then distance / max HP / enemy name), the amber 60! is a weakspot damage number, and the debris is the native corpse burst:

KillFeed weakspot kill card, weakspot damage number and corpse gore in a real GTFO session

Kill cards

Two compact lines: kill confirmation, then distance / optional max health / enemy name. Health-based MINOR / ELITE / BOSS tiers have been removed. Up to 3 cards by default (MaxCards: 1–6, oldest removed when full). Normal and weakspot kills use the original first-release skull artwork, unchanged. The card draws no panel at all by default (Layout/BackgroundOpacity = 0; raise it up to 0.9 for a tint), and the icon plus both text lines keep a 1 px dark shadow so they stay readable over bright scenes. Cards are compact and sit below the centre of the screen.

Damage numbers

Armor [6.75], normal 24.35, weakspot 81.2!: a consistent outlined type family with distinct size, mark and restrained semantic color. Short pop, outward arc and fade, inspired by Brotato. Default lifetime 0.72 seconds; capped at 64 active numbers. Uses final damage settlement where observable; otherwise calls the game's own resistance and limb/back-hit modifiers, following DamageAnalyzer's approach. Values retain decimals and include overkill rather than rounding all hits to integers.

Corpse feedback

Confirmed local kills use a 0.65-second damage window to scale corpse feedback. There is no enemy-ID allowlist: every credited local kill is scheduled unless the documented active/hidden caps are reached. The launch budget uses Corpse/MinLaunchDistance (3.8 m) and Corpse/MaxLaunchDistance (8.5 m), interpolated by damage and scaled 0.925–1.35× by body size; launch speed remains 4.2–8.6 m/s. Ragdoll lookup retries until the burst deadline rather than giving up after 0.35 s, and its rigidbodies launch radially. Each corpse attempts 3–7 separated native burst effects, plays the embedded original 420 ms custom burst WAV, falling back to local ENEMYEXPLODE if custom audio is unavailable; overlapping requests coalesce while preserving the pending cue across the cooldown boundary, and tries 2–6 destructible body regions. Each successful region first applies the game's own local CD_CharacterDestruction.ApplyDestruction visual on this client, then attempts the CD_GibData prefabs from the allowed setup matching the returned destruction ID (capped at 24 activations per corpse); captured gibs launch at 5.5–12 m/s along outward directions. Per-enemy logs report setup matches/calls, ragdoll readiness, limb/gib counts, actual FX count and sound result.

Cosmetic only: no added explosion damage, no teammate synchronization, no network destruction packets. Native explosion FX follows Localia's MoreCorpseExplosions approach; blood/dismemberment presentation is informed by More Gore for 7 Days to Die. Game assets from other titles are not bundled.

Enemy names and custom rundowns

Hikaria DamageAnalyzer's existing 29 name groups are included as defaults. Custom names are loaded from BepInEx/config/HawChow.KillFeed.EnemyNames.json, reloaded after saving without restarting. User overrides take precedence. MOD enemies not matched by a rule keep their own game data-block names. See the shipped documentation/config example for precise raw-name and ID rules.

Controls and test status

F7 toggles HUD visibility; F9 previews both cards and all three hit-number kinds, without corpse effects. Configure Corpse/Enabled, ExplosionDelay, TravelScale and DamageNumbers/Enabled, FontSize, Lifetime in HawChow.GTFOKillFeed.cfg.

The 1.1.4 build was gameplay-tested on 2026-10-18. The Test profile log records nine completed corpse bursts using the custom audio path and one coalesced burst plus its pending merged cue; the author confirmed audible playback. See the changelog for the embedded audio and cooldown-boundary fix. Visual behavior can still vary by enemy model.

Credits and feedback

  • Card presentation: Battlefield V Kill Feed style in Deep Rock Galactic.
  • Native explosion reference: Localia / MoreCorpseExplosions.
  • Damage reference and default name data: Hikaria / DamageAnalyzer (Tuesday1028/GTFO_DamageAnalyzer).
  • Floating-number implementation reference: dakkhuza / DamageNumbers.
  • Typography/motion reference: Brotato; design discipline: Leonxlnx / taste-skill. Independent implementation, no runtime dependency on these mods.
  • Website and feedback: qingju.me
  • 小黑盒开黑语音频道: 小黑盒开黑频道