EnemyHighlights
Accessibility-focused Warframe-styled mod that highlights enemies and optionally recolors aimed-parts, with configurable colors and intensity.
By Coruscnium
| Date uploaded | 2 weeks ago |
| Version | 1.0.0 |
| Download link | Coruscnium-EnemyHighlights-1.0.0.zip |
| Downloads | 23 |
| Dependency string | Coruscnium-EnemyHighlights-1.0.0 |
This mod requires the following mods to function
BepInEx-BepInExPack_Mycopunk
BepInEx pack for Mycopunk. Preconfigured and ready to use.
Preferred version: 5.4.2403Sparroh-ModSettingsMenu
In-game mod config editor plus click-and-drag HUD reposition mode for compatible mods.
Preferred version: 2.0.3README
EnemyHighlights
Warframe-style enemy highlight for Mycopunk — enemies get a bright, configurable color overlay so you never lose them against the environment. Made for visibility, not cheating.
Features
- Enemy Highlight — a color coat over every enemy, like Warframe's enemy highlight. Configurable hex color and 0–100 intensity (opacity + glow).
- Targeting Recolor — recolors the game's pointed-at-part overlay with your own color and opacity instead of the health gradient.
Not a wallhack
The overlay is fully depth-tested: walls, terrain hiding highlighted enemies exactly like vanilla. Burrowed enemies stay hidden, and Optical Jammer clouds still conceal everything inside them. If the game doesn't show it, this mod doesn't either.
Configuration
Edit in-game via ModSettingsMenu (F10), or in BepInEx/config/enemyhighlights.mycopunk.cfg:
| Setting | Default | Description |
|---|---|---|
| HighlightColor | FF2A00 | Hex color (RRGGBB) of the enemy overlay |
| HighlightIntensity | 30 | 0 = off (vanilla), 100 = solid bright coat |
| TargetingColor | FF2A00 | Hex color (RRGGBB) of the aimed-part overlay |
| TargetingIntensity | 0 | 0 = vanilla health-gradient overlay, 100 = fully opaque |
Changes apply live — no restart needed.
Client-side
Works in any lobby; only you see the highlights.
CHANGELOG
Changelog
1.1.0 (2026-08-06)
Changed
- Fresnel rim shader via AssetBundle. The flat full-body color coat is replaced with
a Warframe-style fresnel rim glow — a custom shader shipped in the
enemyhighlights_rimbundle. The rim glows at silhouette edges; front-facing surfaces stay fully visible. - Intensity remapped. Intensity now controls brightness (HDR, blooms at high values) and rim width. Low intensity = wide soft glow; high intensity = bold bright outline. No more 15% alpha floor.
Fixed
- Skinned enemies no longer render in bind-pose (the "floaty mesh" bug).
- Targeting overlay no longer poisons its cached vanilla values when settings change while an enemy is aimed.
- Config file watcher no longer reloads twice per save or throws errors when ModSettingsMenu writes the file.
1.0.1 (2026-07-23)
Changed
- GUID renamed from
enemyhighlights.mycopunktocoruscnium.enemyhighlightsfor consistency with other mods. - Removed
thunderstore.toml(not required by Thunderstore package spec).
1.0.0
- Initial release.
- Warframe-style enemy highlight overlay: configurable hex color and 0–100 intensity (opacity + glow), applied to every enemy, fully depth-tested (no wallhack).
- Targeting recolor: override the pointed-at-part overlay color and opacity.
- Live config reload; editable in-game via ModSettingsMenu (F10).