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Cartur-Carturs_Combat_Text-1.2.0 icon

Carturs Combat Text

WoW-style floating combat text on enemies: retail fling on ordinary hits, a fast crit pop on backstabs, staggers, weak spots and outsized hits, in a Friz-like font.

Date uploaded 2 weeks ago
Version 1.2.0
Download link Cartur-Carturs_Combat_Text-1.2.0.zip
Downloads 12
Dependency string Cartur-Carturs_Combat_Text-1.2.0

This mod requires the following mods to function

denikson-BepInExPack_Valheim-5.4.2333 icon
denikson-BepInExPack_Valheim

BepInEx pack for Valheim. Preconfigured with the correct entry point for mods and preferred defaults for the community.

Preferred version: 5.4.2333

README

Cartur's Combat Text

World of Warcraft style combat text for Valheim, timed against retail WoW footage frame by frame. Numbers on trees, ore, buildings, crafting and pickups are untouched - this only changes what you see over a creature you just hit.

  • Ordinary hits fling off to one side in a short arc and are gone in about half a second, like retail WoW.
  • Crits pop: they snap to a big peak and are back to size within about 0.14s, then sit on the creature for about a second and a half. A crit is a backstab, a stagger, an elemental weakness hit, or a hit at least twice your recent average against that kind of enemy.
  • Enemy hit numbers are 2x vanilla size, crits 3x.
  • Colours are the game's own.
  • Numbers are drawn in Federo, the closest free match to WoW's damage font. Set General / Font to empty for the game's font, or to any loaded font name or a .ttf/.otf in the mod's fonts folder.
  • Readable from further away - raised from vanilla's own text-visibility distance so a bow shot from range still shows a number.

Healing and block text are exactly what vanilla already drew.

Install

Use a mod manager (r2modman / Thunderstore / Gale) and it pulls in BepInEx for you. Manually: drop the CarturCombatText folder (the DLL and its fonts folder) into BepInEx/plugins.

Client-side. The server doesn't need it and neither do the people you play with. Federo is under the SIL Open Font License (fonts/OFL.txt).


Free, and always will be. If it improved your game you can tip me on Patreon.

Discord — bug reports, install help, and mod requests. Bug reports get their own thread so nothing is lost in a chat scroll, and requests are voted on.

More from Cartur: HD Blood · Map Pins · Compass and Clock · Safe Stamina · Follow Command · Flooring · UI HUD · Waste Management · Feeding Trough · Build Camera

CHANGELOG

Changelog

1.2.3

  • New icon in the Cartur's Mods style. The mod itself is unchanged from 1.2.2 (BepInEx still reports 1.2.2).

1.2.2

  • In-game screenshots in the README. No code changes.

1.2.1

  • New icon, and the README is rewritten: a fuller description of what the mod does, every setting and default checked against the code, and image captions that match the pictures. No code changes.

1.2.0

  • Retail WoW motion, measured frame by frame from 60fps WoW footage. Ordinary hits fling off to one side in a short arc and fade in about half a second. Crits stay on the creature for about 1.5s.
  • Crit pop now shrinks straight back to size by ~0.14s, with no undershoot.
  • No more recolouring: crits keep the game's colours and are no longer bold.
  • New default font, Federo (SIL Open Font License), the closest free match to WoW's damage font. An existing config keeps whatever Font it already has; set it to Federo-Regular.ttf to switch.
  • A font loaded from a file now keeps the game's outline and vanilla's digit height.

1.1.1

  • An error while drawing a damage number can no longer cancel the hit's damage.
  • The list of recent hits no longer grows without limit where the text is never shown (hidden HUD, dedicated server).
  • Stagger hits count as critical.
  • Less garbage per frame, and a guard against the last entry being shown with the wrong label.

1.1.0

  • Choose your own font. General / Font takes either the name of a font the game already has (the list is written to the BepInEx log when you enter a world, e.g. Valheim-Norse) or the file name of a .ttf/.otf you put in a fonts folder next to this mod's DLL. Empty keeps the game's.

1.0.0

First release.

  • Enemy hit numbers scaled up (2x normal, 3x crit) with a fast crit pop - everything else the game draws is left alone.
  • Crit on a backstab, a weak-elemental hit, or a hit at least 2x your recent average against that kind of enemy.
  • Red for elemental weakness, yellow for every other crit.
  • Numbers follow the creature instead of hanging where the blow landed.
  • Visibility distance raised so a ranged hit still shows a number.