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| Date uploaded | 3 weeks ago |
| Version | 0.6.2 |
| Download link | Wire-WiresEnemyHUD-0.6.2.zip |
| Downloads | 160 |
| Dependency string | Wire-WiresEnemyHUD-0.6.2 |
README
Wire's Enemy HUD
Overhauled health bars and additional stats.
Main Features
(EVERYTHING can be configured; changed or turned off.)
- Generally improved health bar visuals. Double bar width, adjusted colors, additional effects etc. Images on Hexium and Nexus. Everything is made with Valheim's visual language in mind.
- A stagger bar
- Bar under the in-world health bar, conceptually inspired by Elden Ring's stagger bar mod, visual language taken from vanilla's player HUD stagger bar.
- Flashes white on initial staggering, parried or just regular stagger.
- Shows the stagger time with a yellow bar over the stagger bar's color, fully based on each enemy's actual stagger time when staggered.
- HP numbers for enemies, bosses, and other players
- Current HP, current/max HP, percentage. Example: 75 (default) or 75/150 or 50%
- Seperate toggles for enemies, bosses and players. Enemy default is Current HP and boss default is Current/Max.
- Enemy awareness is now represented by with it's name color instead of an icon.
- Seperate friendly and enemy nameplate colors; ex. friendly summoned skeleton health bars are green.
- Improvements to visibility conditions
- Briefly shows enemy health bars when damaging enemies, no matter how far away
- Enemy health bars are clamped to the screen, meaning you'll see that troll's nameplate on the top of your screen, even if it's head is way above it. Other visibility conditions still apply, so if nameplate isn't shown in the first place anyway you won't with this.
Configuration
All settings can be changed through the in-game Configuration Manager. The values listed below are the defaults.
General
Preset
Options: Author's Choice, Vanilla
Default: Author's Choice
Applies a predefined set of settings. Author's Choice enables the recommended HUD improvements, while Vanilla resets it back to complete vanilla so you can configure from a vanilla baseline.
Enemy Health Bar
Health display
Options: Current HP, Current HP/Max HP, Percentage, None
Default: Current HP
Choose how enemy health is displayed. Show the current HP, current and maximum HP, remaining health percentage, or hide the counter entirely.
Double size
Default: true
Doubles the thickness of enemy health bars.
Keep bars on screen
Default: true
Keeps visible enemy nameplates within the screen boundaries. When an enemy's nameplate moves above the screen, it follows the enemy horizontally along the top edge.
Show on damage
Default: true
Reveals an enemy's health bar for 3 seconds after you successfully damage it. Additional hits refresh the timer. Only damage dealt by you triggers this effect. Killing blows do not reveal previously hidden health bars.
Critical hit flash
Default: true
Briefly flashes the dark frame surrounding an enemy's health bar white when a backstab or stagger-critical hit lands.
Boss Health Bar
Health display
Options: Current HP, Current HP/Max HP, Percentage, None
Default: Current HP/Max HP
Choose how boss health is displayed.
Health counter position
Options: Tracked, Centered
Default: Tracked
Tracked positions the HP counter at the right edge of the remaining health fill. Centered places the HP and DPS text in the middle of the health bar.
Boss name color
Options: Pastel, Vanilla, White
Default: White
Changes the color of boss names. Pastel uses soft pink, Vanilla uses the original Valheim color, and White displays boss names in white.
Player Health Bar
Health display
Options: Current HP, Current HP/Max HP, Percentage, None
Default: Current HP/Max HP
Choose how other players' health is displayed. HP counters require Double size to be enabled.
Double size
Default: true
Doubles the thickness of multiplayer player health bars without changing their width.
Fade unfocused player nameplates
Default: true
Fades other players' nameplates to 25% opacity. A nameplate returns to full opacity when you aim your crosshair directly at that player.
DPS Meter
Each DPS counter has three display modes:
On: Shows the number only, such as23.On + DPS: Shows the number with its label, such as23 DPS.Off: Hides the counter.
Enemy DPS
Default: Off
Controls the DPS counter on ordinary enemy health bars.
Boss DPS
Default: On + DPS
Controls the DPS counter on boss health bars.
Player DPS
Default: Off
Controls the DPS counter on multiplayer player health bars.
Stagger Bar
Enabled
Default: true
Displays a stagger meter beneath enemy health bars. The meter fills as the enemy takes stagger damage.
VerticalOffset
Default: 8
Adjusts the vertical distance between an enemy's health bar and stagger bar. Higher values move the stagger bar downward.
StarVerticalOffset
Default: 8
Adjusts the vertical position of enemy star icons when the stagger meter is displayed. Higher values move the icons downward.
HideForNonStaggerableEnemies
Default: true
Automatically hides the stagger meter on enemies that cannot be staggered.
Recovery overlay
Default: true
Displays a pale gold layer inside the stagger meter while an enemy is staggered. The layer recedes from right to left as the stagger animation progresses, revealing the orange stagger meter underneath.
Features
NameAwarenessColors
Options: Pastel, Normal, None
Default: Pastel
Controls enemy name colors based on their awareness state. Pastel uses softer colors, Normal uses stronger Valheim-style colors, and None keeps normal name colors and awareness icons.
UppercaseEnemyNames
Default: false
Displays ordinary enemy names in uppercase letters.
Text
HP and percent font size
Default: 1.267
Range: 0.5 to 2.5
Adjusts the size of health counters and percentage text. A value of 1.0 uses the original font size.
DPS font size
Default: 1.0
Range: 0.5 to 2.5
Adjusts the size of DPS counter text independently of HP text. A value of 1.0 uses the original font size.
Multiplayer
SyncStaggerPercentage
Default: true
Synchronizes enemy stagger-meter progress between players using Valheim's network data.
SyncIntervalSeconds
Default: 0.1
Sets the minimum time in seconds between stagger synchronization updates for each enemy. Lower values allow more frequent updates.
SyncMinimumDelta
Default: 0.01
Sets the minimum change in stagger-meter progress required to send another update. A value of 0.01 represents 1% of the full meter.
Colors
All color settings are empty by default, preserving the original colors.
Enter a hexadecimal color using #RRGGBB or #RRGGBBAA, such as #E75D16 or #E75D16FF. The eight-digit format includes opacity.
Invalid color codes are ignored. Clearing a setting restores the default color. Specific health bar color settings take priority over the general health bar color.
Health bars
Default: Empty
Sets the general health-fill color for enemies, bosses, players, and friendly creatures.
Player health bars
Default: Empty
Overrides the health-fill color of multiplayer player nameplates.
Enemy health bars
Default: Empty
Overrides the health-fill color of hostile enemy nameplates.
Friendly health bars
Default: Empty
Overrides the health-fill color of friendly and tamed creature nameplates.
Stagger bar
Default: Empty
Overrides the fill color of enemy stagger meters.
Recovery overlay
Default: Empty
Overrides the color of the stagger recovery layer.
Troubleshooting / Debug
(Debug) Player boss health bar
Default: false
Displays a test boss health bar using your character's current and maximum health.
See your own nameplate
Default: false
Displays your own ameplate above your character for testing.
Disclaimer: the code is AI assisted since I barely know C#. Not fully AI nor human.
https://ko-fi.com/krosshair
CHANGELOG
0.9.4
Player nameplate status effects now use six specific priority groups, within the existing four-icon limit: Rested (always first); active Forsaken powers; active potion buffs (such as Ratatosk and Lightfoot); potion cooldowns (such as healing and stamina); Wet, Cold and Freezing; and finally Encumbered, Tarred and Harpooned. Other effects, including permanent equipment bonuses, are not shown.
When multiple Forsaken powers, potion buffs or potion cooldowns are active, each group cycles its icon independently every 0.5 seconds without changing the effects' own durations. The timer runs only while a displayed group needs cycling, with no new per-frame polling.
Fixed status-effect icon synchronization when Valheim starts an effect, when player/creature network ownership changes (including players with no previously shared icon data), and when players disappear. Stale player status-effect caches are now cleared on destruction.
0.9.3
Enemy and boss health bars now disappear immediately when their health reaches zero. Killing blows no longer show 0 HP or allow last-frame HUD effects, flashes or trails to play.
0.9.2
Less work on creatures with status effects: the effect icons right of the bar are only laid out again when the effects change, not on every damage tick or health change, and a status effect starting or ending only redoes the weakness icons when it actually changes a resistance.
0.9.1
Fists no longer count as a blunt weapon for weapon focus (Highlight and Limited) or hit prediction.
0.9.0
If a game update breaks one part of Enemy HUD, the rest keeps working instead of the whole mod stopping.
Staggered enemies no longer cause frame hitches in big fights: the stagger recovery bar works out its timing once per stagger instead of again and again during it.
Less work every frame: boss name colors, damage reveals and the debug nameplates no longer look things up or rebuild text each frame.
Fewer network messages: hit responses are only sent for hits that can make an icon react.
Fixed two lists that slowly grew over long sessions (stagger sync, and creature data with Sync info off).
Fixed damage reveals possibly stopping working after an update, depending on how the mod happened to be built.
0.8.10
The yellow damage trail now shows on nameplates revealed by a hit or a parry, including the first hit on an enemy, and revealed nameplates show at full opacity.
0.8.9
Limited mode set to Limited no longer goes back to Highlight when you restart the game.
0.8.8
Player nameplate effects off now hides them on player nameplates completely, instead of switching players to the creature rule.
In the config, creature and player versions of the same setting now sit next to each other (HP numbers, double size bars).
0.8.7
Other status effects no longer check every nameplate each frame while nothing is shown: only when the shared data changes.
0.8.6
Other status effects: right of the health bar, the game's own icons for effects that change a creature or player itself (its resistances, speed, damage, stagger or armor), such as tarred or harpooned. Effects that don't, like cold or rested, aren't shown, except wet, since fire burns wet creatures faster. Shared in multiplayer like the others. New setting: Other status effects.
On players, other status effects show only what you can't tell from where they are or what they wear: rested, encumbered, their Forsaken power, wet, then cold or freezing, in that order. Gear effects, shelter and the like, and mead effects are left out. New setting: Player nameplate effects (on by default; off uses the creature rule).
Show far creatures you look at (new, on by default): a creature's bar also shows when you look at it from further than the game shows bars, and goes away when you look away.
Limited mode is now a choice: Off, Highlight (new default: the icons for the damage types your weapon in hand deals are a little bigger and brighter, every other icon still shows) or Limited (only those). Damage icons only on hover is now off by default. Existing settings carry over.
Item tooltips show each damage type's icon in front of its line, in your icon style and colors. New setting: Icons in item tooltips.
Damage type icons on player nameplates now sit the same distance below the health bar as on creatures, instead of a little too high.
The Vanilla preset now also turns off Resistances for player nameplates and the new settings above.
0.8.5
Damage type icons now follow a creature's real resistances instead of being baked-in, including what its status effects change: if an effect makes a creature weak or resistant to something, its icons show it, and go back when the effect ends. Updated only when an effect starts or ends, and shared in multiplayer so everyone sees the same icons.
Players get damage type icons too: what their armor and status effects make them weak or resistant to, shared so everyone sees the same. On by default (Resistances for player nameplates), with the same icon settings as other nameplates; Limited mode doesn't apply to them.
Status effect icons show only damage type effects: tar no longer shows with Icon style on Game icons.
0.8.4
A creature you hit or parry now counts as looked at for as long as the hit or parry reveals its bar (then the Hover delay runs as usual): full opacity, HP numbers and icons with the hover settings.
New Immunities setting for damage type icons: what a creature is immune to, as darker icons after its resistances. Notable only (default) leaves out spirit, chop and pickaxe, which most creatures are immune to; All shows every immunity (Limited mode recommended with it). Works with both icon styles.
Damage type icons are now sorted by strength. Left to right: immune, very resistant, resistant, slightly resistant, slightly weak, weak, very weak, so the strongest weakness sits at the bar's end. On boss bars the mildest sit next to the name, immunities outermost.
Creatures above two stars (from level mods) now show one star and the star count next to it, in the stars' yellow and the HP numbers' font, instead of no stars at all. Other mods that switch the nameplate's stars around can't override this; their star pictures are left as they are.
New Hit response for damage type icons (on by default): when a creature is hit by a type it's weak to, that icon flashes white, outline and all, and swells for a moment; types it resists or is immune to go darker and shrink instead. Other players' hits show too when the creature's owner has Enemy HUD.
Hit predictions now also update when one of your own effects runs out by itself (a mead, a forsaken power, rested), not only when it's removed.
The star count past two stars has its own setting (on by default); off is the game's own stars.
The Vanilla preset now also turns off everything added since it was made (star count, status effects, hit response, immunities, the dynamic and fade options, bubble bars, recovery overlay), and Author's Choice sets their defaults.
New Status effects (on by default): icons left of a creature's or other player's health bar while they're burning, frozen, shocked, poisoned or hit by spirit, using the same icons as those damage types (your shapes and colors). With Icon style on Game icons, the game's own status icons instead, tar included. Synced in multiplayer like the bubble bar.
Config reorganized into fewer sections, with clearer names and related settings next to each other (all your values carry over):
- 01 General: the preset.
- 02 Nameplates: Transparent background; then creatures (Creature HP numbers, Double size creature bars, Uppercase creature names, Star count past two stars, Critical hit flash, Status effects, Awareness display); then players (Player HP numbers, Double size player bars).
- 03 Boss Bar: HP numbers, HP numbers position, DPS, Name color.
- 04 Custom Bars: Stagger bar, Stagger recovery overlay, Bubble bar on nameplates, Bubble bar on your HUD.
- 05 Visibility: Reveal on hit or parry (was Show on damage and Show on parry), Keep nameplates on screen, then the hover settings: Creature HP numbers only on hover, Player HP numbers only on hover, Damage icons only on hover, Fade creature nameplates unless hovered, Fade player nameplates unless hovered. A creature you just hit or parried counts as hovered.
- 06 Damage Icons: Limited mode, Hit response, Creature icons and Boss icons (were four on/off settings, now Weaknesses and resistances / Weaknesses only / Resistances only / Off), Immunities, Icon style.
- 07 Hit Predictions, 08 Icon Shapes and Colors.
- 09 Fine Tuning: sizes (Text size, which was HP text size and Boss DPS text size; Icon size; Icons per row), positions (Star row height, Stagger bar gap, boss icon height and spacing), timing (Hover delay, which was three separate delays; Limited mode delay).
- 10 Multiplayer: Sync info, which now turns all sharing on or off: stagger, bubbles, status effects, critical hits and hit responses. Sync interval and Sync minimum change are gone.
- 11 Debug, last, only shown with Advanced settings ticked.
- Gone: Hide on unstaggerable enemies (unstaggerable creatures never get a stagger bar now).
New defaults (and Author's Choice): Limited mode and Damage icons only on hover are on, Player HP numbers only on hover is off.
Fixed the stagger bar flashing again on every hit (always with bows) against an already staggered enemy: the game tops the meter back up during a stagger, which looked like a new one.
Less network traffic: hit responses are only sent for players' hits, not creature fights, and the player nameplate crosshair check looks 100 m instead of 2 km.
0.8.3
Less work every frame for every nameplate:
- HP numbers are only rewritten when the number changes, instead of building new text and measuring it every frame.
- Bar sizes and the stagger bar's position are only set when they change.
- Keep bars on screen only measures a nameplate when it gets near the edge of the screen.
- Uppercase names are worked out once, not every frame.
- The crosshair check for player nameplate fading only runs while another player's nameplate is around (never in single player), without making new arrays each frame.
- The game's awareness icons are made invisible once instead of being switched off every frame after the game switches them on (which made the UI rebuild each time).
- Stagger sync no longer runs for every creature on every physics tick: nothing happens in single player, or for creatures that aren't staggered, and finished ones are forgotten instead of kept forever.
- The stagger bar's show/hide and the level stars' position are only set when they change.
- The flash length is read from the game once instead of on every flash.
- The boss DPS counter only measures its text when it changes.
- No work for hit and parry reveals while none are active.
New Dynamic mode for damage type icons (off by default): icons only show on the enemy you're looking at, with an optional delay (0 to 3 seconds) before they go after you look away. Bosses always show theirs. Separate from Limited mode, and both can be on.
New Dynamic HP numbers (off by default): the same for HP numbers on enemy bars. New Fade unless looked at (off by default): creature nameplates dim to 10% unless you're looking at them, like player nameplates do. Both share one Delay setting (0 to 3 seconds) for how long a creature still counts as looked at after you look away. Bosses always show fully.
Player nameplates get their own Dynamic HP numbers (on by default): HP numbers only show on the player your crosshair is on. A new Delay setting (0 to 3 seconds, default 0) keeps a player counted as aimed at for a moment after your crosshair leaves, for both their HP numbers and Fade unless aimed at.
Faded player nameplates no longer tint yellow: the damage trail under the health fill showed through it while see-through. While faded, the trail is now clipped to start where the fill ends, so it still shows without tinting the fill.
Limited mode delay now goes up to 3 seconds (was 2), like the new delays.
Hit predictions, Dynamic mode and Dynamic HP numbers all use the same check for which enemy you're looking at.
New Icon style setting in Damage Icons: Game icons uses the game's own skill and status effect icons instead of the shapes. Not recommended.
Config sections now show in number order in config editors.
0.8.2
Turned off now means fully off: the bubble bars, show on parry and keep bars on screen do no work at all while disabled. Your bubble and the crits on creatures you control are still shared, so other players with the mod keep seeing them.
Less work each frame for every nameplate: the mod no longer looks up the game's nameplate data by reflection every frame.
Show on damage no longer reads the health of every creature every frame. Only a creature you just hit is watched, until its health shows the hit landed (at most 4 seconds), so nothing runs while you aren't fighting.
0.8.1
Critical hit flashes are now sent to other players as a one-off message instead of a counter saved on every creature that ever took a crit. Old counters, and the leftover values of ended bubbles, are removed from the world's save as creatures load. Players on 0.8.0 and 0.8.1 won't see each other's crit flashes.
Less work each frame: nameplates no longer check a creature's network data for crits.
0.8.0
The stagger and critical hit flashes now work like the game's own: the bar's dark frame itself lights up white (darker inside, behind the bar's background), instead of a ring drawn around it. Like the game's, they hit at full brightness right away and then fade out. Neither flash shows on the hit that kills.
Bubble bar: while a player or creature is inside a protective bubble (Staff of Protection), a purple bar above its health bar shows how much the bubble can still take, with a gray trail as it gets hit; the name moves up to make room. On your own HUD it is a vertical bar right of your health bar (the forsaken power moves over) that fades in and out. When a bubble breaks, its bar flashes like a stagger bar, stays empty for a second, then disappears. The HUD bar has a notch at each quarter. Other players need Enemy HUD for their bubble to show. Both can be turned off in their own config section.
Removed the color settings for bars and text; the HUD uses the game's own colors. New Damage Icons section instead: every damage type has an icon (pick its shape from a dropdown) and a color (color picker, starts at the default), plus one color for all resistances. The config sections after it moved up a number; saved values carry over.
New visibility condition: parrying an enemy shows its health bar for 3 seconds, like hitting it does (Show on parry, on by default).
Player nameplates now dim to 10% (was 25%) until you aim at them, and switch instantly instead of fading.
Hit predictions (off by default, in their own config section): on the enemy you are looking at, the part of its health bar your next hit would take off and how far it would push its stagger bar show up. Uses your typical hit (or optionally the weakest possible one) with the game's own damage rules, including the creature's weaknesses and resistances, sneak attacks, the combo finisher bonus and double damage on staggered enemies. The stagger bar shows whenever there is a prediction for it. Shows the primary attack, and the secondary while you are doing it (can be swapped). Bare hands show nothing. Colors come from the game's own HUD, with a high contrast option.
0.7.4
Fixed level stars sometimes showing on normal creatures, when their health bar first appeared from being hit instead of looked at.
0.7.3
Added Limited mode (off by default): damage type icons only show for what you can deal right now, your weapon in hand plus its ammo. Optional delay before icons of a weapon you switched away from disappear (0 to 2 seconds, default 0).
Damage type icons now only update when something changes instead of every frame.
Resistance icons are darker but less transparent, so they stay readable while standing apart from weaknesses.
0.7.2
Physical damage icons (blunt, slash, pierce) are now white. Lightning is a lighter blue. Polished up some icons. Added icon size option.
0.7.1
Added chop icon.
0.7.0
Damage type icons, config overhaul and more.