cjayride-SeneaLHudLayout icon

SeneaLHudLayout

Rearranges SeneaL UI's HUD: hotbar bottom-left, XP bar, labels.

CHANGELOG

Changelog

1.5.54

  • Verified in game and cleaned up: the chat-behind-windows canvas pin (1.5.53) confirmed working, so the runtime diagnostics that proved the UI layering (the canvas-ladder log probe) are removed, and the first attempt - the sibling-order push keyed on the vanilla inventory window, which SeneaL UI replaces - is deleted. The chat layering is now exactly the verified pin: one cached canvas list, writes only on drift.

1.5.53

  • Chat behind the crafting window, for real this time. 1.5.52's fix keyed on the VANILLA inventory window - but SeneaL UI replaces it, so the crafting window you use is SeneaL's, and the push never fired. The runtime probe (three canvas ladders in the log) settled the shape: the windows tier is sorted 600 (inventory) / 630 (VNEI crafting), and vanilla's own chat sits at 300. Every canvas inside the chat window is now pinned to that 300 tier - below the HUD (400), the inventory (600) and the crafting window (630) - so messages can never paint over your windows, and closing them changes nothing. Still no config, no knob.
  • The 1.5.52 sibling fix stays as a second layer for the vanilla inventory window.

1.5.52

  • Chat no longer draws over your windows. With the inventory and crafting window open, a message in chat used to paint ON TOP of the crafting panel. Vanilla writes no sorting order anywhere, so the chat window and the inventory/crafting windows are plain siblings on the same HUD canvas - and there, draw order IS tree order, with chat last. While the inventory is open the chat window is moved to the back of that canvas, and its old position is restored when you close it. No config, no knob: chat is simply behind.
  • FPS pass, part 1 (no visual change): the enemy nameplates, the XP card's font lookup, the boss-star row, the resource-bar rows, the Vnei search box, the power-cooldown anchors, the chat text re-mesh and the character-window level label all stopped running full scene/window scans every frame. Each one now caches what it found and retries on a 2 second cadence at worst. The biggest one: the enemy nameplate re-collected every text component of every visible plate EVERY frame, with a regex on each - it now measures each plate once.
  • FPS pass, part 2: with the enemy health numbers feature OFF, the mod no longer releases the same nameplate over and over every frame.
  • FPS pass, part 3: the chat text style is applied ONCE (it used to be written on every frame, forcing the text to re-generate its mesh with it).
  • Removed two dead code paths that scanned every icon in the HUD (slot-cue leftovers from 1.5.x), and the XP card's one-shot diagnostics (the colour/cover probes served their purpose in 1.5.41-1.5.47).
  • The XP card's Level 99 / 100% layout, gold border and gold fill are UNCHANGED from 1.5.51.

1.5.51

  • [Hotbar] XpBarFillGold removed - there is no reason to switch the gold progress fill off (the black fill it could restore was invisible progress). The filled part of the bar is now always gold; the config key is gone.
  • [Hotbar] XpBarTrackOpacity default 0.75 (was 0.25): the track reads as a dark groove and the gold progress stands out.
  • [Hotbar] XpBarWhiteNumbers default false (was true): all the XP card text stays gold; the knob still works for anyone who wants white digits.

1.5.50

  • XP bar numbers are white - the level number, the percentage and the ## / ## values. The words and symbols around them (Level , the /, the %) stay gold, exactly as asked. Toggle [Hotbar] XpBarWhiteNumbers (default true, live).
  • 2 more pixels of plate below the numbers (6px total).
  • XP bar border gold at 15% opacity (down from 25%; [Hotbar] XpBarBorderOpacity).
  • FPS: the piece-health label (Hover.ShowPieceHealth) searched the whole scene for its bar on every crosshair frame, forever, whenever the bar did not exist - and it never finds it when the HUD is hidden, so the scan repeated every single frame with no chance of success. It now retries every 2 seconds. The XP bar's own card guard runs every 1.5s, and every visual knob in the mod is a drift-checked field write (no per-frame allocation).

1.5.49

  • XP bar padding fixed on the RIGHT side: the pad now sits BELOW the 1234 / 3333 numbers. 1.5.45/1.5.48 slid the whole numbers plate down, which added the space between the XP bar and the numbers - the user: "it pushed down on the wrong side. you added padding above the numbers but below the xp bar itself". The numbers are back at their 1.5.44 position (the look you approved) and the plate grows only downward, 4px.
  • XP bar border is thinner and fainter: 0.5px wide (half of 1.5.48's 1px) at 25% gold opacity. [Hotbar] XpBarBorderWidth (0.5) and [Hotbar] XpBarBorderOpacity (0.25) are live knobs; the gold text keeps full alpha.

1.5.48

  • XP bar progress is now VISIBLE: the FILLED part of the track is painted gold (the same gold as the border). It was a darker black inside the black track (the 1.5.41 "gold is only the border" spec) - in game that read as "the xp progress bar is just black". Toggle [Hotbar] XpBarFillGold (default true, live) for the black fill.
  • XP bar border is now 1 pixel wide on every side (was 2px).
  • 2 more pixels of plate directly UNDER the XP numbers, so the digits have more room above the card's bottom border (4px total).

1.5.47

  • XP bar border is now FOUR SOLID LINE QUADS (top / bottom / right / left, 2px each) - a real border made of four thin rectangles, each 2px tall/wide. The old 9-sliced gold frame sprite is DELETED from the build: every report of "a yellow rectangle filling the whole XP bar" (1.5.45, 1.5.46) is the frame image painting its face, and a quad has no face to fill.
  • [Hotbar] XpBarBorder (default true, live F1 toggle): off removes the border completely, leaving the pure black card (the look from 1.5.44).
  • The card guard now scans the WHOLE HUD canvas (not just the hotbar subtree): any foreign graphic stretched across the card gets blacked out or hidden. (1.5.46's scan proved no foreign graphic touches the card at all - the frame was ours.)

1.5.46

  • XP bar: the 50% card from 1.5.45 washed out to "completely missing" over bright scenery, so the backdrop default is 0.75 ([Hotbar] XpBarOpacity, live — set it to 0.5 for the see-through look). The profile config's 0.5 override was also raised.
  • XP bar: the gold border is 2px wide (1px landed under a screen pixel and vanished with antialiasing).
  • XP bar: the bar's own rim is now black, not gold — no gold pixels left anywhere except the card border.
  • Cooldown timers: the countdown-number offset is now actually wired (PotionCooldownTextOffsetY was declared but never bound, so it read as null and did nothing — 1.5.45's nudge silently did not apply). The number sits 5px below the slot's centre.
  • With Cjayride Skyheim Compat 1.2.7 the cooldown square's "border" is gone: Skyheim's own full-slot overlay (its edge ringed our inset square, and its centred Arial number covered ours) no longer attaches to SeneaL's hotbar/action slots — [Cooldown overlay] OnSenealHotbar = false, hotbar cooldown timers are HUD Layout's alone.

1.5.45

  • Potion/ability cooldown timers: the countdown number moves 5 pixels down from the slot's centre ([Items] PotionCooldownTextOffsetY, live slider, -40 to 40).
  • Cooldown timers now cover the MAIN hotbar row, not just the quick-action row: food, meads, and any consumable with a consume cooldown shows the same dim square + countdown on slots 1-4. Same 0.1s cadence, same vanilla status-effect source of truth, so nothing new is polled.
  • XP bar: the backdrop plates are 50% black ([Hotbar] XpBarOpacity, live; 1 = the solid card from 1.5.44, 0 hides them).
  • XP bar: the gold border is back — a crisp 1px gold line around the card. Gold can never fill the card: the border sprite's centre pixels are fully transparent, so it is geometrically only an edge.
  • XP bar: 2 pixels of plate directly under the numbers row, pushing the card's bottom edge down. The card stays centred on the slots' mid height.

1.5.44

  • XP bar: all yellow is OFF the card, as asked ("turn off all yellow elements used with the xp bar, then get the border working later"). The card's 1px gold outline image is drawn off, and the plates are now OPAQUE black — nothing behind the card can shine through it any more, and gold stays only in the text. (The gold the earlier rounds saw filling the card was never the border's own pixels: that sprite's centre is fully transparent.)
  • XP bar: the cover guard is broader and stronger. It measures the WHOLE card (not just the bar) and now acts on any colour, not only gold-tinted ones — a white-tinted image over a gold sprite paints gold while its own colour stays white, which is what the 1.5.43 guard missed. Graphics drawn OVER the card are switched off; graphics behind it are repainted black. Every fix is logged once (XP cover: fixed <path> ...).
  • Potion cooldown square: the black countdown box no longer extends past the quick-action button. SeneaL's slot face includes the button's border art, so the square is now inset by [Items] PotionCooldownInset (10 pixels per side, the amount you estimated) — centred on the drawn button, sized to fit inside it. 0 restores the full face; live, no restart.

1.5.43

  • XP bar: the gold rectangle around the bar is now KILLED, not just outranked. It was a foreign graphic — a panel/clone that other mods stretch across the whole hotbar area — shining through the card's semi-transparent black plates (the card's own boxes were proven all-dark). The card now scans its surroundings once a second: any non-self graphic inside the hotbar subtree that is gold/yellow-tinted and covers 75%+ of the bar is repainted the card's black at its own opacity, and the log names it (XP cover: blacked out ...). The card reads black behind the text.
  • Potion cooldown timers: the countdown square is now centred on the VISIBLE slot. The overlay/label placement measured the slot face's centre from the slot root's PIVOT and used it as a centre-anchored position — exact for roots with a centre pivot, off by (0.5-pivot)*size for corner-pivoted roots, which pushed the potion-row square down and right of the drawn slot. The pivot-to-centre offset is now subtracted, so the dim square and the seconds land on the button.

1.5.42

  • XP bar: the card now draws on its OWN canvas, sorted one level above the HUD canvas. Your description — "the yellow is ON TOP of the entire bar, not behind it" — is an overlay from something outside the bar painting over the finished card (the bar's own boxes were proven all-dark by the diag, and the only gold left is the 1px border). The prime suspect: the Skyheim Compat rune-cooldown overlay, which stretches a full-slot gold-tinted clone onto every action-slot root and shoves it to the front. The card now draws over those overlays.
  • New diagnostic: XP cover: lists every UI graphic from other mods whose screen area overlaps the bar (name, colour, sprite) — one log line, 2s after the card shows. If any gold overlay remains, this line names it.

1.5.41

  • XP bar: zero yellow inside the bar, at last. The progress fill is now BLACK (a darker black riding in the groove), the track is BLACK, and gold is only the 1px border — exactly as you specified. Every earlier build kept a gold fill (the 1.5.40 "thin gold line"), and gold is yellow: that is what you kept seeing, and it was my mistake to call it a border.
  • New live setting [Hotbar] XpBarTrackOpacity (default 0.25): how opaque the black track is. 0.25 shows the scenery through it, 1 is solid black. Move it in F1 settings and the bar changes on the spot, no restart.
  • The self-diagnostic log line now reports the bar track's live colour too (barCol).

1.5.40

  • XP bar: the gold progress is now a thin gold LINE (about a third of the bar's height) hugging the track's bottom, and the bar's interior stays the see-through 25%-black track at every XP level. (The 1.5.39 diag proved the "yellow background" was the gold FILL slab itself: at high XP the fill was 4px of a 6px-tall bar - a solid gold block. Your spec: gold is only the border/line, the fill is black at 25%.)

1.5.39

  • XP panel pale-yellow hunt, part 3: the labels' copied font material (SeneaL's food-timer style) is now stripped of glow/underlay/outline properties, so gold letters can no longer bloom a yellow haze over the card.
  • XP card self-diagnostic: one log line (XP diag: ... in LogOutput.txt) reports the card's live colours, sprites, sizes, the label material's glow values, and canvas alphas - it pinpoints any pixel the eyes can't.

1.5.38

  • XP bar track: the empty bar's fill is now black at 25% (you see the world through it) - gold is only the 1px rim and the progress fill. (The 1.5.37 track fill was 72% dark, and a 6px-tall bar is rim-dominated, so the whole track read as a golden yellow block.)
  • Chat background opacity at startup fixed: the value is now re-asserted every frame it drifts, so SeneaL's chat fade-in no longer stamps the panel back to full opacity and locks the mod out of re-applying 25%. (The 1.5.37 report: 25% didn't load on game start; the chat faded fully opaque until some setting change woke the writer.)

1.5.37

  • XP panel background hardened: the dark rows now paint from a dedicated 1x1 sprite (own texture, colour set on every card build), so nothing shared can tint the panel pale.
  • XP numbers finally moved up: the bar (and the level/percent text riding it) now sits at the bottom of the top plate, and the numbers plate sits flush under it, so the digits start ~2px under the bar. (The 1.5.36 layout kept the numbers' centre at the same height as 1.5.35 - the plate shrank around text that never moved.)
  • The XP bar card logs its build version once ([SeneaL HUD Layout] XP bar built, vX.Y.Z in LogOutput.txt), which settles which build a game session loaded.

1.5.36

  • XP bar: the yellow glow around the card is gone. The shadow strip under the bottom edge (which bled past the card's corners onto the side borders) is removed, and the gold border now draws as a crisp 1-pixel line at 30% opacity — the border texture was 100 pixels-per-unit, so its 1px line rendered as a 0.01-unit smear, which is what glowed.
  • XP bar: the XP numbers moved up close under the bar (the numbers plate hugs its text and sits a few pixels below the level/bar/percent row, instead of a full-height row).

1.5.35

  • Potion cooldown no longer moves the action bar or draws a square: the dim overlay covered the slot's whole root box (larger than the visible button, reaching a row below it), and that box counted in the hotbar's placement bounds. The dim now matches the slot's visible face, and our overlays never count in that measurement at all.
  • Potion countdown is now half the size (11) and top-aligned inside the slot, so the potion icon below it stays visible.
  • XP bar gold border fix: it sat ~100px left of the card (it was centred on the card's left edge, not the card). It now outlines the card exactly.
  • XP bar spacing: 12px clear of the last action slot (was touching).

1.5.34

  • Chat panel now stays up 12 seconds after the last activity by default ([Chat] HideChatPanelDelay, was 10).
  • XP bar is now ONE card: the numbers row spans the full width of the level/bar/percent row and touches it (no gap), the numbers are left-aligned starting at the bar's start (like the character panel), a thin gold border runs around the whole group (top edge, both sides, bottom edge), and a soft shadow sits under the bottom edge.
  • XP bar gap fixed: it attaches to the last action slot's actual right edge (zero gap) instead of the frame's padded box, which is what left it hanging too far right.

1.5.33

  • Turning the action-slot XP bar on no longer moves ANYTHING: the HUD placement measures the hotbar's lowest edge to sit it at the bottom-left, and the XP bar lived inside that measurement — plates counted, hotbar pushed up. The bar is now a zero-size point (and the placement code skips it by name): action slots, vitals, food, and everything else stay exactly where they were.
  • XP bar layout fixes: it attaches tight to the action slots' right edge (gap 10→4) at their exact vertical middle; one continuous plate runs behind Level 37, the bar, AND the % (no gap between the level and the bar); the XP numbers plate sits under the bar with the numbers centred on it.
  • Guardian powers section: "Guardian powers:" is its own line, and the powers list under it (same layout as Status effects).

1.5.32

  • Action-slot XP bar text is readable again. The Level / percent / XP letters drew as scrambled glyphs: the labels carry an outline, and setting a TMP outline replaces the text's material with a clone of the font asset's base material — Valheim's HUD labels use baked atlas materials that do not survive that swap, so every letter sampled a random glyph. The outline is gone (the dark plates already provide the contrast) and the labels now copy the exact font and material of the HUD's food-timer text — the same source the readable food-bar player level uses.

1.5.31

  • Guardian powers section on the Stats tab ([Stats] GuardianPowers, on by default): one row per equipped boss power (the Passive Powers mod equips up to its "Maximum boss powers", 2 in the pack) with its live passive state — Eikthyr · Active 1m 59s while the activation buff runs (pack: 120 s), Eikthyr · Depleted 1m 45s during the lockout (120 s), Eikthyr · Passive at rest — and under each, the power's passive effect lines straight from the Passive Powers config (for example · Passive: Damage increase to trees +20%), the same text the boss stone tooltip shows. Empty slots show —. Needs Passive Powers; without it the section does not appear, and vanilla's single power stays on the Forsaken power row.
  • The Forsaken power row now always answers: the active power's name when one is running, Ready / 15m 0s CD for the shared cooldown when none is.
  • Passive Powers' buff and lockout effects (named PassivePowers GP_…) no longer clutter the Status effects list — the Guardian powers rows carry them.

1.5.30

  • Potion cooldown numbers are readable now ([Items] PotionCooldownTextOpacity, 0.65 default): the countdown number over an action-slot potion is drawn at 65% opacity, so the potion icon reads through the digits. [Items] PotionCooldownDimOpacity (0.55) does the same for the dark slot tint.
  • Chat window background default is now 0.25 ([Chat] ChatBackgroundOpacity), lighter than the old 0.5.
  • Chat channel button removed (ChatChannelButton / ChatChannelButtonDefaultShout): the feature never worked in-game, and its job is covered by AllChatShout below. The keys disappear from the config on load.
  • Hex colour control for chat text ([Chat] ShoutTextColor, default FFFFFF, and [Chat] SayTextColor, default C7C7C7): plain hex RGB with or without #, 3, 6, or 8 digits (alpha). Applied to shouts while ShoutWhiteText is on and to say / proximity while SayLightGreyText is on; empty restores vanilla yellow / white.
  • All chat is shout ([Chat] AllChatShout, on by default): every plain-text message is sent as /s with nothing to type. The box opens empty — no /s prefill, and RememberLastUsed is not consulted while it is on. A typed /say (or /w) sends that one message close range; console commands are untouched.
  • Action-slot XP bar fixes ([Hotbar] ShowXpBar): the fill no longer sprawls as a giant square past the bar (the first fill size was never applied, so it kept Unity's default 100×100 box); every line — Level 37, the bar, the %, and the 1234 / 3333 numbers — sits on a dark plate with a thin 1px border and outlined text, so it reads over any scenery; the lines sit tight against the bar; and [Hotbar] XpBarScale (0.5–3, default 1) sizes the whole feature, with 1 the character window's own size (the old fixed 2× was too large).

1.5.29

  • Full XP bar on the action slots ([Hotbar] ShowXpBar, off by default): the character window's level display copied to the HUD, attached to the right side of the action slots at their mid height — Level 42 [bar] 37% with the 1234 / 3333 XP numbers underneath, the same numbers, colours, and font as the character window, twice as big. It follows the action slots wherever the HUD editor moves them, and sits right of the quiver row when the quiver shares that line. The CJAYCRAFT pack ships it on.
  • The level under the food timers ([HealthFood] ShowLevelFoodBar) is now off by default, since the action-slot bar replaces it. Turn it back on if you want it.

1.5.28

  • Chat window background opacity slider ([Chat] ChatBackgroundOpacity, 0–1, default 0.5). One knob for the dark panel behind the chat: 1 is SeneaL UI's own solid glass, 0.5 is half as opaque, 0 hides the fill. The chat text is never faded.
  • Chat text colours: shouts print white and say / proximity chat prints light grey in the chat log ([Chat] ShoutWhiteText and [Chat] SayLightGrey, both on by default). Valheim ships yellow shouts and white say.
  • Leave chat always on ([Chat] ChatAlwaysVisible, off by default). The chat window stops fading out after the last activity, so the log stays on screen. HideChat wins when both are on.
  • Chat channel button ([Chat] ChatChannelButton, on by default): a square button the same height as the chat input, docked just left of it. Big S (capital = shout, lowercase = say), coloured for the channel, with the word Shout / Say above it; left-click flips it. Plain text is sent on the channel the button shows — no /s to type — and typing /s, /shout, or /say flips the button to match. [Chat] ChatChannelButtonDefaultShout picks the channel the game opens with (Shout by default).
  • Potion cooldown timers ([Items] PotionCooldowns, on by default): consumables in the action slots (PotionsPlus potions and other Valheim food/potions) dim and count down the whole seconds of their consume cooldown, read from the live status effect — the same gate Valheim uses to block re-drinking.
  • Kill notices now lead with the XP: +12 XP Boar 37% instead of hiding it at the end of a long damage-share line.

1.5.27

  • The character-window level bar now shows the same XP numbers as the +X XP kill notices. It printed the raw internal counter, which runs 10 times slower than the XP you see, so a +12 kill barely moved the number under the bar.

1.5.26

  • Config files now clean themselves up on load. Old entries left behind by the 1.5.23 section rename ([Character] → [Character Window], food-bar level → [HealthFood]) and by removed settings (the [Performance] FPS toggle, the old [Stats] tooltip keys, the old chat window lock/resize keys) are dropped from the file, along with their help text. Values are migrated by the 1.5.23 bindings first, so nothing you set is lost. Your own comments and the rest of the file are kept exactly as they are.

1.5.25

  • Chat log jumps to the latest messages when the input is closed and someone sends a new line ([Chat] ChatAutoScrollOnNewMessage, on by default). While the box is open, a scrolled-up view is kept.

1.5.24

  • Character window XP bar now shows current / required XP under the bar and percent complete to the right.

1.5.23

  • Config: renamed [Character] to [Character Window] (Talents button, character-panel level, XP bar, skill respend fix). SkillsReworked level under the food timers moved to [HealthFood] (ShowLevelFoodBar and offsets). Old [Character] values still apply on first load.

1.5.22

  • Kill notices also show SkillsReworked Level XP. If a damage-share percent already appears, XP is added on the same line ([Notices] ShowKillXp).

1.5.21

  • Item tooltips size to the longest stat line using row font, not the large title font. Short descriptions stay on a compact tooltip.

1.5.20

  • Item tooltips: descriptions wrap again at normal width. The panel only grows for real attribute/stat lines, not flavor text.

1.5.19

  • Item tooltips: attribute/stat rows no longer wrap (window grows up to 900px). Only the item description body wraps. Per-row list icons are skipped and kept hidden while the tooltip is open.

1.5.18

  • Removed experimental [Performance] SeneaLFpsTweaks (no noticeable FPS gain in testing).

1.5.17

  • Item tooltips: actually strip per-row icons (Block armor, stats, magic effects, etc.). The previous skip did not attach to SeneaL's row-icon method. The type-line item sprite is unchanged.

1.5.16

  • [Performance] SeneaLFpsTweaks is experimental and off by default (was on in 1.5.15). No noticeable FPS gain reported in testing.

1.5.15

  • [Performance] SeneaLFpsTweaks (on): throttle optional SeneaL UI ticks (ore scout, map pins, text sizers, debug/inspector, inventory skin while closed). Vitals, hotbar, hover, and messages stay every frame. Turn off if something looks delayed.

1.5.14

  • Item tooltips show a small item sprite on the type line ([ItemTooltips] ShowItemIcon, on). Same row height; not SeneaL's large 52px TooltipIcon box.

1.5.13

  • Hide shouted chat above player heads ([Chat] HideShoutOverHead, on by default). Shouts still appear in the chat log.
  • Chat log can scroll again after shrinking/moving the window: mouse wheel, and Page Up / Page Down while the chat box is open.
  • Item tooltip bullet/stat lines no longer show a shield (or other) icon in front of each row.

1.5.12

  • Thunderstore: use the correct icon.png in the package (replacing the placeholder from 1.5.11).

1.5.11

  • Character Stats: fixed HarmonyX console warning Could not find method ... StatusEffect.GetRemainingTime. Remaining status time now uses Valheim’s m_ttl and m_time fields (there is no GetRemainingTime on StatusEffect).

1.5.10

  • Food-bar level no longer slides left when you eat. It follows the food icon slots, not the time* labels that appear and move on eat/death. OffsetX/Y stay a manual nudge. The food HUD itself can still move.
  • Item tooltips no longer show a Path of Valheiman (Buck & Doe) icon on every stat line.
  • Fixed Harmony warning: Tooltip.RowUi has no Head field — that flag is on Tip.Row.

1.5.9

  • Thunderstore package no longer includes config/cjayride.SeneaLHudLayout.cfg. BepInEx still generates it on first run.

1.5.8

  • Default [Character] ShowLevelFoodBarOffsetX is 12 (slight right nudge from slot center). Existing configs keep their saved value.

1.5.7

  • Default [Character] ShowLevelFoodBarOffsetX is 0 (was -45). Existing configs keep their saved value. With slot-based centering from 1.5.6, 0 is the intended neutral.

1.5.6

  • Default [HealthFood] OffsetY is -75 (was -54). Existing configs keep their saved value.
  • Food-bar level (ShowLevelFoodBar) is pinned to the food-timer slots (anchored positions), not the live text/mesh bounds. Digit changes, dying, and shrinking the label no longer slide ShowLevelFoodBarOffsetX.

1.5.5

  • [HealthFood] HealthBarMaxHeight (default 250): clamp SeneaL's HealthCapacity bar length after it is calculated, then let fill / ghost / keep-space run as current / max of that height. No more snapping the RectTransform (that caused flicker). SeneaL ticks, numbers, shapes, and Path of Valheiman shield overlay stay as SeneaL draws them.

1.5.4

  • HealthBarMaxHeight: stop fighting SeneaL's health-bar lerp (that was the flicker at 250+ HP). The cap is now SeneaL's own max bar height; fill stays current / max in that same space. HP numbers and tick marks still show extra capacity.

1.5.3

  • Default [Character] ShowLevelFoodBarOffsetX is -45.

1.5.2

  • Food-bar level uses the same bottom-left anchor space as the food timers, so the label centers on the timer group at ShowLevelFoodBarOffsetX = 0 instead of sitting ~30px too far right.

1.5.1

  • Food-bar level stays centered under all food timers when HP, food, or death state change the HUD. Reset [Character] ShowLevelFoodBarOffsetX to 0 (old -33 / -63 defaults are migrated). Offset keys are only a manual nudge now.

1.5.0

  • Character Stats sheet: new tab on the SeneaL character panel with a live vitals, defense, buffs, and skills view. Settings: [Stats] StatsTab (on), [Stats] StatsHotkey (unbound), [Stats] StatsPortrait (Steam portrait, on). Client-only; reads vanilla player data.
  • [HealthFood] HealthBarMaxHeight (default 250): caps SeneaL player health bar height at very high max HP; fill still tracks current / max.
  • Item tooltips: descriptions wrap at normal width; width grows only for long Magic Effects rows. Repair tips still widen as before. Magic effect lines stay on one line where possible.
  • Item tooltip layout settings moved from [Stats] to [ItemTooltips] (ValuesBesideLabels, LeftOverflow). Existing [Stats] values migrate on first load.
  • Default [Character] ShowLevelFoodBarOffsetX is -33 (was -63).

1.4.1

  • Death pin on compass: when you die, the grave pin is marked for the SeneaL compass automatically ([Compass] DeathPinOnCompass, on by default). Needed when SeneaL UI [Map] CompassPins is Marked — Valheim adds death pins unchecked, so they otherwise stay off the compass until you tick them in the pin dialog.
  • Food-bar SkillsReworked level stays centered under the timers as the digit count changes. Default [Character] ShowLevelFoodBarOffsetX is -63.

1.4.0

  • Chat window layout (ChatWindowPosX, ChatWindowPosY, ChatWindowWidth, ChatWindowHeight): move and resize the whole SeneaL chat — glass, log, and typing bar together. 0 is SeneaL's original on each axis; negative width/height shrinks. Values are integer pixels with 1-step F1 sliders (-400..400).
  • Shorter height clips the log inside the window and pins the newest lines above the input bar. Reset all four keys to 0 rebuilds SeneaL's original chat, including after a restart once the panel has settled.
  • ChatWindowRecommendedLayout: optional preset (PosX 84, PosY -88, Width -88, Height -9). While on, the four manual keys are ignored but remain saved in the cfg.

1.3.29

  • New [Chat] ChatSettingsEnabled (off): master on/off for every Chat setting except HideChat. Off leaves shout prefix, last-used channel, shout capitalization, hide delay, and chat font at the game's own behavior. HideChat is unchanged.
  • [Chat] RememberLastUsed and [Chat] chatMessageFontEnabled now default off.

1.3.28

  • Removed the character Stats window (tab, hotkey, portrait). Tooltip [Stats] ValuesBesideLabels / LeftOverflow are unchanged.

1.3.27

  • [Powers] HideSenealSlot now hides SeneaL's guardian-power slot even when Passive Powers is not installed. With Passive Powers present, only the unused circle is hidden so the extra icons still layout.

1.3.26

  • Removed chat window move and resize (handles, gold overlay, F1 Pos/Width/Height, lock/reset). Chat font, shout prefix, capitalization, hide delay, and HideChat stay.

1.3.25

  • Chat drag follows the mouse in the panel's own plane (no more screen-pixel / local-offset mix that flung the window). Moving the chat moves the whole window — text, input, and background together. The gold frame covers that whole union. Corners still resize.

1.3.24

  • Chat move/resize no longer depends on Unity UI handles. Hold left Ctrl and a gold IMGUI frame is drawn on the real SeneaL chat panel; drag the body to move, corners to resize. The panel is written into SeneaL's own _tgtPos/_tgtSize so Glide cannot fight it.
  • F1/ChatWindowPosX/Width/Height apply immediately. Width or Height 0 keeps the live size for that edge; you no longer need all four values set before anything moves.

1.3.23

  • Chat adjust: holding left Ctrl (or right Ctrl) after opening chat with Enter now shows a gold frame on the visible chat panel so you can drag corners to resize and the body/edges to move. Left Control is detected even when the chat box has focus.
  • Chat window PosX, PosY, Width, Height are in the cfg ([Chat] ChatWindowPosX/Y, ChatWindowWidth, ChatWindowHeight). Dragging writes them; you can type values by hand. Width/Height 0 means "use the game's size until you set one".

1.3.22

  • Build-menu search memory is hammer-only. Switching to the Hoe or Cultivator forgets the last hammer search and clears the box, so leftover text cannot empty those grids.

1.3.21

  • Chat adjust: the handle canvas now has a GraphicRaycaster, a full-panel drag target while Ctrl (or RMB) is held, and StartAttack is skipped over the chat so the click resizes/moves the window instead of using the hotbar item. Gold handles only take clicks while you are actually adjusting.
  • Piece health labels assign a Valheim TMP font before the text component is created, so Unity no longer warns that LiberationSans SDF is missing on SeneaLHudLayout_PieceHealth.

1.3.20

  • Chat window controls are on again: shout prefix, shout capitalization, chat font, hide delay, and move/resize handles (hold left Ctrl or the right mouse button; lock and reset hotkeys).
  • Stats window is on again. It lists your own worthwhile stats only (defense, vitals, mobility, resistances, effects, weapons, skills). The other-players comparison section is gone.
  • Stats tab search and row refresh avoid extra per-frame work so the inventory/stats UI stays cheap while you play.

1.3.19

  • New Stats window - a Diablo-style character sheet. A new Stats button appears in the character window tab bar, on the left of Texts. It opens a draggable window with your character name and Steam portrait at the top, then two organized columns of stats:
    • Defense (left): total armor and armor per piece (helmet/chest/shoulders/legs), vitals (health, stamina, eitr, adrenaline, carry weight, comfort), mobility (equipment move-speed and stealth modifiers), all eight resistances (slash, pierce, blunt, fire, frost, lightning, poison, spirit, colour-coded Weak/Normal/Resistant/Immune), and your active status effects with their timers.
    • Offense (right): your equipped weapons with per-type damage and block power, all your skills sorted highest first, and an "On the server" section listing the other players online with their level and total skill so you can see how you stack up (green = you lead, red = they do).
    • The window drags by its title bar and remembers where you put it (game prefs, never the config). It scrolls, sits above the inventory, and has its own close X.
    • Registered through SeneaL UI's own public mod API (SeneaL.API.CharacterTabs), so the tab is SeneaL-styled, gets the shield-outline icon, and plays nice with other mods that add tabs. A small postfix reorders the tab strip so Stats lands left of Texts.
    • Settings: [Stats] StatsTab (on, master switch), [Stats] StatsHotkey (unbound), [Stats] StatsPortrait (on), [Stats] StatsRivals (on). Client-only. Needs SeneaL UI for the tab button; the window itself reads only vanilla Valheim data.

1.3.18

  • The chat window handles are fixed. They used to be parented to the chat window itself, which is why holding Ctrl showed nothing: the game hides that window about ten seconds after you open it, and SeneaL UI fades its canvas and covers it with its own panel, so the handles were invisible and unclickable. The handles now live on the chat canvas, above SeneaL UI's panel and above the fade, and they track the visible chat panel's on-screen rectangle - not the window node's. (Verified in game: with SeneaL UI, Terminal::m_chatWindow is a zero-size anchor node, so mirroring its corners drew the four corner handles as a dot at the screen centre - the "4 yellow squares around my crosshair".) The handles are always click-catchable and only their colour is toggled, so a press-and-drag always starts; the root hides with the chat and never draws over a hidden window. Open chat (and talk), hold the adjust key (left Ctrl) or press and hold the right mouse button, and the gold handles appear on the corners and edges; release to hide them. Corner handles resize, edge handles move.
  • New [Chat] HideChatPanelDelay (default 10): how many seconds the chat panel stays visible after the last chat activity. It writes the game's own chat hide timer, so this is the value Valheim ships with; raise it to keep the panel up longer, lower it to close sooner. Client-only.
  • ShoutKeepsCapitalization now reads the way it is named, and defaults to off. Off (default) = the shout does NOT keep Valheim's shout capitalization: it shows the letters exactly the way you typed them, so a shout of "hello there" stays "hello there". On = Valheim's own ALL CAPS shout. Whispers stay lower case, as Valheim makes them.
  • A chat font that is not loaded now logs the font assets the game actually has loaded, so a wrong name is easy to spot in the log. The name match also accepts a loaded asset that starts with the name you set (the shipped Valheim-AveriaSansLibre object is not always named exactly that in game).

1.3.17

  • New chat font settings, in the style of Chatter's own ChatMessage.Text.Font keys: [Chat] chatMessageTextFontAsset (default Valheim-AveriaSansLibre) and [Chat] chatMessageTextFontSize (default 16, range 6-64). They set the font and size of the chat log text. The asset name is matched against the TMP font assets loaded in the game, so any of Valheim's shipped fonts works (Valheim-AveriaSansLibre, Valheim-AveriaSerifLibre, Valheim-Norse, Valheim-Norsebold, Valheim-Prstartk, the NotoSans/NotoSerif language sets, LiberationSans SDF, and the rest), plus any font another mod loads. [Chat] chatMessageFontEnabled (on) turns the pair off if you want the chat UI's own font back. Chatter is not touched: its own keys keep driving Chatter's panel.
  • New: resize the chat window by dragging a corner, move it by dragging an edge. While the chat window is open, hold the adjust key (default left Ctrl) - or use the right mouse button, no key needed - and small gold handles appear on the window's corners and edges. Drag a corner handle to resize, drag an edge handle to move. The window stays on screen (clamped) and never smaller than a usable minimum. Position and size are saved in the game's own player prefs file, so they survive restarts, and they never dirty the config file. With SeneaL UI installed, a taller window also shows more chat lines (the visible line count follows the height).
  • New: lock the chat window in place. [Chat] ChatWindowLocked (off). While locked, dragging the handles does nothing and the saved position and size are re-applied every frame, so the window cannot drift. [Chat] ChatWindowLockKey (unbound by default) toggles the lock in game; [Chat] ChatWindowResetKey (unbound) puts the window back at the game's own placement and forgets the saved rect.
  • [Chat] ChatWindowAdjust (on) is the master switch for the drag/resize feature; off leaves the chat window exactly where SeneaL UI / Valheim put it. Client-side only; nothing about how chat is sent is changed.

1.3.16

  • HideChat now defaults to off. SeneaL UI's chat window shows by default, and you turn it off yourself when a chat mod like Chatter is doing the showing.
  • Chat shout redone around Valheim's real commands. There is no /y in Valheim, so the /y alias is gone. /s is Valheim's shout and plain text is Valheim's say; this mod no longer invents or redirects anything.
  • With [Chat] DefaultToShout on, the chat box opens with /s typed in it, so your first Enter shouts and you never type the prefix. Delete the /s and the message is a normal close-range say.
  • [Chat] RememberLastUsed (on): the box prefills /s only while shout is the channel in use — after a message sent with /s, and not after one sent as plain text. The channel is stored in the same player prefs file the game uses for its chat key binds, so it is still remembered after you quit and come back. Pressing Enter on an untouched /s sends nothing, so it leaves no stray line in chat.
  • New [Chat] ShoutKeepsCapitalization (on by default): Valheim prints shouted chat in ALL CAPS, in the chat log and above your character. This keeps the letters the way the player typed them, so a shout of "hello there" stays "hello there". Whispers stay lower case, as Valheim makes them, and what reaches other players' wires is unchanged.
  • [Chat] SlashSMeansSay is gone, with the /y work it belonged to.
  • Off by default and client-side only: with DefaultToShout off the chat box is Valheim's, untouched.

1.3.15

  • New [Chat] DefaultToShout, off by default. With it on, the chat box speaks the server's language: /y is yell (the long-range shout that shows above your character), /s is say (close range), and a message with no prefix is sent as yell, so you never have to type the prefix again. /w is left to Valheim, and nothing else in the chat box changes.
  • [Chat] RememberLastUsed (on): the next message with no prefix uses the channel you used last — yell after /y or /shout, say after /s or /say. It is stored in the same player prefs file the game uses for its chat key binds, so it is still remembered after you quit and come back.
  • The channel shows in the chat box. When Chatter is installed, its grey placeholder text moves to /shout when the next plain message will yell and /say when it will say, using Chatter's own setter. Nothing in Chatter is patched.
  • [Chat] SlashSMeansSay (on): /s sends a close-range say, the way it reads on a server. Valheim's built-in /s has always meant shout, so turn this off to hand /s back to Valheim and keep /y as the only yell alias.
  • Nothing is invented. Valheim has no y command — this mod supplies it, and it yields the moment a server registers its own /y. The shout is sent through the game's own shout command, so the range check and the message RPC are Valheim's.
  • Off by default and client-side only: no behaviour change, no server-side change, and no change to any other mod's chat until you turn it on.

1.3.14

  • The shard window is now wide enough for its own words. The panel width is measured from the item name (with rarity) and the socket hint line, so neither is cut off; long names widen the window up to a cap, and short ones stay compact.

1.3.13

  • E works everywhere again. The shard hotkey releases the Use press whenever the crosshair is on a world Interactable (signs, portals, campfires, chests, carts, pieces) or on a creature, so nothing is swallowed for socketed-item windows. Items in a foreign container (chest, cart, Haldor) also keep their container mod's Use key: the real container flag is passed to Epic Loot, which yields the press exactly like its stock behaviour.
  • The shard panel now opens at the screen center and is draggable: left-click and drag the title bar to move it. The window stays on screen (clamped).
  • The panel is compact. Its width fits the item's socket count (plus a margin), and its height is title band, one socket row, hint, and padding — 1-2 socket items are much smaller than before.
  • The item's own icon now sits to the left of the item name in the panel title.

1.3.12

  • The wishbone keeps working in a key slot. With WishboneInKeySlot on, the finder ping (the same equip effect a worn wishbone grants) now runs while the wishbone sits in a key slot, because the game only grants it to worn utility items. The effect is removed when the wishbone leaves the key slot, and vanilla takes over cleanly when you wear it in the charm cell.

1.3.11

  • E sets portal tags again. The shard hotkey only runs while the inventory is open and the cursor is on a socketed item. It no longer swallows Use for the equipped item.

1.3.10

  • Dragged shard/item icons stay in front of the shard window (SeneaL drag layer 28000; panel is 27000).

1.3.9

  • Shard window sorts above SeneaL inventory/craft (SeneaL selection layer is 28000; this panel is ~29000).

1.3.8

  • Shard sockets open in the hosted SeneaL window again. Epic Loot's default panel is no longer left behind the crafting UI. Sell/recycle still does not open sockets.

1.3.7

  • Selling or recycling a socketed item no longer opens the shard window or reparents the player inventory into it. E at Haldor/recycle stays a sell/recycle confirm. The shard panel is only hosted when you open it on purpose, and it closes if that item leaves the bag.

1.3.6

  • [Stats] LeftOverflow balances two-column item tooltips by moving whole sections (set, magic, stats) between columns for similar height. Combat always stays on the left. Set allows set on the left; SetThenMagic (default) also allows magic. Off restores SeneaL's layout.
  • Rebuilds from a snapshot of SeneaL's row order so toggling the setting and re-hovering an item is safe.

1.3.5

  • Shard window hint is only "Drag shard stones or runes into empty sockets."
  • Gold border on each shard slot, matching the panel frame.

1.3.4

  • Removed the inventory Sockets button. Hover a socketed item and press E (or the configured hotkey).

1.3.3

  • Shard window no longer shows Epic Loot's cloned vanilla inventory wood background (Bkg) or extra title inside the panel. The SeneaL-styled frame stays; only shard slot cells remain.

1.3.2

  • Fixed Harmony crash on Epic Loot ShardUI.Open (patch used gui; the method parameter is invGui). That exception aborted the rest of the shard-window patches, so E did nothing.

1.3.1

  • Shard socket hotkey now intercepts Use (E) before the inventory closes, reads the hovered cell from SeneaL's cursor selection, and stops Epic Loot from immediately closing the socket panel because the vanilla player grid is hidden.

1.3.0

  • Epic Loot shard socket window for SeneaL CustomUI. With [EpicLoot] ShardSocketWindow on (default), hover a socketed item in inventory and press ShardSocketHotkey (default E) or the Sockets button to open Epic Loot's shard row in a dedicated window. Add/remove uses Epic Loot 0.15.4 (ShardUI.Open); no need to turn CustomUI off. Client-only. Off restores previous behavior.

1.2.4

  • Clicking the wishbone in a key slot picks it up instead of swapping it with the belt. With WishboneInKeySlot on, SeneaL treated it as a utility item (belt cell) because it was no longer a charm.
  • [BuildPanel] Scale default is 0.8. The selected-piece card is drawn above the vitals without adding a Canvas (that hid hammer pieces and spammed the log).
  • Wishbone right-click no longer equips it (that countdown unequipped the belt) and no longer drops it from a key slot. Left-click still picks it up.
  • Stopped scanning the inventory on every change (that hitch when equipping a hip lantern).

1.2.3

  • [BuildPanel] Scale (default 0.85) shrinks SeneaL's selected-piece build card from its current size. 1 is SeneaL's size. SeneaL also has [Sizes] BuildPanel in seneaL.valheim.ui.cfg; this setting is independent so you can scale it from Configuration Manager under this mod.

1.2.2

  • [Inventory] WishboneInKeySlot (off by default). Turned on, the wishbone uses a SeneaL key slot instead of the charm / utility cell. Needs SeneaL key slots enabled. Stored in a key slot it is not worn, so the ping effect stays off until you put it back on the charm cell.

1.2.1

  • Clarified [Hover] ShowPieceHealth and ShowPieceHealthPercent: they sit beside SeneaL's crosshair piece health bar and only appear when that bar is shown. On SeneaL UI 1.2.8+, keep TooltipExtra and TooltipPlates off in seneaL.valheim.ui.cfg (or use an equivalent layout), or the numbers stay hidden even when these options are on.

1.2.0

  • UPDATED TO WORK WITH SENEAL UI VERSION 1.2.8
  • Updated "Hide Wind Direction and Time"
  • Updated Vitals (Adrenaline, Eitr, Stamina bars)
  • Fixed Vitals 'always on' setting - previously wasn't working.
  • Added Vitals position config settings.
  • Fixed Guardian Powers (Passive Powers) location and countdown text.
  • Fixed EpicLoot legendary set ability button positions.
  • Fixed Center Message alignment.
  • Fixed Repair Window to auto-expand width to prevent word wrapping.
  • Removed CropHarvestHint.cs - Don't need this code anymore, SeneaL UI has built in integration now.
  • Removed from config: OldSkillsWindow, UseVanillaSkillsWindow - Not needed anymore (runs automatic/obsolete).
  • Removed OldSkillsWindowBind.cs (obsolete).

1.1.114

  • Improved element finding for SeneaL UI v1.2.1 compatibility
  • Enhanced vitals bar synchronization to handle nested UI elements
  • Better hotbar positioning for bottom-left alignment
  • Improved wind/server day hiding with more path options
  • More robust center message gap calculation
  • Fixed guardian power hotkeys display

1.1.113

  • SeneaL UI v1.2.1 compatibility: guardian power hotkeys and timers are visible again. [Powers] HideSenealSlot still hides SeneaL's unused guardian-power circle and F key.
  • Vitals bar size synchronization: [Vitals] SyncVitalsSize (on by default) makes the adrenaline and eitr bars match the stamina bar's size and position. [Vitals] VitalsWidth and VitalsHeight set the target dimensions (default 300×24 pixels). [Vitals] VitalsOffset adds an extra nudge. Fixes misalignment in SeneaL UI v1.2.1.

1.1.112

  • The hotbar slot countdown no longer crashes when the inventory icon list and the scan list differ in length.

1.1.111

  • SeneaL's piece health color bar stays left of the cursor.
  • [Hover] ShowPieceHealth and ShowPieceHealthPercent default off. Turned on, they show only the current/max number or only the percent beside that bar. The piece name is not added. ShowPieceHealthSize and ShowPieceHealthPercentSize set each text size.
  • A Creature Level and Loot Control effect name such as Curious is kept to the name's size. With HideNameplateExtras on, that word is removed.

1.1.110

  • Nameplates, boss stars, and the equip countdown no longer scan the whole screen every frame.

1.1.109

  • Piece health text is rebuilt only when that piece's health changes. The crop harvest key is read once.

1.1.108

  • Crop and beehive hover text shows the real Plant Easily bulk-harvest keys. Left Shift was being labeled Q. Shift + the use key is what actually picks the area.

1.1.107

  • With the hammer out, optional numbers can sit beside SeneaL's piece health bar. See 1.1.111. Both default off.

1.1.106

  • Rebirth and Prestige already explain a failure and a success, but that text is drawn on the HUD while the skills window covers it. A failed confirm now replaces "This cannot be undone" with the reason, such as the missing coins. Success is written into chat.

1.1.104

  • SeneaL UI 1.1.9 draws its own star row (sstars) inside the health bar instead of on the plate root, so ours no longer replaced it. It is hidden again and our stars come back at [Creature/Player HUD] StarSize with the Creature Level and Loot Control effect colour.
  • Creatures of level 2 and 3 get our star row too. SeneaL UI now blanks the vanilla level_2 and level_3 rows with a zeroed CanvasGroup, and we were reusing those rows for low levels.
  • New [Creature/Player HUD] StarAlign: Left (default), Center or Right under the bar.
  • Ships, carts and portals stay off the compass while SeneaL UI's [Map] LiveShips, LiveCarts and LivePortals keep them on the map and minimap. [Compass] ShowShips, ShowCarts and ShowPortals, all off by default.

1.1.103

  • SeneaL UI's top-left equip number is hidden. That number is the queue position, not a timer. [Slots] ShowEquipQueue defaults off.

1.1.102

  • [Slots] RarityFill defaults off, so SeneaL's rarity border stays.
  • The equip countdown defaults off. [Slots] ShowEquipCue and [Slots] ShowGearBarCue.

1.1.101

  • SkillsReworked newer than 1.8.2 keeps SeneaL UI's skills panel. 1.8.2 and older open the vanilla skills window, which still has the Skills and Active skills tabs and point spending. The saved UseVanillaSkillsWindow value is not the switch.

1.1.100

  • UseVanillaSkillsWindow defaults on again. On keeps the SkillsReworked skills window. The extra Skills and Active skills buttons added on the SeneaL panel are gone.

1.1.98

  • If SeneaL UI cannot hook SkillsReworked, bind the older points window so SeneaL still draws it. [Character] OldSkillsWindow, on by default. Off leaves the game's window.

1.1.97

  • HideWindAndServerDay also hides SeneaL UI 1.1.9's wind and day card (info).
  • Boss bar stars can be removed. [BossBar] HideStars, on by default.
  • [Creature/Player HUD] Enabled turns our nameplate overrides off and leaves them to SeneaL UI. On by default.
  • Hotbar OffsetY default is 14.5 so the bar clears the longer quick-action labels. An existing config keeps its saved value.

1.1.96

  • Quests window has a 1 pixel brass edge. The fill stays on [Quests] Background / BackgroundAlpha.

1.1.95

  • Quests window uses a solid fill. [Quests] Background sets the color. BackgroundAlpha sets how see-through it is (1 is solid).

1.1.94

  • The Quests list scrolls with the mouse wheel and has a scrollbar on the right.

1.1.93

  • Quests and Talents keep the dark fill. Only a 1 pixel brass edge is gold.
  • The quest totals read Bounties: 2/8 and Treasure: 2.

1.1.92

  • Bounty count uses EpicLoot's Max Bounties Per Player. Treasure maps show the number you have; that config has no cap.
  • Quests text is not bold. Quests and Talents share a 1 pixel brass edge.

1.1.91

  • Quests and Talents are text only, both 88 pixels wide, with the same plate and gold text.
  • The Quests list still fills when the bounty and treasure totals cannot be read.

1.1.90

  • Quests uses the same plate and text color as Talents. Talents has a diamond mark and Quests has a scroll mark, to the left of the word.
  • The Quests window shows active bounties and treasure maps against how many you can hold, on the tab row.

1.1.89

  • Talents moves to the top right of the character window, in the slot Quests used. Quests sits to its left when adventure mode is on.
  • Accepting a bounty or treasure map keeps the map closed (Quests / KeepMapClosedOnAccept, on by default).
  • Closing the map after a Quests Map button returns to the same open Quests list.

1.1.88

  • Quests button shows only while EpicLoot adventure mode (bounties and treasure maps) is on.
  • Accepting a bounty or treasure map from Haldor no longer opens the map. Map from the Quests window does, and closing that map returns to the open Quests window.
  • Talents sits under the character level. The level XP bar sits where Talents was, beside the level. The Talents button spans the level text plus the XP bar.
  • Passive Powers: the shared cooldown timer is written on the power icons, so "power not ready" has a visible timer.

1.1.87

  • Character panel: Quests button to the left of the settings gear. Opens a Bounties / Treasure tab list of active EpicLoot contracts, with a Map button for each target.

1.1.86

  • Passive Powers: shared activation cooldown only on the right of the icons (not duplicated under F / Shift+F). Red timers under a key are that power's depletion only.
  • Passive Powers: red depletion timer reads the live PassivePowers Depletion … effect (120s passive loss after active ends), not only the HUD buff list.

1.1.85

  • New: UseVanillaSkillsWindow (Character, on by default). When SkillsReworked is installed, the Skills button opens the vanilla window so its spend-points controls are visible. SeneaL's skills list stays hidden.
  • Passive Powers: the shared "Passive" label is hidden. While the shortcut keys are grey, the shared cooldown is shown under them.
  • Passive Powers key, buff, and cooldown labels use the in-game font instead of LiberationSans.

1.1.84

  • New: ShowCreatureStars (Creature/Player HUD, on by default) hides creature level stars, including CLLC-colored rows.

1.1.83

  • New: ShowNameplateDiamonds (Creature/Player HUD, off by default) hides SeneaL UI's gold diamonds and lines beside creature names.

1.1.82

  • New: Talents button in the character window, 10 px right of the level. Opens TalentTree (its own button sits in the inventory, which SeneaL hides). ShowTalentsButton.
  • New: 100 px SkillsReworked XP bar 10 px under the character-window level. ShowLevelXpBar.
  • Fix: after a death, Tenacity (and other SkillManager skills) could be left at a partial level like 29.1, and SkillsReworked would refuse to spend points into it until Rebirth. Fractional levels are now rounded down when the Skills window opens. Only active when both Tenacity and SkillsReworked are installed. FixSkillRespendAfterDeath, on by default.
  • Package now includes a default config/cjayride.SeneaLHudLayout.cfg.

1.1.81

  • ThreatIconOpacity default is now 0.71.
  • SeneaL ModSettingsWindow = ConfigurationManager works with shudnal ConfigurationManager.
  • Nameplate fixes: ValuesBesideLabels restore, threat icons toggle/size/lift/opacity, single CLLC-colored star row, HideNameplateExtras, ShowEnemyLevel.

1.1.80

  • Fix: ThreatIconSize actually resizes (stretch anchors were ignoring sizeDelta; size changes no longer slide the icon).
  • Fix: ThreatIconOpacity applies to all graphics on the icon.
  • ThreatIconSize default is now 5.

1.1.79

  • Threat icon defaults: ThreatIconSize 6, ThreatIconLift 10. Size slider now goes down to 2.
  • New: ThreatIconOpacity (default 1). Lower it to fade the Alerted/Aware icons.

1.1.78

  • Threat icons (Alerted/Aware): smaller by default (ThreatIconSize 12, was SeneaL ~26) and lifted above the creature name (ThreatIconLift 4).

1.1.77

  • Fix: only one star row on nameplates (stops gold + red duplicate stacks). CLLC affix coloring still applies to that row.

1.1.76

  • Restored CLLC affix star colors (Aggressive red, Regenerating green, etc.). Stars stay left-aligned under the bar.

1.1.75

  • New: ShowThreatIcons (default true). Set false to hide Alerted/Aware icons on nameplates.

1.1.74

  • ValuesBesideLabels restores right-aligned numbers when turned off (no rejoin).
  • ShowHealthNumbers no longer hides the Alerted/Aware threat icons.
  • Creature stars stay gold and left-aligned under the bar; CLLC affix color no longer recolors them, and star layout no longer depends on health numbers being on.
  • ShowEnemyLevel shows a [Lvl:N] label when CLLC is not already providing one.
  • New: HideNameplateExtras hides affix/mutation/empty caption lines above the creature name.

1.1.73

  • When SeneaL ModSettingsWindow = ConfigurationManager, F1 / Esc → Mods now open shudnal ConfigurationManager (SeneaL only recognized the official BepInEx GUID before).

1.1.72

  • [Vitals] NumberBold defaults to 0.8.

1.1.71

  • Vitals numbers use a much heavier stroke at high [Vitals] NumberBold, and the style is reapplied after SeneaL redraws the labels so 1.0 is visible in game.

1.1.70

  • Stamina, eitr, and adrenaline numbers can be made heavier with [Vitals] NumberBold (0 is SeneaL's weight, 1 is extra bold). Default 0.4. Changing the slider restyles three labels; it does not add per-frame work.

1.1.69

  • Creature health bars and names keep one size when you move closer or farther. A far nameplate no longer stretches the bar or swells the name.

1.1.68

  • Crafting stat numbers sit beside their labels the first time the window opens, without waiting for the text to finish measuring.

1.1.67

  • Creature stars use one size, [Creature/Player HUD] StarSize (default 10), and stay matched to the health bar when you move closer or farther.

1.1.66

  • Crafting stat numbers sit beside their labels again.
  • Creature stars sit against the health bar and use a softer effect color.

1.1.65

  • Tooltip and crafting stat numbers sit beside their labels, including on wide EpicLoot item panels.
  • Creature stars stay the normal small size and take their Creature Level and Loot Control effect color. The extra glow behind them is gone.

1.1.64

  • The VNEI button on the crafting panel sits 7 pixels higher so it no longer covers the crafting station stars.
  • [Minimap] HideWindAndServerDay replaces HideStatusPills and defaults to off, so the wind and day/time pills under the minimap stay visible.
  • [Status Effects] MoveToCorner can place SeneaL's status list in a screen corner, with Corner, OffsetX, and OffsetY. It is off by default. Compact Status Squares still owns that list when it is enabled.
  • Looking up the SkillsReworked level no longer scans every loaded mod, so a missing EpicLoot reference in VNEI does not throw.

1.1.63

  • After opening a crafting material, Back sits at the top right of the item details and returns to the previous recipe.

1.1.62

  • Creature and player nameplates use [Creature/Player HUD] NameTextScale (default 0.75) and HealthTextScale (default 0.94). 1 is SeneaL's size.
  • [CenterMessage] SendToNotices defaults to off. The large middle message stays on the banner.

1.1.61

  • Crafting-window stat numbers sit just after the stat name. A value such as 13 no longer covers the word Slash.
  • Clicking a material that this station can craft opens that recipe, and Back returns to the recipe you came from.

1.1.60

  • Nameplate stars keep their gold color, and a glow behind them uses the creature's Creature Level and Loot Control effect color. Regenerating is green, Aggressive is red, Armored is blue, Curious is cyan, Quick is magenta, and Splitting is white. Stars with no effect stay plain gold.

1.1.59

  • Creature and player nameplates have [Creature/Player HUD] NameScale and HealthScale. 1 keeps the current size.

1.1.58

  • In the crafting window, a requirement that is crafted at the same station can be clicked to open its recipe. Back returns to the recipe you came from. [Crafting] ClickMaterials turns this off.

1.1.57

  • Stat numbers sit directly beside their names in item tooltips and the item window. [Stats] ValuesBesideLabels turns that off and restores the right-aligned numbers.

1.1.56

  • The hammer build search keeps the last text when you leave to place a piece and open the hammer again.

1.1.55

  • Deposit All, Deposit Similar, and Stack All never take coins out of the coin purse. Move coins into your inventory first.
  • Deposit Similar no longer errors when the chest has no coins.

1.1.54

  • The repair list stays under the repair button as items are repaired. It no longer jumps above the button when the list gets short.

1.1.53

  • Creature and player nameplate settings live under [Creature/Player HUD]: BarWidth, LevelSize, ShowEnemyLevel, and ShowHealthNumbers.
  • BarWidth defaults to 1. A wider bar keeps a full health value filled to the end of the bar.

1.1.52

  • Coin purse deposits split only as many stacks as the chest can hold. A full chest no longer dumps stacks of 999 into the inventory.
  • [Wallet] SplitForChest turns that deposit split on or off. It is on by default.

1.1.51

  • Rarity fill default strength is 0.10.

1.1.50

  • With the compass hidden, the boss bar moves up into that space.
  • The Raid event card sits below the boss bar instead of on top of it.
  • Rarity fill works on inventory slots again. Default strength is 0.20.

1.1.49

  • Rarity fill clears off empty slots after death, and comes back when the items are in those slots again.

1.1.48

  • Center message defaults are gap 47, half size, and sent into SeneaL's notices.
  • Creature stars stay on one line.

1.1.47

  • Creature, player, and boss nameplates use the ink of the letters, so the lines sit together without a font-box gap.
  • The alert and aware marks above creatures stay hidden.

1.1.46

  • Boss, creature, and player nameplates sit tighter: the gap is measured from the letters themselves, not the text box.
  • The Lv label beside creature and boss names is hidden.

1.1.45

  • Creature and player nameplates are measured from the health bar itself: name, then health numbers, then the bar, then stars. Levels above 2 get their own star row.
  • Boss name and health numbers sit a little further off the boss bar.
  • Creature and player bars can be widened with [WorldHud] EnemyBarWidth (default 1.5). [WorldHud] ShowEnemyLevel adds an Lv label.
  • The large middle message can be scaled with [CenterMessage] Scale, or sent into SeneaL's notices with [CenterMessage] SendToNotices.

1.1.44

  • Creature and player nameplates stack as name, health numbers, health bar, then stars. Health numbers stay above the bar.
  • Food-bar level default X is -39.
  • VNEI opens with its top-right corner against the bottom-right corner of the VNEI button.

1.1.43

  • Food-bar level defaults to X -41 and Y -20.4. Extra digits grow to the right, so the label does not slide.
  • Creature stars above two stay in a short row under the health bar, and the health numbers sit on the next line. The old drop used the bar's stretched height, which pushed the numbers and the stars off the nameplate.

1.1.42

  • SeneaL's chat window stays hidden. [Chat] HideChat is on by default, so another chat mod such as Chatter can draw the messages.

1.1.40

  • The crafting panel has an Items button that opens VNEI's full item search. The button then says Close. Closing the inventory closes the search too. [Crafting] ShowItemSearch.

1.1.39

  • Selected-item glow is off by default. [Slots] Highlight.
  • Health numbers for creatures with more than 2 stars sit one short row under the stars, instead of being pushed far down over them.
  • Character-window level reads Level 22 and sits a little lower in the frame.
  • Food-timer level is its own switch, [Character] ShowFoodLevel. It sits directly under the timers, sized to the words Level 22.

1.1.38

  • Creature health numbers drop below the star row when a creature has more than 2 stars, so the extra stars stay visible.

1.1.37

  • Rarity fill defaults to 0.05 strength.
  • SeneaL's rarity edge stays hidden while the fill is on, so the only glowing edge is the selected or equipped item.

1.1.36

  • The character-window level sits 5 pixels lower, clear of the frame.
  • The same level also sits under the food timers, on the row with the health number.
  • [Minimap] HideStatusPills now hides the wind and day/time pills under the minimap. The biome name on the map stays.

1.1.35

  • Magic items fill the inside of the slot with their EpicLoot color, and SeneaL's rarity border is hidden. The gold selected and equipped glow stays. [Slots] RarityFill is on by default. [Slots] RarityFillStrength is how solid that fill is (default 0.5). Turn RarityFill off to restore SeneaL's border.

1.1.34

  • SkillsReworked level sits in the top left of the character window (Skills, Texts, Trophies, PvP). [Character] ShowLevel is on by default.
  • The wind and day/time pills under the minimap can be hidden. [Minimap] HideStatusPills is on by default. The biome name on the map stays.

1.1.33

  • Power timers no longer throw every frame when there is no local player.

1.1.32

  • Ctrl-click and put-all split a wallet coin count above 999 into real stacks of 999 before moving them into a chest. If there are not enough free inventory slots to split the whole amount, the leftover stays in the wallet.

1.1.31

  • Changing highlight or check color and size updates marks that are already on screen. You do not have to reselect the item.
  • Turning Highlight or CornerPip on marks whatever is already selected, including at login. Turning them off clears those marks.

1.1.30

  • Selected hotbar items and equipped gear get a soft gold glow around the button's own edge. [Slots] Highlight is on by default. [Slots] HighlightColor defaults to gold (FFD700). [Slots] HighlightSize is how far it spreads, default 4.
  • A green check sits on top of the item border for the selected hotbar item and equipped gear. [Slots] CornerPip is on by default. [Slots] CornerPipSize defaults to 18. [Slots] CheckColor is the check color.
  • Turning Highlight or CornerPip off clears marks that are already on screen. Turning them on marks whatever is already selected.
  • Equip countdown stays in the inventory window ([Slots] ShowEquipCue). [Slots] ShowGearBarCue also shows it on the hotbar, only while worn gear is being equipped or unequipped. Weapon and tool swaps do not show it.
  • Health numbers sit just below the bar, so the name stays above it.
  • SeneaL UI's login server-rules window stays hidden. [Notices] HideServerRules is on by default. Server limits still apply.

1.1.15

  • Equipped and selected weapons, tools, and armor get a brighter blue frame. Config: [Slots] SelectionGlow (0 to 3, default 1.4). 0 leaves SeneaL's own glow.
  • Equipping or unequipping an item shows a white whole-second countdown on the item icon (5, 4, 3, 2, 1). Config: [Slots] ShowEquipCue (on by default).

1.1.8

  • Creature and player health bars show current/max just above the bar. Config: [WorldHud] ShowHealthNumbers (on by default).
  • Fixed a crash while creating that label. TextMesh Pro threw when an outline was applied to a font with no outline material.
  • Passive Powers size slider: [Powers] Scale, from 0.5 to 1.5. 1 is the previous size.
  • Optional always-visible stamina, eitr, and adrenaline bars. All default off, so SeneaL UI still fades them:
    • [Vitals] AlwaysShowStamina
    • [Vitals] AlwaysShowEitr
    • [Vitals] AlwaysShowAdrenaline
  • Hovering a Grillspett Item Drawer shows one slot and the total stored count, instead of every stack.
  • Fixed the drawer-preview patch failing to load. SeneaL UI names the container parameter c.

1.1.3

  • Hotbar, action slots, and food quick slots move to the bottom left.
  • Health and food sit above that hotbar. Compass stays at the top.
  • Boss bars and center messages are nudged. Minimap cluster shifts left.
  • SeneaL's unused guardian-power circle can be hidden. Passive Powers sit beside the food column.