Quasimorph

Quasimorph

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Display Movement Speed - UI [Hover Version]
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Compatible Version: 0.9.1, 0.9
Tags: 0.9.5, 0.9.2
File Size
Posted
Updated
2.452 MB
7 Feb @ 5:47am
16 Aug @ 4:40pm
10 Change Notes ( view )

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Display Movement Speed - UI [Hover Version]

Description
Display Movement Speed Continued - UI [Permanent Version]

This version of Display Movement Speed mod shows UI when hovering over an enemy.

The UI features extra information to quickly assess dangerous enemies.

All of these options can be toggled on and off in the config file, or using the Mod Configuration Menu.

Continued Notes
This mod is a version of the Continued mod by NBK_RedSpy[github.com]
We are maintaining different versions of it for user preference.

At the same time, a continuation of GitHub user jamsge[github.com]'s mod

If needed, the mod will be taken down upon original author's request.

Updates
v1.3.1
- Changed damage type search from ammo to weapon. (Thanks to everyone who reported this!)
- Optimized UI loading. Users were experiencing lag when the menu was shown for the first time.

v.1.3.0
- Added attack type icon.
- Added numeric health display
- Reorganized UI layout
- Remade bar with a custom shader. Now chunks are sharper than ever!
- Remade how UI scales with zoom. Now its compatible with any mod that changes zoom levels.

v.1.2.1
- Added healthbar back to users without Mod Configuration Menu

v1.2.0
- Added new configuration options
- Added MCM support
- Tweaked UI font and colors

v.1.1.0
- UI Scales with Camera Zoom

Bugfixes
- Fixed a bug where the premature destruction of the enemy would throw an error message.

Alternative Versions
NBK_RedSpy's continued version can be found here:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3417898256

I have uploaded an alternative permanent version here: (it will be merged with this one soon)
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3426072300

Note that only one "Display Enemy Movement Speed" mod can be run at a time.

Support
For my sleepless nights and my quick bugfixing, here's my KoFi[ko-fi.com] page.
I accept suggestions or we can talk if you wish a for a specific mod.

Source

Credits
Popular Discussions View All (2)
5
12 Feb @ 7:56am
PINNED: Bugs
_AZOT_
2
1
14 May @ 1:06pm
PINNED: SUGGESTIONS
Crynano
19 Comments
Timberfox13 7 hours ago 
@Crynano: my controller works like a charm (xbox 360), the only thing thats off is that i dont get the movement/health overlay in controller aim mode, only with mouse hover, aside from that everything is fine (no throwing button but thats another story 🙂)
Crynano  [author] 2 Sep @ 7:24am 
My plans for the mod are to mix the Hover and Permanent versions into one. It will be changeable in the config.

Other than that I haven't thought about adding more functionalities to it
Haydern 2 Sep @ 6:57am 
Thanks, now i understand it. Any plans to upgrade the mod to show the chance to hit?
Crynano  [author] 2 Sep @ 12:40am 
The yellow bar is the health it would have after you shoot somebody. Its value is calculated using your equipped weapon, using its ammo and your bonuses, and assuming you deal a non-crit average damage.

In essence, its (current enemy hp - average gunshot)

The segments determine an amount of health. Its default value is 20 but you can customize it.

Example with the default value: an enemy with 100hp will have 5 segments.
One with 30hp will have 1.5 segments.
And those below 20hp, will have no segments
Haydern 1 Sep @ 6:58am 
@Crynano Hey, i'm trying to understand the yellow bar: chance to crit or resistance? And the segments on HP are the number of actions to probably kill?
Great mod btw. The devs should integrated it on base game.
Crynano  [author] 16 Aug @ 4:44pm 
Got an update running with another issue a user pointed out!

@Timberfox13 I've looked into how gamepad works and unfortunately my MCM bugs the shit out of my controller. Do you also have that issue?
wangChungTonight 15 Aug @ 10:15am 
@Crynano
Thanks! It's still the case that they can, you know, have more than one weapon. But this is Quasimorph, and overconfidence has a price :)
Crynano  [author] 15 Aug @ 3:35am 
Yes you are right, I use the ammo. Good eye!
I've fixed it and will update it soon :D
Crd 15 Aug @ 3:34am 
@wangChungTonight
its definately uses a ammo type instead of actual weapon damage type.
wangChungTonight 14 Aug @ 7:34am 
I think I've found a small bug: a pirate with a crowbar had the "flame" damage icon. Turns out he had gasoline in his inventory. Does this mod look primarily at ammo to determine damage type?