Quasimorph

Quasimorph

Display Movement Speed - UI [Hover Version]
19 Comments
Timberfox13 4 Sep @ 5:59am 
@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?
Timberfox13 24 Jul @ 11:36am 
thanks for responding, i appreciate the effort :)
Crynano  [author] 24 Jul @ 8:42am 
@Timberfox13 Thank you!
I haven´t tried playing with a controller, so I am oblivious to these kind of problems. It´s something worth taking a look into, good point.
Timberfox13 23 Jul @ 11:56am 
Hi there, first of all: awesome upgrade from nbk_redspy's already great base-mod (hi Lynch :steamhappy: also great work)

but: could you please make it work for controller based input?
it works fine for mouseover but the target mode when using a controller doesnt display the overlay or to be fair: it only does on melee distance but not for ranged targets
Crynano  [author] 19 Feb @ 4:24am 
It could be possible to show that aswell, like a little icon showing walking or a '?' sign?
Ashnal 17 Feb @ 9:13pm 
Very nice! I've been using the previous version of the mod for some time.
Curious, is it possible to also show an icon for enemy state? The status displayed on the health window that says things like "moving" investigating" etc? A one letter indicator (or icons if desired) would be great.
Meat Horse Array 17 Feb @ 11:45am 
<3
Crynano  [author] 17 Feb @ 9:15am 
Updated mod compatibility for 0.8.5 and 0.8.6 (current and beta)
Crynano  [author] 16 Feb @ 12:51pm 
Not compatible with Beta yet, but I plan to release a fix in a day
Meat Horse Array 15 Feb @ 5:24pm 
Safe to use with the new beta yet?