Invisible, Inc.

Invisible, Inc.

UI Tweaks
45 Comments
Xaliber 7 Sep, 2024 @ 7:26am 
In case anyone stumbled upon this mod, there's a new one called UI Tweaks Reloaded: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2660875942
Wealthy Aardvark 6 May, 2020 @ 8:51am 
A fantastic mod. Given that it's been four years since developed I don't expect an update, but if you do could you look into giving a dollar to all of the Scientist NPCs as well so we can know that they've been searched? Since they can sometimes carry augments they're worth checking out.

In the Contingency Plan linked story mission where three scientists spawn and then the new alarm system has them change their patrol route, it can be a pain to keep track of which ones you've taken a look at already.
Zondre the Vexed 20 Jan, 2020 @ 7:53pm 
This still works thanks for the mod. Fair warning though, the icons for items with different levels are only changed for the base game. Contingency plan thermal neutralizers for example aren't numbered. Also they are numbers rather than roman numerals which is kinda ugly and inconsistant imo
cyberboy2000 19 Aug, 2019 @ 10:34am 
Refresh Mods in the settings
stoops 19 Aug, 2019 @ 10:26am 
This no longer works for me. It does not appear in the list of DLCs when starting a new game
ryballz 15 Jun, 2018 @ 6:51am 
Like what Chemic asked, can you please add a scaling option for higher res?
NubNub 5 Jun, 2018 @ 8:57am 
I found it annoying that I couldn't mark drones that spawn as searched so I just edited the if statement in need_a_dollar.lua. With the advanced guard protocol mod, you end up getting spawned drones a lot
Chemic 22 Dec, 2017 @ 2:06pm 
can u scale the ui for a 4k TV screen like 200% bigger?
Yawn YS 30 Nov, 2017 @ 11:20am 
Btw fantastic mod! This makes the game even better - thanks for making it!
Yawn YS 20 Nov, 2017 @ 3:58pm 
Ah, thanks guys!
Human_Kirby 18 Nov, 2017 @ 9:44am 
You need to go into options/gameplay and then click something like refresh mods
Yawn YS 18 Nov, 2017 @ 9:40am 
This isn't working for me. I clicked Subsribe, and booted the game up. Still can't open doors while dragging bodies or see rounded AP. Tried re-subscribing and relaunching the game.

Is there something I'm missing?
osheroff  [author] 3 Oct, 2017 @ 2:57am 
works with/without the dlc.
Timbermaw 6 Sep, 2017 @ 12:55am 
Oh thanks for that David, hadn't played this in a while and was wondering what was going on
osheroff  [author] 9 Aug, 2017 @ 2:17am 
@David Sid, yeah, that's a general issue with Invisible's mod system. Applies to any/all mods IIRC
David Sid 29 Jul, 2017 @ 5:05am 
This is the first mod I tried to use, and I thought it was broken until I found out you have to "Refresh Mods" from the Gameplay Options. I hadn't even noticed that button previously. You might want to make a note of this in the description for newer players.

That nitpick aside, the mod itself is awesome. Rated up and favorited!
BRH0208 22 Jun, 2017 @ 11:42am 
finaly I can reorder the invintory! It wasn't to annoying but its just nice fixes that made the game more "free"
David 4 May, 2017 @ 2:35am 
Very nice +1
Vectorman 24 Apr, 2017 @ 4:25am 
Thank you for restoring the door manipulation while dragging. :2016popsicle:
Larry 2 11 Apr, 2017 @ 3:57am 
Hi there

Love the mod. great work. Was wondering if you could add a RADIUS TOOL so that the player can see how far an item/ footsteps could be heared. I would work on it myself if i had any programming knowledge at all XD

Cheers!
osheroff  [author] 9 Feb, 2017 @ 2:31am 
satsujin, no, but it's all open-source if you want to take a whack at it. https://github.com/osheroff/ui_tweaks
K 2 Feb, 2017 @ 4:05am 
Nice mod these things should be in stock installation!

One thing I wonder since you're already doing bunch of UI stuff if it would be possible to modify the text size in various dialogs in the game in any way? I'm talking font replacement or virtually any means. I hate having to switch to low resolution just to make text comfortably readable over some distance.
Jay 30 Dec, 2016 @ 12:08pm 
@Anistuffs thx! I did figure it out already :)
Hoja Lateralus 10 Dec, 2016 @ 7:59pm 
This mod is great! Only "complaint" could be that the mod should perhaps mark the guard in the same colour as his notice marker.
TripSin 27 Nov, 2016 @ 2:21am 
Yeah, this mod is fantastic, thanks so much dude!
osheroff  [author] 27 Nov, 2016 @ 12:31am 
@crostintein, yeah, it had been awhile since I played invisible, but I saw your note and booted it up for the first time in months and had a fun game. So thanks for the comment!
Cronstintein 23 Nov, 2016 @ 10:24am 
I know you've probably moved on by now, but this mod is freaking amazing. It would be painful to switch back to vanilla after this .5 AP goodness.
Anistuffs 16 May, 2016 @ 11:51pm 
@Jay If you haven't figured it out yet, in the Options menu, under the gameplay tab there's a button that says Refresh mods. You have to hit that every time after subscribing to a mod to have the game add it to it. Got stuck on this step for a long time myself.
Jay 20 Apr, 2016 @ 4:40pm 
sry to hijack this, but I subscribed to the mod but nothing changed. Also no new options at the start? how is this working? :( thanks for help
Skaffi 9 Apr, 2016 @ 6:14am 
Also, another suggestion: instead of adding 1 credit to spawned guards, wouldn't it be possible to add to their description that they're spawned ones? 1 credit barely affects gameplay, but in the spirit not tempering with actual gameplay, it would still be nice. Perhaps it could be added to their list of abilities, along with things such as their heart rate monitor.
Of course, I don't know if that's a lot of work. If it is, then don't worry about it.
Skaffi 9 Apr, 2016 @ 6:11am 
Great mod - thanks for making it!
By the way, would it be possible for you to add an option to the mod, so that you can set agents to close doors behind them automatically?
Sometimes it's in your best interest to leave them open, but I find that most of the time, it's much better to keep them closed. I keep forgetting to do it, however. I'd make far fewer errors if I only had to remember to actively do something when I want to leave the door open, rather than having to remember to close it behind me.
Thanks!
TripSin 22 Mar, 2016 @ 12:50pm 
Great mod, thanks for making it!
DEILAN 29 Jan, 2016 @ 8:06am 
@osheroff, oh, sorry, I rarely read the comments. :) And thanks for the answer and for the mod!
IntelSquirrel 29 Jan, 2016 @ 6:31am 
That sounds nice :)
Then you can't exploit it. Your are welcome btw. I will type in here if I see more problems.
Else it is a really nice mod, that solves some good problems. Thanks.
osheroff  [author] 28 Jan, 2016 @ 11:21am 
@deilan, read the below comments. a later update fixes it so that you can only open doors if you can otherwise drop the body.
DEILAN 27 Jan, 2016 @ 1:04pm 
The feature:
- Doors are now manipulatable while dragging bodies
opens possibility for an exploit?

In vanilla, if there is body/corpse lying besides the door already, and you are dragging one more body/corpse over it, you can't open the door because you can't drop being dragged body/corpse to free the hands. If door is manipulatable in that case while using the mod, it changes the mechanics of the game - and that's the exploit.
osheroff  [author] 22 Jan, 2016 @ 7:32pm 
ok @mikachu @nile I posted an update that fixes the bug you brought up and another where it showed a locked/broken/otherwise-unopenable door as manipulatable if you held a body.
An Orange Box 20 Jan, 2016 @ 6:17pm 
What Mikachu said. If this mod is intended to have zero effect on the way the game actually plays, the new ability to move doors that have a body in the way is a problem.
Mikachu 17 Jan, 2016 @ 5:05pm 
You can't drop a body to close a door if you're standing on top of another body (double KO-pinning). Arguably quite specific, but still.
osheroff  [author] 15 Jan, 2016 @ 4:24pm 
@frozenSquirrel, actually, I checked it out, and you can drop or pick up bodies with a gun trained on you.. either before or after the mod
IntelSquirrel 15 Jan, 2016 @ 5:56am 
Maybe the thing about not being able to open/close doors while dragging, is to make people remember that they have to drop the body to do anything.
If you get spotted while the body is not dropped, you will get killed, if you drop the body. Isn't that correct?
But I like it anyway :)
osheroff  [author] 13 Jan, 2016 @ 3:27am 
lua's a funky one.
FanixSay 12 Jan, 2016 @ 9:57pm 
Hm, I'm sorry, you're right :) I hadn't known about "hidden parameter named arg". So, live and learn, I guess:)
osheroff  [author] 12 Jan, 2016 @ 5:25pm 
are you getting an error? I'm using unpack(arg) as described in http://www.lua.org/pil/5.2.html
FanixSay 11 Jan, 2016 @ 9:42am 
unpack(arg) in monkeypath is invalid. It is very likely that you mean ...?