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Kung

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KungVR

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33 comments

  1. henryslim
    henryslim
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    • 5 kudos
    Amazing. Thank you so much.
  2. aristidetorchia717
    aristidetorchia717
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    • 13 kudos
    It'd be incredible if a module of this mod allowed to replace and reposition player vitals bars in the same way.
  3. Hulgore
    Hulgore
    • member
    • 12 kudos
    I don't know if you're going to update this mod but in case you do, I'd like to suggest a setting to hide the bar when a NPC is under a chameleon/invisiblity/shadow form effect (a behavior added to NPCs by Monster University ), so that the health bar would not reveal the position of a hidden enemy
  4. KyiThatTun
    KyiThatTun
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    • 0 kudos
    Can you make one for Android port? 
  5. 0Regnier0
    0Regnier0
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    • 4 kudos
    For NPCs inside buildings, could the bars indicate their temperament towards you or questor status or something along those lines? Could be as simple as a slight colour gradient that lets you 'read' their mood to you, or a simple icon if their a questor that indicates that theyre maybe flagging you down or something.
    Cheers
  6. menzagitat
    menzagitat
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    • 3 kudos

    I think I've found a bug.
    I was in Daggerfall city when I came across friendly guards fighting some of the Lysandus' minions and they had a red enemy life bar above them:


    They should have green health bars since they are friendly.
    1. KungVR
      KungVR
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      Thanks to your troubleshooting in discord as well, I was able to confirm a way to fix. The next update should have this fixed (though I haven't released it yet because it's a work in progress with some of the other feature requests from here)
  7. CAWCAW
    CAWCAW
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    Mob? From Mob Psycho 100?
    1. KungVR
      KungVR
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      I was using this meaning of mob when I named it: https://en.wikipedia.org/wiki/Mob_(video_games)
  8. Mundl4000
    Mundl4000
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    Works fine with enemies but seems to have compability issues with the "language skills overhaul mod". recruited npcs (following me) have no health bars.
    And im having no health bars for village/towns people. (starting a new game with only this mod didnt help)
    1. KungVR
      KungVR
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      Fixed compatibility with Language Skills Overhaul in v1.0.2.

      As for village people (MobileNPCs) and/or the ones standing still (StaticNPCs)... Hmm, that's working alright on my end. Please ensure that you have both of these options checkboxed on the first page of the settings menu for the mod: "Show Mobile Npc Bars" and "Show Static Npc Bars"
    2. Mundl4000
      Mundl4000
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      thx for the update it fixed the compability issue. but villagers/towns people health bar still missing for me(i have the mod settings on). maybe its some text or old settings error. i hope i can find the problem
    3. aristidetorchia717
      aristidetorchia717
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      • 13 kudos
      same here. 

      First off, just tested, adjusted colors and sizes and I LOVE the mod - it really is a great step forward ui wise. 

      Second, what seems not to work for me:
      - villagers, statics
      - flashing for damage / resistance

      As far as I can tell all else is fine.

      I only have two suggestions for extra options:
      - optional enemy level number, with option to display is OUTSIDE of the box (since using really thin boxes seems the most aesthetically pleasing)
      - give option to force show a bar on a selected entity when using the 'examination / eye' interaction, regardless of how other preferences are set.
    4. aristidetorchia717
      aristidetorchia717
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      • 13 kudos
      edit: heal flashing works. still no npc bars though.
    5. KungVR
      KungVR
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      Thanks for the added confirmation that it's not just a one-off. A couple of questions for anyone having issues with MobileNPCs and StaticNPCs not appearing: What version of Daggerfall Unity are you running, and do you see any kinds of errors that might be related in your Player.log file? The log file is located at "...\AppData\LocalLow\Daggerfall Workshop\Daggerfall Unity\Player.log"

      The TypeLoadException referenced in another comment may be related to StaticNPCs (though shouldn't affect MobileNPCs). Could you try the test fix here and see if it fixes the issue? https://www.nexusmods.com/daggerfallunity/mods/711?tab=files&file_id=3579

      Thanks for helping me track down the cause of this issue. With my mod being a fresh release, looks like I'll need to work through finding a few things that are "working on my machine" but may not be working for everyone.
    6. KungVR
      KungVR
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      Ah! Update from my end, I can reproduce this issue here too now. I wasn't running into the problem because I was testing on the new update of DFU (1.1.0-rc). Looks like something is breaking here in DFU 1.0.0. If you'd like this to work right away, you can swap to DFU 1.1.0-rc as it appears to work in that version.
    7. KungVR
      KungVR
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      Ok, this should now be fixed in v1.0.3 of this mod. (should be working in DFU 1.0.0 so no need to update to the release candidate now). Please let me know if the StaticNPCs and MobileNPCs appear for you now
    8. Mundl4000
      Mundl4000
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      • 0 kudos
      Everything works fine now (at least for me) thx!
  9. IvanKuzyk
    IvanKuzyk
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    • 11 kudos
    Gorgeous mod, I would also add in the settings the ability to enter your own variants of the words <miss>, <resist> as in the <LoadingScreen> modification, I would also add support for fonts from the <Font> folder, which is located in the game directory.
  10. WilhelmBlack
    WilhelmBlack
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    • 19 kudos
    Finally a customizable health bar mod.

    I got these errors all the time in the player log. I don't know what they mean, but otherwise it works fine.

    1. KungVR
      KungVR
      • member
      • 1 kudos
      Hmm, what version of DFU are you running?

      I should be able to reference that type I think, so I don't know why it's not working on your install, but I've made a test build that references the type via reflection instead. I've uploaded to "Optional Files" as v1.0.2.test Please let me know if this fixes the issue for you:

      https://www.nexusmods.com/daggerfallunity/mods/711?tab=files&file_id=3579
    2. KungVR
      KungVR
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      Ah! I was able to reproduce the issue on my end. (I recently swapped to testing on the new 1.1.0 release candidate version of Daggerfall Unity) Looks like this works properly in 1.1.0-rc but doesn't in 1.0.0. I'll look into getting support for 1.0.0 but in the meantime if it doesn't break the rest of your setup, could you try in DFU 1.1.0-rc and see if it fixes stuff for you?

      By the way the MobHealthBars1.0.2.test.zip has even more issues in DFU 1.0.0 (prevents the whole mod from loading it looks like), so it's best to just test with my main release MobHealthBars1.0.2.zip

      Now that I see the issue is 1.0.0 vs 1.1.0-rc I can test fixes myself here too.
    3. KungVR
      KungVR
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      • 1 kudos
      Yep, that was it! I've confirmed now that ActiveGameObjectDatabase was added just 6 weeks ago to the DFU code base. So I can't use it with v1.0.0 support. I'll look into an alternative method for what I was doing there (finding the active StaticNPCs)
    4. KungVR
      KungVR
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      Thanks for the report on this issue, this should now be fixed (DFU 1.0.0 working properly) in the version 1.0.3 of this mod I just released
    5. WilhelmBlack
      WilhelmBlack
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      • 19 kudos
      Yeah it works fine now. Thanks!

      I'm waiting until the testing of 1.1.0 is finished, but maybe I should upload now if the new mods use this version.
    6. WilhelmBlack
      WilhelmBlack
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      • 19 kudos
       So, if you can make that the health bars varies between gender, race and type of monster I can do very funny and immersive things.



      EDIT: Also, if you could add an option to count friendly enemies as a pacified enemies I will appreciate it. I want to make that hostile enemies have a more aggresive face.

      EDIT 2: Another request sorry. An option to see bars only in view mode, like in the world tooltips mod.