HUD display
HUD显示器
About this mod Machine translation
⚔️ Combat HUD - damage value, smart crosshair, aim assist and career attributes
"Human Host" combat feedback has been overhauled: floating damage numbers paired with exciting hit animations, a crosshair that turns red when aiming, a health bar as you aim, arrow arc prediction, fully adjustable aim assist and lifetime combat data - all controlled by an in-game panel, with no records in the archive. Everything is optional and can be adjusted in real time. Open the panel with Home and make it yours.
✨ What it does
Floating damage numbers - see the exact damage done with each hit; Rapid Fire merges into one growing number; Head photos are drawn larger in red and marked with an ×; Kills pop up with a golden kill line with the victim's level
Hit animations, three styles - scatter (numbers are kicked around, arcade style), bounce (hit in and float), slam (fall from above) - or turn them off. Each parameter has a slider
Headshot Prediction Crosshair - When the crosshair is centered on a zombie's head, the crosshair will be lit red, using the same ray as the bullets in the game. Suitable for hip-fire and iron sights
Custom reticle - 5 gun styles (cross/dot/circle combination), independent shotgun ring, adjustable thickness/gap/color, optionally open with real ammo dispersion - fully closed means laser accuracy
Aiming Info Bar - The name, level and health of the creature under the target while aiming, rather than after shooting; your selected level text will turn yellow or red at your selected threshold
Bow arc prediction - when the bow is drawn, the actual trajectory of the arrow (gravity + pulling force) will be simulated, and the impact mark will be used to show the arrow's landing point: red = head, orange = body
Aim Assist (new in 1.1) - When holding a gun or bow, a slight magnetic pull towards the nearest zombie's head or chest; taper, speed and body part are sliders, mouse always wins. Optional guaranteed hit mode: re-aim at the target instantly every time you shoot, and the arrow automatically corrects its arc. Off by default
One-Hit Kill - Optional toggle; your weapon kills zombies in one hit. Never affects damage you inflict, such as falling or bleeding
Career attributes - lifetime kills and damage, divided by weapon category (melee/pistol/rifle/submachine gun/bolt rifle/shotgun/bow) plus headshot rate; survive after restarting, all saves will be tracked
In-game panel (home page) - five tabs, resizable window, all changes take effect immediately
14 languages - follow your game language, or choose one in the panel
🎯 To be honest, sight and assist
Predictions are made using an accurate aiming model of the game's bullets, so a few honest suggestions:
Stand still, first shot: zero shot - red means the bullet will land in the head
Movement/Sustained Fire: Diffusion Opening - Red indicates centerline overhead (strongly hinted, not committed)
Magnifying glass: Designed to never have a film attached - you can already see the screen through the glass
Shotgun: No predicted color (random pellet cone, no false promises) - but you do get a clean custom ring with a unique ring color
Bow: Red is a high probability choice - zombies sway and arrows take time to fly
Aim assist and red dot/holographic/mechanical sights: These sight lines are slightly different along each gun's firing line and camera line, so the pull can be the trigger point - guaranteed hits making them more accurate. The magnifying scope and hip-fire are already very accurate.
📊 Career data
Off by default - Enable "Show Statistics HUD" in the Miscellaneous tab of the panel. Select your desired row, damage column, and font size. Counting continues in the background and is stored in the module's own file BepInEx\config\
-- will never be in your game save. Reset request confirmation.
🎨 Any color you want
Each color in the mod comes with a 16-color quick palette and a full color picker - saturation/light and dark squares, hue bars, and a hex field that can be …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.