LethalHUD
[v81] Quality of Life mod to improve HUD elements with config options and additional features, fixes, custom UIs
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About this mod Author’s original text
LethalHUD
[v81 update]
Built around LethalConfig, with support for runtime changes — everything can be changed mid-game.
Config is fully local, meaning if you reimport someones profile your config won't be overridden.
You can change it from local to global in your modmanager there is going to be another config BUT you will need to restart the game to switch around.
Request features in the modding Discord - if it’s possible, I’ll probably add it.
General info
- 2 configs: bootstrap.cfg and lethalhud.cfg
- bootstrap is for changing configuration from local to global
- local: for modpack creators, sharing your configuration, location of the file = default place like every otherr mods
- global: for players who dont want to use others' configurations but their own without it being overridden everytime, location of the file = \AppData\LocalLow\ZeekerssRBLX\Lethal Company\LethalHUD (the only thing you gotta make sure is that in bootstrap.cfg you have this selected when you import someone's modpack)
- for LINUX users it'd be something like ~/.local/share/Steam/steamapps/compatdata/1966720/pfx/drive_c/users/steamuser/AppData/LocalLow/ZeekerssRBLX/Lethal Company/LethalHUD/ or ~/.steam/steam/steamapps/compatdata/1966720/pfx/drive_c/users/steamuser/AppData/LocalLow/ZeekerssRBLX/Lethal Company/LethalHUD/
- networking disabling config: now you can play in public lobbies again, sorry for the delay..
- lethalhud.cfg
- bunch of different configurations for:
- Main Color (this is like a centralized color config for inventory slots, scanlines which should honestly control everything but I forgor about it)
- Scan (ScanMode, FadeOut, RecolorScanLines, Scanline style, Scanline intensity, ScanColor, Alpha, Vignette Intensity, ScrapCounterVisual, ShipLoot and display time, lootcolor, loot x and y pos)
- ScanNodes (FadeAway, Lifetime and FadeDuration, Shape)
- Inventory (InventoryFade and its delay, FrameColor, FrameStyles, GradientColorA and B [honestly I dont really need FrameColor anymore but whatever..], HandFullColor, ShowItemValue, ItemValueColor, ItemValueGradient, ShowTotalInventoryValue, ShowTotalDelta, TotalPrefix, ChangeCurrency, TotalValueOffset X and Y Pos)
- Chat (Fade delay, Colored Names config, GradientNameColorA and B, ChatInputTextColor, ChatMessageColor, GradientMessageColorA and B)
- Health/Stamina/Weight (HealthIndicator, HealthFormat, HealthSize, HealthRotation, HealthColor, Indicator X and Y Pos, SprintMeterColoring, SprintMeterColor, SprintMeterStyle, WeightUnity, WeightDecimalFormat, WeightUnitDisplay, WeightColor, BatteryColor)
- Compass (CompassInvertMask, CompassInvertOutsides, Alpha)
- Clock (24Hour, ClockFormat, RealtimeClock, ClockSizeMultiplier, ClockNumber/Box/Icon/ShipLeave Colors, ShowClockInShip/Inside, VisibilityInShip/Inside)
- SignalTranslator (CenterTransmitterText, SignalMessage/BackgroundMessage/Background/MessageBackground color, LetterDisplay [speed])
- MoreDisplay (LoadingText/PlanetSummary/PlanetHeader colors, Planet Risk custom coloring)
- Spectator (TipText/SpectatingPlayerText/HoldToEndGameText/HoldToEndGameVotesText colors)
- Misc (Billboard GradientColor, Billboard Layout, Billboard GradientMode, PlayerIcon, TerminalFadeDelay, FPS/PING/SEED counters and their LayoutOptions and their X and Y positions, Control Tip ColorMode, Seperate Additional MiscTool Colors, Additional MiscTools Color, Misc Tools Gradient Color A and B)
- Keybinds (HideHUDButton)
- Custom UI
- HealthBar, Stamina, InventoryFrames, Battery and all have a secondary coloring for additional stuff thats handled in shaders by _FlowColor
- Compaitibility
- BetterScanVision
- GoodItemScan
- LethalConfig
- HotbarPlus
- NiceChat
- EladsHUD (will drop it later probably)
So now that you read thru it, you can probably understand why Im way too lazy to make a proper readme with updated content stuff. Thinking of gifs, pictures whatever but theres a lot of content here.. so yeah lazyboi
Anyways here are the future
Install & use Install: BepInEx plugin
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.
Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file.
Install these first, or the mod will not work: