MonsterCompass
Screen-edge direction hints intensify as active monsters approach. Configurable color, range and opacity. Client-side, F7 toggle.
About this mod Machine translation
Monster Compass / Monster Direction Tips
Monster Compass displays monster directions at the edge of the screen. The closer the monster is to the player, the brighter the arrow and the faster the pulse; the prompt persists while the monster remains active, and is removed when the monster is deactivated or the scene is switched. The prompt does not display the monster's name, health, or perspective outline.
use
- The upper edge represents the front, the lower edge represents the back, and the left and right edges represent the left and right directions.
- Tips update as the player turns and monsters move, using horizontal compass directions, not indicating floors or heights.
- Multiple monsters can be displayed at the same time; markers in similar directions may overlap.
- Press the F7 switch prompt and briefly display ON/OFF status at the top of the screen. F7 is the only shortcut key.
- After reopening, the module will recognize activated monsters on the field within about 0.25 seconds, including monsters spawned during shutdown.
- Hide prompts when menus, inputs are disabled, and spectating; cleared when monsters disappear or when switching scenes.
Install
Install via r2modman Mod Manager and make sure the installation depends on BepInExPack 5.4.2305.
When installing manually, extract BepInEx/plugins/MonsterCompass/MonsterCompass.dll in the ZIP to the game directory according to the original directory. Do not import the source ZIP as a module.
Configuration
BepInEx/config/RepoModDev.MonsterCompass.cfg is generated after first startup. You can configure the editor using the manager, or edit the file after exiting the game.
| Configuration items | Default values | Purpose |
| --- | --- | --- |
| General.Enabled | true | Initial master switch |
| General.ToggleKey | F7 | The only shortcut key |
| General.ContinuousTracking | true | Old configuration compatibility; current version always tracks active monsters |
| Hints.Duration | 8 | Old configuration compatibility items; the current version does not remove prompts according to time |
| Hints.Opacity | 0.45 | Maximum transparency, 0.05–1 |
| Hints.Size | 38 | Marker size at 1080p, 16–100 |
| Hints.EdgeMargin | 24 | 1080p bottom margin from edge, 8–150 |
| Hints.MaxDistance | 0 | Maximum three-dimensional distance (meters); 0 means no limit |
| Hints.NearDistance | 5 | Distance to reach maximum intensity (meters) |
| Hints.FarDistance | 35 | Minimum intensity distance (meters) |
| Hints.Color | FF7B3BFF | RGBA hexadecimal color |
Distance strength increases linearly from FarDistance to NearDistance. When MaxDistance is set to non-zero, monsters that exceed this distance will not display prompts. The ContinuousTracking and Duration configurations generated by the old version will be retained and will not affect the current continuous tracking behavior.
Connectivity and Compatibility
Prompts are only drawn locally on the installer, no custom RPCs are sent, and monster behavior or saves are not modified. Both host and client listen to EnemyParent.SpawnRPC() natively and check EnemyDirector.enemiesSpawned every 0.25 seconds for activated monsters, so missed spawn events can be recovered. Other players do not have to install it.
Custom monsters need to use the game's EnemyParent life cycle or join the original monster list. Custom generators that completely bypass these two processes may not be supported.
This package is compiled for Steam R.E.P.O. v0.4.4.3 / build 23363152. Completed compilation, automatic checks for direction and strength, ZIP structure checks, and runtime checks for drawing links using the game's actual RPCs and directions.
English
Monster Compass places a subtle arrow on the screen edge for each active monster. The cue becomes brighter and pulses faster as the monster approaches. It follows the horizontal bearing as you turn, stays visible while the monster is active, and disappears when the monster is deactivated or the scene changes.
Press F7 to to …
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: