NativeEnemyHealthBars
Native-style enemy health bars above the enemy head when damaged. Works for host and clients, stays anchored to the enemy, no enemy-breaking cleanup.
About this mod Author’s original text
Native Enemy Health Bars
Native-style enemy health bars for R.E.P.O.: the game's own HUD health widget, shown above an enemy's head when it takes damage.
Features
- Uses the game's native HUD health style (current / max).
- Appears when an enemy is hit and fades after a few seconds.
- Anchored above the enemy's head (visible model bounds + configurable extra height). Hidden when the enemy is out of view; kept on screen at point-blank range.
- Works for every player: damage is only computed by the host, so clients track the enemy's health from the game's hurt RPC with the same formula.
- Resets when the enemy respawns.
Config (chatgpt.repo.nativeenemyhealthui.cfg)
- Max Distance (40), Visible Seconds After Damage (4), UI Scale (0.5), Extra Height Offset (0.35), Screen X Offset (10).
Installation
Client-side UI: every player who wants to see the bars installs it.
AI disclosure
AI tools were used during development and to create the package artwork.
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.
Dependencies
Install these first, or the mod will not work:
BepInEx-BepInExPack