WiresEnemyHUD
Stagger bars, HP counters, DPS, critical hit flash, and optional off-screen/damage visibility.
About this mod Author’s original text
Wire's Enemy HUD
An improvement to Valheim's enemy HUD that keeps the vanilla look.
exclusive info:
I am REALLY sorry but its not letting me upload the changelog this time! 0.5.2 added improved visibility conditions for the health bars and customizable font size!
Features
- Vanilla-style stagger bars, including the white flash when enemies stagger.
- Optional HP numbers for enemies, bosses, and multiplayer players.
- Current HP, current/max HP, percentage, or no counter.
- Optional thicker enemy/player HP bars, awareness name colors, and uppercase names.
- DPS meters for enemies, bosses, and players, separately: On, On + DPS, or Off. Uses Terraria-style DPS timing based on damage actually taken.
- Independent font sizes for HP/% and DPS.
- Show on damage: damaged enemies show their normal nameplate for one second. Another hit refreshes the timer. This is an additional condition, so normal nameplate visibility still works.
- Keep bars on screen: if a normally visible enemy nameplate leaves the screen, it stays clamped to the viewport edge. Above the screen, it tracks horizontally along the top rather than becoming a separate indicator.
- A brief white outline flash around enemy HP on actual backstab/stagger-critical hits, matching the stagger flash.
- Default, Vanilla+, and Vanilla presets. Vanilla keeps it completely vanilla so you can config it from the ground up, Vanilla+ has some stuff enabled by default and default is my personal preset.
- Multiplayer stagger synchronization.
Disclaimer: the code is AI assisted since I barely know C#. Not fully AI nor human.
<- donations, but not recommended since I didn't fully code it myself
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. In multiplayer, the host and every client need the same mods installed.