Erenshor
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TeamSaltyBois-NamePlateResize-1.0.0
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NamePlate Resize — v1.0.0

Note: Configuration generated on first run with plugin installed.

Description

This mod adds a configurable setting to decrease or increase the size of the nameplates. Sims, NPC and mob names, and your own name each get their own configurable size.

Works alongside my other mods.


Features

  • A separate size for sims, for NPCs and mobs, and for your own nameplate.
  • A vertical nudge, for when smaller text leaves an awkward gap above the head.

Configuration

All settings are stored in BepInEx/config/com.erenshor.nameplateresize.cfg, in three sections: [Sims], [NPCs] and [Yourself]. Each has the same three settings. Edit the file while the game is closed, as settings are read once at startup.

  • NameplateScale — Default: 1, range 0.13
    The size of the whole floating nameplate. 1 is the size the game draws it, so nothing changes until you lower one of these.

  • HeightOffset — Default: 0, range -22
    Moves the plate up or down, in metres. A smaller plate leaves a wider gap above the head, so something around -0.15 often sits better.


Requirements

  • BepInEx 5.4.23.5

Installation

Mod manager: install normally.

Manual:

  1. Install BepInEx for Erenshor.
  2. Create the folder BepInEx\plugins\NamePlateResize\.
  3. Place NamePlateResize.dll in that folder.
  4. Launch the game once. The config file generates automatically.

Compatibility

One Harmony patch on one method.

  • Other mods: a conflict is only possible with another mod that also resizes nameplates. Anything else will coexist fine.

  • Game updates: if an update renames the patched method, the mod fails to load and logs an error while the game keeps running with vanilla nameplates.

  • Adding or removing mid playthrough: safe. Nothing is written to your save, so removing it puts nameplates back to their normal size on the next launch.


Methods Patched

  • NamePlate.Start — Postfix
    Every nameplate in the game, for players, sims and mobs alike, is a copy of one prefab created in two different places. Patching the component they all carry covers both with a single patch and cannot miss a new one. It runs once per nameplate as it spawns, works out which of the three kinds it belongs to, and applies that kind's settings.

Performance

The patch runs once per nameplate as it is created, doing one component lookup and a few number assignments. Nothing is added to any update loop, and nothing is allocated or searched while you play. No per frame work at all.


Notes

  • Settings are read once at startup, so a change needs a restart.
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