


This mod is designed to assist blind or visually impaired players navigate hades II better, to help players locate enemies, interactibles, NPCs, breakables, and exits. It includes the following features: • A tracking Beacon: Sound pings that change based on whether a target is in front of or behind you. • Animation Announcements: Realtime report of tracked targets' animations, useful to learn enemy patterns. • Navigation Tools: Optional wall collision sounds, as well as teleportation to targets (Experimental). • Target info announcements: Announces the selected target's distance and status
Mod features are accessed via a Modifier Layer. You hold down the modifier key to "freeze" your character and use other buttons to scan the room. Controls: • Modifier Key: Hold LT to activate the mod layer. • Cycle Category: While holding the modifier, press Attack (X / Square) for previous category, and special attack (Y / Triangle) for next • Cycle Targets: While holding the modifier, press Special interact (LB / L1) or Interact (RB / R1) for previous and next respectively • Track most important or closest: Press Dash (Cross / a) while holding the modifier button. Keep in mind that this behaves differently depending on whether or not smart tracking is enabled. See config section for details. • Get Target Info: Press Cast (Circle / b) while holding modifier. Speaks name, health, distance. • Teleport to Target: Press Inventory (Dpad right) (Only works if no enemies are active). • Player Info: Press Codex(Dpad up) while holding modifier. • Stop Tracking: Double-tap the Modifier button (LT).
These do not require you to hold any modifiers. • Prev/Next Target: [ and ] • Prev/Next Category: Shift + [ and Shift + ] • Track Closest: | • Target Info: ' ' • Player Info: P • Teleport to Target: O, (Only outside combat)
• AnnounceAnimations: Speak animation names of tracked targets when they update. • AnnounceAnimationsDuringDialog: Animations are automatically sspoken for all participents during dialog. You can choose to turn this off here • AnnounceObstacles: Speak the name of objects you collide with. • DescribeStatusEffects: Gives a short description of what an effect does when it's announced in player / target info • ShortenHealthStrings: Set to true for "50 of 100" instead of "50 of 100 health." • InfoArray: The order of data spoken during a target check (e.g., Name, Health, Dist). • CategoriesArray: Determines which groups are available when cycling categories, as well as their order.
• PlayWallCollisionSounds: Plays a sound when walking into walls. • PlayObstacleCollisionSounds: Plays a sound when running in to objects, (useless for now). • WallCollisionSound: The audio GUID used for the collision ping, if you wanted to use your own audioBank for some reason.
• DOUBLE_TAP_THRESHOLD: How fast you must press the modifier to stop tracking (default 0.25 seconds).
• Toggle: Enable or disable beacon sounds. In case you wanted this mod just for target info • ScaleFactor: Distance divider. 100.0 means 500 units is spoken as "5." • MaxDistance: Objects beyond this range are ignored by the beacon. • MinInterval / MaxInterval: The speed of the ping. The ping is faster (Min) when close and slower (Max) when far. • SortByScore: If true, the beacon prioritizes important targets (Bosses/HighThreat enemies, boons, Harvestables etc...). if this is set to false, the mod defaults to sorting targets by distance
Adjusts the priority of object types when SortByScore is active: • Unit: 3.0 (Enemies/NPCs) • Loot: 3.0 (Boons/Hammer) • Door: 2.5 (Exits) • Weapon: 1.6 (Weapon Kits)
Modify how specific categories behave: You can either make your own categories or edit existing ones. Filter examples include: • IgnoreInvulnerable: If true, the beacon skips objects that cannot be damaged. • IgnoreSelf: Prevents the beacon from tracking the player character. • LinkedCategories: Allows a category to search for multiple types (e.g., Terrain also finds Traps). Note, these use the configuration of the parrent category • DestinationTypes: Adds specific internal object names (like ShipWheels) to a category.
If smart tracking is enabled, the Tracking Beacon uses a dynamic scoring system to prioritize objects and enemies based on their immediate importance to gameplay. Instead of simply tracking the closest target, it calculates a score by evaluating the following factors:
• Aggression: Enemies actively attacking or chasing you receive a massive score increase to ensure they are tracked first. • Threat Level: Bosses and Elite enemies are prioritized over standard units. • Health and Armor: Targets with high maximum health or active armor buffers receive higher scores. • Story and Progression: NPCs with new dialogue, important "wants to talk" icons, or those required to progress the current room are given higher priority. • Gifting: Any character eligible to receive a gift (like Nectar) receives a score boost.
• Pinned Items: If you have "pinned" a specific resource in a shop, any door offering that reward becomes a top priority. • High-Value Upgrades: Doors offering Hammers (Weapon Upgrades), God Boons, or Pom Upgrades are scored higher. • Health Needs: If your health is low, doors offering healing rewards receive a significant boost. Conversely, doors with a health cost are penalized when your health is low but prioritized when you are healthy. • Encounter Type: Doors leading to Boss or Mini-boss encounters are prioritized over standard rooms.
• Loot: Major loot like Boons from Gods or Selene are prioritized over generic items. • Dropped Rewards: Items already on the ground, such as Gold or bones, receive a high priority boost to ensure they are collected. • Affordability: If an item has a resource cost (like Gold Crowns) that you cannot afford, its score is reduced to prevent the beacon from leading you to something you cannot buy.
• Gathering Tools: Resource nodes (like Ore or Fish) receive a score boost, but this is heavily reduced if you do not have the required tool equipped. • Stat Boosts: Objects that provide Max Health, Mana, or Rerolls increase in priority based on the value of the boost. • Interaction Blocks: If an object is currently blocked by enemies or is otherwise not useable, its score is reduced.
• Bonus Rewards: In the training area, weapons currently offering a "Grave Thirst" bonus are prioritized over others.
If you run in to any issues, please contact me. have fun