
Date uploaded | 2 weeks ago |
Version | 1.0.2 |
Download link | s1ckboy-LethalHUD-1.0.2.zip |
Downloads | 1045 |
Dependency string | s1ckboy-LethalHUD-1.0.2 |
This mod requires the following mods to function

BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2100
AinaVT-LethalConfig
Provides an in-game config menu for players to edit their configs, and an API for other mods to use and customize their entries.
Preferred version: 1.4.6
MonoDetour-MonoDetour_BepInEx_5
Integrates MonoDetour's logger with BepInEx and as a side effect initializes MonoDetour early. MonoDetour is an easy and convenient .NET detouring library, powered by MonoMod.RuntimeDetour.
Preferred version: 0.6.14README
LethalHUD
Started with maintaining ScanRecolor that quickly got out of hand (oops), I will maintain that for people who want a simpler mod.
Currently this is a ScanRecolor rework with some fixes, custom textures, new configs, and also integrated Hold Scan Button into it. This mod will be a bit larger as I mess with it in my freetime. Hope you guys will enjoy it!
Notible differences compared to ScanRecolor:
- HEX format for ScanColor which lets players use a colorwheel in lethalconfig and gale as well
- Fixes an unnoticed issue when you enabled RecolorScanLines - it reformatted them to Linear instead of sRGB causing the default scanline be less visible
- Hold Scan Button integration, which works well with RandomColor config
- RandomColor config option is slightly modified on what colorrange it can choose from
- new custom scanline textures which work with all other config options
- added dirtIntensity config option for the scanline texture visibility ranging from -500 to 500 (float), Default scanline uses 352.08 and so you can either increase it or decrease it (goes down to 0, cant go negative), while custom ones use 42 as default
[NEW FEATURES]
- InventorySlots recoloring
- "Main Color" global config option - you can override this with ScanColor and SlotColor as well but unify them back together if you'd like to
Everything can be changed mid-game ^^
Credits to
- Niro for creating ScanRecolor per my request and letting me continue it
- Xu Xiolan for helping out with inventoryslots
If you'd like to support me or just want to see some upcoming mods for Lethal Company or R.E.P.O:
CHANGELOG
v1.0.8
- Added ScanNode fadeaway (with two config entries for lifetime and fadeaway) - Compatible with GoodItemScan ^^
v1.0.7
- Added Sprint and Weight boolean config option to toggle them on or off (basically a compat for PlayerHUDTweaks)
- Added compat for NiceChat (no more errorspam + it also recolors their chatframe)
v1.0.6
- Sprintmeter configs -> 3 new configs: Solid, Gradient, Shades
- Solid for just a simple color change
- Gradient that changes hue value
- Shades that go into a darker color BUT if its a dark color to begin with, it will go a bit lighter and then red
- [This should be working but in fact does not lol, so uhm ignore this] Modified chat transpiler and now we have slot colored default chat (xyz joined the game will now be colored the same way you set your inventory colors (doesnt work with rainbow stuff))
- Finally added chatframe to the inventoryslot's image array
- Added fps and ping counters - you can enable each seperately, change their position together (FPS is above ping so keep that in mind)
- Removed
Circlegon
scanline - Changed
Circles
andHexagons
scanlines (still not happy with circles but hexagons looks pretty nice now imo) - Added
Noisy
,Scifi
,Circuits
scanlines (noisy and scifi look really good imo, ciruit looks a bit iffy, but it is what it is) - Added
MonoDetour
as a dependency - Added weight selections and starter color - basically the heavier the carryweight gets the color of the weightcounter turns bright red and then dark red
v1.0.5
- Removed preset config option from chatcolors
- Changed how gradients work, they look nicer imo this way -> you have two config options for gradientA and B (if you reset both of them then the solid color config will be present, which to be fair feels a bit redundant right now but I'll leave it in for now.)
- ChatIndicator when player is typing is now taking inventoryslots color
- HandsFull text now has its own color config
- Chat placeholder, chatcaret are taking on the inventoryslots color and inputtext is using the complimentary color for those so its actually visible what you're typing ^^
v1.0.4
- Added LethalConfig as a soft dependency
- Added LethalConfig as a dependency on thunderstore (since its basically a necessity for this mod)
- Added GlobalConfig <- if you sync up to someones profile, your setup wont get overridden
- Added Custom color for chatnames (currently its clientsided, in the future I'd like to make it effect only your name and then sync up others' chosen colors to their own name)
- ColoredNames to toggle seeing others chosen colors <- this isnt in effect yet, will be done in the future, LocalNameColor <- currently changes everyones name, NameColorMode - same as inventory slots you can choose a preset for custom colors
v1.0.3
- Fixed alpha not changing when fadeout config is not toggled (oopsie)
- Fixed default invenotry slots color (oopsie, I based it off scancolor but its much less vibrant blue)
- Changed main color settingchanged behaviour -> if you reset it's color, now it actually resets both ScanColor and SlotColor
- Added rainbow slot color list config option (none <- default, rainbow, winter, summer, vaporwave, deepmint, radioactive, tideember)
- Removed randomcolor (might come back later idk)
- Added two strings as config options if you'd want to do custom wavy gradient for your inventory slots
- Compass recolor tied to slotcolor - works with custom wavy gradient, or any of the rainbow frames
v1.0.2
- InventorySlots recoloring
- "Main Color" global config option - you can override this with ScanColor and SlotColor as well but unify them back together if you'd like to
- Modified base intensity for custom scanlines because they were too invisible (you can do -58 for the config option to go back down to 42)
v1.0.1
- Added more info in README
- Fixed a small issue with apperantly Emblem naming their assetbundle the same way so I just renamed it with a very original name