
HighContrastEnemiesFixed
Bright outlines on living enemies so they're easier to see. A working rewrite of swuff-star's HighContrastEnemies for the Hallowed Concepts update. Client-side.High Contrast Enemies (Fixed)
Gives living enemies a bright outline so they're easier to see. This is a working rewrite of swuff-star's HighContrastEnemies for the current game (the Hallowed Concepts update), with the same settings plus a few extras.
By default every stage gets its own outline color, picked to stand out from that stage. You can use one color everywhere instead, change any stage's color, give specific enemies their own color, and optionally outline allies and other players.
Client-side: only you need it, and you can join any lobby with it.
Settings
Edit BepInEx/config/HighContrastEnemiesFixed.cfg, or use the Config editor in r2modman. Edits are picked up when the next stage loads, so you don't need to restart.
- Outline Color:
PerStage(default), a color name (Blue, Cyan, Green, Red, White, Yellow, Pink, Purple, Custom1, Custom2, Custom3) or a hex code such as#FFDD00. - Outline Strength: 1 is normal; 1.5 to 2 gives a bolder outline.
- Fallback Color: used on stages that aren't in any per-stage list. New stages start out here, and the BepInEx log names each one ("Stage "…" isn't in any per-stage color list") so you can add it to a list.
- Per-stage lists: comma-separated internal stage names for each color.
- Enemies to Outline: colors for specific enemies, such as
LemurianBody,#FFFFFF;MimicBody,#00000000. A fully transparent color means "never outline this one"; the default keeps Mimics disguised. Turn on Log Enemy Names to find body names. - Use Only Specified Highlights: outline only the enemies in that list.
- Highlight Allies, Highlight Players, Use Body Color, Ally Color: optional outlines for your side. Your own character is never outlined.
- Toggle Key: an optional key (for example F7) to switch the outlines on and off in game.
Invisible and cloaked enemies stay hidden, as in the base game.
How it works
The outlines are drawn by the game's own outline effect, the one it uses for chests and pinged targets. Every frame the mod hands that effect the models of living enemies, and it asks the effect to stay switched on (the game only runs it while something has asked). It adds nothing to the scene and doesn't need R2API.
If a future game update changes something the mod relies on, it switches the outlines off and writes one clear error to the BepInEx log instead of breaking anything else.
Credits
- swuff-star: the original HighContrastEnemies, including the idea, the per-stage colors and the settings layout.
- Nektronik and rob: credited by the original for the suggestion and the per-stage colors.
- The outline technique follows revoreverse's AllyClarity, which is public domain.