[Mod] Active Effects

Show off your mod creations or just a work in progress.
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flynsarmy
Posts: 13
Joined: Tue Dec 22, 2020 11:39 pm

[Mod] Active Effects

Post by flynsarmy »

A very simple mod that displays your active effects directly on the HUD.

Description

Messages for currently contracted diseases and poisons are displayed at the top left of the HUD.

Both ailment types require a set amount of incubation time before they'll manifest. This mod will add unique messages for incubation and manifested versions like so:

Diseases
* Incubating: *$1 is slowly creeping over you*
* Manifested: *You have contracted $1*

Poison
* Incubating: $1 is slowly seeping through your veins
* Manifested: You have $1 coursing through your veins

Installation

Full source code as well as dfmod's for every OS are available over at the GitHub repo.
Copy the `.dfmod` for your OS of choice to your DFU installations StreamingAssets\Mods folder.

Screenshots
  • Incubating disease Image
  • Manifested disease Image
Future Improvements

There's a lot of room for improvement with this mod from its current state. Namely the following:
  • Include all effects - benedictions as well as maladictions
  • Add icons - perhaps green up arrows and red down arrows depending on effect type?
  • Mod options - text size, position, colour, types of effects to show etc
  • Perhaps a change in wording for incubating/manifested messages. I'm not 100% happy with them but they'll do for now
Pull requests would be happily accepted on the GitHub repo!

Regnier
Posts: 374
Joined: Wed Oct 02, 2019 6:26 am

Re: [Mod] Active Effects

Post by Regnier »

I think you could add visuals to the health bars or an effect on the paperdoll

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Daniel87
Posts: 391
Joined: Thu Nov 28, 2019 6:25 pm

Re: [Mod] Active Effects

Post by Daniel87 »

Thats a cool idea! Maybe add root- or vein-looking like neon green lines growing through the red health bar :D That would make the effect quite visible. Or maybe a greenish haze effect over the whole screen or on the outside of the viewport, every time the player takes damage due to disease or poison?
In Julianos we Trust.

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Baler
Posts: 225
Joined: Thu May 23, 2019 1:39 am
Location: Earth

Re: [Mod] Active Effects

Post by Baler »

Is it possible to hook into the Buff icon bar and display an icon for such illnesses?

As-is this mod is an improvement, thank you very much for sharing it with us. :)

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pango
Posts: 3347
Joined: Wed Jul 18, 2018 6:14 pm
Location: France
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Re: [Mod] Active Effects

Post by pango »

Personally I'd prefer a version more "role play", just describing symptoms:
"your wounds burn more than usual"
"you feel ticklings in your fingers"
"you feel a bit dizzy and have trouble walking straight"
"your vision somewhat blurs"
"you have trouble breathing"
"your heart pounds heavy"
"the feeling subsides"
etc. depending on effect...
Mastodon: @pango@fosstodon.org
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

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