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Re: [MOD] NPC Health Indicators

Posted: Sat Dec 28, 2019 9:54 pm
by Lokkrin Zhataros
WOW this is just too much, this is awesome! Thanks Xorberax for another fast update!

Re: [MOD] NPC Health Indicators

Posted: Sun Dec 29, 2019 1:47 am
by Seferoth
So you can read minds as well? I was literally just about to write a suggestion that you add own health bar color for pacified enemies. :D

Re: [MOD] NPC Health Indicators

Posted: Sun Dec 29, 2019 10:57 am
by King of Worms
Impressive work :)

Re: [MOD] NPC Health Indicators

Posted: Sun Dec 29, 2019 1:36 pm
by Dubiousintent
A surprising observation, in case it isn't intentional.

Just restarted my Argonian character and noticed that upon entering Daggerfall Province towns all the pedestrians are "red" (hostile) health bars, where I expected "yellow" (pacified/neutral) instead. (This as soon as they come into view.) As I haven't done anything as yet to alter my starting reputation in the region or town (not even by joining a guild or temple), I'm assuming this is due to a racial rep bias? (I've certainly encountered that in "Talk" attempts.)

Re: [MOD] NPC Health Indicators

Posted: Sun Dec 29, 2019 1:58 pm
by Ralzar
Dubiousintent wrote: Sun Dec 29, 2019 1:36 pm A surprising observation, in case it isn't intentional.

Just restarted my Argonian character and noticed that upon entering Daggerfall Province towns all the pedestrians are "red" (hostile) health bars, where I expected "yellow" (pacified/neutral) instead. (This as soon as they come into view.) As I haven't done anything as yet to alter my starting reputation in the region or town (not even by joining a guild or temple), I'm assuming this is due to a racial rep bias? (I've certainly encountered that in "Talk" attempts.)
Same here.

Some suggestions for settings after testing this mod a bit.

*Deactivate display for categories. For example, being able to turn off display for hostile and friendly. Leaving only pacified.

*Display an icon instead of name or health bar. Just a dot or something that indicates if it's friend or foe.

*Fontsize/barsize slider to make it adjust size. The text/bar is a bit domineering right now.

Re: [MOD] NPC Health Indicators

Posted: Sun Dec 29, 2019 5:29 pm
by King of Worms
Damn xenophobes 😂

Re: [MOD] NPC Health Indicators

Posted: Mon Dec 30, 2019 8:18 pm
by Midknightprince
I cannot believe you guys..
This thing has better mods that Skyphlem now..
Thank's be to the gods !

Re: [MOD] NPC Health Indicators

Posted: Fri Jan 03, 2020 4:39 pm
by Seferoth
Midknightprince wrote: Mon Dec 30, 2019 8:18 pm I cannot believe you guys..
This thing has better mods that Skyphlem now..
Thank's be to the gods !
DFU really has some amazing mods already. Love this project and the community. :)

Re: [MOD] NPC Health Indicators

Posted: Mon Jan 20, 2020 1:50 am
by mikeprichard
Amazing! I've really been waiting for this mod. Thanks so much for making this! Suggestion: would it be possible to also add NPC fatigue and spell point indicators?

Re: [MOD] NPC Health Indicators

Posted: Mon Jan 20, 2020 6:03 pm
by Hazelnut
Dubiousintent wrote: Sun Dec 29, 2019 1:36 pm A surprising observation, in case it isn't intentional.

Just restarted my Argonian character and noticed that upon entering Daggerfall Province towns all the pedestrians are "red" (hostile) health bars, where I expected "yellow" (pacified/neutral) instead. (This as soon as they come into view.) As I haven't done anything as yet to alter my starting reputation in the region or town (not even by joining a guild or temple), I'm assuming this is due to a racial rep bias? (I've certainly encountered that in "Talk" attempts.)
I had assumed that the bars would only be on 'foes' (enemies) and not on the wandering npcs in towns. Not sure there is much point since they are insta-killed by any connecting attack, or for guards the wandering npc is replaced with an actual guard enemy when hit or a crime is committed. Not that it matters to me because nothing is more immersion breaking and gamey than floating health bars so I am not the intended audience. :)