Overlay mod for Barotrauma: marks the characters around you through walls and rock, tells you what each one is by its colour, and puts a badge beside the ones something is wrong with.
- Marks every character you care about — fifteen kinds of target, each with its own switch and its own colour: creatures latched onto the hull, creatures coming for you, creatures minding their own business, machines, husks, pirates, outpost guards, the outpost people worth talking to, the rest of the crowd, pets, other players, your own bots, and yourself. Turn off the ones you do not want to see.
- Five ways to draw a target —
skeletonfollows the character's actual joints,outlinetraces one line around the whole body,hitboxesdraws every limb,dotmarks the middle,noneleaves only the labels. Any of them can be filled with a translucent colour, and both thickness and opacity are yours. - Tells you about the target — name, distance, health bar, health as a number, and an arrow at the edge of the screen for the ones you cannot see. Each is a separate switch.
- Badges for what is wrong with it — bleeding, low on oxygen, stunned, paralysed, burnt, irradiated, under pressure, turning into a husk. The icons and their colours are the game's own, so anything another mod adds shows up too, and a badge appears only once the game itself considers the state visible from the outside. Three more: the job icon, the restraints a person is wearing, and unconscious.
- Limits, if you want them — a maximum distance, only outside a submarine or only inside one, whether the dead keep their marker, and a line-of-sight check that turns the whole thing into an honest overlay that cannot see through walls.
- One key — turns the overlay on and off while you play.
- LuaCsForBarotrauma with C# scripting enabled.
- Checked on Barotrauma 1.13.4.0. Nothing is claimed about other versions.
Client-side mod. It works in singleplayer and on any server without being installed there, and it does not sync anything over the network. It only reads the state of the game and draws on top of it: nothing about your character or the world changes, and nobody else sees anything.
Download the zip from Releases, unpack the folder into Barotrauma/LocalMods/,
then enable EnemyHighlight in the game's content package menu.
LuaCsForBarotrauma has to be installed with C# scripting enabled, or the mod will not load at all.
All settings are in the game options: the hotkey under Mod Controls Settings, the rest under Mod Gameplay Settings, all in one category named EnemyHighlight. Values are stored by the game, outside the mod folder, so updating the mod keeps them.
| Setting | Default | What it does |
|---|---|---|
| Toggle | F6 | Turns the overlay on and off while you play |
| Show status marker | on | Keeps a small label in the corner while the overlay is on, so you can tell it is on with nothing in sight |
| Marker style | skeleton | skeleton, outline, hitboxes, dot or none |
| Fill the body | off | Fills the limbs with a translucent colour under the marker |
| Line thickness | 2.0 | Thickness of the marker lines, in pixels |
| Marker opacity | 0.9 | How solid the marker is; lower keeps the scene readable behind it |
| Show name | on | Draws the target's name above it |
| Show distance | on | Draws the distance below it, in raw game units — 100 of them are one metre |
| Show health bar | on | Draws a health bar above the target |
| Show health percentage | on | Draws health as a number; works with the bar off |
| Off-screen arrows | on | Draws an arrow at the edge of the screen for targets you cannot see |
| Affliction badges | important | important shows bloodloss, low oxygen, stun, husk infection, paralysis, burns, radiation and pressure; all shows every affliction, including ones other mods add; off shows none |
| Job badge | on | Draws the job icon beside a person — prisoners are a job as well |
| Handcuffed badge | on | Draws the icon of the restraints a person is wearing |
| Unconscious badge | on | Marks a target that is down but not dead |
| Badge size | 32 | How large the badges are, in pixels; they share the marker opacity |
| Latched monsters | on | Creatures clinging to the hull or to somebody |
| Attacking monsters | on | Creatures whose AI is attacking or aggressive right now |
| Passive monsters | on | Creatures fleeing, idling, feeding or otherwise not coming for you |
| Monsters of unknown state | on | Creatures the game gives no monster AI state for, so the mod cannot tell — mostly from other mods |
| Machines | on | Mechanical characters, such as turrets mounted on a hull |
| Husks | on | Anything the game marks as a husk, human-shaped or not |
| Outpost NPCs turned hostile | on | Outpost people who used to be friendly and are not any more |
| Hostile people | on | Human-shaped characters on no team at all — pirates and raiders in a campaign |
| Outpost security | on | Guards of an outpost, told apart from the rest of its people |
| Outpost people worth talking to | on | Everyone the game itself offers an interaction with; merchants, medics and the recruiter get their own colours inside this group |
| Other outpost people | off | The rest of the outpost crowd, the ones with nothing to offer |
| Pets | on | Tamed creatures |
| Other players | on | Characters driven by other people in a multiplayer session |
| Crew bots | on | Bots of your own team |
| Yourself | off | Marks the character you are playing; mostly useful for seeing what a marker style looks like |
| Maximum distance (0 = no limit) | 0 | Hides targets further away than this, in the same raw game units |
| Where to look | anywhere | anywhere, outsideSub for open water only, inPlayerSub for inside a player submarine only |
| Show the dead | off | Keeps marking a target after it dies |
| Hide targets the game has switched off | on | The game stops updating creatures beyond their disable distance and their last position stays frozen; with this on the mod stops drawing them instead of pointing somewhere stale |
| Only targets the camera renders | off | Skips targets the game has decided not to draw this frame |
| Require line of sight | off | Only marks what your character can actually see, so nothing shows through walls or rock; costs a ray cast per target |
A target gets exactly one colour. The fifteen kinds are checked in a fixed order — what kills you soonest first, narrow before broad — and the first one a target answers to gives it its colour. Everything else about it goes to the badges, which stack.
The hotkey is ignored while you are typing — in chat, in the console, or in any other text field.
Bind the key with a Latin keyboard layout active. The game identifies keys by the
character they produce, so a key pressed on a non-Latin layout has no name it
recognises and the binding is stored as None. The mod refuses to act on such a
binding and says so in the console; rebinding the same physical key on the Latin
layout works.
The fifteen colours are fixed and cannot be changed in the settings. The game's settings menu has no colour type at all, and the way around it — three sliders per colour channel — would mean forty-five sliders for fifteen kinds of target. A proper colour picker needs the mod to bring its own menu, which is a separate piece of work and a later release.
No more than eight badges are drawn beside one target. With affliction badges on
important this is out of reach; with all a badly hurt target can hit it, and
the rest are simply not drawn.
The overlay sees through walls and rock. That is the point of it, not an oversight — Require line of sight turns it off, at the cost of one ray cast per target per frame. It is the only setting in the mod with a price worth mentioning, and it is the last check the mod runs.
The mod reads parts of the game that are not meant for mods — the ragdoll, its limbs and its joints — because that is where a character's actual shape lives. If a game update renames them, the mod will fail to compile and will not load, rather than half-work. It will need a new release.
MIT, see LICENSE.