Torchlight II

Torchlight II

Anonanon's Bar HUD
53 Comments
RekTzaN 10 Jan, 2023 @ 3:02am 
the charge bar is in the middel of the hud and i cant remove it. its annoying as f
Scarnox 5 Oct, 2018 @ 1:17pm 
Still working like a boss! 9/10 - 10/10 if the charge bar changed color at 100%.
bonewax21 8 Mar, 2016 @ 1:02pm 
For those of you saying it doesnt work with synergies it does. You just have to have the load order with core mod pack on top then synergies under it.
Pheoxin-TTV 19 Oct, 2015 @ 1:27am 
Could you add 1 more bar for skills? Like F1 etc? That would make it awesome! :D
bjcdh06 31 Aug, 2015 @ 8:36pm 
Can you shrink the bars as I find them to big? Good work by the way.
Corehowl 25 Aug, 2015 @ 1:25am 
I've included your Anonanon's Bar HUD mod in my modpack . I give full credit . Thanks for your fine work!
MaTsuYama 4 Feb, 2015 @ 8:42am 
it says "outdated"
Zalex 22 Jul, 2014 @ 11:25am 
If you made this mod compatible with Synergy, it could be featured in the Hacknslash extras pack. As it is stands, nice work so far.
me_irElle 2 Jun, 2014 @ 6:24am 
The mod doesnt work for me, using new characters
FUJiCT 21 Apr, 2014 @ 7:56am 
jak to kurwa pobrać?
mao:xlr8 29 Sep, 2013 @ 9:28am 
Can you please upload this mod on Runicgamesfansite?
Akarivn 15 Aug, 2013 @ 8:40pm 
Please make it Synergies compatible :( !
PROblem* 30 Jul, 2013 @ 3:50am 
It doesnt works on Synergies... what a pity. I would love it!
Voidbound 20 May, 2013 @ 10:05am 
Fair enough.

Thanks for the quick reply.
Charlie Cyprus  [author] 19 May, 2013 @ 4:17pm 
@Dag_Killer: From how I understand it, custom classes must be supported individually. I can't really do that since that requires long term support, a Syngergy update could potentially break my mod with very little effort.
Voidbound 19 May, 2013 @ 3:26pm 
Are you actually planning on providing support for Synergy or generally custom classes as well?

For example, the necromancer's charging bar in Synergy using this mod shows in the middle making it unable to actually see some stuff.
B0atsMcG0ats 23 Apr, 2013 @ 11:58pm 
I see. Thank you. Allow me to make a recommendation, then, that you add support for custom classes, specifically the Theolentist because it's awesome, or assist me in figuring out how to do so :D
Charlie Cyprus  [author] 23 Apr, 2013 @ 7:37pm 
@Zer0: This isn't compatible with custom classes. This may be related to the fact you're playing with Synergies.
B0atsMcG0ats 23 Apr, 2013 @ 2:09am 
Question: I'm using your HUD mod, and the default charge bar is still there. Is there any way I can turn it off manually, or is this a mod conflict with something. Yours is the only HUD altering mod installed, unless Synergies does this also.
LeWho? 21 Apr, 2013 @ 12:21am 
Great mod! One small question though: would it be possible to add some clear indicator when the charge bar reaches 100% and how long it stays charged? The glow of the original charge bar was helpful when playing Embermage or Berserker.
Najinblue3 20 Apr, 2013 @ 7:11am 
nice !
m4xc4v413r4 18 Apr, 2013 @ 5:51pm 
Thank you for the tooltips :)
Charlie Cyprus  [author] 18 Apr, 2013 @ 3:15pm 
Updated. Re-added charge bar tooltips. There is a slight problem, repositioning the hover area detection is on per-class basis. Meaning I've made this change for the 4 vanilla classes, but don't expect the tooltip to work properly if you are using a custom class. I have not found an automated process for this and I'm certainly not going to install every custom class out there c:
Marks 18 Apr, 2013 @ 10:20am 
@Anonanon: True, thank you very much! very good job, good mod
Charlie Cyprus  [author] 18 Apr, 2013 @ 9:48am 
@kete$: Put it at the top of the mod sorting order.
Marks 18 Apr, 2013 @ 8:00am 
The mod does not work, I still have the interface that comes with the game, any solution? I have activated the mod in the list ..
SirQuester 17 Apr, 2013 @ 5:20am 
This covers the charge bar when used with Synergies, at least for a Necromancer. (all I've tried so far) Otherwise, my HUD of choice, superb.
CJacobs 16 Apr, 2013 @ 9:39pm 
Ah, thank you, that was the problem. Might want to make a note to put it at the top of the list then! :V
Xeilua 16 Apr, 2013 @ 6:22am 
@Doomish Try placing this mod above Synergies (and any other UI mods) on the mod list when you start the game. I'm using Synergies and some UI/font mods with this mod and none of them are conflicting.

Also, liking the way the charge bar tooltip will be re-implemented.
CJacobs 16 Apr, 2013 @ 5:24am 
Otherwise I enjoy this mod very much! It looks great and is very convenient (no hovering over the big annoying bubbles to see exact numbers)!
CJacobs 16 Apr, 2013 @ 5:24am 
You most likely already know this, but this mod conflicts with Synergies (and any other mods that change the HUD). May want to make a list of conflicting 'popular' mods at the bottom of the description or something.
Subzy 15 Apr, 2013 @ 8:40am 
I'm still dying to see a minion health-duration bar add-on to be created. The square picture (preview) of your UI config looks perfect for that sort of thing if it was placed under your pet's status bar.
I'm not asking you to re-do this current mod, but if you even get round to making a minion add-on, you have my blessing to use that set-up.
Dante 14 Apr, 2013 @ 9:53pm 
@Anonanon: Sounds like a good idea.

My reasoning was that there are some classes I haven't played as in a long time and I've completely forgotten what the charge does. [And one I haven't played at all.] Having the tooltip/explanation is a nice quick refresher.
Charlie Cyprus  [author] 14 Apr, 2013 @ 8:56pm 
@Dante: Thanks, although I suspected most players don't really need the tooltip. I will reimplement it for the sake of completeness. However I don't think the tooltip should be summoned by hovering over the bar, since the bar is very large and it could accidentally cover up the action on-screen. I will make it so you hover over the little charge bolt instead.

As for the regeneration information, personally I don't see it as information crucial to combat itself. I would assume if you want to check your regeneration rates, you can use the character panel. It's not a stat that's as dynamically changing as your current health or experience. I want to avoid as much clutter as possible.
Dante 14 Apr, 2013 @ 8:38pm 
Another slight issue: The mouse-over tooltip for the charge bar is gone. (For engie at least; dunno about the others.)
lyravega 14 Apr, 2013 @ 7:00pm 
Nice!
Dante 14 Apr, 2013 @ 6:11pm 
I love it, simple, clean, and [almost] all the info I want.

Would it be possible to fit HP and MP regeneration-per-sec one those bars somewhere? (i.e. +300HP/sec)
Morgulin 14 Apr, 2013 @ 12:45pm 
thanks. i downloaded the guts editor. but thats to much for me^^ hehe.
Valisk 14 Apr, 2013 @ 11:48am 
Great! Very very good update
Charlie Cyprus  [author] 14 Apr, 2013 @ 11:39am 
Updated. Fixed the buff icons stacking improperly and potion hotkeys now work. Both have been tested.
Speedy Von Gofast 14 Apr, 2013 @ 9:14am 
Potions hotkeys doesn't work anymore with this hud. Too bad, this hud was so promising... :(
Xeilua 14 Apr, 2013 @ 12:41am 
I've experienced the potion hotkey bug as well. Other than that, this is the best UI mod I've seen so far. It's handy to be able to see XP, Fame, and Gold at a glance, and the bars themselves look great. Good work!
Valisk 13 Apr, 2013 @ 11:31pm 
I may have discovered another bug? For some reason, potion hotkeys won't work (in my case, Q and E). Using the actual hotkey (1-9) works, and so does clicking the hotbar but potion hotkeys seem broken. To make sure, I loaded TL2 with just this mod and nothing else and still couldn't get it to work. Sorry for filling up your comments section, just trying to do my part!
Charlie Cyprus  [author] 13 Apr, 2013 @ 8:12pm 
@Valisk: From top to bottom, going from a long, thin charge bar to a quad stack of big bars to the hotbar slots brings cohesiveness to the layout. The only reason why the default experience bar was at the bottom of the screen was because it was so thin and wide, a similar design decision to why the new charge bar is the way it is.
Valisk 13 Apr, 2013 @ 7:30pm 
Yeah, the symmetrical look was purely from a style stand-point, I have no problem reading the information and it actually comes across very clearly - moreso than the vanilla HUD or any other HUD on the workshop.

The reason why it appears so big, I think, is because the XP and Fame bars are under the HP and MP pools, as opposed to under the hotbar. Have you considered that? Maybe keeping the same style you have, but making it smaller and under the hotbar? I dunno, maybe you've tried it and it doesn't work. Just throwing ideas to the wall, I love this mod, it's probably my favorite HUD.
Charlie Cyprus  [author] 13 Apr, 2013 @ 6:12pm 
@Valisk: Thanks for the heads up, really appreciate it. I had trouble making the buff bar be one single horizontal, center aligning row.

Honestly I didn't choose to make the HUD so large on the screen. If ever you notice even with the default game, the art from anything interface related is extremely blurry and enlarged. My original graphics in the PSD mockup were super sharp but when ported to DDS (even lossless DDS), it was smeared with oil.

Initially I did have this symmetrical emptying out from the center but it felt a little awkward. I'm sure your suggestion is for purely styling reasons and not because you can't read the health and mana.
Valisk 13 Apr, 2013 @ 3:46pm 
Oh, I've also noticed a small bug (?) when it comes to buffs and debuffs. In the screenshot below, you'll see that they don't load left-right like you think they would but instead load top to bottom, sliding under the HUD itself.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=138926489
Valisk 13 Apr, 2013 @ 3:42pm 
This is the most stylish HUD on the workshop, without question! Small suggestion, if I may. I think it would look and feel a lot better if the MP and Fame bars were flipped and emptied from the middle out, so that you only have to look at the center to see your percentages and max level. Also, if it were possible to make 80% a little closer to 70% while still being readable, that would be nice. I'm kind of torn, I like the size of it but, at the same time, I feel like it climbs too close to the middle of the screen.
Charlie Cyprus  [author] 13 Apr, 2013 @ 2:58pm 
@Grant: I'm going to upload a new screenshot because everybody think it's perceived to be huge (right now it's shown as 100%).

@Scrush: Yes, all you need is GUTS from the Tools menu in Steam. The game itself too of course, fully updated. The editor is made so it doesn't require programming knowledge, however of course it still requires technical thinking and hours of learning.
Morgulin 13 Apr, 2013 @ 12:27pm 
i like the idea. but i agree with grant. its a little bit to big. i have a question. how difficult is it to make mods by myself? the only thing i need is guts right?