Warhammer: Vermintide 2

Warhammer: Vermintide 2

Hitbox Debugger
36 Comments
= Jean Antoine Synklar = 20 Apr, 2024 @ 5:25pm 
Ah, another discontinued mod.

Don'tt bother downloading, I guess.
Smile 30 Nov, 2023 @ 6:33pm 
probably discontinued by now, but crashes everytime you try to attack an enemy - keep or mission, tested with rapier and greatsword (Kruber).
Rook The Knight 12 Jul, 2023 @ 2:47am 
Causes a crash with Bardin's Grudge-Raker when attacking an enemy with its Bash Attack in the Keep.

AI was turned off via Creature Spawner. Enemy was a Chaos Warrior. I had other mods enabled, if it can't be replicated let me know!
AdHocBeer 10 Jun, 2023 @ 5:32pm 
Enemy hit boxes not visible.
Xanoth 18 Jun, 2021 @ 2:10pm 
Enemy attack boxes toggled on/off doesn't seem to do anything, did a patch break this or is there another setting or option from another mod needed?
I've tried in keep or in a mission, I can't find any enemy that will show attack boxes. Players and Bots seem to work fine.

Great mod otherwise, love the clear visualisation.
Being able to see the nav mash is great too.
Dani 10 Jun, 2021 @ 2:35am 
Thank you for this mod! I have a feature request though:
Is it possible to make it show bomb and firebomb explosion area hitboxes?
And Wizard´s staves AOE hitboxes?
[J]-Sac 28 Apr, 2021 @ 8:45am 
awesome, thanks heaps for this clarification. On a mod that technically isn't yours (I assume) what's more.
You, sir, are a scholar and a gentleman.
∞mortistik∞ 15 Apr, 2021 @ 11:53pm 
awesome, thanks heaps for this clarification. On a mod that technically isn't yours (I assume) what's more.
You, sir, are a scholar and a gentleman.
raindish  [author] 15 Apr, 2021 @ 11:41pm 
Other than echo they are all just different levels of logging modders might use to get useful debugging info in the game logs. Echo is the most important since that's the one we use to communicate with users
∞mortistik∞ 15 Apr, 2021 @ 10:03pm 
Thank you again, yet more useful info that, if it was mentioned anywhere, I have missed.
On a related note, could you tell me what the "info" and "debug" categories are? They were actually the first 2 settings I tested trying to find which one allowed timescale info in chat.
raindish  [author] 15 Apr, 2021 @ 8:47pm 
Glad you figured it out! The "echo" category is basically used by mods to output information to the user via chat. You usually want it enabled for chat. The error and warning categories you can leave on logs or disabled usually.
∞mortistik∞ 15 Apr, 2021 @ 6:27pm 
Actually it may have been a setting I turned off. When I first started messing with mods there were frequently so many messages showing in chat it would push actual chat out before I could read it.
∞mortistik∞ 15 Apr, 2021 @ 6:22pm 
ah ha. Apparently you need to have " 'echo' Output " set to "chat" under the logging settings under VMF settings in the mod settings page.
Sorry for the noob question :/ . I still have no real idea what "echo" output actually is but knowing the timescale should show in chat gave me enough information to at least know what settings to experiment with.
tbh I had been a little scared to screw with those vmf settings simply because I didn't know what most of them were lol
Thank you for the feedback :)
raindish  [author] 15 Apr, 2021 @ 3:52pm 
No, but it should say in chat what the current timescale is when you press the keys. When it says 100% you're back to default
∞mortistik∞ 15 Apr, 2021 @ 7:43am 
I asked thinking there might be console commands to reset it
∞mortistik∞ 15 Apr, 2021 @ 7:42am 
lol, that was my first thought, then i realized I was experimenting not only with the mod but with weapons I had never really used before and had no sense of what the attack speed should feel like. I will simply ensure I keep track of how many + and - I have input from now on :)
raindish  [author] 14 Apr, 2021 @ 10:29pm 
Timescale Up or Timescale Down until it's back at 100%
∞mortistik∞ 14 Apr, 2021 @ 10:27pm 
is there a way to reset timescale?
King_Rappsi 20 Mar, 2021 @ 1:13am 
nice
Thepapigaming 28 Feb, 2021 @ 4:21pm 
not bad
Mrmuffin107 2 Feb, 2021 @ 5:33pm 
cant load it how that works=?
raindish  [author] 24 Jan, 2021 @ 2:52pm 
good idea, maybe if i have time
gr3mlin 24 Jan, 2021 @ 12:38pm 
will you make career skills hitboxes?
raindish  [author] 18 Jan, 2021 @ 11:00am 
the red colouring on weapon hitboxes just help visualise how they appear over time.
the shield bash spheres: big one is stagger but no damage, the small pair inside are stagger + damage. and ignore any part of the sphere that is outside of your FoV
GiantDwarf 18 Jan, 2021 @ 5:25am 
Hey, thanks for the great mod! I've got a couple of questions: What do the red coloring on the hitboxes mean? Also how can the spheres for the shieldbashes be interpreted?
Commissar Tyr 9 Jan, 2021 @ 3:17am 
Cool, Thanks.
raindish  [author] 8 Jan, 2021 @ 9:05pm 
Enemies attacks*
raindish  [author] 8 Jan, 2021 @ 8:09pm 
Added collision boxes to a bunch of enemies: check the mod options to enable.
Added debug drawing for shield bashes, shotgun bashes, and fire wizard sword/dagger bashes (spoiler: they are all shield bashes)
♥♥♥♥♥♥♥♥♥♥♥ 8 Jan, 2021 @ 10:53am 
Good :steambored:
raindish  [author] 8 Jan, 2021 @ 8:28am 
Commissar Tyr good idea i'll look into it
Ars0n 8 Jan, 2021 @ 7:13am 
I never had imagined weapon debug. Interesting and very creative mod. 👍👍
Commissar Tyr 8 Jan, 2021 @ 2:58am 
Is it possible to show arcs for enemy attacks? I would like to see exactly why some enemies can be dodged by jumping.
Harridas 5 Jan, 2021 @ 3:55pm 
Oh cool, looks like this basically acts as a hitbox visualization for player characters
raindish  [author] 5 Jan, 2021 @ 1:04pm 
Interesting! I will take a look
Morale -10 5 Jan, 2021 @ 6:37am 
a bug might be how you don't get to see their hitboxes on sienna's first heavy attack on daggers
raindish  [author] 3 Jan, 2021 @ 7:52am 
you can disable to mod in the mod menu (F4) to disable it