Torchlight II

Torchlight II

LurkerHUD (Non-Conflict)
84 Comments
doudley  [author] 16 Jan @ 2:56pm 
Try looking for a shortcut key in Keyboard Settings. I apologies for not mentioning it in the mod page.
Caezzzita 16 Jan @ 2:03pm 
Sorry for my English, but which button is for accessing the mod menu?
doudley  [author] 9 Mar, 2020 @ 8:52am 
Give me your mod list and load order. It is also possible that the issue came forn other mods and not from LurkerHud remod
Garviel Geist 7 Apr, 2019 @ 7:14pm 
hey doudley, nice mod, but I'm having the same issue as Foundationer, health/name bars aren't displaying for merchant npcs and the like, it's working for enemies just fine, but nothing seems to be turning npc health bars/names/descriptors on and its fairly annoying, great otherwise
doudley  [author] 19 Jan, 2019 @ 1:06am 
There is a way but it had to be a different mod from this. I tried to make this mod as non-source heavy as possible, that's why it gets hidden when other UI elements are on focus. I'll see what I can do when I got a chance.
SilentWarior 18 Jan, 2019 @ 10:19pm 
Hi Doudley, i love this mod but anyway to retain the stats when inventory screen is opened ?
doudley  [author] 25 Sep, 2018 @ 6:49pm 
"NEW Target Bar overlays, you can show added enemy stats or you can cover the original target bar for a TRUE "Weakness Type Indicator" --- credit goes to y. and 7. for introducing it"

Using the option for target bar overlay: A. B. or C lets you have the added target stats.

Turning on the "Bar Overlay" option on the other hand will give you a new target bar that covers the default (modded or not). This overlay target bar shows the Level of enemy and its name.

NOTE: Please refer to the screen captures for easier understanding of the matter.
Foundationer 25 Sep, 2018 @ 4:30am 
I think this mod isn't displaying the NPC names. Yes, from the menu you can enable enemy names and health bars, but I can't find where to turn on the NPC names :) I'm using it as a part of Dracos Diablo 3 and Others UI Merger (v.41) https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=937835800
doudley  [author] 24 Sep, 2018 @ 6:28pm 
I haven't thought about that back then, I think it is that way just because it is simpler code-wise. IIRC, if you use my HUD Expanse mod the Lurker overlays stay on screen even if inventory is open...
Marxxsman 24 Sep, 2018 @ 4:25pm 
How come the overlay dissapears if you open your inv?
doudley  [author] 4 Aug, 2017 @ 5:54pm 
Ok, here's what you have to do about it.

First of, this mod is a remod of the famous LurkerHUD mod, so I'll simply call this LurkerHUD remod.

Find yourself a good HUD mod because LurkerHUD remod is just an overlay for a HUD mod or to the default HUD, not a modification of the bottom HUD by itself and it does not have retextured files in it, like the Diablo Orbs that you are after.
https://steamhost.cn/steamcommunity_com/workshop/browse/?appid=200710&searchtext=UI+HUD&childpublishedfileid=0&browsesort=trend&section=readytouseitems

Diablo Orbs usually are in Evil UI, Diablo II, and Diablo III.

If you like Equipment Slots Overhaul mod and also desires Diablo Orbs with LurkerHUD remod, then I suggest you try Draco's UI Merger
Painosonic 4 Aug, 2017 @ 10:54am 
I subscribed to this mod, opened the settings inside the game, but there are no thematic Diablo Orbs or Path of Exile there! Simply no, and what do you think I should do about it?
doudley  [author] 26 Jul, 2017 @ 9:05am 
It is suppose to save, even if you exit then return to your game, the settings will stay the same.

Could you tell me your mod load order?
티렉스 26 Jul, 2017 @ 7:59am 
how to save my setting?
when i open my game
all lurker hud setting reset
티렉스 26 Jul, 2017 @ 6:57am 
nice bro
doudley  [author] 2 Jul, 2017 @ 9:10pm 
Yes and no. LurkerHUD remod as is, I have not bundled it with any of my other mods but Draco's UI Merger mod does. I have LurkerHUD remod adjusted to my HUD Expanse mod and that mod is bundled in my UI mods.
screamingoranges 2 Jul, 2017 @ 9:06am 
Hey Doudley, is this mod bundled in any of your other mod packages?
doudley  [author] 27 Jun, 2017 @ 3:51am 
I'm glad you find this mod useful. Thank you again!
screamingoranges 26 Jun, 2017 @ 4:43pm 
Another must-have for me.
You can tell very quickly if gear is worth equipping or not.
doudley  [author] 25 May, 2017 @ 7:49am 
Published v.6

- Fixed a graphical issue where as some elements are not aligned by their z-axis (specifically, target's shield indicator pulse)
doudley  [author] 21 May, 2017 @ 12:42am 
I'm glad. Thank you for the support!
StreamWhenGuy 20 May, 2017 @ 12:21pm 
I am here again to say thank you :) Amazing mod. I spent a few hours translating but the result was worth it. Much appreciated :embermage: :gem: :embermage:
doudley  [author] 16 May, 2017 @ 12:16am 
Lol

I merely pointing that out as an example, I have not tried using them together nor I have a compatibility for them. However, I have subscribers who reported about under priority issue, so its better safe than sorry.

I did download a copy of a recently uploaded Unearthed Arcana (UA) at moddb. If I happen to play the game with it, I'll look out for that Wash My Sins quest. ;)
76561198140772122 15 May, 2017 @ 10:35pm 
Hi doudley ! Are you still using Synergies and Unearthed Arcana together? I dont think two major overhaul mods work nicely at the same time !(If you did tweak Unearthed Arcana compatible with Synergies , can you share me that version? It would be sweat :steamhappy:)
Also I saw you recommended us to use Unearthed Arcana mod , do you notice any bug from it ? I played a short playthrough with it and I know it had a bugged quest name Wash My Sins , do you experienced with that as well? Thank you !
doudley  [author] 14 May, 2017 @ 6:45pm 
Yes, typically it doesn't matter which load order but from my experience in my low-end laptop, say I have Synergies, Unearthed Arcana,and TL2 Essentials in mod load order, then I add some of my mods that have UI elements in it, there's a chance, due to amount of contents changed to the game, the game doesn't load all properly and minor mods get under prioritized more even if the mods doesn't have any file that conflicts. Although I have not tested this mod specifically on those mods that I've mentioned. But I believe its always safe to load minor and small mods above huge overhaul mods.

The weakness type is true now, I made a system to make it work as intended. Along with "Overlay target bar" you can enable "Target Stats: Type C" to compare it out yourself. :)
StreamWhenGuy 14 May, 2017 @ 2:45pm 
I'd like to ask about load order, as far as I understand it doesn't matter right? I move this mod up and down and it works just fine. And about mobs weaknesses/damage types UI near their health bar, are they fake and were added just for style or they actually true, so that when I see "cold" weakness, mob does have the less resist to cold?
Ty for mod, even though I don't play TL2 anymore, I can always find time to grab and test some cool mod :embermage:
doudley  [author] 14 May, 2017 @ 4:56am 
I missed a comment :(

I hope its not about an issue with this mod.
doudley  [author] 9 May, 2017 @ 8:05am 
You are welcome, thank you too for the interest.
76561198140772122 9 May, 2017 @ 7:18am 
Really useful mod ! Thank You !
doudley  [author] 8 May, 2017 @ 6:09pm 
Published v.5

- An option to have the target's weakness indicator moved to the left or moved to the right
doudley  [author] 5 May, 2017 @ 11:16pm 
I don't think its complex, I can make that happen and at the same time reupload it later. Thanks *Yuki*!
*Yuki* 5 May, 2017 @ 9:02pm 
Maybe add "reversed stats" point into settings, for people, who wanna see damage type on right and weakness on left? Just idea, if its way complex - thats fine.

By the way - for some reasons, last update didnt apply for me again (but I've got recent warbounds patch without problems)
doudley  [author] 5 May, 2017 @ 7:11am 
Published v.4

- Added "Highest Damage Dealt" and "Number of Monsters Killed" stats
doudley  [author] 3 May, 2017 @ 7:25pm 
:) That's a relief. Thanks!
khurono 3 May, 2017 @ 6:51pm 
Oh, it's not a mod. I'm using rivatuner with hwinfo and afterburner.
doudley  [author] 3 May, 2017 @ 6:33pm 
@Cronoadvan
Can I ask what HUD mod you are using, that has a time/FPS display at the same spot as the LurkerHUD's button?
khurono 3 May, 2017 @ 6:21pm 
Found the icon, it was hiding under my time/fps overlay. Thanks for the help and the great work done on this project. Just reading your comments is teaching me about user interface design :3
doudley  [author] 3 May, 2017 @ 1:43am 
About why fame bar is removed, is because this mod is simply an overlay, other HUD mods that have fame bar can go along well with LurkerHUD remod. And also, it is removed because having an overlay fame bar on exp bar will make both mouse-over function appear at the same time and that looks bad. I have my own HUD mod that shows the fame bar too, so it is not a necessity for this mod. And I have UI compilation to be released soon, this mod will be included in it.
doudley  [author] 3 May, 2017 @ 1:36am 
The problem with full labels is that it will be less likely to be compatible with other HUD mods, just look at the screenshot with Diablo III UI. Anymore character length could cover the health and mana globe.

I have past experience in working on overlay stats in other games, I know form experience that these info displays are meant to be quick glances, if you want them to be precise then there's arcane statistics panel for that. So, the point with abbreviated/initial labels is for them to be memorized, so you won't have to take pauses just to read them wordly. I made as intuitively as possible and you can mouse-over on them to know what exactly they mean.

Times killed is already in there but number of monster killed I don't have. Highest damage dealt is not necessarily to be shown always....how about if I make NG Rank and Highest Damage dealt switches from time to time? Same goes with Times Killed and Monsters Killed?
Ribbit Ribbit 2 May, 2017 @ 11:38pm 
what a nice ui !
i like most about toggle for every stat and its also good to show various stat of mobs.
but i suggest a few things based on my opinion.
first, i want more stats after adding another row such as the number of killed monsters, death or highest damage dealt.
second, you made every stat indicatior initials. i think its not easy or quick to figure out what they are at a glance. how about changing more detaily as in original LukerHUD. for example change mrc to m reflec, a spd to attack sp
finally, where is the blue fame bar in original LukerHUD? i think fame bar is as useful as experience bar, hoping you change the fame bar can move left to right.
i love you doudley ;)
doudley  [author] 1 May, 2017 @ 5:01pm 
No need to prioritize this mod in your mod load order, the LurkerHUD Settings can be accessed by a button at the bottom right side of your screen, bellow the panel tabs of inventory, skills, and quests. See screenshots for better understanding.
khurono 1 May, 2017 @ 2:25pm 
How do I access the config menu? I have the mod activated and loading first, but can't find any mention of this menu.
doudley  [author] 1 May, 2017 @ 9:49am 
Thanks and you're welcome!
MrNastyTime 1 May, 2017 @ 9:09am 
Nice work. ty.
doudley  [author] 1 May, 2017 @ 8:49am 
Published v.3

- Added an option for Health and Max Health indicator for targeted unit
- Added Label Helpers for Target Stats (See them on LurkerHUD's settings)
- Enhanced "Type C" Target Stats, now with Max Magic Damage, Atk Spd Bonus, Run Speed, and Hit Chance
- Type C target Stats will also have Notifiers if an enemy has Critical Chance and/or have a Shield/Armor
- Some fixes on visuals and alignments
doudley  [author] 30 Apr, 2017 @ 6:32pm 
I have a particular dilemma on target stats right now, the physical res is the same value for max armor. Although if using option A of target stats, having the armor value is nice to be shown.
doudley  [author] 30 Apr, 2017 @ 6:22pm 
@*Yuki*
You'll be happy to know that, I'll be adding a target's health and max health indicator. Although it is going to be just an overlay text (no bg image or frames), I will put it between target's name and target's description. I think it fits nicely there. :)
doudley  [author] 30 Apr, 2017 @ 9:46am 
Oh wait, how about I include the Damage and Weakness type's labels along with LurkerHUD's menu?! I think that would suffice! ;D
doudley  [author] 30 Apr, 2017 @ 8:59am 
I tackled the help function of bottom HUD and made it compatible to my switchable custom HUD mod. Applying that on Target Bar seems impossible because target bar gets hidden if not targeted on an enemy or npc.

Both Diablo 3 UI and Better Vanilla modifies the original Target Bar, that's how they were able to pull that of. On an overlay UI mod like this, it won't work like that because Buff List and Target's Description covers a huge area, not meant to be covered by any UI.
*Yuki* 30 Apr, 2017 @ 8:37am 
>I have no place to put it
1. Name on top of health bar, health value on the current place of name (how its done in diablo3 ui)
2. Leave name on its place, but put health under bar (like in .z/y.'s mod)
1st point seems better and easier to read, in my opinion.

About damage and weakness - Im fine with it, but is there way to inform, which one is which, in game? (by textbox, maybe? Like vanilla tips (if I remember right))