Features
Interaction Indicator renders a "guiding line" and a targeting dot to your current interaction object, so that it's easier to see which object you're interacting with.
It also adds an (optional) interaction timer.
This can be useful in situations such as the Overdrill puzzle, or the bomb defusals on Rats day 3.
Many options can be edited in the in-game menu, such as color, size, opacity. (Color Picker is required to edit the color via the menu.)
The custom interaction circle, if enabled, can be configured to be displayed at the location of the interacted object. (See preview images)
Additional advanced options and values, such as specific x/y coordinate values, can be changed by editing the mod's save file at mods/saves/interaction_indicator.ini
.
Planned
-
Option to show dot at both screen center and object position
-
See if teammate interaction targets can be displayed
HUD Compatibility
The mod includes an option for "HUD Compatibility", which is mainly for ensuring that the HUD panel for this mod is created and displayed properly. The option is not enabled by default and must be turned on in the menu, since it seems to rarely cause a minor issue where interactions are visible in the lobby screen or other unintended states.
I'll update the HUD compatibility list when I have time.
Mod Name | Compatibility | HUD Version | Last tested with |
---|---|---|---|
MUI Updated | Yes* | 44.1.6 | 3.1.0 |
SydneyHUD (fixed) | Yes* Minor cosmetic bugs (see below)** | 4.2.7 | 3.1.0 |
Warframe HUD | Yes | 1.6.8 | 3.1.0 |
Void UI | Yes* | 1.2.9.15 | 3.1.0 |
Holo UI | Yes | 3.6 | 3.1.0 |
VanillaHUD Plus (WolfHUD Continued) | Yes | 3.4.0.10 | 3.1.0 |
PDTH HUD Reborn! | Yes | 240.5.1 | 3.1.0 |
Minimalist HUD Ultimate | Yes but why | 0.0.8 | 3.1.0 |
Restoration HUD Standalone | Yes | U240.5 Fix 2 | 3.1.0 |
*These HUD mods marked with a single asterisk (*) have specific compatibility code in Interaction Indicator that allow them to function as intended. If you have more than one of them enabled, please turn off the interaction element on all but one of those HUD mods, or you may run into mod conflict issues.
More specific HUD compatibility information
**SydneyHUD: Other timers reusing the interaction circle (such as melee timers, reload timers, etc) may cause the Interaction Line and Dot
to appear, and cause the custom interaction circle of Interaction Indicator to appear over a nearby interactable object while you are reloading/meleeing. The way that SydneyHUD is coded makes it impossible for me to fix this issue in Interaction Indicator. However, there are no crash issues with SydneyHUD, to my knowledge.
Feel free to comment about compatibility with other mods, and I'll update the list and/or write compatibility patches as necessary. (Please include a link to the mod in question if you do so.)
Issues and Troubleshooting
Known Issues:
- The line endpoint for some interactions may be further away from the visual interaction point than expected. Currently, this list includes:
- Trip Mine deployables
Compatible with any Toggle Interaction mods.
Please report any issues here on this mod page. If your problem involves a crash, please share the crash log.
Source code is also available here: https://github.com/offyerrocker/PD2-Interaction-Indicator

Got this when attempting to change the dot colour
Spoiler!
Application has crashed: C++ exception
mods/Interaction Indicator/hooks/menumanager.lua:895: attempt to call method 'Show' (a nil value)
SCRIPT STACK
trigger() core/lib/managers/menu/items/coremenuitem.lua:161
core/lib/managers/menu/coremenulogic.lua:286
_execute_action_queue() core/lib/managers/menu/coremenulogic.lua:54
update() core/lib/managers/menu/coremenulogic.lua:64
update() core/lib/managers/menu/coremenumanager.lua:155
original() lib/managers/menumanagerpd2.lua:20
update() @mods/base/req/core/Hooks.lua:288
original() lib/setups/setup.lua:888
update() @mods/base/req/core/Hooks.lua:288
update() lib/setups/menusetup.lua:358
update() @mods/base/lua/MenuSetup.lua:5
core/lib/setups/coresetup.lua:557
Callstack:
Current thread: Main
System information:
Application version : 1.130.136
CPU : AMD Ryzen 5 5600X 6-Core Processor (6 cores); SSE; SSE2; SSE3; SSSE3; SSE4.1
DirectX : 12.0
GPU : NVIDIA GeForce GTX 1650 / nvldumd.dll[31.0.15.2225]
Language : english
Memory : 16310MB 96KB
OS : 6.2.9200 () 0x100-0x1 (64 bits)
Physics : threaded
Renderer : DX9 threaded
Sound : VB-Audio Software (VoiceMeeter Input (VB-Audio VoiceMeeter VAIO))
EDIT: The line for tripmines goes to the end of the beem and not the tripmine itself
Appolagies for the fast fault finding :)
Fixed a crash when trying to use the color-changing option without Color Picker installed- now it should display a pop-up warning instead of just crashing. Thanks for the report!
(I'd also forgotten to properly list Color Picker as a dependency- whoops!)
As for the tripmine interaction- currently, that line endpoint is determined automatically for all interactions, but I'll have to start compiling a list of interactions/interaction units that have strange interaction boundary boxes like Trip Mines, so that I can manually adjust those ones. Thanks again for the report, and please do tell me about other such off-center interaction lines in the future.
@Offyerrocker Happy to help love the mod so far. Will keep an eye out for more wierd line positions.
@Offyerrocker Charging a melee weapon and reloading displays the circle in the last possition it was from your last interaction
For example if i was interacting with a pager and moved my camera, with the interaction circle allignment set to interact target, and it finished with the cirgle being at the top left, when reloading and charging a meeleee weapon its time will appear in the top left.
Hope my terrible describing of a scenario helps, if not i can try and record it so you can see what i mean.
EDIT i am using void ui and vannilla hud +
This happens when void UI's own iteraction bar timer is on and off, will do some testing to see if its an issue with either of the huds and will add my findings.
EDIT V2: This all goes away when disabling show interact timer, melee charge and reload timers within vanilla hud +. appart from this there are no issues that i am yet to find runnign van hud + and void UI with this awesome mod :)
EDIT V3: The issue above still occurs when placing a deployable. (can you tell i like testing mods :) )