Mod Details

Enemy Markers

Enemy Markers 1.3.0

Created by APerson

8.9K Downloads

SPT 4.0.6 Compatible

Simply a Marker that shows the enemies with a "v" shaped marker. Can also display the distance from the enemy.

Latest Version 1.3.0
SPT 4.0.6

Updated Nov 15, 11:54 PM

13.48 KB

Version Notes

Features

  • Added optional light sources above detected characters. The lights follow the same visibility rules as markers. Disabled by default with configurable intensity and range settings.

Bug Fixes

  • Fixed bug where marker colors could change for the same character when entering and exiting ghost mode. Colors are now cached when markers are created and restored when exiting ghost mode.
  • Fixed bug where markers would permanently show incorrect colors due to race condition at marker creation. Player profile data (Side, Role) may be incomplete when OnPersonAdd fires, causing wrong color assignment. Color is now validated and recalculated on first visibility when player data is fully loaded.
  • Fixed bug where ghost marker character would not update from ā€œvā€ to ā€œxā€ immediately when entering ghost mode. The marker character now changes instantly when losing line of sight, instead of waiting for the player to move.
  • Fixed bug where ghost markers remained visible when the marker toggle key was pressed. Ghost markers now correctly respect the visibility toggle state (default: Y key), hiding along with live markers when toggled off.
  • Fixed bug where markers would briefly appear white before showing the correct color. Color is now explicitly reapplied when markers become visible to ensure Unity TextMesh properly renders the assigned color.
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I (APerson) AM NOT THE ORIGINAL CREATOR OF THIS MOD

This mod gives you the ability to spot an enemy and have a Marker showing where they are for 5 Seconds.

scav scoped

Configurable:

Marker character

Size

Distance / Radius from center

Color by ā€œplayerā€ category (Bear/Usec/Scav/Boss …)

To install just unzip at the root of your SPT folder and it will create a BepInEx\\plugins\\flir.enemymarkers directory for you

If you want to help in the development of this mod you are welcome to propose merge requests or issues on its project page: https://gitlab.com/flir063-spt/enemymarkers

Do not make requests somewhere else than gitlab as I would not see them, I (flir) am not the ā€œauthorā€ of this mod, just an additional author.

Special Thx to Level-Yellow-316 on Reddit for originally making this mod.

Known Issues

none ATM

Version 1.3.0
Download Mod Version
SPT 4.0.6 +6 more
All Compatible SPT Versions:
4.0.6 4.0.5 4.0.4 4.0.3 4.0.2 4.0.1 4.0.0

13.48 KB

1.1K Downloads

Features

  • Added optional light sources above detected characters. The lights follow the same visibility rules as markers. Disabled by default with configurable intensity and range settings.

Bug Fixes

  • Fixed bug where marker colors could change for the same character when entering and exiting ghost mode. Colors are now cached when markers are created and restored when exiting ghost mode.
  • Fixed bug where markers would permanently show incorrect colors due to race condition at marker creation. Player profile data (Side, Role) may be incomplete when OnPersonAdd fires, causing wrong color assignment. Color is now validated and recalculated on first visibility when player data is fully loaded.
  • Fixed bug where ghost marker character would not update from ā€œvā€ to ā€œxā€ immediately when entering ghost mode. The marker character now changes instantly when losing line of sight, instead of waiting for the player to move.
  • Fixed bug where ghost markers remained visible when the marker toggle key was pressed. Ghost markers now correctly respect the visibility toggle state (default: Y key), hiding along with live markers when toggled off.
  • Fixed bug where markers would briefly appear white before showing the correct color. Color is now explicitly reapplied when markers become visible to ensure Unity TextMesh properly renders the assigned color.
Version 1.1.3
Download Mod Version
SPT 4.0.6 +6 more
All Compatible SPT Versions:
4.0.6 4.0.5 4.0.4 4.0.3 4.0.2 4.0.1 4.0.0

12.13 KB

231 Downloads

Fixed ghost marker distance calculation

Version 1.1.2
Download Mod Version
SPT 4.0.6 +6 more
All Compatible SPT Versions:
4.0.6 4.0.5 4.0.4 4.0.3 4.0.2 4.0.1 4.0.0

12.15 KB

119 Downloads

Added an option to have markers become ghosts when the tracked character goes behind cover. Showing the last know position for 5 seconds. This is a less OP option than active tracking.

Version 1.1.1
Download Mod Version
SPT 4.0.6 +6 more
All Compatible SPT Versions:
4.0.6 4.0.5 4.0.4 4.0.3 4.0.2 4.0.1 4.0.0

11.58 KB

139 Downloads

Added foliage masking as an option

Version 1.1.0
Download Mod Version
SPT 4.0.6 +6 more
All Compatible SPT Versions:
4.0.6 4.0.5 4.0.4 4.0.3 4.0.2 4.0.1 4.0.0

11.46 KB

124 Downloads

This is an important version as it changes the way we create and display markers altogether:

  • removed gui markers and replaced them with 3D objects. This fixes all issues with scopes DLSS or whatever.
  • Added new keybinding to toggle distance display.
  • Added new options for scaling the markers.
Version 1.0.8
Download Mod Version
SPT 4.0.6 +6 more
All Compatible SPT Versions:
4.0.6 4.0.5 4.0.4 4.0.3 4.0.2 4.0.1 4.0.0

11.37 KB

195 Downloads

Added keybinding to toggle markers on/off

No Addons Yet

This mod doesn't have any addons yet.

Yoooo

could you please exntend the maximum range that marker appears? 300m is too short for some maps.

0 Likes
playful_fawn_64571
[deleted at 2025-11-17 10:18:14]
dragoniawhite

Can you add another color for the bosses’ guards?

0 Likes

I think I can …

1 Like
2595258886

when markers become ghosts,the marker will turn white when the enemy appears in your sight again.Whether he is USEC, BEAR, or Scav

1 Like

Please test v1.3.0 I fixed (hopefully) this bug and many more I also optimized the whole thing a bit AND added a new feature (light sources, disabled by default, need to activate it in the BepInEx menu)

Please report back if anything goes wrong. I did quite a lot of tests and it finally seemed ok to me…

0 Likes
badboy

will the foliage masking influence the performance?

0 Likes

nope just a new bit in the bitmask during raycasting… I won’t be super efficient though (a simple bush will ā€œhideā€ someone that your eyes can see but the raycasting will consider as going through a foliage and refuse)

0 Likes
SuzukiAkari233

also begging you make a newer version for SPT 3.11

0 Likes

Sorry this is too much of a hassle due to GClasses being different… and me not wanting to do a full backport to 3.11 in another branch

0 Likes
booger

begging you to add an option for markers not to show through trees/foliage

1 Like

done in 1.1.1

1 Like
yunwulian
[deleted at 2025-11-11 16:00:08]

Hi Yunwulian,

  • do you mean the DLSS fix does not work for you ?
  • if you don’t use gitlab, just git pull from the public URL, patch locally and publish to any git repository (public) you want (github or whatever) and tell me where to find it… This is easier that reading pseudo code in a comment section…
0 Likes
badboy *

Any plan for adding transparency option?

0 Likes

transparency option ? Can you be more specific ?

0 Likes
3agle

Maybe an overly specific request, but is it possible to have a setting which only enables this for friendly scavs/scavboss when doing scav runs? Or maybe just for only friendlies generally.

0 Likes

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