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Troubleshooting
Setting names are given as Section — Setting, matching the plugin's settings panel.
Other Player Bar — Style — Show Bar is Never by default. Set it to When tracked for players you fight, or Always for every visible player. Names are separate and on by default.
The game does not send another player's max HP, so there is nothing to turn their bar into a number with.
Its max HP is missing from the bundled table. See HP numbers.
Behavior & Hotkeys — Hide Native Bar covers hitpoint bars only, so a native bar tracking a mechanic stays unless the plugin is drawing a replacement. Two hitpoint bars on one actor means the setting is off.
That is Persist Duration, 5 by default and set separately for NPCs and players; 0 hides bars immediately. To ignore combat entirely, use the matching Always Show setting.
Another player has damaged it, so its loot is not yours. Ironman accounts only, bosses with shared or personal loot exempt, and controlled by Grey Out Bars & Names.
A Behavior & Hotkeys toggle has been pressed - they flip visibility instantly without changing a setting. Press the same key again, or restart the plugin, to bring them back.
Actors on one tile stack vertically, Prioritize Self hides anything standing on your tile, and the stack limits cap how many render per tile. Bars on adjacent tiles can still overlap at low camera angles.
NPC Bar — Info — Weakness Icon is Off by default, and nothing is drawn for an NPC with no known elemental weakness.
Only one set of overhead icons is drawn per tile, so a stack does not become a wall of icons. Your own icons always draw.
Behavior & Hotkeys — Color Names By Level replaces the configured name colour with a combat-level one, and Highlight Friends overrides both. See Names and levels.
That is Damage Trail, off by default per bar, and NPC Bar — Info — Death Fade, on by default. Set the trail to Off, or Death Fade off, for the old instant behaviour.
They are redrawn by the plugin, because hiding a player's health bar hides their whole overhead bundle - see Overhead replacement.
Bars anchor to the actor's model height, which some animations change, so the whole group moves for the duration.
Check Known limitations, then open an issue with the details listed in Reporting a bug.