Mods (Utility)
These mods add extra functionality and are not just cosmetic.
Viewing all mods with the type set as "Utility" sorted by the most recent first.
Replaces VFX for a bar that:
-Automatically refreshes when a new potion is taken, making it accurate
-Progressively drains as the effect runs, indicating how much of it is left
-Only dissapears when the effect has ran out
If you encounter any issues using it, please let me know so I can take a look at them
-Automatically refreshes when a new potion is taken, making it accurate
-Progressively drains as the effect runs, indicating how much of it is left
-Only dissapears when the effect has ran out
If you encounter any issues using it, please let me know so I can take a look at them
The Better Glacial ShardUtility
Easy to see DeepstoneUtility
Easy to see Deepstone
Classic Difficulty NamesUtility
Replaces the new difficulties with the classic ones in many places.
Replaces the new difficulties with the classic ones in the friendslist.
Allows inviting people in /hide.
Allows inviting people in /hide.
DPS Display - AdvancedUtility
Improves combat text and adds metrics and info to better analyse the damage you're dealing, this includes:
* Accurate and easily readable total damage dealt in the last second (current DPS)
· Located at the left edge of the graph. It follows the position in the graph that the point representing it will be drawn
· Its color varies in contrast of the average DPS done in the last 10 seconds, green for being over it and red for under
* Count of number of hits made in the last second, contributing to the current DPS
* Individual hit damage display below the hit counter (dotted, reallocated vanilla integration)*
* Hitmark appearing on server-confirmed hits on the center of the screen*
* Damage numbers appearing on top of the enemy targeted*
· Numbers are visible through obstacles
· Numbers are shown in a maximum of 3 digits plus its magnitude
· Numbers are pushed back the older they are, making it easier to read the most recent by being larger and at front
* Graph with DPS values
· Line graph with a visual representation of the DPS done in the last 10 seconds, it autoscales with the maximum of the graph
· Average DPS on the last 10 seconds
- The position of its line correlates with the position of its DPS in the graph
- Its color varies in contrast of the average DPS on the fight, green for being over it and red for under
- Its value is weighted by time, this means that the attacks with different values will have more notoriety the recent they are
· Average DPS on this fight
- The position of its line correlates with the position of its DPS in the graph
- As opposed to the current DPS and average in last 10 seconds DPS, this one will continuously measure the damage done without having a time limit, clearing with the graph (there is a system implemented for it to not cause performance issues)
· Maximum of the graph
- Maximum amount being displayed in the graph, it can come from the line graph or the average DPS on the fight
- All the position representation in the graph are scaled with this value
· Reset progress bar
- After the current DPS is hidden due to lack of hits, the progress bar will start counting. After 3 seconds, unless interrupted with a followed hit, the graph will be cleared and hidden. The fight that was taking place is assumed over
* : Color indicates the type of damage dealt; in the preview, as an example, red equals critical hits
The whole display considers all hits registered only from your side. If you hit multiple enemies at the same time, the DPS display will reflect the overall "crowd DPS" rather than single-target DPS
* Accurate and easily readable total damage dealt in the last second (current DPS)
· Located at the left edge of the graph. It follows the position in the graph that the point representing it will be drawn
· Its color varies in contrast of the average DPS done in the last 10 seconds, green for being over it and red for under
* Count of number of hits made in the last second, contributing to the current DPS
* Individual hit damage display below the hit counter (dotted, reallocated vanilla integration)*
* Hitmark appearing on server-confirmed hits on the center of the screen*
* Damage numbers appearing on top of the enemy targeted*
· Numbers are visible through obstacles
· Numbers are shown in a maximum of 3 digits plus its magnitude
· Numbers are pushed back the older they are, making it easier to read the most recent by being larger and at front
* Graph with DPS values
· Line graph with a visual representation of the DPS done in the last 10 seconds, it autoscales with the maximum of the graph
· Average DPS on the last 10 seconds
- The position of its line correlates with the position of its DPS in the graph
- Its color varies in contrast of the average DPS on the fight, green for being over it and red for under
- Its value is weighted by time, this means that the attacks with different values will have more notoriety the recent they are
· Average DPS on this fight
- The position of its line correlates with the position of its DPS in the graph
- As opposed to the current DPS and average in last 10 seconds DPS, this one will continuously measure the damage done without having a time limit, clearing with the graph (there is a system implemented for it to not cause performance issues)
· Maximum of the graph
- Maximum amount being displayed in the graph, it can come from the line graph or the average DPS on the fight
- All the position representation in the graph are scaled with this value
· Reset progress bar
- After the current DPS is hidden due to lack of hits, the progress bar will start counting. After 3 seconds, unless interrupted with a followed hit, the graph will be cleared and hidden. The fight that was taking place is assumed over
* : Color indicates the type of damage dealt; in the preview, as an example, red equals critical hits
The whole display considers all hits registered only from your side. If you hit multiple enemies at the same time, the DPS display will reflect the overall "crowd DPS" rather than single-target DPS
Better Ore v4Utility
easier to find Glacial Shards + Somber Souls; additional invisible Mimic Blocks
replaces the textures of
. Glacial Shards
. Somber Souls
. Mimic blocks
Mimic becomes invisible, except the black outline. I use it sometimes for screenshots. Place the Mimic at a deco block, so it will not change into a color block and place so many, that the platform outline is outside the picture.
replaces the textures of
. Glacial Shards
. Somber Souls
. Mimic blocks
Mimic becomes invisible, except the black outline. I use it sometimes for screenshots. Place the Mimic at a deco block, so it will not change into a color block and place so many, that the platform outline is outside the picture.
Vibrant OresUtility
Replaces the ore section of block diffuse and effect sheets. Improves color contrast and adds some glowing spots to make ores easier to spot.
Better SoundsUtility
Replaces the hit and defeat sounds with some nicer ones from Risk of Rain 2. Also mutes the menu opening sound.
DPS DisplayUtility
Improves combat text by replacing it for a screen display featuring:
- Accurate and easily readable total damage dealt in the last second (DPS)
- Count of number of hits made in the last second, contributing to the DPS total
- Individual hit damage display below the total DPS (dotted, reallocated vanilla integration)*
- Hitmark appearing on server-confirmed hits on the center of the screen*
*: Color indicates the type of damage dealt; in the preview, as an example, red equals critical hits
The whole display considers all hits registered only from your side. If you hit multiple enemies at the same time, the DPS display will reflect the overall "crowd DPS" rather than single-target DPS
This display is entirely VFX based, and so is affected by FOV values; it was designed using FOV 100, so if you have a larger amount and feel like it is too small, try setting it closer to it
Alternative versions are available to remove parts that are not desired following this link: [mod=10913]
- Accurate and easily readable total damage dealt in the last second (DPS)
- Count of number of hits made in the last second, contributing to the DPS total
- Individual hit damage display below the total DPS (dotted, reallocated vanilla integration)*
- Hitmark appearing on server-confirmed hits on the center of the screen*
*: Color indicates the type of damage dealt; in the preview, as an example, red equals critical hits
The whole display considers all hits registered only from your side. If you hit multiple enemies at the same time, the DPS display will reflect the overall "crowd DPS" rather than single-target DPS
This display is entirely VFX based, and so is affected by FOV values; it was designed using FOV 100, so if you have a larger amount and feel like it is too small, try setting it closer to it
Alternative versions are available to remove parts that are not desired following this link: [mod=10913]
Adds a bar indicating how many stages of the berserk battler are activated, as well as a timer to show how much time of the second stage being active is remaining
Remove Block Destruction VFXUtility
Lagless bombing
Dungeon Portal Radar ESPUtility
Show dungeon portals through walls.
Monolith AlarmUtility
Adds a hologram and an arrow to monoliths, when too close to the objective and looking away, an alarm icon appears for you to not miss out
Disclaimer: this mod will also make it appear on outposts since they use the same VFX, if you find it annoying and you're not doing delves I encourage you to disable the mod
Disclaimer: this mod will also make it appear on outposts since they use the same VFX, if you find it annoying and you're not doing delves I encourage you to disable the mod
Replaces Mecha-Dracolyte's idol explosion vfx with divinity costume vfx
Adds a counter of how many trailblazing boosts you have ongoing and a speedometer during that set time
-Not dependant of any setting so "Show Player Location" can be turned off and will not affect this mod
-Speedometer numbers will change color depending on which speed you're going
-Completely VFX-based, so you can use any other mod that changed the same as other UI-based speedometers did
-Not dependant of any setting so "Show Player Location" can be turned off and will not affect this mod
-Speedometer numbers will change color depending on which speed you're going
-Completely VFX-based, so you can use any other mod that changed the same as other UI-based speedometers did
Dino Tamer Ult TimerUtility
Adds a number representing the amount of time left for the ultimate to finish (assuming class gem) at the right of the character, if unmounted manually the countdown disappears
Bunfest Golden Egg TrackerUtility
Adds a waypoint to eggs and also makes a sound whenever it is detected, unofficial "update" from CrazyOnly Bunfest EGG Waypoint mod
Jump CounterUtility
Counts the number of jumps you've made
Disclaimer: this mod isn't 100% reliable, it only counts the number of jump effects there has been done on your approximate location, and will reset once the camera detects you're on a height where you should be on the floor. All of these calculations are done with the camera, in order to make them as precise as possible please zoom out the camera at its maximum
Also note that this mod has been made to at least work perfectly with every class unmounted, sadly I can't make it reset with all mounts and scenarios without making the general mod less precise
Disclaimer: this mod isn't 100% reliable, it only counts the number of jump effects there has been done on your approximate location, and will reset once the camera detects you're on a height where you should be on the floor. All of these calculations are done with the camera, in order to make them as precise as possible please zoom out the camera at its maximum
Also note that this mod has been made to at least work perfectly with every class unmounted, sadly I can't make it reset with all mounts and scenarios without making the general mod less precise
Vaca-matic Crystal DetectorUtility
Displays how many crystals there are in the effect radius of a maximum level vaca-matic, in order to be as precise as possible scroll your camera to its max limit
Disclaimer: this mod will make the counter to appear on dragon challenge coins, some of the VFX from the crystals are reused from them. Also, the number will not be exact 100% of the time since I can't figure out exactly where is the radius center for the effect, I might research it further some day
Disclaimer: this mod will make the counter to appear on dragon challenge coins, some of the VFX from the crystals are reused from them. Also, the number will not be exact 100% of the time since I can't figure out exactly where is the radius center for the effect, I might research it further some day
No More Entity LightUtility
Removes annoying lighting effects from Players / NPCs / Mobs.
How to Install
1. Download the zip file and extract it.
2. Move and replace "archive0.tfa"
Glyph:
- C:\Program Files (x86)\Glyph\Games\Trove\Live\shadersunified\programs\fragment
Steam:
- C:\Program Files (x86)\Steam\steamapps\common\Trove\Games\Trove\Live\shadersunified\programs\fragment
How to Install
1. Download the zip file and extract it.
2. Move and replace "archive0.tfa"
Glyph:
- C:\Program Files (x86)\Glyph\Games\Trove\Live\shadersunified\programs\fragment
Steam:
- C:\Program Files (x86)\Steam\steamapps\common\Trove\Games\Trove\Live\shadersunified\programs\fragment