Likes (mod)
READ BEFORE DOWNLOADING
IN ORDER TO HAVE THE BEST OUTCOME OF THIS MOD, PLEASE:
-ENABLE MULTITHREADING ON MISCELLANEOUS OPTIONS. (prevents radar from delaying/flicker)
-SET VFX QUANTITY TO 1 ON VIDEO CUSTOM OPTIONS. (enables maximum detection radius)
-SET FIELD OF VIEW TO +-100 (preferably equal or up) ON VIDEO CUSTOM OPTIONS. (allows you to see arrows on any angle)
Adds a cross and the distance or, if not on your approximate field of view an arrow to:
-Bosses
-Cursed Skulls
-Chests
-5-Star activators
As extra functionality, this mod:
-Shows if a cursed skull is activated
-Has an aim helper to better shoot at bosses, chests and 5-star activators
-Displays the distance from you to the objective
-(EXPERIMENTAL) Has a "screenshot mode" where the mod will try to turn itself off if the camera or you doesn't move in 8 consecutive seconds, after being disabled will remain like so until the camera is moved
Disclaimer: this mod uses a technology that was introduced not so long ago and hence is still in a bit of a work in progress, making the effect to flicker/delay. Thanks to the continious work of Dan "Pan", this is no longer a thing if multithreading is enabled, non-multithreaded syncing is still on the works
I do not give permission to publish a custom version of this mod, you can do your own to keep for yourself though, I'm fine with that
This mod has been made to have virtually 0 effect on the game's performance
It might feel like it due to the in-game technology being still in the process of being adjusted, if you don't feel like it's good for you, you can try any of the other previous versions of this mod that can be found in the collection this mod is added in called "Cr0nicl3's Radars"
FaQ
Cursed skulls doesn't show to me
Check your VFX quantity and set it higher if not already at max, cursed skulls VFX are low-priority VFX and if there's a lot of VFX around it won't show, the mod has the function to always show cursed skulls as long as its VFX are displaying, this can't be made in any other way and has always been the way in other boss radars
The mod makes my game crash
This is actually not because of the mod's fault at all, Trove Sunrise update has made the game more unstable in terms of keeping itself up, the mod is no more than 6 particles for each instance and couldn't be more optimized
Why bosses have more than one line
This is because bosses can have multiple attachment points for its buffs, and each one is located in either its head, torso or feet. Buffs are what is replaced for the radar's lines so they point to those attachments. (Then prevent it) I can't, there's no way to tell them appart, specially when they are different instances
The mod doesn't work for me
Check if you have any other boss radar mod installed or any other that makes it to conflict, two mods overriding the same thing can't coexist as one will disable the other, if it's not the case, try checking your VFX quantity setting. If any of this work maybe it's because you're doing dungeons on a low-tier portal, making bosses to not have any power-up yet which is what this mod uses to be displayed and hence making it untraceable
Is this a hack?
No it's not, this mod has been able to be done thanks to a dev itself willingly implementing the technology needed for it inside the game and fully knowing what it was first thought for, which was this kind of mod exactly. There's nothing wrong on using it and doesn't go against the game's terms of service
Can you set it up so I can customize it?
No, not because I don't want to, but because it's impossible. Things such as .cfg's are only usable by UI and UI only, VFX changes can't be done by a regular user unless it is done from the inside
IN ORDER TO HAVE THE BEST OUTCOME OF THIS MOD, PLEASE:
-ENABLE MULTITHREADING ON MISCELLANEOUS OPTIONS. (prevents radar from delaying/flicker)
-SET VFX QUANTITY TO 1 ON VIDEO CUSTOM OPTIONS. (enables maximum detection radius)
-SET FIELD OF VIEW TO +-100 (preferably equal or up) ON VIDEO CUSTOM OPTIONS. (allows you to see arrows on any angle)
Adds a cross and the distance or, if not on your approximate field of view an arrow to:
-Bosses
-Cursed Skulls
-Chests
-5-Star activators
As extra functionality, this mod:
-Shows if a cursed skull is activated
-Has an aim helper to better shoot at bosses, chests and 5-star activators
-Displays the distance from you to the objective
-(EXPERIMENTAL) Has a "screenshot mode" where the mod will try to turn itself off if the camera or you doesn't move in 8 consecutive seconds, after being disabled will remain like so until the camera is moved
Disclaimer: this mod uses a technology that was introduced not so long ago and hence is still in a bit of a work in progress, making the effect to flicker/delay. Thanks to the continious work of Dan "Pan", this is no longer a thing if multithreading is enabled, non-multithreaded syncing is still on the works
I do not give permission to publish a custom version of this mod, you can do your own to keep for yourself though, I'm fine with that
This mod has been made to have virtually 0 effect on the game's performance
It might feel like it due to the in-game technology being still in the process of being adjusted, if you don't feel like it's good for you, you can try any of the other previous versions of this mod that can be found in the collection this mod is added in called "Cr0nicl3's Radars"
FaQ
Cursed skulls doesn't show to me
Check your VFX quantity and set it higher if not already at max, cursed skulls VFX are low-priority VFX and if there's a lot of VFX around it won't show, the mod has the function to always show cursed skulls as long as its VFX are displaying, this can't be made in any other way and has always been the way in other boss radars
The mod makes my game crash
This is actually not because of the mod's fault at all, Trove Sunrise update has made the game more unstable in terms of keeping itself up, the mod is no more than 6 particles for each instance and couldn't be more optimized
Why bosses have more than one line
This is because bosses can have multiple attachment points for its buffs, and each one is located in either its head, torso or feet. Buffs are what is replaced for the radar's lines so they point to those attachments. (Then prevent it) I can't, there's no way to tell them appart, specially when they are different instances
The mod doesn't work for me
Check if you have any other boss radar mod installed or any other that makes it to conflict, two mods overriding the same thing can't coexist as one will disable the other, if it's not the case, try checking your VFX quantity setting. If any of this work maybe it's because you're doing dungeons on a low-tier portal, making bosses to not have any power-up yet which is what this mod uses to be displayed and hence making it untraceable
Is this a hack?
No it's not, this mod has been able to be done thanks to a dev itself willingly implementing the technology needed for it inside the game and fully knowing what it was first thought for, which was this kind of mod exactly. There's nothing wrong on using it and doesn't go against the game's terms of service
Can you set it up so I can customize it?
No, not because I don't want to, but because it's impossible. Things such as .cfg's are only usable by UI and UI only, VFX changes can't be done by a regular user unless it is done from the inside
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
Little Little YuragumiAllies

To make it work - put the file into the following path: Live/particles/VFX/Particles/override
Custom CapesCosmetics

This is an edit of my old Capes mod, with it anyone should be able to create its custom cape and apply it easily
Different variants of it are available to be selected depending on the needs, please always have only one of them installed
Instructions for the creation and installation of the design can be found within the downloadables section
NEW: Below you can find a link to the public library, where you can download designs made by other players that have submitted them to be featured inside it. Instructions for the submitting process can also be found there
Different variants of it are available to be selected depending on the needs, please always have only one of them installed
Instructions for the creation and installation of the design can be found within the downloadables section
NEW: Below you can find a link to the public library, where you can download designs made by other players that have submitted them to be featured inside it. Instructions for the submitting process can also be found there
Alternative Cosmic Dragon VFXCosmetics

Gives the cosmic dragon some custom VFX replacing the current reused ones and also fixes some of its positionings
"La Creatura"Allies

"When you stare at the void..."
Expanded NightskyCosmetics

Uses the moon VFX to draw constelations and the galaxy's arm in the sky
If you notice the galaxy blinking everytime you change a biome it's something I placed as a countermeasure, without it this mod could cause some health issues on photosensitive people so it's something that I would not want to remove
If you notice the galaxy blinking everytime you change a biome it's something I placed as a countermeasure, without it this mod could cause some health issues on photosensitive people so it's something that I would not want to remove
Placeable FireCosmetics

Replaces regular torches for placeable fire blocks, thought for buildings where a fire source is wanted and a torch is placed instead
Disclaimer: special torches will be affected too by the VFX change but the body of the torch won't be removed
Disclaimer: special torches will be affected too by the VFX change but the body of the torch won't be removed
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
Space Invaders - MinigameCosmetics

A take on the classic retro game "Space Invaders" made fully playable inside Trove
Instructions of the game
To start the game type /zzz or /sleep on chat, the board will always appear facing north from you
The game ends when:
-You have lost all of your HP
-An enemy has reached the end of the screen
-You have killed all the enemies on screen
PLAYER
-The player ship has a total of 5 HP represented by the color of the ship and the counter on the top left of the screen, if the counter goes to 0 the ship will explode and the board will be deleted (afk prevention)
-The player is able to move by aiming at the half of the screen which direction you want to move (for example: if you want to move left, aim at the left half), a line splits the two halfs to make it easier to see and an arrow below the ship indicates where you're moving
-Each time the player moves a shot is fired, this movement and consequently shooting rate increases as time passes by
ENEMIES
-Enemies have a total of 10 HP represented by their color and the board is always filled with 150 of them
-After some seconds of the game being started, enemies will start shooting randomly everytime they move
-Enemies scroll horizontally and each time they reach a border will also do vertically by 1 unit
-Every enemy killed increases the speed of those still standing
-Last enemy standing will receive an absurd amount of speed in order to try and reach the end, make sure to stop it
Thanks to Ylva for making the meshes used
Instructions of the game
To start the game type /zzz or /sleep on chat, the board will always appear facing north from you
The game ends when:
-You have lost all of your HP
-An enemy has reached the end of the screen
-You have killed all the enemies on screen
PLAYER
-The player ship has a total of 5 HP represented by the color of the ship and the counter on the top left of the screen, if the counter goes to 0 the ship will explode and the board will be deleted (afk prevention)
-The player is able to move by aiming at the half of the screen which direction you want to move (for example: if you want to move left, aim at the left half), a line splits the two halfs to make it easier to see and an arrow below the ship indicates where you're moving
-Each time the player moves a shot is fired, this movement and consequently shooting rate increases as time passes by
ENEMIES
-Enemies have a total of 10 HP represented by their color and the board is always filled with 150 of them
-After some seconds of the game being started, enemies will start shooting randomly everytime they move
-Enemies scroll horizontally and each time they reach a border will also do vertically by 1 unit
-Every enemy killed increases the speed of those still standing
-Last enemy standing will receive an absurd amount of speed in order to try and reach the end, make sure to stop it
Thanks to Ylva for making the meshes used
Graphical improvement.
Improved performance.
Added next biomes for Long Shade (credit: Sly & LiuLianF).
Added an option to change background color (cfg).
Improved performance.
Added next biomes for Long Shade (credit: Sly & LiuLianF).
Added an option to change background color (cfg).
FFXIV-SE-ReplacementCosmetics

Replaced some sound effect of the game, and also muted some of them.
Mastery Level up / Level Up -> FFXIV Level Up SE
Defeating Mobs -> Moggle Sound Effect
Forging SE -> FFXIV Duty Unlocked
Forge_gain_level -> FFXIV Duty Pop Up SE
Rare Unboxing -> FFXIV Level Up SE
Rampage Alert -> FFXIV Duty Unlocked
Star Bar -> Muted
You can use together with - Obscure UI - Infolog mod to do further customization!
https://trovesaurus.com/mod=11062
e.g. setting the SE when getting C4 ring box as FFXIV Level Up SE
Mastery Level up / Level Up -> FFXIV Level Up SE
Defeating Mobs -> Moggle Sound Effect
Forging SE -> FFXIV Duty Unlocked
Forge_gain_level -> FFXIV Duty Pop Up SE
Rare Unboxing -> FFXIV Level Up SE
Rampage Alert -> FFXIV Duty Unlocked
Star Bar -> Muted
You can use together with - Obscure UI - Infolog mod to do further customization!
https://trovesaurus.com/mod=11062
e.g. setting the SE when getting C4 ring box as FFXIV Level Up SE