Cr0nicl3D3str0y3r
Return to Profile OverviewMods
Mods and Mod Packs that this user has created.
- All Mods
- Recent Mods
- Popular Mods
- Allies 3
- Cosmetics 42
- GUI 17
- Mounts 6
- Utility 28
- Wings 10
- Collaborative 3
- Mod Packs 3
Recent Mods
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
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
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
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
Alternative Cosmic Dragon VFXCosmetics
Gives the cosmic dragon some custom VFX replacing the current reused ones and also fixes some of its positionings
Biome Environmental OverhaulCosmetics
Changes many of the environmental VFX to make the game more pleasing to watch, those changes can be seen in:
- All biomes with the general VFX (sun, moon and clouds)
- Permafrost
- Luminopolis & Neon City
- Jurassic Jungle
- Dragonfire Peaks
- Forbidden Spires
- Sundered Uplands
- Shores of the Everdark
- Radiant Ruins
- Igneous Islands
- Cursed Skylands
- Geode Topside surface & underground (cave systems under Hollow Dunes sub-biome)
As an additional change, this mod also changes the texture of Geode Topside's surface making its tone darker while still feeling true to vanilla
- All biomes with the general VFX (sun, moon and clouds)
- Permafrost
- Luminopolis & Neon City
- Jurassic Jungle
- Dragonfire Peaks
- Forbidden Spires
- Sundered Uplands
- Shores of the Everdark
- Radiant Ruins
- Igneous Islands
- Cursed Skylands
- Geode Topside surface & underground (cave systems under Hollow Dunes sub-biome)
As an additional change, this mod also changes the texture of Geode Topside's surface making its tone darker while still feeling true to vanilla
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
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