ScarletBlazes
Return to Profile OverviewLikes (mod)
Radiant MiniAllies
Accepted 2 years agoBased on [Radiant Merchant]
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
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.
Amorda the PassionateDragons (Dragons)
This entity only seeks pairs of Trovians to bring them together as star-crossed lovers.
Item Per Hour Tracker with StormReapers Loot Tracker!
U12 - Long shade rotation
2022 Bunfest Egg WaypointWaypoint
ONLY FOR EGGS ADDED IN 2022. FOR OLD ONES USE MOD BY CrazyOnlyMade by secret agents
Bunfest Very Rare Egg FinderCosmetics
These are alternative versions of the DPS Display mod, only for removing parts that are not desired
BambooWaypointWaypoint
Bamboo Shoot for Duraveln dragon. Thanks to Ylva for improving my waypoint style idea
Moonlight Bulb WaypointWaypoint
[Waypoint for Moonlight Bulb]
Simply my take on these pair of wings taking only the raw concept into account
Splits titles into 3 rows