I can confirm that this does NOT install using Vortex. I was able to get it working with manual download. The position of the display window doesn't save, despite hitting the "save button". I have to re-position it every start. Also the "number of deaths" only seems to record how many times I died - not the parties deaths. (I only died once in twelve quests, that was the only time "number of deaths" showed anything other than ("0".) If there is a way to fix these two things, I'd appreciate this mod more than I already do.
I was looking for something like this but wanted more visual aids + accurate time for the buffs.... this mod doesnt show the time properly (its not really seconds)... I also wanted it to disappear when in the hub or when no buffs are on.... so I spent 30min learning this Lua language and here is the results if someone is interested (I modified the files of the original mod not trying to take credit for that)...
this is my results - the bars decrease as the seconds runs out: https://i.postimg.cc/gkCr4nfq/Buffs.png
This is really nice! would you be able to do it with kinsect powder/dashjuice/ other buffs? you should look into publ;ishing it on nexus as well if u can!
I feel bad about publishing it because I basically stripped the stuff DarkSejiko did and edited some stuff to give it a bit more of nice look and correct timing... its up to DarkSejiko if he allows it...
kinsect powder/dashjuice/ other buffs - tbh I dont how to find the name that correlated to certain buffs in the game's database - I once heard you can use the REFramework to search for stuff - but never quite understood how... since DarkSejiko already included the names in the mod I just did some trail and error understand which one is which buff (demon powder, seed etc...)
I know this isn't listed on the site officially and you have no obligation to update this mod. But there's a few tweaks here and there that I think would make the mod better, qol wise.
When I close rework menu, active skill box is still open and I have to close that separately from rework menu. Sometimes I forget, close the rework, and have to open rework again just to close active skills and finally close rework once again.
When I close the game and I have it unchecked to not show any skills, I would like it when I started the game again it would save and not be checked, now its on by default.
Looked for something that allows me to know if i countered at the right time for offensive guard, the change in attack makes it really easy to see, but for some reason the mod refuses to save my setting and always starts in default >.<
Nevermind found a workaround, just edited the default.json manually, put everything to false that i didnĀ“t wanted and now it starts in the state i want it to be :D
When I put the lua file in the autorun folder and run it, it says [reframework-d2d][int_fn]error and stops at the rise startup screen.Is there a way to fix this?I have already installed the latest versions of reframework and reframeworkd2d.
I think my mod adds a bit of different informations to the game, more player focused. I plan on implementing some customization, and get more Player stats aswell.
Currently this red bar shows only how much crit you have applied. I plan on getting all skills/buffs shown which are currently applied to your hunter. And also will map the names infront of it.
I hope you know I was being lighthearted, sounds like a nice mod after a little polish. looks like it would help on deciding what skills to have because I could see the uptime a lot easier. Good Luck and Happy Modding!
Currently this red bar shows only how much crit you have applied. I plan on getting all skills/buffs shown which are currently applied to your hunter. And also will map the names infront of it.
Currently this red bar shows only how much crit you have applied. I plan on getting all skills/buffs shown which are currently applied to your hunter. And also will map the names infront of it.
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this is my results - the bars decrease as the seconds runs out:
https://i.postimg.cc/gkCr4nfq/Buffs.png
download:
https://www.mediafire.com/file/t5o55r0rnxqloyc/reframework.rar/file
kinsect powder/dashjuice/ other buffs - tbh I dont how to find the name that correlated to certain buffs in the game's database - I once heard you can use the REFramework to search for stuff - but never quite understood how... since DarkSejiko already included the names in the mod I just did some trail and error understand which one is which buff (demon powder, seed etc...)
When I close rework menu, active skill box is still open and I have to close that separately from rework menu. Sometimes I forget, close the rework, and have to open rework again just to close active skills and finally close rework once again.
When I close the game and I have it unchecked to not show any skills, I would like it when I started the game again it would save and not be checked, now its on by default.
Other than that, great mod.
Nevermind found a workaround, just edited the default.json manually, put everything to false that i didnĀ“t wanted and now it starts in the state i want it to be :D
MonsterHunterRise/reframework/autorun/reframework-d2d.lua
This file comes with reframeworkd2d, please reinstall this reframeworkd2d and check if the file is in this directory above mentioned.
an overlay that shows lots and lots of stuff (monster hunter world mods)
https://www.nexusmods.com/monsterhunterworld/mods/142
I plan on implementing some customization, and get more Player stats aswell.
I plan on getting all skills/buffs shown which are currently applied to your hunter.
And also will map the names infront of it.
looks like it would help on deciding what skills to have because I could see the uptime a lot easier.
Good Luck and Happy Modding!
I have reworked my mod, what do you think?
I plan on getting all skills/buffs shown which are currently applied to your hunter.
And also will map the names infront of it.
I plan on getting all skills/buffs shown which are currently applied to your hunter.
And also will map the names infront of it.