Monster Hunter Rise

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Mod articles

  • SUNBREAK - VERSION 2.0 RELEASE

    VERSION 2.0 RELEASE
    Changelog:

    This is initial Sunbreak update, versioning has been bumped to 2.x.x format;
    Master Rank has been added to Damage Meter;
    Blast and poison damage has been fixed;
    Partially mapped Daimyo Hermitaur, Blood Orange Bishaten and Garangolm parts.
    ...

  • VERSION 1.11.1 RELEASE

    VERSION 1.11.1 RELEASE
    Bugfixes:
    Fixed Normal Sorting in Damage Meter UI;

    Improved Menu Font handling (It didn't fix the crash that occurs after changing Menu Font Size/Language several times. This issue is out of my control. Use with caution. The crash happens after 4 changes.

    ...

  • VERSION 1.11 RELEASE

    VERSION 1.11 RELEASE
    Bugfixes:
    Added some missing monster parts and fixed some incorrectly mapped ones;
    Ailment Sorting options in the Customization Menu fixed.
    New features:
    If d2d is not installed the mod will fallback to use default renderer. This can potentially allow the mod to be used on Steam Deck/Proton/Wine.

    Large Monster parts now support Break and Sever values. Break count too.
    Malzeno and Astalos part names mapped (Sunbreak Demo support is not provided thou and will never be).
    All future unmapped monsters now will have parts shown without names.
    If submodule (health, stamina, etc) visibility is off, the data will not be pulled from game. There is no performance gain when everything is enabled, but the more you disable...

  • VERSION 1.10 RELEASE

    VERSION 1.10 RELEASE
    New Features:

    Endemic Life UI added (off by default, no fishes);
    Monster Ailments added.
    Supported ailments:

    Paralysis;

    Sleep;
    Stun;
    Flash;
    Poison;
    Blast;
    Exhaust;
    Wyvern Riding (this ailment refers to when you can mount the monster, not when you are already riding it);
    Waterblight;
    Fireblight;
    Iceblight;
    Thunderblight;
    Fall Trap;
    Shock Trap;
    Tranq Bomb;
    Dung Bomb;
    Steel Fang.
    Damage Meter UI:
    Damage from poison and blast is included and shared across players based on their contribution to the buildup (credits to coavins);
    Damage dealt to one monster by another monster while wyvern riding is included.

  • VERSION 1.9.1 RELEASE

    VERSION 1.9.1 RELEASE
    Bugfixes:
    Damage value appearing in the place of DPS - fixed;
    Highlighted Large Monster UI not updating when static and dynamic ones are disabled - fixed;
    New features:
    Hotkeys now support modifiers (Ctrl, Shift, Alt);
    ...

  • VERSION 1.9 RELEASE

    VERSION 1.9 RELEASE
    Changelog:

    Bugfixes:

    Separated player initialization from drawing function. Now if the damage meter module visibility during quest is disabled but enabled on quest result screen, the data should be collected and displayed correctly.
    Highlighted monster will be displayed correctly now if a large monster has been killed/captured.
    Fixed a bug when DPS was displayed correctly only on a first quest.

    New features:

    Global scale and position modifiers. You can use it to adjust the UI for 720p, 1440p and 2160p screens;
    Hotkeys for toggling module visibility.
    ...

  • VERSION 1.8 RELEASE

    VERSION 1.7.1 RELEASE
    Changelog:

    Bugfixes:

    UI font is now being loaded from the config properly;
    Added missing ofsets to health, stamina and rage submodules.


    New features:

    DPS (not working in training area) based on: overall quest time; time a player were present on the quest (aka from the moment of joining); from a first hit;
    Highlighted (targeted) large monster UI.


    Localization system:

    Added traditional chinese localization;

    Added russian localization.

    ...

  • VERSION 1.2 RELEASE

    VERSION 1.2 RELEASE
    Improvements to Damage Meter UI:
    Each bar can be now relative to total damage dealt (like before) or to top damage;
    Your own bar can now be forced to be first or last;
    Sorting all bars (except yours if it has been forced to be first or last) normally or by damage;
    Sorting has reverse option;
    Total Damage is now a separate label.
    Improvements to Monster UI:
    Sorting all bars normally or by health or by health percentage;
    Sorting has reverse option.
    ...

  • VERSION 1.7.1 RELEASE

    VERSION 1.7.1 RELEASE
    Changelog:

    Bugfixes:

    Color change when large monster can be captured: fixed;
    "Damage bars are relative to" option causing freezing of the whole overlay when set to "Total Damage": fixed;
    'Prioritize Large Monsters' option in performance menu causing small monster not to be updated at all: fixed;

    New features:

    "Hide dead or captured monsters" option;
    Sorting by distance;
    Added a capture threshold line;

    Localization system:

    Customization menu can now be displayed in other languages but the localization must specify the font name. The font itself must be provided as well and placed in reframework/fonts folder;
    Font size for customization menu can now be chan...

  • VERSION 1.7 RELEASE

    VERSION 1.7 RELEASE
    Changelog:
    Performance improvements. Monster updates per tick are limited to 2. Adjustable in customization menu. Large monsters can be given a priority.

    Large monster body parts added.
    Large monster static UI and dynamic UI are now separated and can be configured differently and displayed at the same time.
    Added localization support. If you want to help and translate the mod to other languages - feel free to make a pull request on github.
    Color pickers and anchors added to customization menu.


    This mod's code base is quiet big so bugs may still exist. Feel free to report any issue you have encountered and follow the template described in the FAQ. Also try to read older posts and see if the issue has been report...

  • VERSION 1.6.1 RELEASE

    VERSION 1.6.1 RELEASE
    Changelog:
    Addressing the issue with Damage Meter UI not counting damage when tracked monsters parameters are changed. Please report back if this helped or not.
    Old config indeed can cause some sorts of incompatibility. But there is no solution to this. I don't want people to remake their setup from 0 with each update so I am leaving this functionality. But be ready to delete the config file if something goes wrong before reporting an issue.
    This mod's code base is quiet big so bugs may still exist. Feel free to report any issue you have encountered. But still try to read older posts and see if the issue has been reported already.

    If you encountered a bug or an issue - first thing to try is delete your config.json from reframework/d...

  • VERSION 1.6 RELEASE

    VERSION 1.6 RELEASE
    Changelog:
    Bug-fixes;
    Large Monster UI: added rage and stamina;
    Small Monster UI: added stamina. Off by default. Useless because small monsters don't get tired.
    Dynamic positioning: added world offset, max distance and opacity falloff (the further monster is from you - the less visible the UI becomes);
    This mod's code base is quiet big so bugs may still exist. Feel free to report any issue you have encountered. But still try to read older posts and see if the issue has been reported already.

    If you encountered a bug or an issue - first thing to try is delete your config.json from reframework/data/MHR Overlay/config.json and see if the issue still exist. If it does - please make screenshots, videos, send log file, put refr...

  • VERSION 1.5 RELEASE

    VERSION 1.5 RELEASE
    Changelog:
    Lots of bug-fixes;
    Black screen problem should be gone;
    UI is now displayed correctly in the training area;
    Lots of Customization Menu elements have been fixed and should now work properly;
    Crowns are now displayed correctly (I completely forgot about the existence of mini crowns lol);
    Added partial support of old configs (for the future updates);
    1.5.1: fixed swapped silver and mini crowns.
    ...

  • VERSION 1.4 RELEASE

    VERSION 1.4 RELEASE
    Changelog:
    Bug-fixes;
    Support for unicode fonts and font size;
    Introducing small monster UI;
    Large monster UI: added crowns and size;
    Small and big monster UI: dynamic positioning above monster's head (it's little bit laggy at the moment);
    Customization menu: convenient UI menu inside REFramework. Open REFramework (Insert key by default) -> Script Generated UI -> MHR Overlay.
    Your settings will be automatically saved and load. No need to edit files anymore.Config auto-save/load. Your settings are now saved and load into file. You can use it to exchange your settings with others as well.
    (I am aware of some monster mount damage being counted towards total
    damage when its not counted towards any player....

  • VERSION 1.3 RELEASE

    VERSION 1.3 RELEASE
    Performance improvements.
    Player ID has been added to damage meter (you can use it instead if you don't want to see the names).
    Damage Meter improvements:

    Kunai damage is now counted;
    Bomb damage is now counted;
    LBG Wyvernblast damage is now counted;
    2nd otomo is now counted in a singleplayer;
    Monster damage is now counted (except Launching Monster and Mounted Punisher because its not processed by the function i am hooking to, also some
    attacks by some monsters do not appear in the hook function);Other damage types that are not hardcoded should now be counted as default player damage if they appear in the hook function);
    Respective customization options added.

    ...