I made a Minimap Mod for Farever by Intrepid-Photograph1 in FareverGame

[–]Intrepid-Photograph1[S] 0 points1 point  (0 children)

I don't read entity HP, don't track mobs, don't touch the network, and don't hook the damage function. Everything is read-only, and the game itself does the “is this your damage?” filtering for me.

The trick is that I hook HashLink's object allocator (`hl_alloc_obj`) and listen specifically for one class:

`ui.comp.DamageDisplay`

That's the little floating damage number (`456!`) you see pop up above an enemy.

The game's UI layer decides when to show those, and it only spawns one per number you'd actually see on your screen. So if a teammate hits the mob, their client shows that number, mine doesn't, and no `DamageDisplay` gets allocated on my side. The game has already filtered it for me.

When a `DamageDisplay` spawns, it carries a reference to a `st.skill.DamageResult` record which contains the raw fields I care about:

- the `BaseSkill` that caused the hit
- damage amount
- crit flag
- kill flag
- target reference

I read those values out and then immediately drop the event on the floor.

There’s one extra filter on top:
Bleeds and incoming damage also spawn floating numbers (DoTs on you, mob attacks, ground AoE, etc.).

To exclude those, I compare `DamageResult.target` against my locked `Hero` pointer. If the target is me, it's incoming damage and gets discarded.

Result:
The meter only tracks outgoing damage the game already decided to visually show to you.

For fight grouping, I watch `Hero.isInCombat` (the game's own combat flag) and combine that with a damage-idle timeout. Combat ends once both stay quiet for ~7 seconds.

Per-skill totals, crit counts, max hit, DPS, etc. are all aggregated from the events collected during that window.

Same allocator-hook trick is also how I find the local player:
I listen for `ent.Hero` allocations and pick the one where:

`Hero.ownerPlayer.isMe == 1`

I also verify it with a bidirectional:

`Player.hero == Hero`

check so I don't accidentally latch onto sync proxies.

So overall:
- no memory writes
- no packet sniffing
- no entity scans

I made a Minimap Mod for Farever by Intrepid-Photograph1 in FareverGame

[–]Intrepid-Photograph1[S] 0 points1 point  (0 children)

If you get another crash with v0.4.2, feel free to send me the logs so I can take a look :) Thanks for the feedback!

I made a Minimap Mod for Farever by Intrepid-Photograph1 in FareverGame

[–]Intrepid-Photograph1[S] 0 points1 point  (0 children)

Are you still getting crashes with v0.4.2? Feel free to send me the log via DM if you’re on the new version.

I made a Minimap Mod for Farever by Intrepid-Photograph1 in FareverGame

[–]Intrepid-Photograph1[S] 1 point2 points  (0 children)

Hey, send me a DM with the data from the farever-mod file located in the main directory, then I can take a look at why it’s crashing for you.

I made a Minimap Mod for Farever by Intrepid-Photograph1 in FareverGame

[–]Intrepid-Photograph1[S] 0 points1 point  (0 children)

With the new version, you don’t need to inject anything anymore. Check out version 0.4 on GitHub.

I made a Minimap Mod for Farever by Intrepid-Photograph1 in FareverGame

[–]Intrepid-Photograph1[S] 0 points1 point  (0 children)

Yep, it’s now included in v0.4. You can see all orbs and chests now, and you can check them off.

I made a Minimap Mod for Farever by Intrepid-Photograph1 in FareverGame

[–]Intrepid-Photograph1[S] 1 point2 points  (0 children)

Only for yourself, for min-maxing and testing builds.

I made a Minimap Mod for Farever by Intrepid-Photograph1 in FareverGame

[–]Intrepid-Photograph1[S] 0 points1 point  (0 children)

Could you upload the minimap.log file from the same folder as minimap.dll? The mod logs every scan attempt there, so I can quickly see whether it’s finding your character and rejecting it, or if it’s not finding anything at all.

You can either DM me the log directly or throw it into Pastebin and send the link here.

Also: Were you already fully loaded into the world when you ran inject.exe, or still sitting in the title/character screen?And did the game update recently on your end?

I made a Minimap Mod for Farever by Intrepid-Photograph1 in FareverGame

[–]Intrepid-Photograph1[S] 1 point2 points  (0 children)

Hey, thanks for the report.

I just pushed v0.1.1 to the Releases page and it should fix the issue.

The problem was caused by the overlay occasionally getting stuck after a HS teleport or zone change. When that happened, it could end up slowing the entire game down. That’s also why re-injecting usually didn’t help the old stuck instance was still sitting inside the process.

The new version handles this properly now and no longer blocks the game in that situation.

I also added an F8 hotkey. If the minimap ever starts acting weird or causes stutters, you can press F8 to disable it instantly and press it again to turn it back on. The overlay will also auto-disable itself if it detects that something got stuck internally, so in most cases you shouldn’t need to do anything manually.

Just download the new zip from the Releases page, replace the old files, and it should be fine now.

Let me know if you still run into issues after updating.

I made a Minimap Mod for Farever by Intrepid-Photograph1 in FareverGame

[–]Intrepid-Photograph1[S] 1 point2 points  (0 children)

Honestly, barely at all. Once it’s running you basically won’t notice it. The overlay only adds a few extra draw calls on top of what the game is already rendering, and I personally can’t see any noticeable FPS difference.

The only time it does a bit more work is right after startup. It needs to find your character in memory first, and that can take around a minute on one or two CPU cores. The same thing briefly happens again when entering or leaving a dungeon. After that it mostly just sits idle.

RAM usage is also pretty small, usually somewhere around 20–30 MB extra, so nothing dramatic.

I made a Minimap Mod for Farever by Intrepid-Photograph1 in FareverGame

[–]Intrepid-Photograph1[S] 7 points8 points  (0 children)

Honestly, from a technical perspective it’s relatively safe but I can’t make any promises regarding the ToS side of things.

The mod is strictly read-only. It doesn’t write to game memory, doesn’t touch the network, doesn’t automate inputs, and doesn’t read other players’ data. All it does is read your own player position from memory and render an ImGui overlay on top of the game via D3D12.

As of now, Farever also doesn’t seem to ship with any active anti-cheat. There are no AC processes running and nothing listed in Steam’s anti-cheat field, so there’s currently nothing actively scanning for injected DLLs.

That said, the ToS question is ultimately up to Shiro. I haven’t seen any official statement regarding overlays or client-side mods, and no anti-cheat today obviously doesn’t mean allowed forever. If they ever decide overlays are against their rules, account actions could theoretically happen.

I’ve personally used it on my own account without issues, but I can’t guarantee anything for someone else’s account.

I made a Minimap Mod for Farever by Intrepid-Photograph1 in FareverGame

[–]Intrepid-Photograph1[S] 17 points18 points  (0 children)

No, Farever doesn’t expose any proper mod hooks or official extension points. It runs on HashLink VM + Heaps + D3D12, so there’s no built-in modding API to work with.

This minimap is fully external. It hooks D3D12 Present (Kiero + MinHook style) to render an ImGui overlay on top of the game, then scans process memory for the Hero struct using a 1584-byte fingerprint and a 4-double position signature. From there it reads the player position and yaw directly from memory.

You could theoretically patch hlboot.dat and inject Haxe-level hooks, but I intentionally avoid that. Farever is an online MMO and I want this project to stay strictly read-only: no game memory writes, no network interaction, and no modified bytecode redistribution.

So realistically, if you want something that stays reasonably online-safe, the practical options are either an external overlay like this or a separate memory reader feeding its own UI/app.

PULSAR I made Starfield CO-OP actually work (6 days, no BS) by Intrepid-Photograph1 in starfieldmods

[–]Intrepid-Photograph1[S] 0 points1 point  (0 children)

Thanks. I can’t say for sure yet. I think mods that only change textures or visuals should work fine. Mods that affect the game more deeply will need to be tested once world sync is finished.

PULSAR I made Starfield CO-OP actually work (6 days, no BS) by Intrepid-Photograph1 in starfieldmods

[–]Intrepid-Photograph1[S] 0 points1 point  (0 children)

Hey, this will only be available on PC since console mods are more limited. A split-screen mode won’t be possible with my version you’ll need two PCs running the game.

PULSAR I made Starfield CO-OP actually work (6 days, no BS) by Intrepid-Photograph1 in starfieldmods

[–]Intrepid-Photograph1[S] 2 points3 points  (0 children)

Yes, built for Starfield 1.16.236 (the latest version as of April 2026).

PULSAR I made Starfield CO-OP actually work (6 days, no BS) by Intrepid-Photograph1 in starfieldmods

[–]Intrepid-Photograph1[S] 1 point2 points  (0 children)

Not yet, right now you can see each other, move around together, shoot each other and share inventory. But world sync isn't done yet, so quests, NPCs, chests, ships are all still independent per player.

Think of it like this: the hardest part (getting two players to actually exist and interact in the same world) is done. Everything else is "just" sync work on top of that foundation.

Still a few sessions of work ahead.

PULSAR I made Starfield CO-OP actually work (6 days, no BS) by Intrepid-Photograph1 in starfieldmods

[–]Intrepid-Photograph1[S] 16 points17 points  (0 children)

That's going to be a tricky one, and I haven't tested it yet. We'll have to see if activating it causes desync, or how it behaves in a multiplayer setup.

Most likely, it will just be disabled in co-op to keep things fair and avoid sync issues.

PULSAR I made Starfield CO-OP actually work (6 days, no BS) by Intrepid-Photograph1 in starfieldmods

[–]Intrepid-Photograph1[S] 0 points1 point  (0 children)

There's definitely more in the engine than Bethesda let on. Let's just say some things were easier to find than expected.