> ## Documentation Index
> Fetch the complete documentation index at: https://docs.rpgmobs.frotty27.com/llms.txt
> Use this file to discover all available pages before exploring further.

# Visuals

> Customizing nameplates, model scaling, and asset generation.

`visuals.yml` controls how elites look in the world. This includes their overhead nameplates, physical size, and the internal asset generation system.

All visual settings can be overridden per-world via the [overlay system](/config/instances).

## Nameplates

Nameplates are the overhead text labels that help players identify an elite's tier at a glance.

```yaml theme={null}
Nameplates:
  enableMobNameplates: true
  nameplateMode: RANKED_ROLE
  monNameplatePrefixPerTier:
    - "[•]"
    - "[• •]"
    - "[• • •]"
    - "[• • • •]"
    - "[• • • • •]"
```

| Setting                       | What it does                                                                                                                | Default       |
| :---------------------------- | :-------------------------------------------------------------------------------------------------------------------------- | :------------ |
| `enableMobNameplates`         | Master toggle for all elite nameplates.                                                                                     | `true`        |
| `nameplateMode`               | `RANKED_ROLE` shows the tier prefix and a themed name (e.g., "\[• •] Rotting Zombie"). `SIMPLE` shows just the tier prefix. | `RANKED_ROLE` |
| `monNameplatePrefixPerTier`   | The visual indicator prepended to the mob's name for each tier.                                                             | See above     |
| `mobNameplatesEnabledPerTier` | Toggle nameplates per tier individually.                                                                                    | All `true`    |

### Family Prefixes

Elites get themed name prefixes based on their mob family. A zombie might be called "Rotting" at Tier 1 and "Evolved" at Tier 5, while a skeleton could be "Broken" at Tier 1 and "Ascendant" at Tier 5.

```yaml theme={null}
Nameplates:
  defaultedTierPrefixesByFamily:
    zombie: ["Rotting", "Ravenous", "Putrid", "Monstrous", "Evolved"]
    zombie_burnt: ["Charred", "Scorching", "Ashen", "Infernal", "Emberlord"]
    zombie_frost: ["Chilled", "Frostbitten", "Glacial", "Arctic", "Permafrost"]
    zombie_sand: ["Dusty", "Parched", "Sandswept", "Desiccated", "Sandblight"]
    zombie_aberrant: ["Warped", "Distorted", "Aberrant", "Mutated", "Cataclysmic"]
    skeleton: ["Broken", "Reforged", "Grim", "Deathbound", "Ascendant"]
    skeleton_burnt: ["Charred", "Blazing", "Infernal", "Pyro", "Cinderlord"]
    skeleton_frost: ["Frozen", "Glacial", "Frostbound", "Blizzard", "Frostlord"]
    skeleton_sand: ["Dusty", "Sandworn", "Dune", "Oasis", "Pharaoh"]
    skeleton_pirate: ["Scurvy", "Plundering", "Corsair", "Admiral", "Dreadpirate"]
    skeleton_incandescent: ["Dim", "Glowing", "Radiant", "Blazing", "Supernova"]
    goblin: ["Sneaky", "Cutthroat", "Brutal", "Overseer", "Overlord"]
    trork: ["Rough", "Hardened", "Blooded", "Warbound", "Warlord"]
    outlander: ["Wandering", "Raiding", "Veteran", "Champion", "Warchief"]
    wraith: ["Fading", "Haunting", "Spectral", "Dreadful", "Phantasmal"]
    void: ["Faded", "Shaded", "Umbral", "Abyssal", "Voidborn"]
    default: ["Common", "Uncommon", "Rare", "Epic", "Legendary"]
```

Each list must have exactly 5 entries (one per tier). The `default` entry is used for mob families not explicitly listed. You can add or customize families to match your server's theme.

**Important:** When a per-world overlay defines `tierPrefixesByFamily`, it **fully replaces** the base family prefixes for that world (not additive). If you only define one family in an overlay, all other families will use the `default` entry. Include all families you want in the overlay.

## Model Scaling

Makes higher-tier mobs physically larger so players can judge threat level by size.

```yaml theme={null}
Model:
  enableMobModelScaling: true
  mobModelScaleMultiplierPerTier:
    - 0.74  # Tier 1  -  slightly smaller than normal
    - 0.85  # Tier 2
    - 0.96  # Tier 3  -  near vanilla size
    - 1.07  # Tier 4  -  slightly larger
    - 1.18  # Tier 5  -  18% larger than normal
  mobModelScaleRandomVariance: 0.04
```

| Setting                          | What it does                                                                | Default   |
| :------------------------------- | :-------------------------------------------------------------------------- | :-------- |
| `enableMobModelScaling`          | Toggle size scaling on or off.                                              | `true`    |
| `mobModelScaleMultiplierPerTier` | Scale multiplier per tier. `1.0` is vanilla size.                           | See above |
| `mobModelScaleRandomVariance`    | Random size offset to prevent identical-looking elites. `0.04` means +/-4%. | `0.04`    |
