Neverlose UI library:
```
local NEVERLOSE = loadstring(game:HttpGet("https://raw.githubusercontent.com/3345-c-a-t-s-u-s/NEVERLOSE-UI-Nightly/main/source.lua"))()

-- Change Theme --
NEVERLOSE:Theme("dark") -- [ dark , nightly , original ]
------------------

local Window = NEVERLOSE:AddWindow("NEVERLOSE","TEXT HERE")
local Notification = NEVERLOSE:Notification()

Notification.MaxNotifications = 6

Window:AddTabLabel('Home')

local ExampleTab = Window:AddTab('Example Tab','earth') -- [ads , list , folder , earth , locked , home , mouse , user]
local MainTab = Window:AddTab('Test','ads')

local Example = ExampleTab:AddSection('Example',"left")

Example:AddLabel("Label")

Example:AddButton("Test Notification",function()
	print('button')
	Notification:Notify("info","Notification","Test Notification")
	Notification:Notify("warning","Notification","Don't Spam",4)
end)

Example:AddToggle('Toggle',false,function(val)
	print("Toggle",val)
end)

Example:AddKeybind('Keybind',Enum.KeyCode.X,function(val)
	print('keybind',val)
end)

Example:AddSlider('Slider',1,100,50,function(val)
	print('slider',val)
end)

Example:AddDropdown('Dropdown',{1,2,3},2,function(val)
	print("dropdown",val)
end)

-- Section Function --

local Test = ExampleTab:AddSection('Test',"right")

Test:AddToggle('Example',true,function(val)
	if val then
		Example:Show()
	else
		Example:Hide()
	end
end)
```

Main code:
```
local NEVERLOSE = loadstring(game:HttpGet("https://raw.githubusercontent.com/3345-c-a-t-s-u-s/NEVERLOSE-UI-Nightly/main/source.lua"))()

-- Change Theme --
NEVERLOSE:Theme("dark") -- [ dark , nightly , original ]
------------------

local Players = game:GetService('Players')
local CoreGui = game:GetService('CoreGui')
local ReplicatedStorage = game:GetService('ReplicatedStorage')
local RunService = game:GetService('RunService')

local LocalPlayer = Players.LocalPlayer
local PlayerGui = LocalPlayer:WaitForChild('PlayerGui')
local Framework = ReplicatedStorage.Framework

getgenv().Axonware = {
    AntiParry = false,
    AutoParry = false,
    AutoParryMethod = "Legit", -- "Legit" or "Rage"
    HitboxExpander = false,
    HitboxSizeExpansion = 2.5,
    AutoSlash = false,
    AutoGloryKill = false,
    SlashDistance = 10,
    AutoEquipMeleeForParry = false,
    ParryDistance = 10,
    InfiniteStamina = false,
    NoRagdoll = false,
    NoFallDamage = false
}

set_thread_identity(2)
local Nevermore = require(Framework.Nevermore)
local Network = Nevermore("Network")
local AntiCheatHandler = Nevermore("AntiCheatHandler")
local DataHandler = Nevermore("DataHandler")
local StaminaHandler = Nevermore("DefaultStaminaHandlerClient")
local MeleeClient = Nevermore("MeleeWeaponClient")
local JumpConstants = Nevermore("JumpConstants")
local RagdollHandler = Nevermore("RagdollHandlerClient")

local NumberUtil = Nevermore("NumberUtil")
local EmoteMetadata = Nevermore("EmotesMetadata")
local WeaponMetadata = Nevermore("WeaponMetadata")

local RoduxStore = Nevermore("RoduxStore")
local SoundHandler = Nevermore("SoundHandler")
local DashConstants = Nevermore("DashConstants")

local FastCast = Nevermore("FastCast")
local RangedHandler = Nevermore("RangedWeaponHandler")
local UtilityMetadata = Nevermore("UtilityMetadata")

local RagdollUtil = Nevermore("RagdollUtil")
local KnockbackHandler = Nevermore("KnockbackHandler")
local RaycastUtilClient = Nevermore("RaycastUtilClient")

local DamageConstants = Nevermore("DamageConstants")
local KillStreakConfigs = Nevermore("KillStreakConfigs")
local FinishConstants = Nevermore("FinishConstants")

local GloryKillConstants = Nevermore("GloryKillConstants")
set_thread_identity(7)

local Communication = ReplicatedStorage.Communication
local Events = Communication.Events
local Functions = Communication.Functions

local function SetupAnticheatBypass()
    for _, v in pairs(getgc(true)) do
        if type(v) == 'table' then
            if rawget(v, 'getIsBodyMoverCreatedByGame') then
                v.getIsBodyMoverCreatedByGame = function() return true end
            elseif rawget(v, 'connectCharacter') then
                v.connectCharacter = function() return wait(9e9) end
            elseif rawget(v, 'Remote') then
                for _, conn in pairs(getconnections(v.Remote:GetPropertyChangedSignal('Name'))) do
                    conn:Disable()
                end
                v.Remote.Name = v.Name
            end
        end
    end
    
    hookfunc(AntiCheatHandler.punish, function()
        return Instance.new("BindableEvent").Event:Wait()
    end)
end

SetupAnticheatBypass()

local LocalMelee

local BlockAnimations = {}
local SlashAnimations = {}

for _, Garbage in pairs(getgc(true)) do
    if type(Garbage) == 'table' then
        if rawget(Garbage, 'type') and rawget(Garbage, 'displayName') then
            if Garbage.type == 'weapon' then
                if rawget(Garbage, 'blockMetadata') then
                    BlockAnimations[Garbage.displayName] = {}

                    for _, Data in pairs(Garbage.blockMetadata) do
                        BlockAnimations[Garbage.displayName][Data.animation.AnimationId] = true
                    end
                end

                if rawget(Garbage, 'slashMetadata') then
                    SlashAnimations[Garbage.displayName] = {}

                    for _, Data in pairs(Garbage.slashMetadata) do
                        SlashAnimations[Garbage.displayName][Data.animation.AnimationId] = true
                    end
                end
            end
        end
    end
end

local function GetMelee(Player)
   local PossibleMelee = Player:FindFirstChildOfClass('Tool')

    if PossibleMelee and PossibleMelee:FindFirstChild('Hitboxes') then
        return PossibleMelee
    end
end

local function GetShield(Player)
    for _, Shield in pairs(ReplicatedStorage.Shared.Assets.Cosmetics.ParryShield.Shields:GetChildren()) do
        local PossibleShield = Player:FindFirstChild(Shield.Name)

        if PossibleShield then
            return PossibleShield
        end
    end
end

local function IsSlash(Player, Melee)
    local Humanoid = Player:FindFirstChild('Humanoid')
    
    if Humanoid then
        for _, Track in pairs(Humanoid:GetPlayingAnimationTracks()) do
            if SlashAnimations[Melee][Track.Animation.AnimationId] then
                return true
            end
        end
    end
    
    return false
end

local function IsParry(Player, Melee)
    local Humanoid = Player:FindFirstChild('Humanoid')
    
    if Humanoid then
        for _, Track in pairs(Humanoid:GetPlayingAnimationTracks()) do
            if BlockAnimations[Melee][Track.Animation.AnimationId] then
                return true
            end
        end
    end
end

local function GetClosestPlayer(Distance)
    local Target
        
    for _, Player in pairs(workspace.PlayerCharacters:GetChildren()) do
        if LocalPlayer.Character and LocalPlayer.Character:FindFirstChild('HumanoidRootPart') then
            if Player ~= LocalPlayer.Character then
                if Player:FindFirstChild('HumanoidRootPart') then
                    local Magnitude = (LocalPlayer.Character.HumanoidRootPart.Position - Player.HumanoidRootPart.Position).Magnitude
                        
                    if Magnitude <= Distance then
                        Target = Player
                        Distance = Magnitude
                    end
                end
            end
        end
    end
            
    return Target
end

local function IsParryOnCooldown()
	local Indicator = PlayerGui.RoactUI:FindFirstChild('BottomStatusIndicators')
    
	if Indicator then
		if Indicator.FrameContainer.SecondRowFrame.ActionCooldownsFrame.ParryActionCooldown.BarClipper.RealBar.Size.Y.Scale <= 1 then
			return false
		end
	end
    
    return true
end

local function Parry()
    if Axonware.AutoParryMethod == "Legit" then
        keypress(0x46)
        task.wait()
        keyrelease(0x46)
    elseif Axonware.AutoParryMethod == "Rage" then
        Network:FireServer("Parry")
    end
end

local function Watcher(Player)
    task.spawn(function()
        local Melee, Shield
        
        repeat task.wait()
            Melee = GetMelee(Player)
            Shield = GetShield(Player)
        until Melee and Shield
        
        if Player == LocalPlayer.Character then
            LocalMelee = Melee
            
            if Axonware.HitboxExpander then
                for _, Hitbox in pairs(LocalMelee:WaitForChild('Hitboxes'):GetChildren()) do
                    for _, Point in pairs(Hitbox:GetChildren()) do
                        if (Point:IsA('Attachment') and Point.Name == 'DmgPoint') then
                            Point.Visible = true
                            Point.Position += Vector3.new(0, math.random(-Axonware.HitboxSizeExpansion, Axonware.HitboxSizeExpansion), 0)
                        end
                    end
                end
            end
        else
            local Connection
            
            Connection = RunService.Heartbeat:Connect(function()
                if not Player:IsDescendantOf(workspace.PlayerCharacters) then
                    Connection:Disconnect()
                end
                
                if Axonware.AntiParry then
                    task.spawn(function()
                        if IsParry(Player, Melee.Name) then
                            if (LocalPlayer.Character and LocalPlayer.Character:FindFirstChild('HumanoidRootPart')) then
                                if Player:FindFirstChild('HumanoidRootPart') then
                                    if (LocalPlayer.Character.HumanoidRootPart.Position - Player.HumanoidRootPart.Position).Magnitude <= Axonware.ParryDistance then
                                        if (LocalMelee and LocalMelee.Parent == LocalPlayer.Character) then
                                            LocalPlayer.Character.Humanoid:UnequipTools()
                                            Shield:GetPropertyChangedSignal('Transparency'):wait()
                                            LocalPlayer.Character.Humanoid:EquipTool(LocalMelee)
                                		end
                                    end
                                end
                            end
                        end
                    end)
                end
                
                if Axonware.AutoParry then
                	if Melee.Parent == Player then
	                    for _, Hitbox in pairs(Melee.Hitboxes:GetChildren()) do
	                        task.spawn(function()
	                            if IsSlash(Player, Melee.Name) then
	                                if (LocalPlayer.Character and LocalPlayer.Character:FindFirstChild('HumanoidRootPart')) then
	                                    if (LocalPlayer.Character.HumanoidRootPart.Position - Hitbox.Position).Magnitude <= Axonware.ParryDistance then
	                                        if (LocalMelee and not IsParryOnCooldown()) then
	                                            if LocalMelee.Parent ~= LocalPlayer.Character then
	                                                if Axonware.AutoEquipMeleeForParry then
	                                                    LocalPlayer.Character.Humanoid:EquipTool(LocalMelee)
	                                                end
	                                            end
	                                            
	                                            Parry()
	                                            task.wait()
	                                            Parry()
	                                        end
	                                    end
	                                end
	                            end
	                        end)
	                    end
					end	               
                end
            end)
        end
    end)
end

-- UI Setup
local Window = NEVERLOSE:AddWindow("Axonware", "Blade Ball Script")
local Notification = NEVERLOSE:Notification()

Notification.MaxNotifications = 6

Window:AddTabLabel('Home')

local CombatTab = Window:AddTab('Combat', 'mouse')
local SettingsTab = Window:AddTab('Settings', 'user')

local MeleeSection = CombatTab:AddSection('Melee', "left")
local ParrySection = CombatTab:AddSection('Parry', "right")
local MiscSection = CombatTab:AddSection('Miscellaneous', "left")

local UISection = SettingsTab:AddSection('UI', "left")

MeleeSection:AddToggle('Auto Slash', false, function(val)
    Axonware.AutoSlash = val
end)

MeleeSection:AddToggle('Auto Glory Kill', false, function(val)
    Axonware.AutoGloryKill = val
end)

MeleeSection:AddSlider('Slash Distance', 1, 25, 10, function(val)
    Axonware.SlashDistance = val
end)

MeleeSection:AddToggle('Hitbox Expander', false, function(val)
    Axonware.HitboxExpander = val
end)

MeleeSection:AddSlider('Hitbox Size Expansion', 0, 5, 2.5, function(val)
    Axonware.HitboxSizeExpansion = val
end)

ParrySection:AddToggle('Anti Parry', false, function(val)
    Axonware.AntiParry = val
end)

ParrySection:AddToggle('Auto Parry', false, function(val)
    Axonware.AutoParry = val
end)

ParrySection:AddToggle('Auto Equip Melee For Parry', false, function(val)
    Axonware.AutoEquipMeleeForParry = val
end)

ParrySection:AddSlider('Parry Distance', 1, 25, 10, function(val)
    Axonware.ParryDistance = val
end)

ParrySection:AddDropdown('Auto Parry Method', {"Legit", "Rage"}, "Legit", function(val)
    Axonware.AutoParryMethod = val
end)

MiscSection:AddToggle('Infinite Stamina', false, function(val)
    Axonware.InfiniteStamina = val
end)

MiscSection:AddToggle('No Ragdoll', false, function(val)
    Axonware.NoRagdoll = val
end)

MiscSection:AddToggle('No Fall Damage', false, function(val)
    Axonware.NoFallDamage = val
end)

UISection:AddToggle('Visible', true, function(val)
    if val then
        Window:Show()
    else
        Window:Hide()
    end
end)

UISection:AddKeybind('Toggle UI', Enum.KeyCode.Semicolon, function()
    Window:Toggle()
end)

-- Initialize watchers
for _, Player in pairs(workspace.PlayerCharacters:GetChildren()) do
    Watcher(Player)
end

workspace.PlayerCharacters.ChildAdded:Connect(function(Player)
    Watcher(Player)
end)

...
```
Please make the following changes to this code:

1. **Add a new tab for "Bow Mods"**. Here is the code for it. Keep in mind that this code is from another script, so it may use variables from other libraries. Adjust it accordingly to fit with the libraries used in the current script:

Basic functionality:
```lua
local AimSettings = LeftCombatTab:AddTab("Aim Settings") do
    AimSettings:AddToggle("SilentAim", { Text = "Silent Aim", Tooltip = "Redirects arrows to the nearest player within your FOV" }):AddColorPicker("FovColor", { Default = Color3.new(1, 1, 1) })
    AimSettings:AddToggle("Wallbang", { Text = "Wallbang", Tooltip = "Allows arrows to pass through walls" })
    AimSettings:AddToggle("VisibilityCheck", { Text = "Visibility Check", Tooltip = "Checks if the player is visible; if not, it won't select them" })

    AimSettings:AddDivider()
    AimSettings:AddSlider("Hitchance", { Text = "Hit Chance", Default = 1, Min = 1, Max = 100, Rounding = 0 })
    AimSettings:AddSlider("FovSides", { Text = "FOV Sides", Default = 1, Min = 1, Max = 100, Rounding = 1 })
    AimSettings:AddSlider("FovSize", { Text = "Field of View", Default = 1, Min = 1, Max = 5000, Rounding = 0 })

    AimSettings:AddDivider()
    AimSettings:AddSlider("FovTransparency", { Text = "FOV Transparency", Default = 1, Min = 0, Max = 1, Rounding = 1 })
    AimSettings:AddDropdown("Hitbox", { Text = "Hitbox", Default = 1, Values = { "Head", "HumanoidRootPart", "Left Arm", "Right Arm", "Left Leg", "Right Leg" } })
    AimSettings:AddDropdown("AimMode", { Text = "Aim Mode", Default = 1, Values = { "Legit", "Rage" } })
end

function IsVisible(TargetCharacter, MaxDistance, IgnoreList)
    local PlayerHitbox = TargetCharacter and TargetCharacter:FindFirstChild(Options.Hitbox.Value)
    local PlayerPosition = PlayerHitbox and TargetCharacter[Options.Hitbox.Value].Position

    if not PlayerPosition then return false end
    if (PlayerPosition - Camera.CFrame.p).Magnitude > MaxDistance then return false end
    
    local NewRay = Ray.new(Camera.CFrame.p, PlayerPosition - Camera.CFrame.p)
    local HitPart, _, _ = workspace:FindPartOnRayWithIgnoreList(NewRay, IgnoreList)
    
    if HitPart and HitPart:IsDescendantOf(TargetCharacter) then return true end
    return false
end

local ClosestTargetInFov = function()
    local Range = math.huge
    local Target = nil

    for _, v in pairs(Players:GetPlayers()) do
        if v == Player then continue end

        local MyHitbox = Character and Character:FindFirstChild("HumanoidRootPart")
        local EnHitbox = MyHitbox and v.Character and v.Character:FindFirstChild(Options.Hitbox.Value)
        local Humanoid = EnHitbox and EnHitbox.Parent:FindFirstChild("Humanoid")

        if not Humanoid then continue end
        if Humanoid.Health <= 0 then continue end

        local WorldPoint, OnScreen = Camera:WorldToScreenPoint(EnHitbox.Position)
        local WorldPosition, MousePosition = Vector2.new(WorldPoint.X, WorldPoint.Y), Vector2.new(Mouse.X, Mouse.Y)
        local Magnitude = OnScreen and (WorldPosition - MousePosition).Magnitude

        if Magnitude and Magnitude <= Range and Magnitude <= Options.FovSize.Value then
            if Toggles.VisibilityCheck.Value and not IsVisible(EnHitbox.Parent, 800, { Character }) then continue end
            if Toggles.WhitelistFriends.Value and v:IsFriendsWith(Player.UserId) then continue end

            Range = Magnitude
            Target = EnHitbox.Parent
        end
    end

    return Target
end

local ClosestTarget = function()
    local Range = math.huge
    local Target = nil

    for _, v in pairs(Players:GetPlayers()) do
        if v == Player then continue end

        local MyHitbox = Character and Character:FindFirstChild("HumanoidRootPart")
        local EnHitbox = MyHitbox and v.Character and v.Character:FindFirstChild(Options.Hitbox.Value)
        local Humanoid = EnHitbox and EnHitbox.Parent:FindFirstChild("Humanoid")

        if not Humanoid then continue end
        if Humanoid.Health <= 0 then continue end

        if Humanoid then
            local Magnitude = (MyHitbox.Position - EnHitbox.Position).Magnitude
            
            if Options.AimPriority.Value == "Closest" and Magnitude < Range then
                Range = Magnitude
                Target = EnHitbox.Parent
            elseif Options.AimPriority.Value == "Lowest Health" and Magnitude < Range and Humanoid.Health >= Health then
                Range = Magnitude
                Health = Humanoid.Health
                Target = EnHitbox.Parent
            end
        end
    end
    return Target
end

local GetWeaponValue = function(Value, ToolName)
    local Result = nil
    for _, v in pairs(WeaponMetadata) do
        if type(v) == "table" and v.type == "weapon" then
            if string.find(v.displayName, ToolName) then
                Result = v[Value]
            end
        end
    end
    return Result
end

local NewRandom = Random.new()
local OldFireDirection = RangedHandler.calculateFireDirection

function CalculateTrajectory(startPos, gravity, endPos, bulletSpeed)
    local direction = (endPos - startPos).unit
    local distance = (endPos - startPos).magnitude
    local time = distance / bulletSpeed
    
    local yOffset = 0.5 * gravity * time * time
    local xOffset = direction * bulletSpeed * time
    return startPos + xOffset + Vector3.new(0, yOffset, 0)
end

function CalculateTrajectoryPoints(startPos, gravity, endPos, bulletSpeed, frequency)
    local direction = (endPos - startPos).unit
    local distance = (endPos - startPos).magnitude
    local time = distance / bulletSpeed

    local t = 0
    local trajectoryPoints = {}
    while t <= time do
        local yOffset = 0.5 * gravity * t * t
        local xOffset = direction * bulletSpeed * t
        local point = startPos + xOffset + Vector3.new(0, yOffset, 0)
        table.insert(trajectoryPoints, Point3D.new(point))
        t = t + frequency
    end
    return trajectoryPoints
end

-- Function to predict character position using Kalman filter
local PredictCharacterPosition = function(Origin, Hitbox, Position, ArrowSpeed, Ping)
    local Velocity = Hitbox.Velocity

    local Magnitude = (Origin - Position).Magnitude
    local TimeTaken = Magnitude / ArrowSpeed
    
    if Velocity.Y <= -15 or Velocity.Y >= 15 then
        Velocity = Vector3.new(Velocity.X, Velocity.Y * TimeTaken, Velocity.Z)
    end

    local FinalPosition = Position + (Velocity * TimeTaken)

    -- Use Kalman filter to smooth the prediction
    local filter = KalmanFilter.new()
    local prediction = FinalPosition
    filter.X = prediction
    filter:predict()
    filter:update(prediction, Vector3.new(Ping, Ping, Ping))

    -- Return smoothed prediction
    return filter.X
end

**Silent Aim**:
```lua
RangedHandler.calculateFireDirection = function(...)
    local Args = { ... }
    local Target = ClosestTargetInFov()
    
    if MainCaster and typeof(Args[1]) == "CFrame" and Tool and string.find(string.lower(Tool.Name), "bow") then
        MainCaster.tool = Tool
        MainCaster.handle = Tool.Contents.Handle

        if Toggles.SilentAim.Value and Target and NewRandom:NextNumber() <= Options.Hitchance.Value / 100 then
            local Hitbox = Target[Options.Hitbox.Value]
            local MyPing = Player:GetNetworkPing() * 1000
            local CheatedOrigin = MainCaster:getCheatedBackOriginIfInObject(MainCaster)
            local ProjectileSpeed = CheatedOrigin and GetWeaponValue("speed", Tool.Name)
            
            local FinalPosition = ProjectileSpeed and PredictCharacterPosition(CheatedOrigin, Hitbox, Hitbox.Position, ProjectileSpeed, MyPing)

            if FinalPosition then
                Args[1] = CFrame.new(Vector3.new(), (FinalPosition - CheatedOrigin).Unit)
            end
        end
    end
    return OldFireDirection(unpack(Args))
end

FastCast.Fire = function(...)
    local Args = { ... }
    local Caster = Args[1] 
    local Behavior = Args[5]

    if Toggles.Wallbang.Value then
        Behavior["RaycastParams"].FilterDescendantsInstances = {
            Behavior["RaycastParams"].FilterDescendantsInstances,
            workspace.Map,
            workspace.Terrain
        }
    end

    if debug.info(2, "n") == "shoot" then
        MarkedCasters[Caster] = true
    end
    return OldCastFire(unpack(Args))
end

local OldPosCheck = false
local OldCFrame = nil
local SimulateCastProxy = function(...)
    local Args = { ... }
    local Obj = Args[1]

    if MarkedCasters[Obj.Caster] and Toggles.SilentAim.Value and Options.AimMode.Value == "Rage" and Tool then
        local Target = ClosestTargetInFov()
        local Hitbox = Target and Target[Options.Hitbox.Value]
        local CurrentPos = Obj:GetPosition()

        if Hitbox and (Hitbox.Position - CurrentPos).Magnitude <= 19 then
            local Velocity = (Hitbox.Position - CurrentPos).Unit * 2500
            Obj:SetVelocity(Velocity)
        end
    end
end
```

Please delete any code related to the arrow beam, as it is not necessary.

**Note:** If you are going to implement a field of view (FOV), please ensure that the FOV is centered on the screen, since I am using a mobile device, not a computer.