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Dynamic Reticle/Crosshair Mod
DESCRIPTION:
If you feel that vanilla GTAV reticle has become a bit boring to you due to its static nature, this mod can refresh your experience. The mod adds the dynamic reticle which reacts to your movements and firing a weapon similar to most of TPS/FPS games. Also, it adds the animated reload hud and stylized ammo hud element near the crosshair which allows you to see the amount of ammo left without looking to the top-right corner of the screen. Some features of the mod can be changed or switched on/off in the mod’s settings menu.
FEATURES:
- New crosshair similar to other shooter games.
- The crosshair's scale increases/decreases depending on your actions (walking, running, moving camera, shooting)
- Animated reload hud element when reloading a weapon (similar to World War Z game)
- Ammo counter hud element when aiming a weapon (similar to World War Z game)
- Parallax motion for the reticle and this mod's hud elements (similar to COD: Modern Warfare 3 2023)
- Dynamic custom dot with the ability to change its color
- Settings menu where you can disable/enable some of the mod’s features
REQUIREMENTS:
WARNING: Starting from GTAV update 3258, Rockstar messed things up so the stable version of ScriptHookVDotNet from Crosire doesn't work anymore. If your game build is newer than 3179 you'll have to install the latest nightly version of ScriptHookVDotNet and use it until Crosire releases the new stable build of SHVDN. But if you play on 3179 or even earlier game build just use the latest stable version of SHVDN.
- GTAV build from 2372 and higher (Tested on the latest 3274)
- LemonUI (SHVDN2 version!)
- Latest ScripthookV
- Latest ScriptHookVDotNet (For game build 3179 and earlier)
- Latest ScriptHookVDotNet.Nightly (For game build 3258 and newer)
- OpenIV or CodeWalker RPF Explorer
INSTALLATION:
1) Put the DynamicReticle.dll file in the GTAV/scripts folder.
2) Using OpenIV (or CodeWalker RPF Explorer) in edit mode, go to "GTAV\mods\update\update.rpf\x64\textures\script_txds.rpf" and put DynamicReticle.ytd file there. Then close OpenIV (or RPF Explorer).
3) Load the game and go to the pause menu. Go to "SETTINGS > Display > Weapon Target" and set it to "Simple".
NOTE: If you skip step "2" the mod will work but only the "Overlay" rendering mode will be available in the settings menu and the mod will also draw a popup warning window in the game every 24 hours (real time) until you complete the full installation. If you want to have "Internal" rendering mode available, do not skip step "2". For more info about rendering modes read "RENDERING MODES" part below.
RENDERING MODES:
I've made an option to choose between two different rendering modes for my mod's hud elements - "Internal" and "Overlay".
"Overlay" mode renders sprites from the GTA/scripts/DynamicReticle folder on your hard drive using DirectX drawing method that is provided by ScriptHookV. It has lower quality and it might flicker if the framerate is unstable. Also the animation movements can be jittering at times. Basicaly this mode was used by me for the dev and testing purposes. I do not recomend using this mode.
"Internal" mode on the other hand renders sprites from the ingame texture dictionary the native way just like GTA draws any vanilla hud element. It draws the mod's UI at the best quality possible, the UI never flickers and the movements are smooth. Use "Internal" mode for the best experience.
USAGE:
Press Ctrl + X on the keyboard to open the mod's settings menu to change/enable/disable features of the mod.
Just so you know. At the first start of the mod, "DynamicReticle" folder will be created in "GTAV/scripts" folder. After that, all needed bitmap resources will be extracted there from the mod's .DLL file. These resources are needed for "Overlay" rendering mode. Also, the settings file will also be created in that folder.
NOTE: If the reticle is not in the center of the screen - it's ok. It means that you're playing on a screen resolution I couldn't test so I could write needed offsets. To fix this, there's a calibration module. Just open the settings menu of the mod, then go to the last menu item called "Calibrate position", chose it and just manually adjust the reticle position. It will be saved in .INI file for your current resolution. That's it.
KNOWN ISSUES:
- If you're holding a weapon, the reticle will be visible over the ingame web browser and any other scaleform related UI like hacking minigames, etc. If it bothers you to much, then just enable "Visible on aim only" option in the mod settings menu. Or better yet simply unequip the weapon before using the ingame web browser.
- When aiming down the sights with a Micro SMG or Tactical SMG (only this two specific weapons) while in first person, the reticle will not fade out. To fix this, simply equip a scope for this weapons. Also the reticle may not fade out in first person aiming mode for other weapons IF you have modified (increased) FOV values for those weapons aiming cameras (The trigger that hides reticle won't work if FOV is too wide while aiming in first person view).
NOTE: I've made this mod for myself and I'm just sharing it with you. It is provided to you AS IS. No additional feature requests are accepted unless it is something that I personally like and want to implement to enjoy myself. However, feel free to report any technical issues and bugs you may encounter. Respond lag: from 1 to a few days.
CHANGELOG:
1.0
-Release
1.1
-Tuned custom dot vertical dynamics to be a bit bouncier at the very first shot when firing a small caliber handguns.
-Added additional random horizontal dynamics for custom dot when firing a small caliber handguns and shotguns.
-Significantly increased dynamic range for the reticle when firing a shotguns so you can feel now that you are actually shooting a powerful gun.
-Slightly increased dynamic range for the reticle when firing a first few shots from small caliber handguns.
-Fixed the reticle disappearing abruptly when unequipping a handgun or a shotgun. Now it disappears smoothly as intended.
-Fixed the reticle and custom dot fading-in/fade-out speed depended on the framerate.
-Fixed unexpected appearance of the top reticle line during unequipping a handgun.
-Fixed an issue with the ammo hud showing incorrect ammo count after reloading the gun if total amount of player's ammo was lower than magazine capacity before the reload.
-Added an option to Enable/Disable dynamic reticle (option does not affect the visibility of the custom dot)
-Added an option to Enable/Disable recoil dynamics for custom dot.
Update 1.1 note: Only the script has been changed while .ytd file is the same as in the previous release.
CONTACT:
- gta5-mods page
- Steam page
CREDITS:
DJ-LEXX - Author
justalemon - LemonUI
crosire & kagikn - ScriptHookVDotNet
Alexander Blade - ScriptHookV
DESCRIPTION:
If you feel that vanilla GTAV reticle has become a bit boring to you due to its static nature, this mod can refresh your experience. The mod adds the dynamic reticle which reacts to your movements and firing a weapon similar to most of TPS/FPS games. Also, it adds the animated reload hud and stylized ammo hud element near the crosshair which allows you to see the amount of ammo left without looking to the top-right corner of the screen. Some features of the mod can be changed or switched on/off in the mod’s settings menu.
FEATURES:
- New crosshair similar to other shooter games.
- The crosshair's scale increases/decreases depending on your actions (walking, running, moving camera, shooting)
- Animated reload hud element when reloading a weapon (similar to World War Z game)
- Ammo counter hud element when aiming a weapon (similar to World War Z game)
- Parallax motion for the reticle and this mod's hud elements (similar to COD: Modern Warfare 3 2023)
- Dynamic custom dot with the ability to change its color
- Settings menu where you can disable/enable some of the mod’s features
REQUIREMENTS:
WARNING: Starting from GTAV update 3258, Rockstar messed things up so the stable version of ScriptHookVDotNet from Crosire doesn't work anymore. If your game build is newer than 3179 you'll have to install the latest nightly version of ScriptHookVDotNet and use it until Crosire releases the new stable build of SHVDN. But if you play on 3179 or even earlier game build just use the latest stable version of SHVDN.
- GTAV build from 2372 and higher (Tested on the latest 3274)
- LemonUI (SHVDN2 version!)
- Latest ScripthookV
- Latest ScriptHookVDotNet (For game build 3179 and earlier)
- Latest ScriptHookVDotNet.Nightly (For game build 3258 and newer)
- OpenIV or CodeWalker RPF Explorer
INSTALLATION:
1) Put the DynamicReticle.dll file in the GTAV/scripts folder.
2) Using OpenIV (or CodeWalker RPF Explorer) in edit mode, go to "GTAV\mods\update\update.rpf\x64\textures\script_txds.rpf" and put DynamicReticle.ytd file there. Then close OpenIV (or RPF Explorer).
3) Load the game and go to the pause menu. Go to "SETTINGS > Display > Weapon Target" and set it to "Simple".
NOTE: If you skip step "2" the mod will work but only the "Overlay" rendering mode will be available in the settings menu and the mod will also draw a popup warning window in the game every 24 hours (real time) until you complete the full installation. If you want to have "Internal" rendering mode available, do not skip step "2". For more info about rendering modes read "RENDERING MODES" part below.
RENDERING MODES:
I've made an option to choose between two different rendering modes for my mod's hud elements - "Internal" and "Overlay".
"Overlay" mode renders sprites from the GTA/scripts/DynamicReticle folder on your hard drive using DirectX drawing method that is provided by ScriptHookV. It has lower quality and it might flicker if the framerate is unstable. Also the animation movements can be jittering at times. Basicaly this mode was used by me for the dev and testing purposes. I do not recomend using this mode.
"Internal" mode on the other hand renders sprites from the ingame texture dictionary the native way just like GTA draws any vanilla hud element. It draws the mod's UI at the best quality possible, the UI never flickers and the movements are smooth. Use "Internal" mode for the best experience.
USAGE:
Press Ctrl + X on the keyboard to open the mod's settings menu to change/enable/disable features of the mod.
Just so you know. At the first start of the mod, "DynamicReticle" folder will be created in "GTAV/scripts" folder. After that, all needed bitmap resources will be extracted there from the mod's .DLL file. These resources are needed for "Overlay" rendering mode. Also, the settings file will also be created in that folder.
NOTE: If the reticle is not in the center of the screen - it's ok. It means that you're playing on a screen resolution I couldn't test so I could write needed offsets. To fix this, there's a calibration module. Just open the settings menu of the mod, then go to the last menu item called "Calibrate position", chose it and just manually adjust the reticle position. It will be saved in .INI file for your current resolution. That's it.
KNOWN ISSUES:
- If you're holding a weapon, the reticle will be visible over the ingame web browser and any other scaleform related UI like hacking minigames, etc. If it bothers you to much, then just enable "Visible on aim only" option in the mod settings menu. Or better yet simply unequip the weapon before using the ingame web browser.
- When aiming down the sights with a Micro SMG or Tactical SMG (only this two specific weapons) while in first person, the reticle will not fade out. To fix this, simply equip a scope for this weapons. Also the reticle may not fade out in first person aiming mode for other weapons IF you have modified (increased) FOV values for those weapons aiming cameras (The trigger that hides reticle won't work if FOV is too wide while aiming in first person view).
NOTE: I've made this mod for myself and I'm just sharing it with you. It is provided to you AS IS. No additional feature requests are accepted unless it is something that I personally like and want to implement to enjoy myself. However, feel free to report any technical issues and bugs you may encounter. Respond lag: from 1 to a few days.
CHANGELOG:
1.0
-Release
1.1
-Tuned custom dot vertical dynamics to be a bit bouncier at the very first shot when firing a small caliber handguns.
-Added additional random horizontal dynamics for custom dot when firing a small caliber handguns and shotguns.
-Significantly increased dynamic range for the reticle when firing a shotguns so you can feel now that you are actually shooting a powerful gun.
-Slightly increased dynamic range for the reticle when firing a first few shots from small caliber handguns.
-Fixed the reticle disappearing abruptly when unequipping a handgun or a shotgun. Now it disappears smoothly as intended.
-Fixed the reticle and custom dot fading-in/fade-out speed depended on the framerate.
-Fixed unexpected appearance of the top reticle line during unequipping a handgun.
-Fixed an issue with the ammo hud showing incorrect ammo count after reloading the gun if total amount of player's ammo was lower than magazine capacity before the reload.
-Added an option to Enable/Disable dynamic reticle (option does not affect the visibility of the custom dot)
-Added an option to Enable/Disable recoil dynamics for custom dot.
Update 1.1 note: Only the script has been changed while .ytd file is the same as in the previous release.
CONTACT:
- gta5-mods page
- Steam page
CREDITS:
DJ-LEXX - Author
justalemon - LemonUI
crosire & kagikn - ScriptHookVDotNet
Alexander Blade - ScriptHookV
Först uppladdad: 2 augusti 2024
Senast uppdaterad: 6 augusti 2024
Senast nedladdad: 3 timmar sedan
83 Kommentarer
More mods by DJ-LEXX:
Dynamic Reticle/Crosshair Mod
DESCRIPTION:
If you feel that vanilla GTAV reticle has become a bit boring to you due to its static nature, this mod can refresh your experience. The mod adds the dynamic reticle which reacts to your movements and firing a weapon similar to most of TPS/FPS games. Also, it adds the animated reload hud and stylized ammo hud element near the crosshair which allows you to see the amount of ammo left without looking to the top-right corner of the screen. Some features of the mod can be changed or switched on/off in the mod’s settings menu.
FEATURES:
- New crosshair similar to other shooter games.
- The crosshair's scale increases/decreases depending on your actions (walking, running, moving camera, shooting)
- Animated reload hud element when reloading a weapon (similar to World War Z game)
- Ammo counter hud element when aiming a weapon (similar to World War Z game)
- Parallax motion for the reticle and this mod's hud elements (similar to COD: Modern Warfare 3 2023)
- Dynamic custom dot with the ability to change its color
- Settings menu where you can disable/enable some of the mod’s features
REQUIREMENTS:
WARNING: Starting from GTAV update 3258, Rockstar messed things up so the stable version of ScriptHookVDotNet from Crosire doesn't work anymore. If your game build is newer than 3179 you'll have to install the latest nightly version of ScriptHookVDotNet and use it until Crosire releases the new stable build of SHVDN. But if you play on 3179 or even earlier game build just use the latest stable version of SHVDN.
- GTAV build from 2372 and higher (Tested on the latest 3274)
- LemonUI (SHVDN2 version!)
- Latest ScripthookV
- Latest ScriptHookVDotNet (For game build 3179 and earlier)
- Latest ScriptHookVDotNet.Nightly (For game build 3258 and newer)
- OpenIV or CodeWalker RPF Explorer
INSTALLATION:
1) Put the DynamicReticle.dll file in the GTAV/scripts folder.
2) Using OpenIV (or CodeWalker RPF Explorer) in edit mode, go to "GTAV\mods\update\update.rpf\x64\textures\script_txds.rpf" and put DynamicReticle.ytd file there. Then close OpenIV (or RPF Explorer).
3) Load the game and go to the pause menu. Go to "SETTINGS > Display > Weapon Target" and set it to "Simple".
NOTE: If you skip step "2" the mod will work but only the "Overlay" rendering mode will be available in the settings menu and the mod will also draw a popup warning window in the game every 24 hours (real time) until you complete the full installation. If you want to have "Internal" rendering mode available, do not skip step "2". For more info about rendering modes read "RENDERING MODES" part below.
RENDERING MODES:
I've made an option to choose between two different rendering modes for my mod's hud elements - "Internal" and "Overlay".
"Overlay" mode renders sprites from the GTA/scripts/DynamicReticle folder on your hard drive using DirectX drawing method that is provided by ScriptHookV. It has lower quality and it might flicker if the framerate is unstable. Also the animation movements can be jittering at times. Basicaly this mode was used by me for the dev and testing purposes. I do not recomend using this mode.
"Internal" mode on the other hand renders sprites from the ingame texture dictionary the native way just like GTA draws any vanilla hud element. It draws the mod's UI at the best quality possible, the UI never flickers and the movements are smooth. Use "Internal" mode for the best experience.
USAGE:
Press Ctrl + X on the keyboard to open the mod's settings menu to change/enable/disable features of the mod.
Just so you know. At the first start of the mod, "DynamicReticle" folder will be created in "GTAV/scripts" folder. After that, all needed bitmap resources will be extracted there from the mod's .DLL file. These resources are needed for "Overlay" rendering mode. Also, the settings file will also be created in that folder.
NOTE: If the reticle is not in the center of the screen - it's ok. It means that you're playing on a screen resolution I couldn't test so I could write needed offsets. To fix this, there's a calibration module. Just open the settings menu of the mod, then go to the last menu item called "Calibrate position", chose it and just manually adjust the reticle position. It will be saved in .INI file for your current resolution. That's it.
KNOWN ISSUES:
- If you're holding a weapon, the reticle will be visible over the ingame web browser and any other scaleform related UI like hacking minigames, etc. If it bothers you to much, then just enable "Visible on aim only" option in the mod settings menu. Or better yet simply unequip the weapon before using the ingame web browser.
- When aiming down the sights with a Micro SMG or Tactical SMG (only this two specific weapons) while in first person, the reticle will not fade out. To fix this, simply equip a scope for this weapons. Also the reticle may not fade out in first person aiming mode for other weapons IF you have modified (increased) FOV values for those weapons aiming cameras (The trigger that hides reticle won't work if FOV is too wide while aiming in first person view).
NOTE: I've made this mod for myself and I'm just sharing it with you. It is provided to you AS IS. No additional feature requests are accepted unless it is something that I personally like and want to implement to enjoy myself. However, feel free to report any technical issues and bugs you may encounter. Respond lag: from 1 to a few days.
CHANGELOG:
1.0
-Release
1.1
-Tuned custom dot vertical dynamics to be a bit bouncier at the very first shot when firing a small caliber handguns.
-Added additional random horizontal dynamics for custom dot when firing a small caliber handguns and shotguns.
-Significantly increased dynamic range for the reticle when firing a shotguns so you can feel now that you are actually shooting a powerful gun.
-Slightly increased dynamic range for the reticle when firing a first few shots from small caliber handguns.
-Fixed the reticle disappearing abruptly when unequipping a handgun or a shotgun. Now it disappears smoothly as intended.
-Fixed the reticle and custom dot fading-in/fade-out speed depended on the framerate.
-Fixed unexpected appearance of the top reticle line during unequipping a handgun.
-Fixed an issue with the ammo hud showing incorrect ammo count after reloading the gun if total amount of player's ammo was lower than magazine capacity before the reload.
-Added an option to Enable/Disable dynamic reticle (option does not affect the visibility of the custom dot)
-Added an option to Enable/Disable recoil dynamics for custom dot.
Update 1.1 note: Only the script has been changed while .ytd file is the same as in the previous release.
CONTACT:
- gta5-mods page
- Steam page
CREDITS:
DJ-LEXX - Author
justalemon - LemonUI
crosire & kagikn - ScriptHookVDotNet
Alexander Blade - ScriptHookV
DESCRIPTION:
If you feel that vanilla GTAV reticle has become a bit boring to you due to its static nature, this mod can refresh your experience. The mod adds the dynamic reticle which reacts to your movements and firing a weapon similar to most of TPS/FPS games. Also, it adds the animated reload hud and stylized ammo hud element near the crosshair which allows you to see the amount of ammo left without looking to the top-right corner of the screen. Some features of the mod can be changed or switched on/off in the mod’s settings menu.
FEATURES:
- New crosshair similar to other shooter games.
- The crosshair's scale increases/decreases depending on your actions (walking, running, moving camera, shooting)
- Animated reload hud element when reloading a weapon (similar to World War Z game)
- Ammo counter hud element when aiming a weapon (similar to World War Z game)
- Parallax motion for the reticle and this mod's hud elements (similar to COD: Modern Warfare 3 2023)
- Dynamic custom dot with the ability to change its color
- Settings menu where you can disable/enable some of the mod’s features
REQUIREMENTS:
WARNING: Starting from GTAV update 3258, Rockstar messed things up so the stable version of ScriptHookVDotNet from Crosire doesn't work anymore. If your game build is newer than 3179 you'll have to install the latest nightly version of ScriptHookVDotNet and use it until Crosire releases the new stable build of SHVDN. But if you play on 3179 or even earlier game build just use the latest stable version of SHVDN.
- GTAV build from 2372 and higher (Tested on the latest 3274)
- LemonUI (SHVDN2 version!)
- Latest ScripthookV
- Latest ScriptHookVDotNet (For game build 3179 and earlier)
- Latest ScriptHookVDotNet.Nightly (For game build 3258 and newer)
- OpenIV or CodeWalker RPF Explorer
INSTALLATION:
1) Put the DynamicReticle.dll file in the GTAV/scripts folder.
2) Using OpenIV (or CodeWalker RPF Explorer) in edit mode, go to "GTAV\mods\update\update.rpf\x64\textures\script_txds.rpf" and put DynamicReticle.ytd file there. Then close OpenIV (or RPF Explorer).
3) Load the game and go to the pause menu. Go to "SETTINGS > Display > Weapon Target" and set it to "Simple".
NOTE: If you skip step "2" the mod will work but only the "Overlay" rendering mode will be available in the settings menu and the mod will also draw a popup warning window in the game every 24 hours (real time) until you complete the full installation. If you want to have "Internal" rendering mode available, do not skip step "2". For more info about rendering modes read "RENDERING MODES" part below.
RENDERING MODES:
I've made an option to choose between two different rendering modes for my mod's hud elements - "Internal" and "Overlay".
"Overlay" mode renders sprites from the GTA/scripts/DynamicReticle folder on your hard drive using DirectX drawing method that is provided by ScriptHookV. It has lower quality and it might flicker if the framerate is unstable. Also the animation movements can be jittering at times. Basicaly this mode was used by me for the dev and testing purposes. I do not recomend using this mode.
"Internal" mode on the other hand renders sprites from the ingame texture dictionary the native way just like GTA draws any vanilla hud element. It draws the mod's UI at the best quality possible, the UI never flickers and the movements are smooth. Use "Internal" mode for the best experience.
USAGE:
Press Ctrl + X on the keyboard to open the mod's settings menu to change/enable/disable features of the mod.
Just so you know. At the first start of the mod, "DynamicReticle" folder will be created in "GTAV/scripts" folder. After that, all needed bitmap resources will be extracted there from the mod's .DLL file. These resources are needed for "Overlay" rendering mode. Also, the settings file will also be created in that folder.
NOTE: If the reticle is not in the center of the screen - it's ok. It means that you're playing on a screen resolution I couldn't test so I could write needed offsets. To fix this, there's a calibration module. Just open the settings menu of the mod, then go to the last menu item called "Calibrate position", chose it and just manually adjust the reticle position. It will be saved in .INI file for your current resolution. That's it.
KNOWN ISSUES:
- If you're holding a weapon, the reticle will be visible over the ingame web browser and any other scaleform related UI like hacking minigames, etc. If it bothers you to much, then just enable "Visible on aim only" option in the mod settings menu. Or better yet simply unequip the weapon before using the ingame web browser.
- When aiming down the sights with a Micro SMG or Tactical SMG (only this two specific weapons) while in first person, the reticle will not fade out. To fix this, simply equip a scope for this weapons. Also the reticle may not fade out in first person aiming mode for other weapons IF you have modified (increased) FOV values for those weapons aiming cameras (The trigger that hides reticle won't work if FOV is too wide while aiming in first person view).
NOTE: I've made this mod for myself and I'm just sharing it with you. It is provided to you AS IS. No additional feature requests are accepted unless it is something that I personally like and want to implement to enjoy myself. However, feel free to report any technical issues and bugs you may encounter. Respond lag: from 1 to a few days.
CHANGELOG:
1.0
-Release
1.1
-Tuned custom dot vertical dynamics to be a bit bouncier at the very first shot when firing a small caliber handguns.
-Added additional random horizontal dynamics for custom dot when firing a small caliber handguns and shotguns.
-Significantly increased dynamic range for the reticle when firing a shotguns so you can feel now that you are actually shooting a powerful gun.
-Slightly increased dynamic range for the reticle when firing a first few shots from small caliber handguns.
-Fixed the reticle disappearing abruptly when unequipping a handgun or a shotgun. Now it disappears smoothly as intended.
-Fixed the reticle and custom dot fading-in/fade-out speed depended on the framerate.
-Fixed unexpected appearance of the top reticle line during unequipping a handgun.
-Fixed an issue with the ammo hud showing incorrect ammo count after reloading the gun if total amount of player's ammo was lower than magazine capacity before the reload.
-Added an option to Enable/Disable dynamic reticle (option does not affect the visibility of the custom dot)
-Added an option to Enable/Disable recoil dynamics for custom dot.
Update 1.1 note: Only the script has been changed while .ytd file is the same as in the previous release.
CONTACT:
- gta5-mods page
- Steam page
CREDITS:
DJ-LEXX - Author
justalemon - LemonUI
crosire & kagikn - ScriptHookVDotNet
Alexander Blade - ScriptHookV
Först uppladdad: 2 augusti 2024
Senast uppdaterad: 6 augusti 2024
Senast nedladdad: 3 timmar sedan
@DJ-LEXX yep, just a thought, thanks for the answer, mod looks nice
Is CustomSprites built into shv3? I tried but it didn't work. I saw that your script seems to use the method of registering png images as textures in sctipshook.dll. How is this implemented?
[22:01:13] CORE: Creating texture '.\scripts\DynamicReticle\resources\popups\popup_notgood_shadow_0.png', id 900
[22:01:13] CORE: Creating texture '.\scripts\DynamicReticle\resources\popups\popup_notgood_background_1.png', id 901
@JoyLucien Hi. No, the bitmaps on the hard drive cannot be used as a textures (you can't use these images to retexture 3D objects in the game). They are used as a sprites which are overlay-drawn on the screen by ScriptHookV using directX. ScriptHookV calls them "textures" though (but they are not).
love this mod, can we have more adaptive reticles like the vanila? like there would be a different for smg, shotgun,... and can you make it disappear automatically when aim down sight? Would be great
@DJ-LEXX As long as you can draw pictures on the screen, just like your module method, how to achieve it, I haven't figured out, are you using the ScriptHookV method or the shv3 method?
@JoyLucien I used SHVDN3 class "CustomSprite" which uses ScriptHookV method "DrawTexture" but with additional math.
Here's an example of the code of how to draw custom sprites using SHVDN3:
https://drive.google.com/file/d/1tRHQsAgrMP78pup7X8sQe3cxnTpyjFF2/view?usp=sharing
This code will draw in the top-left corner of your screen an image called "YourImage.png" (no matter what resolution) located in your scripts folder when you press and hold the "Space" key on your keyboard. Download the file "DrawSpriteExampleSHVDN.3.cs" and put it in your "scripts" folder, then rename any .png image to "YourImage.png" and put it also in the "scripts" folder. Load the game and hold "Space" key to draw an image.
@bw3123 I have no plans to add any additional features to to the mod anytime soon. Besides I'm ok with the current reticle. Maybe somewhere in a pretty distant future I will add a rounded reticle for shotguns and perhaps even "themes" option whith the theme sets of the reticles inspired by the games I like (MGSV, Uncharted 4). Or maybe not - I don't know.
>can you make it disappear automatically when aim down sight
It already disappears when you aiming down the sights IF you play with a vanilla FOV values. If you play with modded (wider) FOV values then it won't disappear. I mentioned this thing in the "KNOWN ISSUES" section in the description. There's nothing I can do because I haven't found a native function that returns "true" when you're aiming down the sights. So I had to use a vanilla FOV values as a trigger for the reticle to disappear.
@DJ-LEXX ok,i will try ,thanks
For some reason it forces me to download they YTD every time i shut or open the game. Great mod though. Just hate that i have to install the YTD over and over again
@John236 Try to reload the script mods after the game is fully loaded and tell me if you get the "welcome" message after that. If not, it means that you haven't install the .ytd file properly. The "not good" message cannot be shown up everytime you load the game (as you said) because it shows only after 24 hours (real time) since the last time the message was displayed.
Wait i think i accidentally fixed it. Like a few hours ago. I Tried reinstalling the DynamicReticle.dll to see if that could fix it. But i never checked if it got fixed. And turns out it was fixed. Great mod. And im glad your here helping people
@John236 It's good that everything works for you. But what was the problem after all? Does the "INTERNAL" rendering mode in the settings menu is now available for you?
Actually i just loaded it again then it doesnt work. Now when i reloaded the game it works. Its confusing.
Its like after i load it it works then after i load it. It doesnt and then it just keeps repeating.
@John236 well it seems like your game loads slower than it supposed to and the texture dictionary is still not loaded at the time the mod checks the .ytd availability. I gave the mod 2000 milliseconds of waiting time to check if the .ytd is installed. Do you have a discord so I can give you a tweaked version with an extended waiting time?
Yes. My account is Blank269219
Yeah we need an OIV download, no one knows how to download this😂
Currently the mod doesn't work. It does not make an .ini file and the key bind doesn't work. I do have a bunch of mods installed, maybe it is an incompatibility?
@BlyEverest Hi.
1) What is the game build you are playing on?
2) What version of ScriptHookVDotNet have you installed? Stable version or nightly? If it's the latter - what exact version of nightly build are you using?
3) Have you installed the ScriptHookVDotNet completely? (Complete installation means you have to install all these files from SHVDN archive: ScriptHookVDotNet.asi, ScriptHookVDotNet.ini, ScriptHookVDotNet2.dll, ScriptHookVDotNet3.dll)
4) Have you installed the exact version of LemonUI mentioned in the REQUIREMENTS section?
5) Give me your ScriptHookVDotNet.log. You can paste it's contents to service like https://paste.rs/web for example and share the link.
@DJ-LEXX The only issue was that I had the wrong SHVDN installed from LemonUI. Forgot stuff still used SHVDN2 lol overall a fire mod for a realistic modpack!
@BlyEverest that's cool you've figured that out. Have fun =)