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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 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 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
首次上传时间: 2024年8月02日
最后更新时间: 2024年8月06日
最后下载: 3小时前
95个评论
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 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 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
首次上传时间: 2024年8月02日
最后更新时间: 2024年8月06日
最后下载: 3小时前
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 =)
Hey mate.
Would it be Possible for you to Perhaps implement a Hitmarker System Like Red Dead 2?
I know in Red Dead 2 you get the Normal Grey Hitmarker as well as a Red Hitmarker when the NPC has died, but in GTA V we only get the Red (Death) Hitmarker.
Is there any way we could also get the Normal Hitmarker whenever we Damage an Enemy?
Thanks!:)
why mine dont work i cant spawn a menu mod
@irham88777 What is the problem exactly? You can't open the settings menu?
@MattyReady Hi. No, I won't be adding hitmarkers because I don't like them in a single player games. Besides there's already a hitmarker mod from jedijosh920 on this site (use search). It's not from RDR2 but still.
@DJ-LEXX like the mod dosent work for me.i cant open the menu how to fix it?
@irham88777 Ok let's try to find the source of your issue then. Answer these questions:
1) What is the game build you are playing on? (You can see your version of the game in the bottom-right corner of the legal info screen when your game is loading)
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? (version 1.5.2 for SHVDN2)
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 i use scripthookvdonetnighly and my version gta 5 is 95
@irham88777 answer all 5 questions. And also specify what exactly nightly version you have installed. Also I don't get what gtav version "95" is because it has to be 4-digit number (For example, the latest GTAV build is 3351). Answer all questions correctly, and provide me the log data mentioned in question 5 otherwise I won't be able to help you since you can't provide me the correct information I need.
can you add option to disable in iron sights?
also a white dot option without glow IE recoil dynamics for vanilla dot
@ab douh
>can you add option to disable in iron sights?
Are you speaking about the ammo hud or the reticle itself? If it's the latter then it's already disabled but only if you play with the standard FOV values (I mentioned this in the "KNOWN ISSUES" section). But if you speak about the ammo hud, no, I have no plans to add any features or options for this mod anytime soon. But if I ever decide to do something with this mod, then ok, I'll add this option (in a pretty distant future maybe).
>also a white dot option without glow IE recoil dynamics for vanilla dot
Do you mean you want a vanilla looking dot but with a recoil dynamics? You could just replace the texture by yourself then.
If you play in "overlay" rendering mode, replace any dot in GTAV\scripts\DynamicReticle\resources\reticle_standard
If you play in "internal" rendering mode, using OpenIV replace any dot in GTAV\mods\update\update.rpf\x64\textures\script_txds.rpf
Just make sure that your custom dot PNG image is 40x40 pixels. If you decide to create the dot by yourself, keep in mind that if your dot will have some sort of outer stroke (the vanilla one has a tiny dark stroke around the dot), it should be a little bit blurry (you should apply some gaussian blur to an image when editing it), otherwise it can have some artifacts when it moves on the screen and it'll look like it misses one pixel during the movement (But it depends on your screen resolution - the lower the resolution the more obvious the artifact)
@DJ-LEXX thanks homie