0 of 0

File information

Last updated

Original upload

Created by

RedRoryOTheGlen

Uploaded by

RedRoryOTheGlen

Virus scan

Safe to use

27 comments

  1. Keven1998mendes
    Keven1998mendes
    • member
    • 0 kudos
    Amazing modification, to automatically fix the aim on the enemy, it helps a lot when playing on Android phones, since it has compatibility for that, something I noticed in your video and I really liked, is that eye at the bottom in the middle of the screen, what modification is this that adds that eye?
    1. RedRoryOTheGlen
      RedRoryOTheGlen
      • premium
      • 42 kudos
      It's an option in this mod. In the Mod Settings, on the last page under the Feedback section, you can set the Indicator slider to Widget. This shows the eye when Auto-Sighting is enabled. The Widget Offset setting also lets you change the position of the widget on your screen; the first value is horizontal position, the second is vertical.

      You can also set it to Crosshair for the eye to replace your crosshair if you wished.
    2. Keven1998mendes
      Keven1998mendes
      • member
      • 0 kudos
      Thanks for explaining where to find the configuration, it worked very well and looked great with that eye on the screen, it reminded me a lot of Skyrim when I was in stealth mode, thanks...
  2. smeidkrp
    smeidkrp
    • member
    • 0 kudos
    Great thx for android support it's a must for the android port for sure
    1. RedRoryOTheGlen
      RedRoryOTheGlen
      • premium
      • 42 kudos
      Much appreciated!
  3. Zdenko7
    Zdenko7
    • premium
    • 5 kudos
    Awesome mod, makes the classic attack option far more comfortable to use, which is great. Is there a way to change to size of the lock-on crosshair / widget? The current one a little bulky for my desktop monitor (particularly compared to the standard crosshair).
    1. RedRoryOTheGlen
      RedRoryOTheGlen
      • premium
      • 42 kudos
      I'll throw in some transform options for the widget in the next update. I've only used it alongside the classic DOS-style crosshair, sorry. In the meantime, you can also hide the widget if you prefer going without it.
  4. Hulgore
    Hulgore
    • member
    • 12 kudos
    So now the mod actually locks on target, but it seems that for some enemies it doesn't lock on the actual model but above it (I guess it's only for some enemies added by mods)
    1. RedRoryOTheGlen
      RedRoryOTheGlen
      • premium
      • 42 kudos
      Aye, it's mostly just a visual thing because the aimpoint is always 25% of the target's hitbox height above the center of the hitbox, so it is always guaranteed to be inside their hitbox. I've added exceptions for some vanilla enemies (like bats and harpies) but modded enemies are unable to have exceptions written for them.

      As for why the default is offset, majority of enemies in vanilla are humanoids (classed enemies, city watch, skeletons, orcs, etc) and their "center" is firmly on their crotch area. I added the offset so you the camera stays eye/chest-level for the most part and doesn't start staring at the floor when you move too close to those types of enemies.
    2. Hulgore
      Hulgore
      • member
      • 12 kudos
      Okay I see, thanks for the explanation
    3. Hulgore
      Hulgore
      • member
      • 12 kudos
      Maybe you could set an alternate position to lock on, that would be located lower than the default one, and when as a player you encounter an enemy where the default auto-sight is too high, you could press a key to switch to the alternate lock on position, so that it would readjust lower. That key could be set to Alt by default

      I'm trying to find an indirect solution to this problem because against tough enemies it's very hard to play properly against them when your view is unable to center on them

      edit : even against harpies where you said you added an exception, it still aims above the target

      edit 2 : actually against harpies I can't even hit them, I have to disable auto-sight mod if I want to defeat one
    4. RedRoryOTheGlen
      RedRoryOTheGlen
      • premium
      • 42 kudos
      that is strange because it's worked fine when testing the Nexus build.

      I'll see if I can make a sort of offset buffer so you can move the aimpoint around a bit before the lock breaks.

      UPDATE: VIDEO of work-in-progress
  5. Hulgore
    Hulgore
    • member
    • 12 kudos
    This looks interesting, but I'm not sure if I have it working as intended. The targeting keeps reseting constantly (I'm using default preset with vanilla attacks mode) : Video
    1. Hulgore
      Hulgore
      • member
      • 12 kudos
      Okay so apparently it is designed to break on moving the view, which I did not understand. I thought this would be working similar to dark souls, where you press a key to lock target, and it remains locked until either target is dead or you press again the lock key. It's a bit confusing when using vanilla attack mode because, well I have to move my mouse to attack, but if I move my mouse it breaks the lock, so I end up missing target
    2. RedRoryOTheGlen
      RedRoryOTheGlen
      • premium
      • 42 kudos
      When using vanilla attack mode, use the "On Swing" activation condition. Your lock won't be broken until you release the "Swing Weapon" input. The default "On Dedicated Input" activation is for "Click/Hold To Attack" scheme users, especially those playing on gamepad or mobile.
    3. Hulgore
      Hulgore
      • member
      • 12 kudos
      Thanks for your reply, I just tried to do that, but I don't know it doesn't feel like it does anything because while I hold the attack button my camera is still locked anyway and isn't following the target

      It's actually easier to keep target on sight by just releasing the attack control to re-center the target between each swings. If I try to hold the attack control even with auto-sight on, the target ends up off centered because my camera isn't moving at all, so I don't see what the auto-sight does because even with it enabled for the whole fight my camera does not follow the target it is supposedly locked on
    4. RedRoryOTheGlen
      RedRoryOTheGlen
      • premium
      • 42 kudos
      Do you have any footage of your gameplay with the vanilla controls and On Swing? It doesn't sound like its even working the way you describe it.

      Here it is in action: VIDEO
    5. Hulgore
      Hulgore
      • member
      • 12 kudos
      Well I think you're right I was expecting it to work as shown in your clip but what I get is this : Clip
    6. RedRoryOTheGlen
      RedRoryOTheGlen
      • premium
      • 42 kudos
      Yeah, that's definitely bugged. Can you send me your player logs from this session? Or any session where this happened? Also what mod adds the boar? Can you try autosighting onto a vanilla enemy like a City Watch or similar?
    7. Hulgore
      Hulgore
      • member
      • 12 kudos
      The boar is added by Daggerfall Enemy Expansion, but I tried on a city guard and it did not work either

      I'm not exactly sure what you mean by player logs, is this the text file called 'Player' under 'AppData\LocalLow\Daggerfall Workshop\Daggerfall Unity' ?
    8. RedRoryOTheGlen
      RedRoryOTheGlen
      • premium
      • 42 kudos
      Yes, that's it. You should send it after closing the game during a session where the problem happened. Ideally, right after it happens.
    9. Hulgore
      Hulgore
      • member
      • 12 kudos
      Okay I hope this will help : Player log
    10. RedRoryOTheGlen
      RedRoryOTheGlen
      • premium
      • 42 kudos
      well, the log definitely showed a problem happening.

      System.NullReferenceException: Object reference not set to an instance of an object
        at AutoSight.UpdateView () [0x00006] in <73ecd86b74354572b67ff543e136323c>:0 
        at AutoSight.LateUpdate () [0x002d3] in <73ecd86b74354572b67ff543e136323c>:0 

      unfortunately, I'm still not exactly sure which reference is not being set. For testing, I enabled DEX and could lock on to new enemies (including the Boar) just fine so it's not a compatibility problem with that either.

      Just to confirm, the auto-sight is working when you used the Dedicated Input, yes? I'd also like to take a look at your modlist as well as request you to try Auto-Sight as the only enabled mod and see if it still doesn't work.

      For what it's worth, I appreciate your bringing this problem to my attention.
    11. Hulgore
      Hulgore
      • member
      • 12 kudos
      On dedicated input it does not work either, I thought at first it was because I was moving my mouse but actually it does not lock at all

      However the mod works if I disable all the other mods.

      If I re-enable all my mods and try to put auto-sight at the very bottom of my load order, it still doesn't work

      Here's my load order 

    12. Hulgore
      Hulgore
      • member
      • 12 kudos
      It's the mod 'Vanilla Enhanced - Villains & Monsters' which is creating the problem. I don't think this module affects city guards, yet auto-sight breaks while testing on them
    13. RedRoryOTheGlen
      RedRoryOTheGlen
      • premium
      • 42 kudos
      Aye, that's the stuff. Vanilla Enhanced disables the enemies' DaggerFallMobileUnit component which means it doesn't get grabbed by the mod. I've made it so that the component gets grabbed even if its disabled and it works now. Look forward to it on the next update.
    14. Hulgore
      Hulgore
      • member
      • 12 kudos
      That's great, thanks a lot