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KENNITHH

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KENNITHH

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15 comments

  1. streber29
    streber29
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    Nice. But how about just a dot. Could you make that happen? I hate this stupid crosshair, but without is also weird. I mean it's not first person.
    1. jidong216
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      Yeah I think that would be a good idea. I use a red dot overlay program, hence I didn't need it, but having a dot otherwise would be good.

      If you do a dot version, please offer it in 2 colors at least (white, and red)
    2. russlan
      russlan
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      Also would appreciate a simple small white dot for all weapons if possible
    3. KENNITHH
      KENNITHH
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      From what I've seen so far its not that simple to do. I think I've seen people do it before but they edited every single gun which also has the gun stats etc and you don't want that for compatibility with other mods.

      So instead we'd have to edit these:
      "\Content\Libraries\UI\Blueprints\HUD\Reticles\UI_Reticle_Assault"
      Which really suck since they are Widgets/UMG and editing those in editor alone is difficult, imagine with just text :/

      Maybe at some point I'll figure it out but right now its really not fun to do
    4. IHateHUDClutter
      IHateHUDClutter
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      Yeah, that sounds like it would be a pain. Another option to consider streber209, is to just use xhair.

      It's a custom shader for Reshade by notpeelz that allows you to add custom crosshairs to any game (including a white dot) and they have installation instructions listed in the README file. Again, its just a Reshade shader, so it's fairly straight forward. I've actually used it for many games, including this one. One thing to note however is that xhair will always show the crosshair on the screen by default. If you want to set it up so that the crosshairs only appear when you hold down the right mouse button, then open the xhair.fx file in notepad.

      Search for this:
      HideOnRMB == 1 && rightMouseToggle,


      Then add an "!" before "rightMouseToggle" like below:
      HideOnRMB == 1 && !rightMouseToggle,

      Save and you're good to go.
      Just another option I figured I throw out there in case it is helpful for anyone, and again, it can be used on any PC game.

      PS: Thanks again KENNITHH for the great mod!
    5. jidong216
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      thanks for the tip on the reshade crosshair, Ihatehudclutter (btw, when I saw your name, I figured you'd be the one to create mods that removed crosshair and hitmarkers lol)

      I use a steam app called "crosshair X" to do something similar, but cool to have a free option as well
    6. IHateHUDClutter
      IHateHUDClutter
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      lol, yeah I actually got into modding in the first place because i wanted to see if I could update KENNITHH's 'Remove Hitmarkers' mod without editing the textures, after it stopped working with the Remastered update. Once I get more familiar with modding, no unnecessary HUD element will ever stand a chance! lol. For now I just use Reshade's ShaderToggler for that.
    7. KENNITHH
      KENNITHH
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      I was also looking into removing the grunge textures in the UI lol, it bugged me a little when I was testing mods 
    8. IHateHUDClutter
      IHateHUDClutter
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      Not that is matters anymore, but I finally figured out another way to remove the hit markers in the game files! Hoping to one day be able to edit textures, but looking over at the Discord that still currently seems to be quite problematic. Great to see the community making some progress on it though! Thanks KENNITHH to you and all the others working diligently to get these mods up and running again!
    9. KENNITHH
      KENNITHH
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      Yeah there are other ways but the best way is so it doesn't intervene with other mods. Like I don't like editing blueprints because of that exact reason, if someone else needs to change something in a blueprint, their mod doesn't work anymore :(
    10. IHateHUDClutter
      IHateHUDClutter
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      I was actually able to find a way without editing any weapon blueprints, so little to no chance of conflicts, but I would agree that your way is certainly better. I'm just not quite at the point of texture editing just yet. I'm sure I'll probably have to hit you up over at Discord for help once I start. Thanks again for all your work KENNITHH, and for the great mod!
  2. nagt
    nagt
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    How did you edit the textures? After updating with DLC I can't open/export them with UModel and FModel.
    1. KENNITHH
      KENNITHH
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      The latest fmodel has support to open and extract them.
      To edit them and cook them you need to modify the 4.11 source engine.
      Using Mythical's 4.11 as base and then tweaking it with some code I figured out, you can make it work again.
      To get the full info you could come and check out the Days Gone Modding discord which has the explanation
    2. nagt
      nagt
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      Thank you very much for your answer! I will try.
  3. jidong216
    jidong216
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    Thank you! This paired with your no hitmarker mod makes the game for me!

    (btw, I actually struggled getting it to work initially and was super disappointed...until I came back to the description and read your instructions on modifying the file name in sfpacks....strange I didn't have to do that for other mods. But once I did that, it's working perfectly)