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Changelogs
Version 1.4
Added optional support for the Mod Configuration Menu (MCM).
Reuploaded to clear a false positive.
Version 1.3
Tweaked close range targeting and added a new option.
Version 1.2a
Auto-target now aims for the head, neck and spine first if they exist and in that order.
Version 1.2
Refined auto-targeting for the torso.
Added an option "enabledCond", default: 0.
enabledCond: 0 - always enabled, 1 - disables when aiming down sight, 2 - disables when free aiming, 3 - only enables when the Activate key is pressed.
Included the Holorifle's projectile via the AddOn.
Version 1.1
Added support for projectiles, along with ammo originally, via a second Form List.
Moved the homing support for missiles into a separate file (HPSAddOn.esp).
Changed the init time to 3-18 seconds after load (previously only once at 6 seconds).
HPSAddOn.esp: adds support for launcher's missiles, Red Glare's rockets (optional), and some plasma projectiles.
HPSAddOn.esp: can be used as an example.
By default, this only adds homing capability to the base game's missiles and rockets and some plasma projectiles. Works for the player and NPCs. Ignores neutrals and allies of the shooter. Only the live projectiles' flight path is adjusted. Their attributes are unchanged and so are still linked to the shooter for aggro, stat & perk bonuses, and in case of the player, xp gains. Beyond that, this mod opens up the possibility to have the feature on any weapon or ammo.
Configurable with an ini file or via MCM (optional).
For modders: Any ammo type or projectile type found in certain Form Lists will be given homing capability, provided that the projectile's type is "missile" in GECK. Giving your custom made ammo optional homing capability, without direct dependency on this mod, can be done using the following code snippet:
ref YHPSListAmmoRef if IsModLoaded "HomingProjectiles.esm" let YHPSListAmmoRef := GetFormFromMod "HomingProjectiles.esm" "DBC" ListAddForm YHPSListAmmoRef MyAmmoType endif
For custom projectiles, use "DBD" instead of "DBC" and change the variable names accordingly. The ammo and projectile lists will be checked for new entries from 3 to 18 seconds after load.