SKSE plugin only mod to make spells auto aim in Skyrim VR. Includes config file to adjust the auto aim for Beam, Missile, Flamethrower type spells separately. Default values are low to make it less cheaty, and more of a convenience thing in VR. But you can adjust them however you like. You can even lower them further.
You can do whatever you want with it as long as you keep it free and open source. Note that this doesn't mean you can copy my mod and release it whole.
I reserve the right to include whatever change you made here in this mod. So if you want me to add something, you better contact me.
These terms don't apply to ports to other games. You must contact me and get my permission first to port/appropriate this mod to other games. I always reserve the right to port them myself.
You can always learn from the source to make new stuff.
File credits
- FlyingParticle for code help and general brainstorming. - LordMordred for mod ideas and testing - Jayombie and Cangar for testing
Donation Points system
This mod is opted-in to receive Donation Points
Changelogs
Version 1.0.1
Added skeleton based detection for tall races to prevent auto-aimed missile projectile getting stuck in them sometimes due to collision issues.
Version 1.0
Initial release.
Description
This mod adds auto aim to Beam, Missile and Flamethrower type aimed spells. Beam spells: Lightning bolt, Sparks etc. Flamethrower spells: Flames, Frostbite etc. Missile spells: Fireball, Firebolt, Ice spear etc.
For Missile type spells, this mod makes the projectile follow the chosen enemy within the angles. For Beam and Flamethrower type spells, this mod locks spell crosshair to the enemy when it's within the angles.
If the spell is a hostile spell, auto aim is restricted to enemies. If it's not a hostile spell, auto aim works on every actor.
The mod includes only dll and config file. No esp, nothing in your save. You can get it in and out of your mod list anytime without any issues.
Configuration
Configuration for this mod can be done from its config file SpellAutoAimVR.ini. There are comments there to explain what each setting does.
Here are the important settings:
You can configure auto aim angles and range separately for each projectile type:
BeamAutoAimEnabled = 1 #Enable Auto Aim for Beam type spells. BeamAutoAimMaxVerticalAngle = 5 #Vertical angle (up and down) for auto-aim. BeamAutoAimMaxHorizontalAngle = 10 #Horizontal angle (left and right) for auto-aim. BeamAutoAimMaxDistance = 2000 #Max distance of actor for auto-aim. This is clamped by spell's max range.
FlameAutoAimEnabled = 1 #Enable Auto Aim for Flamethrower type spells. FlameAutoAimMaxVerticalAngle = 5 #Vertical angle (up and down) for auto-aim. FlameAutoAimMaxHorizontalAngle = 10 #Horizontal angle (left and right) for auto-aim. FlameAutoAimMaxDistance = 2000 #Max distance of actor for auto-aim. This is clamped by spell's max range.
MissileAutoAimEnabled = 1 #Enable Auto Aim for Missile type spells. MissileAutoAimMaxVerticalAngle = 10 #Vertical angle (up and down) for auto-aim. MissileAutoAimMaxHorizontalAngle = 15 #Horizontal angle (left and right) for auto-aim. MissileAutoAimMaxDistance = 2000 #Max distance of actor for auto-aim. This is clamped by spell's max range.
You can also select which target selection method will be used, closest to crosshair or within angles and closest to player. First one is only recommended if you use high auto aim angles:
SelectClosestToCrosshair = 0 #0: Select actor according to distance. 1: Select actor according to closeness to crosshair.
By default, config values are low to make it slightly easier so that it's not cheaty and in the mean time made to feel good. But you can always adjust the values or even disable it for each spell projectile type easily.