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TargetLockOn

ARPG lock-on system for Valheim, built for controller. The camera adapts to the weapon you're holding, and ranged shots get ballistic aim and a trajectory preview.


What it does

R3 to lock, flick the right stick to switch target. On keyboard: 0 to lock, and a quick mouse swipe to switch.

With melee weapons you keep vertical aim. With bows, crossbows, staffs, bombs and spears the camera locks vertically too, and your shots are aimed to land on the target, drop included.


Features

  • Ballistic aim: locked shots go where the camera points and account for projectile speed, gravity, air drag and how far you've drawn the bow. No homing: a target that dodges can still be missed. Locked bombs land 30 m out at most. Weapon spread still applies.
  • Trajectory preview always with bombs, and in free aim while drawing a bow or holding a loaded crossbow.
  • Lock points on big creatures: trolls, the Gammeltroll, the Elder, Moder, Fader and their Aspects, the Abomination, the Gjall and Seekers. Weak spots are the game's own (troll head, Gjall belly, Seeker Soldier tail) and take weak spot damage.
  • Light and weather: darkness and fog shorten how far you can lock, and a torch or campfire lights a target back up. A target hidden for 3 seconds (behind cover, in fog, or in Mistlands mist past 30 m) drops the lock. Bosses and big creatures are half as affected.
  • Contextual HUD: creature health bars hide behind cover and in fog, fade right after your crosshair leaves, and stay on your target.
  • The game's own crosshair jumps onto your target while locked, bow draw circle and stealth indicators included.
  • R3 with nothing to lock turns your character toward the camera.
  • Client side. Works on vanilla servers and with friends who don't have it.

Configuration

The config file is created after the first launch: BepInEx/config/vktr.targetlockon.cfg

Section Setting Default What it does
Input GamepadLockButton JoyRStick Gamepad button that locks and releases (game button name). Ignored while L3 is also held
Input LockKey 0 (Alpha0) Keyboard or mouse key that locks and releases
Input PrevTargetKey / NextTargetKey none Keys that switch to the next target on the left / right
Input MouseFlickPixels 60 Mouse move (pixels) that switches target while locked. 0 turns it off
Input FaceCameraWithoutTarget true With nothing to lock, the lock button turns your character toward the camera
Lock LockRange 50 Max lock distance (m) in full light and clear weather
Lock DarkRangeFactor 0.4 Share of LockRange for a creature in full darkness. 1 turns it off
Lock WeatherHidesTargets true Fog and Mistlands mist hide creatures, both for locking and for keeping the lock
Lock MistRange 30 In Mistlands mist, creatures farther than this (m) count as hidden
Lock LargeCreatures trolls, Gjall, Valkyrie, Abomination, Aspects Creatures that light and weather affect less. Bosses count without being listed
Lock LargeEnvironmentWeight 0.5 How much light and weather count for those creatures. 0.5 = half
Lock LockAngle 37 How far from the screen center (degrees) a target can be when you lock
Lock SwitchAngle 53 How far from the screen center (degrees) the next target can be when you switch
Lock LostSightSeconds 3 Seconds a target can stay hidden before the lock is lost
Lock RelockOnKill true When your target dies, lock onto the next one in view
Lock IgnoreTargets empty Prefab names that can never be locked, comma separated
Lock MultiNodeTargets true Lock points on the creatures listed in TargetNodes
Lock TargetNodes see below Lock points per creature
Camera PitchLock RangedAndSpears Which weapons lock the vertical camera too: Off, RangedAndSpears, AllWeapons
Camera CameraSpeed 12 How fast the camera turns to the target
Camera StrafeWhileLocked true Face the target while walking locked
Camera AttackTowardsTarget true Attacks turn you to the target and melee swings aim at it
Aim BallisticAim true Aim locked shots for projectile drop
Aim AimAt Camera Camera: shots go where the camera points. Target: shots go to the target's exact position (almost never miss)
Aim LeadMovingTargets false Aim ahead of a moving target, where it will be when the shot lands
Aim BombLockRange 30 Farthest point (m) a locked bomb is aimed at. Free aim has no limit
Trajectory TrajectoryLine true Show the flight path: bombs always, bows and crossbows in free aim
Trajectory ImpactMarker true Show a ring where the path hits
Trajectory TrajectoryColor / TrajectoryWidth white / 0.04 Look of the line
HUD HideHudBehindObstacles true Hide creature health bars behind obstacles and in fog or mist. Boss bars stay
HUD HoverHudSeconds 0.3 How long a health bar stays after your crosshair leaves the creature (vanilla: 60)
HUD LockMarkerStyle Crosshair Crosshair: the game's crosshair moves onto your target. Ring: a small ring instead. Off: nothing
HUD LockMarkerSize / LockMarkerColor 16 / white Ring style only: size and color of the ring
Debug DebugLog false Write lock changes and the numbers of every aimed shot to the BepInEx log
Debug DumpCreatureRigs false On world load, write every creature's skeleton and weak spots to BepInEx/TargetLockOn_rigs.txt

TargetNodes is written as Prefab=Point,Point;Prefab=Point,Point. A point is a body part (Head, Chest, LeftLowerLeg, RightLowerArm...), a bone name, or WeakSpots. Points are switched in the order you write them. Unlisted creatures get one point in their center. For creatures from other mods, turn on DumpCreatureRigs, load a world once and read their bone names from the file.


Notes

R3 keeps its usual job in your gamepad layout. If that gets in the way, move the lock with GamepadLockButton. L3 + R3 never locks, so the guardian power combo still works.


Technical details

  • The camera follows the player's look direction, so the mod turns it toward the target right after the game reads your input, and keeps the locked axes out of it.
  • Shots are rebuilt the way the game fires them (ammo speed, draw curve, launch angle) and simulated with the game's own projectile step to find the angle that hits.
  • Light on a creature is the value the game uses for your own stealth. Fog is the game's live fog, which changes with weather and time of day.
  • Health bars are the game's own: the mod only drives their hover timer.
  • Lock points come from the creature's skeleton: body parts by humanoid role where the rig has one, by bone name otherwise. Weak spots come from the game's weak spot list.

Installation

With r2modman / Thunderstore Mod Manager: click install, done.

Manually: install BepInExPack Valheim, then drop TargetLockOn.dll into BepInEx/plugins.

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