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ZenTargeting

Target lock! Lock the camera onto your target to keep them in your center of vision. Full gamepad and keyboard support.

CHANGELOG

v0.5.2

  • fixed config sync

v0.5.1

  • removed BepInEx from dependency, Zen.ModLib handles it.

v0.5.0

  • use Zen.ModLib

v0.4.4

  • add config options to make it possible to disable soft targeting.
  • add config option to adjust duration that floating hud remains visible after passing cursor over the target.
  • fix: config option "Exclude LoS Targets" was not working correctly.

v0.4.3

  • fix: config values were not being applied on startup for target hud UI elements.

v0.4.2

  • change: alert/aware indicators are hidden unless sneaking/crouching. This reduces hud noise pollution.
  • config option change: HideTargetMark default=false is now ShowTargetMark default=true. Update your configs if you ever had it hidden before.
  • config default change: floating hp bars off, top screen hp bar on
  • if other mods add monster stars it will now support up to level 10. (9 stars) more can be added via config if needed.
  • CLLC compatibility mode to properly hide the extra stars added by that mod when the monster moves behind cover.
  • vanilla bugfix: vanilla code (as of v0.220.3) had a slow memory leak and over time would lead to performance loss.
    • EnemyHud.instance.m_huds was not removing old entries after monsters die. The list would grow forever. This would eventually hurt fps as the ever-growing list of enemy huds would have to be iterated each frame even though the monsters they represented were dead and gone and the hud UI element was also gone. Just iterating nothing for no reason on a list that kept growing. Probably can not notice it on modern hardware running vanilla code. But with some people running hundreds of mods many might be iterating that list multiple times for each frame, that could lead to a lot of slowdown. Vanilla iterates it twice on each frame. Any other mods that wanted to iterate it would add bottleneck as the list kept growing. The bug has been reported to the devs. BTW: ZenTargeting does not iterate it, it injects directly into the vanilla iteration and does not add any additional overhead.

v0.4.1

  • bugfix: hide target marker if no locked target.
  • update logging and configs subsystem

v0.4.0

  • UPDATE FOR VALHEIM v0.220.3
  • added config option for toggling each element of the EnemyHud individually: Name, Stars, HP
  • added ignore target config list to ignore specified prefabs.

v0.3.7

  • the target marker and the enemy hp bar now vanish if the monster moves behind cover. The lock will persist though for a few seconds if you regain line of sight. But no more seeing their health through walls or trees. This adds immersion, you are not ironman with a Jarvis HUD and x-ray vision.
  • add option to adjust the duration of the lock timeout when line of sight is lost.
  • added options to hide all hp bars.
  • NOTE: config option names have changed for hp bar showing/hiding. if you changed the defaults before you will need to set them again with this update.

v0.3.6

  • add config options for hide floating hp bars and hide target marker
  • fix target info scaling issue that was hiding it on some screen resolution and aspect ratios.

v0.3.5

  • add config option for remapping the target lock soft mode keyboard controls. Gamepad controls can not be remapped.

v0.3.4

  • Add config option to disable line of sight checks per creature to help with compatibility with monsters from mods that can not be targeted.

v0.3.3

  • Add config option to disable line of sight checks.
  • Add config options for keyboard binding target lock and target cycling.
  • Changed default behavior: can no longer cycle to targets behind the camera.
  • Add config options for tweaking target scanning ratios. The window has been narrowed so your cursor has to be closer to the target now to get an initial lock.
  • If you liked the feel of the old style prior versions had scan ratio values of:
    • No Target = 0.6
    • Cycle Target = -1

v0.3.2

  • Update README, no code changes.

v0.3.1

  • Initial release