Currently playing Stalker 2; won't be back for a while. Having said that, mod is fully open source, so anyone download, fix, and upload their own version.
Great job, thanks a lot for the mod! Could you make an extra dynamic crosshair for ranged weapons that will disappear while aiming? Such an option would come in handy for those who don't want to completely abandon the crosshair for ranged weapons, but don't want it to be visible when aiming.
ArgumentNullException: Value cannot be null. Parameter name: entityPlayerLocal at ImmersiveCrosshair.Harmony.Adapters.EntityPlayerLocalAdapter..ctor (EntityPlayerLocal entityPlayerLocal) [0x0001c] in <272244878519417cb550f97721d80ffa>:0 at ImmersiveCrosshair.Harmony.Patches.GunsPatch.Postfix (ItemActionRanged instance, ItemActionData _actionData, WorldRayHitInfo result) [0x0001a] in <272244878519417cb550f97721d80ffa>:0 at (wrapper dynamic-method) ItemActionRanged.DMD<WorldRayHitInfo ItemActionRanged:GetExecuteActionTarget(ItemActionData)>(ItemActionRanged,ItemActionData) at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.SyncProxy<WorldRayHitInfo ItemActionRanged:GetExecuteActionTarget(ItemActionData)>(ItemActionRanged,ItemActionData) at ItemActionRanged.OnHoldingUpdate (ItemActionData _actionData) [0x00177] in <6d1a8548522e46dc83d70764cc5f4032>:0 at ItemClass.OnHoldingUpdate (ItemInventoryData _data) [0x00065] in <6d1a8548522e46dc83d70764cc5f4032>:0 at Inventory.OnUpdate () [0x00026] in <6d1a8548522e46dc83d70764cc5f4032>:0 at EntityAlive.OnUpdateEntity () [0x00056] in <6d1a8548522e46dc83d70764cc5f4032>:0 at EntityPlayer.OnUpdateEntity () [0x00000] in <6d1a8548522e46dc83d70764cc5f4032>:0 at World.TickEntity (Entity e, System.Single _partialTicks) [0x0011e] in <6d1a8548522e46dc83d70764cc5f4032>:0 at World.TickEntitiesSlice (System.Int32 count) [0x00037] in <6d1a8548522e46dc83d70764cc5f4032>:0 at World.TickEntitiesFlush () [0x0000c] in <6d1a8548522e46dc83d70764cc5f4032>:0 at GameManager.UpdateTick () [0x00033] in <6d1a8548522e46dc83d70764cc5f4032>:0 at GameManager.gmUpdate () [0x0038a] in <6d1a8548522e46dc83d70764cc5f4032>:0 at GameManager.Update () [0x00000] in <6d1a8548522e46dc83d70764cc5f4032>:0
Thanks for confirming. I think it is fixed on the last 1.8.3 release through patch.
Can you try this latest release please?
If it is still not fixed, it would be helpful of describing what were you doing at the time of the error; e.g. in my case I've been playing ~20hours with the version of 1.8.2 this mod, and hadn't seen this error. But maybe you're using a specific weapon/tool/vehicle, which I haven't used as of yet.
By design this mod permanently hides the crosshair when using melee/ranged weapons.
It still provides some customization options. Play around with the mod settings to find your fit. E.g. enable the bows and melee weapons settings to always show the crosshair when using bows with no sights, or using melee weapons.
P.S. if it still not working as described then you might want to try loading this after any other mods that may conflict. If you could find the mod that conflicts I can have a look to find out the mod that creates this incompatibility.
Sorry not at that time; Gears saves a ton of work from having to deal with.
Any reason for not using gears? For me, it literally took two clicks (gears + quartz) to install them with Vortex.
Having said that, the project is open source, and open for pull requests if someone would like to add an option to configure this through settings file.
In my playthrough I'm using it with the Steel UI for over 50 hours now. You can see in this collection I'm using over 10 other UI mods; albeit most of them have been created by me.
Let me know which particular mod you are interested at, and I can have a look.
No worries, I've got a thick skin. I actually appreciate and even look for harsh criticism. As Henry Cavill nicely puts it, passionate fans aren't toxic—they're just deeply invested. And more often than not, they can provide some genuinely useful feedback for really cool ideas/improvements.
But then, when a couple of people just say things like "Useless mod" or question why I name some mods "Immersive," I’m left scratching my head. What's the point of that? At least share what you think would be better, lol.
Just my Gimp image editor probably when I lowered quality to conform with NexusMods image size limitation.
But the Dot Crosshair can be changed to any color by the way. Initially I wanted it to set to green due to Fallout 4 Dot, but this game's HUD is white color so.
This is the process I have to take as well when uploading new versions/changes.
***
I have promised I will make this configurable through GUI/file; However, I haven't have much time; e.g. I want to play a bit more the game, and play test the mods more. So it could probably take a week or so.
60 comments
upload their own version.
Thanks!
Parameter name: entityPlayerLocal
at ImmersiveCrosshair.Harmony.Adapters.EntityPlayerLocalAdapter..ctor (EntityPlayerLocal entityPlayerLocal) [0x0001c] in <272244878519417cb550f97721d80ffa>:0
at ImmersiveCrosshair.Harmony.Patches.GunsPatch.Postfix (ItemActionRanged instance, ItemActionData _actionData, WorldRayHitInfo result) [0x0001a] in <272244878519417cb550f97721d80ffa>:0
at (wrapper dynamic-method) ItemActionRanged.DMD<WorldRayHitInfo ItemActionRanged:GetExecuteActionTarget(ItemActionData)>(ItemActionRanged,ItemActionData)
at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.SyncProxy<WorldRayHitInfo ItemActionRanged:GetExecuteActionTarget(ItemActionData)>(ItemActionRanged,ItemActionData)
at ItemActionRanged.OnHoldingUpdate (ItemActionData _actionData) [0x00177] in <6d1a8548522e46dc83d70764cc5f4032>:0
at ItemClass.OnHoldingUpdate (ItemInventoryData _data) [0x00065] in <6d1a8548522e46dc83d70764cc5f4032>:0
at Inventory.OnUpdate () [0x00026] in <6d1a8548522e46dc83d70764cc5f4032>:0
at EntityAlive.OnUpdateEntity () [0x00056] in <6d1a8548522e46dc83d70764cc5f4032>:0
at EntityPlayer.OnUpdateEntity () [0x00000] in <6d1a8548522e46dc83d70764cc5f4032>:0
at World.TickEntity (Entity e, System.Single _partialTicks) [0x0011e] in <6d1a8548522e46dc83d70764cc5f4032>:0
at World.TickEntitiesSlice (System.Int32 count) [0x00037] in <6d1a8548522e46dc83d70764cc5f4032>:0
at World.TickEntitiesFlush () [0x0000c] in <6d1a8548522e46dc83d70764cc5f4032>:0
at GameManager.UpdateTick () [0x00033] in <6d1a8548522e46dc83d70764cc5f4032>:0
at GameManager.gmUpdate () [0x0038a] in <6d1a8548522e46dc83d70764cc5f4032>:0
at GameManager.Update () [0x00000] in <6d1a8548522e46dc83d70764cc5f4032>:0
This should have been already fixed since 1.8.2 released on 14-Sep-24.
Can you try this latest release please?
If it is still not fixed, it would be helpful of describing what were you doing at the time of the error; e.g. in my case I've been playing ~20hours with the version of 1.8.2 this mod, and hadn't seen this error. But maybe you're using a specific weapon/tool/vehicle, which I haven't used as of yet.
It still provides some customization options. Play around with the mod settings to find your fit. E.g. enable the bows and melee weapons settings to always show the crosshair when using bows with no sights, or using melee weapons.
P.S. if it still not working as described then you might want to try loading this after any other mods that may conflict. If you could find the mod that conflicts I can have a look to find out the mod that creates this incompatibility.
Any reason for not using gears? For me, it literally took two clicks (gears + quartz) to install them with Vortex.
Having said that, the project is open source, and open for pull requests if someone would like to add an option to configure this through settings file.
Let me know which particular mod you are interested at, and I can have a look.
No worries, I've got a thick skin. I actually appreciate and even look for harsh criticism. As Henry Cavill nicely puts it, passionate fans aren't toxic—they're just deeply invested. And more often than not, they can provide some genuinely useful feedback for really cool ideas/improvements.
But then, when a couple of people just say things like "Useless mod" or question why I name some mods "Immersive," I’m left scratching my head. What's the point of that? At least share what you think would be better, lol.
Nailgun, hammer should be shown in active range
I've refactored to how it detects the tools, so hopefully it no other tools are missed.
Fixed in latest version.
Also how you get a black crosshair lol
But the Dot Crosshair can be changed to any color by the way. Initially I wanted it to set to green due to Fallout 4 Dot, but this game's HUD is white color so.
- Git clone https://github.com/rdok/7daystodie_mod_dot_crosshair
- Open the project with Visual Studio 2022 / Rider
- Change dot color using an RGBA color. E.g. use https://rgbacolorpicker.com/
- Build project
- Install manually or with Vortex
This is the process I have to take as well when uploading new versions/changes.
***
I have promised I will make this configurable through GUI/file; However, I haven't have much time; e.g. I want to play a bit more the game, and play test the mods more. So it could probably take a week or so.