About this mod
When aiming with a scoped weapon, a HUD displaying the impact point and distance will appear.
- Requirements
- Permissions and credits
When aiming with a scoped weapon, a HUD will appear showing the predicted impact point calculated based on bullet drop and the distance to that point. The position, size, and color of the HUD can be fully customized through MCM to suit the user's preferences. It works through F4SE and SWF, and will function with any weapon, whether vanilla or mod-added, as long as the weapon's parts have the 'HasScope' or 'dn_HasScope' keywords.
If you want to control the HUD appearance using keywords other than HasScope, please refer to the explanation in the Article tab.
Additionally, weapons with 0 damage and a zoom multiplier of 2 or higher are classified as binoculars or telescopes, and the HUD will always be displayed unless a keyword from the disable keyword list is present.
This mod does not work with the Next-Gen version of the game.

The predicted impact point is displayed based on the ammunition used by the weapon. If the ammunition is affected by gravity, the impact point will be calculated and shown below the center of the screen. The calculation of projectile drop is not based on pre-entered values but instead dynamically reads the weapon's Projectile speed and gravity weight information. This means that even weapons added by non-vanilla mods are accurately handled.
To enhance realism, the impact point marker increases in size at shorter distances and decreases as the distance grows. If you prefer a fixed size for the impact point, you can adjust it in the MCM menu.

You can find the settings in the MCM under 'Scope HUD - Rangefinder'. From there, you can adjust various functional settings, including the HUD's color and position, to your preference.
Note: The 'Show HUD Only When Holding Breath' option may not work with scopes from the See-Through Scopes mod.


At the top of the MCM menu, you can find the 'Open HUD Type / Color / Size Adjustment Menu'. Click it to enable it, then close the MCM. The HUD customization menu, as shown above, will appear. You can select the HUD type to display and adjust its color and size by clicking the HUD type button at the top left.
To set the HUD size, click the number displayed next to 'Size' at the top right and enter a number between 30 and 200. Please use the number keys at the top of the keyboard, not the keypad.
In the center of the menu, select a HUD component such as 'text', 'frame', or 'inner', then use the color picker, gray bar, or alpha bar on the right to change the color. Alternatively, you can click the numbers below to directly input a value to make changes.
When you change the values by input, the HUD's size and color will be immediately updated on the left, and when you exit the menu, the selected HUD will be displayed with the chosen size and color.
If you exit the menu while 'impact marker' is selected, the HUD type that was selected just before the 'impact marker' will be displayed.
Although it's an ESP file, it has the ESL flag set, so it behaves like an ESL file, meaning you don't have to worry about exceeding the index limit when adding the mod.
I don’t speak any English, and all the content of this post and mod was translated with the help of ChatGPT. If you encounter any issues or problems, please leave a comment. If the feedback is reasonable, I will make updates or improvements as quickly as possible.
Required Mod:
Fallout 4 Script Extender (F4SE)
Address Library for F4SE Plugins