not sure wat's up really. Just started a freshly installed Palworld 0.2.1.0. And with an updated Dek Config(1.6). This mod(0.2.4) would not show up on Dek Config list. It seems like the mod actually works, but it can't be configured/not recognized on Dek Config. Wat I did was
1. reapplied UE4SS 3.0 - Did Nothing 2. replaced reticle mod with the old version that I had on another install. The reticle did not appear, as expected. 3. replaced the .pak file(which is the actual code) with 0.2.4 but NOT the json setting(for the reticle options), now it's using the old json. The mod still isn't recognized by Dek Config, as expected. The reticle does appear just as it did in the other install.
Enabling this mod lowers performance on my machine by ~20%. With this mod disabled: ~100fps with epic preset settings, TSR anti-aliasing, DLSS on Quality mode, 1600x900 resolution. With this mod enabled: ~80fps with same settings, same resolution. I've tested this by starting a new game. I didn't even move the mouse so scene and everything is exactly the same. I was using a lot of other mods but after testing(done by removing each mod one by one) I found this mod was the one causing the performance loss. Screenshot comparison: Here. Specs: RTX 2070, i5 10600K, 32GB RAM.
I don't think I will be able to resolve that unfortunately. This mod adds in additional textures, blueprints, and functions to the game. Each of which will add some kind of overhead to the machine.
The process is initially started during the BeginPlay action which is when the Title screen loads or when the World has initially loaded. I know updating the graphics driver and sometimes adjusting settings like DLSS to higher performance can help but each can have a different impact and I don't have control over that behavior when the driver is translating this to the screen.
The initial cursor texture maps 1 image that is 32x32 in size to the center of the screen. And this mod will add up to 4 images that are 32x32 in size to the center screen which is mapped to the same Widget that handles the Original Cursor/Aim Reticle. I know some Shaders like with Eyes will have different codes to prevent this kind of overhead but this mode doesn't do any complex shaders to bypass. Just a straight texture map and hue shift for that texture.
Likewise, I spent my day identifying my big problem with the drop in fps, I didn't think that it could be this modified reticle which would be the cause because I hadn't noticed anything with version 0.2 (I didn't not tested 0.2.1) but it easily causes me 70% fps drop, especially after one or two teleports. It's like -5 to -10 when launching the game in my base, -50% during the first teleport and it stays that way even if I return to my base. From 60 pfs, I quickly find myself down to barely 17 fps.It seems like a progressive accumulation of things that weigh down the system, like memory leaks. without this mod I stay between 50/60 fps in all circumstances.If I have the courage, I would retest versions 0.2 and 0.2.1 but I will rest a little because I managed to re-install everything mod by mod starting from a fresh installation of the game.
What version of the game do you have? What version of this mod is showing in MCM? And what is the Resolution or Aspect Ratio of your monitor?
Preview option is only loaded during the Title Screen so it is managed on a completely separate Widget from the Ingame Aim Reticle. The modconfig file may be corrupt or a duplicate may be in the folder structure.
Issue is due to the updated game changing the structure of the HUD. Looking into this now to re-map the Reticle to the new structure. Game was updated to 0.1.5 for a bunch of fixes and improvements.
Still works with version 0.1.4.1, but not working on 0.1.5 currently
Like people mentioned cursor is not showing. The normal one DOES show when you remove the mod files. Also noticed you removed the resolution and auto adjustment. Maybe it has to do with this. At least for me I had to change auto adjustment a lot to get the cursor where I wanted it to be.
Completely rebuilt the process which eliminated the positioning that was being used previously so those options wouldn't work anymore.
Re-tested everything this morning and works with version 0.1.4.1, but not working on 0.1.5 currently. Looking into the new structure of the game files to rebuild the mapping location.
not bad. The dots are a bit small, had to choose a circular outer to help highlight. Wat I would like is being able to scale the reticle bigger OR change the upper and lowers into a bigger circle instead. Just circles in general would be nice, like a pure circle for outer instead of designs, or squares, or diamonds., solid big dot for the inner like the holo big dot, but not holo.
Might just be mod config tool, but the preview window is finnicky. Usually have to wait for it to save and load, and even then, the preview window is all over the place, and I can't move it the way I want or at all. Usually it ends up covering the options and I can't change some things without effort.
I've been looking at some options to make the Preview act like another window in game to move it around. Just have been working on resolving the current issues with screen sizes.
I'm planning on adding more image designs soon for the reticle just want to get it to a working state before adding people's requests.
very nice. I'm really excited about this project. I'm guessing the reason you aren't just able to put a preview directly into the options is due to limitations on the mod manager.
After installing (or re-installing) a mod and configuring it - the reticle is misplaced to the lower-right. And I can't set my resolution since 2560x1440 doesn't exist. I had to set 1920x1080 and adjust Y position manually
Releasing version 0.2.3 that should remove the need to adjust X/Y Positions. Tested on SteamDeck (1280x800), a standard computer (1920x1080) and another person using an UltraWide with various resolutions.
All seem to be working, and I think I understand how the in-game WBP was reacting to the Custom Reticle due to some auto-scaling that was existing on the parent object.
66 comments
1. reapplied UE4SS 3.0 - Did Nothing
2. replaced reticle mod with the old version that I had on another install. The reticle did not appear, as expected.
3. replaced the .pak file(which is the actual code) with 0.2.4 but NOT the json setting(for the reticle options), now it's using the old json. The mod still isn't recognized by Dek Config, as expected. The reticle does appear just as it did in the other install.
With this mod disabled: ~100fps with epic preset settings, TSR anti-aliasing, DLSS on Quality mode, 1600x900 resolution.
With this mod enabled: ~80fps with same settings, same resolution.
I've tested this by starting a new game. I didn't even move the mouse so scene and everything is exactly the same.
I was using a lot of other mods but after testing(done by removing each mod one by one) I found this mod was the one causing the performance loss.
Screenshot comparison: Here.
Specs: RTX 2070, i5 10600K, 32GB RAM.
Each of which will add some kind of overhead to the machine.
The process is initially started during the BeginPlay action which is when the Title screen loads or when the World has initially loaded. I know updating the graphics driver and sometimes adjusting settings like DLSS to higher performance can help but each can have a different impact and I don't have control over that behavior when the driver is translating this to the screen.
The initial cursor texture maps 1 image that is 32x32 in size to the center of the screen. And this mod will add up to 4 images that are 32x32 in size to the center screen which is mapped to the same Widget that handles the Original Cursor/Aim Reticle. I know some Shaders like with Eyes will have different codes to prevent this kind of overhead but this mode doesn't do any complex shaders to bypass. Just a straight texture map and hue shift for that texture.
What version of this mod is showing in MCM?
And what is the Resolution or Aspect Ratio of your monitor?
Preview option is only loaded during the Title Screen so it is managed on a completely separate Widget from the Ingame Aim Reticle.
The modconfig file may be corrupt or a duplicate may be in the folder structure.
Update please !
Game was updated to 0.1.5 for a bunch of fixes and improvements.
Still works with version 0.1.4.1, but not working on 0.1.5 currently
Also noticed you removed the resolution and auto adjustment. Maybe it has to do with this.
At least for me I had to change auto adjustment a lot to get the cursor where I wanted it to be.
Re-tested everything this morning and works with version 0.1.4.1, but not working on 0.1.5 currently.
Looking into the new structure of the game files to rebuild the mapping location.
Might just be mod config tool, but the preview window is finnicky. Usually have to wait for it to save and load, and even then, the preview window is all over the place, and I can't move it the way I want or at all. Usually it ends up covering the options and I can't change some things without effort.
I'm planning on adding more image designs soon for the reticle just want to get it to a working state before adding people's requests.
All seem to be working, and I think I understand how the in-game WBP was reacting to the Custom Reticle due to some auto-scaling that was existing on the parent object.