FATE Aiming
Target-mode aiming: reticle cursor, mouse-turned camera and WASD-only movement, with reticle colours, circle thickness and a live preview in FATE Mod Menu. Requires FATE WASD and FATE Camera Turn.
| Last updated | an hour ago |
| Total downloads | 20 |
| Total rating | 0 |
| Categories | AI Generated Mods Tools |
| Dependency string | MikhailKillsZombies-FATE_Aiming-0.5.6 |
| Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2305PartGhost-FATE_WASD
PartGhost's WASD controls from FATE Co-op, adapted as a standalone optional plugin. No co-op required.
Preferred version: 0.1.1PartGhost-FATE_CameraTurn
PartGhost's CameraTurn controls from FATE Co-op, adapted as a standalone optional plugin. No co-op required.
Preferred version: 0.1.1README
FATE Aiming
Target-mode aiming for FATE: Reawakened. Turns the free cursor into a reticle, drives the camera with horizontal mouse movement, and keeps movement on WASD only.
Requires both FATE WASD and FATE Camera Turn. Aiming mode will not load without them. FATE Mod Menu is optional and holds every reticle setting; FATE Rebind is optional and only holds the key bindings. Aiming works with neither installed.
By MikhailKillsZombies. Standalone Windows BepInEx 5 plugin. MIT license.
Install and remove
Import the Thunderstore ZIP as a local mod in your FATE: Reawakened r2modman profile, or merge
its BepInEx folder beside the game EXE. Install BepInExPack, FATE WASD and FATE Camera Turn
first: local imports do not install dependencies. Launch modded.
Uninstall through the manager, or remove only BepInEx/plugins/FATEAim/mikhailkillszombies.FateAiming.dll.
The config at BepInEx/config/mikhailkillszombies.fate.aiming.cfg does not load any code. Normal
click movement and the vanilla cursor return on the next launch.
Aiming mode
Press the aim key (middle mouse button by default) to enter aiming mode:
- The cursor becomes a reticle. Aiming switches the game to its own controller-style cursor state, so the game's arrow and the operating-system pointer are both hidden; nothing but the reticle is drawn over the game.
- Left/right mouse movement turns the camera. The reticle stays on the vertical centre line.
- Moving the mouse up raises the reticle from the centre of the screen to just below the top edge, then stops. It never drops below the centre. The camera never tilts: the reticle reaches distant ground the camera cannot look at directly. Click targeting and spells follow the drawn reticle exactly, because the pointer stays warped onto it.
- Clicking never walks (see
Controls.ClickToWalkbelow). Clicking a nearby NPC or enemy still selects, interacts or attacks as before; clicking open ground does nothing. - Attack and interact can be split onto different buttons. By default one button stays
context-sensitive, exactly like the game. Turn on
SeparateActionButtonsto give attack and interact their own buttons instead; both appear in FATE Rebind as Attack (aiming) and Interact (aiming). - The compass follows the aimed camera instead of snapping back.
- Opening a menu, opening the spell wheel, dragging an item, opening FATE Mod Menu's settings, rebinding a key in FATE Rebind or dying suspends aiming and returns the normal cursor. Aiming resumes when the menu closes, with the camera exactly where it was: whatever the free cursor moved while aiming was suspended is dropped instead of being replayed as a flick.
- Alt-tabbing or changing scene cancels aiming instead of suspending it: the arrow comes back parked on the reticle and aiming stays off until you press the aim key again, so a hidden cursor can never follow you out of the game or into a loading screen.
- A connected controller switches the whole mod off. The reticle, the hidden cursor, the mouse-turned camera and the aim key all stand down, because the pad has its own cursor and camera controls and the two would fight over the same frame. It is the connection that counts, not whether the pad has been used, so a controller left plugged in keeps aiming off and one plugged in mid-game takes effect at once. Unplug it and aiming is available again, still off, with no restart. A controller that presents itself as a plain joystick counts too.
Press the aim key again (or release it, in hold mode) to return to normal controls.
Reticle settings, in FATE Mod Menu
With FATE Mod Menu installed, press Escape and choose Mod Settings, pick FATE Aiming, and you get a screen of its own — sliders, toggles, colour pickers and a live picture of the reticle:
- Aim — Invert up/down aim and Hold the key to aim.
- Crosshair — rotation, scale, opacity, crosshair colour (a swatch, the hex value and red, green and blue sliders), and a preview showing what the current crosshair looks like.
- Circle — opacity, thickness, size, circle colour, all reflected in the same preview.
Every slider can be dragged, and the arrows still step it for a keyboard or controller. Changes apply immediately while aiming, and each category has a Defaults button.
Circle thickness is a share of the circle's radius, from a hairline to 1, where the hole
closes completely and the circle becomes a solid disc.
The same values are ordinary config settings (Reticle.*), so they can also be edited in r2modman.
Without FATE Mod Menu this mod still works exactly the same; only the in-game screen is missing.
Click to walk
Controls.ClickToWalk is off by default, so the mouse never moves the character. Clicks still
select, attack and interact. The mod drops the walk destination a click asks for before it reaches
the player, so attacks and interactions behave exactly as they do on the ground, and turning the
setting back on restores vanilla click-to-move immediately.
Nothing about the player's own movement state is touched, so a click the interface owns — a hotbar slot, the spell wheel, anything in an open menu — cannot stop the player or interrupt a walk. Only a click that was actually going to walk the character is dropped.
FATE WASD moves the player through the same game call that a click uses, so keyboard movement is untouched: the click gate opens only after other movement mods have had their say, and a held movement key is never mistaken for a click.
Settings
BepInEx/config/mikhailkillszombies.fate.aiming.cfg, also editable in r2modman's config editor:
| Setting | Default | Meaning |
|---|---|---|
Aiming.Enabled |
true | Turns the whole mod off without uninstalling. |
Aiming.HoldToAim |
false | Unchecked: the key toggles aiming. Checked: hold the key to aim. |
Aiming.Binding |
<Mouse>/middleButton |
Aim key used when FATE Rebind is not installed. |
Aiming.SeparateActionButtons |
false | Unchecked: one context-sensitive click. Checked: attack and interact get their own buttons. |
Aiming.AttackBinding |
<Mouse>/leftButton |
Attack button when actions are separated. |
Aiming.InteractBinding |
<Keyboard>/e |
Interact button when actions are separated. |
Aiming.MouseSensitivity |
0.25 | Camera degrees per pixel of horizontal movement. |
Aiming.VerticalSensitivity |
0.6 | Reticle pixels per pixel of vertical movement. |
Aiming.InvertVertical |
false | Checked: moving the mouse up lowers the reticle. |
Aiming.ReticleSize |
1.0 | Crosshair scale. |
Reticle.Rotation |
0 | Crosshair rotation in degrees, -180 to 180. |
Reticle.Opacity |
1.0 | Crosshair opacity. |
Reticle.CrosshairRed / Green / Blue |
1 / 0.86 / 0.55 | Crosshair colour, 0 to 1 per channel. |
Reticle.RingOpacity |
0.6 | Circle opacity; 0 hides it. |
Reticle.RingThickness |
0.1 | Circle thickness as a share of its radius, 0.01 to 1. 1 is a solid disc. |
Reticle.RingScale |
1.6 | Circle size relative to the crosshair. |
Reticle.RingRed / Green / Blue |
1 / 0.86 / 0.55 | Circle colour, 0 to 1 per channel. |
Controls.ClickToWalk |
false | Allow the mouse to walk the player. Off drops the walk a click asks for. |
Aiming.Diagnostics |
true | Two-second state lines in the BepInEx log. Turn off once aiming works. |
HoldToAim, InvertVertical and ClickToWalk are check marks in r2modman.
Internal.BindingMigrated and Internal.RingThicknessMigrated are markers, not preferences: they
record one-time conversions (the aim key moving to the middle mouse button, and the circle
thickness changing from pixels to a share of the radius). Leave them checked; clearing them would
apply that migration again on the next launch.
Testing notes for this build (0.5.6)
Validated by compilation and package inspection; the cursor and click paths should be playtested:
- Aim on: only the reticle is visible, with no arrow anywhere over the window; aim off: the arrow returns exactly on the reticle, even after a resolution change or opening and closing a menu, and can select something on the first frame it comes back. Alt-tab away and back: aiming is off and the arrow is visible and free to move.
- Left/right turns the camera; moving the mouse up raises the reticle, moving it down lowers it to
the centre and no further, and an enemy under the reticle is attacked, not one behind you. The
reticle does not drift while the mouse is still. With
InvertVerticalon, the vertical direction flips and everything else stays the same. - Clicking open ground never moves the player with aiming off or on. Enabling
Controls.ClickToWalkrestores normal movement without a restart. - Clicking a nearby NPC interacts; clicking an enemy at range attacks or does nothing; a distant melee enemy is not walked toward.
- Open the inventory, the spell wheel and the FATE Rebind Controls tab while aiming: the cursor must be visible and clickable in each, and aiming must resume after closing them. The same applies to the Mod Settings screen, which must show a normal cursor.
- With
SeparateActionButtonson, left click attacks and only attacks; the interact button talks to an NPC in range and does nothing out of range. - Spells cast at the drawn reticle, including far targets and while the reticle is raised.
- Pause → Mod Settings → FATE Aiming shows Aim, Crosshair and Circle. Dragging each slider changes the drawn reticle immediately; the colour rows' swatch and hex update as the channel sliders move, and the preview matches the reticle you see when you resume. Pushing circle thickness to the top fills the circle in completely. Defaults restores every row.
- With FATE Rebind installed, rebinding "Toggle aiming mode" still works, the aim key does not fire while the Controls menu is capturing, and a restart keeps the new key. Rebind no longer lists any reticle sliders or ticks.
- With neither FATE Mod Menu nor FATE Rebind installed, aiming still works from the config file and the log reports the reticle settings were not registered anywhere.
- Plug in a controller: aiming must stay off at once and from a fresh launch, with no reticle, no hidden cursor and no answer from the aim key, one log line saying a controller is connected, and the game's own controller cursor and camera working normally. Unplug it while the game is running: aiming becomes available, still off, and the aim key works as before. A controller that reports as a plain joystick must count too.
- Walk with WASD and click a hotbar slot, then the spell wheel, then an open inventory: the player must keep walking through every one of those clicks, and clicks on open ground must still never start a walk — with aiming on and off.
- With FATE Rebind not installed,
BepInEx/LogOutput.logstays free ofCould not find type named ZombieGhost.Rebind.RebindApiwarnings: the optional lookups no longer warn about a partner mod that is not there. - Move on WASD with no mouse button held, and again while holding attack (separate action buttons off): the player keeps walking in both cases, and clicking open ground still never starts a walk.
- With aiming on, open the inventory, then the spell wheel, then the settings screen, and each time sweep the free cursor right across the screen before closing: the camera and reticle must come back exactly where they were, with no flick in any direction. Then switch aiming off, move the mouse widely, and switch it back on: same result.
Known limits
- With
ClickToWalkoff, clicking a far target no longer approaches it; walk with WASD and click when in range. - Vertical aim stops at the top edge by design. The camera pitch is untouched, matching the game's inability to look up.
- Not compatible with the original PartGhost co-op bundle's built-in keyboard controls; use the standalone WASD and Camera Turn plugins that this package declares.