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SackNaps

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  1. Unfortunately not, it turns out it is indeed some complex scripting involved, and I would have to turn each and every single script off one by one just to even test it, which is just impossible for me. We will need to wait for OpenIV 4.1 to be able to edit the UI graphic of the hitmarker and make it transparent, same way as the GTA V mod for removing hitmarkers. Thank god for the team behind OpenIV and their hard work. Personally the hitmarker is a dealbreaker for me so I have simply decided not to continue playing through the story until we get the chance to remove it. I would suggest the same if you feel the same, play something else in the meantime.
  2. Unfortunately not, it turns out it is indeed some complex scrupting involved, and I would have to turn each and every single script off one by one just to even test it, which is just impossible for me. We will need to wait for OpenIV 4.1 to be able to edit the UI graphic of the hitmarker and make it transparent, same way as the GTA V mod for removing hitmarkers. Thank god for the team behind OpenIV and their hard work. Personally the hitmarker is a dealbreaker for me so I have simply decided not to continue playing through the story until we get the chance to remove it. I would suggest the same if you feel the same, play something else in the meantime.
  3. Howdy y'all, I am working on a mod/script that would basically add a toggle function to remove hitmarkers, as this is for some ungodly reason not in the game (COD fans rejoice). As this would be my first mod, please don't hate on my lack of knowledge. I there a simple way to find what HUD value would be triggered from, let's say a true value of _HAS_ENTITY_BEEN_DAMAGED_BY_WEAPON and/or IS_PED_DEAD_OR_DYING (white and red hitmarkers respectively)? Alternatively, am I looking at going about this the wrong way, and if so, what should I be looking for? Any insight is much appreciated.
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