AimUrWay

v0.1.0·Updated 2026-08-22

Soft aim assist for mouse and keyboard, with a damage penalty that scales to how much help you took. Tracks fish and animals only, never players. Includes an exact sensitivity converter and FOV fixes.

About this mod Author’s original text

Aim Ur Way — How to Fish

**v0.1.0 — early. Loads and patches cleanly; the assist's feel has not been tuned against live play yet.

A soft aim assist for mouse-and-keyboard players, with a damage penalty that scales to how much help

you actually took — plus a sensitivity converter from other shooters.

The goal is a genuine accessibility aid that a lobby can accept, not a hidden advantage.

Host or client?

Entirely client-side. No host cooperation, and nobody else needs to install anything.**

  • The assist only rotates your camera. Nothing about it is networked.
  • The damage penalty is real, not cosmetic. Damage in this game is client-authoritative: your

client computes damage and tells the server to apply it (PlayerVitals.LocalHit →

Server.HitPlayer, and ProjectileManager stamps damage onto each projectile on the shooter's

machine). So when this mod lowers your damage locally, it is lowered — there is no server-side

value overriding it.

That cuts both ways, and it's worth saying plainly: because the game trusts clients on damage, this

mod's honesty is a property of the mod, not something the server enforces. The penalty is real for

anyone running this build.

Why this isn't an aimbot

The game already ships its own aim assist (PlayerAimAssist) — for controllers, while aiming down

sights. This mod keeps that design and lifts the controller restriction. Specifically:

  • It hooks the game's own extension point. PlayerCamera.ApplyAimAssist() already asks

PlayerAimAssist.GetRotationDelta(..) for a rotation nudge each frame. That one method is the

patch target, so the assist runs where the game intends and inherits its feel.

  • It never targets players. The vanilla scan walks ItemManager.Items and takes each item's

Creature, so it only ever tracks fish and animals. This mod does the same, and there is no

player-targeting option — deliberately. That single property is what makes "not cheating"

defensible, and it's why fighting other players is unaffected.

  • It cannot snap. The pull is an exponential approach toward the target, hard-clamped by

MaxRotationSpeed (default 90°/s). There is no instant correction anywhere in the code.

  • You always win. The pull scales down by how fast you're turning; past

ManualOverrideDegPerSec (default 140°/s) it stops entirely. A flick always beats the assist.

  • Narrow acquisition. Default 12° half-angle, requires line of sight, capped at 60 m — the

game's own numbers.

  • It refuses to run un-penalised. If the damage-penalty patch fails to apply, the assist

disables itself rather than becoming a straight advantage.

The damage penalty is proportional, not flat. The mod keeps a decaying tally of how many degrees

of aiming it did versus how many you did. That ratio drives the reduction:

damage x= 1 - (MaxDamagePenalty * assistShare)

Aim manually and land the shot: no penalty. Let the assist track a target for you and shoot: the

full penalty. It's applied at Attachments.Damage, the single property every shot's damage flows

through, so hitscan and travelling projectiles are both covered. The shop's stat panel reads the

underlying array rather than the property, so displayed weapon stats stay honest.

Sensitivity converter

This part is exact rather than eyeballed. From PlayerCamera.MouseInput:

LookInput = new Vector2(-raw.y, raw.x) _sensitivity SensMulti * 0.025f;

_rot += LookInput;

_rot is in degrees and raw is the Input System mouse delta in counts, so:

degrees per mouse count = sensitivity × 0.025 (at hip fire, where SensMulti == 1)

Which gives, using cm/360 as the common currency because it's independent of FOV and resolution:

$$\text{game sens} = \frac{360 \times 2.54}{\text{cm/360} \times \text{DPI} \times 0.025} = \frac{36576}{\text{cm/360} \times \text{DPI}}$$

Worked example: CS2 at 1.0 / 800 DPI is 51.95 cm/360 → this game wants 0.880. The game's

default of 0.5 is about 91 cm/360 at 800 DPI, which is slow by comp standards.

Press F10 for the panel. Pick a game, enter your se

Install & use Install: follow the bundled instructions

  1. Unzip the archive from playbuff and read the bundled readme / instructions first.
  2. Most mods rely on the game's mod loader — the usual route is a community mod manager (such as r2modman): pick this game, install, and it handles the loader and dependencies.
  3. For a manual install, put the mod files into the matching Mod / plugins folder inside the game directory.
  4. Launch the game to confirm it loaded; mods with listed dependencies need those installed as well.

Install locations vary a lot between mods — the bundled readme is the most reliable guide.

Dependencies

Install these first, or the mod will not work:

BepInEx-BepInExPack

File & checksum

Filename
AimUrWay-0.1.0.zip
File size
35.2 KiB