DeadeyeInstinct

v1.2.6·Updated 2026-06-04

Adds configurable aim assist modes for mouse and controller, including Magnet, Natural, and HardLock, with weakspot targeting, auto fire, and Low / Medium / High presets.

About this mod Author’s original text

Deadeye Instinct

Your aim does not move alone.

It follows instinct, pressure, and the weak point hiding under the monster's skin.

Deadeye Instinct is a configurable aim assist overhaul for SULFUR.

It expands the game's original controller aim assist into a stronger and more flexible system for both mouse and controller. It includes three assist styles: Magnet, Natural, and HardLock.

Features

  • Mouse aim assist support
  • Controller aim assist support
  • Three assist styles:
  • Magnet
  • Natural
  • HardLock
  • Optional weakspot targeting
  • Smooth target tracking
  • Low / Medium / High / Custom presets for Magnet and Natural
  • 360-degree HardLock target scanning
  • HardLock target priority scoring
  • Optional AutoFire
  • Runtime weakspot debug overlay
  • Edge softening to reduce snap-back jitter
  • Controller escape handling for Magnet mode
  • Configurable hold key to temporarily disable the aimbot

Assist Modes

Magnet

Magnet is the stronger normal assist mode.

It behaves like a magnetic pull toward the target area. When weakspot targeting is enabled, it tries to pull toward the best available weakspot instead of the enemy's center.

This mode is recommended if you want a strong but still aim-assist-like effect.

Natural

Natural is the smoother assist mode.

It is designed to feel more like aim friction or sticky aim rather than direct snapping. It helps stabilize aim near targets, reduces overshooting, and keeps player input feeling more natural.

This mode is recommended if you want aim assist without an obvious lock-on feeling.

HardLock

HardLock is the experimental strong lock mode.

It scans hostile NPCs around the player, chooses a target using priority scoring, and directly rotates the camera toward the selected target point. It is designed for extreme assist behavior, not subtle assist.

HardLock can optionally use AutoFire.

Preset System

Magnet and Natural use a simplified preset system.

[Assist Mode]

Mode = Magnet

[Preset]

MagnetPreset = High

NaturalPreset = Medium

Available preset values:

Low

Medium

High

Custom

Rules:

  • Mode = Magnet uses MagnetPreset
  • Mode = Natural uses NaturalPreset
  • Low, Medium, and High use built-in runtime values
  • Custom uses the advanced config values

Default setup:

MagnetPreset = High

NaturalPreset = Medium

HardLock Recommended Config

[Assist Mode]

Mode = HardLock

[Master Switch]

EnableAimbot = true

HoldDisableKey = LeftAlt

[HardLock]

HardLockMaxDistance = 90

HardLockMaxDistanceCap = 90

HardLockRequireVisibleTarget = true

HardLockRequireLineOfSight = true

HardLockPreferWeakspot = true

HardLockWeakspotBias = 1

[HardLock Target Priority]

HardLockTargetPriority = ThreatWeighted

DistanceWeight = 0.75

LowHealthWeight = 0.25

WeakspotWeight = 0.15

StickyTargetBonus = 0.20

HardLockMaxDistanceCap is a safety cap. The actual search distance is:

min(HardLockMaxDistance, HardLockMaxDistanceCap)

Set HardLockMaxDistanceCap = 0 only if you intentionally want to disable the safety cap.

AutoFire

AutoFire is optional and disabled by default in normal release usage.

[Auto Fire]

EnableAutoFire = false

AutoFireOnlyInHardLock = true

AutoFireRequireAligned = true

AutoFireMaxAngleDegrees = 1.0

AutoFirePulseSeconds = 0.04

AutoFireReleaseSeconds = 0.04

AutoFireRespectSemiAuto = true

AutoFire does not directly call:

Weapon.Shoot()

Weapon.AttemptShoot()

Weapon.DispatchProjectile()

Instead, it controls the original trigger state through the game's normal weapon pipeline. This allows the original weapon logic to handle ammo, cooldown, reload, semi-auto behavior, full-auto behavior, animations, sound, and durability.

Weakspot Targeting

Magnet and HardLock can prioritize enemy weakspots.

The weakspot system uses the game's actual hitbox data:

  • Hitmesh
  • Hitmesh.Data
  • Hitmesh.Data.GetShapeMultiplier()
  • HitboxColliders
  • runtime hitmesh / vertex data

Known base hitbox multiplier order found during development:

Eye = 1.5

Head = 1.0

Thorax = 0.75

Body = 0.5

Groin = 0.5

Arm = 0.25

Leg = 0.25

Block = 0

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
DeadeyeInstinct-1.2.6.zip
File size
148.6 KiB