HUD Status Bars
#41
Posted 16 October 2010 - 06:16 AM
#42
Posted 16 October 2010 - 06:22 AM
You see the line "SetStage tnoHSB 10" at the end of the definition of each bar? That line creates the new bar. So you get as many bars as the number of such lines. Just define settings for each bar, and add this line to get a new bar.How do I do change how many bars in the .ini file? Because I don't know how?
You need basic scripting knowledge to do much, but it comes with many examples and I am happy to help you with the lines for what you want.Ini seems difficult to modify for a newbie.
ThanksGreat work! This is great. I´ll download and I´ll come back to endorse
#43
Posted 16 October 2010 - 06:57 AM
Edited by NicoBoje99, 16 October 2010 - 08:04 AM.
#44
Posted 16 October 2010 - 09:41 AM
could you make like a vid for the scripting part so we get a view of what were up to..
for example the bar for the durability of your weapon or encumbrance or leveling??
i guess that you did your best explaining in the readme file
but i think when you see it its easier to do cause you've seen how its done you know ??
its just a suggestion you dont need to do it, but it would clear some grey spot
thanks man its good mod!!!
Edited by agitri, 16 October 2010 - 09:44 AM.
#45
Posted 16 October 2010 - 10:04 AM
Ok, here's a short guide: In the ini file, there are a number of bars set up, and below that is one empty bar with all the possible settings, with the heading: Status Bar 5-xHow would I activate a new one?? Because i'm new to this scripting stuff???
When you want to create a new bar, it is a good idea to copy all the Status Bar 5-x lines, modify the ones you need to modify, and delete the ones you don't need.
The lines you absolutely need, are four:
hud_color
hud_val
hud_max or hud_min
SetStage tnoHSB 10
hud_color is the color of the bar, and the simplest is just to have a number 1-15 inside the quotes.
hud_val is the formula for the value you want to display
hud_max is the number hud_val will have when the bar is full, and hud_min the number hud_val will have when the bar is empty. If you leave out hud_max or hud_min, they will be default to 0 (which is ok for one, but of course not for both).
SetStage... creates the new bar with all the settings you gave.
Here's a simple example, displaying the time of day as a bar, going from empty at midnight, to full in the late evening:
set tnoHSB.hud_color to sv_Construct "7" ; Yellow color
set tnoHSB.hud_val to sv_Construct "GameHour" ; A function returning the hour (0-23)
set tnoHSB.hud_max to sv_Construct "23" ; value when the bar is full
SetStage tnoHSB 10 ; create the bar
I agree that vid, or at least exmaples with images is a good idea. My time is limited though, so don't expect too much. For now, I will do my best to answer questions.could you make like a vid for the scripting part so we get a view of what were up to..
for example the bar for the durability of your weapon or encumbrance or leveling??
i guess that you did your best explaining in the readme file
but i think when you see it its easier to do cause you've seen how its done you know ??
#46
Posted 16 October 2010 - 10:57 AM
That helped a lot on how to work this,
Tho things:
How do you to make one with enemy health
And how do you move the bars from the centre?
Thanks
And would you know of any way I could learn about Oblivion scripting?
Edited by NicoBoje99, 16 October 2010 - 11:01 AM.
#47
Posted 16 October 2010 - 01:14 PM
There is one already active in the ini, Status Bar 4, so just look at that. It is commented so it should be relatively understandable. At least if you read the "Hud Status Bars expressions user guide.txt" found in the HUD Status Bars archive.Tho things:
How do you to make one with enemy health
By defining hud_x and hud_yAnd how do you move the bars from the centre?
The default (when you don't set them to anything), is that hud_x is the same as the previous bar, and hud_y is above the previous bar. But there are many options, all explained in the ini file. For example, setting hud_x to HUDprevBarLeft puts the bar to the left of the previous defined bar.
The Construction Set Wiki.And would you know of any way I could learn about Oblivion scripting?
Yes, look at the example in the ini for displaying companion's health:Very Useful / Helpful mod. Nice work... May I ask though, how can you make it so that you can see your companion's health from CM Partners?
set tnoHSB.hud_color to sv_Construct "4+8*(tnoHSB.frac<0.3)" ; Color is cyan, but changes to rhubarb if health drops below 30%
set tnoHSB.hud_ref to sv_Construct "GetFormFromMod %q<mod>%q %q<formId>%q"
set tnoHSB.hud_val to sv_Construct "GetAV Health"
set tnoHSB.hud_max to sv_Construct "GetBaseAV Health"
Note that the TESNexus forum tends to strip away the quotes, but you still need them, similar to how the lines are in the ini file.
The color can of course be set to any valid color. Just replacing it with HUDcolorHealth (2) makes the bar always have health color.
The special line is the hud_ref line. It is made to look up the reference of the NPC. You must replace <mod> with the exact name of the mod where the NPC is defined - including the .esp or .esm ending. And you must replace <formId> with the last 6 numbers of the NPC's formId. This is fortunately easy to find: In the game, while you have the NPC in view, open the console (tapping |), and then, while the console is open, click on the NPC. A 8-digit number will now be displayed onscreen together with the NPC's name. Write down the 6 last digits of that 8-digit number and put it in the line above.
...and then you need a "SetStage tnoHSB 10" line to create the bar of course.
Edited by theNiceOne, 16 October 2010 - 01:16 PM.
#48
Posted 16 October 2010 - 06:09 PM
#49
Posted 16 October 2010 - 08:36 PM
In HUD Status Bars ini file. Find set tnoHSB.debug to 1. Then when you have loaded a savegame, wait 5 seconds or so, then open the console. HUD Status Bars will then have written some debug info to the console, among them telling you if it found the ini file.
#50
Posted 16 October 2010 - 08:41 PM
In readme it says it adds one bar (encumberance) but I have two bars after initial install.. a pink and a yellow bar..
(Im refering to above the normal three bars)
Can you tell me what they are for? Sorry if I missed somthing somewhere.
The weapon charges bar is cool, and I think it adds a spell effectiveness above spell as well?
Anyway great job!!!!



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