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UV3 HUD status bars setup

hud help oblivion uv3

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TheDarkRhayne

TheDarkRhayne

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So I have my hud setup all pretty except for one icon, that's the shield/off hand weapon being in the middle of the health orb! Could someone look at this ini setting and see what i'm doing wrong?

 

 

; HUD status bars.ini
; =====================
;
; Version: 5.3.2
; Author: Ole Boe / TheNiceOne
; ===================  Individual HUD status bars Settings for vanilla style
 
; To use a status bar, edit the lines for the bar the following way:
; * tnoHSB.hud_color: Bar color. Can be either a number, a script variable or a function. If the result is 0, the entire bar is hidden.
; * tnoHSB.hud_val: A script variable or function that calculates the value that is displayed in the bar
; * tnoHSB.hud_max: Set the max threshold for val that makes the bar full. Either a number, a script variable or a function.
; SetStage tnoHSB 10 Creates the bar. Must be the last line for each bar
 
; There are also more advanced settings to use, but the three above are the only three mandatory for each bar.
; The advanced settings are described in the user guide, and some of them used in the settings for Status bars below
; There are many examples at the bottom of this file. Just copy / paste to use them - but remove the at ; the start of the lines.
 
 
 
; ==== Weapon health displayed below weapon icon. Hidden if not wielding weapon. 
set tnoHSB.hud_type to HUDbarSmall
set tnoHSB.hud_color to sv_Construct "1+4*(tnoHSB.frac<0.5)" ; green, red when below 50%
set tnoHSB.hud_ref to sv_Construct "Player.GetEquippedObject 16" ; 16 = weapon
set tnoHSB.hud_val to sv_Construct "Player.GetEquippedCurrentHealth 16"
set tnoHSB.hud_tmp to sv_Construct "(Player.GetAV Armorer) >= 75" ; 1 if being an expert armorer
set tnoHSB.hud_max to sv_Construct "(1+0.25*tnoHSB.tmp)*(GetObjectHealth hud_ref)"
set tnoHSB.hud_x to HUDweaponCenter ; Place beneath weapon icon, with same width
set tnoHSB.hud_y to HUDweaponBelow
set tnoHSB.hud_size to HUDweaponWidth
SetStage tnoHSB 10
 
 
; ==== Display current charge of equipped weapon above weapon icon. Hide bar if you don't have an enchanted weapon equipped.
set tnoHSB.hud_type to HUDbarSmall
set tnoHSB.hud_visible to sv_Construct "tnoHSB.max" ; Only visible if max is non-zero, e.g. if the weapon has an enchantment
set tnoHSB.hud_color to sv_Construct "HUDcolorPurple" ; Purple color
set tnoHSB.hud_ref to sv_Construct "Player.GetEquippedObject 16" ; Set hud_ref to equipped weapon
set tnoHSB.hud_val to sv_Construct "Player.GetEquippedCurrentCharge 16" ; Set val to current charge of player's equipped weapon
set tnoHSB.hud_max to sv_Construct "GetObjectCharge hud_ref" ; Get object charge (max charge) of the current equipped weapon
set tnoHSB.hud_x to HUDweaponCenter ; Centered relative to weapon icon
set tnoHSB.hud_y to HUDweaponAbove ; Right above weapon icon
set tnoHSB.hud_size to HUDweaponWidth ; Same width as weapon icon
SetStage tnoHSB 10
 
 
; ==== Display current Spell effectiveness (due to wearing armor, or mods), below the magic spell icon
set tnoHSB.hud_type to HUDbarSmall
set tnoHSB.hud_color to sv_Construct "HUDcolorBlue"
set tnoHSB.hud_val to sv_Construct "GetSpellEffectiveness"
set tnoHSB.hud_max to sv_Construct "1"
set tnoHSB.hud_x to HUDmagicCenter ; Centered relative to magic icon
set tnoHSB.hud_y to HUDmagicBelow ; Right above magic icon
set tnoHSB.hud_size to HUDmagicWidth ; Same width as magic icon
SetStage tnoHSB 10
 
 
; ==== Display current Encumbrance. Bar is full when you carry nothing. Color is yellow, but changes gradually to red as your encumbrance increases.
 
set tnoHSB.hud_color to sv_Construct "HUDcolorOrange"
set tnoHSB.hud_val to sv_Construct "GetAV Encumbrance" ; Player is default reference when hud_ref is not defined.
set tnoHSB.hud_min to sv_Construct "(GetBaseAV Encumbrance) - 4" ; Bar is at min (empty) when current encumbrance = maximum encumbrance
set tnoHSB.hud_max to sv_Construct "0" ; Bar is at max (full) when current encumrance = 0
set tnoHSB.hud_x to HUDbars ; Same x pos as standard bars
set tnoHSB.hud_y to HUDbarsBelow ; Right above standard bars
; Size not given = HUDdefault = standard bar size
SetStage tnoHSB 10
 
; Change those three global settings to match icons with text on the left side (for the bars below)
set tnoHSB.textPos_x to HUDtxtLeft
set tnoHSB.textPos_y to HUDtxtCenter
set tnoHSB.textAdjust_y to 2
 
 
; ==== Display health of your summoned creature, as summon icon + health. Bar is invisible when no creature is currently summoned
; If using a mod that allows you multiple summons, you may want to copy the entire bar settings, but replace the "1" in "hud_summon 1" with "2", "3", etc.
 
set tnoHSB.hud_type to HUDbarSmall
set tnoHSB.hud_ref to sv_Construct "hud_summon 1" ; ref is current summon. Makes bar invisible if no current summon
set tnoHSB.hud_val to sv_Construct "GetAV Health" ; Health of summon
set tnoHSB.hud_max to sv_Construct "GetBaseAV Health" ; Base health of summon
; Use pos (above previous bar)
set tnoHSB.hud_updateInterval to 0.6 ; Only update the bar every 0.6 secod
set tnoHSB.hud_type to HUDbarRefIcon ; Display the correct icon for the summon
set tnoHSB.hud_textDisplay to HUDtxtValue ; Display health as plain number
; set tnoHSB.hud_name to sv_Construct "hud_ref: " ; Remove semicolon at start of line to display name of summon too
set tnoHSB.hud_x to 99 ; To the right
set tnoHSB.hud_y to HUDbarsLow ; Same y pos as fatigue bar
SetStage tnoHSB 10
 
 
; ==== Display disease status. Display name and icon of the last received disease, and number of diseases. Hidden if having no diseases
 
set tnoHSB.hud_ref to sv_Construct "GetDisease" ; ref is current disease
set tnoHSB.hud_val to sv_Construct "GetDisease" ; val is number of diseases
set tnoHSB.hud_type to HUDbarRefIcon ; Use the disease's icon
set tnoHSB.hud_name to sv_Construct "hud_ref: " ; Display name of ref (the current disease)
set tnoHSB.hud_textColor to sv_Construct "HUDcolorCyan" ; Text color is cyan
set tnoHSB.hud_textDisplay to HUDtxtValue ; Display number of diseases
set tnoHSB.hud_updateInterval to 5 ; Only update the bar every fifth second since diseases don't change frequently
SetStage tnoHSB 10
 
 
 
; ==== An alternative customized enemy health bar
; It displays a bar similar to the vanilla, but also displays if the enemy health is buffed above its base.
; It changes color from green (above base), yellow (above 67%), orange (above 33%) to red (below 33%)
 
set tnoHSB.hud_color to sv_Construct "1+6*(tnoHSB.val<tnoHSB.tmp)+3*(tnoHSB.frac<0.67)-5*(tnoHSB.frac<0.33)"
set tnoHSB.hud_ref to sv_Construct "hud_enemy" ; ref is last attacked enemy
set tnoHSB.hud_tmp to sv_Construct "GetBaseAV Health" ; Base health of last attacked enemy
set tnoHSB.hud_val to sv_Construct "GetAV Health" ; Health of last attacked enemy
set tnoHSB.hud_max to sv_Construct "tnoHSB.enemyMaxHealth" ; A special variable, max detected health of enemy
set tnoHSB.hud_custom to sv_Construct "HealthArc\HA"
set tnoHSB.hud_type to 41
set tnoHSB.hud_custom_w to 128
set tnoHSB.hud_custom_h to 32
set tnoHSB.hud_size to 75 ; Size 75% of the native icon size
set tnoHSB.hud_x to 50 ; X pos 50 = centered
set tnoHSB.hud_y to 48 ; Y pos 48 = just above reticle
SetStage tnoHSB 10 
 
 
; === The health bar, displaying when you have a wounded actor in your crosshair, but not a current enemy 
set tnoHSB.hud_ref to sv_Construct "GetCrossHairRef"
set tnoHSB.hud_visible to sv_Construct "(tnoHSB.frac < 1) && (tnoHSB.frac > 0) && (tnoHSB.enemyMaxHealth == 0)" ; Only display if the actor is alive and wounded and no current enemy
set tnoHSB.hud_color_max to HUDcolorGreen ; Color is green when health is full,
set tnoHSB.hud_color_min to HUDcolorYellow ; ...and gradually changes towards yellow as health drops
set tnoHSB.hud_val to sv_Construct "GetAV Health" ; Health of crosshair ref
set tnoHSB.hud_max to sv_Construct "GetBaseAV Health" ; base health of crosshair ref
set tnoHSB.hud_custom to sv_Construct "HealthArc\HA"
set tnoHSB.hud_type to 41
set tnoHSB.hud_custom_w to 128
set tnoHSB.hud_custom_h to 32
set tnoHSB.hud_size to 75 ; Size 75% of the native icon size
set tnoHSB.hud_y to HUDprevBar ; X&Y pos same as enemy health bar
SetStage tnoHSB 10
 
; ==== Shield / Offhand weapon
; Display icon of equipped shield. Hide bar if you don't have a shield equipped (or it doesn't show in your hands)
 
set tnoHSB.hud_ref to sv_Construct "Player.GetEquippedObject 13" ; Use "Player." all the times because Ref is the current shield
set tnoHSB.hud_visible to sv_Construct "Player.IsShieldOut"
set tnoHSB.hud_type to HUDbarRefIcon
set tnoHSB.hud_size to HUDweaponWidth
set tnoHSB.hud_x to HUDWeaponRight
set tnoHSB.hud_y to HUDmagicCenter
SetStage tnoHSB 10
 
; ==== Shield / Offhand weapon health displayed below icon. Hidden if not wielding shield/offhand weapon. 
set tnoHSB.hud_type to HUDbarSmall
set tnoHSB.hud_visible to sv_Construct "Player.IsShieldOut"
set tnoHSB.hud_color to sv_Construct "1+4*(tnoHSB.frac<0.5)" ; green, red when below 50%
set tnoHSB.hud_ref to sv_Construct "Player.GetEquippedObject 13"
set tnoHSB.hud_val to sv_Construct "Player.GetEquippedCurrentHealth 13"
set tnoHSB.hud_tmp to sv_Construct "(Player.GetAV Armorer) >= 75" ; 1 if being an expert armorer
set tnoHSB.hud_max to sv_Construct "(1+0.25*tnoHSB.tmp)*(GetObjectHealth hud_ref)"
set tnoHSB.hud_y to HUDmagicBelow ; Height right below magic icon
set tnoHSB.hud_size to HUDweaponWidth
SetStage tnoHSB 10
 
 
; ==== UV Throw
; Display current icon and count of the thing to throw. Hide bar if you don't have any.
 
set tnoHSB.hud_ref to sv_Construct "uvVariablesQuest.thingtothrow"
set tnoHSB.hud_val to sv_construct "Player.GetItemCount hud_ref"
set tnoHSB.hud_visible to sv_construct "tnoHSB.val"
set tnoHSB.hud_type to HUDbarRefIcon
set tnoHSB.hud_size to HUDmagicWidth
set tnoHSB.hud_x to HUDMagicRight
set tnoHSB.hud_y to HUDprevBarLow
set tnoHSB.hud_textDisplay to HUDtxtValue
set tnoHSB.hud_textColor to sv_Construct "13"
set tnoHSB.hud_textShadowColor to sv_Construct "15"
set tnoHSB.hud_textPos_x to HUDtxtRight
set tnoHSB.hud_textPos_y to HUDtxtBelow
SetStage tnoHSB 10
 
; ==== UV Spell charge
; Display current spell charge above the magic spell icon
set tnoHSB.hud_val to sv_Construct "uvKeyMonitorScript.spellincrements"
set tnoHSB.hud_max to sv_Construct "GetAV Intelligence"
set tnoHSB.hud_visible to sv_Construct "uvvariablesquest.enablechargedcasting && IsControlPressed 7 && (Player.IsRidingHorse == 0)"
set tnoHSB.hud_color to sv_Construct "HUDcolorPink"
set tnoHSB.hud_type to HUDbarSmall
set tnoHSB.hud_size to HUDmagicWidth
set tnoHSB.hud_x to HUDmagicCenter
set tnoHSB.hud_y to HUDmagicAbove
SetStage tnoHSB 10
 
; ==== UV Spell charge (munted)
; Display current spell charge above the magic spell icon
set tnoHSB.hud_val to sv_Construct "uvHorseCombatQuest.spellincrements"
set tnoHSB.hud_max to sv_Construct "GetAV Intelligence"
set tnoHSB.hud_visible to sv_Construct "uvvariablesquest.enablechargedcasting && IsControlPressed 7 && (Player.IsRidingHorse == 1)"
set tnoHSB.hud_color to sv_Construct "HUDcolorPink"
set tnoHSB.hud_type to HUDbarSmall
set tnoHSB.hud_size to HUDmagicWidth
set tnoHSB.hud_x to HUDmagicCenter
set tnoHSB.hud_y to HUDmagicAbove
SetStage tnoHSB 10
 
; ===================  UV Momentum
; Display UV momentum
 
set tnoHSB.hud_color to sv_Construct "HUDcolorYellow" ; 10, orange
set tnoHSB.hud_visible to sv_Construct "uvvariablesquest.usemomentum"
set tnoHSB.hud_val to sv_Construct "uvvariablesquest.momentum" ; UV's momentum
set tnoHSB.hud_max to sv_Construct "1.0" ; Max is 100%
set tnoHSB.hud_x to HUDbars ; Same x pos as standard bars
set tnoHSB.hud_y to HUDbarsAbove ; A bit above standard bars so it stands out
set tnoHSB.hud_min to 0 ; for technical reasons the momentum is min 1
; Size not given = HUDdefault = standard bar size
 
SetStage tnoHSB 10 ; Init status bar 0
 
; ==== UV Consentration mode timer
; Display consentration time left
 
set tnoHSB.hud_color to sv_Construct "HUDcolorRed"
set tnoHSB.hud_val to sv_Construct "uvVariablesQuest.bullettimetimer"
set tnoHSB.hud_max to sv_Construct "uvvariablesquest.bullettimewillpowermultiplier * (GetAV Willpower)"
set tnoHSB.hud_visible to sv_construct "tnoHSB.val > 0" ; Only visible when value is above 0
set tnoHSB.hud_x to HUDbars ; Same x pos as standard bars
set tnoHSB.hud_y to HUDPrevBarAbove ; A bit above standard bars so it stands out
SetStage tnoHSB 10
 






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