TheDarkRhayne Posted February 19, 2019 Share Posted February 19, 2019 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 HUDbarSmallset 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 = weaponset 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 armorerset 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 widthset tnoHSB.hud_y to HUDweaponBelowset tnoHSB.hud_size to HUDweaponWidthSetStage 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 HUDbarSmallset tnoHSB.hud_visible to sv_Construct "tnoHSB.max" ; Only visible if max is non-zero, e.g. if the weapon has an enchantmentset tnoHSB.hud_color to sv_Construct "HUDcolorPurple" ; Purple colorset tnoHSB.hud_ref to sv_Construct "Player.GetEquippedObject 16" ; Set hud_ref to equipped weaponset tnoHSB.hud_val to sv_Construct "Player.GetEquippedCurrentCharge 16" ; Set val to current charge of player's equipped weaponset tnoHSB.hud_max to sv_Construct "GetObjectCharge hud_ref" ; Get object charge (max charge) of the current equipped weaponset tnoHSB.hud_x to HUDweaponCenter ; Centered relative to weapon iconset tnoHSB.hud_y to HUDweaponAbove ; Right above weapon iconset tnoHSB.hud_size to HUDweaponWidth ; Same width as weapon iconSetStage tnoHSB 10 ; ==== Display current Spell effectiveness (due to wearing armor, or mods), below the magic spell iconset tnoHSB.hud_type to HUDbarSmallset 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 iconset tnoHSB.hud_y to HUDmagicBelow ; Right above magic iconset tnoHSB.hud_size to HUDmagicWidth ; Same width as magic iconSetStage 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 encumbranceset tnoHSB.hud_max to sv_Construct "0" ; Bar is at max (full) when current encumrance = 0set tnoHSB.hud_x to HUDbars ; Same x pos as standard barsset tnoHSB.hud_y to HUDbarsBelow ; Right above standard bars; Size not given = HUDdefault = standard bar sizeSetStage 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 HUDtxtCenterset 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 HUDbarSmallset tnoHSB.hud_ref to sv_Construct "hud_summon 1" ; ref is current summon. Makes bar invisible if no current summonset tnoHSB.hud_val to sv_Construct "GetAV Health" ; Health of summonset 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 secodset tnoHSB.hud_type to HUDbarRefIcon ; Display the correct icon for the summonset 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 tooset tnoHSB.hud_x to 99 ; To the rightset tnoHSB.hud_y to HUDbarsLow ; Same y pos as fatigue barSetStage 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 diseaseset tnoHSB.hud_val to sv_Construct "GetDisease" ; val is number of diseasesset tnoHSB.hud_type to HUDbarRefIcon ; Use the disease's iconset 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 diseasesset tnoHSB.hud_updateInterval to 5 ; Only update the bar every fifth second since diseases don't change frequentlySetStage 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 enemyset tnoHSB.hud_tmp to sv_Construct "GetBaseAV Health" ; Base health of last attacked enemyset tnoHSB.hud_val to sv_Construct "GetAV Health" ; Health of last attacked enemyset tnoHSB.hud_max to sv_Construct "tnoHSB.enemyMaxHealth" ; A special variable, max detected health of enemyset tnoHSB.hud_custom to sv_Construct "HealthArc\HA" set tnoHSB.hud_type to 41 set tnoHSB.hud_custom_w to 128set tnoHSB.hud_custom_h to 32set tnoHSB.hud_size to 75 ; Size 75% of the native icon sizeset tnoHSB.hud_x to 50 ; X pos 50 = centeredset tnoHSB.hud_y to 48 ; Y pos 48 = just above reticleSetStage 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 enemyset 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 dropsset tnoHSB.hud_val to sv_Construct "GetAV Health" ; Health of crosshair refset tnoHSB.hud_max to sv_Construct "GetBaseAV Health" ; base health of crosshair refset tnoHSB.hud_custom to sv_Construct "HealthArc\HA" set tnoHSB.hud_type to 41 set tnoHSB.hud_custom_w to 128set tnoHSB.hud_custom_h to 32set tnoHSB.hud_size to 75 ; Size 75% of the native icon sizeset tnoHSB.hud_y to HUDprevBar ; X&Y pos same as enemy health barSetStage 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 shieldset tnoHSB.hud_visible to sv_Construct "Player.IsShieldOut"set tnoHSB.hud_type to HUDbarRefIconset tnoHSB.hud_size to HUDweaponWidthset tnoHSB.hud_x to HUDWeaponRightset tnoHSB.hud_y to HUDmagicCenterSetStage tnoHSB 10 ; ==== Shield / Offhand weapon health displayed below icon. Hidden if not wielding shield/offhand weapon. set tnoHSB.hud_type to HUDbarSmallset 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 armorerset tnoHSB.hud_max to sv_Construct "(1+0.25*tnoHSB.tmp)*(GetObjectHealth hud_ref)"set tnoHSB.hud_y to HUDmagicBelow ; Height right below magic iconset tnoHSB.hud_size to HUDweaponWidthSetStage 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 HUDbarRefIconset tnoHSB.hud_size to HUDmagicWidthset tnoHSB.hud_x to HUDMagicRightset tnoHSB.hud_y to HUDprevBarLowset tnoHSB.hud_textDisplay to HUDtxtValueset tnoHSB.hud_textColor to sv_Construct "13"set tnoHSB.hud_textShadowColor to sv_Construct "15"set tnoHSB.hud_textPos_x to HUDtxtRightset tnoHSB.hud_textPos_y to HUDtxtBelowSetStage tnoHSB 10 ; ==== UV Spell charge; Display current spell charge above the magic spell iconset 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 HUDbarSmallset tnoHSB.hud_size to HUDmagicWidthset tnoHSB.hud_x to HUDmagicCenterset tnoHSB.hud_y to HUDmagicAboveSetStage tnoHSB 10 ; ==== UV Spell charge (munted); Display current spell charge above the magic spell iconset 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 HUDbarSmallset tnoHSB.hud_size to HUDmagicWidthset tnoHSB.hud_x to HUDmagicCenterset tnoHSB.hud_y to HUDmagicAboveSetStage tnoHSB 10 ; =================== UV Momentum; Display UV momentum set tnoHSB.hud_color to sv_Construct "HUDcolorYellow" ; 10, orangeset tnoHSB.hud_visible to sv_Construct "uvvariablesquest.usemomentum"set tnoHSB.hud_val to sv_Construct "uvvariablesquest.momentum" ; UV's momentumset tnoHSB.hud_max to sv_Construct "1.0" ; Max is 100%set tnoHSB.hud_x to HUDbars ; Same x pos as standard barsset tnoHSB.hud_y to HUDbarsAbove ; A bit above standard bars so it stands outset 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 0set tnoHSB.hud_x to HUDbars ; Same x pos as standard barsset tnoHSB.hud_y to HUDPrevBarAbove ; A bit above standard bars so it stands outSetStage tnoHSB 10 Link to comment Share on other sites More sharing options...
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