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- ; 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) >= 60" ; 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 HUDbarsAbove ; Right above standard bars
- ; Size not given = HUDdefault = standard bar size
- set tnoHSB.hud_name to sv_Construct "Enc: " ; Static text. Remove this and the two next lines if you don't want the text
- set tnoHSB.hud_textColor to sv_Construct "tnoHSB.color" ; Color matches bar color
- set tnoHSB.hud_textDisplay to HUDtxtValueOfMax ; Display as value of max
- 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
- ; ==== Vampire Level, displayed as Icon + level. Hidden if not vampire.
- set tnoHSB.hud_color to sv_Construct "HUDcolorOrange*(PCVampire > 0)" ; Will be 10 (orange) if PCVampire > 0, and 0 (invisible if not)
- set tnoHSB.hud_val to sv_Construct "PCVampire" ; A global Oblivion variable, from 0-4 (or -1 if cured)
- set tnoHSB.hud_max to sv_Construct "4"
- set tnoHSB.hud_custom to sv_Construct "Misc\vampire" ; Use vampire icon
- set tnoHSB.hud_size to sv_Construct 50 ; Icon at 50% of base size
- set tnoHSB.hud_textColor to sv_Construct "tnoHSB.color" ; Set text color identical to (hidden) bar color
- set tnoHSB.hud_textDisplay to HUDtxtValue ; Display value
- set tnoHSB.hud_x to 99
- set tnoHSB.hud_y to 25
- set tnoHSB.hud_textPos_x to HUDtxtLeft ; Left adjusted text
- SetStage tnoHSB 10
- ; ==== 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_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 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_ref to sv_Construct "hud_summon 2" ; 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 89 ; To the right
- set tnoHSB.hud_y to HUDbarsLow ; Same y pos as fatigue bar
- SetStage tnoHSB 10
- ; ==== 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_ref to sv_Construct "hud_summon 3" ; 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 79 ; 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
- ; ==== A "bar", displaying name and level of current enemy, displayed just above the enemy health bar, if added just below one of the above enemy health bars in the ini file
- set tnoHSB.hud_ref to sv_Construct "hud_enemy" ; ref is last attacked enemy
- set tnoHSB.hud_val to sv_Construct "GetLevel" ; level of last attacked enemy
- set tnoHSB.hud_max to sv_Construct "100" ; Not important, since only val will be displayed as text
- set tnoHSB.hud_type to HUDtxtNoBar ; Hide bar, only display text
- set tnoHSB.hud_name to sv_Construct "hud_ref: " ; Display "<name of enemy>: "
- set tnoHSB.hud_textDisplay to HUDtxtValue ; Display level
- set tnoHSB.hud_textPos_x to HUDtxtCenter ; Center text
- set tnoHSB.hud_x to 50 ; X pos 50 = centered
- set tnoHSB.hud_y to 45 ; Y pos 48 = just above reticle
- SetStage tnoHSB 10
- ; ==== 12hr clock, displayed as h.mm am/pm
- set tnoHSB.hud_tmp to sv_Construct "Floor GameHour" ; Temporary variable holding the number of whole hours since midnight
- set tnoHSB.hud_val to sv_Construct "3*(GameHour - tnoHSB.tmp)/5 + tnoHSB.tmp - 12*(tnoHSB.tmp>=13) + 12*(tnoHSB.tmp<1)" ; essentially makes hud_val a 12 hr clock
- set tnoHSB.hud_max to sv_Construct "24"
- set tnoHSB.hud_name to sv_Construct " " ; No text before time
- set tnoHSB.hud_name_2 to sv_Construct " #ampm[(tnoHSB.tmp>=12)*2:2]" ; One space, + am if GameHour < 12, or pm if GameHour >= 12
- set tnoHSB.hud_textColor to sv_Construct "3+4*(tnoHSB.tmp>=7 && tnoHSB.tmp<20)" ; Yellow (7) from 7am - 8pm, blue (3) otherwise
- set tnoHSB.hud_textDisplay to HUDtxtValue2 ; we want two decimal places
- set tnoHSB.hud_type to HUDtxtNoBar ; Hide bar, only display text
- set tnoHSB.hud_x to 99
- set tnoHSB.hud_y to 15
- set tnoHSB.hud_textSize to 12
- SetStage tnoHSB 10
- ; === Day of the week and Date, ex: Morndas 5
- set tnoHSB.hud_tmp to sv_Construct "GetDayOfWeek"
- set tnoHSB.hud_val to sv_Construct "GameDay"
- set tnoHSB.hud_name to sv_Construct "#Sundas Morndas Tirdas Middas Turdas Fredas Loredas[7*tnoHSB.tmp:7 ] "
- set tnoHSB.hud_type to HUDtxtNoBar
- SetStage tnoHSB 10
- ; === Torch
- ; Display remaining time of equipped torch. Hide bar if you don't have a torch equipped (or it doesn't show in your hands).
- set tnoHSB.hud_ref to sv_Construct "Player.GetEquippedObject 14"
- set tnoHSB.hud_val to sv_Construct "Player.GetEquippedTorchTimeLeft"
- set tnoHSB.hud_max to sv_Construct "GetLightDuration hud_ref"
- set tnoHSB.hud_visible to sv_Construct "Player.IsTorchOut"
- set tnoHSB.hud_type to HUDbarRefIcon
- set tnoHSB.hud_size to HUDweaponWidth ; Same width as weapon icon
- set tnoHSB.hud_textDisplay to HUDtxtValue
- set tnoHSB.hud_textColor to sv_Construct "HUDcolorWhite*(hud_max>0)" ; Hide text for torches with infinite time
- SetStage tnoHSB 10
- ; ==== Companion health
- 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" ; <mod> is replaced by the exact esp/esm name of the mod, including .esp/.esm
- ; <formId> is replaced by the 6 last character's of the companion's formId
- ; To find the formId, open the console and click on the companion.
- set tnoHSB.hud_val to sv_Construct "GetAV Health" ; The defined ref is default reference
- set tnoHSB.hud_max to sv_Construct "GetBaseAV Health"
- set tnoHSB.hud_name to sv_Construct "hud_ref" ; Display companion name
- ; Default (when hud_textDisplay is omitted): Only display the text given in hud_name, not the value
- ; Default text color, set early in the ini file (HUDcolorWhite)
- ; Default textPos_x/y = HUDtxtLeft/HUDtxtAbove
- SetStage tnoHSB 10
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