[RELz] HUD Status Bars

Post » Mon May 16, 2011 1:30 pm

I wish Nexus had the file update notification that Alliance does.
User avatar
Queen Bitch
 
Posts: 3312
Joined: Fri Dec 15, 2006 2:43 pm

Post » Mon May 16, 2011 4:49 pm

I'm not sure if it's doable, but I can look into that part of the xml and check.
Not an xml thing, is handled by the engine directly. Although it reminds me to remove that limit in MenuQue. :)
User avatar
Kellymarie Heppell
 
Posts: 3456
Joined: Mon Jul 24, 2006 4:37 am

Post » Mon May 16, 2011 9:49 am

Not an xml thing, is handled by the engine directly. Although it reminds me to remove that limit in MenuQue. :)

It's definitely doable :P
User avatar
C.L.U.T.C.H
 
Posts: 3385
Joined: Tue Aug 14, 2007 6:23 pm

Post » Mon May 16, 2011 2:09 pm

It's definitely doable :P
I know, it's already documented somewhere in my files, just a matter of finding it. :P
User avatar
Penny Courture
 
Posts: 3438
Joined: Sat Dec 23, 2006 11:59 pm

Post » Mon May 16, 2011 11:51 am

I wish Nexus had the file update notification that Alliance does.

If you're talking about what I think you are, TRACKING.
User avatar
Angel Torres
 
Posts: 3553
Joined: Thu Oct 25, 2007 7:08 am

Post » Mon May 16, 2011 5:09 pm

man I REALLY want to use this but I need to first figure out what I want to use the bars for. I'll have to think about this one for a while.
User avatar
The Time Car
 
Posts: 3435
Joined: Sat Oct 27, 2007 7:13 pm

Post » Mon May 16, 2011 11:25 pm

maybe together with "bars" that look completely different - like circles maybe?


Circles would be great. With my current attribute bars, they're more of an alert than an informational tool so using a circle would be much more appropriate than a bar.
User avatar
Tanya Parra
 
Posts: 3435
Joined: Fri Jul 28, 2006 5:15 am

Post » Mon May 16, 2011 2:03 pm

If you're talking about what I think you are, TRACKING.



Tracking only seems to put files into a sort of favorites list.

I never get notifications that a file has been updated from Nexus.
User avatar
Kevan Olson
 
Posts: 3402
Joined: Tue Oct 16, 2007 1:09 am

Post » Mon May 16, 2011 6:28 pm

Tracking only seems to put files into a sort of favorites list.

I never get notifications that a file has been updated from Nexus.

Well... every time I log onto Nexus and one of the files I track is changed, the [ ! ] is red with numbers. Click on it and you see a message box listing whatever files have been updated.

For example I saw [ ! ] 2 this morning. BOSS and Wrye Bash had new files.
User avatar
Alexandra Louise Taylor
 
Posts: 3449
Joined: Mon Aug 07, 2006 1:48 pm

Post » Mon May 16, 2011 7:51 pm

Well... every time I log onto Nexus and one of the files I track is changed, the [ ! ] is red with numbers. Click on it and you see a message box listing whatever files have been updated.

For example I saw [ ! ] 2 this morning. BOSS and Wrye Bash had new files.



You mean I have to actually go to somewhere on the site...well that isn't convenient.
Alliance emails you.

(you mean the red down arrow...)
User avatar
Bird
 
Posts: 3492
Joined: Fri Nov 30, 2007 12:45 am

Post » Mon May 16, 2011 12:14 pm

Well... every time I log onto Nexus and one of the files I track is changed, the [ ! ] is red with numbers. Click on it and you see a message box listing whatever files have been updated.

For example I saw [ ! ] 2 this morning. BOSS and Wrye Bash had new files.

NICE! I didn't know about that. That will make it so much easier to find when mods I'm using get an update.
User avatar
Sun of Sammy
 
Posts: 3442
Joined: Mon Oct 22, 2007 3:38 pm

Post » Mon May 16, 2011 1:31 pm

man I REALLY want to use this but I need to first figure out what I want to use the bars for. I'll have to think about this one for a while.

You can just try to install it. The two pre-defined bars should be welcome for most players, so you can try it out with those two and see what you think.
User avatar
Jessica Raven
 
Posts: 3409
Joined: Thu Dec 21, 2006 4:33 am

Post » Mon May 16, 2011 3:10 pm

NICE! I didn't know about that. That will make it so much easier to find when mods I'm using get an update.


I think this mod's main draw is being able to treat mod added variables just like the vanilla 3 - but there's plenty I can think of for vanilla, too. For a stealth character, light level would be useful. For somebody questing to save Cyrodiil, showing the number of open gates would be useful. For a Vampire, showing your vampire level would be useful, as would showing the time of day.
As far as I can tell, you can track pretty much anything you want.
User avatar
Abel Vazquez
 
Posts: 3334
Joined: Tue Aug 14, 2007 12:25 am

Post » Mon May 16, 2011 8:52 am

You mean I have to actually go to somewhere on the site...well that isn't convenient.
Alliance emails you.

(you mean the red down arrow...)

This is located on the home page (assuming you're logged in) next to your name.
The message box links to the updated mod.
I think it's very convenient.

Sorry for going off topic TNO. No more from me on this.
User avatar
~Sylvia~
 
Posts: 3474
Joined: Thu Dec 28, 2006 5:19 am

Post » Mon May 16, 2011 8:33 pm

I was wondering... would it be possible to program a bar in this mod to replace the health arc that is displayed above the X-Hair whenever you damage someone?
User avatar
Laura Wilson
 
Posts: 3445
Joined: Thu Oct 05, 2006 3:57 pm

Post » Tue May 17, 2011 1:32 am

I was wondering... would it be possible to program a bar in this mod to replace the health arc that is displayed above the X-Hair whenever you damage someone?

Maybe... can you be more specific in what you want?
User avatar
Steve Smith
 
Posts: 3540
Joined: Sat Jun 30, 2007 10:47 am

Post » Tue May 17, 2011 1:23 am

There should be an ini var for getting a bar...
User avatar
Nathan Risch
 
Posts: 3313
Joined: Sun Aug 05, 2007 10:15 pm

Post » Mon May 16, 2011 9:42 am

I just noticed that (intended or unintended) other mods can let HUD Status Bars create new status bars!
Just copy the functions used in the ini to create new bars, and run them every x seconds. This way they can even update in different intervals.

Great job, TNO
User avatar
Avril Louise
 
Posts: 3408
Joined: Thu Jun 15, 2006 10:37 pm

Post » Mon May 16, 2011 5:40 pm

Maybe... can you be more specific in what you want?


I'm talking about the NPC health bar "Arc" that gets displayed above the crosshair whenever you attack and damage an actor. I was wondering if it would be possible to use this mod to display that info instead, and behaves in more or less the same way. When you hit an actor, the bar pops up showing you the current percentage of their health left, possibly turning red when their heath gets down to about 20%, and the bar hides itself after 2.5 seconds (which is the game's default time as defined in the GMSTs) or when you kill the actor.
User avatar
lexy
 
Posts: 3439
Joined: Tue Jul 11, 2006 6:37 pm

Post » Mon May 16, 2011 9:33 pm

I ran into a bit of weirdness with one of my attribute bars. This is what I have for it:

set tnoHSB.hud_color to sv_Construct	"2*(tnoHSB.frac<1.0)"			set tnoHSB.hud_val to sv_Construct	"GetAV Strength"	set tnoHSB.hud_max to sv_Construct	"GetBaseAV Strength"


But when I prayed at a Shrine and had my Strength boosted, the bar showed up on my screen. The odd thing was that my Luck was also boosted yet it didn't appear on the screen. I'm not sure if it's a bug or just some engine quirk, but I thought I'd mention it. I think with those bars I'll just wait until you have the text thing working. I'd much rather just have a permanent numerical display of my attributes rather than a bar.
User avatar
Becky Palmer
 
Posts: 3387
Joined: Wed Oct 04, 2006 4:43 am

Post » Mon May 16, 2011 2:12 pm

Congratulations TNO, you've opened a whole new can of worms for us pretend modders. :goodjob:
User avatar
josh evans
 
Posts: 3471
Joined: Mon Jun 04, 2007 1:37 am

Post » Mon May 16, 2011 10:57 pm

I'm enjoying this mod immensely, so I thought I'd share http://img163.imageshack.us/img163/3613/screenshot57j.jpg.

I have the obligatory encumbrance bar to the left of the HMF cluster, with tejon's Fatigue Effects hunger and exhaustion above it. Under the weapon durability is the enchanted weapon charges, hidden if the weapon's not charged. Under the spell icon is the casting chance from Fizzle. To the right of the spell icon are durability bars for upper body armour and shield. I'm playing a no-armour mage, so those two bars are just sort of proof-of-concept. I believe there's no reason why you couldn't have a bar for each armour type, including bars that overlap the body/legs/head areas for suits that take up more than one slot. If you want to add more armour slot bars, http://obse.silverlock.org/obse_command_doc.html#Equipment_Slot_IDs for the numbers to use.

Spoiler
; bar 1 - encumbrance; fills as weight carried increases: yellow to 55% full, orange to 80% full, red to 100%; to left of magicka barset tnoHSB.hud_color to sv_Construct	"7+(3*(tnoHSB.frac>0.55))-(5*(tnoHSB.frac>0.80))"set tnoHSB.hud_val to sv_Construct	"GetAV Encumbrance"set tnoHSB.hud_max to sv_Construct	"GetBaseAV Encumbrance"set tnoHSB.hud_min to sv_Construct	"0"set tnoHSB.hud_max to sv_Construct	"GetBaseAV Encumbrance"set tnoHSB.hud_x to			HUDbarsLeftset tnoHSB.hud_y to			HUDbarsLowSetStage tnoHSB 10; bar 2 - TFE exhaustion; purple, empty when fully rested; default position: same x, above encumbranceset tnoHSB.hud_color to sv_Construct	"8"set tnoHSB.hud_val to sv_Construct	"tfeNeeds.exhaustion"set tnoHSB.hud_max to sv_Construct	"tfeNeeds.fExhaustionMessageThreshold"SetStage tnoHSB 10; bar 3 - TFE hunger; rhubarb, empty when fully fed; default position: same x, above tfe exhaustionset tnoHSB.hud_color to sv_Construct	"12"set tnoHSB.hud_val to sv_Construct	"tfeNeeds.hunger"set tnoHSB.hud_max to sv_Construct	"tfeNeeds.fHungerMessageThreshold"SetStage tnoHSB 10; bar 4 - enchanted weapon charges; teal, hidden if weapon not enchanted; under weapon icon, under durability barset tnoHSB.hud_color to sv_Construct	"4*(tnoHSB.max>0)"set tnoHSB.hud_ref to sv_Construct	"Player.GetEquippedObject 16"set tnoHSB.hud_val to sv_Construct	"Player.GetEquippedCurrentCharge 16"set tnoHSB.hud_max to sv_Construct	"GetObjectCharge hud_ref"set tnoHSB.hud_x to			HUDweaponCenterset tnoHSB.hud_y to			HUDweaponBelowset tnoHSB.hud_v_adjust to 		10set tnoHSB.hud_size to			HUDweaponWidthSetStage tnoHSB 10; bar 5 - fizzle chance; purple, full at 100% casting chance; under magic icon, inline with durability barset tnoHSB.hud_color to sv_Construct	"8"set tnoHSB.hud_val to sv_Construct	"tejonFizzle.chance"set tnoHSB.hud_max to sv_Construct	"100"set tnoHSB.hud_x to			HUDmagicCenterset tnoHSB.hud_y to			HUDmagicBelowset tnoHSB.hud_v_adjust to 		5set tnoHSB.hud_size to			HUDmagicWidthSetStage tnoHSB 10; bar 6 - cuirass health; red, hidden if not wearing upper body armour; to right of magic iconset tnoHSB.hud_color to sv_Construct	"5*(tnoHSB.max>0)"set tnoHSB.hud_ref to sv_Construct	"Player.GetEquippedObject 2" ; upper body itemset tnoHSB.hud_val to sv_Construct	"Player.GetEquippedCurrentHealth 2"set tnoHSB.hud_max to sv_Construct	"GetObjectHealth hud_ref"set tnoHSB.hud_x to			HUDmagicRightset tnoHSB.hud_y to			HUDmagicAboveset tnoHSB.hud_v_adjust to 		4set tnoHSB.hud_size to			HUDmagicWidthSetStage tnoHSB 10; bar 7 - shield health; red, hidden if not wearing shield; to right of magic icon, under cuirass health; change hud_x and hud_y if not using previous barset tnoHSB.hud_color to sv_Construct	"5*(tnoHSB.max>0)"set tnoHSB.hud_ref to sv_Construct	"Player.GetEquippedObject 13" ; shieldset tnoHSB.hud_val to sv_Construct	"Player.GetEquippedCurrentHealth 13"set tnoHSB.hud_max to sv_Construct	"GetObjectHealth hud_ref"set tnoHSB.hud_y to			HUDprevBarBelowset tnoHSB.hud_size to			HUDmagicWidthSetStage tnoHSB 10

The set tnoHSB.hud_v_adjust values may need to be adjusted to fine-tune the placement of the little bars if you have a different screen resolution than mine, which is 1920 x 1080.
User avatar
Sun of Sammy
 
Posts: 3442
Joined: Mon Oct 22, 2007 3:38 pm

Post » Mon May 16, 2011 2:39 pm

There should be an ini var for getting a bar...
Hi Darn, nice to hear from you :)
I'm not sure what you mean though, maybe you should explain in Norwegian :P


I just noticed that (intended or unintended) other mods can let HUD Status Bars create new status bars!
Just copy the functions used in the ini to create new bars, and run them every x seconds. This way they can even update in different intervals.
Not really intended, but fully possible. The new bars will disappear after each game restart (and possible savegame load) though, so any other mod would have to account for that.


I'm talking about the NPC health bar "Arc" that gets displayed above the crosshair whenever you attack and damage an actor. I was wondering if it would be possible to use this mod to display that info instead, and behaves in more or less the same way. When you hit an actor, the bar pops up showing you the current percentage of their health left, possibly turning red when their heath gets down to about 20%, and the bar hides itself after 2.5 seconds (which is the game's default time as defined in the GMSTs) or when you kill the actor.
I have actually coded in some built-in references to use for the bars, for v 1.1 of the mod, and one of the built-in references is the current enemy. So with that, you can have bars displaying any stat you want for the current enemy - at least if I get it to work, as I haven't tested it yet.


I'm enjoying this mod immensely, so I thought I'd share http://img163.imageshack.us/img163/3613/screenshot57j.jpg.

...

The set tnoHSB.hud_v_adjust values may need to be adjusted to fine-tune the placement of the little bars if you have a different screen resolution than mine, which is 1920 x 1080.

I really appreciate the example image and ini file. It is hopefully a good inspiration for not only me, but for other potential users of HUD Status Bars.

Btw, I plan to look into finetuning the vertical positioning of bars above/below the icons, to make hud_v_adjust less needed. I guess I should probably scale the vertical gap between bars to their scale too, by default, e.g. Bars with 50% of normal size should only have 50% of the normal gap, do you agree?
User avatar
Nathan Barker
 
Posts: 3554
Joined: Sun Jun 10, 2007 5:55 am

Post » Mon May 16, 2011 2:49 pm

This doesn't seem to work with Nehrim - at least, for me. All I get is one purple bar at the top-left corner of the screen.
User avatar
Alyce Argabright
 
Posts: 3403
Joined: Mon Aug 20, 2007 8:11 pm

Post » Mon May 16, 2011 9:55 pm

This doesn't seem to work with Nehrim - at least, for me. All I get is one purple bar at the top-left corner of the screen.

It may be that the Nehrim xml is so different from the standard xml that HUD Status Bars fail to find the correct position and possibly size of the existing HUD elements. If so, you cannot use the relative positioning like HUDmagicBelow, etc., but instead place the icon where you want them, by using a number from 0-100 for the x and y position.

But the mod in itself doesn't at all care about the name (or content) of the master.esm file in use.
User avatar
Kat Stewart
 
Posts: 3355
Joined: Sun Feb 04, 2007 12:30 am

PreviousNext

Return to IV - Oblivion