The mod uses Toggle Sprint hotkey as a modifier to a primary hotkey so if you have it rebinded then enable HUDitor mode with <your hotkey> + U instead of Shift + U
If you have Input loader installed then you also can use F7 hotkey for HUDitor mode, it can be reassigned here: Cyberpunk 2077\r6\input\HUDitor.xml (hotkeys reference list available here)
Dialog editing notes - Dummy dialog widget previews (aka colored rectangles) do not work well now, to adjust dialog widgets position more precisely just enable HUDitor editing mode when you have some dialog choices or subtitles active on the screen so you can move the actual widgets itself.
For E3 Compass users - Enable compatibility mode with settings menu
Grid overlay - You can use something like this to display grid over the game UI
Where HUDitor keeps all settings - bin\x64\plugins\cyber_engine_tweaks\mods\HUDitor\persistency.json
I've downloaded many high quality mods throughout the years but this one sticks out. The author has thought of everything one could ask for and a little more, and this is all for free. Thank you for taking your time so many of us can drastically improve our gaming experiences - endorsed and voted!
Is there a way to allow HUDITOR to function properly when in a vehicle? I want to move the vehicle exclusive widgets too, and I currently cannot move them even if I use F7.
Thanks for the mod, been using it for a while now. I'm sure you've heard these things before but maybe not..
Create a hotkey to increase/decrease the transform increment. Using WASD to move the elements is the best way to keep elements aligned but is very tedious if you have to move long distances. (or maybe create a <hold> context so you dont have to press the key 500x)
Provide some settings files as an optional download that can be used as a starting point or template. A vanilla file would be great. If you really wanna get fancy you could create a mechanism for loading/applying templates in real time, but the standalone files would be just fine
Display the (x,y) coordinates of the currently selected element while editing
Mod is great, allows us to change things we otherwise could not! These ideas are not meant to take away from what you've already accomplished but rather supplement it.. if feasible. Thx for your work on this
1. Just move widget with your mouse holding left button as it is supposed to, then fine tune with WASD 2. Not very likely going to happen, too much work for not that demanded feature. And if you wanna keep the widget with vanilla position then just disable HUDitor support from the mod settings menu 3. Makes no sense because widgets positions use x and y translations from the starting point, not coordinates
1. sure.. i guess what im saying is if you want two elements vertically aligned, you place them side by side and use the up/dn arrows so theyre aligned. but now you want them on opposite sides of the HUD, horizontally. moving them to opposite sides whilst keeping them 'perfectly' vertically aligned requires W/D keys, bc no way you can use mouse without the element changing its X value.. ever used powerpoint where you can hold shift to transform with mouse but it keeps the element anchored to its x or y coordinate? but i understand if it's not feasible or youre not motivated to add it. 2. fair enough.. i know it would take some work to write the file handling system, etc. 3. are there no x,y values used? sure if two elements are perfectly aligned they would share at least one of their coordinate values, whatever they are, right?
Thanks for the reply.. like I said, the mod is great, I appreciate it, it was worth a shot to ask about these things.
1. Still does not sound worth the time invested to implement something like this so no plans for that atm. I'll give it a try when the next major mod update happens maybe. 3. There are x and y values used but as I said it's a translation from a starting point so elements very likely will have different x, y
Great Mod. Works great. Only the text i get when i sit and wait or sleep and wake up later won't move. Is that possible or planed for futur update? Text like: some time later
Jackie Welles: Incoming call, stuck on my screen after using this mod. Hurts man. Also, the "game saveed' widget screen is all black background and blocks my screen when i save
Could it be possible to update the mod so that the coordinates of the HUD edits are not tied to resolution? Currently, every preset breaks when the resolution setting is changed.
I back up my persistency.json for each resolution I play in. Should give that a try - see pinned post for location. I use it for when I game on TV in 1440 or on monitor on 3840xx1600
1045 comments
If you have Input loader installed then you also can use F7 hotkey for HUDitor mode, it can be reassigned here:
Cyberpunk 2077\r6\input\HUDitor.xml (hotkeys reference list available here)
- Dummy dialog widget previews (aka colored rectangles) do not work well now, to adjust dialog widgets position more precisely just enable HUDitor editing mode when you have some dialog choices or subtitles active on the screen so you can move the actual widgets itself.
For E3 Compass users
- Enable compatibility mode with settings menu
Grid overlay
- You can use something like this to display grid over the game UI
Where HUDitor keeps all settings
- bin\x64\plugins\cyber_engine_tweaks\mods\HUDitor\persistency.json
Great mod by the way, just noticed you're the creator of like 7 mods I'm using lol you're a beast
Mod is great, allows us to change things we otherwise could not! These ideas are not meant to take away from what you've already accomplished but rather supplement it.. if feasible. Thx for your work on this
2. Not very likely going to happen, too much work for not that demanded feature. And if you wanna keep the widget with vanilla position then just disable HUDitor support from the mod settings menu
3. Makes no sense because widgets positions use x and y translations from the starting point, not coordinates
2. fair enough.. i know it would take some work to write the file handling system, etc.
3. are there no x,y values used? sure if two elements are perfectly aligned they would share at least one of their coordinate values, whatever they are, right?
Thanks for the reply.. like I said, the mod is great, I appreciate it, it was worth a shot to ask about these things.
3. There are x and y values used but as I said it's a translation from a starting point so elements very likely will have different x, y
Text like: some time later
NM, figured it out. Didn't realize I had to edit under a few different situations. Standing still, weapons drawn ect...