Sneak Peek - 0.2.2 - Installer, More Immersive, Scanner and Fixes
Experimental StarUI HUD 1.0 Patch
A patch for StarUI HUD 1.0 is now available as optional file which allows both BetterHUD Sneak Peek 0.2.2 and StarUI HUD 1.0 to play together.How nicely they play together is not known and I'd appreciate any feedback!
Hotfix 0.2.2
HUD should no longer be resetting on Ultrawide monitors when exiting terminals, crafting, dialog, spaceship seat, etc.
Compass now properly hides on all monitors when in terminals, crafting, dialog, spaceship seat, etc.
Defaults preset no longer has dotOnly as true.
Rollover settings for preset immersive now set to default values as the previous values, while great outside of scanner, were causing issues when scanner is open.
Fixed minor comment duplication in config file
Issues Fixed (0.2.0)
Scaling issues on ultrawide.
After extensive testing and changes, ultrawide should now no longer have any scaling issues. Please let me know if there are any situations where this still happens. Big thank you to everyone who provided feedback as it helped track down the issue!
Faint black background removed.
A faint black background was visible when healthbar was hidden. This has now been removed, and can alternatively be hidden always even when not in immersive mode.
onlyUnarmed now working as intended
New Features
Each feature listed below is fully customizable and configurable in the config file.
Installer with Vortex and Mod Organizer 2 support Sneak peek now comes with an installer featuring 3 presets to choose from. These presets are:
Location and XP
Good for those who just want Location and XP position and scale changes. A good starting point for understanding how these parameters are configured
Immersive
All immersive features turned on. See more details below. My personal preference atm.
Defaults
Sample configuration file that can be used as a base with all vanilla values.
Improved Immersive and Dynamic HUD
When and why health and weapon/ammo/explosive appear have been tweaked.
New features include showing when in combat, when using scanner, and hiding compass when not needed.
Health and weapon/ammo/explosive is now decoupled.
Health can be shown when below threshold, in combat or in scanner, depending on how user configures it.
Weapon/ammo/explosive can be shown when reloading, changing weapon, firing weapon, in combat or in scanner, also depending on configuration. Has a configurable timeout for how long to be visible (not in effect if immersiveShowWhenCombat is true and player is in combat).
Compass can now also be hidden when not needed and shown only when in scanner or when O2 level drops below a configurable threshold.
Fullscreen and Configurable Interface Scanner
The scanner can now be configured in a myriad of ways, including:
Enable Fullscreen Scanner covers the whole screen.
Disable Startup Animation
Hide Crosshair
Hide Vignette
Hide various other elements like the Bars, Range, RangeMax, Small Circle (inner), Top Bar (location), Bottom Bar (key hints and details)
Hide Planet Info (left display)
Hide Right Info (right displays)
Scanner elements can also be positioned, scaled, and colored.
Large Font Mode Now Supported Can benefit from small changes to subtitle size and position in config in order for subtitles to be larger too.
Option to Always Hide Crosshair in Firstperson
Cutter reticle parameter
Keep in mind it is only a sneak peekalpha version for now.
It is now available under the "Optional files" portion of the "Files" page as BetterHUD - v0.2.1 - Sneak Peek
If you find any issues or bugs, please create a bug report or reply to this comment.
Keep in mind that compatibility patches will no longer work unless they are updated.
<immersiveWeaponAndAmmoTimeout> seems to be overriding <immersiveShowWhenScanning> -- unless I'm doing something wrong.
Configured as below, Weapon/Ammo is hidden. Pull out scanner, they show and then hide 5000ms later. Put away scanner, they show and hide 5000ms later.
<RightMeters> <visible>1</visible> <!-- immersiveEnabled hide when over threshold, default false --> <immersiveEnabled>false</immersiveEnabled> <!-- immersiveThreshold valid values between 1 and 99 --> <immersiveThreshold>99</immersiveThreshold> <immersiveWeaponAndAmmo>true</immersiveWeaponAndAmmo> <!-- how long until hiding weapon and ammo, values are in milliseconds --> <immersiveWeaponAndAmmoTimeout>5000</immersiveWeaponAndAmmoTimeout> <hideWeaponAndAmmo>false</hideWeaponAndAmmo> <!-- immersiveShowWhenScanning, if true, always shows health when scanner is open --> <immersiveShowWhenScanning>true</immersiveShowWhenScanning> <!-- immersiveShowWhenScanning, if true, always shows health when in combat --> <immersiveShowWhenCombat>true</immersiveShowWhenCombat> <!-- affects the faint black background behind the health bar --> <disableFaintBackground>false</disableFaintBackground> <effect3D>true</effect3D> <offsetX>0</offsetX> <offsetY>0</offsetY> <scaleX>1</scaleX> <scaleY>1</scaleY> </RightMeters>
BitTitan: It may seem counter-intuitive, but the way it works is that when pulling out the scanner, player is equipped with cutter and so the WeaponAndAmmo part changes to cutter. When closing scanner, playeer is then equipped with previous WeaponAndAmmo, and so appears again. This is why WeaponAndAmmo show when immersiveWeaponAndAmmoTimeout is true. Hopefully that makes sense.
I can add additional parameter to never show WeaponAndAmmo in scanner if that could be desirable. Not sure how else to solve it right now, but open to suggestions!
kappachino1911: Unfortunately it's hard to test as I don't have an ultrawide monitor, but I can force a somewhat 21:9 resolution and test. But if possible, could you post a screenshot of how it looks in base game in comparison?
I'd like to add a setting in installer to allow choosing presets that's more suitable for Ultrawide. At the moment it's something you have to configure yourself by offsetting elements to make them positioned further out the edges.
Also I'm open to including anyones Ultrawide presets in the installer with credit if someone makes one that is suitable!
Though I will say, it all looks pretty spot on to me by default, I just changed the offsetX for both the RightMeters and the Compass to be a little further away from the bottom centre of the screen.
Compass: <offsetX>-280</offsetX> RightMeters: <offsetX>-1650</offsetX> Those values produce what I've got in the screenshot above. Do with that as you want KhaoMeat/anybody else :)
Thanks so much for the mod! Dynamic HUD already... so nice.
@KaosMaat, I was looking for the option force visible when scanner is out and todo the auto hide when scanner is away. I thought <immersiveShowWhenScanning>true would do that, but it still hides after the timeout.
HUD should no longer be resetting on Ultrawide monitors when exiting terminals, crafting, dialog, spaceship seat, etc.
Compass now properly hides on all monitors when in terminals, crafting, dialog, spaceship seat, etc.
Defaults preset no longer has dotOnly as true.
Rollover settings for preset immersive now set to default values as the previous values, while great outside of scanner, were causing issues when scanner is open.
edit: Just saw it was in the bugs section and being looked at, but, may as well leave my ignorance here, incase anyone else does like me. gives it a bit more visibility?
Just as a heads up to you @KhaoMaat and to anyone else reading this with the same issue I had, while i LOVE the immersive hud settings, it messes with the Into the Unknown quest, when you need to scan for the anomaly because of the fullscreen=true settings for the scanner. when its set to that you don't get the glitches/sounds you need to find the temple. I didn't see it mentioned anywhere, and Id maybe suggest that putting that either in the pinned comment here, or in the installer, that using that config can impact that specific quest.
Hi, love your mod and use it since day one. Just one question, would it possible to add UT and Localtime to the Scanner/Compass? And maybe add Inventory wight current/max?
I used "Scanner Encumbrance Display With Time" Mode a long time, but Vortex says it conflicts with your mod. Im not a modder and can't seee what it actualy brakes, when i load it after Better hud. When you say it would be fine to load it after and breaks nothing, it wold be apriciated.
Your mod is amazing, I would say one of the top 3 for sure. Just a very minor detail: could you make a setting for the alpha of the scanner's big circle? I want to disable the "fullscreen" scanner setting, but that forces the big circle and it's too opaque, too annoying...
Feature request: Please add a "display weapon and ammo when weapon drawn, and hide when holstered" feature. I like the "show on combat" immersive version, but sometimes I want to initiate combat using a weapon, and I like to see my ammo count upfront. This is also technically less cheaty because you can't see when you're entering combat as easily.
Also, I can't seem to make the health bar immersive while making the weapon info work as normal. Setting immersiveWeaponAndAmmo to false seems to do nothing at all, it still hides automatically.
Your mod is amazing, I would say one of the top 3 for sure. Just a very minor detail: could you make a setting for the alpha of the scanner's big circle? I want to disable the "fullscreen" scanner setting, but that forces the big circle and it's too opaque, too annoying...
Really enjoying the update so far! I can't seem to figure out how to set the sneak meter back to white instead of blue when hidden. Any advice would be great!
Hello, I came here looking for a solution because certain UI elements were turned blue and very dark red damage numbers for crits after installing BetterHUD StarUI 1.0 patch, since I have StarUI along with the new 2.2 sneak peak.
Since its labeled "BetterHUD - v0.2.2 - Sneak Peek - StarUI 1.0 Patch" I thought it was needed for the normal base StarUI mod, I didn't even know of StarUI HUD's existence until just now haha, so I'd suggest renaming it to something that indicates that the patch is for StarUI HUD specifically so you dont get more confused people submitting bug reports. Mistake on my part, I now see it mentions starfield HUD in the description.
Anyways thank you very much for you mod! its amazing and I really enjoy your default immersive presets. Keep up the good work :)
Spend the whole day yesterday trying to find it, ended up visiting the whole planet, scanned every single thing in the planet untill I realised it probably had something to do with the HUD so I uninstalled it very quick and boom found the temple after 30secs lmfao... At that time I had already spent half a day trying to figure out when it was that simple haha
PlausibleSarge wrote: Feature request: Please add a "display weapon and ammo when weapon drawn, and hide when holstered" feature. I like the "show on combat" immersive version, but sometimes I want to initiate combat using a weapon, and I like to see my ammo count upfront. This is also technically less cheaty because you can't see when you're entering combat as easily.
Oh definitely. Playing as a sneaky sniper, I'm constantly running around weapon drawn aiming at dudes' heads while out of combat. It would be nice to be able to check if I'm good on ammo before starting to kille everyone.
Thank you for this very useful hint. I was searching for this a while. You made me happy with it, finally i can see those unknown Scanner lines again. (before i always closed Starfield and moved the monocle file somewhere else in those Quests, just to put it back right after: no its a bit more immersive)
Hello everyone! Please tell me I also use the mod " https://www.nexusmods.com/starfield/mods/459?tab=files " and after the update "Starfield’s REV-8 Land Vehicle" that adds a vehicle it does not allow interaction with any object, door, vehicle, container, ship or items using the E. R buttonns! Is there a way to disable enemies on the compass in the mod BetterHUD in the file "ini"? I am very grateful for answers in advance!
For me it’s the Disable enemy hit marker and health that make it so I cannot exit the vehicle. The disable location xp does not interfere. I tried another mod not by this author that disables enemy health bar because I hate seeing them and it also causes the issue. So at this time I have to keep the enemy health bar which kinda sucks but easier than using console commend do disable and enable the vehicle
This is the worst mod that I saw. The developers thought and did everything wisely and for people. Having set this mod, I can’t read subtitles, so you always crawl out you opened the location and here you are xp, so I delete it. But for the fact that a strip of enemies is not visible, thanks.
@8ScorpioN8 Dude, you sound like an ignorant asshole coming up in here with a comment like that.
Yes, this mod needs to be updated due to recent issues surfacing from the latest game updates, but that's the extent of it. Show some etiquette next time you decide to comment on the Nexus; we don't take kindly to assholes around here.
Yes definitely, I know that it is an annoying bug and I have all intention to get this fixed and uploaded as soon as possible. I've already found the issue, resolved it as well as added the ability for immersive hiding of the exit button after entering. The problem is that this is baked into the 1.0 release I'm still working on. I would love to say it will be out soon, but I've come out with guesstimates before and life always finds unexpected ways to throw curve balls. So all I can say is that I'm trying to get release 1.0 of the completely refactored/remade mod available as soon as possible!
Hey folks! I'm returning to Starfield in light of the recent DLC update. Any users here experiencing issues? I'm assuming this mod is now partially outdated at this point and looking for people to confirm. Thanks!
The primary issue right now is entering the vehicle/rev 8. There could be more issues that I'm not completely aware of, mainly since they have long been fixed in the unreleased major refactor and complete rework, from the ground up, of this mod. I'm hoping to get this out as soon as possible and am working on it as much as life permits. Things are looking good at the moment so I'm hopeful to release "soon", but I unfortunately can't give any estimates more than that as I don't want to give false hopes or promises. All I can say is that I'm very excited to work on the mod as much as I can and look forward to uploading version 1.0 when it's ready
So... Um... What config file do I edit to change settings? I see many references to it, but I've searched around and I can't seem to find what the actual config file is called.
947 comments
Experimental StarUI HUD 1.0 Patch
A patch for StarUI HUD 1.0 is now available as optional file which allows both BetterHUD Sneak Peek 0.2.2 and StarUI HUD 1.0 to play together.How nicely they play together is not known and I'd appreciate any feedback!
Hotfix 0.2.2
Issues Fixed (0.2.0)
Scaling issues on ultrawide.
After extensive testing and changes, ultrawide should now no longer have any scaling issues. Please let me know if there are any situations where this still happens. Big thank you to everyone who provided feedback as it helped track down the issue!
Faint black background removed.
A faint black background was visible when healthbar was hidden.
This has now been removed, and can alternatively be hidden always even when not in immersive mode.
onlyUnarmed now working as intended
New Features
Each feature listed below is fully customizable and configurable in the config file.
Installer with Vortex and Mod Organizer 2 support
Sneak peek now comes with an installer featuring 3 presets to choose from.
These presets are:
Location and XP
Good for those who just want Location and XP position and scale changes.
A good starting point for understanding how these parameters are configured
Immersive
All immersive features turned on. See more details below.
My personal preference atm.
Defaults
Sample configuration file that can be used as a base with all vanilla values.
Improved Immersive and Dynamic HUD
When and why health and weapon/ammo/explosive appear have been tweaked.
New features include showing when in combat, when using scanner, and hiding compass when not needed.
Health and weapon/ammo/explosive is now decoupled.
Health can be shown when below threshold, in combat or in scanner, depending on how user configures it.
Weapon/ammo/explosive can be shown when reloading, changing weapon, firing weapon, in combat or in scanner, also depending on configuration. Has a configurable timeout for how long to be visible (not in effect if immersiveShowWhenCombat is true and player is in combat).
Compass can now also be hidden when not needed and shown only when in scanner or when O2 level drops below a configurable threshold.
Fullscreen and Configurable Interface Scanner
The scanner can now be configured in a myriad of ways, including:
Enable Fullscreen
Scanner covers the whole screen.
Disable Startup Animation
Hide Crosshair
Hide Vignette
Hide various other elements
like the Bars, Range, RangeMax, Small Circle (inner), Top Bar (location), Bottom Bar (key hints and details)
Hide Planet Info
(left display)
Hide Right Info
(right displays)
Scanner elements can also be positioned, scaled, and colored.
Large Font Mode Now Supported
Can benefit from small changes to subtitle size and position in config in order for subtitles to be larger too.
Option to Always Hide Crosshair in Firstperson
Cutter reticle parameter
Keep in mind it is only a sneak peek alpha version for now.
It is now available under the "Optional files" portion of the "Files" page as BetterHUD - v0.2.1 - Sneak Peek
If you find any issues or bugs, please create a bug report or reply to this comment.
Keep in mind that compatibility patches will no longer work unless they are updated.
Configured as below, Weapon/Ammo is hidden. Pull out scanner, they show and then hide 5000ms later. Put away scanner, they show and hide 5000ms later.
<RightMeters>
<visible>1</visible>
<!-- immersiveEnabled hide when over threshold, default false -->
<immersiveEnabled>false</immersiveEnabled>
<!-- immersiveThreshold valid values between 1 and 99 -->
<immersiveThreshold>99</immersiveThreshold>
<immersiveWeaponAndAmmo>true</immersiveWeaponAndAmmo>
<!-- how long until hiding weapon and ammo, values are in milliseconds -->
<immersiveWeaponAndAmmoTimeout>5000</immersiveWeaponAndAmmoTimeout>
<hideWeaponAndAmmo>false</hideWeaponAndAmmo>
<!-- immersiveShowWhenScanning, if true, always shows health when scanner is open -->
<immersiveShowWhenScanning>true</immersiveShowWhenScanning>
<!-- immersiveShowWhenScanning, if true, always shows health when in combat -->
<immersiveShowWhenCombat>true</immersiveShowWhenCombat>
<!-- affects the faint black background behind the health bar -->
<disableFaintBackground>false</disableFaintBackground>
<effect3D>true</effect3D>
<offsetX>0</offsetX>
<offsetY>0</offsetY>
<scaleX>1</scaleX>
<scaleY>1</scaleY>
</RightMeters>
I can add additional parameter to never show WeaponAndAmmo in scanner if that could be desirable. Not sure how else to solve it right now, but open to suggestions!
I'd like to add a setting in installer to allow choosing presets that's more suitable for Ultrawide. At the moment it's something you have to configure yourself by offsetting elements to make them positioned further out the edges.
Also I'm open to including anyones Ultrawide presets in the installer with credit if someone makes one that is suitable!
Though I will say, it all looks pretty spot on to me by default, I just changed the offsetX for both the RightMeters and the Compass to be a little further away from the bottom centre of the screen.
Compass:
<offsetX>-280</offsetX>
RightMeters:<offsetX>-1650</offsetX>
Those values produce what I've got in the screenshot above. Do with that as you want KhaoMeat/anybody else :)
Thanks so much for the mod! Dynamic HUD already... so nice.
Compass:
<offsetX>-320</offsetX>
RightMeters:<offsetX>350</offsetX>
By the way, I did notice the compass stays visible no matter what screen I'm on even when in the ship, in space it sits underneath other UI on the left.
Fixes
Just as a heads up to you @KhaoMaat and to anyone else reading this with the same issue I had, while i LOVE the immersive hud settings, it messes with the Into the Unknown quest, when you need to scan for the anomaly because of the fullscreen=true settings for the scanner. when its set to that you don't get the glitches/sounds you need to find the temple. I didn't see it mentioned anywhere, and Id maybe suggest that putting that either in the pinned comment here, or in the installer, that using that config can impact that specific quest.
1. StarUI Hud
2. Better hud 0.2.2
3. Better Hud StarUI patch
love your mod and use it since day one.
Just one question, would it possible to add UT and Localtime to the Scanner/Compass?
And maybe add Inventory wight current/max?
I used "Scanner Encumbrance Display With Time" Mode a long time, but Vortex says it conflicts with your mod.
Im not a modder and can't seee what it actualy brakes, when i load it after Better hud. When you say it would be fine to load it after and breaks nothing, it wold be apriciated.
Also, I can't seem to make the health bar immersive while making the weapon info work as normal. Setting immersiveWeaponAndAmmo to false seems to do nothing at all, it still hides automatically.
I would also love to see this change in this mod.
I can't seem to figure out how to set the sneak meter back to white instead of blue when hidden.
Any advice would be great!
Since its labeled "BetterHUD - v0.2.2 - Sneak Peek - StarUI 1.0 Patch" I thought it was needed for the normal base StarUI mod, I didn't even know of StarUI HUD's existence until just now haha, so I'd suggest renaming it to something that indicates that the patch is for StarUI HUD specifically so you dont get more confused people submitting bug reports. Mistake on my part, I now see it mentions starfield HUD in the description.
Anyways thank you very much for you mod! its amazing and I really enjoy your default immersive presets. Keep up the good work :)
Thanks. :)
Oh definitely. Playing as a sneaky sniper, I'm constantly running around weapon drawn aiming at dudes' heads while out of combat. It would be nice to be able to check if I'm good on ammo before starting to kille everyone.
I was searching for this a while.
You made me happy with it, finally i can see those unknown Scanner lines again.
(before i always closed Starfield and moved the monocle file somewhere else in those Quests, just to put it back right after: no its a bit more immersive)
big shout out and Kudos for you my Friend
Dude, you sound like an ignorant asshole coming up in here with a comment like that.
Yes, this mod needs to be updated due to recent issues surfacing from the latest game updates, but that's the extent of it. Show some etiquette next time you decide to comment on the Nexus; we don't take kindly to assholes around here.
Well Said sir.
I see many references to it, but I've searched around and I can't seem to find what the actual config file is called.
Thanks!
Starfield\Data\interface\
Great mod!
I wanted to know if it was possible to hide the hidden text.
Thx