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Changelogs
Version 5.1
Bug fix for "error code 7".
Fixes a bug that caused the HUD to always show up after closing Photo Mode.
Version 5.0
Completely redesigned Auto Hide HUD.
Visibility state of HUD elements can be changed seletively.
Expanded the vanilla settings list based on earlier requests.
New implementation to change visibility.
Added support for Custom INI ( i.e. higher priority INI to prevent settings from getting overwritten when updating ).
The legacy "AutoHideHUD.dll" has been superseded by "AutoHideHUDAndWidgets.dll".
API for Mod Authors to create new conditions to show/hide HUD elements, see "Auto Hide HUD and Widgets - Optional ESM".
Important HUD notifications ( e.g. "Quicksaving..." ) are always displayed.
Version 4.2
Hotfix for a bug that could prevent the plugin from loading.
Version 4.1
Hotfix for a wrong INI value.
Version 4.0
New recognized INI setting fShowBelowVehicleBoostPackPercent.
New native plugin compiled in my non Address Library environment (no address independence).
Vanilla INI can be downloaded separately to avoid overwriting any previously changed setting while updating. (If the INI is not present, the default values are used by the plugin).
Version 3.5
Fixes a data type overflow that could cause to mod be nonfunctional.
Version 3.4
Added support for Game version 1.14.70.
Version 3.3
The HUD is not visible if the current object in the crosshair is a harvested Flora form (see new setting bShowIfAutoAimTargetIsHarvestedFlora)
The HUD is not visible if the current object in the crosshair is a not activatable (not interactable but grabbable) Movable Static form (see new setting bShowIfAutoAimTargetIsNotActivatable)
Version 3.2
Added setting to show the HUD when the player is in a Land Vehicle
Added optional feature Menu Overriders
Added optional feature Toggle HUD Hotkey
The HUD is now shown while the player is aiming in a Land Vehicle
Version 3.1
Fixes a bug that prevented the HUD from getting hidden in certain cases (this bug seemed to occur only on v1.13.61)
Version 3.0
Added setting to show the HUD when the player is jumping or falling
Added setting to show the HUD when the player is overencumbered
Added setting to show the HUD when there are hostiles nearby
The HUD is now shown when the player's health is below 50%
The HUD is now shown when the player's oxygen level is below 50%
The HUD is now shown when the player's boost pack power level is below 50%
Numerous bug fixes and code improvements
Version 2.0
Added setting to show the HUD when the player discovers a location or a planet trait
Added setting to show the HUD when the player receives a new mission
Added setting to show the HUD when subtitles are displayed (does anything only if subtitles are on)
Added setting to define custom cooling off time (i.e. time after the HUD should be hidden; iKeepHUDShownMS is measured in milliseconds so iKeepHUDShownMS=2000 would mean "hide the HUD after 2 seconds")
Console log no longer logs function calls from this mod (I decoded the relevant native functions themselves)
Fixes a bug that could prevent the HUD from getting hidden after harvesting a Flora form
Fixes a rare bug that could prevent the HUD from getting hidden after exiting the Handscanner
Code optimization
About this mod:
SFSE plugin that grants you full control over the HUD's visibility.
Each mod setting has a detailed description in ..\Data\SFSE\Plugins\AutoHideHUDAndWidgets.ini.
Probably there's no need to copy the INI text here (~200 lines). Basically, you can define what HUD element you'd like to see on what conditions.
Define New Conditions - API For Mod Authors:
Beyond the settings available in the INI, if you know how to edit Condition Forms in the Creation Kit, you can define new conditions for each HUD element.
1) Open the Optional file "Auto Hide HUD and Widgets - Optional ESM" in the Creation Kit.
2) Open the Condition Form you'd like to edit, e.g. "AutoHideHUDAndWidgets_CNDF_RolloverWidget".
2.1. Each Condition Form is linked to a HUD element.
2.2. Simply overwrite the ones you'd like to edit.
2.3. Add your conditions to the Condition Form, e.g. IsSneaking == 1.00.
4) Save your plugin and exit the Creation Kit.
5) Activate both AutoHideHUDAndWidgets.esm and your plugin in your load order.