Updated on March 2nd 2020 to work with the latest version of the game.
[v1.30]
NEW
READ ME - This mod has been split into separate parts so that users can configure the game to suit their individual needs!
To install this mod you have to pick and choose which pieces you want and download each one as separate components HOWEVER you cannot have more than 1 Primary Soldier Component since those edit the same file, everything else however can be downloaded as needed and any part can be skipped.
1. Download the Primary Mod file which removes Objective markers, or skip this part to keep them 2. Under Optional Files you have "Primary Soldier Components", you can only pick and install ONE of these or skip to keep all names/healthbars/ and class markers 3. Under miscellaneous you have what I call "Auxiliary components", these can be mixed and matched in any order with any combination since they don't conflict with any of the other parts, again skip out on the features you wish to keep
Please if you're aware of an issue let me know so that I can address it, some basic info on what the issue is would also be appreciated for example what map and mode is having issues etc.
If you're having trouble installing this mod and it's individual components please let me know so that I can help you out!
Can you make a similar mod that’s the same as the vanilla version but when the kill texts show up I want it to only display for example; “Defeated azizthehobbit” without the other texts underneath.
Hey i want to request a mod that removes all hud elements except crosshairs. I know there is an option called crosshairs only in game by defauolt but most crosshairs are removed there nontheless. at least in hipfire mode so i would love to see a mod that actually keeps the crosshairs
In various updates to the game DICE has added more options for HUD elements under the gameplay tags, you can disable most things whilst still keeping normal crosshairs but I don't think you can remove the game status in the top middle part of the HUD that shows the points captured etc. That gets you close at least.
^ I'm not sure how this works with specific gamemodes, for instance if you disable in world objective markers via the gameplay menu does that remove them for Hero's vs villains/space battles? If so for that feature I'd still recommend my mod since I retain those features along with the escape ships at the end of a supremacy match.
Since that progress bar at the top of the screen is the only HUD element that can't be removed via the settings and isn't yet removed by my mod I'm looking into making another auxiliary component that just removes that. I'll post when it's done.
lol, well when in the process of testing if my module worked I discovered that you CAN in fact disable all the HUD elements that would be needed in game to do what you want and only have crosshairs!
Go under gameplay and scroll down, then start to disable all the things you don't want such as radar, names, and anything else you wouldn't want including the gamemode bar which by default is set to no outline, as for in world objective marks which do appear to let you disable them in the options as I said before, I have to assume that it would also remove those for all gamemodes which wouldn't be ideal for obvious reasons so I'd still recommend the main part of my mod at least if you'd like to retain them in Hero's vs villains, any dynamic objective (ones that move like ion cannons), or space battles.
A note on this though, if you'd like to remove the weapon overheat indicator (But still want to be able to see the necessary weapon overheat minigame) then you'd want to use my module to do that, because if you disable it in the game menu it'll be gone completely including the mini-game, which manes you wouldn't reasonably be able to cool down your weapon as quickly as everyone else.
So my advice would be to disable everything it lets you besides crosshairs, the in world objective markers, and the overheat indicator; then use the main module of my mod and the Auxiliary component that removes the overheat indicator but keeps the cool down minigame.
Technically since the game now appears to let you remove nametags and health bars in the options menu that means some of my components are redundant, although not really since I'm not sure if DICE's option keeps or removes vehicle healthbars - I keep them.
Hmmmm, I tried what you said and the crosshairs still have the directional hit indicators and all that jazz. I may be speaking for myself, but I'm looking for a mini-map and scope only look. In a perfect world the mini map would be at 25% opacity or something semi-transparent alike; one can dream.
I have a component that can work standalone that removes hit markers, so use that?
Unless I'm mistaking what you're saying it's totally possible to do what you want with the in game settings and some of my modules, not sure about a more transparent compass but you could either remove it or keep it and you can remove everything else (besides crosshairs) from the screen too.
Isn't that what you wanted or am I missing something?
PS: Oh, do you mean the directional damaged indicator when you get hit? I haven't thought of that, not sure if the game lets you remove that, I might be able to make a component that removes those.
PPS: I'm testing a mod on my PC right now that is essentially scope only in terms of removing crosshairs but it's not perfect, right now it removes all crossshairs except in actual scopes you retain a dot reticle, does that sound like something you'd like to see? Do note, that unfortunately due to the way DICE did it I can ONLY keep the dot in actual scopes, zooming in third person or with heavy blasters still doesn't have crosshairs like I'd like to see.
THANK YOU !!! i HATE healthbars and names and stuff above players/npc`s in games. Just started the game with yer mod and it feels like coming home. Much more immersive.
Yea it's pretty amazing how much better the game looks and feels when you remove a lot of the distracting HUD elements that end up covering so much of the amazing graphics.
I didn't even have enemy markers turned on in BF1 and I could tell the difference between uniforms on hardcore servers, I think I can tell the difference between a droid and clone, Storm Trooper vs rebel lol.
Thanks for the mod link, I'll look into that, and yes it is possible to remove the widget from vehicles. I'll look into posting an auxiliary component in the upcoming days.
I'm dealing with some serious issues IRL so I wont be looking at this for a while, I'll comment when I can get back to it and I'll post the module then. Sry.
Thanks for this comment, I didn't know it wasn't working until I saw this (sadly, only just a few days ago) and I have since updated the mod.
Sorry for being a few months late to check up on the mod, I've re-structured my editor files to be easier to update each component going forward (So each doesn't need built from scratch) so that next time I can just load up each file and essentially re-package assuming no major changes are made that would affect my mod (they rarely are).
Object reference not set to an instance of an object.
at Frosty.ModSupport.FrostyModExecutor.<>c__DisplayClass28_0.<Run>b__0() at System.Threading.Tasks.Task.Execute() --- End of stack trace from previous location where exception was thrown --- at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw() at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task) at Frosty.ModSupport.FrostyModExecutor.<Run>d__28.MoveNext() --- End of stack trace from previous location where exception was thrown --- at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw() at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task) at FrostyModManager.MainWindow.<launchButton_Click>d__13.MoveNext() --- End of stack trace from previous location where exception was thrown --- at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw() at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs) at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)
94 comments
[v1.30]
NEW
READ ME - This mod has been split into separate parts so that users can configure the game to suit their individual needs!
To install this mod you have to pick and choose which pieces you want and download each one as separate components HOWEVER you cannot have more than 1 Primary Soldier Component since those edit the same file, everything else however can be downloaded as needed and any part can be skipped.
1. Download the Primary Mod file which removes Objective markers, or skip this part to keep them
2. Under Optional Files you have "Primary Soldier Components", you can only pick and install ONE of these or skip to keep all names/healthbars/ and class markers
3. Under miscellaneous you have what I call "Auxiliary components", these can be mixed and matched in any order with any combination since they don't conflict with any of the other parts, again skip out on the features you wish to keep
Please if you're aware of an issue let me know so that I can address it, some basic info on what the issue is would also be appreciated for example what map and mode is having issues etc.
If you're having trouble installing this mod and it's individual components please let me know so that I can help you out!
i am searching for the option to remove hit markers
^ I'm not sure how this works with specific gamemodes, for instance if you disable in world objective markers via the gameplay menu does that remove them for Hero's vs villains/space battles? If so for that feature I'd still recommend my mod since I retain those features along with the escape ships at the end of a supremacy match.
Go under gameplay and scroll down, then start to disable all the things you don't want such as radar, names, and anything else you wouldn't want including the gamemode bar which by default is set to no outline, as for in world objective marks which do appear to let you disable them in the options as I said before, I have to assume that it would also remove those for all gamemodes which wouldn't be ideal for obvious reasons so I'd still recommend the main part of my mod at least if you'd like to retain them in Hero's vs villains, any dynamic objective (ones that move like ion cannons), or space battles.
A note on this though, if you'd like to remove the weapon overheat indicator (But still want to be able to see the necessary weapon overheat minigame) then you'd want to use my module to do that, because if you disable it in the game menu it'll be gone completely including the mini-game, which manes you wouldn't reasonably be able to cool down your weapon as quickly as everyone else.
So my advice would be to disable everything it lets you besides crosshairs, the in world objective markers, and the overheat indicator; then use the main module of my mod and the Auxiliary component that removes the overheat indicator but keeps the cool down minigame.
Technically since the game now appears to let you remove nametags and health bars in the options menu that means some of my components are redundant, although not really since I'm not sure if DICE's option keeps or removes vehicle healthbars - I keep them.
Thanks anyway, hermano.
Unless I'm mistaking what you're saying it's totally possible to do what you want with the in game settings and some of my modules, not sure about a more transparent compass but you could either remove it or keep it and you can remove everything else (besides crosshairs) from the screen too.
Isn't that what you wanted or am I missing something?
PS: Oh, do you mean the directional damaged indicator when you get hit? I haven't thought of that, not sure if the game lets you remove that, I might be able to make a component that removes those.
PPS: I'm testing a mod on my PC right now that is essentially scope only in terms of removing crosshairs but it's not perfect, right now it removes all crossshairs except in actual scopes you retain a dot reticle, does that sound like something you'd like to see? Do note, that unfortunately due to the way DICE did it I can ONLY keep the dot in actual scopes, zooming in third person or with heavy blasters still doesn't have crosshairs like I'd like to see.
just a dot reticle and minimap and wam. That's it. OMG you're a godsend! How do I go around getting that new mod you speak of?
Man, thanks so much, the wife and I are excited to try it out!
Just started the game with yer mod and it feels like coming home.
Much more immersive.
I didn't even have enemy markers turned on in BF1 and I could tell the difference between uniforms on hardcore servers, I think I can tell the difference between a droid and clone, Storm Trooper vs rebel lol.
It also sounds better without all the pinball machine sounds: https://www.nexusmods.com/starwarsbattlefront22017/mods/1716
(small request thow : is it possible to also get rid of those rectangles/icons around/above ties, xwings and speeders etc.?)
Take care man.
I just tested your mod and frosty don't launch it. I have a screenplay of the error if you want.
Sorry for being a few months late to check up on the mod, I've re-structured my editor files to be easier to update each component going forward (So each doesn't need built from scratch) so that next time I can just load up each file and essentially re-package assuming no major changes are made that would affect my mod (they rarely are).
at Frosty.ModSupport.FrostyModExecutor.<>c__DisplayClass28_0.<Run>b__0()
at System.Threading.Tasks.Task.Execute()
--- End of stack trace from previous location where exception was thrown ---
at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
at Frosty.ModSupport.FrostyModExecutor.<Run>d__28.MoveNext()
--- End of stack trace from previous location where exception was thrown ---
at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
at FrostyModManager.MainWindow.<launchButton_Click>d__13.MoveNext()
--- End of stack trace from previous location where exception was thrown ---
at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)