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NDState

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  1. NDState
    NDState
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    For creating your own layout:

    • Download the most recent version.
    • install the mod
    • navigate to this mod file at /Diablo II Resurrected/mods/D2RMM/D2RMM.mpq/data/global/ui/layouts/hudpanelhd.json (or if using direct mode, navigate to //Diablo II Resurrected/data/global/ui/layouts/hudpanelhd.json)
    • open hudpanelhd.json with a text editor (I use visual studio code, but notepad++ works too, or even just regular notepad)
    • READ MY ANNOTATIONS CAREFULLY. They will instruct you on the basics of moving around UI elements.
    • Not everything is annotated. You will have to study the code carefully and come to your own understanding about what each thing does. But major elements such as health bars, belt slots, stamina bar, exp bar, those sections are all annotated so at least you know where they start and stop.
    • You can make changes to hudpanel.json while in the game, but the UI elements won't update until a new game is created. So you save and exit, and make a new game and the UI will be updated with your changes. You do not need to fully exit d2r.

    Creating new layouts is NOT EASY. It's one of those things that seems like it should be simple, but trust me. Give it a shot and you will see yourself that it is very difficult. I have personally rewritten large sections of hudpanelhd.json to ensure compatibility with different resolutions and to make it more readable and editable for everyone. This was no small task.

    Certain things are more difficult than others. For example, moving around my UI elements as I've created them is easy (kind of....), but resizing anything that has an image such as the health/mana bars is very difficult because it requires a whole new image, edited to size, and converted to a sprite. Every time you want to change its size T.T Not everything is intuitive and certain elements have dependencies so understanding what's in different moddable game files is extremely helpful.

    Happy hunting - let me know what you think and please give suggestions for what you like/don't like!!
  2. VeraFeiyd
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    I was wondering if youd be able to help me fix up a ui skin that ive found online, its done by a korean creator and honestly, has quite a few modded things added to it that just arent for english users/is redundant with some of the things I already have. I do have the creators blessing to recreate it, I just have no idea where I'd start! TIA
    1. NDState
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      It would be a huge amount of work. My mod alone modifies a ton of .json files which, and they each required extensive examination and testing, piece by painstaking piece, modifying a value and relaunching the game entirely. With a preposterous amount of values changed as well, so it took a long-ass time. As well as modifying actual sprites/graphical assets and fitting them to ui elements.

      I know the guy you're talking about. He makes extensive graphical changes. You're talking about hundreds possibly thousands of files/assets changed. The problem with trying to adapt it to yourself is that it'll take a ton of work to change everything to english (or whatever language you want to use) because lots of stuff is baked right into the sprites/graphical assets. On top of that you'll have to start the process of learning the .json files and the coding language they use to make changes, as well as what all the variables do. It's not intuitive, it takes a ton of time to learn and there's essentially no documentation, you have to learn through trial and error, and each trial involves restarting the game to reload those assets you changed.

      It's not impossible but I think it might be a bigger bite to chew than you are expecting!
  3. brian676
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    What we really need is HUD opacity and/or Autohide HUD mod.

    I would be happy with original HUD and just an opacity slider in mod manager.

    Alternatively, a HUD toggle off/on option.
    1. NDState
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      I believe there's a way to create a clickable button that will completely hide the UI (I believe I've seen this feature over shown on other mods on a korean website) however I'm not sure how to do it and it's unlikely that I'll add it with how busy I am. Maybe in the far future. Sliders are not an option though with current modding api unfortunately.
  4. matata8809
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    Hey, I tried the mod but it isn't quite for me. How can I revert back to the standart HUD ? I am using D2RMM mod manager. Thanks
    1. NDState
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      go into D2RMM, select only the mod you want to uninstall (this one), then click uninstall.

      Simple as that.
  5. conngoantrogioi
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    hello, does it support controller with this newest version?
    1. NDState
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      No but I'd like it to. I'll try to get around to it in the future.
  6. jramsi20
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    Enjoying the HUD, endorsed! I think it would be cool to also move the Merc and summons healthbars next to the player healthbar! Maybe thinner ones to the left of the players?
    1. NDState
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      totally agree. I was working on that before I got busy with other stuff and then kind of dropped it. I'll probably try to get around to that in the future.
  7. conngoantrogioi
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    does this help to move monster health bar up to the top of screen when play using controller? honestly i'm tired of trying so many other mods and nothing can help
    also, does it remove "auto show item on the ground when standing next to it" when play using controller?
    thank alot!
    1. NDState
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      both of those features are hardcoded as far as I know. This mod is purely for kb/m and in fact it will mess up controller layouts. I know I can change the look of the healthbar for controllers, but the behavior where it appears above the monsters head should remain the same no matter what. I know at least that there's no possible way to make target attached healthbars a thing using kb/m

      Actually you just gave me a great idea. One of the problems with the monster health bar on controller is that it's so huge. I could very easily modify the look of it to be much smaller.  Would that help you at all? I could make it like other ARPGs where it's just a small thin bar over the top of their head.

      Edit: I just messed around trying to add a healthbar in another location for controller. While I'm fairly sure this should be possible, I just can't get it to work quickly. I might mess around with this in the future but it's going to take a lot more experimentation than I can do in the short term.
    2. conngoantrogioi
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      It is fabulous to hear that I helped somehow inspiring you with ideas. Time is no matter. I replay D2 a thousand times even since before Resurrected exits, and still keep replaying it more. Take all your time.
    3. NDState
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      same man same. Yeah I dunno I have so much work to do on the kb/m interface that I feel like controller is going to be delayed by a long time! I am motivated though, I hate the controller UI in general (sort of, I just hate how big the UI elements are blocking the entire screen for some reason? so gross) But yeah the health bars. I actually don't mind it so much but it's a bit big for my taste.
    4. conngoantrogioi
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      Cannot agree with you more whenever I open menu or stash of whatever and always wonder why it must take full screen with so much wasted area with nothing LOL!
      Health bar with controller makes you absolutely definitely certainly mad when monsters are out of screen, for example playing Sorceress or Amazon, I can hit boss without seeing, and also dont see their health either. Not like kb/m. Really annoying!!!
    5. NDState
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      Oh yeah, the controller targeting monsters only a certain distance away can't be changed though, that's a hardcoded targeting function by skill, not something fixable by tweaking the UI unfortunately :(
    6. conngoantrogioi
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      no I dont think it does matter with skill. For example, Amazon's Strafe can actually target monster with a range up to double screen or so, which mean I can hit before they appear on my screen. The problem is here, because with controller, monster's health bar is on their head, not on top of my screen. If i dont see monster, I dont know how is their health bar either. Stupid, IMO.
  8. haslenuff
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    Hello, how do I get highlight on high runes drops? I run LK and want it to beam
    1. NDState
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      You're looking for my other mod - Practical Item Filter: https://www.nexusmods.com/diablo2resurrected/mods/317
  9. Masterjax
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    Love it, but I wish it was compatible with D2Tweaks, which has a great, graded, console-like health bar for enemies!
    1. NDState
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      What you do is you should be able to put D2Tweaks AFTER this mod in your D2RMM install list. Then D2Tweaks will install after mine and will overwrite any changes mine made. If this doesn't work let me know.

      I will dig through my code and d2 tweaks though and make sure they are compatible. I think I wrote this mod in a hamfisted way with the hopes of improving it in the future. I know how to write it better now but it will take significant time to fix up just due to the sheer amount of edits I make.
    2. Masterjax
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      Appreciate the prompt reply! Unfortunately, by loading it after your mod neither enemy hp bar shows. It seems the mods are just not compatible atm.
  10. suzukis
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    • Hello, the panel (crosses) of your characteristics and skills has shifted to the right.

    1

    2



    • Checked the first 4 archives. And only in (left) there is no offset.

    1

    2



    • How to solve a problem. For the chest to function and be displayed in the game on top of the interface. 
    How to give priority to the chest so that when you open the chest tab, nothing closes it. Other UI sprites such as health.
     Horadric Cube (16x16)Stash (16x16),  Approximately this may correspond to the priority of .sprite. But I'm not sure, because. couldn't apply it in code. Could you look at the mods and tell me what to write or do?

    try set 
      "fields": {
      "priority": 1005,
    },
    in json of the cube


    1. NDState
      NDState
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      I am aware of this problem and have been, I just haven't fixed it because every time I look at my modifications to the UI I realize there's a lot that needs fixing actually, and I just don't have the time or energy to invest for the marginal improvements. I'll get around to it eventually.
    2. NDState
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      OK, the level-up/quest buttons are fixed in the most recent release. I'm sorry, I can't go back through all the versions and fix this.

      Also, several other things are fixed and working better than before.
    3. suzukis
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      Hello. Thanks for the work. I solved the priority problem. It seems like your example is a fashion, I don’t remember. So that the tabs do not overlap with the interface. You can see this in the mod for 16x16 inventory slots.
    4. NDState
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      If you could tell me what you changed to fix your problem I will add it into my mod. Please let me know, thank you.
    5. suzukis
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      priority. Gives priority to part of the interface over others. If you set inventory priority to 100, and mana and life to 0-99. Then the inventory will be displayed on top.
      you already have = 100 written at the beginning. Just change the ratio or set it to 0 so that it is always lower than the rest of the interface.
  11. Max1944
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    @ salzgaard: Is it possible to make all HUD elements of your mod 50% transparent?

    Edit: So far I wasn't able to make the HUD elements 50% transparend, but I have a workaround. To fill up potions in the belt or change skills, I switch to legacy mode. I only need the health bar.

    I play on a QD-OLED monitor and the immersion with the minimal HUD and pitch black darkness is incredible. 
    1. NDState
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      Edit: WAIT. I just had an idea, so this long post below basically says that some elements yes, some elements no. BUT what you could do is edit the sprites themselves to be partially transparent, since it's usually the images/sprites themselves that you can't tweak alpha values for from within the .json. There's a basic tool that converts .sprite models into .png and vice versa, I just use GIMP to edit the .pngs and then reconvert them with the sprite converter. But even this, like if you want it to display differently when hovered over, some widgets will take the "hoveredFrame" parameter so you'd have to get pretty fuckin tricky with how you're editing sprites and stuff to make this all work out.

      So from what I can tell the ability to make UI elements transparent is pretty limited. You'll notice that anywhere you see the "color" parameter it has 4 values, red, green, blue, and alpha, so you are able to make those elements transparent. 

      Certain widgets can be transparent, for example "type": "RectangleWidget", is essentially just a box that you can use to place one or more ui elements into, and you can give that box a color with the color parameter. This is how I did the background color and the borders of the bars (both of which are colored with the RGBA values). 

      But widgets are hardcoded for which parameters they will take, and it's not always clear which they will and won't take. Some have interesting and unique attributes that are not found in any other widget. Take for example the "AttributeBallWidget". It's got all kinds of stuff going on in there like jumpsmoothing and potionpreviewtransparency, but it won't accept the color parameter. 

      So you'll have to experiment around yourself and find out yourself if there's a way to do it. I've tried adding "a": 0.5, in various places, since it's used in other .jsons under various fields. 

    2. Max1944
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      Thank you for the detailed information. I will try to edit the widgets/sprites.

      Edit: I was able to make the sprites transparent.
    3. NDState
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      You're quite the dude :D  I usually have to spell things out for people with more specific step-by-step instructions.
    4. Max1944
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      Thank you. I'm not good enough to create mods by myself, but I can edit or combine other mods. I can understand the people who don't want to mod games. It takes away the charm of the game. 
    5. HawkTheLeo
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      I really dig this layout, would it be possible to get it with the globes back on each side? Sorry huge staple for me in d2
    6. Max1944
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      HawkTheLeo  Probably yes, but this exceeds my modding capabilities. I could offer to place the life bar on the left and the mana bar on the right. 
    7. davidnroark
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      Hi Max1944,

      My case is same as yours, controller + OLED. Would you mind sharing your mod or provide a tutorial? It is so hard to find a solution on the web.

      Thanks in advance.
    8. Max1944
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      Hello davidnroark,

      sorry I was abcent to D2R. Do you still need help? My settings only work for the resolution 3440x1440.