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Changelogs
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:
Simple SFSE plugin to automatically hide the HUD.
As per default settings, the HUD is visible when:
- Player is in combat - Player's weapon is drawn - Player is sneaking - Player discovers a location - Player discovers a planet trait - Player receives a new mission - Player levels up - Subtitles are displayed ( only if they are enabled ) - There's an interactable object, item or NPC in the crosshair - Player's Health level is below 50% - Player's Oxygen level is below 50% - Player's Boost Pack power level is below 50% - Aiming in Land Vehicle
Additional (disabled by default) settings:
- Auto Hide Timer ( after how many milliseconds the HUD should be hidden ) - Auto Hide Long Timer ( useful for certain "longer HUD notification" events like the planet trait discovery ) - Show HUD when the Player is jumping or falling - Show HUD when the Player is overencumbered - Show HUD when hostiles are nearby - Show HUD while in a Land Vehicle - Toggle HUD Hotkey - Menu Overriders
The mod comes with an INI where you can change all mod settings: ..\Starfield\Data\SFSE\Plugins\AutoHideHUD.ini. The settings are pretty straightforward like "bShowInCombat", "fShowBelowOxygenPercent".
The plugin rereads the INI on a save event (both save create and load) so you can quickly edit/test the changes ingame.
Toggle HUD Hotkey:
You can enable this feature in the INI with iHUDToggle. This INI setting takes a Virtual Key Code like iHUDToggle=0x2E (0x2E is the Del key).
If iHUDToggle is set, you can toggle the HUD by pressing this key.
Hold this key for 1.5 seconds if you'd like to remove the "toggle override" (i.e. to reenable the default behavior determined by the other settings).
(As it was mentioned in one of requests for this feature, just to confirm, it supports Free Fly Cam).
Menu Overriders:
Another feature based on a request. In the INI, you can see the settings iMenuOverriderShipHUDMenu and iMenuOverriderHandscannerMenu.
With these, the Handscanner menu and the Ship HUD menu can be enabled/disabled (regardless of other settings seen above).
Supported values: -1 ( feature is disabled ). 0 ( menu will be hidden ). 1 ( menu will be shown ).
Compatibility:
The mod doesn't depend on or overwrite any UI files assets, it should be compatible with any UI mod. The plugin should be address independent (unless BGS changes an internal data structure in a "big" update).