Autor:m8r98a4f2Last updated:02/10/2024 07:39:23490.6K1.5MB
[StarUI HUD]
; Configuration file for StarUI HUD
; =================================
;
; Allows you to configure many different settings for your StarUI HUD layout.
; To adjust the widgets and their position and color see the widget section later in this file
;
; Some general notes and tips:
;
; Position
; --------
; The position is specified based on a 1920x1080 layer. If you have another resolution, it will
; automatically transformed into the position on your monitor.
;
; Color
; -----
; The sColors values are color modifiers, so if apply a red color to a green element it will
; become orange!
; For most widgets you have the option bForceColor, which will force the color. But be careful,
; this setting will remove ALL color information as well as any brightness levels from the widget.
; The colors are specified as "red, green, blue(, alpha)" where alpha is optional.
; RGB values are from 0 to 255. Alpha is from 0 to 100 (percent).
; Most colors are optional overrides. So if you don't specify a value for the widget, it will
; use the hud's default color (sHudDefaultColor).
;
; Examples:
; black is "0, 0, 0"
; white is "255, 255, 255"
; red is "255, 0, 0"
; blue is "0, 0, 255"
; half-transparent without color is "255, 255, 255, 50"
; Color tip: Use any of the common RGB color picker on the net to find your values!
;
; Anchors
; -------
; Define a point on an element for various features (like as alignment for the item card, so in
; which direction an item card should be drawn or at which point the leading line attaches to)
;
; Valid values: TopLeft, TopRight, BottomLeft, BottomRight, {HorizontalOffset}% {VerticalOffset}%
;
; Examples for free percent values:
; 0% 0% - Equals TopLeft
; 100% 0% - Equals TopRight
; 100% 100% - Equals BottomRight
; 50% 50% - The center of the shape
; 0% 25% - This will position the anchor on the left side on 1/4 height.
;
; Tips
; ------------
; * You can edit this file while the game is running. A simple quick-save/quick-load should
; load the new configuration!
; * Copy this file and rename the copy to "StarUI HUD.ini". Then change your settings in the
; new file. The new file won't be overwritten by mod updates!
; HUD Generic
; Default HUD color (may be overridden by a elements special color)
sHudDefaultColor = 122, 192, 244
; Use hard drop-down-shadows instead of soft ones
bHudHardDropDownShadow = 0
; Quality-Of-Life
;=============
; Preventing accidental steals. Changes the button for stealing, so you need to hold it to steal.
Theft-proof accident = 1
; Item marker
;=============
; This is the circle on objects in the world you are looking at
; Enable or disable the line from the item marker (circle) to other elements for different types of viewed element...
; Note: When using the new TagLabel it's recommended to it disabled.
; ...when viewing a generic entity (bed, chair,...)
bHudReticleLineForGeneric
; ...when viewing an item without item card (late game)
bHudReticleLineForSingleItem = 0
; ...when viewing an item with item card
bHudReticleLineForSingleItemWithItemCard = 0
; ...when viewing a inventory
bHudReticleLineForLootList = 1
; Colorize your item marker circle (and line)
sHudReticleColor =
sHudReticleStealColor
; Standard Label
; =================
; The white box you see mostly in Vanilla and Vanilla Extended when hovering things without item cards
Labelcolor =
sLabelStealColor = 255, 128, 128
sLabelContrabandColor = 253, 204, 36
; Tag Label
; =============
; The "Tag Label" is a alternate (new) way to display the item you're looking at.
; Displays a smaller widget for the item instead of only big item card - Fixed at the crosshair or (optional) floating above the item in the world
bHudEnableTagLabelCrosshair = 1
; Tag label - But this one is bound to the world item (You should only use one to prevent confusion)
bHudEnableTagLabelWorld
; Position of the Tag Label (relative to crosshair/world item)
fHudTagPositionX = 0
fHudTagPositionY = 50
; Scale (size) of the Tag Label (in percent)
iHudTagLableScale = 100
; Add an item tag icon to items
bHudTagShowItemTags = 1
; Colerize
sHudTagLabelColor =
sHudTagLabelStealColor = 255, 128, 128
sHudTagLabelContrabandColor = 253, 204, 36
; Force the item tag icon to be in the same color as the label
bHudTagLabelForceTagIconColor = 0
; The newest high-tech HUD addon by the Constellation engineers: Showing the value/mass as a bar on your HUD!
; The Loot-O-Meter will add a bar below the item name which visualizes the V/M ("value per mass") value for this item.
; The higher the V/M value, the fuller the bar.
bHudTagLabelLootOMeter = 1
; Loot-O-Meter
; ==============
; Customize the look of your Loot-O-Meter (part of Tag Label):
IlootMeterWidth = 200
iLootOMeterHeight = 8
iLootOMeterRoundEdges = 3
sLootOMeterBgColor = 140,140,140,20
sLootOMeterBarColor = 255,255,255,100
iLootOMeterMaxValue = 1000
bLootOMeterColorBasedOnValue = 1
sLootOMeterValueBasedColor1 = 135, 30, 30
sLootOMeterValueBasedColor2 = 135, 135, 30
sLootOMeterValueBasedColor3 = 30, 135, 30
; Rarity colors
; ===============
sRarityColorRare = 80, 136, 244
sRarityColorEpic =
sRarityColorLegendary =
; Big Door
; ==========
; Enables a big door icon indicator when you look at a door which leads to other areas/cells (part of Tag Lable)
bHudEnableBigDoorIcon = 1
; Colorize the door icon
sHudBigDoorColor =
; Button Bar
; ============
; Smaller buttons for the button bar
bButtonBarSmallerButtons
; Moves the button bar to the new tag label
bButtonBarMoveToTagLabel = 1
; Colorize the button bar
sHudButtonBarColor =
sHudButtonBarStealColor = 255, 128, 128
; Fade out things you read once and never need again
iButtonBarOpacity = 50
; Item card - all versions
;=========================
; Display the item tag icon in the item card
bItemCardAddItemTag
; Enable colored version of item tag
bItemCardItemTagColored
; Add a new entry for the value per mass
bItemCardAddValuePerMass
; Add a new entry for Burst DPS (Damage per second, without reloading time)
bItemCardAddDPS = 1
; Colorize the item card
sItemCardColor =
; Colorize the item card for STEAL mode
sItemCardStealColor = 255, 128, 128
; Colorize the item card for CONTRABAND mode
sItemCardContrabandColor = 253, 204, 36
; Define where the reticle line should attach to (leave empty for auto-aligning it to the left side of the item card headers bottom line)
sItemCardReticleLineAttachAnchor =
[itemcard _ singleitem]
; Position of the item card (when hovering items. Default: 1168, 257)
; Values for top right display: X=1900, Y=20, Anchor=TopRight
; Values for Vanilla display: X=1168, Y=257, Anchor=TopLeft
fPositionX = 1900
fPositionY = 20
; Specify the max height. The item card will be scaled down if the limit is exceeded. (Default is to respect the remaining screen space)
fMaxHeight = 850
; Anchor for the item cards position (this determines in which direction the item card will expand from your given position, e.g. TopLeft will expand to right/down, BottomLeft to right/up)
; Valid values for anchor: TopLeft, TopRight, BottomLeft, BottomRight
= TopRight
; Scaling (size) of the item card (in percent)
iScale = 100
[ItemCard_SingleItem_ScanMode]
; Position/scale of the item card in scanner mode.
; For a detailed description of the settings see [ItemCard_SingleItem]
fPositionX = 1358
fPositionY = 257
fMaxHeight = 600
sAnchor = Top Left
iScale = 100
[Loot]
; Loot List
; ===========
; Enable StarUI HUD's upgraded loot list with icons, extra information, resizable and more
bEnable
; Show item icon tags in the list
bShowItemTags
; Enable colored version of item tag
bItemTagColored = 1
; Add extra columns to the loot list. You can add multiple columns separated by comma.
; For a list of available columns see the list later in the file. Most probably you like to use one of those: VPM, DPS, VALUE, VALUE_STACK, MASS, MASS_STACK
; Tip: You can toggle the sort when looking at the list and pressing ALT key
sAddColumns = VPM
; Sort the loot list by a column (the column does not need to be visible). You can use TAG here to sort by the items tag. Leave empty or use GAME for vanilla sort.
sSortByColumn = GAME
; Width of the additional column
iExtraColumnWidth = 65
; Add the extra function "Take All" to loot list (Hold the transfer key to take all at once)
bAddTakeAll = 1
; Auto-adapt list height to content (max to the specified height below)
bAdaptHeightToContent = 1
; Colorize the list!
sColor =
sStealColor = 255, 128, 128
; Scale (size) of the whole list
iScale = 100
; List position in normal mode (Default: 1193, 302)
fPositionX = 1193
fPositionY = 302
; List dimension in normal mode (Vanilla: 373x248, Default: 373x390)
iWidth = 373
iHeight = 390
; Loot list position in scanner mode
; Note: The list headline is provided by the scanner interface. Keep that in mind when changing the position in scanner mode.
fScannerPositionX = 1380
fScannerPositionY = 565
; Loot list dimension in scanner mode
iScannerWidth = 373
iScannerHeight = 248
; Attach point of the reticle line (from item circle to the list). Available: TopLeft, TopRight, BottomLeft, BottomRight
sReticleLineAttachPoint = Top Left
; Show an item card to the item you have hovered in the list (for position/scale see the next sections)
bShowItemCard = 1
; Select categories for the item card. Only list items in this categories will show a item card
sShowItemCardCategories = Weapons, Ammo, Spacesuits, Packs, Helmets, Apparel, Throwables, Aid, Notes, Resources, Misc
[LootList.ItemCard]
; Position/scale of the item card for the loot list (normal mode)
; For a detailed description of the settings see [ItemCard_SingleItem]
fPositionX = 1610
fPositionY = 258
sAnchor = Top Left
iScale
=
[LootList.ItemCard_ScanMode]
; Position/scale of the item card for the loot list (scanner mode)
; For a detailed description of the settings see [ItemCard_SingleItem]
fPositionX = 1410
fPositionY = 500
iScale = 80
sAnchor = BottomLeft
fMaxHeight =
; =============
; HUD Widgets
; =============
; Re-position and colorize every widget like you want. If you set no value for the color, then sHudDefaultColor is used.
;
; Enable or disable the whole widget with bEnabled.
; Also allows you to enlarge or shrink the widget (fScale) and rotate it (fRotation).
;
; Special values are explained above the setting.
; For a explanation of position and color see the file header.
[Watch]
; The watch in the bottom left area
bEnabled = 1
; Colorize the widget. If the value is empty, the default HUD color will be used.
sColor =
bForceColor = 0
; Re-position the widget - default position: 72, 808 (for 16:9. Different on widescreen!) - Remove the leading ";" to adjust position
; Note: The widget uses a 3D effect, so adjusting the position can be tricky (Just try some values and see where it ends)
; fPositionX = 72
; fPositionY = 808
; Note scale and rotation work only with disabled 3D effect
fScale = 100
fRotation
; Disable the 3D effect
bDisable3D = 0
; Adjust the 3D transformation matrix. Warning: Only for 3D experts! (remove ";" to change the values)
;s3DTransformationMatrix = 1.065422, -0.06871, -0.150934, 0, -0.037639, 1.062183, 0.191458, 0, 0.127329, -0.171576, 0.976908, 0, 41.719982, 807.84552, -4.454321, 1
; Enable mission markers
bEnableMissionMarker
; Enable enemy markers
bEnableEnemyMarker
; Enable special marker (like your ship)
bEnableSpecialMarker
; Enable compass
bEnableCompass
; Enable O2 bar (normal mode)
bEnableO2Bar = 1
; Enable planet icon
bEnablePlanetIcon
; Enable location name
bEnableLocationName
; Various displays in scan mode
bEnableScanO2Bar
bEnableScanTemperature
bEnableScanOxygen
bEnableScanGrav
bEnableScanLocationText = 1
bEnableScanBioAlertText
bEnableScanEnvAlertText
[RightMeters]
; Displays player health, weapon, grenades etc.
bEnabled = 1
; Colorize the widget. If the value is empty, the default HUD color will be used.
sColor =
bForceColor = 0
; Re-position the widget - default position: 1836, 1032 (for 16:9. Different on widescreen!) - Remove the leading ";" to adjust position
; Note: The widget uses a 3D effect, so adjusting the position can be tricky (Just try some values and see where it ends)
; fPositionX = 1846
; fPositionY = 1037
; Note scale and rotation work only with disabled 3D effect
fScale = 100
fRotation
; Disable the 3D effect
bDisable3D = 0
; Adjust the 3D transformation matrix. Warning: Only for 3D experts! (remove ";" to change the values)
;s3DTransformationMatrix = 0.958322, 0, -0.285688, 0, -0.014952, 0.99863, -0.050155, 0, 0.285297, 0.052336, 0.957009, 0, 1879.831787, 1042.355225, 16.766846, 1
[Crosshair]
; The crosshair
bEnabled = 1
; Colorize the widget. If the value is empty, the default HUD color will be used.
sColor =
bForceColor
; Re-position the widget - default position: 960, 540
fPositionX = 960
fPositionY = 540
fScale = 100
fRotation = 0
; Special options for crosshair
; Show crosshair when aiming (first person)
bShowInIronSights = 0
; Enable the spread animation (how far bullets go from the crosshairs center)
bEnableSpreadIndication
; Show if a weapon/tool is effective by changing the color
bEnableEffectiveIndication = 1
; Crosshair replace mode
;
; The modes:
; Default - Default!
; DotOnly - Show only the DOT crosshair (always)
; DotWhenNotAiming - Show the DOT crosshair when not aiming (for all weapon crosshairs)
; None - No Crosshair at all
; Custom - Define your own replacements (in the area below)
sReplaceMode = Default
; Colorize your crosshair by type! (leave empty for default crosshair widget color)
sColorPistol =
sColorCutter =
sColorDot =
sColorShotgun =
Color-changing rifle =
sColorLaser =
sColorTool =
sColorInteraction =
sColorCommand =
; Scale your crosshair by type! (in percent, default is the widgets scale)
iScalePistol =
iScaleCutter =
iScaleDot =
iScaleShotgun =
iScaleRifle =
iScaleLaser =
iScaleTool =
iScaleInteraction =
iScaleCommand =
; Note: ALL following replacements are only enabled if sReplaceMode is "Custom"
; Available crosshair types: None, Pistol, Cutter, Dot, Shotgun, Rifle, Laser, Tool, Interaction, Command
[Crosshair.CustomReplacements]
; Custom replacements for 1st person (needs sReplaceMode to be "Custom")
sReplacePistol = Pistol
sReplaceCutter = Cutter
sReplaceDot = Dot
sReplaceShotgun = Shotgun
sReplaceRifle = Rifle
sReplaceLaser = Laser
sReplaceTool = Tool
sReplaceInteraction = Interaction
sReplaceCommand = Command
[Crosshair.CustomReplacements_Aiming]
; Custom replacements when aiming in 1st person (needs sReplaceMode to be "Custom")
sReplacePistol = Pistol
sReplaceCutter = Cutter
sReplaceDot = Dot
sReplaceShotgun = Shotgun
sReplaceRifle = Rifle
sReplaceLaser = Laser
sReplaceTool = Tool
sReplaceInteraction = Interaction
sReplaceCommand = Command
[Crosshair.CustomReplacements_3rdPerson]
; Custom replacements in 3rd person (needs sReplaceMode to be "Custom")
sReplacePistol = Pistol
sReplaceCutter = Cutter
sReplaceDot = Dot
sReplaceShotgun = Shotgun
sReplaceRifle = Rifle
sReplaceLaser = Laser
sReplaceTool = Tool
sReplaceInteraction = Interaction
sReplaceCommand = Command
[Crosshair.CustomReplacements_3rdPerson_Aiming]
; Custom replacements when aiming in 3rd person (needs sReplaceMode to be "Custom")
sReplacePistol = Pistol
sReplaceCutter = Cutter
sReplaceDot = Dot
sReplaceShotgun = Shotgun
sReplaceRifle = Rifle
sReplaceLaser = Laser
sReplaceTool = Tool
sReplaceInteraction = Interaction
sReplaceCommand = Command
[HitAndKill]
; Hit and kill markers on the crosshair
bEnabled = 1
; Colorize the widget. If the value is empty, the default HUD color will be used.
sColor =
bForceColor = 0
; Re-position the widget - default position: 960, 538
fPositionX = 960
fPositionY = 538
fScale = 100
fRotation
[ExplosiveIndicator]
; Shows an indicator when an explosive thing is near you
bEnabled = 1
; Colorize the widget. If the value is empty, the default HUD color will be used.
sColor =
bForceColor = 0
; Re-position the widget - default position: 960, 540
fPositionX = 960
fPositionY = 540
fScale = 100
fRotation
[DirectionalHit]
; Displays a indicator from where you were hit
bEnabled = 1
; Colorize the widget. If the value is empty, the default HUD color will be used.
sColor =
bForceColor = 0
; Re-position the widget - default position: 960, 540
fPositionX = 960
fPositionY = 540
fScale = 100
fRotation = 0
[StealthMeter]
; Shows your current stealth level
bEnabled = 1
; Colorize the widget. If the value is empty, the default HUD color will be used.
sColor = 255, 255, 255
bForceColor
; Re-position the widget - default position: 960, 128
fPositionX = 960
fPositionY = 128
fScale = 100
fRotation = 0
; Override color for the various stealth modes
sBarColorHidden =
sBarColorCaution =
sBarColorDetected =
sBarColorDanger =
[ArtifactPowers]
; Artifact powers widget. You know what it is when you are at that stage in the game.
bEnabled = 1
; Colorize the widget. If the value is empty, the default HUD color will be used.
sColor =
bForceColor = 0
; Re-position the widget - default position: 960, 540
fPositionX = 960
fPositionY = 540
fScale = 100
fRotation
[SocialCommands]
; I have no idea what this is. But that won't prevent me from letting you modify it.
bEnabled = 1
; Colorize the widget. If the value is empty, the default HUD color will be used.
sColor =
bForceColor = 0
; Re-position the widget - default position: 1090, 190
fPositionX = 1090
fPositionY = 190
fScale = 100
fRotation
[CrewBuff]
; Crew buffs widget
bEnabled = 1
; Colorize the widget. If the value is empty, the default HUD color will be used.
sColor =
bForceColor = 0
; Re-position the widget - default position: 1851, 139
fPositionX = 1851
fPositionY = 139
fScale = 100
fRotation
[Quest Marker]
; The floating quest marker on the HUD
; Colorize the widget. If the value is empty, the default HUD color will be used.
sColor = 255, 255, 255
bForceColor = 0
[HitDamage]
; Shows hit damage
bEnabled = 1
[EnemyHealth]
; Contains the enemy health bars.
bEnabled = 1
; Colorize the widget. If the value is empty, the default HUD color will be used.
sColor = 255, 255, 255
bForceColor = 0
; ========================
; Doc: Available columns
; =======================
; AMMO - Show used ammo type
; AMMO_ROUNDS - Show available rounds for ammo type
; DR - Damage resistance
; DMG - Weapon damage
; DPS - Weapon damage per second (Burst DPS, so without reload-time)
; FAV - Shows your favorite assignment number
; MASS - Weight
; MASS_STACK - Weight per stack
; RARITY - Shows the rarity of the item (rare, epic, legendary for weapon/apparel and common, uncommon, rare,... for other items)
; VALUE - VALUE
; VALUE_STACK - Value per stack
; VPM - Value / Mass
; Detail columns for weapon
; WMANUFACTURER - Shows the manufacturer of the weapon
; WACC - Weapon accuracy
; WBASENAME - Shows the base name of the weapon (e.g. Eon, Grendel, Maelstrom,...)
; WMAG - Weapon ammo capacity
; WMODS - Weapon mod slots ( used / max )
; WRANGE - Weapon range
; WROF - Weapon rate of fire (gund) / Attack speed (melee)
; WTYPE - Weapon Type
; Detail columns for armor
; ATHERMAL - Armor thermal
; ACORROSIVE - Armor corrosive
; AAIRBORNE - Armor airborne
; ARADIATION - Armor radiation
; Detail columsn for Damage
; PHYS - Weapon physical damage / Armor physical resistance
; ENGY - Weapon energy damage / Armor energy resistance
; EM - Weapon EM damage / Armor EM resistance
; ELEC - Weapon electrical damage / Armor electrical resistance [Currently unused in the game]

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