
Simple SFSE plugin to automatically hide the HUD. As per default settings, the HUD is shown only when:
– Player is in combat
– Player’s weapon is drawn
– Player is sneaking
– There’s an interactable object, item or NPC in the crosshair
Settings:
The mod comes with an .ini file where you can change the default settings: ..\Starfield\Data\SFSE\Plugins\AutoHideHUD.ini. The settings are pretty straightforward like “bShowInCombat”.
The plugin rereads the .ini on a save event (both save create and load) so you can quickly edit it ingame.
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).
Requirements:
Starfield Script Extender
Address Library for SFSE Plugins
Install, uninstall:
Can be installed and uninstalled anytime, it’s only an SFSE plugin.
Notes: I know there are already plenty of UI mods, please, no need to let me know about this in comments. I decoded IsSneaking, the TESCombatEvent struct, AutoAimTargetRef (“crosshair ref”), partially the PlayerAutoAimActorEvent data and IsWeaponDrawn if anyone’s interested.
Changelog:
Version 6.2
Fixes a bug that could cause a crash when exiting back to the Main Menu then starting a New Game.
Fixes a bug that could prevent the Cutter’s crosshair to be visible in the Vectera mine during the quest One Small Step.
Fixes a bug that could unexpectedly press the HUD Hotkey Toggle (iHUDToggle) when typing the hotkey in the Console or the Text Input Menu.
Version 6.1
Fixes a bug that could cause a crash when reloading a save game.
Version 6.0
Added support for Game version 1.15.222.
Edited the Vanilla INI: added fShowBelowOxygenPercent=0.5 to [BottomLeftGroup]. The HUD Watch Widget is visible if the player’s Oxygen percent is equal to or lower than 50%.
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The legacy “AutoHideHUD.dll” has been superseded by “AutoHideHUDAndWidgets.dll”.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
Credits:
LarannKiar