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Z2 - HUD Replacement (Alpha19)

Is there a way to get this to display the toolbar slot numbers like SMX did? That's the only thing I miss from SMX compared to Z2.

 
So  i saw the Hud overhaul is not really big "scale friendly"? which  means? i wanna increase it a bit.   maybe 20%?   not sure. but how can i do it?  or  is it more complicated?

 
So  i saw the Hud overhaul is not really big "scale friendly"? which  means? i wanna increase it a bit.   maybe 20%?   not sure. but how can i do it?  or  is it more complicated?
It because of the lines, it can be scaled but if scaled too much it can end up looking weird.

Scale can be set in game in A19. Look for it in the video options.

 
its allready  on 100% so and higher is not possible. any other way? 

and an second question if you loot for example an car. then  the "serach bar" which says,,, "press something to loot" is pretty wide,,, can i reduce the bar a bit formyself?

 
its allready  on 100% so and higher is not possible. any other way? 

and an second question if you loot for example an car. then  the "serach bar" which says,,, "press something to loot" is pretty wide,,, can i reduce the bar a bit formyself?
Then you will need to edit the scale in the vanilla xui.xml file.

You can, have a look in windows.xml for the interactionprompt window.

 
Has anyone else had a problem with the food bar not changing with the value? Mine stays solid green no matter how the number changes. I am on the latest version of the mod.

 
Has anyone else had a problem with the food bar not changing with the value? Mine stays solid green no matter how the number changes. I am on the latest version of the mod.
You are sure you are on the latest version? That was an issue a few versions ago, shouldn't be an issue now.

 
You are sure you are on the latest version? That was an issue a few versions ago, shouldn't be an issue now.
Well, i downloaded the newest version from the link at the beginning of this post, deleted the old one from my mods folder, and unzipped the new one. 

Otherwise love the UI, btw. My wife and I only use your UI's.

After the above i tried again, and now it is working. I probably just screwed something up the first time around. My apologies.

 
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Hello there, I was wondering if its possible you could add map elevation to the Hud as well. Also what line do i need to edit to calibrate the compass N,E,S,W (its slightly off) Great mod by the way!!!

Edit: Changing this line from .30 to .25 fixed it. (rect_size="0.25,1" rect_offset=".8,0") 

 
Last edited by a moderator:
Hello there, I was wondering if its possible you could add map elevation to the Hud as well. Also what line do i need to edit to calibrate the compass N,E,S,W (its slightly off) Great mod by the way!!!

Edit: Changing this line from .30 to .25 fixed it. (rect_size="0.25,1" rect_offset=".8,0") 
There is no plans to add elevation at this time.

 
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Uploaded Z2 A19.0.Release4 to github.

Release Notes - Z2:

  • Added tool belt numbers.
  • Added outside temp display.


Release Notes - Z2TB10:

  • Added tool belt numbers.
 
Is is possible to show Mobility or armor rating in ui, or other STATS how i do that ?
Theoretically yes. I've not spent any time on that though. The values exist in the character frame window and in theory you should be able to call them there. It probably won't be easy and it might not work at all but that is where you will need to start to try and display it on the HUD.

I know people had the food and water values pulled from that window to display the "true" value but it had a tendency to bug the character frame window when done that way and as a result I opted not to go that route.

I pull from that window in the conversation windows in SMX to display the player name and the character model.

 
Awesome looking UI. 

I'd love to see a minimal / immersive version:

  • No orange lines around the edge
  • Fade in and out food / hunger meters when not in use or critical
  • Fade in and out HP / stamina bars when not in use or critical
 
Awesome looking UI. 

I'd love to see a minimal / immersive version:

  • No orange lines around the edge
  • Fade in and out food / hunger meters when not in use or critical
  • Fade in and out HP / stamina bars when not in use or critical
Those orange lines can be removed in styles.xml simply by setting their color to transparent. The other two requires custom code to achieve I think as there are no such feature in the visibility code afaik.

 
Sirillion said:
Those orange lines can be removed in styles.xml simply by setting their color to transparent. The other two requires custom code to achieve I think as there are no such feature in the visibility code afaik.
What is "transparent" in rpg? i'm pretty sure it cannot be coded with just numbers

 
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