[TW2][mod] Dynamic HUD

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GODzilla said:
Well, the Arena is pure fighting. Yes the background scenery does look nice as a bonus, but there is simply no need for more "immersion" by fading out the HUD elements. ^^

Plus you spend 90% of the time fighting anyway, so the HUD will be there most of the time. While in the real game...dunno...maybe 60:40 (exploring:fighting) or even less fighting. Depends on your playstyle I guess.

So I don't think it's a big deal. ;)
Someone at the Witchernexus mentioned he got no HUD (at least those parts that gets hidden) in the Arena at all. Which retrospectively, makes sense: My entering/leaving Combat & Quickmenu Statements/Functions never gets initialized/called, what means, those hidden HUD Elements stay invisible with no way for the player to bring them back.

So, theres your 'drawback' you feared all along. ;)
 
Looks that way...but not really. I don't play the Arena. :D You loose. Ehrm...kinda.

BTW: You could use this, advertise it as "new hardcore mode for the Arena". xD
 
"The new arena hardcore mode keeps you guessing your health and vigor status and as an added bonus you have to keep counting how many bombs/daggers you've got left" :D
 
artox said:
"The new arena hardcore mode keeps you guessing your health and vigor status and as an added bonus you have to keep counting how many bombs/daggers you've got left" :D

Hardcore roleplayer will just love it!
 
== Dynamic HUD v1.1
== tested with: TW2 Enhanced Edition (GOG, eng, initial release)
== not tested: Arena Mode (reported not working), optional Tutorial

=== WHATS NEW
= v1.1
- NEW: QuestInfo beneath the Minimap is now hidden by default, visible in Combat (at reduced Alpha) and fully visible when opening the Quickmenu
- FIXED: some HUD Font shenanigans (thx@Kindo)
- FIXED: CombatLog Alpha (thx@slimgrin)
- FIXED: some timing issues

=== DESCRIPTION (v1.0)
- reduced default HUD Elements
- useful HUD Elements fade in & out when engaged in Combat and outside
- Outside of Combat, open the Quick Menu to check on hidden HUD Elements

Check the provided screenshots for more info.

v1.0:
http://i.imgur.com/Ogp7A.jpg
http://i.imgur.com/uVZeW.jpg
http://i.imgur.com/9TDWw.jpg
http://i.imgur.com/dFFvW.jpg

v1.1:
http://i.imgur.com/39aeo.jpg
http://i.imgur.com/0Sqfz.jpg

== NOTE
If you're using my other mod "Comfy Couch", please get the updated version (Mediafire Mirror) which integrates this mod, old "Comfy Couch" versions are not compatible with this mod.

=== INSTALL
Just copy "dynamichud.dzip" into your "\TW2 installation folder\CookedPC\" folder.

=== UNINSTALL
Delete "dynamichud.dzip" from your "\TW2 installation folder\CookedPC\" folder.

=== DOWNLOAD
http://witcher.nexusmods.com/mods/276
Mediafire Mirror
 
My 5 cents, since I have two problems; one of general nature, one with the new version:

1.) I just played with your mod for an hour and I'm already annoyed by the sound that plays when the quickmenu is opened. I'm doing this more often now, obviously, and it starts to get on my nerves. ;)

2.) I think that if the map is visible, so should the questinfo. The small map is (imho) generally useless for finding your way around (especially in areas still not discovered), it is only good for following the quest.


Two suggestions:

1.) Please look for a way to disable that sound. It would make the whole "check via quickmenu" feature much more enjoyable. Could be optional for those who like it. ^^

2.) Maybe do two versions of the mod; for those purists who prefer to open the big map, a version with minimap and questinfo diabled for good; and for those who like the map it should stay together with the questinfo.

:)
 
Presskohle said:
== not tested: Arena Mode (reported not working), optional Tutorial
any ETA on these?

/LE: played with this a bit last night in Prologue and Chapter 1 and I presume it's the games fault at the way it signals combat or something because half of the time the HUD will NOT show up during combat :(

had this in the Prologue the fire dragon scene, Chapter 1 the Incense cave phase, some random combat in the woods etc :(
 
LicaonKter said:
any ETA on these?

/LE: played with this a bit last night in Prologue and Chapter 1 and I presume it's the games fault at the way it signals combat or something because half of the time the HUD will NOT show up during combat :(

had this in the Prologue the fire dragon scene, Chapter 1 the Incense cave phase, some random combat in the woods etc :(
Updated version coming probably today, already have the Arena working. I have no plans atm to support the optional tutorial directly.

re:Combat
All I can say is, when the game "officially" enters Combat Mode (I can't control that, it's something the game engine/code feeds), the HUD kicks in.

But I'm already cooking some new features. :)
 
Please don't say something like this. It always makes me stop playing...waiting for a new version. *g* :D Kidding. ^^
 
No HUD in the Draug-fight, I sent you a PM, Presskohle. :)

I noticed that the Draug is maybe not recognized as a typical enemy because it has a special lifebar. With this in mind you might want to check every bossfight for functioning HUD, since I'm pretty sure the Keyran also has a special lifebar, and the enemy at the end of act III maybe, too.
 
GODzilla said:
No HUD in the Draug-fight, I sent you a PM, Presskohle. :)

I noticed that the Draug is maybe not recognized as a typical enemy because it has a special lifebar. With this in mind you might want to check every bossfight for functioning HUD, since I'm pretty sure the Keyran also has a special lifebar, and the enemy at the end of act III maybe, too.
I checked the savegame you sent me, the HUD is visible (with the Dynamic HUD stand-alone file). :(
http://i.imgur.com/Aih3l.jpg
http://i.imgur.com/fll0Q.jpg

The D_Hud/Comfy Couch Combo file definitely has a bug, the Boss Health isn't visible, but that's fixable.
http://i.imgur.com/oXJcA.jpg

I'm starting to think that the UI does have (generally, I mean) occasionally hiccups and "forgets" to call functions (goddamn Flash). Hmm, need to rethink my whole approach..
 
Well then, since my eyes are still good enough - with glasses *g* - I'll switch to the dynamic HUD standalone. :)


An new approach...well...I have an idea: Let's look at the target audience. Those are probably those who are really enjoying roleplaying. As as true roleplayers they will sheat their swords everytime they're not in a fight. They want to take their time looking at the scenery. They will even often just walk instead of running. People who are always running with their sword drawn are probably not the target audience here.

So why not make it as simple as activating the HUD-elements as soon as the player draws a sword? As far as I know the game automatically draws the sword after a cutscene or dialog when a fight starts. For instance when you fight the Draug. Or when fighting the nonhumans at the lake behind Vergen.

I think this should take care of every possible situation. And then, once the fight is over, a real role player will sheat the sword and the screen will be clear again. And of course for checking the quest-info without drawing the sword, the quickmenu-button can stay as manual activator, too.

Also, for screenshot-purposes, when you want to make a HUD-less screen with your weapon drawn, you can always just press "H".

Making it as easy as this would also take care of another frequent problem I encountered around Vergen. Harpies are sometimes spawning, then fleeing, then appear again and so on. Same with the neckers in act I. The script works perfectly, yes, but that just means it enables and disables the HUD-elements over and over again. It's a bit "nervous" so to speak. ^^ On, off, on, off...

What do you think?
 
== Dynamic HUD v1.2
== tested with: TW2 Enhanced Edition (GOG, eng, initial release)
== IMPORTANT: The CombatLog must be activated for this mod to work (Options/Gameplay)

If you prefer playing without the CombatLog, download the optional version (Mediafire Mirror). The CombatLog must still be activated in the options menu, but it won't be visible.

=== WHATS NEW
= v1.2
- NEW: Arena Mode Support (Dynamic HUD disabled, you're constantly in combat anyway)
- NEW: optional Tutorial Support (primary because of the new HUD behavior)
- CHANGED: HUD behavior. It's now based on CombatActions instead of CombatMode. And, if you want, you now can manually hide the HUD by sheathing your weapon.
= v1.1
- NEW: QuestInfo beneath the Minimap is now hidden by default, visible in Combat (at reduced Alpha) and fully visible when opening the Quickmenu
- FIXED: some HUD Font shenanigans (thx@Kindo)
- FIXED: CombatLog Alpha (thx@slimgrin)
- FIXED: some timing issues

=== DESCRIPTION (v1.0)
- reduced default HUD Elements
- useful HUD Elements fade in & out when engaged in Combat and outside
- Outside of Combat, open the Quick Menu to check on hidden HUD Elements

Check the provided screenshots for more info.

v1.0:
http://i.imgur.com/Ogp7A.jpg
http://i.imgur.com/uVZeW.jpg
http://i.imgur.com/9TDWw.jpg
http://i.imgur.com/dFFvW.jpg

v1.1:
http://i.imgur.com/39aeo.jpg
http://i.imgur.com/0Sqfz.jpg

== NOTE
If you're using my other mod "Comfy Couch", please get the updated version (Mediafire Mirror) which integrates this mod, old/stand-alone "Comfy Couch" versions are not compatible with this mod.

=== INSTALL
Just copy "dynamichud.dzip" into your "\TW2 installation folder\CookedPC\" folder.

=== UNINSTALL
Delete "dynamichud.dzip" from your "\TW2 installation folder\CookedPC\" folder.

=== DOWNLOAD
http://witcher.nexusmods.com/mods/276
Mediafire Mirror
 
I accidentally uploaded the wrong v1.2 update. :(
I've uploaded the right one now (and updated all links), if you downloaded this before, please re-download the v1.2 update. Same goes for the Dynamic HUD/Comfy Couch Combo file.

P.S.: Please don't forget to read the updated mod description!
 
== Dynamic HUD v1.3
== tested with: TW2 Enhanced Edition (GOG, eng, initial release)
== IMPORTANT: The CombatLog must be activated for this mod to work (Options/Gameplay)

If you prefer playing without the CombatLog, download the optional version (Mediafire Mirror). The CombatLog must still be activated in the options menu, but it won't be visible.

=== WHATS NEW
= v1.3
- NEW: fixed Mini Map (no rotation)
= v1.2
- NEW: Arena Mode Support (Dynamic HUD disabled, you're constantly in combat anyway)
- NEW: optional Tutorial Support (primary because of the new HUD behavior)
- CHANGED: HUD behavior. It's now based on CombatActions instead of CombatMode. And, if you want, you now can manually hide the HUD by sheathing your weapon.
= v1.1
- NEW: QuestInfo beneath the Minimap is now hidden by default, visible in Combat (at reduced Alpha) and fully visible when opening the Quickmenu
- FIXED: some HUD Font shenanigans (thx@Kindo)
- FIXED: CombatLog Alpha (thx@slimgrin)
- FIXED: some timing issues

=== DESCRIPTION (v1.0)
- reduced default HUD Elements
- useful HUD Elements fade in & out when engaged in Combat and outside
- Outside of Combat, open the Quick Menu to check on hidden HUD Elements

Check the provided screenshots for more info.

v1.0:
http://i.imgur.com/Ogp7A.jpg
http://i.imgur.com/uVZeW.jpg
http://i.imgur.com/9TDWw.jpg
http://i.imgur.com/dFFvW.jpg

v1.1:
http://i.imgur.com/39aeo.jpg
http://i.imgur.com/0Sqfz.jpg

== NOTE
If you're using my other mod "Comfy Couch", please get the updated version which integrates this mod, old/stand-alone "Comfy Couch" versions are not compatible with this mod.

=== INSTALL
Just copy "dynamichud.dzip" into your "\TW2 installation folder\CookedPC\" folder.

=== UNINSTALL
Delete "dynamichud.dzip" from your "\TW2 installation folder\CookedPC\" folder.

=== DOWNLOAD
http://witcher.nexusmods.com/mods/276
Mediafire Mirror
 
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