Release Elite Dangerous HUD Mod (EDHM)

Is there a way to color the cargo scoop target box? I thought it used to change but no longer does I get a cyan color with all themes applied.
 
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Is there a way to color the cargo scoop target box? I thought it used to change but no longer does I get a cyan color with all themes applied.

Hiya, sorry for the slow reply. Nah that's not modded .. it might have taken the XML colour matrix in Horizons, though I can't remember exactly. But in Ody it hasn't been modded, though it's something I'll keep in mind for a future update. The priority was to mod anything orange, so there will be some cyan/blue elements that aren't modded
 
::EDHM ODYSSEY v11.3 BETA::

Hi CMDRs, this should be the final fix for FDev Update 11. It's taken a lot of work to get things back to normal, and I'm hoping future updates don't change the mod so much

v11.3 Changelog

• Added limited options to change the colour of asteroids on the radar

• Added a few options to change the colour of red text around the CHUD/AHUD when out-of-range etc (previously it was linked to the bar/ammo colour)
The small red bar that sticks out from the CHUD/AHUD will take the colour of the text

• Added custom colour mod to the Analysis Reticles
It has a minor limitation when the Data Link Scanner is used in Combat mode (the animation will take the Missile Lock custom colour because they sit on top of each other in the shader)
Please see this post on the EDHM discord for details.

• When in supercruise, neutral colour ships on the radar will take your custom neutral colour on their elevation lines and coasters (previously they took the astronomical body line/coaster colour)

• Fixed brief flicker of AHUD and cabin ambient lighting when flying close to a planet surface (when the radar transitions from terrain mode to space mode)

• Fixed the Distributor non-active pips, and pip-change 'flash' in supercruise. The flash colour no longer contaminates the Distro text 🤞

Please note: This was a complex fix with multiple elements on the distributor affected

As a consequence, the brightness of the brackets around RST may need to be adjusted (the brackets moved to a different shader)

• Added a few more controller icons

• Yellow text colour swap ('Tertiary text colour' in the UI) is disabled (keys z78, x80, y80, z80, w80)
In the past we used this text colour swap to control the colour of the OwnCarrier text, and the text in the boxes on the landing reticle.
However, these elements now have their own custom settings
I may use these keys in the future to target the new yellow text colour in Odyssey (it's a different yellow to the aforementioned elements)
but for now it's disabled

• Changed description of Blue text colour swap ('Secondary text colour' in the UI) to "Various smaller texts, Info Panel, Missions, FSD Cooldown, Codex" (thanks @snarky_one)

@snarky_one discovered an issue with the Foot HUD shield. The shield down / broken shield colour will 'bleed through' to the ring colour, especially when the ring colours have low colour values. Mystler and I have examined the shield closely and the colours are being blended in a way that's controlled outside the shader, so unfortunately we can't fix this issue

If you notice bleed-through on the rings, try one of these workarounds:
  • increase the colour values of the rings (eg. raise them all by 30% to preserve the same colour but make them brighter)
  • set your broken shield colour to invisible / black, with RGBA(0,0,0,0) - the broken shield colour isn't a huge issue on Foot
  • set your broken shield colour to grey - set the same values for red, green, and blue (eg. RGB(0.3,0.3,0.3))

Known issues:
• The distributor flash on the SRV Scarab turret is Elite orange at the moment. I don't know how to fix it yet but will be done in the next update

v11.3 is already available via the UI update (make sure to close Elite before updating), and the manual update has been added to my GitHub (but don't download this file if you use the UI .. the UI contains the latest version of the mod)

o7

PS. Just a quick reminder .. I didn't make the UI, I just mod the colours. For support with the UI, please contact Blue Mystic in the EDHM Discord

Modded Analysis Reticle

1649735429340.png
 
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ohh now this would be cool. so rails and PAs for example. the rails have fixed (tiny gimballing) wep dot targeting reticules yes and thats fine. But the PAs have the wandering reticule. wouldnt it be cool if i could change the colours of each type so the reticules are easily recognised especially when tightly clustered together.? the small circle and centre dot of the wanderer being different in colour or even shape, would be fab.
 
ohh now this would be cool. so rails and PAs for example. the rails have fixed (tiny gimballing) wep dot targeting reticules yes and thats fine. But the PAs have the wandering reticule. wouldnt it be cool if i could change the colours of each type so the reticules are easily recognised especially when tightly clustered together.? the small circle and centre dot of the wanderer being different in colour or even shape, would be fab.
I like this idea but I suspect its not possible. I will copy it to the suggestions thread in the EDHM discord ( Invite here )
 
ohh now this would be cool. so rails and PAs for example. the rails have fixed (tiny gimballing) wep dot targeting reticules yes and thats fine. But the PAs have the wandering reticule. wouldnt it be cool if i could change the colours of each type so the reticules are easily recognised especially when tightly clustered together.? the small circle and centre dot of the wanderer being different in colour or even shape, would be fab.

Hiya, someone on the discord made the same suggestion about 3 months ago .. different coloured dots / circles for different weapons. But unfortunately the shader doesn't distinguish between weapon types or hardpoints, so I can't allocate different colours. It's a great idea though!
 
Hi CMDRs,

Just letting you know the Cockpit Lights mod has finally been updated for FDev Update 11

Edit: Currently updating to v3.21 to fix an issue with the T9 & T10 dashboard lights. Will be ready very soon

You can download it from the EDHM Discord or the EDHM Github

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
PLEASE NOTE BEFORE DOWNLOADING:

The modding software can't extract a few of the lighting accessory shaders correctly.
As a result, the Cockpit Lights mod will turn off the glow on some ARX lighting (such as the Ancient Orb lights, Skull lights, and I think the Pumpkin), so please keep that
in mind before downloading.
Not all ARX lights are affected. If you uninstall the CockpitLights mod then the affected ARX lights will turn back on again.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

This mod is separate from the Cabin Lighting (ambient lighting) and affects the accessory lights around the cockpit on the following ships:

Krait MkII & Phantom
- option to turn off the upper front lights, probably the most annoying lights in Elite
- option to turn off front, overhead and floor lights

AspX & Scout
- option to turn off the front side lights
- option to turn off side lights plus floor and overhead lights

Corvette
- Customise the bright light wells at the front, or just reduce brightness (or remove the bulb completely)
- Turn off the bright white lights under the dashboard
- Turn down the brightness of the Core Dynamics logo at the front
- Add a matte cover to the insanely bright metal plate under the Core Dynamics logo

Anaconda
- Customise the colour of the overhead lights and a few elements around the radar

Imperial ships
- Customise the blue stripe lighting

Cutter
- Customise the accessory dials, lights and logo on the dashboard

Chieftain / Challenger
- Option to turn off the small white lights on the cockpit frame

Dolphin and Type 10 Defender
- Dim the accessory lights on the dashboard, or make them grey

I hope you enjoy the update,

o7

1650336641335.png
 
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Hiya, someone on the discord made the same suggestion about 3 months ago .. different coloured dots / circles for different weapons. But unfortunately the shader doesn't distinguish between weapon types or hardpoints, so I can't allocate different colours. It's a great idea though!
OK so you can't change the colours. But can u change the wandering reticules shape from a circle to say, a square, or oblong. Even a triangle
 
OK so you can't change the colours. But can u change the wandering reticules shape from a circle to say, a square, or oblong. Even a triangle

Nah unfortunately not. I can only change colours or remove elements, and we're currently adding a static overlay into the FSS. But I can't change the source textures to something else. Sorry about that
 
Nah unfortunately not. I can only change colours or remove elements, and we're currently adding a static overlay into the FSS. But I can't change the source textures to something else. Sorry about that
Greetings, for a few other games I'm using yolomouse that changes the mouse shape by overriding the game mouse cursor.
Maybe there are some clues on things that could be added ?
 
Hello, there:

Is there an easy way to port my EDHM files from Horizons to Odyssey? Or maybe installing the mod the old way, like unzip a file and presto?

I really mean no offense, but I'm finding the UI app too confusing. ☹️
 
Hello, there:

Is there an easy way to port my EDHM files from Horizons to Odyssey? Or maybe installing the mod the old way, like unzip a file and presto?

I really mean no offense, but I'm finding the UI app too confusing. ☹️

Hiya, the mod and the UI are developed by two separate people. I look after the modding side of things, and Blue Mystic created a UI to assist with the installation and configuration of the mod, and great theme management

The thing is, the Horizons version was simple to configure, even without the UI, due to the small number of options available (almost all elements have pre-set colour options)

But in Odyssey, you choose the RGB values for many elements (I should count how many, maybe 60 or 70?), which would be really difficult to configure by hand (editing the ini files)

There's a great guide on the EDHM discord that tells you how to install and configure the UI, check the #guide-and-faq channel, and also plenty of people there who can help if you run into trouble

1650428878819.png


However, if you're set on using the Ody version without the UI, you can download the zip from the EDHM Github (the file is called EDHM (Odyssey) v11.3 Beta.zip).

Unzip it in the elite-dangerous-odyssey-64 folder, then edit the Startup-Profile.ini and Advanced.ini files in the EDHM-ini folder. Save each file after an edit, then F11 in-game to see the changes.

But please note, those files aren't set up for easy editing - they will be re-structured when the mod is finished (they are currently set up to enable Blue Mystic to see what's changed since the previous update)

To answer your other question - the Horizons and Odyssey mods are completely different, using different methods and different shaders, so there isn't a way to export a Horizons theme over to Odyssey. However, in the UI are about 50+ themes you can load, or you can manually change the colour values in the ini files to replicate what you had in Horizons

I don't run the UI myself as I don't have a standard installation of the mod (it's all development files) so I can't answer any questions about the UI, but Blue Mystic is available on the discord
 
To answer your other question - the Horizons and Odyssey mods are completely different, using different methods and different shaders, so there isn't a way to export a Horizons theme over to Odyssey. However, in the UI are about 50+ themes you can load, or you can manually change the colour values in the ini files to replicate what you had in Horizons

I appreciate it! Thanks!
 
Just a quick update, the Cockpit Lights mod for Odyssey is back up on the EDHM discord and Github

It's been updated from v3.2 to v3.21 to add a missing texture from the T9/T10 dashboard lights.

If you have a previous version of the Cockpit Lights mod installed, please uninstall it first before installing this new version (make sure you've exited and closed Elite before uninstalling/installing)

I hope you enjoy seeing space again :)

o7
 
I'm currently retrying Odyssey in VR (stopped doing that day 1 because of horrible bugs and performance). Must say it seems to run better, not perfect. I do like some HUD elements, and of course the main reason is the atmospheric planet tech. Anyway, I have Horizons tweaked to my liking with 3Dmigoto and I wanted this back in Odyssey. Odyssey uses different shaders. Some of those I found mentioned at places, but I simply hunted the ones I needed. For now I have found most

What I want to to get away with the (horrible) outside HUD (the circles, etc indicating stars, planets, ships etc), also no particle effects, but I do want to keep Orbit Lines but much more faint (that shader 4a4e5b8f681b6647-ps_replace.txt I have TWEAKed, with the '* 0.05' part)

Code:
o0.xyz = cb1[210].yyy * v1.xyz * 0.05; // TWEAK TRY



all other shaders I simply SKIP. The d3dx.ini 'skipping part' (wip) here below for those interested

Code:
d3dx.ini


; --- EDO BEGIN ---

; Orbital and Gravitational Lines Transparency
; ShaderFix 4a4e5b8f681b6647-ps_replace.txt

; Remove HUD (keep Orbital Lines)
[ShaderOverrideHUD]
Hash=c181d3dea31a8b51
Handling=skip

; Remove orange Landing Bay
[ShaderOverrideOrangeLandingBay]
Hash=c4ce74ec2d85e419
Handling=skip

; Remove orange Target
[ShaderOverrideOrangeTarget]
Hash=ac8f7fa0078088ce
Handling=skip

; Remove the particles that move past the ship when in normal flight
[ShaderOverrideParticlesNormal]
Hash=1117cd9909228f54
Handling=skip

; Remove the particles that move past the ship in supercruise.
[ShaderOverrideParticlesSupercruise]
Hash=fbc2b4629a8d5448
Handling=skip

; Remove the "speed lines" on each side of the cockpit when in Supercruise
[ShaderOverrideBarsSupercruise]
Hash=23af154e27fd483d
Handling=skip

; Remove the haze in spaceports. This removes the white haze inside large spaceports.
[ShaderOverrideHazeSpacePorts]
Hash=93225a0128a5aad0
Handling=skip

; --- EDO EIND ---
View attachment 288601
Hi, is it possible to add a keybind to any of these commands?

I'd like to switch REMOVE HUD on and off (using rctrl, for example) as it removes the landing HUD and SRV scanner but can't for the life of me get it to work.

I've reduced the opacity for the targeting reticules within EDHM but unfortunately the text for the target remains. I'll get my clean HUD one day :D

Many thanks
 
Update 12 New Features

Hi CMDRs,

With FDev Update 12 almost ready to roll, I thought I'd give you an update on the plans for EDHM.

Naturally there will be some required maintenance after the update, as usual for every major FDev update. So we might have a few days of "orange downtime", but hopefully it won't be as disruptive as U11, which took a few weeks to restore the mod

But there are also some exciting new features planned for Odyssey:

1. An FSS overlay (several actually), designed by CMDR Parduz

1654227651426.png


2. New options for the GalMap

You can choose the colours for the grid, system connector lines, 'distance to plane' lines and coasters. You can also turn off the fog
Some CMDRs have long requested an option to change the colour of non-sequence stars on the galmap due to visual difficulties (by default they are a transparent grey)

Demo video
Source: https://youtu.be/gRD1yDwZTU4



3. One of the most exciting (and complicated) new additions is the Cockpit Paint Mod.

This does not affect the external paintjob or anything ARX related - this is important to know as we don't want EDHM to have any negative impact on FDev. If one day FDev decide to make internal paintjobs then this mod would definitely be discontinued (they would need to 're-roll' the cockpit shaders to enable this feature, and I wouldn't mod the new shaders .. but I don't think internal paintjobs are likely anyway)

Just a brief description - each ship cockpit is divided into sections, usually about 5 to 8 sections depending on the ship. Each section can have a colour applied, and well IMNSHO, it looks awesome :)

Here's a few examples (you can choose any colours you want, or load a theme created by someone else)

Federal Corvette

1654228658599.png


Mamba

1654243912353.png


FDL

1654228730374.png


Sidewinder

1654229699010.png


Viper MkIII

1654229770614.png


I look forward to seeing you all in U12!

o7
 
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