Release Elite Dangerous HUD Mod (EDHM)

Does cause slight lag but I just learned a new way to claw back some fps.
See that vr mixed reality portal.
1) clear environment data about once per mth.
2) pause the play button at the bottom of the portal screen. Keep it paused. Your not streaming so it's assigned resources go straight back to the game.
 
Hi CMDRs,

EDHM for Odyssey v12.11 is now available. Blue Mystic will be updating the UI to this version soon.

If you've been following along, the new Ambient Cabin Lighting shader released by FDev couldn't be extracted correctly by the modding software (in HLSL), so it had to be modded in Shader ASM. My first attempt (in v12.1) worked fine on NVidia gfx cards, but showed a blazing white light on AMD cards.

So I re-wrote the mod today (v12.11) and now it's working on AMD cards too. AMD cards appear to be a bit fussy with shader code.

However, the new shader required a complete re-structure of the Cabin Lighting mod, and so old themes will need to be updated to the new structure (but wait for Blue Mystic to update the UI to v12.11 of the mod).

The new shader has three separate lighting components:
1. The Primary Cabin Lighting colour. This will usually replace the orange lighting at the front of the cockpit
2. The Secondary Cabin Lighting colour. This will usually replace the white/clear light around the cabin, plus some other coloured lighting as well
3. The Background Ambient Glow. This is a unique colour in each ship and I recommend leaving this setting at Default Elite. We will use this option as a tool for the Cockpit Paint Mod, and I'll explain how to use it when that part of the mod is released. But for now don't touch it - changing the colour will muck around with the pilot's skin colour

The Primary and Secondary colours each have 4 modes:
i. Custom (your own RGB)
ii. Bi-colour, half-split (Primary colour on the left, Secondary colour on the right)
iii. XML (your XML matrix modifies the default lighting colours around the cabin)
iv. Default Elite

I actually like this new shader better than the old one as we have more precise control over the three separate lighting components, and the contamination of the pilot's skin is minimal.

But if you have any questions about how to use the new lighting settings (after Blue Mystic updates the UI) then please ask.

For old school, non-UI masochists, I've put a zip of v12.11 on the Github (direct download link)

I hope you enjoy the update!

The next update will feature GalMap and FSS enhancements

o7

View attachment 310803
thanks for the update. I replaced the shaderfixes with new ones and added few values from the new .ini files to my current ones and no more jaffa cakes!

I wonder .. is it all orange because it's British company and they love their jaffa cakes? I mean nothing wrong with jaffa cakes, they're yummy, but it's not something I'd eat or look at every day :/
 
I eat em alot...and perhaps its clouded our vision!%@
Like that orange drink that made people's skin turn orange...like they'd been tangoed
 
::EDHM ODYSSEY v12.2 BETA::

Greetings CMDRs,

EDHM v12.2 for Odyssey is the third and final round of updates to the base mod.

The major features of this update include:

1. Clean-up of the remaining orange icons broken by FDev Update 12

2. New GalMap options
  • Grid Lines & Coasters Custom Colour
  • System Z-axis Lines Custom Colour
  • Non-sequence Star Custom Colour (Note: only the star colour on the map can be modified, not the coloured square in the Star Class Map Mode key .. different shader, causes too many issues). This was added at the request of several CMDRs with vision issues as the default colour (transparent grey) can be very difficult to see.
  • Fog reduction

3. FHUD Energy and Oxygen Bars Custom Colours

--------------------------------------------------------------------------------------------
Blue Mystic (the UI Dev) will be updating the UI to this version soon.

For those who prefer to edit the ini files manually, I've put a zip of v12.2 on the Github.

Please note (for people who edit the ini files), in Startup-Profile.ini and Advanced.ini, some of the old GalMap sections have been moved from the middle of the ini files down to the bottom so they can be grouped together with the new GalMap features (as it makes it easier for Blue Mystic to group similar items together in the UI). Don't just copy and paste the code blocks below the v12.2 separator or you will have duplicate keys. I have indicated which code blocks have been moved from the middle to the bottom (it will say * No changes to the following elements in v12.2 *)

There are also additions to SuitHud.ini (for the Energy and O2 bars).
--------------------------------------------------------------------------------------------

Please report any bugs here or on the EDHM Discord (prefer the discord as we have dedicated channels for bug reporting), thanks very much

I hope you enjoy the update!

o7

Custom Energy and O2 Bars

1656060164241.png



New GalMap Features

1656060212190.png
 
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::EDHM ODYSSEY v12.21 BETA::

Hi CMDRs,

Just a small bug fix update:

  • Fixed the landing hologram turning black when over a suitable landing spot
  • Fixed the FHUD Insight Menu background reverting to default colours

  • No change to ini files
  • No new or deleted shaders (54 shaders in base mod)
  • Just a shader update for 05d9140e9c40fbd6-ps.txt and 35aac13bbb1540de-ps.txt

Blue Mystic (the UI Dev) will include these fixes in the next UI update.

For CMDRs who install the mod in manual mode (I don't recommend this approach unless you understand how the mod works), the latest zip is on the GitHub (direct download link)

For support with the UI, or to chat about the mod, then you're welcome to join the EDHM Discord

o7
 
FSS Overlay for Odyssey (v1.21)

This is an optional addon for your FSS. The FSS Overlay mod adds an informational overlay on top of the Filtered Spectral Analysis, and tells you what type of celestial bodies fall within a particular frequency band

There are two excellent options for the overlay, designed by @Parduz. You can also adjust the brightness of the overlay.

Please let me know if you would like to design your own overlay and I'll PM the template

Good (planet) hunting! o7

Download from the EDHM Discord or Github, and install via EDHM UI or manually

1656509710904.png
 
HI Georj, really liking the changes from EDH to EDO hud amazing difference, have a question, well probs the first of many to come ;)
Is it possible to remove the stalks and base from items on the radar, it is easy enough to see an ship or planet without the stalk\base and would make the radar look really clean and less cluttered.

TIA
 
HI Georj, really liking the changes from EDH to EDO hud amazing difference, have a question, well probs the first of many to come ;)
Is it possible to remove the stalks and base from items on the radar, it is easy enough to see an ship or planet without the stalk\base and would make the radar look really clean and less cluttered.

TIA

Hiya, sorry for the delay as I haven't been on the forums lately. The way the mod is set up it's not possible to separately configure the radar object lines and coasters, so unfortunately you can't turn them off via the UI and leave the object squares on. I don't have a lot of time to work on the mod now so it's not something I can incorporate, but you can add some code to turn them off manually.

i. Navigate to the folder 'elite-dangerous-odyssey-64'
ii. Open d3dx.ini in a text editor
iii. Scroll right down to the bottom of the file, and add the following code blocks (but not the INI: ):
INI:
[ShaderOverride-8e648457dca8a499]
hash = 8e648457dca8a499
; Radar, Object Lines
handling = skip

[ShaderOverride-9c3613274fd5e6f6]
hash = 9c3613274fd5e6f6
; Radar, Object Coasters
handling = skip

When you are done it should look like this:

1656990307645.png


iv. Save the file
v. Start Elite, or press F11 in-game if it was already running

If everything went according to plan you'll end up with this:

1656990552743.png


o7
 
Dude this is brilliant, I play in vr and the planets look so good with depth and distance, im not too sure about the ships yet but i think they will grow on me, for the planets alone......magnificent, LOL.
Very nice, thank you.

This image does it no justice at all.
screen.PNG
 
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Hey @GeorjCostanza ,

do you have any idea if it may be possible to run 3Dmigoto-based mods such as EDHM and your new color mod alongside OpenComposite OpenXR? I have dabbled around with OC a bit and it looks VERY promising in terms of smoothness and performance compared to bridging my WMR headset via SteamVR, and although ED support seems rather fresh in OC it runs pretty well, but OpenComposite throws an exception if the mod's d3d11.dll is present. Which sucks, because the original color scheme sucks :) .

I have not had the time and capacity to delve deep enough into how 3Dmigoto works / where it hooks to find out why this is the case; Do you have any idea if this is a fixable issue or if it's a principle one?
 
Hey @GeorjCostanza ,

do you have any idea if it may be possible to run 3Dmigoto-based mods such as EDHM and your new color mod alongside OpenComposite OpenXR? I have dabbled around with OC a bit and it looks VERY promising in terms of smoothness and performance compared to bridging my WMR headset via SteamVR, and although ED support seems rather fresh in OC it runs pretty well, but OpenComposite throws an exception if the mod's d3d11.dll is present. Which sucks, because the original color scheme sucks :) .

I have not had the time and capacity to delve deep enough into how 3Dmigoto works / where it hooks to find out why this is the case; Do you have any idea if this is a fixable issue or if it's a principle one?

Hi, I haven't used OC itself, but perhaps it also loads d3d11.dll? Reshade has the same issue but I think there's a way around it with the load order - I'll have a search through the EDHM discord later today and see if anyone worked it out (I don't use Reshade myself). 3Dmigoto uses a modified version of d3d11.dll so OC is probably looking for something in the dll that isn't there or moved

I'll let you know if I find some useful info
 

rootsrat

Volunteer Moderator
Is that the issue when the FSS was modded (in Ody)? Turning off the space fog in the FSS also turned off the nebulae in the external cam. But that's been fixed for quite a while now, or do you mean something else?
I think there was an issue with some lines going sort of out of cockpit when in external camera mode? Or am I remembering this wrong? (Quite possible actually)
 
I think there was an issue with some lines going sort of out of cockpit when in external camera mode? Or am I remembering this wrong? (Quite possible actually)

hmmm I don't remember that one, but probably :) Elite isn't easy to mod so there's always going to be some unintended side-effects. For example, in external camera mode, sometimes the external ship lights (the ones along the fuselage) can be contaminated by the internal cabin lighting colour, due to the radius of the 'lighting bubble' inside the cockpit. Setting it smaller glitches the internal lighting, so occasionally I have to make some compromises of the least buggy option
 
@GeorjCostanza

Hello again ;)

Another question, is it possible to change the colour of individual radar object types, currently my radar shows none ship or asteroid objects as white -
Wakes, Materials\components and Commodities, would it be possible to seperate these to have an individual colour?

Thanks in advance.
 
@GeorjCostanza

Hello again ;)

Another question, is it possible to change the colour of individual radar object types, currently my radar shows none ship or asteroid objects as white -
Wakes, Materials\components and Commodities, would it be possible to seperate these to have an individual colour?

Thanks in advance.

In Ody there's a few options to change the asteroid outline colour, but unfortunately I don't see any way to differentiate the white squares into different categories. In the shader it's just a white square and the categories would be controlled by the game code (only the shaders are modded). Sorry about that :/
 
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