Release Elite Dangerous HUD Mod (EDHM)

WOW! that new Holo looks Awesome! will it be in v1.33 ?
Suggestion: Add 2 Presets in the INI file for the Radar instead of having to use the BAT to switch between em, would be useful.

Thanks man! Yeah v1.33 will have the Tron holos, multi-coloured radar bodies, and a 'bird-of-prey' combat HUD variant

It's a good idea about the radar, I'd prefer it wasn't swapped via the batch file. But I'd have to embed preference switches at multiple points within the shader code, instead of just one towards the end, and I was worried it would impact FPS. But I'll try it out, and will post the whole package here for a beta test before the public release.

Guys I noticed the uninstall.bat uninstalled my reshade also. Can you check please? I reinstalled the latest reshade already, just noticed it yesterday. Thanks.

Thanks for letting me know. I'm using the standard 3Dmigoto uninstaller and I've only added a few EDHM specific files. But maybe the uninstaller is set to uninstall older versions of 3Dmigoto, and there could be an overlap with Reshade. I'll have a look inside the uninstaller and get it focused on just the files we use in this mod.
 
Just a quick note regarding the files in the Hologram Beta,

I've had to add a few lines of code to the hologram size shader (1ca7e7e3bb2a09a0) .. the one I attached in the previous post is changing the size of the target hologram as well. The version in the official update will only affect the OwnShip hologram as intended

I've increased the size of the Clipper holo by about 10% as well. When I get some time I'll go through all the ships, but if you spot anything please let me know
 
First and foremost thanks for the mod and the updates. I'm using it since I found it a while ago.

The holograms are a little to bright for me in VR. Any way to reduce the brightness?
I also switched from the fancy to the simple reticle do to the lower FPS. I would like to change one of the colors to the red from the fancy one for more visibility.
 
The holograms are a little to bright for me in VR. Any way to reduce the brightness?
I also switched from the fancy to the simple reticle do to the lower FPS. I would like to change one of the colors to the red from the fancy one for more visibility.

Thanks again for your feedback! btw I couldn't work out how to fix that shield issue, don't tell anyone haha :)

I haven't checked VR yet but will have a look tomorrow. I'm wondering if the holo needs it's own brightness control, like an alt F3 with 5 levels, or is it making it too complicated?

Is it just the full-Tron mode (mode 2) that's too bright? I really maxed out those highlight lines. The 1.32 mode (mode 3) should be the same as the v1.32 release, unless something's changed that I missed.

Edit: Yeah I can add a red reticle to the next update, easy peasy
 
The full -Tron is much brighter then we other one. It also depends on the colors, but that could be subjective. I have the hud brightness in game at 3 or 4 ticks as anything above makes the holograms so bright that they wash out, similar to certain color-combos using the override file. It's own brightness control might be a good idea. At least for me I setup everything in the ini file and don't change much then I'm in game.
I think my install is a Frankenstein at the moment. Going to do a fresh one with the new version.
 
Ok I'll make the combat lines my next priority, I might be able to get them on the Github within 24hrs if IRL doesn't hold me back :)



That's a very kind offer, but not necessary. I just like seeing people happy with their new HUDs

o7
CMDR Spectre HUD.jpg


With the Tron Holo Beta, theTraffic light shield rings, and of course, your custom shaders for the Combat lines.

Thankyou once again for all your hard work.
 
It's an awesome app. I realise it's still in beta however it is unstable with a varying fps in Supercruise and CZs.
 
Very lovely mod, my HUD looks great and I don't have to worry about any characters looking odd. I must ask though, has anyone else not been able to take screenshots through steam? I've tried rebinding the button to different keys (which didn't work) so now I've currently resorted to taking windows screenshots and cropping out my second display.
 
Very lovely mod, my HUD looks great and I don't have to worry about any characters looking odd. I must ask though, has anyone else not been able to take screenshots through steam? I've tried rebinding the button to different keys (which didn't work) so now I've currently resorted to taking windows screenshots and cropping out my second display.

3Dmigoto interferes with the steam overlay, probably that's why you can't take screenshots through steam. For screenshots I use the in-game tool (F10, high-res ALT-F10) and EDDiscovery to transform the bmp to a png file.
Btw, I use a steam controller and have no issues with it and the mod working together.
 
3Dmigoto interferes with the steam overlay, probably that's why you can't take screenshots through steam. For screenshots I use the in-game tool (F10, high-res ALT-F10) and EDDiscovery to transform the bmp to a png file.
Btw, I use a steam controller and have no issues with it and the mod working together.
Cool, ty
 

rootsrat

Volunteer Moderator
View attachment 192259

Hi CMDRs,

As you know, Elite has a default orange HUD. Over the years, CMDRs found a way to alter their HUD via an XML modification.
However, the XML method has widespread unintended effects on many other important elements, such as the colour of friends/foes on the radar, and pilot portraits.

The Elite Dangerous HUD Mod (EDHM) enables precise colour changes to almost any element on the HUD without the annoying side-effects of the XML method. It also functions to change the cabin lighting to any colour, or even bi-colour if you prefer. We've also dimmed some of the dashboard lights that shine directly in your face, to reduce eye fatigue.

The mod is an application of the shader modding software 3Dmigoto, and is therefore only available on PC (sorry consoles, I wish there was a way..).

EDHM Download link


EDHM was launched on reddit about 6 weeks ago and has undergone several major revisions based on CMDR feedback.

Features include:

  • Relaxing blue lines
  • 15 cabin lighting colours
  • 10 shield colours
  • 6 ship hologram colours
  • 3 target reticles
  • 3 distributor combos

But is best demonstrated by the following video:



Frequently Asked Questions:

Can I configure all the colours myself?

Soon! Not Soon™, but actually soon (see the EDHM-UI post below). In a few weeks I'll post all the code and colour tables so you can change the colours yourself, and u/BlueMystical from reddit has already started work on a UI. If you're a software dev/eng and would like to contribute to this community project then please leave a comment or get in touch, there's still lots to do

Does it work in VR?

Yes!

Is FDev ok with this? Will I get banned for using the mod?

I'm very grateful to CMDR Exigeous who contacted FDev on our behalf. FDev are fine with the mod so long as it doesn't provide an advantage over other players, or mod their ARX-related assets.


The mod isn't working for me, all my colours are messed up

This means you have probably changed your HUD XML in the past. The XML needs to be reset back to default, and please see the instructions at the pastebin link or the Readme file in the zip


Why do I have orange distributor bars?

There is one particular shader, affectionately known as the 'PITA shader' that changes its address (hash) with every resolution and supersampling level. I've tried to cover most of the popular res and SS combinations, and the mod should work out-of-the-box for most 2D/pancake resolutions.

But for VR you'll likely see this issue (as the shader hash also changes with HMD resolution and Oculus/Steam supersampling level).

The good news is there's an easy permanent fix, found in the Shader-Repair folder (in the zip file). It has step-by-step instructions and you only need to do it once (unless you change your VR resolution or SS level).


Does the mod impact FPS?

If you've ever modded Skyrim to the hilt you'll know there is a cost to making a game look better. With over 50 on-screen modded elements being drawn simultaneously, the GPU has to perform 1000s of extra instructions per second. On average, most players see a 10% drop in FPS at their usual settings.

If you have supersampling activated I recommend bringing it down by a notch .. for example, I run unmodded Elite with SS 2.0, but reduce the SS to 1.75 with the mod. Shadows and ambient occlusion also have major impacts on FPS, and I recommend watching CMDR Exigeous' video on Elite gfx settings.

Every system is different however, so you'll need to experiment.

A few CMDRs have informed me of large FPS drops in particular situations, such as flying through stations or in combat. I only have a gtx1070 and don't experience these FPS drops, so it's hard for me to replicate and find the reason. Please see the troubleshooting section in the pastebin or Readme file in the zip.


How do I load the mod on linux?

CMDR breach_candy has kindly shared these instructions:

Linux users may need to add overrides for the dlls in winecfg.

1. run wine64 winecfg

2. select the Elite executable 'EliteDangerous64.exe' by clicking 'Add Application' and pointing it towards the directory where the executable is located.

3. Click on 'Libraries'

4. In the 'New override ofr library:' section, type in d3d11, then click 'Add'. Do this for d3dcompiler_46 and nvapi64 as well.

5. Select d3d11 and click 'Edit...'. Select 'native, builtin'. Repeat for nvapi64.

6. Select d3dcompiler_46 and click 'Edit...'. Select native.

7. Click apply, then ok. Launch the game.


Do you realise Odyssey might change the shader structure?

Yes of course. I predict there are four scenarios:
i. The devs see this mod and realise HUD customisation should be incorporated into the game. This is the best case scenario [and I'll break out the french champagne if this happens]
ii. Second best case scenario - none of the shader files are affected, CMDRs can continue to mod with their preferences [local champagne]
iii. The shaders change their hashes and require many hours of updating [scotch and dry]
iv. The shaders change so much the mod is irrecoverable [half a bottle of vodka]

Hopefully it's scenario i or ii :)


How did EDHM happen?

Back in January I noticed Old Duck's Immersion mod and started to play around with shaders in 3Dmigoto. When the virus lockdown started in April I began work on the Wild Goose Chase project with CMDR Drspod .. these are the CMDRs who scout 100s of systems every day to provide the community with the highest mineral prices (they upload their data to EDDB/Inara via EDMC). A seriously good bunch of pilots. If you ever sold LTDs for 1.6 mil/cr during the egg boom then you can thank these guys for finding the sell stations.

Once that project was complete, me and my buddy CMDR Xiba2k4 decided to learn shader theory from scratch, with the intention of modding the HUD. And very slowly (literally 100s of hours) we developed the techniques you see in the mod today. We're still novices but know enough to do what we need to do.

We are deeply grateful to CMDR DarkStarSword (creator of 3Dmigoto), as none of this would be possible without him.


More info

If you're interested, here's some older videos of the mod in action
EDHM V1.0
EDHM introduction

Reddit posts:
V1.31
V1.0

And if you have any questions, suggestions or feedback then please leave a comment below.

I hope you enjoy the mod!

o7

I am so looking forward to testing this! <3
 
Hi. Looks great, congrats!

Sorry if it was asked before but about that annoying dusted canopy glass, do you have a setting to turn it off, or it is possible to use the Old Duck's shader to "clean it up"??

If you don't, can you consider it?

Thanks!
 
Hi. Looks great, congrats!
Sorry if it was asked before but about that annoying dusted canopy glass, do you have a setting to turn it off, or it is possible to use the Old Duck's shader to "clean it up"??
If you don't, can you consider it?
Thanks!

Hi CMDR, yeah I love the look of Old Duck's Immersion mod, but I haven't got around to working out where it conflicts yet. I'm doing one last big EDHM update before Odyssey, it should be ready early next week. After that I can look into any shader conflicts between the mods and how to resolve them.

But it might just be a simple adjustment for the dirty canopy .. I wonder can you please show me which shader controls that element? Or link me to a post? Unfortunately I don't have time at the moment to go through the whole Immersion mod thread, it's very long!

But if you don't have time either I'll look into it after the update,

o7
 
Hi! Hope you don't mind, Old Duck.
This post: https://forums.frontier.co.uk/threads/amazingly-realistic-immersion-mod.535240/post-8704438
Thanks for considering it!

Do you mean the two shader files a couple of posts above that link?

Code:
74a61bc54382d4d9-ps_replace.txt
9928ea42aa74f1e0-ps_replace.txt

I don't touch those shaders at all so theoretically you should be able to plonk them into the ShaderFixes folder without any ill effects. I can't test them properly at the moment as my ShaderFixes is a complete mess of multiple 'work in progress' files, but happy to look into it next week. If you have any troubles integrating those files perhaps send me a PM?
 

rootsrat

Volunteer Moderator
As you know, Elite has a default orange HUD. Over the years, CMDRs found a way to alter their HUD via an XML modification.

However, the XML method has widespread unintended effects on many other important elements, such as the colour of friends/foes on the radar, and pilot portraits.

The Elite Dangerous HUD Mod (EDHM) enables precise colour changes to almost any element on the HUD without the annoying side-effects of the XML method. It also functions to change the cabin lighting to any colour, or even bi-colour if you prefer. We've also dimmed some of the dashboard lights that shine directly in your face, to reduce eye fatigue.

The mod is an application of the shader modding software 3Dmigoto, and is therefore only available on PC (sorry consoles, I wish there was a way..).

I have tested this yesterday and it works like a charm! Thank you for this, it's a great mod.

One question - any chance of implementing changing the colour of the rest of the HUD that's currently a fixed colour? Like the lines around your targeting reticule etc.?

As for the mod working with ReShade only intermittently, I think it could be the fact that some presets will use d3d11.dll file, which your mod also uses. In this case I believe the fix would be to simply rename the ReShade file to dxgi.dll and leave the one from this mod as d3d11.dll - this should make the ReShade work.
 
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I have tested this yesterday and it works like a charm! Thank you for this, it's a great mod.
One question - any chance of implementing changing the colour of the rest of the HUD that's currently a fixed colour? Like the lines around your targeting reticule etc.?

As for the mod working with ReShade only intermittently, I think it could be the fact that some presets will use d3d11.dll file, which your mod also uses. In this case I believe the fix would be to simply rename the ReShade file to dxgi.dll and leave the one from this mod as d3d11.dll - this should make the ReShade work.

Awesome, thanks for the nice feedback! And I'm working on the combat HUD lines literally right now :)

But if you'd like to change them manually in the meantime I posted a shader a few weeks ago you can customise yourself

And in the next update I hope to make multiple colours for the lines in the panels, and also provide a user customisation option. However, they are a little tricky as they involve about 5 or 6 shaders with multiple layering, which is why I've been avoiding them until now :)

And thanks for the advice about Reshade! If you have any other suggestions just let me know
 
@GeorjCostanza thanks for the outstanding work. It really improved my already great Elite Dangerous experience.

Is there any version changelog? I'm using v1.31 but since i spent a lot of time customizing the hotkeys i'm a bit concerned to update it for minimal changes.

And a suggestion, since we have different ships and they have different feels, would it be a good idea to save color profiles per ship? I usually change the colors manually after switching ships.
 

rootsrat

Volunteer Moderator
And a suggestion, since we have different ships and they have different feels, would it be a good idea to save color profiles per ship? I usually change the colors manually after switching ships.

Excellent idea! I also use a different HUD colour (via ED Profiler) for each of my ships, it gives every ship a unique feel and character. I literally cannot play in a ship with a "wrong" HUD colour by now :D
 
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