Да в самом конце.
А вот, на всякий случай, если покажется, что дефолтный HUD Status Bars добавляет слишком много лишнего. Вот мои настройки ini-шника HUD Status Bars v.4_2_1 (эту версию можно взять по той же ссылке), которые дают такую картинку:
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; HUD status bars.ini
; =====================
;
; Version: 4.2.1
; Author: Ole Boe / TheNiceOne
;
; ============================================================================
; =================== General settings
; Below are the general settings applicable to all bars.
; Set how fast the hud will update (interval in seconds). Smaller number means faster update
set tnoHSB.updateInterval to 0.2
; Set whether optimalization is enabled (1). If enabled, color, text and visibility of a bar is only changed if the calculated fraction changes,
; where fraction is (val - min) / (max - min). You can still turn off optimalization for individual bars (see user guide).
set tnoHSB.optimalization to 0
; Set whether HUD Status Bars will modify the Encumbrance display in the Inventory menu, to display the correct values
; A bug in Oblivion make encumbrance display inccorectly whenever the player has any feather effects
; See
http://www.uesp.net/wiki/Oblivion:Feather#Bug for details about the bug.
; Setting correct_encumbrance to 1 corrects this bug.
set tnoHSB.correct_encumbrance to 1
; Set whether to hide the vanilla enemy health bar, in order to completely replace it with a health bar from HSB
; Set to 1 to hide vanilla bar, and 0 to display it
set tnoHSB.hide_health_bar to 0
; Set whether to hide the vanilla sneak icon, in order to completely replace it with a sneak icon from HSB
; Set to 1 to hide vanilla icon, and 0 to display it
set tnoHSB.hide_sneak_icon to 0
; Enable general debug (1)
set tnoHSB.debug to 0
; =================== General Status Bar settings
; Settings that apply to all status bars. Some of them may be overridden in settings for the individual bars
; Vertical gap between each hud bar.
; HUDdefault means using the same gap as between the three standard bars
set tnoHSB.vertical_gap to HUDdefault
; Alpha (transparency) for bars
; HUDdefault means using same alpha as for the three standard bars
set tnoHSB.alpha to HUDdefault
; Set additional vertical gap between the hud bar and an icon. A negative value will move it closer to the icon
; Only used for bars with hud_x set to HUDweapon/magic/compass/effects - Above/Below
set tnoHSB.vertical_icon_gap to 0
; Set the horizontal gap between hud bars and the icon/bar to the immediate left/right.
set tnoHSB.horizontal_gap to 10
; Set default values for text. See deatils in the user guide
set tnoHSB.textColor to HUDcolorWhite
set tnoHSB.textType to HUDfontSimple
set tnoHSB.textSize to 10
; Set additional gap when using text above/below a bar. Default 3
set tnoHSB.textAdditionalGap_y to 3
; Set additional gap when using text to the left/right of a bar. Default 3
set tnoHSB.textAdditionalGap_x to 3
; Set offset if using text shadow. Default 1 for both x and y
set tnoHSB.textShadow_x to 1
set tnoHSB.textShadow_y to 1
; Set text to use when displaying a value as <value> <of> <max>, Default " of ", other natural choice is "/"
set tnoHSB.textDivider to sv_Construct " of "
; =================== Individual HUD status bars Settings
; To use a status bar, edit the lines for the bar the following way:
; * tnoHSB.hud_color: Bar color. Can be either a number, a script variable or a function. If the result is 0, the entire bar is hidden.
; * tnoHSB.hud_val: A script variable or function that calculates the value that is displayed in the bar
; * tnoHSB.hud_max: Set the max threshold for val that makes the bar full. Either a number, a script variable or a function.
; SetStage tnoHSB 10 Creates the bar. Must be the last line for each bar
; There are also more advanced settings to use, but the three above are the only three mandatory for each bar.
; The advanced settings are described in the user guide, and some of them used in the settings for Status bars below
; There are many examples at the bottom of this file. Just copy / paste to use them - but remove the at ; the start of the lines.
; =================== Status Bar 0
; Display current charge of equipped weapon. Hide bar if you don't have an enchanted weapon equipped.
set tnoHSB.hud_color to sv_Construct "HUDcolorPurple*(tnoHSB.max>0)" ; 8 (purple) if the player has an enchanted weapon equipped. 0 (bar is hidden), if not.
set tnoHSB.hud_ref to sv_Construct "Player.GetEquippedObject 16" ; Set hud_ref to equipped weapon
set tnoHSB.hud_val to sv_Construct "Player.GetEquippedCurrentCharge 16" ; Set val to current charge of player's equipped weapon
set tnoHSB.hud_max to sv_Construct "GetObjectCharge hud_ref" ; Get object charge (max charge) of the current equipped weapon
set tnoHSB.hud_x to HUDweaponCenter ; Centered relative to weapon icon
set tnoHSB.hud_y to HUDweaponAbove ; Right above weapon icon
set tnoHSB.hud_size to HUDweaponWidth ; Same width as weapon icon
;SetStage tnoHSB 10 ; Init status bar 0
; =================== Status Bar 1
; Display current Encumbrance. Bar is full when you carry nothing. Color is yellow, but changes gradually to red as your encumbrance increases.
set tnoHSB.hud_color to sv_Construct "HUDcolorYellow" ; Base is yellow
set tnoHSB.hud_val to sv_Construct "GetAV Encumbrance" ; Player is default reference when hud_ref is not defined.
set tnoHSB.hud_min to sv_Construct "(GetBaseAV Encumbrance) - 4" ; Bar is at min (empty) when current encumbrance = maximum encumbrance
set tnoHSB.hud_max to sv_Construct "0" ; Bar is at max (full) when current encumrance = 0
set tnoHSB.hud_x to HUDbars ; Same x pos as standard bars
set tnoHSB.hud_y to HUDbarsAbove ; Right above standard bars
; Size not given = HUDdefault = standard bar size
set tnoHSB.hud_name to sv_Construct "Enc: " ; Static text. Remove this and the two next lines if you don't want the text
set tnoHSB.hud_textColor to sv_Construct "tnoHSB.color" ; Color matches bar color
set tnoHSB.hud_textDisplay to HUDtxtValueOfMax ; Display as value of max
set tnoHSB.hud_color_g to sv_Construct "128*(tnoHSB.frac)"
;SetStage tnoHSB 10 ; Init status bar 1
; =================== Status Bar 2
; Display health of your summoned creature. Uses rhubarb color. Bar is invisible when no creature is currently summoned
set tnoHSB.hud_color to sv_Construct "HUDcolorRhubarb"
set tnoHSB.hud_ref to sv_Construct "hud_summon" ; ref is current summon
set tnoHSB.hud_val to sv_Construct "GetAV Health" ; Health of summon
set tnoHSB.hud_max to sv_Construct "GetBaseAV Health" ; Base health of summon
; Use standar size and pos (above previous bar)
set tnoHSB.hud_updateInterval to 1 ; Only update the bar every secod
;SetStage tnoHSB 10 ; Init status bar 2
; =================== Status Bar 3
; Display disease status. A pink circle is displayed if you have a disease, with the number of diseases as a number
set tnoHSB.hud_color to sv_Construct "HUDcolorPink" ; GetDisease is a "special function" that returns number of diseases on player
set tnoHSB.hud_ref to sv_Construct "GetDisease" ; ref is current disease
set tnoHSB.hud_val to sv_Construct "GetDisease" ; val is number of diseases
set tnoHSB.hud_type to HUDbarCircle ; Use a filled circle
set tnoHSB.hud_name to sv_Construct "hud_ref: " ; Display name of ref (the current disease)
set tnoHSB.hud_textColor to sv_Construct "tnoHSB.color" ; Text color matches bar color
set tnoHSB.hud_textDisplay to HUDtxtValue ; Display number of diseases
set tnoHSB.hud_textPos_x to HUDtxtRight ; Have text to the right of the bar
set tnoHSB.hud_textPos_y to HUDtxtCenter ; ... vertically centered
set tnoHSB.hud_textAdjust_y to 3 ; ... but needs to be some pixels down to look good
set tnoHSB.hud_updateInterval to 5 ; Only update the bar every fifth second since diseases don't change frequently
;SetStage tnoHSB 10 ; Init status bar 1
; =================== Status Bar 4
; Display current Spell effectiveness (due to wearing armor, or mods), above the magic spell icon
set tnoHSB.hud_color to sv_Construct "HUDcolorBlue"
set tnoHSB.hud_val to sv_Construct "GetSpellEffectiveness"
set tnoHSB.hud_max to sv_Construct "1"
set tnoHSB.hud_x to HUDmagicCenter ; Centered relative to magic icon
set tnoHSB.hud_y to HUDmagicAbove ; Right above magic icon
set tnoHSB.hud_size to HUDmagicWidth ; Same width as magic icon
;SetStage tnoHSB 10 ; Init status bar 3
; =================== Status Bar 5
; A red bar above the target icon, that is displayed if the current enemy has health buffs that makes its health >= base health
; The bar displays how much above the base health the current health is.
; Very useful for users of mods like MMM that buff enemy health above their base health, as the normal health bar isn't displayed until this happens
set tnoHSB.hud_color to sv_Construct "HUDcolorHealth*(tnoHSB.val>tnoHSB.min)" ; Only display bar if current health > base health
set tnoHSB.hud_ref to sv_Construct "hud_enemy" ; ref is last attacked enemy
set tnoHSB.hud_val to sv_Construct "GetAV Health" ; Health of last attacked enemy
set tnoHSB.hud_max to sv_Construct "tnoHSB.enemyMaxHealth" ; A special variable
set tnoHSB.hud_min to sv_Construct "GetBaseAV Health" ; Base health of enemy
set tnoHSB.hud_custom to sv_Construct "HealthArc\HA" ; Use custom bar
set tnoHSB.hud_type to 41 ; Bar has 41 stages
set tnoHSB.hud_custom_w to 128 ; Bar dimensions
set tnoHSB.hud_custom_h to 32
set tnoHSB.hud_size to 75 ; Size 75% of the bar's native size
set tnoHSB.hud_x to 50 ; X pos 50 = centered
set tnoHSB.hud_y to 48 ; Y pos 48 = just above reticle
;SetStage tnoHSB 10 ; Init status bar 4
; ========= Empty bar
; All possible settings for a bar is listed below. See user guide for the possible values each can have.
; Copy wantede settings and remove the ; in front of the SetStage command to add more bars
set tnoHSB.hud_color to sv_Construct ""
set tnoHSB.hud_ref to sv_Construct ""
set tnoHSB.hud_tmp to sv_Construct ""
set tnoHSB.hud_val to sv_Construct ""
set tnoHSB.hud_min to sv_Construct ""
set tnoHSB.hud_max to sv_Construct ""
set tnoHSB.hud_debug to 0
set tnoHSB.hud_updateInterval to HUDdefault
set tnoHSB.hud_y_adjust to 0
set tnoHSB.hud_x_adjust to 0
set tnoHSB.hud_size to HUDdefault
set tnoHSB.hud_x to HUDdefault
set tnoHSB.hud_y to HUDdefault
set tnoHSB.hud_type to HUDdefault
set tnoHSB.hud_custom to sv_Construct ""
set tnoHSB.hud_custom_back to sv_Construct ""
set tnoHSB.hud_color_r to sv_Construct ""
set tnoHSB.hud_color_g to sv_Construct ""
set tnoHSB.hud_color_b to sv_Construct ""
set tnoHSB.hud_custom_w to 32
set tnoHSB.hud_custom_h to 32
set tnoHSB.hud_custom_color to HUDdefault
set tnoHSB.hud_name to sv_Construct ""
set tnoHSB.hud_name_2 to sv_Construct ""
set tnoHSB.hud_textColor to sv_Construct ""
set tnoHSB.hud_textDisplay to HUDdefault
set tnoHSB.hud_textType to HUDdefault
set tnoHSB.hud_textSize to HUDdefault
set tnoHSB.hud_textPos_x to HUDdefault
set tnoHSB.hud_textPos_y to HUDdefault
set tnoHSB.hud_textAdjust_y to 0
set tnoHSB.hud_textAdjust_x to 0
set tnoHSB.hud_alpha to HUDdefault
set tnoHSB.hud_alpha_min to HUDdefault
set tnoHSB.hud_alpha_inv to HUDdefault
set tnoHSB.hud_alpha_vis to HUDdefault
set tnoHSB.hud_textShadow_x to 1
set tnoHSB.hud_textShadow_y to 1
set tnoHSB.hud_textShadowColor to sv_Construct ""
SetStage tnoHSB 10
set tnoHSB.hud_val to sv_Construct "BPN.HUDsleep"
set tnoHSB.hud_color to sv_Construct "HUDcolorRhubarb"
set tnoHSB.hud_max to sv_Construct "100"
set tnoHSB.hud_x to HUDcompassCenter
set tnoHSB.hud_y to HUDcompassAbove
SetStage tnoHSB 10
set tnoHSB.hud_val to sv_Construct "BPN.HUDthirst"
set tnoHSB.hud_color to sv_Construct "HUDcolorCyan"
set tnoHSB.hud_max to sv_Construct "100"
SetStage tnoHSB 10
set tnoHSB.hud_val to sv_Construct "BPN.HUDhunger"
set tnoHSB.hud_color to sv_Construct "HUDcolorLime"
set tnoHSB.hud_max to sv_Construct "100"
SetStage tnoHSB 10[/hide]