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]