Venworks Customizable HUD - Crimson Fleet Theme
By Venpi
Community Rating
Overview
Venworks Customizable HUD overhauls Starfield's interface with a new HUD written from the ground up in Scaleform and ActionScript 3. This Creation starts with the Crimson Fleet palette and crest. Every gauge, contact, status bar, and information panel has a defined gameplay or interface purpose; this is not a static mockup placed over the game.
Beta Platforms: This beta targets PC and every console platform supported by Starfield Creations. Console testing and feedback are especially welcome.
Holding Development 2.0.19 will be the last release for a week or two while I develop Canvas which will be a HTML/CSS engine and papyrus data layer framework mod and creator/modder can use to develop HTML UIs in BGS Scaleform. The solution to the PS5 crashing opened a really interesting door that I'm going to brute force my way into for all of us :)
Features
- A configurable helmet frame with compass heading, threat state, active status effects, and Bethesda's current vehicle-exit control glyph.
- Player information for level, experience, health, oxygen, CO2, boost, carry mass, credits, digipicks, universal time, and a deterministic player serial.
- A passive equipment rail for all 12 favorite slots plus live weapon, ammunition, explosive, and power information.
- Planet and environment panels for location, local time, oxygen, temperature, gravity, suit protection, and active thermal, airborne, corrosive, and radiation categories.
- Environmental exposure bars that combine active Bethesda hazard categories, suit-protection depletion, and sustained player-O2 drain into modeled relative indicators rather than unsupported real-world measurements.
- A persistent tracked-objective panel.
- Strict, atomic configuration loading. Invalid or unsafe XML, palette, or SVG configuration prevents a partial custom HUD and displays a categorized diagnostic.
Contact radar and scanner
The full 360-degree radar displays companions, parked ships, parked or recently exited vehicles, and acquired hostile contacts up to 200 provider units away. Bethesda controls when a hostile is initially detected and delivered to the HUD. Once acquired, it remains tracked until it leaves the radar range. The radar is not a life-form detector, and the provider range is not claimed to be meters.
The separate scanner display covers a 90-degree forward field, validates contact data, shows the nearest five contacts, and assigns deterministic display-only codenames for enemies, companions, ships, vehicles, positions, and other points of interest. It does not invent random contacts.
Themes and customization
This Creation starts with crimson-fleet.xml, but every variant includes all five stock palettes.
venworks.xmltrackers-alliance.xmlfreestar-collective.xmlcrimson-fleet.xmlstarfield.xml
Versioned XML controls layout, visibility, colors, typography, meters, icons, reusable fragments, and selected Bethesda HUD sections. The GitHub documentation covers common changes and the complete layout and palette contracts. A .NET WYSIWYG theme editor is a long-term roadmap item and is not included in this beta.
Installation
Install this Creation through Starfield Creations and enable only one Venworks Customizable HUD theme. All four theme Creations replace the same HUD movies and configuration paths, so enabling more than one creates file conflicts.
Compatibility warning: This Creation is incompatible with any mod or Creation that replaces hudmenu.gfx, hudmenu_lrg.gfx, hudmessagesmenu.gfx, or hudmessagesmenu_lrg.gfx unless a purpose-built compatibility patch combines their changes. Load order only selects which mod's changes are discarded; it does not make the movies compatible.
Change the active palette on PC
Console players should install the Creation whose title matches the starting palette they want. PC players can switch among all five packaged palettes:
- Fully exit Starfield.
- Back up the active
Interface\VenworksCUIdirectory. - Open
Interface\VenworksCUI\layout.xmlin a plain-text or XML editor. - Find the root
<venworksCUI>element and change only itspaletteattribute, for examplepalette="starfield.xml". - Use one filename from the packaged list above. It must refer directly to a file under
Interface\VenworksCUI\palettes; subdirectories and URLs are rejected. - Save the file and fully restart Starfield. Live palette switching is not supported.
Mod-manager updates and Creation reinstalls can overwrite PC XML changes. Keep a backup or a small personal override that wins the file conflict.
Current beta boundaries
- Neutral creatures and unaware potential hostiles are not guaranteed to appear on the acquired-contact radar.
- Large-HUD, ultrawide, radar-transition, and console feedback remain valuable during beta testing.
Documentation
- Source and overview: https://github.com/monster-cookie/venworks-honkcore-ta-ui
- User configuration guide: https://github.com/monster-cookie/venworks-honkcore-ta-ui/blob/master/docs/USER_CONFIGURATION.md
- Layout reference: https://github.com/monster-cookie/venworks-honkcore-ta-ui/blob/master/docs/LAYOUT_CONFIGURATION_REFERENCE.md
- Palette reference: https://github.com/monster-cookie/venworks-honkcore-ta-ui/blob/master/docs/PALETTE_CONFIGURATION_REFERENCE.md
Venworks Discord Community
I've reopened the Venworks Discord community as a central place for my mods, modding research, support, beta feedback, and bug reports: https://discord.gg/DTbmrJDMxZ
I'll continue releasing my mods through Bethesda Game Studios Creations and on Nexus, but recent site updates have made Nexus notifications and the Bugs and Posts sections less reliable.
Release notes
Playstation
-
2.0.19- All: Moved the 11 supplied reusable HUD component definitions into `venworkscui.swf`, replaced their shipped XML includes with bounded `` references, and removed the duplicate component XML payloads.
- All: Split the scanner overlay into independently placeable hash and data panel definitions while preserving their combined presentation in the shipped layouts.
- Minimalist: Uses the same 11-component SWF registry as the four themed variants and instantiates the nine applicable definitions with literal Starfield colors.
NOTE: This will be the last release until 2.1.0 release (in a week or 2), this new release will be based on Venworks Canvas which is a HTML and CSS Engine written in ActionScript and will have a Papyrus to Scaleform data layer. Also, I've had to disable PS5 there is no way to recover PS5 functionality without the Canvas changes. -
2.0.11- All: Restore independently compiled native GFX and CWS normal/large HUD pairs after the byte-identical alias experiment produced no change in the reported PS5 crash.
- All: Match Bethesda's Archive2 storage by disabling compression for General Main archives and using LZ4 for DDS texture archives. -
2.0.10- All: Deploy the CWS normal and large HUD movies byte-for-byte under both their `.swf` and `.gfx` names for the next PS5 compatibility probe while retaining the native GFX/CWS HUD-message split.
- All: Include active environmental afflictions in the status-effect bar alongside personal and sustenance effects, with duplicate icons collapsed.
- All: Render negative food and drink status tiles with the configured debuff color while preserving sustenance classification and ordering. -
2.0.9- All: Set movie resolution to 1920x1080, 30-fps, one-frame metadata.
- All: Moved movie registration/teardown to the `Event.INIT` and `Event.COMPLETE` handlers. -
2.0.8- All: Moved the complete CUI runtime into a standalone `venworkscui.swf`.
- All: Added better error handling and fault tolerance for the new movie setup.
- All: Apply Starfield's embedded bold font to the auxiliary marker and bootstrap load-error messages, so loader failures remain readable in game. -
2.0.7- Minimalist: Restored the live data registrations.
- All: All variants now compile independent native GFX and ZLIB-compressed CWS versions of all four HUD movies from their matching clean Bethesda source files.
- All: Every Windows, Xbox, and PlayStation Main archive ships both `.gfx` and `.swf` paths, matching Bethesda's dual-movie packaging. -
2.0.3- Added a local-time countdown to the next 06:00 sunrise or 18:00 sunset in the Planet Data panel.
- Added the work-in-progress Minimalist release variant for PS5 testing with the faction panel removed, the radar restored to the upper-left slot, literal Starfield colors, and no external SVG, palette, or DDS payload.
- Hardened the independent HUD provider registrations with transactional startup, callback containment, diagnostics, and idempotent teardown while preserving all intentional cross-context registrations.
- Added independent data-driven build profiles for all five variants, a single shared GFX compile, committed-artifact regeneration, and a 25-package release matrix covering Nexus PC and Bethesda PC, Xbox, and PS5 packages for every variant.
- Fixed scanner startup restoring the vanilla tracked quest while keeping the vanilla Watch display hidden.
- Documented that mods replacing `hudmessagesmenu.gfx` or `hudmessagesmenu_lrg.gfx` are incompatible unless a purpose-built patch combines their changes; load order alone is not a compatibility solution. -
2.0.2**BREAKING CHANGE — READ BEFORE UPGRADING:** This release completely replaces the previous HONKCORE-based themes. It no longer depends on or works with HONKCORE, and the old HONKCORE theme and configuration files are no longer included. Do not upgrade unless you are willing to stop using HONKCORE for this HUD. Remove the previous theme and install either a legacy HONKCORE version or the new Venworks Customizable HUD—never both.
- Rebuilt the player HUD from the ground up as the new Venworks Customizable HUD.
- Added a helmet display with compass heading, threat warnings, active status effects, and the environment warnings.
- Added expanded player, equipment, and environmental information, including health, oxygen, boost, carry weight, favorites, weapons, ammunition, explosives, powers, suit protection, gravity, temperature, and environmental hazards.
- Added a persistent tracked-objective panel, a 360-degree acquired-contact radar, and a scanner-only forward-contact display with consistent contact codenames.
- Added four separately packaged themes: Venworks, Trackers Alliance, Freestar Collective, and Crimson Fleet—with five included color palettes.
- Added PC customization for HUD placement, visibility, colors, typography, meters, icons, and individual HUD sections through XML configuration.
- Added clear on-screen diagnostics when a custom configuration is missing or invalid instead of partially loading a broken HUD.
- Added Nexus PC packages for normal or fully loose installation and Bethesda Creations packages for PC, Xbox, and PlayStation 5. Enable only one theme package at a time.
- Preserved Bethesda's combat-sensitive HUD elements, including reticles, crosshairs, enemy health, stealth indicators, and hit or kill feedback to avoid engine crashes.
- Other mods that replace `hudmenu.gfx` or `hudmenu_lrg.gfx` are incompatible unless a purpose-built patch combines their changes.
PC
-
2.0.19- All: Moved the 11 supplied reusable HUD component definitions into `venworkscui.swf`, replaced their shipped XML includes with bounded `` references, and removed the duplicate component XML payloads.
- All: Split the scanner overlay into independently placeable hash and data panel definitions while preserving their combined presentation in the shipped layouts.
- Minimalist: Uses the same 11-component SWF registry as the four themed variants and instantiates the nine applicable definitions with literal Starfield colors.
NOTE: This will be the last release until 2.1.0 release (in a week or 2), this new release will be based on Venworks Canvas which is a HTML and CSS Engine written in ActionScript and will have a Papyrus to Scaleform data layer. Also, I've had to disable PS5 there is no way to recover PS5 functionality without the Canvas changes. -
2.0.11- All: Restore independently compiled native GFX and CWS normal/large HUD pairs after the byte-identical alias experiment produced no change in the reported PS5 crash.
- All: Match Bethesda's Archive2 storage by disabling compression for General Main archives and using LZ4 for DDS texture archives. -
2.0.10- All: Deploy the CWS normal and large HUD movies byte-for-byte under both their `.swf` and `.gfx` names for the next PS5 compatibility probe while retaining the native GFX/CWS HUD-message split.
- All: Include active environmental afflictions in the status-effect bar alongside personal and sustenance effects, with duplicate icons collapsed.
- All: Render negative food and drink status tiles with the configured debuff color while preserving sustenance classification and ordering. -
2.0.9- All: Set movie resolution to 1920x1080, 30-fps, one-frame metadata.
- All: Moved movie registration/teardown to the `Event.INIT` and `Event.COMPLETE` handlers. -
2.0.8- All: Moved the complete CUI runtime into a standalone `venworkscui.swf`.
- All: Added better error handling and fault tolerance for the new movie setup.
- All: Apply Starfield's embedded bold font to the auxiliary marker and bootstrap load-error messages, so loader failures remain readable in game. -
2.0.7- Minimalist: Restored the live data registrations.
- All: All variants now compile independent native GFX and ZLIB-compressed CWS versions of all four HUD movies from their matching clean Bethesda source files.
- All: Every Windows, Xbox, and PlayStation Main archive ships both `.gfx` and `.swf` paths, matching Bethesda's dual-movie packaging. -
2.0.3- Added a local-time countdown to the next 06:00 sunrise or 18:00 sunset in the Planet Data panel.
- Added the work-in-progress Minimalist release variant for PS5 testing with the faction panel removed, the radar restored to the upper-left slot, literal Starfield colors, and no external SVG, palette, or DDS payload.
- Hardened the independent HUD provider registrations with transactional startup, callback containment, diagnostics, and idempotent teardown while preserving all intentional cross-context registrations.
- Added independent data-driven build profiles for all five variants, a single shared GFX compile, committed-artifact regeneration, and a 25-package release matrix covering Nexus PC and Bethesda PC, Xbox, and PS5 packages for every variant.
- Fixed scanner startup restoring the vanilla tracked quest while keeping the vanilla Watch display hidden.
- Documented that mods replacing `hudmessagesmenu.gfx` or `hudmessagesmenu_lrg.gfx` are incompatible unless a purpose-built patch combines their changes; load order alone is not a compatibility solution. -
2.0.2**BREAKING CHANGE — READ BEFORE UPGRADING:** This release completely replaces the previous HONKCORE-based themes. It no longer depends on or works with HONKCORE, and the old HONKCORE theme and configuration files are no longer included. Do not upgrade unless you are willing to stop using HONKCORE for this HUD. Remove the previous theme and install either a legacy HONKCORE version or the new Venworks Customizable HUD—never both.
- Rebuilt the player HUD from the ground up as the new Venworks Customizable HUD.
- Added a helmet display with compass heading, threat warnings, active status effects, and the environment warnings.
- Added expanded player, equipment, and environmental information, including health, oxygen, boost, carry weight, favorites, weapons, ammunition, explosives, powers, suit protection, gravity, temperature, and environmental hazards.
- Added a persistent tracked-objective panel, a 360-degree acquired-contact radar, and a scanner-only forward-contact display with consistent contact codenames.
- Added four separately packaged themes: Venworks, Trackers Alliance, Freestar Collective, and Crimson Fleet—with five included color palettes.
- Added PC customization for HUD placement, visibility, colors, typography, meters, icons, and individual HUD sections through XML configuration.
- Added clear on-screen diagnostics when a custom configuration is missing or invalid instead of partially loading a broken HUD.
- Added Nexus PC packages for normal or fully loose installation and Bethesda Creations packages for PC, Xbox, and PlayStation 5. Enable only one theme package at a time.
- Preserved Bethesda's combat-sensitive HUD elements, including reticles, crosshairs, enemy health, stealth indicators, and hit or kill feedback to avoid engine crashes.
- Other mods that replace `hudmenu.gfx` or `hudmenu_lrg.gfx` are incompatible unless a purpose-built patch combines their changes.
Xbox
-
2.0.19- All: Moved the 11 supplied reusable HUD component definitions into `venworkscui.swf`, replaced their shipped XML includes with bounded `` references, and removed the duplicate component XML payloads.
- All: Split the scanner overlay into independently placeable hash and data panel definitions while preserving their combined presentation in the shipped layouts.
- Minimalist: Uses the same 11-component SWF registry as the four themed variants and instantiates the nine applicable definitions with literal Starfield colors.
NOTE: This will be the last release until 2.1.0 release (in a week or 2), this new release will be based on Venworks Canvas which is a HTML and CSS Engine written in ActionScript and will have a Papyrus to Scaleform data layer. Also, I've had to disable PS5 there is no way to recover PS5 functionality without the Canvas changes. -
2.0.11- All: Restore independently compiled native GFX and CWS normal/large HUD pairs after the byte-identical alias experiment produced no change in the reported PS5 crash.
- All: Match Bethesda's Archive2 storage by disabling compression for General Main archives and using LZ4 for DDS texture archives. -
2.0.10- All: Deploy the CWS normal and large HUD movies byte-for-byte under both their `.swf` and `.gfx` names for the next PS5 compatibility probe while retaining the native GFX/CWS HUD-message split.
- All: Include active environmental afflictions in the status-effect bar alongside personal and sustenance effects, with duplicate icons collapsed.
- All: Render negative food and drink status tiles with the configured debuff color while preserving sustenance classification and ordering. -
2.0.9- All: Set movie resolution to 1920x1080, 30-fps, one-frame metadata.
- All: Moved movie registration/teardown to the `Event.INIT` and `Event.COMPLETE` handlers. -
2.0.8- All: Moved the complete CUI runtime into a standalone `venworkscui.swf`.
- All: Added better error handling and fault tolerance for the new movie setup.
- All: Apply Starfield's embedded bold font to the auxiliary marker and bootstrap load-error messages, so loader failures remain readable in game. -
2.0.7- Minimalist: Restored the live data registrations.
- All: All variants now compile independent native GFX and ZLIB-compressed CWS versions of all four HUD movies from their matching clean Bethesda source files.
- All: Every Windows, Xbox, and PlayStation Main archive ships both `.gfx` and `.swf` paths, matching Bethesda's dual-movie packaging. -
2.0.3- Added a local-time countdown to the next 06:00 sunrise or 18:00 sunset in the Planet Data panel.
- Added the work-in-progress Minimalist release variant for PS5 testing with the faction panel removed, the radar restored to the upper-left slot, literal Starfield colors, and no external SVG, palette, or DDS payload.
- Hardened the independent HUD provider registrations with transactional startup, callback containment, diagnostics, and idempotent teardown while preserving all intentional cross-context registrations.
- Added independent data-driven build profiles for all five variants, a single shared GFX compile, committed-artifact regeneration, and a 25-package release matrix covering Nexus PC and Bethesda PC, Xbox, and PS5 packages for every variant.
- Fixed scanner startup restoring the vanilla tracked quest while keeping the vanilla Watch display hidden.
- Documented that mods replacing `hudmessagesmenu.gfx` or `hudmessagesmenu_lrg.gfx` are incompatible unless a purpose-built patch combines their changes; load order alone is not a compatibility solution. -
2.0.2**BREAKING CHANGE — READ BEFORE UPGRADING:** This release completely replaces the previous HONKCORE-based themes. It no longer depends on or works with HONKCORE, and the old HONKCORE theme and configuration files are no longer included. Do not upgrade unless you are willing to stop using HONKCORE for this HUD. Remove the previous theme and install either a legacy HONKCORE version or the new Venworks Customizable HUD—never both.
- Rebuilt the player HUD from the ground up as the new Venworks Customizable HUD.
- Added a helmet display with compass heading, threat warnings, active status effects, and the environment warnings.
- Added expanded player, equipment, and environmental information, including health, oxygen, boost, carry weight, favorites, weapons, ammunition, explosives, powers, suit protection, gravity, temperature, and environmental hazards.
- Added a persistent tracked-objective panel, a 360-degree acquired-contact radar, and a scanner-only forward-contact display with consistent contact codenames.
- Added four separately packaged themes: Venworks, Trackers Alliance, Freestar Collective, and Crimson Fleet—with five included color palettes.
- Added PC customization for HUD placement, visibility, colors, typography, meters, icons, and individual HUD sections through XML configuration.
- Added clear on-screen diagnostics when a custom configuration is missing or invalid instead of partially loading a broken HUD.
- Added Nexus PC packages for normal or fully loose installation and Bethesda Creations packages for PC, Xbox, and PlayStation 5. Enable only one theme package at a time.
- Preserved Bethesda's combat-sensitive HUD elements, including reticles, crosshairs, enemy health, stealth indicators, and hit or kill feedback to avoid engine crashes.
- Other mods that replace `hudmenu.gfx` or `hudmenu_lrg.gfx` are incompatible unless a purpose-built patch combines their changes.