Nb hud

NB SCRIPTS · NB-HUD

What’s in it

Metabolism and body weight Caloric intake tracked per item, mapped to a 0–100 weight value that drives live ped body morphing — underweight through normal to overweight, applied through SetCharExpression across eight morph targets so the change reads properly on the model. Overeating accelerates gain past a configurable threshold. Weight loss is gated for RP realism: it pauses while eating and while the hunger core is full, so the only way to gain while stuffed is to keep eating. Exercise and walking burn at separate multipliers.

Drunkenness Tag any drink in the item config with alcohol = N and it feeds a full intoxication model — camera sway, stumbling, vomiting with animation, and blackout pass-outs, each on its own threshold, chance roll and cooldown. Sobering up is gradual and notified.

Full cascade coverage: health, stamina, sprint-driven hunger/thirst burn, stress bleed-through, and horse health and stamina on the same model.

Stress Accumulates from sprinting, high-speed riding, gunfire, melee, taking damage, drug deals and unmet hunger/thirst. Recovers only while genuinely idle. At severity it shakes the camera, drains needs faster, and eventually ragdolls the player.

The HUD itself Health, stamina, hunger, thirst, stress, body temperature, cleanliness, weight, bleed, money, gold, XP, tokens, player ID, mailbox and horse telemetry. Every core toggleable.

  • Drag-and-drop layout editor (/hudlayout) — players arrange their own HUD

  • Palette editor (/hudpalette) via feather-menu — recolour every widget live

  • Layouts and palettes persist per character through oxmysql

  • Server-wide default layout you can set once (/hudsetdefault)

  • Minimal mode (/minimalmode) — health, stamina and voice only

  • Low-value pulse warnings, auto-hide during fades and while the inventory is open

  • Celsius / Fahrenheit toggle (/toggletempunit)

Voice awareness Animated proximity pulse ring on cycling whisper/normal/shout, plus floating name cards for nearby players while they’re talking.

Needs and consumables Auto-decay with activity multipliers — sprinting, riding and swimming drain differently from standing still. Consumables live in modular packs under shared/config/needitems/ (foods, drinks, medical, smokes, drugs), registered with vorp_inventory automatically. Items can return containers, grant bonus items, push additive health/stamina, and trigger golden-core overpower with prop and animation support.

Body temperature and clothing insulation Live temperature driven by region, altitude, weather, time of day and water immersion, with heat-stress and hypothermia, warning tiers and shiver/fan animations. Worn clothing feeds an insulation modifier recalculated every scan tick, so moving between climates in the same outfit actually changes how you cope.

Sickness Full disease lifecycle — contraction, incubation, symptom escalation, contagion, recovery — with coughing, weakness, appetite loss and treatable cures. Caught from cold exposure, filth, spoiled food, dirty water, or standing near infected players.

Addiction Per-substance tolerance and dependency with withdrawal threads, health penalties, a dedicated HUD widget, and hallucinogenic post-FX for opium and mushrooms.

Smoking and chewing Prop-based smoking and tobacco chewing with drop, change and consume prompts, tied into the addiction and needs systems.

Snake venom Envenomation with staged severity, escalating damage over time, and antidote treatment.

Bathing and cleanliness Outdoor water bathing and interior tub bathing with configurable zones, soap items, hot water, animations and prompts. Dirt accumulates, flies appear, and cleanliness feeds back into sickness risk.

Living NPC reactions World NPCs react to filth with contextual dialog, comment ambiently on player state, and a world drug-dealer system has NPCs approach players to buy — which itself feeds stress.

Medical sub-system Wound tracking with per-weapon damage profiles, bleed stages, treatment items and configurable doctor’s offices. Exposes SetBleedStage for external resources.

Water sub-system Bottle filling from world sources, clean vs dirty water, purification, canteens and watering cans, with dirty water feeding sickness.


Built to be turned off

Every major system is a config flag. Want the HUD and metabolism but not addiction, drug dealers or bathing? Set three booleans to false. The sub-systems (water, medical) unload cleanly. Nothing assumes you want the whole thing.

Multi-language: English, German, French, Polish, Romanian, Dutch, Portuguese (BR) across the medical and water modules.


You do not need vorp_metabolism or fred-metabolism — nb-hud replaces them. Disable VORP’s built-in money/gold/token/ID displays so nb-hud can render them instead

Code is accessible NO
Subscription-based NO
Lines (approximately) 1000+
Requirements Vorp core
Support Yes

Be sure to check out my NB Companions Script as well ! This is a full companion suite it has guard animals birds and more! Completely replaces the Need for multiple pet scripts as this is an all in one! NB SCRIPTS · NB Companions

NB Shops - Complete Shop System - Most featured shop script on the market! Covers everything from npc shops player shops token shops plot shops quests missions supply runs and more! NB SCRIPTS · NB SHOPS