diff --git a/StarControl.Gmcm/StarControl.Gmcm.csproj b/StarControl.Gmcm/StarControl.Gmcm.csproj
index 279f7b8..ae683c2 100644
--- a/StarControl.Gmcm/StarControl.Gmcm.csproj
+++ b/StarControl.Gmcm/StarControl.Gmcm.csproj
@@ -50,8 +50,22 @@
-
-
+
+
+
+ $(GameModsPath)\Star Control - CustomisationPlus\assets\extensions
+
+
+
+
diff --git a/StarControl/ModEntry.cs b/StarControl/ModEntry.cs
index 7762760..e8fec76 100644
--- a/StarControl/ModEntry.cs
+++ b/StarControl/ModEntry.cs
@@ -525,6 +525,13 @@ private void OpenRemappingMenu()
var controller = ViewEngine.OpenRootMenu("Remapping", context);
context.Controller = controller;
controller.PositionSelector = context.GetMenuPosition;
+ // StardewUI's menu sets Game1.displayHUD = false while it's open and never restores
+ // it on close, which permanently hides the HUD (and the latched value then poisons
+ // the radial wheel's own HUD save/restore on the next open). Capture the HUD state
+ // and restore it when the menu closes. Note: the Closing event (cleanupBeforeExit
+ // lifecycle) is the one that fires at actual close time; Closed fires at open.
+ var hudWasVisible = Game1.displayHUD;
+ controller.Closing += () => Game1.displayHUD = hudWasVisible;
Game1.activeClickableMenu = controller!.Menu;
}