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Cedar’s Better menu mod-Revamped intro video

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A immersive and epic video that plays in the back of the menu.

I edited the video to feel more like the time period, with plenty of film scratches and jutters to show age.
If there is any edits that you think could inprove this or add to it, please tell me.

The fantastic no voice intro music is by SamYungOfficial.

+I hope you all enjoy!+
If you do, don’t forget to endorse : )

Installation: Move the file to your data folder. I recommend using NMM instead because I’m lazy. This is a large file so the download may take a while.

PLANNED EDITS FOR v0.94:
Longer video.
Add my own custom video footage.
More music options.
Better menu cohesiveness.

PROGRAMS USED:
Adobe Premier Pro
Photoshop
RAD video tools
MultiXwm

The post Cedar’s Better menu mod-Revamped intro video appeared first on Fallout 4 mods.


Valdacil’s Item Sorting – T-Series Renamed

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Valdacil’s Item Sorting – T-Series Renamed

Renames the T-Series Power Armours (T-45, T-51, and T-60) to use their original naming scheme (T-XXa – T-XXf) when using Valdacil’s Item Sorting, as opposed to the MK.I – MK.VI scheme used in the mod. X-01 and Raider Armour are not affected.

The lowest level models are labeled as T-45a, T-51a, and T-60a. The highest level models are, as in vanilla, T-45f, T-51f, and T-60f.

Installation:

You must have some variation of VIS Armor installed for this to work.

You should load it after all of your VIS plugins.

The post Valdacil’s Item Sorting – T-Series Renamed appeared first on Fallout 4 mods.

FO4 Interface Label Changer

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If you are left handed like me (or don’t like the preset keys in the menus), you were also disappointed by limitations of the vanilla configuration options. Using a CustomControlMap.txt will let you use any key for anything, but gets you only that far: The interface won’t show your choices in most cases.

This mod solves this problem!

This app changes the interface labels by decompiling interface SWFs, then editing and recompiling them by your choice.

You can set the identifier points to the translation text file ( example: “$TAKE ALL” ) and the keyhints the game shows in the menus ( same example: “R” ).

It will make mod files for the interface directory, you can even use it to relabel the keys and functions in your existing interface mods. Just follow the instructions by the application.

This app only read the game files and make mods. Do not get confused by decompile / recompile the result is an swf mod you can redistribute and like like any other on nexus. The required files you’ll download do not interact with the game at all.

Note: the bindings of ccmtxt row to keyhint function is still incomplete. I’ll do it when i have the time, have to do a lot of trial and error.

Please report bugs and CCMtxt binding mismatch in the bugs section.
Also if you find new bindings send them too, as you can see a lot of them still missing. You can change the labels for key codes and also the definition in config.json.

Need help:

Report problems in bugs section please!

All settings and definitions are stored in config.json:

There are empty values: “CCMtxtID”: “” in the labels group, this contains the pair in the customcontrolmap.txt:
2 line endings provides the separator between groups, the CCMtxtID format is: “GroupNumber,ControlName” so like: “CCMtxtID”: “2,Accept” everything in this file IS CASE SENSITIVE, except the settings group.

There are empty values: “Label”: “” in the keycodes group, this contains the pair in for the windows virtual key code stored in the CustomControlMap.txt. This label will be written in the interface if you import.

Need a nice ingame screenshot to show capabilities.

If someone would take the time and help me with these that would be great.

How to install:

You will need two apps, Nexus will give you the links on download and the NMM installer contains the links on the selection menu.

FFDec: The decompiler, its an easy install, install wherever. [small and open source, wont make changes to your windows, but will install java if you don’t have]

ba2extract: This is the ba2 decompressor my app uses, its part of the F4SE Fallout 4 Tools.

NMM install:
just install.

Manual install:
Create a directory like: FO4InterfaceLabelChanger in Fallout4GameDir\Data\ and copy all the files from FO4ILC xxxx.7z\files\ to it.

How to use:

Run Fallout4GameDir\data\FO4InterfaceLabelChanger\FO4InterfaceLabelChanger.exe

For best experience use F4SE’s CustomControlMap.txt and relabel the interface with the settings!
Use the import button.
Combined labels can be too long, so after import check labels and edit to your liking.
Double click a row to change labels manually.
After saving, you can choose to move recompiled files to their place automatically.
Usage is pretty straight forward. Read the message boxes!

Questions:

how to make line breaks in the fomod installer xml’s cdata?

Huge Thanks to:

Developers of FFdec: JPEXS and the others, because of them I could do this.
Developers of F4SE, especially in this for ba2extract.exe in this case, great command line tool. Actually Huge Thanks for the Script Extender also.
Developers of AutoHotKey and GeekDude [ He was really nice and help me a lot, but AHK: never again ]

The post FO4 Interface Label Changer appeared first on Fallout 4 mods.

Console Commands Compilation

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ALWAYS BE CAREFUL WHEN USING THESE COMMANDS. MAKE SURE YOU BACK UP YOUR SAVED GAMES!

This is a custom .xml file for use with Neankas DEF_CM that has been deleted from the Nexus. Neanka has given me permission to include his custom Interface Framework with this mod. I decided to reupload this because this has a lot more features than my original release.

No more batch files clogging up your Data folder! With this mod all .bat
files are not needed just one .xml file in the Interface folder. I will use this for testing and even though it took forever to put
together, it will save me so much time in the future not having to
search for formIDs and typing console commands one by one. Hope it saves
you some time too!

Here is a video showing what can be done by YouTube user Atlas@Gaming

Here is a list of Console Commands available so far:
Note: Make sure to read the descriptions in the console for better information

MISC COMMANDS: Quit Game, Save Game, Load Game, God Mode, Immortal Mode, Toggle AI,
Toggle Combat AI, Toggle Collision, Toggle Detection, Toggle Map Markers

SETTLEMENT: Increase and Decrease Building Limit, Toggle Snapping, Scrap All, Spawn Settlers

WEATHER: Change game time to Noon or Midnight, Change weather conditions to
Clear, Dark Skies, Dusty, Foggy, Misty Rain, Overcast, Radstorm and Rain

CAMERA: Clear Screen Blood, Toggle Flying Camera, Toggle Flying Camera (Time
Stop), Change Field of View, Change Camera Speed, Change Game Speed,
Toggle Menus

CENTER ON CELL: Teleport to The Castle, Diamond City, The Institute, The Prydwen,
Railroad HQ, Sanctuary, Sanctuary (Pre-war) and QASmoke Test Cell

LEVEL: Set Level to 10, 50, 100, 150, 200 or 272

PERKS: Add all Perks including Magazine Perks and Companion Perks (Male and Female)
SPECIAL: Set All SPECIAL to 10

FACTIONS: Add Player to Brotherhood of Steel, Institute, Minuteman and Railroad Factions (Individual)

CHARACTER MANIPULATION: Fully reset HP, Show Looks Menu, Sex Change, Add Ballistic Weave Crafting, Set Carry Weight to 5000

COMPANION MANIPULATION: Teleport Companions to your location (All Companions), Set Affinity to 250, 500, 750 or 1000, Access Inventory Menu, Unequip All Items (Makes any NPC Naked)

SETTLER MANIPULATION: Allow Unmovable Settlers like Mama Murphy to move to other Settlements,
Make Uncommandable NPCs Commandable, Allow Any Settler to be a
Provisioner

NPC MANIPULATION: Restrain, Kill, Kill All, Kill All Hostile, Ressurrect, Unequip All Items (Makes any NPC Naked)

ITEM MANIPULATION: Lock, Unlock and Set Ownership

SCALING: Set NPCs and Items to Various sizes, Bigger and Smaller

ITEMS: Add All Bobbleheads, Add All Magazines, Add 1000 Caps, Add 100 Bobby Pins

WEAPONS:
Add and equip every weapon in the game

CLOTHING: Adds every clothing, outfit, helmets, hats and eye wear (I think)

AID: Add 25 Buffs/Drinks (Stimpacks, Rad-away, Rad-x, Nuka Cola Quantum), Add 25 of each Chem and Drug type

WEAPONS: Add 1000 of All Ammo types, Add 20 of each Grenade and Mine type, Add 25 of each Syringer Ammo

ARMOR: Add and Equip Leather, Combat, DC Guard and Metal Armor Sets

RESOURCES: Adds 1000 of each Junk type, Add 100 of each Shipment type, Add 100 of each Crop type

MODPOS: Move items from within the console menu, Precise Item Movements

SPECIAL COMMANDS:

ANIMATIONS: Lots of Animations, Idles, Facial Expressions, Postures and Flavors

LEGENDARY ITEMS: Spawn a Legendary Items Box at your location

POWER ARMOR: Spawn Power Armors and Power Armor Frames

ANY NPC AS A FOLLOWER: Make any NPC into a Permanent Follower

SUPER GOD MODE: Sets Level to 50 and All SPECIAL to 999. Dramatically increases HP, AP, Carry Weight, Heal Rate, Resistances and Damage.

SPAWN WORKSHOP: Spawn a workshop so you can build anywhere.

SPAWN CREATURES: My favorite feature of this mod, Spawn almost every variant of the
following NPCs: Behemoths, Bloatflies, Bloodbugs, Deathclaws, Ghoul

The post Console Commands Compilation appeared first on Fallout 4 mods.

DEF_UI

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DEF_Interface

– DEF_INV contain KeyNuker so you no need to install it anymore, but still can endorse lyravega

This is a re-package and re-release of Neanka’s DEF_INV and DEF_HUD mods (with permission from Neanka) with a new consolidated installer. These are currently the last versions Neanka released and are provided as-is. Please see notes at the bottom regarding mod support.

DEF_HUD
———————
The HUD, or Head’s Up Display, refers to the main game interface while adventuring. The HUD elements include HP, AP, Crit, XP, and Enemy HP meters, compass, dialogue, and messages. This mod allows customization of all of those elements. All elements can be moved, rotated and resized as desired. Some elements also have customization options like hiding parts of the element (HP tag on the HP meter for example).

There is also an optional feature to show scrap components beneath items when looting. This feature requires either the included scrap tags file or a similar file from your sorting mod (like VIS). If you use the included scrap tags file it will override any mod that changes scrap items (weight, components, names, etc).

This mod will conflict with any other mod that modifies the interface such as MyHUD or Pleasant UI, however all of the features provided by those mods can duplicated (and then some) with DEF_HUD.

DEF_INV
———————-
DEF_INV modifies the interface for container, barter and pipboy inventory screens with numerous improvements. Container and Barter screens have been increased in size to fill the screen. All of the remaining features require a sorting mod:

– Sorting tags can be replaced with icons in all three screens.
– New tabs are available in container and barter screens to limit what is displayed by category based on tags.
– Additional tabs have been added to the Pipboy to move Notes and Holotapes to their own tabs based on tags.
– Pipboy items can be rolled up into a single entry based on tags (example: all keys are collected in a single Key Ring entry which can be expanded as needed).

Sorting Mods
———————-
Since most of the features of DEF_INV require a sorting mod, here are some suggestions for known sorting mods that are compatible with DEF_INV:
Valdacil’s Item Sorting by Valdacil
Better Item Sorting by xandarori
Bhaal’s Better Sorting by SystemLordBhaal
German Item Sorting by messiahgov
A Realistically Weightless Colored Sorting Mod by Zenotep (Get config files from that mod)

Installation
———————-
Pre-installation: Follow this guide to prepare your game for mods. (This is needed regardless of NMM or manual installation).

There are a vast number of options therefore I cannot stress highly enough:
IT IS HIGHLY RECOMMENDED TO INSTALL VIA A MOD MANAGER THAT HANDLES FOMOD INSTALLERS (like NMM)!!!!

If you choose to try a manual installation your mileage will vary and I cannot guarantee success. Since there
are so many things you could get wrong in the installation process, don’t even bother asking for help if you
didn’t use the FOMOD installer… I cannot read your mind to see what you did wrong.

With NMM: Download with Manager and activate. NMM will prompt for options.

Without NMM: Download the file. Then use your favorite .7z, .zip, .rar program to open the archive:
1) Extract the interface folder to your game Data folder (typically C:\Program Files\Steam\steamapps\common\Fallout 4\data)
2) If you want DEF_HUD (if not, skip to DEF_INV below):
2a) Open the HUD folder in the archive.
2b) Open the folder for the proper screen resolution (example 16×9) and extract the interface folder to your game Data folder.
2c) If you want scrap components: extract the appropriate def_inv_scrap_xx.esp file for your language from the HUD folder to your game Data folder and activate it like you would any other .esp.
3) If you want DEF_INV:
3a) Within the archive, navigate back to the root and open the INV folder.
3b) Open the common folder and extract the interface folder to your game Data folder
3c) Navigate back to the INV folder then resolutions folder
3d) Open the folder for your screen resolution and extract the interface folder to your game Data folder
3e) Navigate back to the INV folder then to the lang folder
3f) Open the appropriate language folder
3g) Extract the interface folder to your game Data folder
3h) If you already have .xml files from your sorting mod (like VIS), then you can skip the next couple of steps.
3i) If you don’t have a sorting mod, open the vanilla folder and extract the interface folder to your game Data folder
3j) If you are using a sorting mod and don’t already have DEF_INV .xml files, open the sorting mod folder under your language folder and extract the interface folder to your game Data folder.

Customizing HUD
————————
The default installation above will install a vanilla HUD configuration. You can also download presets that other users
have customized and published on the Nexus. If you would like to customize your HUD:
1) Open your game Data folder and navigate to Data\interface
2) Drag/drop HUDMenuSet.swf onto the flashplayer_20_sa.exe file located in Data\interface (DO NOT try to open in your internet browser)
3) Customize your HUD settings. Instructions are located within the utility.
4) Once you are done customizing, press CTRL+S and save the file as Data\interface\DEF_CONF\DEF_HUD.xml
5) Exit the program and play the game.

Customizing INV Options
————————
The default installation above will install the standard DEF_INV options. If you wish to customize DEF_INV behavior (ie.
tag/icon replacement, font size, etc):
1) Open your game Data folder and navigate to Data\interface
2) Drag/drop settings.swf onto the flashplayer_20_sa.exe file located in Data\interface (DO NOT try to open in your internet browser)
3) Customize your INV options.
4) Once you are done customizing, press CTRL+S and save the file as Data\interface\DEF_CONF\DEF_INV.xml
5) Exit the program and play the game.

Compatibility
————————
– REQUIRES game update 1.4.x
– DEF_HUD will conflict with any mod that modifies the HUD such as MyHUD or Pleasant UI.
– Scrap components optional file will conflict with any mod that modifies scrap (weight, names, components, etc)

Known Issues
————————
TBD

Support Notes
————————
This rerelease is being provided as-is. This mod is not being monitored or necessarily supported by Neanka. You can asking for assistance, however, do not expect an answer by Neanka. If you cannot get it to work right, then instead of complaining about it, uninstall and move on.

Future Plans
———————-

Credits
———————-
Neanka!!!! This is his work that he has given me permission to repost in his stead.

The post DEF_UI appeared first on Fallout 4 mods.

MacCready’s Wooden Soldier Toy – No more a scrappable Junk

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Description

There are three other mods I know of, which deal with the little soldier’s woes:
A Realistically Weightless Colored Sorting Mod
A mod of mine also with Vanilla Weights, Color icons support for Color Pipboy with 2 other mods I’ve made.
It deals with quite a few similar inconsistenties about Items. Both other mods solve a number of these problems too.
Valdacil Item Sorting
Hey Thats Not Junk by burtron
So if you use one of those mods, this one is not necessary.

MacCready’s ‘Wooden Soldier Toy’ is a Quest object

Spoiler Show

which Vanilla sorts as a scrappable-for-components Junk item. How rude!
It would probably be automatically destroyed when you build something.
It is not an important thing but this item has been very badly treated by Beth with this cascade of errors: mispelled, misplaced in Junk and as a bad junk component (Ceramic instead of Wood).
Impossible not to fix that!

– The “Wooden Solider Toy” is now a Unique item named “Wooden Soldier Toy (MacCready’s)” placed in MISC with the other Quest and Unique items.
– The misspelling has been left to Betesda.
– The figurine is weigthless.
– As it is valuable (somehow), it has a money value (but who would sell it?).

There are versions for:
Bhaal’s Better Sorting and other sorting mods using [Unique] as a tag.
Better Item Sorting and other sorting mods using (Quest) as a tag like Bhaal’s Better Sorting (too). The item is sorted with the Quest items. MacCready’s name is removed in this one (see screenshot).
Compatible with DEF_INV which icons instead of word tags can be seen in the screenshot.
If you don’t use a sorting mod, there is a Vanilla version.

Installation

Auto
Use NMM or Mod Organizer (if you want to use and test: Mod Organizer 2 alpha x.
The plugin (esp) must be placed after the sorting mod you use in the plugins loading order.

Manual
Copy MacCready’s Wooden Soldier Toy is No Junk!.esp in …\Data and activate it somehow.
The plugin (esp) must be placed after the sorting mod you use in the plugins loading order.

Credit:
Wooden Soldier Toy Fix by kimothyjongun
The mispelling is corrected but the Toy is left as a scrappable Junk. (in v1.0).

————————————————————————————————————————————————————————————–
There is another mod (I just found) including the Toy amongst quite a few other items it moves from Junk to Misc.
Hey Thats Not Junk by burtron

Mo Betta Scrap by Citre
I though this mod would correct our poor Toy’s woes but no, it leaves it as a crap to scrap! (v0.31)
But it looks like it solves a number of other inconsistencies.

Simple Bug Fixes by Bonnie
No concern for our Poor-poor Toy in this mod… But it must be usefull otherwise.

Functional Displays – Display your collection by SecretAgent99
There may be a place to display the figurine in that mod…
————————————————————————————————————————————————————————————–

My other mod:
Gold Kit for Color Pipboy -anti-Black&White Screen-
A Realistically Weightless Colored Sorting Mod
Zoom-Out Extended for World Map and Local Map – For 2K 4K 8K WorldMaps
No more monochrome – Color setting for the Pipboy!

The post MacCready’s Wooden Soldier Toy – No more a scrappable Junk appeared first on Fallout 4 mods.

Pleasant_DEF_HUD – preset inspired by Pleasant UI

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Hello everyone !!!

Just a DEF_HUD.xml file:
– resolution: 1920×1080 (16:9)
– HP bar bottom left – AP bar bottom right 😉

1. YOU NEED this MOD >> DEF_UI by valdacil
2. INSPIRED by this HUD >> Pleasant UI by ImBlindMG
3. Extract DEF_HUD.xml here: Data\Interface\DEF_CONF (or let “Nexus Mod Manager” do the job)

Thanks to Neanka for the original MOD, to valdacil for the re-upload and iMBlindMG for inspiration

Enjoy :)

The post Pleasant_DEF_HUD – preset inspired by Pleasant UI appeared first on Fallout 4 mods.

HideUI – Hotkey HUD Toggle

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Toggle the main HUD elements on and off with a single hotkey!

Like many, I dislike seeing the full HUD while I’m exploring. Fallout 4 Script Extender doesn’t have any UI functions yet, so I dug in and started experimenting to see what I could do without it to hold me over. This is the end result, and I’m very happy with it! It isn’t as flexible as something like iHUD for Skyrim, but not much can be done until F4SE is updated to give UI controls. However, combined with other HUD/crosshair mods, and opacity tweaks, it’ll definitely hold you over. It’s extremely lightweight and highly functional and does NOT effect the Pip-Boy!

Please read the full description! I can almost guarantee your question or concern is covered! :)
WHAT IT DOES / HOW IT WORKS

HideUI adds two aid items to your inventory automatically after installing: HideUI – Controller, and HideUI – Configuration. HideUI Controller can simply be clicked from your inventory to toggle, but is made to be assigned to a favorites hotkey for use in real-time. But it doesn’t stop there! HideUI has two modes, and two HUD styles, which can be configured in game by activating the HideUI Configuration aid:

HUD MODES
MANUAL: Use a favorites hotkey to turn the HUD on and off whenever you want.
AUTOMATIC: Automatically hides the HUD when you’re not in combat, instantly turns it on when you are.

HUD STYLES
BASIC (default): Hides health, compass, action points, enemy name/health, sneak meter. Retains messages, crosshair, quick loot.
HARDCORE: Hides EVERYTHING. Great for exploring. While hidden, quick-loot reverts back to requiring E to open containers.

MISC CONFIG
Reset, and Uninstall options make removal mid-game completely safe and painless (see FAQ)

ADDITIONAL IMPORTANT INFORMATION

POWER ARMOR – This also works with Power Armor, but only Manual toggle mode. In Auto Mode, the Power Armor HUD will stay on while you’re using it, regardless if you’re in combat or not. I actually prefer this anyway, but this is due to the engine not handling conditions or script events properly when entering/exiting Power Armor, so I disabled Auto Mode while in PA. It’s easy enough to switch to Manual Mode anyway.

HUD WHEN AIMING – Using either Basic or Hardcore HUD styles, the HUD elements will show up while you’re aiming down the sights with your weapon. This is built into the engine and I can’t do anything about this right now, but it’s minor. I like to see my HUD when I’m in combat anyhow. It stops when you’re not aiming.

“HARDCORE” HUD MODE and WORKSHOP CONTAINERS – If you’re in “hardcore” HUD mode and use E to open a Workshop container directly, it will open the container AND activate the Workshop at the same time, and confuses the mouse (have to TAB out of the menu). Toggling the UI on before interacting with the Workshop container has no problems, so it’s best to do that. Because I’m using engine functions I don’t know that I can hook into these events to refine them, but rest assured I’m looking at it. Minor annoyance, IMO because again, it’s not Workshop mode (holding V) but looking into the Workshop storage container.
INSTALLATION

BACKUP YOUR SAVE! ALWAYS DO THIS!
Do not install until after you’ve left Vault 111! Items that are added to the inventory before the Sole Survivor gets their Pip-Boy and exits the vault are removed by the game. This means you’ll have to disable the mod when starting a new game until you leave the vault as well. I’m looking at refining this so the items are added automatically as soon as you leave, stay tuned.
MAKE SURE YOUR INI SETTINGS ARE CORRECT TO LOAD ALL FILES/FOLDERS! I still see many users suffering from incorrect settings. Read this and follow it very closely!
From there, simply install using NMM, or drag and drop the files into your /DATA/ folder and activate the ESP in the Fallout 4 Launcher.
When you load your game after installing, the required items will be added to your inventory automatically.
UNINSTALL: Click HideUI – Configuration in your inventory, click Uninstall, click “Yes”, save your game and quit. Do not do this unless you are absolutely going to remove the mod.

F.A.Q. (Frequently Asked Questions) – Please Read!

Q: Is this safe to add mid-game? What about removal?
A: Yes and yes! Can be added at any time. If you decide you do not like it, you can just revert your save OR use the Uninstall option from the Configuration.

Q: Can I customize exactly what gets turned off and on?
A: Unfortunately not yet. This uses some rare engine code that has specific UI modes which cannot be fine-tuned just yet, and until F4SE is updated with UI controls, there’s no way to access each UI element individually.

Q: Does this work with XYZ HUD mod?
A: Yes! This does not edit any interface files / SWFs at all, so it is 100% compatible with every currently available HUD mod.

Q: How heavy are the scripts?
A: They’re not at all, this mod is about as light as the code it takes to open a door. The bulk of the mod is so tiny, it almost makes me blush. Just a few lines of code in all. The configuration code is the biggest part. It uses pure engine conditions, effects, and standard OnActivate script events, so there are NO unsafe update loops, hacks, or weird workarounds. No performance impact, safe to add/remove at any time.

Q: How did you do this without F4SE and the CK??
A: Determination will get you far! I dug into the source code and found some very rare methods I could exploit to control some parts of the UI. Praise the geniuses behind FO4Edit, Caprica, and Champollion. When F4SE has UI functions, more detailed and configurable HUD mods will emerge.

The post HideUI – Hotkey HUD Toggle appeared first on Fallout 4 mods.


Better Dials for Power Armor – Fallout 4

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This mod improves the heads up display dials you see when entering power armor. Power armor dials are now more clear, cleaner, and less distracting. I hand crafted them for improved aesthetics and performance. Install this if the blocky user interface when inside power armor annoys you.

Major Changes

Cleaner lines. The original interface comes with blobs of color splattered here and there–an artifact of the compression process. My new dials are hand-built from scratch, so there are no artifacts.

4 color options. It comes in 4 colors–default amber, pip boy green, Vault-Tech blue, and Institute white.

Better condition meter. The existing power armor condition meter is ugly as sin. It’s all one color, and has a blocky appearance. It doesn’t look anything like a dashboard lamp, which it is supposed to be.

I built a new power armor condition lamp from the ground up. I removed the grayish blocks and added an illuminating interior gradient, so that it looks more like a dashboard lamp. I also added faint horizontal LED lines. This makes it look more like a lamp, and also hides some of the pixels (which are unavoidable since the original had such poor resolution.)
My condition lamp comes in traditional warning colors. Solid green = power armor has good durability. Solid orange = power armor has low durability and is about to break. Red outline = power armor is broken. White outline = power armor slot is not equipped.

How is This Mod Different?

There are a few other power armor interface mods out there. This one is different in the following ways:

1) Many of the other mods use the existing dials as a base, and simply paint new colors on top. This keeps all original artifacts and image glitches. I have crafted all dials from scratch. My dials have much higher visual quality.
2) Some other mods go overboard with glows and shadows, to the point that the numbers become illegible in-game. This is because Fallout 4 adds its own glow and light-pass-through effect to the dials during gameplay. With this mod, I kept the back glow to a minimum, to emphasize clarity. This keeps the dials highly legible.
3) I kept colors to a minimum, modeled after vehicle dials. The base UI color is the soft amber that comes with the game. To break up monotony and add clarity, I used white to denote ticks in multiples of 10 for AP and HP, and 25 for fusion core charge. I then used red only to denote “low” states, when a core is about to expire or your character is about to die.

I then used a simple red, green, amber system for power armor durability meter and rads meter. Anyone who drives should understand this–it’s self-explanatory. This is, in my opinion, an elegant solution to add variance to the UI while also improving clarity.

Installation Instructions

Step 1)

Note: If you already have mods installed for your game, then you have already done this step. Move on to Step 2.

Open your “Fallout4Custom.ini” file located here: \Documents\MyGames\Fallout 4\

Place the following text and save:

[Archive] bInvalidateOlderFiles=1
sResourceDataDirsFinal=
Step 2)

The Nexus Mod Manager (NMM) makes this very easy. All you have to do is click the “Download NMM” button at the top of this page. If you have NMM installed, it will launch and commence the download.

If you prefer a different color, click on the FILES tab at the top of this page. Choose your desired color from the MAIN FILES section, and click “DOWNLOAD WITH NMM” to install it.

Once it is downloaded, you need to activate it. My mod will appear grayed out. Select it, and then click the green check-mark button that appears in the top left-hand sidebar of the manager. You will get a pop-up message warning you that by activating my mod, you are about to overwrite a lot of textures that came with the previous mods that I just had you download. Click “Yes to all”.

Boom. You’re done.

Modder’s Resource

I include the photoshop PSD file I used to craft these dials. If you download the file, you can change the colors of any part you want to fit your own taste. I can’t create versions for every taste out there, so please download the file (if you have Photoshop and the Intel DDS plugin) and alter the dials as you see fit.

Future Plans

Here are the things I want to do in the future:

1) Include an option to remove the chassis. This would leave the dials hovering mid-air. I imagine these dials being projected onto the inside of the helmet. I have already tried altering the chassis texture to make it invisible, but this does not work. If anyone has tips on how to remove the chassis altogether, please let me know.

2) Include a non-backlit version. The game passes light through the dials, causing them to slightly glow. This is nice, but I’m interested in an option to disable this function so that dials are solid. This would make the UI work like it does when outside of power armor–simple flat images and text without shadows, glow, and other skeuomorphic things. However, I do not know how to disable this. If anyone knows which variable to alter in the ini file, please let me know.
If you like this mod, please endorse it and upload your own photos.

My Other Mods
(These are all ADULT ONLY – NSFW)
Sweets Sexy Women Pack
Sweets Pubic Hair for Fallout 4

The post Better Dials for Power Armor – Fallout 4 appeared first on Fallout 4 mods.

Gold Kit for Color Pipboy -anti-Black and White Screen

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NEW in 1.1:
Provides an automatic removal of the monochrome display in the Pipboy, making it ready to show colors.
No need to edit an .ini file anymore.

Description

Displays all Pipboy screens with Colored Icons, Animations and some Fonts (see screenshots).
The in-game Barter/Container/Workbench screens display colored icons too.

Colored World Maps are better but a Color Pipboy means black and white screens with a strong contrast.
This is unconfortable to photosensitive people and others.

GKCP is part of an ensemble of three, making the Color Pipboy… well, more like a Color Pipboy in contrast with the black & white display
one are having when the monochrome display is removed in order to use a Colored World Map (main reason).

The other mods:

– A Realistically Weightless Colored Sorting Mod
By using DEF_INV and this mod’s resources, it provides both the inventory screens and the in-game Barter/Container/Workbench windows with
a variety of colored icon tags instead of [word] tags. It helps to reduce the contrast and makes the inventory prettier.
There are Weightless and Vanilla Weights installs, Full or Modular.

– Zoom-out Extended for World and Local Maps
Allows to zoom-out fully on the World/Local Maps and deals with the on-map color of those two screens.

This mod requires DEF_INV. If not, the inventory screens would be without icon tags for items and there would be no subcategory tabs.

GKCP and to a lesser extend Z-o E and ARWCSM are expressively made for a Color Pipboy.
It is Color by opposition to Monochrome.
With the monochrome display, everything in the Pipboy screens is in shades of green. Actually, under that layer, all is black and white.
This mod colors most of what is white.

When one removes the monochrome display, the Power Armor Pipboy screens (World Map, inventory…) become too bright.
You’ll probably need to change (or add) these lines in Fallout4Custom.ini:
Chapters [] are essential:
The default are respectively 3 and 1:
[display] fPipboyScreenEmitIntensityPA=1
fPipboyScreenDiffuseIntensityPA=0.15

I have also seen: 1.25 and 0.15.

As GKCP v1.1 provides an automatic removal of the monochrome display of the Pipboy, making it ready to display colors, what follows is less
relevant.

Spoiler Show


INSTALLATION

AUTO
Use NMM or Mod Organizer (if you want to use and test: Mod Organizer 2 alpha x).
General remark: NMM keeps track of all installs, so you can safely deactivate/activate mods.

Installing the four mods (DEF_INV + Set), should provide a good garantie that you’ll have a working system and a better Pipboy.

DEF_UI by Neanka is made of two parts: DEF_INV and DEF_HUD.
Only DEF_INV is related to this mod BUT, as DEF_UI fomod contains both, some players might be interested to installing what is
arguably the best HUD mod for FO4.
If you already have a HUD mod you like or if you don’t want DEF_HUD, just skip the spoiler tab and the install procedure including DEF_HUD.

ARWCSM 1.1 is compatible with DEF_HUD’s ‘Component tags’ module which displays the components names of scrappable items (under their names) when you point at them. That feature needs DEF_HUD to be installed (see the tab below).

DEF_HUD:

Spoiler Show

———————————————————————————————————————————————————————————-
If you use the Automatron DLC+DEF_HUD, you should experience CTDs when walking about in the East Boston area (and County Crossing).
The Fix: County Crossing Crash Fix (Automatron) by th1nk. See sanhedrinn post (here) and the doc there.
———————————————————————————————————————————————————————————-

About languages: The Set provides a Sorting Mod that is compatible with the english version.
You can use it with another language version but the names of the items will be in english (nothing else).
DEF_UI install asks you to choose a language version. You should choose the one of the game you play.

———————————————————————————————————————————————————————————

The INSTALLATION Proper:

If DEF_INV is already installed (with whatever install) and you don’t want DEF_HUD, skip this step and go to the install of Gold Kit for Color Pipboy.

DEF_INV and DEF_HUD must be installed before GKCP and the ARWCSM Patch!
The DEF_UI page and fomod are informative and clear. But here is in short what you should select:
——————————————————————————————————————–

If you want DEF_INV only, choose those options in the fomod:

DEF_INV
Your game language version
Your monitor aspect ratio
I already have sorting xml files

Overwrite if asked

——————————————————————————————————————–

If you want both DEF_INV and HUD with Component Tags, choose those options in the fomod:

DEF_INV and DEF_HUD
Your game language version
Your monitor aspect ratio
Use Sorting Mod Component tags
Use existing
I already have sorting xml files

Overwrite if asked

Info:
– Your game language version: ARWCSM displays the names of items in english. It can be used with other languages but with that restriction.
The rest of the screens remain in the original language.
– Your monitor aspect ratio: All but one customized HUDs are for 16/9 monitor ratio. See in the DEF_HUD tab above for other ratios.
– Use Sorting Mod Component tags: Means the component tags used will be those provided by ARWCSM.
– Use existing Means you have to install a customized HUD.
– I already have sorting xml files: The 3 xml files are provided by ARWCSM.

———————————————————————————————————————————————————————-
After that, the order of installation doesn’t matter.
———————————————————————————————————————————————————————-

Gold Kit for Color Pipboy -anti-Black&White Screen-
Install and overwrite when asked. Those files should be DEF_INV’s.
———————————————————————————————————————————————————————-

Zoom-Out Extended for World Map and Local Map.
Choose the install corresponding to the resolution of the Color World Map you use and also if it is SWM or any other Map mod.
If it is already installed, skip this part except if you run the v1.3. In version 1.4, some of the mapmarkers are colored (Quest/Waypoint/PA).
There should be no overwriting here.
———————————————————————————————————————————————————————-

If you use a Sorting Mod, deactivate it first (Mods window).

A Realistically Weightless Colored Sorting Mod.
Displays item names in english. Can be used with other languages but with that restriction.

There are Weightless and Vanilla weights installs, Full or Modular.

– Install ARWCSM – 0 – DEF_INV Compatibility Patch
Overwrite if asked.
It is essential this patch is installed after DEF_INV.

– Pick an install: Full or Modular / Weightless or with Vanilla Weights.

A Full install consists of a single file with everything in it: Weightless or Vanilla.
For a Modular install, there must be 1 (the common files) + 3 modules. You can mix Weightless and Vanilla modules but only one of each type of items.

ATTENTION: In order to sort Weapons/Armors Better Armor and Weapon naming and sorting by Ruddy88.
I was using that mod and didn’t realized that without it, Weapons and Armors were very badly sorted. So, while I correct that ‘oubli’, you should
use that really fine mod. For now at least, it is complementary to ARWCSM.

——————————————————————————————————————————————————-
DEF_INV and ARWCSM provide the same tab as keyNuker and keyRing – Hidden keys by lyravega and Neanka. If you have it, you must deactivate it.
——————————————————————————————————————————————————-

Manual
DEF_INV must be installed before ARWCSM and GKCP, this is the only sequence that matters.
Classically, look at the dir structure to see where to copy the files.

———————————————————————————————————————————————————————————-
GKCP, ARWCSM and Z-o E are being selected in the list of 100+ mods presented by Haoswidasee in his Ultimate Fallout 4 Mod Compilation.
He gives precise procedures for the successive and succesfull installations of all of those mods.
It can save a lot of time to people (especially starters) to adopt that ‘secure’ list and maybe built from there.
———————————————————————————————————————————————————————————-

Issues:
About the Barter/Container/Workbench screens:
Some people experience a dark display. The icons are hardly visible or even missing.
The visual weird display may depend on the HUD color.
When you set the three sliding bars (Settings/Display/HUD Color) all to the right, the HUD display is white (255,255,255). The icons looks like in the Pipboy but the HUD is ugly.
The more to the left you set them, the darker the display becomes.
So, one should set a compromise between color saturation and clarity in order to display fine enough icons in those screens.

For missing icons:
– If you use an other sorting mod, you should uninstall it and try with ARWCSM. If the problem persist, I’ll provide support.

———————————————————————————————————————————————————————————-

Versions

1.11:
Some icon colors have been changed or adapted, e.i. Mines, some Leathers, Armor, Lips, some clothing, Ring, Dog, Food, Syringer, Medic, Mod.
The main problem was the color of the skin on the player’s portrait in the Apparel tab (too dark).

1.1:
v1.1 provides an automatic removal of the monochrome display in the Pipboy, making it ready to show colors.
No need to edit an .ini file anymore.

– Those who already use this mod don’t need to update, as they already edited that file.

———————————————————————————————————————————————————————————-

If you keep your Sorting Mod which works well with DEF_INV or if you install VIS, BBS or BIS (or another mod but you’ll need the 3 xml
files adapted to that mod for DEF_INV) then the icons-as-tags in the inventory should be colored after you install Gold Kit for Color Pipboy.

About Sorting Mods:

DEF_INV supports four Sorting Mods: VIS BBS BIS + a german one.
Unfortunately, it is unlikely to be updated much because Neanka escaped from a heavy rain of sollicitations (I think)…Sad!.
So, I adapted the .xml files used by DEF_INV to my sorting mod ARWCSM.

I provide support for my set of mods. I know they work well together and I will help solve the issues that might happen.
When it comes to other Sorting Mods, if you experience problems with the inventory and/or the barter/container/Workbench screens, you should install ARWCSM (after deactivating your current sorting mod). If the problem persist, I’d be providing help to solve the issue.
Then you can easily revert back to your previous sorting mod.
With a mod manager, it is easy to activate/deactivate Sorting Mods. As a general rule, when trying mods, you should not save (in this case, you can immediately see what a sorting mod does).

About the missing esp warning window bug:
This bug occurs when you deselect to much ESPs at the same time. When you try to load a savegame, the game can’t display the warning window
saying some esp present in the save you try to load is not present anymore. The game freezes on that failed attempt.
If you experience that bug, you should try putting back all but one of the ESPs you removed, and try to load the savegame.
If it loads (if not, change the one you deactivated), you should save then exit the game and try removing an other ESP,
launch the game, load the latest savegame, save… untill all is removed.

Keeping your present Sorting Mod or installing one is OK in terms of compatibility provided it uses DEF_INV and the icons are displayed in the inventory.
Installing GKCP would provide Colors to the icons displayed, both in the Pipboy and the in-game Barter/Container/Workbench windows.

– If you already use a Sorting Mod but without DEF_INV, you must install it.
DEF_INV provides support for Valdacil’s Item Sorting (VIS), Bhaal’s Better Sorting (BBS) and Better Item Sorting (BIS).

DEF_INV is compatible with VIS.
DEF_INV is compatible with BBS (or is about to be)(not 3.11).
The install for BIS should be OK but I never tried it.

– If you don’t use DEF_INV nor a Sorting Mod:
Know that without installing DEF_INV, there would be no icons in the Inventory/Barter/Containers/Workbench… thus no color for that,
but the Pipboy’s interface would still display color Animations, Fonts and interface Icons.
So it would be playable. But if you can, you should install it/them.

CREDITS
DEF_INV by Neanka
I would not have made this mod without Neanka’s mod.

The post Gold Kit for Color Pipboy -anti-Black and White Screen appeared first on Fallout 4 mods.

A Realistically Weightless Colored Sorting Mod

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NEW:From v1.1, ARWCSM is compatible with DEF_HUD’s ‘Component tags’ module (see below).

Introduction

ARWCSM uses DEF_INV resources to display around 50 icons before the items in the inventory. They are sorted by 68 tags.
Weapons and Armors are not sorted for now. An upgrade will come soon so in the meantime, you should use the excellent
Better Armor and Weapon naming and sorting, which displays | the | mods | attached | like | that and sorts these items well.

ARWCSM uses 16 tabs separating the items for a faster access thank to shorter lists.

With the other mods of an ensemble of three, it brings Colored icons to the inventory lists in the Pipboy/Barter/Container/Workbench screens.
ARWCSM should be used in conjunction with the two other mods of the set.
It is expressively made for a Color Pipboy.
It intends to make it finer to watch by diminishing the Contrast between the white Fonts/Icons/Animations and the black Background when
the monochrome setting is removed in order to display a Color World Map (main reason).

The other mods:
Gold Kit for Color Pipboy -anti-Black&White Screen-
The main one. It provides Colors to Icons/Animations and some Fonts for all Pipboy screens and colors the icons in the Barter/Container/Workbench windows.
From v1.1, GKCP removes the monochrome layer (green) of the Pipboy automatically, making it ready to display colors.

Zoom-Out Extended for World Map and Local Map
Allows to zoom-out fully on the World/Local Maps and deals with the on-map color of those two screens.

When one removes the monochrome display, the Power Armor Pipboy screens (World Map, inventory…) become too bright.
You’ll probably need to change (or add) these lines in Fallout4Custom.ini:
Chapters [] are essential:
The default are respectively 3 and 1:
[display] fPipboyScreenEmitIntensityPA=1
fPipboyScreenDiffuseIntensityPA=0.15

I have also seen: 1.25 and 0.15.

As GKCP v1.1 provides an automatic removal of the monochrome display of the Pipboy, making it ready to display colors, what follows is less
relevant.

Spoiler Show

DESCRIPTION

This mod deals with Item tagging and sorting. It is integrated with DEF_INV by Neanka which provides icon tags instead of [word] tags
in the inventory lists + configurable through modding sub-category Tabs to sort the items in more categories.
The lists are shorter and the items are sorted more specifically.
For example the Ammo Tab is inside the Weapons screen with the Grenades Tab (no need to clic 3×2 times to go to the Ammo Tab and back in the Weapons Tab).
Food/Drink/Chem also have specific tabs as well as some sets of wearables and things in Aid, Misc and Junk (see below for details) and (screenshots).
So DEF_INV is required.

There are 16 Tabs to sort items in sub-categories inside main game tabs and there are 68 tags and ~50 icons.
The tags are colored by the core mod Gold Kit for Color Pipboy which provides for some coloring of the inventory screens.

It is named …Weightless… yes, but not for Weapons and Wearables even with the most weightless install.
That is the only way I found to play this game without sinking into maniacal routines repeated to abrutissement.
The game leads you to carry stuff and the management tools the interface provides are made for a simplistic console eight buttons controller.
For that kind of game with long lists, this is an exécrable interface. In other words, the less one deals with the inventory, the better.

Spoiler Show

So, the name is because Weightless is the only way I see to play this game.
Even with the weightless option, the management of the inventory is still a heavy duty.
Although, when starting a new game, players should probably use the Vanilla install. For a time, it is OK and even better, I think.

But when you start killing people with much loot, you must make some space for it. Weightless Junk is one of the possibilities, although it is bound to change the way you play because there are then no more insentives to manage the Building Material transport routine, using settlers to move Materials around. So, matter of choice. You may prefer to make other items weightless first in order to enjoy what Beth have concocted with that new feature.

A bit of Details:

The Vanilla version’s weights:
No Weight: PassCards/Syringer Ammo (as other ammo)/some Aid (Med-X/Rad-X/RadAway/Skeeto).
1/2 Weight : Chems/Drinks/Quest/Unique/Bio Food/Overdue Books (items with a weight of 0.1 stay 0.1 (if not, display is 0.0)).
Vanilla Weights: Weapons/Armor/All Wearables/Food/Misc/Junk.

The Weightless version:
Everything is Weightless except for All Weapons, all Armors, all Clothes and Headwears.
——————————————————————————————————–

– Around 75 Quest/Unique/Rare items misplaced in Vanilla have been sorted properly, generaly moved from Junk to Misc and made unscrappable.
Some items are tagged as Valuable and left in Junk, they are a bit less common then other Junk but more common then Rare (for what I can see).
I corrected a few mistakes like the Aluminium Tray and Oil Can were giving Steel in stead of Aluminium…
The Burnt and Ruined items like books, magazines… are scrappable Junk now. The non-trashy ones are in Misc.

– Some names have been standardized (e.i. BoS items and other things, part of sets or series).

– When I saw inconsistencies, it fixed them. See details in “spoiler” tab in Versions.

The Tabs:
Grenades / Mines
Ammo
Armors (not real armor) / Outfit / Clothing
Dog / Super-Mutant
Hats / Helmets / Masks
Food
Drink
Chem
Quests / QuestJP
Keys / PassCards / PassNotes / Passwords
Magazines / Notes
Holotapes / Games
Cooking / Crafting
Prewar / Loot
Materials / Paper / Bones
Scrap / ScrapGlass / Tools

The Tags: There are 68 tags and around 50 icons.

INSTALLATION

AUTO
Use NMM or Mod Organizer (if you want to use and test: Mod Organizer 2 alpha x).

The other Neanka’s mod DEF_HUD is very good too (same adress, same fomod). There are good customized HUDs easy to install too.

Spoiler Show

———————————————————————————————————————————————————————————-
If you use the Automatron DLC+DEF_HUD, you should experience CTDs when walking about in the East Boston area (and County Crossing).
The Fix: County Crossing Crash Fix (Automatron) by th1nk. See sanhedrinn post (here) and the doc there.
———————————————————————————————————————————————————————————-

1) DEF_INV (and possibly DEF_HUD) installation.

ARWCSM 1.1 is compatible with DEF_HUD’s ‘Component tags’ module which displays the components of scrappable items when you point at them.
That feature needs DEF_HUD to be installed.

If DEF_INV is already installed (with whatever install) and you don’t want DEF_HUD, skip this step and go to the install of ARWCSM.

DEF_INV and DEF_HUD must be installed before GKCP and the ARWCSM Patch.
The DEF_UI page and fomod are informative and clear. But here is in short what you should select:
———————————————————————————————-

If you want DEF_INV only, choose those options in the fomod:

DEF_UI
DEF_INV
Your game language version
Your monitor aspect ratio
I already have sorting xml files

Overwrite if asked

If you want both DEF_INV and HUD with Component Tags, choose those options in the fomod:

DEF_UI
DEF_INV and DEF_HUD
Your game language version
Your monitor aspect ratio
Use Sorting Mod Component tags
Use existing
I already have sorting xml files

Overwrite if asked

Info:
– Your game language version: ARWCSM displays the names of items in english. It can be used with other languages but with that restriction.
The rest of the screens remain in the original language.
– Your monitor aspect ratio: All but one customized HUDs are for 16/9 monitor ratio. See in the DEF_HUD tab above for other ratios.
– Use Sorting Mod Component tags: Means the component tags used will be those provided by ARWCSM.
– Use existing Means you have to install a customized HUD.
– I already have sorting xml files: The 3 xml files are provided by ARWCSM.

———————————————————————————————————————————————————–
After that, the order of installation doesn’t matter, just make sure to overwrite when asked.
———————————————————————————————————————————————————–

If you are using a Sorting Mod, deactivate it in the Mods window (right tab in NMM).

A Realistically Weightless Colored Sorting Mod installation:

– Install ARWCSM – 0 – DEF_INV Compatibility Patch.
Overwrite if asked. This step adds or replaces 3 xml files from DEF_INV.

– Choose an install type: Full or Modular / Weightless or with Vanilla weights.

A Full install consists of a single file with all the items in it: Weightless or Vanilla.
For a Modular install, there must be 1 (the common files) + 3 modules. You can mix Weightless and Vanilla but only one of each type of items.

ATTENTION: In order to sort Weapons/Armors Better Armor and Weapon naming and sorting by Ruddy88.
I was using that mod and didn’t realized that without it, Weapons and Armors were very badly sorted. So, while I correct that ‘oubli’,
you should use that really fine mod. For now at least, it is complementary to ARWCSM.

You should now have a Sorting Mod with the DEF_INV fonctionalities but still with white icons.
In order for ARWCSM to display DEF_INV icons with colors in the Inventory/Barter/Container/Workbench screens, Gold Kit for Color Pipboy must be installed.

Gold Kit for Color Pipboy -anti-Black&White Screen-
Install and overwrite when asked. Those files should be DEF_INV’s.

Zoom-Out Extended for World Map and Local Map.
The installs correspond to the resolution of the different World Maps available.
Provides a needed fonctionnality and colors to those particular screens of the pipboy.
This mod should not overwrite other files.

——————————————————————————————————————————————————-
DEF_INV and ARWCSM provide the same tab as the keyNuker and keyRing – Hidden keys by lyravega and Neanka mod. So you must deactivate it.
——————————————————————————————————————————————————-

MANUAL
DEF_INV must be installed before ARWCSM and GKCP, this is the only sequence that matters.
See the Auto section.
Classically, look at the dir structure to see where to put the files.

———————————————————————————————————————————————————————————-
GKCP, ARWCSM and Z-o E are being selected in the list of 100+ mods presented by Haoswidasee in his Ultimate Fallout 4 Mod Compilation.
He gives precise procedures for the successive and succesfull installations of all of those mods.
It can save a lot of time to people (especially starters) to adopt that ‘secure’ list and maybe built from there.
———————————————————————————————————————————————————————————-

Issues:
About the Barter/Container/Workbench screens:
Some people experience a dark display. The icons are hardly visible or even missing.
The visual weird display may depend on the HUD color.
When you set the three sliding bars (Settings/Display/HUD Color) all to the right, the HUD display is white (255,255,255). The icons looks like in the Pipboy but the HUD is ugly.
The more to the left you set them, the darker the display becomes.
So, one should set a compromise between color saturation and clarity in order to display fine enough icons in those screens.

For missing icons:
– If you use an other sorting mod, you should uninstall it and try with ARWCSM. If the problem persist, I’ll provide support.

———————————————————————————————————————————————————————————-

Incompatibilities
– Obviously, Sorting Mods are incompatible with each other.
– Mods which modify weights or names of Vanilla items like Logical Junk Weight by Elysium7. But there is patch in preparation.
– Immersive Scrapping by Xcytress is incompatible as things stand. But there is patch in preparation.

Versions

For FO4 v1.3 or higher.

– Uploaded a Patch for AnS Wearable Backpacks and Pouches by Aldebaran90 and Stndmunki
– Uploaded a Patch for AnS Wearable Backpacks and Pouches – Ballistic Weave by Aldebaran90 and Stndmunki
– Uploaded a Patch for AnS Wearable Backpacks and Pouches – Power Armor Carry Capacity by Aldebaran90 and Stndmunki
– Uploaded a Patch for AnV Camo Backpacks by Aldebaran90 and Voivre
– Uploaded a Patch for Bandolier Standalone and Craftable by NightseeR
– Uploaded a Patch for Wearable Postman Shoulder Bag or Backpack by Eferas

1.15:
– Misc and Junk are all properly sorted.
– Two categories have been moved to be more easily accessible (non-radioactive Food and “Crafting” in Junk).
– Fixed three name issues.
Details

Spoiler Show

1.1:
v1.1 is a major update for MISC and JUNK items and it makes ARWCSM compatible with DEF_HUD’s ‘Component tags’ module.
There are more categories, and tabs are shortening the longest lists more.
As there is a limit on the number of working tabs (16), those of v1.0 have been reorganized in order to place some in the Junk category.
There are 9 more tags. At least 17 types of items in Junk have been serialized.
There are now 16 tabs, 68 tags and around 50 icons (details in Versions).
The two Wedding Rings are giving +1 Luck.

Details:

Spoiler Show

– Uploaded a Patch for Outfit Switcher – Hotkey and Swap Loadouts by registrator2000
Wear armor, then the charisma outfit, then the Hazmat Suit with a single real time, toggle-able hotkey. Simply indispensable!

– Uploaded a Patch for Field Scribe Backpack by jet4571

1.01:
– The Ammo Tab was abstent from the Barter/Container/Workbench windows. It’s back! It is now next to Grenades like in the Pipboy inventory.
– The tag ElectronicWarfare was left from and alpha version while I changed it to ComplexWarfare in v1.0 (better adapted).
So, it didn’t work in v1.0 (i think it is the atom icon like some ammo type).
Some small text work in a xml file.

——————————————————————————————————————————————————–

About Sorting Mods:
You should only read this if you don’t install the full Set and want to keep the Sorting Mod you use or want to know more about the subject.

With a mod manager, it is easy to install/uninstall Sorting Mods. You can try 36 of them without adverse consequence, so feel free to try some.
Although, when trying mods, you should not save (as a general rule) specially that Sorting Mods don’t need to be tested in-game.

A Realistically Weightless Colored Sorting Mod is fully integrated with both the two other mods of the set but importantly also with DEF_INF
for which an ad hoc Patch is provided to install over the DEF_INV required install.

Neanka’s fine mod allows the display of a variety of icons before the items in the Inventory screens and the Barter/Container/Workbench in-game screens as well as Tabs to sort items by nature.

A Realistically Weightless… ARWCSM for short is a Sorting Mod with much icon diversification which also integrates a number of sub-category tabs.
For example the Ammo Tab is inside the Weapon screen with the Grenades Tab (no need to clic 3×2 times to go to the Ammo Tab and back in the Weapons Tab!).
Food/Drink/Chem also have specific tabs (like in VIS) as well as some sets of wearables and Misc items.

I provide support for my set of mods. I know they work well together and I will help solve the issues that might happen.
When it comes to other Sorting Mods, if you use them and you experience problems with the inventory, you should install ARWCSM (after
deactivating your current sorting mod). If the problem persist, I’d be providing help to solve the issue. Then you can easily go back to your
previous sorting mod.
With a mod manager, it is easy to install/uninstall Sorting Mods. You can try all without adverse consequence, so feel free to try some.
As a general rule, when trying mods, you should not save (you can see immediately what a sorting mods does).

About the missing esp warning window bug:
This bug occurs when you deselect to much ESPs at the same time. When you
try to load a savegame, the game can’t display the warning window
saying some esp present in the save you try to load is not present anymore. The game freezes on that failed attempt.
If you experience that bug, you should try putting back all but one of the ESPs you removed, and try to load the savegame.
If it loads (if not, change the one you deactivated), you should save then exit the game and try removing an other ESP,
launch the game, load the latest savegame, save… untill all is removed.

Keeping your present Sorting Mod or installing one is OK in terms of compatibility provided it uses DEF_INV and the icons are displayed in the inventory.
Installing GKCP would provide Colors to the icons displayed, both in the Pipboy and the in-game Barter/Container/Workbench windows.

– If you already use a Sorting Mod but without DEF_INV, you must install it.
DEF_INV provides support for Valdacil’s Item Sorting (VIS), Bhaal’s Better Sorting (BBS) and Better Item Sorting (BIS).

DEF_INV is compatible with VIS.
DEF_INV is compatible with BBS.
The install for BIS should be OK but I never tried it.

– If you already use a Sorting Mod with DEF_INV, it should display the color icons provided by GKCP.

– If you don’t use DEF_INV nor a Sorting Mod:
Know that without installing DEF_INV, there would be no icons in the Inventory/Barter/Container/Workbench… thus no color for that,
but the Pipboy’s interface would still display color Animations, Fonts and interface Icons (not inventory ones).
So it would be playable. But if you can, you should install it/them.

Credits
Bhaal’s Better Sorting by Bhaal
Whose 2.1 version, which I was playing with and had made Weightless for myself, has served as core basis for this mod.
As things went, I added a lot and transformed the rest. So our two mods are pretty much different.
I looked also around about what other Mods (VIS and BIS) were doing and used that info to sort things better (Quest items mainly).
DEF_INV by Neanka
I would not have made this mod without Neanka’s mod. So I believe the most credits should go to him because of the icons, tabs and system he made available for other to work on.
Bethesda
Credits mitigés for Beth.
When you watch closely the items data, you realize there are many unthought things and a number of errors. Bethesda is not a fan of “small” details (or they don’t take the time to be).
But there is an impressive mass of data in those files and the game is particularly stable for me. So credits to them.

The post A Realistically Weightless Colored Sorting Mod appeared first on Fallout 4 mods.

No more monochrome – Color setting for the Pipboy

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Description

SHORT:
Removes the monochome (shades of green) display in the Pipboy, making it ready to display Colors. By default, the color display is black and white.
Some mods bring Colors to the Pipboy screens (see below and screenshots).
Colors are by nature better then monochrome. World Maps, colored icons, animations and fonts are making the Pipboy more perdy & smexy!
No need to edit a game ini file so, this is for slackers!
Works 100%. (let’s see)
Innocuous.

BORING:
Sets the Pipboy as Colored by opposition to a monochrome shades of green where maps and fonts are blured by that saturated layer.
By default, colored means black and white because these colors pass through the green layer better.
So, when it is removed, one gets black and white screens with a painfull contrast (to some).
There are mods bringing colors to the white shapes and fonts.

The non-monochrome display is necessary to use a color World Map (yep!) and to use mods adding color to the Pipboy screens like those shown below.

NMMCP should work in any case. Even if the opposite setting is present in a game .ini file.
You can switch from monochrome to color Pipboy by activating/deactivating this mod’s .esp.

If you go color, you need mods to put some of it on the white shapes and/or Maps to replace the dismal default.

NMMCP can be used prior to installing a Colored World Map:

Satellite World Map
The 8K map is arguably the finest to watch. The level of detail is factually the best. The colors are sweet.
Immersive maps 2K 4K 8K by Reptileye
Fine too. Displays another palette of colors then SWM. There are particular installs for it in Z-o E.
Satellite Color World Map Combo by XunAmarox
Has been made out of SWM, the useless wilderness has been trimed, the problematic .esp has been removed and it provides an overlay of markers
for those who can’t wait finding places or not.
Fallout 4 Color Map by JudgeMental
Cool Maps For Fallout4 by Kgent77
Color Map 4K 2K with Magazines Bobbleheads and Armor Locations by VirusZ

I’ve made NMMCP to facilitate the installation of my Color mods for the Pipboy/Barter/Container screens (including DEF_INV resources).
It is part of Gold Kit for Color Pipboy, so you don’t need to install this one if you install GKCP.

Gold Kit for Color Pipboy -anti-Black and White Screen-
Provides colored icons/animations/fonts for all Pipboy screens as well as colored icons to the Barter/Container windows.

A Realistically Weightless Colored Sorting Mod
In conjunction with DEF_INV and GKCP, provides sorting for items and the display of colored icon tags instead of [word] tags before the items in the inventory/barter/container screens. 16 tabs/50 tags/colored icons.

Zoom-Out Extended for World and Local Map
Allows to Zoom-out fully on the World and Local Maps. It colors also the on-map fonts and some or all mapmarkers.

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The esp can be placed anywhere in the load order.
There should be no incompatibily (except if a mod uses the same FormID. Lottery chances).
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If you publish, or if you know of a Color mod, I’ll be glad to add a link here.

Credits:
Tannin42 creator of the very fine Mod Organizer (still in development for Fallout 4 though).
Whose post told me all. I also used the system he speaks of to make a similar mod for the Local Map in Zoom-out Extended.
That info is small thing compared to MO, so credits to him for it and bigger credits I give for MO and its subtle interconnected interface (way more thourough then NMM), which helped me well when I was playing Skyrim.

The post No more monochrome – Color setting for the Pipboy appeared first on Fallout 4 mods.

HeroicPie UI Preset

Companion Inventory Weight

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Have you ever wondered how much of your burdens your companions are carrying? Tired of thinking you can add another minigun or fatman to Piper so you can keep frolicking about Boston without any worries of becoming over encumbered, only to find out she’s already loaded to the gills in Super Sledges? Thought Cait had an extra 6 pounds of carry weight, but you found out her invisible companion items put her at the max?

Then look no further! This little mod will add an icon to your companion’s inventory trade screen to show you exactly how much they have stored!

F4SE is a requirement for this to work. A FOMOD installer has been included.

It’s also compatible with DEF_Inv with no patching required.

The normal install of this mod is in ESL format, but an optional ESP install has been included for anyone that would prefer it.

So, get out there and give Strong all of your gattling plasmas, and know how many more desk fans you can scoop up before he becomes over encumbered!

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FallCell Solitaire

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What’s almost as bad for productivity as a global pandemic?
The answer is Solitaire: now you can play FreeCell in Fallout 4.

After wasting so much of my life on it, I told myself I’d make another Fallout 4 mod when hell froze over, but we all know it kinda did, so, true to my word to myself… with the supermarket shelves looking like a picked-over Super Duper Mart a few weeks ago, and everybody having their own official COVID-19 response, I thought this would be mine.

To play, go to the Diamond City’s mayor’s office and find the “52 Blow-Up” card between the two green telephones. This is a “grenade” that when thrown creates the solitaire board (if you throw it on really rocky ground or in the water, the physics system will screw up the card offsets, so go somewhere flat you can walk in front of the resulting board). Wait a while and a deck will be shuffled onto the ground and then posted into the 8 cascades in the tableau. You have 4 freecells and the four suits settle into the 4 foundation spots after you establish them by placing the first card (Ace) of each suit (there is partial autopop of the suit foundations you need to fill with all 52 cards to win the game — it won’t move cards out of the freecells, for example). You select a card by activating it and select a drop position by also activating that. Crouch-activating a card or trying to make an illegal move clears the selection (exercise some “Patience” waiting for cards to animate, it is the name of the game after all).

When you win, you will be told the deal number and how long you took.

Since this is technically a weapon in my very expansive Weird Weapons series, when you win, the cards will fall back off the board and eventually each self-destruct. You can also be “papercut” to death if you stand in the way of the zooming cards during setup or decommissioning. Leaving the area for a while or completing the game will clear the board.

[ There are some improvements I may make in the future with regard to highlighting the card with something more reliable than the blood shader (it’s sometimes quite confusing to see when you are selecting vs. placing), or maybe high scores (low times) on the timer. Because of the 32-bit LCG modulus needed and 16-bit ints in Papyrus, deal numbers do not correspond to MS FreeCell deals unless I get crazy enough to implement software-based arithmetic on custom strings, but ability to enter deal #s may come with an update. ). Also, I didn’t choose to enforce the requirement which is brushed over in many loosely implemented games (that you have enough freecells or empty spaces to move a partial tableau through recursive moves that are usually hidden) — so the game is a bit easier. An update would also put a blank space counting option into the multicard selection so you can enforce this.

If you think this is nuts, I’ve previously implemented Tetris, Witcher-style Dice Poker, maze generation, minelaying L-systems, fish BOIDs, binary search Christmas trees, and even an in-world programming language and terminal into Fallout 4 in the past, along with less computational weapons. Take a look at the EPA Weird Weapons Season Pass or my user page!

Most card art is based on the PD/CC0-licensed SVG deck of D. Fomin on Wikipedia — thanks to them and the various improvers of French & English-style playing cards over time.

The post FallCell Solitaire appeared first on Fallout 4 Mods.


Mainmenu loop 1 – The Cabin

F76 Styled Main Menu (Fallout 76 menu)

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A F76 styled Main Menu replacer. Compatible with any menu video / sound replacer. Inspired by HUD76 mod, but with less bugs. Look at the screenshots for more details.

It’s compatible with any mod that replace main video/sound. HUD76 mod is highly recommended but not required (remember to do not install it’s main menu replacer / install my mod later).
Only for 16:9 monitors, but if anyone would like to make a patch – feel free to do it.

Feel free to post feedback, bugs and opinions! In the feature maybe I will also make crafting / cooking menus to look a little more like F76.

The post F76 Styled Main Menu (Fallout 76 menu) appeared first on Fallout 4 Mods.

Draq’s Clean and Efficient DEF_UI Preset

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A nice, clean preset I made for DEF_UI and decided to share it. Please enjoy!

This gives you a clean, unintrusive preset for DEF_UI. All important information you need is in one spot, and smaller to take less space. Enemy and crit chance is on the right, and the inventory, dialogue, compass, and messages have all been moved out of the way.

Install Instructions
1. Simply download the file
2. Drag and drop the XML into C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\interface\DEF_CONF
3. Overwrite the existing DEF_HUD.xml
4. Done!

Mod Organizer 2 (This is my preference)
1. Simply download the file
2. Open Mod Organizer 2
3. Navigate to whatever profile you are using
4. On the right, select Data, and navigate to DEF_UI\interface\DEF_CONF (A very easy visual reference is posted in images)
5. Right-click DEF_HUD.xml, select “Reveal in Explorer”. (This will immediately open the folder it’s located in, without having to go through the whole %Appdata% search method. Easy visual reference is in images)
6. Drag and drop the mod’s DEF_HUD.xml into the folder, overwrite.
7. Done!

Known Issues
1. Not necessarily an issue with the mod, but with load order. If it doesn’t work, double check you followed every instruction exactly. If you did, check your mod list. Make sure that HUD Framework and Valdacil’s Item Sorting come before DEF_UI. Also make sure that you have installed the needed patches if using DEF_UI and Valdacil’s Item Sorting together. In images you can see my load order, if DEF_UI has the lightning bolt with a plus symbol – and VIS and HUDFramework have a lightning bolt with minus symbols – you did it right. (MO2)

If you still have issue, post it in the posts section – I’ll see it.

The post Draq’s Clean and Efficient DEF_UI Preset appeared first on Fallout 4 Mods.

K-Hud A Def UI Preset

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K-Hud: what is it?
Honestly that part is simple, it’s a personal preset I made for the Def UI mod inspired by several things, namely, huds from other games including Fallout 3/New Vegas and Fallout 76. Some placement of UI elements are put so in the spirit of these games while other changes are personal preference. Download it if you want, leave a nice comment or endorsement for me if you please, I just hope anyone looking for something new tries it and maybe even likes it.

K-Hud: What is included?
A hud preset, with a basic but informative readme. This will require Def UI of course, but you probably wouldn’t be looking at this anyway if you didn’t have it installed…. maybe, I dunno. What you see is what you get, I will probably add newer versions of the preset if I decide to change things later on (which is far from impossible) and I might even make tweaks by request if enough people seem interested (you will get your very own K-Hud Preset, wow ).

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Better Sleep and Wait Menu

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Overhaul of the sleeping and waiting menu for Fallout 4. Allows direct comfortable selection of sleeping time via target hours or using the daytime graph. Shows the game daytimes, current time and target time in a fancy visualisation. Also shows a sleep Vault Boy (A Vault Boy!)

Features
Optimized for PC gaming with keyboard and mouse
Interface is multilanguage
Fancy design
Daytime graph – Showing current time marker, target time arrow and daytime lightness as a graph (also a fancy sun and moon)
You can drag and drop the target time in the graph
Configurable target time buttons – You wanna wake up at 6 or 12? Just click on it – no calculations anymore
Times can be formatted in 24h or 12h (am/pm)
Dates can be formatted as DD.MM.YYYY or MM.DD.YYYY
Animated Vault Boy for sleep menu
Allows input about the limit of 24 hours (default: off)
Daytimes are configurable
All settings can configured with MCM
Alternate configuration without MCM through INI-file

Installation
Simply install with any mod manager.

Savegame safety
Absolutly safe – Contains no game scripts. No changes will be made to savegames.

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