Fallout 4

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SephDragoon

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SephDragoon

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  1. SephDragoon
    SephDragoon
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    Alright, so version 1.2 fixes one small bug on the holotape, as well as adding some compatibility in case of graphics cards not wanting to use the Gradient textures (like evidently the XB1 does sometimes).

    I also uploaded a no scanlines patch, which just replaces the scanlines textures. I am pretty sure only the targeting HUD uses them, but if it turns out that they are used elsewhere, and it interferes, I will have to make the textures standalone.

    Lastly, I am now taking requests for various colors for effects. I am not entirely sure how I am going to roll these out yet. I am not sure I want to use a FOMOD installer, because of how cumbersome they can be, and how much work, but if there's enough requests for alternate colors, I will have to give it a shot.
    1. SephDragoon
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      Oh, and this spot reserved for planned features:

      - Ability to perhaps add a particle effect to see enemies through walls, ala the T49 Winter Death helmet. That would probably be a Hacker 4 unlock.
      - If there is a way, big if, I could make it identify Synths in Blue or another color, while out of combat only. I don't know if this is possible, but it would definitely be unlocked with some high perks only, maybe even only at the end of the Covenant quest too.
      - Maybe ignore sleeping enemies?
  2. ptmc2112
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    Anyway to make it so we can see friendlies who are not in combat? I ask cause the feral ghouls are neutral to you, at least not before they detect you or trigger an ambush. The vanilla HUD can mark them, but due to how this one works, you can't "see" them until you are already in combat, which can be extremely dangerous in survival. Especially when combined with a mod such as West Tek Tactical Optics - Night Vision Thermal Vision Goggles and More.
  3. kanixx
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    Based on someones comment about how the hacker 3 range perks are not working but are easily fixed manually I loaded the creation kit for the first time ever and managed to fix it in a few minutes. So since its so easy i'll detail the steps here.

    Load the creation kit (download bethesda launcher) and once loaded click File - Data.

    Double click on Fallout4.esm and double click on BalancedTargetingHUD.esp. With the latter selected click set as active file and click OK. It will take a while to load, be patient.

    Get rid of warnings window and type targeting in the object window filter box. Find TargetingHUDTerminalProgram and double click to open the window, get rid of warnings.

    In menu items list find both Enemy Range Limit [On] and Dead Range Limit [On] and under item conditions list double click the 2nd item HasPerk and change Run on from subject to player for both. Also you can fix detect all allies toggle.

    Click file - save and now the esp in your data dir is fixed!
    1. Snoupy56
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      i love you <3
    2. ptmc2112
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      in xEdit, you can make the changes by setting the run on to reference, and then set the reference to PlayerRef.

      There is 1 other menu that needs to change for all to be visible, and its the "Detect all Allies" one.

      The detect all allies ones seems to be bugged, and needs fixing (the response text doesn't seem to match the text)
  4. mkasle
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    what is the toggleable key?...where do I find it?
  5. Carnice
    Carnice
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    Reading the description, I thought that this mod might be the answer to my prayers. It claims to do exactly everything that I would want a targeting HUD to do. But alas, I have to say that, in practice, I found it to be wanting. The best I can say about it, is that it stops non-enemies from being targeted in red. It keeps THAT part of its promises, at least. However, regardless of whatever settings I choose, it will NEVER show my companion in green, or any corpses in blue.

    Also, I find the *Toggle* very impractical. Whenever I use it, there is no indicator that tells me whether the HUD just switched on or off. I need to check the *Control* to figure that out. But if one always needs the *Control* anyway, then what the hell would anyone ever want to build the *Toggle* for? The *Control* can also turn the HUD on or off, after all.

    Thirdly, I found out that, when just installed, this mod by default turns the HUD OFF. So you NEED either the *Toggle* or the *Control*. Since I already determined that the *Toggle* is useless, that means one MUST build the *Control*. Which means that you must have 2 levels in Hacker. Hacker is not available if you play a character with only 1 point in Intelligence (for the benefit of the "Idiot Savant" perk).

    I have not tested it while wearing PA, because I seldom, if ever, use that anyway. Especially not when playing a stealth character, because PAs are by design not stealthy! If it ONLY works properly with the HUD in PA, then I think the description should make mention of that fact. But if it should work with any HUD, then this mod does not measure up to its claims.

    So, especially for a specific group of people who might be more interested in this mod than most, this mod is NOT going to work. Nice try, but ultimately very unsatisfying. Sorry.
  6. Craxus87
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    This mod was working for me up until I actually crafted the two control items at the chemistry bench. Since then the targeting hud doesn't work at all. I've tried all the different options on the holotape, i've tried uninstalling the mod to get the install menu to show up again. It doesn't for some reason so there's no way i can change the options. I loved this mod while it was working, and would appreciate any advice on how to get it to work again.
  7. WaRi0
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    awesome mod, thanks
  8. StormTrooper626
    StormTrooper626
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    Thanks for this mod. Had this mod several months ago, and just now came back to fallout 4. Forgot the name, so I have been searching the nexus for it. This mod deserves so much more attention because it adds alot to the targeting hud.
  9. WilliamSea
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    None of the terminal options that have a perk 'requirement' work in the game. At least not for me.
    I suspect the problem is, the perk is being checked against the 'subject', and it should be checked against the 'player' instead.
    Enemy Range Limit
    Dead Range Limit
    Detect Allies

    Yep, I made my own version of the terminal and it works correctly, showing all options correctly, when the perk requirements are run on the player, instead of subject.
  10. Vurumai
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    ...Stupid question. How the heck do you use the toggle? I crafted it, it's in my Aid tab... I can equip it and i get a note saying that 'toggle was added' ... but... I don't really know what next. HUD is still always on. Equipping the toggle again does nothing. How does the toggle work? There's no instructions in the game, no readme, not in the description as far as I can read, it just says to craft it. But what do you actually DO with it?

    nevermind. I did a dumb; forgot to remove the previous targeting hud mod I had.
  11. VainerHydra
    VainerHydra
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    Can you make the targheting HUD higlight the Synth in blue or another color? (sorry my grammar )
    1. VainerHydra
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      I mean even the settler synth. Not only the insitute soldier.
    2. SephDragoon
      SephDragoon
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      Ah, to identify the settler synths? I might be able to, but I think that might make it pretty easy mode if the Targeting HUD identified synths for you.
    3. SephDragoon
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      I am afraid after researching this, it is impossible. The only thing that differentiates synths from other people are their death items, and I cannot test their death item from a spell effect. Sorry, but this one is out of my hands. They made it hard on purpose.
    4. valdacil
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      Old post, but if you are still interested you might be able to reverse engineer this mod:

      http://www.nexusmods.com/fallout4/mods/8031/?

      It uses a type of Synth Detection for Settlers using a trap built at your settlement to make that settler have sparks. Of course, instead of integrating something like this into this mod, you could just go use that mod.