Currently incompatible with 1.5+. I started using DEF_UI for a while before this mod was 'broken' and recommend it to anyone who's missing this mod.
Goomashroom made a great guide that serves as a primer on using JPEXs to edit HUDMenu.swf: on how to hide elements by moving them past the bottom of the frame; this method can be expanded on to place them wherever you like, and other values can be edited for scale / rotation / transparency etc.
Cross-hairs are found in and around 'DefineSprite' 501. 500 defines appearance of different animations/transitions/loops and 501 defines how these are presented. Note the layman's terms, I have only learned a little by just doing. It's fairly straight-forward after a little orientation in ffdec.
Feel free to PM me if you decide to try for yourself and I will answer any questions that I can.
Hi. You made the "no flashlight icon" version for me. I took a long break from the game and 1.5 broke a lot of the interface mods. Could you update this for me? Thank you.
I recommend trying DEF_UI and reading the documentation / using the provided configuration tools (custom .swf files to dynamically edit the HUD in most of the ways this mod achieved.) Cross-hair changes are an exception but are pretty easily done with ffdec (JPEXs) if you know where to look and spend a bit of time following the structure (right-click and Jump to Object if necessary) to learn how the presentation works. See the sticky and the notes at top of Description page for a rough clue (DefineSprite 501).
I've tried this a couple times... when I do the installation in NMM, I want to leave enemy markers on compass and the sneak text, but if I do it in the default text size they don't work. If I do it in the slightly larger text size, they work just fine. Also, apparently I have no crosshair dot at all, even in my reflex sights.
I'm not going to do this because all you have to do to see the "before" is start the game, or watch any gameplay video with the Vanilla HUD, or see any of thousands of already-posted screenshots. If you want to submit a "before" screenshot to compare with any of these, go ahead and I will authorize them though.
Thanks. As for editing the crosshairs, the only way I've done it is to move, hide or scale/rotate/point to different shapes already contained in the .swf file. If you explore the structure of the "sprites" section you will find sprites for the base crosshair, as well as the different types. There are also sprites containing several frames for animation between the different types. From the screenshot of the mod you linked, it looks to me like an early portion of the base crosshair's expanding animation. If that makes any sense.
I should mention that most things can be accomplished by editing sprite 370 which contains placeobjects for all of the animations defined earlier in the tree.
Could you make a version where enemies don't show up on the compass & hides the sneaking bar? I'd also like to see locations back on the compass too. If you can than thank you so much. I'd really like to use your mod.
I didn't touch locations and enemies were already hidden. I am just now uploading a file which includes options to hide Sneak. I use another mod to hide location markers; tomorrow I will test without it to see if I broke them somehow with my HUD.
Thanks for the heads up, silly mistake; forgot to package the "edited" versions for some of the alternate options. Should be fixed now v1.04.It's possible that by hiding enemy markers, I'm also hiding locations - they seem to share a shape and it may be taken care of in scripting which is beyond my ken. If the latest version doesn't work to keep locations, I recommend installing my mod with the option to show markers, and using No Magic Compass mod to hide enemies.
Thank you so much for fixing this. I can now play without knowing where they are. Btw, is there away to enable a cross air with your mod? I just want a dot.
It's certainly possible. I'm curious, you just want the dot always enabled? I personally only play in first person using mostly iron sights aiming and regardless of POV I find the constant presence of a blip on my screen to be a distraction. To each his own, of course; just curious.
When it's really small, it isn't for me. My biggest thing was how items would be shoved in your face when you go over them. I hated that.
I would like to have a perma dot but also i noticed this while playing. Where the inventory list is & names. I always look down & it takes me more time loot or to see if I'm hovered a partner or not. Could you place it like this? I also feel really bad for asking you this since I've already asked for the other. >.< If I knew how to do this I would totally do it on my own.
Character name Inventory list Compass
I also help for a little bit bigger HP, AP, & ammo count too.
Overall your mod is better than vanilla but i noticed I go out of my way to look.
This is an excellent mod that really adds immersion, if you're on the edge of trying this I really suggest that you do. You don't realize how obtrusive the HUD is until you try this mod. There is something to be said about the cinematic experience of this game that gets slightly watered down with the HUD features. Features such as enemies on the compass or knowing if your sneaking or not, give you a somewhat unfair advantage and in my opinion take away the surprise and challenge that the game can otherwise offer. It's a single player game, so by all means enjoy it the way you want, but give this a shot if you really want to pull as much immersion and experience as you can.
Here are some suggestions for what would make the mod better, as the author has noted below it is difficult to make every little version that suits everyone, but you never know what changes might come down the road.
-It would be nice if you had the option to enlarge the health bar only, it's hard to keep an eye on the bar during fights. I play on Survival difficulty and with 2560x1440 Res, so I have to actually move my eyeball anytime I want to check health, sounds funny I know but you can't quite see it out of the corner of your eye like you used to.
-Not having a Crosshair at first seems hard to get over, but if you give it a chance it actually becomes pretty cool, that along with no Hit markers really give you more immersion, I can honestly say I like it better with no hit marker, try it before you decide for yourself. However, this comes with a drawback, particularly to telling your companion to do something. It can be a little more difficult to tell an NPC exactly where you want them to go or to enter power armor. It seems petty, but it would be nice if the crosshair turned on while giving instruction to NPCs. Tall order (if not impossible) from the author I'm sure.
-It would be nice if the position of text that tells you what item you're looking at was placed in the bottom-middleish instead of bottom-right. For those running large resolutions, again I have to move my eyeball down to the bottom right corner every time I look at an item I want to inspect. This is a very minor issue.
-It would be really great if the author teamed up with the author of Cornered Hud (required prerequisite) to develop an all in one package, but this is a minor inconvenience anyway.
The author did a great job here on such a seemingly small mod, try this one out for yourself and give yourself a chance to get past the learning curve, it's worth it.
Edit: preliminary version added for your perusal, in Main Files. :o)
Thanks for your kind words and the well-presented suggestions. At the start, I only posted this HUD of mine in a much less friendly form at the request of a user. He liked what he saw in the screenshots for my "Smaller Button Prompts" tweak so I threw it up on the Nexus. I had not really planned to make any variations for others but I find myself drawn back each day to see what people think, and find it hard to pass up these good suggestions or requests. I don't wish for anyone to have to deal with the vanilla HUD and I realize that not everyone has the inclination or the patience to tweak their own.
Your suggestions make perfect sense and really won't be too hard to implement. I consider myself a little savvy but I'm no programmer and I haven't a clue how to incorporate XML config files as rebb has; so now with the different versions of my HUD on offer I'm going into sixteen different .swf files to input new values each time I make a change. I'm pretty familiar with the file structure now so it's just a matter of time and far too many clicks through a blessedly free, but not very streamlined, program. There's probably a better way but I sure haven't found it yet!
As for the Cornered HUD fix, I'm not sure whether there is a way that I can include .ini edits into my mod. I'll have to look into it.. I know that mods using .esps can define variables for the game's .ini settings (rain of brass petals comes to mind). Honestly I only stuck the "required file" warning on the Nexus because .. well.. people don't read. Normally I'm not a proponent of 'protect people from themselves' but it seems appropriate on this site to keep things working smoothly.
All this being said, I had been curious what sort of issues a widewidescreen player would be having, and now I know. Tomorrow I'll hack out a set of options for Widescreen players, probably in a separate file. For now I am going to re-enable the Command Crosshair; I hadn't really considered the issue that not having this would present. I'll try at a little less than half size, with a little transparency; let me know what you think.
Nice! I was trying to mess around with the HUD swf earlier, seen your mod. Exactly what i was wanting to do myself. Gave up and downloaded yours. Thanks.
58 comments
Goomashroom made a great guide that serves as a primer on using JPEXs to edit HUDMenu.swf: on how to hide elements by moving them past the bottom of the frame; this method can be expanded on to place them wherever you like, and other values can be edited for scale / rotation / transparency etc.
Cross-hairs are found in and around 'DefineSprite' 501. 500 defines appearance of different animations/transitions/loops and 501 defines how these are presented. Note the layman's terms, I have only learned a little by just doing. It's fairly straight-forward after a little orientation in ffdec.
Feel free to PM me if you decide to try for yourself and I will answer any questions that I can.
http://www.nexusmods.com/fallout4/mods/3975/?
Pic 3 i love the way that looks and it would be the icing on the cake to add something like it to this mod (which is awesome btw!).
1 thing though. Enemies are popping up on the compass though. =\
I would like to have a perma dot but also i noticed this while playing. Where the inventory list is & names. I always look down & it takes me more time loot or to see if I'm hovered a partner or not. Could you place it like this? I also feel really bad for asking you this since I've already asked for the other. >.< If I knew how to do this I would totally do it on my own.
Character name
Inventory list
Compass
I also help for a little bit bigger HP, AP, & ammo count too.
Overall your mod is better than vanilla but i noticed I go out of my way to look.
Here are some suggestions for what would make the mod better, as the author has noted below it is difficult to make every little version that suits everyone, but you never know what changes might come down the road.
-It would be nice if you had the option to enlarge the health bar only, it's hard to keep an eye on the bar during fights. I play on Survival difficulty and with 2560x1440 Res, so I have to actually move my eyeball anytime I want to check health, sounds funny I know but you can't quite see it out of the corner of your eye like you used to.
-Not having a Crosshair at first seems hard to get over, but if you give it a chance it actually becomes pretty cool, that along with no Hit markers really give you more immersion, I can honestly say I like it better with no hit marker, try it before you decide for yourself. However, this comes with a drawback, particularly to telling your companion to do something. It can be a little more difficult to tell an NPC exactly where you want them to go or to enter power armor. It seems petty, but it would be nice if the crosshair turned on while giving instruction to NPCs. Tall order (if not impossible) from the author I'm sure.
-It would be nice if the position of text that tells you what item you're looking at was placed in the bottom-middleish instead of bottom-right. For those running large resolutions, again I have to move my eyeball down to the bottom right corner every time I look at an item I want to inspect. This is a very minor issue.
-It would be really great if the author teamed up with the author of Cornered Hud (required prerequisite) to develop an all in one package, but this is a minor inconvenience anyway.
The author did a great job here on such a seemingly small mod, try this one out for yourself and give yourself a chance to get past the learning curve, it's worth it.
Thanks for your kind words and the well-presented suggestions. At the start, I only posted this HUD of mine in a much less friendly form at the request of a user. He liked what he saw in the screenshots for my "Smaller Button Prompts" tweak so I threw it up on the Nexus. I had not really planned to make any variations for others but I find myself drawn back each day to see what people think, and find it hard to pass up these good suggestions or requests. I don't wish for anyone to have to deal with the vanilla HUD and I realize that not everyone has the inclination or the patience to tweak their own.
Your suggestions make perfect sense and really won't be too hard to implement. I consider myself a little savvy but I'm no programmer and I haven't a clue how to incorporate XML config files as rebb has; so now with the different versions of my HUD on offer I'm going into sixteen different .swf files to input new values each time I make a change. I'm pretty familiar with the file structure now so it's just a matter of time and far too many clicks through a blessedly free, but not very streamlined, program. There's probably a better way but I sure haven't found it yet!
As for the Cornered HUD fix, I'm not sure whether there is a way that I can include .ini edits into my mod. I'll have to look into it.. I know that mods using .esps can define variables for the game's .ini settings (rain of brass petals comes to mind). Honestly I only stuck the "required file" warning on the Nexus because .. well.. people don't read. Normally I'm not a proponent of 'protect people from themselves' but it seems appropriate on this site to keep things working smoothly.
All this being said, I had been curious what sort of issues a widewidescreen player would be having, and now I know. Tomorrow I'll hack out a set of options for Widescreen players, probably in a separate file. For now I am going to re-enable the Command Crosshair; I hadn't really considered the issue that not having this would present. I'll try at a little less than half size, with a little transparency; let me know what you think.