FALLOUT NEW VEGAS
UIO - User Interface Organizer by jazzisparis
New Vegas » User Interfaces
Added: 10/10/2014 - 05:01AM
Updated: 09/10/2015 - 04:40PM

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Uploaded by jazzisparis

Description

Last updated at 11:40, 9 Oct 2015 Uploaded at 0:01, 10 Oct 2014

User Interface Organizer, or UIO, is an NVSE-powered plugin that is designed to manage and maintain all UI/HUD extensions added to the game by various mods. Once installed, UIO will ensure UI extensions are always properly installed and, when necessary, properly removed; it will automatically detect, resolve and prevent UI-related issues, and will help keep the game's UI intact. You will be able to safely install/remove UI mods, at any time, without having to worry about it breaking other UI mods, or worse - the game.

UIO currently supports all UI mods that are known to me and require support (a full list can be found below). Adding support for unlisted/future mods is very simple, can be done by anyone, and does not require updating UIO, or involving me in any way. For instructions see below.

UIO also makes it possible to install any supported UI mod manually (i.e. by a simple files-to-folders extraction), without running any scripted installer (most UI mods use scripted installers in order to modify one or more of the game's UI files. These installers are known to fail on some machines, and may break other mods when uninstalled).



How does UIO work?
UIO operates at game launch, before any UI files are loaded in memory. It detects installed UI mods, makes sure every valid UI extension is properly registered, removes references to missing files and duplicate entries. Any changes are in effect only for the duration of the current game session, and are rolled-back to the pre-launch state when exiting the game - no files are permanently changed.

How do I use UIO?
Simply download and install it using NMM/FOMM, or manually extract (use 7-Zip) the ZIP archive into the game's 'Data' folder. Please note that this is an NVSE plugin, not a standard mod - it doesn't include an ESP/ESM file and will therefore not show in your load-order.

UIO and Mod Organizer (MO)
Due to the way MO works, installing/removing/getting UI mods to work together in harmony, can be very tricky. This is no longer an issue when using UIO alongside MO - UI mods can be treated and handled exactly the same way as any "standard" mods.

Note: UIO may generate one or more files during runtime, that will be moved by MO to the "overwrite" folder. These files can be safely ignored and should not be manually deleted/moved from the "overwrite" folder.


Does it play nice with Darnified UI?
Yes. Moreover, there is no longer any need to manually modify Fallout.ini when installing/removing DarnUI - UIO handles that, as well.

What about Unified HUD?
Technically, with UIO installed, you won't ever have to use Unified HUD.

Is there a Fallout 3 version?
Here.

Requirements

The New Vegas Script Extender (NVSE), version 4.2b2 minimum, installed and loaded with the game.

Currently supported mods

Advanced Recon Range Finder
Advanced Recon Thermal Nightvision
Arwen NV Realism Tweaks
Callahan Fullbore Autolock - Vera
CINEMATECH
Cyberian Dawn
Directors Chair - Total Visual Control Device
DYNAVISION 3 - Total Visual Enhancement
Flashlight NVSE
FPS Weapon Wheel
Grenade Hotkey
HUD Extended
IMCNNV - Imps More Complex Needs
Jetpack Mod
JIP Companions Command && Control
JIP Fast-Travel Anywhere
JIP Realistic Weapon Overheating
JIP Selective-Fire
Melee Hotkey
Neotropics Weapon Stats Display
nVamp - New Vegas Advanced Mod Project
One HUD - oHUD
Powered Power Armor
Primary Needs HUD
Project Nevada
Project Nevada - Extra Options
Quick Trade
Radar HUD
Radar Mod
Selective Fire (Pelinor)
Stimpak Counter NV
The Medical Injection System
The Mod Configuration Menu
The Weapon Mod Menu

Adding support for a mod

In order to make UIO recognize and support your mod, you need to create a text file containing your mod's details and place it in the appropriate folder:

1. Open the folder ..\data\uio\public\.

2. Create a plain text file (use your mod's name as the file name) and open it.

3. The file's structure should be as follows:

Line #1: The path to your XML file, relative to ..\Data\Menus\Prefabs\, then ::, then the name of to the menu to which your XML should be appended (the rest is optional) then :: again, then the name of a specific element in the menu.

Line #2: This line is used for conditions - when to/when not to install the extension. Complex conditions can be used, but will not be covered here (PM if you need to use conditions). In most cases, just leave it true.

Real-life examples:

pnx\pnxhud.xml::HUDMainMenu
true


WMM\WMM.xml::InventoryMenu::GLOW_BRANCH
true


(Note: When required, you can include multiple entries in the same file, as long as the line structure is kept)


4. When done, save the file.

You can then include this file in your release (make sure it retains the same folder path as in step 1).