FYI to anyone checking this out now, there's actually an "overhauled" version which, among other things, makes the UI look much better (and supports multiple UI overhauls).
This mean a continuous usage of Radaway or rad-reducing chems to prevent the loss of max hp. Coming from an OCD guy, I wouldnt hesitate to overuse stuffs to ensure this
Luckily, in TTW there's 2 types of punga to do this incremental healing of rad. Vanilla FNV would be harder.
One small issue is this seems to not interact correctly with Kamikaze, not a big deal for vanilla but when mods start adding more perm AP bonuses it is a bummer to never have them. The system works extremely well with JSAWYER in particular and creates an interesting meta where things like gecko steak and carrots become more worth it to use to keep AP high. Health rads work perfectly, just putting this here for anyone looking into the AP version who has mods for higher AP, seems to work fine with Sweet6Shooter's Simple Settings base AP adjustments though if you're willing to do that to compensate
I hope I don't come off as disparaging or just outright like an asshole...
but!
Is there a way of making the red bar on the HP/AP bars less crude looking? I ask because I want to use this mod, but I'm having a hard time getting over the look of the HUD elements.
It's alright, I know the HUD bars don't look great. I didn't really have the time to polish them when I released the update, and I decided that it was better to release them as-is rather than release nothing at all.
You are welcome to edit the .xml and/or .dds files included with the mod to improve the look and alignment of the bars, if you so wish.
There isn't one, or at least not one made by me. It is technically possible to port this over to FO3, but I am not actively developing my mods at this point due to IRL difficulties.
Hello I don't know if my implementation of this mod is correct with my load order or any other HUD mods I have enabled but in the attached picture the reticle appears above the crosshair when I have RAD enabled in MO2. I'm only using Vanilla UI and Enhanced item info, and I have all the RAD settings enabled. I tried deleting "visible" from <copy src="ReticleCenter" trait="visible"/> but that's the extent to which I edited the XML. (all I did was delete visible in notepad++ and save and launch to see if it did anything)
Any help would be appreciated I have 254 active plugins so I'm not sure but guessing something else is causing a problem? Idk..
edit2: i apologize i didn't continue to test and your mod is not the issue, i'm still having the reticle appear.
edit3: in the spirit of not being able to delete this post it would appear another mod https://www.nexusmods.com/newvegas/mods/70223 was showing the reticle with a cooldown and i was being penalized for not being free of radiation in my saves :laugh:
Ill give a donation if you incorporate the fixes from RAD Patches and add a UI element to this. Just send me the patreon or paypal or whatever link. Those features would be worth $20 to me.
I keep my word. Just sent $20 USD your way for your time, which came out to 160 of your currency. Hope it goes further in your country than it does in mine!
Time to play with the XML file to try to get it looking right with Vanilla HUD+
Well, it is working as advertised and I am having quite a bit of luck modding the rad.dds and rad.xml files to make it look good.
One thing Ive noticed. I am using Hardcore, Alternate, Incremental. The increments for dehydration and starvation are incredibly inconsistent if/when they apply. At least they were when I was testing using console commands to set needs levels. On both hunger and dehydration, the ap reducing effect often wouldnt take effect until I reached "critical" level, then the reduction wouldnt fall off until I had resolved hunger or thirst completely. Could I get you to look in to this? In exchange, I'll share my HUD updated (built around Vanilla UI+, but should work for the regular vanilla UI too.)
I'll throw an extra $5 your way if you fix the bug with increments described above and add an option in the MCM menu, "JSawyer values" so that the increments start at 400 and go up each additional 150, as opposed to just every 200.
Or tie the AP reduction to the needs sickness type being applied rather than the value of the need. Ie, set the AP reduction when the "minor dehydration" effect is applied rather than when dehydration reaches a specific number value. This would help compatibility with mods that change the values at which these effects are applied, such as Jsawyer's mod. Maybe it is supposed to work this way already, but definitely doesn't if you set the values with console commands. I even tried letting all my needs get to critical naturally by waiting and never got to 0 AP and I wasnt getting AP adjustments with each level lowered or raised.
Sleep raises and lowers consistently, but only on minor and critical, no changes for regular or advanced.
Here is my UI after fiddling with it for a couple hours. Setting the alpha to 196 and adding a fade at the end of the bar really help transitions (when rads eats away a health tick) to appear better. Set the start locations of the bars to the correct spots, adjusted their height. I like it. Had to split rad.dds into radhp.dds and radap.dds but thats nothing. Ill send you the files in a PM.
Again, an extra $5 your way if you fix your implementation of incremental AP reduction and add a Jsawyer option (if necessary, seems like you could script it in such a way to where it pulls from the effect applied rather than the absolute value and fix it that way.)
Tried opening the .esp in xEdit and was immediately lost lol. The XML was super easy to decipher tho.
74 comments
This mean a continuous usage of Radaway or rad-reducing chems to prevent the loss of max hp. Coming from an OCD guy, I wouldnt hesitate to overuse stuffs to ensure this
Luckily, in TTW there's 2 types of punga to do this incremental healing of rad. Vanilla FNV would be harder.
but!
Is there a way of making the red bar on the HP/AP bars less crude looking?
I ask because I want to use this mod, but I'm having a hard time getting over the look of the HUD elements.
You are welcome to edit the .xml and/or .dds files included with the mod to improve the look and alignment of the bars, if you so wish.
And thank you for the reply! Keep on keepin' on.
I sadly had to uninstall because the red bars were just floating away from my HP and AP :(
Any help would be appreciated I have 254 active plugins so I'm not sure but guessing something else is causing a problem? Idk..
edit2: i apologize i didn't continue to test and your mod is not the issue, i'm still having the reticle appear.
edit3: in the spirit of not being able to delete this post it would appear another mod https://www.nexusmods.com/newvegas/mods/70223 was showing the reticle with a cooldown and i was being penalized for not being free of radiation in my saves :laugh:
New version is up now, my paypal is paypal.me/DrarenThiralas
Have fun with the new update! :)
Time to play with the XML file to try to get it looking right with Vanilla HUD+
One thing Ive noticed. I am using Hardcore, Alternate, Incremental. The increments for dehydration and starvation are incredibly inconsistent if/when they apply. At least they were when I was testing using console commands to set needs levels. On both hunger and dehydration, the ap reducing effect often wouldnt take effect until I reached "critical" level, then the reduction wouldnt fall off until I had resolved hunger or thirst completely. Could I get you to look in to this? In exchange, I'll share my HUD updated (built around Vanilla UI+, but should work for the regular vanilla UI too.)
I'll throw an extra $5 your way if you fix the bug with increments described above and add an option in the MCM menu, "JSawyer values" so that the increments start at 400 and go up each additional 150, as opposed to just every 200.Or tie the AP reduction to the needs sickness type being applied rather than the value of the need. Ie, set the AP reduction when the "minor dehydration" effect is applied rather than when dehydration reaches a specific number value. This would help compatibility with mods that change the values at which these effects are applied, such as Jsawyer's mod. Maybe it is supposed to work this way already, but definitely doesn't if you set the values with console commands. I even tried letting all my needs get to critical naturally by waiting and never got to 0 AP and I wasnt getting AP adjustments with each level lowered or raised.
Sleep raises and lowers consistently, but only on minor and critical, no changes for regular or advanced.
Here is my UI after fiddling with it for a couple hours.
Setting the alpha to 196 and adding a fade at the end of the bar really help transitions (when rads eats away a health tick) to appear better.
Set the start locations of the bars to the correct spots, adjusted their height. I like it. Had to split rad.dds into radhp.dds and radap.dds but thats nothing. Ill send you the files in a PM.
Again, an extra $5 your way if you fix your implementation of incremental AP reduction and add a Jsawyer option (if necessary, seems like you could script it in such a way to where it pulls from the effect applied rather than the absolute value and fix it that way.)Tried opening the .esp in xEdit and was immediately lost lol. The XML was super easy to decipher tho.
I give full permission to use my code and images in your mod.