For some odd reason this doesn't seem to work for me. I am currently running FO3 (steam goty version) through Mod Organizer on a windows 7 64 bit OS. I can disable all other mods except this and the mod its dependent on. Once my game is loaded, I open my menu and my Pitt Gal status menu looks exactly like the top left "before" corner of the first picture you have listed here (in perfect health though).
I know its not a mod conflict because I have tried it with only these two things installed. Does anyone have any ideas on what my problem is?
sometimes... i get this error from other mod too Because 1. maybe your not active it in the fomod 2. your fomod doesn't install it correctly so you have to check the files in your directory 3. maybe sometimes there's an error some files don't shown up in your fallout 3 directory.
first time i install this mod i got the number 2 problem. now i run it correctly
i cant even get either mod to work, its odd... i only have the two pitt gal mods, (the main and one of the optionals) and this and it doesnt show up at all neither does the ui change on the pipboy
Maybe you can address this issue, or fix it. You're mod page seems to be more active at the moment. This is what I posted on the original mod authors page:
I can't use this mod, because it conflicts with my "new darker hud" mod. I'm using DUI as well. The darker hud mod already has a kick butt cross hair. Your mod completely erases that entire mod with the cross hair, which is odd. If I try to install your hud icons it wants to overwrite my cross hair file. If I say no to the overwrite, it won't display the hud icons in your mod. My question is, why do you concern yourself with a crosshair replacement, when people mainly want the hud icons?
You should make a version that doesn't include cross hairs, so people can enjoy your mod and still use the cross hair they want. Pretty simple. I even tried using the one with the original cross hair, thinking it wouldn't want to overwrite my files, but that didn't work either. Anyway, I can't endorse, or use this as is. Sorry. Too bad, I really liked it.
Your conflict problem is quite simple to understand, but tricky to fix: crosshair along with some other HUD textures (compas, HP bars, grenade alarm and such) are packed with message icons in a single so called atlas. Each mod that wants to edit some of this textures are forced to change entire atlas file.
So, in order to merge two or more mods that changes this file, one can locate file ...\Data\textures\interface\interfaceshared0.dds in all of the merging mods, open them in any image editor that supports alpha channel and .dds (free Paint.NET will do perfectly), and manually move all changes to this file from each mod to single texture. Than you can zip this file into an archive (with folder path Data\textures\interface), name it "X and Y compatibility patch.zip" and put it in NMM.
Considering how many combinations of mods that changes single atlas can be, it is not a simple task to create all kind of compatibility patches. But if you can list few common combinations, I can take my time to make them and put them into this mod's files section.
PS. Actually, there is a text file lying near that atlas named "interfaceshared.tai" that discribes atlas, and I think there may be a way to "extract" textures from atlas by fiddling with it, I can look into this later, but no promises.
thank you for the fix,just to ask what did you do to fix the issue? + since the original mod did not have an esp would it be possible to fix it without an esp?
No. Whole problem was that game engine shrinks HUD status images width & height within its code, ignoring xml. But luckily FOSE\NVSE have extensions to change those properties from game script.
Thus esp contains simple script that runs every time you load your game and restores size of those images to original, plus it gives face higher depth than head sprite to prevent random disappearances of the face.
You can open esp in GECK (needs to be run with FOSE: "fose_launcher.exe -editor") and see it yourself.
Doesn't seem to work for me, for some reason. Perhaps some sort of conflict with one of my hud mods. I'm going to investigate and let you know if I find the culprit. Thanks for sharing anyway.
BTW, is there any reason for this to have dependency on Fallout3.esm? It modifies no existing records and there are no references of any of its records in the quest script.
I didn't want to burden you because I know I can find the answer myself if I take enough time and effort, but since I don't have any experience with HUD mods I guess you can find it faster lol. These are my currently installed HUD-related mods:
Regarding my question, I actually just asked out of curiosity As I said, I have no experience with HUD mods, but I know it's pretty much the same anyway in general, just a little more convenient for when you're going to load them in the GECK or FO3Edit (it takes less time to load).
My guess is it's conflicting with DarnUI, at least it is the only mod that touches limb status indicator, but I need to get to my home pc to make sure and think of a compatibility patch or something.
19 comments
I know its not a mod conflict because I have tried it with only these two things installed. Does anyone have any ideas on what my problem is?
1. maybe your not active it in the fomod
2. your fomod doesn't install it correctly so you have to check the files in your directory
3. maybe sometimes there's an error some files don't shown up in your fallout 3 directory.
first time i install this mod i got the number 2 problem. now i run it correctly
Pitt Gal Stats and DUI are the only interface mods i have installed.
Using the latest Beta version of FOSE.
I can't use this mod, because it conflicts with my "new darker hud" mod. I'm using DUI as well. The darker hud mod already has a kick butt cross hair. Your mod completely erases that entire mod with the cross hair, which is odd. If I try to install your hud icons it wants to overwrite my cross hair file. If I say no to the overwrite, it won't display the hud icons in your mod. My question is, why do you concern yourself with a crosshair replacement, when people mainly want the hud icons?
You should make a version that doesn't include cross hairs, so people can enjoy your mod and still use the cross hair they want. Pretty simple. I even tried using the one with the original cross hair, thinking it wouldn't want to overwrite my files, but that didn't work either. Anyway, I can't endorse, or use this as is. Sorry. Too bad, I really liked it.
What do you think?
Your conflict problem is quite simple to understand, but tricky to fix: crosshair along with some other HUD textures (compas, HP bars, grenade alarm and such) are packed with message icons in a single so called atlas. Each mod that wants to edit some of this textures are forced to change entire atlas file.
So, in order to merge two or more mods that changes this file, one can locate file
...\Data\textures\interface\interfaceshared0.dds
in all of the merging mods, open them in any image editor that supports alpha channel and .dds (free Paint.NET will do perfectly), and manually move all changes to this file from each mod to single texture. Than you can zip this file into an archive (with folder path Data\textures\interface), name it "X and Y compatibility patch.zip" and put it in NMM.
Considering how many combinations of mods that changes single atlas can be, it is not a simple task to create all kind of compatibility patches. But if you can list few common combinations, I can take my time to make them and put them into this mod's files section.
PS. Actually, there is a text file lying near that atlas named "interfaceshared.tai" that discribes atlas, and I think there may be a way to "extract" textures from atlas by fiddling with it, I can look into this later, but no promises.
Thus esp contains simple script that runs every time you load your game and restores size of those images to original, plus it gives face higher depth than head sprite to prevent random disappearances of the face.
You can open esp in GECK (needs to be run with FOSE: "fose_launcher.exe -editor") and see it yourself.
BTW, is there any reason for this to have dependency on Fallout3.esm? It modifies no existing records and there are no references of any of its records in the quest script.
Why would anyone doesn't want to load Fallout3.esm? But you made a good point, I think I'll remove dependency later.
I didn't want to burden you because I know I can find the answer myself if I take enough time and effort, but since I don't have any experience with HUD mods I guess you can find it faster lol. These are my currently installed HUD-related mods:
DarnifiedUI
All of Gopher's (Director's Chair, iHUD, aHUD, Unified HUD Project)
Helm POV 2
Dynamic Crosshair
and Pitt Gal Stats (obviously)
Regarding my question, I actually just asked out of curiosity
Thanks for the help.