Fallout 4
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Old Nick and Neanka and ParasiteX

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Old Nick

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22 comments

  1. AlienXtream
    AlienXtream
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    i know this is a bit old of a mod but i was wondering if per chance we could get one for the FallUI:HUD module (they conflict)
    https://www.nexusmods.com/fallout4/mods/51813
  2. WeFellOut
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    Thank you!
    Was hoping that I could find a way to activate a third button as so many mods end up using the R key that I've otherwise had to choose between having one or the other in my load order. Some mods have made a good workaround in some instances employing various techniques. Others not so much.

    At least now I can understand why it is that way, and it's more to do with how the Activation buttons are bound to keys rather than just having them defaulting the way they are. Thanks again for the insight.
  3. Dzdzownica
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    I still wonder which mod shows little eq icons in the quick loot menu
  4. Aulberon
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    Hi, I would love to use this mod but it conflicts with the "HUDMenu.swf" I'm using. Could you tell me how to moddify the HUDMenu so I can make it work?
    1. Old Nick
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      Are you familiar with JPEXS Free Flash Decompiler? I'll upload the four screenshots that Neanka sent me to help, but to be honest I can't even remember if that got me to a working version right away, it seems like kind of a time ago now that I did this and I haven't touched Fallout 4 in about the same timespan

      Which mod is your current HUDMenu.swf from? If you make a working version, please upload a copy somewhere so I can add it here for other people

      Grab Neanka's screenshots from my Dropbox.
    2. Aulberon
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      I'm realy sorry about this, but apparently I'm stupid or insane.
      I was trying to edit the HUDMenu.swf from DEF_UI itself.
      The thing is, after instaling your mod, I missed the Icon Tag appearing in an item's name when looking at it in the world. So I was thinking that your mod was outdated.
      The part where I'm stupid and/or insane is: Apparently, there's no Icon Tag in an item's name when it is in the world, only when inside a container/body/stuff.

      Again, I'm really sorry for wasting your time with my stupidity. But thanks a lot for the mod, it's a must have in my opinion.
    3. Old Nick
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      No problem, enjoy the mod
    4. hellboar
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      So I am moderately comfortable with jpexs, but this mod overwrites the compatibility patch from hudframework/defui's hudmenu.swf and thus causes some iHUD incompatibilities. Things like my flashlight icon were still showing even though set to off in iHUD settings. Going to be taking a look in jpexs to see what I can see but I thought I could give you a heads up.
    5. Old Nick
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      Doesn't HUDFramework have an autopatcher?
    6. hellboar
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      It does, and I am unfamiliar with the process of using it but I was under the impression it wouldn't be able to generate a file based on 3 edits to hudmenu.swf. I didn't realize until just now that your mod already required def_ui so it wouldn't actually need to do that as it probably already has those edits. I'll test it out later tonight.
    7. Old Nick
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      Yeah, my file is just an edited version of the one in the latest version of DEF_UI.
      Anyway, let me know how it goes
    8. hellboar
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      I played for a few hours last night with the hudframework autopatched version of your mod and everything felt completely normal as far as my hudframework mods were concerned. Thanks for pointing me in the right direction, and for making this in the first place.
    9. Old Nick
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      You're welcome
  5. john@shull.com
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    Would you be able to change the exit from power armor key? I'm really tired of getting out of it when I don't really want to. It could be some unused key as your exit is not usually at any critical time. I would do it but don't know how. Also, please don't tie it to anything else.
    1. Old Nick
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      I haven't seen anything in CustomControlMap.txt that is obviously the exit from power armour key. The only possibility is "SpecialActivate" down near the end of the file as it's bound to whatever the Activate key is. You could try replacing the first "!Activate" entry on that line with a direct key code (starting with 0x) from this list and see if it does what you want.
    2. UlithiumDragon
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      The best I was ever able to do was change the keypress delay on exiting power armor to something longer so I didn't keep accidentally getting out of it when I was looting or grabbing objects.

      You can add the following line your Fallout4Custom.ini:


      [Controls]
      fPowerArmorExitDelay=1.15


      Obviously 1.0 is "normal" (I believe) and you can change the delay to whatever you want, but I found personally that 1.15 was enough so that I never got out of it on accident again.

      If you don't have a Fallout4Custom.ini yet then simply create one in the same location as Fallout4.ini and Fallout4Prefs.ini

      -----------------------------------------------
      On a similar note, here are some other .ini variables to control some of the other keypress delays:


      [Controls]
      fEnterWorkshopDelay=0.3
      ;Self explanatory: changes the keypress delay for entering workshop mode. I like it at
      ;0.3 which is *almost* instant.

      fPipboyLightDelay=0.5
      ;Keypress delay before the PipBoy light comes on. I ended up disabling this one because
      ;I actually felt the vanilla value was fine after some testing.

      fThrowDelay=1.25
      ;Delay before smacking the melee key will toss a grenade instead. This one is 100% total
      ;proof that Bethesda simply CANNOT have an actual QA department... Even
      ;just saying the concept out loud it sounds so f*cking stupid!!!

      fReloadReadyDelay=0.5
      ;Delay before smacking the "reload" key will sheath your weapon. This was probably
      ;my #1 annoyance in Fallout 4, and 0.5 seems to be as good as I can get it, as anything
      ;lower was causing trying to reload to sheath my weapon sometimes.


      -----------------------------------------------
      Also, the fact that Bethesda did this to their PC users in the first place shows just how little they care about us, if them wanted to leech extra sales off us for their console users didn't already bring that across (meaning modding)...

      You'd think that since they're now touting modding as a selling point that they'd want to be REAL nice to their PC userbase in order to be able to keep doing that, but this IS Bethesda we're talking about, and Todd Howard is nothing if not irrational and stupid (*COUGH* Gamebryo *COUGH*)... =.=
  6. UlithiumDragon
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    Just wanted to stop back in and say how much I appreciate you making this.

    For me I was really enjoying the Locksmith mod, but having to look away from any container whenever I jumped was pretty tedious (spacebar activation and all), so this is perfect! :3
    1. Old Nick
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  7. ziggy8z
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    Can you use this to auto eat food? I've been looking for one that just lets me eat things off the ground like a savage. (who has time to eat through a pip boy?)
    1. Old Nick
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      There's at least two mods here on the Nexus that do exactly that. They both use the second activate key (the reload key — R by default). Have a look at Eating Off the Floor and Grab and Eat All-in-One.
  8. ParasiteX
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    f*#@ yes!
    So many corpses i have accidentally eaten.. when all i wanted to do, was to jump..
    1. Old Nick
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      It's nice to be able to return the favour, thanks again for the 1.7 HUD update