v1.0f: - Fixed an issue where loading a mod that uses HUDFramework above HUDFramework in load order (i.e. ESM mods) would cause other widgets to stop working. - Resolved a race condition that could happen if HUDFramework is installed at the same time as a mod using the framework, and the mod attempts to use HUDFramework functionality before it is fully initialized.
v1.0e: - Fixed issue where messages in the string message queue would be sent in reverse order. - Fixed issue where messages in the string message queue would not dispatch in menu mode. - Widgets are now notified when they are unloaded.
v1.0d: - Fixed an issue whereby if the compass is resized, widgets would appear too large or too small when in Power Armor. - Fixed an issue where widgets would not appear when loading a game in Power Armor. - Fixed an issue with Eval where if evaluating three or more expressions in quick succession, only the first and last are evaluated. - Fixed an issue where SendMessageString was accepting a widget's friendly-name instead of its identifier as the first parameter. - Add "data" object to VM root as a general-purpose data store for mods utilizing the Eval function. - Add getHUD() function for widgets to obtain a reference to HUDMenu root. (AS3)
The mod can be updated in-place by installing the new version over the old one. No special update steps are necessary.
Hey can you share how you make it work? I used the Auto patcher but my FallUI-HUD still not working
Edit: Nvm I just remove both mod from MO2 then re-download and re-install HUDFramework first then FallUI-HUD second, then problem fix. For those who get problem HUDmenu.swf are not found in FallUI-HUD MCM Layout menu you can try this.
@RedWidow93 No they aren't they are saying use NMM which is outdated and shitty. Vortex is perfectly okay to use though, don't gatekeep and throw shade just because someone likes Vortex. That's some reddit s#*!
Always funny to see NMM haters, meanwhile the thing has worked flawless for me for over a decade. Then I see the same infighting over MO2 and Vortex, while simultaneously seeing people struggle with why their new mod managers fail them at times.
Anywaaaay. Using NMM, just like OP, have Hudframework and FallUI up and running great. Have been for some time :-)
Safe to remove this midgame? I realized I have this mod installed even though I no longer use any mod that utilizes it, since I migrated from DEF_UI and other sorting mods to FallUI series. Which doesn't use this mod. So the mod is just standing there... menacingly.
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v1.0f:
- Fixed an issue where loading a mod that uses HUDFramework above HUDFramework in load order (i.e. ESM mods) would cause other widgets to stop working.
- Resolved a race condition that could happen if HUDFramework is installed at the same time as a mod using the framework, and the mod attempts to use HUDFramework functionality before it is fully initialized.
v1.0e:
- Fixed issue where messages in the string message queue would be sent in reverse order.
- Fixed issue where messages in the string message queue would not dispatch in menu mode.
- Widgets are now notified when they are unloaded.
v1.0d:
- Fixed an issue whereby if the compass is resized, widgets would appear too large or too small when in Power Armor.
- Fixed an issue where widgets would not appear when loading a game in Power Armor.
- Fixed an issue with Eval where if evaluating three or more expressions in quick succession, only the first and last are evaluated.
- Fixed an issue where SendMessageString was accepting a widget's friendly-name instead of its identifier as the first parameter.
- Add "data" object to VM root as a general-purpose data store for mods utilizing the Eval function.
- Add getHUD() function for widgets to obtain a reference to HUDMenu root. (AS3)
The mod can be updated in-place by installing the new version over the old one. No special update steps are necessary.
HoloTime - HUD Clock Widget by registrator2000
Companion Status HUD by registrator2000
Immersive HUD (iHUD) by Gopher
Survival stats widget by Neanka
Explosives widget by Neanka
AmmoTweaks - A Weapon Overhaul by isathar (ammo type and weapon condition widget)
Ammo count widget by Neanka
PA stats widget by Neanka
Wasteland Energy Shields by neotropic
Power Armor HUD (paHUD) by Gopher
Buffs panel widget by Neanka
Vault-Tec Accelerated Focus System (VAFS) by Ashnal (crit meter)
Transfer Settlements - Shareable Settlement Blueprints by CDante (video)
Sim Settlements by kinggath
Vault Time - HUD Clock (Tranquility Lane) by Bwones
Upcoming mods using HUDFramework to watch out for:
Gas mask status and visor overlays for Fallout 2287 - Gas Masks of the Wasteland by D1v1ne122, Scrivener07, and team.
Edit: Nvm I just remove both mod from MO2 then re-download and re-install HUDFramework first then FallUI-HUD second, then problem fix. For those who get problem HUDmenu.swf are not found in FallUI-HUD MCM Layout menu you can try this.
Anywaaaay. Using NMM, just like OP, have Hudframework and FallUI up and running great. Have been for some time :-)
I realized I have this mod installed even though I no longer use any mod that utilizes it, since I migrated from DEF_UI and other sorting mods to FallUI series. Which doesn't use this mod. So the mod is just standing there... menacingly.
this is a text notification
on my screen at all times