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.
same problem, and immersive HUD which requires this wouldn't work either ;/ ended up just disabling both mods. I can't find a fix and idk what's causing it either
With FallUI Inventory, there's no HUDmenu.swf to be found in Data>Interface. Instead, FallUI gets it's own folder and the files are all named other things. Is there anyway to patch these two things together or is it a straight up no go?
how do i get the MO2 warning to go away? If anyone can help I would appreciate it. I was a NMM user for 10 years and this is a whole new learning curve. Mo2 is telling me I have loose files overwriting HUDframework. ( fall ui ) I followed the instructions of adding Fall UI after hudframework .
Do i just ignore the warning? or is there another step I need to do with MO2 to fix it?
its not a warning, just notification, it just informs u one thing overwrites another, its not a bad thing when thats how it should be like in this case
From file structure i'd guess you can install HUDFramework after FallUI/FallHUD just as well too, but simply make sure HUDMenu.swf file from this mod doesn't overwrite the already existing file from FallUI (or if manual simply don't copy over the HUDMenu.swf file) as everything else is in .ba2 anyway
i second this, i just swapped to fallui from def_ui today & would love to know if this works with FallUI & if not, is there a chance for a compatibility patch like you have for def_ui?
Edit: so i finally noticed there's actually an auto-patcher which should make it compatible with any HUD changing mod, but my question now is (as i can't find clear instructions) if i already have FallHUD installed, do i install hudframework 1st & either let it or not let it overwrite the hud file & then use the auto-patcher?
Thanks for this great mod. I'm wondering though, do I need to auto-patch the DEF_UI compatability patch, or simply let it overwrite the existing HUDMenu.swf file? EDIT: No worries, I now see that the most recent version of DEF_UI has merged the two mods.
1315 comments
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.
PLS HALP
C'mon dude...
Do i just ignore the warning? or is there another step I need to do with MO2 to fix it?
Edit: so i finally noticed there's actually an auto-patcher which should make it compatible with any HUD changing mod, but my question now is (as i can't find clear instructions) if i already have FallHUD installed, do i install hudframework 1st & either let it or not let it overwrite the hud file & then use the auto-patcher?