Fallout 4
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1315 comments

  1. registrator2000
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    Changelog:

    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.
  2. registrator2000
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    Mods using HUDFramework:

    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.
  3. Jakhar
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    Omfg this is required for Minutemen Castle mod and yet not compatible with FallUI ..... what a let down
  4. whyubignight
    whyubignight
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    does anyone know how to make the hud stop displaying this "generic update" message cause its been constally popping up and its start to drive me crazy
    1. ghostplanehaze
      ghostplanehaze
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      I am going through the same pain soldier. Please let me know if you find a solution.
    2. T4zZ3r
      T4zZ3r
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      Same, considering to delete the mod because of it.
    3. Dure12
      Dure12
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      Yep, same. Was here to write the same comment / question. 

      PLS HALP
    4. MrJayFallout4
      MrJayFallout4
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      Lacking the ability to turn these update messages off or only the most recent update being displayed is insanely stupid on the mod author's part.

      C'mon dude...
    5. eygergedryg3346tregdf
      eygergedryg3346tregdf
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      在UI下安装;让 HUD 覆盖 UI
    6. DavidsFallout4Mods
      DavidsFallout4Mods
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    7. Dure12
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      I love you man, thanks! 
    8. cluxdyxox
      cluxdyxox
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      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
    9. dthecomposer
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      Absolute Legend! Thanks my dude! This fixed the issue.
  5. ezmeweatherwax
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    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?
  6. DogC418
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    How do I make it compatible with FallUI or is that even possible?
  7. VinylicCactus96
    VinylicCactus96
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    Whenever i use this mod with SS2 and i go into workshop mode it says "HudFramework Not Ready" how do i fix this
  8. MilanKokyCZ
    MilanKokyCZ
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    Hi there could you please Patch Fall UI ? Thanks
    1. Stormie
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      That is not necessary.
    2. jaybird0909
      jaybird0909
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      you sure im using fallui and used this and it overwrote my fall ui and will not use my hud from fall ui 
    3. Stormie
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      My FallUI HUD presets work fine in my game. See commment from below:
      FallUI - HUD at Fallout 4 Nexus - Mods and community (nexusmods.com) read the description page


      • HUDFramework - 100% compatible - FallUI's HUDMenu.swf is already HUDFramework-ready (so you need no auto-patch). Install FallUI HUD after HUDFramework.
    4. jad31te
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       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? 
    5. ArisneR
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      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
    6. bkrugby
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      ty for this. I was having this issue and it solved the issues I was having
    7. Snezko
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      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
  9. BlazeStryker
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    FallUI - HUD?
    1. Snezko
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      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?
  10. StackEmHigh
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    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.
  11. Brandmwill
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    this mod wont install. i cant do it using MO2 or manually. wtheck is going on?
  12. SanityFlippers
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    .