Any clue how to position this above right above the companion? I'm so lost right now. It's definitely showing up! just not over the my follower like !'m wanting.
if you mean change position of UI this from description page of orginal mod can help you Q. Position the HUD widget? A: Enter the console command [cqf companionstatus setpos <x position> <y position>]. Or the command [cqf companionstatus modpos <x or y> <value>] to move the widget relative to its current position.
Q. Scale the HUD widget? A: Enter the console command [cqf companionstatus setscale <value between 0 and 1>].
Q. Set the opacity of the HUD widget? A: Enter the console command [cqf companionstatus setopacity <value between 0 and 1>].
For everyone wondering how to setup custom portraits, it's all within the source code and you have to know what you're doing. Yes, I absolutely wish it was a simpler process so I could easily replace the icons. No, I don't know how to do it myself.
Would you mind writing a brief tutorial for us flash noobs? I can open the CompanionStatus file, but when I try and replace the image, it doesn't show up in-game - I just get a bright green block instead. Is there some trick to it?
I am using JPEXS Free Flash Decompiler Like letam89101 suggested, and trying to replace the shapes (DefineShape), but do I need to use a certain file type? Compression type? I'm definitely a Flash noob, so any advice would be appreciated!
I did it! After a few hours of tinkering around, I figured out how to replace the portraits of companions. Here's a brief tutorial:
1) Download JPEXS Free Flash Decompiler (Shout-out to letam89101 for the tip) 2) Find the image you want to replace the portrait (duh) 3) Make any edits to the image in a photo/image editor (color, sizing, etc) 4) Use a vectorizer to convert your image into SVG vector graphics (I used vectorizer.com) 5) Open CompanionStatus.swf with JPEXS Free Flash Decompiler 6) In "Shapes" locate the companion portrait you want to replace. They're named "DefineShape(#)" (some have two, so make sure you find them both) 7) Back in JPEXS Free Flash Decompiler, right-click on the DefineShape portrait you want to replace and select "Replace" 8) Select the .svg graphic you converted using vectorizer.com, or whatever you used. 9) Save and test in-game (I used Dogmeat to test since he's the first companion you find.) 10) Make any adjustments to color or size after you see what it looks like in-game (you'll have to go back to step 2 and repeat the process until you're happy with the results
*Note: if your'e using Vortex, make sure you "Deploy Mods" after you modify and replace the CompanionStatus.swf file and save the newer version so it "sticks"
AMAZING looking mod. Shame its not capable of allowing other companion authors to add pins for their followers that you could add to this. Can't do my girl Heather wrong but not allowing her to have a pin :)
Hello Toounx, can you please contact with MomoDeary that his link are "expired", I can't found any his sticker from Bethesda store. So we can buy or at least download stickers from Bethesda store? My thanks
If anyone is using FallUI - HUD, make sure the following color is set to none (white) under: Compass Widget > Brackets > Brackets - Color (+Hud Framework) within the FallUI MCM Menu
This will allow you too enjoy the full color effect of this beautiful mod. You should be able to customize everything else :)
While it does fix it, in some situations I still see the UI color affect the companion status portraits for some reason. I don't know if it happens to you as well. Maybe the colors are attached to something else as well appart from the 'compass' part of the UI?
That is possible. In order to hone in on the responsible component, I changed everything to the same color (red) and individually changed each setting to white or none to see if it effected the character icons. once I found the target setting, I changed every other setting back to red to confirm there was no other confounding variable. I may have missed something of course. I do recall the setting somewhat difficult to isolate. Let me know if you discover the culprit on your end.
you show the light at the end of a long tunnel... didn't know you can change all the colors in full UI... A full color UI.. going to love this. Thank you for point out this setting
I'm pretty sure you can just turn the base game UI (the one in the game's normal setting menu) all the way to white without having to dig through all the Mod Menu options for Fall UI.
i <3 u! would there be any chance to add this comment as a sticky comment at the top of this list so everyone else who have problems with the UI Framework can see it? Since it is not mentioned anywhere by the mod author we should do this in the eventuality it happens. A very beautiful mod thought and i love it as much as i love this comment <3!
FallUI HUD, Layout. The compass widget is the thing you see where there is north, west and you see the enemy ticks and locations. That is the one you need to edit. Click on brackets then click on Brackets - Color (+Hud Framework) and select none. Below there is another brackets color where you can change it to anything you want and it wont affect the companion logos.
I've been trying to put together fully designed icons to present to you for the DLC characters, but I've had an artist get aggressive towards me for even trying to get permission. Is there any chance you'll ever talk with the original artist to add the DLC characters? I was trying to make at least half the job easy for you, I even have the icons finished and ready to go, but I don't have the knowledge to implement them for personal use.
187 comments
go to [ settings ] - [ display ] - [ HUD color ] R, G, B , Pull to end(set R G B=1)
this from description page of orginal mod can help you
Q. Position the HUD widget?
A: Enter the console command [cqf companionstatus setpos <x position> <y position>].
Or the command [cqf companionstatus modpos <x or y> <value>] to move the widget relative to its current position.
Q. Scale the HUD widget?
A: Enter the console command [cqf companionstatus setscale <value between 0 and 1>].
Q. Set the opacity of the HUD widget?
A: Enter the console command [cqf companionstatus setopacity <value between 0 and 1>].
I am using JPEXS Free Flash Decompiler Like letam89101 suggested, and trying to replace the shapes (DefineShape), but do I need to use a certain file type? Compression type? I'm definitely a Flash noob, so any advice would be appreciated!
1) Download JPEXS Free Flash Decompiler (Shout-out to letam89101 for the tip)
2) Find the image you want to replace the portrait (duh)
3) Make any edits to the image in a photo/image editor (color, sizing, etc)
4) Use a vectorizer to convert your image into SVG vector graphics (I used vectorizer.com)
5) Open CompanionStatus.swf with JPEXS Free Flash Decompiler
6) In "Shapes" locate the companion portrait you want to replace. They're named "DefineShape(#)" (some have two, so make sure you find them both)
7) Back in JPEXS Free Flash Decompiler, right-click on the DefineShape portrait you want to replace and select "Replace"
8) Select the .svg graphic you converted using vectorizer.com, or whatever you used.
9) Save and test in-game (I used Dogmeat to test since he's the first companion you find.)
10) Make any adjustments to color or size after you see what it looks like in-game (you'll have to go back to step 2 and repeat the process until you're happy with the results
*Note: if your'e using Vortex, make sure you "Deploy Mods" after you modify and replace the CompanionStatus.swf file and save the newer version so it "sticks"
Hope this helps!
Guys , if you got a idea plz write here. very thankful.
Compass Widget > Brackets > Brackets - Color (+Hud Framework) within the FallUI MCM Menu
This will allow you too enjoy the full color effect of this beautiful mod. You should be able to customize everything else :)
I love FallUI HUD, but it's crazy how poorly it meshes with other mods.
No Strong portrait :(
Edit: NVM I SEE HIM NOW :)