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octodecoy

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octodecoy

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About this mod

Allows the power armor HUD to be switched based on equipped helmet, or lack of helmet. Currently supports the 5 base game power armor helmets and 37 mod added power armor helmets.

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INFO

Switches the HUD based on currently equipped helmet, or no helmet. 

This is really made with first person players in mind, and more specifically, people who want a full helmet look, as if actually wearing one. 
(Note, with a little work you can adapt any .nif though, it just requires changing texture paths, theres a little tutorial in the download)

This works by quickly forcing the player out of their power armor and right back in, allowing for the path to the .nif to be changed in the .ini.

There is a little fade out to attempt to hide the ugliness of the force out.  I just like to think of the fade out as the player equipping or un-equipping their helmet.

When you un-equip your helmet, a HUD similar to base game gets applied, with dials and a transparent dash.  Or a empty HUD if you prefer.

When in third person the dash is hidden but the dials still show.  This is the behavior of the .nif itself.  I prefer it.



This plugin is ESL flagged.



THIS CONTAINS NO RETEXTURES OF ITS OWN!

I know that the video might make it a little misleading but thought it would be the best way differentiate, and show it in action.

In order for the HUD to actually look cool rather than just generic, you simply need to copy and paste textures from any other source into the appropriate folders in this mod.

IE: "T45" folder, "Raider" folder, etc, and various mod added power armor folders.  To reset the look, copy the textures from the "BaseBackup" folder back over whatever you added.

Don't change the names of the .dds textures or the texture folder names!

The only textures that matter are the 12 that are inside my folders, anything else doesn't have to be included (but also won't hurt by existing in the folder).  Nor does a texture mod have to include all 12, just put whatever IS included in.  Mix and match whatever.


There are holotape options to:

1) Hide the HUD when you open your pipboy, this is so if you are using textures that will overlap the power armor pipboy interface, you can still use it. 
    No way to dynamically change the power armor pipboy .nif, so it's the next best thing.

    ON by default.


2) Turn on/off my helmet equip/un-equip sounds.  I know not everyone will like them (may add other sound options later).

     ON by default.


3) When no helmet is equipped, choose if you want the dials to still show, or show a completley empty HUD.
     (Note: If you choose No Dials (empty HUD), it's nothing but crosshairs, if you know how to apply the default HUD while in power armor please let me know!)

      Show Dials by default.


4) Force the holotape into inventory if you don't have one.

    On by default.


5) Deactivate/Re-Activate
    (Note: Deactivate is not for uninstalling!)



The .nif that is used is from keithvssmith1977's Power Armor Helmet Style Visor mod is "Static HUD with Invisible 3rd Person", with permissions.  I used this one because it's what I already was using and like the most.  New optional - "Animated HUD with Invisible 3rd Person".  New Optional - No elements in 3rd person nif from hellstorm102's Power Armor Hud - No Transparency.

If you want to use any other .nifs, from wherever, you'll have to open it in NifSkope, and change all the paths for the 12 textures that are included here, then put the .nif into whatever folder for whichever helmet you want to use it for.

Don't change the names of the .nifs!


I don't really know anything about resolutions and aspect ratios past 1080p with 16:9.  There are various ini settings regarding dash boundaries and such.  Not sure if anything specific has to be done with the PADash .nifs, and can't test it anyhow.  Let me know.



The script works by looking for keywords, meaning that mod added power armors that re-use any of the 5 base game helmet keywords I look for cannot have their own HUD, and will instead use the HUD from whichever base game keyword they use.

The base game keywords I look for are:
ma_T45_Helmet [KYWD:00197DEF]
ma_T51_Helmet [KYWD:00176ABF]
ma_T60_Helmet [KYWD:00180FD8]
ma_X01_Helmet [KYWD:00183194]
ma_PA_Raider_Helmet [KYWD:0018417D]


The following are mods that ARE able to have their own HUD, let me know if I missed any that you know uses a custom keyword, and not base game keywords.

Captain Cosmos (Creation Club)
Horse Power Armor (Creation Club)
Hellfire Power Armor (Creation Club)
X-02 Power Armor (Creation Club)
B-35 Combat Power Armor
BVS Batman Power Armor
Classic Advanced Power Armor (esp & esl)
C.M.C. Power Armor
Construction Power Armor from Commonwealth Scavvers
Standalone Construction Power Armor
Excavator Power Armor
Gipsy Danger Power Armor
Institute Power Armor
Knight Power Armor
Liberty Power Armor
Mechanist Power Armor
Midwestern Power Armor
Midwest Power Armor Evolution
NAVI - Brand New Power Armor
Relic Space Marine
The Space Marine
Submersible Power Armor - Bioshock Inspired
Submersible Power Armor Redux - Bioshock Inspired
T-49 - Armor of the Storyteller
T51c AirForce Power Armor
Ted's Power Armor 
TES-51 Power Armor - Skyrim Inspired
TRAIN POWER ARMOR
Tumbajamba's Combat Power Armor
Tumbajamba's Spartan Battle Suit
Ultracite Power Armor (esp & esl)
Viral Power Armor
Vault Tec Power Armor 
War Machine
Enclave X-02 Power Armor
Hellfire X-03 Power Armor
Red Shift Power Armor (esp & esl)


If you changed the mod keyword FormID, either by compacting for esl or other, the script won't be able to find the keyword!

If you changed the NAME of the mod plugin, because you merged it, or other, the script won't be able to find things!



The file contains meshes and placeholder textures for all of the above mods.  Didn't do FOMOD so that you don't forget to install a certain mods HUD mesh and wind up crashing due to mesh not being found upon equipping that mods helmet.

Feel free to delete or hide any of the things you don't actually need because you don't use that mod.


Requirements:

None!

But as stated above, this really doesn't do much on its own until you throw some textures into the mix, so that the helmets truly do have different looks.




Compatible:

Works with mods that remove the helmet in dialogue and such.

Works with helmet switchers/togglers.



Incompatibilities:

Gopher's paHUDIncompatible in the sense that the widgets loaded by paHUD will often either overlap the textures or sometimes fail to load due to the forced power armor re-equip. I've been trying to figure out a way that I might be able to make it work only when helmet is unequipped, but so far no luck. 
Really though, what paHUD does is sort of the opposite of what this is meant to do (clean transparent HUD vs full helmet HUD), but would be nice to make it a option or something.



PowerArmor Handling Improvements.


If a mod uses a script to force the player out of power armor, it could be incompatible.

If you think you have found something that is incompatible, please report it with as much detail as you can and I'll see what I can do.




Known issues or oddities:

  • The rain effect will be weird if you use a bunch of textures of all shapes and sizes.  There's no way that I know of to
    change that .nif dynamically (and doesn't seem to use any sort of visual effect that I can manipulate), and I doubt there is a "one size fits all" .nif.
    I guess find something that looks good with the most amount of HUD textures you are using, or you could use no rainbox at all from here instead.


  • Sometimes the ammo count won't display correctly until you fire a shot or switch weapons.  Don't know what causes it exactly.


  • Due to being kicked out of power armor every time the HUD changes, the battery capacity low beep happens on every switch.
    This is base game behavior for some reason, I guess because on exit the battery level is 0.
    If you want, you can go into FO4Edit and find the "UIPowerArmorBatteryCapacityLow [SNDR:00087E20]" sound descriptor, copy it as override,
    and add a condition to it that the player reference HasPerk "PowerArmorPerk".  This way it only happens when battery is low like it should, in my opinion.

    Like so

    I didn't add this to the mod as it could override any mods you are using that change that sound via a plugin. 
    If you do use a mod that changes it, you can still add the condition.


  • If you are in a position where you can't actually exit the power armor (back to wall, or similar),
    the HUD will stay what it already is, just move away from that spot and try again (equip or un-equip your helmet, or get out and back in, whichever).


  • If you had a weapon drawn on HUD switch, the weapon will be drawn again when the fade is over.
    Not really a big issue to me, but you might not expect it.  It's actually intentional, otherwise you'd have to redraw it yourself, which could be bad in combat.


  • With hide HUD in pipboy on, the crosshairs will be visible when in the pipboy, it is a by-product of hiding the HUD.


FAQ:

Q) XBox?

A) Unfortunately not possible with this method, unsure of any method that would make it possible. 

    The reason is that the main script function that is used is "SetIniString()" which is a debug-only flagged function.
 
    XBox scripts cannot use debug functions. 


Q) Safe to uninstall?

A) I wouldn't. 

     Instead there is a option in the holotape to simply disable the mod so that it no longer does anything (except for listen for game load and do a few checks) until you  turn it back on. 

     Instead of uninstalling it from a save, just disable it, and remove it before making a new game.  Maybe make a note to yourself to remove.

     Or just make sure you keep a save from before you installed it.   

      (Keep in mind that just because it is disabled doesn't mean that uninstalling it from your save won't leave behind a bunch of junk and have adverse effects)


Q) ESL?

A) It is esl flagged.


Q) Why are they loose files?

A) So that it's easy to put in your own textures and change/test textures. 
     Also so that you can easily see which textures need to be replaced and which don't.  
     Once you have everything the way you want it, feel free to pack it all up, but don't pack the sounds with compression.



Q) Can I change textures while in-game?

A) Unfortunately not, the fastest way to force new textures to get re-applied is quitting to main menu.


Q) I've lost my holotape and had force holotape turned off, how can I get another?

A) Chem station under the utility section.


Q) Why does the HUD not get hidden immediately when I open my pipboy with the hide in pipboy option turned on ?

A) There's some mods that do the opposite (show on pipboy open), so there is a little (0.5s) wait for them to do their thing first, and then override.


Q) Why no MCM?

A) If there were any hotkeys, or settings that might be changed frequently, I would.


Q) Any way to exclude a helmet?

A) Not yet, possibly in the future.



Various mods with HUD textures you could try:

Bunch of stuff from keithvsmith1977
Power Armor Hud - No Transparency
Makconners Spartan Cockpit
Immersive and Clever Power Armor HUD Dials And Gauges
Better Dials for Power Armor
XNFRain's Power Armor HUD 2K-1K HD Retextures
Power Armor HUD Enhanced
New Power Armor HUD Gauges
Power Armor HUD Renewal
Power Armor HUD - 1st person retexture

There were a few on Lovers Lab as well, last time I checked.

I'm sure there's a ton I missed.  

You can mix and match a lot of gauges and dials and dashboards, etc.

Hopefully people with some texturing know-how will be inspired to make more (Not me, I suck at making textures).


Mentions:

IDontEvenKnow and his Adjustable Headlamps mod, without which I would have given up on this idea due to not being able to get the HUD to set without manually exiting and entering power armor each time.  But he came up with a awesome scripted quick forced re-requip and bam, problem solved.

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The 5 base game helmets being switched, using various retextures.



The Dials/No Dials options without a helmet + third person.



In dialogue with Remove Helmet in Dialogue by darkconsole active.