Version 3.0 released. It should now work in 21:9 aspect ratio. All options have been updated and include my yellow ammo/power number, gauge dial and glass guages. Ther PA Condition guy is semi transparent (almost invisible) when PA is in good state. The 21:9 user will probably need someone to edit the textures to better fit the screen. I'll leave that part up to a 21:9 user to make textures. He/She can either realease the mod theirself, or turn the textures into me and get credit on my page. I'll than add the textures as an optional, addon, download. This should also fix the rain scene flicker for the most part while the menu is open, you still see a very slight flicker of the dropplets if you really look for them. The esc menu doesn't flicker at all. Same goes for 21:9 users. i resized the scene's nif so it now fills the whole sceen. You'll only see dropplets now though, not the frost/fog around the edge.
NOTE: This can be used as a hud fix for 21:9 users, just delete the visor textures from the effects folder and the visor will disappear, but all rain scene fix will be in effect. this still requires the fallout4.ini settings that have been known for a while. either the original or my modified should work. If a 21:9 user wishes to release it as a fix mod separately without the textures, they are welcome. just give me credit. Please, first come first server and state your intention in the comments so everyone knows. This includes 3 nifs, PA Hud, PA Hud Pipboy Menu, and PA Rain Scene.
Under the "[Interface]" copy paste this (this numbers for 3440 x 1440 other resolutions below): (Posted by Nikonthenet/default originals) fUIPowerArmorGeometry_TranslateW=0.00001 fUIPowerArmorGeometry_TranslateZ=14.0000 fUIPowerArmorGeometry_TranslateX=0.0001 fUIPowerArmorGeometry_TranslateY=265.0000
NOTE: If your find any issues, please post screenshot and the version you're using so I can fix it. I tried my best to make sure they all work in both 16:9 and 21:9 with everything aligned as best I can, but trying to edit 9 versions to work with 2 aspect ratios is complex and I could of missed something. If it can be fixed and not break the other aspect ratio. I will do so. If I can't I'll try to adjust the ini settings to make it work for 21:9 users as best I can.
Hey buddy, I'll post as a 21:9 Rain box fix with credits for you. -I've made some small adjustments to the dial placement due to the extra screen space, and will delete the helm textures. Am testing it now.
Thank you lots and lots for your efforts on this
EDIT: In testing, I did something that made the rain droplets appear, but reloading, and they've gone again. Trying to replicate now.
Ok, replicated. Sometimes, when exiting the pipboy screen the rain box returns. Re-opening the pipboy screen, will often remove the rainbox again, upon closing. This can be repeated and its fairly random. With helm textures removed the rainbox is flickering in the pipboy screen. My feeling is that if you close the pipboy when the rainbox flicker is 'on', the rainbox remains on screen. Very strange.
Tested with both ini edits, no change. Tested with unedited dashless invisible 3rd person, no change.
Interestingly, the rainbox, when visible, appears to go behind objects and disappear into the ground. If thats useful info, idk.
They all use the same position for the screen, so you can keep the original dash version now. It doesn't have to be dashless.
As for rain drops they may appear, the rainscene has 3 frames. I included a nif where the I upped the size on all 3 so it should fill the whole screen and the fog around the edges is outside of the visible area.
I've no idea whats going on then. As its back in the centre of the screen, fog and all. I'll try deleting all your files, creating a clean save, and re-installing your files.
Yep, just caught this myself after your post, whoops!
Also, hopefully this will catch you intime -if you put your meshes and textures folder inside a Data folder and 7zip them. you can upload the zipped archive to NM and it'll install with NMM.
Yep, that solves the issue! It still randomly appears/disapears when closing the pipboy. it looks good either way. Shame about the inconsistency, but its a HUGE improvement.
Yeah, it's the positioning of the windows In 16:9, it always shows, just flickers in the pipmenu, but those ini settings brings the whole hud closer to you by like 85 points. This makes the rainscene conflict with my texture. I texture should normally be behind it, those ini settings put my texture in front of it. The pipmenu effects the rainscene's position for some reason. Probably a bug on Bes's side.
They really should of just had all those scenes in one nif so the 3d space is set in stone so to speak by it. Also, it's not random, it depends if the flicker is in the on'off position when you close the pipmenu.
If you want I can make a custom nif and push my screen back further and maybe it'll always shows for 21:9 users. The drips do add an effect and as long as it shows properly, no point hiding it.
EDIT: Actually, you should be able to use the stock PA hud nif and just use the rainscene nif as the fix, duh. Try testing that.
Oh, I'm sure, that would annoy the hell out of me. It's just plain stupid the way Bes did the interface. It should of had a way to detect aspect ratio and have ini settings to fix everything for any aspect ratio. The square (1600/1200) and stretched 2/3 monitor users will have problems too. I have 2 monitor myself. Just never used the stretched setup, as I like using my 2nd display to browse the web/etc while playing. If I had 4 monitors, I'd do a 3 monitor stretch with the 4th as a browser display, but that would also hurt fps majorly rendering 3x the pixels.
Looks good, congrats. I'm honestly surprised this wasn't done sooner. I posted that nif in the comments a while back, but no one ever fine tuned my edit and uploaded it. Good to see someone take the reins.
Oh make sure to note, that they should install your mod after mine if they choose to use both as mine has that nif and mine will overwrite the option of yours they chose.
They rally could of done many things, first one is have seprate models for the different aspect ratios and have the ini choose which models/nifs are used based on your aspect ratio.
Its just lazyness and deadlines, wealth and capitalism, and first world issues, man! Plus, they know people mod the game to fix these issues.
"If you want I can make a custom nif and push my screen back further and maybe it'll always shows for 21:9 users. The drips do add an effect and as long as it shows properly, no point hiding it. " -As a standalone (without helm textures) the rain displays consistently. Give me some time to test it with the helm textures, as the flicker issue may have been resolved with the correct folder name.
New version of the Dashless Visor have been uploaded. The new version is completely redone from ground up with new textures and nifs completely re-edited. This fixes the perspective lag upon entering the Power Armor. Special thanks to Detachi for finding/reporting the bug and testing the fixed nifs! This is the absolute final version. Animated won't work with this version, the gauges rotate at a different angle than the visor and loose alignment.
Note to texture modders, typical normal maps don't work with PA Hud skins if they're too dark. If your skin is dark, make the normal map semi transparent. Easiest way to do this. Duplicate layer in existing diffuse map and use nvidia's dds tool to create the normal map in photoshop. This will map one that's semitransparent. If you don't duplicate layer, it'll be solid. Than take the diffuse map and open it with "CrazyBump" and make another normal map. Open both in Photoshop and put the CrazyBump normal map over the nvidia dds tool normal map. The CrazyBump's normal map should be set to about 10-20%. This will allow dark textures without the overwashed look. Also, Specular maps shouldn't be much lighter than the diffuse map. What I do here is duplicate the diffuse map layer. Light 1 by 10 and that's the buttom layer, 2nd layer is the normal map stylise/find edges and than image invert at 20% transparency. The original diffuse map is the top layer at 80% transparency. All textures (diffuse/normal/specular) must be transparent DXT5 with the glass section done in a 10-20% transparency. Hope this helps, this is an issue wth how lighting is handled in this nif. I think it's due to the fact the 3D objects are in a different formal than armor/pipboy nifs.
Edit, forgot to mention, in Photoshop at the very least. It won't delete old transparencies in the file. You have to save as DXT1 to loose the current alphas. Open the new DXT1 again and edit the areas you want transparent by doing them as a layer via cut and making them 10-20% transparent. Finally save that file as a DXT5 or there will be some weird stuff going on.
The 6 versions with the dash have been updated to fix the washed out look of the dash teture. turns out i had the environmental map multiplier set too high. It was at 2.5, dropped it to .25 so there is still a very slight reflection on the surface.
C'est pas vraiment invisible à la 3 eme personne, car on voit encore les aiguilles et les chiffres du tableau de bord. Je croyais que c'était entièrement invisible. Cela aurait eu plus de sens vu qu'on sort du champ de vision du Kockpit. Mais votre mod est super malgré cela. 👍
I know it's an old mod, but could you please make a version of this with darker and less sharp cockpit to simulate depth of field? It's just that while the idea of this mod is cool and it's one of the, if not the best HUD mod for power armor, it looks really unnatural and distracting.
Loving the idea, downloading and definately endorsing... but...
Please don't name your files "main" and stuff like that... I've got like, 4-5 zip files named "main" in my mods folder, and I'll have to open them up (and sometimes even dig around in the filestructure) to find out what the mods are...
This is now my favorite power armor mod next to power armor paints and materials. Now my X-01 Suit actually feels like I'm moving around in an advanced armor suit from the genius of the Enclave's greatest engineers and scientists. I've also combined it with a multi colored hud from this mod https://www.nexusmods.com/fallout4/mods/35453?tab=posts so its not just one single color.
After using this hud for the longest time, i decided to uninstall it to try other hud mods, but when i unisntall it, my save stops working, it just crashes. if i uninstall it out of the PA, and then get in, it also crashes, if i put it back again, it works again like nothing ever happened. Its been bugging me for days, and i cant get why it happens.
How can I make the glass viewport completely transparent? That is the only thing I find wrong with this mod and I just want to know how to fix those files.
229 comments
NOTE: This can be used as a hud fix for 21:9 users, just delete the visor textures from the effects folder and the visor will disappear, but all rain scene fix will be in effect. this still requires the fallout4.ini settings that have been known for a while. either the original or my modified should work. If a 21:9 user wishes to release it as a fix mod separately without the textures, they are welcome. just give me credit. Please, first come first server and state your intention in the comments so everyone knows. This includes 3 nifs, PA Hud, PA Hud Pipboy Menu, and PA Rain Scene.
Under the "[Interface]" copy paste this (this numbers for 3440 x 1440 other resolutions below): (Posted by Nikonthenet/default originals)
fUIPowerArmorGeometry_TranslateW=0.00001
fUIPowerArmorGeometry_TranslateZ=14.0000
fUIPowerArmorGeometry_TranslateX=0.0001
fUIPowerArmorGeometry_TranslateY=265.0000
My adjusted version:
fUIBackgroundModel_TranslateX=0.0000
fUIBackgroundModel_TranslateY=388.0000
fUIBackgroundModel_TranslateZ=15.0000
fUIFlatModel_TranslateX=0.0000
fUIFlatModel_TranslateY=263.0000
fUIFlatModel_TranslateZ=15.0000
fUIHUDGlass_TranslateX=0.0000
fUIHUDGlass_TranslateY=263.0000
fUIHUDGlass_TranslateZ=15.0000
fUIPowerArmorGeometry_TranslateX=0.0000
fUIPowerArmorGeometry_TranslateY=263.0000
fUIPowerArmorGeometry_TranslateZ=15.0000
NOTE: If your find any issues, please post screenshot and the version you're using so I can fix it. I tried my best to make sure they all work in both 16:9 and 21:9 with everything aligned as best I can, but trying to edit 9 versions to work with 2 aspect ratios is complex and I could of missed something. If it can be fixed and not break the other aspect ratio. I will do so. If I can't I'll try to adjust the ini settings to make it work for 21:9 users as best I can.
-I've made some small adjustments to the dial placement due to the extra screen space, and will delete the helm textures. Am testing it now.
Thank you lots and lots for your efforts on this
EDIT:
In testing, I did something that made the rain droplets appear, but reloading, and they've gone again. Trying to replicate now.
Ok, replicated. Sometimes, when exiting the pipboy screen the rain box returns. Re-opening the pipboy screen, will often remove the rainbox again, upon closing. This can be repeated and its fairly random. With helm textures removed the rainbox is flickering in the pipboy screen. My feeling is that if you close the pipboy when the rainbox flicker is 'on', the rainbox remains on screen. Very strange.
Tested with both ini edits, no change.
Tested with unedited dashless invisible 3rd person, no change.
Interestingly, the rainbox, when visible, appears to go behind objects and disappear into the ground. If thats useful info, idk.
Gonna hold off posting until I better understand.
As for rain drops they may appear, the rainscene has 3 frames. I included a nif where the I upped the size on all 3 so it should fill the whole screen and the fog around the edges is outside of the visible area.
You sure the rainscene nif is in effects/camera attached? Let me make sure I typed that path right.
Ah, whoops, I put the rainscene nif in wrong path. It's in Meshes/Effects/Camera Attached, supposed to be CameraAttachedFX
Also, hopefully this will catch you intime -if you put your meshes and textures folder inside a Data folder and 7zip them. you can upload the zipped archive to NM and it'll install with NMM.
It still randomly appears/disapears when closing the pipboy. it looks good either way. Shame about the inconsistency, but its a HUGE improvement.
They really should of just had all those scenes in one nif so the 3d space is set in stone so to speak by it. Also, it's not random, it depends if the flicker is in the on'off position when you close the pipmenu.
EDIT: Actually, you should be able to use the stock PA hud nif and just use the rainscene nif as the fix, duh. Try testing that.
So far seems compatible with any PA Hud mod.
Will upload shortly and spread the word. We're a smallish group us 21:9 users, but I'm sure this will make us all happy
But for the efforts of people such as yourself!
Its up! All credit given: http://www.nexusmods.com/fallout4/mods/7987
-just let me know if you'd like anything changed / updated.
I think it was hard for people to locate as its fairly nondescript file. Plus, you know, people never read the internet!
Seriously, thanks once again. This was literally, stopping me playing the game as I love PA and felt the middle finger from Beth anytime it rained.
"If you want I can make a custom nif and push my screen back further and maybe it'll always shows for 21:9 users. The drips do add an effect and as long as it shows properly, no point hiding it. "
-As a standalone (without helm textures) the rain displays consistently. Give me some time to test it with the helm textures, as the flicker issue may have been resolved with the correct folder name.
Note to texture modders, typical normal maps don't work with PA Hud skins if they're too dark. If your skin is dark, make the normal map semi transparent. Easiest way to do this. Duplicate layer in existing diffuse map and use nvidia's dds tool to create the normal map in photoshop. This will map one that's semitransparent. If you don't duplicate layer, it'll be solid. Than take the diffuse map and open it with "CrazyBump" and make another normal map. Open both in Photoshop and put the CrazyBump normal map over the nvidia dds tool normal map. The CrazyBump's normal map should be set to about 10-20%. This will allow dark textures without the overwashed look. Also, Specular maps shouldn't be much lighter than the diffuse map. What I do here is duplicate the diffuse map layer. Light 1 by 10 and that's the buttom layer, 2nd layer is the normal map stylise/find edges and than image invert at 20% transparency. The original diffuse map is the top layer at 80% transparency. All textures (diffuse/normal/specular) must be transparent DXT5 with the glass section done in a 10-20% transparency. Hope this helps, this is an issue wth how lighting is handled in this nif. I think it's due to the fact the 3D objects are in a different formal than armor/pipboy nifs.
Edit, forgot to mention, in Photoshop at the very least. It won't delete old transparencies in the file. You have to save as DXT1 to loose the current alphas. Open the new DXT1 again and edit the areas you want transparent by doing them as a layer via cut and making them 10-20% transparent. Finally save that file as a DXT5 or there will be some weird stuff going on.
Please don't name your files "main" and stuff like that... I've got like, 4-5 zip files named "main" in my mods folder, and I'll have to open them up (and sometimes even dig around in the filestructure) to find out what the mods are...
if i uninstall it out of the PA, and then get in, it also crashes, if i put it back again, it works again like nothing ever happened.
Its been bugging me for days, and i cant get why it happens.
AND make all the different helmets have their own unique dash/dials when worn/equipped.
I know, probably not gonna happen, right?
*SIGH*
Goddammit.