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SoleVaultBoy

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SoleVaultBoy

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  1. SoleVaultBoy
    SoleVaultBoy
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    Locked
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    Future plans:

    • Maybe implement a preset system
  2. Deadstuff5
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    my only wish is to have an item always on regardless of context for example the exp meter and rads info only display when they get triggered
    1. SoleVaultBoy
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      The "Always On" setting should do that. This setting basically makes the affected HUD element be treated as in vanilla.
  3. PukinDumpling
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    You seem to be quite knowledgeable in this field... Would you happen to know if there is a way to edit the vanilla HUDMenu.swf to simply show the the AP and HP meters only when at least 20% of the respective stats (action points, or health) are missing? I know your mod has a setting for such a threshold (which is part of the reason I am asking you) but I'd love a more simple approach that requires nothing else.

    I have actually found a way to edit Skyrim's HUDMenu.swf in such a way (the survival mode and it's red bars for the respective needs values also made the bars show all the time).
    I'm hoping something like that can be achieved in FO4 too, without any scripting...
    1. SoleVaultBoy
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      I could give you some details about injecting code into the vanilla interface files, but this involves knowledge about the game's scripting and UI language. If you're okay with that and want to know more, let me know.
    2. PukinDumpling
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      The more I played around with your mod the more I realised that I really don't mind having it installed. It does all I wanted and then some.

      I'm currently on a mission to maybe the lightest load orders I can stomach for all Bethesda games I currently have installed, kind of like challenge to myself. Hence, why I want to keep things super simple. But I am also playing on an OLED screen, so HUD elements are something I try to avoid if possible. Also I prefer using no HUD whenever possible. I think your mod still strikes a balance between effort and profit, so I'll just use it as is.
      Just a little unsolicited background about why I even asked for a solution to a problem that you have already fixed. :D

      Buuuuut, I might still get back to your offer, if I ever need it. :)
      Thanks for the mod and your response. I appreciative you!
  4. ismetisgor
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    Hi, I'm looking for a mod that disables the auto hide hud elements function of the vanilla game. This mods seemed to me that can solve this issue but even I choose "Always On" option for HP and AP they getting fade. However I've noticed that the fade delay function actually works. Is there a method to makes this delay 99999 seconds? or maybe a command? This might be an easy workaround.
    I want to make elements never fade, always visible.
    1. SoleVaultBoy
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      The vanilla HP and AP meters are controlled by the game itself. I can't really change their functionality or when they appear. The only thing that works reliably is either toggling them on certain events or be completely enabling and disabling them.
  5. PandaWhite
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    Which is the option to hide the dot? Trying to but didn't figure out which one it is.
    1. SoleVaultBoy
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      It should be the crosshair.
  6. kennyman288
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    Setting change, after death they revert but the setting are set to "always off" and the hud still displays the element using FALLUI/HUD idk if its a conflict or what
    1. SoleVaultBoy
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      Which HUD element did not properly re-hide after death?
    2. kennyman288
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      The entire hud shows,  elements i set to off  ammo and vault-boy status cause i use condition boy .  when i go back to change it it dose nothing unless i reboot the game so mainly but the toggle button works.
    3. SoleVaultBoy
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      Can you try to disable all other mods and see whether the issue still persists?
  7. ivvaaa
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    Hello again.
    Help me understand some points of your mod.

    1. There is a setting "HUD - When the entire HUD gets toggled".A simple way to use the mod is to hide the HUD display (on the main page), set the  "HUD - When the entire HUD gets toggled." to on, and configure the HUD elements that will not be displayed, and, if necessary, enable them by key.
    Why do you need other HUD display options for "HUD - When the entire HUD gets toggled"? I tried to somehow beat this moment, but I don't see the point.When setting this element to other options, for example: On Sneak, On Weapon Drawn, all HUD elements are hidden, including the container widget, workshops, etc.

    2. I tested all elements except "Vault Boy Perk Icon". What this element to hide? What perk icons?

    ps.:The "XP Meter" in Always Off setting works great with a mod that removes the cash register sound of gaining experience. :)
    1. SoleVaultBoy
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      The option "HUD" was designed to toggle the entire HUD instead of only some individual parts.

      The Vault Boy Perk Icon is the one that appears if you sleep and the "Well Rested" perk is applied on the player.
    2. ivvaaa
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      Thanks for the reply. I really like the mod. So I'm looking for ways to make it even better.
      Can you change or add a few things:
      - "FloatingQuestMarker" - this setting is not needed as it is changed in the game settings (video);
        *But can it be replaced by hiding quest markers from the compass?
      - "Rollover Widget" - is it possible to add an option to hide buttons for this widget?
      As far as I understand, everything described above should be contained in the HudMenu.

      When taking magazines an "VaultBoy icon" appears. (In the same place where the quest icon.)
      Is it possible to hide it or is it not stored in the HudMenu?

    3. SoleVaultBoy
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      I like to keep the Floating Quest Marker setting, for completeness.

      The Vault Boy Icon when taking magazines seems to be in another menu.

      Hiding the button bar in the Rollover Widget can be done by yourself.
      I'm going to copy-paste the instructions from another comment with a few adjustments.

      Create a new folder under "Data/MCM/Config", like "HideYourHUD_Addon".
      Drop these two files in it:
      settings.ini
      Spoiler:  
      Show
      [Display.TopCenter]
      iRolloverWidgetButtonBarMode = 2

      config.json
      Spoiler:  
      Show
      {
      "modName": "HideYourHUD_Addon",
      "displayName": "HideYourHUD Addon",
      "pluginRequirements": [
      "Hide Your HUD.esp"
      ],
      "content": [
      {
      "id": "iRolloverWidgetButtonBarMode:Display.TopCenter",
      "type": "dropdown",
      "text": "Rollover Widget Button Bar",
      "help": "",
      "valueOptions": {
      "sourceType": "ModSettingInt",
      "options": [
      "$HideYourHUD_Setting_Mode_AlwaysOn",
      "$HideYourHUD_Setting_Mode_AlwaysOff",
      "$HideYourHUD_Setting_Mode_OnToggle",
      "$HideYourHUD_Setting_Mode_OnSneak",
      "$HideYourHUD_Setting_Mode_OnAim",
      "$HideYourHUD_Setting_Mode_OnWeaponDrawn",
      "$HideYourHUD_Setting_Mode_OnCombat",
      "$HideYourHUD_Setting_Mode_OnHP",
      "$HideYourHUD_Setting_Mode_OnAP"
      ]
      }
      }
      ]
      }

      Then, under "Data/Config/HideYourHUD/HUDElements", create a new xml file, like "Addon.xml".
      Paste in this text:
      Spoiler:  
      Show
      <?xml version="1.0" encoding="UTF-8"?>
      <root>
      <hudElements>
      <element targetPath="root1.CenterGroup_mc.RolloverWidget_mc.ButtonHintBar_mc" />
      <mcmSetting modName="HideYourHUD_Addon"
      id="iRolloverWidgetButtonBarMode:Display.TopCenter" />
      </hudElements>
      </root>

      When you start the game, under the MCM menu "HideYourHUD Addon", you can now change the behavior of the button bar.
    4. ivvaaa
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      Thank you very much! Everything works for the "Rollover Widget".
      Agree. Sometimes the Floating Quest Marker setting is useful.

      For my complete happiness, is it possible to do the same for "quest markers on the compass"?
      Thanks in advance.
    5. SoleVaultBoy
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      Try adding a new entry to the XML and MCM files and add the target path "root1.BottomCenterGroup_mc.CompassWidget_mc.QuestMarkerHolder_mc" to the XML entry.
    6. ivvaaa
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      Thank you.
  8. zlo42
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    One feature from iHUD that I would love to see is the ability for the crosshairs to show when your’re hovering over an object. Makes it easier to “aim” at the proper object when multiple are close together. 
    1. SoleVaultBoy
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      I can look at implementing this.
  9. Huerta
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    Nevermind.
  10. ivvaaa
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    Thanks for the mod. But for some reason the MCM menu shows variables with $ icons. All other modifications in the MCM menu are displayed well. Is there any way to fix this?
    1. SoleVaultBoy
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      This happens if the MCM failed to find the correct translation files. On which language are you playing the game?
    2. ivvaaa
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      Game language is Russian. As I understand it, the names in the MCM menu are taken from the *.txt file: \Fallout 4\Data\Interface\Translations\Hide Your HUD_en.txt".
      For some reason there are many files with translations but they are not translated into other languages. I translated the file "Hide Your HUD_ru.txt". But it does not load. If you leave only the "Hide Your HUD_en" file. This also does not work.
    3. SoleVaultBoy
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      Only the translations will be loaded that match your game language. Because the strings are all in English for every file, they should still appear.
      I switched to the Russian language and it seems like the translations injected correctly ("*_ru.txt").
      Are you sure you have the latest version of the mod and also have the setting "sLanguage" set to "ru" under "Fallout4.ini" or "Fallout4Custom.ini"?
    4. ivvaaa
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      There is only one version for download - v.2.0.0.
      \Documents\My Games\Fallout4\Fallout4.ini":
      [General]
      sLanguage=ru
      uGridsToLoad=5
      uExterior Cell Buffer=36
      bDisableAllGore=0
      bAutoloadDLC=1

      The translation of the MCM menu should load itself. But this does not happen for me.

      Also corrected a line in the Fallout4.ini:
      sResourceDataDirsFinal=STRINGS\, TEXTURES\, INTERFACE\, MESHES\, MATERIALS\, SCRIPTS\
      After this, other modifications using the MCM menu began to display correctly in the menu. But not your mod.
    5. SoleVaultBoy
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      The setting sResourceDataDirsFinal should be left empty, though you shouldn't edit your INIs manually anyway, use Bethini Pie for this.
      I have no idea why the menu is not displaying on your end properly.
      The only thing I can think of is resetting your INIs, or, in the worst case, reinstalling the game.
    6. ivvaaa
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      Fixed it. For enabled loose file (for textute mods) you need to Fallout4.ini, and corrected as I wrote earlier. This was written on various resources.
      But.. It didn't work. So.. I decided to go to the MCM page on the nexus and read the solution:
      - Create to file fallout4custom.ini, and add:
      - [Archive]
        bInvalidateOlderFiles=1
        sResourceDataDirsFinal=
      Now loose files are connected and in the MCM menu your mod displays my translation. :) Thank you for mentioning the empty on the left.
  11. Alexiel0105
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    is it possible to hide the text that tells you to use critical when you use vats? I can hide the critical meter but somehow the text is still there. Also how hard would it be to patch the condition boy mod?
    1. SoleVaultBoy
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      Do you mean the "CRIT" text next to the meter?
    2. Alexiel0105
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      no more like the activator prompt to initiate the critical underneath the critical meter. I wanna record gameplay using vats but i dont want to see any hud appearing during the vats animation itself. Only appear when choosing which body parts to hit but disappear right after coz I know you can't use vats if the hud is off
    3. SoleVaultBoy
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      It's not possible, because these UI elements are in another menu (VATSMenu) and Hide Your HUD only injects into HUDMenu.