Users of certain mod managers or those with insufficient PC permissions may experience crashes when loading save files or be unable to use the HUD settings. In that case, please download and install both the main file and the optional file from the file tab and use them.
Been testing for a few hundred hours now, I actually prefer this over my other HUD elements (e.g. DEF_UI widgets) now, it has everything I want for survival mode;
Ammo count (in magazine/total)
Grenade count
HP, with radiation highlighting & AP
Carry weight (weight remaining until overencumbered)
Needs: sleep, hydration & food
Adrenaline level
Illness indicator (only comes on if you're sick)
On/Off display hotkey option
The only thing missing that I think would be useful would be a clock, but there are several options on Nexus for that purpose.
Thank you so much! This mod was created based on a lot of feedback from other users, so like you said, it covers most of the key features needed for survival mode. I’ve actually received feedback before about adding a clock or compass, and I do think those features would be great to have. But integrating them into the current HUD layout in a clean and consistent way has been a real challenge, which is why I haven’t added them yet. There are ways to display them in separate parts of the screen, but I felt that kind of approach doesn’t quite fit the design philosophy of this mod — and as you mentioned, there are already other mods that handle that well. Thanks again for the thoughtful feedback!
After setting the hotkeys, I tried to change the color and position of the UI, but the Position Adjustmen t Setting does not move one pixel from the middle of the screen no matter what position I change. This does not seem to be saved.
Then when I try to change the RGB settings and click on the numerical part, it hangs, and all buttons except the ESC key are disabled.
I tryed to install option file but nothing changed.
If Third Person Mode is not Fix-Position, I understood that the Position Adjust Setting does not only determine the display position of the UI, but exists to determine the range of motion. In other words, the position of the UI cannot be determined here follow player mode.
I was able to change the display position of the UI by tweaking the slider in MCM. Thank you very much. It is a very good mod.
By the way, there are some features I would like to see added.
- A toggle to hide the default HUD (I wanted to get rid of HP, Rad, and AP as they are sufficient for this mod only). - I need more bold fonts. - I would like to be able to select a color from the HUD colors in the default Setting or the Pip-Boy colors.
First of all, adding a feature to hide the default HUD is difficult. I failed to implement it through code, so it would require editing the vanilla SWF files. However, this would cause conflicts with other mods that modify the same files, such as Fall UI. Therefore, if you are using a UI mod, please use its options to hide the default HUD instead.
Font customization is quite difficult. Different fonts have different sizes, which may cause misalignment with the UI layout I’ve designed. It might be possible to apply a stronger outline to specific fonts to make them bolder, but I would need to test whether that’s actually feasible.
Due to my limitations, I couldn’t build the settings menu directly into the game UI or the Pip-Boy. I know it’s not the most convenient, but please use the custom menu in the MCM instead.
I’m sorry that I can’t fulfill all of your requests, as they’re technically challenging to implement. I hope for your understanding.
Re: the legacy HUD - I'm using DEF_UI, but I know you can do this in FallUI too; I solved the issue of the default ammo and grenade count by reducing their size to 0.05 and moving it to the bottom right corner, it looks like a pinpoint on my screen and I have to look for it in a dark room to see it. Alternatively, you can actually move the artifacts off of your screen by positioning them outside of your screen boundaries. The only reason I didn't do that was because I was lazy and when first testing this mod I didn't want to lose my positioning. With both DEF_UI and FallUI you can actually turn off nearly every HUD element, so this really shouldn't be an issue for anyone.
Re: HUD positioning - I'll submit some screenshots showing my 1st person layout so everyone can see that it is movable. I just dragged it to where I wanted with my mouse...then sized it, set the colors I wanted and voila'...super easy
Question - i am playing on Hard difficulty - with the AN76 mod. It seems the Needs Icons shows not the needs status from AN76. Is this not made for Survival Mods? If so - how can i make it combatible? The debug option that you implemented shows me some Text i can not translate - it is not in english :-)
Does "AN76" refer to Advanced Needs 76? I haven’t personally used that mod, but I just downloaded it and briefly checked its contents. It appears to have a large number of scripts and seems to operate with a structure quite different from the vanilla Needs system. Unfortunately, my mod only supports minor modifications to the vanilla scripts, and such a heavily overhauled system is not supported. I hope for your understanding.
Hey dnfrealtec Thank you for this awesome HUD mod. For survival needs data, your mod is the best! Also love the configuration options. In the pic below u see - we have no Health and AP, which is how I configured it. Only have the needs. Is there a way to reorder those icons Water, Food, Sleep, Weight, Radiation, Adrenaline, Disease - in this order? This order makes sense as Radiation, Adrenaline, Disease can disappear too, if the user does not have those active effects. Water, Food, Sleep, Weight will always be there.
Hi! That arrangement was chosen because, outside of Survival Mode, the weight icon would end up awkwardly centered and alone otherwise. I don’t plan to update the mod anytime soon, so if you'd like the icons in the order you mentioned, please use this file I’ve arranged accordingly. Just place it in the mod’s Interface folder, and overwrite the existing file. If the icon order isn’t quite what you requested, please feel free to leave another comment.
Wow! That was quick. Thank you. One thing, as I was playing with the widget the vanilla HP bar has disappeared. Any idea what could cause it? Thanks once again for making a customized version for me. Much appreciated!
EDIT - It came back, Once I started taking HP/Radiation damage. Maybe a refresh issue.
Actually, I’ve never used my HUD mod with only the Needs icons showing, so I’m not sure what kind of issue that might cause. Please try it out, and if the same thing happens again, let me know!
Thank you. I have tested it after an extended playing session. It's working very well. I'll make sure to keep you posted. Endorsed and Tracking! You must have spent a lot of time working on the mod. Keep up the good work! I have shared the link in the Fallout 4 Discord community. More people should know this!
I only play Survival mode, and this mod replaces at least three mods/widgets I use for survival. Weight, ammo, food, drink, sleep, disease, addiction...we need to see the status of each of these constantly and this allows me to customize the look of the HUD during gameplay! No more messing around with DEF_UI/DEF Widgets or Fall_UI and then having to load into the game to see the effect. I cannot say how much time this has saved me.
One request, I'd prefer the option of seeing a plain numerical value for current/max weight and an icon for the explosive type (molotov, frag grenade or mine)
Thanks for the kind words! I actually did try showing both current and max weight at one point, but unfortunately there just wasn’t enough space to make it look good, so I had to give up on that idea. As for showing different icons depending on the type of explosive equipped that would require detecting equipment changes — and unfortunately, that involves hooking quite a few events, more than I’m currently comfortable with. Unless I come up with a more efficient method, it’s unlikely to happen for now.
Also, to be honest, this mod took a lot of time and effort to make, but it hasn’t gotten much attention. So unless there are bugs that need fixing, I’m not sure whether I’ll continue updating it actively.
This feature has been added in the newly uploaded version 1.1.4. You can enable it in the MCM, at the very bottom of the General Settings tab. Please note that while the feature works as intended, the HUD may still appear for a split second when entering Power Armor before disappearing. We appreciate your understanding.
It looks like my mod doesn’t take the game setting multiplier for radiation-based max health reduction into account. Right now, if you install the mod you're referring to, your actual max health remains unchanged, but the HUD shows it as reduced. Creating a dedicated compatibility patch would be difficult, but I’ll update my mod to fix the visual discrepancy in the HUD so that it reflects the correct max health.
This modified version outputs the maximum health penalty from radiation using the game setting multiplier value, as discussed above. Please try it out using the link below and kindly let me know if it works correctly. https://mega.nz/file/DllRxaDC#ZV2-2Ez_AdSmY1dKWB330avgGxd_mwKq2NhYow5KfL8
Unfortunately, I haven't been able to successfully compile the source for the Next-Gen version due to technical limitations on my end. Given the circumstances, it's very unlikely that NG compatibility will ever be possible.
Unfortunately, the ability to change fonts is not included. However, it is possible to swap fonts in the SWF file using a tool like JPEXS. The method is outlined below, but please note that it requires some technical knowledge. If you're unfamiliar with these tools, the process may be difficult. Additionally, this HUD is designed based on the original fonts for size and positioning, so replacing the fonts may result in unnatural alignment or appearance. Only proceed if you're sure you really want to change the font.
Steps: 1. Back up the customSurvivalHUD.swf file from the mod's Interface folder.
2. Install a program called JPEXS Free Flash Decompiler, then open the customSurvivalHUD.swf file with it.
3. In the left panel, find and expand the Fonts tab. You’ll see three fonts: - Roboto Light is used for the current ammo count in the magazine. - Roboto Regular is used for carried ammo and grenade count. - Roboto Medium is used for the Needs display.
4. Select the font you want to replace in the left panel, then look for the Embed option in the bottom-right menu. If JPEXS isn’t in full-screen mode, you may need to scroll to find it.
5. Click Embed, and a list of fonts installed on your PC will appear. Choose your desired font, then select Numerals in the lower section and click OK.
6. A confirmation dialog will ask if you want to overwrite—choose Yes to all.
7. Repeat the process for all three fonts, then click the Save (floppy disk) icon in the top-left corner to save the SWF file.
8. Launch the game and check if the fonts have changed correctly.
Additionally, I can provide the original Adobe Animate .fla file used to create the SWF, if needed. Please feel free to leave another comment if you're comfortable working with Animate.
98 comments
Been testing for a few hundred hours now, I actually prefer this over my other HUD elements (e.g. DEF_UI widgets) now, it has everything I want for survival mode;
The only thing missing that I think would be useful would be a clock, but there are several options on Nexus for that purpose.
This mod was created based on a lot of feedback from other users, so like you said, it covers most of the key features needed for survival mode.
I’ve actually received feedback before about adding a clock or compass, and I do think those features would be great to have. But integrating them into the current HUD layout in a clean and consistent way has been a real challenge, which is why I haven’t added them yet.
There are ways to display them in separate parts of the screen, but I felt that kind of approach doesn’t quite fit the design philosophy of this mod — and as you mentioned, there are already other mods that handle that well.
Thanks again for the thoughtful feedback!
My fallout 4 is not NewGen.
After setting the hotkeys, I tried to change the color and position of the UI, but the Position Adjustmen t Setting does not move one pixel from the middle of the screen no matter what position I change. This does not seem to be saved.
Then when I try to change the RGB settings and click on the numerical part, it hangs, and all buttons except the ESC key are disabled.
I tryed to install option file but nothing changed.
What should I do next?
I was able to change the display position of the UI by tweaking the slider in MCM. Thank you very much. It is a very good mod.
By the way, there are some features I would like to see added.
- A toggle to hide the default HUD (I wanted to get rid of HP, Rad, and AP as they are sufficient for this mod only).
- I need more bold fonts.
- I would like to be able to select a color from the HUD colors in the default Setting or the Pip-Boy colors.
Thank you.
I’m sorry that I can’t fulfill all of your requests, as they’re technically challenging to implement. I hope for your understanding.
Re: HUD positioning - I'll submit some screenshots showing my 1st person layout so everyone can see that it is movable. I just dragged it to where I wanted with my mouse...then sized it, set the colors I wanted and voila'...super easy
fantastic HUD - thx for the work :-)
Question - i am playing on Hard difficulty - with the AN76 mod. It seems the Needs Icons shows not the needs status from AN76. Is this not made for Survival Mods?
If so - how can i make it combatible? The debug option that you implemented shows me some Text i can not translate - it is not in english :-)
THX 4 help
Ava
Unfortunately, my mod only supports minor modifications to the vanilla scripts, and such a heavily overhauled system is not supported. I hope for your understanding.
Thank you for this awesome HUD mod.
For survival needs data, your mod is the best!
Also love the configuration options. In the pic below u see - we have no Health and AP, which is how I configured it.
Only have the needs.
Is there a way to reorder those icons
Water, Food, Sleep, Weight, Radiation, Adrenaline, Disease - in this order?
This order makes sense as Radiation, Adrenaline, Disease can disappear too, if the user does not have those active effects.
Water, Food, Sleep, Weight will always be there.
Thanks again for a wonderful creation.
That arrangement was chosen because, outside of Survival Mode, the weight icon would end up awkwardly centered and alone otherwise.
I don’t plan to update the mod anytime soon, so if you'd like the icons in the order you mentioned, please use this file I’ve arranged accordingly.
Just place it in the mod’s Interface folder, and overwrite the existing file. If the icon order isn’t quite what you requested, please feel free to leave another comment.
https://mega.nz/file/L4sHyZTB#oMXMsvw-HnQUH8eaDAv-CueSCgT86mfZUxjEbj_6qhA
One thing, as I was playing with the widget the vanilla HP bar has disappeared.
Any idea what could cause it?
Thanks once again for making a customized version for me. Much appreciated!
EDIT - It came back, Once I started taking HP/Radiation damage.
Maybe a refresh issue.
It's working very well. I'll make sure to keep you posted. Endorsed and Tracking!
You must have spent a lot of time working on the mod. Keep up the good work!
I have shared the link in the Fallout 4 Discord community. More people should know this!
I only play Survival mode, and this mod replaces at least three mods/widgets I use for survival. Weight, ammo, food, drink, sleep, disease, addiction...we need to see the status of each of these constantly and this allows me to customize the look of the HUD during gameplay! No more messing around with DEF_UI/DEF Widgets or Fall_UI and then having to load into the game to see the effect. I cannot say how much time this has saved me.
One request, I'd prefer the option of seeing a plain numerical value for current/max weight and an icon for the explosive type (molotov, frag grenade or mine)
As for showing different icons depending on the type of explosive equipped that would require detecting equipment changes — and unfortunately, that involves hooking quite a few events, more than I’m currently comfortable with. Unless I come up with a more efficient method, it’s unlikely to happen for now.
Also, to be honest, this mod took a lot of time and effort to make, but it hasn’t gotten much attention. So unless there are bugs that need fixing, I’m not sure whether I’ll continue updating it actively.
Please note that while the feature works as intended, the HUD may still appear for a split second when entering Power Armor before disappearing. We appreciate your understanding.
Right now, if you install the mod you're referring to, your actual max health remains unchanged, but the HUD shows it as reduced.
Creating a dedicated compatibility patch would be difficult, but I’ll update my mod to fix the visual discrepancy in the HUD so that it reflects the correct max health.
Please try it out using the link below and kindly let me know if it works correctly.
https://mega.nz/file/DllRxaDC#ZV2-2Ez_AdSmY1dKWB330avgGxd_mwKq2NhYow5KfL8its really great that there are mod authors like you
thanks for such an amazing hud
screen: https://ibb.co/B2WFKV7x
it is a game changer
However, it is possible to swap fonts in the SWF file using a tool like JPEXS.
The method is outlined below, but please note that it requires some technical knowledge. If you're unfamiliar with these tools, the process may be difficult.
Additionally, this HUD is designed based on the original fonts for size and positioning, so replacing the fonts may result in unnatural alignment or appearance.
Only proceed if you're sure you really want to change the font.
Steps:
1. Back up the customSurvivalHUD.swf file from the mod's Interface folder.
2. Install a program called JPEXS Free Flash Decompiler, then open the customSurvivalHUD.swf file with it.
3. In the left panel, find and expand the Fonts tab. You’ll see three fonts:
- Roboto Light is used for the current ammo count in the magazine.
- Roboto Regular is used for carried ammo and grenade count.
- Roboto Medium is used for the Needs display.
4. Select the font you want to replace in the left panel, then look for the Embed option in the bottom-right menu. If JPEXS isn’t in full-screen mode, you may need to scroll to find it.
5. Click Embed, and a list of fonts installed on your PC will appear. Choose your desired font, then select Numerals in the lower section and click OK.
6. A confirmation dialog will ask if you want to overwrite—choose Yes to all.
7. Repeat the process for all three fonts, then click the Save (floppy disk) icon in the top-left corner to save the SWF file.
8. Launch the game and check if the fonts have changed correctly.
Additionally, I can provide the original Adobe Animate .fla file used to create the SWF, if needed.
Please feel free to leave another comment if you're comfortable working with Animate.