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TTW tips for UI/HUDs

General modding guides and authoring tutorials.
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H1ms3lf
Posts: 146
Joined: Tue Apr 11, 2017 8:44 pm

TTW tips for UI/HUDs

Post by H1ms3lf » Mon Jul 03, 2017 1:24 am

Making this in case anybody else has the same doubts (c'mon you all have it, I KNOWs!!!) while attempting the madness that is setting up UI/HUDs.


UI/HUDs should likely be the first thing to add after making sure TTW install (ini tweaks and etc) is working right.


Probably going outdated when TTW 3.0 comes, at that point either me but preferably somebody more capable can (SHOULD!) do a 3.0 UI/HUDs setup guide.


This is a general guide, if you're using whatever Mod Manager (MO, FOMM, NMM, manual install, etc), it is assumed you know how to operate your tool accordingly.


Skip what you don't use.

For mods not yet mentioned, I'm waiting until somebody post its info (or you may try and inform how it goes).


DARN UI v4: It adds many files of .xml extension, used for menus structuring.


Project Nevada (PN): DO NOT ALLOW overwriting of files with .xml extension, preserve those from DARN.

PN Extra Options: I didn't check the equipment optional box, and allowed overwrite of pnxeohud.xml which was added by PN anyways.

PN TTW patch: Was only asked to overwtire .nif files (meshes), so those are allowed.


MCM: Allow overwrites to PN files only.[collapsed title=Hidden text]in my case MCM asked to overwrite the following:


PN .xml files -> list_box_template, List, ListRect, MCM, ModList, ModListRect, ModTitleRect, OptionRect, Options, Scale.

PN .dds files -> Arrow, Check0, Check1, Icon, Indicator1, MCM, Meter, MeterArrow.

DO NOT ALLOW it to overwrite the start_menu.xml, that belongs to DARN UI.[/collapsed]


The Weapon Mod Menu: No to overwrites.


Advanced Recon series from Gopher: No to overwrites, follow the guide but ignore the merging.[collapsed title=Hidden text]


If you installed all packs you may do a Merge to reduce plugin count, it requires knowledge about using the plugin merger, reading the merging instructions in the guide, plus renaming BSA's if you're not using MO. YES IT IS A LOT OF WORK. I can attach the merged version and provide extra instructions (after all peeps still gotta download the assets in the nexus), to make it simpler, let me know if that is okay with the rules. Tried to PM Gopher via Discord asking him to upload a merged version, would make lives a lot easier.[/collapsed]


Better Pickup Prompt: No to overwrites.


JIP Improved Recipe Menu: No to overwrites.


JIP Companions Command and Control: No to overwrites.


JIP Selective-Fire: No to overwrites.


JIP Realistic Weapon Overheating: No to overwrites.


Loot Menu: No to overwrites.


One HUD: No to overwrites.

If using DARN UI also install the optional One HUD Darnified Patch: No to overwrites.


Darnified UI - DT and DRI couldn't get this mod to work. Advising to let it out until someone shows proper instructions.


[collapsed title=Hidden text]

It asked me to overwrite DARNs hud_main_menu.xml, and 2 files from PN:

includes_HUDMainMenu.xml and pnxhud.xml

In doubt I denied all overwrites.[/collapsed]


Flashlight NVSE: Allow overwrites only to One HUD, the only file it asked me was flashlight_battery.xml (which is/was from One HUD).



UIO - Guess UIO should be allowed to do as it pleases, but gladly it didn't ask for any overwrite :)



To use a higher detail map for the General DC or Mojave areas (such as for example this or this or this), I suggest doing a manual install, because there is a file you'll likely want to edit:[collapsed title=Hidden text]


Download the mod(s) you wish in nexus, open the package and browse through the textures until you find the map file that you want to use.

DC map is named wasteland_1024_no_map.dds

Mojave map is named wasteland_nv_1024_no_map.dds

Place any or both in your game folder - Data/textures/interface/worldmap

in my case it was: (TIP - right click an image and choose "open in new tab" for increased resolution)


Check in game to see how it is looking, to adjust the map visibility you have to modify brightness and transparency in a menu file, go into Data\menus\main and find the map_menu.xml, open this file and do a search for the word brightness, until you find it under the world map options, YOU MUST EDIT THE VALUES THAT RELATE TO THE WORLD MAP SECTION!! LOOK AT THE PICTURE BELOW!

Right above this brightness is a line that says alpha, increasing it makes the map less transparent.

Try increasing both the alpha and brightness, save and check in game until you find what suits you the best.

In my case I've set alpha to 200 and brightness to 380.





If your mod also came with different icons and you wanna check or use those, place them into the folder: Data\textures\interface\icons\world map



 


[/collapsed]


To find programs that can display and edit *.DDS images, to customize the background image of your pip-boy, or to avoid every other NPC in the game showing the same pip-boy model as you (so long it's not Readius), check this post here.




Counting with the modders and experienced users for tips, contributions and extra info to cover UI/HUDs not included, just provide instructions to where it should go (like anywhere between X and Y), with extra information to further clarify the process if necessary, I'll edit this first post accordingly (or TTW staff may also edit if they wish).


Thanks to all and hope this helps! =]


Compulsive post editor and CEO for the ENDLESS WAVES OF BAD DOGGIE!!

Currently trying to get the FWE Wasteland Explorer bike to work in TTW =X



H1ms3lf
Posts: 146
Joined: Tue Apr 11, 2017 8:44 pm

All seems okay thus far, I

Post by H1ms3lf » Mon Jul 03, 2017 1:31 am

All seems okay thus far, I was really in doubt about One HUD asking to overwrite that pnxhud.xml from Project Nevada, looks like it had some content to include, hope UIO has it sorted out.



Loot Menu is cool for faster paced gaming but no my style, gonna remove it, might try to add that DR and DT to see how it goes.


Compulsive post editor and CEO for the ENDLESS WAVES OF BAD DOGGIE!!

Currently trying to get the FWE Wasteland Explorer bike to work in TTW =X



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