Neanka has given me permission to re-release DEF_INV and DEF_HUD. I created a combined fomod installer that I hope will streamline the installation process a bit.
IMPORTANT: Neanka is under no obligations to support or monitor the status of this file. I am providing this as-is. If you cannot get it to work, instead of complaining just uninstall and move on.
I am working from memory regarding readme, installation process, FAQ, etc. So for now these things may seem a bit light. I intend to flesh those things out a bit more and will create a FAQ as questions arise.
Bethesda made significant changes to the flash files in the 1.7 updates in preparation for the final DLC — Nuka World, and when Nuka World came out and the game expected to find those changes and didn't (as this mod didn't contain them) it crashed, just like what happened with the 1.4 update and Automatron (because of the Mechanist Lair icon missing from the HUD).
Neanka (the original creator of this mod) has stopped working on the mod and neither me (Old Nick) nor Valdacil have the required skills, so until someone else stepped forward the mod had to remain in its broken state.
Luckily ParasiteX did step forward , thanks to him we now have a working HUD file for 1.7 and Nuka-World, everyone go give him some kudos
I uploaded an extra installer with just ParasiteX's new HUDMenu files, while Nuka-World was still in closed beta, and it fixed the CTDs (thanks to the few DLC beta testers for confirming), but I waited to update the main file in case we got a few more little fixes and updates, which we did
I've now finally updated the main installer with ParasiteX's new HUDMenu files, along with the various other small fixes that have been provided by me (Old Nick), sekoms and ParasiteX again plus some translation files.
If you are missing any of these files, then something isn't installed right and unexpected results are likely to occur.
Q: OMG!! OMG!! I have a problem. What do I do now?
Spoiler:
Show
A: First, don't post a single statement of 'Your mod doesn't work." That doesn't even begin to give enough information for anyone to help you and only serves to frustrate and anger mod authors. The following tips are useful for ANY mod bug report, not just DEF_UI.
Useful pieces of information: 1) What is the nature of your problem? Screen doesn't look right, CTD, flying pigs attacking your settlement? Provide something descriptive.
2) What were you doing in the game when the problem occurred? Also known as Steps to Reproduce. Most of the time mod authors can't fix a problem if they cannot identify the cause which usually requires them to reproduce the problem. Knowing what you are doing when the problem occurred helps them to try to reproduce the problem or at least know what game interactions were occurring at the time.
3) Screenshot. Most people don't do a great job fully describing in detail what their problem is and some describe expected behavior as a problem. You know what they say: A picture is worth a thousand words. Use Imgur to post screenshots if you don't already have a similar service. Imgur is completely free, takes a few seconds to setup, take a few more to upload the screenshots, then gives you a nice short URL you can share with the author so they can see what you see.
4) Your load order. This tells the author what other mods you have loaded (some of them may have known issues) and in what order they are loaded (so conflict winner/losers can be identified). In extreme cases, an author can even load the same mods as you to try to reproduce the problem (what a nice author that would be... they definitely deserve a donation). When you do post your load order, don't just dump your load order into the discussion thread. Wrap it in tags. Right before pasting the load order, put a [ spoiler ] (without spaces) tag, and immediately following put a [ /spoiler ] (without spaces) tag. This condenses the load order so everyone doesn't have to scroll past it to see other comments just like this FAQ.
Q: The top bar is missing in workshop mode. How do I get it back?
Spoiler:
Show
This will happen if you are not on game patch 1.4.x or later (see minimum game version FAQ above). Update your game patch.
Q: I am using VIS and have icons instead of tags for most items except armor pieces (ArmL, ArmR, Chest, LegL, LegR). Those show both icon and tag. How do I show just the icon?
Spoiler:
Show
This is default behavior for these pieces. A lot of people had trouble determining that the icon was and wanted to see both. You can change this behavior in the file data\interface\DEF_CONF\DEF_INV_TAGS.xml. Modify the line for these items to change the 'hidetags' property to 'true'.
Q: Some UI elements show a $ symbol (like $DPS, $Time, etc).
Spoiler:
Show
There are 2 possible causes: 1) You have not properly setup ArchiveInvalidation. Follow this guide. 2) You are missing your translate file (see FAQ question above regarding required files.
Q: Pipboy font is small after modifying settings using Settings.swf.
Spoiler:
Show
Open data\interface\DEF_CONF\DEF_INV.xml with Notepad (or Notepad++ is better) and set the font size to 23.
Q: The game crashes near the Mechanist's Lair if I have Automotron DLC and DEF_UI.
Spoiler:
Show
Update to the latest version of DEF_UI. This has been fixed.
Q: I opened an existing HUD preset in HUDMenuSet.exe from 1.3.0+ but still can't see/move the effects icon bar (Survival Mode Effects Bar).
Spoiler:
Show
Open your DEF_HUD.xml and replace the HUDActiveEffectsWidget_mc section with the following code. If the below section doesn't exist, paste the below code in on the line right BEFORE the </HUD> tag:
Save and close. Run HUDMenuSet.exe and you should see and be able to move the effects icon bar.
Q: I get a momentary slowdown switching tabs in Pipboy.
Spoiler:
Show
This has been brought up quite a few times (scroll back a few pages and I'm sure you'll find posts)... I'll speak to this one more time. DEF_INV has 2 main features for inventory: tag replacement with icons and rollups. Both features require parsing the text of every inventory item to determine whether that item needs an icon and/or should be in a rollup. There is a non-zero impact on processing load for every regex transaction. Nature of the beast, nothing can be done about it.
Therefore, if your PC is not very powerful, that processing load can cause a slowdown when switching tabs (which cause DEF_UI to calculate all the items on that tab). Additionally, since it has to parse every item in your inventory, having an excessively large number of items in your inventory can amplify the effect.
Now personally, I've never experienced any noticeable slowdown in the pipboy. I have a decent rig and limit my inventory to only what I need, not carrying around extra items. If you are getting a slowdown and if you don't have a large number of inventory items, then you basically have 2 choices: 1) upgrade your computer or 2) don't use DEF_UI... (or 3) live with the slight hiccup).
In BSA Browser > File > Open Archive > select Fallout4 - Interface.ba2
Scroll down to the interface\Translate_xx.txt files
Extract the Translate_xx.txt file for your language from Fallout4 - Interface.ba2 into Data\Interface\
Copy the last 11 lines (starting with the $vwt line and ending with the $gtime line) from the DEF_UI version of the file that you renamed, and paste them at the end of the file you just extracted, and save it.
You can delete the old renamed file if you like
NOTE: Copied and updated instructions from 2016-05-01 post so that post (with comments) can be unpinned.
Don't see how that is related to this mod since this specific mod is just an interface mods (.swf files). Never experienced that before so you have something wrong on your mod loadout or configuration.
restart the playthrough, this time i switch back to use awkcr, stop neo and eco, reinstall vis. no ctd. maybe mis-installation in past, or something not working well neo and eco
AWKCR is your issue. You have mods that rely on it... they are many, they are hidden requirements too. AWKCR is an old framework with a buttload of moving parts in it. Eco and Neo are better for newer builds. There are also AWKCR patch mods that will likely reduce your CTD should you try again. If you have an old Pipboy replacer... it is likely AWKCR, and that was why you CTD... it was missing the required mod.
Seriously... ECO, NEO, LEO.... will replace Armorsmith, AWKCR, Crafting benches, and a whole lot of other bloat mods. I got rid of AWKCR and reduced my mod count by over 20 plugins. DEF_UI is most def, not your issue.
That's impossible. Problem is on your end/configuration, not with the mod. Over a million unique downloads and it hasn't 'broke my hame' for anyone else.
I need help..I did everything to make my custom HUD, saved file properly, but still in game i see Vanilla HUD..When opening "HUDMenuSet" I see the HUD that i made and saved. But in the game id doesnt show up. I dont have any other mods for Inv or Hud
First off, sorry about this one. I know it's similar to several other problems I've seen on the mod page comments, but it seems a bit different to my eyes and didn't see any solutions so far.
Having a bit of trouble with DEF_INV. One of the rollups is not showing up. I've got a magazine in my inventory but the collectables rollup is not visible when I look at the pipboy inventory screen. When I go to get something from another inventory (trade windows) I can see the magazine, but no magazines when looking at the pipboy. As far as I can tell, it's the only rollup that is missing from the pipboy. So it's not a game-breaking bug, just annoying.
I don't know a thing about regex, but I glanced at lyrConfig and the rollup seems to be there. I haven't messed with it other than just opening it up in a text editor to glance at it.
As far as I can tell the only mods that should be affecting my pipboy inventory are Valdacil's Item Sorting and DEF_INV.
Anyone have any clues where I should look to solve this problem?
You probably have another mod in conflict which is editing the magazines and they don't have the correct tag. Move VIS to the bottom of your load order.
Thank you for the reply, especially since I know you've given that response hundreds of times before.
Wouldn't they just show up outside the rollup in that case? I've checked in FO4Edit and nothing else seems to be changing the names. Yet if I make a test plugin and change two individual magazine names, one with no tag and the other with the tag (Settings) the collectable rollup shows up again with all the unmodified by the test plugin magazines in it.
Did a bit more testing with just VIS and DEF_INV loaded as the only plugins. The results of which just baffle me and convince me that there is something wonky going on with my setup. If I open my pipboy inventory on the weapons tab and over to misc there is no collectables rollup. If I open my pipboy inventory on the misc tab there is a collectables rollup. Knowing that at least lets me get around no being able to drop them if I need to, so putting this in the 'good enough' solution column.
It works, but you'll see vanilla Fallout 4 icons where FOL has bespoke icons (cap icons in the store UI, Vault Boy when a limb breaks, Vault Doors in place of Pindar Stations).
DEF_UI crafted by Neanka, who deserves all of the credit, I just packaged, released and supported it on their behalf for a while. While I've provided some translations and .xml updates in the past, all mechanical workings have been Neanka's work (and a few awesome contributors over the years). I don't know Neanka's status at this time, but there certainly won't be any compatibility updates for FOL from me... I honestly wouldn't even know where to start.
Search the Nexus. I've found a couple of .pdf downloads with the iconimage + iconname mappings as downloads here on the Nexus. You'll want to make sure you get the one for the icon pack you are using if you are using a icon back other than the one that comes with DEF_UI.
Hi, First of all: Thanks or all this great work! Completely overwhelmed by this community. I'm an absolute newbie - new in playing Fallout 4 (PC) since three weeks and just started to understand mods. Therefore I'm a little bit confused - to much info, too many abbreviations. So I'm hoping for an answer like "You have to press the huge button, silly!" What I did so far: Installed vortex with F4SE and DEF_UI. Followed the instructions trying to use defaults for the first run (Interface: DEF_HUD + DEF_INV, language, screen ratio, Standalone HUDFramework, no display components, Vanilla HUD, no sorting mod), created my HUD with HUDMenuSet.exe and saved it. So the "Data\interface\" folder looks fine (for me). But running F4 i can't see any differences on the UI/HUD. I can check F4SE is running by using the console and "getf4seversion". Can I check somehow, DEF_UI has loaded correctly, e.g. in the console? Thx in advance and sorry for asking newbie questions.
I'm not sure what you mean by "Standalone HUDFramework". Does that mean you chose the option saying you don't have HUDFramework? If so, that is the right option if DEF_UI is all you have installed. When you used HUDMenuSet.exe, did you remember to hit Ctrl+S to save it and save it to the correct folder? Did you let Vortex overwrite the file when it deployed your mods again?
By "Standalone HUDFramework" I ment the option "HUDFramework / Standalone (Preset)". The option "With HUDFramework 1.0f" makes no difference. No changes on the HUD. Yes, I saved DEF_HUD.xml in the DEF_CONF folder (default). What is working is DEV_INV, at leat I see a difference. Just to be sure: A "Fallout 4 Downgrader" is not needed any more, right? I have screen ratio 21:9 - any known issues? Thx.
5586 comments
IMPORTANT: Neanka is under no obligations to support or monitor the status of this file. I am providing this as-is. If you cannot get it to work, instead of complaining just uninstall and move on.
I am working from memory regarding readme, installation process, FAQ, etc. So for now these things may seem a bit light. I intend to flesh those things out a bit more and will create a FAQ as questions arise.
Bethesda made significant changes to the flash files in the 1.7 updates in preparation for the final DLC — Nuka World, and when Nuka World came out and the game expected to find those changes and didn't (as this mod didn't contain them) it crashed, just like what happened with the 1.4 update and Automatron (because of the Mechanist Lair icon missing from the HUD).
Neanka (the original creator of this mod) has stopped working on the mod and neither me (Old Nick) nor Valdacil have the required skills, so until someone else stepped forward the mod had to remain in its broken state.
Luckily ParasiteX did step forward , thanks to him we now have a working HUD file for 1.7 and Nuka-World, everyone go give him some kudos
I uploaded an extra installer with just ParasiteX's new HUDMenu files, while Nuka-World was still in closed beta, and it fixed the CTDs (thanks to the few DLC beta testers for confirming), but I waited to update the main file in case we got a few more little fixes and updates, which we did
I've now finally updated the main installer with ParasiteX's new HUDMenu files, along with the various other small fixes that have been provided by me (Old Nick), sekoms and ParasiteX again plus some translation files.
Q: What is the minimum game update that DEF_UI works with?
Q: Something isn't working. How do I know if I am missing any required files?
- Data\interface\HUDMenu.swf
- Data\interface\iconlibs2.swf
- Data\interface\DEF_CONF\DEF_HUD.xml
- Data\interface\DEF_CONF\DEF_INV.xml
- Data\interface\DEF_CONF\DEF_INV_TAGS.xml
DEF_INV requires:
- Data\interface\BarterMenu.swf
- Data\interface\ContainerMenu.swf
- Data\interface\CustomFonts.swf
- Data\interface\ExamineConfirmMenu.swf
- Data\interface\ExamineMenu.swf
- Data\interface\iconslibs2.swf
- Data\interface\lyrConf.xml
- Data\interface\Pipboy_InvPage.swf
- Data\interface\PipboyMenu.swf
- Data\interface\translate_xx.txt (where xx is your language code, eg: en, de, fr, etc)
- Data\interface\Workshop.swf
- Data\interface\DEF_CONF\DEF_INV_TABS.xml
- Data\interface\DEF_CONF\DEF_INV_TAGS.xml
If you are missing any of these files, then something isn't installed right and unexpected results are likely to occur.
Q: OMG!! OMG!! I have a problem. What do I do now?
Useful pieces of information:
1) What is the nature of your problem? Screen doesn't look right, CTD, flying pigs attacking your settlement? Provide something descriptive.
2) What were you doing in the game when the problem occurred? Also known as Steps to Reproduce. Most of the time mod authors can't fix a problem if they cannot identify the cause which usually requires them to reproduce the problem. Knowing what you are doing when the problem occurred helps them to try to reproduce the problem or at least know what game interactions were occurring at the time.
3) Screenshot. Most people don't do a great job fully describing in detail what their problem is and some describe expected behavior as a problem. You know what they say: A picture is worth a thousand words. Use Imgur to post screenshots if you don't already have a similar service. Imgur is completely free, takes a few seconds to setup, take a few more to upload the screenshots, then gives you a nice short URL you can share with the author so they can see what you see.
4) Your load order. This tells the author what other mods you have loaded (some of them may have known issues) and in what order they are loaded (so conflict winner/losers can be identified). In extreme cases, an author can even load the same mods as you to try to reproduce the problem (what a nice author that would be... they definitely deserve a donation). When you do post your load order, don't just dump your load order into the discussion thread. Wrap it in tags. Right before pasting the load order, put a [ spoiler ] (without spaces) tag, and immediately following put a [ /spoiler ] (without spaces) tag. This condenses the load order so everyone doesn't have to scroll past it to see other comments just like this FAQ.
Q: The top bar is missing in workshop mode. How do I get it back?
Q: I am using VIS and have icons instead of tags for most items except armor pieces (ArmL, ArmR, Chest, LegL, LegR). Those show both icon and tag. How do I show just the icon?
Q: Some UI elements show a $ symbol (like $DPS, $Time, etc).
1) You have not properly setup ArchiveInvalidation. Follow this guide.
2) You are missing your translate file (see FAQ question above regarding required files.
Q: Pipboy font is small after modifying settings using Settings.swf.
Q: The game crashes near the Mechanist's Lair if I have Automotron DLC and DEF_UI.
Q: I opened an existing HUD preset in HUDMenuSet.exe from 1.3.0+ but still can't see/move the effects icon bar (Survival Mode Effects Bar).
<FatigueWarning_mc>
<x>-256.55</x>
<y>-46</y>
<scaleX>1</scaleX>
<scaleY>1</scaleY>
<flags>255</flags>
<color>0xFFFFFF</color>
<color2>0xFFFFFF</color2>
<rotation>0</rotation>
<parname>RightMeters_mc</parname>
<defx>-256.55</defx>
<defy>-46</defy>
</FatigueWarning_mc>
<HUDActiveEffectsWidget_mc>
<x>-30</x>
<y>-22</y>
<scaleX>1</scaleX>
<scaleY>1</scaleY>
<flags>255</flags>
<color>0xFFFFFF</color>
<color2>0xFFFFFF</color2>
<rotation>0</rotation>
<parname>RightMeters_mc</parname>
<defx>-30</defx>
<defy>-22</defy>
</HUDActiveEffectsWidget_mc>
Save and close. Run HUDMenuSet.exe and you should see and be able to move the effects icon bar.
Q: I get a momentary slowdown switching tabs in Pipboy.
Therefore, if your PC is not very powerful, that processing load can cause a slowdown when switching tabs (which cause DEF_UI to calculate all the items on that tab). Additionally, since it has to parse every item in your inventory, having an excessively large number of items in your inventory can amplify the effect.
Now personally, I've never experienced any noticeable slowdown in the pipboy. I have a decent rig and limit my inventory to only what I need, not carrying around extra items. If you are getting a slowdown and if you don't have a large number of inventory items, then you basically have 2 choices: 1) upgrade your computer or 2) don't use DEF_UI... (or 3) live with the slight hiccup).
Tutorials
Installing VIS and DEF_UI by Gopher
Customizing DEF_UI written by Valdacil
Quit Screwing With My Interface by yatz - This guide goes over updating mods for 1.5 game patch
Clean HUD by TheDrunkKnight
Unobtrusive Interface by stabcops
Organized Simple HUD by kaimar
Commonwealth Commonsense by kirkonacid
Ergonomic HUD by aselnor
Scavver's HUD by Horus5
Pleasant_DEF_HUD by osmhoze
Smiths' HUD Pre-set by jsmith256
Yatz UI Presets by Yatz
QBITs Small HUD Preset by QBit71
HUD Redefined 2 by maudkon
Minimalistic HUD by maudkon
DarkWolf's Simplistic UI by DarkWolfModding
Heaven HUD Widescreen by ashismyname
Simple Immersive HUD by Canilobo
Small PC User Interface by Henke100
Survival UI by Nostalgiamate
SKY DEF_UI Preset by wehrberus
Reav's Centralized FPS by Reavenant
Out of Sight Out of Mind by Tarew
Creed HUD by DatGuyCreed
twizz0r's 16x10 DEF_UI HUD by twizz0r
Big N' Juicy HUD by WavySafe
Patches/Tweaks
Update ICONSLIB2.swf by omega9380
DEF_UI Pipboy Controller Support Tweak by ngliii74
find this strings
https://yadi.sk/i/z9vArx3UsA4gU
and replace it with
http://pastebin.com/ycFMahTp
here is result
https://yadi.sk/i/S_ynbUfysA4wh
https://yadi.sk/i/LtiocFeYsA5Pu
how to rebind "Back" button for close rollups from spacebar to any free button
https://yadi.sk/i/uCEJBVoxs5eLo
how to change key binding
https://yadi.sk/i/NBnvcrRCs5eQZ
how to add your own icons (make custom icons library) into def_ui
NOTE: Copied and updated instructions from 2016-05-01 post so that post (with comments) can be unpinned.
when picking up pipboy on starting zone, game ctd.
make a save b4 pick up the pipboy. disable this mod, continue the saved game, no ctd.
when try open pipboy, ctd.
disabled this, can open pipboy no issue.
i did a cheat through console command to level up player to like level 90 b4 picking up that pipboy, if maybe this related.
no ctd.
maybe mis-installation in past, or something not working well neo and eco
You have mods that rely on it... they are many, they are hidden requirements too.
AWKCR is an old framework with a buttload of moving parts in it.
Eco and Neo are better for newer builds. There are also AWKCR patch mods that will likely reduce your CTD should you try again. If you have an old Pipboy replacer... it is likely AWKCR, and that was why you CTD... it was missing the required mod.
Seriously... ECO, NEO, LEO.... will replace Armorsmith, AWKCR, Crafting benches, and a whole lot of other bloat mods. I got rid of AWKCR and reduced my mod count by over 20 plugins. DEF_UI is most def, not your issue.
I dont have any other mods for Inv or Hud
All dood. Found the problem
Having a bit of trouble with DEF_INV. One of the rollups is not showing up. I've got a magazine in my inventory but the collectables rollup is not visible when I look at the pipboy inventory screen. When I go to get something from another inventory (trade windows) I can see the magazine, but no magazines when looking at the pipboy. As far as I can tell, it's the only rollup that is missing from the pipboy. So it's not a game-breaking bug, just annoying.
I don't know a thing about regex, but I glanced at lyrConfig and the rollup seems to be there. I haven't messed with it other than just opening it up in a text editor to glance at it.
As far as I can tell the only mods that should be affecting my pipboy inventory are Valdacil's Item Sorting and DEF_INV.
Anyone have any clues where I should look to solve this problem?
Wouldn't they just show up outside the rollup in that case? I've checked in FO4Edit and nothing else seems to be changing the names. Yet if I
make a test plugin and change two individual magazine names, one with no tag and the other with the tag (Settings) the collectable rollup shows
up again with all the unmodified by the test plugin magazines in it.
Did a bit more testing with just VIS and DEF_INV loaded as the only plugins. The results of which just baffle me and convince me that there is something wonky going on with my setup. If I open my pipboy inventory on the weapons tab and over to misc there is no collectables rollup. If I open my pipboy inventory on the misc tab there is a collectables rollup. Knowing that at least lets me get around no being able to drop them if I need to, so putting this in the 'good enough' solution column.
Hopefully it will at some point!
EDIT: I think this is the one I'm using. And also the icon pack it references (overwrite the one from DEF_UI): https://www.nexusmods.com/fallout4/mods/38692
after i followed the mods download instructions the game would not launch
First of all: Thanks or all this great work! Completely overwhelmed by this community.
I'm an absolute newbie - new in playing Fallout 4 (PC) since three weeks and just started to understand mods. Therefore I'm a little bit confused - to much info, too many abbreviations. So I'm hoping for an answer like "You have to press the huge button, silly!"
What I did so far: Installed vortex with F4SE and DEF_UI. Followed the instructions trying to use defaults for the first run (Interface: DEF_HUD + DEF_INV, language, screen ratio, Standalone HUDFramework, no display components, Vanilla HUD, no sorting mod), created my HUD with HUDMenuSet.exe and saved it. So the "Data\interface\" folder looks fine (for me). But running F4 i can't see any differences on the UI/HUD. I can check F4SE is running by using the console and "getf4seversion". Can I check somehow, DEF_UI has loaded correctly, e.g. in the console?
Thx in advance and sorry for asking newbie questions.
What is working is DEV_INV, at leat I see a difference.
Just to be sure: A "Fallout 4 Downgrader" is not needed any more, right?
I have screen ratio 21:9 - any known issues?
Thx.