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Ivanish

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Everything posted by Ivanish

  1. EssArrBee, your post made me try a HUD/UI setup without oHUD. Well, that was the root of all my issues. I'd rather have a working HUD than an Immersible and Adjustable one I guess. As to what part of which mod created this mess, I think you guys above have more knowledge. I am surprised that a few of the most common and popular mods could behave this poorly together though. Then again, some of them are 4 years old... Thanks again for your time, guys. I'd love to see someone able to get all the mods I mentioned to work together, maybe GSDFan can do it with his new setup?
  2. Ok, time for an update. Using FOMM or NMM has no impact what so ever on my issues. FOMM might be old, but some of the HUD and UI mods most of us use are 3 or 4 years old now. Load order seem to have a very minimal, I dare say negligible, effect on the previously mentioned problems. What will have immediate and critical impact is the order of which I overwrite/install/activate (call it what you will) the mods I use. My missing compass mentioned previously seem to be quite common with Project Nevada, DARN UI and oHUD (and it's previous three parts) which is obvious by simply making a Google search for e.g "Fallout New Vegas missing compass" or similar. Some users have stated that disabling and enabling the compass in the DUINVSettings.xml have solved their issues. It did not fix mine though. What I did was desperately throwing the files from the DarnUI folder in the Project Nevada optional-folder, overwriting the files created in the whole Unified HUD process. This made my compass come back, but in turn made it impossible for me to use Adjustable HUD to move the objects on my HUD. Depending on what mod(s) overwrites what other mod(s) I can use different parts of the settings in the MCM and I will get different aspects of the HUD elements I want to show to actually be shown. Unified HUD seem to be a rather glorified mod if you ask me, and I'd rather have some help from you guys in tracking down which order I should actually install the mods. I'm even willing to learn a bit about editing the xml-files first hand, since it seems conflicts will be present, no matter what. The order I got so far from reading up on the mods on either their Nexus page or their readmes are: DarnUIProject Nevada (with the DarnUI files)Project Nevada - Extra OptionsMCM (Is this really the right spot for this? oHUD seem to think so, I have no idea)Shilos Pipboy mods (hardly a part of any of my issues IMHO)Selective Fire (this mod seem impervious to issues so far)oHUDFlashlight NVSE (activated after oHUD on recommendations from the author of Flashlight)The Weapon Mod Menu (this mod, like FlashlightNVSE, tells me it wants to be installed late and tells me if I messed up)Unified HUDThis order might be wrong, it might be right or it might be a good start. Simply put there doesn't seem to be enough information to go by to get these mods to work well together. TL;DR: I can get my compass back, but at the cost of the usability of Adjustable HUD. I still cant get CASM with MCM to work properly, most of the MCM settings are useless. The Primary Needs part of oHUD doesn't work at all, even though the menu do show. Several MCM-settings and my HUD (or rather the mxl-files I guess) seem affected by poor integration between these mods, this much is obvious. Thanks again for reading, guys!
  3. I should mention that the idea of using FOMM and keeping the files in the Overwrite was taken from a guide post in the old STEP forums. I can't find the post now, but it was about installing mods that needed to "see" each other, most of those being HUD/UI mods. Not all of the mods I mentioned in my initial post have a menu.xml file, some of them I put in my somewhat experimental Overwrite-mod because they have to do with my HUD, UI or because they caused issues (possibly from bad scripts on the authors behalf) when I installed them in MO. Most of the mods I use are either the common texture packs, the HUD/UI mods mentioned, Nevada Skies or the FOOK-Project Nevada Convergence thingy. The only issues I have seem to be with the HUD and how most of it don't want to show itself! Shy bastards! I have used Mod Organizer extensively with Skyrim and gotten totally spoiled with how easy and smooth it was, so I'm not totally new with MO. Thanks for the answers guys, looking forward to your experiences with your new load order, Thane.
  4. I hope this doesn't just reanimate a dead thread, because for me this is highly current. I have tried to get the more obvious and important HUD mods to play together well in my new FNV play through. Of course I use Mod Organizer as much as possible, keeping a clean install directory is as important as having clean underwear! I use MO for everything other then the annoying HUD mods that need to play together to work well or even at all. For those I use FOMM and leave all the FOMM files in the Overwrite part of MO. In somewhat alphabetical order the HUD mods are: CASM with MCMFlashlight NVSEJIP Selective-FireMTUIoHUDProject NevadaProject Nevada - Extra OptionProject Nevada - Extra Option - MCM fixShilohs Clean Pipboy ScreenShilohs Colour Maps and IconsThe Mod Configuration Menu - MCMMCM bug fixThe Weapon Mod MenuUnified HUD Project I followed the instruction for activation (FOMM uses Activate/Deactivate as wording for installation) of the mods on the oHUD page as follows: For some reason, probably or most definitely 'cause of my own mistakes, I can't get some of the functionality of the mods to work. CASM won't save apart from the set autosave timer (e.g every 5 minutes) and I can't for the life of me get my compass to show, under any circumstances! I think there are other parts that won't work as well, but those are the obvious ones for now. I suspect that Immersive HUD (included in the oHUD package) might be at fault, or something not playing well between it and something else.
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