Jump to content
  • 0
GSDFan

UIO and Mod Organizer

Question

After many iterations I believe I have laid the groundwork for a successful install of the UI mods in Mod Organizer (MO) with UI Organizer (UIO).

 

When Using MO as your mod manager it was not easy to install UI/HUD mods without the use of third party tools, which added a layer of complexity to the process of installing UI/Hud mods. Mod Organizers mod isolation feature prevented a mod being installed from seeing other mods that are required and some mods refused to even install due to not being handled properly, necessitating the use of FOMM to install UI mods as one big mod. MO has matured to the point where the mods I tried below installed without error and they will see other mods when being installed.

 

With the advent of UIO, the final obstacle to a working HUD in Fallout New Vegas has been removed. UIO does in MO what Unified hud did in Nexus Mod manager. UIO is a NVSE mod that dynamically creates the required Hud extensions at game launch allowing you to add, remove or change the order of UI hud mods in the priority order of MO.

 

We are still held to the MO last file wins rule though for a properly working setup. The list below can be used as a starting point for installing the mods you need. It is not an all-inclusive list and you can add mods to it or remove the ones you do not want. The way the list is ordered will give a working setup. If you find an element not working, look for the conflicts in the MO info pane and move your mods accordingly.

 

The following process will require that the overwrite folder be empty of all files and folders and unless otherwise stated the mods are installed via MO install. FOMM will be noted when needed and will require a FOMM reset, which is outlined below.

 

Important note, you can install UIO now, but do not enable the mod until you have finished installing your UI mods. This will prevent certain files from being changed or removed if you like to test while installing mods.

 

[spoiler=FOMM Reset]

If you have used FOMM before you need to do this reset to prevent any accidental removal of files if reactivate or deactivate is pressed.

  • Start FOMM from MO and select Fallout New Vegas as the game to manage.
  • In the main window. Click the settings button.
  • In the settings window click on the Fallout New Vegas tab.
    • Look for the Install info line and make note of the path to the Install info folder or you can copy it to the clipboard.
    • If your NMM install points to this you may want to change the location of this folder.
  • Close out of FOMM so it is no longer running form MO.
  • In Windows file explorer either navigate to the install info folder or paste the path in the address bar and press enter to go there.
  • Once in the Install info folder delete any files and folders that are there and close the window.

The reset is done. The next time FOMM is run it will inform you that it needs to upgrade some files. This is OK to do as we are treating this as a onetime install for the selected mod. The reset needs to be done before any FOMM installed mods.

 

 

 

 

[spoiler=The Mods List]

  • DUINV. DarnUI mod needs to be installed so other mods can detect it. For you TTW fans, Darnui ttw 2.4 is working in this setup.
  • FPSWeaponWheel.
  • Shilo Clean Pipboy screen. You will need to select MTUI or DUINV on the Advanced Options section of the install window.Note that at this time I have not been able to run MTUI, I get infinite main menu on a new game.
  • Shiloh DS - Color Survival Map & Icons.
  • Advanced Recon Trap Detection.
  • Advanced Recon Thermal Nightvision.
  • Advanced Recon armor stealth gear
  • JIP Selective-Fire
  • JIP Realistic Weapon Overheating
  • JIP Companions Command & Control
  • Project Nevada and Project Nevada extra options. FOMM Install. Do the FOMM reset if not done. Both of these mods need to be installed with FOMM. Project Nevada extra options will not install the Cyberware option if it does not see the core mods and it will not in MO. PN provides its own MCM menu system so it needs to be installed early to let the Mod Configuration Menu mod to override it. When finished make a mod out of the over write folder. Name it appropriately.
  • The Mod Configuration Menu, MCM. This mod needs and will detect NVSE.
  • If installing FOOK install it here. See the note on the FOOK description page about the Project Nevada Equipment Module.
  • The Weapon Mod Menu. This needs to see NVSE and will when it is installed. This works with the MO install and detects NVSE.
  • Move Darnified UI to the highest priority at this time.
  • One Hud. FOMM Reset. FOMM install. Upon activation it will detect DUINV, MTUI or Vanilla. It also saw the Powered power Armor mod and installed the PPA files. Create a mod out of the overwrite folder.
  • Flashlight NVSE. FOMM Reset. FOMM install. This needs to be installed with FOMM to detect NVSE and the MCM mod. It also needs to be installed after oHUD as the flashlight_battery.xml file in oHUD is outdated for the current version FlashlightNVSE. Make a mod out of the overwrite folder and activate.
  • Enable UIO.

With the exception of FlashlightNVSE, OneHUD should be the last UI mod installed. Start the game and enjoy. Don’t forget to press the “I†button to see the HUD elements.

 

 

 

[spoiler=Mods not working and still under investigation]MTUI

 

 

 

I hope that this helps others in setting up your UI in Fallout New Vegas. If you have any other mod success / fail stories please add them to this post.

 

Share this post


Link to post
Share on other sites

Recommended Posts

  • 0

So the goal for the FOMM Reset is to stop the includes_*.xml and hud_main_menu.xml files from getting replaced during installation?

 

Gribbles mentioned that he just installed everything manually by deleting the install script. That lets mod isolation go about it's regular process. Not sure if that is easier because you have to extract the .fomod then delete the install script. It does seem like this plays better with MO, but it still isn't a very elegant solution.

Share this post


Link to post
Share on other sites
  • 0

The fomod reset is to prevent the accidental use of the reactivate and deactivate buttons while installing the mods. They would remove the highest priority files in any active mod in the left pane. It is not needed, it is just a precaution.

 

As for removing the install script that can be done for some of the mods like NVSE, but you do not want to do it for mods that need to make decisions on what to install, like oHUD and Project Nevada.

Share this post


Link to post
Share on other sites
  • 0

I'm thinking that it is only needed to reset FOMM if you are going to uninstall or add new mods to the UI stuff. If you just install it once in the correct order and leave it be then it should be fine without any reset.

Share this post


Link to post
Share on other sites
  • 0

You are probably right. I ran into issues when I was doing this and the reset helped.

Share this post


Link to post
Share on other sites
  • 0

hmm...

 

I thought I would give this method a try since my attempts to do it without using FOMM left me without two very important aspects:

1) none of the items from iHUD's Extras, such as the resistances, clock, etc. were showing up and the MCM page for those things show everything selected but I am unable to make changes to those things or show them so as to move them.

2) depending on where I set those mods in my MO priority, DarnUi shows as being active in the HUD but not in the start menu and needing to be repaired for MCM to appear correctly. The actual DarnUI changes to fonts etc. are all there, just the DarnUI option in the menu.

 

So... I tried this method, except for the parts about the mods I don't have, like JIP mods or FOOK. I will look at using those later.

Followed every step as described and the end result is exactly the same as it was before. The main change now is no matter how I reorder them, Darn is always out of whack.

 

To be clear I deleted all the "installed" mods in MO so as to start from a clean vanilla base. DarnUI by itself works fine with no errors. Moving step-by-step through this gives me, as far as I can see, exactly the same result as not using FOMM. Unfortunately both ways don't give me the full package.

Share this post


Link to post
Share on other sites
  • 0

The UI install is very tenuous in MO and if I remember correctly NMM also. When installing in MO the files with the highest priority will get modified and even erased. The start_menu.xml in DUIs menus options got deleted or modified somehow that DUI got removed from the start menu portion. You may need to reinstall DarnUI after all mods are installed. If that does not fix it, remove both DUI and oHUD, Reinstall DUI and then oHUD or vise versa. Do not just disable and move them and activate them, the files need to be rebuilt when installed.

Share this post


Link to post
Share on other sites
  • 0

I thought I would strip this down to the bare minimum and investigate, so this is where I'm at.

 

All mods removed and only trying to get the 'Extra elements' from oHUD to show and be functional.

 

  • Install DarnUINV. This is easy to do manually from MO and everything displays as expected with no error messages.
  • Install MCM. As you point out this must be done from FOMM as the start_menu.xml from Darn needs to be read and modified to display properly. Activate it from FOMM and then create a mod from the 'Overwrite' folder within MO. Perfect. All elements still showing correctly.
  • Install oHUD. This is where the errors are. Either from MO alone or by using FOMM to activate it, none of the 'Extra elements' are shown.

 

The MCM pages for that part of the mod show all the options ticked but I can't untick them or even force MCM to show those elements. The pages themselves appear to accept input. The colour of the specific elements change to highlighted and there is the audible feedback upon clicking but nothing happens.

The 'Extra HUD -- Show/Move page has all the options checked but input is impossible.

The iHUD : Extra HUD pages do allow input but nothing shows on screen.

 

So with just three mods install, DarnUI, MCM & oHUD, none of the extra elements such as the clock, resistances, primary needs, encumberance, etc. are visible.

 

I just noticed another user has also posted the same thing on the oHUD Nexus page.

 

May I ask, are you using the FalloutNV Ultimate Edition? I can't see how that would make a difference but I am looking for anything different between our setups at this stage.

Edited by GrantSP

Share this post


Link to post
Share on other sites
  • 0

Sound like you haven't updated to 1.1.

Which mod are you referring to? All the mods are freshly downloaded.

 

Just to test a theory I downloaded Primary Needs and installed that. Everything shows perfectly and all elements are visible both on the HUD and in the MCM. Something is screwy with Gopher's combo mod. At least it is when I do it. ;(

Share this post


Link to post
Share on other sites
  • 0

I can't say what is going on. I get this to work even without UIO. You can try the following to make a customization file. This is for UIO 1.10

 

If I am reading the UIO instructions right.

In the UIO mod open the folder ..datauiopublic.Create a plain text file oHUD.txt.Open that file, paste the two lines below and save.aHUDaHUD.xml:HUDMainMenutrue

 

The instructions on that page show double colons, but I read in the comments to use single colon. If the single does not work try the double.

Share this post


Link to post
Share on other sites
  • 0

Yep. definitely something screwy with the oHUD package.

I just downloaded the three separate mods, iHUD, aHUD & Primary Needs. Using FOMM I activated all three and allowed them to update the xml files as needed. Exited FOMM and created a mod I called 'Gopher's UI mods' from the files in the overwrite folder and activated it from within MO. Started the game and everything is on screen and can be toggled, moved or otherwise fiddled with.

 

The upshot for me is: while the oHUD package was formulated to reduce three mods down to one, installing those three in FOMM and creating one mod in MO does exactly the same thing. Using FOMM though does go against my previously stated stance of reducing the necessity of extra tools during installation. I guess I need to fetch myself a couple of helpings of humble pie.

 

EDIT:

Idiot. It doesn't do the same thing at all. Only one mod installed but there are still the three separate plugins in the load order.

Edited by GrantSP

Share this post


Link to post
Share on other sites
  • 0

Your issue sounds like something that was a problem we all had with UIO 1.0. Make sure you have 1.1.

Share this post


Link to post
Share on other sites
  • 0

I can't say what is going on. I get this to work even without UIO. You can try the following to make a customization file. This is for UIO 1.10

 

If I am reading the UIO instructions right.

In the UIO mod open the folder ..datauiopublic.Create a plain text file oHUD.txt.Open that file, paste the two lines below and save.aHUDaHUD.xml:HUDMainMenutrue

 

The instructions on that page show double colons, but I read in the comments to use single colon. If the single does not work try the double.

ninja'd

 

 

Ahh... I see you are referring to the UIO version. Yeah all up to date. Those latter postings were without UIO as I wanted to see if the bare minimum would display before using that to add in the other UI stuff. Thanks for that. Now I know where my setup stands I'll give the other stuff a crack.

Share this post


Link to post
Share on other sites
  • 0

Ok, with the exception of FOOK (I'll look at that installation after playing FalloutNV for a while), everything is installed and working as you would expect.

The only changes I made to the above installation steps are:

 

  • Instead or oHUD I have the three original mods. (I'll need to look into this more as I still have two more plugins in my load than I need.)
  • After everything was done I needed to re-install DarnUI to fix the "Not in the start menu" problem.

I take it the empty menu folders generated in the overwrite folder after each start are from UIO? 

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Similar Content

    • By Reize12
      Hello,
      I am currently modding New Vegas and using the current STEP NV guide (not fear and loathing). I've installed almost everything exactly as specified in the guide with a few deviations mainly involving armor and body mods (I'm using Type4 instead or Type3) and I installed New Vegas Redesigned 3 Revised over FCO and did not install it's attendant mods (last few edits, bug fixes).
      The issue I am experiencing is with the Altitude weather mod. With the mod installed the New Vegas strip looks like for lack of a better word, a super nova. From the outside and inside it is so bright it is almost white. If i disable Altitude it looks normal. I not sure what settings or conflicting mods could be causing this. I am not using an ENB or any kind of visual effects except what the guide has in it. The mod page on the nexus has a sticky telling people to enable full dynamic range and calibrate their monitors if they have brightness issues. I have done both and it has not made any difference I can see. Any advice you have would be greatly appreciated, otherwise I may have to ditch the mod which would be a shame as it looks fantastic everywhere else in game.
      Thank you for taking the time to read this post.
      Here are some screenshots for reference
      https://ibb.co/L14t1vQ  With Altitude
      https://ibb.co/K6ygkCt  Without Altitude
    • By Mkchief34
      I recently installed the latest Wyre Bash update, 310 Beta 1. I installed it because whenever I would try to save my Bashed Patch esp for Fallout: New Vegas, I would get this particular error message, and the patch itself does not save.
      "< not supported between instances of 'nonetype' and 'int'".
      It would also not register the masters for the patch in the screen section  beside the load order. I have reinstalled Wyre Bash, I have also deleted the previous patch (Which also had the same error), and I don't know what else to do in this case. U have some coding knowledge, but I think it won't help here.
      What should I do? I have attached a screenshot below of the error messsage itself and how no masters show up in the section for them in the GUI.

    • By sheson
      This is a beta of [FNV|FO3|FO4|FO4VR|TES5|SSE|TES5VR|ENDERAL|ENDERALSE]LODGen/Edit with terrain LOD meshes and textures generation.
      This is for experienced mod authors and users that know how to use xEdit, xLODGen or DynDOLOD already.
      Installation and Setup
      Download
      xLODGen beta 93 - based on 4.1.4b
      Unzip into a dedicated folder outside of any Steam, game or mod manager folders or special Windows folders like Program Files.
      Rename xLODGen.exe to [game mode]LODGen.exe (TES5LODGen.exe for example) or start with command line parameter -fnv, -fo3, -fo4, -fo4vr, -tes5, tes5vr, -sse, -enderal, -enderalse
      Use -o:"c:\OutputPath\" command line parameter to change where files are generated to, default is the game folder.
      Do not generate into any game or any mod manager folders.
      Requirements
      Microsoft Visual C++ Redistributable for Visual Studio 2015, 2017 and 2019 - Required by LODGen.exe/LODGenx64.exe and Texconv.exe/Texconvx64.exe. Get matching platform x86/x64 depending on which xLODGen.exe (x86) or xLODGenx64.exe (x64) is used.
      RTFM and Share Results
      See the included Skyrim-Occlusion-Readme.txt for a brief explanation of the Skyrim TVDT Occlusion data generation. Read the hints that are shown when the mouse pointer rests on a setting. Ask specific questions or give feedback in the dedicated Skyrim TVDT - Occlusion Data thread.
      See the included Terrain-LOD-Readme.txt for a brief explanation of the settings for terrain LOD generation. Read the hints that are shown when the mouse pointer rests on a setting. Ask specific questions about terrain LOD in this thread for a more in-depth explanation if required and share feedback (with screenshots) about results or problems.
      These tools generate LOD meshes and textures "exactly" like CK, but not like the meshes and textures which are shipping with the games (they are often manually edited).
      However, these tools provide more options and higher resolutions (use the x64 version if there are memory errors because you believe you require 4k or higher) and can be updated to add more useful features and options.
      I did some testing in the different games, but finding the best combinations of options and settings requires lots of testing and are a matter of personal opinion and which game is used, the load order, mods, even different worldspaces probably.
      That means, I am only able to give generic guidelines and hints to send you off to find and test for yourself and share your results. My main interested is that generations works correctly and without problems for now.
      Check out the thread xLODGen Terrain Settings Compare. Also refer to any modding guide which has a list of relevant mods close to your load order.
      The object and tree LOD generation is the same as the current versions of xEdit / xLODGen. Refer to their respective descriptions and explanations.
      Obviously, users of Skryim/Enderal/Skyrim SE/Skyrim VR/EnderalSE continue to use the easier and more comprehensive DynDOLOD for drastically improved object and tree LOD generation and only use xLODGen for terrain LOD (and maybe Occlusion) generation.
      First Time
      Here are suggestion to start without going crazy and that should be quick enough to generate:
      Set quality of meshes for LOD4 to 5 and then +5 for each next level. Or just set levels 8/16/32 to 10.
      Check protect cell borders (yes it fixes the ugly terrain drops at outer cell borders that still exist in Fallout 4).
      Use the max vertices setting only if you want to hard limit max file size.
      In Skyrim Special Edition or Skyrim VR, if you notice terrain briefly flickering when new areas are loading in, set [Display] bEnableLandFade=0 in Skyrim.INI
      Set Optimize Unseen to off for LOD4 for first generation. Start experimenting with a value of 550 with a quality setting of 10 or lower for LOD32 (used for map) and compare coastlines and file size to other settings.
      To quickly generate terrain LOD meshes just for the map, check only terrain LOD Meshes, check the Specific Chunk checkbox and set drop down to 32. Leave SW fields empty for complete map or set SW cell coordinates to same values as a *.btr filename to test a specific area with lots of water, river etc.
      Set texture sizes to 512 for a start. Larger sizes and large world spaces will take a considerable time (like 15 to 30 minutes or more easily). Each higher resolution means quadruple the work.
      Use DXT1 for diffuse and 565 (DXT1 if on Windows 7) for normal maps. If generating for Skyrim Special Edition use BC7. Uncheck mipmaps, raise steepness and Bake normal maps.
      For now, leave the Brightness, Contrast and Gamma at 0 and 1.0 respectively. It seems that only Skyrim CK and Skyrim SE CK are manipulating the intensity of the textures to adjust for the noise.dds and the god awful "improved" snow shader of Skyrim SE (just turn that thing off, really). If textures seem too dark in the game, brighten the noise.dds instead or vice versa. That way you can get perfectly matching LOD textures that look just like the textures in the loaded cells. For Skyrim a good average color of the noise texture seems to be around #C0. See below for a couple noise texture downloads.
      If you want to test larger texture sizes, use the chunk option to limit the number of textures that need to be generated. For example, check [x] Specific chunk, leave the drop down empty and set WS to the lower left cell coordinate of an 32x32 area, like 0, 0. It will then generate all textures up to 31,31. Not all worldspaces have their origin at 0,0 so you will have to check already generated meshes/texture filenames for their lower left coordinates.
      Questions and Feedback
      Obliviously anything related to terrain LOD should be posted in this thread.
      Posts related to Occlusion should be made here.
      Recommended Optionals
      TES5-Terrain-Tamriel.esm (Mega), SSE-Terrain-Tamriel.esm (Mega)
      TES5-Terrain-Tamriel-Extend.esm (Mega), SSE-Terrain-Tamriel-Extend.esm (Mega) - These extend the sea of ghost further to the north (see screenshots)
      SSE-Terrain-Tamriel-Full-Extend.esm (Mega) - Entire map from -96,-96 to 95,96 with northern ocean extension. Useful for mod authors.
      Put in game data folder obviously. Adds back terrain for Skyrim (Tamriel worldspace) at the outer edges so there is no missing terrain meshes/textures when generating terrain LOD for Skyrim.
      Load as early with lowest priority as possible, so that any other plugins overwriting or adding land records or cells with the same coordinates take precedence.
      Only required to be loaded when generating terrain LOD. No harm done when loaded in-game but typically the player can not get close to these areas. There are no effects outside the far away added cells.
      Noise
      Single color flat noise, Adjusted vanilla noise, HD Terrain Noise Texture SE
      Examples for Skyrim. Install to game folder like any other texture mod. The noise texture is applied in-game on top of terrain LOD textures, so no effect for LOD generation.
      Only the red channel is used in case the textures is not a grey channel format. MipMaps are ignored. The textures is tiled 3x3 per LOD quad, e.g. for LOD level 4, the noise texture is repeated 3 times to cover 4 cells, for LOD level 8, the noise texture is repeated 3 times to cover 8 cells and so on.
      Test-Terrain-Tamriel.7z
      For testing terrain LOD distances. Plain color terrain LOD textures for Tamriel with coordinates for every LOD quad. Green for LOD 4, yellow for LOD8, blue for LOD 16 and red for LOD 32.
  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.