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.
Question
GSDFan
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.
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]
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.
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