dreamer1986 Posted June 17, 2015 Posted June 17, 2015 I noticed these are missing from my game. I initially thought that maybe ihud was to blame, but even if I don't activate it, these are still missing. Did anyone encounter this problem, and if you did, can you please tell me how to fix it? Thanks,Dreamer
Brainfever Posted June 17, 2015 Posted June 17, 2015 I really don't understand how all these problems occur to you people. You just follow the guide and everything works just fine. Ok, maybe I haven't installed everything since some mods are just a matter of preference, but especially after UIO the User Interface section is more than a piece of cake to accomplish. Imagine that in the past we had to deal with specific mods being able to install only through FOMM, then create mods from the Overwrite Folder in MO, sort them, look out for overwritten xml's, even manually manipulating xml's to include features from one hud mod with the other, etc. What I did was exactly following the guide's instructions for the mods I have included in my setup. I haven't installed the Advanced Recon mods for my own preference reasons and to save up some plugin slots, the Flashlight mod because I never actually used it or find it any useful in general, the Powered Power Armor mod again for preference/plugin space reasons and the same applies for the JIP mods. The Supplemental UI section is again a matter of taste for each individual but its not so critical overall. Mods like the descriptive icons or the no more dots mods are again a personal choice to not include them, but other than that if you install everything the way and order the guide instructs you there is 0 problems, at least for me. But even with all of them installed, like I did in a previous setup everything worked flawlessly as far as I remember. I would remember a missing compass and HP/AP bars for sure! I didn't tweak any of the occurring overwrites I just let them be in the order I installed the conflicting mods. After all, UIO is taking care of everything. Sorry if I sound aggresive, but there are so many topics popping about UI issues while in the meanwhile I can't seem to reproduce anything no matter how faulty I try to install the mods in the guide in order to let's say find the issue of yours and others problems. It's just non sense :O_o:
dreamer1986 Posted June 17, 2015 Author Posted June 17, 2015 (edited) Indeed you sound aggressive. I also followed the guide as carefully as I could, but I skipped less mods than you, and maybe that's why I have this problem. Anyway, my load order is this:Active Mod Files: 00 Fallout3.esm 01 Anchorage.esm 02 ThePitt.esm 03 StreetLights.esm 04 BrokenSteel.esm 05 PointLookout.esm 06 Zeta.esm 07 Unofficial Fallout 3 Patch.esm [Version 1.8] 08 CALIBR.esm [Version 1.4] 09 Advanced Recon Tech.esm 0A Inventory Access.esm 0B aHUD.esm 0C iHUD.esm 0D Mart's Mutant Mod.esm 0E ArefuExpandedByAzar.esm 0F DCInteriors_ComboEdition.esm 10 EVE.esm [Version 0.99] 11 AWorldOfPainFO3.esm 12 Vault 101 Revisited.esm 13 WastelandGuards01.esm 14 CRAFT.esm 15 FO3 Wanderers Edition - Main File.esm 16 Detect Traps.esm 17 tubrrCompound.esm 18 Enhanced Weather - Rain and Snow.esm 19 Xepha's Dynamic Weather.esm 1A Project Beauty.esm 1B xCALIBR.esm 1C 20th Century Weapons.esm 1D CrowdedCities_v2.esm 1E DarNifiedUIF3.esp 1F Advanced Recon Tech.esp 20 Advanced Recon Range Finder.esp 21 Flashlight-LOS.esp 22 DynamicCrosshair.esp 23 Stimpak Counter.esp 24 PPA - The Pitt.esp 25 JIP Realistic Weapon Overheating.esp 26 JIP Selective-Fire.esp 27 YearlingBooks.esp 28 Confessor Cromwell has a Break_EV.esp ++ PaladinHossPekFix.esp 29 CASM.esp 2A The Mantis Imperative - Mantis.esp [Version 1.08] 2B FO3 Wanderers Edition - Main File.esp 2C WeaponModKits.esp 2D WeaponModKits - FWE Master Release.esp 2E FO3 Wanderers Edition - DLC Broken Steel.esp 2F 20th Century Weapons -Plus- Reborn FWE-WMK-Calibr14_V1_70RC_18668.esp 30 MetroCars.esp 31 Big Town Overhaul [GangStore].esp 32 FortIndependenceRedesigned.esp 33 FO3 Wanderers Edition - DLC Anchorage.esp 34 FO3 Wanderers Edition - DLC The Pitt.esp 35 UUF3P - FWE Patch.esp 36 Realistic Interior Lighting.esp 37 Blackened FWE + MMM + EVE + Project Beauty.esp [Version 3.3] 38 ArlingtonRestoration.esp 39 tubRRCompound.esp 3A Rivet City Realignment.esp 3B Temple of the Union Overhaul.esp 3C Caravan Merchants Heal After Combat.esp ++ DIFF.esp 3D The Mantis Imperative - Jello.esp [Version 1.08--ADVENTURE] 3E HeirApparent.esp [Version 1.81] ++ FO3 Wanderers Edition - DLC Point Lookout.esp 3F Advanced Recon Tech FWE.esp 40 Laurens_Bathroom_poetry_V1.esp 41 Xepha's Dynamic Weather - Main + DLC Merged.esp 42 DCInt_ARoomWithAView.esp 43 PLweightadjust.esp [Version 1.08] 44 NotSoFast.esp [Version 1.07] ++ WeaponModKits - FWE Talon Loot Crash Fix.esp 45 JIP Companions Command & Control.esp 46 FO3 Wanderers Edition - DLC Mothership Zeta.esp ++ The Mantis Imperative - Nasty Zeta No Scaling.esp [Version 1.1] 47 MoreMapMarkers.esp 48 BaileysCrossingMetro.esp ++ Hi-Res Weapons & Ammo Textures - The Pitt.esp [Version 1.2.0] ++ Hi-Res Weapons & Ammo Textures.esp [Version 1.2.0] 49 RubblePilesFix.esp 4A Enhanced Weather - Weather Sounds in Interiors.esp 4B Xepha's Dynamic Weather - Dynamic Sneak Bonus.esp ++ Xepha's Dynamic Weather - Green Tint Remover.esp 4C Xepha's Dynamic Weather - Rain.esp 4D Xepha's Dynamic Weather - Sandstorms.esp 4E UrgeWashingtonBoS.esp ** Project Beauty- Broken Steel.esp ** Project Beauty- Point Lookout.esp 4F K9Breeds.esp 50 BBBackpacks-v1-1.esp 51 Museum.esp 52 K9BreedsMoreDogs.esp 53 Kentbury Way.esp 54 Dree Perks.esp 55 Existence2.0.esp 56 CanterburyCommonsInteriors.esp 57 Xepha's Dynamic Weather - Weather Machine (Quest Added).esp 58 AutoGates.esp 59 Xepha's Dynamic Weather - Weather Machine (Vendor Added).esp ++ K9BreedsPatchDLCPitt.esp 5A FeralGhoulTest.esp 5B GlowingGhouls-MMM.esp 5C Dragonskin Tactical Outfit.esp 5D Advanced Recon Gear.esp 5E Detect Traps Merged.esp 5F Powered Power Armor.esp 60 PPA - Broken Steel.esp 61 PPA - FWE.esp 62 PPA - Mothership Zeta.esp 63 PPA - Operation Anchorage.esp 64 DragonskinBonusPack.esp 65 UniqueWeaponsRetextured.esp ++ UniqueWeaponsRetextured_FWE.esp [Version 1.2] 66 WeaponModKits - BrokenSteel.esp 67 WeaponModKits - OperationAnchorage.esp 68 WeaponModKits - ThePitt.esp 69 UniqueWeaponsRetexturedPITT.esp ++ UniqueWeaponsRetexturedPITT_FWE.esp [Version 1.1] ++ xCALIBR_20CW_v5.12.esp 6A WeaponModKits - Zeta.esp 6B WeaponModKits - PointLookout.esp 6C PLFewerItems.esp ++ 20th Century Weapons Non-Changing Weapon Conditions.esp 6D CALIBRv14 Ammunition Schematics for FWE-WMK-CRAFT-V1_3-18639.esp 6E Brahmin Dairy Products.esp 6F ZL-SVD-CALIBR.esp 70 IntoTheDeepWoods.esp [Version 1.061] 71 ArefuExpandedByAzar-FixOptFireBarrels.esp 72 RockopolisRebuilt.esp 73 CONELRAD 640-1240.esp 74 ArefuExpandedByAzar-Radio.esp 75 PAL - MERGED.esp 76 megalight.esp 77 FO3NeckChains.esp ++ Chems and Meds Re-Textures Pack.esp ++ Paradise Lost - Unique Texture and Icon.esp 78 RagdollOverhaulFo3.esp ++ AnimatedFanV2f3.esp 79 GNR Enhanced.esp ++ PPA - FWE 2.esp ++ PPA - FWE Tougher NPC Power Armour.esp ++ Dragonskin_for_FWE_2014.esp ++ SVDForFWE.esp 7A 20th Century Weapons -Plus- Reborn Cut Weapons.esp ++ FO3LODGen.esp 7B Flora Overhaul.esp 7C Bashed Patch, 0.esp Edited June 17, 2015 by dreamer1986
Brainfever Posted June 17, 2015 Posted June 17, 2015 User Interface problems in almost all cases are not a load order issue. It's just what xml file loads finally in your game. And of course how organized that specific xml is and what it contains. Which is what UIO is helping you with. The only visual conflict I can think of is with let's say 2 mods that both include an interfaceshared0.dds file in which case you'll be missing the customized icons, compass arrows, or whatever from the overwritten mod. Bare in mind, that the other UI problem I saw somewhere recently with the missing menu/mouse pointer when starting the game is not always a fonts/UI issue. I use a weapon replacer mod not included in the guide called Book Of Earache(BOE) which when loaded together with the any of the Big Town Overhaul's plugins it would make my menu/mouse disappear. Both mods do not conflict anywhere, either files or records in FO3Edit, but I would get this problem no matter what. FO3's engine is bugged as hell and nothing can be done about it. My advice, copy your current profile into a new testing profil and untick all the mods till your UI section. Start testing your hud in-game from there and make sure that everything works fine. Then add every section of the guide one by one (ok obviously you can skip this with the textures mods or mods that generally include only textures, meshes or sounds) testing your hud in-game until you find what bugs your game. Although I doubt it would be any mod later in the guide.
dreamer1986 Posted June 17, 2015 Author Posted June 17, 2015 Thanks for trying to help me. I was hoping it would be something that I could fix easier. And anyway, I have bigger problems right now, with the MO profiles getting corrupted after a time, it seems, leading to "Fallout 3 has stopped working". How tiresome.
Brainfever Posted June 17, 2015 Posted June 17, 2015 (edited) Verify integrity of game files in Steam or do a complete re-install of the game if not using a steam version. Run the FalloutLauncher.exe choose your video settings (Antialiasing and Anisotropic Filtering ---> Off, HDR ---> ticked, Water Displacement ---> unticked if planning to use ENB), launch the game choose your in-game settings (white fonts for optimal performance of Better High Detail Map mod, untick all autosave options), exit and then go in your Documents and set your newly created fallout.ini and falloutprefs.ini to read-only. Probably you should do the same for the Fallout_Default.ini (if it's not already by itself) in your Data folder. After all these, start MO create a profile, then go into your installation folder/Mod Organizer/profiles/your profile/ and untick the fallout.ini and falloutprefs.ini from being read-only so you can tweak and change them for that specific profile you created. That's how I keep my vanilla ini's intact and backed up. You can do all the font changes, Quad core fix tweaks and generally all the tweaks suggested by the guide in that MO profile's specific ini's.Always keep a totally vanilla FO3 profile in MO with just the official DLC's (maybe also the Updated Unofficial FO3 Patch) just for the sake of it, it's never a bad idea.It's also a good practice to create a new profile every time you finish a section of the guide and after you've checked that the previous one is working correct in all aspects. That way, when you screw something and come to a dead end you can always delete that profile, copy the previous one and continue from a point you know it is working fine. A general suggestion I remember seeing from some old Fallout Remastered topics would be to start a completely vanilla gamethrough, do all the generic stuff until you exit the Vault 101. Make a hard save there and start modding/testing your mods from that save on. It doesn't matter if it makes sense or not, this game is the most crash prone and bugged game I've ever seen so even pointless things matter. After you do all this and finish the UI section I might be able to help you personally with any problem, since I've followed this process like more than 30 times the last 1.5 year so I remember any issue that I came across. Believe me I have completed this guide multiple times just to start the game and see it crashing, not loading, not behaving as expected, etc. I've been where you are now so many times it's not even funny mentioning it anymore. Modding is a continuous trial & error process and every time you start from the beginning at least you feel stronger and far more experienced than the last one. When you finish all this, we can start talking about load order stuff since me personally I disagree with the use of LOOT or BOSS, since both are not perfect and have major flaws (for LOOT the fact that it places weather plugins like in the middle of your load order is just something to begin with). PS. I've never had any profile getting corrupted in MO. First time I read about that. Can you specify what do you mean by "corrupted"? A profile working fine and the next day not working? Edited June 17, 2015 by Brainfever
Kelmych Posted June 18, 2015 Posted June 18, 2015 1. Several user comments suggest that the fomod installer in MO doesn't always provide the right files. The two most problematic cases are the "FWE_Master_Release_6-0_-_Part_1" file and the "Better High Detail Map and Icons" file. In both cases there isn't much real need for the fomod installer with these mods and this guide since what needs to be installed is straightforward, and the installation is fairly easy to do manually. I'll add some material in the guide about doing so for these two mods. 2. With the use of MO and UIO, the UI mods other than the DarnUI mod, FWE and associated files, Dynamic Crosshair, and aHUD should be easy to install, and their MO priority can be changed without causing problems as long as the mods that UIO needs to see have lower installation priority than UIO each time the game starts (UIO rebuilds the main HUD xml file each time the game starts). As Braintree mentions, these UI mods can even be left out and installed later, as long as they are then put into the correct installation order. 3. The UIO Nexus page describes what is needed to add a mod; it basically says to add a file that includes the name of the folder and xml file inside "menus\prefabs". Any mods that do more to the "menus" folder than adding a folder inside prefabs and an xml file can potentially cause problems unless the proper steps are taken. aHUD is problematic because it also modifies the primary HUD menu xml file, and for UIO to recognize that a mod has added a new version of hud_main_menu.xml that has higher priority than the one that UIO saw the first time it ran it is necessary to delete the copy of "menus\main\hud_main_menu.xml.uio" in Overwrite. If aHUD is added after UIO is run the first time, the fix for aHUD is in the guide; if aHUD is used without this fix the visibility of some UI elements like the compass might be affected.The fix for Dynamic Crosshair is also in the guide; even though UIO says is supports Dynamic Crosshair there are problems without this fix.
dreamer1986 Posted June 18, 2015 Author Posted June 18, 2015 (edited) Thank you for the replies, Kelmych and Brainfever. 30 installs? Wow, I admire your patience . My current problems seem to go far beyond UI it seems. Yes, Brainfever, when I say that MO profiles get corrupted, I mean that they work for a while and after I get "Fallout has stopped responding". Initially, I fixed that by returning to the default profile, which had the original esm's, and activating and ordering all the mods in the left panel. And the game worked fine, for about one hour and a half. But then I deactivated ahud, to see if that fixes the missing compass, and I again get "Fallout has stopped responding", even if I reactivate ahud. And it seems that all profiles are affected now, even the default :confused: I think maybe the only solution is to completely reinstall, but I don't have the energy to do that right now, especially since at the end I might have the same weird MO problem. Maybe in a couple of weeks. Edited June 18, 2015 by dreamer1986
Kelmych Posted June 18, 2015 Posted June 18, 2015 When UIO is used you can't just deactiveate aHUD (since it has the copy of "menus\main\hud_main_menu.xml" with the highest MO priority). If you do this you also need to delete the file: "menus\main\hud_main_menu.xml.uio" in Overwrite in the left pane of MO before restarting the game so UIO will properly regenerate this file. If you later reactivate aHUD you need to copy the original version of this file from the archive file of aHUD into "Mod Organizer\mods\aHUD\main\menu" and do this deletion again before restarting. Ideally UIO would put the current version of "menus\main\hud_main_menu.xml" in UIO itself, but unfortunately it doesn't. This causes problems unless you are careful with any mods that have this file since if they have the highest priority version of the file UIO will replace this file with one that UIO creates.
dreamer1986 Posted July 19, 2015 Author Posted July 19, 2015 (edited) Just wanted to say that I made a complete reinstall, being a lot more careful than the first time, and removing about a third of the mods I originally selected, and the game seems to work! Even the compass works correctly this time. Just Lucas Simms still doesn't have arms, like last time, and I have some black spots on my characters skin for no reason, but I'll settle with that. I'm just happy that it works! Thank you, again, Kelmych, for this great guide! Edited July 19, 2015 by dreamer1986
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