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FNV with OneHUD and UnifiedHUD


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#31 icapricorn

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Posted 29 August 2014 - 12:08 AM

I can't get the UIs to work.  I followed EssArrBee'd detailed step by step, and I did it twice.  Project Nevada never was right, Gave me a message: problem with the Project Nevada install because HUD extensions were not detected.  Even so, I got a lot of Project Nevada showing up in the MCM.  That didn't last long.   I added or tried to the Advanced Recon mods.  The Stealth armor wouldn't let the game start, and neither would the Thermal Nightvision until I put its Project Nevada patch into the optional panel. Then abruptly the game wouldn't load at all unless I unticked the Project Nevadas.  At some point I lost the MCM interface.  So it's been hell.  Well, there's always Nexus Mod Manager.  It's not pretty, it's not clean, but boy it makes installing these UI mods a simple thing.   I'm hoping  Gopher will do a slow, patient step by step video on getting these UIs to work with Mod Organizer.  I'm told it can be done.  We'll see.


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#32 EssArrBee

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Posted 29 August 2014 - 12:29 AM

You have to unpack the Thermal Nightvision and Stealth Gear BSAs. There is a cap on how many can be in the data directory if they are plugin loaded. I know first hand how bad that section can be. Project Nevada has three or four MCM menus for the diffferent modules.

 

Hopefully GOpher changes his mods' installers to work with MO. I almost didn't make a guide at all because of the complexity of that sections. I waited about 4 months with a list of mods before finally putting it on the wiki.



#33 icapricorn

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Posted 29 August 2014 - 08:14 AM

Thank you for the quick response, EssAreBee.  I need to solve the UI problem first before I get into the weeds with Thermal and Stealth.  I spent many hours on the UIs, following your instructions, then trying various experiments that relied heavily on FOMM, but the UIs  never installed correctly. And turning off and on other mods, unrelated mods, non-UI mods, would knock out both Project Nevada and MCM.  I now have a game that will not load if UIs are present.  MCM allows the game to start but doesn't show up in the menu, beyond a warning about faulty installation.  Thanks for your time.


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#34 EssArrBee

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Posted 29 August 2014 - 10:23 AM

You might scrap the mods and start over. There is some instructions that are tiny but crucial to installation.

#35 StupidFox

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Posted 02 September 2014 - 10:25 PM

Hi. I've been following along here trying to understand how to install the UI mods through NMM and import them into MO.  The question I have right now is this. Do I have to install the UI mods in NMM or EVERY mod with UI adds?  Do I have to install ProjectNevada in NMM too because it's being picky about the ui? (Giving me the error that the ui is not detected).


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#36 EssArrBee

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Posted 02 September 2014 - 10:59 PM

If you use the NMM method you have to install anything that Unified HUD needs to have installed first so it can merge the XML data. After installing everything and running unified HUD you can use the NMM import function of MO.

#37 StupidFox

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Posted 03 September 2014 - 12:12 AM

Okay I've got that figured out. I installed all the UI hud mods in NMM then went through MO to import. It worked except one thing. I went back to NMM as it said and deactivated all the mods there (ALL of them. I'm sure.) But this remained:  

https://gyazo.com/1f...e647bf011040458 OHud and PN left esms behind and I can't seem to get rid of them. I deactivated both those mods through NMM and MO still sees them as well as they are still listed in NMM. How do I get them to go away so they won't interfere with MO?


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#38 EssArrBee

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Posted 03 September 2014 - 12:21 AM

See if there is a copy of them in the MO folder for those mods. If there is then go into the FNV folder and delete those ESMs.



#39 StupidFox

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Posted 03 September 2014 - 02:14 AM

Thank you! That did it. ^^ I had to copy the core file back into the MO folder but it works now. THanks so much! I finally have the ui mods working. Now if I can just figure out why ILO isn't working I'll be set. ^^


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#40 icapricorn

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Posted 03 September 2014 - 10:51 AM

I did something similar with FOMM-Fork.  The first time around I kept getting error messages at the start of the game but everything seemed to show up in MCM.  Then following GSDFan's advice on this forum (#27, second spoiler), I used FOMM to install several mod families (all the Project Nevadas, all the Advanced Recon) at one go before going back into MO to create a mod from the accumulation.  The recommendation from GSDFan was to install, at the end, MCM, MCM Bugfix, oHUD, and FlashlightNV as a unit, but in that order.  Then finally all the mods were enabled in MO at once, and I went back to FOMM for the Unified HUD install.   When I tired to run the game the first time, no go.  I had to put the Flashlight NV in the optional panel.  Okay, fired up the game.  Hooray, no error messages.  But it seems some major mods I added after that will not allow the game to run.  My install won't run with the New Bison Hotel mod,  for instance, or Afterschool Special or Fierce Power Armor.  I stopped trying after that.  Meanwhile, all of these mods were working together in a former all NMM install. And by the way, Darnified fonts show up only in my opening menu.  In the game, biggish fonts.  In the MCM, biggish, somewhat blurred fonts.  I have checked the fallout.ini.  I have installed the Darnified menu in Project Nevada serveral times.  But no.  The MO install is just too temperamental.   I feel this has been fun sorta, certainly educational, but in the end too iffy to go with.  Meanwhile, great big thanks to EssArrBee (SRB?), whose S.T.E.P. page on FNV is terrific.  And thank you GSDFan.


Edited by icapricorn, 03 September 2014 - 07:02 PM.

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#41 EssArrBee

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Posted 03 September 2014 - 11:13 AM

If I could bundle up the UI section into one zip and give it to you guys I would but I know many of authors for mods in that section so they wouldn't be very happy with me for that.

#42 Zzimith

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Posted 16 September 2014 - 11:40 AM

I have recently moved my FNV to MO and it works really well. However, I can't for the life of me get the UI mods and their ilk to function.

 

Relevant mods

 

DarnifiedUI

MCM + fix

WMM

PN

PN extra options

JIP companions & control

Sortomatic

OHud

IHud

 

I have used FOMM as a plugin to install Darn, PN, PNXtra, Ohud, IHud. 

 

I have installed and reinstalled these mods endlessly and moved them around in install priority (MO left pane), and the most I can manage is to get everything to function but not Darnified which either isn't present at all or shows a menu error. I have not actually installed NVSE but it was present in MO from the get-go. I have made mods from the inevitable Overwrite dump. 

 

My primary question: Which install priority should I give these mods, respectively? 

My secondary questions: Does the Overwrite X choices in FOMM matter at all considering that's now handled by MO's install priorities? Does it matter in which order I install these mods at all (except IHud, of course)? How is it possible that DarnifiedUI isn't even present when MO tells me it is (tree looks good, esp is in place etc)? 

 

I'm very befuddled by all of this and any tips would be appreciated.


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#43 EssArrBee

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Posted 16 September 2014 - 12:39 PM

Okay I'm assuming iHUD is UHUD. Make sure to go into the PN archive and extract the DarnUI files to the PN mod folder. Install order is DarnUI, PN, other mods, OneHUD, uHUD.

#44 Zzimith

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Posted 17 September 2014 - 09:26 AM

Thanks, I'll try that. What PN folder is that.. the main or the one with optional files?

 

Also, do I keep all these mods in the Overwite folder or create a single mod from it?


Edited by Zzimith, 17 September 2014 - 09:28 AM.

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#45 EssArrBee

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Posted 17 September 2014 - 11:28 AM

Install PN with the installer, then go into the archive and in the optional folder is the DarnUI files. Extract those to the PN folder. It is possible to install everything with FOMM through MO all at once and the. Then create one mod from the overwrite folder. Or you can do each mod separately.


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