I patched it for compatibility with HUDitor, the author told me what to do, and people kept asking after that, so I assumed it was still compatible Can't you just... drag and drop it? IDK, I'm not using the mod myself
I hoped that completely nuking the mod would take care of that :D but someone else reported that Vortex is showing the wrong file? Which is weird. I'll re-upload and hope that fixes it
Hi manavortex thank you for this mod i have a little request, English version display " FPS: 109 " Polish version display " Liczba klatek na sekundę: 100 " as you can see, in Polish it is terribly long I don't know if it's possible, but maybe it would be possible to make versions for all languages with display as in the English version
Thank you so much for this ! And congrats on finding out how to "unlock" it :) Two things though : - I noticed it will get disabled (can't be re-toggled on) when using the Camera Control Quickhack (likely will do the same using the Nanodrone mod). Can toggle it back on once you exit Camera Control though. - Any tip on how to force it right above the XP level part of the HUD (without using another mod I mean) ?
If I may request this, how about a Limited HUD integration (as a module that could be toggled on with LHUD's hotkeys - for now the main toggle (or just its "standalone add-on") does toggle it off but it could use its global hotkey as an on toggle - without even requiring CET anymore I'd guess) ? Should DJKovrik be ok with this of course..
Hey, the FPS counter should now be visible whenever the player is visible. I hope.
If anyone wants to integrate it in any existing HUD mods, they're welcome to do this, but I wanted this to be as lightweight as possible (to check if it was possible) and not create work or dependencies for anyone :D I have no idea yet how somebody would move it. Maybe I'll look into that next...
By "whenever the player is visible", should it include the blurred/glitched-out look V gets when taking control of a camera/turret or not ? Cause if so, latest update sadly behaves the same. It's no biggie but it's a bit odd and it won't turn itself back on afterwards.
Got it, no problem :)
I'd say some tinkering via an archive file is needed but that's just a wild guess.. EDIT: seems like it's hard coded with 16:9 only in mind. With a 21:9 aspect ratio, that's where it ends up.. (same as in the benchmark actually)
If I'm not mistaken, Demon9ne used some padding code in his Gamepad Button Hold fix mod, do you think this could be successfully applied to your mod for having the counter positioned elsewhere ? Fingers crossed it can..
Sorry to report Codeware 1.9.0 now causes this error with your mod installed :( [ERROR - Sun, 28 Apr 2024 23:56:42 +0200] [SYM_REDEFINITION] At C:\Program Files (x86)\GOG Galaxy\Games\Cyberpunk 2077\red4ext\plugins\Codeware\Scripts\Codeware.Global.reds:19073:1: public native class gameuiFPSCounterGameController extends inkHUDGameController { ^^^ symbol with this name is already defined
[ERROR - Sun, 28 Apr 2024 23:56:45 +0200] REDScript compilation has failed. This error has been caused by mods listed below: - Codeware.Global.reds Here's hoping it's an easy fix, and that can of worm isn't too thick ... :)
I did install all three updates at once (CW 1.9.0, Axl 1.13.0 & Txl 1.8.5). Everything is fine when I delete fpscounter.reds though. Edit: double checked and it's all properly installed. Edit2: Psiberx confirmed on discord fpscounter is amongst the mods needing to be updated/disabled until then. Edit3: Thanks a lot for the quick fix update :)
HUDitor now supports the FPS counter (so happy) but there's an issue, in the above scenario (camera/turret control quickhack active) counter disappears then can be toggled back on when quickhack has ended but with HUDitor now we can see the widget gets reset to its vanilla position and size when doing so. I know I should write to CDPR about it (and I will) but could you please make a version that is simply always on/off by default ? We can always toggle it if it's getting in whichever UI's way but is now unlikely to even happen in the first place with HUDitor.
Hey, not really, as I don't even know how the toggling is triggered! This mod literally just allows you to view the widget and turn it on and off with a key, zero internal logic aside from that :D
Oh, so it's the game forcing it off (or having something that somehow "breaks" it somewhat) ... Darn it, even less likely CDPR will do anything about it then.
Maybe DJ could eventually workaround it if a future refactor can make HUDitor handle it dynamically. Certainly a better bet than reaching out to CDPR I guess ;)
Yeah, probably! I guess that it switches internal scenes around and that the FPS counter is not a part of that scene...? Anyhow, I've never dug this deeply into scripting, so I can't help here
96 comments
Edit: just to be clear, this is the "simple_fps_counter_turned_OFF" file
it's working as expected now. Thanks again!
thank you for this mod
i have a little request,
English version display " FPS: 109 "
Polish version display " Liczba klatek na sekundę: 100 "
as you can see, in Polish it is terribly long
I don't know if it's possible, but maybe it would be possible to make versions for all languages with display as in the English version
Two things though :
- I noticed it will get disabled (can't be re-toggled on) when using the Camera Control Quickhack (likely will do the same using the Nanodrone mod).
Can toggle it back on once you exit Camera Control though.
- Any tip on how to force it right above the XP level part of the HUD (without using another mod I mean) ?
If I may request this, how about a Limited HUD integration (as a module that could be toggled on with LHUD's hotkeys - for now the main toggle (or just its "standalone add-on") does toggle it off but it could use its global hotkey as an on toggle - without even requiring CET anymore I'd guess) ? Should DJKovrik be ok with this of course..
the FPS counter should now be visible whenever the player is visible. I hope.
If anyone wants to integrate it in any existing HUD mods, they're welcome to do this, but I wanted this to be as lightweight as possible (to check if it was possible) and not create work or dependencies for anyone :D I have no idea yet how somebody would move it. Maybe I'll look into that next...
Cause if so, latest update sadly behaves the same. It's no biggie but it's a bit odd and it won't turn itself back on afterwards.
Got it, no problem :)
I'd say some tinkering via an archive file is needed but that's just a wild guess..
EDIT: seems like it's hard coded with 16:9 only in mind.
With a 21:9 aspect ratio, that's where it ends up.. (same as in the benchmark actually)
[ERROR - Sun, 28 Apr 2024 23:56:42 +0200] [SYM_REDEFINITION] At C:\Program Files (x86)\GOG Galaxy\Games\Cyberpunk 2077\red4ext\plugins\Codeware\Scripts\Codeware.Global.reds:19073:1:
public native class gameuiFPSCounterGameController extends inkHUDGameController {
^^^
symbol with this name is already defined
[ERROR - Sun, 28 Apr 2024 23:56:45 +0200] REDScript compilation has failed.
This error has been caused by mods listed below:
- Codeware.Global.reds
Here's hoping it's an easy fix, and that can of worm isn't too thick ... :)
Edit: double checked and it's all properly installed.
Edit2: Psiberx confirmed on discord fpscounter is amongst the mods needing to be updated/disabled until then.
Edit3: Thanks a lot for the quick fix update :)
HUDitor now supports the FPS counter (so happy) but there's an issue, in the above scenario (camera/turret control quickhack active) counter disappears then can be toggled back on when quickhack has ended but with HUDitor now we can see the widget gets reset to its vanilla position and size when doing so.
I know I should write to CDPR about it (and I will) but could you please make a version that is simply always on/off by default ? We can always toggle it if it's getting in whichever UI's way but is now unlikely to even happen in the first place with HUDitor.
not really, as I don't even know how the toggling is triggered! This mod literally just allows you to view the widget and turn it on and off with a key, zero internal logic aside from that :D
I think the HUDitor folks are your best bet here.
Darn it, even less likely CDPR will do anything about it then.
Maybe DJ could eventually workaround it if a future refactor can make HUDitor handle it dynamically.
Certainly a better bet than reaching out to CDPR I guess ;)