FallUI - HUD - FAQ - Frequently Asked Questions
Is it compatible with {insert your mod here}?
Just try it out. This mod is safe to be added/removed at any time. It won't change anything on your savegame. Its all just visual presentation.
You can also see the compatibility section on the mod main page for known issues with other mods.
Error message "Wrong HUDMenu.swf found" in MCM
This can have different reasons (and in most times its an overwrite or missing/incorrect Archive Invalidation):
- The HUDMenu.swf file is overwritten by another mod in your Mod organizer
- Solution for Mod Organizer 2: Drag the FallUI - HUD mod down the left list of MO2. (List must be sorted by priority in ascending order!)
- Solution for Vortex: While installing this mod, make sure to adjust your Vortex-rules so the HUDMenu.swf is loaded after all other mods.
- Your setup isn't prepared for using loose files from mods. (a.k.a Archive Invalidation)
- Solution: Make sure your Fallout4.ini contains the following INI settings:
[Archive]
bInvalidateOlderFiles=1
sResourceDataDirsFinal= - Important for Mod Organizer 2 users: If you profile-specific INI (which is the default) you need to edit the INI directly in MO2. (Puzzle icon in menu)
- Solution: Make sure your Fallout4.ini contains the following INI settings:
- You haven't installed the HUDMenu.swf file
- Solution: Install the HUDMenu.swf file of this mod to "data\Interface\HUDMenu.swf".
- Solution: Install the HUDMenu.swf file of this mod to "data\Interface\HUDMenu.swf".
- The HUDMenu.swf file is in the wrong location
- Solution: Move the HUDMenu.swf file of this mod to "data\Interface\HUDMenu.swf".
- Solution: Move the HUDMenu.swf file of this mod to "data\Interface\HUDMenu.swf".
- The HUDMenu.swf file is manually overwritten by another mod
- Solution: Restore the HUDMenu.swf with the original HUDMenu.swf in the archive of this mod.
- Solution: Restore the HUDMenu.swf with the original HUDMenu.swf in the archive of this mod.
HUDFramework widgets aren't visible
In most cases this is due to "3D effects" added on the compass. Don't use any 3D effects on the compass if you want to use HUDFramework widgets.
Disable any and all 3D effects on the compass (even the "3D effects main switch" must be turned off).
If that doesn't work, try to reset the compass settings completely to vanilla. If that works, restore the settings one after one until you identify the causing one (and remove that).
Note: There are mods which doesn't use the "default compass way" of HUDFramework for widgets, so see the next section too, if that doesn't work for you.
Some HUD widgets aren't visible, shifted or distorted
HUD widgets by mods work by adding their content to any existing vanilla HUD widget, even if it has absolutely nothing to do with the added widget type. This is due to limitations of the game interface, which only shows the vanilla widgets. And so the new widgets must "hop on" those widgets to be visible.
There is no universal widget where mod add itself to. It depends on the actual mod.
But most mods use the compass, cross hair or quick loot widget for this. (For example a mod showing additional item values adds itself to the cross hair. Any shifting, resizing or color modification of the vanilla cross hair widget is also applied to the attached mod widget, possible making it unusable)
So if your mod widget isn't visible, try to reset those widgets to the vanilla layout. You can also try to change the whole layout, for example switch to the existing vanilla HUD to see if it works there.
Once you identified the widget where the mod is attached to, you can go into this and identify the setting which makes problems for this widget.
Once you also identified the conflicting setting(s), you can change your preferred layout to get to a working state.
TIP: 3D effects causes the most problems for most widget mods. So if you use those, you should disable those in the widgets as first step.
Is the MCM Layout Editor usable with controller?
You will need a mouse to use the Layout Editor. There is no support for controller editing.
As this would require a massive change and many additions in the whole editor code, and all this just for the tiny amount of time needed to change the HUD layout (which is a fraction of the game time), this wont happen.
Why are button hints faded out for quickloot?
How can i see a list of components when hovering scrap items?
For example: FIS - The NEW FallUI Item Sorter (Contains scrap component support for all Fallout 4 vanilla items)
For mod added items use Complex Sorter too to automatically create scrap component entries for your whole mod list.
Your problem isn't covered?
If your problem isn't directly related to FallUI - HUD, you can also take a look at the FallUI - Inventory - Frequently Asked Questions, which covers many common problems around all FallUI series mods.
55 comments
it's in this file path like it should be 'C:\Users\me\AppData\Roaming\Vortex\fallout4\mods\FallUI - HUD-51813-1-7-1-1668637124\Interface\FallUI HUD\Importable HUD Layouts'
Condensed Minimal HUD Preset for FallUI - HUD 2.6 at Fallout 4 Nexus - Mods and community
Just load an older save beyond that point, adjust it how you like, and it will stay like that even on a new start.
also while in PA the game is using the default loot UI insted the one I made
How do we sticky this?
This is the answer to most of the bullshit issues we all seem to be dealing with.
It says at the top: Only available if you have installed the 'PromptMessage' module...
What is this and where can I get it? I can't find anything about it.