The team behind the ambitious mod aiming to bring the world of Obsidian Entertainment’sFallout: New Vegas into the updated Creation Engine 2.0 of Fallout 4, have today announced a new HUD via a video on their Facebook page. The update shows a HUD designed to be more representative of that in the original title and seems to be an unexpected development for both fans and the modding team alike, who until recently had been intending to retain the original HUD from Fallout 4.
Since the projects announcement in August 2017 the team responsible for its development has grown immensely, progressing at a pace rarely seen in the vast modding scene. The video below is a brief demonstration of what the developers are trying to achieve; creating as faithful a rendition of Fallout: New Vegas as possible. To do this the finished mod will import the map in its entirety, as well as weapons, characters and quests. The creators of the mod also retain a large team of artists who regularly release updated art for the features from the original game.
The HUD itself retains bars for HP and AP but brings back weapon condition as well as generally re-configuring the features away from the stripped back HUD of vanilla Fallout 4 and towards the more feature-heavy display of New Vegas. Whilst this feature is still in the embryonic phase of development, it shows a distinct move towards the secondary aesthetics of the project and will go a long way to making the mod as immersive as possible.
It seems the creators of the mod are more than willing to retain features of Fallout 4, if they offer a distinct improvement over the system employed in New Vegas, and they are not intrinsically game altering. The latest example of this is the decision to include animated karma and reputation icons, instead of the stationary symbols of the original game.
Only time will tell if this huge project can be a success but early signs are encouraging. At the time of writing there is no release date for a usable version of the mod but the devlog and updates can be accessed on the official Fallout 4 New VegasModDB page.
Jun 26, 2006 re: white house Or you could distract one of the guards outside with a coin, knock him out, hide him near the ICA box and steal his uniform All dates in (PST) time. Amendment XXV Hitman: Blood Money Guide. Post Comment. Next Walkthrough Requiem Prev Walkthrough Dance with the Devil. Time to pay a visit to the White House. It's good to have a sniper rifle on this one, as it will save you a difficult boss-fight at the end of the level (you must buy a special briefcase to carry it inside). White House In-Game Information Location: Washington, D.C., United States of America Owner: U.S. Government Real-Life Information Appearances: Hitman: Blood Money The White House is a location in Washington, D.C. It is the setting for the mission Amendment XXV in Hitman: Blood Money. Dec 17, 2014 Hitman: Blood Money. All Discussions Screenshots Artwork Broadcasts Videos News Guides Reviews. The man in the white house scene is Mark Parchezzi III, not 'Jack' Alexander Cayne. He was introduced in this game as the leader of the. Hitman blood money torrent. Mar 12, 2016 The White House is surrounded by an iron gate - which varies in height. Intel 4 Guards will respond if the laser alarm system in the Museum is triggered.
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commented Apr 23, 2019
Sometimes you can play hours without this problem, but from time to time, damage indicator, camera indicator or indicator when you are doing something (e.g. picking a lock) stucks on screen for the duration of the heist and you can't get rid of it. Not really gamebreaking though. |
commented Apr 23, 2019 • edited
edited
looks like bug what partially was fixed in 2c2a1a6 if so then you need wait for @Kamikaze94 and add logs at least |
commented Apr 24, 2019
I am very sorry, but I am not very experienced in tracking issues in PD2 - I will help how I can, but I will need to know where the logs are located. I suppose it isn't crash log which is created whenever my game crashes. I will try to replicate the issue and post logs ASAP when I receive answer. |
commented Apr 24, 2019
Darnified Ui Has Been Detected In The Hudson River
commented Apr 24, 2019
I am attaching both log files found in the logs directory, and one screenshot which was taken about an hour ago. The white damage indicator shown on screen is the one that is stuck. 2019_04_24_log.txt 2019_04_23_log.txt |
commented Apr 24, 2019
you can reproduce this without other mods? |
commented Apr 24, 2019 • edited
edited
Without all other mods I haven't tried. However, I did turn off those mods which in some ways interfere with HUD - like money in HUD, CustomFOV and waypoint system. If this is not enough, I can test it with vanilla PD2 only with WolfHUD enabled. I was searching the internet for a solution and I know I am not the only one with this problem. I will do my best to help resolve this problem because I really love WolfHUD and can't imagine my game w/o it. Also, I would like to explain the camera indicator stuck better. When I get detected by camera and then leave it's FOV, it gets stuck indicating detection level of, let's say 4%. If I get into cameras FOV again, the detection meter rises again, only to get stuck again on 4% (or 3%) after I get out of cameras sight. Thanks for looking into this. |
commented May 17, 2019 • edited
edited
I can confirm that the damage indicators, progression bar and even the text that appears above the interaction/progression circle (like helping others players up) get stuck on a regular basis. It seems to happen more frequently when the animations in question is triggered very often. When playing stoic for insatance and the damage is converted to damage over time and ticks down, the damage indicator seems to get stuck more often than playing other perks. When interacting / reloading / taking a hostage or triggering the pregression circle multiple times in rapid succession it seems to get stuck more often. Essentially when playing a loud heist with stoic on deathwish or above either the damage indicator or the progression circle get stuck about every second heist. EDIT: First heist of the day, damage indicator and progression circle got stuck: (it also happens without the overrides) 2nd heist of the day: This doesn't happen without WolfHUD to me. 2019_05_17_log.txt |
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I'm having endless trouble getting these three mods to work with MO.
Project Nevada is saying, 'there seems to be a problem with the Project Nevada installation because the HUD extensions were not detected.' I googled the issue and found other posts relating to the same promblem. I downloaded PN with MO from the nexus page and used the scripted installer to install and installed all the PN modules (it doesn't seem possible not to use the installer). I've also extracted the DUI files from the optional folder in the PN archive and placed them in <MO>modsProject Nevada folder and edited the INI with MO for the DUI fonts.
MCM is saying, 'Darnified UI has been detected in the HUD but not in the start menu. You will need to repair DUI or remove it completely for MCM to appear correctly.' Again I installed MCM with the installer, as I had no other option (as far as I know) and it detected NVSE which is working fine (I have checked in game by pressing ` and typing getNVSEVersion).
Any help would be much appreciated! :)
Colored local map is actually an ini tweak. Go into your Oblivion ini and change bLocalMapShader = 1 to 0.
If you want a high resolution local map (not in the pictures here) you can install only the DLL from Northern UI (https://www.nexusmods.com/oblivion/mods/48577 - actually I think using the whole OBSE/Plugins folder) and disable everything else in its ini. Requires OBSE.
The colored world map on the screenshot is most likely Color Map Mod (https://www.nexusmods.com/oblivion/mods/1951) but there are a lot of styles out there. If you just look for the word 'map' on the nexus, you will find some more/some for SI as well.
Same goes for the map markers, they seem to be Colored Map Markers (https://www.nexusmods.com/oblivion/mods/2537) but there are other styles out there. This download seems to be a rar inside a rar or some other weird thing, so you might want to skip to the next paragraph:
A more modern alternative is Map Marker Overhaul (Requires OBSE), which adds a bunch of really nice features as well as a selection of different map marker styles (https://www.nexusmods.com/oblivion/mods/26389). Honestly, rather than bothering with the other one, if you don't want to use Map Marker Overhaul you could just install '01 Colored Icons' of Map Marker Overhaul and nothing else.
If you want a high resolution local map (not in the pictures here) you can install only the DLL from Northern UI (https://www.nexusmods.com/oblivion/mods/48577 - actually I think using the whole OBSE/Plugins folder) and disable everything else in its ini. Requires OBSE.
The colored world map on the screenshot is most likely Color Map Mod (https://www.nexusmods.com/oblivion/mods/1951) but there are a lot of styles out there. If you just look for the word 'map' on the nexus, you will find some more/some for SI as well.
Same goes for the map markers, they seem to be Colored Map Markers (https://www.nexusmods.com/oblivion/mods/2537) but there are other styles out there. This download seems to be a rar inside a rar or some other weird thing, so you might want to skip to the next paragraph:
A more modern alternative is Map Marker Overhaul (Requires OBSE), which adds a bunch of really nice features as well as a selection of different map marker styles (https://www.nexusmods.com/oblivion/mods/26389). Honestly, rather than bothering with the other one, if you don't want to use Map Marker Overhaul you could just install '01 Colored Icons' of Map Marker Overhaul and nothing else.