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Comment History  (0 - 30 of 51)
Jake1702
Jake1702 - - 51 comments @ Vanilla UI Plus

Hey Axonis, would you happen to know how the Rad Meter in the Pip-Boy STATS Section works? As in, how it's decided where the arrow and number showing current rads is? I.imgur.com

Good karma+1 vote
Jake1702
Jake1702 - - 51 comments @ Vanilla UI Plus

Small quirk I noticed, when you open the Keyring in the Misc Items tab, the "Cancel X)" button is only displayed when a key is highlighted.

Good karma+1 vote
Jake1702
Jake1702 - - 51 comments @ Vanilla UI Plus

With the existence of many mods that add DR to armour (And TTW 3.3 will make heavy use of DR, some armours having only DR), would it in any way be possible to have the repair screen show both DR and DT increase when the armour is repaired? The way it currently works is if the armour has no DT, it will show DR increase instead.

Good karma+1 vote
Jake1702
Jake1702 - - 51 comments @ Vanilla UI Plus

That's really strange because I just checked my NV Fallout.ini and it was set to 3.5. I only use FalloutCustom.ini for my changes. I also asked for someone to check in the TTW server as well and Demorome said his was 3.5 I.imgur.com

Good karma+1 vote
Jake1702
Jake1702 - - 51 comments @ Vanilla UI Plus

So I was remaking some of the plugin features for FO3 (I say remake instead of "port" because everything had to be basically completely redone [also I haven't released it because there's a small issue I'm trying to fix]) and when looking at your scripts to see how you did things I noticed your plugin checks for fBlurRadiusPipboy:Pipboy to be 2, but the default is 3.5. With your NV plugin enabled if I do GetNumericINISetting fBlurRadiusPipboy:Pipboy in console, it shows 3.5 indicating it was *not* changed to 1.2. Perhaps you may want to look in to correcting that.

Good karma+1 vote
Jake1702
Jake1702 - - 51 comments @ Vanilla UI Plus

Seems to be an issue with the FO3 version of 8.47: I.imgur.com

The colour is extremely visible rather than subtle like it is in the New Vegas version.

Looks like you may have forgotten to package the green cast-free version of the background.

Good karma+2 votes
Jake1702
Jake1702 - - 51 comments @ Vanilla UI Plus

Looks good to me. The difference (if there is any at all) is extremely small and largely unnoticeable if you aren't looking for it. (Before - Previous VUI, After - One you linked) Before (Message Box): I.imgur.com After (Message Box): I.imgur.com Before (Recipe): I.imgur.com After (Recipe): I.imgur.com I've tested it out with Amber, Green, and Blue, they all look very close to before, I can't see much of a difference if any.

Good karma+1 vote
Jake1702
Jake1702 - - 51 comments @ Vanilla UI Plus

Thank you for helping me understand why this happens. I suppose having it use highlights instead would be time consuming/impossible.

I find it odd that the background of the loot menu itself also uses that "solid_black.dds" and that looks black, but the highlights are green. I suppose it's because layering them on top each other makes the green more visible.

I might make a neutral version of the file myself and point loot menu to use that instead, because this is going to drive me mad. Thank you for the help :)

EDIT: I made a separate file that's neutral and made Loot Menu use that one, and it looks so much better when used with a non-green HUD now. I.imgur.com

Good karma+1 vote
Jake1702
Jake1702 - - 51 comments @ Vanilla UI Plus

Hey Axonis, I was wondering if you could provide some insight on something. (Not VUI+ related)

There's a little bit of a bothersome detail with Just Loot Menu (And by extension Stewie's upcoming FOSE Loot Menu for FO3: Nexusmods.com). While the menu itself changes to match HUD colour, the background "highlight" of the selected item seems to always be green. Look at this screenshot from the JLM page to see what I mean. Staticdelivery.nexusmods.com If you play with HUD colour set to green, this looks fine, but with other colours it looks quite out of place, and the highlight is green even when the rest of the menu is red to indicate stealing. I talked to Stewie when testing his FO3 port, and he said that something probably has to be changed in XML for it to match HUD colour, but when looking at it, it looks as if it should already match. Do you have any idea what needs to be modified to make things match up? It's a small detail, but distracting (to me at least) nontheless.

Good karma+1 vote
Jake1702
Jake1702 - - 51 comments @ Vanilla UI Plus

The 96% CND bar thing will be ported to FO3 too right? (I'm assuming it will but no harm in asking). Also, I believe by "JIP Port" they are referring to Command Extender.

Good karma+2 votes
Jake1702
Jake1702 - - 51 comments @ Vanilla UI Plus

Never noticed those 2 have requirements, makes sense. Ah, it's a shame nothing can be done about the Ranks text as it's just clutter in this situation. No worries, I'll live with it.

Good karma+1 vote
Jake1702
Jake1702 - - 51 comments @ Vanilla UI Plus

The "Ranks" and "Req" text in the Trait menu aren't really needed are they? I suppose maybe a Trait could have some requirements (Though I don't know of any that do), but all Traits would only have 1 rank wouldn't they? Guess that's a bit of a leftover from the Perk selection menu.

Good karma+2 votes
Jake1702
Jake1702 - - 51 comments @ Vanilla UI Plus

Ah well, some day I'll figure out how to make the scanlines use the right colour.

Good karma+1 vote
Jake1702
Jake1702 - - 51 comments @ Vanilla UI Plus

Hello sir! I am back with yet another suggestion! As you may know, the terminals in this game do not take into account the colour of your Pip-Boy/HUD. There is this mod called "Terminals Usse HUD Color" (link: Nexusmods.com) which works fine, with 2 small caveats. One is (at least for me) that it should probably use the Pip-Boy colour instead of the HUD colour in case they are different. (Which I suppose I could easily change for myself) The other is the fact that the scanlines do not take the colour into account, they are green regardless. (Perhaps this is due to the mesh not being made for multiple colours unlike the Pip-Boy scanlines?) Could this be something you'd consider implementing? Not sure if you'd consider this to fit the "vanilla" theme, but you did change the pause menu colour in New Vegas to match the HUD colour, so I figured I might as well suggest it.

Good karma+1 vote
Jake1702
Jake1702 - - 51 comments @ Vanilla UI Plus

Huh, yes that is pretty old. I thought the CPU could be the reason seeing as from my own experience performance in VATS is worst during those times when VATS takes a while to calculate chances to hit. I figured that has to be a CPU related slowdown. But at the same time, performance should return to normal after calculation is done, so you may be right that it's unrelated.

Good karma+1 vote
Jake1702
Jake1702 - - 51 comments @ Vanilla UI Plus

All I can suggest there is to maybe try running the game on a lower end system if you can access one. I have a feeling low VATS performance is due to the CPU rather than GPU.

Good karma+1 vote
Jake1702
Jake1702 - - 51 comments @ Vanilla UI Plus

Open overwrite folder and see if there's any files in the menus folder.

Good karma+2 votes
Jake1702
Jake1702 - - 51 comments @ Vanilla UI Plus

Deselect Quests is now part of Stewie's Tweaks

Good karma+1 vote
Jake1702
Jake1702 - - 51 comments @ Vanilla UI Plus

I've encountered performance issues in VATS myself. I usually ignore them since I'm on a very low end system anyway, but I still find it odd that a still frame of the game is worse performing than realtime movement. I also encountered that age old issue of VATS sometimes taking forever to calculate hit chance. Seems VATS wasn't implemented as optimally as it could have been.

Good karma+1 vote
Jake1702
Jake1702 - - 51 comments @ Vanilla UI Plus

Hey Axonis, there's a small thing about the VATS menu in NV that bothered me a bit ever since I noticed it. As far as I can see it uses the same UI as Fallout 3, not taking into account the small HUD changes in New Vegas, so in VATS it does not show the condition notch on the CND bar, and does not show your ammo type next to the CND text. I know you already modify parts of the VATS menu to make the text more readable. Is there anything that can be done about these inconsistencies?

Good karma+1 vote
Jake1702
Jake1702 - - 51 comments @ Vanilla UI Plus

FOSR exists for that

Good karma+1 vote
Jake1702
Jake1702 - - 51 comments @ Vanilla UI Plus

I noticed this too. I believe slippy did make it compatible with VUI+ but something must have been broken before release.

Good karma+1 vote
Jake1702
Jake1702 - - 51 comments @ Vanilla UI Plus

Huh, I also just noticed after uninstalling the mod with MO2, it shows the overwrite message, as if there is some remnant of it left - but I can't figure out what.

Good karma+1 vote
Jake1702
Jake1702 - - 51 comments @ Vanilla UI Plus

I definitely did not. I ran the installer just as with any other mod that has an installer. I also first noticed it in NV and then decided to check FO3 to see if it happened there as well. Could MO2 somehow, through some magic means, be affecting the install?

Good karma+1 vote
Jake1702
Jake1702 - - 51 comments @ Vanilla UI Plus

I've noticed some... weird behaviour based on which fonts I choose at the installer (i.e. Default or Classic). It seems that the "label" at the top left of wherever you are on the Pip-Boy uses the opposite font of what is chosen in the installer.

Default Font Tweaks chosen: I.postimg.cc
Classic Pip-Boy Font chosen: I.postimg.cc

Is this intentional?

Good karma+1 vote
Jake1702
Jake1702 - - 51 comments @ Vanilla UI Plus

I swear I've had that for a long time. Well thank you for taking a look at it anyway. I suppose something else is going on with my game then. Not sure if it's big enough to be worth the troubleshooting.

And Happy New Year by the way.

Good karma+2 votes
Jake1702
Jake1702 - - 51 comments @ Vanilla UI Plus

Yes, except it's not a gap on the road. It's an artifact under the reticle and follows wherever you point it. Try it yourself. ;) I just put the reticle there so the artifact would be over a bright colour and be more easily seen.

Good karma+1 vote
Jake1702
Jake1702 - - 51 comments @ Vanilla UI Plus

> Why feel burnt out when I'm having fun ?

Good point.

Ah okay, I understand.

While we're on the topic of "artifacting", have you ever noticed this under the map reticle?

I.imgur.com

I'm 99% sure it's a vanilla thing. (And yes it can be extremely difficult to notice but my eyes picked it up)

Good karma+1 vote
Jake1702
Jake1702 - - 51 comments @ Vanilla UI Plus

Every time I download an update you release another! I'm genuinely surprised you don't feel burnt out! Great work as always!

Also: 8.22 to 8.28?

Good karma+1 vote
Jake1702
Jake1702 - - 51 comments @ Vanilla UI Plus

It looks great! I like the kind of light "tint" it has inside the square too! Thanks for all your work.

Good karma+2 votes