Terminal list item padding needs to be adjusted. See git 9.07. Should be easy to fix.
Explore improving compatibility of the unified paperdoll with the HUD Editor.
Try improving the vertical padding of the Terminal fonts once more.
Reverted changes to the Terminal font as they have proved to be problematic.
Reduced the line height of the Classic and the List fonts to better serve their space-saving purpose.
Reduced the size of the + and - characters of the List font. They were too big for this particular font. These edits should be compatible with Clean Vanilla HUD, but if they aren't, I'll have to make a patch.
Unified the bullet squares in Container, Barter & Pip-Boy Item lists with automatic alignment and sizing based on fonts.xml configuration.
Increased the line height of the Terminal font to prevent overlapping between descenders and capital letters on wrapped lines.
Adjusted the width of the price column at the Barter menu according to the set font.
Aligned the caps label at the Barter menu according to the set font.
Streamlined the right padding of list items on the Container, Barter and Pip-Boy Inventory menus.
Added a globals.xml calculation for the real width, height and ratio of the screen and placed the resolution string next to the game version at Settings (useful for support).
Improved keyboard navigation to the Back & Defaults button on the Start menu. You’ll be able to navigate to the Back and Defaults buttons from the Settings and Options submenus. Highlight will be removed from lists that aren’t in focus.
Corrected the title font on the Map menu.
Added x/y font adjustments on the Message menu (alternative fonts will be properly centered).
Increased the spacing between Heading filters and Caps labels on Container and Barter menus.
Updated the paperdoll testbed with an improved implementation and a much better Readme.
[plugin] Auto-set the local & world map unzoom limit to minimize black borders around the maps.
Limited map dragging to the usable space on either controller or mouse.
Dynamically relocated map location names to ensure their full visibility within the clipping area; move the pointer on borderline locations to see how the text is re-positioned to a visible area.
Updated the Message menu to use font data from fonts.xml with a clear notice that using alternative fonts on this particular menu requires Stewie’s Tweaks.
Set font on the Message menu to #1 which is better suited for the purpose of text messages. Font #2 is great for lists but it’s too condensed for text. An override for FO3 has been added because there’s no fix for the wrapping bug in FO3.
Formatted tips on the Loading menu according to fonts.xml subtitles including (finally after 4 years!) outlining.
The plugin is no longer optional in the installer. Too many features that depend on it. VUI+ will still work without the plugin, and users who don’t want it can always disable it on their mod manager.
Added the text scaling prefab as proposed at the xNVSE chat.
DAM, Ammo and MOD strings are set to use text scaling instead of wrapping: they will now shrink to fit when necessary instead of wrapping and overlapping on other stats.
Rewrote the generic installation error warning to suggest installing UIO; there has been at least one case where VUI+ isn’t overwritten, and yet it’s prevented from accessing its own settings, due to UIO not being installed.
Checked all code with an XML syntax checker and fixed a few errors in VATS, item_stats_display, and especially the MCM.
Updated the FNV installer to clearly state the requirements, the recommendations and the main overwrite rule.
Introduced outline_rect.xml and updated outline.xml to reduce changes on the original XML block tree, and allow sibling nodes to use outlines with different properties. Several menus that use outlining had to be updated too.
Fixed the shadow of the bottom tabline on the Pip-Boy maps.
Updated the glow property on the fonts.xml declaration to represent outline by scalar instead of a boolean. In conjunction with the outline.xml updates, fonts that have a natural outline will be getting a reduced artificial outline.
Added Stewie’s Tweaks to the dependencies list, since it’s needed for alternative fonts on the Message menu and companion names on the local map. bCompanionsUseLocationFontOnMap is now enabled by default.
Modified Stewie’s save character selector to better integrate it with the anti-redundancy changes in VUI+. While this change removes visibility of the "Characters" string from the save list when using a controller, the latest scrollbar fixes will suffice to allow the slider to tell the user when they see the list for all characters.
Added a tiny shadow on the left of the scrollbar to improve visibility on the edge of some backgrounds (eg. dialog).
Removed "please install or update" warnings from the extender versions; VUI+ is too popular to use this area for its own requirements only.
Relocated the UIO warning to the main screen. It will show up when UIO is either required but missing or when it’s too old and causes problems (in New Vegas only).
Added the _paperdoll_loose_icons trait to paperdoll.xml to allow detaching notification icons from the interface atlas. The advantage of using loose icons is that your paperdoll mod will not be overwriting HD HUD textures.
Fixed the x-position of item strings at the Container/Barter/Recipe menus when using custom fonts.
Fixed a VUI+ syntax error on the Message menu.
Updated the Font Metrics Testbed addon to support the latest custom font traits.
Updated the California Font declaration addon to support the latest fonts.xml declaration.
Stretched the Pip-Boy maps 100% within the menu borders.
Fixed the Pip-Boy map reticle from being controlled when the mouse is off the map area.
Fixed the Pip-Boy map reticle from showing on the top-left corner when the mouse is moved outside the map area.
Corrected the depth of the Pip-Boy map tabline to move the tab boxes on top of the map.
Enhanced the opacity of the Pip-Boy tab buttons and added a shadow under their text labels to keep them readable on top of the maps. Practically, any text that’s shown on top of the maps gets outlined.
Controller button labels are set farther from buttons, to move out of the way of full sized maps etc.
Fixed a regression on the wrapping of dialog topics from the previous version.
Updated fonts.xml to propagate fonts to the Container, Barter, Recipe and Dialog menus.
Replaced _VUI+ContainerItems by _VUI+ContainerHeight at settings.xml. This approach is superior because it’s easier to set your desired height and then allow your set font to use all available space. _VUI+ContainerHeight is then converted to list height by ensuring that single-line items will fit perfectly into the lists without clipping.
Fixed a bug in the Dialog menu where 3 long-wrapping topics would break the max height setting.
Toned down the outlining of NPC subtitles at the Dialog menu.
Expanded the Pip-Boy maps to stretch to the top of the Pip-Boy; added shadow on the top labels (title, location and time) to retain their readability on top of the maps.
Fixed a fade_to_bottom seam that would rarely appear with the new _VUI+SliderFade scrollbar.
Reduced clutter in the dialog and scrollbar code. They should now become easier to understand, although the latter is inherently difficult.
Fixed the scrollbar slider in, hopefully, all scrollbars in the game. (Some menus use different implementations or semantics).
Lists are now scrollable by wheel when the mouse is hovering on the scrollbar area in addition to the list area.
Fine-tuned the ratio of fading tips on the scrollbar slider, to better match vanilla.
Increased the number of lines to scroll (by wheel or arrow pointers) on the Tutorial menu.
Added Stewie’s prompt align tweak on the hacking menu.
Fixed the calculations of the slider’s height to precisely match the visible / total items ratio in both types of lists. This would require a major addition on the vertical scrollbar code.
Improved the fade of the scrollbar slider by adding separate fade tips as in the VUI+ Fade Line prefab. This prevents the slider from looking overstretched while retaining the vanilla style.
Added the <_VUI+ScrollingSlider> setting to control the slider’s default texture. By setting the slider to its original vanilla texture, the fade tips will be disabled as well. Please note this requires an update to your current settings file (if you are using an overwrite).
Fixed a seam on the fade_to_top texture that appears very rarely with the new fading tip scrollbar.
Slightly reduced the slider’s default brightness to enhance the VUI+Highlighting feature.
Made the Readme friendlier with MO2 (converted from Unicode to ANSI & removed fluff).
Enlarged the arrows of meter bars at the Start menu settings to match the filter arrows at the Container menu.
Deleted the MCM-patched Start menu since UIO is now a dependency.
Improved the YUP patch detection (thanks to Trooper).
Improved the calculations of the slider’s height to better match the visible / total items ratio.
Enabled smooth scrolling on the text boxes of the Tutorial and Level Up menus and the quest stages at the Pip-Boy.
Removed the wiping of the hardcoded red color on skill-check failed dialog topics on New Vegas. It’s too complex and does not remove the skill marks, while Stewie’s Tweaks provides a complete fix through the bNoSkillTags setting.
Cleaned up the confusing comments at paperdoll.xml after a discussion with Asterra.
The plugin for the New Vegas installer has been set to Recommended, considering how much it has been playtested and that it’s required for the paperdoll.xml feature.
Removed the subtitle background from the Dialog menu.
Improved the paperdoll HD zoom calculations for irregular paperdoll textures.
Fixed texture shadow color when systemcolor fails to inherit (thanks Anro for the report).
Restored the numbers on dialog topics that was accidentally removed during 9.0 development.
Added _paperdoll_pipboy_name_x trait on paperdoll.xml to allow horizontal positioning of the player’s name under the paperdoll at the Pip-Boy Stats.
Improved the Paperdoll Testbed after creating 3 paperdoll declarations on my own and by Vaanknight’s feedback.
Added the fully documented Paperdoll Testbed. You are now ready to focus on drawing a paperdoll instead of creating patches!
Added support for HD paperdolls with ZERO extra configuration requirements!
Slightly increased the opacity of the list highlight box.
Slightly increased the contrast of spoken vs new dialog lines.
Text outline intensity and shadow offset is automatically enhanced for non-outlined fonts in all menus, not just Dialog. (Any font that isn’t tagged with the _VUI+FontGlow_ trait will get more outline and shadow).
[regression] restored the No Font Tweaks font declaration that was replaced by the tweaked configuration in version 9.0.
[plugin] Added a low-key warning when JohnnyGuitar isn’t installed.
Outline and orphan word control prefabs now support UIO’s text zoom trait.
The orphan word control now takes text zoom into account for calculating default wrap width.
Speaker’s text background on Dialog will now adjust by the wrapwidth of the text instead of a hard value.
Nudged a few vanilla paperdoll.xml settings to avoid seams and make it look nicer with LOC’s HD paperdoll.
The font declaration is expanded to support properties for vertical spacing, font outlining and menu defaults. Unlike font replacer mods, edits on the fonts.xml file, will have entire menus adapt to your chosen fonts with perfect formatting.
Added a vertical spacing metric on the fonts.xml settings.
Added an outlining property on the fonts.xml settings.
Propagated fonts.xml through settings.xml for easy access by scripting.
Released a declaration file for the California font to support the extra fonts.xml properties.
Added an image shadow effect prefab and a shadow trait for the scrollbars.
The font for the Dialog menu is now configurable at the font settings file.
Restored the outline for the speaker’s name on the Dialog menu.
Replaced the "number of topics" option from the settings file with a DialogMaxHeight option. The advantage of the new option is that it will internally adjust to eliminate clipping, regardless of the font used.
Dialog topics that aren’t fully scrolled within the visible section are are hidden to prevent selecting a wrapped topic by mistake. (eg. first line of the topic shows in the box and looks complete but there’s another line that provides essential context). This will only apply when the dialog background and borders have been disabled at the settings file.
[plugin] Unified the code for the Pip-Boy and the HUD paperdoll using a single, separate declaration. The metrics are propagated through XML code on the Pip-Boy and by script on the HUD. The obvious advantage of this feature is that it makes paperdoll patches both easy to create and 100% compatible without the need for extra 3rd layer patches.
[plugin] Propagated the metrics of the paperdoll on the HUD using scripting.
Added settings for fine tuning the position of the limbs and the health meters. The latter are particularly important for paperdolls that break the paradigm of the Vault Boy.
Scaled the position of the paperdoll health meters according to the set zoom on the Paperdoll.xml declaration.
Added an outline to the CRIPPLED strings to make them readable in case they overlap with alternative paperdoll drawings.
Sourced message icons directly from separate files to allow HD icon and paperdoll mods to work without editing the entire texture atlas.
Added message icons to the texture preloader since they are no longer cached in the texture atlas.
Set the DAM label to auto hide when necessary, to fit wide DAM strings (mostly by extra information added by Stewie’s Tweaks).
The major warning messages will now be shown together instead of one by one; the latter was really frustrating to players fixing one problem only to be greeted by a different warning message.
Added a diagnostic check for broken font edits on Fallout/FalloutCustom INI files. The message will be shown as an image because broken fonts can make text impossible to read.
Added the YUP version above the extender versions in the Settings sub-menu.
Added a low-key warning (above the extender versions) when UIO isn’t detected.
Added a low-key warning (above the extender versions) when YUP isn’t detected. YUP is an essential time-saver for supporting players.
Removed the workaround for DarN font leftovers. There’s now a forum post that provides easy steps to fix the problem for both users and guide authors.
Removed the dialog background from subtitles on non-Dialog menus. It complicated their code without appealing to players.
[regression] Fixed the brackets of the repairing (top of the list) item on the Pip-Boy Repair menu.
Localized the Wg string on the plugin (thanks Anro).
Version 8 - 2019-2022
Added a new Plugin option at the installer. It provides additions and fixes that are impossible to implement at the UI-xml level. Unfortunately it’s only available for New Vegas, due to the scripting restrictions of Fallout 3. The plugin works with the latest versions of JIP-LN and xNVSE.
[plugin] Added Total weight / Carry weight at the right pane of the Container menu. Carry weight is shown for alive NPCs only.
[plugin] Added Poisoned status at the Use Stimpack slice on the Companion Wheel.
[plugin] Added DR, DT and S.P.E.C.I.A.L. stats at the Aggression slice on the Companion Wheel.
[plugin] Uniformly applied brightness reduction for weapon or strength requirements that are not met by the player. This replaces the vanilla fade-in/fade-out effect that can often be missed when quickly browsing items.
[plugin] Added a weapon skill requirement badge to the left of the STR card at the item stats in all menus except for the Pip-Boy Inventory where it normally appears in vanilla. The icons have been included to the texture preloader for better performance.
[plugin] Added hunger and dehydration stats that replace DR/DT at the Aid tab on the Pip-Boy Inventory.
[plugin] Fixed the broken armor class (light, medium, heavy) and DT display on the Recipe menu.
[plugin] Value to Weight ratio for non-weightless items, at the item stats in all menus. The feature is opt-out to allow for compatibility with mods that includes similar features.
[plugin] Fixed the Repair Services menu not fading under the Pause menu (eg. when hitting Esc).
[plugin] Reduced the fBlurRadiusPipboy to 1.2 for a nice clarity gain at the Pip-Boy menus; the setting is not affected when its modified to a non-default value by the player. The suggestion for the setting has been removed from the Readme file.
[plugin] Fixed the incorrect weapon/armor condition display at the Recipe menu. It should be set to the standard output condition which is 80%.
[plugin] Fixed the reported value on weapons and armor output at the Recipe menu, based on their standard output condition.
[plugin] Added total ingredient cost at the Recipe menu. Weapons and armor used as ingredients are assumed to be at 50% condition. The feature was removed in a later version because it relied on static price calculations assuming vanilla conventions, and has proven to be more confusing than helpful.
[plugin] Removed the Caps calculation from the Recipe menu.
[plugin] Fixed the weapon strength requirement stat at the Recipe menu to take into account any perks that affect this requirement.
[plugin] Fixed the incorrect display of Damage Threshold when the Pip-Boy is opened for the first time.
[plugin] Fixed the Dehydration stat name from H20 (h-twenty) to H2O (h-2-o).
[plugin] Automatically detect and modify the VUI+ setting for Big Guns if they are enabled by the JIP-LN plugin
[plugin] Fixed the display of stats at the Pip-Boy when their current values exceed the cap of their permanent values. For example, if you ingest a Mentat while your Int stat is at 10, it will show as 12 (+). This doesn’t affect gameplay, and its not an uncapper.
[plugin] Uncapped the display of zero or negative stats at the Pip-Boy Stats menu. Kudos to Inthegrave for the idea.
[plugin] Added versions of VUI+, YUP and various NVSE extenders right above the game version on the Start Menu settings.
[plugin] Added an "RBC" report on the RAD subpage to show energy, fire, and poison resistance values.
[plugin] Fixed wrong display of endurance when it’s 10, you wear a +1 END item and then endurance stays at 11 even after you remove the item (reported by a guest).
[plugin] Capped negative SPECIAL values to 0 to prevent them from being hidden at the Pip-Boy Stats.
[plugin] Added a tweak that reduces Pip-Boy blur in default settings.
[plugin] The width of the CND bar on the item stats in the Container, Barter, Recipe and Pip-Boy Inventory menus is dynamically resized based on the maximum health of the selected item. The CND bar therefore now conveys both the condition of an item as well as its durability. The size of the bar is not proportional to its durability, eg. installing a weapon mod that doubles the durability of a weapon will not double the size of the CND bar. It will however point out that the modded weapon is more durable. Thanks to Yvile and Stewie for help with scripting. The feature was later set to opt-in.
Replaced the blurry vanilla HUD elements with an improved texture set by Amgame. The new set still looks like vanilla and it’s not too sharp, thereby retaining the balance between the UI graphics and the rest of the game. If you are looking for a higher resolution version, Amgame provides a comprehensive UI texture redesign project called ECUIP.
Cleaned up the common fonts from bitmap artifacts caused by improper character mappings. These are thin faint lines that usually appear on the right margin on certain characters.
Greatly reduced the horizontal and vertical spacing required for the small font. Combined with the space reductions in version 7, this font can now be used for its intended purpose, instead of just looking small while occupying the space of larger fonts.
Redone the quotes characters on all common fonts by editing the bitmaps. Unlike the method in version 7, the new edits have been made on both bitmaps and mappings with perfect results.
Created a backslash character on the list and HUD fonts.
Redrawn @ on the list font; the original is too messed up to be fixed.
Corrected the height and weight (boldness) of the slash characters on the common fonts.
Resized and aligned brackets, curly brackets and parentheses on the common fonts.
Resized and aligned the plus and minus characters on the common fonts. This was most necessary for the HUD font where the original minus (dash) character looks liked middle dot.
Reduced the size of the space character on the heading fonts.
Aligned the asterisk and tilde on the common fonts (although the latter doesn’t seem to show up in the game).
Cleaned up all fonts from artifacts and corrected various symbol characters such as quotes, double quotes, operators etc.
Modified the grave accent to look like a left quote on all common fonts. Combined with the consistently applied curly quote on all fonts, this will allow for left and right double curly quotes.
Corrected the dash (minus) character on the HUD font.
Slightly reduced the line height (space between lines in the same paragraph) of the common list font because it was too expansive for its purpose. For example, wrapped strings at the Effects tab will now fit better into the available space. Plus, the font is condensed by design and looks better with a reduced line height.
The Pip-Boy Notes is set to use the list font to match with the rest of the Pip-Boy looks.
Added a font declaration for the default Bethesda fonts. This will ensure correct alignment for players who would choose not to install the Tweaked or Classic Font options.
Keybinds in various menus have been separated from the main code into single file prefabs. This allows for easier and cleaner customization without the need for regular patch updates.
Added a new WASD Compatible Keybinds option at the installer. This will remap the WASD keys away from the menu buttons, allowing players to use WASD mods such as Keyboy or Stewie’s Tweaks without issues. Even non-WASD players are encouraged to try this option, due to its streamlined mapping of common functions.
"Cancel" changed to "Done" at the Pip-Boy Repair and Weapon Mod menus because it doesn’t cancel the performed actions.
Enabled visibility for the VATS Select LMB) button for keyboard/mouse users; there’s no reason to show the RMB) function and hide the LMB) function, it’s just confusing. Keep in mind that custom keybinds cannot be set at VATS, they are hardcoded.
Set the Q) button as default for Show Location, Set location at the map, Note and Challenge filters. It was previously set for the WASD option only.
Fixed not showing the Close button on the Keyring submenu unless a key is highlighted.
Finally fixed the garbled texture issue thanks to a guest comment. The issue was only reproducible with Small or Medium textures and would cause backgrounds to look broken.
Improved the diagnostics to detect old versions of UIO that erroneously delete parts of my code. The warning will not be presented in FO3 where there’s no new UIO version. The diagnostic messages are rewritten to be more helpful and provide specific instructions for MO2 and NMM.
Improved the line thickness fix to also support ultra-low resolutions. The implementation now supports any resolution from 640x360 and up.
Improved the scrolling fix to even the dragging sensitivity across the entire scrollbar; the previous implementation would decrease sensitivity towards the bottom of the scrollbar.
Fixed the notch position of the condition bar at the Recipe menu (at 50% for armor and 75% for weapons) and precisely aligned it to correctly mark the threshold.
Increased the intensity of highlighting at scrollbars by applying brightness in addition to alpha.
Undiscovered locations are no longer hidden from the compass. This feature has been removed since Stewie’s Tweaks is offering a superior implementation that takes into account the Explorer perk.
The filter labels of container-based menus will be properly aligned next to their lines if their arrow buttons are hidden.
Fixed the asterisk character of the list font #2 to be legible. This should be very noticeable on the Challenges lists at the Pip-Boy Notes section.
Modified the straight single quote of the list font #2 to a curly one, to match the rest of the main fonts.
Slightly increased the minimum size of the scrollbar slider.
Set karma alignment above the karma icon, and outlined the former to make it more readable when they overlap (it only happens with alternative icons I think).
Slightly reduced highlighting of the Pip-Boy tab buttons to better distinguish them from the currently selected one. Also applies to the buttons of the Status tab.
Implemented smooth scrolling when using the mouse to drag the scrollbar. The feature is enabled at stat descriptions and notes at the Pip-Boy. It makes them easier to read and solves a minor issue with scrolling near the bottom of their scrollbars.
Fixed numeric Stats at the Status menu to show 0 instead of empty.
Added RGB color inheritance to buttons and some internal code elements.
Aligned the title of the Message menu to the center if there’s no sufficient space for the standard left alignment margin. (eg. Ranger Andy’s unarmed move message).
Fixed "Randomize Caravan Deck" button’s alignment to apply regardless of string for compatibility with non-English translations.
Right-aligned the "Randomize Caravan Deck" and "Play Caravan" buttons according to the Caravan Bet menu. The Play button has been moved up, between the two decks for better visibility.
Removed the "Total Cards" display; total cards is now shown as part of the Caravan Deck ratio on the top left for easier reading.
Reduced the brightness of the background behind the Start/Pause menu lists to match the hue of similar backgrounds used elsewhere in the UI.
Revised all the Pip-Boy code to replace constants by dynamic calculations and streamline the code across all these menus. The obvious advantage to the user is that VUI+ will work even better with alternative fonts, and to myself is that it’ll be much easier to apply changes in the future. In addition, visual discrepancies arising from the different structure in each of these menus (yes, the developers seem to have coded them in different phases) have been eliminated since I have cracked every detail that pertains to their formatting.
To make it easier to tell if an item is in perfect condition, the bar for non-perfect items maxes to the 96% of the available CND bar width.
[MCM patch] Enabled color inheritance of the player HUD color setting on the MCM panel. This will affect everything on the MCM except for Pelinor’s logo.
[MCM patch] Adjusted MCM fonts for better consistency with vanilla.
[MCM patch] Removed double empty space under the title from MCM option lists.
[MCM patch] Eliminated empty title space on MCM option lists without a title.
[MCM patch] Fixed another MCM syntax error.
[MCM patch] Corrected the color of inactive items.
[MCM patch] Deactivated the Mod Configuration button when the MCM is opened.
[MCM patch] Fixed the vertical alignment of the focus area of options to make it easier to point at them.
Removed greenish color cast from the background textures used on all menus.
Background color is now inherited via a brightness global. This will allow the background to use custom menu colors, and still look like vanilla on default settings.
Removed the extra background from the Message menu and increased the opacity of the standard background thereof. This is necessary when this menu is shown in front of other menus (eg. missing plugin warning or Project Nevada).
Enabled image scaling in various menus for compatibility with improved icon mods such as the ones made by the Icon Guy.
Improved the method of scaling map icon markers by calculating zoom & crop through the current texture’s dimensions. This method has the potential of reducing patch dependencies in the future.
Dynamically set the size of the map reticle based on the current map’s zoom level. Replaced the messy fade-line code with the improved fade_line.xml.
Highlighted the background of the map reticle to improve focus.
Set the square reticle to clip inside the map area. This will prevent it from displaying all over the navigation tabs at the Local and World maps.
Fixed the magnification of the player arrow at the world map so that it zooms based on the map’s magnification like it does on the local map.
Tweaked the manual map marker to make it easier to see in the maps.
Added a tiny shadow under quest/manual/follower markers at the maps to improve their visibility.
Reduced the Z-depth of map icons to prevent them from covering the aforementioned markers.
Fixed and streamlined the magnification of quest and manual markers on the maps, especially on the World map.
Updated the Trait menu list box to the dynamic positioning implemented in last August.
Precisely aligned scrollbars in several menus to the center of their respective upper and lower brackets.
Reduced map marker size in max zoom. Slightly reduced map marker size in min zoom.
Capped the min/max size of the map markers and the reticle for compatibility with tweaks such as fLocalMapMinZoom.
Removed texture preloading from the HUD, to deal with a stuttering issue reported by RoyBatty. I can’t reproduce this myself, but it’s always better to avoid HUD edits when possible. Preloading is now performed through the Pip-Boy Stats.
Set the activation prompt on the activator’s name position if there’s no activator name (such as water bodies or harvestables). For example, this will eliminate the empty space between "Drink" and the water body stats.
Improved the pointer precision on the quantity menu bar.
Improved the shadow of the mouse pointer properly cutting its left shadow. The mouse pointer shouldn’t have a left shadow because its left border defines its x location. I’ve also reduced the opacity of the internal fill of the mouse pointer.
Slightly reduced the size of the Quantity menu because it’s used mainly as a popup.
Fixed the untextured gray stripe at the top of the Reflectron.
Set the Reflectron slider to use a marker instead of the vertical line character.
Added targeting sounds and highlighting to the Reflectron’s slider elements.
Set the Reflectron to use the Pip-Boy color.
Fixed an artifact that appears on the space character of the Classic font.
Improved the uncapping of SPECIAL and Skills on the Pip-Boy Stats to include temporary modifier values.
Fixed targeting of the main MCM button, and also a related flickering issue caused by its injected code in the Start menu.
[regression] Fixed a CTD caused by VUI+ in non-English versions of the game at the VATS menu.
Improved support for scaling & cropping on the VATS arrows for compatibility with HD textures.
Added the Exit button on the Caravan Deck Building menu (this menu wasn’t really finished by the developers).
Fixed the targeting of two buttons on the Caravan Bet menu so that they won’t be appearing active when they are not.
Updated the implementation of the DT display fix on the Pip-Boy Items for compatibility with TTW.
Updated the Readme file to suggest installing the essential YUP patch prior to requesting support.
Version 7 - 2018
Introduced a font metrics feature to allow alternative fonts to be perfectly aligned on all menus without extra edits. Font metrics are manually defined as a prefab by using a special addon which was written for this purpose.
Added an option to install the classic 1997 Fallout font. The font is used exclusively at the Pip-Boy, and it’s based on a truetype conversion by Sébastien "Red!" Caisse which is included, along with his license, in the r_Fallouty package. It has been optimized to look smoother, slightly narrower and to fix issues with several characters. It was also edited with a hex editor to fix two serious wrapping bugs.
Fixed the annoying vanilla scrolling bug when dragging the slider by mouse in some lists. The bug is most apparent at the Pip-Boy; in some lists the slider requires extra dragging even after it has reached the bottom arrow, while other lists are fully scrolled while the slider is well above the bottom arrow.
Slightly increased the speed of almost every menu by reducing their closing fade-in duration; some delay is necessary to avoid passing buffered keystrokes at the HUD when closing a menu but the feature has been tested against all worst-case scenarios and works reliably.
Improved the line thickness fix for ultra-high resolutions. It should now apply to all resolutions, no matter how high.
Fixed the narrow wrapping of NPC names at the HUD which causes Living Anatomy stats to be hidden under the screen. This was attempted in VUI+ version 3, but the new fix is efficient, clean and fully compatible with HUD mods.
Muted the sound effect when clicking on already installed mods at the Weapon Mod menu. The repair sound effect will play only when installing a new mod.
Optimized the orphan word control by simply subtracting a couple of characters from the wrapped clone. This produces much better results compared to the complex version 6 calculations.
Orphan words are now controlled on general subtitles at the HUD as well.
By popular request, the _VUI+SubtitleBackground option can now be used to restore the original vanilla background on dialog subtitles.
Added an extra dark background on the Message menu to make it easier to read when displayed in front of other menus (eg. in Project Nevada cybernetic implants).
Reverted clipping descriptions at the level-up menus when using a controller, because there seems to be no way to allow controllers to use scrollbars with plain UI-xml.
Fixed a minor hardcoded bug in the brightness of the Message menu in Fallout 3 (opacity is changed when returning to this menu after closing the pause menu)
Reduced brightness of xbox button labels when used with the default font to match its reduced brightness.
Removed the mipmaps from the custom VUI+ textures to reduce file size. These were included in an effort to fix problems related to the software I was using when I first made them in 2017.
Slightly reduced the brightness of navigation arrows to better pronounce mouse hovering on them.
Set a minimum height for the Tutorial menu to prevent button overlapping in case a description is too short.
Improved the secondary background at the Message and Quantity menus to better reduce visibility of the underlying content.
The settings file has been cleaned up and includes comments for properly setting Pip-Boy 2500 variants.
Updated the Readme file with instructions specific to the "Vanilla UI Plus is overwritten or improperly uninstalled" message.
The hardcore compass feature is now compatible with any alternative font.
The weapon skill icons at the Tag menu feature is now compatible with any alternative font.
The condition bar used in various menus has been resized according to the card’s font and aligned using font metrics.
Added playtested Pip-Boy layout settings for Pip-Boy 2000 Mk VI at the settings file.
Added an option to prevent installing font tweaks that are not compatible with non-English language packs such as Polish or Russian.
Added a non-functional option that provides a summary of the Readme file. This should help users quickly read the most important information for installing and uninstalling the mod.
Corrected a color inheritance problem at the HUD prompt. This will also fix an issue of the Loot Menu with the vanilla interface. Thanks to Jason213 for the reports and beta testing.
The spaghetti code of the text button has been overhauled for simplicity.
Xbox button alignment tweaks have been relocated from the text box prefab to the interfaceshared atlas for performance and simplicity.
Xbox buttons are now resized according to the text size.
Stabilized the vertical position of general subtitles so that it’s no longer affected by the NPC’s name length.
The Level Up menus have been set to a fixed height instead of a max number of items to accommodate more items when using alternative small fonts.
Improved a version 5 feature that wiped out the hardcoded red color on skill-check failed dialog topics on New Vegas. The red is now 100% gone.
The highlight box of the Companion Wheel Exit button has been replaced with a small disk similar to the highlighted slices.
Toggled visibility of the controls mapping scrollbar when the "press the new control..." message is displayed.
Reverted the fade delay edits on the Container and Companion Wheel menus because the default delay is required for the key buffer to flush prior to returning to the active game.
Zeroed the fade delay of the Quantity menu; buffered keystrokes do not affect underlying menus.
Eliminated the hardcoded alpha of the Message menu to keep it easily readable in all cases.
Added mouse hovering and clicking sounds on the active elements of the quantity menu.
Mouse hovering sounds are muted on inactive meter and toggle elements at the Start menu options.
Eliminated the hardcoded vertical position of the HUD prompt strings that was based on the engine’s assumptions on the activator’s name wrapping. The HUD prompt strings have also been precisely centered.
Activators that have no names (such as harvestables) are no longer de-emphasized.
Meters at the start menu settings will no longer break out of their maximum width due to overdriven values. When that happens, a red percentage of the value will be displayed instead, to help users figure out that the setting was modified at FalloutPrefs.ini.
To prevent accidental edits on such meters, which can only be undone at FalloutPrefs.ini, clicking is disabled except on their left or right arrows; a single click on these arrows will revert the meter to a normal value.
Aligned the NPC’s name at the Dialog menu to the right of the talking head, instead of the display’s right edge. This won’t affect 4:3 monitors.
Copied the New Vegas interface textures map to Fallout 3. This extends the xbox controller button tweaks to FO3 and allows to clean up edits specific to the New Vegas from several menus.
The bulk of the HUD edits have been relocated on a prefab. Editing this prefab will no longer require VHR patch updates.
Replaced the brightness gradient at the display options with one that actually helps tune this setting.
To improve readability of the various lists at the Start menu, their fuzzy dark background has been replaced with a sharper and slightly more opaque one.
Enhanced the single quote character used on the tutorial font and the small font, to look curly as in the HUD font.
Corrected the thickness of the double quote character on the Tutorial and the HUD fonts. The fix was applied on the textures instead of the font maps, meaning that double quotes should no longer be looking blurry.
Reduced the width of the oversized space character on the Tutorial font, similarly to the edits on the small font in the previous version.
Reduced the size of the space character on the small vanilla font. For some reason is was much bigger than necessary, resulting in very wide strings. This font is used by many mods including the MCM and First Aid NVSE.
Improved the HUD prompt’s contrast implementation and set it to use vanilla contrast and brightness when the VUI+HUDPrompt option is turned off at the settings file.
Added a shadow effect at the weapon skill requirement on the Pip-Boy Inventory to improve readability when shown on top of wide item icons.
Slightly enlarged the condition bar marker notches on New Vegas.
Corrected the dimensions of the clickable area on the Companion Wheel slices.
Placed the Pip-Boy Map buttons on top of the map markers.
The Exit button on the Companion Wheel is now clickable on the entire disk, not just the text.
Hidden the Navigate button for controllers at the Companion Wheel once navigation has started, to make space for mods such as First Aid NVSE by MildlyFootwear.
Fixed a vanilla reference to a non-existing texture at the text box prefab.
Streamlined and validated all code that was unmodified for the last two years. Fixed a VUI+ syntax error on the blackjack menu to prevent a malfunction in UIO 2.07. Thankfully, no other error was found.
Improved the faded line prefabs to prevent overstretched fading on such lines. This will be noticeable at the Recipe menu.
When a scrollbar is displayed at the Message menu, the top vertical bracket will stretch to touch the top arrow.
The brackets at the bottom left on the gambling menus will stretch to fit their contents. The info strings have been aligned according to their height; this is most noticeable at the Roulette menu.
Reorganized the buttons at the Roulette menu to better match the other gambling menus.
Corrected the width of the dark background disc behind the Companion Wheel.
Fixed the z-depth of button labels to match with the text of the button.
Set alpha opacity for keyboy numbers at the Dialog menu to match the topics.
Improved the custom outline prefab to better display shadows on non-outlined fonts.
[MCM patch] Included an MCM patch to address some serious issues that have annoyed VUI+ users for a long time. The patch does not modify colors, aside from the buttons used at the Start menu.
[MCM patch] Fixed an MCM syntax error that was causing UIO to report errors on the Start menu.
[MCM patch] Fixed an MCM bug with the font tag not applying on the option value strings, resulting in values using a huge font in vanilla.
[MCM patch] Fixed an MCM bug with the "Press Control" text using the terminal font in vanilla.
[MCM patch] Fixed an MCM bug with the Scale dialog text using a huge font in vanilla.
[MCM patch] Fixed a bug where the MCM version would remain visible when opening and closing the MCM on top of another menu (eg. Container).
[MCM patch] Aligned all strings at the MCM options both horizontally and vertically where necessary.
[MCM patch] Expanded the main MCM panel’s width to allow more space for mods that assume Darnified’s small fonts.
[MCM patch] Tweaked the MCM buttons at the Start Menu (Mod Configuration, Back, Defaults) to look like all other buttons in VUI+.
[MCM patch] Aligned the fuzzy highlighting background used for the MCM options to the middle of the text.
[MCM patch] Replaced the fuzzy background at the main MCM window title with one that better fits the large vanilla font.
[MCM patch] Fixed the alignment of the scale window contents when opening a scale dialog for the first time at the MCM.
[MCM patch] Expanded the MCM’s scale window width when using a long title.
[MCM patch] Added support controller hot plugging/unplugging to the MCM panel.
Tweaked the orphan word control code to catch more orphan words and avoid unnecessary wrapping.
Cleaned up meter ticks from a minor artifact that can appear on certain resolutions.
Improved support for controller hot plugging/unplugging at the VATS menu.
Corrected the margins for Head & Torso health/chance boxes at the VATS menu.
Added list numbers on queued VATS attacks to point to their FIFO order and also provide a means of determining attacks when the queue grows above the screen.
Reduced the opacity of older queued attacks at the VATS menu, and set them behind the buttons to retain the buttons readable.
Re-ordered the VATS buttons based on their function.
Added the _VUI+bEnableBigGunsSkill setting for mods that enable Big Guns on New Vegas. This will adjust the padding of skills to allow all 14 of them to fit on a single level-up page. The setting can also be enabled via scripting with setUIFloat "HUDMainMenu\_VUI+bEnableBigGunsSkill" 1.
Tweaked the metrics of font #3 and the texture mappings of font #7.
The _VUI+noWorldMapTint setting is renamed to _VUI+ShilohCleanPip and it can be set to a greater value, to apply more brightness to the world map as intended for Shiloh’s mod.
Precisely aligned the HP, enemy health and AP meters into their brackets at the HUD.
Fixed the alignment of the NEXT/DONE button string at the Race & Haircut menu.
Added controller shortcuts for Talk and Inventory at the Companion Wheel.
Updated the Text Edit menu, used for typing the player character’s name, with the improved VUI+ background and a couple more tweaks.
Cleaned up and streamlined the Start menu to use the same code for Fallout 3 and New Vegas.
Hiding undiscovered locations from the compass should no longer affect the companion markers at the Pip-Boy local map. The feature is now implemented by XML code instead of editing the textures index, and no longer requires an installation option; it can be disabled by editing the settings file.
Version 6 - 2018
Fixed the single pixel resolution converter used for border lines; there is a logical error in its calculation which results in lines getting thinner as resolution increases, until they start disappearing in ultra-high resolutions. This fix will be a major improvement for anyone using a very high resolution monitor, even 1080p.
Implemented a new texture preloading feature to improve the loading speed of some menus, especially the Companion Wheel in New Vegas.
Greatly improved the method of propagating settings for better compatibility with mods that edit hudtemplates.xml, such as Vanilla HUD Remastered. VHR 1.8 is now compatible with the latest VUI+ and no longer requires an update (or patch) whenever a new setting is introduced.
Reworked the code of the 3 Pip-Boy menus to to use relative positioning and consistent formatting.
Buttons are now positioned inside the Pip-Boy menus as well. This provides valuable width to expand Pip-Boy lists or descriptions and remove any shoehorning tweaks. It also means that all buttons in the game are consistently aligned.
Added icon badges next to combat skill icons at the skill chargen/Tag menu, as they appear at the levelup menu. The implementation is compatible with mods that change skill names or add Big Guns on New Vegas, but it’s not compatible with mods that change the main skill icons.
Eliminated orphan words from subtitles and loading screen tips by dynamically reducing the width of the text as long as it doesn’t wrap any further.
Added clipping & scrolling for the text description at all Level Up menus to deal with very large (modded) descriptions. This improved implementation is also applied to the scrollbar used at Trait menu descriptions.
The scrollbar code for Pip-Boy notes and the Tutorial menu has been rewritten using the implementation from the level-up menus. It won’t be visible when all text fits into the visible area and the slider better matches the visible/total ratio.
The Tutorial menu has been rewritten for consistency with other menus except for the background which is darker to improve readability when the tutorial is displayed at the HUD.
The font of the EFF list has been changed to the default Pip-Boy font which is narrower and allows larger strings to fit within the wrapping space. Rad Regeneration now looks great. Additional edits will allow the font to look as "bold" as it was.
The font map files have been edited to properly align and resize some fonts. For example, asterisks have been slightly zoomed and moved to the bottom to better fit their role as bullets in the game. The edits have been applied with the DC Font Generator. Thanks to team Disthaven & Aaby!
The width for the EFF list is now based on the total available width as specified at the settings file.
Polished the highlighting code to allow the highlighting setting to correctly represent highlighting strength and to fix a flickering issue with highlighting.
Added the option (see settings file) to remove the green tint from the Pip-Boy world map; useful for colored map mods such as Color Hi-Detailed map and icons for Fallout 3 or Shiloh’s Clean Pip-Boy Screen for New Vegas.
Items with health greater than 100% will no longer display overly long bars at the Pip-Boy Repair menu.
Fixed the clipping bottom border of the lowest item in lists. This is now based on precise pixel calculation based on the engine’s resolution converter.
Set the vertical scrollbar’s slider width using the engine’s resolution converter and precisely aligned all scrollbars to the center of the vertical borders.
Fixed the protruding pixels (visible only in very high resolutions) at the top and bottom bracket templates.
Resized the heading stat cards at the Pip-Boy Stat and Item menus. The Wg and XP labels should be auto-hidden when their values are too long (which happens rarely and temporarily in the game).
Slightly increased the spacing between Pip-Boy EFF names and stats.
The spacing between labels and values at info cards is now defined by the total width of the card.
The condition bar alignment tweak has been added to the Fallout 3 version.
The Readme file has been updated with clear steps for troubleshooting major installation or uninstallation issues, including special instructions for non-English versions of the game and Mod Organizer users.
Added internal diagnostics to checks for unsupported overwrites. In most problem scenarios the user will no longer be dealing with glitches but rather with a message that points them to easy troubleshooting.
Pip-Boy Item buttons will not display when no item is being displayed.
The radio meters are perfectly aligned and resized based on the available space of the Pip-Boy Map menu.
The radio waveform is aligned behind the meters and brightened up to look as an actual oscillograph.
The location font at maps is outlined to be more easily readable.
Fixed a New Vegas VUI+ bug that caused loading tips to be displayed at the Start menu when the player would quit to menu from a running game.
The optimized dark background has been templated so that it displays consistently behind every non-Pip-Boy menu. The template takes into account the ratio of the dds texture, the size of the menu and the presence of a heading to apply a well-proportioned background behind any menu.
Buttons have been uniformly positioned inside the main rectangle of all menus except for the Pip-Boy.
Increased the size of the skill requirement badge (the tiny square icon that appears next to weapon skills) at the Stats and Levelup menus. It’s too small in vanilla.
Prevented the Ingredients title from appearing in empty Recipe menus.
Relocated a reference to the Mod Configuration on the main menu instead of every menu in the game. This may increase performance in long lists.
All Pip-Boy menus have been slightly increased; this positively affects everything and especially maps which have been expanded even more.
There is now the option to resize the Pip-Boy menus at settings.xml. For example, you can reduce _VUI+PipHeight to fit the button shortcuts on Pip-Boy 2500, or you can use Pip-Boy 2500a instead, and increase this setting to fit 14 skills, Big Guns included, on a single page!
The last remaining annoyance I had with the UI since the mod went public has been cracked: quest stages now occupy all their available width.
Audio and picture notes are centered instead of being aligned to a corner.
Very large hot key item names will wrap and the hot key wheel will be accordingly aligned in this case.
A keyboard shortcut has been added to the Show buttons at quest and notes sections.
Improved the fix of the gaps on the rightmost tabs at Pip-Boy Items and Maps.
Corrected positioning of very long strings in info cards (such as the ones used in item stats).
Added focus highlighting to the meter of the Quantity menu.
Fixed a bug in the highlighting of meters and toggles at the start menu options. They should now be correctly highlighted on mouse hovering.
The error checking at the start menu has been updated to the latest developments. If you are using Vanilla HUD Remastered or any other mod that overwrites hudtemplates.xml, please wait a few days for an update.
Merged High Quality Pip-Boy Icons edits for zooming Pip-Boy icons (stats, items etc). This does not affect the vanilla games but will allow high resolution icons to be displayed properly.
The player’s location string at maps will be replaced by challenge title when Challenges are selected.
Fixed a hardcoded vanilla alignment issue at the Caravan Bet menu, when playing with Quartermaster Mayes and some other opponents with long names.
Fixed the Tutorial scrollbar from retaining the position of the previous card.
Version 5 - 2017
All customizable settings have been moved to a separate file (Menus\Prefabs\VUI+\settings.xml) for easy editing.
All selectable elements are highlighted when targeted. That includes buttons, list items, scrollbars, filters, meters etc. The highlighting intensity is customizable at the settings file. At default settings the effect is mild enough to avoid deviating from vanilla, but still helpful.
All functions at the Companion Wheel have keyboard shortcuts. Their labels are placed into the slices for easy reference but they are highly transparent for minimal visual impact.
Added an optional background (see settings.xml) to subtitles at the Dialog, HUD, Companion Wheel and Container menus.
Added an optional background for loading screen tips. This had to be done with a special texture file and it can be enabled by setting _VUI+SubtitleBackground to 2 (at settings.xml).
Added a new option to hide the MODS label at the item data. This option is meant to be enabled by mods such as Universal Item Sorter which already provide a prefix for weapon mods. You can turn it on by opening the Menus\Prefabs\hudtemplates.xml file and changing <_VUI+noMODSlabel> to 1.
Fixed a vanilla issue with several menus not properly updating their buttons when a game controller is attached or removed while the game is running.
Reduced size of xbox button labels when the button text is set to the small font.
The scrollbar that appears in Message menus (when there are many options) is moved to the left edge like all list scrollbars.
Crafting headers will not be displayed on the Vending Machine menu; the token requirement is set to the middle of the ingredients panel
Wide save file names will no longer be clipping outside the save/load list box. This was pretty hard to fix.
Take All to R) is installed by default and it’s no longer an option. Getting used to it is far easier than picking up your entire stash just because you hit A) at the Quantity menu. (I decided to do this after reading a short discussion between VUI+ users on another mod -- apparently some users haven’t realized that options could be enabled?)
Fixed minor syntax issues on several files. That includes vanilla and VUI+ issues. These probably didn’t have any effect but it’s better to have them corrected. Redundant elements (eg. empty parentheses) are removed from the code to make it easier to read.
Further reduced the brightness of the Companion Commands heading to even better match the rest of the non-active stuff in the Companion Wheel.
Position of the Reputation button matches the Stimpack button, thanks to Frosty-theaussie.
Added an installation error warning that’s displayed on the Start menu if VUI+ cannot access its HUDMainMenu settings. This addition completes the pavement of the road to the future of this mod.
Fixed a vanilla issue with skills greater than 85 not properly displaying their value at the Tag menu.
Improved a vanilla alignment fix for text boxes using the outlined ("glow") font.
Skills on level up menus will be properly aligned if Big Guns is enabled for New Vegas through the JIP-LN Plugin.
The max for level up SPECIAL point allocation (default 10) can now be controlled via script through SetUIFloat "HUDMainMenu\_VUI+MaxSPECIAL" (added September 29 with no version change).
Remapped the Add/Remove buttons on the Caravan Deck Building menu so that they use the same key.
Added a new option for the Hide HUD Button setting: you can now hide the key label only. This will also reduce the button’s brightness a bit to better distinguish it from the activator’s name.
Remapped exit to X at the Sleep/Wait menu because it cancels the action.
Dialog topics will now be switched to the small font when the max number of topics at the settings is set to 6 or higher.
Added an extra faint dark background under the Quantity menu to better distinguish it from the menus it’s displayed upon.
Added the ability to display list numbers for topics as requested by 1AS1 for KeyBoy. They can be turned on by scripting via SetUIFloat "HUDMainMenu\_VUI+NumberedTopics" 1
All settings except Highlighting are now accessible by scripting through Get/SetUIFloat "HUDMainMenu\_VUI+..."
Fixed an incompatibility with aHUD/oHUD (file re-uploaded after 5.7 with no version change).
Speaker’s dialog subtitles match the style of general subtitles with the most obvious change being the elimination of the dark background. As a result dialog becomes more live instead of appearing as a part of a menu with a talking head. An outline and faint shadow effect applied on the text ensures readability against any game background and the wrapwidth is reduced to 55-60 characters as recommended by readability standards. The player’s topic box is not affected by these changes.
Font size in the player’s dialog topics is automatically reduced when max topics at settings is set to higher than 6. The font reduction is accompanied with outline/shadow tricks to improve readability as published in the relevant article at the Nexus page.
Status tabs in Pip-Boy Stats are displayed while hovering the mouse pointer at their respective vertical buttons. This allows for quick browsing of the entire condition, effects and hardcore-related effects of the player character by a simple drag of the mouse. The hovering/clicking sounds of the Status tabs are modified to match their new functionality but otherwise mouse clicking and keyboard navigation are not affected by these changes.
Effects can be scrolled by the mouse wheel from the entire Pip-Boy panel. Combined with hoverable tabs, this provides an easy and bug-free means to quickly scroll effects but it also works with traditional clicking or keyboard navigation.
There are now 3 options for displaying the magnitude of the various Status tabs at the Pip-Boy Stats: disable, brightness only (default) and brightness with numbers. The brighter the labels are, the more attention they need. Effects are brightened based on their number. The CND button is brightened when limbs are hurt and especially when their invididual health gets close to 0.
The Survival icon has been replaced with one provided by Ladez, tweaked to match the dimensions of the rest of the icons. There are a few other icons that have such issues (Rebar Club!) but these are acceptable as oddities; a Stat icon shouldn’t.
Emphasized Karma strings; formatted Reputation icon & strings according to the looks of Karma and removed redundant faction name under the faction icon -- the name is already displayed at the selected list item and this is a standard convention in the game’s UI. The Reputation string is moved above the icon because it shouldn’t be looking like a caption.
Highlighting now applies to the sleep/wait meter marker and to the text labels of Pip-Boy tab buttons.
Improved the fix for the repeating weapon mod borders and prefixes; as a result of this improvement the EFFECTS label will no longer be hidden in any case.
Improved the custom hotkey tip at the Items menu and removed the incorrect button label; there’s no button label for the D-pad.
The Requirements header is removed when there are no requirements in recipes; the empty space is occupied by ingredients.
Eliminated hightlight box clipping in lists whose height is a multiple of line height. A long time personal annoyance.
The direction arrow in barter and container menus should now be properly aligned regardless of the VUI+ContainerItems setting.
The quantity menu is now installed by default. The key mapping change (E to X) is not considered drastic enough to be optional.
Fixed the condition bar display for weapon and armor recipes.
Added a clicksound to all "silent" buttons on the Pip-Boy.
Precisely aligned the skills scrollbar (displayed only if Big Guns are enabled at the JIP-LN Plugin) with the vertical borders. The relevant edits has allowed for a perfect uniformity of the Skill, Perk and General lists.
The SPECIAL list has now been exempted from the padding reduction used in the aforementioned lists and it has been aligned to the middle of the vertical space.
Reclaimed the space from bullet squares from the Challenge list since it doesn’t use squares.
Highlighting of list items that contain meters or toggles is enabled *only* when clickable items are targeted, unless using a controller.
Background highlighting correctly applies on skill-check failed dialog topics and their border is set to the default color; the background’s red tint is not affected by this change.
Aligned the activation button on the HUD to the center of the subject’s name.
Fixed the color levels of the custom VUI+ solid_black.dds and the vanilla hud_comp_bkg.dds so that they match with the vanilla solid_black.dds.
Shownamemenu has the same style with similar message boxes.
Improved highlighting in levelup menus (added mouseover condition so that they lose highlighting when hovering on the Accept/Cancel buttons).
Fixed a major issue with the custom VUI+ solid black background which didn’t display correctly on some systems (mipmaps had to be generated!).
Added a navigation button label for controller users on the Hotkey menu and removed the hotkey icon numbers when using a controller (they are redundant in this case).
Fixed the visibility of the mod and repair button labels when using a controller.
Relocated the button labels on the Companion wheel when using a controller: the Select label is placed right under the action to be selected and the Navigate label is placed to the bottom of the wheel and auto-hidden when there’s a lot of text there.
Reordered the button labels on Repair Services to prevent the item icon from overlapping with the Repair All label when using a controller.
Replaced the fuzzy low-res background used in non-Pip-Boy menus with one that has more appropriate dimensions for large menus. This makes them appear more crisp and it is most evident in Message boxes. The only case where the original background is retained is Dialogue: it seems it was created for Dialogue only and then used by the developers for all other menus.
Fixed display of the first effect when it wraps (EFF tab) and reduced brightness of effect names and divider lines to distinguish them from the values.
Aligned the point counter on level-up menus to the center and middle of its box. Fixed alignment issues on their divider lines and further streamlined all level-up menus with common formatting (eg. the scrollbar at the Trait menu descriptions will not be displayed unless necessary.)
The width of the Caravan deck building scrollbar is based on the player’s deck size: the more the cards, the wider the scrollbar and the slider.
Clicking sound on the mod weapon menu is set to the item repair sound (matches weapon modding). The custom VUI+ layout of this menu has been improved.
The repair menu list is expanded both vertically and horizontally using various tricks from the inventory_menu. A lot more items will be fitting to it now. The item to be repaired has been emphasized and the condition bar is set to the middle of the list boxes.
A lot of the repair menu edits have been carried over to the repair services menu, in addition to edits from VUI+ container menus: More items fit, the item icon’s zoom has been reduced a bit to avoid blurring, stats have been tightened etc.
The save/load scrollbar is hidden when a confirmation dialog is displayed. Removing all that redundant stuff from the start menu makes it more comfortable to use.
The Previous/Next buttons and keyboard shortcuts in Tutorials have been tweaked according to common standards.
The game version has been removed from the Tutorials but it’s now displayed in all settings, not just display settings.
Fixed (finally!) the mod and repair buttons from displaying where and WHEN they shouldn’t.
Corrected the vertical alignment of xbox buttons taking into account the wrong baseline of B) and Y) buttons. Moved button labels closer to the button strings when using a small font.
Version 4 - 2017
Active tab buttons are more opaque (brighter) to be easily distinguishable from targeted ones.
Reduced padding of list items to allow more of them to fit on Pip-Boy and two-pane menus.
Greatly reduced padding of list items on Pip-Boy stats to make all skills fit in a single page.
The direction arrow in the Container menu is replaced with the one from the Barter menu which is more detailed.
The size and positioning of Stats tabline buttons on the Pip-Boy should match with those on the other sections.
The color of the start menu is switched to the hudmain color which can be customized through the display settings.
Removed the redundant Downloadable Content option from the start menu.
Removed the version information from the save file information element.
Increased load/save list items, taking into account the reason why the list is meant to be short.
Aligned the save/load screenshot and save file stats to the center of the listbox making them easier to distinct from the save list.
Rewrote some parts of the scrollbar template to make it appear correctly in all cases.
The FOMM installer will copy an MCM compatible start_menu when necessary. Hopefully this will save those who refuse to read installation instructions but are using a mod manager.
Relocated the mod’s custom prefab file to its own VUI+ folder (may be useful if other mods try to detect VUI+).
All paperdoll patches are script-based and therefore compatible with any changes to the Pip-Boy Stats.
All paperdoll patches include HUD fixes. These are based on Akastalker’s fix but improved and customized for its case.
Vault Girl’s HUD paperdoll is corrected to have its collar properly displayed.
The Cowgirl patch is now based on Cowgirl version 0.8 which has better quality than version 0.9.
The height of the tutorial box is adjusted, based on text, up to a reasonable amount.
Added patches for KeyBoy, Cowgirl and Pitt Gal. The patch for Cowgirl also fixes the HUD issue that had troubled the author.
(minor update with no version change) Removed the oHUD/CC&C compatibility fix since it’s no longer necessary with the latest JIP NVSE plugin’s developments.
(minor update with no version change) Updated the description with rewritten installation instructions. This was necessary to properly guide users for the new 4.4 plugin-based paperdoll patches.
Increased contrast between new and used dialogue topics.
Minor alignment/positioning tweaks on the level-up menus.
The expansion of list items introduced in 4.0 is now applied to Perk and Trait menus too.
The stat description in the SPECIAL menu is displayed in the same formatting and font size as the other levelup menus.
The oHUD/JIPCCC fix will be installed for oHUD users, regardless if they use the Living Anatomy fix or not.
The readme file (and the description page as well) is rewritten with clear compatibility instructions and less fluff.
Removed the Living Anatomy fix. Better Pickup Prompt is a much better way to deal with the underlying problem and the fix wasn’t up to the quality standards of the mod
Fixed compatibility issue with JIP Companions Command and Control; the fix applies to oHUD as well.
Version 3 - 2016
The [HIDDEN] marker and the enemy health bar are moved closer to screen edges to prevent the former from overlapping with [EMPTY] containers. This only affects the optional Living Anatomy bug fix.
Fixed: The shield/broken shield icon did not match the position of the enemy health bar for the optional Living Anatomy bug fix. (Thanks to KiCHo66 for the report & verification)
The Weapon Mod menu is cleaned up from development leftovers and displays the mod icons in much greater detail. This edit does not affect compatibility with the WMM mod.
Enemy stats can optionally be relocated on top of the HUD. This fixes a rare problem where very large enemy names wrap Living Anatomy stats under the visible area.
The color of the loading screens is switched to the hudmain color which can be customized through the display settings.
The loading wheel is moved to the bottom to pronounce the loading screen images.
The companion wheel can now be closed with the X key
Further expanded the maps at the Pip-Boy; slightly decreased the height of the heading cards in all Pip-Boy sections.
Caps in the Aid tab are replaced with Hit Points since Aid has a lot to do with hit points.
The World and Local maps are horizontally shrunk to to fit within the side borders of the Pip-Boy but expanded vertically. That makes them overall slightly larger.
Challenge titles are even more separated from challenges.
Item, quest and notes lists on the Pip-Boy are similarly aligned and slightly expanded to fit one more item.
Doctor’s bag at stats is placed above Healing mode; as a result the health bar of hands no longer needs to be set way above the hands in New Vegas.
Fixed Strength not blinking that was caused by the DR/DT separation.
Added easy customization for max dialogue topics. See updated description.
Barter, Container and Recipe menus are expanded to fit an additional item and they are tweaked to allow easy configuration of their height.
Fixed the thin shadow which appears next to filled bullet squares in lists.
Version 2 - 2016
Hardcore stats are also displayed on hardcore pages and their brightness is based on the magnitude of the stat. When they get bright enough, you really need to take care of them!
Improved companion wheel xbox buttons. The exit button is moved to the center, as it is with the normal PC navigation.
Fixed the horizontal spacing and scrollbar alignment on Stat, Quest and Challenge lists on the Pip-Boy.
Improved the alignment of the clickable padding on the scrollbar slider.
Aligned hollow with filled bullet squares on Pip-Boy items.
Improved the dialogue formatting to deal with some minor problems. These were probably not an issue in the normal game, but only for my special dialogue tests.
The clickable area around scrollbar sliders is better aligned to the center of the slider. This makes the sliders easier to drag.
The dialogue box is dynamically expanded to fit more dialogue options, up to a fixed maximum height. Additional edits to the font and the background color ensure that this increase will not deteriorate the view of the talking person.
Tweaked installer to work with FOMM.
Added a mod configuration declaration
Key remapping for container and quantity menus is optional
Hardcore compass is optional
Reduced the size of the rosette in the favorite menu at the Pip-Boy items to match the reduced size of the favorites.
Changed the Take All button at the container menu from "A" to "T", since A is used in the quantity dialog too and this often leads to accidental pick-ups of potentially huge stashes of items.
Changed the Exit button at the container and quantity menus from "E" to "X" to match all other menus. "E" is used for activation in the game, not exit. This was yet another confusing keyboard mapping that would lead to the the same issue as above.
Increased opacity of the dialog options box and moved it a bit higher to improve readability.
Minor alignment fixes for the vanilla map section.
Using an improved alignment of the transcation amount in the barter menu, I could switch back to vanilla’s original font size the overlapping problem when selling or buying bigly.
Increased the font size on the player’s dialog text while keeping it more compact than vanilla’s huge ones.
Slightly increased opacity of the player’s dialog text to improve readability.
Fixed the alignment of the list boxes in the container and barter menus.
Added full support for xbox buttons. Controller users will now be able to enjoy an improved UI without missing their helpful button labels.
Xbox buttons on the companion wheel are better positioned and they get hidden when the context tip would overlap on them.
Fixed another vanilla issue where the "place marker" button is displayed when using mouse and keyboard.
A few minor corrections such as a better alignment of the caps flow arrow etc.
Fixed the Yukichigai PIP-Boy glove (and similar icons) from appearing too small at the Pip-Boy items view.
The Caravan bet value labels are now following the same formatting with labels on similar menus.
Further increased the available space for quest stages and notes. This was achieved by relocated the challenges headline and moving the buttons to the top.
The challenges headline is now using a more emphasized font.
Effects at the Status section can now wrap to avoid clipping (eg. Weapon Binding Ritual).
Caps and Wg at the barter and container menus are slightly relocated to prevent overlapping with very long merchant or container names.
Version 1 - 2016
Fixed the repeating borders and labels of weapon mods at the item stats. There should only be a single label and a single border for the first weapon mod.
Expanded the lists in Barter, Container, Crafting and Pip-Boy Item menus.
All left-aligned scrollbars should be precisely positioned in the center of their enclosing vertical borders.
Increased clickable area around the scrollbar slider for easier dragging. The area is the average between the slider’s width and the full width of the scrollbar. The idea is taken from PipWare UI.
Redone the Caravan Deck Building menu to make it usable. This menu was left unfinished by the developers.
Added hardcore stats for dehydration, hunger and sleep deprivation at the main condition page for quick browsing. Suggestion by phoenix0113 (thanks!).
Separated DAM/DPS and DR/DT at the item stats. Flashing cards was a serious usability mistake in New Vegas since it prevents quick comparison of different item stats.
Separated DR/DT at the Pip-Boy Items headline for the same reason.
Fixed the annoying clicking sound which causes recipe lock when moving the mouse pointer over the igredients at the Recipe menu.
Expanded the wrap width of values in infocards (such as weapon mod names) to the full width of the card. The label will be auto-hidden if the value were to overlap in it. For example, mod names of the Service Rifle will hide the MODS label.
The hotkey menu on the Pip-Boy is slightly resized and relocated to prevent overlapping with the additional DPS/DR cards. The hot item’s name is relocated on top and it’s using the smaller font which better fits the hotkey menu.
Subtitles appearing from companion wheel options are now displayed with the font used for subtitles and they won’t be overlapping with the recipe/barter/container menus.
The bet/chips stats at casino tables use left alignment (values appear next to labels) to match with the earnings stat which is hardcoded to use this formatting.
Fixed for the companion wheel so that the entire area of an "option slice" can be targeted by the pointer. The fix was contributed by Ladez (thanks!).
Fixed the Repair and Mod buttons from displaying at the wrong sections; the Mod button should always appear when pointing at a weapon.
Quests are no longer displayed when switching from Quests to Notes.
Fixed the level up menu so that all perk descriptions fit in their box.
Tweaked transparency of the dialogue black background to improve legibility. NPC lines are now using outlined fonts for the same reason.
The quest list width is expanded to fit more content. I’d rather expand the stages list but it’s too deeply hardcoded [This was finally fixed in version 6!].
Fixed the annoying gaps to the left of the Ammo and Radio buttons.
Reduced the excessive vertical padding on info cards at Pip-Boy item stats and moved them down a bit so that the item icon wouldn’t require shrinking to fit.
Corrected the wrapwidth and size of the description box on the traits menu.
Tips on the loading screen are fixed to no longer mix with each other and are formatted with outlined fonts without a black background.
Added compatibility for the Weapon Mod Menu; this was later removed as VUI+ now relies on UIO for compatibility with user interface extensions such as WMM.
Added compatibility with oHUD; VUI+ must be allowed to overwrite oHUD.