Nexus mod configuration menu not downloading

Nexus mod configuration menu not downloading

nexus mod configuration menu not downloading

how to download luna mod menu You can Buy it here: Impulse Website. Config mode for easy setup - Enemy (and friendly) castbars - Energy / MP5 ticker while also not even You can download this GTA 5 Mod Menu by simply clicking the menu - posted in Open Beta Feedback: So I recently updated my nexus mod. Mods using MCM do not need to make it a master to use the menu, although MCM does need to be present and activated. Support. Please use. I tried search for similar problem but no luck. -installed Nexus Mod Manager -​MCM shows up in pause menu but as $MOD_CONFIG or something similar.

Nexus mod configuration menu not downloading - happens

HUD-UI-Menu issues

Overview

[Thanks to Axonis of the VUI+ mod for his critiques of the article and spurring me into realizing I had forgotten implementing a crucial step in the process.]

The way the player interacts with the game is through something collectively called the "User Interface" (UI). This is an "umbrella term" that includes everything from the game launcher options and hardware configuration Menus, through the loading screens and "Main" & "Pause" Menus, and into the information you see on the screen when the game is loaded (referred to as the "Heads Up Display" (HUD)), and the Menus provided in the Pipboy, when trading, etc..

There are over 250 UI mods on Nexus. Often times people find their UI is "messed up" after adding one of these and have no idea as to the cause or solution. The basic problem is one of "install order", which arises from multiple mods which have to use the same XML files to change the appearance of the Menus and Heads Up Display (HUD) in the game. The last mod installed "wins" file conflicts by overwriting files previously installed by other mods. THERE IS NO WAY TO WORK AROUND THIS FILE CONFLICT, unless you are willing and able to merge the desired elements of the conflicting XML files. Last overwrite of a file wins, always. Some mods perform "edits in place" to existing files, but if the current file is not what they expect, the edit may fail or produce unexpected results.

In many cases these XML files are essentially the same and compatible with other mods. In some cases however they add extensive additional or changed entries but may be missing something another needs. See the "MCM Warning" subsection below for particulars about this situation, but it can apply to any duplicated XML file. Sometimes you have to make a choice, or manually edit the XML to create a merged version. Either way, you have to figure out what the mod changes in order to make a choice.

Base UI

The Heads Up Display (HUD is the means through which the player views the game world and from which they access other menus. For this reason, mods which make major changes to the HUD visuals are considered a "base UI".

There are many mods which provide replacements to the vanilla HUD and associated Menus. They are implemented by replacing the vanilla XML files, or by inserting alterations to those files. For this reason alone mixing various UI elements from different mods not designed to work together is only for those prepared to dig into the technical details.

Only one "base UI" should be installed. If the mod changes the placement of the standard HUD elements (compass, HP, etc.) or underlying assumptions made by the vanilla HUD such as the size of fonts used before any other UI mods are applied, then consider it a "base UI". (A good tip-off is if there are patches for it to work with other mods.) You should not expect multiple "base UIs" to work together, unless listed on it's download page as "compatible" with "install order" instructions, or you edit them for compatibility. (But in that case, why not just create your own combining the desired features?)

Examples of popular "base UI" mods:

Programs and Tools

  • Any tool appropriate for examining the contents of a mod's archive format. Tools that can unpack an archive can look inside them to the folder tree structure, unless they are encrypted, even if the files contained are in a proprietary compression format. Common ones in use on the Nexus are:
    • 7zip can handle multiple archive formats.
    • Free RAR Extract Frog can handle "spanned" RAR archives and password protected files. Only works on RAR files.
    • WinRAR (Trialware) Some compression formats can only be unpacked with the proprietary tool.
  • FOMM - Forked
  • FOMM and FOMODs for Dummies

Details

The following set of HUD-UI-Menu mods for "Fallout New Vegas" (FNV) in particular need to be in a specific order, and after all other XML file mods (i.e. DarnUI, MTUI, "Project Nevada", "JIP Companion Command and Control", etc.) in general. The TL/TT;DR Summary section lists this sequence, but you really should read the Technical Details for Manual Installers section to understand WHY the sequence is important.

"User Interface Organizer" (UIO) does not need to be installed last. However, if you have more than one of the listed mods or any other mods that affect the XML files under the "Menus" sub-folder, it should be installed. It will dynamically merge the XML files it knows about together into the designated menu each time the game is launched (by virtue of already knowing about them or via an added "UIO support file") into a combined "User Interface"; and restores them to their original state when the game is closed. If a UI mod does not appear to be included when using UIO, check that it has a "UIO support file" under "Data\uio\public\". The list of mods of which it is already aware, along with simple instructions for creating a support file are available on the UIO description page (as well as below in the User Interface Organizer (UIO) section under "Technical Details for Manual Installers").

MCM Warning

The following specific case MCM warning message is used as the basis of this section but it applies to similar messages:

"DarNified UI has been detected in the HUD but not the Start Menu."

"Mod Configuration Manager" (MCM) inserts itself into the "Main/Pause" menu of Fallout New Vegas (the screen with "Continue", "New", "Load", "Save", "Settings", etc.) to combine compliant mods configuration settings into a single menu. It is a "tool" used by other mods enabling them to configure settings IF (and only IF) the "other" mod in question implements it (e.g. "CASM" does not; "CASM with MCM" does). If MCM is not listed as a "requirement" for installing the mod, it almost certainly doesn't use it. If no mod using MCM is installed, the MCM option does not appear on the "Main/Pause" menu.

One of the files installed by many of these UI mods is under the "Data\Menus\options" folder, and is named "start_menu.xml". This is the "start menu" referred to in the MCM error message, and there can be only one. Most of them are very similar, with minor variations in font and height for different elements but the "DarNified UI" ("DarnUI") version adds considerable additional elements. The important thing is that it has all the elements most other "extension" mods are expecting (as determined by comparing them for differences), so they don't have a problem with it as long as the visual positioning differences are overlooked.

The complexity triggering this warning message arises because the DarnUI mod needs to be installed earlier in the process than other UI mods. DarnUI makes changes to the size and position of various HUD elements, which is one of it's primary attractions. The later installing mods need to be able to detect or be told that DarnUI has been installed so they can adjust to fit. (This is usually done by installing a DarnUI specific version or patch file.) Unfortunately if they also have a "start_menu.xml" file (which they need if there isn't one already, so they usually include one), and it overwrites the one from DarnUI when they are installed later in the "install order". This causes the specific DarnUI version of "start_menu.xml" to be lost. MCM detects this, and you get the warning message.

Some mod managers like "Mod Organizer" apparently update/overwrite the installed files when they are adjusted in "Load Order" (LO) position, so moving DarnUI later in the LO once all the mods have been installed causes DarnUI's "start_menu.xml" file to "win"; but other mod managers don't. For them, adjusting the LO doesn't help.

There is a similar problem sometimes encountered with "Project Nevada" because it includes an earlier version of MCM. You should install and use the later "stand alone" version of MCM from it's own download page, but this can sometimes result in a warning about multiple "MCM entries". This is due to more than one menu having the line '<include src="MCM\MCM.xml"/>'. You need to remove all but the one line in the "menus\prefabs\includes_StartMenu.xml" file.

This section is just a summary of the warning and the reason for it. For more detailed information about MCM, please see The Mod Configuration Manager (MCM) section under the "Technical Details for Manual Installers" section.

INI Settings Warning

Exercise caution when altering INI settings, as some (at least "bInvalidateOlderFiles=0", even when using "ArchiveInvalidation" in a Mod Manager) can cause some or all of the mods specifically identified in this article to suddenly be unable to locate their respective files. If the INI changes are at fault, you will see the warning messages immediately upon loading any existing "save game", not matter how old. In that circumstance, try reversing your latest INI change(s) before you assume a mod or any of the suggested causes are at fault.

UI Menu Overrides

Once you understand the cause, the solution in the case of DarnUI is simple: create an "install package" (a simple 7Zip file will do) that has the DarnUI "Menus\options\start_menu.xml" file and folder tree copied from the DarnUI package and install it with your mod manager or manually to the "Data" folder after all the other UI modifying mods so it "wins". This article refers to this as a "UI Menu Overrides" package, but you could name it whatever works for you. (Be sure to include the "relative" path from the "Data" folder; as in not including "Data\" or any mod package name like "DarnUI\", but with just "Menus\options\start_menu.xml") so it goes into the correct folder.) MCM recognizes this "start menu" file is from DarnUI and stops complaining, and it works fine with the other "extension" mods, especially if they are expecting DarnUI.

The simplest "UI Menu Overrides" package just has the DarnUI "start_menu.xml" file. But there is no reason (other than the labor involved) it can't include other menu overrides or merged versions you want to be sure are installed last as well. In that case you can push it's position to later in the "Last XML Override Files" mods list found under the TL/TT;DR Summary section.

HOWEVER, before you copy any XML file into your "UI Menu Overrides" package you need to consider whether or not it will need to be modified by other UI mods (such as the quite common MCM or WMM). You should run those mods against the "Base UI" menus or manually make the necessary edits before you copy them into your "UI Menu Overrides" package. That way you are preserving any changes they make. This does not eliminate the need to understand the changes being made, as you may still need to remove duplicate entries.

As an example, here is my personal version "ReadMe" file:

This is the original "start_menu.xml" file distributed with DARNUIv04. It has been copied into this separate package so it can be placed after the MCM package in BAIN, so the DarnUI file will override that package. DarnUI itself should be installed prior to MCM, so this is the only way to get it's version of this file to "win" the install order. This resolves the MCM warning message "DarNified UI has been detected in the HUD but not the start Menu. You will need to repair DarNified UI or remove it completely for MCM to appear correctly." Using the DarnUI "start_menu.xml" file is the needed "repair". Now contains other "overrides" as merged files to ensure compatibility with: * MCM "menus\options\start_menu.xml" * PN "menus\options\start_menu.xml" (identical to DarnUI version) * PN "menus\main\hud_main_menu.xml" * oHUD "menus\main\hud_main_menu.xml" * WMM "menus\main\inventory_menu.xml" * FlashlightNVSE "menus\prefabs\flashlight_battery.xml" As a consequence, this override file should be installed last of the UI mods.

Technical Details for Manual Installers

The following discusses how various select plugins affect the vanilla UI XML files. It is primarily of interest to those who wish to understand what changes each makes and how they can get these different changes to XML files to work together. Due to the sheer number of UI' mods available, only the most common are listed. Consider them a representative sample of the issues.

If this is not of interest, then skip to the TL/TT;DR Summary section of this article.

XML

Extensible Markup Language (XML) is a markup language that defines a set of rules for encoding documents in a format that is both human-readable and machine-readable. It is defined by the W3C's XML 1.0 Specification[2] and by several other related specifications,[3] all of which are free open standards.[4]
(Wikipedia XML article. The [footnotes] are in the article.)

"XML is a general syntax - the meaning of a given element depends entirely on the program parsing the file." Bethesda has implemented this in the Gamebryo game engine, but we can't see any of it's schema, dictionary, or rules. To us, it's just tags; more similar to basic HTML than anything else. DoctaSax (all credit to him) developed a tutorial guide to Reading UI & HUD XML files, but it is on an "Adult (18+) only" site. It is based upon the information published in separate sections on The Elder Scrolls Construction Set Wiki for Oblivion and Tes4Mod:Oblivion XML/Traits (which still apply to FO3 and FNV), but DoctaSax has collected the information into one article. Emphasis on "reading" (rather than "writing") XML files. The schema from Oblivion appears to be consistent for FO3 and FNV, but it pays to be cautious. Things are not always as they seem. Nor does there appear to be any sort of "sandbox" where you can test out Bethesda XML outside of the game.

Technically, the HUD is a sibling Menu (data\menus\main\hud_main_menu.xml) of "data\menus\options\start_menu.xml", which runs initially and sets up the initial game UI. The HUD is the means through which the player views the game world. All other Menus (Pipboy, Barter, Dialog, etc.) have to be opened by a specific keypress or selecting an option (i.e. clicking on a button) or is called by a script; all of which are events that cause the HUD display to be hidden and make visible the selected Menu, which is then subsequently "closed" (hidden) by exiting the Menu before access (visibility) to the HUD is restored. Only one menu at a time can be "open" (visible). For this fundamental reason "start_menu.xml" is technically the "base UI". It tends to be regarded as the HUD as otherwise it is not visible, so such HUD mods commonly get considered the "base UI". If the "start_menu.xml" or HUD menu is broken, the rest of the menu system is essentially also broken or at least inaccessible.

FOMM and FOMOD Scripting

If you are going to try to manually install a FOMOD packaged mod (with the file extension of ".fomod" or a standard archive extension (.7Z, .ZIP, or .RAR) package with a "fomod" folder inside), then you will need a mod manager that can use that script format or be able to manually interpret the "scripts.cs" file(s) developed for "Fallout Mod Manager" (FOMM). These scripts can range in complexity from simple lines to copy files, edits to INI files, renaming existing files and activate replacement plugins, manipulate the load order, up to full blown programming actions based upon interaction with the user. If you are familiar with "C#" or "Java" programming, you can probably puzzle it out on your own. However, it's suggested you read the wiki FOMM and FOMODs for Dummies series by Zumbs instead because it also answers commonly asked questions. (Note references to "FOSE" are to the FO3 predecessor of "NVSE" called "Fallout Script Extender".)

All of the edits for specific mods below have been "difference" compared to the resulting files from installing by way of FOMM/FOMOD scripts. There are no significant differences I have been able to detect in the XML files identified. If you find any that have not been identified, please contact me by PM at the link provided at the beginning of this page.

DarNified UI NV v04

Though the FNV version is not found on the Nexus, DarNified UI NV is a very popular mod despite the fact it is not directly compatible with the positioning of vanilla UI elements. In fact, that is it's primary attraction: it uses smaller fonts to make more use of the available screen "real estate". Other UI mods have to make "DarnUI patch files" in order to visually work with it. Even though labeled as a "Work In Progress" (WIP) and "Beta" version on it's support thread, it appears stable after many years of use. The author has not been active on Nexus since June of 2015. He had his own "DarNified.net Forum" but it is now locked down, requiring you to already have an account and password to access with no way to join. There were not any updates there by Darn since 2011, but there was some community support. The old "WIPZ/BETA DarNified UI NV" thread on Bethsoft Forums is still accessible, but also locked against new posts.

See the first thread post of the Bethsoft link given above for installation instructions, include the required font changes. (The download link for that last published version is listed near the bottom of that same post, under "==Downloads==".) These are smaller "point size" (height) fonts to enable more content to be displayed per page.

The primary instruction is to replace the following vanilla font file entries in the "Fallout.INI" and "FalloutPrefs.INI" files located in the "C:\Users\< accountname >\Documents\My Games\FalloutNV" folder:

[Fonts] sFontFile_1=Textures\Fonts\Glow_Monofonto_Large.fnt sFontFile_2=Textures\Fonts\Monofonto_Large.fnt sFontFile_3=Textures\Fonts\Glow_Monofonto_Medium.fnt sFontFile_4=Textures\Fonts\Monofonto_VeryLarge02_Dialogs2.fnt sFontFile_5=Textures\Fonts\Fixedsys_Comp_uniform_width.fnt sFontFile_6=Textures\Fonts\Glow_Monofonto_VL_dialogs.fnt sFontFile_7=Textures\Fonts\Baked-in_Monofonto_Large.fnt sFontFile_8=Textures\Fonts\Glow_Futura_Caps_Large.fnt sFontFile_9=Textures\Fonts\NVFont_Test.fnt

with these smaller fonts the package installs:

[Fonts] sFontFile_1=Textures\Fonts\DarN_FranKleinBold_14.fnt sFontFile_2=Textures\Fonts\DarN_FranKleinBold_16.fnt sFontFile_3=Textures\Fonts\Glow_Monofonto_Medium.fnt sFontFile_4=Textures\Fonts\DarN_Sui_Generis_Otl_10.fnt sFontFile_5=Textures\Fonts\Fixedsys_Comp_uniform_width.fnt sFontFile_6=Textures\Fonts\DarN_Sui_Generis_Otl_13.fnt sFontFile_7=Textures\Fonts\DarN_Libel_Suit_Otl_24.fnt sFontFile_8=Textures\Fonts\Glow_Futura_Caps_Large.fnt sFontFile_9=Textures\Fonts\NVFont_Test.fnt

There are other font mods specifically for DarnUI such as:

It is strongly recommended that you simply "comment out" (by placing a semi-colon (";") at the beginning of the line) the vanilla fonts so you can refer to them later on. Each "sFontFile_#" line is used by different parts of UI display. Note the numbers at the end of the "DarnUI" fonts. Those indicate the "point size" of that font. The larger the "point size", the larger the font characters. It should be obvious that the sequence of the FontFile numbers is not an indicator of the "point size" progression.

As a result of the font changes, this mod needs to be installed before other UI mods so they can detect it is installed and either use their own patch or make appropriate adjustments. See also the UI Menu Overrides section.

DarnUI has it's own versions of the following vanilla Menu XML files that are possibly modified by other plugins. (DarnUI unique files are not listed.) You need to always check for possible conflicts with any of these files, and merge the changes into your own "UI Menu Overrides" package:

  • barter_menu.xml
  • companion_wheel_menu.xml
  • container_menu.xml
  • globals.xml
  • item_mod_menu.xml
  • levelup_menu.xml
  • message_menu.xml
  • quantity_menu.xml
  • recipe_menu.xml
  • repair_menu.xml
  • repair_services_menu.xml
  • sleep_wait_menu.xml
  • tutorial_menu.xml
  • vats_menu.xml
  • char_gen_menu.xml
  • race_sex_menu.xml
  • dialog_menu.xml
  • texteditmenu.xml
  • hud_main_menu.xml
  • inventory_menu.xml
  • map_menu.xml
  • stats_menu.xml

The Mod Configuration Manager aka MCM

The Mod Configuration Menu (MCM) uses both scripting (when installed via FOMM) and XML file replacement. It includes a NVSE DLL file, which means it can perform various scripting functions once loaded into the game engine.

It is worth noting that MCM lists the plugin configuration entries of it's "in-game" menu in "load order" sequence. If you change a plugin's position in the "load order", then it will move accordingly in the MCM menu list. It only lists 24 different plugin menus per page (left-hand pane). The "options" menu (right-hand pane) can be scrolled for more than 24 entries.

It needs the line '<include src="MCM\MCM.xml"/>' added to only one menu, and the more recent "stand alone" version has standardized this to the "menus\prefabs\includes_StartMenu.xml" file. (Other mods that included it on their own (i.e. "Project Nevada") have placed it in other files. These entries should be removed as more than one "MCM.xml" entry causes error messages.)

Most of MCM's additional XML files are located under "menus\prefabs\MCM\" folder, but it adds three to vanilla locations (in two instances editing files used in common by other UI mods):

  • menus\options\start_menu.xml. MCM's version of this file adds the line:
<include src="includes_StartMenu.xml"/>
just before the last "/menu>" line (~1186: "approximately line nr" 1186).
Conflicts with (among possibly others):
  • "Darnified UI" (~2008)
  • "Project Nevada" (use MCM's version; they are currently identical)
  • menus\prefabs\includes_StartMenu.xml. Contains only the lines:
<!-- BEGIN Added by The Mod Configuration Menu --> <include src="MCM\MCM.xml" /> <!-- END Added by The Mod Configuration Menu -->
conflicts with (among possibly others):
  • "Project Nevada" (use MCM's version; they are currently identical)
  • menus\prefabs\list_box-template.xml. Adds the line:
<xup> <ref src="MCM_Trigger" trait="mouseover"/> </xup>
just before the last "<!-- </hotrect> -->" line (~46).

The FOMM "script.cs" installs the files in the package (listed above) and then adjusts the following entries (if the files already exist). If your mod manager doesn't process FOMM "script.cs" files, you will need to either install it through FOMM or manually make the following edits of the indicated lines:

  • in "menus\options\start_menu.xml": replaces the "<include src=MCM.xml/>" [SIC] entry (if present) with "<include src=includes_StartMenu.xml/>".
  • Note the "Project Nevada" version of the "menus\options\start_menu.xml" file includes this line. More than one such line will cause problems, so ensure there is only one after both PN and MCM are installed.
  • adds to the bottom of "menus\prefabs\includes_StartMenu.xml" if already present (or creates it with, if missing), the lines:
<!-- BEGIN Added by The Mod Configuration Menu --> <include src="MCM\MCM.xml" /> <!-- END Added by The Mod Configuration Menu -->

For those having problems with font size in the MCM "in-game" menu: MCM uses "font 3". Try changing the font used in that slot of the INI files.

Once you make these edits, seriously consider adding the resulting files to your "UI Menu Overrides" package so you don't forget them if you need to re-install.

Don't forget to enable the "The Mod Configuration Menu.ESP" in your "load order".

If you have done everything correctly, there will be a "notification message" in the upper left corner of the screen the first time when your game loads telling your that "The Mod Configuration Menu has been installed". When you press the < Esc > key, you will be returned to the "Pause" menu which will now have a new "Mod Configuration Menu" option at the top. However, this menu will only have configuration content if other plugins using MCM are installed.

The Weapon Mod Menu aka WMM

Most of it's additional XML files are located under various "menus\prefabs\<names>" folders, but it adds two to vanilla locations:

  • menus\main\inventory_menu.xml. WMM edits this file in two places.
Just before the vanilla file line ~462 (DarnUI ~466) "</rect>" marking the end of the "GLOW BRANCH" section to insert:
<!-- BEGIN Added by The Weapon Mod Menu --> <include src="WMM\WMM.xml" /> <!-- END Added by The Weapon Mod Menu -->
and then at the end of the file just before the last "/menu>" line (~509; DarnUI ~566) to add:
<!-- BEGIN Added by The Weapon Mod Menu --> <include src="includes_InventoryMenu.xml" /> <!-- END Added by The Weapon Mod Menu -->
conflicts with (among possibly others):
  • "Darnified UI"
  • "Darnified UI - DT and DR"
For DarnUI: Recommend merging the "DT and DR" changes into a combined "menus\main\inventory_menu.xml" file in the later loading "UI Menu Overrides" package. As the recommended install sequence has WMM installed after the "UI Menu Overrides" package, it shouldn't matter, but it can't hurt for this merged file to contain the WMM added lines.
  • menus\prefabs\includes_InventoryMenu.xml (not otherwise present).

Once you make these edits, seriously consider adding the resulting files to your "UI Menu Overrides" package so you don't forget them if you need to re-install.

Don't forget to enable the "The Weapon Mod Menu.ESP" in your "load order".

If you have done everything correctly, when you select a "Weapon" under the Pip-boy "Items | Weapons" inventory menu you will see a new "X" (for "Mod", along with the "R" for "Repair") option in the upper right-hand corner of the weapon info display. This will be enabled regardless of whether or not you have an appropriate "weapon mod" for that specific weapon. Assuming you have the "Mercenary Pack" DLC installed, you can use the console command "player.additem 00129878 1" in-game to add the "10mm Pistol Silencer" mod for the "Weathered 10mm Pistol" to your character to test this functions correctly.

User Interface Organizer aka UIO

The User Interface Organizer (UIO) mod is a plugin that combines (or "stitches") these "UI addons" to the existing "base UI" XML files. It does this dynamically when the game starts and restores things to the way they were previously when the game is exited normally. It's FOMOD script simply copies all the files from the package into their respective "Data" sub-folders, so any mod manager that can read the package structure can install it as normal. Make sure the "Supported.txt" file is updated in the Data\uio folder. This how UIO knows about mods it supports.

UIO is a relatively recent development, so many older UI plugins need to be told how to work with it. The following is taken from the "Adding support for a mod" section at the bottom of the UIO download page description. Check back there if you encounter problems.

Adding UIO Support to a mod

In order to make UIO recognize and support your mod, you need to create a text file containing your mod's details and place it in the appropriate folder:

1. Open the folder ..\data\uio\public\.

2. Create a plain text file (use your mod's name as the file name) and open it.

3. The file's structure should be as follows:

Line #1: The path to your XML file, relative to ..\Data\Menus\Prefabs\, then ::, then the name of the menu to which your XML should be appended; (the rest of this line is optional) then :: again, then the name of a specific element in the menu.

Line #2: This line is used for conditions - "when to" / "when not to" install the extension. Complex conditions can be used, but will not be covered here (PM the author if you need to use conditions). In most cases, just leave it "true".

Real-life examples:

pnx\pnxhud.xml::HUDMainMenu true WMM\WMM.xml::InventoryMenu::GLOW_BRANCH true

(Note: When required, you can include multiple entries in the same file, as long as the two line structure is kept.)

4. When done, save the file.

You can then include this file in your release (make sure it retains the same folder path as in step 1).

Last XML Override Files mods

These are plugins experience has shown need to be installed last for the reasons given, and treated as a "unit": when one is uninstalled and then re-installed, they all should be.

Note the conflicts given are merely representative and not intended to be all-encompassing. The use of a "diff" tool like WinMerge or ExamDiff which display side-by-side differences between files is invaluable for understanding the nature of such conflicts. Many can be ignored, especially where they related to x/y positioning.

Note that other mods may also have conflicting XML files. They are not listed here as they do not need to be treated as part of this "unit" of plugins UNLESS they modify the same files as these. They could be included in the suggested "UI Menu Overrides" package.

Personal UI Menu Overrides Package

Your "UI Menu Overrides" package of the DarnUI "start_menu.xml" file or others which must be overwrite file replacement "winners" if applicable. See the link in the UI Menu Overrides sub-topic of this article. If this package does not include files with the changes incorporated by MCM and WMM, then they should be installed after it.

One Hud aka oHUD

Most of it's additional XML files are located under various "menus\prefabs\" sub-folders, but it adds five to vanilla locations:

  • menus\main\hud_main_menu.xml.
conflicts with (among possibly others):
  • "Darnified UI" (oHUD has a "patch" replacement to the DarnUI file which should be used instead.)
  • "Project Nevada"
  • "Weapon Info Display"
  • menus\prefabs\flashlight_battery.xml.
conflicts with (among possibly others):
  • FlashlightNVSE (use the one from that mod as it is oHUD compatible.)
  • menus\prefabs\GrenadeHotkeyHUD.xml.
  • menus\prefabs\includes_HUDMainMenu.xml.
conflicts with (among possibly others):
  • "Project Nevada"
  • "Advanced Recon"
  • "DYNAVISION 3 FULL"
  • menus\prefabs\PrimaryNeedsHUD.xml

VUI plus

This is a "base UI" mod and requires FOMOD scripting capability to integrate with existing XML files it finds. If it is used, it is included with the other "Last XML Override Files" group so it can make those alterations when the files change.

oHUD Darnified Patch

This "patch" file is a replacement that adjusts the oHUD version of the following menu for "Darnified UI" spacing. It should only be installed if you are also using DarnUI along with oHUD:

  • menus\main\hud_main_menu.xml.

This is another candidate file for inclusion in your "UI Menu Overrides" package. (NOTE: This inclusion requires overriding the recommended "Last XML Override Files" sequence in the "TL/TT;DR Summary" section.) If it is included, then the "UI Menu Overrides" package needs to include the MCM and WMM modified XML file versions as well, and the resulting "UI Menu Overrides" package should be moved to just after "oHUD" and before "FlashlightNVSE".

FlashlightNVSE

It's only XML file is installed to a vanilla location:

  • menus\prefabs\flashlight_battery.xml.
conflicts with (among possibly others):
  • "One HUD" (oHUD) (compatible with and must come after oHUD's version)

TL_TT_DR Summary

"Base UI" mods make major changes to the UI. Subsequent UI mods run the chance of overwriting files of the "base UI". In general, "base UI" mod authors would prefer you install their mods after all other UI mods, so their changes "win". It is up to you to determine if the results are what you want.

Most mods that add XML files should be installed before the following. (You do not have to install all of the following, but if you do add any of them, then they need to be in this install order.) These files are designed to be the last to overwrite or alter existing files. (The reasons are given in the Technical Details for Manual Installers section.) Check their instructions carefully to determine which order is recommended by the author. You should determine other UI extensions are basically functioning correctly or adjust their install order prior to introducing the following.

Note you will probably not be able to adjust any of their respective configuration settings until the following are installed.

Install these particular mods (if you use more than one together) in this order:

  1. Project Nevada (PN) includes an older version of MCM. You need to install the newer standalone MCM version after, so it overwrites the version provided with PN.
  2. MCM
  3. MCM Bugfix 2
  4. The Weapon Mod Menu (WMM)

Install these "Last XML Override Files" mods (such that you use) in this order:

  1. Your "UI Menu Overrides" package of the DarnUI "start_menu.xml" file or others which must be overwrite file replacement "winners" if applicable. See the link in the UI Menu Overrides sub-topic of this article. If this package does not include files with the changes incorporated by MCM and WMM, then they should be installed after it.
  2. oHUD
  3. VUI+ by way of FOMM; overwrite the interfaceshared.tai from oHUD if asked. (Treat as a "base UI".)
  4. oHUD Darnified Patch. (Only if you're using DarnUI.)
  5. FlashlightNVSE122 (and other exceptions to the general rule of installing before these.)

If you have more than one such "addon" HUD-UI-Menu mod, then install UIO at any time. It will dynamically merge the "addon" XML files it knows about together into the designated menu each time the game is launched. It does not "stitch together" "base UI mods". (See the User Interface Organizer (UIO) section for more on this.)

Note also that you should reinstall ALL of these "Last XML Override Files" mods you have installed whenever you have added or removed any other HUD-UI-Menu mods because these in particular need to see (or overwrite) those earlier mods' XML files at the time these mods are installed. Just deactivating and reactivating doesn't always work as required. As a general rule of thumb, all other HUD-UI-Menu mods should be installed prior (i.e. higher / lower numbered order) to these. Of course there are always exceptions (such as FlashlightNVSE) that you won't know about until they give a similar problem or just won't show up. In those cases, initially try placing them after oHUD, but you may need to experiment whether they will perform better before or after FlashlightNVSE and similar.

References

Nexus Wiki articles referred to by this article:



Nexus Wiki articles that refer to this article:

Источник: http://wiki.tesnexus.com/index.php/HUD-UI-Menu_issues
nexus mod configuration menu not downloading

Nexus mod configuration menu not downloading

2 thoughts to “Nexus mod configuration menu not downloading”

Leave a Reply

Your email address will not be published. Required fields are marked *