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PostPosted: 19 Dec 2015, 11:32 
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ekrboi wrote:
CRAP! Sorry everyone. It seems that people are having issues. I've simply not had much play time recently but i'm off tomorrow so I plan to spend some time in fallout land! I'll look into the mentioned issues.


Thx Erkboi!
:cheers:

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PostPosted: 19 Dec 2015, 18:55 
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Hi

I've been trying to keep up with this thread and there's a good chance I've missed a step or undone a fix by running the verify local files from within steam, but I'm struggling to figure out:

How to fix the Power Armour compass? The dial is the correct width, but the markers are spread across only the middle third. The regular compass is fine and I am using mods (but none for the power armour hud).

Thanks for all the effort you guys are putting in!


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PostPosted: 20 Dec 2015, 15:21 
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Joined: 25 Mar 2015, 18:14
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J.C. wrote:
Image

I'm not sure if this is the right place ........ [*]The lockpick menu is squished together at the bottom of the screen
[*]The background (shadow) under the quest complete graphic is misaligned and non yet configurable through PIPWare UI


Not working at all, worst of all solutions.
And I'm not playing in windowed because I have an SLI but most of the problems are corrected with solutions provided in post 1.
If the guy who is doing the pipwar UI is able to do a version for multiple screen size (my rez 7930*1440) then why not but for now it is not working.
You could ask him to do basic triple screen rez like 5760*1080, .... 5760*1200 ... 7680*1440 who are rez without bezel correction depending on the monitors you have as it will cover most of the users.


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PostPosted: 20 Dec 2015, 18:09 
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Joined: 06 Jul 2006, 21:04
Posts: 5
Suspiria wrote:
J.C. wrote:
Image

I'm not sure if this is the right place ........ [*]The lockpick menu is squished together at the bottom of the screen
[*]The background (shadow) under the quest complete graphic is misaligned and non yet configurable through PIPWare UI


Not working at all, worst of all solutions.
And I'm not playing in windowed because I have an SLI but most of the problems are corrected with solutions provided in post 1.
If the guy who is doing the pipwar UI is able to do a version for multiple screen size (my rez 7930*1440) then why not but for now it is not working.
You could ask him to do basic triple screen rez like 5760*1080, .... 5760*1200 ... 7680*1440 who are rez without bezel correction depending on the monitors you have as it will cover most of the users.


NOTE: You have to actually hand-configure the pipWareConfig.xml file for your resolution. It doesn't change anything out of the box for ultra-widescreen users.

Here's a link to my 4960x1600 resolution version, that you can use as a starting place:
http://klms.kineticlearning.com/pipWare ... 0x1600.xml

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PostPosted: 22 Dec 2015, 18:59 
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Joined: 14 Feb 2010, 13:39
Posts: 761
Here is the current state for Surround:

Image
Image
Image
Image
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And here is the current state for 21:9:

Image
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(For both) there's still some annoying issues such as the quest markers not aligning, like in Skyrim - I guess the only real advantage is that you'll be able to use Fallout 4 UI replacement mod's without having to modify them theoretically.

There's also a couple of calculating that I'm guessing, which if you look carefully you can see that the model scale is slightly incorrect for 21:9, some kind of logarithmic formula.

A BETA fix will be released in the next few hours.

Image

[edit]
Released

If you wish to try it, I would strongly recommend you return any modified UI flash files back to their defaults, and any INI edits relating to the HUD to default initially.

About 64 lines of new JIT assembly being injected by the patch, which is more than Skyrim required.
[/edit]

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PostPosted: 22 Dec 2015, 19:45 
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Joined: 10 Nov 2010, 02:58
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Yay! awesome news Hayden!
I will try it out tonight and then make some donations! :cheers:

Thank you so much!

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| i7 6850K Broadwell-e @4.2Ghz | DDR4 32GB @3200Mhz| 2x Msi 1080 X | Asus X99 Deluxe II /H110i/AX1200iw |
| 3x Dell P2314H @ 5760x1080 + Philips 43" 4K IPS BDM4350UC Monitor + Oculus Rift CV1 |
| 1*Samsung EVO 960 500GB NVMe x4 gen.3 | 2x Intel SSD SATA III Raid 0 | 2x Intel SSD SATA III Raid 0 | 2x 2TB SSHD Seagate SATA III Raid 0 |
| Logitech G810 - G502 - G240 - G27 - G940 - | TrackIR 5 Pro | Saitek RHINO X55 HOTAS | Xbox One Elite Gpad |
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PostPosted: 22 Dec 2015, 21:20 
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Joined: 24 Sep 2010, 09:07
Posts: 39
great work and just in the nick of time as i was about to start the game!

some minor thing, videos are off in 7680x1440

Image


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PostPosted: 22 Dec 2015, 21:56 
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Joined: 12 Jul 2014, 18:09
Posts: 25
Thank you for your hard work, much appreciated as always. Have to admit I was starting to wonder if you gave up on it. I donated before you released it, but I did not feel bad because I have been using your plugin for many other games so any donations are already well deserved. :cheers:


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PostPosted: 23 Dec 2015, 01:07 
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Joined: 27 Nov 2015, 03:49
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HaYDeN wrote:
If you wish to try it, I would strongly recommend you return any modified UI flash files back to their defaults, and any INI edits relating to the HUD to default initially.


Hey HaYDeN, thanks for getting this working.

Alas, the UI fix is not working for me. FoV mod works, just not the UI.

It's probably because there's a JMP out of range when it tries to compile:
Code:
DisplayDetection -> Scanning process for signs of SoftTH injection
c_HackTool -> Successfully opened process, ID=15192
Suspending Thread
HUDSafeZoneWide - Addr=Fallout4.exe+45B0770
HUDSafeZoneWide->X - Addr=Fallout4.exe+45B0770 (float=64.00)
HUDSafeZoneWide->Y - Addr=Fallout4.exe+45B0788 (float=36.00)
HUDSafeZone - Addr=Fallout4.exe+45B07A0
HUDSafeZone->X - Addr=Fallout4.exe+45B07A0 (float=64.00)
HUDSafeZone->Y - Addr=Fallout4.exe+45B07B8 (float=36.00)
HUDSafeZoneWide16x10 - Addr=Fallout4.exe+45B0740
HUDSafeZoneWide16x10->X - Addr=Fallout4.exe+45B0740 (float=15.00)
HUDSafeZoneWide16x10->Y - Addr=Fallout4.exe+45B0758 (float=15.00)
VATSZoomFix - Addr=Fallout4.exe+A8D47F
HUDFix - Addr=Fallout4.exe+2565F72
HUDFix_Cursor - Addr=Fallout4.exe+16843F8
HUDFix_Scoped - Addr=Fallout4.exe+E514A1
MouseFix_Regs - Addr=Fallout4.exe+255D8F0
MouseFix - Addr=Fallout4.exe+256B485
ObjectAspectFix - Addr=Fallout4.exe+DA6298
CenterMouse - Addr=Fallout4.exe+1019D49
CenterMouse1 - Addr=Fallout4.exe+1019D5F
CenterMouse2 - Addr=Fallout4.exe+1019D67
CenterMouse3 - Addr=Fallout4.exe+1019D84
CenterMouse4 - Addr=Fallout4.exe+1019D8C
FPFOV - Addr=Fallout4.exe+4598A30 (float=80.00)
TPFOV - Addr=Fallout4.exe+4598A18 (float=70.00)
WEPFOV - Addr=Fallout4.exe+1660F10
Un-Suspending Thread
Configure Success = true
Inject delay: 250ms, Configure() took: 1046ms, Adjusted Inject delay: -796ms
Actual delay: 1ms
Suspending Thread
X: 137.73
c_HackTool -> JMP candidate for ObjectAspectFix_cc, NOPS=1, Address=0x140636298
c_HackTool -> JMP candidate for MouseFix_Regs_cc, NOPS=1, Address=0x141ded8f0
c_HackTool -> JMP candidate for MouseFix_cc, NOPS=0, Address=0x141dfb485
c_HackTool -> JMP candidate for HUDFix_cc, NOPS=2, Address=0x141df5f72
c_HackTool -> JMP candidate for WEPFOV_cc, NOPS=2, Address=0x140ef0f10
c_HackTool -> Successfully allocated 4096 bytes at 0x1c7710000 for ASM block "Fi
xes"
c_HackTool -> Failed to compile assembly... Error during compile, check your ass
embly is accurate and valid.
c_HackTool -> Error occured near: jmp 0x14063629e (Relative Jump Out Of Range)
Un-Suspending Thread


Detail:
  • I disabled all interface mods.
  • I removed all hud/safe edits from my ini files. (Luckily I make backups and use Beyond Compare to keep track of what I've diddled with.)
  • I had steam verify files to make sure nothing in vanilla was modded. I'm using the current Steam version, as seen in the log above.
  • I installed your FO4 plugin.
  • I didn't change any plugin settings.
  • I launched the game with Nexus Mod Manager, to keep Beth from rewriting my config files to disable mods, mutter.

Anything I might have missed, or is this maybe just a beta plugin glitch that needs fixing? Any more info I can supply to help?


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PostPosted: 23 Dec 2015, 01:40 
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Joined: 14 Feb 2010, 13:39
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Aiken Drum wrote:

Hey HaYDeN, thanks for getting this working.

Alas, the UI fix is not working for me. FoV mod works, just not the UI.

It's probably because there's a JMP out of range when it tries to compile:

Detail:
  • I disabled all interface mods.
  • I removed all hud/safe edits from my ini files. (Luckily I make backups and use Beyond Compare to keep track of what I've diddled with.)
  • I had steam verify files to make sure nothing in vanilla was modded. I'm using the current Steam version, as seen in the log above.
  • I installed your FO4 plugin.
  • I didn't change any plugin settings.
  • I launched the game with Nexus Mod Manager, to keep Beth from rewriting my config files to disable mods, mutter.

Anything I might have missed, or is this maybe just a beta plugin glitch that needs fixing? Any more info I can supply to help?


That's an interesting problem - it suggests the code is different in some way (ie fallout4.exe)

Have you tried launching without Nexus Mod Manager? (I'm not entirely sure how it interacts with the executable)

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