#nms-modding

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dreamy tulip
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I haven't seen anyone else use it, but someone might've

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It also has an entity

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I'm curious to play around with it

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Just haven't taken the time to yet

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I need to finish this hazard bar, keep getting sidetracked haha

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Sec

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Should be fixed now

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Loading up to test

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@supple wadi Turns out that green slime wasn't the "DANGER" ID

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I believe it's actually the "ENVIRONMENT" id

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In vanilla it's marked to hidden about to verify

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Not environment either... reverting my changes quick

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By the way...

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For the planet name, that used to be on the top left...

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On AR... it says this:

                  <Property name="Image" value="" />
                  <Property name="Text" value="WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWXX" />
                  <Property name="Special" value="False" />
                </Property>```
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In 2016 it said....

clever adder
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www

dreamy tulip
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                      <Property name="Image" value="" />
                      <Property name="Text" value="Konangkooo" />
                      <Property name="Special" value="False" />
                    </Property>```
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Hello Game's changed it

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Just a static text change

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Konangko

supple wadi
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lol

dreamy tulip
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Loading up again

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I had to change a lot more than expected

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Testing now

dreamy tulip
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Going to need to adjust this in cheat engine

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currently working with the planet name

exotic violet
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Would I be able to run your mod with a mod that effects only the space skybox?

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/galactic map

dreamy tulip
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@exotic violet Hi

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Which other mod is that?

exotic violet
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Nvm actually your mod was fine on its own

dreamy tulip
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Cool

dreamy tulip
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Still working on the same thing

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With the ui

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Haven't stopped

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Determined to get it fully working

dreamy tulip
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I will find the answer to this question one way or another. I must find out where the ID's for UI data are being handled.

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They have to be called from somewhere

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Still searching after 9 hours

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Excited to solve this

supple wadi
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Can probably get the bulk of the ids by decompiling the various files, searching through them all, and noting them all.

dreamy tulip
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Thanks, yeah... earlier I decompiled all UI files, and metatadata > UI files as well.

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Still trying to put the pieces together

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There is something that I'm working on figuring out right now

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Which is...

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For example

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I added the 2016 planet values for each biome type, and their weather values (additionally) from 2016

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Like this for example

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    <Property value="TkLocalisationEntry.xml">
      <Property name="Id" value="WEATHER_HEAT1" />
      <Property name="English" value="VariableSizeString.xml">
        <Property name="Value" value="" />
      </Property>```
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      <Property name="USEnglish" value="VariableSizeString.xml">
        <Property name="Value" value="Infrequent Heat Storms" />
      </Property>
    </Property>```
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Also

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For the heat/scorched weather...

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In vanilla it only goes up to...

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10 for example, for "WeatherHeat"

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But if you add, say...

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WEATHER_HEAT11

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It will work

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And add it to the game

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Rather than replacing

supple wadi
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Tried doing a look at the structs in MBINCompiler, but the IDs being a multitude of strings, not there, so just have to go right to the files.

dreamy tulip
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Yeah

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Just deducing how it functions

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But what I'm getting at here is...

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In relation to what I said above

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Is that, in vanilla the WEATHER_HEAT id's only go up to 10

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But if you add WEATHER_HEAT11, and so on and so forth

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The game will read it

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And rather than replacing any of 1-10

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It will add 11

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So, it's not hardcoded (to my knowledge)... and it's also not being referenced anywhere else in the files.

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Only in the language file.

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However, if you look in that HUDHAZARD file for example

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That I've been working in

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Alike other UI related files...

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There are ID's

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Take "UNITS" for example

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Used in the proper context, with the proper struct, without forcing a particular string ofc, it will grab your current UNIT count.

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But the question, is... what exactly is it calling from?

supple wadi
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Some are for the different localizations and others are for the fluctuating variables.

dreamy tulip
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That is what I'm trying to figure out.

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Yes, some of the UI files call from the language file

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But oddly, I think some aren't in the langauge file

supple wadi
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Units is one of those draw from the variables situations.

dreamy tulip
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About to check

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Variable situations, like?

supple wadi
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As in you won't find it throughout the files because it's actively calculated by the game to read a proper amount.

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Calculated/checked.

dreamy tulip
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I do see this localization

      <Property name="Id" value="UI_JOURNEY_NEXT_UNITS" />
      <Property name="English" value="VariableSizeString.xml">
        <Property name="Value" value="" />
      </Property>```
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     <Property name="USEnglish" value="VariableSizeString.xml">
        <Property name="Value" value="units" />
      </Property>
    </Property>```
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Likely unrelated though

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As the ID is different

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I see

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So

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Do you think it's hardcoded?

supple wadi
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So I think you're kinda looking for like some of the %ID% stuff in the localizations.

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Which is, yeah, tucked away in the .exe so far as we can tell.

dreamy tulip
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Yeah, that's the other thing I'm looking at

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Like...

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%PROCNAME%'s %WEAP1%

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For eg

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That's telling the game to write a procedural weapon name

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Cool

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Well, I managed to get the planet name on the top left HUD

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And I can figure out the clock and the time ofc

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But

supple wadi
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You may be able to just tell it to bugger off and write in your whatever thing.

dreamy tulip
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During my focus on this... I started to develop more questions.

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As this stuff is interesting imo

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You mean, specify something in specific?

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I don't follow what you're referring to

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I mean, I did get the name on the top left HUD and it's calling the actual planet name (w/o forcing a string) so it works as intended

supple wadi
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Basically if the variable read was buggin' ya you might be to do that, yeah. Just replace units with "NIPNIP" or "MONEYNOTANSWER"

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๐Ÿคท

dreamy tulip
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And I do remember a time actually 99% adding a weapon and also adding to the language file a long time ago...

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Reading ur message now

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Well

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That's if it's actually being called from the language file I would think

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Right?

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That I'm not sure yet

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One of the UI related mbins use the ID "UNITS"

supple wadi
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I dunno, some stuff we've been able to add directly to the file. Like with NPC interactions, you can write in whatever directly, and ignore the localization files.

dreamy tulip
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And what file would you call it from for example?

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I did that with the projectiletable and

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another table

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I forgot

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was a long time ago

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and never finished it

supple wadi
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It would just be read directly from the file, ignoring its original setting.

dreamy tulip
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In the same way that I described regarding the planet classes right?

supple wadi
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But then it wouldn't update properly to be of much use.

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For cases like UNITS or whatever more variable IDs.

dreamy tulip
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I had the idea of doing that

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Like

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Just adding it in as a localization struct

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With a custom ID

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However...

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Then another question arises outta that

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Which is...

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What in particular says.... "Okay, UNITS grabs your actual unit count"

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I would think that something is telling the ID to do this or that

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Like what differentiates that from PLANET for example

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Another thing I'm searching for answers for within the files atm

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Lest it be hardcoded

supple wadi
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In the case of planet, was it where it was before?

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I seem to recall ya said it was top left?

dreamy tulip
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The HUDHAZARD.MBIN has an ID called "PLANET"

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That is what grabs/calls the current planet that you're on

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Aside from the repositioning etc... and other stuff I did

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Normally it's on the bottom left

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But the source of that ID

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Like.. what tells it to grab the planet name?

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Is what I'm looking to find out

supple wadi
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I think that's probably background, .exe-side.

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Was there something to it that indicated to ya otherwise?

dreamy tulip
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Maybe so, in the same way that the %PROCNAME% likely grabs something from the exe

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What do you mean?

supple wadi
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Like was there something to the way it was working that suggested it might be drawing from a preset pool of values/names?

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For weather conditions, I believe this is the case, but with proc names, not so much.

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Weather conditions/biome adjectives/etc.

dreamy tulip
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The ID called "PLANET" grabs the planet name

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Not sure if that answers your question?

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Like, it's possible to force a specific planet name that's static. It's using this struct

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                <Property value="GcNGuiTextData.xml">
                  <Property name="Data" value="GcNGuiElementData.xml">```
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However...

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W/o forcing a specific string, it will grab your current planet name's string

supple wadi
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<Property value="GcNGuiLayerData.xml">
              <Property name="Data" value="GcNGuiElementData.xml">
                <Property name="ID" value="BESTPLANETYEAH" />``` ๐Ÿ˜›
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But yeah, what I was getting at is that if you're looking for the operation that draws from anything heavily proc-gen textwise, it's probably not visible around the files.

dreamy tulip
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I take that as an example right?
Because the "PLANET" ID requires the GcNGuiTextData struct

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Okay

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Yeah, I'm thinking that it's a procgen thing

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Because

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It's getting your planets proc name

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and displaying it on the hazardbar

supple wadi
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At least, I've not found anything indicating as much. Anything that runs some light maths or proc-gen on text, seems to be .exe-side.

dreamy tulip
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Do you think the exe is handling the library of ID's?

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Or functions for those ID's

supple wadi
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Functions. We can find some of the IDs across the files.

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Probably has a more comprehensive array of the IDs, if I were to guess, but those that are most functional are probably right out here for us to mess with.

dreamy tulip
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Fair enough. Yeah that makes sense

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Now...

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I think that the HUD.MBIN is the control center for the UI related MBINS that are being utilized in the game

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Wait

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I believe it's actually the ROOT.MBIN

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Actually

supple wadi
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It probably varies between the GUI & HUD.

dreamy tulip
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I think it's the HUD.MBIN

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And the ROOT.MBIN handles other things

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The HUD.MBIN has stuff from the UI folder

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Like..

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                  <Property name="DataFilename" value="/UI/HUD/COMPONENTS/HUDHAZARDBAR.MBIN" />
                </Property>```
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For example

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While the ROOT.MBIN has

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Actually, nah I don't think that's right

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lol

supple wadi
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lol

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root seems like it's a big file. ๐Ÿ˜ฎ

dreamy tulip
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Yeah

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I've used it a few times for some mods

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But I knew what I was looking for

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The UI files are the largest xml's in the game

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I had to sort through 11 million lines of xml to make a particular mod

supple wadi
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lol, "length: 49,604,316"

dreamy tulip
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They had to use a tool to generate this xD

supple wadi
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"lines: 597, 735"

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Oh yeah. Most of the files we're manually going through they pretty much certainly have better tools to work with.

dreamy tulip
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I would hope so

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Sifting through them made my eyes hurt

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But I'll do what it takes to get it to work

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At this point, I'm trying to make sense of everything

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Like... I understand the structs for the most part here

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But

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There's a lot more to learn

supple wadi
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ctrl+f yo

dreamy tulip
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lmbo

supple wadi
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if only tho

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first sweep just gotta pore over and be like, "whaddya doin'"

dreamy tulip
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Well, there is one issue that I'm dealing with now

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Which is...

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Might suffice in a pic

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sec

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This stuff is madness

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From the outside in

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Loading up

supple wadi
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Some of it, yeah. Some of it's just really obnoxious positioning without a Viewer so having to load in and check like a million times for each edit.

dreamy tulip
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Yeah I use cheat engine for that

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Still tedious

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but a lot better

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some stuff you have to load in for anyway though

supple wadi
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Yup. =/ Trying to mess with scenes without Model Viewer would be the worst.

dreamy tulip
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In what aspect?

supple wadi
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Positioning stuff, mainly.

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Same with GUI, in a way.

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Except like ya said, CE can help with that, a little.

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You might be able to do similarly with models in scenes with CE, but that seems like overkill.

dreamy tulip
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Yeah, that would suck

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Okay so this is my current issue

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That I'm working on...

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Basically, as you can see... it grabbed the planet/or system name (didn't realize it would also get the system which is cool)

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But here's what I had to do in this case

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You see...

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On the right side, as you can see that the laser name is black (set within a specific ui mbin) - but the text for the laser name is located in the language file.

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However...

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On the left, it appears white.

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Now... that's not because of an rgb value

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It's because of how I had to set it up for the left side.

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What I ended up doing for this bootlegged way was

supple wadi
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Yep. And you're trying to figure out how to set it otherwise, I imagine, while still keeping it there.

dreamy tulip
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Literally moving the hazard bar (rebooting like 50x to get it right smh) to the top left

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And hiding the other data

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Except the planet name

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However...

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If it was positined a bit further down

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The text would be black.

supple wadi
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Is that because the planet/system info is nested in with the hazard bar?

dreamy tulip
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The HUD texture is making it look silverish

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Because it's overlaying the text in this situation

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Yeah

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It's nested in with the hazard bar, in that mbin, in this case

supple wadi
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Mm, yeah, that's what I was thinking was going on there. It needs to be atop the texture rather than below it.

dreamy tulip
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What I'm currently thinking of is ways that I can do so

supple wadi
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But then also somehow define its own color setting.

dreamy tulip
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Because

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If I move it down

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The text will be black

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It's kind of weird for the weapon name

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Because...

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On the right side.. the weapon name positioning is in the WEAPON.HUD

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The ID calls your current weapons name

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And the weapon names are in the language file

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Like take...

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LASER_NAME for example

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That's what I changed to L A Z E U S

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However, that same file is also calling the weapon.dds

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That custom texture

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The healthbar.mbin is what's calling the left HUD

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Yet.... I'm calling it through the hud hazard mbin

supple wadi
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Can you not tap directly into the healthbar.mbin and call the ID for the planet/system info, instead of moving the hazardbar?

dreamy tulip
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I'm thinking of trying that now

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Writing that sorta led my mind there lol

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too

supple wadi
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That seems like it'd be the simplest route.

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Rather than shifting around entire parts, lol

dreamy tulip
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The thing is...

supple wadi
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And driving yourself mad.

dreamy tulip
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ol

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lol

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By default it's called in the hudhazard.mbin

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But what's odd is that...

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If I were to change the ID that handles the weapon

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"WEAPON" (located in HUDWEAPON)

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to "PLANET"

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It would go blank

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I sorta worry that trying that with the health bar would do the same

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Which is why I hesitated

supple wadi
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Hmm.

dreamy tulip
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health bar*

supple wadi
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That's curious given that the multi-tool isn't that distinct from planets in terms of name-gen and renaming ability.

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Although given that you can find its parts in the lingo files, guess it's done a bit differently, if I understood ya right on that.

dreamy tulip
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This part isn't proc gen

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LASER, BOLTCASTER, for example

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The proc gen part is what's on the inside of the inventory

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or likely in some dialogs

supple wadi
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Aaah, yeah, that's right.

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I just never paid much attention to what it shows ya in the HUD.

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I just kinda knew, "okay mining laser, okay boltcaster, etc."

dreamy tulip
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Yeah same... It's weird to me that changing the ID "WEAPON" to the ID "PLANET" in the HUDWEAPON.MBIN would make it go blank for the right weapon HUD

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I would expect it to actually work

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And I wonder why it's working in the HUDHAZARD

supple wadi
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Well I think it's because it's expecting to draw from a fixed pool.

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Such as laser/boltcaster and not proc-gen names.

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But I dunno whether there's a tag in the file to change that behavior or not. I'm guessing not.

dreamy tulip
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Maybe that's excluded from my list of options

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I gotta think of other ways to make the text appear in front of that dds

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Unless I just end up giving that a try in the health bar

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Is there any text that appears on the left health bar?

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I don't think so

supple wadi
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You copied it over exactly when trying with weapons, yeah? E.g. xml <Property value="GcNGuiTextData.xml"> <Property name="Data" value="GcNGuiElementData.xml"> <Property name="ID" value="PLANET" /> <Property name="PresetID" value="DEFAULT" />

dreamy tulip
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Yup

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That's what I did

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It's also using the textdata struct

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So it's the right struct

supple wadi
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Yeah. Tryin' somethin' dumb.

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Unless you do something ridiculously stupid with the HUD stuff it doesn't CTD, yeah?

dreamy tulip
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Yeah

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I'm currently trying

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Replacing all the text structs

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with the "PLANET" ID

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in the weaponhud

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just to see if any of them work for it

supple wadi
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lol! i got it partially working but not really all at once.

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it's just scrolling through: <Property name="Text" value="WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWXX" />

dreamy tulip
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Wait

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With what file?

supple wadi
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With HUDWEAPONS.

dreamy tulip
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Hmm

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What did you do?

supple wadi
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I replaced the boltcaster entry spot with the planet entry.

dreamy tulip
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Is that it?

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Change any Booleans?

supple wadi
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This spot: xml <Property name="Data" value="GcNGuiElementData.xml"> <Property name="ID" value="WEAPON" /> <Property name="PresetID" value="DEFAULT" />

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Nope, just straight up copied over sections.

dreamy tulip
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Weird

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Because

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          <Property name="Image" value="" />
          <Property name="Text" value="BOLTCASTER" />
          <Property name="Special" value="False" />
        </Property>```
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Like if you replaced it with...

supple wadi
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I think it loaded the right planet info as I loaded in, but was hidden by the black bars.

dreamy tulip
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WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWXX

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Special would normally need to be "True"

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For it to force the string

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weird

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Is it marked to true?

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Did you copy over the textdata struct in replacement of the GcNGuiElementData struct?

supple wadi
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I copied over the entire GcNGuiTextData struct.

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And replaced another TextData struct in the weapons file.

dreamy tulip
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Okay, yeah... I tried that too before... or something like it...

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but it worked?

supple wadi
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Yeah.

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Insofar as stuff showed.

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Instead of empty block.

dreamy tulip
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On the top right hud?

supple wadi
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Yeah, not positioned correctly at all, but yeah.

dreamy tulip
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Okay, was it the ammo?

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That you replaced

supple wadi
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๐Ÿคท

dreamy tulip
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Only 5 textdata structs in the hudweapons

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I think you said weapon

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earlier

supple wadi
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Sorry, had to dig back through to see where in the world it was nested, lol

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It's a child of WEAPON_LABEL

dreamy tulip
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Yeah

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No problem and thanks

supple wadi
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So...I get the sense that with a closer look, it may work for healthbar.

dreamy tulip
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Wait, you edited the child underneath weapon_label?

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and added the "PLANET" ID ?

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Or did you legit replace the "WEAPON" ID in there

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with the textdata struct from hudhazard.mbin

supple wadi
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Under weapon_label there's WEAPON, DEFAULT.

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I just replaced that.

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With literally the entire struct.

dreamy tulip
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Oh wait, faceplam

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I didn't see it because I already did it

supple wadi
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From HUDHAZARD.

dreamy tulip
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lol

supple wadi
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lol

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That's what had me lost for a sec.

dreamy tulip
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Yeah, this here right?

                <Property value="GcNGuiTextData.xml">
                  <Property name="Data" value="GcNGuiElementData.xml">
                    <Property name="ID" value="PLANET" />
                    <Property name="PresetID" value="" />
                    <Property name="IsHidden" value="False" />
                    <Property name="Layout" value="GcNGuiLayoutData.xml">
                      <Property name="PositionX" value="75" />
                      <Property name="PositionY" value="0" />
                      <Property name="Width" value="420" />
                      <Property name="WidthPercentage" value="False" />
                      <Property name="Height" value="0" />
                      <Property name="HeightPercentage" value="False" />
                      <Property name="ConstrainProportions" value="False" />
                      <Property name="ConstrainAspect" value="1" />
                      <Property name="Anchor" value="True" />
                      <Property name="AnchorPercent" value="False" />
                      <Property name="SameLine" value="False" />
                      <Property name="Align" value="TkNGuiAlignment.xml">
                        <Property name="Vertical" value="Top" />
                        <Property name="Horizontal" value="Left" />
                      </Property>
                      <Property name="SlowCursorOnHover" value="False" />
                    </Property>
                  </Property>```
supple wadi
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Had to be sure I wasn't mixing up which file I was looking at.

dreamy tulip
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Yeah, I confused myself for a sec lol

supple wadi
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Uhh, not exactly that, like it goes on and on. The entire GcNGuiTextData struct, but it's ID Planet & PresetID Default.

dreamy tulip
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Yeah, I figured

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Because

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There's no other way it would've said

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XXXWWWWXZZZ or some crazy stuff

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like in the actual struct

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lol

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So

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Copying the full thing over now

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This right?

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Just got it to compile

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about to test

supple wadi
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๐Ÿค” I'm not sure why the PresetID isn't Default for you, but yeah, looks right otherwise.

dreamy tulip
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I took it out before

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I wanted to see what would happen

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Not sure what it's for yet

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Nothing happened though that I noticed

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Good catch

supple wadi
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I assumed default might be part of how it pulls the proc-gen info, which is why I've kept it there.

dreamy tulip
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Okay, so on the right side... I see it too now

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Now, I'm curious to see what broke it

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And if it's repairable

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Oh, I see

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I actually thought that too before

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I deleted it to see if it would breka it

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break

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But

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Now idk

supple wadi
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Yeah I'm not entirely clear why it's loading the filler text there, lol

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It works on left side too, with the filler text.

dreamy tulip
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You just tried?

supple wadi
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Mhm.

dreamy tulip
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Healthbar?

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Another thing that I noticed is..

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"WEAPON" is calling the weapon.dds

supple wadi
dreamy tulip
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But the dds isn't specified in this file atm

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oh nice

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It's weird

supple wadi
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I think it may be due to being nested...Something higher up the chain must be doing somethin'.

dreamy tulip
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Lol saw this inside off HG's shiphud

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Saw it a long time ago...

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But just saw it again

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The heck were these guys doing? xD

supple wadi
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Similar stuff we're doing now probably.

#

Trying to get GUI shit to work properly, lol

dreamy tulip
#

Lmno

#

Lmbo

#

If it works within the hazardbar

#

hudhazard*

#

Don't see why it isn't in the healthbar or the weaponhud

#

weird

supple wadi
#

?

dreamy tulip
#

Meaning

#

The planet ID

#

In this case

#

Like, isn't it exactly the same?

supple wadi
#

Same as that goofy text?

dreamy tulip
#

Like

#

It works fine through the hudhazard

#

in vanilla

#

Just don't see why it messes up in the other two

#

yet

#

Especially since the struct is the same

#

Just copied over

#

I actually ran into this in the past

#

When trying the exact same thing

#

wher e it broke like this

supple wadi
#

Hmm. I'm not spotting anything between these that indicates why it would show like this.

dreamy tulip
#

Unless maybe the issue is from replcaing it with the "WEAPON" ?

#

I sorta wonder if it would be necesarry to

#

make a new ui mbin specifically for it

#

and add it to the game

#

But that's an entire new nightmare

#

to deal with

#

Which I lack the energy for... lol

supple wadi
#

Hmm, maybe. Checking something atm.

#

Doesn't look the worst tbh. Can copy over a bunch of stuff and just change some values to get it around the right spots.

dreamy tulip
#

Just realized that I've been nonstop trying to figure this out for 11 1/2 hours xD

#

W/o a break

#

Oh, I see

#

Wait, no I don't

supple wadi
#

I see! I'm blind, FUCK, AAAH.

dreamy tulip
#

Could you elaborate a bit more on what you mean?

#

Huh?

supple wadi
#

Makin' a dumb joke. ๐Ÿ˜›

dreamy tulip
#

Oh lol

#

I thought you all of a sudden figured out the answer to this maddening mystery

#

lol

#

Got excited for a sec xD

supple wadi
#

But yeah, what I was getting at was like slicing out the details from say healthbar and then just adding planet stuff to the child of the main parent.

#

And seeing if it can load from there, somehow.

dreamy tulip
#

What about legit just adding the struct

#

Additionally

supple wadi
#

Damn, that simple idea I had for this just now didn't make it click. I tried removing the HEALTH from HUDHEALTH, see if that would work, but no go.

#

Same error in loading the info.

dreamy tulip
#

Ahh

#

Darnit

#

Initially, what I was considering was finding a way to make that text not have the left hud overlaying it, and then figuring out how to add a new mbin to the hud with a mostly vanilla hudhazard.mbin for the bottom left, while still keeping the custom one (with everything nulled out but the repositioned "PLANET" ID info on the top left).

#

since it would be on the top instead

#

But the only thing holding me back atm is that stupid overlay

#

Just had an idea

#

I wonder if in the HUD.MBIN or the ROOT.MBIN

supple wadi
#

What baffles me is that HUDHAZARD doesn't even have a parent id/preset id going on above PLANET/DEFAULT stuff.

dreamy tulip
#

The datafile has a load order

#

depending on the order it's called in

#

Ah

#

Yeah, no idea

#

Checking now

#

Weird

#

in the HUD.MBIN

#

/UI/HUD/HUDHAZARD.MBIN is being called 4x

#

Wait I see why

#

Because each ID specified in here is linking to the datafile name/MBIN

#

Also

#

Why is the planet ID in here too

#

no clue what it's for

#

lol

supple wadi
#

Yeaah.

dreamy tulip
#

It's literally like

supple wadi
#

lol

dreamy tulip
#

the other file

supple wadi
#

I'm trying something dumb again outta curiosity.

dreamy tulip
#

Curious to know what the outcome of it is

#

I just tried setting the planet ID to hidden

supple wadi
#

lol!

dreamy tulip
#

in the HUD.MBIN

#

About to see what happens

#

And ?

supple wadi
dreamy tulip
#

The fudge?

supple wadi
#

Heh. So I had a thought, if it's not in the file itself, where in the world else might it be, and I thought, well, filename?

dreamy tulip
#

I think I can finally see the end of this dark cave

#

Wait, what?

supple wadi
#

So I renamed HUDHEALTH to HUDHAZARD.

dreamy tulip
#

0.o

#

Maybe that has to do with the HUD.MBIN

#

Or ROOT.MBIN?

#

Interesting!

#

Wait, did you rename the modified HUDHEALTH file that?

#

With that struct ported over

#

To HUDHAZARD

#

?

supple wadi
#

So with HUDHEALTH, I brought over the struct, but it wasn't appearing properly.

#

So I said screw it and renamed it to HUDHAZARD, yeah.

dreamy tulip
#

In the UI > HUD directory?

supple wadi
#

Yeah. Well, a duplicated mod directory version of that, but yeah.

#

Trying something again right now. Probably will see the same screwbally effect, tbh.

dreamy tulip
#

A duplicate directory?

supple wadi
#

I have a modding directory full of subfolders of different project folders with duplicated NMS directories for repacking.

dreamy tulip
#

Ah

supple wadi
#

Okay, yeah, this is on the right-ish track, I think.

dreamy tulip
#

I'm trying to get a clear picture of what you did, like.. did you rename the HUDHEALTH to HUDHAZARD?

#

In the

#

UI > HUD directory?

#

To get loaded

#

This appears to be on the right track indeed

#

I'm a bit confused though because

#

If you renamed the file

#

How is it being called

#

Maybe, maybe, maybe these files don't need to be called

supple wadi
#

Well, it's dumb, but I'm pretty positive it's overwriting the existing HUDHAZARD, so there needs to be a solution found for working around that.

dreamy tulip
#

I'm still confused

#

Um

supple wadi
#

But it's a good proof of concept in part.

dreamy tulip
#

Wait, can you clarify what you did again?

supple wadi
#

I copied over the planet struct from HUDHAZARD to HUDHEALTH to get it in the right position. It wouldn't render the name with that filename, however, so I said screw it and renamed HUDHEALTH to HUDHAZARD. It's now reading the file as HUDHAZARD.MBIN, which solves part of the problem, but creates another by essentially "overwriting" the base HUDHAZARD.MBIN. Same way as any pak "overwrites" base files.

dreamy tulip
#

So, renaming HUDHAZARD to HUDHEALTH still loaded the file?

#

What does the directory look like?

#

Do you have a screenshot?

supple wadi
dreamy tulip
#

That's what I'm confused about

#

Like I would picture renaming a modifiedd HUDHAZARD.MBIN to load the vanilla one instead o.o

supple wadi
dreamy tulip
#

Thanks!

#

That's weird man

#

And you're not running unpacked right?

supple wadi
#

Nah.

dreamy tulip
#

Which struct did you replace in HUDHEALTH?

supple wadi
#

I don't think I had to in there.

dreamy tulip
#

And that's bizarre

#

how the game loaded it under a different name

supple wadi
#

In HUDHEALTH I just added it as a direct child.

#

What I'm thinking though is that if we can find a way to set this about in HUD.MBIN it might work more cleanly...? ๐Ÿค”

dreamy tulip
#

I have no idea

#

but

#

You are saying that the filename is irrelevant with the UI?

supple wadi
#

lol you're makin' lotsa mechy noise

dreamy tulip
#

ooops

supple wadi
#

Well what I'm thinking is...Hmm. Well, gimme a sec.

dreamy tulip
#

This stuff is complexicated. -_-

supple wadi
#

aagh this hud file is stupid large, lol

dreamy tulip
#

Also, a direct parent of....

supple wadi
#

It's takin'...Oh wait, duh.

#

I should close NMS. That's probably not helping.

dreamy tulip
#

typo

#

direct parent of

#
  <Property name="Data" value="GcNGuiElementData.xml">
    <Property name="ID" value="HEALTH" />
    <Property name="PresetID" value="" />
    <Property name="IsHidden" value="False" />
    <Property name="Layout" value="GcNGuiLayoutData.xml">
      <Property name="PositionX" value="0" />
      <Property name="PositionY" value="0" />
      <Property name="Width" value="600" />
      <Property name="WidthPercentage" value="False" />
      <Property name="Height" value="300" />
      <Property name="HeightPercentage" value="False" />
      <Property name="ConstrainProportions" value="False" />
      <Property name="ConstrainAspect" value="1" />
      <Property name="Anchor" value="True" />
      <Property name="AnchorPercent" value="False" />
      <Property name="SameLine" value="False" />
      <Property name="Align" value="TkNGuiAlignment.xml">
        <Property name="Vertical" value="Top" />
        <Property name="Horizontal" value="Left" />
      </Property>
      <Property name="SlowCursorOnHover" value="False" />
    </Property>
  </Property>``` ?
#

omgosh

#

Just made the same typo

#

really need to wake up

#

lol

#

direct child*

supple wadi
#

Uh, yes.

dreamy tulip
#

Just made it a direct child of that

supple wadi
#

Sorry, parsing data.

dreamy tulip
#

About to load up

#

No problem

#

thx

supple wadi
#

So: I think I have a rough idea of how this works.

#

I need to put it to the test though.

dreamy tulip
#

Cool!

#

And just to be sure... the game auto recognized it?

#

You didn't edit a loading path string?

#

to the renamed file?

supple wadi
#

Nah, yeah, kept it simple & stupid.

#

Okay, think I've parsed this sufficiently for duplication-ish, test...

dreamy tulip
#

cool beans

supple wadi
#

ugh, notepad++ does not like this file.

dreamy tulip
#

Weird!

#

It loaded it twice haha

#

This is really bizarre

supple wadi
#

okay, phew, had to just restart Notepad++.

dreamy tulip
#

Just had an idea

#

What if I made the planet

supple wadi
#

I, uh, apparently was trying too much at once, lol

dreamy tulip
#

the only struct

#

๐Ÿ˜ฎ

#

Yeah

#

I hate it when notepad++ does that

supple wadi
#

Ya can give it a go, not sure it'll pan out tho.

#

I'm pretty positive that'll take ya back to WWWWWWWWWWWWWXXXX.

dreamy tulip
#

Just gotta get it to compile first

#

lol

#

Figure anything out?

supple wadi
#

About to see.

#

Well on the positive side it didn't break anything to cause a CTD. The downside: I missed a line to change, lol

dreamy tulip
#

Niceee

#

Oh

#

I'm about to test now

#

with

#

A lot of stuff set to hidden

supple wadi
#

I think I literally just emptied out the HUDHEALTH file, lol

dreamy tulip
#

Did you get it to compile?

supple wadi
#

Well, I mean I dumped the other children, that is.

dreamy tulip
#

I usually have trouble deleting mass xml blocks and getting it to compille when I've been up really long

supple wadi
#

So what you're setting to hidden, I probably just cut completely.

dreamy tulip
#

Yeah

#

Gonna see if it can be made black

#

hope it doesn't do the same thing

#

lol

#

Oh gosh

#

It's still doing it -_-

supple wadi
#

lol

dreamy tulip
#

I wonder

#

if I renamed it to something else?

#

Just renamed it to HUDHAZARDPIZZA

supple wadi
#

Trying a similar-ish idea, but with a little more to it than that.

dreamy tulip
#

HUDHAZARDPIZZA did not work

#

did not load

supple wadi
#

Didn't think it would.

dreamy tulip
#

guess it has to be an existing file

supple wadi
#

Hoping this extra trick might work...

dreamy tulip
#

Just tried making it the parent

#

Testing

#

Maybe that will prevent overlay

#

nah it ended up weird

#

Making it the parent strangely

#

did this 0.o

#

Top right

#

And I did this in the HUDHEALTH

#

0.o

supple wadi
#

wat

#

lol

dreamy tulip
#

I renamed HUD health to HUDHAZARD

#

with the planet struct

#

as the parent

supple wadi
#

Trying another variation on this running idea.

dreamy tulip
#

the heck

#

xD

supple wadi
#

Well, different from what you're poking about with, but...Yeah. The running idea I've not mentioned in detail so far because I've not got it working.

dreamy tulip
#

Ah

#

Yeah this is werid

#

The heck?

#

Someone just posted a Youtube link to my video on my video xD

#

In the comments

#

Still messin around with this

#

Yeah, hopefully your idea works

supple wadi
#

Hmm. This should be curious to say the least.

dreamy tulip
#

Yeah?

supple wadi
#

Certainly not the result I was aiming for. It did reveal you can sort of duplicate parts of the HUD...But the functionality doesn't get duplicated, oddly enough.

dreamy tulip
#

Ah I see

supple wadi
#

HUD[x].MBINs seem to have the final say in where certain elements are positioned, and whether they appear at all. The settings in the HUD.MBIN are sort of fallbacks, it seems.

dreamy tulip
#

Fallbacks?

supple wadi
#

Wait...I wonder...

#

This will probably end up being a null test, but eh.

dreamy tulip
#

Hmmm

#

-_-

#

The things I go through for the simplest of things

#

lol

#

Any luck?

supple wadi
#

lol, I made a quick pak and then realized I wanted some other changes and so made another before I even tried that one. Regardless, this one should work. It's not as slick as I'd wanted, but eh. Loading in now.

dreamy tulip
#

Testing with some of the Booleans Altered

#

Oh cool

#

Hopefully so

supple wadi
#

Positioning will require some work, of course, but more concerned with getting stuff on-screen first.

dreamy tulip
#

Yeah for sure

#

That's the easier part

#

lol

#

nAH DIDN'T WORK

#

Nah, didn't work

supple wadi
#

Heh.

#

Mine worked, but the results were askew. I was hoping I might be able to display data twice, but it looks like ya can't. Otherwise worked as I'd hoped.

#

Loading in with single data display to see...

#

Alright, yeah, here we go.

dreamy tulip
#

Hmmm

supple wadi
#

You simply can't display the planet name info twice, for whatever dumb reason.

dreamy tulip
#

I see

#

The only problem that I can picture is

#

I bet it would still overlap

#

I mean

#

be overlayed :/

#

At-least with what I'm testing

supple wadi
#

That's a problem somewhere in how you've set the texture to display.

#

I think.

#

Because each of these, the text is atop the texture, y'know?

dreamy tulip
#

Ah okay

#

Maybe I can edit the

#

HEALTHBORDERS.DDs

#

path

#

in the ui file

supple wadi
#

Regardless, you can isolate the planet data and set it under its own GcNGuiLayerData node and then adjust the positioning from there.

#

Might require some additional editing in HUD.MBIN.

#

Currently trying to check that.

dreamy tulip
#

Thanks

#

Not sure about that

#

I think the planet data needs a text struct?

supple wadi
#

It does, you place it as a child to a GcNGuiLayerData node.

dreamy tulip
#

Yeah

#

I have it as a child already

#

Just looked

#

The first child in the HUDHEALTH

#

But it still is getting overlayed by something

#

Unless I did something different?

supple wadi
#

When ya say HUDHEALTH, ya mean HUDHEALTH but renamed, yeah?

dreamy tulip
#

Yeah

#

Renamed to HUDHAZARD

supple wadi
#

Where are you drawing in the textures, anyway?

dreamy tulip
#

What do you mean?

supple wadi
#

As in, which file are the textures being called in.

dreamy tulip
#

For the health bar?

#

It's calling the HEALTHBARS.DDS

#

Which is that top left HUD

supple wadi
#

Hmm.

dreamy tulip
#

I had the idea of trying to move the .DDS to a struct after the struct that contains the "PLANET" ID

#

But my mind is too tired to get it to compile atm lol

#

Might have to take a nap first as I've been at it for like 15 hours straight xD

#

But then again... maybe not. Idk

#

Any idea what's up?

supple wadi
#

Was mostly looking at the way the Featherbox.dds is configured.

dreamy tulip
#

Oh okay, cool

supple wadi
#

As that's doing roughly what you're after, just with a different texture & probably different settings.

dreamy tulip
#

Could it possibly be because it's a child of the health bar

supple wadi
#

You might simply copy over its settings, adjust positioning, and change the filepath to the custom texture?

dreamy tulip
#

As repositioning it puts it behind the healthborders.dds

#

Oh good idea

#

I'll give that a go really soon

#

Also, the struct at the top/beginning of the xml seems to handle the entire health order.dds

#

Same alike the weapon.dds

#

If you were to adjust the positioning

#

It would move that entire side of the hud

supple wadi
#

Yeah, parent struct handles bulk of positioning/alignment, etc.

dreamy tulip
#

Which is why I sorta thought that it being a child of that might be why it's behind

#

What do you think about that?

supple wadi
#

Doesn't follow, looking at the example of the HUDHAZARD.

dreamy tulip
#

Hmm, what do you mean?

supple wadi
#

Text as children to textures there appear atop the texture.

#

Rather than a faint gray behind the translucent box.

dreamy tulip
#

In the HUDHAZARD?

#

Right

#

Like for the tempetatures

#

Mainval

#

Val1, Val2, val3

#

Writing by memory ATM

#

Away from the pc

#

Butp

#

But

#

Those on the hazard box

#

Are overlaying the texture

#

Rather than being overlayed by the texture

supple wadi
#

Hrrm. ๐Ÿค” Trying to figure out how to expand the layout boundaries for these elements.

dreamy tulip
#

Width, Height, padding?

#

I adjusted some of those things for the inventory in the last

#

Past

#

"Sleep typing "

supple wadi
#

wtf does position even really do. ๐Ÿค”

dreamy tulip
#

X and y moves it around

#

Tedious to adjust

supple wadi
#

I don't think so.

#

I was moving it around with height just now, lol

dreamy tulip
#

Had to do a lot of it for the huds

supple wadi
#

I know that's what it should do, but...Yeah.

dreamy tulip
#

Up/down left/right

#

But

#

Some seem to have a limit

#

In their boundaries

supple wadi
#

I'm checking something now, as I think I was right earlier about the HUD.MBIN fallback.

dreamy tulip
#

Which is why I'm going through this hassle

#

Becausw

supple wadi
#

Aha, I was...Both right and sort of wrong, lol

dreamy tulip
#

If I was able to reposition the hazard bar planet name all the way up without it cutting off

#

Would've been done ๐Ÿ˜‚

#

Oh yeah?

supple wadi
#

This gnarly fellow:

<Property name="Align" value="TkNGuiAlignment.xml">
      </Property>```
#

Has a stupid amount of influence.

dreamy tulip
#

Interesting

#

Will def take a look In there soon

#

Lemme know if you figure anything else out

supple wadi
#

It's across pretty much all these hud files.

#

It takes priority over even the positional settings, to a degree.

#

Like even when I threw out the X/Y Position settings for HUDHAZARD, it remained in the lower left.

supple wadi
#

Yeah, toss the alignment settings. Great tool, but miserable for heavier customization.

#

I think they may be part of what limit the elements to their awkward confines.

ruby torrent
#

Hey RaYRoDTV I been reading what you have posted on here and did you really bring back the time.

dreamy tulip
#

@supple wadi Sorry, I fell asleep. That's an awesome find, if it's that way! I messed with that struct a lot, but didn't think that it might be held back within the HUD.MBIN, despite the isolated UI MBINS. I am not testing around with that removed to see if it stops it from being restricted/limited.

#

@ruby torrent Hey, I did restore it. But I need to adjust/polish it up. I got sidetracked studying other aspects of UI content. ๐Ÿ˜ƒ

dreamy tulip
#

Sadly it's still limited

dreamy tulip
#

@supple wadi o.o

#

It's also lagging the game like crazy xD

#

10fps

#

the heck?

#

I have an idea tho

#

I do recall also adding a custom texture into the HUD

#

Like, editing the actual HUD texture for the healthbar and weapon bar

#

To make it a bit lighter

#

But, maybe... that's why it's doing that

#

Going to try deleting the white texture in the .dds

#

And just specifying it via the ui file

#

I bet it will work xD

#

It fixed that issue -_-

warm thistle
west moat
#

Omg you can drive under water?.? Wow why havenโ€™t I tried that

inland sky
#

Yep, roamer and colossus can drive underwater, nomad floats on top

marsh aurora
#

You can dive with the Nomad if you trickshot

#

Than it suddenly is the fastest underwater vehicle

unique forge
#

very true

#

first time i went with my nomad i accidentaly made a nosedive into the water (my planet is basically an archipelago)
and gdi it was fun.

#

i was freaking out but fun either way

random flint
#

Um... sorry to bother you, but could I please receive some help with your v10 overhaul, @dreamy tulip? I was told I could join this discord, and ask you directly after I made a thread on the subreddit. I'm not entirely sure if I'm allowed to post links here, but the post is still recently listed in the #nms-reddit-feed channel. I'm Flannery_Moore on reddit.

dreamy tulip
#

Hi @random flint

#

I have a question

random flint
#

Okay

dreamy tulip
#

Are you using a purchased GOG build?

random flint
#

No, it's the one they released for free.

dreamy tulip
#

You are on the 1.37 patch?

random flint
#

1.38 right now.

dreamy tulip
#

Wait, just re-read

#

Says 1.38

#

How did you install NMS?

random flint
dreamy tulip
#

Okay, so this isn't a cracked version right?

random flint
#

Nope, just DRM free as far as I'm aware.

#

I'd have to register an account to use online stuff.

dreamy tulip
#

I only ask because if so, there's a certain update install heirarchy. I own the game on Steam though.
What is in your binaries folder?

#

Cool, that's good.

random flint
dreamy tulip
#

Do you have Geoforce experience installed?

random flint
#

I do right now, yes. Initially I didn't. I wanted to see if clicking on 'optimise game' did any good.

dreamy tulip
#

Okay, cool

#

Also, the client freezes in the galactic map... or just before anything loads?

random flint
#

Literally just clicking on the shortcut to open the game is when it freezes. I click it, the client opens, then it hangs there for a second or two and crashes to the desktop.,

#

Can't access the game at all lol.

dreamy tulip
#

That's really bizarre. Just curious, have you tried re-installing the game?
@inland sky Do you know of any 1.38 compatible only mods?

#

I'm trying to figure out if 1.38 is installed properly.

random flint
#

Yup, that was something I listed in my steps.

#

I tried two other mods, too.

#

They both worked

inland sky
#

Haven't really looked for any so not sure

random flint
#

These two:
No pause when alt-tabbed mod.
A 'trainer', made for the 1.37 patch.

dreamy tulip
#

Yeah, this is a bizarre issue.

random flint
#

Both worked on 1.38

dreamy tulip
#

Okay, the first is a mod I made

#

You aren't still using that right?

#

Just curious, as I didn't see it in the binaries

#

The first was ce based

random flint
#

Nope, the only .pak file is your overhaul. And um, the no pause mod was a cheat engine file thing.

#

It has your name on it, though

dreamy tulip
#

Okay, how about this

#

I'll inbox you quick

#

Can't

#

Just sent you a friend request

#

I'll send you something that might fix it

supple wadi
#

When did they release a free copy? ๐Ÿค”

random flint
dreamy tulip
#

Oh yeah

#

I sent you a friend request

#

That will fix it, I think it's your settings

supple wadi
#

You still have the issue of now missing the HUDHAZARD tho, yeah?

dreamy tulip
#

Yeah, now I need to find a way to get the hazardbar to load

#

as an additional file

supple wadi
#

Haha, yeaah, that's what I kept working away at after ya left.

echo oxide
#

It does look good enough

supple wadi
#

Whale, it may, but you totally lose the life support/hazard indicators.

#

Which are kinda important, lol

echo oxide
#

Hated them anyway

dreamy tulip
#

It was a stupid texture blocking it

supple wadi
#

Haha.

dreamy tulip
#

Adjustment in paint . net

#

.<

supple wadi
#

The translucency, or...?

random flint
#

@dreamy tulip Well, it shows that there's an outgoing request to you. Nothing from you, though.

dreamy tulip
#

That's why it was appearing as white

#

it was filled

#

Oh, there we go

supple wadi
#

So yeah, the translucent texture ya tried to work with?

dreamy tulip
#

I had to delete the white glossing texture

#

I put in the middle

#

I can just replicate that in the actual UI file I believe

#

It was in the way of that text

#

Explains why in early footage they didn't do it that way

supple wadi
#

my secret plot to have you get rid of it worked. ๐Ÿ˜›

cobalt mist
#

ohno

supple wadi
#

also blergh these coordinates

dreamy tulip
#

Haha

#

The coords?

#

Where?

#

Also

#

Did you figure out how to do it?

#

I'm considering adding it in as a datafilename

#

Like trying a vanilla HUDHAZARD

#

as HUDHAZARD2 or something

supple wadi
#

I tried that a bit ago.

#

I just mean the x/y/width/height stuff. They're utterly bizarre.

#

Some work as expected, after a few adjustments, but then also with height/width in some arcane fashion.

dreamy tulip
#

You tried what I mentioned already?

supple wadi
#

Pretty sure I did.

dreamy tulip
#

@random flint

#

Is that the only file you installed?

random flint
#

Yup.

dreamy tulip
#

Okay

#

That explains the issue

#

That's 1.3

#

There should be a 1.38 update file

#

The game version must be 1.3, but not 1.38 (one of the extra patches after 1.3)

random flint
#

Oh, okay.

dreamy tulip
#

Which would invoke a ctd and explain why it didn't work with the test .pak I sent

#

From only my metadata folder in my source

#

You don't see an update file?

random flint
#

No, there's just that. It's listed as the most recent for me.

#

That would explain it though, thank you.

dreamy tulip
#

My pleasure, you'll need to get your hands on that update file or so

#

As it's required for most mods at this time, and also to have HG's new updates

#

@supple wadi Are you still testing with the UI?

supple wadi
#

Yeah, messing about with it.

dreamy tulip
#

Cool, just got back

#

Gonna try more stuff

supple wadi
#

Uggh.

#

This is so dumb.

#

So you can't seem to duplicate these components or their subcomponents. It just breaks it. It can't read out the data twice, so far as I can tell.

dreamy tulip
#

Just found what's telling the game to load the HUDHAZARD

supple wadi
#

Oh?

dreamy tulip
#

It's in the HUD.MBIN

#

Yes

supple wadi
#

lol

#

HUDHAZARD overwrites that.

dreamy tulip
#

I renamed my modded file to HUDHAZARD.MBIN, and changed the filename in the HUD.MBIN to HUDHAZARD1.MBIN

#

And added a vanilla HUDHAZARD.MBIN, but renamed to HUDHAZARD1.MBIN

#

and it loaded that instead of my modified file

#

So, I'm thinking about utilizing one of the extra datafilename slots

#

for the modified one to test

#
                          <Property name="Image" value="/TEXTURES/UI/HUD/CHARGEARROW2.DDS" />
                          <Property name="Children" />
                          <Property name="DataFilename" value="" />
                        </Property>
                      </Property>
                      <Property name="DataFilename" value="" />
                    </Property>
                  </Property>
                  <Property name="DataFilename" value="" />
                </Property>
              </Property>
              <Property name="DataFilename" value="/UI/HUD/COMPONENTS/HUDHAZARDBAR.MBIN" />
            </Property>
          </Property>
          <Property name="DataFilename" value="/UI/HUD/HUDHAZARD.MBIN" />
        </Property>
      </Property>
      <Property name="DataFilename" value="/UI/HUD/HUDHAZARD1.MBIN" />
    </Property>```
#

About to test with this

#

Hoping it loads both

supple wadi
#

Mm. A different approach to what I've tried, so maybe. But I'm doubtful, given my experiments.

dreamy tulip
#

Nope, didn't work

#

Need to verify that's the place

#

I just redirected both paths to a modded file

#

Nah

#

Didn't work

#

Weird man

supple wadi
#

Haha, thought so. Given the slight difference in placement I didn't wanna tell ya to avoid it.

#

But I did try something of the sort earlier.

topaz oxide
#

I fell sad.. modding is not on PS4

dreamy tulip
#

Also, another thing...

#

The ui files themselves have datafiles

topaz oxide
#

๐Ÿ˜ข

supple wadi
#

Here's a fun thing: if you gut the individual files, it does fall back to the settings in there to render the HUD.

dreamy tulip
#

What do you mean?

supple wadi
#

So I gutted HUDHAZARD.MBIN altogether, and it was still able to render it despite that via the HUD.MBIN.

dreamy tulip
#

How did you gut it?

#

Wouldn't it just load it from the filesystem?

#

Oh