#nms-modding
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It also has an entity
I'm curious to play around with it
Just haven't taken the time to yet
I need to finish this hazard bar, keep getting sidetracked haha
Sec
Should be fixed now
Loading up to test
@supple wadi Turns out that green slime wasn't the "DANGER" ID
I believe it's actually the "ENVIRONMENT" id
In vanilla it's marked to hidden about to verify
Not environment either... reverting my changes quick
By the way...
For the planet name, that used to be on the top left...
On AR... it says this:
<Property name="Image" value="" />
<Property name="Text" value="WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWXX" />
<Property name="Special" value="False" />
</Property>```
In 2016 it said....
www
<Property name="Image" value="" />
<Property name="Text" value="Konangkooo" />
<Property name="Special" value="False" />
</Property>```
Hello Game's changed it
Just a static text change
Hello Games founder Sean Murray gives us a guided tour of one planet in No Man's Sky's universe as our month-long IGN First coverage kicks off.
Konangko
lol
Going to need to adjust this in cheat engine
currently working with the planet name
Would I be able to run your mod with a mod that effects only the space skybox?
/galactic map
Nvm actually your mod was fine on its own
Cool
Still working on the same thing
With the ui
Haven't stopped
Determined to get it fully working
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.
They have to be called from somewhere
Still searching after 9 hours
Excited to solve this
Can probably get the bulk of the ids by decompiling the various files, searching through them all, and noting them all.
Thanks, yeah... earlier I decompiled all UI files, and metatadata > UI files as well.
Still trying to put the pieces together
There is something that I'm working on figuring out right now
Which is...
For example
I added the 2016 planet values for each biome type, and their weather values (additionally) from 2016
Like this for example
<Property value="TkLocalisationEntry.xml">
<Property name="Id" value="WEATHER_HEAT1" />
<Property name="English" value="VariableSizeString.xml">
<Property name="Value" value="" />
</Property>```
<Property name="USEnglish" value="VariableSizeString.xml">
<Property name="Value" value="Infrequent Heat Storms" />
</Property>
</Property>```
Also
For the heat/scorched weather...
In vanilla it only goes up to...
10 for example, for "WeatherHeat"
But if you add, say...
WEATHER_HEAT11
It will work
And add it to the game
Rather than replacing
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.
Yeah
Just deducing how it functions
But what I'm getting at here is...
In relation to what I said above
Is that, in vanilla the WEATHER_HEAT id's only go up to 10
But if you add WEATHER_HEAT11, and so on and so forth
The game will read it
And rather than replacing any of 1-10
It will add 11
So, it's not hardcoded (to my knowledge)... and it's also not being referenced anywhere else in the files.
Only in the language file.
However, if you look in that HUDHAZARD file for example
That I've been working in
Alike other UI related files...
There are ID's
Take "UNITS" for example
Used in the proper context, with the proper struct, without forcing a particular string ofc, it will grab your current UNIT count.
But the question, is... what exactly is it calling from?
Some are for the different localizations and others are for the fluctuating variables.
That is what I'm trying to figure out.
Yes, some of the UI files call from the language file
But oddly, I think some aren't in the langauge file
Units is one of those draw from the variables situations.
As in you won't find it throughout the files because it's actively calculated by the game to read a proper amount.
Calculated/checked.
I do see this localization
<Property name="Id" value="UI_JOURNEY_NEXT_UNITS" />
<Property name="English" value="VariableSizeString.xml">
<Property name="Value" value="" />
</Property>```
<Property name="USEnglish" value="VariableSizeString.xml">
<Property name="Value" value="units" />
</Property>
</Property>```
Likely unrelated though
As the ID is different
I see
So
Do you think it's hardcoded?
So I think you're kinda looking for like some of the %ID% stuff in the localizations.
Which is, yeah, tucked away in the .exe so far as we can tell.
Yeah, that's the other thing I'm looking at
Like...
%PROCNAME%'s %WEAP1%
For eg
That's telling the game to write a procedural weapon name
Cool
Well, I managed to get the planet name on the top left HUD
And I can figure out the clock and the time ofc
But
You may be able to just tell it to bugger off and write in your whatever thing.
During my focus on this... I started to develop more questions.
As this stuff is interesting imo
You mean, specify something in specific?
I don't follow what you're referring to
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
Basically if the variable read was buggin' ya you might be to do that, yeah. Just replace units with "NIPNIP" or "MONEYNOTANSWER"
๐คท
And I do remember a time actually 99% adding a weapon and also adding to the language file a long time ago...
Reading ur message now
Well
That's if it's actually being called from the language file I would think
Right?
That I'm not sure yet
One of the UI related mbins use the ID "UNITS"
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.
And what file would you call it from for example?
I did that with the projectiletable and
another table
I forgot
was a long time ago
and never finished it
It would just be read directly from the file, ignoring its original setting.
In the same way that I described regarding the planet classes right?
But then it wouldn't update properly to be of much use.
For cases like UNITS or whatever more variable IDs.
I had the idea of doing that
Like
Just adding it in as a localization struct
With a custom ID
However...
Then another question arises outta that
Which is...
What in particular says.... "Okay, UNITS grabs your actual unit count"
I would think that something is telling the ID to do this or that
Like what differentiates that from PLANET for example
Another thing I'm searching for answers for within the files atm
Lest it be hardcoded
In the case of planet, was it where it was before?
I seem to recall ya said it was top left?
The HUDHAZARD.MBIN has an ID called "PLANET"
That is what grabs/calls the current planet that you're on
Aside from the repositioning etc... and other stuff I did
Normally it's on the bottom left
But the source of that ID
Like.. what tells it to grab the planet name?
Is what I'm looking to find out
I think that's probably background, .exe-side.
Was there something to it that indicated to ya otherwise?
Maybe so, in the same way that the %PROCNAME% likely grabs something from the exe
What do you mean?
Like was there something to the way it was working that suggested it might be drawing from a preset pool of values/names?
For weather conditions, I believe this is the case, but with proc names, not so much.
Weather conditions/biome adjectives/etc.
The ID called "PLANET" grabs the planet name
Not sure if that answers your question?
Like, it's possible to force a specific planet name that's static. It's using this struct
<Property value="GcNGuiTextData.xml">
<Property name="Data" value="GcNGuiElementData.xml">```
However...
W/o forcing a specific string, it will grab your current planet name's string
<Property value="GcNGuiLayerData.xml">
<Property name="Data" value="GcNGuiElementData.xml">
<Property name="ID" value="BESTPLANETYEAH" />``` ๐
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.
I take that as an example right?
Because the "PLANET" ID requires the GcNGuiTextData struct
Okay
Yeah, I'm thinking that it's a procgen thing
Because
It's getting your planets proc name
and displaying it on the hazardbar
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.
Functions. We can find some of the IDs across the files.
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.
Fair enough. Yeah that makes sense
Now...
I think that the HUD.MBIN is the control center for the UI related MBINS that are being utilized in the game
Wait
I believe it's actually the ROOT.MBIN
Actually
It probably varies between the GUI & HUD.
I think it's the HUD.MBIN
And the ROOT.MBIN handles other things
The HUD.MBIN has stuff from the UI folder
Like..
<Property name="DataFilename" value="/UI/HUD/COMPONENTS/HUDHAZARDBAR.MBIN" />
</Property>```
For example
While the ROOT.MBIN has
Actually, nah I don't think that's right
lol
Yeah
I've used it a few times for some mods
But I knew what I was looking for
The UI files are the largest xml's in the game
I had to sort through 11 million lines of xml to make a particular mod
lol, "length: 49,604,316"
They had to use a tool to generate this xD
"lines: 597, 735"
Oh yeah. Most of the files we're manually going through they pretty much certainly have better tools to work with.
I would hope so
Sifting through them made my eyes hurt
But I'll do what it takes to get it to work
At this point, I'm trying to make sense of everything
Like... I understand the structs for the most part here
But
There's a lot more to learn
ctrl+f yo
lmbo
Well, there is one issue that I'm dealing with now
Which is...
Might suffice in a pic
sec
This stuff is madness
From the outside in
Loading up
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.
Yeah I use cheat engine for that
Still tedious
but a lot better
some stuff you have to load in for anyway though
Yup. =/ Trying to mess with scenes without Model Viewer would be the worst.
In what aspect?
Positioning stuff, mainly.
Same with GUI, in a way.
Except like ya said, CE can help with that, a little.
You might be able to do similarly with models in scenes with CE, but that seems like overkill.
Yeah, that would suck
Okay so this is my current issue
That I'm working on...
Such a tiny, stupid, yet annoying issue that I'm thinking of how to bypass atm...
Basically, as you can see... it grabbed the planet/or system name (didn't realize it would also get the system which is cool)
But here's what I had to do in this case
You see...
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.
However...
On the left, it appears white.
Now... that's not because of an rgb value
It's because of how I had to set it up for the left side.
What I ended up doing for this bootlegged way was
Yep. And you're trying to figure out how to set it otherwise, I imagine, while still keeping it there.
Literally moving the hazard bar (rebooting like 50x to get it right smh) to the top left
And hiding the other data
Except the planet name
However...
If it was positined a bit further down
The text would be black.
Is that because the planet/system info is nested in with the hazard bar?
The HUD texture is making it look silverish
Because it's overlaying the text in this situation
Yeah
It's nested in with the hazard bar, in that mbin, in this case
Mm, yeah, that's what I was thinking was going on there. It needs to be atop the texture rather than below it.
What I'm currently thinking of is ways that I can do so
But then also somehow define its own color setting.
Because
If I move it down
The text will be black
It's kind of weird for the weapon name
Because...
On the right side.. the weapon name positioning is in the WEAPON.HUD
The ID calls your current weapons name
And the weapon names are in the language file
Like take...
LASER_NAME for example
That's what I changed to L A Z E U S
However, that same file is also calling the weapon.dds
That custom texture
The healthbar.mbin is what's calling the left HUD
Yet.... I'm calling it through the hud hazard mbin
Can you not tap directly into the healthbar.mbin and call the ID for the planet/system info, instead of moving the hazardbar?
That seems like it'd be the simplest route.
Rather than shifting around entire parts, lol
The thing is...
And driving yourself mad.
ol
lol
By default it's called in the hudhazard.mbin
But what's odd is that...
If I were to change the ID that handles the weapon
"WEAPON" (located in HUDWEAPON)
to "PLANET"
It would go blank
I sorta worry that trying that with the health bar would do the same
Which is why I hesitated
Hmm.
health bar*
That's curious given that the multi-tool isn't that distinct from planets in terms of name-gen and renaming ability.
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.
This part isn't proc gen
LASER, BOLTCASTER, for example
The proc gen part is what's on the inside of the inventory
or likely in some dialogs
Aaah, yeah, that's right.
I just never paid much attention to what it shows ya in the HUD.
I just kinda knew, "okay mining laser, okay boltcaster, etc."
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
I would expect it to actually work
And I wonder why it's working in the HUDHAZARD
Well I think it's because it's expecting to draw from a fixed pool.
Such as laser/boltcaster and not proc-gen names.
But I dunno whether there's a tag in the file to change that behavior or not. I'm guessing not.
Maybe that's excluded from my list of options
I gotta think of other ways to make the text appear in front of that dds
Unless I just end up giving that a try in the health bar
Is there any text that appears on the left health bar?
I don't think so
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" />
Yup
That's what I did
It's also using the textdata struct
So it's the right struct
Yeah. Tryin' somethin' dumb.
Unless you do something ridiculously stupid with the HUD stuff it doesn't CTD, yeah?
Yeah
I'm currently trying
Replacing all the text structs
with the "PLANET" ID
in the weaponhud
just to see if any of them work for it
lol! i got it partially working but not really all at once.
it's just scrolling through: <Property name="Text" value="WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWXX" />
With HUDWEAPONS.
I replaced the boltcaster entry spot with the planet entry.
This spot: xml <Property name="Data" value="GcNGuiElementData.xml"> <Property name="ID" value="WEAPON" /> <Property name="PresetID" value="DEFAULT" />
Nope, just straight up copied over sections.
Weird
Because
<Property name="Image" value="" />
<Property name="Text" value="BOLTCASTER" />
<Property name="Special" value="False" />
</Property>```
Like if you replaced it with...
I think it loaded the right planet info as I loaded in, but was hidden by the black bars.
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWXX
Special would normally need to be "True"
For it to force the string
weird
Is it marked to true?
Did you copy over the textdata struct in replacement of the GcNGuiElementData struct?
I copied over the entire GcNGuiTextData struct.
And replaced another TextData struct in the weapons file.
On the top right hud?
Yeah, not positioned correctly at all, but yeah.
๐คท
Sorry, had to dig back through to see where in the world it was nested, lol
It's a child of WEAPON_LABEL
So...I get the sense that with a closer look, it may work for healthbar.
Wait, you edited the child underneath weapon_label?
and added the "PLANET" ID ?
Or did you legit replace the "WEAPON" ID in there
with the textdata struct from hudhazard.mbin
Under weapon_label there's WEAPON, DEFAULT.
I just replaced that.
With literally the entire struct.
From HUDHAZARD.
lol
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>```
Had to be sure I wasn't mixing up which file I was looking at.
Yeah, I confused myself for a sec lol
Uhh, not exactly that, like it goes on and on. The entire GcNGuiTextData struct, but it's ID Planet & PresetID Default.
Yeah, I figured
Because
There's no other way it would've said
XXXWWWWXZZZ or some crazy stuff
like in the actual struct
lol
So
Copying the full thing over now
This right?
Just got it to compile
about to test
๐ค I'm not sure why the PresetID isn't Default for you, but yeah, looks right otherwise.
I took it out before
I wanted to see what would happen
Not sure what it's for yet
Nothing happened though that I noticed
Good catch
I assumed default might be part of how it pulls the proc-gen info, which is why I've kept it there.
Okay, so on the right side... I see it too now
Now, I'm curious to see what broke it
And if it's repairable
Oh, I see
I actually thought that too before
I deleted it to see if it would breka it
break
But
Now idk
Yeah I'm not entirely clear why it's loading the filler text there, lol
It works on left side too, with the filler text.
You just tried?
Mhm.
I think it may be due to being nested...Something higher up the chain must be doing somethin'.
Lol saw this inside off HG's shiphud
Saw it a long time ago...
But just saw it again
The heck were these guys doing? xD
Similar stuff we're doing now probably.
Trying to get GUI shit to work properly, lol
Lmno
Lmbo
If it works within the hazardbar
hudhazard*
Don't see why it isn't in the healthbar or the weaponhud
weird
?
Same as that goofy text?
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
Hmm. I'm not spotting anything between these that indicates why it would show like this.
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
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.
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
I see! I'm blind, FUCK, AAAH.
Makin' a dumb joke. ๐
Oh lol
I thought you all of a sudden figured out the answer to this maddening mystery
lol
Got excited for a sec xD
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.
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.
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
What baffles me is that HUDHAZARD doesn't even have a parent id/preset id going on above PLANET/DEFAULT stuff.
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
Yeaah.
It's literally like
lol
the other file
I'm trying something dumb again outta curiosity.
Curious to know what the outcome of it is
I just tried setting the planet ID to hidden
lol!
broke as hell, but...Something.
The fudge?
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?
So I renamed HUDHEALTH to HUDHAZARD.
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
?
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.
In the UI > HUD directory?
Yeah. Well, a duplicated mod directory version of that, but yeah.
Trying something again right now. Probably will see the same screwbally effect, tbh.
A duplicate directory?
I have a modding directory full of subfolders of different project folders with duplicated NMS directories for repacking.
Ah
Okay, yeah, this is on the right-ish track, I think.
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
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.
But it's a good proof of concept in part.
Wait, can you clarify what you did again?
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.
So, renaming HUDHAZARD to HUDHEALTH still loaded the file?
What does the directory look like?
Do you have a screenshot?
There we...Almost go.
That's what I'm confused about
Like I would picture renaming a modifiedd HUDHAZARD.MBIN to load the vanilla one instead o.o
Nah.
Which struct did you replace in HUDHEALTH?
I don't think I had to in there.
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...? ๐ค
lol you're makin' lotsa mechy noise
ooops
Well what I'm thinking is...Hmm. Well, gimme a sec.
This stuff is complexicated. -_-
aagh this hud file is stupid large, lol
Also, a direct parent of....
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*
Uh, yes.
Just made it a direct child of that
Sorry, parsing data.
So: I think I have a rough idea of how this works.
I need to put it to the test though.
Cool!
And just to be sure... the game auto recognized it?
You didn't edit a loading path string?
to the renamed file?
Nah, yeah, kept it simple & stupid.
Okay, think I've parsed this sufficiently for duplication-ish, test...
cool beans
ugh, notepad++ does not like this file.
okay, phew, had to just restart Notepad++.
I, uh, apparently was trying too much at once, lol
Ya can give it a go, not sure it'll pan out tho.
I'm pretty positive that'll take ya back to WWWWWWWWWWWWWXXXX.
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
Niceee
Oh
I'm about to test now
with
A lot of stuff set to hidden
It's getting there
I think I literally just emptied out the HUDHEALTH file, lol
Did you get it to compile?
Well, I mean I dumped the other children, that is.
I usually have trouble deleting mass xml blocks and getting it to compille when I've been up really long
So what you're setting to hidden, I probably just cut completely.
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 -_-
lol
Trying a similar-ish idea, but with a little more to it than that.
Didn't think it would.
guess it has to be an existing file
Hoping this extra trick might work...
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
Trying another variation on this running idea.
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.
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
Hmm. This should be curious to say the least.
Yeah?
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.
Ah I see
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.
Fallbacks?
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.
Positioning will require some work, of course, but more concerned with getting stuff on-screen first.
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.
Hmmm
You simply can't display the planet name info twice, for whatever dumb reason.
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
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?
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.
It does, you place it as a child to a GcNGuiLayerData node.
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?
When ya say HUDHEALTH, ya mean HUDHEALTH but renamed, yeah?
Where are you drawing in the textures, anyway?
What do you mean?
As in, which file are the textures being called in.
For the health bar?
My modded health bar (w/o recent changes)
With recent changes
Which produces this effect on the top left
It's calling the HEALTHBARS.DDS
Which is that top left HUD
Hmm.
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?
Was mostly looking at the way the Featherbox.dds is configured.
Oh okay, cool
As that's doing roughly what you're after, just with a different texture & probably different settings.
Could it possibly be because it's a child of the health bar
You might simply copy over its settings, adjust positioning, and change the filepath to the custom texture?
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
Yeah, parent struct handles bulk of positioning/alignment, etc.
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?
Doesn't follow, looking at the example of the HUDHAZARD.
Hmm, what do you mean?
Text as children to textures there appear atop the texture.
Rather than a faint gray behind the translucent box.
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
Hrrm. ๐ค Trying to figure out how to expand the layout boundaries for these elements.
Width, Height, padding?
I adjusted some of those things for the inventory in the last
Past
"Sleep typing "
wtf does position even really do. ๐ค
Had to do a lot of it for the huds
I know that's what it should do, but...Yeah.
I'm checking something now, as I think I was right earlier about the HUD.MBIN fallback.
Aha, I was...Both right and sort of wrong, lol
If I was able to reposition the hazard bar planet name all the way up without it cutting off
Would've been done ๐
Oh yeah?
This gnarly fellow:
<Property name="Align" value="TkNGuiAlignment.xml">
</Property>```
Has a stupid amount of influence.
Interesting
Will def take a look In there soon
Lemme know if you figure anything else out
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.
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.
Hey RaYRoDTV I been reading what you have posted on here and did you really bring back the time.
@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. ๐
Sadly it's still limited
@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 -_-
Omg you can drive under water?.? Wow why havenโt I tried that
Yep, roamer and colossus can drive underwater, nomad floats on top
You can dive with the Nomad if you trickshot
Than it suddenly is the fastest underwater vehicle
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
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.
Okay
Are you using a purchased GOG build?
No, it's the one they released for free.
You are on the 1.37 patch?
1.38 right now.
I used the installer, provided by GoG:
Okay, so this isn't a cracked version right?
Nope, just DRM free as far as I'm aware.
I'd have to register an account to use online stuff.
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.
Do you have Geoforce experience installed?
I do right now, yes. Initially I didn't. I wanted to see if clicking on 'optimise game' did any good.
Okay, cool
Also, the client freezes in the galactic map... or just before anything loads?
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.
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.
Yup, that was something I listed in my steps.
I tried two other mods, too.
They both worked
Haven't really looked for any so not sure
These two:
No pause when alt-tabbed mod.
A 'trainer', made for the 1.37 patch.
Yeah, this is a bizarre issue.
Both worked on 1.38
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
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
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
When did they release a free copy? ๐ค
Oh yeah
I sent you a friend request
That will fix it, I think it's your settings
Also, @supple wadi
You still have the issue of now missing the HUDHAZARD tho, yeah?
Haha, yeaah, that's what I kept working away at after ya left.
It does look good enough
Whale, it may, but you totally lose the life support/hazard indicators.
Which are kinda important, lol
Hated them anyway
It was a stupid texture blocking it
Haha.
The translucency, or...?
@dreamy tulip Well, it shows that there's an outgoing request to you. Nothing from you, though.
So yeah, the translucent texture ya tried to work with?
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
my secret plot to have you get rid of it worked. ๐
ohno
also blergh these coordinates
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
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.
You tried what I mentioned already?
Pretty sure I did.
Yup.
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)
Oh, okay.
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?
No, there's just that. It's listed as the most recent for me.
That would explain it though, thank you.
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?
Yeah, messing about with it.
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.
Just found what's telling the game to load the HUDHAZARD
Oh?
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
Mm. A different approach to what I've tried, so maybe. But I'm doubtful, given my experiments.
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
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.
I fell sad.. modding is not on PS4
๐ข
Here's a fun thing: if you gut the individual files, it does fall back to the settings in there to render the HUD.
What do you mean?
So I gutted HUDHAZARD.MBIN altogether, and it was still able to render it despite that via the HUD.MBIN.