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HUD Elements such as Resource Panel and Status Meters are not appearing

daviid

New Member
Messages
8
Hello, I've scoured the forums for a few hours now and have tried many of the potential fixes that were posted here. However, nothing I do gets those panels to appear on my screen which is so frustrating for me because I haven't encountered this before. This is a new game and MO2 profile so there should be nothing from before messing with any of the HUD elements. Also, I play on 1440p but have tried downscaling to 1080p to see if that does anything - it doesn't.

Here's my load order:
*unofficial fallout 4 patch.esp
*ArmorKeywords.esm
*HUDFramework.esm
*WorkshopFramework.esm
*DamageThresholdFramework.esm
*PANPC.esm
*Snap'n Build.esm
*PACE.esm
*VC_Gage_Fix.esl
*VendorCaps.esl
*Friendly Raider.esl
*SS2.esm
*SS2_XPAC_Chapter2.esm
*AllSetsExtended.esp
*MutilatedDeadBodies.esp
*SS2Extended.esp
*crowdedcommonwealth.esp
*Fast Travel From Interiors Main + DLCs.esp
*Armorsmith Extended.esp
*Raider Children.esp
*America Rising - A Tale of the Enclave.esp
*QuestsTags_00_AllDLC.esp
*QuestsTags_01_patch_UFO4P.esp
*DeadlierDeathclaws.esp
*W.A.T.Minutemen.esp
*Red Rocket Garage.esp
*bridgefix.esp
*corvalhowidowshotgun.esp
*wattzlasergun.esp
*AnimatedIngestibles.esp
*Ephla's Unique Chems.esp
*AnimChemRedux.esp
*Arbitration - Compass Radar Reduction.esp
*Arbitration - Fall Damage Overhaul.esp
*Arbitration - Farther Grenade Detection.esp
Arbitration - Molotov.esp
*Arbitration - No Condition Regeneration.esp
*Arbitration - Reduced Grenade Spam.esp
*Arbitration - Stealth Overhaul.esp
*Arbitration - Survival Damage by Player 2.5x.esp
*PAMAP.esp
*AWKCR - Mod Power Armor Engine Glitch Fix.esp
*BetterGenerators.esp
*BrighterSettlementLights.esp
*CBBE.esp
*CleanSettlement Snap'n Build.esp
*dd-enhanced blood basic.esp
*Docile Radstags.esp
*EasyHacking.esp
*Elvani's Track Pack - FIX.esp
*Faster Terminal Displays (20x).esp
*FunctionalDisplays.esp
*FunctionalDisplays-AID-VIS-Weightless.esp
*FunctionalDisplays-Collectibles.esp
*weightless junk.esp
*FunctionalDisplays-MISC-VIS-Weightless.esp
*FunctionalDisplays-Patch-DLC-ALL-VIS-Weightless.esp
*k9tacticalharness.esp
*KSHairdos.esp
*rhlegendary.esp
*p99.esp
*More Where That Came From Diamond City.esp
*PA-Quick Animations.esp
*pipeshotty.esp
*PlayerHeadTracking.esp
*Realistic Sprinting.esp
*Rusty Face Fix.esp
*solarpower.esp
*TravisTips.esp
*True-Frags_v1-2_HiDmg_Knockdown_LongRange_NukaDLC.esp
*VWR - Explosives.esp
*Arbitration - Better Combat AI.esp
*everyonesbestfriend.esp
*companion infinite ammo.esp
*visiblecompanionaffinity.esp
*Realistic Roads - Black Asphalt.esp
Live Dismemberment - Brutal.esp
*Live Dismemberment - Insane-o.esp
Live Dismemberment - Liebermode.esp
Live Dismemberment - Mental.esp
Live Dismemberment - Mind-Blowing.esp
Live Dismemberment - POSTAL.esp
Live Dismemberment - Regular.esp
*PowerArmorHUD.esp
*Killable Children.esp
*Orphans.esp
*Regs_Enhanced_PainGrunts.esp
*Elzee Cough.esp
*TNR Shoulder Lamp.esp
*TNR Shoulder Lamp - Settings.esp
*WeaponsOnBack Addon.esp
LooksMenu.esp
*Extended weapon mods.esp
*skibsweapons-redux.esp
livewire by shiagur.esp
*M8rDisablePipboyEffects.esp
*StartMeUp.esp
*SatelliteWorldMap.esp
*M8r Complex Sorter.esp
SS2_DLCSettlerPatch.esp
SS2Extended_OutfitInjectionPatch.esp
SS2WorkshopHUDOverride.esl

Any help would be greatly appreciated, thank you in advance
 
Hud elements are typically UPDATED by script, but the elements themselves are just SWF files installed in overrides or packed files. you might check the \Fallout 4\Data\interface folder and see if you have any left-over loose files that might be jamming up your hud. while you are there, you might check the \Fallout 4\Data folder for any leftover BA2 files that might be loading in packed files over-top of the SS2/WSFW hud elements. finally, since WSFW and SS2 both use archives to invalidate base game files, you want to make sure you have Archive invalidation enabled; if it's a new profile, it might have gotten lost.

the other thing you might do is check in the MCM or holotape and see if you can bind up the hotkeys that control which and how the hud elements show up. if (somehow) those elements were turned off by default, you might be able to turn them back on that way.
 
Hud elements are typically UPDATED by script, but the elements themselves are just SWF files installed in overrides or packed files. you might check the \Fallout 4\Data\interface folder and see if you have any left-over loose files that might be jamming up your hud. while you are there, you might check the \Fallout 4\Data folder for any leftover BA2 files that might be loading in packed files over-top of the SS2/WSFW hud elements. finally, since WSFW and SS2 both use archives to invalidate base game files, you want to make sure you have Archive invalidation enabled; if it's a new profile, it might have gotten lost.

the other thing you might do is check in the MCM or holotape and see if you can bind up the hotkeys that control which and how the hud elements show up. if (somehow) those elements were turned off by default, you might be able to turn them back on that way.
Alright, so I double-checked the Archive invalidation; I gave it the 'ol turn on and off and on again. I looked in the virtual data/interface folder and didn't see anything out of place other than FallUI - HUD sharing the same .swf file as HudFramework but the author of FallUI assures that no patches are required for the two to be completely compatible. I did patch it anyway but it made no difference. Something I did find interesting, however, was when I checked the general data folder for overwriting BA2 files and sure enough, I did see visiblecompanionaffinity above SS2 so I'm going to play around with that now. I'll update if there's any news
 

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that mod does include some SWF files, but i don't think any of them overwrite the hud files. SWF is just a shockwave flash program and those are also used in the pipboy (that this mod definitely extends) and other visual overlay elements unrelated to the HUD (like the character pictures when you critical, etc).

let us know if you find anything, but it looks like that mod might be a red herring.
 
that mod does include some SWF files, but i don't think any of them overwrite the hud files. SWF is just a shockwave flash program and those are also used in the pipboy (that this mod definitely extends) and other visual overlay elements unrelated to the HUD (like the character pictures when you critical, etc).

let us know if you find anything, but it looks like that mod might be a red herring.
Yeah unfortunately I hit a dead end with that one; so back to square one. I even tried just standing in Sanctuary for ten minutes to see if anything would pop up but it didn't. I also tried several hotkeys but I couldn't get those panels to come up either. I just don't understand because I used to play with double the amount of mods that I do now and never had this issue so I really don't understand what could be causing it. I reinstalled HUDFramework, FallUI - HUD, and even disabled PAHUD to see if that would help but none of those did anything either. I also made sure that the crosshairs were enabled and even messed with the size of it to see if the panels were offset somehow. Any other potentials you'd be able to throw at me?

Also thank you for taking the time to help out with this I really appreciate it!
 
Crosshairs must be turned on, and anything that messes with the crosshairs will probably mess with the HUD, so check your crosshair settings and make sure none of your mods mess with it (I don't know all of your mods, so I can't say for certain).
 
Crosshairs must be turned on, and anything that messes with the crosshairs will probably mess with the HUD, so check your crosshair settings and make sure none of your mods mess with it (I don't know all of your mods, so I can't say for certain).
I don't know if you saw but I put my entire load order in the original post. But to reply directly to what you wrote, yes I did ensure crosshairs were enabled and that it was at the default settings down to the exact measurements as shown in the HUD MCM lol.
 
I don't know if you saw but I put my entire load order in the original post. But to reply directly to what you wrote, yes I did ensure crosshairs were enabled and that it was at the default settings down to the exact measurements as shown in the HUD MCM lol.
Yes, saw your load order, my meaning was that I am not familiar with all of the mods you have listed.

With confirmation that crosshairs are enabled, a mod conflict is the likely cause. As I said, there are many on your list I have not used, so I can't speak to those - with any luck, someone else here will see this post and will see one they have used and can ID the culprit.

I will note that there are some mods on your list that are... controversial these days (AWKCR), and some that don't technically conflict with SS2 but may strain the engine too much (AI mods like Pack Attack; there is a patch for it for SS2 functionality that I don't see on your list, but it doesn't address the engine strain issue). Damage Threshold Framework is known to cause some errors and crashes. Item Sorters are noted to cause issues with SS2. Take a look at the known issues when you get a chance, if you haven't already.

I hope you can find the culprit!
 
Yes, saw your load order, my meaning was that I am not familiar with all of the mods you have listed.

With confirmation that crosshairs are enabled, a mod conflict is the likely cause. As I said, there are many on your list I have not used, so I can't speak to those - with any luck, someone else here will see this post and will see one they have used and can ID the culprit.

I will note that there are some mods on your list that are... controversial these days (AWKCR), and some that don't technically conflict with SS2 but may strain the engine too much (AI mods like Pack Attack; there is a patch for it for SS2 functionality that I don't see on your list, but it doesn't address the engine strain issue). Damage Threshold Framework is known to cause some errors and crashes. Item Sorters are noted to cause issues with SS2. Take a look at the known issues when you get a chance, if you haven't already.

I hope you can find the culprit!
Ah okay, sorry for the misunderstanding initially.

Been combing over the known issues section and there weren't any HARD incompatibilities but am making sure to get all the necessary patches so thank you for that! Currently working on updating PANPC and getting the SS2 patch from the author's discord now. I already ran my item sorter through a batch patcher for all my plugins so I should be good there as well...

I'm sure ultimately it's going to be something really stupid or minuscule as is always the case with these kinds of things, just currently banging my head at the wall right now trying to figure this HUD issue out. Worse comes to worst I'll have to confirm compatibility with all of my mods one at a time but here's hoping it doesn't get to that lol.
 
Yeah unfortunately I hit a dead end with that one; so back to square one. I even tried just standing in Sanctuary for ten minutes to see if anything would pop up but it didn't. I also tried several hotkeys but I couldn't get those panels to come up either. I just don't understand because I used to play with double the amount of mods that I do now and never had this issue so I really don't understand what could be causing it. I reinstalled HUDFramework, FallUI - HUD, and even disabled PAHUD to see if that would help but none of those did anything either. I also made sure that the crosshairs were enabled and even messed with the size of it to see if the panels were offset somehow. Any other potentials you'd be able to throw at me?

Also thank you for taking the time to help out with this I really appreciate it!
When you say you tried hotkeys, did you specifically try the MCM>Sim Settlements 2> Hotkeys and bind the toggles for the panels you are looking for? This was the problem I had, and it even took a few tries before the panels showed up after I used keys to toggle them.
 
When you say you tried hotkeys, did you specifically try the MCM>Sim Settlements 2> Hotkeys and bind the toggles for the panels you are looking for? This was the problem I had, and it even took a few tries before the panels showed up after I used keys to toggle them.
Yup that's exactly what I did. Confirmed that the hotkeys worked because I also bind the H.O.L.O icons to a key and was able to get that toggle confirmed. So it wasn't that the hotkeys weren't working just that the HUD panels didn't wanna show up
 
Alright, so I made a new discovery!
I decided to see if starting a new save would do anything, I didn't change anything about my mod list or load order just started a new game. I booked it to Sanctuary and immediately opened up the workshop. Lo and behold! The panels were all there no problem. If I have to start a new game so be it but I'm wondering if anyone who's knowledgeable about this might be able to use this towards fixing my current save?
 
the papyrus vm, which runs scripts, doesn't really save it's work when the game is saved in the way we usually think. it's more like the who script VM is "frozen", and a copy of the frozen VM is stuffed into the save file. when the game is loaded, that frozen copy is put back into memory and "thawed" and picks up where it left off. the VM doesn't even really know a save has happened.

the net net here is that any script weirdness from old mods or previous versions or whatever else can get stuck in the papyrus VM, because the vm is never reloaded from sources, it just keeps running non-stop from the minute you skip the intro for the entire time you are playing.

i have personally run into this with bugged versions of scripts that hung around in the snapshotted VM inside the save file for MONTHS after the patch was installed, only to pop up and break my game.
 
the papyrus vm, which runs scripts, doesn't really save it's work when the game is saved in the way we usually think. it's more like the who script VM is "frozen", and a copy of the frozen VM is stuffed into the save file. when the game is loaded, that frozen copy is put back into memory and "thawed" and picks up where it left off. the VM doesn't even really know a save has happened.

the net net here is that any script weirdness from old mods or previous versions or whatever else can get stuck in the papyrus VM, because the vm is never reloaded from sources, it just keeps running non-stop from the minute you skip the intro for the entire time you are playing.

i have personally run into this with bugged versions of scripts that hung around in the snapshotted VM inside the save file for MONTHS after the patch was installed, only to pop up and break my game.
Yeah, I've just decided to start a new game being that I just want to play the game lol. However, I've combed through my mod list and got rid of some script-heavy mods and generally mods that may not play nice with each other. my mod list is just me seeing something I think looks cool and adding it to the game over the years so I've never really sat down and made everything tidy until now. Definitely appreciate all the incite you gave me!
 
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