71 comments

  1. Fura1976jp
    Fura1976jp
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    It's a complicated story, but how do I get it to work? I installed it without SUP F4SE, but it doesn't work.
    1. Flan02
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      Hello, if both awards and sound don't work, I think the mod has stopped for some reason. 

      If you're interested, try restarting the mod using the following console command: 
      StopQuest fo4utks2_Quest
      (Please close the console and wait a little while for the process to complete.)
      StartQuest fo4utks2_Quest

      Also, as you may know, you can easily test whether the mod working by setting up hotkeys within MCM. 
    2. Fura1976jp
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      I solved it myself, but I wish the prerequisite mod list included the fact that SUP F4SE was required in advance, because I didn't know that.
    3. Flan02
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      I'm sorry I couldn't help. However, I'm glad the mod works. 
      Also, I will add SUP F4SE to the prerequisite mod list, thank you for pointing it out. 
  2. TrueIdiotYT
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    can someone link me sound files for this mod
    1. Flan02
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      Hi, does this upload by "YouTube channel Sound Library" work?
      https://www.youtube.com/watch?v=o-egk_6TXZc
      
      (Please be careful about safety when looking for sounds on sites outside of Nexusmods. )
  3. Shawnee1222
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    Truly outstanding, but it's there a way of reducing the font size? Messages seem too big for combat.

    Endorsed!
    1. Flan02
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      I finished the make of the Aiming mods and just wanted to start updating the kill cam mod and this mod, so if it is possible I will do it. 
      If the HUDFramework supports font size (widget) scaling, perhaps it is possible. 

      Thank you for your endorse and suggestion :) 
    2. Shawnee1222
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      Very pleased to hear that mate and wish you the best luck
    3. Flan02
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      I was able to add that feature. 
      However, I would like to add some other features as well, so sorry if you have to wait a long time for that update. 
    4. Shawnee1222
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      No problem mate! Having that successfully worked out is more than appreciated.
      Looking forward to the next update :)
    5. Flan02
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      Thank you for waiting. Version 2 is available with new settings added. 
      Version 2

      If you are updating the mod from an older version to version 2, please run "reset settings" then "stop" in MCM, then uninstall the older version. Also, please note that the way of installing sounds and editing awards text has changed. 
      sound folder (image) 
      How to edit awards text (image) 
      (YouTube video) How to play sounds and edit awards text 

      I hope this works. 
    6. Shawnee1222
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      Work like a charm! You are a gem to the community.
      Also, it would be perfect to have a feature of swapping font colors (done in color codes or RGB sliders)! Please consider this as one of them if you are ever going to update this mod with new stuff. Until then, I am off for an amazing playthrough :)

      Cheers!
    7. Flan02
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      Thanks for your kind words, and I'm glad this update is working well :) 

      Your suggestion is good, that font color-swapping feature is a useful one. But I don't know how to do that in-game. 
      (if I understand the description and posts on the HUDFramework page correctly.) 
      Maybe using ActionScript 3.0 code, that feature could be possible, but I am new to ActionScript 3.0, sorry... 

      If you don't mind, I'll keep this post sticky and I hope the community will give us help. 
      Thanks in advance. 

      So for now, the way to swap font colors is to use the "JPEXS Free Flash Decompiler"and edit the "Fallout 4\Data\Interface\UT_Killstreak2.swf". 
      Edit the "color" line in #aarrggbb format. 

      (Set the HUD color to white, as the font will be tinted to the HUD color.)
    8. Shawnee1222
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      I was inspired by this mod called Floating Damage where it displays a value reflecting the damage dealt to a character. The creator of the mod embedded this feature into MCM as 3 sliders controlling their respective R, G, B value for the color alternation of damage display (see the second author image). That's a cool and convenient way (there's another method I have seen that uses color codes in hexadecimal but it's complicated-ish)! I don't know much about the code, but I assume you could find some hint from it.
    9. Flan02
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      I checked Floating Damage, it is an Amazing mod, but it is advanced for me because it does not use the HUDframework and implements hud on its own. So I'll go study and come back if I have any luck. 
      Also, out of curiosity, what mod uses that hexadecimal color codes method? 
    10. Shawnee1222
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      Condition Boy by Jarari and some mods much earlier than this (or not I can't recall) - though it's not swapping the color of text, image instead. That being said, they might share the same principle because it's still all about editing swf files.
      Also I want to clarify that the "complicated" aspect is user-wise - look up color tables and sort. It's actually a decent way along with the slider method, as long as the dev implements it well (which he did).
    11. Flan02
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      Thank you for your hint, friend :)
    12. Shawnee1222
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      Hi mate, after a few days of playthrough I figured out something else for the next update. Right now the mod counts every single kill and delivers messages on the screen, including the player, and their COMPANION/COMPANIONS (I use UCF). Would it be possible to add a few lines of code to make the mod count and present texts from kills only caused by the player? Allies kills are indeed kills but not mine and therefore should not be a part of killing spree.
      I recalled there was script that works through differentiating damage source from different characters, but this is just an idea. I am feeling pretty well with its state now.
    13. Flan02
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      Hi Shawnee1222, Actually, I know that "HitEvent" can be used for that purpose, but I didn't implement it because I was worried that it would increase the load on the script. I'll think about it, thanks for your idea. 
      I also found a way to swap font colors, if it gets stable enough to play with I'll add it.
       
    14. Shawnee1222
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      Good luck :)
    15. Flan02
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      Thank you for waiting, I uploaded a new version. 
      version 2.1

      After updating, run the following console command: 
      StopQuest fo4utks2_Quest
      StartQuest fo4utks2_Quest

      The new version adds the color settings and an "only kills by the player" setting, I hope they work well. 
      (Regarding the "only kills by player" setting, it utilizes "HitEvent" to exclude kills caused by companions, but it may also unintentionally excludes kills from legendary effects and explosions. So I made it a toggleable setting.) 
    16. Shawnee1222
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      Sorry mate for being dead so long.
      Definitely gonna check it out when I got time to play, thanks for the effort :)
    17. Flan02
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      Thanks, you are always welcome :)
  4. Flan02
    Flan02
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    Could you please give me some suggestions for correcting my English in the MCM menu? 
    (・ω・;) 
  5. HarleyQuinn18
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    I have an adequate sound in this mode. Now I can hear it. Yeeeeeeeeeeeee Hallelujah!!!!
  6. STMsystem801
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    Sounds cool, it makes me feel a lot more badass on my hardcore playthrough.
  7. TixIssence
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    Hello! Is there a way to disable the sound when doing headshots myself? I want the streak to just go on.
    1. Flan02
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      Hello! Thank you for using this mod. 
      Please try removing "Fallout 4 \ Data \ Scripts \ fo4utks_HeadshotScript.pex"  from your data folder. (Or rename it)
      However, a log may report that it found an error, so I'll try to create a switch for this in a future update or option if possible. 
    2. Flan02
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      I uploaded an option file to disable headshots. I hope this works. 
      UT Killstreak Optional - No headshot 
  8. BraveFDS
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    Thank you for your mod, I Love it and been using it since release. One question tho: I have no knowledge on modding but what if I wanted to change the count for the Killing Sprees? I want to listen Unstoppable after killing 16 and Godlike after 17 so on. What should I look into? Edit the scripts or the esp file? 
    1. Flan02
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      I'm glad to hear that. Thank you for using this mod. 

      In this case, you need to edit the script and compile it. 
      I created an example of changing Unstoppable to 16 and Godlike to 17, so please refer to it. download 

      1: Open Fallout 4 \ Data \ Scripts \ Source \ User \ fo4utks_QuestScript.psc. 
      2: Find (Spree == value) on lines 309 to 369 and change the values. 
      3: Save and compile. (For this script, compile with debug.) 

      See this page on the Creation Kit Wiki about the Papyrus Compiler. Also, Creation Kit Wiki - Text Editors 

    2. BraveFDS
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      Thank you. I'll try that tonite. 
    3. Flan02
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      I hope everything goes well.
  9. questman
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    I didn't know there was another amazing piece of work from you. I applied the mod and played it, and I'm very satisfied.
    But the sound is not coming out properly.What format should I use for the file?
    I downloaded the sound file of UT2004 and selected only the right file name for the example and put it in the fo4utks folder.
    Is the wav file not working?
    1. Flan02
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      I'm glad to hear that. Thank you so much for your kindness.

      I have confirmed that the .wav format can be played. But some people seem to have problems playing the sound.
      So I thought. This issue may be a compatibility issue with the playback device.

      1: Are you using a 5.1ch or 7.1ch sound device?
      I remembered. The original UT04 announcer sound is monaural 1ch, and Fallout4 may not play monaural 1ch sound correctly when played on 5.1ch or 7.1ch sound devices.
      This problem may be solved by changing the operation mode of the sound device or converting the sound file to stereo 2ch.

      2: You can try other formats xwm.
      I have confirmed that this mod can play xwm format. Convert wav to xwm using MultiXwm.
    2. questman
      questman
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      my sound environment is 2ch.
      In conclusion, your work is not wrong.
      Even if I converted to XWM, I couldn't hear the sound, so I closed the front door, removed all the other sounds,
      raised the sound of Fallout 4, shot the enemy with a weapon equipped with a silencer, killed him, and put his ears close to the speaker.
      and 'wow..'
      I heard a very small sound. I don't know why the sound is so low, but it was very low for me.
      When I raised it about 30db with a gold wave, I could hear the sound, but the sound was torn.
      I think I need to find another sound file.
      The wav file works well, too. There was no need to convert the file separately.
      At the moment, the sound is unfortunate, but I like your work very much. The point of freely changing the style is very high.
    3. Flan02
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      Thank you so much. I will upload it again when I create something.

      Perhaps the game recognizes 5.1ch or 7.1ch, but since it is 2ch, channels other than L and R may not be able to be played normally.
      (This is because the sound file is monaural 1ch, so the center channel is mainly used.)

      Make sure it is 2ch.
      Windows Start> Control Panel> Sound> playback tab> Select current device  or devices used in games> configure> Speaker setup

      Also, create a radio in settlements and listen to it from different directions. Is there a direction in which the volume becomes unnaturally low?
    4. questman
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      Other sounds did not feel strange in terms of sound separation or high and low.
      In my environment, there seems to be a problem with the UT2004 sound file itself.
      First of all, I'll find a program that controls the volume other than the gold wave and try again.
    5. Flan02
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      I uploaded an option file that raises the volume by about 14db, so please try it. 
      (Also, if there is a way to control the volume from the script, I will update it.) 

      A program with the "Maximizer" function is suitable for raising the volume while suppressing sound torn.
      Audacity requires a plugin to be installed, but it's probably possible.

      I hope the problem will be solved. 
    6. questman
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      Wow! The sound adjustment was done properly to a really appropriate extent. Now you can clearly hear the sound.
      I love your mod so much.
      Thank you so much for your serious interest in my problems!
    7. Flan02
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      You're welcome! There was a way to turn down the volume from the script, but I'm relieved because I couldn't find a way to turn it up.

      Also, this may not be necessary anymore, but it corrects the previous post.
      Audacity has a "Loudness Normalization" function that does not require the installation of plugins.
      I don't have GoldWave, but it probably has similar functionality. 
    8. questman
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      That's good information. I'll keep that in mind. Thank you for letting me know.
  10. O513Epsilon
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    I tried adding in the sounds, I did all the steps but it didnt work. I made sure they were named properly, even with the .wav at the end of each one and made sure it was in the right file. A short video on how to do this would be really nice im sure it wouldnt take long. Ive been really looking forward to using this mod.
    1. Flan02
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      Thank you for your comment. A video on how to do it is a good idea.
      Also, please let me know for a quick repair.
      1: Does the HUD function work properly?
      2: I'm thinking of uploading a demo sound for confirmation. do you need it?
    2. Flan02
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      3: Make sure that the ".wav" are not duplicated.
      I have fixed the screenshot. (Previous screenshots even showed the file extension.) I'm sorry to trouble you.
      sound folder image
    3. O513Epsilon
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      Yes the Hud function works.
      Demo sound? 
    4. O513Epsilon
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      This could be the issue. I saw ".wav" but I didnt see mine with that so I just renamed them all to have a ".wav" at the end. Im going to try it right now and see if it works.
    5. O513Epsilon
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      It worked, I renamed all the files back to the original without the .wav but i still think a video would be helpful. Thankyou very much for your quick responses! Much appreciated.
    6. Flan02
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      I thought this was a folder or extension issue, so I thought about uploading a non-copyrighted sound.
      However, maybe this issue is a compatibility issue with the sound device. Are you using a 5.1ch or 7.1ch sound device?

      Edited: I'm glad that the problem was solved :)
      I check compatibility issues with sound devices so please wait a little bit for the video. Thank you for using this mod.