Difference between revisions of "HUDMeters"

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m (Removed protection from "HUDMeters")
 
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TODO: Screenshot of the HUDMeters, link to HUDFramework mod, explanation of how each of the 7 meters is calculated: https://www.youtube.com/watch?v=cZJ5TjQZQBA
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The '''HUDFramework''' mod adds additional functionality to Sim Settlements. It allows the user to view settlement needs without having to open the Pip-Boy, or open the workshop menus. With HUDFramework installed, settlement needs will be displayed on the left side of the screen when inside of or near a settlement. The shown needs are not limited to those in the vanilla game, and also include those added or adjusted by Sim Settlments, including power.
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= HUDFramework Mod =
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==Links==
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'''PC (Nexus):''' http://www.nexusmods.com/fallout4/mods/20309/
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'''PC (Bethesda):''' https://bethesda.net/en/mods/fallout4/mod-detail/4021308
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'''Xbox:''' https://bethesda.net/en/mods/fallout4/mod-detail/3359020
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<youtube>https://www.youtube.com/watch?v=uKXEweIUPzs</youtube>
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</translate>
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== To Do ==
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Screenshot of the HUDMeters, explanation of how each of the 7 meters is calculated: [https://www.youtube.com/watch?v=cZJ5TjQZQBA]
 
[[Category:Sim Settlements]]
 
[[Category:Sim Settlements]]

Latest revision as of 16:38, 12 September 2017

Other languages:
English


The HUDFramework mod adds additional functionality to Sim Settlements. It allows the user to view settlement needs without having to open the Pip-Boy, or open the workshop menus. With HUDFramework installed, settlement needs will be displayed on the left side of the screen when inside of or near a settlement. The shown needs are not limited to those in the vanilla game, and also include those added or adjusted by Sim Settlments, including power.

HUDFramework Mod

Links

PC (Nexus): http://www.nexusmods.com/fallout4/mods/20309/

PC (Bethesda): https://bethesda.net/en/mods/fallout4/mod-detail/4021308

Xbox: https://bethesda.net/en/mods/fallout4/mod-detail/3359020


To Do

Screenshot of the HUDMeters, explanation of how each of the 7 meters is calculated: [1]