Page 18 of 39
Re: Fallout 4 Eyefinity/Surround
Posted: 15 Nov 2015, 14:53
by 3.14159
First, I want to thank Haldi for the great work on this. What was once a great disappointment has now become an incredibly addicting and fun game thanks to your efforts.
I am having an issue though that I haven't seen anyone else mention before, so I'm wondering if I'm missing an easy fix for it. It seems that, when inspecting items, they are very compressed along the X-axis and stretched along Y. I don't mind that so much, but it is this is the same for the sniper scope, which I find to be more annoying since I use it a lot.
If anyone has encountered this or knows what I'm missing, please let me know.
Re: Fallout 4 Eyefinity/Surround
Posted: 15 Nov 2015, 15:48
by oldmategm
Thanks for all the hard work you guys have done and for sharing!

Running on Ultra settings with nvidia surround on 3 x 27" powered by 980ti
Re: Fallout 4 Eyefinity/Surround
Posted: 15 Nov 2015, 16:55
by Haldi
Original Interface.ba2

- Fallout4_2015_11_15_16_50_30_434.jpg (930.44 KiB) Viewed 16805 times
Modified Interface.ba2

- Fallout4_2015_11_15_16_52_27_271.jpg (835.15 KiB) Viewed 16745 times
i don't have to much knowledge of game design and fixing FoV, but it seems like that's not something you can change by modifying the ExamineMenu.swf
Re: Fallout 4 Eyefinity/Surround
Posted: 15 Nov 2015, 17:14
by Galnix
Haldi wrote:Awesome! Thank you very much. I've modified the Favorites Menue and included that in a new Interface.ba2. Couldn't find anything in the MainMenu though

seems like that's already on "false" have you taken a closer look at the main menu yet?
Looks like the main menu just has sprites you need to edit translate/scale in the matrix to fix.
I found 4 that needed to be adjusted in MainMenu.swf, and the scale/translate that made it look good on my display (which is 3440x1440):
Define Sprite (156) -> frame 1 -> PlaceObject2 (153): scaleX: 88064, translateX: -1250
Define Sprite (183) -> frame 1 -> PlaceObject2 (178): scaleX: 88064, translateX: -3720
Define Sprite (169) -> frame 1 -> PlaceObject2 (159): scaleX: 38060, translateX: -2380
Define Sprite (164) -> frame 1 -> PlaceObject2 (159): scaleX: 127143,translateX: -1250
I don't know if those values will work for every resolution or not, but you can give them a try. if they don't work, you will have to do some guess work to find the right numbers.
Re: Fallout 4 Eyefinity/Surround
Posted: 15 Nov 2015, 17:16
by Angelwork
Super looking forward to Hayden's plugin for this. Also Nvidia's SLI profile which they should've released day 1.
Re: Fallout 4 Eyefinity/Surround
Posted: 15 Nov 2015, 18:20
by latexyankee
Must be some real tough work or he's been real busy. He stated on release day that he was 9 hours in, that was 5 days ago.
I can only imagine the horror
Re: Fallout 4 Eyefinity/Surround
Posted: 15 Nov 2015, 18:21
by Haldi
Took your values /3440*5760 almost a hit xD

- Fallout4_2015_11_15_18_17_25_357.jpg (603.56 KiB) Viewed 16714 times
Next try is Using the Screenshot, find correct pixel Position, and try to change it.
P.S what do you guys think about this Scope?

- Fallout4_2015_11_15_17_57_43_270.jpg (2.1 MiB) Viewed 16723 times
Edit:
FTS... no patience for that xD simply set the Scale from all of them to 0

- Fallout4_2015_11_15_18_43_29_149.jpg (715.65 KiB) Viewed 16742 times
Now the only thing that's left is the "Enter" and "Esc" Key prompt menue....
Same goes for the "Press ALT to keep breath" in the sniper mode, couldn't find that in the ScopeMenu.swf

I do have the brackets left and right, but no clue about Shade/Background ^^
EDIT 2:
Fixed the Scope stuff.....
It's simple, in the ScopeMenu.swf you set the Header to your resolution (aka 3840x720)
go to Frames/Frame1/PlaceObject2 (72)
Click on Matrix and activate "hasScale" to true
Set "scaleY : FB[nScaleBits] =" to 4 times your Y axis value in TWIPS (pixel x 20) in my case 720p x 4 x 20 = 57'600
Set "scaleX : FB[nScaleBits] =" to 3 times your result from Y Axis, in my case 57'600 x 3 = 172'800
Set "translateX : SB[nTranslateBits] =" to Your X Header Resolution / 2 * 20 = 38'400 to Center the HUD.

- Fallout4_2015_11_15_19_43_30_586.jpg (1.89 MiB) Viewed 16665 times

- Fallout4_2015_11_15_19_43_42_795.jpg (1.93 MiB) Viewed 16651 times
Here we go:
Re: Fallout 4 Eyefinity/Surround
Posted: 15 Nov 2015, 18:49
by rozza38
Hello all - I've been reading and added the ba2 file on page 20 - I've also made some ini changes so I can play in triple screen. I'm still struggling with centralising the scope and menus as per my screen grabs here. What have I missed please?
cutscenes -
http://steamcommunity.com/sharedfiles/f ... =553304961Scope
Re: Fallout 4 Eyefinity/Surround
Posted: 15 Nov 2015, 21:19
by tonycubed2
Haldi you are freaking amazing. Like, wow. Thank you, all my respect to you.
Re: Fallout 4 Eyefinity/Surround
Posted: 15 Nov 2015, 22:02
by anteronoid
Wow, thank you so much Haldi! This is some amazing work!
I tested your latest fix and everything works damn fine! Even scope is fixed! AMAZING!
Without you this would have been a "laptop-in-bed-Zzzz" game for me. Now I can fully immerse my self i the wasteland thanks to you!

Re: Fallout 4 Eyefinity/Surround
Posted: 15 Nov 2015, 22:30
by Ledfoot07
Where do I go to check the status or find out when the Fix by Hayden is done?
Re: Fallout 4 Eyefinity/Surround
Posted: 15 Nov 2015, 23:58
by tooterfish
Hi everybody. I am just stopping in to report that I have found success with this tool
http://www.nexusmods.com/fallout4/mods/102/?tab=2 for my 7680x1440 configuration.
Re: Fallout 4 Eyefinity/Surround
Posted: 16 Nov 2015, 02:27
by phlimm
Is there any chance of getting this ultra squished magazine image fixed (as well as all those 'Examine Object' images)? I find it to be at this moment, the most annoying thing. Completely unnecessary as well:

Re: Fallout 4 Eyefinity/Surround
Posted: 16 Nov 2015, 02:46
by DeusOmnia
I've downloaded the new interface file, I've adjusted my ini files, I've got everything running great in 5760x1080 except for the damn pip boy.
The pip boy screen is all smashed up and I can't seem to fix it.
[ { } ]
That is how my pipboy screen looks. I've tried adjusting the fov in game, but it doesn't help. Any ideas?
Re: Fallout 4 Eyefinity/Surround
Posted: 16 Nov 2015, 02:53
by Haldi
try adding this in you ini
[Display]
fDefaultWorldFOV=80
fDefault1stPersonFOV=90
Re: Fallout 4 Eyefinity/Surround
Posted: 16 Nov 2015, 02:56
by Abram
Thanks for the work, folks. I was soooo cheesed to see such poor wide support. I run PLP at 5246x1440, and as it is now, my HUD is centered (with a bit of vertical stretch), and the Pipboy is peachy. I haven't encountered any other interface yet, but hey, so far it works, and i can see what i need to.
Re: Fallout 4 Eyefinity/Surround
Posted: 16 Nov 2015, 03:28
by tricky
tonycubed2 wrote:tricky wrote:For anyone that wants to reprogram the keys, here is my AutoHotkey script, it only swaps the keys while the game is active, working great for me as I always use all the numpad keys to move, reload, open etc.
Running smooth as butter at 5760x1080 on a single 980Ti, ultra everything + SweetFx, so not sure why some of you are getting < 60 fps.
https://www.autohotkey.com"Fallout4Keys.ahk"
#NoEnv ; Recommended for performance and compatibility with future AutoHotkey releases.
SendMode Input ; Recommended for new scripts due to its superior speed and reliability.
SetWorkingDir %A_ScriptDir% ; Ensures a consistent starting directory.
#IfWinActive ahk_exe Fallout4.exe
{
a::Numpad1
w::Numpad8
s::Numpad2
d::Numpad3
e::Numpad0
LCtrl::NumpadDiv
Tab::NumpadMult
f::NumpadAdd
g::Numpad9
v::Numpad5
q::Numpad7
r::NumpadDot
Numpad1::a
Numpad8::w
Numpad2::s
Numpad3::d
Numpad0::e
NumpadDiv::LCtrl
NumpadMult::Tab
NumpadAdd::f
Numpad9::g
Numpad5::v
Numpad7::q
NumpadDot::r
}
How do you use this? And does this assign movement keys to the arrow keys?
Install AutoHotkey
rt-click on desktop -> new -> autohotkey script -> Name it something like "Fallout4Keys.ahk"
rt-click on "Fallout4Keys.ahk" and select edit script
Paste in my code, then edit to your preferences...
e.g. this means when Numpad1 is pressed, send "a" so the game sees strafe left
Numpad1::a
So then you bind in the game to whatever keys you DON'T want to actually use, e.g. so i can press numpad5 for vats I have assigned it to "v" in the game.
Numpad5::v
In the first half of the code, I assign the keys in the other direction, but not needed.
Finally, the cool thing is that the key swaps only happen when Fallout4.exe is running and in the foreground, so you can run the script in your Startup folder if you want (I do).
You can add more games copying the structure so each only runs for that game.
Re: Fallout 4 Eyefinity/Surround
Posted: 16 Nov 2015, 13:21
by ins1337
Success in what context? that mod doesn't affect anything to do with eyefinity / surround? Or has it been updated..
Re: Fallout 4 Eyefinity/Surround
Posted: 16 Nov 2015, 17:00
by latexyankee
Question for the vets/power users here.
How long does it usually take for HaYden to complete a plugin? I am not complaining whatsoever, I'm just ocd about my games and I refresh this page every hour for week lol. I just wondered if there is a "usual" time frame for these things like a month or 2?
That said I am extremely grateful for all the info, and i can actually play the game. Havent messed with the green boxes yet as im on 21:9 and will readup on the last 8 pages.
When this is all said and done i will be making a donation, thanks to this site and the intelligence of you guys i was able to play since thursday.
Thank you
Re: Fallout 4 Eyefinity/Surround
Posted: 16 Nov 2015, 17:08
by Galnix
Haldi wrote:Now the only thing that's left is the "Enter" and "Esc" Key prompt menue....
Same goes for the "Press ALT to keep breath" in the sniper mode, couldn't find that in the ScopeMenu.swf

I do have the brackets left and right, but no clue about Shade/Background ^^
Try looking in BSButtonHintBar.swf or ButtonBarMenu.swf, I think there are some more UseShadedBackground variables you can set to false in there that will get rid of it on the prompt menu (maybe on the scope menu too).