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They do glow.
http://steamcommunity.com/sharedfiles/filedetails/?id=625617540
For what it's worth, my normal pipboy colors are orange/yellow. Not red. What that means is, when I attempt to see what something is gonna look like, well... see for yourself: you can't, the whole damn part is painted in this eye-gouging color.
BTW for me that's prefectly visible, so maybe you suffer from a slight colourblindness? If it were blue I'd be screaming too, hehe. (that's my downfall)
With that being said.... it needs to be addressed, almost as much as the whole "disappearing "houdini" clothes on companions/settlers upon equip in trade window" thing needs to be solved.
But what you're dealing with here is simply the vanilla UI configuration. It shows you the 3D model of the craftable without textures applied.
If you want that change it's better to look for a mod that works around it completely, as I don't think Beth considers this a problem. Don't think they ever considered different skins for weapons to look differently anyways.
BTW if UI doesn't change the colour either it could be some form of targetting hud overlay (like in PA helmets) influencing it?
http://steamcommunity.com/sharedfiles/filedetails/?id=625666539
http://steamcommunity.com/sharedfiles/filedetails/?id=625666634
The thing is, I want that highlight gone. Period. Yeah, it is a HUGE problem... and saying Bethsoft never really considered someone just miight make a skin mod for a weapon is a little out there, considering that they've been pushing this whole "We embrace the modders" schtick since the game's announcement... There just doesn't seem to be a point in making the item be completely transparent and highlighted in the first place. They did settlement highlighting just fine; just a simple colored outline showing weather you can place an item or not. Why not incorportate that into the weapons/armor section?
That's what modding is for, Beth gives us the base to work on, and then we can tailor it to our own need. There's just no way of pleasing everyone, lets give an example:
Let's say you got your change implemented drastically (no highlighting at all), there's bound to be someone out there who would not be happy about it then, hell they have a HUGE issue not knowing which part of a gun is considered the receiver and will have to save milliions of times to figure it out...
And a reverse of this thread will be born, hehe.
Like I said, though Beth knows the game will be modded to suit a particular need, they don't have to accomodate for that in each conceivable way. Hell, there's no telling what people will mod so it's virtually impossible to account for every option.
And TBH, you basically hit the nail on the head already, there's a part of the UI that works like you want it, now you need to find someone who can apply that to the parts you need it to. (sadly I'm not it, can only just about find my way around in FO4edit and tweak a few digits :D)
http://steamcommunity.com/sharedfiles/filedetails/?id=625723618%27
See, this is perfect. You can tell what is selected, but you can also see what you're looking at. I can tell the wood is, well.... woody; all without having a conniption fit in the process. I hope the CK comes out soon, because I'm hoping to see that be one of the first things get fixed. Unfortunately, I'm not quite up to the task of figuring it out just yet; I'm still getting the basics down pat again, and nothing I've ran into seems to be the solution I'm looking for.
So I Turned on and of the pipe boy light a couple of times .... quick saved and quick loaded ,... and that seemed to work for me ....