Fallout 4

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idlesheep

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idlesheep

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44 comments

  1. aime77
    aime77
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    Work as intended, thanks, but here are a few useful tweaks with FO4edit:
    - if you want Hostiles in red and allies in Green just modify Edge effect colors for the Effect Shaders (DetectNeutralTargetFXS and DetectHostileTargetFXS)

    -if you want corpses highlighted remove in "Detect Neutral Life Cloak Effect" and "Detect Hostile Life Cloak Effect" (Magic Effect Tab) the conditions "GetDead".
    - just to be safe, delete in the Object modification tabs all the scopes that are not Night Vision or Recon (so they don't overwrite other mods)
  2. nexusas92
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    just what i was looking for thanks
  3. User_31342985
    User_31342985
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    GREEN ONLY HIGHLIGHTING WHETHER FRIEND OR FOE FOR NIGHT VISION WILL LOOK SICK!!! ND THEN IFF FOR RECON ONLY PLEASE
  4. malakengago
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    I really like this mod. Have a slight issue using with CTH though, where everything, including my companion is targeted red, even though I chose the option for only hostile npcs. CTH loads after your mod. I was also wondering if it would be possible to get a version that also works with reflex sights, as the zoom even for the short recon scope is too much for me to use in normal combat, and it would be nice to not have to bring a pistol whose only purpose is to have the recon scope. Awesome work though, and thanks!
    1. s0c0m
      s0c0m
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      I am having the same problem. Everyone is red no matter what order I load stuff in.

      More specific instructions for getting the IFF effect would be very appreciated since I love the idea!
    2. idlesheep
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      Hello guys, thanks for commenting.

      I have made this mod independent from CTH, also independent from vanilla Targeting Hud since I was trying to fix the vanilla bug (which turning non-hostile npc hostile), so if all the npc was mark as red (unified color), I think there might be several possibilities:

      1. Having vanilla targeting hud at the same time (I really have no idea about which effect is going to win this conflict -- This is not a conflict in fact, vanilla TH and scope TH in this mod are from different source, however it seems only one will be "visually" shown.)
      2. Some other mod which overwrote the weapon mod (scopes more precisely) - less likely, or the TH effect won't be shown during aiming.

      Please give me more information, and I will try to figure this problem out. And hope you enjoy it.
    3. s0c0m
      s0c0m
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      I experimented with the mods I have that could affect weapons and/or scopes + targeting hud. Clear Recon Scopes, The Weapon Mods Mod and Loot Detection had no effect whether they were active or not so I uninstalled CTH completely and kept the other two disabled. Even took curies X01 helmet off even though it has sensing and not targeting. Didn't think about it yesterday but I do use Armoursmith Extended's Black Glasses but no power armour.

      The result was that all weapons I used (Blaster with standard sights for example) still lit up everyone as hostile, with or without any scopes at all.

      After that I was attacked by gunners with skulls and got distracted for a few hours

      Maybe I could send you a list of my mods and fiddle with it from there? Your mod loads next to last before Special Wedding Rings.
  5. X-buZZ
    X-buZZ
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    Hello there!

    Can you please provide uninstall instructions for this mod? I guess it is not enough to just disable the esp right? Thanks in advance.
    1. idlesheep
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      I suggest you to uninstall by NMM, but it is enough to uncheck the esp file.
      Only a dds file was added by this mod, and not referred by anything in base game.
    2. X-buZZ
      X-buZZ
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      Thank you sir.
  6. wakyloky
    wakyloky
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    Brilliant was hoping this would come out 1 day, ty.
    Just 1 thing, is the targeting PA bug resolved in this or do friendly npcs go midevil on you if you look at them? (I think that was while in dialogues with them).
    1. idlesheep
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      Excuse me, I don't follow. What is the Targeting PA bug exactly? However some of the npc was marked as hostile by mistake (even in VATS), such as the missionary of Pillar of the Community... or sort of thing.
    2. wakyloky
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      Not a bug I experienced, just read about(don't use PA much). In PA when you have the targeting mod (vanila IG mod) installed it causes NPCs that you look at to turn hostile again I think this was only while in a conversation with said NPC, but not sure.
      Simply put, when you look at a friendly npc threw your lenses do they turn hostile by any chance :p
    3. idlesheep
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      Not experienced this kind of bug before, I will keep it in mind.
    4. wakyloky
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      No worries, like I said I've been hoping a for targeting scope, well IR scope actually.
      https://www.reddit.com/r/fo4/comments/3t3xwr/targeting_hud_on_power_armor_makes_certain/ just found this well googles did also states at bottom that Simple Bug Fixes on nexus fixes that but it I checked and that mod also removes the dogmeat/lonewanderer "bug" which I don't think is one heh
      Hope that helps you, really want your mod but don't want to mess-up my game due to bugs, which so far have been all Beths' fault, so am being very carefull what am installing right now seeing it's my 1rst run threw.
    5. slogies
      slogies
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      Yeah, Had this bug with CTH when meeting Malone and Kellogg.

      Using Detect Dead Bodies mod, for some reason the detect life part of it doesnt cause the bug, just wish the original author would re-post it.

      Anyway, gonna grab this, love the idea of only using the detect life through a scope
    6. wakyloky
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      Cool, just saw you updated the mod, thanks And yeah I don't go around talking to people while I have them in my sights :p But I have pulled out my gun while trying to speak with someone by mistake, just going on the safe side for the 1rst 3 month with a Beth game at least as safe as I can while adding stuff I "shouldn't" heh
    7. idlesheep
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      Thanks for checking in.

      I am so embarrassed that I missed a flag while making 1 of the 4 magical effects... and I received bug report last night again (the vanilla bug).
      Currently the primary suspect is the missing flag I forgot to tag, so I made a v1.1 fixed right away for this problem.
    8. wakyloky
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      You got nothing to be embarrassed about, you modders are what make Fallout great. If I can contribute even a little, I'm happy
      Installed and tested it last night, works great. Baddies in red Duffus (dogmeat) in white. Did so manually without the previous required mod if anyone is interested.
      One thing, works with the scope on my hunting rifle .308 but not threw the scope of my pipe .38 nor the tactical scope of my 10mm handgun. Don't know if this was intentional or not *shrugs*
    9. idlesheep
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      Woot! Thanks again!

      I was so focus on the vanilla Targeting HUD bug everybody concerns about, never looked into the object modification references again. I did miss 3 qualified scopes, which are missile launcher NV scope, 10mm recon, and .44 recon scope. Thanks for the findings, however I've double checked that scopes of pipe gun are included already, could you please tell me what is the specific kind of scope you are using on your pipe?

      Thanks.
    10. wakyloky
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      LoL if this keeps up am going to start thinking of dung I want IG and think of you as santa

      Ok, I went to see what scope (long range night scope) .38 pipe riffle with a mod receiver that changed it to .44 but when I tested it again on Duffus he was glowing white?!? Maybe it was too late for me to test dung but could have sworned I checked and rechecked my weapons too see what worked or not yesterday *shrugs* 10mm still doesn't work.

      OK, 10mm recon, pipes long night and hunting rifles long night all work for me now

      Thanks for the upgrades
    11. idlesheep
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      I am sorry that I cannot figure anything wrong in pipe gun here
      there're 5 qualified scopes for pipe gun in the database (short nv, short recon, medium nv, long nv, long recon), that were already double checked.
  7. joeblow06
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    Hey, working great, but could I implore you to stop changing the .esp name with each update? It throws off a mod manager and FO4 has a cow when you load a save game thinking there's missing mods.

    Thanks for your work!
    1. idlesheep
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      Thank you for the advise.

      I didn't realize this would be a problem, until you reminded me.
      Thanks again for letting me know.
  8. athallios
    athallios
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    It seems that your mod is not compatible with the no scan lines esp.

    I got a CTD using it, installed it again without no scan lines and worked, can you fix it?
    1. idlesheep
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      Sorry to have you experienced this, I'll look into it.
    2. idlesheep
      idlesheep
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      Well, can you describe it in detail?
      I've tried myself, installed the CTH with no scan-line, and both works fine:
      With Targeting HUD of PA, there's no scan-line, and with scan-line in the scope.

      I have uploaded 2 pictures in order to make some compatibility tests, I think there might be something else caused the conflict you've mentioned.
    3. athallios
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      It seems that i got an error installing the updated version of your mod and still got the old non standalone so it conflicted.

      I unninstalled both mods made sure they where both up to date and installed them again without a problem and i got no error so yeah sorry for wasting your time, it was all on my end gotta triple check next time so that i dont waste the modder time anymore, sorry for the inconvenience.

      Thanks for the mod !
    4. idlesheep
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      You are welcome. It's originally my fault, the old version was not fully tested and making this problem.
      And I'm glad that there're no more problem.
      Thank you for supporting.
  9. zilav
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    Nice job. By the way there is another kind of similar mod though it is not on nexus (korean, but author included english version)
    http://renn.tistory.com/606
    You can also use it for inspiration and improvements :)
    1. idlesheep
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      actually applying these effect to any pieces of wearable thing is just the work of linking references, and I made this only because I am tired of automatically detecting all hostile/neutral actors nearby, which really made my game less exciting.

      Now with just a little restriction by aiming through the scope, I think the wasteland has restored a little bit of danger (?)

      However, the delay of starting/stopping detecting effect is not intended, but I have no idea how to make it simultaneously... sigh.
  10. idlesheep
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    Thanks for your patience and suggestion, I've made this standalone, no more master file are required.
    Best wishes for the hunting over commonwealth.
    1. EGarlik
      EGarlik
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      Did you simply remove the master requirement like I mentioned... or did you build the entire mod from scratch so you dont need CTH anymore?

      I ask because your description page says its now standalone (which would indicate that CTH isnt needed anymore)... but also still lists CTH as a requirement after "NO"?
    2. idlesheep
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      I made those reference included in the same esp. Is it even possible to remove a master requirement if you have got some alien reference? I don't know that for sure.
    3. EGarlik
      EGarlik
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      Im only asking because your description page can be confusing to some being it says its standalone, but also says it needs CTH...

      I removed the master requirement in header on your original plugin.... it still calls for the CTH references but doesnt give an error to a specific master. it worked fine
    4. idlesheep
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      Thanks for sharing, I would try this in the future. It sounds like a very useful technique.