FALLOUT NEW VEGAS
Enhanced Vision and Thermal Vision beta by LucyBlue
New Vegas » Gameplay Effects and Changes
Added: 07/11/2010 - 04:43AM
Updated: 25/07/2011 - 09:51AM

229 Endorsements

7b3 Latest version

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Uploaded by LucyBlue

Description

Last updated at 9:51, 25 Jul 2011 Uploaded at 4:43, 7 Nov 2010

The original mod that I made for Fallout3 is at the following URL.
http://www.fallout3nexus.com/downloads/file.php?id=14371

You can find screenshots there, for now. Feel free to submit your own New Vegas specific screenshots.

NOTE! This mod REQUIRES the New Vegas Script Extender. I can not and will not make a version that does not use the New Vegas Script Extender.

You can download NVSE from it's official webpage:
http://nvse.silverlock.org/


##########WHAT IT DOES##########

This mod adds multiple vision enhancements to a lot of gear and is set up to be used as a modder resource. Also, it includes an alternative effect that also adds a rebreather to equipment.

##########Instructions##########

There are 3 modes at current. If anyone has any suggestions for more modes I'll be happy to try to implement them if they're possible.

*Mode 0 - Standard light amplification. Nothing special, just seems to be a popular request in my email box.

*Mode 1 - Thermoptic Display. Shows a pseudo-thermal image for the surrounding area. Think of it as a far infrared and visible spectrum combo mode. So you can still read signs and whatnot even though they're ambient temperature. Thermoptic Display also allows you to see npcs and creatures through walls. Never get flanked in a ruined building again!

*Mode 1, submode 1 - FLIR Display. FLIR Mode for the Thermoptic Display is a bluish monochrome display that combines the Thermoptic target highlighting with Night Vision. FLIR mode cannot see through walls but provides much greater image clarity than the blurry submode 0.

*Mode 2 - Threat Display. Displays the aggression level of NPCs and creatures. This mode was actually inspired by a particular target info effect from the original Fallout and Fallout2. It doesn't work exactly the same way but it lets you very quickly evaluate who you need to be shooting and not shooting without having to really worry about identifying targets. Now you can go in guns blazing without worry of hitting innocents :)

*Mode 3 - Z Scanner. The Z Scanner is the most energy consuming mode yet, as it consumes an entire battery in a minute and fifteen seconds compared to two and a half minutes for thermal and five minutes for light amp. It scans for different types of items and highlights them on your hud. It's very useful for making sure you haven't missed a single useful item. The different modes are Entities (which finds both living and dead creatures, robots, and life forms), Weapons and Ammo, Consumables (everything from booze to medicine to skill books), Wearables (clothing and armor), Doors, and Terminals.

Green = Ally
Yellow = Neutral
Orange = Aggressive
Red = Very Aggressive or Frenzied

*Controls:
Backspace toggles the enhanced vision effects on and off
- Cycles the modes backward.
= Cycles the modes forward.
0 Cycles sub modes if they are availible on the current mode.
\ Feed a battery (hardcore mode only).
[ Cycles ZScanner mode backward
] Cycles ZScanner mode forward

When playing in Hardcore mode, the enhanced vision effects require energy cells to run. These are the same energy cells that power laser pistols. Each battery feeds 300 energy, up to 900. It will not let you feed a new battery if you have more than 600 energy. Meaning that you never waste a single battery. So make sure to keep feeding it batteries on occasion.

There are exceptions to this. Power armor is self powered, so it doesn't require batteries. But things like the Security Helmets, Reinforced Combat Helmets, Ranger Helmets, Legate's helmet, Lucky Shades, etc will require batteries. Those of you who have used my ESM file from version 5 or earlier may wish to evaluate whether your stuff is self powered or not. If it is, then you'll need to change the script on the items.

Each mode drains power at a different rate.

Energy Drain Modes
------------------
Nightvision: 1 energy per second
Thermal:
---Thermoptics: 2 energy per second
---FLIR: 1.5 energy per second
Threat Detection: 1.25 energy per second
ZScanner: 4.0 energy per second

########VERSION 01 UPDATE########

An almost straight port of the original. The only differences are that the mod does not contain things that were no longer used, such as the base effects, actor effects, and all but one script. Also that one script, ThermalVisionEquipScript, now has 0 warnings on the FO3 Script Validator. The effect of having no warnings is non-existant, but at least there's no more warnings.

The only other change is that the thermoptic mode now has a wider color gamut, but body heat seems to wash out a bit. I'm still working on that. Also, it might not be a good idea to use the thermoptic mode in broad daylight. Just saying.

########VERSION 02 UPDATE########

Restored the original thermal color scheme. Also added a bit of blurring that I feel helps make it look more realistic.

########VERSION 02a UPDATE#######

Fixed a HUGE problem where all the vanilla scripts from the game had been inexplicably recompiled and included in the esm file. Many thanks to Frontsalat for that.

########VERSION 03 UPDATE########

Now has an alternate equipment script that adds a rebreather effect. The reason for an alternate mode is that power helmets should have a rebreather effect but normal goggles should not.

In addition, the master file now makes it possible to use the vanilla rebreather effect on any piece of equipment, not just the vanilla rebreather itself.

Fixed the flicker bug with the thread mode. The bug fix required a bit of a hack, but it works.

Fixed the bug where going from thermoptic to threat display mode did not remove the body heat particle effect.

########VERSION 05 UPDATE########

Added the Hardcore mode gameplay enhancement.

When playing in Hardcore mode, the enhanced vision effects require batteries to run. Any normal ammo battery should work. Energy Cells, Microfusion Cells, and Electron Charge Packs. Each battery type has a set amount of power that. In addition, each subtype of battery, such as bulk, max charge, and overcharge have modified lifespans. Lastly, each mode of the enhanced vision system drains energy at a different rate.

Press \ to pull up the battery replacement menu.

Please see up above on the instructions for the details on batteries

########VERSION 06 UPDATE########

Reworked the battery system to not require a menu, but it only eats Energy Cells now. See the instructions at the top of the file description for information on how the batteries work now.

########VERSION 07 UPDATE########

Added the ZScanner mode and hopefully fixed the bug where non-self powered gear wasn't turning on for people who aren't running in hardcore mode.

Version 7 Beta 3 Temporary patch fixes (maybe) the problems with the zscanner effects not removing themselves properly. However, since FNVEdit isn't updated for plugins created with the latest version of GECK, I can't make an ESM file. As such, make sure you load the ESP on the bottom of your load order to make sure the patch will apply. You still need the Beta 7 master file installed though.

#################################

About the Threat Display.

There is no 100% accurate way to determine if something will attack you or not, but I think I've gotten it down to about 98%. This has however not been vigorously tested with New Vegas's new faction system. If it doesn't work right with the factions, I'll see what I can do to fix that.

Green = Ally
Yellow = Neutral
Orange = Aggressive
Red = Very Aggressive or Frenzied

The threat display does not show enemies through walls. That's a trick for thermoptics, not for a threat display :)

#######CONTROLS########

Backspace Turns vision enhancement on/off
- Cycles modes backward
= Cycles modes forward
0 Cycles sub modes if they are availible on the current mode
\ Battery Feed
[ Cycles ZScanner mode backward
] Cycles ZScanner mode forward

#########Author's Note##########

Hello everyone. I'm the person who made the "Heat Vision" Night Eye replacement for Oblivion. I saw some person had posted my Oblivion mod here as a modder's resource and got to thinking about how to make one for Fallout3 (the method I used for Oblivion would not work with FO3). Ended up having to recreate my account because I'd lost it and had been using another one for a while.

The effect works through an entirely different method than the one on Oblivion, and I happen to like it more. It produces far more convincing and immersive visuals. Although it's not perfect by any means, it certainly is more aesthetically pleasing.

Anyway, all of the stock, vanilla power helmets (not any from the DLCs) have been given the effect.

There's also a Children of the Wasteland friendly mod that adds the effect to the Cute power helmets and the Cute Colossus Targeter.

I have a few ideas or some extra effects and I hop to eventually load them all into a multi-purpose helmet.

You can use this in your own mods. Just make sure to give me the proper credit, and possibly let me know what you're using it in so I can check it out. I like to inspire people and see what they made with the inspiration.

I've had a number of people ask me to make an alternate version of the thermoptic effect that looks less Hollywood and more Military. If anyone else asks, I'll certainly do that, but I have doubts that it'll look like anything more than the wasteland in a high contrast Tranquil Lane mode.

#########INSTALLATION###########

Simply place the ESM and ESP files in your data folder. Then activate the ESM and the "thermoptic power helmets" esp or any other esp that uses the ESM. Make sure your thermoptic power helmets esp is loaded up *after* any other mods that modify power helmets.

The ESP file adds the ThermalEquipScript to the following items from the vanilla New Vegas

Combat Helmet, Reinforced
Combat Helmet, Reinforced Mark 2
Enclave Power Helmet
Enclave Shocktrooper Helmet
Gannon Family Tesla Helmet
Legate Helmet
Lucky Shades
Ranger Helmet
Remnants Power Helmet
Salvaged Power Helmet
T-45d Power Helmet
T-51b Power Helmet
Tesla Helmet
Vault 34 Security Helmet

###HOW TO USE IN YOUR OWN MOD###

First, include the thermal vision.esm in your mod. Then set any object you want to activate the effect when worn to use "ThermalVisionEquipScript" as it's script. It's that simple. There are 3 other scripts: A version that adds a rebreather to the object, and a self-powered (no batteries required) version for both normal and rebreather versions.