About this mod
Requires FOSE - Changes Night Person so it now gives you a toggled night vision effect rather than sucking.
- Permissions and credits
- This mod started as a heavily modified version of Artisten's Simplistic Night Vision. Obviously, credit goes to Artisten for his/her work, and I suggest you endorse that file.
- I studied the scripts in Pipboy Readius to learn how to make it possible for the user to set his own key. I suggest Pipboy Readius and I use it myself.
-ADM Ntek came up with the idea for a dim/bright toggled mode.
Requires:
- This mod requires Fallout Script Extender for it to do anything at all. Obviously, this makes it incompatible with the Polish, Russian, or Direct2Drive versions of the game, or anyone who just doesn't want to run FOSE.
- This probably also requires archive invalidation. Fallout Mod Manager will do that for you, and I suggest using it anyway if you're going to do any modding on this game.
What it does:
This mod strips the perk Night Person of its worthless benefits and lowers its requirement to level 6. Instead it now gives a toggled night vision effect. The perk's description has been changed to match its new effect.
The night vision effect is in black and white. I've attempted to make it bright enough to see even during Fellout's nights, but not so bright that it couldn't also be used in moderately lit areas. If you don't like version 1.2's dynamic filter choices, I've left version 1.1 for download, which includes two brightness levels.
Revisions:
Version 1.3 has been given two brightness settings you can toggle between at will. Both settings still automatically adjust based on indoor/time of day. To activate normal brightness, simply hit the night vision button. To activate the brighter version, turn it back off, then hold the key for at least 0.2 seconds and release. Basically, tap the key for normal mode, and hold it slightly before releasing for bright mode. Version 1.3 has also halved the AP Regen bonus to make it more useful with other mods that use AP, such as my new Stealth Field Perk.
Version 1.2 now includes dynamic automatic brightness selection! Now, your night vision will automatically adjust its own brightness for you. I obviously can't detect lighting through the scripts, so I cheat by using another method. There's a single filter for if you're indoors, and then 5 more filters for being outside at different times of day. These have been specifically calibrated for use with Fellout, but I don't think they'll be overly bright if you don't use it. Either way, the old version 1.1 is still available. Version 1.2 also includes small fixes to the script, which won't be in 1.1.
Version 1.1 includes two great new features! First, there is now a brighter variant of this mod called Night Vision Plus. If the old wasn't bright enough for you, try the new one. Second, you now have free choice to map the night vision to any key you want. The default button is N, but hold it down for several seconds and you can reset it.
NOTE:
Any night vision simply applies an image space modifier that makes the available light brighter. Fellout makes things so dark in some areas at late night that there is no available light to amplify. I cannot brighten light that doesn't exist, so even with night vision, it may be difficult to see in certain areas. Two brightness levels and auto-adjusting brightness do a lot to alleviate this, so if there are some areas that are still too dark, there's nothing I can do about it.
While active, night vision will slow your AP regen by 25% of its normal rate.
Why you'd want this:
If you're looking for the absolute best night vision mod available on the Nexus and don't want something that conflicts with other mods, you've found it. This is one of the simplest to use and by far the most functional night vision available for Fallout 3. As of version 1.2, this thing will even adjust itself for you to an appropriate brightness level, and version 1.3 includes bright/dim modes on top of the auto-adjust.
Reason for making this:
Many mods will make you burn AP or energy-type items to keep night vision active. Others require you to wear specific equipment. I hate that. Night vision is powerful enough to warrant a penalty (it lets you see in the dark without alerting enemies like the Pipboy light does), but I never want it to turn itself off on me. That always pissed me off. I also want to be able to wear whatever I want and still have night vision as an option.
So I gave it a button, which lets you use it with any equipment. To balance it, I've made it cost a perk slot and lower your AP regen while active. You're penalized enough to balance the power, but you're still allowed to walk around at night with it always on. Even if you drain your AP to 0 with VATS or other mods that use AP, your night vision will stay on. I hated having night vision turn itself off with other mods so this simply won't ever do that.
The reason I've made all these revisions is because I realized in using this mod that all night vision mods had an intrinsic weakness: one size does not fit all. One single brightness level does not work for all areas of the game and at all times. I was tired of having areas stuck between too dark and too bright. As I can't detect the actual brightness of an area, I've done the next best thing. My night vision will automatically switch among carefully calibrated preset image space modifiers based on how bright things probably are, and has two brightness modes so that the user has some level of adjustment. The end result is highly adaptive as well as quick and easy to use. What started as a humble modification of another night vision mod has become the most complex and functional night vision available for Fallout 3.
Install
Place the .esp file in your data folder (for me this is "C:\Program Files (x86)\Bethesda Softworks\Fallout 3\Data" and I'd think your data folder would be something similar). The Fallout 3 Launcher or Fallout Mod Manager will then need to be used to activate it.
If updating from an old version, just delete the old .esp and replace it with this. It'll work fine with your old saved game. Your night vision key will default to N again.
If you use Pipboy Readius:
I personally use Pipboy Readius, and the normal screenglare looks horrible when night vision is active. If you use this mod as well, I've included a greatly darkened screenglare file. Stick it in your Data\Textures\scorptech\readius folder and just overwrite the old screenglare. Back up the old file first if you want, but you'll want to use my darker screenglare with any night vision mod.
To uninstall this, just deactivate or delete the .esp file.
For those using the Xbox 360 controller:
I can't detect Xbox 360 controller presses with the script, so I can't help you out. Use Joy2Key or some other program that lets you map button presses to the controller if you want to use this mod or any other that adds button commands using FOSE.
Conflicts:
- This mod will conflict with itself if you install more than one version of the it. All that should happen is that the last one in the load order should override the others, but other problems could potentially occur, so just use one. Obviously I suggest only the most recent version.
- Version 1.1 and above will no longer conflict with Artisten's Simple Night Vision. I don't know why you'd need multiple night vision powers, but you should be able to do that now if you want.
- Anything that modifies the Night Person perk will sort of conflict with this. If you place my mod before the conflicting mod in the load order, you should get that other mod's Night Person effect, plus it should also let you use my night vision if you have the perk. If my mod is placed after the other mod instead, then you should just get my Night Person (with my description and the lowered level requirement).
- If you have another FOSE mod or just a mapped game button that uses the same key as my night vision, both will activate at the same time when the button is pressed. Technically this isn't a conflict because both will still work. If you want to assign multiple things to the same button for some reason, I guess you can do that. I'd suggest against it though because in practice it's annoying.
-Edits
I keep thinking I'm done with this, but then I go and update it again. I very well may add or change more on this based on feedback (dual brightness modes were added based on feedback). I'm pretty happy with this and I feel it's the best night vision mod available, but I'll never say it couldn't be improved, so suggestions are always welcome if you can think of something.
However, I will not personally be releasing a version of this with no penalty. I'm leaving on the AP regen penalty and the requirement of taking Night Person. Night vision is a very powerful ability when it gets really dark out and I don't want to ruin game balance. Version 1.3 did lower the AP regen penalty though, so I'm always willing to rebalance it as long as it still has some penalty.
I also will not be making a version of this that doesn't require Fallout Script Extender. Unfortunately, the new scripting functions are absolutely integral to how this thing works. I'm sorry I can't support Direct2Drive, Polish, or Russian owners of the game.
However, I don't care what you do with this for your own personal use. I don't even care if you release a modified version of it as long as I'm credited (please also credit my above credits or at least link to this page, which has the credits). If you want to edit this yourself, then when in the GECK, filter for "nightvision" under "ALL" to see my new files. The perk Night Person is also affected by this.
Studying the scripts from those two mods was a nice learning experience for me. To help others learn, in version 1.2 and above I've loaded the script with notes explaining how it all works. Feel free to copy/paste and edit my included script for your own mods if you want. I'd love to see more mods that use a key you can set rather than some item in your inventory you activate. FOSE supports key detection and most people can use FOSE, so modders might as well use these tools.
Known Issue:
Yes, I'm fully aware that your Pipboy screen is still in color when this is active. There is absolutely nothing I can do about that. I'm also aware that in some areas you get a sepia-style color rather than actual grayscale. This has to do with that area's lighting (it'll also happen for a short time if you get set on fire). These aren't things I can change, but they're not very bothersome anyway.
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