Fallout 3

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Thomasd1979

Uploaded by

thomasd1979

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About this mod

Adds many vision modes. These include: Night vision, Friend or Foe, Terminator Vision, and two versions of Thermal Vision.

Permissions and credits
Note: Positive comments and endorsements make me more motivated to work on this mod. If you want to see it continue, do something about it :P


** Known issue **
Using the N key to cycle vision modes has some odd effects with NPC's putting up their weapons. This is half fixed in 1.4.3 .

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Changelog AFTER description (Cause I hate scrolling through 20 pages of changes to get to the part that tells me what the dang mod does).
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Description
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For the best explanation of the mod, please see the video section demonstration. Note that it goes up to full 1080p if you want to get the real picture.

This mod adds five vision modes. The mod adds an item to your inventory on first run named [Vision modes]. The item is in your apparel section at the bottom and is both hot key ready and takes up no equipment slots (meaning you don't have to unequip anything to use it). Upon equiping the item you will be presented with a menu. Upon un-equiping the item, the vision modes will(should) be removed. If you remove or lose the item, a new one will be given to you within a minute. You may also press F10 to call up the menu. Be warned that the modes will not be removed automatically if you use this method, you will have to use the "Remove All" option in the menu. Lastly you may press the N key to cycle vision modes. This function is beta and holding the key is not recommended.

The first adds a plain old night vision mode to your view. Nothing new here. It is simple and has no requirements like batteries for those of you who don't want to fiddle with that crap.

The second is more sophisticated. It tints the world red, and only adds a very mild brightening to the display. Here is where this mod gets its only real interesting part. This mode highlights living things. See screenshots for a much better explanation. A picture truly says a thousand words in this case. When something dies its highlight instantly* fades. Also when you remove or change modes. This mode fully highlights ONLY living things. Not robots. Its called Terminator vision, and only living things would be valid targets for a Terminator. Robots receive a very dim highlight. Enough to help pick them out of the background in a dark environment, but not the blazing "SHOOT ME" sign that living things get.

The third activates a Friend or Foe system. Companions shade green, hostiles shade red, yellow shading for corpses, and everything else shades blue.

The fourth adds a very basic thermal mode. Living or robotic things shade red/yellow. This has minimal impact on your ability to see the world around you. See screenshot for example of Megaton at night using this mode.

The fifth adds a Predator style thermal vision to the world. This has been modeled after the movie version, not the games. Anything that is not alive, or at least robotic, is very difficult to make out, due to the low heat differential. Living things shade violet/red. Look in the screenshots. A picture says a thousand words here as well.

Due to the changes in the script handling with the 1.0 version, you may notice a few small changes. If you leave a vision mode on and travel around, then turn it off elsewhere, there is a possibility that the shaders will not be removed from everyone around. This is normal, simply use the activator object again and select "Remove All" and they should go away. Note that this may have to be repeated if you find more that still have shaders later. The removal script no longer runs 3000 times a second forever. It now runs for 5 seconds after you remove a mode then stops until you tell it to start up again.

There is also now a settings menu to allow you to control how many times the scripts run per cycle. As this number goes up, more targets are highlighted and it is more likely highlighting will be removed properly. At the same time the draw on the CPU increases. If you have a fast machine, feel free to raise it to "most", it works without any lag on mine.

* - Instant is a relative term. You may notice a flash of white color on living things when you remove the earing. This is normal. If it persists for more than 10 seconds load a save, or restart FO3. If it persists for more than 24 hours seek medical attention.



Requirements
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FOSE for everything.


*NEW* Intended new features
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- X-ray vision

- Debugging menu. Done.

- Hotkey access (eventually with selectable hotkey). Half Done.


Changelog
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1.4.4 quick fix for the Remove All CTD issue.

1.4.3 fixed the loss of weapons bug.

1.4.2 fixed the item unequip vision removal effect. Changed the single key to N.

1.4.1 fixed a minor bug that when selecting a mode twice in a row from the menu, the imod would not be applied.

1.4 added V key for vision mode cycle.

1.3 hotkey access with F10 now available.

1.2.1 hotfix to correct my stupid mistake in not adding tokens to corpses that got shaded.

1.2 fully implemented a token system to stop the shader stacking bug that some machines seem to have. Hid the debugging menu.

1.2c added a debugging menu. This will only be available in the optional debugging mod version. Explanation below in the other crap section.

1.1 added settings menu for script controls.

1.0 overhauled the scripting system again. Scripts now have almost zero impact when no vision mode is active.

0.9 fixed a potential bug with vision modes being locked on by scripted removal of all of your equipment. The activator object now gets re-added to your inventory if you lose or misplace it.

0.8 changed ThermalTEST to Advanced Thermal Vision. Changed Thermal to Basic Thermal Vision. Overhauled basic to more closely resemble WIP 5.

0.7.1 added yellow shading for corpses and raised the iteration count for the shader script. I had set it too low to function properly.

0.7 completely reworked the script shader handling. It should use about 5% of the CPU it used to. Added a menu based mechanic for vision mode handling. The controller item is now auto-added to your inventory.

0.6.1 Fixed my stupid error in thermal not being removed from corpses.

0.6 added new shader and effects for Thermal TEST.

0.5 added Thermal.

0.4 added FoF. Placed all items in locker in men's room in Megaton.

0.3 reworked Terminator handling. Added very dim highlight to robots.

0.2 initial release. Night vision and Terminator vision modes.


Troubleshooting
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If this mod does not work, crashes your game, causes lag, or does not work as well as you think it should be, please follow these simple steps before sending me a bug report or posting in the comments for help.

ALL -
1. Uncheck all other mods and try the game with just this mod enabled. If this fixes it, it is a conflict. Try loading this mod last.

Slowdown -
1. Use the settings menu to lower the iterations to the lowest setting. If this fixes it, then it is a problem with either how many actors there are around you, or your cpu is overtasked.

2. Try turning down your graphics settings. If this fixes it, your GPU or RAM is overtasked.

Enemies not shading -
1. Use the settings menu to turn the iteration count up to it's highest setting. If this fixes it, then you just have too many actors around for the basic script. If this then causes lag, you may want to consider either not using whatever mod you have that adds lots of actors (like the zombie apoc mod), or not using this one. If no lag is caused, or it is minimal, you may consider stepping the setting down to the lowest point where everything is highlighted.

If all of this fails, please either PM me or post in the comments for help and I will try to assist you. Please include the steps you took and the results.


Other crap
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Debug Mod
The debugging menu allows a few new tweaks. It will only be available via the debugging mod version (it screws the code up some and inflates it more than I like).

The first and biggest change is taking off the activator item no longer does anything. This is to help facilitate testing. The "Remove All" menu option must be used to remove modes. The second change is the new debugging menu in the bottom of the main menu. This has the following options:

Remove Shaders - Removes all shaders affecting nearby enemies. Note that if you have used the disable shader scripts option already, this will not work.
Remove IMODs - Removes all imagespace modifiers from the view. This means the red world for terminator or the odd color tweaks for Advanced Thermal etc.
Disable Shader Scripts - This sets the repetition count for the shader scripts to 0. This effectively turns off the ability to highlight enemies. This does not remove existing shaders and will prevent their removal. Use the settings menu to restore a reasonable iteration count.


Thanks
Big thanks to Cipscis for helping me get this thing started a year ago, and now for his tutorial on menu systems. It is about a hundred times easier to understand than the one posted on geck.bethsoft.com