A veeeeeery belated KUDOS and ENDORSEMENT for mod author for this mod . But After installing a few ENB mods present at nexus i had to uninstall each of the ENB mods as apparently all of them are incompatible with this mod and i don't know how to solve this problem.
So if someone is still active on this forum please reply .
Heyo, Great mod. But in my current playthrough Im attempting to be a Riddick character. Thing is, I cant seem to find a vision mod for his "eyeshine". If you could tweak one of your visions for me, I would appreciate it or atleast show me how to. Thanks.
Please : 1/ Add a electromagnetic vision (for to detect all robots, and power armors) Add a ultraviolet vision (for Mirelurks, king mirelurks, mutants insects, and Deathclaws : in resume all creatures with cold blood.)
2/ Make a version of the mod, as Enclave Power Armor Helmet MarkIII of lautasantenni ( http://www.fallout3nexus.com/downloads/file.php?id=10814 ), to all vision modes have been attached to the armor helmet, as in the first version of the mod.
It will be complete and more interesting. Thank you!
Please make a version of the mod, as Alexscorpions NV goggles, to all vision modes have been attached to the device, as in the first version of the mod.
Anyone else notice that enemies can only attack you in melee when you use one of the vision modes that use a reference object as a marker to track the effect (FoF, Thermo vision, Terminator probably)?
It kinda makes those modes unusable.
The bug is caused by the call to additem, which totally bugs out npcs...
You can even see it happen in the videos, but he turns around real quick so you can't quite tell (unless you're looking for it). I didn't notice it in the known bugs.
Anyways... To fix it you should use an Actor Value (I recommend Variable0 to track the FoF and thermographic effects.
109 comments
A veeeeeery belated KUDOS and ENDORSEMENT for mod author for this mod . But After installing a few ENB mods present at nexus i had to uninstall each of the ENB mods as apparently all of them are incompatible with this mod and i don't know how to solve this problem.
So if someone is still active on this forum please reply .
Peace Out
Not realistic and very stupid...
1/ Add a electromagnetic vision (for to detect all robots, and power armors)
Add a ultraviolet vision (for Mirelurks, king mirelurks, mutants insects, and Deathclaws : in resume all creatures with cold blood.)
2/ Make a version of the mod, as Enclave Power Armor Helmet MarkIII of lautasantenni ( http://www.fallout3nexus.com/downloads/file.php?id=10814 ), to all vision modes have been attached to the armor helmet, as in the first version of the mod.
It will be complete and more interesting. Thank you!
Previous versions are OK.
It will be more interesting. Thank you!
(FoF, Thermo vision, Terminator probably)?
It kinda makes those modes unusable.
The bug is caused by the call to additem, which totally bugs out npcs...
You can even see it happen in the videos, but he turns around real quick so you can't quite tell (unless you're looking for it). I didn't notice it in the known bugs.
Anyways... To fix it you should use an Actor Value (I recommend Variable0 to track the FoF and thermographic effects.
Hope that helps.