About this mod
This mod replaces Antistar's "Nightvision Goggles - Powered" with new features, including a hotkey to activate the NVGs. It is numbered V2.x and up to differentiate it from Antistar's versions.
- Requirements
- Permissions and credits
- Changelogs
===================
This mod replaces Antistar's "Nightvision Goggles - Powered" with new features, including a hotkey to activate the NVGs. It is numbered V2.x and up to differentiate it from Antistar's versions.
If you enjoy this Special Edition, I recommend you download and endorse Antistar's original mod at https://www.nexusmods.com/fallout3/mods/2725.
Details
=======
This adds RobCo commercial-grade Nightvision Goggles (NVGs) to the Capital Wasteland. They can be purchased from general merchants in the major settlements (Megaton, Tenpenny Tower, Rivet City, and Underworld), and require energy cells to function.
The NVGs require energy cells to function, and the image can be distorted due to the motion blur and depth of field settings (the further the object, the more distorted it will be). There is an optional plugin that removes the distortion, intended for those who have difficulty using the default view (see the Installation Files section).
Equip the NVGs by selecting them in your Apparel Inventory or by pressing the Activation Key. Using the Activation Key also cycles through 1x brightness, 2x brightness, and unequip. They will automatically be unequipped if you do not have any energy cells. If you have a set of NVGs, use [NVG Config] in your Apparel Inventory to configure them.
Note: If you are wearing the NVGs and decide to Wait, Sleep, or Fast Travel, it assumes you unequipped the goggles and will re-equip them when done in order to preserve energy cells. This is the same as the original mod.
Note: See the Incompatibility section below if you have Goodies loaded, https://www.nexusmods.com/fallout3/mods/25239.
Features:
---------
1) One energy cell will last 30 game time minutes, minus any extra battery drain from optional features (all are disabled by default).
1.1) 2x brightness (-10 minutes).
1.2) A HUD that displays the cells and time remaining (-5 minutes).
1.3) A quota messages that display the cells and time remaining (-5 minutes).
1.4) A warning tone that alerts you when your time remaining is an hour or less (-5 minutes).
2) When you add NVGs to your inventory for the first time, you will see an Operations Manual message, and a permanent copy is added to your Notes.
3) If you have a set of NVGs, [NVG Config] is available in your Apparel Inventory so you can configure them. You can choose to remove it through the Misc Functions Menu to declutter your inventory. To restore it, enter console mode (the "~" key above the left Tab key) and type in "StartQuest NVGRestoreMenu", without the quotes.
4) The NVG Configuration Main Menu indicates how long your NVGs will operate based on the number of energy cells in your inventory and the usage rate.
5) You can quickly equip the NVGs using an Activation Key. It will cycle through 1x, 2x, and off. The default Activation Key is the "N" key, and can be mapped to another key not currently in use.
6) Reposition the optional HUD by holding down the Position Key and pressing the arrow keys. The default Position Key is the R-Ctrl key, and can be mapped to another key not currently in use.
7) Any apparel removed by equipping the NVGs will be restored once you unequip the NVGs. If you unequip the NVGs through the Apparel Inventory, you will see the apparel restored after exiting the Pip-Boy. However, if the previously worn item(s) are no longer in your inventory or unusable, they will not be equipped.
Configuration Menu Settings [default values]
--------------------------------------------
NVG Configuration Main Menu:
Brightness: [1x], 2x
HUD: ON, [OFF]
Quota Messages: ON, [OFF]
Warning Tones: ON, [OFF]
Misc Functions Menu
NVG Configuration Misc Functions Menu:
Equip Messages: [ON], OFF (this doesn't affect energy cell usage)
Activation Key: [N], custom key
HUD Position Key: [R-Ctrl], custom key
Delete [menu] (requires confirmation)
Required Files
==============
Fallout3.esm
Fallout Script Extender (FOSE),
Installation Files
==================
NightvisionGoggles(Powered).esp
menus\main\hud_main_menu.xml
menus\prefabs\NightvisionGoggles(Powered)\NightvisionGoggles(Powered)_HUD.xml
meshes\armor\NVGNightvision\NVGGoggles\f\ (1 egm and 2 nif files)
meshes\armor\NVGNightvision\NVGGoggles\m\ (1 egm and 2 nif files)
OPTIONAL (separate archive): NVG(Powered) Patch - Remove Distortion.esp
This is an optional plugin that removes the NVG image distortion. It is intended for those who have difficulty using the NVG's default view for any reason. It should work with any version of NightvisionGoggles(Powered).esp, and can be enabled and disabled at any time.
Install
=======
You can install this at any time in the game.
1. If using other HUD mods based on Imp of the Perverse's HUD Counter Template,
1.1 Extract NightvisionGoggles(Powered).esp and meshes to the Fallout 3 Data folder.
1.2 Extract the NightvisionGoggles(Powered) folder to Data\menus\prefabs\
1.3 In the Data\menus\main folder, open hud_main_menu.xml
1.4 Add the line at the end just before "</menu>"
<include src="NightvisionGoggles(Powered)\NightvisionGoggles(Powered)_HUD.xml" />
2. Otherwise, extract all files and place in the Fallout 3 Data folder.
3. If desired, extract NVG(Powered) Patch - Remove Distortion.esp, place it after the main esp, and enable.
4. Enable and run Fallout 3.
If the HUD is turned ON and the NVG counter is not present, you need to add the <include...> line to Data\Main\hud_main_menu.xml.
Upgrading
=========
Note 1: If upgrading from Antistar's mod, the settings will reset to the new default values.
Note 2: If you had a set of NVGs, you will still have them.
FROM 2.0 TO 2.x or 3.x:
1. If using other HUD mods based on Imp of the Perverse's HUD Counter Template,
1.1 Extract NightvisionGoggles(Powered).esp and meshes to the Fallout 3 Data folder.
1.2 Extract the NightvisionGoggles(Powered) folder to Data\menus\prefabs\
1.3 In the Data\menus\main folder, open hud_main_menu.xml
1.4 Add the line at the end just before "</menu>"
<include src="NightvisionGoggles(Powered)\NightvisionGoggles(Powered)_HUD.xml" />
2. Otherwise, extract all files and place in the Fallout 3 Data folder.
3. Ensure the esp is enabled and run Fallout 3.
FROM 2.1 TO 2.2 or 3.x:
1. Extract the esp to the Fallout 3 Data folder and overwrite.
2. Ensure the esp is still enabled and run Fallout 3.
FROM 2.2 TO 3.x:
1. Extract the esp to the Fallout 3 Data folder and overwrite.
2. Ensure the esp is still enabled and run Fallout 3.
FROM 3.0 TO 3.1:
1. Extract the esp to the Fallout 3 Data folder and overwrite.
2. Ensure the esp is still enabled and run Fallout 3.
Uninstall
=========
You can uninstall this at any time in the game.
1. Disable and delete the esp file(s).
2. Delete the two mesh folders
"meshes\armor\NVGNightvision\NVGGoggles\f\"
"meshes\armor\NVGNightvision\NVGGoggles\m\"
3. If you have no other HUD mods (nothing else in the menus folder) delete the menus folder.
4. If you have other HUD mods (other files in the menus folder),
4.1 In the Data\menus\main folder, open hud_main_menu.xml.
4.2 Delete the line at the end "<include src="NightvisionGogglesPowered)\NightvisionGoggles(Powered)_HUD.xml" />". Exit and save the xml file.
4.3 Delete the "Data\menus\prefabs\NightvisionGoggles(Powered)" folder.
Incompatibility
===============
1. It will conflict with any mod that tries to use the "N" key. You can use [NVG Config] to map the Activation Key to another key.
2. The HUD add-on may conflict with other mods that use Imp of the Perverse's counter template. Use [NVG Config] to change the Position Key so you can independently move each of the HUDs.
3. Goodies restores The Peepers (cut content), and places them on an NPC. These are not recognized by the RobCo software installed on your Pip-Boy. They normally have 1x power only and must be equipped manually through the Apparel Inventory screen.
4. You can experience unexpected behavior when using another mod that adds some kind of nightvision.
Known Issues or Bugs
====================
1. When selecting a different Energy Cell drain-rate, the new timer value will not come into effect until the old timer has completed. Just continue to use the goggles since the new value will automatically take effect.
2. If starting the mod and you are in a merchant area, you must leave it and re-enter so the NVGs can be added to the merchant’s inventory.
3. The HUD shows hours remaining as "at least" hours remaining. For example, if you have 30.01 to 30.99 it will show "30 hours." This is so you do not get a false sense of security; the normal method would have rounded up so 30.5 hours would indicate 31. Once you have 5 hours or less remaining, minutes are shown for more accuracy.
4. If you are using a mod that adds an Armor menu item that uses biped objects slot 11 (eyeglasses) or 14 (mask), accessing that menu will remove your headgear. If this occurs, you can make a patch to change the other mod's biped object code to be nothing, which is OK for Armor menus. This can be done using FO3Edit or GECK. The GECK will give a warning when loading the mod, which can be ignored since the menu will never be "worn."
History
=======
3.1:
- Added a configurable setting to the Misc Functions Menu to turn the equipping, unequipping, 1x and 2x messages on and off.
- Included an optional esp patch to remove NVG distortion. The main esp retains Antistar's distorted image settings.
- Complies with the Updated Unofficial Fallout 3 Patch V3.4.9.
3.0:
- Changed the configuration menu token to use brackets [] so it appears at the bottom of your inventory, and shortened the token's name.
- Refined messages and note.
- Removed duplicated or unneeded records.
- Changed the mod to start after you escape from Vault 101.
- Changed the Pip-Boy icons for the NVGs and menu.
- Changed unable to equip message and added sound if using Activation Key.
- Changed deleting the menu based on global variable to a confirmation menu.
- The keystroke process runs only after you escape from Vault 101 and have NVGs.
- Verified UFO3P version 3.4.7 values included with records edited by this Special Edition.
2.2:
- Activation Key cycles 1x, 2x, and off.
- Re-equips armor after unequipping NVGs.
- Multiple HUD support.
2.1:
- Included required meshes.
- Included compatibility with the Unofficial Fallout 3 patch (Child Blast Off Helmet).
2.0 - Initial release.
Credits
=======
- Bethesda for creating Fallout 3 and the nightvision goggle models.
- NexusMods for a one-stop-shop resource for authors and players.
- LHammonds for the Readme Generator this file was based on.
- Antistar for Nightvision Goggles - Powered at https://www.nexusmods.com/fallout3/mods/2725, for encouraging me to release my own version, and to those he credited in making his mod:
-- Lost Cosmonaut's 'Night Vision Sunglasses' mod, a reference.
-- Badmagic for supplying the tweaked nightvision goggles models.
- Imp of the Perverse for the HUD Counter Template, https://www.nexusmods.com/fallout3/mods/12977.
- BenWah, Hairylegs, RoyBatterian, and prisoner416 for the Updated Unofficial Fallout 3 patch at https://www.nexusmods.com/fallout3/mods/19122.
- Deadmano for V3.1 suggestions and image settings.
Image Note
==========
Hunting rifle modified with scope and silencer courtesy of Antistar's Weapon Mod Kits, https://www.nexusmods.com/fallout3/mods/3388.
Tools Used
==========
- Q and Timeslip's Fallout Mod Manager at https://www.nexusmods.com/newvegas/mods/54991.
- ElminsterAU and the xEdit Team for the Fallout 3 Editor (Fo3Edit) at https://www.nexusmods.com/fallout3/mods/637.
- Garden of Eden Creation Kit at https://www.nexusmods.com/fallout3/mods/759.
- 7-Zip at https://www.7-zip.org/.
Licensing/Legal
===============
Per the permissions area in the mod page.