Fallout 3

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Clockmon

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clockmon

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About this mod

This mod replaces and upgrades Antistar's "Nightvision Goggles - Powered" V1.1 with new features, including a hotkey to activate the NVGs and a HUD add-on. It is numbered V2.x to differentiate it from his versions.

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Name: Nightvision Goggles - Powered (Special Edition)
Requirements: 7-Zip, FOSE
Recommended: Fallout Mod Manager
Authors: Clockmon (Antistar for original mod)


Description Summary
===================
This mod replaces and upgrades Antistar's "Nightvision Goggles - Powered" V1.1 with new features, including a hotkey to activate the NVGs and a HUD add-on.  It is numbered V2.x to differentiate it from his versions.


Details
=======
This adds a commercial set of RobCo Nightvision Goggles (NVGs) that slowly drain energy cells while in use.  They can be purchased from general merchants in the major settlements.
Nightvision is a powerful aide for wanderers of the Wasteland: it enables one to see further in low-light conditions than with a light source (like from a Pip-Boy); and do so without giving away one's position.  With these Nightvision Goggles, the drawback that offsets these benefits is the consumption of energy cells while the goggles are in use.  Another mild drawback would be the image-ghosting (or 'motion-blur') experienced by users unless they keep their head steady.  Equip them as any other item of clothing or by pressing the activation key.  If you do not have any energy cells, you will not be able to equip them. They will be automatically unequipped if you run out of energy cells while using them.
Note: If you are wearing the NVGs and decide to Wait, Sleep, or Fast Travel, it assumes you unequipped the goggles during the event and re-equipped them when done in order to preserve energy cells.  This is the same as the original mod.

Features:
----------
1. The usage rate is 30 game time minutes, minus any extra battery drain from optional features you have enabled (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 get a permanent copy in your notes.
3. The <NVG Config Menu> is placed in your apparel inventory once you have a set of NVGs; you can remove it if desired.  To restore it, just enter the console mode by pressing the "~" key above the left Tab button and type in "StartQuest NVGRestoreMenu", without the quotes.
4. The configuration Main Menu indicates how long in game-time your NVGs will operate based on the usage rate and inventory of energy cells.  The Main Menu button choices are the optional features that affect battery life.
5. You can equip and unequip the NVGs using an activation keystroke.  It will cycle through 1x, 2x, and off, just like a 3-way lamp switch.  The default is "N" and can be mapped to another key not currently in use.
6. Reposition the HUD by pressing a position key and the arrow keys.  The default position key is the Right Control key and can be mapped to another key not currently in use.
7. Once you unequip the NVGs, any armor unequipped due to wearing NVGs will automatically be re-equipped.

Available Settings [default]
----------------------------
Brightness: [1x], 2x
Quota Message: ON, [OFF]
HUD: ON, [OFF]
Alert tone: ON, [OFF]
Activation key: [N], custom key
HUD Position key: [R-Ctrl], custom key
Keep menu: [KEEP], REMOVE


Required
========
Fallout Script Extender (FOSE), http://fose.silverlock.org/.


Included Files
==============
NightvisionGoggles(Powered).esp
menus\main\hud_main_menu.xml
menus\prefabs\NightvisionGoggles(Powered)\NightvisionGoggles(Powered)_HUD.xml
meshes\armor\NVGNightvision\NVGGoggles\f\ egm and 2 nif files
meshes\armor\NVGNightvision\NVGGoggles\m\ esm and 2 nif files


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 the 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. Enable and run Fallout 3.
If the HUD is turned ON and the NVG counter is not present, you will need to add the <include...> line to Data\Main\hud_main_menu.xml.


Upgrade
=======
Note 1: If upgrading from Antistar's mod, the settings will be reset to the new default values.
Note 2: If you had a set of NVGs, you will still have them.
1. Follow the install instructions 1 OR 2:
   1.1 Option step 1: Extract all (overwrite) but the hud_main_menu.xml; edit it as above.
   1.2 Option step 2: Extract everything and overwrite.
2. Ensure the esp is still enabled and run Fallout 3.


Uninstall
=========
1. Disable and delete the esp file.
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="NightvisionGoggles(Powered)\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 map to another key.
2. May cause unexpected behavior when used with other mods that add some kind of night-vision.
3. The HUD add-on may conflict with other mods that use Imp of the Perverse's counter template.  Use the <NVG Config Menu> to change the positioning key so you can independently move each of the HUDs.


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 value has run its course. Just continue to use the goggles since the new value will kick in before too long.
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. When you unequip NVGs, if previously worn items are no longer in inventory or unusable, they will not be equipped.
5. 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."  The GECK web site recommends for menus to equip, "It's going to be a piece of armour with no Biped Objects (slots) so that equipping it [opening the menu] won't force anything else to be unequipped."


History
=======
2.0 - Initial release.
2.1 - Included required meshes and included compatibility with the Unofficial Fallout 3 patch (Child Blast Off Helmet).
2.2 - Activation key cycles 1x, 2x, and off; re-equip armor; multiple HUD support.  This is the final version barring any errors or change requests.


Contact
=======
You can find me on the official Fallout 3 Nexus forums as 'Clockmon."


Credits
=======
- Bethesda for creating Fallout 3 and the night-vision goggle models.
- NexusMods for a one-stop-shop resource for authors and players.
- LHammonds for the Readme Generator this file was based on at http://hammondslegacy.com.
- 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 night-vision 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 Unofficial Fallout 3 patch at https://www.nexusmods.com/fallout3/mods/19122.


Image Note
==========
Player using 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 - https://www.nexusmods.com/newvegas/mods/54991
- ElminsterAU's Fallout 3 Editor - https://www.nexusmods.com/fallout3/mods/637
- Garden of Eden Creation Kit - http://geck.bethsoft.com or https://www.nexusmods.com/fallout3/mods/759
- 7-Zip at https://www.7-zip.org/ or http://www.tesnexus.com/downloads/file.php?id=15579


Licensing/Legal
===============
Per the permissions area in the mod page.