Fallout 3

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Antistar

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  1. Aerkaya
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    How do you turn these on? I put them on by my vision doesn't change. The only different effect I saw is when I brought up my pipboy and it was green but that's all I saw.
    1. antistar
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      If you're using an ENB, they will typically disable image effects like the one used for night-vision in this mod. If you're seeing the night-vision effect when you bring up the Pip-Boy, it could be that the ENB you're using is scripted to toggle off when you do that because it would otherwise interfere with using the Pip-Boy in some way.
    2. kamus1138
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      Any way to solve that?
    3. antistar
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      Short of ENB presets (or ENB itself?) being made to actually work with vanilla IMODs, it would probably take some kind of scripted approach.
  2. SnowFox55
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    Excellent
  3. SwissSanchez
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    Hell yes. Just what the wastelander ordered.

    I'm using the default settings and it's fine by me. This is one of those mods that makes me look at Bethesda and wonder what their excuse is. And I love that I can wear it with my helmety gubbinz, I was expecting constant swapping of headgear but no. All fits together seamlessly. Cheers for this.
  4. fosley
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    Goggles seem to work as avertised. I had a couple issues. First, I found the motion blur to be far too strong, which is, of course, a subjective thing. Second, the depth of field effect also changes my mouse sensitivity dramatically (it gets far more sensitive with NVG on than off). Not sure if this is a conflict because of another mod or what.

    For anyone who doesn't like those effects, you can easily edit them in the GECK. Lots of comments, I see the author mentions editing, but I didn't see a link to a how-to. So here's the short (ish) version:
    1. Load the GECK.
    2. File -> Data.
    3. Find NightvisionGoggles(Powered).esp in your list.
    4. Click to highlight it, then click the button Set as Active File.
    5. Hit OK. Wait 30 seconds to a few minutes, depending on how old your computer is.
    6. Once everything is loaded, go to the Object Window.
    7. In the Filter field, type "nvg" (no quotes).
    8. In the left-hand pane, at the very bottom, click *All. You should see 20-30 different things called NVG...
    9. Double-click either NVGNightvisionISFX or NVGNightvision2xBrightISFX (depending on which you're using).
    10. The ImageSpace Modifer window pops up with lots of scary numbers!!!! But it's ok, the ones we care about are highlighted red.
    11. The field FullScreen Motion Blur / Strength, obviously, controls the motion blur strength. Set it to 0 to disable it, or something like 0.1 or whatever you like.
    12. The field Depth Of Field / Strength controls, obviously again, the depth of field strength. Set it to 0 to disable it, or play with the numbers if you like. I don't actually notice a visual difference, but my graphics are currently set to Low so that may be the issue. Setting it to 0 fixes the mouse acceleration issue though, so I'm happy.
    13. The Cinematic / Brightness / Add field is what he's using to make everything brighter. By default, the normal NVG uses add 5, and 2x bright uses add 10. You can adjust this to your liking. You can also use the Multiply field in addition or instead. Multiply should leave the really dark areas dark, and intensify the light areas more (and is the more technically accurate setting), while add just makes everything brighter. I'm not noticing much practical difference, but you can experiment. I set mine to Multiply 5, Add 0 and it works fine as a reference point.
    14. Color!!! The Cinematic / Tint panel has some fun options. The "nightvision green" effect is controlled here. Green is the typical color (mostly because the human eye sees best in that part of the spectrum), but any color can be done in reality, so there's no lore reason forcing green if you don't like it. You could make it blue or purple or whatever. You can edit the R B G color components directly, or just click Select to get a color picker. The A field is the "alpha" or transparency field. At 255, the screen will be all one color with different brightness (how typical real NVG works). At 0, there won't be any tint at all, just the light amplification you picked in step 13 (atypical, but perfectly possible, and it's been done). You can do 160-190 alpha so the screen is mostly the color you picked, but you can still see greenish plasma balls and reddish laser beams, etc. I went with R 125, G 27, B 245, A 200. It's a purple color that matches my character's hair.
    15. Ok, so after you're done making all your tweaks, hit the OK button down there.
    16. Now, hit File -> Save. FO3 *must* be closed or you'll get errors (if you forgot, hit ignore until they go away, close FO3, then try again).
    17. Load FO3, load your save, enjoy!
    18. Unfortunately, there's no way to edit in-game (that I know of), so you'll have to close FO3 (open the console, type QQQ, hit enter is fastest), make changes in the GECK, save the changes, then reopen FO3 each time. But you can leave the GECK open with all the files loaded so it's not too bad.

    Edit: You can also just double-click a cell in the Cell View pane (preferably something dark, like AnchorageWM01), then double-click something in the Objects list (AMBWindCaveWind2DLP is a good place), then zoom out a bit (have to click the title bar for the 3D view window, then use your mousewheel). Now your changes will show up in real-time as long as the ImageSpaceModifier window is up. It won't be exactly like in-game, but it's a good approximation. With the 3D view selected, press M and it will toggle all the markers (lights and sounds and stuff that aren't 3D models). You'll want them off, otherwise the bounding boxes will change the tint of the screen.

    Anyhow, nice mod, will probably be using it quite a bit now that I've got the mouse thing solved.
    1. antistar
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      I don't recall anyone reporting problems like that with the DOF effect - and I certainly didn't experience them myself - but it's good that you found a solution.

      Thanks for the guide, too; I'm sure some people will find it useful. For general reference there's also the GECK wiki page on IMODs.
    2. fosley
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      I'm not sure what's causing the DoF to affect mouse sensitivity, but it does it with other addons that use DoF. I deleted everything from the Data folder that wasn't vanilla FO3 or your mod, deleted my Fallout.ini and FalloutPrefs.ini, and the problem persisted, so it seems to be related to the game, not the addon or other addon conflicts. It's possible it's related to me playing in windowed mode, but when I try to test in fullscreen mode the game crashes before I can test it (due to other issues not resolvable at the moment).

      I don't actually care, as I hate DoF in general and don't need it to function here. I just wanted to share my results in case they help other people who do care.
    3. flang
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      Fosley's fix did the job for me (ace instructions for a GECK novice like myself). Setting the DoF to 0 in the NVG config negates the mouse acceleration.

      I also tested his theory on windowed mode possibly being the cause (I was also running in a window when I first encountered this problem), since I can run it in fullscreen without crashing. Unfortunately this did not fix it. Even running in fullscreen mode I still get the mouse acceleration problem. So I still need to find a fix for other mods where this occurs such as with Project Reality.
    4. Pegasus6Actual
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      Sorry for the zombie bump, but this was extremely helpful to me.

      I own an actual factory built PVS-14 night vision monocular, as well as a kludge device I built from PVS-2 parts and plumbing fittings. Turning the in-game brightness settings as low as possible, I found a rough approximation (through GECK adjustment) for outdoor settings to be about multiply 2, add 3. I also zeroed out the depth of field settings.

      There are a whole bunch of realism variations involved. On an actual PVS-14, you can adjust the objective lens for focal distance (depth of field), the ocular lens for your individual eye (probably strength of field), adjust the gain (basically a signal amplifier) for brightness, and do it all on the fly. That level of detail is probably impossible for this game, so I basically adjusted the settings down to roughly approximate for infinity focal, a full moon, medium gain, cloudless sky. It's still a bit too bright, so I'll probably play with some of the environment darkening mods to get it closer to real-world performance.

      Another issue is that there are a lot of open fires in Fallout. Open fires throw a heck of a lot of infrared (IR) and near-IR radiation, a lot of which is visible with night vision devices. There is no way in heck to accurately simulate this in any reasonable way. I've seen a 100ft. tall oak tree lit up like a Christmas Tree from a quarter mile out on the strength of a one pallet fire. I'm not even going to get into autogating or auto-brightness-control

      Short version, thank you, Antistar, for giving us tons of material to work with. Even as just an untweaked mod, this thing is awesome. Some jerks like me just want to tweak it, to make it more like the cool-guy things we used to do for a living.

      ETA: Something else I want to work on is the power cell drain. The PVS-14 will go about (temp dependent) 65 hours on a single AA alkaline. A bit longer on an AA lithium. I'd imagine a 2077 energy cell has a bit higher energy density.
    5. antistar
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      Yeah, the particulars of the visual effects and battery drain and whatnot were always that way for mechanics/balance reasons - especially since I've never had access to real NV hardware to use for reference.

      It's been a very long time since I made this, but from memory you could edit the mod's config menu script to make one of its battery drain options super long, if you wanted.
    6. Pegasus6Actual
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      Well, if you ever feel like futzing with this mod in the future, hit me up. I'd be more than happy to provide generic or specific reference material to you (shots with different settings on the NV, different environmental/ lighting conditions, etc.). Assuming you're a US citizen. I'm too attractive to go to prison.
    7. antistar
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      Haha - thanks, but I live in Australia, so I guess that's no good?

      In any case I'm unlikely to play FO3 again, so I'm probably not going to do any more on this mod after all these years.
    8. KainThePheonix
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      Thank you very much for this guide. It is very useful. Kudos!

      Also definitely tryin' this mod out too!

  5. Bottletopman
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    So today I found out that the meshes and textures of these NVGs are actually cut content sitting in the game files.

    Damn, a lot of cool stuff was taken out of the game. Nice to see modders bringing it back.
  6. Anonymous573462
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    Is this the mod that will sell "night vision goggles "green" ?

    I use controller so I can't use ARTN

    The one's I currently have (from fook2? - idk which mod) work but the night vision googles are missing textures (red question mark) if anyone knows what I'm talking about I need help xD

    If this isn't it I really hope to find these to see if they work - Is there a code I can use to test these?

    I need a pair of googles I can interact with and turn on and off via the pipboy
    1. antistar
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      They're just called "Nightvision Goggles" in this mod, and they work simply by equipping and unequipping them, so you can assign a hotkey to them if you want.

      Just go buy a pair from a general merchant to try them out - like it says in the readme/description.
  7. antistar
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    Thanks.
  8. Ness92
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    on the pictures it the goggles looks amazing great job mate, this one of the top 10 mods without a doubt! finay i dont have to worry about when its getting dark at all anymore just need to have enough energy cells. i really like the ide that the goggles are using energy cells as power very nice. thank you so much for making this mod this is exacly what the game needs when you cant see anything.
  9. GamingDyke
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    This is going to be helpful with AWOP mod!
  10. User_5199727
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    Could you add a small HUD hint to know how many energy cells I have left, like in Gopher's mods?
    1. antistar
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      Sorry, I made this mod very early on and it's been finished for a very long time. There are now other (better, in my opinion) night-vision mods out there that I'd encourage you to check out if they have features you want.
    2. User_5199727
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      Looks like someone already made this for your mod. Cool http://www.nexusmods.com/fallout3/mods/18394/?
    3. MaeseAtorrante
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      Antistar, this is the best Nightvision Goggles.