Fallout 3

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Riain

Uploaded by

Riain

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About this mod

This mod adds night vision that is turned on and off by using the same key as the pipboy light. FOSE is not required. This mod only requires the standard Fallout 3 game. One version of the mod adds small glowing details (such as glowing lamps) to the default power armors.

Permissions and credits
Night Vision for Power Helmet Armor (Version 1.5 - By Riain)
=============================================================

Thanks for your interest.

If you don't mind, please rate this mod.

Just Included: A version of this mod now gives night vision to Anchorage's winterized power armors.

Description:
============
This mod adds night vision to the power helmet. Night
vision is activated/disactivated the same way as the pipboy
light is (hold tab). Night vision only works when the
helmet is equipped and once unequipped tab turns on/off the
pipboy light once again.

There are four versions:
1. T48b Night Vision Helmet - Adds a unique helmet with
night vision. The helmet can be found by vault 101. This
version can work separately from other versions.
2. Night Vision For All - Adds night vision to all power helmets.
3. Night Vision For ALL No Textures - This is the same as
Night Vision For All but does not include textures so it
may work with other mods that replace the power helmets'
default textures.
4. Night Vision For All Anchorage - This is the same as the
standard Night Vision For All but includes the winterized
power armor that appears in Operation: Anchorage.

The helmet texture looks just like the default only glowing
parts were added (see images). Night Vision For All will
change the default texture.

Requirements
============
FOSE is not required.
The standard Fallout 3 game for all versions of Night
Vision For All.
Operation:Anchorage is also required for Night Vision For
All Anchorage.

If you use a version that replaces the default texture you
need to create an "archive invalidation" file or use a
program that does this (especially if you don't know what
one of these files is).

Here is a good archive invalidation program:

http://www.fallout3nexus.com/downloads/file.php?id=944

You only have to set it up once and you can forget about it.

Change Log
==========

Night Vision For All Anchorage (NVFAA) 1a - Includes the
winterized power helmets.

1f - Adds glowing effect to the Outcast helmet (see images). This also removes the annoying effect of their entire helmets glowing in the dark.

1e - I found a fourth identical enclave helmet that was not
included before.

1d - Fixed an oversight in the script. Outcast and Tesla
helmets should now work. Also, the new T51b textures were
added (looks like I forgot to include them with the .nif
file).

1c - Changed how textures are modified in the mod. There is
no noticeable change between 1c and 1b except that 1c may
fix problems that a couple of people were having. (No
change is needed/made in the no texture version.)

A glowing light was also added to the T51b. More small
changes may be made in the future.

1b - Very small tweak to the script. Now if you happen to
already have a power helmet equipped when you load a save
game with the mod for the first time night vision will work
right a way (no re-equipping needed).

T48b Story:
===========
A few standard power helmets were built with night vision
for special missions. These helmets were model T48b. The
standard helmet did not include night vision to decrease on
mass production costs.

Contacting Me
=============
If you want to get a hold of me it is probably best that
you go here: http://sircommunity.com/forums and ask/pm for
Sir. Riain. Drop by anyway if you want. We are a community
of game modders and machinima producers/actors.

However, if you don't mind possibly slow response you can leave a message here too.

Using This Mod For Your Work:
=============================
You can use this in your mods or modify it but if you
upload anything that used this please make a reference to
me and this mod.

If you wouldn't mind, also, pm if you release a mod using
this. It is not that I want to keep track of things, I just
ask to fulfill personal curiosity of if/where other people
are using this. :)

Installation:
=============
1. Make sure bInValidateOlderFiles is set to 1 in Fallout_default.ini, which is found in
our Fallout3 folder in your programs, and FALLOUT.INI,
which is found in \My Documents\My Games\Fallout3\FALLOUT.INI
2b. If you are using a version that is not a No Texture version edit your archive invalidation file or, especially if you don't know what an "archive invalidation file" is used the following:
http://www.fallout3nexus.com/downloads/file.php?id=944
2. Extract the zip to your Fallout3 folder in your program files.
3. Go to Data Files in your Fallout 3 launcher menu and check the .esp you chose
4. If you are using the T48b file go just outside vault 101
and look for the helmet.
5. Have fun.

Uninstall:
==========

Uncheck the mod in Data Files or remove the .esp you chose
from your \Data directory.

If you want to remove the files check the readme specific
to the mod version for which files to delete.


Conflicts
=========
For the T48b helmet there are no conflict issues are known.

For the Night Vision For All version, this mod may conflict
with any mod that changes the default power armor
helmets look or script. Use the NO Texture version if you
have such a conflict. Also, it should be a simple thing to
edit those mods to use Night Vision for All with them.

Anything that modifies the pipboy light might conflict with
either version. Then again, it might be fine.

Making Your Own Power Armor with Night Vision
==============================================
It is fairly simple to add night vision to power armors,
though. Duplicate this mod and rename it. Open up the new
mod in GECK, and create your custom power armor and find
the NTPowerHelmetScript script. Rename the script. Then
where every you see Player.GetEquipped [Armor ID] replace
the ID with the ID of your custom armor. If there is a
bunch of GetEquipped statements with || or && seperating
them, delete the repeated Player.GetEquipped [Armor name].
You only need one per if statement.

Problems
========
If you have problems with this mod feel free to contract
me. I'll try to help or fix the problem if I can.

Legal
=====
By installing this you agree that I, Riain, do not have
responsibility for any problems you may have due to
installing this mod.

Back up your game if you are worried about, although I
highly doubt it will cause any problems but conflicts will
happen.

Thanks
======
Thanks to all those who show and interest in this.

Also, thanks to Bethesda for making Fallout 3.