Ok so I'm going to break the issues down into two categories; mod conflicts and ArchiveInvalidation. If your issue doesn't seem to be in one of these categories, post a detailed description of your problem so I can look into it. I /strongly/ believe that most people's issues are stemming from the ArchiveInvalidation issue as I tested a wide array of settings to troubleshoot the issue.
This mod does not require F4SE, graphics settings don't matter, other IMOD mods shouldn't cause issues (True Storms, Darker Nights, DynaVision, etc).
ArchiveInvalidation
If you are not seeing the blur effect but your stats are changing appropriately (-2 without glasses and +1 with glasses) then you need to enable ArchiveInvalidation as stated here: http://www.nexusmods.com/fallout4/mods/4421/?
Mod Conflicts
If your stats are getting funky and not adjusting properly, then another mod that you're using is likely conflicting with this mod. I've done my best to separate as much of the components in my mod from that of others to avoid conflicts. The best I can offer is that you disable mods to find out which mod is causing the conflict (or post your load order so the nexus community can make suggestions).
This is my load order to see what kind of mods my mod actually works with (do not use for load order accuracy; intended only for compatibility purposes):
Fallout 4 DLCRobot DLCWorkshop01 ArmorKeywords Armorsmith Extended Slow Time (Bullet Time) JaneBod Lots More Female Hairstyles rxl_collars TrueStormsFO4 TrueStormsFO4-ClimateSettings TrueStormsFO4-GlowingSeaExtraRads Craftable Armor Size - Fix Material Requirements Move (Get Out the Way) QuickEnterFromStand QuickExitToStand Scrap Everything LegendaryModification LegendaryModification2LM LegendaryModificationMisc Craftable Armor Size BetterModDescriptions BetterModDescriptionsAE BetterModDescriptionsCAS BetterModDescriptionsLM2LMNormal BetterModDescriptionsLMMiscNormal BetterModDescriptionsLMNormal JB - VaultLovely WastelandSurvival (my own personal adjustments to certain misc items) DX Commonwealth Shorts DX Vault Girl Shorts JC-Shirt and Jeans PrescriptionGlasses (probably a good idea to toss my mod at the end of your load order, this may fix compatibility issues with large mods).
As it stands I've messed around with creating destructible non-power armor armors by attempting to duplicate the power armor setup using the body part data for human NPCs and the player, didn't really work out as I don't fully understand how the ArmorTypePower keyword works in relation to the rest of the power armor and what's considered hardcoded that I can't adjust. I'd script some events to register head hits while wearing the glasses but I imagine that'd get overly complicated.
As of now I'm not developing this mod any further than fixing bugs. I plan to wait for a mod to come out that adds some kind of equipment damage. There is a mod on another site (not a pirate site) that removes the players equipment and causes the PC to SURRENDER. It's in a pretty stable alpha stage at the moment but it's a decent, SFW, and immersive way to bring out the penalties of my mod for not having your glasses.
Mod is finally fixed. I forgot that Skyrim and FO4 CKs don't store the scripts in the esp and forgot to include them in the mod file. 1.4 fixes this issue. Sorry for anyone that I troubled over this issue.
Nice mod. I just finished a playthrough with it. Those parts where I had to use a hazmat suit and do some hacking, and The Train mod (https://www.nexusmods.com/fallout4/mods/35061?tab=description) were a bit more challenging (severe astigmatism simulator), but still playable on normal difficulty. The only problem I had with it was when I changed my character's appearance at the Mega surgery center. Everything's blurred because the glasses were automatically removed and it was hard to see the changes I was making.
Is it possible for the blurry vision effect to work only when you have 'Four Eyes' and are not wearing glasses? I get what you were going for (sort of) with prescription glasses being designed specifically for one's character's eyes, but it's a bit complicated, isn't it? I mean, why have the 'Four Eye' perk if it's not gonna affect your vision to begin with?
I second this. No offense to the creators of those glasses, but I find them very aesthetically unappealing. If it was done the way you suggested then it would work with all of the amazing glasses already available for Fallout 4.
Hey, I loved using this mod in New Vegas for role playing purposes and I'm glad to see it make a return. I haven't installed this yet but I do have a question. As a better model I use the Rad-Ban Eyewear Inc. mod ( http://www.nexusmods.com/fallout4/mods/8342/? ) for my character. Is there a way to add a eyewear modification at a workbench through something like Armorsmith Extended or AWKCR so that any pair of glasses can be altered to have the "prescription" benefit in game?
So I looked at the Rad-Ban mod and it doesn't look like I can just put a compatibility patch together that'll work without being invasive to the Rad-Ban mod. I'll have to contact that mod author and see about coming up with a solution. I don't want to just replicate their glasses in another ESP, but they're using unmodified Enchantment effects; if I use those then my prescription glasses mod will start functioning on everything that uses those enchantments. If they can create custom enchantment effects then I can tie those into my mod by name without overwriting anything from their mod.
Ah I see the problem now, thank you for replying and explaining the issues, hopefully in the future something can be done about this. But until then I will still download and endorse this mod because I love the realism, thanks again.
nice mod idea but somehow it's not working for me, stats changing like it's supposed to be but I don't get that blur effect and yes I enabled the ArchiveInvalidation
I'm using this http://www.nexusmods.com/fallout4/mods/6796/? enb & reshade
That's likely your issue. ENB is notorious for disrupting IMODs; FNV had significant issues with IMODs not working with ENB, even the simple stuff like night vision mods and the Friend of the Night perk, though if I recall this mod worked for some reason with FNV's ENB. I'll have to look into that at some point but it may be a bit much to deal with in this stage of the game's life. I'll have to see if the ENB stuff is considered alpha or what not and how ENB and reshades play into affecting IMOD features.
Instant download, my sniper needs his glasses anyway and now there's good reason why. Kind of a shame there's no threat to losing my glasses, since there's no durability system for armour, but I'd rather this setup. I'll have a real hard time whenever I need to equip a gas mask, that'll be fun.
That's more or less how I felt about adding the mod effect to every set of glasses/headgear. Suppose I could do that with a HasPerk == 1 recognition but not sure at what point the concept of prescription lenses transitions from Fallout immersive to breaking the lore with too much access to unlikely technology (like prescription gas mask lenses).
I really do want to figure out a method of implementing durability factors to the glasses or otherwise enforcing points in which the mod's core concept is able to actually affect gameplay without players directly controlling that feature.
Havin' some poopy problems with the glasses not behaving quite right - left a bug report but lemme know if I should post my mod load order somewhere so we can track down where the issue is at. I'm not certain what to look for on my own.
Excitement levels about this mod: not diminished, just delayed slightly!
I've had a few reports about this mod on some different levels, I'm going to take a look at the script it uses and see about removing anything that I believe is behaving oddly. The issue I suppose overall is that a lot of the scripts and such haven't been tested with FO4 extensively like they have with all the other Bethesda games; more so that certain methods about approaching these kinds of mods can be a little tricky.
So again, let me poke around with the script this mod uses and see if I can figure out a way for it to be more friendly with other mods. I'd say to always check and see if the Night Person perk works for you while you're having issues with this mod; if Night Person works, then this mod should too.
erm i found the magazine. picked it up and it then told me i had the perk .
But my vision was fine.
i then went to the chemlab as i guessed maybe i had to wear the glasses for the blur vision to activate. but even when i put them n and then remove them to see if i then have blurred vision, i still see totally fine.
So i cant seem to get any blurring poor vision effect from the mod.
I have been using the Dynavison which is the only mod that has any effect on vision that i have installed. But even when i deactivate Dynavision i still see perfectly well without the glasses.
I have tried re-reading the magazine to see if i maybe hadnt triggered the mod. But nothing.
Any ideas at all why i have such good eyes? hehehe.
First off try checking your Perk tab inside the Pip-boy to see if you have the perk. If you don't have the perk then something is wrong with the magazine.
Secondly, you may have files installed from DynaVision that are still present in your game (If you installed with NMM it has a habit of not always being a clean uninstall).
This mod calls for a very specific and simplistic setup, basically as simple as all the vanilla perks (exactly in fact, as the perk uses a duplicated Night Person script).
I'm about to look into all the stuff people brought up today like Power Armor and DynaVision. If DynaVision works with my install of the game, then it may be an ini tweak that needs to be made (but I still can't imagine this mod is that complicated). I tested my mod prior to publishing it and all the magazine stuff worked just fine along with the glasses and so on. I'll play with it some more tonight and see if everything is still how it should be.
Oh, what version of Fallout 4 are you using? If you are not using the current beta version than that may be it as well.
Alright, I installed DynaVision and tried out that mod with my own and everything worked just fine; I included a side-by-side comparison screenshot in my image section (it's a little hard to tell but DynaVision doesn't seem like it's supposed to drastically stand out). I don't know why the mod isn't working for you but if DynaVision is working for you then this mod should be working for you as well.
I'd recommend that anyone installing this mod, or mods in general, walk through the steps of setting up their ini file for the array of various mod requirements (editing your bInvalidatOlderFiles and sResource entries).
If you could list what mods you're using that may help sort out where the issue is; however, as I said before it DynaVision is working then this mod should work too. If Night Person works for you then this mod should work for you as well.
So a revised troubleshooting guide for you would be to:
1) Check to see if the perk is actually getting added to your character in the perk tab of the Pip-Boy.
2) If the perk is being added but the effect is not working, try adding the Night Person (Rank 2) perk and see if that works. Night Person and my mod should /always/ be in the same state of functionality.
I am in no way at all suggesting that Dynavision is a bad mod or that i dont wish to use it.
In fact i am not sure i could even play it without Dynavision..hehe.. But i was merely wondering if two vision attentive mods may have been conflicting. Gopher does state clearly in his MOD that Dynavision is a very simple and safe and tested mod so i am thinking it has to be one of my ini setups. I have checked my pipboy and i do have the vision impaired perk showing in my pip-boy perks list.
But i seem to have 100% clarity vision ingame. It does tell me in the pipboy that my Perception is effected. So the perk is active and effecting my character. I just find its not 'visually' doing anything in my game, with or without the eyeglasses.
I will try to place a list of my mods here. i have 143 mods running and all checked with LOOT and so far none have failed or bugged out. I have chosen carefully the mods i use and most are immersion. I dont have any ENB mods. i do use True Storms but thats just a weather mod.
I use True Storms as well and have no issues. Didn't mean to suggest anything about DynaVision. Gopher does mention a game related issue with too many IMODs running at once but it's only an issue when exiting the game.
140 mods is way more than I'm running though, I have like 20 at the moment. Going to lean towards a mod conflict being the reason why this mod isn't working properly for you. I'd see about getting your load order posted somewhere that can be referenced to see what the conflict is.
As someone who actually wears glasses in real life I absolutely love this! I've always wanted a mod like this for a Fallout game and somehow never knew about the FNV version, this small change adds so much depth to my RP characters. Thanks a bunch!
I really enjoy immersive aspects to gaming, especially if they blend in well with the standard gameplay. That's why I didn't want to make the blur too extreme but wanted it to be enough that there was an actual impact on combat.
I can't recall a lot of instances in FO4 where your equipment is removed like with all the DLCs for FO3 and FNV, so I may look into creating some kind of aspect to this mod that puts the player into those kinds of situations. Likely just be a simple item damage aspect so the glasses need to be repaired, possibly with a low item health stat.
Good point, I haven't had a lot of time to test those situations out but I'll add it to my list of stuff to look into. I'll check that out along with some other stuff later tonight.
For some reason i really love the idea and concept of this.
My player wears the reading glasses she finds in her wasteland and it looks good on her. So now these glasses would actually become really important to her. she would actually NEED to wear them just as anyone with poor eyes would.
I dont wish to mock or make fun of anyone who in in reallife has bad vision and has to wear glasses at all. I fully understand how very lucky i am in my reallife not to have to rely on glasses. But this is a clever twist to the game.
Only few things i wish to ask as i track this MOD before trying it.
1) will this in anyway conflict with DynaVision by Gopher. I love his mod so so much and it has totally made my game 100% more fun. but it creates a depth of field, blur effect for anything not focused on and switched that clarity depending on what you look at ie a close object or distant skyline. I was concerned if by wearing these glasses with the mod active if that would break Dynavison's effects at all.
2) i also use the amazing MOD that gives me thermal and nightvision goggles. I really enjoy using those mostly in gloomy or dark scenes. If i wear these goggles i obviously cant also wear the reading glasses. So will this then blur and un-focus my goggle vision? If it does, can there be any option added that allows vision to stay focused i those goggles and even maybe with scopes? i would imagine a scope creates to an extent to aid that focal glasses would to a person with poor vision? maybe?
Anyways... loving this immersive idea and i am very interested.
Indeed, I really loved Superonofa's mod while playing through various parts of FNV and FO3 like The Pitt, Old World Blues, etc when the PC has their equipment taken. Made it extra challenging to fight with slightly blurred vision (which is why I didn't get too extreme with the blurring). Also there shouldn't be much to worry about in terms of people taking offense to this mod's concept, just a little enjoyable immersion.
I'll answer these questions in order of easiest to hardest.
Scopes don't help people with visual impairments because the lenses aren't the same kind of design as prescription lesnes (or as far as I understand it, if it would work the scope would need to be set to the prescription). Ragardless, the scope angle may be a bit of a hassle, haven't looked too deeply into that since it never crossed my mind.
As far as the nightvision goggles go, I can look into something for that, if anything I can just make a convertable recipe that allows people to simply exchange that item for one that has the prescription effect.
I have no idea about DynaVision, I'll look into it. So far I've had no issues what so ever with IMODs like I mentioned in the description (Jet, NV scopes, VATS, etc). The only issue that could occur is if a modder sets their IMOD script to remove/override other IMODs. I'll take a look at DynaVision and follow up on this question. Only historical issues I know of with IMODs is when ENB is being used (Which is an entirely different issue).
I will test it and update you on anything odd or any possible requests thru trying it. I really love your MOD idea so i trully hope you keep updating and working on it. its a super idea and adds to anyone that enjoys immersion.
33 comments
This mod does not require F4SE, graphics settings don't matter, other IMOD mods shouldn't cause issues (True Storms, Darker Nights, DynaVision, etc).
ArchiveInvalidation
If you are not seeing the blur effect but your stats are changing appropriately (-2 without glasses and +1 with glasses) then you need to enable ArchiveInvalidation as stated here: http://www.nexusmods.com/fallout4/mods/4421/?
Mod Conflicts
If your stats are getting funky and not adjusting properly, then another mod that you're using is likely conflicting with this mod. I've done my best to separate as much of the components in my mod from that of others to avoid conflicts. The best I can offer is that you disable mods to find out which mod is causing the conflict (or post your load order so the nexus community can make suggestions).
This is my load order to see what kind of mods my mod actually works with (do not use for load order accuracy; intended only for compatibility purposes):
Fallout 4
DLCRobot
DLCWorkshop01
ArmorKeywords
Armorsmith Extended
Slow Time (Bullet Time)
JaneBod
Lots More Female Hairstyles
rxl_collars
TrueStormsFO4
TrueStormsFO4-ClimateSettings
TrueStormsFO4-GlowingSeaExtraRads
Craftable Armor Size - Fix Material Requirements
Move (Get Out the Way)
QuickEnterFromStand
QuickExitToStand
Scrap Everything
LegendaryModification
LegendaryModification2LM
LegendaryModificationMisc
Craftable Armor Size
BetterModDescriptions
BetterModDescriptionsAE
BetterModDescriptionsCAS
BetterModDescriptionsLM2LMNormal
BetterModDescriptionsLMMiscNormal
BetterModDescriptionsLMNormal
JB - VaultLovely
WastelandSurvival (my own personal adjustments to certain misc items)
DX Commonwealth Shorts
DX Vault Girl Shorts
JC-Shirt and Jeans
PrescriptionGlasses (probably a good idea to toss my mod at the end of your load order, this may fix compatibility issues with large mods).
As it stands I've messed around with creating destructible non-power armor armors by attempting to duplicate the power armor setup using the body part data for human NPCs and the player, didn't really work out as I don't fully understand how the ArmorTypePower keyword works in relation to the rest of the power armor and what's considered hardcoded that I can't adjust. I'd script some events to register head hits while wearing the glasses but I imagine that'd get overly complicated.
As of now I'm not developing this mod any further than fixing bugs. I plan to wait for a mod to come out that adds some kind of equipment damage. There is a mod on another site (not a pirate site) that removes the players equipment and causes the PC to SURRENDER. It's in a pretty stable alpha stage at the moment but it's a decent, SFW, and immersive way to bring out the penalties of my mod for not having your glasses.
I'm using this http://www.nexusmods.com/fallout4/mods/6796/? enb & reshade
Thank you!
I really do want to figure out a method of implementing durability factors to the glasses or otherwise enforcing points in which the mod's core concept is able to actually affect gameplay without players directly controlling that feature.
Excitement levels about this mod: not diminished, just delayed slightly!
So again, let me poke around with the script this mod uses and see if I can figure out a way for it to be more friendly with other mods. I'd say to always check and see if the Night Person perk works for you while you're having issues with this mod; if Night Person works, then this mod should too.
erm i found the magazine. picked it up and it then told me i had the perk .
But my vision was fine.
i then went to the chemlab as i guessed maybe i had to wear the glasses for the blur vision to activate. but even when i put them n and then remove them to see if i then have blurred vision, i still see totally fine.
So i cant seem to get any blurring poor vision effect from the mod.
I have been using the Dynavison which is the only mod that has any effect on vision that i have installed. But even when i deactivate Dynavision i still see perfectly well without the glasses.
I have tried re-reading the magazine to see if i maybe hadnt triggered the mod. But nothing.
Any ideas at all why i have such good eyes? hehehe.
Secondly, you may have files installed from DynaVision that are still present in your game (If you installed with NMM it has a habit of not always being a clean uninstall).
This mod calls for a very specific and simplistic setup, basically as simple as all the vanilla perks (exactly in fact, as the perk uses a duplicated Night Person script).
I'm about to look into all the stuff people brought up today like Power Armor and DynaVision. If DynaVision works with my install of the game, then it may be an ini tweak that needs to be made (but I still can't imagine this mod is that complicated). I tested my mod prior to publishing it and all the magazine stuff worked just fine along with the glasses and so on. I'll play with it some more tonight and see if everything is still how it should be.
Oh, what version of Fallout 4 are you using? If you are not using the current beta version than that may be it as well.
I'd recommend that anyone installing this mod, or mods in general, walk through the steps of setting up their ini file for the array of various mod requirements (editing your bInvalidatOlderFiles and sResource entries).
If you could list what mods you're using that may help sort out where the issue is; however, as I said before it DynaVision is working then this mod should work too. If Night Person works for you then this mod should work for you as well.
So a revised troubleshooting guide for you would be to:
1) Check to see if the perk is actually getting added to your character in the perk tab of the Pip-Boy.
2) If the perk is being added but the effect is not working, try adding the Night Person (Rank 2) perk and see if that works. Night Person and my mod should /always/ be in the same state of functionality.
I am in no way at all suggesting that Dynavision is a bad mod or that i dont wish to use it.
In fact i am not sure i could even play it without Dynavision..hehe.. But i was merely wondering if two vision attentive mods may have been conflicting. Gopher does state clearly in his MOD that Dynavision is a very simple and safe and tested mod so i am thinking it has to be one of my ini setups.
I have checked my pipboy and i do have the vision impaired perk showing in my pip-boy perks list.
But i seem to have 100% clarity vision ingame. It does tell me in the pipboy that my Perception is effected. So the perk is active and effecting my character. I just find its not 'visually' doing anything in my game, with or without the eyeglasses.
I will try to place a list of my mods here. i have 143 mods running and all checked with LOOT and so far none have failed or bugged out. I have chosen carefully the mods i use and most are immersion.
I dont have any ENB mods. i do use True Storms but thats just a weather mod.
140 mods is way more than I'm running though, I have like 20 at the moment. Going to lean towards a mod conflict being the reason why this mod isn't working properly for you. I'd see about getting your load order posted somewhere that can be referenced to see what the conflict is.
I d not think its an issue at all with your Mod either. it has to be an error with my mod order or one of them conflicting.
Both your mod and Dynavision are fine. I am certain it has to be something on my end.
I can't recall a lot of instances in FO4 where your equipment is removed like with all the DLCs for FO3 and FNV, so I may look into creating some kind of aspect to this mod that puts the player into those kinds of situations. Likely just be a simple item damage aspect so the glasses need to be repaired, possibly with a low item health stat.
My player wears the reading glasses she finds in her wasteland and it looks good on her. So now these glasses would actually become really important to her. she would actually NEED to wear them just as anyone with poor eyes would.
I dont wish to mock or make fun of anyone who in in reallife has bad vision and has to wear glasses at all. I fully understand how very lucky i am in my reallife not to have to rely on glasses. But this is a clever twist to the game.
Only few things i wish to ask as i track this MOD before trying it.
1) will this in anyway conflict with DynaVision by Gopher. I love his mod so so much and it has totally made my game 100% more fun. but it creates a depth of field, blur effect for anything not focused on and switched that clarity depending on what you look at ie a close object or distant skyline.
I was concerned if by wearing these glasses with the mod active if that would break Dynavison's effects at all.
2) i also use the amazing MOD that gives me thermal and nightvision goggles. I really enjoy using those mostly in gloomy or dark scenes. If i wear these goggles i obviously cant also wear the reading glasses. So will this then blur and un-focus my goggle vision? If it does, can there be any option added that allows vision to stay focused i those goggles and even maybe with scopes? i would imagine a scope creates to an extent to aid that focal glasses would to a person with poor vision? maybe?
Anyways... loving this immersive idea and i am very interested.
I'll answer these questions in order of easiest to hardest.
Scopes don't help people with visual impairments because the lenses aren't the same kind of design as prescription lesnes (or as far as I understand it, if it would work the scope would need to be set to the prescription). Ragardless, the scope angle may be a bit of a hassle, haven't looked too deeply into that since it never crossed my mind.
As far as the nightvision goggles go, I can look into something for that, if anything I can just make a convertable recipe that allows people to simply exchange that item for one that has the prescription effect.
I have no idea about DynaVision, I'll look into it. So far I've had no issues what so ever with IMODs like I mentioned in the description (Jet, NV scopes, VATS, etc). The only issue that could occur is if a modder sets their IMOD script to remove/override other IMODs. I'll take a look at DynaVision and follow up on this question. Only historical issues I know of with IMODs is when ENB is being used (Which is an entirely different issue).
I have downloaded your MOD and will try it out.
I will test it and update you on anything odd or any possible requests thru trying it. I really love your MOD idea so i trully hope you keep updating and working on it. its a super idea and adds to anyone that enjoys immersion.