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Gisla

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  1. Gisla
    Gisla
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    Alright, I recommend updating to 1.1 for anyone using 1.0; think my file versions got swapped for some reason, but the No DLC and Far Harbor versions are correct now. I also added optional dual function versions that require the player to have their weapon out and sneaking for the night vision to activate as requested.
  2. OwynTyler
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    Please also make a version for it to be always active (in night hours)

    I'd use that along with other night vision improving mods
    1. Gisla
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      Response to an old comment, but having it always active would be a very niche modification. With all the flood lights and light sources at night, the imod effect of night vision would be literally blinding to the physical player to an almost unmanageable degree. Just my opinion, if you know how to use FO4Edit you can simply alter the esp of the perk's spell effect to change the condition to GetTimeOfDay (or whatever it is) to (dusk time) > and a second condition (dawn time) <
  3. E7veer
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    BIG thanks for the mod! endorsed
  4. UrbanDharma
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    I think it's super simple how this should have been implemented by Bethesda originally. Just have night vision activate on a scoped weapon at night (personally would like sneak mode to be a condition required). Is that possible for you as a modder? would make getting this perk 10x more fun
  5. biblo
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    could you make a patch for this mod. http://www.nexusmods.com/fallout4/mods/10957/? I have tried to go in kit and change it to just isweaponout, but it just glitches the night person perk.
    1. Gisla
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      I could but I'd need to talk to that mod author about it, the issue with the IsWeaponOut function is that previous games seem to have only been True/False (as the function suggests) but in FO4 the function calls on multiple IsWeaponOut values, so you need to do " IsWeaponOut > 0 "

      I can't promise a quick turn around on the compatibility patch or even if I'll get a response. You seem to at least know your way around the CK, if you simply load up the CK with the mod you want to edit, find the perk, and change the IsSneaking == 1 function to IsWeaponOut > 0 it should do the trick for you.
  6. JM_MnNemo
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    If you're looking for ideas, being able to do this with the V.A.N.S. perk would be a HUGE help.
    1. Gisla
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      You mean doing the same concept but tweaking the VANS perk? I noticed in some video that the VANS perk actually has to activate from entering VATS, personally I'm not a fan of the VANS perk in general but the way it's designed makes even a subpar perk that much worse. I'll take a look at how the perk activates and see if there's a simple work around.
    2. Gisla
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      Looks like the VANS perk may be hardcoded, I'd have to mess around with getting it to activate but everything about it points to the "Guide" value and there aren't any functions I can change to get the perk to trigger alternatively without writing an entire script for it or what not. This is kind of the same issue I had with the Mister Sandman perk, I wanted to change it from sleeping targets to just NPCs that haven't detected the player; ultimate issue is that the StartVampireFeed is hardcoded around sleeping targets, so it'd have to be rewritten and maybe given a new animation. That or the perks have to be scripted through a backdoor method, sort of how menus are done at the moment without a Mod Menu.
    3. JM_MnNemo
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      Darn. Yes, that was what I meant, VANS is cool and all but A: VATS apparently can't be turned on if there's not targets in the area and B: Even if you do, you have to be *facing* the direction that VANS is in for it to be any use-- you can't click it on and look around for the right way. But, if it's not gonna happen without a boatload of effort, then it's not gonna happen without a boatload of effort. Ah well.
    4. Gisla
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      You could probably look into a compass mod, not sure what all modders are capable of at the moment. I feel that a lot of perks are kind of needless, the VANS perk should just be attached to the Science! perk as a craftable modification or something, and replaced with a proper perk altogether. I could probably do that with a consumable item requiring the Science! perk that just adds the perk on consumption, and replace the VANS perk with something more useful and intelligence based.

      I kind of feel the same way about the Charisma perk Local Leader, it's a really needless perk that does basically nothing of any value for the actual gameplay... I don't feel like dropping 2 perks into Local Leader just to get some settlement vendors and supply lines which should be included as a standard feature. Currently I just haven't looked into what to replace them all with, but I plan to replace the VANS, Local Leader, and possibly the Caps Collector perks with more useful perks.
  7. Salah-ad Din
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    Just to clarify: Does it activate at night when you just draw your weapon, or at night when you draw your weapon during sneaking? If it's not the second, I'd really like the latter to be implemented, if possible. Thanks in advance.
    1. Gisla
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      It only functions off the status of your weapon, the sneaking portion of the perk is completely removed. In regards to the time of day and interiors, those were untouched.

      The mod only changes the required sneaking function to having your weapon out, so treat the perk normally in all other regards.
    2. Salah-ad Din
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      But...is it possible to add two conditions, as in sneaking AND having the weapon drawn?

      Sometimes I just walk around with the weapon drawn because...well it's a dangerous place.
    3. Gisla
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      It is actually, someone I was in PMs with just suggested that as an idea. It won't really be any more conclusive as a solution to the way the perk works than the way this mod is designed at the moment, but providing more options for people to choose from is likely the best way to tackle the overall issue.
    4. Phnx
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      Hmm, I've tried adding the "IsWeaponOut" condition going along with the "IsSneaking" one but night vision won't activate. OK, checked out your mod and strangely it is working when "IsWeaponOut" is greater than "0" not equal to "1".
    5. Salah-ad Din
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      Grrrrrrrrreat! Thank you. I wont install this right away (just so you don't wonder why it's not in my downloaded list) because I'm still a bit early in my second playthrough and wanna test it once I aquire the skill, but I will definitely download it later.
  8. biblo
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    i have this installed and last in my load order, but night vision is working only while sneaking.
  9. ninjarat314
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    Thank you! After seeing similiar mods for the red overlay for power armor and the like, I've really wanted this get such a treatment as well! It makes this perk a viable choice once more! :)
    1. Gisla
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      Indeed, I've always felt that taking the Night Person/Friend of the Night perks is more of a burden than a benefit because of how they function. Made this same mod for FNV (not sure if I ever released it or not), so I'm happy to reproduce the same mod for FO4. Kind of where I'm at with modding at the moment, sort of recreating a lot of mods from FNV for FO4.