This is a must have mod for me. I can't play without it.
But I have a bit of a problem, when I added the mod to an existing save game, everything worked perfectly. But now that I've started a new game, the ring doesn't appear in my inventory.
I've moved the mod to the bottom of my load order, but to no avail. So I'm just wondering if I can manually add the ring to the world?
I opened the mod in the creation kit and I was going to just place the ring on the ground near the Vault 111 exit. But I'm not sure which ring to use. There seem to be two models (one inactive and one active). Does anybody know which one I should use?
If worst comes to worst, I'll try making a new ring. But I've never done this before. So would making a new ring and then just adding the enchantment to it work? Or is it more involved than that?
Sorry for all the questions, but I must get this mod working again! It's an absolute essential for me
Edit: It worked!!!
I'm so happy. I opened the mod in the creation kit and created a new ring. Then I added the lifesightosr enchantment to it. Then I just placed it near Vault 111 (on the ramp by the skeletons hand).
you could activate it after you exit 111 also. Mods that add items to your inventory at the beginning are goofy, because you have No Inventory until after you leave Cryo. Any Mod that adds items to your inventory should be activated After you get the Pipboy.
I know this comment is ancient to your post, but I am playing through this again, and as you, I can't play this game without the "Stealth LifeSight" items. I would love to place this enchantment on a pair of sunglasses, but don't know the enchantment ID of the code. Could you tell us/me what that enchantment code ID might be? I don't use the "Creation Kit", but with the correct ID, I can add the mod with the console command "getplayergrabbedref" -and then - "<ItemRefID>.amod <enhancement-ID>" I just hate the look of those goofy goggles and I use the "Ring" on another, different enchantment. Thank you.
Is this still active? Can we have a ring version with stealth only? without the life detect please? i cant find any mod for a ring with stealth only. The only one i found automatically makes the character invisible when in combat. i just want a simple invisibility wring..
Tired of wearing the Sirius helmet. Covering up all the nice hair. This works great and with the inclusion of friendlies being blue. Sometimes the enemy is blue but turns red when they detect you. Doesn't happen often enough to be annoying though and in the situation where it does you know who it is.
I have met a very strange situation. If you have LifeSight activated during first meet with Brotherhood of Steel (paladin Danse & many ghouls). Then scenario scripts appears to be broken. Ghouls stop attack waves. And paladin only talk about enemy around. I can not imagine HOW it works :( I am not programmer and not mod-maker, just silly gamer :( But I tested this situation at least 7 times with same result. I spent a lot of time trying to detect which mod causes this situation. Result: If you have this mod, have rings and glasses in backpack - all OK If you have active LifeSight effect during this mission - all BAD. Very weird!
Great mod, thank you. I have used this in various playthroughs (normal, Frost, Horizon, Outcasts etc.) with no problems for thousand(s) of hours. But, leave it to me, I created a problem where the spell effect was permanent, probably by equipping and removing the activate and deactivate rings too quickly in a region of the game that was script heavy (i.e. Sim Settlements 2) ... pure speculation on my part.
My point, is that the spell was permanent upon reloading saves etc. Tried using Re-saver to remove unattached script, but that didn't work.
Since the deactivate ring doesn't call any script itself and I was already not wearing the original lifesight ring, I then thought about a way to stop this mod's script function but I wanted an easier solution. (I did decompile this mod's pex script but again, I was lazy).
What DID work was to go into third person and select my player character and in the console type resurrect. Didn't seem to affect any other aspects of my game (as it would in Skyrim).
after reading dallesse's comment i struggle a little to activate this mod (already downloaded it:) i'm midgame and i have west tek installed. any problems with these two mods if i use west tek only for night vision?
Dear Phoenixn, Thank you! This is a very nice lightweight mod. I use the rings as enhancements to the functionality of the various goggles from the West Tek Tactical Optics mod by fadingsignal, because the player cannot discern b/w neutral NPCs, allies and hostiles when using Thermal Optics and Targeting HUD Goggles. I love West Tek Tactical Optics... but for the simple fact that I was afraid of committing "friendly fire", I was never entirely comfortable with fadingsignal's goggles when sniping targets long distance. After a certain distance, I couldn't "ping" NPCs with VATS to determine their status. I was left with 2 choices: close in or find another mod to make up for the shortcomings of fadingsignal's mod. I am quite pleased with the result! However...
LifeSight items are not infallible in their identification of all hostiles. Enemies that are in a sort of "resting state" can be misidentified as friendly by your mod. In two different instances I have seen life forms that were indisputably hostile, yet highlighted in blue: a sleeping feral ghoul in a military transport vehicle at Nuka World, a concealed/immersed mirelurk in the flooded portion of the ruined school at University Point and the bloodbug that hangs from the side of the small bungalow on the edge of the pond in Chestnut Hillock Reservoir. In situations like mine, (where the LifeSight ring is used to enhance the West Tek Tactical Goggles' capabilities) it may be advisable to leave the ring unequipped in places where friendlies are certain to not appear.
In regards to gamers making multiple characters and running separate playthroughs in tandem, I would think that making versions of your LifeSight item variants craftable at the Chem Station under the Utility heading. This would eliminate the need to disable your mod pre-Pip-Boy and would act as an insurance policy for those who have a tendency to misplace things (like myself).
For the time being, users can type: help LifeSight 4 into the console. For me, this brought up the 2 versions of the non-stealth ring- which was exactly what I needed. Perhaps you could provide the base codes (minus the first 2 digits that are determined by personal load order) so that users can add these items via console, if all else fails.
I hope you will take these suggestions into consideration!
ENDORSED! KUDOS!
*EDIT/UPDATE* - I feel bad but I also feel obligated to mention a rather game-breaking experience I've had when trying to use this mod alongside West Tek Tactical Optics. On two separate occasions, I tested this mod to see if it was compatible with WTTO. After a little over a day (on both tests) I had my game freeze when trying to make hard saves. After the first test, I pulled the scripts folder and .esp, reloaded a save made before using the mod and played without it for 2-3 days and had no such incidents. In order to be certain that this mod was the cause of the problems (at least when it is combined with WTTO) I had the very same kind of freeze during hard saving and had to shut down manually again. I then removed the mod for the last time.
My endorsement and kudos will remain, because I suspect that if I was using this mod by itself, there would be no problem. for that same reason, I haven't entered a bug report; I believe that running this mod and WTTO at the same time is what is causing the freezes.
Sorry to be the bearer of bad tidings, but I thought that I at least owed it to the Nexus community to forewarn others about the difficulties I've experienced when using these two mods together.
Hi MysteryKeeper. I could, but for now, this mod serves the purpose for which is was designed and lacking any bugs that may crop up, I'll probably leave it alone. Thanks for feedback!
28 comments
But I have a bit of a problem, when I added the mod to an existing save game, everything worked perfectly. But now that I've started a new game, the ring doesn't appear in my inventory.
I've moved the mod to the bottom of my load order, but to no avail. So I'm just wondering if I can manually add the ring to the world?
I opened the mod in the creation kit and I was going to just place the ring on the ground near the Vault 111 exit. But I'm not sure which ring to use. There seem to be two models (one inactive and one active). Does anybody know which one I should use?
If worst comes to worst, I'll try making a new ring. But I've never done this before. So would making a new ring and then just adding the enchantment to it work? Or is it more involved than that?
Sorry for all the questions, but I must get this mod working again! It's an absolute essential for me
Edit: It worked!!!
I'm so happy. I opened the mod in the creation kit and created a new ring. Then I added the lifesightosr enchantment to it. Then I just placed it near Vault 111 (on the ramp by the skeletons hand).
I've just tested it and it's working!
Mods that add items to your inventory at the beginning are goofy, because you have No Inventory until after you leave Cryo.
Any Mod that adds items to your inventory should be activated After you get the Pipboy.
I just hate the look of those goofy goggles and I use the "Ring" on another, different enchantment. Thank you.
If you have LifeSight activated during first meet with Brotherhood of Steel (paladin Danse & many ghouls).
Then scenario scripts appears to be broken.
Ghouls stop attack waves. And paladin only talk about enemy around.
I can not imagine HOW it works :(
I am not programmer and not mod-maker, just silly gamer :(
But I tested this situation at least 7 times with same result.
I spent a lot of time trying to detect which mod causes this situation.
Result:
If you have this mod, have rings and glasses in backpack - all OK
If you have active LifeSight effect during this mission - all BAD.
Very weird!
PS: pls excuse my English.
My point, is that the spell was permanent upon reloading saves etc. Tried using Re-saver to remove unattached script, but that didn't work.
Since the deactivate ring doesn't call any script itself and I was already not wearing the original lifesight ring, I then thought about a way to stop this mod's script function but I wanted an easier solution. (I did decompile this mod's pex script but again, I was lazy).
What DID work was to go into third person and select my player character and in the console type resurrect. Didn't seem to affect any other aspects of my game (as it would in Skyrim).
Hope this helps somebody. This mod rocks.
i'm midgame and i have west tek installed.
any problems with these two mods if i use west tek only for night vision?
Thank you! This is a very nice lightweight mod. I use the rings as enhancements to the functionality of the various goggles from the West Tek Tactical Optics mod by fadingsignal, because the player cannot discern b/w neutral NPCs, allies and hostiles when using Thermal Optics and Targeting HUD Goggles. I love West Tek Tactical Optics... but for the simple fact that I was afraid of committing "friendly fire", I was never entirely comfortable with fadingsignal's goggles when sniping targets long distance. After a certain distance, I couldn't "ping" NPCs with VATS to determine their status. I was left with 2 choices: close in or find another mod to make up for the shortcomings of fadingsignal's mod. I am quite pleased with the result! However...
LifeSight items are not infallible in their identification of all hostiles. Enemies that are in a sort of "resting state" can be misidentified as friendly by your mod. In two different instances I have seen life forms that were indisputably hostile, yet highlighted in blue: a sleeping feral ghoul in a military transport vehicle at Nuka World, a concealed/immersed mirelurk in the flooded portion of the ruined school at University Point and the bloodbug that hangs from the side of the small bungalow on the edge of the pond in Chestnut Hillock Reservoir. In situations like mine, (where the LifeSight ring is used to enhance the West Tek Tactical Goggles' capabilities) it may be advisable to leave the ring unequipped in places where friendlies are certain to not appear.
In regards to gamers making multiple characters and running separate playthroughs in tandem, I would think that making versions of your LifeSight item variants craftable at the Chem Station under the Utility heading. This would eliminate the need to disable your mod pre-Pip-Boy and would act as an insurance policy for those who have a tendency to misplace things (like myself).
For the time being, users can type: help LifeSight 4 into the console.
For me, this brought up the 2 versions of the non-stealth ring- which was exactly what I needed. Perhaps you could provide the base codes (minus the first 2 digits that are determined by personal load order) so that users can add these items via console, if all else fails.
I hope you will take these suggestions into consideration!
ENDORSED! KUDOS!
*EDIT/UPDATE* - I feel bad but I also feel obligated to mention a rather game-breaking experience I've had when trying to use this mod alongside West Tek Tactical Optics. On two separate occasions, I tested this mod to see if it was compatible with WTTO. After a little over a day (on both tests) I had my game freeze when trying to make hard saves. After the first test, I pulled the scripts folder and .esp, reloaded a save made before using the mod and played without it for 2-3 days and had no such incidents. In order to be certain that this mod was the cause of the problems (at least when it is combined with WTTO) I had the very same kind of freeze during hard saving and had to shut down manually again. I then removed the mod for the last time.
My endorsement and kudos will remain, because I suspect that if I was using this mod by itself, there would be no problem. for that same reason, I haven't entered a bug report; I believe that running this mod and WTTO at the same time is what is causing the freezes.
Sorry to be the bearer of bad tidings, but I thought that I at least owed it to the Nexus community to forewarn others about the difficulties I've experienced when using these two mods together.
http://www.nexusmods.com/fallout4/mods/4314/?