i found one at the weapons dealer in goodneigbor. started a new game later on and she didnt have it in her store inventory so im back on the hunt again lmao
I see that many people have written that they have problems finding binoculars and so have I. So I did as follows:
Opened the mod in fo4edit, selected the weapons section and checked the ID (for me it was CB000F99)
Later in the game I opened the console and typed the following player.additem CB000F99 1
Hope it works for those who have the same problem I had, good luck!
I just forgot to mention that if batteries are needed, use the following player.additem CB001EE5 x (x = the number, e.g. 10, you get 10 batteries) and doesn't work CB001EE5 open the mod with fo4edit and check the ID under the ammo section
The anim files for Pre-War Binoculars and the binoculars included in SS2 conflicts with each other that causes a T-Pose.
Tried the methods below to try and fix it but didn't work:
1. Extract the 1st person binocular anim files from SS2 - Main.ba2 then replace the ones from Pre-War Binoculars. No files deleted from Pre-Wars Binoculars. T-Pose 2. Tried again with same method of replacing anim files from SS2 - Main.ba2 to Pre-War Binoculars but this time deleted the files in Pre-War Binoculars that were not present in SS2 - Main.ba2. T-Pose
I need this mod for Pre-War Binoculars Call In Fire Support Addon. Is there any fixes for this?
Thanks for posting this, I was about to download the exact same mods (this and fire support). Were you ever able to find a fix for this that allowed for both mods?
I've tested both - switching between them constantly - they both work independently of each other as their animations are in completely different file paths. Used both the default animations and Hitman's Animation Replacer with the Pre War Binocs.
Both also work with Scope HUD - which puts a rangefinder HUD inside the viewfinder of both binocs.
Note: I test all mods against the base game. No skeleton replacers, no extensive mod lists - just the two mods in question. They work like butter. YMMV once you start modding the bejesus out of your game - which requires even more testing.
I see that many people have written that they have problems finding binoculars and so have I. So I did as follows:
Opened the mod in fo4edit, selected the weapons section and checked the ID (for me it was CB000F99)
Later in the game I opened the console and typed the following player.additem CB000F99 1
Hope it works for those who have the same problem I had, good luck!
I just forgot to mention that if batteries are needed, use the following player.additem CB001EE5 x (x = the number, e.g. 10, you get 10 batteries) and doesn't work CB001EE5 open the mod with fo4edit and check the ID under the ammo section
I prefer Perchik71 In-Game Mod Explorer for these things - even though I know how to use the console. It's just so much easier to open an Inventory screen and take a set of binoculars and take some ammo.
Suggestion for author, add a similar effect for the recon scopes where it tags the enemies. would be a cool reason to use before each time you enter combat
I don't really know what exactly I meant, because i don't know how to insert the battery, and I read here that you need to set the base zoom and the variable zoom to different values, pressing the fire button will alternate between the two. So my question is how to set the base zoom and the variable zoom to different values? I found it in weapon workbench, but doesn't really knows what to change exactly.
Opened the mod in fo4edit, selected the weapons section and checked the ID (for me it was CB000F99)
Later in the game I opened the console and typed the following player.additem CB000F99 1
Hope it works for you, good luck!
I just forgot to mention that if batteries are needed, use the following player.additem CB001EE5 x (x = the number, e.g. 10, you get 10 batteries) and doesn't work CB001EE5 open the mod with fo4edit and check the ID under the ammo section
well, no matter how hard i try, i can't get the zoom to work. do i need to insert the battery? and if so, how do i insert the battery? no option to do that, not that i can find anyway... otherwise, i like the mod.
I can't get it to work either. Pressing the fire button never changes the zoom level.
You need to set the base zoom and the variable zoom to different values, pressing the fire button will alternate between the two. So if you have both of them set to the same level, it will never change. Just figured that out
having trouble with this, any help please... don't seem to be able to get them to toggle zoom and/or day to night vision haven't been able to work out how to get them to work for "call in fire support"
That is just DankRafts levelled list injection script that lots of modders use. You can let either overwrite the other in this case as the script never changes so the one in these binoculars is the same as in the 10mm SMG or 4estGimpts edit. DankRaft has said if he ever needs to create a new version of the script he will name it a different name to prevent version issues.
302 comments
Opened the mod in fo4edit, selected the weapons section and checked the ID (for me it was CB000F99)
Later in the game I opened the console and typed the following
player.additem CB000F99 1
Hope it works for those who have the same problem I had, good luck!
I just forgot to mention that if batteries are needed, use the following player.additem CB001EE5 x (x = the number, e.g. 10, you get 10 batteries)
and doesn't work CB001EE5 open the mod with fo4edit and check the ID under the ammo section
Tried the methods below to try and fix it but didn't work:
1. Extract the 1st person binocular anim files from SS2 - Main.ba2 then replace the ones from Pre-War Binoculars. No files deleted from Pre-Wars Binoculars. T-Pose
2. Tried again with same method of replacing anim files from SS2 - Main.ba2 to Pre-War Binoculars but this time deleted the files in Pre-War Binoculars that were not present in SS2 - Main.ba2. T-Pose
I need this mod for Pre-War Binoculars Call In Fire Support Addon. Is there any fixes for this?
Both also work with Scope HUD - which puts a rangefinder HUD inside the viewfinder of both binocs.
Note: I test all mods against the base game. No skeleton replacers, no extensive mod lists - just the two mods in question.
They work like butter. YMMV once you start modding the bejesus out of your game - which requires even more testing.
Opened the mod in fo4edit, selected the weapons section and checked the ID (for me it was CB000F99)
Later in the game I opened the console and typed the following
player.additem CB000F99 1
Hope it works for those who have the same problem I had, good luck!
I just forgot to mention that if batteries are needed, use the following player.additem CB001EE5 x (x = the number, e.g. 10, you get 10 batteries)
and doesn't work CB001EE5 open the mod with fo4edit and check the ID under the ammo section
It's just so much easier to open an Inventory screen and take a set of binoculars and take some ammo.
In the game it is done in a weapon workbench if I remember correctly.
If it is the mod itself, you can certainly find it by using fo4edit and change it
Opened the mod in fo4edit, selected the weapons section and checked the ID (for me it was CB000F99)
Later in the game I opened the console and typed the following
player.additem CB000F99 1
Hope it works for you, good luck!
I just forgot to mention that if batteries are needed, use the following player.additem CB001EE5 x (x = the number, e.g. 10, you get 10 batteries)
and doesn't work CB001EE5 open the mod with fo4edit and check the ID under the ammo section
otherwise, i like the mod.
I can't get it to work either. Pressing the fire button never changes the zoom level.You need to set the base zoom and the variable zoom to different values, pressing the fire button will alternate between the two. So if you have both of them set to the same level, it will never change. Just figured that out
don't seem to be able to get them to toggle zoom and/or day to night vision
haven't been able to work out how to get them to work for "call in fire support"