Absolutely loving this mod but I do have a question/request. For lack of a better description, the intensity(?) of the color effect seems to be much higher than shown in the images above. Friendlies, for instance, are nearly green blobs rather than green highlighted forms. Is there a way (e.g. in FO4Edit) to dial back that intensity?
Thanks. Yes its easy to edit in FO4edit Look in section effects shader, you will see the various highlighting. see pic for green highlight example. https://staticdelivery.nexusmods.com/mods/1151/images/22943/22943-1567605717-1246134329.jpeg You need to edit the three color keys and edge color. The pic has the green highlighting values in half, this will decrease the color in game by half.
I've been screwing around all day trying to get the various other mods that do parts of this to work together. It's ridiculous how much messing around I've done. Finally, I stumbled across this mod, which does everything I wanted - friendly / enemy / corpse highlighting! And it installs to my Pipboy! Even better.
Once again, thank you! I love this mod. It is one of my REQUIRED mods to play FO4 now.
I've been using this mod for quite a while now, got it all setup the way it is useful and works, but one thing at night (and in the day) is missing from it.
Shoot a few enemies (okay, with something that has a decent explosion), find the body (parts) and loot them, where did the weapon go? After a sanctuary attack, I'm wandering around a good 5 minutes (real time) looking for weapons that were blown away from the bodies they came from, because sometimes the engine will delete the body but the gun stays behind, after a few attacks and you've got a minefield of weaponry. Try finding those... at night... in tall grass.
Really would like to see this offer finding weaponry (or loot) on the ground / air / water / etc. I was tempted to use a loot hud mod, but I'd rather keep those to a minimum to avoid performance issues, since this mod is very stable, the addition would help reduce duplicating (or conflicting) issues between mods.
Dear MrTroubleMaker! Your mod is wonderful! I got into a little problem: after installing the HUDFramework mod, when the target highlighting is turned on in the pip-boy, the main character is surrounded by a green highlighting aura of friendly characters - this even interferes with the view of the area. Can you fix this annoying behavior of your beautiful mod? Thank you!
Hi, love this mod. Been using it since 1.4. I'm wondering (a request) if you could add the stabilize and cone narrowing effect on the module you activate on NPCs so, like, companions actually land shots.
The mod seems really cool (from screenshots & comments) but before giving it a go I wonder if it works with another "headpiece" which uses the targeting HUD ? ( I use Widowmaker closed helmet )
All unique records. Does not add new scripts. It uses no body slots, but needs to be equipped. It will work independently of other mods, will it control that mod, probably not. It wont hurt to try it.
lol Yes you're right (laziness took over) and my formulation was misleading , I wanted to know if it would replace what my T.HUD look like (ally in green ..etc)
I didn't make a specific option for "Weapon draw or Sneaking - on" because I thought that the other options would "cover" this. But I probably could make an option for this.
Heya Mr.! Just wanted to drop by and say the new changes are fabtastic! Thanks for keeping one of my favorite mods alive and improving it even more. You're awesome!!
I love this mod. It's been a great replacement for West Tek Optical since that mod stopped playing well with my other mods. I have a request, however. At some point during a particular previous playthrough (without this mod), I was able to highlight enemies (red), friendlies (green), and fresh corpses (blue) by aiming my weapon, i.e. not just be equipping it. I really liked that effect but have no idea what combination of my mods resulted in it, and I wasn't able to recreate it, so I went out searching and found this mod. Again, I love this mod and would be tickled pink to just keep using it as is. But if it were possible to modify it so that I could have the highlights with aiming, rather than just equipping, a weapon, that would be fantastic. Obviously, I have no idea what level of effort that would take and completely understand if it's far more trouble than it's worth. Thanks for your consideration.
This mod is script-less for a few reasons (save bloat/corruption, slow reacting, efficiency, ect. ) and will remain that way. There isn't a call "isPlayerAiming" or something similar that I can use for a condition. The games recon highlights use a script for that. I'll take a look some more to see what/if I can do anything. :)
148 comments
Have fun!
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The installer the folders are set up like this for 2.1.
AWKCR <- Craftable at the AWKCR Armor workbench in ACCESSORIES - CYBERTECH
ChemS <- Craftable at the Chemistry station in Vault-Tec Equipment
note: AWKCR = Armor and Weapon Keywords Community Resource https://www.nexusmods.com/fallout4/mods/6091
For manual install copy these from one of the folders into the games data folder and activate.
MTM-DetectNPCItems.esp
MTM-DetectNPCItems - Main.ba2
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If you are colorblind or would like to know how to change the detection colors please let me know. I'll write up a how to.
Look in section effects shader, you will see the various highlighting. see pic for green highlight example.
https://staticdelivery.nexusmods.com/mods/1151/images/22943/22943-1567605717-1246134329.jpeg
You need to edit the three color keys and edge color. The pic has the green highlighting values in half, this will decrease the color in game by half.
I hope that helps!
I've been screwing around all day trying to get the various other mods that do parts of this to work together. It's ridiculous how much messing around I've done. Finally, I stumbled across this mod, which does everything I wanted - friendly / enemy / corpse highlighting! And it installs to my Pipboy! Even better.
Once again, thank you! I love this mod. It is one of my REQUIRED mods to play FO4 now.
Shoot a few enemies (okay, with something that has a decent explosion), find the body (parts) and loot them, where did the weapon go? After a sanctuary attack, I'm wandering around a good 5 minutes (real time) looking for weapons that were blown away from the bodies they came from, because sometimes the engine will delete the body but the gun stays behind, after a few attacks and you've got a minefield of weaponry. Try finding those... at night... in tall grass.
Really would like to see this offer finding weaponry (or loot) on the ground / air / water / etc. I was tempted to use a loot hud mod, but I'd rather keep those to a minimum to avoid performance issues, since this mod is very stable, the addition would help reduce duplicating (or conflicting) issues between mods.
GuruSR.
GuruSR.
Either way, thanks for this great mod.
P.S. Oh, I know how to fix it - it seems that you have more than one mod, so....
It will work independently of other mods, will it control that mod, probably not.
It wont hurt to try it.
Edit: Updated, have fun! I hope that helps!
This mod is script-less for a few reasons (save bloat/corruption, slow reacting, efficiency, ect. ) and will remain that way. There isn't a call "isPlayerAiming" or something similar that I can use for a condition. The games recon highlights use a script for that. I'll take a look some more to see what/if I can do anything. :)