I agree, I have been testing it with 1.5 for a couple of weeks now, and couldn't find anything missing. I'll update the description to indicate that it works fine with 1.5. Unless, of course, someone can find something that's not working. :)
Thanks for this patch, works like a charm. Endorsed!
Would you consider making a version that moves the crafting from the chemistry bench to the robotics lab? It would make much more sense to me. It was at the AWKCR Bench before but the patch moved it back to the chemistry station. Thanks in advance.
I'll have to take a look at that. I wasn't using the AWKCR patch myself, so I guess the original location was preserved in the record changes. :) I'll see if I can add an optional patch for the robotics lab. :)
Question... When using the west tek targeting hud dead targets do not glow with horizon (they always worked fine for me before using horizon and it was a new game install/new game.) does anyone else have this problem and/or does this patch fix that. thnx
I don't have that problem, honestly. If you added the eye modes from WestTek, and the eye modes from Horizon, you'll get combinations of colors (orange instead of red or yellow, etc).
Is it possible the goggles you're using don't have any modifications?
You need to update the item enchantment on all of the goggles so they give +1 perception again (the vanilla enchantments no longer do anything in Horizon; there are special glasses enchantments now).
Do you mean could I add these vision mods to CROSS Cybernetics mod? Sure! It would be just like this though, another option for vision on the items themselves. Or, did you mean could I take CROSS Cybernetics effects and add them somewhere else?
i would love to have cross cybernetics balanced for horizon sadly i know that its a looooot of work because mod is huge .... still i like feel of old power armor that dont needs fusion cores.
Fully tagged this mod, added in perk requirements to make the gear and added covert ops mags as a req. for upgrading the gear! Should lock stuff out for a while during a playthrough. Upped some of the components (nuclear, circuitry, fiberoptics)...And upped the science/armorsmith requirements a bit.
Gave west tek its own menu too so its cleaner. Left it in the chem lab since robotics lab is pretty busy.
Pretty quick and dirty made it with my 3 year old running around hitting me with a toy dinosaur. I'll tidy it up later if anything seems off--probably this weekend.
Im not 100% familiar with all the addons im this mod, so since your probably more familiar with west tek than me change anything you want, its in your hands lol
I looked over your changes, and I decided to keep everything except changing the schematics and note to be Settings documents, I changed them to Notes. :)
25 comments
Would you consider making a version that moves the crafting from the chemistry bench to the robotics lab? It would make much more sense to me. It was at the AWKCR Bench before but the patch moved it back to the chemistry station. Thanks in advance.
When using the west tek targeting hud dead targets do not glow with horizon (they always worked fine for me before using horizon and it was a new game install/new game.) does anyone else have this problem and/or does this patch fix that. thnx
Is it possible the goggles you're using don't have any modifications?
Upped some of the components (nuclear, circuitry, fiberoptics)...And upped the science/armorsmith requirements a bit.
Gave west tek its own menu too so its cleaner. Left it in the chem lab since robotics lab is pretty busy.
Pretty quick and dirty made it with my 3 year old running around hitting me with a toy dinosaur. I'll tidy it up later if anything seems off--probably this weekend.
Thought you might want to post it!
https://www.dropbox.com/s/kujdfjt7nzg700l/WestTekPatch.esp?dl=0
Good work, you'll get credit for this! :)
Here is an excerpt from the patch notes:
Armor Rebalancing - Eyewear Mods
>> Eyewear has new utility mods available
- RobCo On-Screen Database v1.7: +1 Intelligence
- RobCo On-Screen Database v2.3: +2 Intelligence
- Sensor Array Mk I: +1 Perception
- Sensor Array Mk II: +2 Perception
- VATS Matrix Overlay: Increases VATS hit chance by +10%
- Recon Sensors: Sighted aiming marks enemies with a compass pip
- S.M.R.T. Targeting HUD: Grants target highlighting while aiming - Enemies = Red, Friendlies = blue, Corpses = white
These are the mods you can now add to WestTek objects with my patch. I prefer the S.M.R.T one, personally