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  1. ImmortalAbsol
    ImmortalAbsol
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    Must have for a Railroad playthrough.

    A neglected faction when it comes to mods but if you like roleplay or just for it to feel slightly different than a run with another faction then this is for you.

    Tracked, Installed, Endorsed.
  2. treowtheordurren
    treowtheordurren
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    I like it! The roadsigns have always felt a bit too conspicuous in the context of how fervently the Institute is trying to root out the Railroad.
    1. streetyson
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      LOL, as if the Institute wouldn't be able to crack the fiendishly clever weeze of using invisible ink/paint, literally the oldest trick in the book, or triangulate all the MILAs. Or be unable to track the Railroad because they use a back entrance! Or be able crack what the "Follow the Freedom Trail" phrase means, in Boston, or figure out where it leads to. I mean honestly, a non-American 10yr old could crack it in 5 mins.

      But then what do all those fiendishly encoded symbols mean anyway? There's half a dozen of them! A home, a drop, an arrow, a box, a plus and a cross. Hmmm, that P.A.M. mega-brain computer must've thought that one up. I'll have to get back to you...
    2. Qrsr
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      streetyson :D made my day
  3. mary51yr418p
    mary51yr418p
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    This is cool but a dead railroad agent with the goggles would make it so you can still actually find them, or put it in the place in lexington since right now theres no reason to explore that early on
  4. Disconectedgamer
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    any chance you might consider making some settlement decorations with these?
    1. robotized
      robotized
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      Maybe, in the near future, but without any promises. I'll have to learn how to make workshop objects and add them to menus.
    2. robotized
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      I think I managed to do it. You can check it out here:
      RailRoad Signs - Settlement Decorations
  5. Tutul321
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    can we make it so it works without any glasses or make it work with West Tek Tactical Optics
    1. robotized
      robotized
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      I've already done a mod without glasses. It's just an override of the BGSM material of the signs, edited to enable emittance.
      The mod is here -> Glowing RailRoad Signs

      I don't want to mess around with West Tek. The forms of the tactical goggles already contain other scripts, not sure what will happen if I add mine. Plus I'll need permissions for a patch. And this patch will not be compatible with other patches like the WestTek Tactical Optics - Toggle HotKeys.
  6. ImmortalAbsol
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    reminds me of the Cappy glasses a misc option to make one see the other too would be cool
    1. robotized
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      I don't know how to do it. My script is just a simplified version of the one from Cappy. Currently the scripts work when attached to the armor(glasses, goggles). For this switch option, the scripts would need changes, to make them work attached to a magic effect. Then this magic effect added to object modification. The part I don't know is how to change the scripts, what I have to add.
    2. ImmortalAbsol
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      Fair enough, I just thought one piece of eyewear to see all invisible things would be convenient.
      Come to think about it easier stealthboy vision countermeasure would be cool.
      But ignore my ramblings.
    3. robotized
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      When you said "misc option", I thought you meant option to modify the goggles on the workbench. But if having Cappy and RailRoad functionality at the same time is good enough, I think the Cappy glasses original script can be added to the RailRoad Goggles.
    4. ImmortalAbsol
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      I figured it made sense as it probably work similarly.
    5. robotized
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      I uploaded another Main file. In the Armor form of the goggles, I added the script and properties from the Cappy glasses. But I have not played the Nuka World dlc yet, so I can't test if this works.
    6. ImmortalAbsol
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      Thank you :)
    7. robotized
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      No problem.
      Hmm, I see the Cappy glasses are referenced in a Quest form inside the DLCNukaWorld.esm. So I'm having some doubts that the goggles may not work(I mean if there's something more required than adding the script). Well, let's hope they don't break anything for the quest itself. I'll add information to the download, that it's experimental and untested. If you happen to test them,  would you let me know how it went.
      Edit: And sorry if it ends up not working.
  7. sthephannovf
    sthephannovf
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    Since you gave us instructions if we want to change the glow effect, do you know how to make the chrome poles(the ones for example on concord) lose the chrome like when the no reflection bug happens? (Haven't played the game in a while so I can't share ss)
    1. robotized
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      What do you mean by poles? Street lamps?
    2. robotized
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      Anyway, for chrome effect maybe check if there is Environment Map option enabled(for creating fake reflections), it is under the General settings tab of the material. Disable the Environment Mapping. If that's not the case, then what's left is the Specular Map. This is what's responsible for an object's shininess from what I know. I can't recall if I tried this myself, you can try reducing the Specular Multiplier and even tamper with the Specular Color. Other option is to edit the texture - reducing the brightness of the specular map(name of the texture ends with _s.dds). You have to choose the right compression method - BC5/ATI2 in GIMP, BC5(Linear,Unsigned) in paint.net, if I'm not mistaken.