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Cyan Ian

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audiogarden21

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127 comments

  1. booga69
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    Hello there, Thanks for making such an interesting mod, it definitely fills a gap in the game. I'm having some trouble getting it to work. After installing it in Vortex and enabling the mod, should I be seeing some additional mods for helmets (including power armor helmets) in the Armor Bench, or should I look somewhere else to add night vision optics to my equipment? 
    1. audiogarden21
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      You should see a new entry in armor and power armor workbenches that will allow you to add night vision optics. I believe the default setting is "No Optics" in the menu.
    2. thaddeusprime
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      Thanks for this answer. I was digging around for this. 
      Perhaps, you could add this to the description page.
  2. deestilo
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    hi again.
    I'm using PRC workshop ENB.

    I have no idea how to set the brightness on the TNV. It's way good in bright room, but you can't see anything if it's way too dark.

    Is there an ENB setting to fix it ?
    1. audiogarden21
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      There is no setting for ENB. Have you tried using Dark Mode?
  3. deestilo
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    pleaseeeeee....... ada content for FLIR /Thermal Vision as well. 

    your mod is simple, that's why I love it.
    1. audiogarden21
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      I don't know what you're asking right now.
  4. HeStoleMySocks
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    Overall great mod! Happy to see it available on my favourite modded armors/power armors.

    My only gripe is that, for some reason, the night vision effect sometimes turns off by itself whenever I initiate dialogue with some NPCs. This may be a mod conflict or user error on my part, as I did tweak some values in FO4Edit (to make the intro effect dimmer and less like a flashbang), but there were no visible conflicts displayed. I did also change the keybinds, but I followed the instructions closely. It's a small problem, but I'm curious if the author/other players can recreate this?
    1. HeStoleMySocks
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      I only realized after posting this that this was directly mentioned in the changelogs. I should've checked there first. If there's a way to disable this and have the effect constantly active at all times, even in the middle of dialogue (without causing problems), that would be great!
    2. audiogarden21
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      Remove the conditions on the enchant effect, "IsInDialogueCamera" and "IsInDialogueWithPlayer".
  5. RetroRed
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    I want the NVG toggle to change the attachment mesh on a helmet too, like NVG down and NVG up so theres a visible indicator, what would i need to edit to do that? 
    1. audiogarden21
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      To edit the mesh, you're on your own there pal. I don't think what you're wanting to do can be done without creating a unique mesh to do it.
    2. RetroRed
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      nono i have the mesh what im trying to do is integrate this into a helmet that has both a raised and lowered NVG mesh so when i toggle off the NVG it switches the attachment model too, ie toggling off NVG switches to the raised NVG attachment mesh and vice versa. do you think its possible?
    3. audiogarden21
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      As far as I know, the only way to "toggle" a mesh is to replace it with a new mesh, one for each state. So the answer to your question really is, no. I don't think it's possible to make a mesh function the way you want it to.
  6. HeStoleMySocks
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    Hey Author,

    Could you possibly add compatibility to the Hellcat Power Armor mod (https://www.nexusmods.com/fallout4/mods/55128)
    and/or the helmets from Infinite Armory (https://www.nexusmods.com/fallout4/mods/58953)?

    I'd appreciate it if you do, thank you nevertheless for a great mod!
    1. audiogarden21
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      Done.
  7. Zet22
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    can you make it possibleadd TNV to default glasses
    1. Zet22
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      Wraparound goggles
      Welding goggles
      Operators glasses
    2. audiogarden21
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      No. I only put the effect on helmets so I can avoid a conflict between them and helmets. Besides, glasses don't make any sense anyway.
    3. Zet22
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      IT'S CLEAR!
  8. deestilo
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    Hi, I'm a noob trying to use the TNV with the GMOTW patch.

    1. So I was really excited to add TNV to "gas mask with goggles" (I think it's vanilla) but the gas mask would not show up at the armor workbench.
    2. So I use console command to spawn "gas mas with goggles" then it shows up ath the workbench but no option to add TNV
    3. Then I use the PPM-88 GMOTW gasmask and THEN the TNV shows up. 

    Any suggestion please? I want to use the vanilla gas mask with the goggles, it's vanilla and actually the main gas mask of the GMOTW.

    thank you in advance
    1. audiogarden21
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      The vanilla gas mask is not in the list of approved vendors.

      • Combat Armor Helmet
      • Marine Tactical Helmet
      • Marine Armor Helmet
      • Mechanist's Helmet
      • Sentry Bot Helmet
      • Synth Helmet
      • Synth Field Helmet
      • Inquisitor's Cowl
      • All Power Armor variants (base game and DLC only)
  9. seraphael
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    I use arrow keys for movement and assume the hotkeys will interfere. How do I customize the keys?

    Also the following headware/outfits would be a nice inclusion:
    Road Goggles
    Wraparound Goggles
    Assault Gas Mask
    Helmeted Spike Armor
    Helmeted Cage Armor

    And my personal favorite:
    NCR Renegade Armor Redux
    1. audiogarden21
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      Read the description on changing keys.

      I'll consider adding more options at a later date. I don't make any promises.
    2. audiogarden21
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      Added a patch for the renegade helmet.
    3. seraphael
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      Awesome. Thank you so much!

      +1
  10. SteamCraft
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    Hi, I know someone else asked the question but how hard is it to add functionality to an item? Looking to add such to a specific mask and I don't want to keep bothering you with patches for random pieces of armor lol
    Edit I just looked at the second picture lol, to FO4Edit I go lol
    Double edit LOL NEVERMIND NO IDEA WHAT I'M DOING
    1. audiogarden21
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      What's the name of the mod?
    2. SteamCraft
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      Been tinkering, but it's the Enclave Gas Mask from America Rising 2. I assumed that adding the mask to the armor list in the nv ESP would work, and added the keyword and parent slot, but that didn't seem to do anything. 
    3. audiogarden21
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      You mean this one? https://www.nexusmods.com/fallout4/mods/75767
    4. SteamCraft
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      Yup, been tinkering with it and can't seem to get it to apply the magic effect to such (or anything else for that matter) idk if it's because the mask doesn't have anything that can be altered or if I'm just clueless 
    5. audiogarden21
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      I added a tutorial via images in the mod's image section, I recommend you check it out. If you still can't manage, then I'll upload one for you.
    6. SteamCraft
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      After following the instructions step by step, I realized something crucial, in that the mask is not something that can be modified in an armor workbench lol. But thank you for the instructions, they are very easy to follow and hopefully will keep people out of your hair
    7. audiogarden21
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      Glad ya figured it out. Good luck out there in the wasteland.
    8. SteamCraft
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      More of can't continue because I can't modify the mask in a workbench, so I'll have to find something I CAN modify lol
    9. audiogarden21
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      I just tested my own patch and it works just fine. Here's a screenshot.

      Make sure that the patch loads after the other two files.
    10. SteamCraft
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      So I failed to do the most basic thing, and that was make sure the mod is working at all lol. Even things that are added by base, like the Mechanists Helmet or the Marine helmets, aren't working. So I have an issue at base to solve first it seems 
  11. cambiomanuel
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    Hellooo what would be the chance of you making some kind of patch for this mod? 

    https://www.nexusmods.com/fallout4/mods/41629?tab=description

    It adds a flashlight and eye light to the helmet. With your mod together and compatible, this would be just perfect

    thanks
    1. audiogarden21
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      Done.
    2. cambiomanuel
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      damnnnn that was fast thank you so much!!!
    3. audiogarden21
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      Enjoy.