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louisthird

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louisthird

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21 comments

  1. louisthird
    louisthird
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    Sticky
    Possible glasses mods for additions:
    Feel free to add others as replies to this sticky post.
    1. rifbyredwing
      rifbyredwing
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    2. Banzaibear
      Banzaibear
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      There are also many many glasses in VTAW and other clothing. They occupy other slots on occasion, which might be a problem.
    3. Nic800
      Nic800
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      Ruby's round glasses are also really swell. 
    4. cat014
      cat014
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  2. simpossiblexx
    simpossiblexx
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    Hello! If you're still open to requests for this mod, I'd love to see a feature that adds a no-blur function to Looksmenu or an on/off toggle in MCM. Unfortunately, the original mod has been abandoned, and it would be wonderful if someone could enhance it.

    Thank you for your work on this one and especially on the Assimilation, love it!!!
  3. STEAMIERCHIEF23
    STEAMIERCHIEF23
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    I just discovered this mod and it's awesome. I'm not sure if it's too late to ask for requests, but is West Tek Tactical Optics googles possible to make compatible?

    --Thank you
  4. Matumama157
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    I noticed in the description it says it adds it to power armor helmets since it was a main problem I was having with the main mod and wanted to do a BOS playthrough. However when I wear my power armor, the blurriness is still there as if I had no glasses on. Is there anyway to fix this?
    1. louisthird
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      Which PA is it?  Helmet too?
  5. Irondogg2011
    Irondogg2011
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    I love the concept of this mod. It'd be really awesome to see the functionality extended to the Rad-Ban Eyewear Inc. mod.
    https://www.nexusmods.com/fallout4/mods/8342?tab=files
    1. louisthird
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      You got it!  I'm waiting a bit to see if any others have requests so I can enter them all at once, but this mod was on my radar.  Not surprised to see it requested.
    2. Irondogg2011
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      Awesome! I can't wait to see it implemented! Thank-you for your work.
    3. louisthird
      louisthird
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      DONE!

      Rad-Ban Sniper are "sunglasses" and Rad-Ban Softshell are "glasses".
    4. Irondogg2011
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      Thanks! They work great!

      I do have a question, I just tried using my power armor, and my vision goes blurry when I enter. The helmet is using lenses and a few other parts from the Fen's Sheriff Department mod, is that causing the issue?
    5. louisthird
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      Yes, probably.  Can you point me to the Fen's Sherriff mod you are using here on Nexus and I'll see if I can check it out.

      Do base game Power Armor helmets work correctly?  They do in my game.
    6. Irondogg2011
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      Sorry for the late reply,

      This is the mod: https://www.nexusmods.com/fallout4/mods/68276 (I'm using the latest version)

      I tried messing around with the options on the T-60 helmet that comes with the power armor for the mod (helmet models, lenses, hud options, etc.), but it doesn't seem to work no matter what. I tried another set I have with what I believe to be a vanilla Atom Cats T-60 helmet, and it works fine. I'm assuming the mod has added the helmet as a separate armor piece instead of altering the vanilla.

      Thanks again for your work and replying.
    7. louisthird
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      Yes, I'm sure the helmets are a separate armor piece and that is why it is not working.  Once the separate armor piece is added into the database it will work.  I just need to get the Form IDs for the helmet armor pieces in the mod which I get by loading the mod up in Creation Kit, going to Armor tab and looking for the ones with a asterisk (*) next to them indicating they are added by the mod.  Then I load up my mod and enter those form IDs into the database.  When I get a moment I will do that.
  6. louisthird
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    I'm not afraid to admit when something is wrong though.  I just tested the new Rad-Ban forms I added and it doesn't seem to be added to the glasses/sunglasses form lists correctly (i.e. your vision is still blurry).  I am investigating the reason for that.

    UPDATE: Found problem. Forgot to add 'const' on database 'DB' (Doh!) which means DB is stored in the SaveGame and thus ignores any changes from updates to the plug-in. Fix is to simply add the const keyword.  Files are updated to 1.2 version with that change to script to add "Const Mandatory" to database 'DB'.  Mandatory simply means that the Creation Kit editor will warn you if you do not initialize the entry.

    While I was in testing I tested FormList.Revert which works quite well so Bethesda docs can be trusted.
  7. Erisille
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    Random issue for me, works great!
    1. louisthird
      louisthird
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      Thanks for the report.

      I always run with my own mods and I haven't noticed any issues after updating to version 1.1 in my own game.   For the version 1.1 update I literally did not change anything except add 7 entries to the glasses database.  It cannot be updating more than just the one time when you load the game.  There are not any other script or plugin assets in the mod other than what is mentioned in the description.

      If you can provide some more detail then it would help.  Best of luck!
    2. Erisille
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      Yeah after a bit more testing and redownloading a few times it seems I'm getting corrupted files somehow, nexus issue it seems to not like NMM :c
    3. louisthird
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      Glad to hear you're getting a handle on what is going on with your mod setup.  Hopefully no corruptions that lose anything.  That always sucks.

      Nexus Mod Manager (NMM) is pretty old now.  I would recommend sometime switching to Vortex.  I used to always use NMM and was slow to adopt another mod manager, but eventually (after a computer crash required rebuilding everything) I tried Vortex and its going ok.  It is not the perfect mod manager, but I find Mod Organizer 2 (another popular mod manager) is a bit complicated for what I need.

      Take care!