Fallout New Vegas

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Gopher

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Gopher

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163 comments

  1. RestitutorOrbis123
    RestitutorOrbis123
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    Pro tip for anyone that uses this mod (in case it hasn't already been mentioned): You can turn off the nightvision without having to cycle through the various brightness stages by pressing and holding 'n' (or whatever button you set to toggle the nightvision). I've been using this mod along with the main version of it and both mods work well on my end. Endorsed.
  2. ghost2021
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    I'VE BEEN MESSING WITH THIS FOR HOURS, FOR THE LOVE OF THE ALL HOLY JINGGLE JANGLE CAN SOMEBODY TELL ME HOW TO REMOVE THE PERCEPTION INCREASES FROM THE IMPLANT PLEASE?!??!?!? I WILL LOVE YOU FOREVER AND BUY YOU CAKE.
    1. Grumio2014
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      This is how you fix it bro. You go into the Geck for AdvancedReconTech.esp (that's the prereq file). You then go into Actors->Object Effect.

      The Object Effect you want is AdvReconNVEff - you can then edit the text in the effect so the Adv. Recon Nightvision doesn't have the +1 perception on your Pipboy, or you can just edit the text of the status to like "Cyborg Eye" so you get to keep the +1 Perception but also don't have the text like overlapping. 

      2017 -> 2022.

      Kept you waiting huh. 
  3. PremierVader
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    Where is the version that requires no body slot for the implant? Also im using the Vortex mod/download manager so how can I choose the option for invisible implant?
  4. deleted4378823
    deleted4378823
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    Uhhh..whenever I try to remove the perk through console command removeperk.. games just kills itself..( CTD)...

    Other than that... works fine.
  5. Kalochan
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    ask forgiveness if this counts as gravedigging an old topic, checking the dates of the last few posts I think I might be alright but even so, apologies if this is rude of me.
     
    I'm using one of Gopher's Adv. Recon mods that adds the Cyber-eye perk and I was wondering what the console ID for the perk is so I can remove it from my character. The monocle view is getting to be annoying espeecially now that I've chosen to use the Adv. Recon helmets and with this perk on my character the helmet visor won't activate, just the cyber-eye perk;s monocle vision.
  6. EX0DlSS
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    Does the no model version count as an equipped item like the default version? Or is it just like a perk? Because some mods (like see you sleep mod) unequip this item when you sleep and you cant reequip.
    1. EX0DlSS
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      UPDATE: I tested it and the no model version is still removed by See you. So I guess I cant use that mod lol.
  7. User_36302590
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    Hey, I doubt you will update this mod ever again, but can you make the implant a trait instead?
  8. SaintJames420
    SaintJames420
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    any chance of a compat patch with project nevada?
  9. mikeloeven
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    If your character has the implant activating the night vision in any power armor helmet will still display the circular monocle when power armor helmets should have a full stereoscopic view without any mask. i am assuming this is just an issue of priority where the implant takes precedence over armor where it should be the other way around since the armor has a better visual effect and less obstructed peripheral vision.

    but as it stands i have to use the terminal to forcibly remove and re-equip the implant when using power armor helmets
    1. UlfgardTheUnmaker
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      This is probably going to sound a bit odd, but how exactly did you manage to get a helmet on after you took the cyborg upgrade? Maybe I was having a weird mod interaction at the time, but whenever I took it, it prevented me from equipping anything to my head.
    2. Mrsuperhappy
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      @Ulfgard, you have to pick the option when installing that the cyborg eye is invisble, you likely took the option for a physical 'cyborg eye' .
  10. jewlsbullie04
    jewlsbullie04
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    Hey Gopher don't know if you still check the post here but having some issues with your mods that give night vision including advanced recon tech thermal night vision and this mod I Dream of Electric Sheep causing C.T.D . I am using mod organizer to install the mods and it tells me that their are no conflicting mods other than unified hud and that is a menu.xml conflict. FNVEdit throws no red flags either. I used loot to sort the plugins, I have tried moving them around in the load order, giving them different priority ratings. Nothing seams to be getting them to not crash the game. Mod Organizer attempts to launch the game but, it never leaves the desktop the loader crashes. I have deactivated all mods minus the official New Vegas DLC's and no effect, still crashes. I never had this problem when i used NMM and FOMM could this be a Mod organizer issue? Thanks in advance for anyone's time for trying to help with this issue.
    1. cocopuffs99
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      I had this issue before, could be a number of things- it took me a hell of a long time to figure it out, theres almost nothing online posting about how to fix it, but it has to do with MO; if you try to launch your game from Fallout.exe in its folder or FNV4GB.exe in its folder it will work, but opening them in MO causes an instant crash

      I dont remember exactly what fixed it because I tried a ton of things and the last one finally worked, but I remember it was a problem with MO and not with mods- I think it only happened after I installed DarnUI after following the instructions word for word to install it with MO from Gophers video, which works, but something about how I installed/ran MO was the problem and it didnt like the INI tweaks so I had to delete those from my mod organizer/mods/DarnUI folder and then manually add the fonts using the INI editor in MO. Also:

      verifying Steam cache
      Checking local savegames on MO profile options
      Removing INI Tweaks from DarnUI and manually placing them in the INI editor (copy pasting my whole modified INI for fallout.ini, making sure falloutnv.ini was OK (not whole paste just that nothing was out of the ordinary), and copy pasting some edits to falloutprefs.ini
      Going to your mod organizer/profiles/***** folder and UNCHECKING read only from the fallout.ini and falloutprefs.ini there
      Setting MO to run as administrator under properties

      Your falloutnv.ini should look like this:

      [Archive]
      SInvalidationFile=ArchiveInvalidation.txt
      iRetainFilenameOffsetTable=1
      iRetainFilenameStringTable=1
      iRetainDirectoryStringTable=1
      bCheckRuntimeCollisions=0
      bInvalidateOlderFiles=1
      bUseArchives=1
      SArchiveList=Fallout - Invalidation.bsa, Fallout - AII-FNV!.bsa, Fallout - Textures.bsa, Fallout - Textures2.bsa, Fallout - Meshes.bsa, Fallout - Voices1.bsa, Fallout - Sound.bsa, Fallout - Misc.bsa

      Your initweaks.ini file should look like this:

      [Archive]
      bInvalidateOlderFiles=1
      [General]
      bUseMyGamesDirectory=0
      SLocalSavePath=__MOProfileSave__\

      If you are using the MO automatic archive invalidation, the "Fallout Invalidation bsa" should be in your list, if you use the Archive Invalidation Invalidated mod, activate it, then open its folder in MO (double click the left pane in MO under the mod, open the archiveinvalidation.exe) and activate it- then you should see/add to this Fallout - AII-FNV!.bsa
      I think somehow it was writing Fallout AI-FNV.bsa to the file, but it should say AII-FNV.bsa. I know that was one thing along the way/but could be just for fixing the meshes/textures too, more likely I guess. If you use both it should look like how mine looks above - with two invalidation bsa files (no harm but redundant nevertheless)

      Also, sometimes MO, although you should check "Let MO manage my archives" it will sometimes disable your bsa's on doing so- make sure all the bsas in your archives pane on the right side are checked (and all your plugins are checked).

      If nothing else is working also check the Data tab, scroll to the bottom and make sure your mods are installed in meshes, textures, menus, lodsettings, music, shaders, sound, etc folders- sometimes on installing mods if you accidentally didnt click the MANUAL option to activate them, MO will not check each folder within folder of the mod zip file as other mod managers do, for bsas, .esps and esms, etc - so you NEED to have your meshes, textures, esps, etc all present under the Data folder so that MO says "Everything looks OK"

      Worst case scenario delete MO, but save your downloads folder and reinstall MO, if needed reinstall Fallout NV (run Fallout NV once with the default Steam launcher and also once with FNV4GB.exe to get plugins, ini files, and folders set up properly before trying to open them from MO), and put your downloads folder back in place, and make a profile, etc all over again


      I've found MO way more frustrating than NMM and FOMM and definitely more time consuming, but in the end much more powerful and versatile with profiles and tweaking of overwrites for individual files between mods. Sometimes I think it would have been much faster to just install mods using the other mod managers, but I'm glad I didnt because I have my files much better organized now for long term use/if i want to come back to play or test things, or update those mods its easy to do so

      The only downside I have to this is that I still cant get oHUD's aHUD portion to work all the time (cant use the MCM options to move HUD around, the check boxes are stuck checked or unchecked), when I install it I can get it to work maybe 50% of the time, and then if it doesnt work I have to reinstall all my HUD mods and be very careful about replacing files all over again. With other mod managers its much easier to install and overwrite files in order, because you dont also have to worry about priority being a second cause of problems in addition to load order; but priority being tweakable in MO and then also having a load order is very helpful for almost all the other mods types I use-

      Hope that helps

    2. MrBloodjack
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      damn! This actually solved a lot of problems I had with other mods doing the same issue like spice of life! Thanks Cocopuffs99! Kudos!