That is one of the PN overlays. You'll have to find the script that loads the overlays (I can't remember exactly what it's called; I don't currently have New Vegas or FNVEdit installed).
In the script in the GECK, look for any line that has PNxCVisorVisionEffect02List in it, and delete the entire line. This will remove the blur effect from all the masks. I believe you will have to load the GECK through NVSE to be able to save the script again, as I think it has NVSE arguments in it.
Most of what you hear when listening to a gas mask is the air moving in through the filters and out through the exhaust, not the breathing of the person itself. In other words, it would sound basically the same regardless of the gender of the person wearing it.
If you don't use the Dead Money patch for GMotW, the script that enables Gas Cloud protection will be missing, hence the error. Don't worry, this won't break anything; everything should work just fine.
Anyone else having the issue of having all of the up-to-date prerequisites for this mod, yet the mod still causes the game to crash when it launches, or is it just me?
Well, it's not a standalone mod, it's a patch to add features from one mod (Project Nevada) to another (Gas Masks of the World). So it needs those two right off the bat. Project Nevada requires NVSE already, so you should have that anyways.
I was wondering how this works in terms of using the script to add the items to the PN visor and the breathing sound lists? I have some other gas masks I'd like to have this effect on (from the TGs Armor mod), but simply adding those helmets to the script lists in FNVedit didn't do anything. Also, for me, the MCM Menu appears, but it's blank. Any ideas?
One last thing - I dunno how good you are with MCM and scripts and such, but, as a thought, do you think a tool that simply listed the different visor types available and sound options for a headgear/helmet/glasses would be available, and then add those items to those lists for that playthrough using the MCM menu ingame, in the same way the 'Flashlight NVSE' adds in via a menu a helmet to have a flashlight effect? I think it'd be awesome to just have a tool that would be able to ingame add those effects in the same way, with no muss or fuss, and if you didn't like it, you could start a new game. Once you choose a specific overlay for a helmet, it would blur out all the overlay types for that helmet, and you could also choose to add in breathing sounds.
This mod use to work just fine for me but now the textures or meshes of all the masks are screwed up. Ive done archive invalidation and still nothing. Any suggestions of things i could try would be great. Also My current version of the mod is 1.1 with the 2.1 update.
39 comments
In the script in the GECK, look for any line that has PNxCVisorVisionEffect02List in it, and delete the entire line. This will remove the blur effect from all the masks. I believe you will have to load the GECK through NVSE to be able to save the script again, as I think it has NVSE arguments in it.
One last thing - I dunno how good you are with MCM and scripts and such, but, as a thought, do you think a tool that simply listed the different visor types available and sound options for a headgear/helmet/glasses would be available, and then add those items to those lists for that playthrough using the MCM menu ingame, in the same way the 'Flashlight NVSE' adds in via a menu a helmet to have a flashlight effect? I think it'd be awesome to just have a tool that would be able to ingame add those effects in the same way, with no muss or fuss, and if you didn't like it, you could start a new game. Once you choose a specific overlay for a helmet, it would blur out all the overlay types for that helmet, and you could also choose to add in breathing sounds.
Just a thought! Thanks for this!
There's your problem - Fresh install time!