Fallout New Vegas

About this mod

Do you like roaming the wastes in the dark? Do you like poking around in abandoned, pitch-black vaults and caves? Do you like the idea of being able to press a button on your helmet just like the NCR Ranger in the opening video and turning on nightvision to snipe some fool? Or the idea of using a Power Armor's internal HUD to turn on low-light

Requirements
Permissions and credits
This mod offers an easy way to activate, on command, without any crouching or ingesting or time-restriction, nightvision capability in appropriate headgear and a few full-body suits.

Namely: Reinforced Combat Helmets (Mk I and II) (level 2), all the Power Armor helmets (level 3) (including the Salvaged NCR helmet, with a reduced (level 2) red NV set of optics, as if they patched in a system from the Veteran Ranger helmets to replace the original green NV), all the Ranger and Riot Gear helmets (level 3), Chinese Stealth Armor (level 3), Radiation Suits (only the lowest level for the basic suit, 2 for the Advanced Rad suit) and the Followers Science Suit (level 3), the Hazmat Darkcowl hood (level 3), and...I think that was all of them. Basically, if it didn't have a visor with at least some pretense of technological capability to handle it, it doesn't have it; if it does, it does. The levels listed above are the maximum available, you can still activate anything lower than that, too (particularly since vanilla lighting levels really don't mix very well with anything above 1).

This mod doesn't require NVSE, JIP, LE, or any other fancy plugins: it's all content made by Obsidian and placed within the game (this file requires all four story DLCs as a result, as it draws on content from from them to make the core concept work), just reconfigured into new tricks to make old equipment do new things. This is, I believe, an actual example of "it just works" that isn't predicated on a certain master trickster's lies.

I originally thought I'd have to make multiple versions to cover different levels of lighting in people's games (due to lighting mods), but I figured out a way to activate varying levels of brightness on the NV for the various pieces of gear (as appropriate for their tech level and sophistication), so it should work from vanilla bright to the dankest modded dark.

While I was in the neighborhood, reactivating optics in gear that should've been working from the start, I added FourEyes compatibility to gear that it makes sense to have it, with sophisticated visors based on pre-war tech that really should be capable of adjusting to meet their wearer's biological vision quirks. Fighter pilots may or may not still have been required to have 20/20 vision in 2077, but your average combat armor-wearing grunt or riot cop or marine or power armor specialist? They aren't working in conditions of air pressure and high-G maneuvers that should rule out someone who normally wears glasses.

Other than that, I haven't altered any stats, aside from a bit of bugfixing (giving the Desert Ranger helmet a weight other than 0, making Riot Gear helmets headgear and light rather than mixed up body gear and heavy, etc). There's a jsawyer compatible version, where I altered the weight and power armor tagging on a few items, too (because I always play in jsawyer, and I know other people do, too). Thinking about making a jsawyer version with more sophisticated power armor training shenanigans to restore those power armor tags while keeping his intent of just being able to use PA when you find it (like in FO1 and 2), because I think that's the one slight flaw in his otherwise perfect mod, but for the moment, that's a maybe for the future.

Hope you enjoy it.

(The equipment to activate the NV capability for this mod are non-quest items (so as to allow you to hotkey them to activate/deactivate), stored on the counter in the abandoned shack by the Memorial cross near Goodsprings, thanks to someone helpfully pointing out that I was inadvertantly spawning multiple versions by putting them in an empty box; I'd suggest only taking one of each level at a time, leaving the others as back-ups/replacements in case something unfortunate happens).