Seby7 Posted November 2, 2010 Share Posted November 2, 2010 I'm wondering if anyone out there knows if it is possible to add a script or something of the sort to add Night-vision to something like goggles.I could not find anyway to add Night-vision so I used the Cateye effect for low-light vision but it's not the same due to the fact of the overwhelming brightness. Does anyone have any clue how to add Night-vision to apparel? Link to comment Share on other sites More sharing options...
FluidFire Posted November 2, 2010 Share Posted November 2, 2010 Go to Special Effects > Image Space Modifier in Geck. Pull up Cateye, rename the form, save it as a new form. Tweak as you want. You can change it from blue tint to green tint and mess with brightness. HUGE amount of options there to play with. As far as adding an item to the game, lemme know when you get the effect you want and I can probably help you out, adding it to vendors and such. Link to comment Share on other sites More sharing options...
FluidFire Posted November 2, 2010 Share Posted November 2, 2010 As far as adding the effects to an item in the game, assuming you call your effects "NightVisionISFX" and "NightVisionFadeOutISFX", create a new script based off the cateye script: scn NightVisionEffect begin NightVisionEffectStart ApplyImageSpaceModifier NightVisionISFX player.setav NightVision 1end begin ScriptEffectFinish RemoveImageSpaceModifier NightVisionISFX ApplyImageSpaceModifier NightVisionFadeOutISFX player.setav NightVision 0end Then create a base effect called "NightVisionBaseEffect" under Game Effects > Base Effects. Again, model this off of cateye's base effect. Cateye is an ingestible so there's an item for it under Game Effects > Ingestible. But we're not doing an ingestible I assume... so you want to add an item (ala Night Vision Goggles) So create a new Armor item called "NightVisionGoggles" and link your script in. If you want to also give a stat effect (PER +1) or whatever do an object effect and link that to the armor item you created. Link to comment Share on other sites More sharing options...
FluidFire Posted November 2, 2010 Share Posted November 2, 2010 Also if you are making or modifying a weapon, there's an easy way to add night vision. On the art and Sound tab of the weapon, there's a "Night vision" checkbox at the bottom. This activates the NightScope effect when it's zoomed in. Link to comment Share on other sites More sharing options...
WuphonsReach Posted November 2, 2010 Share Posted November 2, 2010 I would suggest that you allow the user to turn the effect on/off in two different ways: - wearing an item (like NVGs in the eyeglasses slot, or maybe both eyeglasses and hat slot)- simply using an inventory item that doesn't have to be equipped but can be hot-keyed (so it can't be a quest item) Bonus points if it burns up energy cells (one every 5 minutes is normal) or some other energy ammo source. Double bonus points if, when you equip the goggles, it remembers what you were wearing and restores those items when you take them back off. Unfortunately, it doesn't seem likes there's an appropriate NVG model in-game in New Vegas, so you may have to take the biker goggle model and modify it to look more futuristic. Or if you have access to a model that is permissible to add to New Vegas, go with that. I used a NVG mod (Nightvision Goggles, Powered) heavily in Fallout 3. The only thing I didn't like was that hot-keying it would put the goggles on, but when I took them back off, my previous facewear wouldn't get replaced. So if the equip/unequip script could handle the item swap, I'd be super pleased. The reason for an item that you carry around that just toggles it on/off is so that it can be used with special facewear or helmets that block the eyeglass slot. Keep in mind that quest items can't be hot-keyed, so it would need to be a normal item and you would probably anchor the script off of OnEquip (I think). And triple-bonus points if you include a terminal / activator object somewhere that can be used to tune the brightness of the effect. My plan was to stick an electrical panel on the side of Doc Mitchell's house. Or add a vault control terminal somewhere (probably Mohave Outpost, Primm, or maybe out at the 188 or Hoover Dam) to handle that. Link to comment Share on other sites More sharing options...
FluidFire Posted November 2, 2010 Share Posted November 2, 2010 You could store the item that was previously on in a variable, then re-equip it (if they player still has it, that is!) If done right this could be a nice mod. I also used the night vision mod in FO3 and loved it. Although, I'd prefer if the item were added to vendor lists, and not just automatically given to you. I don't like mods that give you items automatically - feels like cheating and robs me of the experience. Link to comment Share on other sites More sharing options...
Recommended Posts