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Night Vision Goggles Cut from FO3


MoutainSplitter

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I remember playing FO3 awhile back and seeing a bunch of NVG mods out there. Through random browsing came across this: http://fallout.wikia.com/wiki/Night-vision_goggles

 

It seems that the goggles are cut content from Fallout 3. Using the FOMM, I found the goggle's meshes and Pipboy Icon, but no textures. The meshes were in the folder meshes\armor\headgear\wastelandclothing04. I was wondering if someone could find/get the correct textures and combine them with the mesh. It would be awesome to have some night vision in New Vegas that isn't cat-eye biker goggles.

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I just opened up the GECK in FO3 and put the cut mesh in the data folder after extracting it from the .bsa file with FOMM. Loading the mesh it has textures, but I couldn't find any seemingly related textures for it in the .bsa file. I would love if anyone knew the correct ones, I just want to port these goggles to FNV, not gonna upload them on the nexus or anything

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http://forums.nexusmods.com/index.php?/topic/257088-night-vision-help/

 

I was reading this thread, trying to figure out how to make my own nightvision effect, since I dont want to use the cateye effect. Problem is, the GECK won't let me make my own imagespace modifier or script, it just edits an existing one, overlaying it. How can I actually make my own effect for this? Or is there I way I can use the effect given to nightvision scopes from weapons?

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I had a bit of time so I threw together a sample mod for you. I put a box in Goodsprings with two pieces of apparel that apply a custom IMOD with two different methods. And yeah, I know the hats are tilted when you wear them but this is just a sample mod...

http://www.mediafire.com/download/g4acxb475n68eeo/IMODSample.rar

 

Anyway, each hat is labeled with the method they use. The object effect one has an enchantment that applies the IMOD (just a copy of the cateye one), whereas the script applies it through a direct script. I know it can be done successfully both ways but honestly I don't know which one is better. So, up to you really.

 

I didn't test with companions, although I'm sure it will work fine, but do bring along someone and give them these hats to see if the IMOD gets applied to the player. If so, let me know and I'll see about a fix, but as I said I think they're conditioned properly.

 

Feel free to copy the records into your mod or build your mod into this esp. Good luck :)

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I had a bit of time so I threw together a sample mod for you. I put a box in Goodsprings with two pieces of apparel that apply a custom IMOD with two different methods. And yeah, I know the hats are tilted when you wear them but this is just a sample mod...

http://www.mediafire.com/download/g4acxb475n68eeo/IMODSample.rar

 

Anyway, each hat is labeled with the method they use. The object effect one has an enchantment that applies the IMOD (just a copy of the cateye one), whereas the script applies it through a direct script. I know it can be done successfully both ways but honestly I don't know which one is better. So, up to you really.

 

I didn't test with companions, although I'm sure it will work fine, but do bring along someone and give them these hats to see if the IMOD gets applied to the player. If so, let me know and I'll see about a fix, but as I said I think they're conditioned properly.

 

Feel free to copy the records into your mod or build your mod into this esp. Good luck :smile:

Thanks! Ill try it out. I was saddened to see that the goggle meshes are on the forehead, but then again, I should have expected it, since they were ment to be cut headwear, not eyewear. Ill try out the effects soon. Thanks

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Thanks! Ill try it out. I was saddened to see that the goggle meshes are on the forehead, but then again, I should have expected it, since they were ment to be cut headwear, not eyewear. Ill try out the effects soon. Thanks

I don't think it' be a big deal to move those over the eyes......just have to adjust them in blender and create a new egm. But it'd have to be for FO3 since the wiki says none of the assets were carried over to FONV. I wonder where they got the pics on the wiki page, since it is obviously showing a texture for both.

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Thanks! Ill try it out. I was saddened to see that the goggle meshes are on the forehead, but then again, I should have expected it, since they were ment to be cut headwear, not eyewear. Ill try out the effects soon. Thanks

I don't think it' be a big deal to move those over the eyes......just have to adjust them in blender and create a new egm. But it'd have to be for FO3 since the wiki says none of the assets were carried over to FONV. I wonder where they got the pics on the wiki page, since it is obviously showing a texture for both.

 

I found the textures for the goggles, they were simply in a different file path than what the meshes lead me to believe

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