Welcome to WTTO 2.0! First the important stuff!
1. UPDATING: IF YOU ARE UPDATING MID-GAME, A CLEAN-SAVE IS REQUIRED!
Because this was re-created from the ground-up, you need to make a clean save. If you do not do this, any existing goggles you have will behave erratically and vision modes could get stuck.
• Take off any WTTO eyepieces from you and your companions, and save your game.
• MAKE A BACKUP of this save in case you need to downgrade!
• Uninstall any older versions of West Tek AND any patches (important! patches will try to re-load West Tek and crash!)
• Load that the save game again, select OK/YES when it warns you about missing west tek plugins.
• Once loaded, re-save your game. It's now "clean" from older WTTO versions.
• Quit the game, install WTTO 2.0, and re-load that most recent game and you're done.
• If you're using the AWKCR patch I've provided (which simply moves crafting from the Chem Station to the AWCKR bench) please be sure and upgrade that as well, which is available in the main files area.
• You will unfortunately lose any eyepieces you had, and the crafting blueprint will reset. You can instantly re-enable crafting instead of fetching the blueprints again by using the console and typing:
set WestTek_IsBlueprintRead to 1
2. NOTE: THIS WILL BREAK ANY 3RD-PARTY PATCHES!
Patches made by other authors for WTTO that extend functionality, or otherwise make changes to this mod will have to be removed for now until those patches are updated. Some functionality (such as toggling and dynamic positioning to forehead) are now part of version 2.0 so those mods may not be necessary any longer.
3. FEATURES!
• New eyepieces (Hacked Goggles, Hacked Visor, Chinese Military Optics Prototype)
• New vision modes with 1x, 2x, 3x brightness, and new multi-modes to attach ALL effects to one eyepiece
• A toggle switch, done either via chem or via FO4 Hotkeys (see below)
• If using the multi-vision modes, the toggle switch acts as a mode cycle
• A new mod option that will dynamically move the eyepieces up onto your forehead when they're toggled
• All vision effects and toggle/cycle switches now available on Power Armor helmets!
• Hacked Goggles / Visors have a low chance to appear on Raiders and Super Mutants
• Lucas Miller, Cricket, KLE-O, and Proctor Teagan will all sell lenses AND mods starting at level 16 (mods will only be sold if you've unlocked blueprints)
4. KNOWN QUIRKS (not really issues, just things to be aware of)
- Ghouls (like Hancock) have some clipping when wearing the new Chinese Optics piece. Ghouls are 'hard-coded' to use Human armor meshes, which can't be changed, and the workaround made the piece look loose on everyone else, so I left it as-is for now.
- If you acquire Power Armor helmet vision mods with the console BEFORE you unlock crafting with the blueprint, attaching them at a Power Armor station will do weird things and not work. Unlock crafting first!
5. HOW TO USE THE TOGGLE/CYCLE SWITCH
OPTION A: Use a chem (for console players or those not using FO4 Hotkeys)
• Head to the Chemistry Station and under UTILITY you will find "West Tek Goggle Switch"
• Craft TWO of these, and in your Pip-Boy assign the chem switch to a favorite
• It's a universal switch: When used, it will toggle any eyepiece you're wearing, including Power Armor
• You need two because favorites assignments to chems are removed when you totally run out
• This single switch will turn on/off standard goggles, and cycle through vision modes when Multi-Vision mods are present
OPTION B: Using FO4 Hotkeys (REQUIRES FO4 HOTKEYS SETUP / KNOWLEDGE!)
• It couldn't be more simple! Just add this line to your HotKeys.INI, where N = the hotkey of your choice. This is a universal hotkey that will toggle or cycle any eyepiece you're wearing, including Power Armor vision modes.
N=cqf WestTek_GoggleControlQuest GoggleToggle
You can view the details and overview of what's in 2.0 here:
22 comments
try assigning it via console command. I couldn't get it to work when I added the command in notepad, but doing it manually ingame worked just fine.
One question, do companions gain any benefit from equipping them with night vision?
Not only can I skulk around that much more skulksomely (skulkfully?), you also lead me to discover fo4hotkeys, or rather, that the game innately supports custom keybinds to begin with!
Really impressed with how well this one works, especially considering its age.
**For anyone wondering how easy it is to set up a toggle hotkey on PC:
you can simply ensure your fallout4custom.ini contains the lines:
[Menu]
bUseConsoleHotkeys=1
sConsoleINI=Data\Hotkeys.ini
create a hotkeys.ini in your fallout4\data
and in this hotkeys.ini you need:
[Hotkeys]
N=cqf WestTek_GoggleControlQuest GoggleToggle
all done, 5 mins. ModOrganizer 2 users, you must use the MO2 ini editor to open fallout4custom.ini !
I've been slowly remaking the mod from scratch that will resolve some of the oddities that can happen with the switch.
I installed this mod after I hit level 80 with my current character. First gunner I killed dropped a thermal eyepiece. It was like Christmas!
One oddity I did notice is that if you headshot someone and the head explodes; the equipped eyepiece will remain floating above the neck (where the head once was) until you loot it. I don't know if that's something you're able to fix or if it's just a Bethesda Thing (tm). Not really a problem; just more of an FYI.
Thanks again for the mod!
The floating thing is definitely something that can and should be fixed. That's part of the dismemberment data that was a bit mysterious when this mod was released.
The major thing added to this update was a switch to turn them on/off (which wouldn't be available on consoles) and the new eyepatch/raider goggles.
Future updates will come to consoles for sure.