It got a bit annoying & tedious adding the script values to each individual headgear to enable the west tek vision modes, so that's why this mod was created. It is also meant to compliment my helmet light / headlamp mods.
If you have an elaborate armor setup hopefully you can find one slot free to use this mod with. The description tab has all the relevant mod info.
Thanks & props to FadingSignal for the permission to use the west tek optics framework.
September 2024
Updated the mod to 1.1. Trimmed down the mesh so blood decals or dirt decal mods like Get Dirty don't show up on the invisible armor. It was more noticeable in third person. A comparison image is available here.
Going through the comments I wanted to clear up some things. Crashes on the armor workbench are usually because of an improper installation of the original West Tek mod and / or an improper installation of my mod as well. A good practice is to test the goggles from the original mod. If they work properly & can be modified on the workbench then my dummy optics will work as well.
My mod uses the same Script framework as the original mod so you will need to find the original blueprints that enable armor upgrades. My dummy optics armor need to be customized in the armor workbench first before they will work properly especially with the hotkey switch. See image here.
For some reason, the optics from this mod are unable to be modified, whereas the base mod is able to be. I have attempted multiple reinstalls, and none have worked. While this was noticed on a far heavier load out of mods, it was replicated with the following:
Usually if the base mod goggles can be modified then there should be no problem modifying the dummy optics. Did you get the the blueprints from the base mod? Scrap whatever dummy optics you have. Make sure that you have the blueprints that enable armor modification. Try crafting the dummy optics from the chem bench. It could be that there is a script mismatch from the minor update from Fading Signal but I looked at it & it didn't seem to change much.
Could someone post the simplest way to console additem the best night vision version? I'm not sure what all the options are, but it's probably the Chinese version or setting up a custom one eye ultraviolet and the other eye infrared...?
Thanks for this! I was only able to get the cosmetic version for the West Tek goggles, even though the power armor upgrades were available, and this made it all work.
I'm a longtime and huge fan of West Tek Optics and subsequently this mod, but I seem to be having an issue lately where, seemingly randomly, all surrounding NPC's will look like I've triggered a targeting HUD, i.e. they're all glowing red. I don't actually make use of the targeting HUD for my optics, and this has occurred both with and without companions present. For context, I'm also using White Phosphor NVG. I'm wondering if somehow an NPC has an invisible optic equipped and somehow that's triggering it? No idea.
It isn't a show stopper but I would like to put an end to it if I can, so any guidance is appreciated.
EDIT: I'm not sure what the ultimate culprit was but this mod (Customizable Targeting HUD), setting it to engage targeting only when sneaking and with weapon drawn, seems to have done the trick.
Stupid question I have never used "West Tek Tactical Optics" before, but I read the description and installed Hotkey Manager and also added the line for the N key to the Hotkey.ini. And I equipped the West Tek Dummy Optics Slot 51, but when I press the N key ingame I only hear a faint clacking sound, but the night vision does not switch on. What can be the reason for this?
I am currently having the same issue, its been a while and I don't know if you active still but were you able to find a fix for it? I've tried changing the load orders and the key binding and that's just about all I've tried
cannot get any of the Dummy optics to work at all - neither with TAC nor other WTTO enabled mods changed around load orders, double checked patches, scanned for conflicts - can't find a solution :l
47 comments
If you have an elaborate armor setup hopefully you can find one slot free to use this mod with. The description tab has all the relevant mod info.
Thanks & props to FadingSignal for the permission to use the west tek optics framework.
September 2024
Updated the mod to 1.1. Trimmed down the mesh so blood decals or dirt decal mods like Get Dirty don't show up on the invisible armor. It was more noticeable in third person. A comparison image is available here.
Going through the comments I wanted to clear up some things. Crashes on the armor workbench are usually because of an improper installation of the original West Tek mod and / or an improper installation of my mod as well. A good practice is to test the goggles from the original mod. If they work properly & can be modified on the workbench then my dummy optics will work as well.
My mod uses the same Script framework as the original mod so you will need to find the original blueprints that enable armor upgrades. My dummy optics armor need to be customized in the armor workbench first before they will work properly especially with the hotkey switch. See image here.
Cheers!
For some reason, the optics from this mod are unable to be modified, whereas the base mod is able to be. I have attempted multiple reinstalls, and none have worked. While this was noticed on a far heavier load out of mods, it was replicated with the following:
DLCRobot.esm
DLCworkshop01.esm
DLCCoast.esm
DLCworkshop02.esm
DLCworkshop03.esm
DLCNukaWorld.esm
ccbgsfo4001-pipboy(black).esl
ccbgsfo4018-gaussrifleprototype.esl
ccbgsfo4020-powerarmorskin(black).esl
ccBGSFO4044-HellfirePowerArmor.esl
ccfsvfo4001-modularmilitarybackpack.esl
cceejfo4001-decorationpack.esl
ccbgsfo4045-advarccab.esl
ccfsvfo4003-slocum.esl
ccgcafo4001-factionws01army.esl
ccgcafo4002-factionws02acat.esl
ccgcafo4003-factionws03bos.esl
ccgcafo4004-factionws04gun.esl
ccgcafo4011-factionws11vt.esl
ccgcafo4012-factionas01acat.esl
ccgcafo4013-factionas02bos.esl
ccgcafo4014-factionas03gun.esl
ccgcafo4019-factionas08nuk.esl
ccgcafo4022-factionas11vt.esl
ccgcafo4023-factionas12army.esl
ccawnfo4001-brandedattire.esl
ccfrsfo4002-antimaterielrifle.esl
ccbgsfo4075-pipshroud.esl
ccbgsfo4078-pipreily.esl
ccbgsfo4009-piporan.esl
ccbgsfo4028-powerarmorskinorange.esl
ccsbjfo4001-solarflare.esl
ccqdrfo4001_powerarmorai.esl
ccbgsfo4048-dovah.esl
ccBGSFO4115-X02.esl
ccrzrfo4002-disintegrate.esl
ccBGSFO4116-HeavyFlamer.esl
ccbgsfo4112-ws_pickman.esl
ccBGSFO4110-WS_Enclave.esl
ccbgsfo4098-as_pickman.esl
ccBGSFO4096-AS_Enclave.esl
ccfrsfo4003-cr75l.esl
ccacxfo4001-vsuit.esl
ccFSVFO4007-Halloween.esl
ccBGSFO4046-TesCan.esl
ccgcafo4025-pagunmm.esl
ccSBJFO4003-Grenade.esl
ccOTMFO4001-Remnants.esl
unofficial fallout 4 patch.esp
WestTekTacticalOptics.esp
WestTekDummyOptics.esp
StartMeUp.esp
StartMeUpNukaWorldPatch.esp
StartMeUpShaunDefaultAppearance.esp
I was only able to get the cosmetic version for the West Tek goggles, even though the power armor upgrades were available, and this made it all work.
It isn't a show stopper but I would like to put an end to it if I can, so any guidance is appreciated.
EDIT: I'm not sure what the ultimate culprit was but this mod (Customizable Targeting HUD), setting it to engage targeting only when sneaking and with weapon drawn, seems to have done the trick.
changed around load orders, double checked patches, scanned for conflicts - can't find a solution :l