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Gab

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gabgone

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This tutorial explains how to add night vision to scopes, without using any overlay, allowing 3rd person night vision ONLY when aiming with your current weapon.
It includes how to create your custom mod, how to add it through weapons framework (optional but recommended), how to calibrate the reticule of the gun, and how to edit night vision ef

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Hi there.

After installing "Dark Nights" and "light matters", night vision has become essential in my playthrough, and even if there are many excellent night vision googles mods, I was looking for something different.
Most night vision weapon mod I've seen have that overlay that overrides the vision (just like the default mask) and you have two downside effects

1) From third person, your visual switches to the scope
2) Inside the "scope" vision, you lose the "feel" given by "see through scopes" mods and similar, like muzzle flashes

So after trial and error, I finally have found the way. There is one condition, that you can put in any custom "Enchantment" in the Creation Kit, that recognize the "status" of your gun (firing, reloading, etc). Every number is a different status; the one we need are "Aiming downsight" and "Shooting Aiming downsight".

Step by step, let's see how to make a "See through" night vision scope. If you have never used the creation kit reading all will take about 5 minuts to read and 15-20 minuts to create your own scope.

If you already know about Creation Kit, weapon mod creation - editing, etc, this should be sufficient
https://www.creationkit.com/fallout4/index.php?title=GetActorGunState

*** 0 ***

Before anything, save a backup of the weapon you're gonna edit

*** 1 *** SETUP

If you already know about editing mods or whatever, jump to step two.
First time in Creation Kit?
Open the weapon mod you want to edit, set it to "Active". This means that any edit WILL BE SAVED on this .ESP.
Press Ok. Wait for GECK to load everything. It might take several minuts.
If that specific mod has more than one Master, read here

https://forums.nexusmods.com/index.php?/topic/570793-how-do-i-get-the-geck-to-load-up-multiple-master-files/

*** 2 *** CREATING THE EFFECT

First thing we're gonna do is create the night vision effect, with the "aiming condition".
From the list on your left, select "Magic\Enchantments"
Right Click on the list to the right, select NEW

1) ID ----- This is unique to ANY object in the game. Editing this will create a new object. I suggest starting with 11, or stuff like this, so it's the first in the list
Since I'm editing Saya Scar Mod, mine will be "00GabScarNightVision"

2) Name ----- The name you will read in game. Night Vision Scope Effect, NVSE, whatever you like. Oh wait, NVSE... what was that?


3) in order, ENCHANTMENT - CONSTANT - SELF - NONE NONE

4) On the white box, right click, new, select "PerkNightPersonEffect". This means we will be using the night vision effect of the perk "Night Person"

5) Now, see image 2 and image 2b, lets put the conditions. Set them up exactly as in the image. flag the OR.
You need two condition, one with value "6", one with value "8". Both with flag on OR

OK, OK, OK OK OK. Effect is ready.


*** 3 *** CREATING THE WEAPON MOD Object

Any weapon mod, from the original fallout or from a custom modification, is included in one folder of the Creation Kit: "Object Mod" - SEE IMAGE nr 3
I've just selected the long range scope of Saya's SCAR mod; you might select for your test any weapon sight mod; real thing is that the mod would work even on a barrel or a magazine or whatever...but do you reeeeallly reaaaally want a night vision stock?

1) ID ----- This is unique to ANY object in the game. Editing this will create a new object. If you don't edit this, you're gonna edit an existing mod. Maybe the best solution for your first test.

2) Name ----- The name you will read in game. ANPVS, Night Vision, K00lnitvizorBro, whatever you like

3) Description ----- ....ok?

4) Target Type ----- weapon

5) Loose Mod ----- whenever you remove this Weapon mod, it become this objects. This can be shared with different weapon mods. For instance, you are creating a scope that works with night vision enabled OR disabled. You will have one loose mod, and two weapon mods.

5) Attach Points, keywords, etc: since we are creating a mod starting from an existing one, or editing an existing one, leave this untouched. It just works. No?

6) Property modifiers - Now things get serious

fZoomDataCameraOffsetX - Calibrate Left - Right reticule - 1st person
fZoomDataCameraOffsetZ - Calibrate Up - Down reticule - 1st person
fZoomDataCameraOffsetY - Calibrate how close to the scope your eye will be - 1st person - negative goes back, positive goes near
fZoomDataFOVMult - Field of view multiplier, 2 means 2x zoom, etc - 1st person

Calibrate means that values has to be adjusted for every single scope. Some mods have some sights a lillte disaligned; well, changing this options will correct the issue. One important note: FOVMult and OFFSETY have to be tuned together; editing one will change the effect of the other, and viceversa. Zoom might affect Z too.
How to correctly tune it? Save the .ESP, load the game, shoot. If it looks cool, and you are hitting the center of your reticule or aim dot, you're done. Otherwise, exit, change values, try again. This might take some time to be set properly for long range shots.

Other options are self-explanatory. I honestly keep the ones done by other modders. "eye transiction" is interesting and I usually keep it pretty low for aimpoints, eotech and so on, because you aim well with both your eyes open, while scopes take usually longer. personal choice...

Last: peEnchantments - this is the one doing all the magic. As you can see in the screenshot, I have my custom enchantment selected: "00GabScarNightVision"
Select yours.

OK, close, save.

Now, If you have edited an existing mod, It should work. If you have added a second mod, I'd suggest you to configure it with "Weapons Framework", which is excellent for in-game weapon modification without the use of a workbench and, in my opinion, a must-have.

If you don't like the night vision effect, you can edit it. "Special Effect\ImageSPaceModifiers", in filter put "night", the first three effects are the one you want to edit. See image 4 for my custom settings. Honestly, it can be better but I'm still praticing. For now, it is decent btw. For a greenish look, copy the ones from the vanilla night vision scope.

Well, tha't all. Give it a try and tell me if you have issues. I don't come daily on the nexus but I answer every posts as I read 'em.

Enjoy ;)