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Drewkey
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TTW Patch for Advanced Recon Thermal Nightvision

This is a small patch for the New Vegas edition of Advanced Recon Thermal Nightvision http://www.nexusmods.com/newvegas/mods/38328/?

This places into the capital wasteland the Items that the Fallout 3 version of Advanced Recon Thermal Nightvision would have done. It also includes the optional file to add a key to a certain individual (See the Fallout 3 version of the mod http://www.nexusmods.com/fallout3/mods/15653/? for more info if required)

Needs to be in the load order after "Advanced Recon Gear.esp"

Please give all the pludits to Gopher it is basically all his work, however, any faults you find are probably mine and mine alone.

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Edited by: Drewkey on 09/04/2015 - 07:19
Perren D'Wolff
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Cool. I had already made this

Cool. I had already made this for myself and was just waiting for Gophers permission to upload it. Guess you beat me to it.

goremand
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Does this add nightvision to

Does this add nightvision to ttw power armor like the Advanced Power Helmet?

Drewkey
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goremand wrote:

goremand wrote:

Does this add nightvision to ttw power armor like the Advanced Power Helmet?

Sorry No, It just places items into the Capital Wasteland as if you had the Fallout 3 version of the mod rather than the New Vegas version, so you don't have to go to Nevada to get Nightvision. 

Drewkey
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Perren D'Wolff wrote:

Perren D'Wolff wrote:

Cool. I had already made this for myself and was just waiting for Gophers permission to upload it. Guess you beat me to it.

This mod does not include any assets from Gopher's Great Mods it merely relies on the presence of the New Vegas version of the mod to simulate the presence of the Fallout 3 version of the mod in a TTW build.

I did try to contact Gopher, merely as a courtesy, but he is impossible to contact unless you are in the know as his nexus mailbox is not accepting mail.

goremand
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It would be cool to have

It would be cool to have nightvision on FO3/TTW armors as well, I think it's done through a script which makes it outside my modding comfort zone. I personally don't care for all the weird gear added by the mod would be be great if the nightvision was released as a standalone.

plumjuice
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Its been a while since I

Its been a while since I looked at Adv Recon, but Im pretty sure the PN uses a simple formID list method to decide which effects are applied to which helmets.

It may be that all you need to do is grab the base NV version on nexus, delete the Worldspace and Cell entries (to remove the item placement) and add your desired helmets to the chosen lists.

Read before asking for help. Please. >>>>>> http://taleoftwowastelands.com/content/read-asking-help

goremand
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What it looks like to me is

What it looks like to me is the formID lists are created in the .esm then the .esp has a script which adds the items to the lists. I'd actually like to remove some of the effects as well, currently the mod feels a bit munchkin, everything gets waterbreathing, four-eyes perception bonus, rad resistance and poison resistance for no reason.

improvman
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I can't pin it down, but this

I can't pin it down, but this seems to have a conflict with Project Nevada.

"We have made and kept covenants with our Lord, God, to honor his laws. In exchange, we are promised eternal salvation after this life." ~ Joshua Graham

RoyBatty
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Project Nevada already has

Project Nevada already has vision modes, so that's probably why.

Puppettron
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i've used PN, adv recon, and

i've used PN, adv recon, and PPA at the same time and had access to all three vision modes.

perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

help me fight starvation:  http://www.gofundme.com/vr56rc

improvman
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Is there a trick to get them

Is there a trick to get them to work nicely, like a patch? (to clarify my issue is that the HUD gets weird.  Sometimes having elements work while other times they don't.)

Turns out that uHUD is obsolete and UIOrganizer fixed it.

"We have made and kept covenants with our Lord, God, to honor his laws. In exchange, we are promised eternal salvation after this life." ~ Joshua Graham

Goatcha
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Wonderful, thank you.

Wonderful, thank you.

Just one question: Where did you put them all please? Especially the Target Acquisition Computer (TAC); I desperately need that to find lost corpses, so annoying playing without it.

Could you post a location guide please? Or just a list of the item ids.

Darkersun
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Just let you know, there is a

Just let you know, there is a nice mod, that allows you to assign the nightvision ingame to any headgear you want:

http://www.nexusmods.com/newvegas/mods/57503/?

It should work well in together with this mod, but I did not test it.

Regards,

Darkersun

- semi FNV Modder
- Wasteland lover

- System Spec: AMD Phenom II X6 1090T / MSI GTX 970 /12GB DDR3 RAM

Wolfways
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I'm having trouble with this

I'm having trouble with this mod. I'm around lvl30 now and the only thing I've found is the TAC in Rivet City. Is the "monacle" gear anywhere in DC?

 

Edit: Never mind, i just read the FO3 locations file. I didn't realize the items weren't put into loot lists :p

Drewkey
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Just added a combined

Just added a combined locations and codes spoiler file for the convenience of those that would like it.

FalloutAddict
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Works great, thanks

Works great,

thanks

Restoring the greatest country in the world to its former glory, well, heh heh... Well, that takes time, even for the Enclave.

CyberDanz
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I noticed a comment saying

I noticed a comment saying this may be incompatible with PN.. is this still the case?  Or does the PN patch that is currently on the original mods downloads page resolve this (considering this thread is a few years old now)?

Sorry, this is the first time I'm using a TTW patch for it.  I'm so used to manipulating records in FNVEdit (TesVEdit Converted for FNV), I'm not sure I ever needed one before, but I do want the DC distribution side of things that I didn't manually merge in before.  I always had to wait until I goto the Mojave and used the Doc Mitchell's house cheat to get them right away there, considering I had to finish my FO3 side in order to get there and obtain them.  Was so annoying.  Considering, others have confirmed this to work, I'll give it a try.  I just wanted to be sure that grabbing the PN patch from the original site won't interfere with your patch.  Thanks!

EDIT:  I just finished my playthrough I was working on when I asked this.  Just to offer feedback.  I did use this and had no issues.  I didn't however, play with Project Nevada.  I used other mods that would've conflicted with PN.  Just to say.. NICE!

CyberDanz The public junkie who LOVES Fallout!