Virtually everywhere, the choice is limited to two options, a too bright crappy blurry doublevision Green, or a calm focused Lavender.
To date, the only mod I've seen to offer anything new is the ABC mod. They add in two new types of nightvision. I believe one of them basically replaces the crappy Green, instead improving it to the Lavender quality.
I was wondering why more major mods haven't done something similar. Also, I'm not sure where nightvision filter settings are stored, or else I'd simply port them over from ABC for whatever I use.
And even still, its not true nightvision, since they're merely color films, and dont usually actually offer any form of light amplification. Is this a restriction of the Xray Engine, or can this also be remedied?
Yeah, I know what you mean, the (bad green) nightvision is more or less useless. It's actually possible to see better without it in almost all circumstances. As you say, none of the nightvision settings around are completely realistic, so I say: just go for utility and use the new green NV from ABC mod.
To rip the improved green NV from ABC Inferno, extract the mod's files somewhere, then go to that new directory and look in \gamedata\anims\ for a file called "nightvision_nano.ppe". Copy that to your own \gamedata\anims\ directory and rename it "nightvision_bad.ppe" and it'll replace the existing foggy one. Of course, that's assuming you've downloaded it already; if not, let me know and I'll post the file to save you a lot of pointless downloading. That mod is pretty big.
Anyway, the new green NV is about as clear as the blue, (there might be a small difference, not sure.) but it doesn't upset the balance. The green NV is still inferior because - while it is clearer than it was - it still cuts out now and then like it did. So even with this tweak the blue NV is still better, it's just that now they're both actually useful.
This was recently disscussed in the Rebalanced thread over at the GSC forums. If you look a Zagar's posts on this page he was explaining to me all about it:
this is a quote from him:
Now for the NV. Since we have the possibility for 4 different types, you can think how to distribute those among the outfits. I suggest to didvide outfits minimally in 3 categories, according to your judgement. It can be 4 since you have much more suits than vanilla. To each category assign: nightvision_bad, nightvision, nightvision_good. The unused nightvision.ppe is appropriate for the midrange outfits like Dolg or Svoboda heavy. If you split the suits in four groups, use the effector psy_antenna.ppe that is better than nightvision_bad IMO.
(for more detail from him, just follow the link above).
matty it would be great if you could post those files.... TY in advance.
Lord Pariah;4552305matty it would be great if you could post those files.... TY in advance.
You mean the ones that Zagar was talking about in my thread? He hasn't sent them to me yet, hopfully he will tonight. They will be in the next Reb release, which will hopfully be this thur.
You only need one file for it. I think I explained to Matty a while back, I can't remember what thread it was in though. Put this in your Stalker directory: Clear Green NV
It's taken from ABC Inferno, so kudos to Russo.
Right, the file in the zip attached to this post replaces the default 'blurry' green nightvision with much clearer green nightvision. It goes in \gamedata\anims\
Just started trying OL again, and might fire up ABC in the next few days to come. Thx for the answers, this should be real good.
TYvm matty rep for u