XCOM 2
[WOTC] Night Vision
59 kommentarer
MildlyInsaneCajunMan 2 timmar sedan 
Thank you kind sir.
Aquilio  [skapare] 3 timmar sedan 
Go to the XComNVG.ini file and replace the "50" in the following line to a different cost:

NVG_ENGINEERING_COST_QUANTITY[0] = 50

If playing LWOTC:

Go to the XComLW_Overhaul.ini file instead and replace the "50" in this part:

SupplyCost=50
MildlyInsaneCajunMan 3 timmar sedan 
Is there any way to lower the cost of building them? I know they're not a lot but when you have so many mods adding in so much stuff, it adds up pretty quick.
Aquilio  [skapare] 25 okt @ 12:05 
Hi, my mod does not touch the Night Mission Rules in any way except the visual effect.

Apart from that, any items/mechanics in my NVG and Flares mods are independent from the ones used in the NMR mod.
vulgar_monkey 25 okt @ 12:00 
Hi, great concept for a mod! Quick question - what kind of compatibility changes does this have when used alongside Night Mission Rules other than the visual effect you mention? I only ask as it sounds like that mod has its own implementation for how the items are actually procured on the strat layer and used in tactical (an active ability with cooldown / limited charges iirc), with both NMR goggles and flares being distinct items.
HKR31 6 sep @ 18:28 
:steamthumbsup:
Aquilio  [skapare] 6 sep @ 4:23 
Yes. In the XComNVG.ini config file, change the settings to following:
AUTO_EQUIP_COSMETIC_NVG = false
AUTO_UNEQUIP_COSMETIC_NVG = false
HKR31 5 sep @ 17:21 
Can I just remove the default cosmetics and have nothing replace the helmet? Whenever I use the nvg the helmet goes invisible. I just want the functionality and not the visual headgear.
shodanpc 3 maj @ 15:52 
Thanks for the update
LeyShade 28 mar @ 2:41 
Stopping by purely to say this is one of the best Mod Descriptions ever. Chef's Kiss to this one.
Ratatat 23 mar @ 7:32 
One of the coolest mods ever.
Aquilio  [skapare] 23 jan @ 23:32 
No. Those are optional mods. The mandatory stuff is on the sidebar.
MiniMap 23 jan @ 14:36 
Do you need Capnbubs Accessories/One Million Colours? I don't like adding too many cosmetic mods, but your ambience pack looks nice and I like the idea of night/light mechanics
Vaultwulf 22 jan @ 9:29 
@Aquilio Thank you!
Aquilio  [skapare] 22 jan @ 9:28 
@Vaultwulf
Yeah, should be already available in Engineering when you return to the Avenger.
Vaultwulf 22 jan @ 9:17 
Can I add this to an ongoing campaign. I have already unlocked the Advent Trooper Corpse.

Absolute love your mods! It's like playing a new game! :steamthumbsup:
Aquilio  [skapare] 18 jan @ 7:14 
@william09703
No, you don't need to do anything else. You're good to go.
william09703 18 jan @ 7:04 
got it. so the 202X version one already in the config, should I enable it manually?
Aquilio  [skapare] 18 jan @ 6:50 
@william09703
It's the other way around. If your soldier equips the NVG item, they automatically equip the cosmetic goggle option as well.

By default it's the Capnbubs cosmetic NVG (if you have it installed), but you can disable that in the config. Or even set it to use different cosmetic goggles instead.
william09703 18 jan @ 6:41 
Oh, wait. so the NVG effect actually auto applying when you equipped soldiers accessory from either Capnbubs Accessories?
Aquilio  [skapare] 18 jan @ 5:59 
@william09703 It will work with the 202X version as well. You don't need to install both versions of the cosmetic mods.
william09703 18 jan @ 5:50 
I'm wondering if we can make the night vision effect apply to [WOTC] Capnbubs Accessories 202X . since both mods have NVG and I only need the effect, not another duplicated accessory
Arock 17 jan @ 10:42 
Just wanted to say you're on a serious roll with this latest series of mods. Huge thumbs up. And thank you!
Aquilio  [skapare] 13 jan @ 1:52 
@TheGames The immunities are toggleable in the XComNVG.ini file. Also, I think most people would not be interested in the drawbacks, considering many vanilla/modded items provide the passive bonuses only.
Totally Not Ed 12 jan @ 20:58 
>Also provides immunity to blindness

Time to make a mod that allows enemies to use flashbangs
Major Piss 12 jan @ 17:09 
You should either remove or reverse the immunity to blindness. Not only does it not make any sense, but the item should have some drawback if it's just a passive stat increase.
Marcus 3 jan @ 6:01 
Do these work in fog? you can get this in a sit rep giving shorter vision/
Nullified 29 dec, 2024 @ 16:46 
Thanks aquillo, loving the mod, people like yourself keep the game fresh and innovative.
Aquilio  [skapare] 29 dec, 2024 @ 16:34 
Nullified 29 dec, 2024 @ 16:20 
I have an unrelated question, could you pls tag the freecam mod your using
horsepowerYT 25 dec, 2024 @ 9:24 
Sorry forgot the PPSE
Aquilio  [skapare] 25 dec, 2024 @ 9:18 
You're likely missing the required mod.
horsepowerYT 25 dec, 2024 @ 9:10 
nvg mod does not work, i get an error when starting up the game, any advice?
rubyeye 24 dec, 2024 @ 14:50 
@bidiguilo ... I thought about changing it since I already adjusted the cost/sale of the NVGs (60 supplies is too high). But I'm ok with +8/+4 aim increase. I'll look forward to what ability Aquilio adds with the next update.
Aquilio  [skapare] 24 dec, 2024 @ 8:46 
I'm thinking about a new ability on top of the aim bonus for the next update as well.
bidiguilo 24 dec, 2024 @ 8:38 
yep it only gives an aim boost, but you can go in the mod folder and increase the boost if you want since the developer added some config settings.
rubyeye 23 dec, 2024 @ 10:37 
Cool idea and I like the effect, but the only real benefit is the +Aim boost. I like it when a cosmetic actually adds skill points.
bidiguilo 23 dec, 2024 @ 6:31 
Gave it to my reaper, since it fits well. Pretty cool
Elster 20 dec, 2024 @ 22:20 
yes, it was.
Aquilio  [skapare] 20 dec, 2024 @ 13:03 
@Mae Was it by the Assassin's grenade?
Elster 20 dec, 2024 @ 11:34 
really enjoying this mod! however, soldiers wearing NVGs can still be blinded despite the eye protection effect.
AVIS 17 dec, 2024 @ 16:32 
Great mod. But I think 60 supplies per NVG is a tad bit expensive, especially when playing covert infiltration
GospelofBrowning 17 dec, 2024 @ 10:43 
@Woldy Not exactly. Several Gen III+ night vision devices have auto-gating capabilities, bright source protection and automatic brightness control systems to ensure that the user's retinas don't burn off the moment somebody flashes them.

It's still not recommended to shine a bright light into NOD tubes, but there are some protections.
Aquilio  [skapare] 16 dec, 2024 @ 6:24 
@Kei I will, thank you.
Kei 16 dec, 2024 @ 5:28 
Thank you for your hard work! I also appreciate your efforts in providing translations. However, I noticed that some phrases seem like they might have been generated using a translator—perhaps they were—and some English phrases are mixed in. I’ve personally made some edits to the .kor files. I humbly request, if possible, that you consider replacing them with these files and incorporating them into the updates when you have time.


https://drive.google.com/file/d/12l6F2Bod_3ibR3-SVmh7Q81ILwZljFEL/view?usp=sharing
Woldy 15 dec, 2024 @ 22:00 
dont think being immune to blind makes a lot of sense for this item. If someone shines a flashlight at you when wearing night vision goggles its gonna get stupid bright.
Hermit CRABBO 15 dec, 2024 @ 17:22 
Menase 1-5, going dark
PYRACOR 15 dec, 2024 @ 11:36 
OMG I read it too quick while being high and thought it said it was just an overlay. Which gave me the idea for my comment. :steamfacepalm:
Aquilio  [skapare] 15 dec, 2024 @ 11:35 
@PYRACOR That's exactly what it is. A utility item with passive bonuses and night vision ability.
PYRACOR 15 dec, 2024 @ 11:30 
Imagine having a utility item or something for this? Equipped units get the vision and some sort of bonus