Description

Beef's NVG addon, but with a number of changes (new animations, sounds, bug fixes, etc.)

Preview
Beef's NVG, Improved (upd. 5)
Post comment Comments  (0 - 50 of 113)
dOOmERdaZe
dOOmERdaZe - - 24 comments

is this a replacement for Beefs NVG or addon/standalone and is it compatible with atmospherics.

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party_50 Author
party_50 - - 181 comments

The addon is standalone and doesn't require original Beefs addon. It's compatible with Atmospherics

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Guest
Guest - - 690,802 comments

will you make patch for "Enhanced Shaders and Color Grading"?

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party_50 Author
party_50 - - 181 comments

No patch needed, this addon is backwards compatible with original Beefs addon

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oozish
oozish - - 320 comments

So you are saying I can install this over Beefs NVGs?

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party_50 Author
party_50 - - 181 comments

You install it instead of original Beefs NVG

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Rambito0
Rambito0 - - 163 comments

Do it need SSS beef's patch?

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party_50 Author
party_50 - - 181 comments

Honestly I forgot there are no-SSS / no-ES users :)

I've included all patches that were in Beefs addon, I didn't change these files, so proceed with same installation procedure as with Beefs one

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gastovskyjames
gastovskyjames - - 139 comments

Can u plls make some of your changes to be optional? Vanila colors and cleaner default nvg. I like Beef original stuff more

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party_50 Author
party_50 - - 181 comments

Balance changes are stored in shared/r3/night_vision.h file, there are comments with default Beefs values, it's easy to adjust them at you wish

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дедушка_Ли
дедушка_Ли - - 176 comments

Hello, dear author!
Thank you for your mod!
Everything works, tested on S.T.A.L.K.E.R. REALITY version 1.9.1.
Installed in the assembly BEEF'S NVG disabled, tested on the 3rd generation NVG:
Postimg.cc
And there are a few questions:
1. You wrote "Since there are specific controls to adjust your NVG, increased brightness levels count from 3 to 5" - I have the adjustment from 1 to 5
2. The space outside the NVG is colored. Is this how it should be?
Postimg.cc
3. When looking through binoculars, the NVG is always on, regardless of whether BEEF'S NVG is on or off:
Postimg.cc
4. When you aim and turn the NVG on and then off, you get this picture:
Postimg.cc

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party_50 Author
party_50 - - 181 comments

> I have the adjustment from 1 to 5
That's exactly how it was meant to be, 5 different brightness levels

> The space outside the NVG is colored. Is this how it should be?
Also, yes (it's default Beefs NVG behavior by the way, I didn't changei t)

> When looking through binoculars, the NVG is always on, regardless of whether BEEF'S NVG is on or off
Hm, that's interesting. Maybe your bincoculars feature integrated NVG?

> When you aim and turn the NVG on and then off, you get this picture:
O_o strange thing, I will take a closer look

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дедушка_Ли
дедушка_Ли - - 176 comments

No, I didn't upgrade the binoculars to a built-in NVG.
Thank you for your reply!

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mr__dude
mr__dude - - 87 comments

cool mod, looks good and nice sounds. Got this error though when trying to change brightness
LUA error: c:/anomaly\gamedata\scripts\item_device.script:236: attempt to call field 'brightness_up' (a nil value)
I use a lot of other mods, so this is probably on my end

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party_50 Author
party_50 - - 181 comments

Hm, looks like your z_beefs_nvgs.script is overwritten by some another mod. Check it

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Rambito0
Rambito0 - - 163 comments

I am getting this error using this mod:
Moddb.com

FATAL ERROR

[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_pcall_failed
[error]File : F:\ANOMALY BUILDS\xray-1.5.2 - UPDATE 2023-12-23\xray-monolith\src\xrServerEntities\script_engine.cpp
[error]Line : 262
[error]Description : fatal error
[error]Arguments :
1 : [Lua] ...anomaly 1.5.2/bin/..\gamedata\scripts\item_device.script(259) : func_or_userdata

LUA error: ...anomaly 1.5.2/bin/..\gamedata\scripts\item_device.script:259: attempt to call field 'brightness_adjust' (a nil value)

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party_50 Author
party_50 - - 181 comments

I suppose NV Binoc addon overrides item_device.script.

You could try install the Beefs NVG Improved addon after NV Binoc, but honestly I think it won't work without remaking NV Binoc addon

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Rambito0
Rambito0 - - 163 comments

I think it need a patch, NV binoc add some lines to the item_device.script.

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cyrcloid
cyrcloid - - 29 comments

nvg + scope usage problem? (can not be used in real life but in game we can. yeah here is the option to disable when AIMING but this bans nvg even not scope aiming)

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party_50 Author
party_50 - - 181 comments

Yeah, I thought about this

Technically, you can aim through scopes in real life with NVG, altought its being so uncofortable it doesn't make sense. Aiming down the ironsights with pistol would be relatively ok but aiming with rifle sights would be even more uncomfortable

In real life the solution to this is using IR lasers, but in Anomaly only few BaS weapons have ones, and still there is problem of zooming / fov while aiming

I decided that possibility to aim with NVG is more consistent with existing Anomaly gameplay, and is also, technically, possible in real life, so its the default behavior until there are IR sights for weapons

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cyrcloid
cyrcloid - - 29 comments

Thanks for answer. Understood your point of view. But snipe people at night with NVG is too imbalanced, is too easy and it's totally ruin the mechanic of scopes with night vision.

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Colombo2022
Colombo2022 - - 305 comments

hello! it looks cool and I want to use it.
I'm using SSS+ES+NVG Beef from Fabio Conte and his late autumn mod(ASR). will your mod work with it correctly? (if so, in what order should I install all this?)

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party_50 Author
party_50 - - 181 comments

I couldn't know. You can try and tell us, is it compatible. You should install this addon instead of default Beefs NVG

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Colombo2022
Colombo2022 - - 305 comments

I tried it. everything is working fine - thanks for this wonderful addon!

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Jamescorella
Jamescorella - - 116 comments

Does anyone know why all light sources like the NPC's headlamps Light look like Pure White, when I turn on the Night Vision?

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party_50 Author
party_50 - - 181 comments

I think that caused by your custom flashlight which is equally bright throughout the entire area. You can consider this a drawback of 1gen nvg and a reason to obtain next gen ;)

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Jamescorella
Jamescorella - - 116 comments

Im going to try that change the flashlight mod right now! Thank you!

Update: That was it, Thank you again!
Also turning all the way up the setting: threshold for light source washout

and Lowering everything else.

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harisiscool1
harisiscool1 - - 3 comments

Is it compatible with DX8 or DX9

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party_50 Author
party_50 - - 181 comments

It is not

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viking896
viking896 - - 202 comments

There are 2 problems that I noticed that you might be able to fix: 1. blurred reticles of Kopra scope etc. 2. overcolored surroundings when using shader scope

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party_50 Author
party_50 - - 181 comments

On my setup Kobra sight is not blurred. Though, some other reflex sight reticles are. That's because they are too bright and affected by bloom effect, I don't have a solution for now.

About overcolored surroundings, try check Shader Scope Compatibility option in MCM settings

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party_50 Author
party_50 - - 181 comments

Update about blurred reticles (after todays update): tested with my addon "realistic reddots", 1st gen NVG is barely usable with reddots, 2st gen is just enough to be ok, 3rd gen is perfect with them. You can consider this a fix ;)

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daemon_stark
daemon_stark - - 37 comments

Thank you! You have implemented some long missing features and at first glance there are some good improvements. Great work!

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dyl66
dyl66 - - 1 comments

Heyo for some odd reason when using this mod I cant adjust the NVGS brightness with + and
- therefore rendering it useless to me as of right now. Is there any way I could go back to the original keybind with N? Regardless of that I see how badass this is. Kudos. Let me know if I could revert to the original keybinds and if I can how could I go about doing that?

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party_50 Author
party_50 - - 181 comments

I will possibly include version with N keybind.

You could try to check your keyboard settings in main menu and set up "Brigthness up / down" keybinds manually

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Chimo69
Chimo69 - - 187 comments

yes please, the mod is great but i can't use it due to the key change, is there any way to make it myself?

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sensation1995
sensation1995 - - 85 comments

Sorry for my stupid quastion. I am playing on dx9, so this mod isn't compatible, but I want to use turn on/off nvg hand animation. Can you help me with this, please?

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party_50 Author
party_50 - - 181 comments

Hm, actually it shouldn't be a problem to implement just hand animations for nvg, but I would better implement what Beef intended to do and make the shader compatible with DX8/9. I will take a look into it someday.

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sensation1995
sensation1995 - - 85 comments

Thanks for your respond. I think implementing this animations needs some scripting skills, which I don't have) Implementing shaders to dx8/9 sounds even more difficult

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xaer3d
xaer3d - - 121 comments

Since the adaptation files for Es and SSS are vanilla Beef, the same bug with tone mapping remains? That the sky brightness stops changing as the r2_tonemap effect increases or decreases.

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party_50 Author
party_50 - - 181 comments

In fact, core render files which are presented in patch files (and which I presume contain the bug you described) are not mandatory, since ES / SSS overwrite them, as I see on in own MO2 preset

I will check it (and try to fix tho)

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xaer3d
xaer3d - - 121 comments

That's interesting! I've tried every possible option. ES+beef,Es+SSS+Beef,Just Beef. With and without SSS adaptation. Only Beef or nothing works correctly :)
But your rewrite version is interesting! What is your order of shader mods in MO2 ?

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party_50 Author
party_50 - - 181 comments

Beef > ES > SSS > Atmospherics (optional)
You can try this order

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aseleznev13
aseleznev13 - - 4 comments

Is old bug when using 2D Shader Scopes and swapping to alt aim while aiming is fixable? It happens even with compatibility option for 2DSO enabled.

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party_50 Author
party_50 - - 181 comments

Please describe the bug more detailed, I can't reproduce it with my alt aim / shader scopes

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aseleznev13
aseleznev13 - - 4 comments

Here's video.
Youtu.be
It happens every time with this conditions:
in MCM settings are:
1. allow use NVG in aim - on
2. use 2D Shared Scope Compatibility - on
in game:
a. turn NVG on, ADS with weapon, while ADS swap to alt aim - you still have scope nvg instead of your normal one.
b. turn on nvg, swap weapon to alt aim without ADS, ADS - you still have scope NVG instead of normal one.
I did fix b. by adding zoom type check inside 2DSO shader compatibility section of the script, but I just don't now how to mitigate issue with swapping aim state while ADSing.
It happens only with weapons scoped with supported by 2DSO scopes, iron sights and collimators not affected. For the note - while I made video, no changes inside script were made, just clean install of the mod.
And to not make another comment, could you please consider to expose variable for latch speed from script to MCM menu setting in form of slider? Since default speed setting 20 is a bit to much for my taste.
Also, using key_bindings.kCUSTOM22 inside item.device interfere with WPOs inspect/unjam bind. Please consider to change it to key_bindings.kCUSTOM25, since it's free almost all the time (I have nearly 500 mods, not one is using it).

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party_50 Author
party_50 - - 181 comments

Ok now I'm getting it. I've noted the issue

Fix should not be complicated, the problem is I don't quite like default Beefs approach to 2DSO to limit render area, but changing that will result in changing combine*.ps files, and addon will be no more compatible with ES/SSS by default... I will consider this

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aseleznev13
aseleznev13 - - 4 comments

Thank you kindly, good sir!
I managed to achieve fix, by adding condition inside actor_on_weapon_zoom_in for zoom type and adding checks inside on_key_release
Here's code:
Pastebin.com
It needs some polishing in terms of event handling, but I hope it helps to made update sooner, since your mod is great!

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aseleznev13
aseleznev13 - - 4 comments

Also, please consider adding return to ADS mode after turn NVGs on, if we were in ADS mode before. It's just frustrating pressing two keys in a row when we really can have much more convenient controls.

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EDIMKA
EDIMKA - - 7 comments

Hey dude I've got a problem, in the menu the reload key remains "R" but once I load my save or when I change level in-game it goes back to F10 and I have to assign it to R again

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party_50 Author
party_50 - - 181 comments

O_o I heard about this bug in the context of magazines addon, try switching this off

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