Featured Borkel's Realistic Night Vision Goggles (NVGs and T-7) 1.5.6 (experimental)

Please do not ask when mod authors will update their mods to 3.9.X
Bothering mod authors will lead to warnings and repeat offenses will lead to eventual bans.

Now with new realistic NVG masks and natural light outside the tubes. I looked at real life NVGs and I tried to imitate them ingame. Customizable ingame (colors and everything).

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If you wish to support me and help me achieve my dream of owning night vision goggles you can buy me a coffee.


kofi4.png?v=3

  • Version 1.5.6 (experimental)

    Updated for SPT 3.9

    LKVGMri.jpeg

  • Version 1.5.5 (experimental)

    • Improved ReShade logic, now it automatically turns off ReShade when in menus. Check out the ReShade tab for new and updated NVG presets with autogating made by FishiDishi.
    • Added F12 menu config options for the T-7 (tho they require game restart).
    • Better code (replaced coroutines with tasks).


    I may update to 3.9.0 next week.


    New ReShade preview:

    U6o5Tka.png

  • Version 1.5.4 (experimental)

    Added compatibility with Artem's NVGs

    They will use the same profile as the normal GPNVG-18

    https://cdn.discordapp.com/attachments/1222191813008425011/1235669954217381910/image.png?ex=6673d612&is=66728492&hm=961c5b81389a3a3fb4fcbf2f0d1e8e7e17a49e35cdb7c3f42e21ff3ebbb2d061&

    (3.8.*)

  • I did an oopsie woopsie and forgot to restore the default GPNVG texture back to the tan one, so it was black. Now the default one is tan and the optional one black, like always.

  • Version 1.5.3 (experimental) updated

    IF UPDATING FROM A VERSION OLDER THAN 1.4.8, DELETE THE OLD "BorkelRNVG.dll" LOCATED IN "BepInEx/plugins". LATTEST VERSION HAS A NEW AND MORE ORGANIZED FOLDER STRUCTURE.


    Updated for 3.8.1 and all future 3.8 versions

  • Version 1.5.3 (experimental)

    IF UPDATING FROM A VERSION OLDER THAN 1.4.8, DELETE THE OLD "BorkelRNVG.dll" LOCATED IN "BepInEx/plugins". LATTEST VERSION HAS A NEW AND MORE ORGANIZED FOLDER STRUCTURE.

    For SPT 3.8.0.


    New realistic objective lens textures for all NVGs and new mask textures for the PVS-14 and N-15!


    qzRYpxJ.png

    A6JZso5.png

  • Version 1.5.2 (experimental)

    IF UPDATING FROM A VERSION OLDER THAN 1.4.8, DELETE THE OLD "BorkelRNVG.dll" LOCATED IN "BepInEx/plugins". LATTEST VERSION HAS A NEW AND MORE ORGANIZED FOLDER STRUCTURE.

    For SPT 3.8.0.


    Improved the masks for the GPNVG-18 and the T-7.


    For the GPNVG-18 I've horizontally flipped the lense shadows so that they appear on the outer lenses and not the inner ones. This makes more sense, since the outer lenses are the ones that are angled (new is top, old is bottom):

    5ySdAps.png


    The T-7 is viewed through a digital display, not a lense like with NVGs, so I've made it look more like a display by cutting its vertical FOV (like the FLIR). The old mask is still available in the optional masks folders. This is how it looks now:
    zUbYQKo.png

  • Version 1.5.1 (experimental)

    IF UPDATING FROM A VERSION OLDER THAN 1.4.8, DELETE THE OLD "BorkelRNVG.dll" LOCATED IN "BepInEx/plugins". LATTEST VERSION HAS A NEW AND MORE ORGANIZED FOLDER STRUCTURE.


    UPDATED FOR SPT-3.8.0 (doesn't work on previous versions).


    All should be working properlly but let me know if there are any issues.

  • Version 1.5.0 (experimental)

    IF UPDATING FROM A VERSION OLDER THAN 1.4.8, DELETE THE OLD "BorkelRNVG.dll" LOCATED IN "BepInEx/plugins". LATTEST VERSION HAS A NEW AND MORE ORGANIZED FOLDER STRUCTURE.

    Two new features:

    • New manual gating feature! Increase or decrease the gain of your NVGs by pressing a key (it even makes a cool sound). The keybinds are unbound by default to avoid conflicts with other mods' keybinds, so don't forget to bind them yourself to keys of your choice. Higer gain will offer more light amplification, but there will be more visual noise6M9bAsO.png
    • New higher resolution noise texture:7DSs2E2.png

    Let me know if there are any issues. And as always, remember to disable NVG Original Color in Amands Graphics.

  • Version 1.4.8 (experimental)

    IF UPDATING FROM A VERSION OLDER THAN 1.4.8, DELETE THE OLD "BorkelRNVG.dll" LOCATED IN "BepInEx/plugins". LATTEST VERSION HAS A NEW AND MORE ORGANIZED FOLDER STRUCTURE.

    New realistic ReShade presets made by FishiDishi, check the instructions in the ReShade tab (the ReShade is a completely optional download and it will never be a requirement for the main mod. It is not the main way to use the mod, think of it as a different experience that you can freely try to achieve more immersion).

    A58lNMG.png

  • Let me know if there are any issues with the Drive download links.

    • I downloaded it but the smol kitten was not in the zip?

    • i'm sorry, i lost the kitten

      Crying 1
  • Remember to turn off NVG Original color in Amand's Graphics settings.

    Thumbs Up 3 Heart 5
    • I dont have your mod yet since its not up for 3.9 but I forgot since ever to turn that off in amands graphics XD. Months I forgot to change this ||

    • It won't be necessary in 3.9.0, as NVG Original Color will already be off by default

  • I was wondering, could you add colored/RGB nightvision as a setting? I've seen videos of it, you can still see color but of couse its dim/dull, would be nice to have for stuff like the gpnvg for people who are blind to scavs like me

    • That's a thing of digital night vision, not the type of night vision we have ingame

  • Has anyone experienced a crash while using this mod?


    Mod I'm using is:

    BepinEx - https://imgur.com/a/J6Nwksx

    user - https://imgur.com/a/C7wBXXo


    And here's the crash video:

    • it's lighthouse, it could be your RAM running out of space. Do let me know if you manage to find a way to reproduce it.

  • Thank you for the update thank you so much

    Heart 1
  • Thank you for the update <3

    Heart 1
  • RAWR! where is thermals update?RAWR bugcatchillin

  • thank you very much you are the best

    Heart 2
  • Amazing mod, hope to see it soon for 3.9. Thank you for such immersive NVG. Night raids havent bought such fun until now

    • hahahaha, thank you for the update, Borkel !

      Now it is the turn for termal scopes update)

  • Hi Borkel and once again thank you for such a great mod, loving it.

    Any plans to update it for the 3.9.x release?

    Crying 1 Thinking 1
    • In time

      Thumbs Up 1 Heart 4 Happy 1
    • ChrisHIM - I know you're a new member to SPT (June 2024) but can you not see the BIG yellow banner at the top? It's quite noticeable and if you read it but still made a comment to ask the mod author about a release date for the mod is quite silly and if there is a continuous trend of this it will lead to an eventual ban. The banners are there for a reason and many of us are eager to play with mods, but at least give the mod authors time and consideration. Thank you.

    • Each time you ask for an update an additional week is added

      Happy 1
  • is there any way to get the vanilla mask back for one of the NVGs? most of the vanilla ones are pretty shit but i do slightly prefer the FOV on the vanilla n15s and increasing the mask size via the f12 menu didn't really help since that just zooms in on the mask image :( if not, how would i go about creating my own mask texture using, say, paintnet?

    • You have to edit the .png files in MaskTextures/ and LensTextures/

    • oh do you just click and drag the whole texture in an image editor to make it bigger? simple enough ty

  • I loved the NVG's in GAMMA, and I now love the NVG's in SPT. Thank you, thank you, for this great mod!

    Heart 1 Thumbs Up 1
  • you made me a very happy boy with ur recent update, ty ty :)

    Heart 1
  • Hello Borkel!

    First off amazing mod! It really looks cool!


    However I have noticed something which seems a bit off (see the image link below for reference).


    https://imgur.com/lIaSn1I

    When I run and have laser/IR active on such a device on the weapon, it flashes red when "being seen" outside of the NV field of view.


    I have Amands graphics mod installed as well and I have turned off the NVG original color in Amands graphics settings as suggested.

    I do not, however, use the reshade.

    Could you perhaps shed some light on why this happens, or is it something that perhaps needs a fix?

    Just wanted to provide some feedback to you :)

    Cheers

    • I talk about that in the known issues tab. It's because of the way BSG implemented night vision and IR.

  • I almost don't want to use this mod anymore because I know I can't have it in live tarkov lol, great work!


    I've been using Crackbone's Artem trader who has recolors of GPNVG's and their color seems to be vanilla as compared to your version. Is there any way I could make it so your mod adjusts them too? Or is that more than moving some files around?

    Or, would it be possible for you to add a set of black GPNVG's in your mod? I can't seem to commit to just one color of gpnvg in terms of drip applications.

    • next release i'll add support for that mod

      Thumbs Up 1
  • is there a way to configure Fishi Dishi's reshade effects to be compatible with RT Tarkov (Ray traced global illumination reShade shaders) ?

  • for whatever reason the PNV-10T adapter refuses to work with the N-15 NVGs

    • How did you install the mod?

    • I downloaded the mod, copied and pasted it into my mods folder, then extracted the mod. everything works fine besides the black GPNVG-18s, and the N-15s

    • you have to drop the contents into your SPT folder. Don't drop everything inside of the user/mods folder

    • I dropped everything into my SPTarkov folder and the mod ceased to work completely

    • nvm i got it to work, thanks!

  • How do i change the NVG's to black, tried to follow instructions but im as dumb as a box of rocks so

    • There's an installation guide inside of "user\mods\BRNVG_N-15Adapter\optional black GPNVG-18". You just copy and paste where it tells you to.

  • Love the mod, especially the new lens textures. However I think since your latest version you only included the black version of the GPNVGs. Could you check it and maybe add the tan ones back 😀

  • @Borkel, Thanks so much for the 3.8.1 update. Does "Updated for 3.8.1 and all future 3.8 versions" mean this version ALSO works with 3.8.0, or do we still need the previous version for 3.8.0? Thanks.

    • it works in 3.8.0 too, but it doesn't add anything new

  • Is there any way to either install only the black GPNVG texture, or at least install that and the least amount of changes to nvgs?

    • yeah you can just only install the server side mod (the one that goes in user/mods)

  • Hello Borkel,


    First of all, thanks for the mod, it is perfect and very necessary if you are looking for a more immersive experience.

    I would like to ask you, if the mod will be updated for version 3.8.1 of SPT AKI.

    Thank you very much for your time.

  • Is there any way you would be able to add the T-7 Thermals to the customization tab, like how the other NVGs are?

    • there are some settings that could be customized, i'll look into it

    • i appreciate it, even if you end up not able to add it, thanks for taking a look into it reguardless.

  • Do we have blue lenses in black version with latest update ?

  • why i stuck in NSV and AGS when i use them.no loaded animation and press f just cant move

    • Working well on my end, doesnt seem to be an issue with my mod. Do you have any more details?

    • idk man,

      [Exception] : NullReferenceException: Object reference not set to an instance of an object

      EFT.Player+FirearmController.Spawn (System.Single animationSpeed, System.Action callback) (at <448e567fc8c849f8a66327014c6f134c>:0)

      EFT.Player.SpawnController (EFT.Player+AbstractHandsController controller, System.Action callback) (at <448e567fc8c849f8a66327014c6f134c>:0)

      EFT.Player+Process`2[TController,TResult].CreateController () (at <448e567fc8c849f8a66327014c6f134c>:0)

      EFT.Player+Process`2+Class1062[T,U].method_0 () (at <448e567fc8c849f8a66327014c6f134c>:0)

      EFT.Player+Process`2+Class1062[T,U].method_1 () (at <448e567fc8c849f8a66327014c6f134c>:0)

      EFT.Player+FirearmController+Class994.method_0 () (at <448e567fc8c849f8a66327014c6f134c>:0)

      EFT.Player+FirearmController+GClass1624.HideWeaponComplete () (at <448e567fc8c849f8a66327014c6f134c>:0)

      EFT.Player+FirearmController.method_28 () (at <448e567fc8c849f8a66327014c6f134c>:0)

      EFT.Player+FirearmController.IEventsConsumerOnWeapOut () (at <448e567fc8c849f8a66327014c6f134c>:0)

      EFT.Player+AbstractHandsController.GInterface24.OnWeapOut () (at <448e567fc8c849f8a66327014c6f134c>:0)

      GClass663.smethod_38 (System.Collections.Generic.List`1[T] eventsConsumers, AnimationEventSystem.AnimationEventParameter parameter) (at <448e567fc8c849f8a66327014c6f134c>:0)

      GClass663.AnimatorEventHandler (System.Collections.Generic.List`1[T] eventsConsumers, System.Int32 functionNameHash, AnimationEventSystem.AnimationEventParameter parameter) (at <448e567fc8c849f8a66327014c6f134c>:0)

      ObjectInHandsAnimator.AnimatorEventHandler (System.Int32 functionNameHash, AnimationEventSystem.AnimationEventParameter parameter) (at <448e567fc8c849f8a66327014c6f134c>:0)

      AnimationEventSystem.AnimationEventsEmitter.method_2 (System.String functionName, System.Int32 functionNameHash, AnimationEventSystem.AnimationEventParameter parameter, System.Int32 stateShortNameHash) (at <448e567fc8c849f8a66327014c6f134c>:0)

      AnimationEventSystem.AnimationEventsEmitter.method_3 (AnimationEventSystem.AnimationEvent event, IAnimator animator, AnimatorStateInfoWrapper& stateInfo, System.Single normalizedTime) (at <448e567fc8c849f8a66327014c6f134c>:0)

      AnimationEventSystem.AnimationEventsEmitter.EmitEvents () (at <448e567fc8c849f8a66327014c6f134c>:0)

      EFT.Player+ItemHandsController.EmitEvents () (at <448e567fc8c849f8a66327014c6f134c>:0)

      EFT.Player.method_76 (System.Single deltaTime) (at <448e567fc8c849f8a66327014c6f134c>:0)

      EFT.Player.ComplexLateUpdate (EFT.EUpdateQueue queue, System.Single deltaTime) (at <448e567fc8c849f8a66327014c6f134c>:0)

      (wrapper dynamic-method) EFT.Player.DMD<EFT.Player::LateUpdate>(EFT.Player)

      UnityEngine.DebugLogHandler:LogException(Exception, Object)

      Class358:UnityEngine.ILogHandler.LogException(Exception, Object)

      UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)

    • does your problem disappear when you install my mod? can i get your modlist?

  • I set the NVG color all the way to blue, but its still green.

    • you have to lower the green and red values too, and make sure you are selecting the rgb values of your specific nvg

      Thumbs Up 1
    • Are you maybe using Atlas' black NVG's and not the regular GPNVG's + Borkels optional black texture? Atlas' ATL NVG's appear unaffected by this mod at least on my end.

    • Btw I can't seem to get the black NVG in game

    • make sure you are using the latest version and follow the installation steps

  • Why not have the sprint toggle tactical devices enabled by default if it's recommended? Is there an issue with it on that could happen?

    • It used to be enabled by default, but most users don't read the mod description so they get confused when they see the devices turning off on their own.

      Thumbs Up 1
  • Compatible with TANO (Thermal And NVG Overhaul)?

    • TANO includes an old version of this mod, so i advice against installing both.

  • How can I lower the refresh rate of the T-7 down to 30hz?

    • You'd have to change the source code and compile it yourself. Lines 44 and 45 in ThermalVisionSetMaskPatch.cs.

    • Love this mod so much - I'm trying to do exactly as you said and change those lines but when building in Visual Studio I get the error

      "The type or namespace name 'EFT' could not be found (are you missing a using directive or an assembly reference?)"


      as well as about 100 other identical errors - any idea what I'm doing wrong? I'm very new to this and am not sure sure to how "reference"

      Thanks for reading!

      edit: I've figured out how to add references - just not sure which out of the thousands to add or what i need to download and give to VS as a reference

      edit2: Figured out how to add references, even found the files I needed in my SPT folder (Aki.reflection, Assembly-csharp,Assembly-Cshar-firstpass,Comfort,ItemComponent.Types) but trying to add these .dll files as assemblies/dependencies doesn't work, "the reference is invalid or unsupported"

      Figured it out <3 Now I just gotta figure out how to remove the hazy look of the t-7
      Simply erasing the noise.png files seems to make everything black

    • To make the t-7 clear just comment the thermalmask patch in plugins.cs. To disable individual features you should instead comment specific lines inside of the thermalmask patch. I'll explain further when i get home

    • you'll want to comment or delete these lines:

      __instance.IsPixelated = true;


      __instance.IsMotionBlurred = true;

      __instance.PixelationUtilities = new PixelationUtilities();

      __instance.PixelationUtilities.Mode = 0;

      __instance.PixelationUtilities.BlockCount = 320; //doesn't do anything really

      __instance.PixelationUtilities.PixelationMask = Plugin.maskPixel;

      __instance.PixelationUtilities.PixelationShader = Plugin.pixelationShader;

    • You're a godsend. Thank you for your time and input. Your mod makes this game playable for me <3

      Heart 1
  • Awesome mod! But I have a question, is there a way to change the black filter % around the tubes? I find it's not dark enough (prehaps a slider in the f12 menu would allow people to adjust it to their liking)

    • To do that you'll want to edit the .png files inside of the mask folder, it's very easy to do. You can use GIMP or photoshop. The default value for the filter is 65% opacity.

    • Intresting, i didn't expected that to be in the png files. i will give it a try thank you !